Flammable Items, Abstractness, and hypnosis (#19267)

* Laser Eyes

* Update dna.dm

* Mecha

* Update positive_genes.dm

* These

* These 2

* yeh

* Rest of these

* Update turf.dm

* Update food.dm

* Some moar

* mooove

* Update vorestation.dme

* Update burning.dm

* firesuit

* flags

* HYPNOCOLOR

* xd

* no filter

* dc

* Update ore_bag.dm

* Update misc.dm

* Update misc.dm
This commit is contained in:
Cameron Lennox
2026-04-13 00:30:02 -04:00
committed by GitHub
parent ee2fd148ae
commit d8c1932cb9
145 changed files with 791 additions and 203 deletions
+16
View File
@@ -670,3 +670,19 @@
log_admin("[key_name(usr)] has cured all traumas from [key_name(src)].")
message_admins(span_notice("[key_name_admin(usr)] has cured all traumas from [key_name_admin(src)]."))
*/
/**
* This proc is used to determine whether or not the mob can handle touching a burning object.
*/
/mob/living/carbon/proc/can_touch_burning(atom/burning_atom, acid_power, acid_volume)
// So people can take their own clothes off
if((burning_atom == src) || (burning_atom.loc == src))
return TRUE
if(HAS_TRAIT(src, TRAIT_RESISTHEAT) || HAS_TRAIT(src, TRAIT_RESISTHEATHANDS))
return TRUE
if(gloves?.max_heat_protection_temperature >= BURNING_ITEM_MINIMUM_TEMPERATURE)
return TRUE
for(var/obj/item/clothing/clothing in worn_clothing)
if(clothing.max_heat_protection_temperature >= BURNING_ITEM_MINIMUM_TEMPERATURE && (clothing.heat_protection & HANDS) && (clothing.body_parts_covered & HANDS))
return TRUE
return FALSE
@@ -32,3 +32,15 @@
//the second is the message in question.
var/last_taste_time = 0
var/last_taste_text = ""
///only used by humans
var/obj/item/gloves = null
///only used by humans.
var/obj/item/shoes = null
///only used by humans.
var/obj/item/glasses = null
///only used by humans.
var/obj/item/l_ear = null
var/obj/item/r_ear = null
///Only used by humans.
var/list/worn_clothing = list() //Contains all CLOTHING items worn
@@ -67,13 +67,8 @@
//Equipment slots
var/obj/item/wear_suit = null
var/obj/item/w_uniform = null
var/obj/item/shoes = null
var/obj/item/belt = null
var/obj/item/gloves = null
var/obj/item/glasses = null
var/obj/item/head = null
var/obj/item/l_ear = null
var/obj/item/r_ear = null
var/obj/item/wear_id = null
var/obj/item/r_store = null
var/obj/item/l_store = null
@@ -3,9 +3,6 @@ Add fingerprints to items when we put them in our hands.
This saves us from having to call add_fingerprint() any time something is put in a human's hands programmatically.
*/
/mob/living/carbon/human
var/list/worn_clothing = list() //Contains all CLOTHING items worn
/mob/living/carbon/human/verb/quick_equip()
set name = "quick-equip"
set hidden = 1
@@ -77,7 +77,7 @@
H.emote(pick("scratch","jump","roll","tail"))
// More... intense, expressions...
if(prob(5) && H.mutations.len)
if((LASER in H.mutations))
if((LASER_EYES in H.mutations))
// zappy monkeys
var/list/targs = list()
for(var/atom/X in orange(7, H))
@@ -138,7 +138,7 @@
activity_bounds = DNA_HARD_BOUNDS
hidden = TRUE // Cannot start with superpowers
mutation = LASER
mutation = LASER_EYES
activation_message="Your eyes feel strange..."
/datum/trait/positive/superpower_hulk
@@ -578,7 +578,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) //see UpdateDamageIcon()
var/image/standing = image(icon = 'icons/effects/genetics.dmi', layer = BODY_LAYER+MUTATIONS_LAYER)
for(var/mut in mutations)
if(mut == LASER)
if(mut == LASER_EYES)
standing.overlays += "lasereyes_s" // Leaving this as overlays +=
overlays_standing[MUTATIONS_LAYER] = standing