This commit is contained in:
Zuhayr
2014-07-16 19:30:41 +09:30
85 changed files with 724 additions and 299 deletions
+10 -1
View File
@@ -75,6 +75,15 @@
set name = "Reset Computer"
set category = "Object"
set src in view(1)
if(usr.stat || usr.restrained() || usr.lying || !istype(usr, /mob/living))
usr << "\red You can't do that."
return
if(!Adjacent(usr))
usr << "You can't reach it."
return
Reset()
New(var/L, var/built = 0)
@@ -446,4 +455,4 @@
icon_state = "wallframe"
density = 0
pixel_y = -3
show_keyboard = 0
show_keyboard = 0
@@ -13,7 +13,7 @@
set category = "Object"
set name = "Access Computer's Internals"
set src in oview(1)
if(get_dist(src, usr) > 1 || usr.restrained() || usr.lying || usr.stat || istype(usr, /mob/living/silicon))
if(!Adjacent(usr) || usr.restrained() || usr.lying || usr.stat || istype(usr, /mob/living/silicon) || !istype(usr, /mob/living))
return
opened = !opened
+55 -5
View File
@@ -30,10 +30,18 @@
var/obj/machinery/computer3/laptop/stored_computer = null
verb/open_computer()
set name = "open laptop"
set name = "Open Laptop"
set category = "Object"
set src in view(1)
if(usr.stat || usr.restrained() || usr.lying || !istype(usr, /mob/living))
usr << "\red You can't do that."
return
if(!Adjacent(usr))
usr << "You can't reach it."
return
if(!istype(loc,/turf))
usr << "[src] is too bulky! You'll have to set it down."
return
@@ -58,11 +66,45 @@
del src
AltClick()
open_computer()
if(Adjacent(usr))
open_computer()
//Quickfix until Snapshot works out how he wants to redo power. ~Z
/obj/item/device/laptop/verb/eject_id()
set category = "Object"
set name = "Eject ID Card"
set src in oview(1)
if(stored_computer)
stored_computer.eject_id()
/obj/machinery/computer3/laptop/verb/eject_id()
set category = "Object"
set name = "Eject ID Card"
set src in oview(1)
var/obj/item/part/computer/cardslot/C = locate() in src.contents
if(!C)
usr << "There is no card port on the laptop."
return
var/obj/item/weapon/card/id/card
if(C.reader)
card = C.reader
else if(C.writer)
card = C.writer
else
usr << "There is nothing to remove from the laptop card port."
return
usr << "You remove [card] from the laptop."
C.remove(card)
/obj/machinery/computer3/laptop
name = "Laptop Computer"
desc = "A clamshell portable computer. It is open."
desc = "A clamshell portable computer. It is open."
icon_state = "laptop"
density = 0
@@ -82,6 +124,14 @@
set category = "Object"
set src in view(1)
if(usr.stat || usr.restrained() || usr.lying || !istype(usr, /mob/living))
usr << "\red You can't do that."
return
if(!Adjacent(usr))
usr << "You can't reach it."
return
if(istype(loc,/obj/item/device/laptop))
testing("Close closed computer")
return
@@ -133,5 +183,5 @@
AltClick()
close_computer()
if(Adjacent(usr))
close_computer()
+1 -1
View File
@@ -118,7 +118,7 @@ obj/var/contaminated = 0
/mob/living/carbon/human/proc/burn_eyes()
//The proc that handles eye burning.
if(prob(20)) src << "\red Your eyes burn!"
var/datum/organ/internal/eyes/E = internal_organs["eyes"]
var/datum/organ/internal/eyes/E = internal_organs_by_name["eyes"]
E.damage += 2.5
eye_blurry = min(eye_blurry+1.5,50)
if (prob(max(0,E.damage - 15) + 1) &&!eye_blind)
+1 -1
View File
@@ -141,7 +141,7 @@ var/const/tk_maxrange = 15
else
apply_focus_overlay()
focus.throw_at(target, 10, 1)
focus.throw_at(target, 10, 1, user)
last_throw = world.time
return
+6 -4
View File
@@ -33,7 +33,9 @@ datum/controller/game_controller
var/mob/list/expensive_mobs = list()
var/rebuild_active_areas = 0
var/list/shuttle_list //for debugging and VV
var/list/shuttle_list // For debugging and VV
var/datum/ore_distribution/asteroid_ore_map // For debugging and VV.
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
@@ -108,9 +110,9 @@ datum/controller/game_controller/proc/setup_objects()
T.broadcast_status()
//Create the mining ore distribution map.
world << "<b><font color='red'>Generating resource distribution map.</b></font>"
var/datum/ore_distribution/O = new()
O.populate_distribution_map()
//Create the mining ore distribution map.
asteroid_ore_map = new /datum/ore_distribution()
asteroid_ore_map.populate_distribution_map()
//Set up spawn points.
populate_spawn_points()
+21
View File
@@ -1,6 +1,27 @@
//TODO: rewrite and standardise all controller datums to the datum/controller type
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff) - MC done - lighting done
/client/proc/show_distribution_map()
set category = "Debug"
set name = "Show Distribution Map"
set desc = "Print the asteroid ore distribution map to the world."
if(!holder) return
if(master_controller && master_controller.asteroid_ore_map)
master_controller.asteroid_ore_map.print_distribution_map()
/client/proc/remake_distribution_map()
set category = "Debug"
set name = "Remake Distribution Map"
set desc = "Rebuild the asteroid ore distribution map."
if(!holder) return
if(master_controller && master_controller.asteroid_ore_map)
master_controller.asteroid_ore_map = new /datum/ore_distribution()
master_controller.asteroid_ore_map.populate_distribution_map()
/client/proc/restart_controller(controller in list("Master","Failsafe","Lighting","Supply"))
set category = "Debug"
set name = "Restart Controller"
+2 -1
View File
@@ -303,9 +303,10 @@ var/global/list/PDA_Manifest = list()
throw_speed = 1
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
user.drop_item()
src.throw_at(target, throw_range, throw_speed)
src.throw_at(target, throw_range, throw_speed, user)
/obj/effect/stop
var/victim = null
+2 -21
View File
@@ -22,27 +22,6 @@
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
/atom/proc/throw_impact(atom/hit_atom, var/speed)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.hitby(src,speed)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src,speed)
else if(isturf(hit_atom))
var/turf/T = hit_atom
if(T.density)
spawn(2)
step(src, turn(src.dir, 180))
if(istype(src,/mob/living))
var/mob/living/M = src
M.take_organ_damage(20)
/atom/proc/assume_air(datum/gas_mixture/giver)
return null
@@ -237,6 +216,8 @@ its easier to just keep the beam vertical.
return
/atom/proc/hitby(atom/movable/AM as mob|obj)
if (density)
AM.throwing = 0
return
/atom/proc/add_hiddenprint(mob/living/M as mob)
+31 -6
View File
@@ -7,6 +7,8 @@
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/thrower
var/turf/throw_source = null
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
@@ -25,7 +27,6 @@
/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
if(src.throwing)
src.throw_impact(A)
src.throwing = 0
spawn( 0 )
if ((A && yes))
@@ -44,6 +45,29 @@
return 1
return 0
//called when src is thrown into hit_atom
/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.hitby(src,speed)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src,speed)
else if(isturf(hit_atom))
src.throwing = 0
var/turf/T = hit_atom
if(T.density)
spawn(2)
step(src, turn(src.dir, 180))
if(istype(src,/mob/living))
var/mob/living/M = src
M.turf_collision(T, speed)
//decided whether a movable atom being thrown can pass through the turf it is in.
/atom/movable/proc/hit_check(var/speed)
if(src.throwing)
for(var/atom/A in get_turf(src))
@@ -51,18 +75,17 @@
if(istype(A,/mob/living))
if(A:lying) continue
src.throw_impact(A,speed)
if(src.throwing == 1)
src.throwing = 0
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A,speed)
src.throwing = 0
/atom/movable/proc/throw_at(atom/target, range, speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
if(!target || !src) return 0
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
src.thrower = thrower
src.throw_source = get_turf(src) //store the origin turf
if(usr)
if(HULK in usr.mutations)
@@ -149,8 +172,10 @@
a = get_area(src.loc)
//done throwing, either because it hit something or it finished moving
src.throwing = 0
if(isobj(src)) src.throw_impact(get_turf(src),speed)
src.throwing = 0
src.thrower = null
src.throw_source = null
//Overlays
+14 -8
View File
@@ -377,6 +377,8 @@ var/global/datum/controller/occupations/job_master
if(G.slot)
H.equip_to_slot_or_del(new G.path(H), G.slot)
H << "\blue Equipping you with [thing]!"
else
spawn_in_storage += thing
@@ -462,15 +464,19 @@ var/global/datum/controller/occupations/job_master
H.equip_to_slot_or_del(BPK, slot_back,1)
//Deferred item spawning.
var/obj/item/weapon/storage/B = locate(/obj/item/weapon/storage/backpack) in H.contents
if(spawn_in_storage && spawn_in_storage.len)
var/obj/item/weapon/storage/B
for(var/obj/item/weapon/storage/S in H.contents)
B = S
break
if(isnull(B) || istype(B))
B = locate(/obj/item/weapon/storage/box) in H.contents
if(!isnull(B))
for(var/thing in spawn_in_storage)
var/datum/gear/G = gear_datums[thing]
new G.path(B)
if(!isnull(B))
for(var/thing in spawn_in_storage)
H << "\blue Placing [thing] in your [B]!"
var/datum/gear/G = gear_datums[thing]
new G.path(B)
else
H << "\red Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug."
//TODO: Generalize this by-species
if(H.species)
+1 -2
View File
@@ -332,8 +332,7 @@
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
for(var/organ_name in occupant.internal_organs)
var/datum/organ/internal/i = occupant.internal_organs[organ_name]
for(var/datum/organ/internal/i in occupant.internal_organs)
var/mech = ""
if(i.robotic == 1)
mech = "Assisted:"
+4 -5
View File
@@ -104,7 +104,7 @@
var/phoron_dangerlevel = 0
var/temperature_dangerlevel = 0
var/other_dangerlevel = 0
var/alarm_sound_cooldown = 200
var/last_sound_time = 0
@@ -173,7 +173,6 @@
if(!istype(location)) return//returns if loc is not simulated
if ((alarm_area.fire || alarm_area.atmosalm >= 2) && world.time > last_sound_time + alarm_sound_cooldown)
playsound(src.loc, 'sound/machines/airalarm.ogg', 40, 0, 5)
last_sound_time = world.time
var/datum/gas_mixture/environment = location.return_air()
@@ -324,11 +323,11 @@
if((stat & (NOPOWER|BROKEN)) || shorted)
icon_state = "alarmp"
return
var/icon_level = danger_level
if (alarm_area.atmosalm)
icon_level = max(icon_level, 1) //if there's an atmos alarm but everything is okay locally, no need to go past yellow
switch(icon_level)
if (0)
icon_state = "alarm0"
@@ -728,7 +727,7 @@ Toxins: <span class='dl[phoron_dangerlevel]'>[phoron_percent]</span>%<br>
output += "<span class='dl1'>Fire alarm in area</span>"
else
output += "No alerts"
return output
/obj/machinery/alarm/proc/rcon_text()
+1 -1
View File
@@ -394,7 +394,7 @@
if ( emagged ) // Warning, hungry humans detected: throw fertilizer at them
spawn(0)
fert.loc = src.loc
fert.throw_at(target, 16, 3)
fert.throw_at(target, 16, 3, src)
src.visible_message("\red <b>[src] launches [fert.name] at [target.name]!</b>")
flick("farmbot_broke", src)
spawn (FARMBOT_EMAG_DELAY)
+1
View File
@@ -77,6 +77,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
icon_state = "door_closed"
power_channel = ENVIRON
explosion_resistance = 15
var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
var/hackProof = 0 // if 1, this door can't be hacked by the AI
var/secondsMainPowerLost = 0 //The number of seconds until power is restored.
+39 -3
View File
@@ -6,13 +6,16 @@ obj/machinery/door/airlock
var/frequency
var/shockedby = list()
var/datum/radio_frequency/radio_connection
explosion_resistance = 15
var/cur_command = null //the command the door is currently attempting to complete
obj/machinery/door/airlock/proc/can_radio()
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_AI_CONTROL) )
return 0
return 1
obj/machinery/door/airlock/process()
..()
execute_current_command()
obj/machinery/door/airlock/receive_signal(datum/signal/signal)
if (!can_radio()) return
@@ -21,7 +24,19 @@ obj/machinery/door/airlock/receive_signal(datum/signal/signal)
if(id_tag != signal.data["tag"] || !signal.data["command"]) return
switch(signal.data["command"])
cur_command = signal.data["command"]
execute_current_command()
obj/machinery/door/airlock/proc/execute_current_command()
if (!cur_command)
return
do_command(cur_command)
if (command_completed(cur_command))
cur_command = null
obj/machinery/door/airlock/proc/do_command(var/command)
switch(command)
if("open")
open()
@@ -48,9 +63,30 @@ obj/machinery/door/airlock/receive_signal(datum/signal/signal)
lock()
sleep(2)
send_status()
obj/machinery/door/airlock/proc/command_completed(var/command)
switch(command)
if("open")
return (!density)
if("close")
return density
if("unlock")
return !locked
if("lock")
return locked
if("secure_open")
return (locked && !density)
if("secure_close")
return (locked && density)
return 1 //Unknown command. Just assume it's completed.
obj/machinery/door/airlock/proc/send_status()
if(radio_connection)
+1 -1
View File
@@ -81,7 +81,7 @@
O.Weaken(strength)
if (istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/H = O
var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if ((E.damage > E.min_bruised_damage && prob(E.damage + 50)))
flick("e_flash", O:flash)
E.damage += rand(1, 5)
+1 -1
View File
@@ -217,7 +217,7 @@
var/obj/item/meatslab = allmeat[i]
var/turf/Tx = locate(src.x - i, src.y, src.z)
meatslab.loc = src.loc
meatslab.throw_at(Tx,i,3)
meatslab.throw_at(Tx,i,3,src)
if (!Tx.density)
new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
src.operating = 0
+1 -1
View File
@@ -403,7 +403,7 @@
if(!throw_item)
return 0
spawn(0)
throw_item.throw_at(target,16,3)
throw_item.throw_at(target,16,3,src)
src.visible_message("\red <b>[src] launches [throw_item.name] at [target.name]!</b>")
return 1
+47 -12
View File
@@ -575,7 +575,7 @@
/obj/machinery/suit_cycler
name = "suit cycler"
desc = "An industrial machine for repairing, painting and equipping hardsuits."
desc = "An industrial machine for painting and refitting hardsuits."
anchored = 1
density = 1
@@ -591,6 +591,7 @@
var/model_text = "" // Some flavour text for the topic box.
var/locked = 1 // If locked, nothing can be taken from or added to the cycler.
var/panel_open = 0 // Hacking!
var/can_repair // If set, the cycler can repair hardsuits.
// Wiring bollocks.
var/wires = 15
@@ -604,26 +605,54 @@
//Species that the suits can be configured to fit.
var/list/species = list("Human","Skrell","Unathi","Tajaran")
var/target_department = "Engineering"
var/target_species = "Human"
var/target_department
var/target_species
var/mob/living/carbon/human/occupant = null
var/obj/item/clothing/suit/space/rig/suit = null
var/obj/item/clothing/head/helmet/space/helmet = null
/obj/machinery/suit_cycler/New()
..()
target_department = departments[1]
target_species = species[1]
if(!target_department || !target_species) del(src)
/obj/machinery/suit_cycler/engineering
name = "Engineering suit cycler"
model_text = "Engineering"
req_access = list(access_construction)
departments = list("Engineering","Atmos")
species = list("Human","Unathi","Tajaran")
species = list("Human","Tajaran") //Add Unathi when sprites exist for their suits.
/obj/machinery/suit_cycler/mining
name = "Mining suit cycler"
model_text = "Mining"
req_access = list(access_mining)
departments = list("Mining")
species = list("Human","Unathi","Tajaran")
species = list("Human","Tajaran")
/obj/machinery/suit_cycler/security
name = "Security suit cycler"
model_text = "Security"
req_access = list(access_security)
departments = list("Security")
species = list("Human","Tajaran")
/obj/machinery/suit_cycler/medical
name = "Medical suit cycler"
model_text = "Medical"
req_access = list(access_medical)
departments = list("Medical")
species = list("Human","Tajaran")
/obj/machinery/suit_cycler/syndicate
name = "Nonstandard suit cycler"
model_text = "Nonstandard"
req_access = list(access_syndicate)
departments = list("Mercenary")
species = list("Human","Tajaran","Unathi","Skrell")
can_repair = 1
/obj/machinery/suit_cycler/attack_ai(mob/user as mob)
return src.attack_hand(user)
@@ -780,7 +809,7 @@
dat += "<b>Helmet: </b> [helmet ? "\the [helmet]" : "no helmet stored" ]. <A href='?src=\ref[src];eject_helmet=1'>\[eject\]</a><br/>"
dat += "<b>Suit: </b> [suit ? "\the [suit]" : "no suit stored" ]. <A href='?src=\ref[src];eject_suit=1'>\[eject\]</a>"
if(suit && istype(suit))
if(can_repair && suit && istype(suit))
dat += "[(suit.damage ? " <A href='?src=\ref[src];repair_suit=1'>\[repair\]</a>" : "")]"
dat += "<br/><b>UV decontamination systems:</b> <font color = '[emagged ? "red'>SYSTEM ERROR" : "green'>READY"]</font><br>"
@@ -839,7 +868,7 @@
radiation_level = input("Please select the desired radiation level.","Suit cycler",null) as null|anything in choices
else if(href_list["repair_suit"])
if(!suit) return
if(!suit || !can_repair) return
active = 1
spawn(100)
repair_suit()
@@ -943,7 +972,7 @@
/obj/machinery/suit_cycler/proc/finished_job()
var/turf/T = get_turf(src)
T.visible_message("\The [src] pings loudly.")
T.visible_message("\icon[src] \blue The [src] pings loudly.")
icon_state = initial(icon_state)
active = 0
src.updateUsrDialog()
@@ -1036,8 +1065,11 @@
return
switch(target_species)
if("Human" || "Skrell")
if(helmet) helmet.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
if("Skrell")
if(helmet) helmet.species_restricted = list("Skrell")
if(suit) suit.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
if("Human")
if(helmet) helmet.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox","Skrell")
if(suit) suit.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
if("Unathi")
if(helmet) helmet.species_restricted = list("Unathi")
@@ -1097,7 +1129,7 @@
suit.name = "atmospherics hardsuit"
suit.icon_state = "rig-atmos"
suit.item_state = "atmos_hardsuit"
if("^%###^%$")
if("^%###^%$" || "Mercenary")
if(helmet)
helmet.name = "blood-red hardsuit helmet"
helmet.icon_state = "rig0-syndie"
@@ -1106,4 +1138,7 @@
if(suit)
suit.name = "blood-red hardsuit"
suit.item_state = "syndie_hardsuit"
suit.icon_state = "rig-syndie"
suit.icon_state = "rig-syndie"
if(helmet) helmet.name = "refitted [helmet.name]"
if(suit) suit.name = "refitted [suit.name]"
+1 -1
View File
@@ -552,7 +552,7 @@
if (!throw_item)
return 0
spawn(0)
throw_item.throw_at(target, 16, 3)
throw_item.throw_at(target, 16, 3, src)
src.visible_message("\red <b>[src] launches [throw_item.name] at [target.name]!</b>")
return 1
+1 -1
View File
@@ -464,7 +464,7 @@
return
else if(target!=locked)
if(locked in view(chassis))
locked.throw_at(target, 14, 1.5)
locked.throw_at(target, 14, 1.5, chassis)
locked = null
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
set_ready_state(0)
+1 -1
View File
@@ -231,7 +231,7 @@
var/missile_range = 30
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/Fire(atom/movable/AM, atom/target, turf/aimloc)
AM.throw_at(target,missile_range, missile_speed)
AM.throw_at(target,missile_range, missile_speed, chassis)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive
name = "SRM-8 Missile Rack"
+1
View File
@@ -469,6 +469,7 @@
return
/obj/mecha/hitby(atom/movable/A as mob|obj) //wrapper
..()
src.log_message("Hit by [A].",1)
call((proc_res["dynhitby"]||src), "dynhitby")(A)
return
+1 -1
View File
@@ -539,7 +539,7 @@
"\red You stab yourself in the eyes with [src]!" \
)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/internal/eyes/eyes = H.internal_organs["eyes"]
var/datum/organ/internal/eyes/eyes = H.internal_organs_by_name["eyes"]
eyes.damage += rand(3,4)
if(eyes.damage >= eyes.min_bruised_damage)
if(M.stat != 2)
+48 -2
View File
@@ -1214,8 +1214,54 @@ var/global/list/obj/item/device/pda/PDAs = list()
user << "\blue Tank is empty!"
if (!scanmode && istype(A, /obj/item/weapon/paper) && owner)
note = A:info
user << "\blue Paper scanned." //concept of scanning paper copyright brainoblivion 2009
// JMO 20140705: Makes scanned document show up properly in the notes. Not pretty for formatted documents,
// as this will clobber the HTML, but at least it lets you scan a document. You can restore the original
// notes by editing the note again. (Was going to allow you to edit, but scanned documents are too long.)
var/raw_scan = (A:info)
var/formatted_scan = ""
// Scrub out the tags (replacing a few formatting ones along the way)
// Find the beginning and end of the first tag.
var/tag_start = findtext(raw_scan,"<")
var/tag_stop = findtext(raw_scan,">")
// Until we run out of complete tags...
while(tag_start&&tag_stop)
var/pre = copytext(raw_scan,1,tag_start) // Get the stuff that comes before the tag
var/tag = lowertext(copytext(raw_scan,tag_start+1,tag_stop)) // Get the tag so we can do intellegent replacement
var/tagend = findtext(tag," ") // Find the first space in the tag if there is one.
// Anything that's before the tag can just be added as is.
formatted_scan = formatted_scan+pre
// If we have a space after the tag (and presumably attributes) just crop that off.
if (tagend)
tag=copytext(tag,1,tagend)
if (tag=="p"||tag=="/p"||tag=="br") // Check if it's I vertical space tag.
formatted_scan=formatted_scan+"<br>" // If so, add some padding in.
raw_scan = copytext(raw_scan,tag_stop+1) // continue on with the stuff after the tag
// Look for the next tag in what's left
tag_start = findtext(raw_scan,"<")
tag_stop = findtext(raw_scan,">")
// Anything that is left in the page. just tack it on to the end as is
formatted_scan=formatted_scan+raw_scan
// If there is something in there already, pad it out.
if (length(note)>0)
note = note + "<br><br>"
// Store the scanned document to the notes
note = "Scanned Document. Edit to restore previous notes/delete scan.<br>----------<br>" + formatted_scan + "<br>"
// notehtml ISN'T set to allow user to get their old notes back. A better implementation would add a "scanned documents"
// feature to the PDA, which would better convey the availability of the feature, but this will work for now.
// Inform the user
user << "\blue Paper scanned and OCRed to notekeeper." //concept of scanning paper copyright brainoblivion 2009
/obj/item/device/pda/proc/explode() //This needs tuning. //Sure did.
@@ -82,16 +82,19 @@
C = usr.buckled
var/obj/B = usr.buckled
var/movementdirection = turn(direction,180)
if(C) C.propelled = 1
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
if(C) C.propelled = 4
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 3
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 2
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 1
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
if(C) C.propelled = 0
@@ -83,7 +83,7 @@
//This really should be in mob not every check
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if (E.damage >= E.min_bruised_damage)
M << "\red Your eyes start to burn badly!"
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
+1 -2
View File
@@ -66,7 +66,6 @@
name = "fork"
desc = "It's a fork. Sure is pointy."
icon_state = "fork"
sharp = 1
/obj/item/weapon/kitchen/utensil/pfork
name = "plastic fork"
@@ -456,4 +455,4 @@
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
sleep(rand(2,4))
+2 -2
View File
@@ -737,11 +737,11 @@
/obj/item/weapon/book/manual/security_space_law
name = "Space Law"
name = "Corporate Regulations"
desc = "A set of NanoTrasen guidelines for keeping law and order on their space stations."
icon_state = "bookSpaceLaw"
author = "NanoTrasen"
title = "Space Law"
title = "Corporate Regulations"
dat = {"
+1 -1
View File
@@ -356,7 +356,7 @@
var/safety = user:eyecheck()
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if(H.species.flags & IS_SYNTHETIC)
return
switch(safety)
@@ -138,7 +138,7 @@
if(propelled)
var/mob/living/occupant = buckled_mob
unbuckle()
occupant.throw_at(A, 3, 2)
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, 0)
occupant.apply_effect(6, WEAKEN, 0)
occupant.apply_effect(6, STUTTER, 0)
@@ -136,7 +136,12 @@
if(propelled || (pulling && (pulling.a_intent == "hurt")))
var/mob/living/occupant = buckled_mob
unbuckle()
occupant.throw_at(A, 3, 2)
if (pulling && (pulling.a_intent == "hurt"))
occupant.throw_at(A, 3, 3, pulling)
else if (propelled)
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, 0)
occupant.apply_effect(6, WEAKEN, 0)
occupant.apply_effect(6, STUTTER, 0)
+16 -3
View File
@@ -25,10 +25,23 @@ var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pagetur
var/mob/M = P
if(!M || !M.client)
continue
if(get_dist(M, turf_source) <= (world.view + extrarange) * 6)
var/distance = get_dist(M, turf_source)
if(distance <= (world.view + extrarange) * 3)
var/turf/T = get_turf(M)
if(T && T.z == turf_source.z)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff)
//check that the air can transmit sound
var/datum/gas_mixture/environment = T.return_air()
if (!environment || environment.return_pressure() < SOUND_MINIMUM_PRESSURE)
if (distance > 1)
continue
var/new_frequency = 32000 + (frequency - 32000)*0.125 //lower the frequency. very rudimentary
var/new_volume = vol*0.15 //muffle the sound, like we're hearing through contact
M.playsound_local(turf_source, soundin, new_volume, vary, new_frequency, falloff)
else
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff)
var/const/FALLOFF_SOUNDS = 2
var/const/SURROUND_CAP = 255
@@ -52,7 +65,7 @@ var/const/SURROUND_CAP = 255
if(isturf(turf_source))
// 3D sounds, the technology is here!
var/turf/T = get_turf(src)
S.volume -= get_dist(T, turf_source) * 0.5
S.volume -= get_dist(T, turf_source) * 0.75
if (S.volume < 0)
S.volume = 0
var/dx = turf_source.x - T.x // Hearing from the right/left
+10 -8
View File
@@ -144,8 +144,10 @@ var/list/admin_verbs_debug = list(
/client/proc/cmd_debug_tog_aliens,
/client/proc/air_report,
/client/proc/reload_admins,
/client/proc/reload_mentors,
/client/proc/reload_mentors,
/client/proc/restart_controller,
/client/proc/remake_distribution_map,
/client/proc/show_distribution_map,
/client/proc/enable_debug_verbs,
/client/proc/callproc,
/client/proc/toggledebuglogs,
@@ -585,22 +587,22 @@ var/list/admin_verbs_mentor = list(
feedback_add_details("admin_verb","GD") //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)] the disease [D].")
message_admins("\blue [key_name_admin(usr)] gave [key_name(T)] the disease [D].", 1)
/client/proc/give_disease2(mob/T as mob in mob_list) // -- Giacom
set category = "Fun"
set name = "Give Disease"
set desc = "Gives a Disease to a mob."
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
D.infectionchance = input("How virulent is this disease? (1-100)", "Give Disease", D.infectionchance) as num
if(istype(T,/mob/living/carbon/human))
var/mob/living/carbon/human/H = T
if (H.species)
@@ -609,7 +611,7 @@ var/list/admin_verbs_mentor = list(
var/mob/living/carbon/monkey/M = T
D.affected_species = list(M.greaterform)
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)
+3
View File
@@ -367,6 +367,7 @@ proc/populate_gear_list()
display_name = "engineering bandana"
path = /obj/item/clothing/head/helmet/greenbandana/fluff/taryn_kifer_1
cost = 2
slot = slot_head
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer")
//Science
@@ -381,12 +382,14 @@ proc/populate_gear_list()
display_name = "Zhan-Khazan furs"
path = /obj/item/clothing/suit/tajaran/furs
cost = 3
slot = slot_wear_suit
whitelisted = "Tajaran"
/datum/gear/zhan_scarf
display_name = "Zhan-Khazan headscarf"
path = /obj/item/clothing/head/tajaran/scarf
cost = 2
slot = slot_head
whitelisted = "Tajaran"
/datum/gear/unathi_robe
+4
View File
@@ -405,4 +405,8 @@ BLIND // can't see anything
sensor_mode = pick(0,1,2,3)
..()
/obj/item/clothing/under/emp_act(severity)
if (hastie)
hastie.emp_act(severity)
..()
+1 -1
View File
@@ -3,7 +3,7 @@
/obj/item/clothing/head/chefhat
name = "chef's hat"
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
icon_state = "chef"
icon_state = "chefhat"
item_state = "chefhat"
desc = "The commander in chef's head wear."
flags = FPRINT | TABLEPASS
+2 -3
View File
@@ -13,7 +13,7 @@ datum/event/organ_failure/announce()
datum/event/organ_failure/start()
var/list/candidates = list() //list of candidate keys
for(var/mob/living/carbon/human/G in player_list)
if(G.mind && G.mind.current && G.mind.current.stat != DEAD && G.health > 70)
if(G.mind && G.mind.current && G.mind.current.stat != DEAD && G.health > 70 && G.internal_organs)
candidates += G
if(!candidates.len) return
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
@@ -24,8 +24,7 @@ datum/event/organ_failure/start()
var/acute = prob(15)
if (prob(75))
//internal organ infection
var/O = pick(C.internal_organs)
var/datum/organ/internal/I = C.internal_organs[O]
var/datum/organ/internal/I = pick(C.internal_organs)
if (acute)
I.germ_level = max(INFECTION_LEVEL_TWO, I.germ_level)
+1 -1
View File
@@ -116,7 +116,7 @@
H.concealed = 1
H.update_icon()
usr.visible_message("\The [usr] deals a card to \the [M].")
H.throw_at(get_step(M,M.dir),10,1)
H.throw_at(get_step(M,M.dir),10,1,H)
/obj/item/weapon/hand/attackby(obj/O as obj, mob/user as mob)
if(istype(O,/obj/item/weapon/hand))
+41 -32
View File
@@ -18,9 +18,9 @@
#define MAX_DEEP_COUNT 300
#define ITERATE_BEFORE_FAIL 200
#define RESOURCE_HIGH_MAX 3
#define RESOURCE_HIGH_MIN 0
#define RESOURCE_MID_MAX 2
#define RESOURCE_HIGH_MAX 4
#define RESOURCE_HIGH_MIN 2
#define RESOURCE_MID_MAX 3
#define RESOURCE_MID_MIN 1
#define RESOURCE_LOW_MAX 1
#define RESOURCE_LOW_MIN 0
@@ -103,6 +103,14 @@ Deep minerals:
for(var/y = 1, y <= real_size, y++)
map[MAP_CELL] = 0
/datum/ore_distribution/proc/print_distribution_map()
var/line = ""
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
line += num2text(round(map[MAP_CELL]/25.5))
world << line
line = ""
/datum/ore_distribution/proc/generate_distribution_map(var/x,var/y,var/input_size)
var/size = input_size
@@ -157,36 +165,37 @@ Deep minerals:
if(target_turf && target_turf.has_resources)
target_turf.resources = list()
target_turf.resources["silicates"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["carbonaceous rock"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["silicates"] = rand(3,5)
target_turf.resources["carbonaceous rock"] = rand(3,5)
if(map[MAP_CELL] > (range*0.60))
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = 0
target_turf.resources["silver"] = 0
target_turf.resources["uranium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
else if(map[MAP_CELL] > (range*0.40))
target_turf.resources["iron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
else
target_turf.resources["iron"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["phoron"] = 0
target_turf.resources["osmium"] = 0
target_turf.resources["hydrogen"] = 0
switch(map[MAP_CELL])
if(0 to 100)
target_turf.resources["iron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = 0
target_turf.resources["phoron"] = 0
target_turf.resources["osmium"] = 0
target_turf.resources["hydrogen"] = 0
if(100 to 124)
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["diamond"] = 0
target_turf.resources["phoron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["hydrogen"] = 0
if(125 to 255)
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = 0
target_turf.resources["silver"] = 0
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
tx += chunk_size
tx = origin_x
+8 -3
View File
@@ -265,13 +265,13 @@
update_icon()
/obj/machinery/mining/drill/proc/get_harvest_capacity()
return 3 * (cutter ? cutter.rating : 0)
return (cutter ? cutter.rating : 0)
/obj/machinery/mining/drill/proc/get_storage_capacity()
return 100 * (storage ? storage.rating : 0)
return 200 * (storage ? storage.rating : 0)
/obj/machinery/mining/drill/proc/get_charge_use()
return 100 - (20 * (cellmount ? cellmount.rating : 0))
return 50 - (10 * (cellmount ? cellmount.rating : 0))
/obj/machinery/mining/drill/proc/get_resource_field()
@@ -346,6 +346,11 @@
/obj/machinery/mining/brace/proc/connect()
var/turf/T = get_step(get_turf(src), src.dir)
if(!T.has_resources)
src.visible_message("\red The terrain near the brace is unsuitable!")
return
for(var/thing in T.contents)
if(istype(thing,/obj/machinery/mining/drill))
connected = thing
+54
View File
@@ -0,0 +1,54 @@
/obj/item/weapon/mining_scanner
name = "ore detector"
desc = "A complex device used to locate ore deep underground."
icon = 'icons/obj/device.dmi'
icon_state = "forensic0-old" //GET A BETTER SPRITE.
item_state = "electronic"
matter = list("metal" = 150)
origin_tech = "magnets=1;engineering=1"
/obj/item/weapon/mining_scanner/attack_self(mob/user as mob)
user << "You begin sweeping \the [src] about, scanning for metal deposits."
if(!do_after(user,50)) return
if(!user || !src) return
var/list/metals = list(
"surface minerals" = 0,
"precious metals" = 0,
"nuclear fuel" = 0,
"exotic matter" = 0
)
for(var/turf/T in oview(3,get_turf(user)))
if(!T.has_resources)
continue
for(var/metal in T.resources)
var/ore_type
switch(metal)
if("silicates" || "carbonaceous rock" || "iron") ore_type = "surface minerals"
if("gold" || "silver" || "diamond") ore_type = "precious metals"
if("uranium") ore_type = "nuclear fuel"
if("phoron" || "osmium" || "hydrogen") ore_type = "exotic matter"
if(ore_type) metals[ore_type] += T.resources[metal]
user << "\icon[src] \blue The scanner beeps and displays a readout."
for(var/ore_type in metals)
var/result = "no sign"
switch(metals[ore_type])
if(1 to 50) result = "trace amounts"
if(51 to 150) result = "significant amounts"
if(151 to INFINITY) result = "huge quantities"
user << "- [result] of [ore_type]."
+11 -8
View File
@@ -142,10 +142,20 @@
/obj/machinery/mineral/processing_unit/process()
if (!active || !src.output || !src.input) return
if (!src.output || !src.input) return
var/list/tick_alloys = list()
//Grab some more ore to process this tick.
for(var/i = 0,i<sheets_per_tick,i++)
var/obj/item/weapon/ore/O = locate() in input.loc
if(!O) break
if(!isnull(ores_stored[O.oretag])) ores_stored[O.oretag]++
O.loc = null
if(!active)
return
//Process our stored ores and spit out sheets.
var/sheets = 0
for(var/metal in ores_stored)
@@ -221,11 +231,4 @@
else
continue
//Grab some more ore to process next tick.
for(var/i = 0,i<sheets_per_tick,i++)
var/obj/item/weapon/ore/O = locate() in input.loc
if(!O) break
if(!isnull(ores_stored[O.oretag])) ores_stored[O.oretag]++
O.loc = null
console.updateUsrDialog()
@@ -107,6 +107,7 @@ var/const/MAX_ACTIVE_TIME = 400
if(stat == CONSCIOUS)
icon_state = "[initial(icon_state)]"
Attach(hit_atom)
throwing = 0
/obj/item/clothing/mask/facehugger/proc/Attach(M as mob)
if( (!iscorgi(M) && !iscarbon(M)) || isalien(M))
@@ -1,2 +1,3 @@
/mob/living/carbon/brain/Login()
return ..()
..()
sleeping = 0
+1 -1
View File
@@ -330,7 +330,7 @@
*/
item.throw_at(target, item.throw_range, item.throw_speed)
item.throw_at(target, item.throw_range, item.throw_speed, src)
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
@@ -58,7 +58,6 @@
dizziness = 0
jitteriness = 0
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
@@ -117,8 +116,6 @@
ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
return ..(gibbed)
/mob/living/carbon/human/proc/makeSkeleton()
if(SKELETON in src.mutations) return
@@ -66,8 +66,10 @@
return custom_emote(m_type, message)
if ("me")
if(silent)
return
//if(silent && silent > 0 && findtext(message,"\"",1, null) > 0)
// return //This check does not work and I have no idea why, I'm leaving it in for reference.
if (src.client)
if (client.prefs.muted & MUTE_IC)
src << "\red You cannot send IC messages (muted)."
@@ -388,7 +388,7 @@
if(display_gloves)
msg += "<span class='warning'><b>[src] has blood running from under [t_his] gloves!</b></span>\n"
for(var/implant in get_visible_implants(1))
for(var/implant in get_visible_implants(0))
msg += "<span class='warning'><b>[src] has \a [implant] sticking out of [t_his] flesh!</span>\n"
if(digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
@@ -1096,8 +1096,7 @@
H.brainmob.mind.transfer_to(src)
del(H)
for(var/E in internal_organs)
var/datum/organ/internal/I = internal_organs[E]
for(var/datum/organ/internal/I in internal_organs)
I.damage = 0
for (var/datum/disease/virus in viruses)
@@ -1109,11 +1108,11 @@
..()
/mob/living/carbon/human/proc/is_lung_ruptured()
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
var/datum/organ/internal/lungs/L = internal_organs_by_name["lungs"]
return L.is_bruised()
/mob/living/carbon/human/proc/rupture_lung()
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
var/datum/organ/internal/lungs/L = internal_organs_by_name["lungs"]
if(!L.is_bruised())
src.custom_pain("You feel a stabbing pain in your chest!", 1)
@@ -1176,7 +1175,7 @@
var/list/visible_implants = list()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && O.w_class > class)
if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/shard/shrapnel))
visible_implants += O
return(visible_implants)
@@ -1394,7 +1393,7 @@
status_flags |= LEAPING
src.visible_message("<span class='warning'><b>\The [src]</b> leaps at [T]!</span>")
src.throw_at(get_step(get_turf(T),get_turf(src)), 5, 1)
src.throw_at(get_step(get_turf(T),get_turf(src)), 5, 1, src)
playsound(src.loc, 'sound/voice/shriek1.ogg', 50, 1)
sleep(5)
@@ -17,7 +17,7 @@
/mob/living/carbon/human/getBrainLoss()
var/res = brainloss
var/datum/organ/internal/brain/sponge = internal_organs["brain"]
var/datum/organ/internal/brain/sponge = internal_organs_by_name["brain"]
if (sponge.is_bruised())
res += 20
if (sponge.is_broken())
@@ -307,9 +307,8 @@ This function restores all organs.
var/embed_threshold = sharp? 5*W.w_class : 15*W.w_class
//Sharp objects will always embed if they do enough damage.
if((sharp && damage > (10*W.w_class)) || (sharp && !ismob(W.loc)) || (damage > embed_threshold && prob(embed_chance)))
//Thrown objects have some momentum already and have a small chance to embed even if the damage is below the threshold
if((sharp && damage > (10*W.w_class)) || (sharp && !ismob(W.loc) && prob(damage/(10*W.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
organ.embed(W)
else if( (damage > (5*W.w_class)) && ((!ismob(W.loc) && !sharp)) || (prob((damage - 2)/W.w_class) ) )
organ.embed(W)
return 1
@@ -282,6 +282,77 @@ emp_act
bloody_body(src)
return 1
//this proc handles being hit by a thrown atom
/mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
if(istype(AM,/obj/))
var/obj/O = AM
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/5)
var/zone
if (istype(O.thrower, /mob/living))
var/mob/living/L = O.thrower
zone = check_zone(L.zone_sel.selecting)
else
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
//check if we hit
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
else
zone = get_zone_with_miss_chance(zone, src, 15)
if(!zone)
visible_message("\blue \The [O] misses [src] narrowly!")
return
O.throwing = 0 //it hit, so stop moving
if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
return
var/datum/organ/external/affecting = get_organ(zone)
var/hit_area = affecting.display_name
src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
if(armor < 2)
apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
if(ismob(O.thrower))
var/mob/M = O.thrower
var/client/assailant = M.client
if(assailant)
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with a [O], thrown by [M.name] ([assailant.ckey])</font>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with a thrown [O]</font>")
if(!istype(src,/mob/living/simple_animal/mouse))
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
// Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= 15)
var/obj/item/weapon/W = O
var/momentum = speed/2
var/dir = get_dir(O.throw_source, src)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return
if(W.loc == src && W.sharp) //Projectile is embedded and suitable for pinning.
var/turf/T = near_wall(dir,2)
if(T)
src.loc = T
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
src.anchored = 1
src.pinned += O
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
if (gloves)
gloves.add_blood(source)
@@ -690,6 +690,7 @@
loc_temp = environment.temperature
if(adjusted_pressure < species.warning_high_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - bodytemperature) < 20 && bodytemperature < species.heat_level_1 && bodytemperature > species.cold_level_1 && environment.phoron < MOLES_PHORON_VISIBLE)
pressure_alert = 0
return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp
//Body temperature adjusts depending on surrounding atmosphere based on your thermal protection
@@ -1098,6 +1099,9 @@
return //TODO: DEFERRED
proc/handle_regular_status_updates()
if(status_flags & GODMODE) return 0
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
blinded = 1
silent = 0
+1 -1
View File
@@ -200,7 +200,7 @@
breath_type = "nitrogen"
poison_type = "oxygen"
flags = NO_SCAN | IS_WHITELISTED
flags = NO_SCAN
blood_color = "#2299FC"
flesh_color = "#808D11"
+46 -35
View File
@@ -65,58 +65,69 @@
P.on_hit(src, absorb, def_zone)
return absorb
//this proc handles being hit by a thrown atom
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
if(istype(AM,/obj/))
var/obj/O = AM
var/zone = ran_zone("chest",75)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/5)
var/miss_chance = 15
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
miss_chance = min(15*(distance-2), 0)
if (prob(miss_chance))
visible_message("\blue \The [O] misses [src] narrowly!")
return
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
var/armor = run_armor_check(null, "melee")
if(armor < 2)
apply_damage(O.throwforce*(speed/5), dtype, zone, armor, is_sharp(O), has_edge(O), O)
apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
if(!O.fingerprintslast)
return
O.throwing = 0 //it hit, so stop moving
if(ismob(O.thrower))
var/mob/M = O.thrower
var/client/assailant = M.client
if(assailant)
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with a [O], thrown by [M.name] ([assailant.ckey])</font>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with a thrown [O]</font>")
if(!istype(src,/mob/living/simple_animal/mouse))
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
var/client/assailant = directory[ckey(O.fingerprintslast)]
if(assailant && assailant.mob && istype(assailant.mob,/mob))
var/mob/M = assailant.mob
// Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= 15)
var/obj/item/weapon/W = O
var/momentum = speed/2
var/dir = get_dir(O.throw_source, src)
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with a thrown [O], last touched by [M.name] ([assailant.ckey])</font>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with a thrown [O]</font>")
if(!istype(src,/mob/living/simple_animal/mouse))
msg_admin_attack("[src.name] ([src.ckey]) was hit by a thrown [O], last touched by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
// Begin BS12 momentum-transfer code.
if(!W || !src) return
if(W.sharp) //Projectile is suitable for pinning.
//Handles embedding for non-humans and simple_animals.
O.loc = src
src.embedded += O
if(speed >= 15)
var/obj/item/weapon/W = O
var/momentum = speed/2
var/dir = get_dir(M,src)
var/turf/T = near_wall(dir,2)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return
if(istype(W.loc,/mob/living) && W.sharp) //Projectile is embedded and suitable for pinning.
if(!istype(src,/mob/living/carbon/human)) //Handles embedding for non-humans and simple_animals.
O.loc = src
src.embedded += O
var/turf/T = near_wall(dir,2)
if(T)
src.loc = T
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
src.anchored = 1
src.pinned += O
if(T)
src.loc = T
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
src.anchored = 1
src.pinned += O
//This is called when the mob is thrown into a dense turf
/mob/living/proc/turf_collision(var/turf/T, var/speed)
src.take_organ_damage(speed*5)
/mob/living/proc/near_wall(var/direction,var/distance=1)
var/turf/T = get_step(get_turf(src),direction)
+1 -2
View File
@@ -1,4 +1,3 @@
#define SAY_MINIMUM_PRESSURE 10
var/list/department_radio_keys = list(
":r" = "right ear", "#r" = "right ear", ".r" = "right ear",
":l" = "left ear", "#l" = "left ear", ".l" = "left ear",
@@ -113,7 +112,7 @@ var/list/department_radio_keys = list(
var/datum/gas_mixture/environment = T.return_air()
if(environment)
var/pressure = environment.return_pressure()
if(pressure < SAY_MINIMUM_PRESSURE)
if(pressure < SOUND_MINIMUM_PRESSURE)
italics = 1
message_range = 1
+1
View File
@@ -1,4 +1,5 @@
/mob/living/silicon/Login()
sleeping = 0
if(mind && ticker && ticker.mode)
ticker.mode.remove_cultist(mind, 1)
ticker.mode.remove_revolutionary(mind, 1)
@@ -58,6 +58,7 @@
/obj/item/weapon/robot_module/proc/add_languages(var/mob/living/silicon/robot/R)
R.add_language("Tradeband", 1)
R.add_language("Sol Common", 1)
R.add_language("Gutter", 0)
/obj/item/weapon/robot_module/standard
+3 -3
View File
@@ -950,7 +950,7 @@ mob/proc/yank_out_object()
if(S == U)
self = 1 // Removing object from yourself.
valid_objects = get_visible_implants(1)
valid_objects = get_visible_implants(0)
if(!valid_objects.len)
if(self)
src << "You have nothing stuck in your body that is large enough to remove."
@@ -961,9 +961,9 @@ mob/proc/yank_out_object()
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
if(self)
src << "<span class='warning'>You attempt to get a good grip on the [selection] in your body.</span>"
src << "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>"
else
U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s body.</span>"
U << "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>"
if(!do_after(U, 80))
return
+5 -1
View File
@@ -142,7 +142,11 @@ proc/hasorgans(A)
*/
return zone
// Returns zone with a certain probability.
// If the probability misses, returns "chest" instead.
// If "chest" was passed in as zone, then on a "miss" will return "head", "l_arm", or "r_arm"
// Do not use this if someone is intentionally trying to hit a specific body part.
// Use get_zone_with_miss_chance() for that.
/proc/ran_zone(zone, probability)
zone = check_zone(zone)
if(!probability) probability = 90
+11
View File
@@ -134,6 +134,7 @@
return 1
if(href_list["late_join"])
if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
usr << "\red The round is either not ready, or has already finished..."
return
@@ -143,6 +144,11 @@
src << alert("You are currently not whitelisted to play [client.prefs.species].")
return 0
var/datum/species/S = all_species[client.prefs.species]
if(!(S.flags & IS_WHITELISTED))
src << alert("Your current species,[client.prefs.species], is not available for play on the station.")
return 0
LateChoices()
if(href_list["manifest"])
@@ -159,6 +165,11 @@
src << alert("You are currently not whitelisted to play [client.prefs.species].")
return 0
var/datum/species/S = all_species[client.prefs.species]
if(!(S.flags & IS_WHITELISTED))
src << alert("Your current species,[client.prefs.species], is not available for play on the station.")
return 0
AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint)
return
+1 -1
View File
@@ -63,7 +63,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"]
var/datum/organ/internal/heart/heart = internal_organs_by_name["heart"]
if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
blood_volume *= 0.8
+1 -1
View File
@@ -21,7 +21,7 @@
/datum/organ/proc/handle_antibiotics()
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if (antibiotics < 5)
if (!germ_level || antibiotics < 5)
return
if (germ_level < INFECTION_LEVEL_ONE)
+15 -9
View File
@@ -32,6 +32,7 @@
var/damage_msg = "\red You feel an intense pain"
var/broken_description
var/vital //Lose a vital limb, die immediately.
var/status = 0
var/open = 0
var/stage = 0
@@ -98,7 +99,7 @@
return
// High brute damage or sharp objects may damage internal organs
if(internal_organs != null) if( (sharp && brute >= 5) || brute >= 10) if(prob(5))
if(internal_organs && ( (sharp && brute >= 5) || brute >= 10) && prob(5))
// Damage an internal organ
var/datum/organ/internal/I = pick(internal_organs)
I.take_damage(brute / 2)
@@ -363,7 +364,7 @@ Note that amputating the affected organ does in fact remove the infection from t
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//** Syncing germ levels with external wounds
handle_germ_sync()
//** Handle antibiotics and curing infections
handle_antibiotics()
@@ -386,10 +387,10 @@ Note that amputating the affected organ does in fact remove the infection from t
/datum/organ/external/proc/handle_germ_effects()
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if (germ_level < INFECTION_LEVEL_ONE && prob(60)) //this could be an else clause, but it looks cleaner this way
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE && prob(60)) //this could be an else clause, but it looks cleaner this way
germ_level-- //since germ_level increases at a rate of 1 per second with dirty wounds, prob(60) should give us about 5 minutes before level one.
if(germ_level >= INFECTION_LEVEL_ONE)
//having an infection raises your body temperature
var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 1)* min(germ_level/INFECTION_LEVEL_THREE, 1) + owner.species.body_temperature
@@ -400,7 +401,7 @@ Note that amputating the affected organ does in fact remove the infection from t
if(prob(round(germ_level/10)))
if (antibiotics < 5)
germ_level++
if (prob(5)) //adjust this to tweak how fast people take toxin damage from infections
owner.adjustToxLoss(1)
@@ -411,7 +412,7 @@ Note that amputating the affected organ does in fact remove the infection from t
if (I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one
if (!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
target_organ = I
if (!target_organ)
//figure out which organs we can spread germs to and pick one at random
var/list/candidate_organs = list()
@@ -420,7 +421,7 @@ Note that amputating the affected organ does in fact remove the infection from t
candidate_organs += I
if (candidate_organs.len)
target_organ = pick(candidate_organs)
if (target_organ)
target_organ.germ_level++
@@ -666,6 +667,9 @@ Note that amputating the affected organ does in fact remove the infection from t
// OK so maybe your limb just flew off, but if it was attached to a pair of cuffs then hooray! Freedom!
release_restraints()
if(vital)
owner.death()
/****************************************************
HELPERS
****************************************************/
@@ -829,7 +833,7 @@ Note that amputating the affected organ does in fact remove the infection from t
max_damage = 75
min_broken_damage = 40
body_part = UPPER_TORSO
vital = 1
/datum/organ/external/groin
name = "groin"
@@ -838,6 +842,7 @@ Note that amputating the affected organ does in fact remove the infection from t
max_damage = 50
min_broken_damage = 30
body_part = LOWER_TORSO
vital = 1
/datum/organ/external/l_arm
name = "l_arm"
@@ -931,6 +936,7 @@ Note that amputating the affected organ does in fact remove the infection from t
min_broken_damage = 40
body_part = HEAD
var/disfigured = 0
vital = 1
/datum/organ/external/head/get_icon()
if (!owner)
+3 -5
View File
@@ -27,14 +27,12 @@
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs += src
H.internal_organs[src.name] = src
E.internal_organs |= src
H.internal_organs |= src
src.owner = H
/datum/organ/internal/process()
//Process infections
if (!germ_level)
return
if (robotic >= 2 || (owner.species && owner.species.flags & IS_PLANT)) //TODO make robotic internal and external organs separate types of organ instead of a flag
germ_level = 0
@@ -47,7 +45,7 @@
//** Handle the effects of infections
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if (germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
germ_level--
if (germ_level >= INFECTION_LEVEL_ONE/2)
+1 -2
View File
@@ -102,8 +102,7 @@ mob/living/carbon/human/proc/handle_pain()
pain(damaged_organ.display_name, maxdam, 0)
// Damage to internal organs hurts a lot.
for(var/organ_name in internal_organs)
var/datum/organ/internal/I = internal_organs[organ_name]
for(var/datum/organ/internal/I in internal_organs)
if(I.damage > 2) if(prob(2))
var/datum/organ/external/parent = get_organ(I.parent_organ)
src.custom_pain("You feel a sharp pain in your [parent.display_name]", 1)
+1
View File
@@ -1288,6 +1288,7 @@
chargecount++
else
chargecount = 0
charging = 0
if(chargecount == 10)
+1 -1
View File
@@ -110,7 +110,7 @@
user.visible_message("\red [user] fires [src]!", "\red You fire [src]!")
spike.loc = get_turf(src)
spike.throw_at(target,10,fire_force)
spike.throw_at(target,10,fire_force,user)
spike = null
update_icon()
@@ -191,7 +191,7 @@
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(user)
A.throw_at(target,10,tension*release_speed)
A.throw_at(target,10,tension*release_speed,user)
arrow = null
tension = 0
icon_state = "crossbow"
@@ -131,7 +131,7 @@
user.visible_message("<span class='danger'>[user] fires [src] and launches [object] at [target]!</span>","<span class='danger'>You fire [src] and launch [object] at [target]!</span>")
src.remove_from_storage(object,user.loc)
object.throw_at(target,10,speed)
object.throw_at(target,10,speed,user)
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
@@ -43,7 +43,7 @@
var/obj/item/missile/M = new projectile(user.loc)
playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
M.primed = 1
M.throw_at(target, missile_range, missile_speed)
M.throw_at(target, missile_range, missile_speed,user)
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]).")
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]).")
rockets -= I
+7 -6
View File
@@ -1312,7 +1312,7 @@ datum
M.eye_blind = max(M.eye_blind-5 , 0)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if(istype(E))
if(E.damage > 0)
E.damage -= 1
@@ -1332,8 +1332,9 @@ datum
if(!M) M = holder.my_atom
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/external/chest/C = H.get_organ("chest")
for(var/datum/organ/internal/I in C.internal_organs)
//Peridaxon is hard enough to get, it's probably fair to make this all internal organs
for(var/datum/organ/internal/I in H.internal_organs)
if(I.damage > 0)
I.damage -= 0.20
..()
@@ -3036,7 +3037,7 @@ datum
M:drowsyness = max(M:drowsyness, 30)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/liver/L = H.internal_organs["liver"]
var/datum/organ/internal/liver/L = H.internal_organs_by_name["liver"]
if (istype(L))
L.take_damage(0.1, 1)
H.adjustToxLoss(0.1)
@@ -3273,13 +3274,13 @@ datum
if(prob(30)) M.adjustToxLoss(2)
if(prob(5)) if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/heart/L = H.internal_organs["heart"]
var/datum/organ/internal/heart/L = H.internal_organs_by_name["heart"]
if (istype(L))
L.take_damage(5, 0)
if (300 to INFINITY)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/heart/L = H.internal_organs["heart"]
var/datum/organ/internal/heart/L = H.internal_organs_by_name["heart"]
if (istype(L))
L.take_damage(100, 0)
holder.remove_reagent(src.id, FOOD_METABOLISM)
+1 -1
View File
@@ -56,7 +56,7 @@
var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.throw_at(target, 30, 2, user)
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([src.name]).")
F.active = 1
+8 -6
View File
@@ -123,20 +123,22 @@
shift_light(5, warning_color)
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
var/stability = num2text(round((damage / explosion_point) * 100))
var/alert_msg
if(damage > emergency_point)
shift_light(7, emergency_color)
radio.autosay(addtext(emergency_alert, " Instability: ",stability,"%"), "Supermatter Monitor")
alert_msg = addtext(emergency_alert, " Instability: ",stability,"%")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
radio.autosay(addtext(warning_alert," Instability: ",stability,"%"), "Supermatter Monitor")
alert_msg = addtext(warning_alert," Instability: ",stability,"%")
lastwarning = world.timeofday - 150
else // Phew, we're safe
radio.autosay(safe_alert, "Supermatter Monitor")
else // Phew, we're safe
alert_msg = safe_alert
lastwarning = world.timeofday
if(!istype(L, /turf/space) && alert_msg)
radio.autosay(alert_msg, "Supermatter Monitor")
if(damage > explosion_point)
for(var/mob/living/mob in living_mob_list)
if(istype(mob, /mob/living/carbon/human))
+2 -1
View File
@@ -107,6 +107,7 @@
B.transfer_identity(target)
target.internal_organs -= B
target.internal_organs_by_name -= "brain"
target:brain_op_stage = 4.0
target.death()//You want them to die after the brain was transferred, so not to trigger client death() twice.
@@ -173,7 +174,7 @@
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] mends hematoma in [target]'s brain with \the [tool].", \
"\blue You mend hematoma in [target]'s brain with \the [tool].")
var/datum/organ/internal/brain/sponge = target.internal_organs["brain"]
var/datum/organ/internal/brain/sponge = target.internal_organs_by_name["brain"]
if (sponge)
sponge.damage = 0
+5 -5
View File
@@ -39,7 +39,7 @@
target.blinded += 1.5
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/internal/eyes/eyes = target.internal_organs_by_name["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, slicing [target]'s eyes wth \the [tool]!" , \
"\red Your hand slips, slicing [target]'s eyes wth \the [tool]!" )
@@ -69,7 +69,7 @@
target.op_stage.eyes = 2
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/internal/eyes/eyes = target.internal_organs_by_name["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, damaging [target]'s eyes with \the [tool]!", \
"\red Your hand slips, damaging [target]'s eyes with \the [tool]!")
@@ -100,7 +100,7 @@
target.op_stage.eyes = 3
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/internal/eyes/eyes = target.internal_organs_by_name["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, stabbing \the [tool] into [target]'s eye!", \
"\red Your hand slips, stabbing \the [tool] into [target]'s eye!")
@@ -126,7 +126,7 @@
"You are beginning to cauterize the incision around [target]'s eyes with \the [tool].")
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/internal/eyes/eyes = target.internal_organs_by_name["eyes"]
user.visible_message("\blue [user] cauterizes the incision around [target]'s eyes with \the [tool].", \
"\blue You cauterize the incision around [target]'s eyes with \the [tool].")
if (target.op_stage.eyes == 3)
@@ -136,7 +136,7 @@
target.op_stage.eyes = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/internal/eyes/eyes = target.internal_organs_by_name["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, searing [target]'s eyes with \the [tool]!", \
"\red Your hand slips, searing [target]'s eyes with \the [tool]!")
+8 -7
View File
@@ -202,9 +202,10 @@
var/is_chest_organ_damaged = 0
var/datum/organ/external/chest/chest = target.get_organ("chest")
for(var/datum/organ/internal/I in chest.internal_organs) if(I.damage > 0)
is_chest_organ_damaged = 1
break
for(var/datum/organ/internal/I in chest.internal_organs)
if(I.damage > 0)
is_chest_organ_damaged = 1
break
return ..() && is_chest_organ_damaged && target.op_stage.ribcage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
@@ -285,7 +286,7 @@
return 0
var/is_chest_organ_damaged = 0
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/heart/heart = target.internal_organs_by_name["heart"]
var/datum/organ/external/chest/chest = target.get_organ("chest")
for(var/datum/organ/internal/I in chest.internal_organs) if(I.damage > 0)
is_chest_organ_damaged = 1
@@ -293,7 +294,7 @@
return ..() && is_chest_organ_damaged && heart.robotic == 2 && target.op_stage.ribcage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/heart/heart = target.internal_organs_by_name["heart"]
if(heart.damage > 0)
user.visible_message("[user] starts mending the mechanisms on [target]'s heart with \the [tool].", \
@@ -302,14 +303,14 @@
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/heart/heart = target.internal_organs_by_name["heart"]
if(heart.damage > 0)
user.visible_message("\blue [user] repairs [target]'s heart with \the [tool].", \
"\blue You repair [target]'s heart with \the [tool]." )
heart.damage = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/heart/heart = target.internal_organs_by_name["heart"]
user.visible_message("\red [user]'s hand slips, smearing [tool] in the incision in [target]'s heart, gumming it up!!" , \
"\red Your hand slips, smearing [tool] in the incision in [target]'s heart, gumming it up!")
heart.take_damage(5, 0)
+1 -1
View File
@@ -202,7 +202,7 @@
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = mob
var/datum/organ/internal/brain/B = H.internal_organs["brain"]
var/datum/organ/internal/brain/B = H.internal_organs_by_name["brain"]
if (B.damage < B.min_broken_damage)
B.take_damage(5)
else
+2
View File
@@ -27,6 +27,8 @@
#define HUMAN_NEEDED_OXYGEN MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16
//Amount of air needed before pass out/suffocation commences
#define SOUND_MINIMUM_PRESSURE 10
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)