Conflict fix

This commit is contained in:
Kelenius
2015-01-20 15:02:25 +03:00
73 changed files with 575 additions and 424 deletions
+1
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@@ -653,6 +653,7 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];secretsfun=flicklights'>Ghost Mode</A><BR>
<A href='?src=\ref[src];secretsfun=retardify'>Make all players retarded</A><BR>
<A href='?src=\ref[src];secretsfun=fakeguns'>Make all items look like guns</A><BR>
<A href='?src=\ref[src];secretsfun=paintball'>Paintball Mode</A><BR>
<A href='?src=\ref[src];secretsfun=schoolgirl'>Japanese Animes Mode</A><BR>
<A href='?src=\ref[src];secretsfun=eagles'>Egalitarian Station Mode</A><BR>
<A href='?src=\ref[src];secretsfun=launchshuttle'>Launch a shuttle</A><BR>
+23 -26
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@@ -46,6 +46,7 @@ var/list/admin_verbs_admin = list(
/client/proc/cmd_admin_create_centcom_report,
/client/proc/check_words, /*displays cult-words*/
/client/proc/check_ai_laws, /*shows AI and borg laws*/
/client/proc/rename_ai, /*properly renames the AI*/
/client/proc/check_antagonists,
/client/proc/admin_memo, /*admin memo system. show/delete/write. +SERVER needed to delete admin memos of others*/
/client/proc/dsay, /*talk in deadchat using our ckey/fakekey*/
@@ -282,7 +283,7 @@ var/list/admin_verbs_mentor = list(
if(holder.rights & R_SERVER) verbs += admin_verbs_server
if(holder.rights & R_DEBUG)
verbs += admin_verbs_debug
if(config.debugparanoid && !check_rights(R_ADMIN))
if(config.debugparanoid && !check_rights(R_ADMIN))
verbs.Remove(admin_verbs_paranoid_debug) //Right now it's just callproc but we can easily add others later on.
if(holder.rights & R_POSSESS) verbs += admin_verbs_possess
if(holder.rights & R_PERMISSIONS) verbs += admin_verbs_permissions
@@ -308,24 +309,7 @@ var/list/admin_verbs_mentor = list(
admin_verbs_rejuv,
admin_verbs_sounds,
admin_verbs_spawn,
/*Debug verbs added by "show debug verbs"*/
/client/proc/Cell,
/client/proc/do_not_use_these,
/client/proc/camera_view,
/client/proc/sec_camera_report,
/client/proc/intercom_view,
/client/proc/atmosscan,
/client/proc/powerdebug,
/client/proc/count_objects_on_z_level,
/client/proc/count_objects_all,
/client/proc/cmd_assume_direct_control,
/client/proc/jump_to_dead_group,
/client/proc/startSinglo,
/client/proc/ticklag,
/client/proc/cmd_admin_grantfullaccess,
/client/proc/kaboom,
/client/proc/splash,
/client/proc/cmd_admin_areatest
debug_verbs
)
/client/proc/hide_most_verbs()//Allows you to keep some functionality while hiding some verbs
@@ -608,12 +592,14 @@ var/list/admin_verbs_mentor = list(
var/datum/disease2/disease/D = new /datum/disease2/disease()
var/greater = ((input("Is this a lesser or greater disease?", "Give Disease") in list("Lesser", "Greater")) == "Greater")
D.makerandom(greater)
if (!greater)
D.infectionchance = 1
var/severity = 1
var/greater = input("Is this a lesser, greater, or badmin disease?", "Give Disease") in list("Lesser", "Greater", "Badmin")
switch(greater)
if ("Lesser") severity = 1
if ("Greater") severity = 2
if ("Badmin") severity = 99
D.makerandom(severity)
D.infectionchance = input("How virulent is this disease? (1-100)", "Give Disease", D.infectionchance) as num
if(istype(T,/mob/living/carbon/human))
@@ -626,8 +612,8 @@ var/list/admin_verbs_mentor = list(
infect_virus2(T,D,1)
feedback_add_details("admin_verb","GD2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] gave [key_name(T)] a [(greater)? "greater":"lesser"] disease2 with infection chance [D.infectionchance].")
message_admins("\blue [key_name_admin(usr)] gave [key_name(T)] a [(greater)? "greater":"lesser"] disease2 with infection chance [D.infectionchance].", 1)
log_admin("[key_name(usr)] gave [key_name(T)] a [greater] disease2 with infection chance [D.infectionchance].")
message_admins("\blue [key_name_admin(usr)] gave [key_name(T)] a [greater] disease2 with infection chance [D.infectionchance].", 1)
/client/proc/make_sound(var/obj/O in world) // -- TLE
set category = "Special Verbs"
@@ -706,6 +692,17 @@ var/list/admin_verbs_mentor = list(
if(holder)
src.holder.output_ai_laws()
/client/proc/rename_ai(mob/living/silicon/ai/AI in world)
set name = "Rename AI"
set category = "Admin"
if(holder)
var/new_name = trim_strip_input(src, "Enter new AI name. Leave blank or as is to cancel.", "Enter new AI Name", AI.name)
if(new_name && new_name != AI.name)
admin_log_and_message_admins("has renamed the AI '[AI.name]' to '[new_name]'")
AI.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!
//---- bs12 verbs ----
+10
View File
@@ -2399,6 +2399,16 @@
W.item_color = "schoolgirl"
message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
world << sound('sound/AI/animes.ogg')
if("paintball")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","PB")
for(var/species in all_species)
var/datum/species/S = all_species[species]
S.blood_color = "rainbow"
for(var/obj/effect/decal/cleanable/blood/B in world)
B.basecolor = "rainbow"
B.update_icon()
message_admins("[key_name_admin(usr)] activated Paintball mode")
if("eagles")//SCRAW
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","EgL")
+2 -2
View File
@@ -517,7 +517,7 @@ var/global/list/gear_datums = list()
cost = 2
slot = slot_wear_suit
/datum/gear/gponcho
/datum/gear/bponcho
display_name = "poncho, blue"
path = /obj/item/clothing/suit/poncho/blue
cost = 3
@@ -529,7 +529,7 @@ var/global/list/gear_datums = list()
cost = 3
slot = slot_wear_suit
/datum/gear/rponcho
/datum/gear/pponcho
display_name = "poncho, purple"
path = /obj/item/clothing/suit/poncho/purple
cost = 3
+8 -7
View File
@@ -399,8 +399,6 @@ BLIND // can't see anything
*/
var/obj/item/clothing/tie/hastie = null
var/displays_id = 1
var/rolled_down = 0
var/basecolor
sprite_sheets = list("Vox" = 'icons/mob/species/vox/uniform.dmi')
/obj/item/clothing/under/update_clothing_icon()
@@ -526,11 +524,14 @@ BLIND // can't see anything
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if(copytext(item_color,-2) != "_d")
basecolor = item_color
if(basecolor + "_d_s" in icon_states('icons/mob/uniform.dmi'))
body_parts_covered = "[basecolor]" ? LEGS|LOWER_TORSO : UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
item_color = item_color == "[basecolor]" ? "[basecolor]_d" : "[basecolor]"
if(initial(item_color) + "_d_s" in icon_states('icons/mob/uniform.dmi'))
if (item_color == initial(item_color))
body_parts_covered &= LOWER_TORSO|LEGS|FEET
item_color = "[initial(item_color)]_d"
else
body_parts_covered = initial(body_parts_covered)
item_color = initial(item_color)
update_clothing_icon()
else
usr << "<span class='notice'>You cannot roll down the uniform!</span>"
+16 -8
View File
@@ -18,19 +18,27 @@
/datum/event/carp_migration/start()
if(severity == EVENT_LEVEL_MAJOR)
for(var/i = 1 to rand(3,5))
spawn_fish(landmarks_list.len)
else if(severity == EVENT_LEVEL_MODERATE)
spawn_fish(landmarks_list.len)
else if(severity == EVENT_LEVEL_MODERATE)
spawn_fish(rand(4, 6)) //12 to 30 carp, in small groups
else
spawn_fish(rand(1, 5))
spawn_fish(rand(1, 3), 1, 2) //1 to 6 carp, alone or in pairs
/datum/event/carp_migration/proc/spawn_fish(var/num_groups, var/group_size_min=3, var/group_size_max=5)
var/list/spawn_locations = list()
/datum/event/carp_migration/proc/spawn_fish(var/limit)
for(var/obj/effect/landmark/C in landmarks_list)
if(C.name == "carpspawn")
spawned_carp.Add(new /mob/living/simple_animal/hostile/carp(C.loc))
if(spawned_carp.len >= limit)
return
spawn_locations.Add(C.loc)
spawn_locations = shuffle(spawn_locations)
num_groups = min(num_groups, spawn_locations.len)
var/i = 1
while (i <= num_groups)
var/group_size = rand(group_size_min, group_size_max)
for (var/j = 1, j <= group_size, j++)
spawned_carp.Add(new /mob/living/simple_animal/hostile/carp(spawn_locations[i]))
i++
/datum/event/carp_migration/end()
for(var/mob/living/simple_animal/hostile/carp/C in spawned_carp)
+17 -17
View File
@@ -25,7 +25,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
if(!next_event_time)
set_event_delay()
if(delayed)
if(delayed || !config.allow_random_events)
next_event_time += (world.time - last_world_time)
else if(world.time > next_event_time)
start_event()
@@ -139,22 +139,22 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
/datum/event_container/moderate
severity = EVENT_LEVEL_MODERATE
available_events = list(
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Nothing", /datum/event/nothing, 10),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Carp School", /datum/event/carp_migration, 20, list(ASSIGNMENT_SECURITY = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Rogue Drones", /datum/event/rogue_drone, 5, list(ASSIGNMENT_ENGINEER = 25, ASSIGNMENT_SECURITY = 25)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space vines", /datum/event/spacevine, 10, list(ASSIGNMENT_ENGINEER = 5)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Meteor Shower", /datum/event/meteor_shower, 0, list(ASSIGNMENT_ENGINEER = 10)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Communication Blackout", /datum/event/communications_blackout, 50, list(ASSIGNMENT_AI = 25, ASSIGNMENT_SECURITY = 25)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Prison Break", /datum/event/prison_break, 0, list(ASSIGNMENT_SECURITY = 50)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Grid Check", /datum/event/grid_check, 25, list(ASSIGNMENT_ENGINEER = 10)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Electrical Storm", /datum/event/electrical_storm, 15, list(ASSIGNMENT_ENGINEER = 5, ASSIGNMENT_JANITOR = 15)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Radiation Storm", /datum/event/radiation_storm, 0, list(ASSIGNMENT_MEDICAL = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Appendicitis", /datum/event/spontaneous_appendicitis, 0, list(ASSIGNMENT_MEDICAL = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Viral Infection", /datum/event/viral_infection, 0, list(ASSIGNMENT_MEDICAL = 10)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Spider Infestation", /datum/event/spider_infestation, 5, list(ASSIGNMENT_SECURITY = 5), 1),
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 2.5,list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ionstorm, 0, list(ASSIGNMENT_AI = 25, ASSIGNMENT_CYBORG = 25, ASSIGNMENT_ENGINEER = 10, ASSIGNMENT_SCIENTIST = 5)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Nothing", /datum/event/nothing, 1230),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Carp School", /datum/event/carp_migration, 100, list(ASSIGNMENT_ENGINEER = 10, ASSIGNMENT_SECURITY = 20), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Rogue Drones", /datum/event/rogue_drone, 20, list(ASSIGNMENT_SECURITY = 20)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space vines", /datum/event/spacevine, 200, list(ASSIGNMENT_ENGINEER = 10)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Meteor Shower", /datum/event/meteor_shower, 0, list(ASSIGNMENT_ENGINEER = 20)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Communication Blackout", /datum/event/communications_blackout, 500, list(ASSIGNMENT_AI = 150, ASSIGNMENT_SECURITY = 120)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Prison Break", /datum/event/prison_break, 0, list(ASSIGNMENT_SECURITY = 100)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Grid Check", /datum/event/grid_check, 200, list(ASSIGNMENT_ENGINEER = 60)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Electrical Storm", /datum/event/electrical_storm, 250, list(ASSIGNMENT_ENGINEER = 20, ASSIGNMENT_JANITOR = 150)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Radiation Storm", /datum/event/radiation_storm, 0, list(ASSIGNMENT_MEDICAL = 50), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Appendicitis", /datum/event/spontaneous_appendicitis, 0, list(ASSIGNMENT_MEDICAL = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Viral Infection", /datum/event/viral_infection, 0, list(ASSIGNMENT_MEDICAL = 150)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Spider Infestation", /datum/event/spider_infestation, 100, list(ASSIGNMENT_SECURITY = 30), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ionstorm, 0, list(ASSIGNMENT_AI = 50, ASSIGNMENT_CYBORG = 50, ASSIGNMENT_ENGINEER = 15, ASSIGNMENT_SCIENTIST = 5)),
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 2.5, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
)
/datum/event_container/major
+9 -1
View File
@@ -45,6 +45,10 @@
log_debug("Event '[EM.name]' has completed at [worldtime2text()].")
/datum/event_manager/proc/delay_events(var/severity, var/delay)
var/list/datum/event_container/EC = event_containers[severity]
EC.next_event_time += delay
/datum/event_manager/proc/Interact(var/mob/living/user)
var/html = GetInteractWindow()
@@ -75,6 +79,7 @@
/datum/event_manager/proc/GetInteractWindow()
var/html = "<A align='right' href='?src=\ref[src];refresh=1'>Refresh</A>"
html += "<A align='right' href='?src=\ref[src];pause_all=[!config.allow_random_events]'>Pause All - [config.allow_random_events ? "Pause" : "Resume"]</A>"
if(selected_event_container)
var/event_time = max(0, selected_event_container.next_event_time - world.time)
@@ -92,7 +97,7 @@
html += "<td>[EM.max_weight]</td>"
html += "<td><A align='right' href='?src=\ref[src];toggle_oneshot=\ref[EM]'>[EM.one_shot]</A></td>"
html += "<td><A align='right' href='?src=\ref[src];toggle_enabled=\ref[EM]'>[EM.enabled]</A></td>"
html += "<td><span class='alert'>[EM.get_weight()]</span></td>"
html += "<td><span class='alert'>[EM.get_weight(number_active_with_role())]</span></td>"
html += "<td><A align='right' href='?src=\ref[src];remove=\ref[EM];EC=\ref[selected_event_container]'>Remove</A></td>"
html += "</tr>"
html += "</table>"
@@ -207,6 +212,9 @@
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.")
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.")
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)
+2 -1
View File
@@ -8,7 +8,8 @@
power_failure(0)
/datum/event/grid_check/announce()
command_announcement.Announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Automated Grid Check", new_sound = 'sound/AI/poweroff.ogg')
if (prob(30))
command_announcement.Announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Automated Grid Check", new_sound = 'sound/AI/poweroff.ogg')
/datum/event/grid_check/end()
power_restore()
+29 -3
View File
@@ -1,11 +1,36 @@
datum/event/viral_infection
var/list/viruses = list()
datum/event/viral_infection/setup()
announceWhen = rand(0, 3000)
endWhen = announceWhen + 1
//generate 1-3 viruses. This way there's an upper limit on how many individual diseases need to be cured if many people are initially infected
var/num_diseases = rand(1,3)
for (var/i=0, i < num_diseases, i++)
var/datum/disease2/disease/D = new /datum/disease2/disease
var/strength = 1 //whether the disease is of the greater or lesser variety
if (severity >= EVENT_LEVEL_MAJOR && prob(75))
strength = 2
D.makerandom(strength)
viruses += D
datum/event/viral_infection/announce()
command_announcement.Announce("Confirmed outbreak of level five biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak5.ogg')
var/level
if (severity == EVENT_LEVEL_MUNDANE)
return
else if (severity == EVENT_LEVEL_MODERATE)
level = pick("one", "two", "three", "four")
else
level = "five"
if (severity == EVENT_LEVEL_MAJOR || prob(60))
command_announcement.Announce("Confirmed outbreak of level [level] biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak5.ogg')
datum/event/viral_infection/start()
if(!viruses.len) return
var/list/candidates = list() //list of candidate keys
for(var/mob/living/carbon/human/G in player_list)
if(G.client && G.stat != DEAD)
@@ -13,9 +38,10 @@ datum/event/viral_infection/start()
if(!candidates.len) return
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
severity = severity == 1 ? 1 : severity - 1
severity = max(EVENT_LEVEL_MUNDANE, severity - 1)
var/actual_severity = severity * rand(1, 3)
while(actual_severity > 0 && candidates.len)
infect_mob_random_lesser(candidates[1])
var/datum/disease2/disease/D = pick(viruses)
infect_mob(candidates[1], D.getcopy())
candidates.Remove(candidates[1])
actual_severity--
@@ -871,6 +871,7 @@
else
target.show_message("\blue You hear a voice that seems to echo around the room: [say]")
usr.show_message("\blue You project your mind into [target.real_name]: [say]")
log_say("[key_name(usr)] sent a telepathic message to [key_name(target)]: [say]")
for(var/mob/dead/observer/G in world)
G.show_message("<i>Telepathic message from <b>[src]</b> to <b>[target]</b>: [say]</i>")
@@ -640,9 +640,10 @@ It can still be worn/put on as normal.
W.hold.close(usr)
usr.put_in_hands(tie)
suit.hastie = null*/
suit.hastie.on_removed(usr)
suit.hastie = null
target.update_inv_w_uniform()
if(suit && suit.hastie)
suit.hastie.on_removed(usr)
suit.hastie = null
target.update_inv_w_uniform()
if("id")
slot_to_process = slot_wear_id
if (target.wear_id)
+7 -9
View File
@@ -1426,21 +1426,19 @@
client.screen |= G.overlay
if(G.vision_flags)
sight |= G.vision_flags
if(!druggy)
if(!druggy && !seer)
see_invisible = SEE_INVISIBLE_MINIMUM
if(istype(G,/obj/item/clothing/glasses/night))
if(istype(G,/obj/item/clothing/glasses/night) && !seer)
see_invisible = SEE_INVISIBLE_MINIMUM
/* HUD shit goes here, as long as it doesn't modify sight flags */
// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
var/obj/item/clothing/glasses/hud/O = G
if(istype(G, /obj/item/clothing/glasses/sunglasses/sechud))
var/obj/item/clothing/glasses/sunglasses/sechud/O = G
if(O.hud) O.hud.process_hud(src)
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
else if(istype(G, /obj/item/clothing/glasses/hud))
var/obj/item/clothing/glasses/hud/O = G
var/obj/item/clothing/glasses/sunglasses/sechud/S = G
O = S.hud
if(istype(O))
O.process_hud(src)
if(!druggy)
see_invisible = SEE_INVISIBLE_LIVING
if(!druggy && !seer) see_invisible = SEE_INVISIBLE_LIVING
proc/handle_random_events()
// Puke if toxloss is too high
@@ -35,23 +35,29 @@
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target]'s [pick("head", "neck")] [pick("", "", "", "with spread [pick(attack_noun)]")]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] [pick(attack_verb)] [target] across \his face!", "[user] rakes \his [pick(attack_noun)] across [target]'s face!")]</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
if(1 to 2)
user.visible_message("<span class='danger'>[user] scratched [target] across \his cheek!</span>")
if(3 to 4)
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target]'s [pick("head", "neck")]!</span>") //'with spread claws' sounds a little bit odd, just enough that conciseness is better here I think
if(5)
user.visible_message(pick(
"<span class='danger'>[user] rakes \his [pick(attack_noun)] across [target]'s face!</span>",
"<span class='danger'>[user] tears \his [pick(attack_noun)] into [target]'s face!</span>",
))
else
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target]'s [affecting.display_name]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [pick("", "", "the side of")] [target]'s [affecting.display_name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] deep into [target]'s [affecting.display_name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] [pick("deep into", "into", "across")] [target]'s [affecting.display_name]!</span>")
/datum/unarmed_attack/claws/strong
attack_verb = list("slash")
attack_verb = list("slashed")
damage = 10
shredding = 1
/datum/unarmed_attack/bite/strong
attack_verb = list("maul")
attack_verb = list("mauled")
damage = 15
shredding = 1
@@ -35,17 +35,18 @@
switch(zone) // strong punches can have effects depending on where they hit
if("head", "mouth", "eyes")
// Induce blurriness
target.visible_message("<span class='danger'>[target] looks dazed.</span>", "<span class='danger'>You see stars.</span>")
target.visible_message("<span class='danger'>[target] looks momentarily disoriented.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
if("l_arm", "l_hand")
if (target.l_hand)
// Disarm left hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.l_hand][pick("", " with a scream")]!</span>")
//Urist McAssistant dropped the macguffin with a scream just sounds odd. Plus it doesn't work with NO_PAIN
target.visible_message("<span class='danger'>\The [target.l_hand] was knocked right out of [src]'s grasp!</span>")
target.drop_l_hand()
if("r_arm", "r_hand")
if (target.r_hand)
// Disarm right hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.r_hand][pick("", " with a scream")]!</span>")
target.visible_message("<span class='danger'>\The [target.r_hand] was knocked right out of [src]'s grasp!</span>")
target.drop_r_hand()
if("chest")
if(!target.lying)
@@ -113,21 +114,30 @@
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>")
if(5) user.visible_message("<span class='danger'>[user] gave [target] a resounding slap to the face!</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_let", "l_foot", "r_foot")
if(1 to 2)
user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
if(3 to 4)
user.visible_message(pick(
80; "<span class='danger'>[user] [pick(attack_verb)] [target] in the head!</span>", //striking someone with a 'closed fist' is called punching them.
20; "<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>"
))
if(5)
user.visible_message(pick(
10; "<span class='danger'>[user] gave [target] a resounding slap to the face!</span>",
90; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>"
))
else
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] slammed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
else
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "rammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>")
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "slammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>") //why do we have a separate set of verbs for lying targets?
/datum/unarmed_attack/kick
attack_verb = list("kicked", "kneed")
attack_noun = list("kick", "knee strike")
attack_verb = list("kicked", "kicked", "kicked", "kneed")
attack_noun = list("kick", "kick", "kick", "knee strike")
attack_sound = "swing_hit"
damage = 0
@@ -161,7 +171,7 @@
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] gave [target] a light [pick(attack_noun)] to the [organ]!</span>")
if(1 to 2) user.visible_message("<span class='danger'>[user] threw [target] a glancing [pick(attack_noun)] to the [organ]!</span>") //it's not that they're kicking lightly, it's that the kick didn't quite connect
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] landed a strong [pick(attack_noun)] against [target]'s [organ]!</span>")
@@ -204,6 +214,6 @@
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] [pick("clomped on", "treaded on")] [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped down on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] landed a devastating stomp on", "[user] stomped down hard on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down hard onto")] [target]'s [organ]!</span>")
if(1 to 2) user.visible_message("<span class='danger'>[user] [pick("stepped on", "treaded on")] [target]'s [organ]!</span>") //stepped on conveys the same meaning and is more recognizable as an actual word than "clomped"
if(3 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] landed a powerful stomp on", "[user] stomped down hard on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down hard onto")] [target]'s [organ]!</span>") //Devastated lol. No. We want to say that the stomp was powerful or forceful, not that it /wrought devastation/
+1 -1
View File
@@ -54,4 +54,4 @@
var/obj/item/device/aicard/card = loc
card.update_icon()
return ..(gibbed)
return ..(gibbed,"gives one shrill beep before falling lifeless.")
@@ -12,6 +12,7 @@
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
invisibility = INVISIBILITY_MAXIMUM
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
+17 -26
View File
@@ -23,6 +23,11 @@ var/list/robot_verbs_default = list(
var/integrated_light_power = 6
var/datum/wires/robot/wires
//Icon stuff
var/icontype //Persistent icontype tracking allows for cleaner icon updates
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
//Hud stuff
var/obj/screen/cells = null
@@ -106,6 +111,8 @@ var/list/robot_verbs_default = list(
robot_modules_background.icon_state = "block"
robot_modules_background.layer = 19 //Objects that appear on screen are on layer 20, UI should be just below it.
ident = rand(1, 999)
module_sprites["Basic"] = "robot"
icontype = "Default"
updatename("Default")
updateicon()
@@ -227,11 +234,10 @@ var/list/robot_verbs_default = list(
modules+="Combat"
modtype = input("Please, select a module!", "Robot", null, null) in modules
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
if(module)
return
module_sprites = list()
switch(modtype)
if("Standard")
module = new /obj/item/weapon/robot_module/standard(src)
@@ -958,38 +964,25 @@ var/list/robot_verbs_default = list(
overlays.Cut()
if(stat == 0)
overlays += "eyes"
overlays.Cut()
overlays += "eyes-[icon_state]"
else
overlays -= "eyes"
if(opened && custom_sprite == 1) //Custom borgs also have custom panels, heh
if(wiresexposed)
overlays += "[src.ckey]-openpanel +w"
else if(cell)
overlays += "[src.ckey]-openpanel +c"
else
overlays += "[src.ckey]-openpanel -c"
overlays += "eyes-[module_sprites[icontype]]"
if(opened)
var/panelprefix = custom_sprite ? src.ckey : "ov"
if(wiresexposed)
overlays += "ov-openpanel +w"
overlays += "[panelprefix]-openpanel +w"
else if(cell)
overlays += "ov-openpanel +c"
overlays += "[panelprefix]-openpanel +c"
else
overlays += "ov-openpanel -c"
overlays += "[panelprefix]-openpanel -c"
if(module_active && istype(module_active,/obj/item/borg/combat/shield))
overlays += "[icon_state]-shield"
overlays += "[module_sprites[icontype]]-shield"
if(modtype == "Combat")
var/base_icon = ""
base_icon = icon_state
if(module_active && istype(module_active,/obj/item/borg/combat/mobility))
icon_state = "[icon_state]-roll"
icon_state = "[module_sprites[icontype]]-roll"
else
icon_state = base_icon
icon_state = module_sprites[icontype]
return
//Call when target overlay should be added/removed
@@ -1222,8 +1215,6 @@ var/list/robot_verbs_default = list(
else
triesleft--
var/icontype
if (custom_sprite == 1)
icontype = "Custom"
triesleft = 0
@@ -1304,4 +1295,4 @@ var/list/robot_verbs_default = list(
if(2) //New Module
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [module.name].</span><br>"
if(3) //New Name
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
@@ -34,8 +34,11 @@
if(!stacktypes || !stacktypes.len) return
for(var/T in stacktypes)
var/O = locate(T) in src.modules
var/obj/item/stack/S = O
var/obj/item/stack/S
for(var/obj/O in src.modules)
if(O.type == T)
S = O
break
if(!S)
src.modules -= null
@@ -43,6 +46,9 @@
src.modules |= S
S.amount = 1
if(!istype(S))
continue
if(S && S.amount < stacktypes[T])
S.amount++
+13 -22
View File
@@ -290,29 +290,24 @@ proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
source.data["blood_type"] = donor.dna.b_type
// Are we dripping or splattering?
if(!large)
// Only a certain number of drips can be on a given turf.
var/list/drips = list()
var/list/drip_icons = list("1","2","3","4","5")
for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
drips += drop
drip_icons.Remove(drop.icon_state)
// If we have too many drips, remove them and spawn a proper blood splatter.
if(drips.len >= 5)
//TODO: copy all virus data from drips to new splatter?
for(var/obj/effect/decal/cleanable/blood/drip/drop in drips)
del drop
else
decal_type = /obj/effect/decal/cleanable/blood/drip
var/list/drips = list()
// Only a certain number of drips (or one large splatter) can be on a given turf.
for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
drips |= drop.drips
del(drop)
if(!large && drips.len < 3)
decal_type = /obj/effect/decal/cleanable/blood/drip
// Find a blood decal or create a new one.
B = locate(decal_type) in T
if(!B)
B = new decal_type(T)
var/obj/effect/decal/cleanable/blood/drip/drop = B
if(istype(drop) && drips && drips.len && !large)
drop.overlays |= drips
drop.drips |= drips
// If there's no data to copy, call it quits here.
if(!source)
return B
@@ -330,11 +325,7 @@ proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
else
B.blood_DNA[source.data["blood_DNA"]] = "O+"
// Update virus information. //Looks like this is out of date.
//for(var/datum/disease/D in source.data["viruses"])
// var/datum/disease/new_virus = D.Copy(1)
// source.viruses += new_virus
// new_virus.holder = B
// Update virus information.
if(source.data["virus2"])
B.virus2 = virus_copylist(source.data["virus2"])
+6 -6
View File
@@ -562,7 +562,7 @@ Note that amputating the affected organ does in fact remove the infection from t
O.setAmputatedTree()
//Handles dismemberment
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0)
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0,var/amputation=0)
if(destspawn) return
if(override)
status |= ORGAN_DESTROYED
@@ -579,9 +579,13 @@ Note that amputating the affected organ does in fact remove the infection from t
germ_level = 0
// If any organs are attached to this, destroy them
for(var/datum/organ/external/O in children)
O.droplimb(1, no_explode, amputation)
//Replace all wounds on that arm with one wound on parent organ.
wounds.Cut()
if (parent)
if (parent && !amputation)
var/datum/wound/W
if(max_damage < 50)
W = new/datum/wound/lost_limb/small(max_damage)
@@ -591,10 +595,6 @@ Note that amputating the affected organ does in fact remove the infection from t
parent.update_damages()
update_damages()
// If any organs are attached to this, destroy them
for(var/datum/organ/external/O in children)
O.droplimb(1)
var/obj/organ //Dropped limb object
switch(body_part)
if(HEAD)
+10 -3
View File
@@ -6,9 +6,13 @@
var/label = null
var/labels_left = 30
var/mode = 0 //off or on.
/obj/item/weapon/hand_labeler/attack()
return
/obj/item/weapon/hand_labeler/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
if(!proximity)
return
if(!mode) //if it's off, give up.
return
if(A == loc) // if placing the labeller into something (e.g. backpack)
@@ -24,10 +28,13 @@
user << "<span class='notice'>Label too big.</span>"
return
if(ishuman(A))
user << "<span class='notice'>You can't label humans.</span>"
user << "<span class='notice'>The label refuses to stick to [A.name].</span>"
return
if(issilicon(A))
user << "<span class='notice'>You can't label cyborgs.</span>"
user << "<span class='notice'>The label refuses to stick to [A.name].</span>"
return
if(isobserver(A))
user << "<span class='notice'>[src] passes through [A.name].</span>"
return
if(istype(A, /obj/item/weapon/reagent_containers/glass))
user << "<span class='notice'>The label can't stick to the [A.name]. (Try using a pen)</span>"
@@ -206,8 +206,6 @@ var/global/list/uneatable = list(
/obj/machinery/singularity/proc/eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
// Let's just make this one loop.
for(var/atom/X in orange(grav_pull,src))
var/dist = get_dist(X, src)
@@ -226,9 +224,6 @@ var/global/list/uneatable = list(
// Turf and movable atoms
else if(dist <= consume_range && (isturf(X) || istype(X, /atom/movable)))
consume(X)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return
@@ -567,11 +562,7 @@ var/global/list/uneatable = list(
/obj/machinery/singularity/narsie/wizard/eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
for(var/atom/X in orange(consume_range,src))
if(isturf(X) || istype(X, /atom/movable))
consume(X)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return
+9 -2
View File
@@ -301,6 +301,13 @@
data["outputMax"] = output_level_max
data["outputLoad"] = round(output_used)
if(outputting)
data["outputting"] = 2 // smes is outputting
else if(!outputting && output_attempt)
data["outputting"] = 1 // smes is online but not outputting because it's charge level is too low
else
data["outputting"] = 0 // smes is not outputting
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
@@ -322,11 +329,11 @@
return 1
if( href_list["cmode"] )
inputting(!inputting)
inputting(!input_attempt)
update_icon()
else if( href_list["online"] )
outputting(!outputting)
outputting(!output_attempt)
update_icon()
else if( href_list["input"] )
switch( href_list["input"] )
+2 -4
View File
@@ -67,8 +67,7 @@
/datum/surgery_step/open_encased/retract
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
/obj/item/weapon/crowbar = 75
)
min_duration = 30
@@ -124,8 +123,7 @@
/datum/surgery_step/open_encased/close
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
/obj/item/weapon/crowbar = 75
)
min_duration = 20
+1 -1
View File
@@ -305,7 +305,7 @@
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] cuts off [target]'s [affected.display_name] with \the [tool].", \
"\blue You cut off [target]'s [affected.display_name] with \the [tool].")
affected.droplimb(1,0)
affected.droplimb(1,1,1)
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
+1 -1
View File
@@ -98,7 +98,7 @@ proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
//We had proper tools! (or RNG smiled.) and user did not move or change hands.
if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, user.zone_sel.selecting, tool) //finish successfully
else if (tool in user.contents && user.Adjacent(M)) //or
else if ((tool in user.contents) && user.Adjacent(M)) //or
S.fail_step(user, M, user.zone_sel.selecting, tool) //malpractice~
else // This failing silently was a pain.
user << "\red You must remain close to your patient to conduct surgery."
+1 -1
View File
@@ -337,7 +337,7 @@
load.forceMove(dest)
load.set_dir(get_dir(loc, dest))
load.anchored = initial(load.anchored)
load.anchored = 0 //we can only load non-anchored items, so it makes sense to set this to false
load.pixel_x = initial(load.pixel_x)
load.pixel_y = initial(load.pixel_y)
load.layer = initial(load.layer)
+11 -7
View File
@@ -16,17 +16,21 @@
uniqueID = rand(0,10000)
..()
/datum/disease2/disease/proc/makerandom(var/greater=0)
/datum/disease2/disease/proc/makerandom(var/severity=1)
for(var/i=1 ; i <= max_stage ; i++ )
var/datum/disease2/effectholder/holder = new /datum/disease2/effectholder
holder.stage = i
if(greater)
holder.getrandomeffect(2)
else
holder.getrandomeffect()
holder.getrandomeffect(severity)
effects += holder
uniqueID = rand(0,10000)
infectionchance = rand(60,90)
switch(severity)
if(1)
infectionchance = 1
if(2)
infectionchance = rand(10,20)
else
infectionchance = rand(60,90)
antigen |= text2num(pick(ANTIGENS))
antigen |= text2num(pick(ANTIGENS))
spreadtype = prob(70) ? "Airborne" : "Contact"
@@ -76,7 +80,7 @@
clicks += 10
//Moving to the next stage
if(clicks > stage*100 && prob(10))
if(clicks > max(stage*100, 200) && prob(10))
if(stage == max_stage)
src.cure(mob)
mob.antibodies |= src.antigen
+29 -12
View File
@@ -33,14 +33,14 @@
multiplier = rand(1,effect.maxm)
/datum/disease2/effectholder/proc/majormutate()
getrandomeffect(2)
getrandomeffect(3)
////////////////////////////////////////////////////////////////
////////////////////////EFFECTS/////////////////////////////////
////////////////////////////////////////////////////////////////
/datum/disease2/effect
var/chance_maxm = 50
var/chance_maxm = 50 //note that disease effects only proc once every 3 ticks for humans
var/name = "Blanking effect"
var/stage = 4
var/maxm = 1
@@ -56,10 +56,16 @@
////////////////////////STAGE 4/////////////////////////////////
/datum/disease2/effect/nothing
name = "Nil Syndrome"
stage = 4
badness = 1
chance_maxm = 0
/datum/disease2/effect/gibbingtons
name = "Gibbingtons Syndrome"
stage = 4
badness = 2
badness = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.gib()
@@ -67,19 +73,21 @@
name = "Radian's Syndrome"
stage = 4
maxm = 3
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.radiation += (2*multiplier)
/datum/disease2/effect/deaf
name = "Dead Ear Syndrome"
stage = 4
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.ear_deaf += 20
/datum/disease2/effect/monkey
name = "Monkism Syndrome"
stage = 4
badness = 2
badness = 3
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob,/mob/living/carbon/human))
var/mob/living/carbon/human/h = mob
@@ -88,7 +96,7 @@
/datum/disease2/effect/suicide
name = "Suicidal Syndrome"
stage = 4
badness = 2
badness = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.suiciding = 1
//instead of killing them instantly, just put them at -175 health and let 'em gasp for a while
@@ -101,12 +109,14 @@
/datum/disease2/effect/killertoxins
name = "Toxification Syndrome"
stage = 4
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.adjustToxLoss(15*multiplier)
/datum/disease2/effect/dna
name = "Reverse Pattern Syndrome"
stage = 4
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.bodytemperature = max(mob.bodytemperature, 350)
scramble(0,mob,10)
@@ -115,6 +125,7 @@
/datum/disease2/effect/organs
name = "Shutdown Syndrome"
stage = 4
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = mob
@@ -140,6 +151,7 @@
/datum/disease2/effect/immortal
name = "Longevity Syndrome"
stage = 4
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = mob
@@ -157,11 +169,10 @@
var/backlash_amt = 5*multiplier
mob.apply_damages(backlash_amt,backlash_amt,backlash_amt,backlash_amt)
////////////////////////STAGE 3/////////////////////////////////
/datum/disease2/effect/bones
name = "Fragile Bones Syndrome"
stage = 4
badness = 2
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = mob
@@ -174,6 +185,8 @@
for (var/datum/organ/external/E in H.organs)
E.min_broken_damage = initial(E.min_broken_damage)
////////////////////////STAGE 3/////////////////////////////////
/datum/disease2/effect/toxins
name = "Hyperacidity"
stage = 3
@@ -192,9 +205,8 @@
name = "Telepathy Syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.dna.check_integrity()
mob.dna.SetSEState(REMOTETALKBLOCK,1)
domutcheck(mob, null)
domutcheck(mob, null, MUTCHK_FORCED)
/datum/disease2/effect/mind
name = "Lazy Mind Syndrome"
@@ -239,10 +251,10 @@
activate(var/mob/living/carbon/mob,var/multiplier)
mob.apply_damage(2, CLONE)
/datum/disease2/effect/groan
name = "Groaning Syndrome"
stage = 3
chance_maxm = 25
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*groan")
////////////////////////STAGE 2/////////////////////////////////
@@ -250,6 +262,7 @@
/datum/disease2/effect/scream
name = "Loudness Syndrome"
stage = 2
chance_maxm = 25
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*scream")
@@ -262,6 +275,7 @@
/datum/disease2/effect/sleepy
name = "Resting Syndrome"
stage = 2
chance_maxm = 15
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*collapse")
@@ -288,6 +302,7 @@
/datum/disease2/effect/fridge
name = "Refridgerator Syndrome"
stage = 2
chance_maxm = 25
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*shiver")
@@ -333,17 +348,19 @@
name = "Flemmingtons"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob << "\red Mucous runs down the back of your throat."
mob << "<span class='warning'>Mucous runs down the back of your throat.</span>"
/datum/disease2/effect/drool
name = "Saliva Effect"
stage = 1
chance_maxm = 25
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*drool")
/datum/disease2/effect/twitch
name = "Twitcher"
stage = 1
chance_maxm = 25
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*twitch")
@@ -351,4 +368,4 @@
name = "Headache"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob << "<span class = 'notice'> Your head hurts a bit</span>"
mob << "<span class='warning'>Your head hurts a bit.</span>"
+18 -17
View File
@@ -72,16 +72,15 @@ proc/airborne_can_reach(turf/source, turf/target)
return
if(M.reagents.has_reagent("spaceacillin"))
return
if(istype(M,/mob/living/carbon/monkey))
var/mob/living/carbon/monkey/chimp = M
if (!(chimp.greaterform in disease.affected_species))
return
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/chump = M
if (!(chump.species.name in disease.affected_species))
return
if(!disease.affected_species.len)
return
if (!(M.species.name in disease.affected_species))
if (forced)
disease.affected_species[1] = M.species.name
else
return //not compatible with this species
// log_debug("Infecting [M]")
@@ -96,20 +95,22 @@ proc/airborne_can_reach(turf/source, turf/target)
M.virus2["[D.uniqueID]"] = D
M.hud_updateflag |= 1 << STATUS_HUD
//Infects mob M with disease D
/proc/infect_mob(var/mob/living/carbon/M, var/datum/disease2/disease/D)
infect_virus2(M,D,1)
M.hud_updateflag |= 1 << STATUS_HUD
//Infects mob M with random lesser disease, if he doesn't have one
/proc/infect_mob_random_lesser(var/mob/living/carbon/M)
var/datum/disease2/disease/D = new /datum/disease2/disease
D.makerandom()
D.infectionchance = 1
infect_virus2(M,D,1)
M.hud_updateflag |= 1 << STATUS_HUD
D.makerandom(1)
infect_mob(M, D)
//Infects mob M with random greated disease, if he doesn't have one
/proc/infect_mob_random_greater(var/mob/living/carbon/M)
var/datum/disease2/disease/D = new /datum/disease2/disease
D.makerandom(1)
infect_virus2(M,D,1)
M.hud_updateflag |= 1 << STATUS_HUD
D.makerandom(2)
infect_mob(M, D)
//Fancy prob() function.
/proc/dprob(var/p)