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https://github.com/VOREStation/VOREStation.git
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f905cfc020
This adds throw_alert() and /obj/screen/alert, a system that allows you to do custom hud alerts for any variety of things from "You're too cold!" to mecha status indicators for the pilot. There's quite a few things that actually got replaced; the fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The xenochimera feral indicator would probably be a good candidate for conversion, but I didn't touch it in this PR. There's also a number of new alerts, such as blindness, highness, legcuffed, buckled, handcuffed, and probably some more I missed; read code/_onclick/hud/alert.dm and see for yourself! Additionally, a number of tweaks have been done to resisting code, to make it so that there's an indicator when you're buckled or handcuffed, and can just click the alert to start resisting. This includes a refactor that combines the logic for lockers, holders, micros escaping from shoes, and struggling in a gut all into one proc, called container_resist(). This means that vore bellies actually no longer need the resist override, but it's been left in place just in case someone finds something else they want to use it for. Also, the health and internals indicator got moved down one tile each. Needed room for the alerts. If we add the oxygen tank action buttons from /tg/ and remove the internals indicator, the health indicator can go back where it was originally.
110 lines
3.1 KiB
Plaintext
110 lines
3.1 KiB
Plaintext
//Revive from revival stasis
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/mob/proc/changeling_revive()
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set category = "Changeling"
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set name = "Revive"
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set desc = "We are ready to revive ourselves on command."
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var/datum/changeling/changeling = changeling_power(0,0,100,DEAD)
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if(!changeling)
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return 0
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if(changeling.max_geneticpoints < 0) //Absorbed by another ling
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to_chat(src, "<span class='danger'>You have no genomes, not even your own, and cannot revive.</span>")
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return 0
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if(src.stat == DEAD)
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dead_mob_list -= src
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living_mob_list += src
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var/mob/living/carbon/C = src
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C.tod = null
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C.setToxLoss(0)
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C.setOxyLoss(0)
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C.setCloneLoss(0)
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C.SetParalysis(0)
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C.SetStunned(0)
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C.SetWeakened(0)
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C.radiation = 0
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C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss())
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C.reagents.clear_reagents()
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if(ishuman(C))
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var/mob/living/carbon/human/H = src
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H.species.create_organs(H)
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H.restore_all_organs(ignore_prosthetic_prefs=1) //Covers things like fractures and other things not covered by the above.
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H.restore_blood()
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H.mutations.Remove(HUSK)
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H.status_flags &= ~DISFIGURED
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H.update_icons_body()
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for(var/limb in H.organs_by_name)
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var/obj/item/organ/external/current_limb = H.organs_by_name[limb]
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if(current_limb)
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current_limb.relocate()
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current_limb.open = 0
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BITSET(H.hud_updateflag, HEALTH_HUD)
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BITSET(H.hud_updateflag, STATUS_HUD)
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BITSET(H.hud_updateflag, LIFE_HUD)
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if(H.handcuffed)
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var/obj/item/weapon/W = H.handcuffed
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H.handcuffed = null
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if(H.buckled && H.buckled.buckle_require_restraints)
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H.buckled.unbuckle_mob()
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H.update_handcuffed()
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if (H.client)
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H.client.screen -= W
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W.forceMove(H.loc)
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W.dropped(H)
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if(W)
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W.layer = initial(W.layer)
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if(H.legcuffed)
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var/obj/item/weapon/W = H.legcuffed
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H.legcuffed = null
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H.update_inv_legcuffed()
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if(H.client)
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H.client.screen -= W
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W.forceMove(H.loc)
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W.dropped(H)
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if(W)
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W.layer = initial(W.layer)
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if(istype(H.wear_suit, /obj/item/clothing/suit/straight_jacket))
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var/obj/item/clothing/suit/straight_jacket/SJ = H.wear_suit
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SJ.forceMove(H.loc)
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SJ.dropped(H)
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H.wear_suit = null
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C.halloss = 0
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C.shock_stage = 0 //Pain
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to_chat(C, "<span class='notice'>We have regenerated.</span>")
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C.update_canmove()
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C.mind.changeling.purchased_powers -= C
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feedback_add_details("changeling_powers","CR")
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C.set_stat(CONSCIOUS)
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C.forbid_seeing_deadchat = FALSE
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C.timeofdeath = null
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verbs.Remove(/mob/proc/changeling_revive)
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// re-add our changeling powers
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C.make_changeling()
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return 1
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//Revive from revival stasis, but one level removed, as the tab refuses to update. Placed in its own tab to avoid hyper-exploding the original tab through the same name being used.
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/obj/changeling_revive_holder
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name = "strange object"
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desc = "Please report this object's existence to the dev team! You shouldn't see it."
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mouse_opacity = FALSE
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alpha = 1
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/obj/changeling_revive_holder/verb/ling_revive()
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set src = usr.contents
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set category = "Regenerate"
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set name = "Revive"
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set desc = "We are ready to revive ourselves on command."
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.changeling_revive()
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qdel(src)
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