diff --git a/code/WorkInProgress/recycling/disposal.dm b/code/WorkInProgress/recycling/disposal.dm index bae2523da6b..3949c3914ce 100644 --- a/code/WorkInProgress/recycling/disposal.dm +++ b/code/WorkInProgress/recycling/disposal.dm @@ -40,6 +40,10 @@ if(stat & BROKEN) return + if(istype(I, /obj/item/weapon/blade)) + user << "You can't place that item inside the disposal unit." + return + var/obj/item/weapon/grab/G = I if(istype(G)) // handle grabbed mob if(ismob(G.affecting)) @@ -58,6 +62,7 @@ else user.drop_item() + I.loc = src user << "You place \the [I] into the [src]." for(var/mob/M in viewers(src)) diff --git a/code/defines/obj/clothing/gloves.dm b/code/defines/obj/clothing/gloves.dm index db00f35bacd..11dde80f148 100644 --- a/code/defines/obj/clothing/gloves.dm +++ b/code/defines/obj/clothing/gloves.dm @@ -56,7 +56,7 @@ desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance." name = "ninja gloves" icon_state = "s-ninja" - item_state = "swat_gl" + item_state = "s-ninja" siemens_coefficient = 0 protective_temperature = 1100 heat_transfer_coefficient = 0.05 diff --git a/code/defines/obj/clothing/mask.dm b/code/defines/obj/clothing/mask.dm index 50996932256..d65c93cfdf4 100644 --- a/code/defines/obj/clothing/mask.dm +++ b/code/defines/obj/clothing/mask.dm @@ -3,7 +3,7 @@ /obj/item/clothing/mask name = "mask" icon = 'masks.dmi' - var/vchange = 0 + var/vchange = 0//This doesn't seem to do anything. The voice changer gas mask is referenced by istype in say.dm /N body_parts_covered = HEAD /obj/item/clothing/mask/gas @@ -41,13 +41,13 @@ icon_state = "s-ninja" item_state = "s-ninja_mask" var/mode = 1// 1=Night Vision |2=Thermal |3=Meson - vchange = 0 + var/voice = "Unknown" /obj/item/clothing/mask/gas/voice name = "gas mask" desc = "A close-fitting mask that can filter some environmental toxins or be connected to an air supply." icon_state = "gas_mask" - vchange = 1 + vchange = 1//See note avove./N /obj/item/clothing/mask/breath desc = "A close-fitting mask that can be connected to an air supply but does not work very well in hard vacuum." diff --git a/code/defines/obj/clothing/suit.dm b/code/defines/obj/clothing/suit.dm index 1604207f469..9d03dc4d3b8 100644 --- a/code/defines/obj/clothing/suit.dm +++ b/code/defines/obj/clothing/suit.dm @@ -248,10 +248,10 @@ /obj/item/clothing/suit/armor/swat name = "swat suit" desc = "A heavily armored suit that protects against moderate damage. Used in special operations." - icon_state = "heavy" - item_state = "heavy" + icon_state = "deathcommando" + item_state = "swat_suit" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - slowdown = 1.5 + slowdown = 0.5 allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) // FIRE SUITS @@ -356,7 +356,7 @@ /obj/item/clothing/suit/space/space_ninja name = "ninja suit" - desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider-Clan assassins." + desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins." icon_state = "s-ninja" item_state = "s-ninja_suit" allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) @@ -364,7 +364,8 @@ radiation_protection = 0.75 canremove = 0 var/active = 0 - var/energy = 100 + var/charge = 10000.0 + var/maxcharge = 10000.0//Super high capacity charge but abilities eat a chunk of it./N /obj/item/clothing/suit/space/pirate name = "pirate coat" diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index e561250efe9..f67d70cd1f8 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -1251,6 +1251,18 @@ Total SMES charging rate should not exceed total power generation rate, or an ov name = "energy cutlass" icon_state = "cutlass0" +/obj/item/weapon/blade + name = "energy blade" + desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." + icon_state = "blade" + force = 70.0//Normal attacks deal very high damage. + throwforce = 1//Throwing or dropping the item deletes it. + throw_speed = 1 + throw_range = 1 + w_class = 4.0//So you can't hide in your pocket or some such. + flags = FPRINT | TABLEPASS | NOSHIELD + var/affecting = null + /obj/item/weapon/table_parts name = "table parts" icon = 'items.dmi' diff --git a/code/defines/procs/helpers.dm b/code/defines/procs/helpers.dm index a32738d755e..b6db98cce82 100644 --- a/code/defines/procs/helpers.dm +++ b/code/defines/procs/helpers.dm @@ -880,4 +880,19 @@ proc/GaussRand(var/sigma) //returns random gauss number, rounded to 'roundto' proc/GaussRandRound(var/sigma,var/roundto) - return round(GaussRand(sigma),roundto) \ No newline at end of file + return round(GaussRand(sigma),roundto) + +proc/anim(a,b,c,d,e) +//a is location, b is animation icon, c is the layer, d is the flick animation, e is sleep time (optional). +//Make sure that c actually has a layer or the game will run time error. + var/atom/movable/overlay/animation = new(a) + animation.icon = b + animation.icon_state = "blank" + animation.layer = c:layer+1//++ won't work right here. + animation.master = a + flick(d, animation) + if(e) + sleep(e) + else + sleep(15) + del(animation) \ No newline at end of file diff --git a/code/game/chemistry.dm b/code/game/chemistry.dm index 570023c8089..b5e119a5d7b 100644 --- a/code/game/chemistry.dm +++ b/code/game/chemistry.dm @@ -215,7 +215,7 @@ if (src.contents.len >= 7) user << "The trashcan is full!" return - if (istype(W, /obj/item/weapon/disk/nuclear)) + if (istype(W, /obj/item/weapon/disk/nuclear)||istype(W, /obj/item/weapon/blade)) user << "This is far too important to throw away!" return if (istype(W, /obj/item/weapon/storage/)) diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index 5f7f9a58317..a0246012039 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -124,8 +124,37 @@ if (!src.requiresID()) //don't care who they are or what they have, act as if they're NOTHING user = null - if (src.density && istype(I, /obj/item/weapon/card/emag)) + if (src.density && (istype(I, /obj/item/weapon/card/emag)||istype(I, /obj/item/weapon/blade))) src.operating = -1 + if(istype(I, /obj/item/weapon/blade)) + if(istype(src, /obj/machinery/door/airlock)) + if((!src:arePowerSystemsOn()) || (stat & NOPOWER) || src:isWireCut(AIRLOCK_WIRE_DOOR_BOLTS)) + var/obj/door_assembly/temp + var/failsafe=0 + switch(src:doortype) + if(0) temp=new/obj/door_assembly/door_assembly_0(src.loc) + if(1) temp=new/obj/door_assembly/door_assembly_com(src.loc) + if(2) temp=new/obj/door_assembly/door_assembly_sec(src.loc) + if(3) temp=new/obj/door_assembly/door_assembly_eng(src.loc) + if(4) temp=new/obj/door_assembly/door_assembly_med(src.loc) + if(5) temp=new/obj/door_assembly/door_assembly_mai(src.loc) + if(6) temp=new/obj/door_assembly/door_assembly_ext(src.loc) + if(7) temp=new/obj/door_assembly/door_assembly_g(src.loc) + else failsafe=1 + if(!failsafe) + temp.anchored=0 + step_away(temp,usr,15) + else del(temp) + for(var/mob/O in viewers(user, 3)) + O.show_message(text("\blue The door has been sliced open by [] with an energy blade and kicked out of the way!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) + del(src) + return + else + src:welded = 0 + src:locked = 0 + update_icon() + for(var/mob/O in viewers(user, 3)) + O.show_message(text("\blue The door has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) flick("door_spark", src) sleep(6) open() diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 7cbafa11302..bf7428e8ade 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -113,7 +113,7 @@ if (!src.requiresID()) //don't care who they are or what they have, act as if they're NOTHING user = null - if (src.density && istype(I, /obj/item/weapon/card/emag)) + if (src.density && (istype(I, /obj/item/weapon/card/emag)||istype(I, /obj/item/weapon/blade))) src.operating = -1 flick(text("[]spark", src.base_state), src) sleep(6) diff --git a/code/game/objects/items/clothing.dm b/code/game/objects/items/clothing.dm index 60b922dd446..6a4ea6ce397 100644 --- a/code/game/objects/items/clothing.dm +++ b/code/game/objects/items/clothing.dm @@ -345,12 +345,45 @@ NINJA MASK set name = "Toggle Voice" set desc = "Toggles the voice synthesizer on or off." set category = "Object" - if(src.vchange==0) - src.vchange=1 - usr << "You enable the voice voice synthesizer." + var/vchange = (alert("Would you like to synthesize a new name or turn off the voice synthesizer?",,"New Name","Turn Off")) + if(vchange=="New Name") + var/chance = rand(1,100) + switch(chance) + if(1 to 50)//High chance of a regular name. + var/g = pick(0,1) + var/first = null + var/last = pick(last_names) + if(g==0) + first = pick(first_names_female) + else + first = pick(first_names_male) + voice = "[first] [last]" + if(51 to 80)//Smaller chance of a clown name. + var/first = pick(clown_names) + voice = "[first]" + if(81 to 90)//Small chance of a wizard name. + var/first = pick(wizard_first) + var/last = pick(wizard_second) + voice = "[first] [last]" + if(91 to 100)//Small chance of an existing crew name. + var/list/names = new() + for(var/mob/living/carbon/human/M in world) + if(M==usr||!M.client||!M.real_name) continue + names.Add(M) + if(!names.len) + voice = "Cuban Pete"//Smallest chance to be the man. + else + var/mob/picked = pick(names) + voice = picked.real_name + usr << "You are now mimicking [voice]." + return else - src.vchange=0 - usr << "You disable the voice synthesizer." + if(voice!="Unknown") + usr << "You deactivate the voice synthesizer." + voice = "Unknown" + else + usr << "The voice synthesizer is already deactivated." + return /obj/item/clothing/mask/gas/space_ninja/verb/switchm() set name = "Switch Mode" @@ -388,4 +421,4 @@ NINJA MASK else voice = "active" usr << "[mode] is active." - usr << "Voice mimicking algorithm is [voice]." \ No newline at end of file + usr << "Voice mimicking algorithm is set to [voice]." \ No newline at end of file diff --git a/code/game/objects/items/weapons/swords_axes_etc.dm b/code/game/objects/items/weapons/swords_axes_etc.dm index 6f9f5892168..b413f96b3eb 100644 --- a/code/game/objects/items/weapons/swords_axes_etc.dm +++ b/code/game/objects/items/weapons/swords_axes_etc.dm @@ -1,9 +1,9 @@ /* CONTAINS: SWORD +BLADE AXE STUN BATON - */ @@ -51,6 +51,19 @@ STUN BATON New() color = "red" + +// BLADE +//Two procs to delete the item if dropped or thrown. +//Most of the other special functions are handled in their own files. + +/obj/item/weapon/blade/dropped() + del(src) + return + +/obj/item/weapon/blade/proc/throw() + del(src) + return + // AXE /obj/item/weapon/axe/attack(target as mob, mob/user as mob) @@ -71,9 +84,6 @@ STUN BATON src.add_fingerprint(user) return - - - // STUN BATON /obj/item/weapon/baton/update_icon() diff --git a/code/game/objects/secstorage/secstorage.dm b/code/game/objects/secstorage/secstorage.dm index 6028cea0276..66810385586 100644 --- a/code/game/objects/secstorage/secstorage.dm +++ b/code/game/objects/secstorage/secstorage.dm @@ -94,16 +94,19 @@ /obj/item/weapon/secstorage/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() - if ((W.w_class > 3 || istype(W, /obj/item/weapon/secstorage))) - return - if ((istype(W, /obj/item/weapon/card/emag)) && (src.locked == 1) && (!src.emagged)) + if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/blade)) && (src.locked == 1) && (!src.emagged)) emagged = 1 src.overlays += image('storage.dmi', icon_sparking) sleep(6) src.overlays = null overlays += image('storage.dmi', icon_locking) locked = 0 - user << "You short out the lock on [src]." + if(istype(W, /obj/item/weapon/blade)) + user << "You slice through the lock on [src]." + else + user << "You short out the lock on [src]." + return + if ((W.w_class > 3 || istype(W, /obj/item/weapon/secstorage))) return if ((istype(W, /obj/item/weapon/screwdriver)) && (src.locked == 1)) sleep(6) diff --git a/code/game/objects/secure_closets.dm b/code/game/objects/secure_closets.dm index 15d61e473f3..fb24cd56a9b 100644 --- a/code/game/objects/secure_closets.dm +++ b/code/game/objects/secure_closets.dm @@ -167,13 +167,16 @@ else if(src.broken) user << "\red It appears to be broken." return - else if(istype(W, /obj/item/weapon/card/emag) && !src.broken) + else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/blade)) && !src.broken) src.broken = 1 src.locked = 0 src.icon_state = src.icon_broken - for(var/mob/O in viewers(user, 3)) - if ((O.client && !( O.blinded ))) - O << text("\blue The locker has been broken by [user] with an electromagnetic card!") + if(istype(W, /obj/item/weapon/blade)) + for(var/mob/O in viewers(user, 3)) + O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) + else + for(var/mob/O in viewers(user, 3)) + O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2) else if(src.allowed(user)) src.locked = !src.locked for(var/mob/O in viewers(user, 3)) diff --git a/code/game/objects/storage/crates.dm b/code/game/objects/storage/crates.dm index 41e16f0e75c..f8961aa204f 100644 --- a/code/game/objects/storage/crates.dm +++ b/code/game/objects/storage/crates.dm @@ -247,7 +247,7 @@ overlays = null overlays += redlight return - else if (istype(W, /obj/item/weapon/card/emag) && locked &&!broken) + else if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/blade)) && locked &&!broken) overlays = null overlays += emag overlays += sparks diff --git a/code/game/objects/tables_racks.dm b/code/game/objects/tables_racks.dm index 94647369f23..3cf15f3c85e 100644 --- a/code/game/objects/tables_racks.dm +++ b/code/game/objects/tables_racks.dm @@ -125,6 +125,13 @@ if(isrobot(user)) return + if(istype(W, /obj/item/weapon/blade)) + for(var/mob/O in viewers(user, 4)) + O.show_message(text("\blue The table was sliced apart by []!", user), 1, text("\red You hear metal coming apart."), 2) + new /obj/item/weapon/table_parts( src.loc ) + del(src) + return + user.drop_item() if(W && W.loc) W.loc = src.loc return @@ -180,6 +187,14 @@ return if(isrobot(user)) return + + if(istype(W, /obj/item/weapon/blade)) + for(var/mob/O in viewers(user, 4)) + O.show_message(text("\blue The reinforced table was sliced apart by []!", user), 1, text("\red You hear metal coming apart."), 2) + new /obj/item/weapon/table_parts/reinforced( src.loc ) + del(src) + return + user.drop_item() if(W && W.loc) W.loc = src.loc return diff --git a/code/game/turf.dm b/code/game/turf.dm index b98a6809fdd..b0d5a380fe4 100644 --- a/code/game/turf.dm +++ b/code/game/turf.dm @@ -360,6 +360,12 @@ user << "\blue You need more welding fuel to complete this task." return + else if(istype(W, /obj/item/weapon/blade)) + dismantle_wall(1) + for(var/mob/O in viewers(user, 5)) + O.show_message(text("\blue The wall was sliced through by []!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) + return + else if(istype(W,/obj/item/apc_frame)) var/obj/item/apc_frame/AH = W AH.try_build(src) @@ -418,6 +424,16 @@ user << "\blue You removed the support rods." W:welding = 1 + if(istype(W, /obj/item/weapon/blade)) + var/turf/T = user.loc + user << "\blue Slicing through reinforced wall." + sleep(100) + if ((user.loc == T && user.equipped() == W)) + dismantle_wall(1) + for(var/mob/O in viewers(user, 5)) + O.show_message(text("\blue The reinforced wall was sliced through by []!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) + return + else if (istype(W, /obj/item/weapon/wrench)) if (src.d_state == 4) var/turf/T = user.loc @@ -477,6 +493,7 @@ W:amount-- else del(W) + if(istype(W,/obj/item/apc_frame)) var/obj/item/apc_frame/AH = W AH.try_build(src) diff --git a/code/modules/admin/admin.dm b/code/modules/admin/admin.dm index d4a621f33cd..b26226e47df 100644 --- a/code/modules/admin/admin.dm +++ b/code/modules/admin/admin.dm @@ -792,6 +792,8 @@ var/showadminmessages = 1 removed_paths += dirty_path else if (ispath(path, /obj/item/weapon/gun/energy/pulse_rifle) && !(src.rank in list("Game Admin", "Game Master"))) removed_paths += dirty_path + else if (ispath(path, /obj/item/weapon/blade))//Not an item one should be able to spawn./N + removed_paths += dirty_path else if (ispath(path, /obj/bhole) && !(src.rank in list("Game Admin", "Game Master"))) removed_paths += dirty_path else if (ispath(path, /mob) && !(src.rank in list("Badmin", "Game Admin", "Game Master"))) diff --git a/code/modules/admin/verbs/striketeam.dm b/code/modules/admin/verbs/striketeam.dm index 9729f65c90f..395dc6abff8 100644 --- a/code/modules/admin/verbs/striketeam.dm +++ b/code/modules/admin/verbs/striketeam.dm @@ -20,7 +20,7 @@ var/global/sent_strike_team = 0 return if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")=="No") return - alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's task is recommended from there.") + alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.") TRYAGAIN @@ -40,8 +40,22 @@ var/global/sent_strike_team = 0 //Code for spawning a nuke auth code. var/nuke_code = "[rand(10000, 99999.0)]" -//Spawns commandos and equips them. +//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos. + var/mob/dead/observer/G + var/list/commandos = list()//actual commando ghosts as picked by the user. + var/list/candidates = list()//candidates for being a commando out of all the active ghosts in world. + for(G in world) + if(G.client) + if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list. +// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing. + candidates.Add(G) + var/p=1 + while(candidates.len&&p<=commandos_possible) + G = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players", G) in candidates//It will auto-pick a person when there is only one candidate. + commandos.Add(G) + p++ +//Spawns commandos and equips them. for (var/obj/landmark/STARTLOC in world) if (STARTLOC.name == "Commando") var/mob/living/carbon/human/new_commando = new(STARTLOC.loc) @@ -63,7 +77,8 @@ var/global/sent_strike_team = 0 //Creates mind stuff. new_commando.mind = new new_commando.mind.current = new_commando - new_commando.mind.assigned_role = "Death Commando" + new_commando.mind.assigned_role = "Centcom Contractor" + new_commando.mind.special_role = "Death Commando" new_commando.mind.store_memory("Nuke Code: \red [nuke_code].")//So they don't forget their code or mission. new_commando.mind.store_memory("Mission: \red [input].") new_commando.resistances += "alien_embryo" @@ -119,21 +134,16 @@ Useful for copy pasta since I'm lazy.*/ W.registered = new_commando.real_name new_commando.equip_if_possible(W, new_commando.slot_wear_id) - var/list/candidates = list() // Picks a random ghost for the role. Mostly a copy of alien burst code. - for(var/mob/dead/observer/G in world) - if(G.client) - if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list. -// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing. - candidates.Add(G) - if(candidates.len) - var/mob/dead/observer/G = pick(candidates) + if(commandos.len) + G = pick(commandos) new_commando.mind.key = G.key//For mind stuff. new_commando.client = G.client del(G) else new_commando.key = "null" + new_commando.mind.key = new_commando.key - commando_number = commando_number-1 + commando_number-- if (leader_selected == 0) new_commando << "\blue \nYou are a Special Ops. commando in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red[input]" @@ -150,7 +160,7 @@ Useful for copy pasta since I'm lazy.*/ if (MANUAL.name == "Commando_Manual") new /obj/item/weapon/gun/energy/pulse_rifle(MANUAL.loc) var/obj/item/weapon/paper/PAPER = new(MANUAL.loc) - PAPER.info = "

Good morning soldier!. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:
#1 Work as a team.
#2 Accomplish your objective at all costs.
#3 Leave no witnesses.
You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.
If deemed appropriate, Cent. Com will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.

In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations LEADER is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.

Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.
First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE. Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.
To make the device functional:
#1 Place bomb in designated detonation zone
#2 Extend and anchor bomb (attack with hand).
#3 Insert Nuclear Auth. Disk into slot.
#4 Type numeric code into keypad ([nuke_code]).
Note: If you make a mistake press R to reset the device.
#5 Press the E button to log onto the device.
You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.
Note: Toggle off the SAFETY.
Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.
Note: THE BOMB IS STILL SET AND WILL DETONATE
Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.

The nuclear authorization code is: [nuke_code]

Good luck, soldier!

" + PAPER.info = "

Good morning soldier!. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:
#1 Work as a team.
#2 Accomplish your objective at all costs.
#3 Leave no witnesses.
You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.
If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.

In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations LEADER is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.

Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.
First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE. Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.
To make the device functional:
#1 Place bomb in designated detonation zone
#2 Extend and anchor bomb (attack with hand).
#3 Insert Nuclear Auth. Disk into slot.
#4 Type numeric code into keypad ([nuke_code]).
Note: If you make a mistake press R to reset the device.
#5 Press the E button to log onto the device.
You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.
Note: Toggle off the SAFETY.
Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.
Note: THE BOMB IS STILL SET AND WILL DETONATE
Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.

The nuclear authorization code is: [nuke_code]

Good luck, soldier!

" PAPER.name = "Spec. Ops. Manual" for (var/obj/landmark/BOMB in world) @@ -170,7 +180,7 @@ Useful for copy pasta since I'm lazy.*/ if(!src.authenticated || !src.holder) src << "Only administrators may use this command." return - if(!ticker) + if(!ticker.mode)//Apparently, this doesn't actually prevent anything. Huh alert("The game hasn't started yet!") return @@ -212,23 +222,12 @@ Useful for copy pasta since I'm lazy.*/ new_ninja.equip_if_possible(new /obj/item/clothing/gloves/space_ninja(new_ninja), new_ninja.slot_gloves) new_ninja.equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(new_ninja), new_ninja.slot_head) new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/space_ninja(new_ninja), new_ninja.slot_wear_mask) -// new_ninja.equip_if_possible(new /obj/item/clothing/glasses/thermal(new_ninja), new_ninja.slot_glasses) //No longer necessary. new_ninja.equip_if_possible(new /obj/item/device/flashlight(new_ninja), new_ninja.slot_belt) new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_r_store) new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_l_store) var/obj/item/weapon/tank/emergency_oxygen/OXYTANK = new /obj/item/weapon/tank/emergency_oxygen(new_ninja) new_ninja.equip_if_possible(OXYTANK, new_ninja.slot_s_store) -/* You know, I'm not really sure why space ninjas would need an ID card. -Running around as an unknown is badass and makes you manly - var/obj/item/weapon/card/id/W = new(new_ninja) - W.name = "[new_ninja.real_name]'s ID Card" - W.access = access_maint_tunnels - W.assignment = "Space Ninja" - W.registered = new_ninja.real_name - new_ninja.equip_if_possible(W, new_ninja.slot_wear_id) - */ - var/admin_name = src//In case admins want to spawn themselves as ninjas. Badmins var/mob/dead/observer/G @@ -256,10 +255,12 @@ Running around as an unknown is badass and makes you manly new_ninja.verbs += /mob/proc/ninjajaunt new_ninja.verbs += /mob/proc/ninjasmoke new_ninja.verbs += /mob/proc/ninjapulse + new_ninja.verbs += /mob/proc/ninjablade new_ninja.mind.special_verbs += /mob/proc/ninjashift new_ninja.mind.special_verbs += /mob/proc/ninjajaunt new_ninja.mind.special_verbs += /mob/proc/ninjasmoke new_ninja.mind.special_verbs += /mob/proc/ninjapulse + new_ninja.mind.special_verbs += /mob/proc/ninjablade message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children!", 1) log_admin("[admin_name] used Spawn Space Ninja.") @@ -267,6 +268,7 @@ Running around as an unknown is badass and makes you manly //SPACE NINJA ABILITIES + /* // src << "\red Something has gone awry and you are missing one or more pieces of equipment." @@ -329,8 +331,8 @@ Running around as an unknown is badass and makes you manly //X the same for(var/turf/T in orange(10)) if(T.density) continue - if(T.x>world.maxx-4 || T.x<4) continue - if(T.y>world.maxy-4 || T.y<4) continue + if(T.x>world.maxx || T.x<1) continue + if(T.y>world.maxy || T.y<1) continue if((T.y-mobloc.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue turfs += T if(SOUTH) @@ -338,8 +340,8 @@ Running around as an unknown is badass and makes you manly //X the same for(var/turf/T in orange(10)) if(T.density) continue - if(T.x>world.maxx-4 || T.x<4) continue - if(T.y>world.maxy-4 || T.y<4) continue + if(T.x>world.maxx || T.x<1) continue + if(T.y>world.maxy || T.y<1) continue if((mobloc.y-T.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue turfs += T if(EAST) @@ -347,8 +349,8 @@ Running around as an unknown is badass and makes you manly //Y the same for(var/turf/T in orange(10)) if(T.density) continue - if(T.x>world.maxx-4 || T.x<4) continue - if(T.y>world.maxy-4 || T.y<4) continue + if(T.x>world.maxx || T.x<1) continue + if(T.y>world.maxy || T.y<1) continue if((T.x-mobloc.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue turfs += T if(WEST) @@ -356,36 +358,23 @@ Running around as an unknown is badass and makes you manly //Y the same for(var/turf/T in orange(10)) if(T.density) continue - if(T.x>world.maxx-4 || T.x<4) continue - if(T.y>world.maxy-4 || T.y<4) continue + if(T.x>world.maxx || T.x<1) continue + if(T.y>world.maxy || T.y<1) continue if((mobloc.x-T.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue turfs += T else return - if(!turfs.len) turfs += pick(/turf in orange(10))//Teleports randomly if there is no proper turf in a line. + if(!turfs.len)//Cancels the teleportation if no valid turf is found. Usually when teleporting near map edge. + src << "\red The VOID-shift device is malfunctioning, teleportation failed." + return picked = pick(turfs) - spawn(0) - var/atom/movable/overlay/animation = new(mobloc) - animation.icon = 'mob.dmi' - animation.icon_state = "blank" - animation.layer = src.layer + 1 - animation.master = mobloc - flick("phaseout", animation) - sleep(15) - del(animation) + anim(mobloc,'mob.dmi',src,"phaseout") src.loc = picked spawn(0) - var/atom/movable/overlay/animation = new(src.loc) - animation.icon = 'mob.dmi' - animation.icon_state = "blank" - animation.layer = src.layer + 1 - animation.master = src - flick("phasein", animation) - sleep(15) - del(animation) + anim(src.loc,'mob.dmi',src,"phasein") spawn(0) //Any living mobs in teleport area are gibbed. for(var/mob/living/M in picked) @@ -398,7 +387,7 @@ Running around as an unknown is badass and makes you manly /mob/proc/ninjashift(var/turf/T in oview()) set name = "Phase Shift" set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view." - set category = "Ninja" + set category = null//So it does not show up on the panel can still be right-clicked. if(src.stat) src << "\red You must be conscious to do this." @@ -412,26 +401,12 @@ Running around as an unknown is badass and makes you manly var/turf/mobloc = get_turf(src.loc) spawn(0) - var/atom/movable/overlay/animation = new(mobloc) - animation.icon = 'mob.dmi' - animation.icon_state = "blank" - animation.layer = src.layer + 1 - animation.master = mobloc - flick("phaseout", animation) - sleep(15) - del(animation) + anim(mobloc,'mob.dmi',src,"phaseout") src.loc = T spawn(0) - var/atom/movable/overlay/animation = new(src.loc) - animation.icon = 'mob.dmi' - animation.icon_state = "blank" - animation.layer = src.layer + 1 - animation.master = src - flick("phasein", animation) - sleep(15) - del(animation) + anim(src.loc,'mob.dmi',src,"phasein") spawn(0) //Any living mobs in teleport area are gibbed. for(var/mob/living/M in T) @@ -456,12 +431,23 @@ Running around as an unknown is badass and makes you manly //subtract cost(25) -/* +/mob/proc/ninjablade() //Summon Energy Blade //Summons a blade of energy in active hand. -name = "" -tab = "ninja" -desc = "" -cost = 0 -*/ + set name = "Energy Blade" + set desc = "Create a focused beam of energy in your active hand." + set category = "Ninja" + if(src.stat) + src << "\red You must be conscious to do this." + return + + //add energy cost check + //add warning message for low energy + + if(!src.get_active_hand()&&!istype(src.get_inactive_hand(), /obj/item/weapon/blade)) + var/obj/item/weapon/blade/W = new() + src.put_in_hand(W) +/* +/mob/proc/ninjastar(var/mob/living/M in oview()) +*/ \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/say.dm b/code/modules/mob/living/carbon/human/say.dm index 901a49ca698..095714be446 100644 --- a/code/modules/mob/living/carbon/human/say.dm +++ b/code/modules/mob/living/carbon/human/say.dm @@ -12,13 +12,6 @@ var/imax = rand(5,20) for(var/i = 0,in+1) + n_letter = copytext(te, p, n+1) + else + n_letter = copytext(te, p, p+n_mod) + if (prob(50)) + if (prob(30)) + n_letter = text("[n_letter]-[n_letter]-[n_letter]") + else + n_letter = text("[n_letter]-[n_letter]") + else + n_letter = text("[n_letter]") t = text("[t][n_letter]") - p++ + p=p+n_mod return copytext(sanitize(t),1,MAX_MESSAGE_LEN) /proc/shake_camera(mob/M, duration, strength=1) @@ -977,16 +1003,16 @@ ..() return -/mob/proc/show_message(msg, type, alt, alt_type) +/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) if(!src.client) return if (type) - if ((type & 1 && (src.sdisabilities & 1 || (src.blinded || src.paralysis)))) + if ((type & 1 && (src.sdisabilities & 1 || (src.blinded || src.paralysis))))//Vision related if (!( alt )) return else msg = alt type = alt_type - if ((type & 2 && (src.sdisabilities & 4 || src.ear_deaf))) + if ((type & 2 && (src.sdisabilities & 4 || src.ear_deaf)))//Hearing related if (!( alt )) return else diff --git a/icons/mob/hands.dmi b/icons/mob/hands.dmi index ce949dee492..d1f53b80cd9 100644 Binary files a/icons/mob/hands.dmi and b/icons/mob/hands.dmi differ diff --git a/icons/mob/items_lefthand.dmi b/icons/mob/items_lefthand.dmi index 0ec523a183c..5e57fe7c953 100644 Binary files a/icons/mob/items_lefthand.dmi and b/icons/mob/items_lefthand.dmi differ diff --git a/icons/mob/items_righthand.dmi b/icons/mob/items_righthand.dmi index 40201b54602..e3246d9e50e 100644 Binary files a/icons/mob/items_righthand.dmi and b/icons/mob/items_righthand.dmi differ diff --git a/icons/mob/suit.dmi b/icons/mob/suit.dmi index e7c972b4d29..7df1b95493f 100644 Binary files a/icons/mob/suit.dmi and b/icons/mob/suit.dmi differ diff --git a/icons/obj/clothing/hats.dmi b/icons/obj/clothing/hats.dmi index d00ef082506..10beee0342a 100644 Binary files a/icons/obj/clothing/hats.dmi and b/icons/obj/clothing/hats.dmi differ diff --git a/icons/obj/clothing/suits.dmi b/icons/obj/clothing/suits.dmi index 1b424bb2017..422dcee0a60 100644 Binary files a/icons/obj/clothing/suits.dmi and b/icons/obj/clothing/suits.dmi differ diff --git a/icons/obj/weapons.dmi b/icons/obj/weapons.dmi index 1e5af49edc4..e1a2587fcd9 100644 Binary files a/icons/obj/weapons.dmi and b/icons/obj/weapons.dmi differ