- Reagent code reorganization commit 3 (finalizing everything)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4493 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-08-18 21:53:47 +00:00
parent 54f3bf84bc
commit f392067896
7 changed files with 242 additions and 1067 deletions

View File

@@ -1001,761 +1001,9 @@
*/
// ***********************************************************
// Foods that are produced from hydroponics ~~~~~~~~~~
// Data from the seeds carry over to these grown foods
// ***********************************************************
//Grown foods
/obj/item/weapon/reagent_containers/food/snacks/grown/ //New subclass so we can pass on values
var/seed = ""
var/plantname = ""
var/productname = ""
var/species = ""
var/lifespan = 0
var/endurance = 0
var/maturation = 0
var/production = 0
var/yield = 0
var/potency = -1
var/plant_type = 0
icon = 'icons/obj/harvest.dmi'
New(newloc,newpotency)
if (!isnull(newpotency))
potency = newpotency
..()
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
/obj/item/weapon/reagent_containers/food/snacks/grown/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
var/msg
msg = "<span class='info'>*---------*\n This is \a <span class='name'>[src]</span>\n"
switch(plant_type)
if(0)
msg += "- Plant type: <i>Normal plant</i>\n"
if(1)
msg += "- Plant type: <i>Weed</i>\n"
if(2)
msg += "- Plant type: <i>Mushroom</i>\n"
msg += "- Potency: <i>[potency]</i>\n"
msg += "- Yield: <i>[yield]</i>\n"
msg += "- Maturation speed: <i>[maturation]</i>\n"
msg += "- Production speed: <i>[production]</i>\n"
msg += "- Endurance: <i>[endurance]</i>\n"
msg += "- Healing properties: <i>[reagents.get_reagent_amount("nutriment")]</i>\n"
msg += "*---------*</span>"
usr << msg
return
/obj/item/weapon/grown/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
var/msg
msg = "<span class='info'>*---------*\n This is \a <span class='name'>[src]</span>\n"
switch(plant_type)
if(0)
msg += "- Plant type: <i>Normal plant</i>\n"
if(1)
msg += "- Plant type: <i>Weed</i>\n"
if(2)
msg += "- Plant type: <i>Mushroom</i>\n"
msg += "- Acid strength: <i>[potency]</i>\n"
msg += "- Yield: <i>[yield]</i>\n"
msg += "- Maturation speed: <i>[maturation]</i>\n"
msg += "- Production speed: <i>[production]</i>\n"
msg += "- Endurance: <i>[endurance]</i>\n"
msg += "*---------*</span>"
usr << msg
return
/obj/item/weapon/reagent_containers/food/snacks/grown/corn
seed = "/obj/item/seeds/cornseed"
name = "ear of corn"
desc = "Needs some butter!"
icon_state = "corn"
potency = 40
trash = /obj/item/weapon/corncob
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/poppy
seed = "/obj/item/seeds/poppyseed"
name = "poppy"
desc = "Long-used as a symbol of rest, peace, and death."
icon_state = "poppy"
potency = 30
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
reagents.add_reagent("bicaridine", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 3, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/harebell
seed = "obj/item/seeds/harebellseed"
name = "harebell"
desc = "\"I'll sweeten thy sad grave: thou shalt not lack the flower that's like thy face, pale primrose, nor the azured hare-bell, like thy veins; no, nor the leaf of eglantine, whom not to slander, out-sweeten<65>d not thy breath.\""
icon_state = "harebell"
potency = 1
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
bitesize = 1+round(reagents.total_volume / 3, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/potato
seed = "/obj/item/seeds/potatoseed"
name = "potato"
desc = "Boil 'em! Mash 'em! Stick 'em in a stew!"
icon_state = "potato"
potency = 25
New()
..()
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
spawn(5) //So potency can be set in the proc that creates these crops
bitesize = reagents.total_volume
/obj/item/weapon/reagent_containers/food/snacks/grown/grapes
seed = "/obj/item/seeds/grapeseed"
name = "bunch of grapes"
desc = "Nutritious!"
icon_state = "grapes"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
reagents.add_reagent("sugar", 1+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/greengrapes
seed = "/obj/item/seeds/greengrapeseed"
name = "bunch of green grapes"
desc = "Nutritious!"
icon_state = "greengrapes"
potency = 25
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
reagents.add_reagent("kelotane", 3+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/cabbage
seed = "/obj/item/seeds/cabbageseed"
name = "cabbage"
desc = "Ewwwwwwwwww. Cabbage."
icon_state = "cabbage"
potency = 25
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = reagents.total_volume
/obj/item/weapon/reagent_containers/food/snacks/grown/berries
seed = "/obj/item/seeds/berryseed"
name = "bunch of berries"
desc = "Nutritious!"
icon_state = "berrypile"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries
seed = "/obj/item/seeds/glowberryseed"
name = "bunch of glow-berries"
desc = "Nutritious!"
var/on = 1
var/brightness_on = 2 //luminosity when on
icon_state = "glowberrypile"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", round((potency / 10), 1))
reagents.add_reagent("radium", 3+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/Del()
if(istype(loc,/mob))
loc.sd_SetLuminosity(loc.luminosity - potency/5)
..()
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/pickup(mob/user)
src.sd_SetLuminosity(0)
user.total_luminosity += potency/5
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/dropped(mob/user)
user.total_luminosity -= potency/5
src.sd_SetLuminosity(potency/5)
/obj/item/weapon/reagent_containers/food/snacks/grown/cocoapod
seed = "/obj/item/seeds/cocoapodseed"
name = "cocoa pod"
desc = "Fattening... Mmmmm... chucklate."
icon_state = "cocoapod"
potency = 50
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
reagents.add_reagent("coco", 4+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/sugarcane
seed = "/obj/item/seeds/sugarcaneseed"
name = "sugarcane"
desc = "Sickly sweet."
icon_state = "sugarcane"
potency = 50
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("sugar", 4+round((potency / 5), 1))
/obj/item/weapon/reagent_containers/food/snacks/grown/poisonberries
seed = "/obj/item/seeds/poisonberryseed"
name = "bunch of poison-berries"
desc = "Taste so good, you could die!"
icon_state = "poisonberrypile"
gender = PLURAL
potency = 15
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("toxin", 3+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/deathberries
seed = "/obj/item/seeds/deathberryseed"
name = "bunch of death-berries"
desc = "Taste so good, you could die!"
icon_state = "deathberrypile"
gender = PLURAL
potency = 50
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("toxin", 3+round(potency / 3, 1))
reagents.add_reagent("lexorin", 1+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiavulgaris
seed = "/obj/item/seeds/ambrosiavulgaris"
name = "ambrosia vulgaris branch"
desc = "This is a plant containing various healing chemicals."
icon_state = "ambrosiavulgaris"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("space_drugs", 1+round(potency / 8, 1))
reagents.add_reagent("kelotane", 1+round(potency / 8, 1))
reagents.add_reagent("bicaridine", 1+round(potency / 10, 1))
reagents.add_reagent("toxin", 1+round(potency / 10, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus
seed = "/obj/item/seeds/ambrosiadeus"
name = "ambrosia deus branch"
desc = "Eating this makes you feel immortal!"
icon_state = "ambrosiadeus"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("bicaridine", 1+round(potency / 8, 1))
reagents.add_reagent("synaptizine", 1+round(potency / 8, 1))
reagents.add_reagent("hyperzine", 1+round(potency / 10, 1))
reagents.add_reagent("space_drugs", 1+round(potency / 10, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/apple
seed = "/obj/item/seeds/appleseed"
name = "apple"
desc = "It's a little piece of Eden."
icon_state = "apple"
potency = 15
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/goldapple
seed = "/obj/item/seeds/goldappleseed"
name = "golden apple"
desc = "Emblazoned upon the apple is the word 'Kallisti'."
icon_state = "goldapple"
potency = 15
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
reagents.add_reagent("gold", 1+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Mineral Content: <i>[reagents.get_reagent_amount("gold")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/watermelon
seed = "/obj/item/seeds/watermelonseed"
name = "watermelon"
desc = "It's full of watery goodness."
icon_state = "watermelon"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 6), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin
seed = "/obj/item/seeds/pumpkinseed"
name = "pumpkin"
desc = "It's large and scary."
icon_state = "pumpkin"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 6), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/lime
seed = "/obj/item/seeds/limeseed"
name = "lime"
desc = "It's so sour, your face will twist."
icon_state = "lime"
potency = 20
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/lemon
seed = "/obj/item/seeds/lemonseed"
name = "lemon"
desc = "When life gives you lemons, be grateful they aren't limes."
icon_state = "lemon"
potency = 20
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/orange
seed = "/obj/item/seeds/orangeseed"
name = "orange"
desc = "It's an tangy fruit."
icon_state = "orange"
potency = 20
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/whitebeet
seed = "/obj/item/seeds/whitebeetseed"
name = "white-beet"
desc = "You can't beat white-beet."
icon_state = "whitebeet"
potency = 15
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", round((potency / 20), 1))
reagents.add_reagent("sugar", 1+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/banana
seed = "/obj/item/seeds/bananaseed"
name = "banana"
desc = "It's an excellent prop for a clown."
icon = 'icons/obj/items.dmi'
icon_state = "banana"
item_state = "banana"
trash = /obj/item/weapon/bananapeel
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("banana", 1+round((potency / 10), 1))
bitesize = 5
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
/obj/item/weapon/reagent_containers/food/snacks/grown/chili
seed = "/obj/item/seeds/chiliseed"
name = "chili"
desc = "It's spicy! Wait... IT'S BURNING ME!!"
icon_state = "chilipepper"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 25), 1))
reagents.add_reagent("capsaicin", 3+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/chili/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Capsaicin: <i>[reagents.get_reagent_amount("capsaicin")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/eggplant
seed = "/obj/item/seeds/eggplantseed"
name = "eggplant"
desc = "Maybe there's a chicken inside?"
icon_state = "eggplant"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/soybeans
seed = "/obj/item/seeds/soyaseed"
name = "soybeans"
desc = "It's pretty bland, but oh the possibilities..."
gender = PLURAL
icon_state = "soybeans"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato
seed = "/obj/item/seeds/tomatoseed"
name = "tomato"
desc = "I say to-mah-to, you say tom-mae-to."
icon_state = "tomato"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
throw_impact(atom/hit_atom)
..()
new/obj/effect/decal/cleanable/tomato_smudge(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed.</span>","<span class='moderate'>You hear a smack.</span>")
del(src)
return
/obj/item/weapon/reagent_containers/food/snacks/grown/killertomato
seed = "/obj/item/seeds/killertomatoseed"
name = "killer-tomato"
desc = "I say to-mah-to, you say tom-mae-to... OH GOD IT'S EATING MY LEGS!!"
icon_state = "killertomato"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
if(istype(src.loc,/mob))
pickup(src.loc)
lifespan = 120
endurance = 30
maturation = 15
production = 1
yield = 3
potency = 30
plant_type = 2
/obj/item/weapon/reagent_containers/food/snacks/grown/killertomato/attack_self(mob/user as mob)
if(istype(user.loc,/turf/space))
return
new /mob/living/simple_animal/tomato(user.loc)
del(src)
user << "<span class='notice'>You plant the killer-tomato.</span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/bloodtomato
seed = "/obj/item/seeds/bloodtomatoseed"
name = "blood-tomato"
desc = "So bloody...so...very...bloody....AHHHH!!!!"
icon_state = "bloodtomato"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
reagents.add_reagent("blood", 1+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
throw_impact(atom/hit_atom)
..()
new/obj/effect/decal/cleanable/blood/splatter(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed.</span>","<span class='moderate'>You hear a smack.</span>")
src.reagents.reaction(get_turf(hit_atom))
for(var/atom/A in get_turf(hit_atom))
src.reagents.reaction(A)
del(src)
return
/obj/item/weapon/reagent_containers/food/snacks/grown/bluetomato
seed = "/obj/item/seeds/bluetomatoseed"
name = "blue-tomato"
desc = "I say blue-mah-to, you say blue-mae-to."
icon_state = "bluetomato"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
reagents.add_reagent("lube", 1+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
throw_impact(atom/hit_atom)
..()
new/obj/effect/decal/cleanable/oil(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed.</span>","<span class='moderate'>You hear a smack.</span>")
src.reagents.reaction(get_turf(hit_atom))
for(var/atom/A in get_turf(hit_atom))
src.reagents.reaction(A)
del(src)
return
/obj/item/weapon/reagent_containers/food/snacks/grown/wheat
seed = "/obj/item/seeds/wheatseed"
name = "wheat"
desc = "Sigh... wheat... a-grain?"
gender = PLURAL
icon_state = "wheat"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 25), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper
seed = "/obj/item/seeds/icepepperseed"
name = "ice-pepper"
desc = "It's a mutant strain of chili"
icon_state = "icepepper"
potency = 20
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 50), 1))
reagents.add_reagent("frostoil", 3+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Frostoil: <i>[reagents.get_reagent_amount("frostoil")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot
seed = "/obj/item/seeds/carrotseed"
name = "carrot"
desc = "It's good for the eyes!"
icon_state = "carrot"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
reagents.add_reagent("imidazoline", 3+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/reishi
seed = "/obj/item/seeds/reishimycelium"
name = "reishi"
desc = "<I>Ganoderma lucidum</I>: A special fungus believed to help relieve stress."
icon_state = "reishi"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("stoxin", 3+round(potency / 3, 1))
reagents.add_reagent("space_drugs", 1+round(potency / 25, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/reishi/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Sleep Toxin: <i>[reagents.get_reagent_amount("stoxin")]%</i></span>"
user << "<span class='info'>- Space Drugs: <i>[reagents.get_reagent_amount("space_drugs")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/amanita
seed = "/obj/item/seeds/amanitamycelium"
name = "fly amanita"
desc = "<I>Amanita Muscaria</I>: Learn poisonous mushrooms by heart. Only pick mushrooms you know."
icon_state = "amanita"
potency = 10
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("amatoxin", 3+round(potency / 3, 1))
reagents.add_reagent("psilocybin", 1+round(potency / 25, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/amanita/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Amatoxins: <i>[reagents.get_reagent_amount("amatoxin")]%</i></span>"
user << "<span class='info'>- Psilocybin: <i>[reagents.get_reagent_amount("psilocybin")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/angel
seed = "/obj/item/seeds/angelmycelium"
name = "destroying angel"
desc = "<I>Amanita Virosa</I>: Deadly poisonous basidiomycete fungus filled with alpha amatoxins."
icon_state = "angel"
potency = 35
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 50), 1))
reagents.add_reagent("amatoxin", 13+round(potency / 3, 1))
reagents.add_reagent("psilocybin", 1+round(potency / 25, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/angel/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Amatoxins: <i>[reagents.get_reagent_amount("amatoxin")]%</i></span>"
user << "<span class='info'>- Psilocybin: <i>[reagents.get_reagent_amount("psilocybin")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap
seed = "/obj/item/seeds/libertymycelium"
name = "liberty-cap"
desc = "<I>Psilocybe Semilanceata</I>: Liberate yourself!"
icon_state = "libertycap"
potency = 15
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 50), 1))
reagents.add_reagent("psilocybin", 3+round(potency / 5, 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap/attackby(var/obj/item/O as obj, var/mob/user as mob)
. = ..()
if (istype(O, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='info'>- Psilocybin: <i>[reagents.get_reagent_amount("psilocybin")]%</i></span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/plumphelmet
seed = "/obj/item/seeds/plumpmycelium"
name = "plump-helmet"
desc = "<I>Plumus Hellmus</I>: Plump, soft and s-so inviting~"
icon_state = "plumphelmet"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 2+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/walkingmushroom
seed = "/obj/item/seeds/walkingmushroom"
name = "walking mushroom"
desc = "<I>Plumus Locomotus</I>: The beginning of the great walk."
icon_state = "walkingmushroom"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 2+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
if(istype(src.loc,/mob))
pickup(src.loc)
lifespan = 120
endurance = 30
maturation = 15
production = 1
yield = 3
potency = 30
plant_type = 2
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/walkingmushroom/attack_self(mob/user as mob)
if(istype(user.loc,/turf/space))
return
new /mob/living/simple_animal/mushroom(user.loc)
del(src)
user << "<span class='notice'>You plant the walking mushroom.</span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/chanterelle
seed = "/obj/item/seeds/chantermycelium"
name = "chanterelle cluster"
desc = "<I>Cantharellus Cibarius</I>: These jolly yellow little shrooms sure look tasty!"
icon_state = "chanterelle"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment",1+round((potency / 25), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom
seed = "/obj/item/seeds/glowshroom"
name = "glowshroom cluster"
desc = "<I>Mycena Bregprox</I>: This species of mushroom glows in the dark. Or does it?"
icon_state = "glowshroom"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("radium",1+round((potency / 20), 1))
if(istype(src.loc,/mob))
pickup(src.loc)
else
src.sd_SetLuminosity(potency/10)
lifespan = 120 //ten times that is the delay
endurance = 30
maturation = 15
production = 1
yield = 3
potency = 30
plant_type = 2
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/attack_self(mob/user as mob)
if(istype(user.loc,/turf/space))
return
var/obj/effect/glowshroom/planted = new /obj/effect/glowshroom(user.loc)
planted.delay = lifespan * 50
planted.endurance = endurance
planted.yield = yield
planted.potency = potency
del(src)
user << "<span class='notice'>You plant the glowshroom.</span>"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/Del()
if(istype(loc,/mob))
loc.sd_SetLuminosity(loc.luminosity - potency/10)
..()
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/pickup(mob/user)
src.sd_SetLuminosity(0)
user.total_luminosity += potency/10
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/dropped(mob/user)
user.total_luminosity -= potency/10
src.sd_SetLuminosity(potency/10)
// *****************oolokitthesefancystars********
// Grown FOOD types moved to reagents
// **********************
// **********************
// Other harvested materials from plants (that are not food)
@@ -2071,112 +1319,3 @@
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
// *************************************
// Complex Grown Object Defines -
// Putting these at the bottom so they don't clutter the list up. -Cheridan
// *************************************
//This object is just a transition object. All it does is make a grass tile and delete itself.
/obj/item/weapon/reagent_containers/food/snacks/grown/grass
seed = "/obj/item/seeds/grassseed"
name = "grass"
desc = "Green and lush."
icon_state = "spawner"
potency = 20
New()
new/obj/item/stack/tile/grass(src.loc)
spawn(5) //Workaround to keep harvesting from working weirdly.
del(src)
//This object is just a transition object. All it does is make dosh and delete itself. -Cheridan
/obj/item/weapon/reagent_containers/food/snacks/grown/money
seed = "/obj/item/seeds/cashseed"
name = "dosh"
desc = "Green and lush."
icon_state = "spawner"
potency = 10
New()
switch(rand(1,100))//(potency) //It wants to use the default potency instead of the new, so it was always 10. Will try to come back to this later - Cheridan
if(0 to 10)
new/obj/item/weapon/spacecash/(src.loc)
if(11 to 20)
new/obj/item/weapon/spacecash/c10(src.loc)
if(21 to 30)
new/obj/item/weapon/spacecash/c20(src.loc)
if(31 to 40)
new/obj/item/weapon/spacecash/c50(src.loc)
if(41 to 50)
new/obj/item/weapon/spacecash/c100(src.loc)
if(51 to 60)
new/obj/item/weapon/spacecash/c200(src.loc)
if(61 to 80)
new/obj/item/weapon/spacecash/c500(src.loc)
else
new/obj/item/weapon/spacecash/c1000(src.loc)
spawn(5) //Workaround to keep harvesting from working weirdly.
del(src)
/obj/item/weapon/reagent_containers/food/snacks/grown/bluespacetomato
seed = "/obj/item/seeds/bluespacetomatoseed"
name = "blue-space tomato"
desc = "So lubricated, you might slip through space-time."
icon_state = "bluespacetomato"
potency = 20
origin_tech = "bluespace=3"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
reagents.add_reagent("singulo", 1+round((potency / 5), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
throw_impact(atom/hit_atom)
..()
var/mob/M = usr
var/outer_teleport_radius = potency/10 //Plant potency determines radius of teleport.
var/inner_teleport_radius = potency/15
var/list/turfs = new/list()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
if(inner_teleport_radius < 1) //Wasn't potent enough, it just splats.
new/obj/effect/decal/cleanable/oil(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed.</span>","<span class='moderate'>You hear a smack.</span>")
del(src)
return
for(var/turf/T in orange(M,outer_teleport_radius))
if(T in orange(M,inner_teleport_radius)) continue
if(istype(T,/turf/space)) continue
if(T.density) continue
if(T.x>world.maxx-outer_teleport_radius || T.x<outer_teleport_radius) continue
if(T.y>world.maxy-outer_teleport_radius || T.y<outer_teleport_radius) continue
turfs += T
if(!turfs.len)
var/list/turfs_to_pick_from = list()
for(var/turf/T in orange(M,outer_teleport_radius))
if(!(T in orange(M,inner_teleport_radius)))
turfs_to_pick_from += T
turfs += pick(/turf in turfs_to_pick_from)
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
switch(rand(1,2))//Decides randomly to teleport the thrower or the throwee.
if(1) // Teleports the person who threw the tomato.
s.set_up(3, 1, M)
s.start()
new/obj/effect/decal/cleanable/molten_item(M.loc) //Leaves a pile of goo behind for dramatic effect.
M.loc = picked //
sleep(1)
s.set_up(3, 1, M)
s.start() //Two set of sparks, one before the teleport and one after.
if(2) //Teleports mob the tomato hit instead.
for(var/mob/A in get_turf(hit_atom))//For the mobs in the tile that was hit...
s.set_up(3, 1, A)
s.start()
new/obj/effect/decal/cleanable/molten_item(A.loc) //Leave a pile of goo behind for dramatic effect...
A.loc = picked//And teleport them to the chosen location.
sleep(1)
s.set_up(3, 1, A)
s.start()
new/obj/effect/decal/cleanable/oil(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed, causing a distortion in space-time.</span>","<span class='moderate'>You hear a splat and a crackle.</span>")
del(src)
return

View File

@@ -597,4 +597,4 @@
can_hold = list(
"/obj/item/weapon/ore"
)
)

View File

@@ -85,132 +85,15 @@
Chemical things
***********************************************************************/
/obj/item/weapon/reagent_containers/glass/bottle/robot
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 60
var/reagent = ""
/obj/item/weapon/reagent_containers/glass/bottle/robot/inaprovaline
name = "internal inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
reagent = "inaprovaline"
New()
..()
reagents.add_reagent("inaprovaline", 60)
return
/obj/item/weapon/reagent_containers/glass/bottle/robot/antitoxin
name = "internal anti-toxin bottle"
desc = "A small bottle of Anti-toxins. Counters poisons, and repairs damage, a wonder drug."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
reagent = "anti_toxin"
New()
..()
reagents.add_reagent("anti_toxin", 60)
return
//Moved to modules/chemistry
/obj/item/weapon/reagent_containers/robodropper
name = "Industrial Dropper"
desc = "A larger dropper. Transfers 10 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(1,2,3,4,5,6,7,8,9,10)
volume = 10
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
var/trans = 0
if(ismob(target))
if(istype(target , /mob/living/carbon/human))
var/mob/living/carbon/human/victim = target
var/obj/item/safe_thing = null
if( victim.wear_mask )
if ( victim.wear_mask.flags & MASKCOVERSEYES )
safe_thing = victim.wear_mask
if( victim.head )
if ( victim.head.flags & MASKCOVERSEYES )
safe_thing = victim.head
if(victim.glasses)
if ( !safe_thing )
safe_thing = victim.glasses
if(safe_thing)
if(!safe_thing.reagents)
safe_thing.create_reagents(100)
trans = src.reagents.trans_to(safe_thing, amount_per_transfer_from_this)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] tries to squirt something into []'s eyes, but fails!</B>", user, target), 1)
spawn(5)
src.reagents.reaction(safe_thing, TOUCH)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] squirts something into []'s eyes!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "\blue You fill the dropper with [trans] units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
/**********************************************************************
Chemical things
RCD
***********************************************************************/
/obj/item/borg/rcd
name = "robotic rapid-construction-device"

View File

@@ -19,18 +19,6 @@ BIKE HORN
M.Stun(4)
M.Weaken(2)
/obj/item/weapon/reagent_containers/food/snacks/grown/bluetomato/HasEntered(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
return
M.stop_pulling()
M << "\blue You slipped on the [name]!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Stun(8)
M.Weaken(5)
/obj/item/weapon/soap/HasEntered(AM as mob|obj) //EXACTLY the same as bananapeel for now, so it makes sense to put it in the same dm -- Urist
if (istype(AM, /mob/living/carbon))
var/mob/M = AM

View File

@@ -9,30 +9,6 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
*/
// Plant-B-Gone
/obj/item/weapon/reagent_containers/spray/plantbgone // -- Skie
name = "Plant-B-Gone"
desc = "Kills those pesky weeds!"
icon = 'icons/obj/hydroponics.dmi'
icon_state = "plantbgone"
item_state = "plantbgone"
volume = 100
/obj/item/weapon/reagent_containers/spray/plantbgone/New()
..()
reagents.add_reagent("plantbgone", 100)
/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/machinery/hydroponics)) // We are targeting hydrotray
return
if (istype(A, /obj/effect/blob)) // blob damage in blob code
return
..()
// Sunflower
/obj/item/weapon/grown/sunflower/attack(mob/M as mob, mob/user as mob)
@@ -114,22 +90,3 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
new /obj/item/clothing/mask/pipe/cobpipe (user.loc)
del(src)
return
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/twohanded/fireaxe) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/kitchenknife) || istype(W, /obj/item/weapon/melee/energy))
user.show_message("<span class='notice'>You carve a face into [src]!</span>", 1)
new /obj/item/clothing/head/pumpkinhead (user.loc)
del(src)
return
/obj/item/weapon/reagent_containers/food/snacks/grown/potato/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/cable_coil))
if(W:amount >= 5)
W:amount -= 5
if(!W:amount) del(W)
user << "<span class='notice'>You add some cable to the potato and slide it inside the battery encasing.</span>"
new /obj/item/weapon/cell/potato(user.loc)
del(src)
return

View File

@@ -29,24 +29,6 @@
if(0)
usr << "The bag now picks up one plant at a time."
/obj/item/weapon/reagent_containers/food/snacks/grown/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if (istype(O, /obj/item/weapon/plantbag))
var/obj/item/weapon/plantbag/S = O
if (S.mode == 1)
for (var/obj/item/weapon/reagent_containers/food/snacks/grown/G in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += G;
else
user << "\blue The plant bag is full."
return
user << "\blue You pick up all the plants."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The plant bag is full."
return
/obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()

View File

@@ -5,6 +5,212 @@
// END_INTERNALS
// BEGIN_FILE_DIR
#define FILE_DIR .
#define FILE_DIR "code"
#define FILE_DIR "code/ATMOSPHERICS"
#define FILE_DIR "code/ATMOSPHERICS/components"
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
#define FILE_DIR "code/datums"
#define FILE_DIR "code/datums/diseases"
#define FILE_DIR "code/datums/helper_datums"
#define FILE_DIR "code/datums/spells"
#define FILE_DIR "code/defines"
#define FILE_DIR "code/defines/area"
#define FILE_DIR "code/defines/mob"
#define FILE_DIR "code/defines/mob/dead"
#define FILE_DIR "code/defines/mob/living"
#define FILE_DIR "code/defines/mob/living/carbon"
#define FILE_DIR "code/defines/mob/living/silicon"
#define FILE_DIR "code/defines/obj"
#define FILE_DIR "code/defines/procs"
#define FILE_DIR "code/defines/tanning"
#define FILE_DIR "code/FEA"
#define FILE_DIR "code/game"
#define FILE_DIR "code/game/area"
#define FILE_DIR "code/game/asteroid"
#define FILE_DIR "code/game/gamemodes"
#define FILE_DIR "code/game/gamemodes/blob"
#define FILE_DIR "code/game/gamemodes/blob/blobs"
#define FILE_DIR "code/game/gamemodes/changeling"
#define FILE_DIR "code/game/gamemodes/cult"
#define FILE_DIR "code/game/gamemodes/events"
#define FILE_DIR "code/game/gamemodes/events/holidays"
#define FILE_DIR "code/game/gamemodes/extended"
#define FILE_DIR "code/game/gamemodes/malfunction"
#define FILE_DIR "code/game/gamemodes/meteor"
#define FILE_DIR "code/game/gamemodes/nuclear"
#define FILE_DIR "code/game/gamemodes/revolution"
#define FILE_DIR "code/game/gamemodes/sandbox"
#define FILE_DIR "code/game/gamemodes/traitor"
#define FILE_DIR "code/game/gamemodes/wizard"
#define FILE_DIR "code/game/jobs"
#define FILE_DIR "code/game/jobs/job"
#define FILE_DIR "code/game/machinery"
#define FILE_DIR "code/game/machinery/atmoalter"
#define FILE_DIR "code/game/machinery/bots"
#define FILE_DIR "code/game/machinery/computer"
#define FILE_DIR "code/game/machinery/doors"
#define FILE_DIR "code/game/machinery/embedded_controller"
#define FILE_DIR "code/game/machinery/kitchen"
#define FILE_DIR "code/game/machinery/pipe"
#define FILE_DIR "code/game/machinery/telecomms"
#define FILE_DIR "code/game/magic"
#define FILE_DIR "code/game/magic/cultist"
#define FILE_DIR "code/game/mecha"
#define FILE_DIR "code/game/mecha/combat"
#define FILE_DIR "code/game/mecha/equipment"
#define FILE_DIR "code/game/mecha/equipment/tools"
#define FILE_DIR "code/game/mecha/equipment/weapons"
#define FILE_DIR "code/game/mecha/medical"
#define FILE_DIR "code/game/mecha/working"
#define FILE_DIR "code/game/objects"
#define FILE_DIR "code/game/objects/alien"
#define FILE_DIR "code/game/objects/closets"
#define FILE_DIR "code/game/objects/closets/secure"
#define FILE_DIR "code/game/objects/devices"
#define FILE_DIR "code/game/objects/devices/PDA"
#define FILE_DIR "code/game/objects/grenades"
#define FILE_DIR "code/game/objects/items"
#define FILE_DIR "code/game/objects/items/weapons"
#define FILE_DIR "code/game/objects/items/weapons/implants"
#define FILE_DIR "code/game/objects/radio"
#define FILE_DIR "code/game/objects/secstorage"
#define FILE_DIR "code/game/objects/stacks"
#define FILE_DIR "code/game/objects/storage"
#define FILE_DIR "code/game/objects/tanks"
#define FILE_DIR "code/game/vehicles"
#define FILE_DIR "code/game/vehicles/airtight"
#define FILE_DIR "code/game/verbs"
#define FILE_DIR "code/js"
#define FILE_DIR "code/modules"
#define FILE_DIR "code/modules/admin"
#define FILE_DIR "code/modules/admin/DB ban"
#define FILE_DIR "code/modules/admin/verbs"
#define FILE_DIR "code/modules/assembly"
#define FILE_DIR "code/modules/client"
#define FILE_DIR "code/modules/clothing"
#define FILE_DIR "code/modules/clothing/glasses"
#define FILE_DIR "code/modules/clothing/gloves"
#define FILE_DIR "code/modules/clothing/head"
#define FILE_DIR "code/modules/clothing/masks"
#define FILE_DIR "code/modules/clothing/shoes"
#define FILE_DIR "code/modules/clothing/spacesuits"
#define FILE_DIR "code/modules/clothing/suits"
#define FILE_DIR "code/modules/clothing/under"
#define FILE_DIR "code/modules/clothing/under/jobs"
#define FILE_DIR "code/modules/critters"
#define FILE_DIR "code/modules/critters/hivebots"
#define FILE_DIR "code/modules/detectivework"
#define FILE_DIR "code/modules/flufftext"
#define FILE_DIR "code/modules/food"
#define FILE_DIR "code/modules/maps"
#define FILE_DIR "code/modules/mining"
#define FILE_DIR "code/modules/mob"
#define FILE_DIR "code/modules/mob/dead"
#define FILE_DIR "code/modules/mob/dead/observer"
#define FILE_DIR "code/modules/mob/living"
#define FILE_DIR "code/modules/mob/living/blob"
#define FILE_DIR "code/modules/mob/living/carbon"
#define FILE_DIR "code/modules/mob/living/carbon/alien"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
#define FILE_DIR "code/modules/mob/living/carbon/brain"
#define FILE_DIR "code/modules/mob/living/carbon/human"
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
#define FILE_DIR "code/modules/mob/living/silicon"
#define FILE_DIR "code/modules/mob/living/silicon/ai"
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
#define FILE_DIR "code/modules/mob/living/silicon/pai"
#define FILE_DIR "code/modules/mob/living/silicon/robot"
#define FILE_DIR "code/modules/mob/living/simple_animal"
#define FILE_DIR "code/modules/mob/new_player"
#define FILE_DIR "code/modules/mob/organ"
#define FILE_DIR "code/modules/paperwork"
#define FILE_DIR "code/modules/power"
#define FILE_DIR "code/modules/power/antimatter"
#define FILE_DIR "code/modules/power/singularity"
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
#define FILE_DIR "code/modules/projectiles"
#define FILE_DIR "code/modules/projectiles/ammunition"
#define FILE_DIR "code/modules/projectiles/guns"
#define FILE_DIR "code/modules/projectiles/guns/energy"
#define FILE_DIR "code/modules/projectiles/guns/projectile"
#define FILE_DIR "code/modules/projectiles/projectile"
#define FILE_DIR "code/modules/reagents"
#define FILE_DIR "code/modules/reagents/reagent_container"
#define FILE_DIR "code/modules/reagents/reagent_containers"
#define FILE_DIR "code/modules/reagents/reagent_containers/food"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
#define FILE_DIR "code/modules/recycling"
#define FILE_DIR "code/modules/research"
#define FILE_DIR "code/modules/scripting"
#define FILE_DIR "code/modules/scripting/AST"
#define FILE_DIR "code/modules/scripting/AST/Operators"
#define FILE_DIR "code/modules/scripting/Implementations"
#define FILE_DIR "code/modules/scripting/Interpreter"
#define FILE_DIR "code/modules/scripting/Parser"
#define FILE_DIR "code/modules/scripting/Scanner"
#define FILE_DIR "code/modules/security levels"
#define FILE_DIR "code/unused"
#define FILE_DIR "code/unused/beast"
#define FILE_DIR "code/unused/computer2"
#define FILE_DIR "code/unused/disease2"
#define FILE_DIR "code/unused/gamemodes"
#define FILE_DIR "code/unused/hivebot"
#define FILE_DIR "code/unused/mining"
#define FILE_DIR "code/unused/optics"
#define FILE_DIR "code/unused/pda2"
#define FILE_DIR "code/unused/powerarmor"
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/carn"
#define FILE_DIR "code/WorkInProgress/mapload"
#define FILE_DIR "code/WorkInProgress/organs"
#define FILE_DIR "code/WorkInProgress/virus2"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/effects"
#define FILE_DIR "icons/mecha"
#define FILE_DIR "icons/misc"
#define FILE_DIR "icons/mob"
#define FILE_DIR "icons/obj"
#define FILE_DIR "icons/obj/assemblies"
#define FILE_DIR "icons/obj/atmospherics"
#define FILE_DIR "icons/obj/clothing"
#define FILE_DIR "icons/obj/doors"
#define FILE_DIR "icons/obj/machines"
#define FILE_DIR "icons/obj/pipes"
#define FILE_DIR "icons/pda_icons"
#define FILE_DIR "icons/spideros_icons"
#define FILE_DIR "icons/Testing"
#define FILE_DIR "icons/turf"
#define FILE_DIR "icons/vehicles"
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/effects"
#define FILE_DIR "sound/hallucinations"
#define FILE_DIR "sound/items"
#define FILE_DIR "sound/machines"
#define FILE_DIR "sound/mecha"
#define FILE_DIR "sound/misc"
#define FILE_DIR "sound/piano"
#define FILE_DIR "sound/voice"
#define FILE_DIR "sound/weapons"
#define FILE_DIR "tools"
#define FILE_DIR "tools/Redirector"
// END_FILE_DIR
// BEGIN_PREFERENCES
@@ -509,7 +715,6 @@
#include "code\game\objects\items\weapons\plant_bag.dm"
#include "code\game\objects\items\weapons\RCD.dm"
#include "code\game\objects\items\weapons\RSF.dm"
#include "code\game\objects\items\weapons\spray.dm"
#include "code\game\objects\items\weapons\stunbaton.dm"
#include "code\game\objects\items\weapons\stungloves.dm"
#include "code\game\objects\items\weapons\surgery_tools.dm"
@@ -614,13 +819,6 @@
#include "code\modules\assembly\proximity.dm"
#include "code\modules\assembly\signaler.dm"
#include "code\modules\assembly\timer.dm"
#include "code\modules\chemical\Chemistry-Colours.dm"
#include "code\modules\chemical\Chemistry-Holder.dm"
#include "code\modules\chemical\Chemistry-Machinery.dm"
#include "code\modules\chemical\Chemistry-Readme.dm"
#include "code\modules\chemical\Chemistry-Reagents.dm"
#include "code\modules\chemical\Chemistry-Recipes.dm"
#include "code\modules\chemical\Chemistry-Tools.dm"
#include "code\modules\client\client defines.dm"
#include "code\modules\client\client procs.dm"
#include "code\modules\clothing\clothing.dm"
@@ -675,8 +873,6 @@
#include "code\modules\flufftext\Dreaming.dm"
#include "code\modules\flufftext\Hallucination.dm"
#include "code\modules\flufftext\TextFilters.dm"
#include "code\modules\food\food.dm"
#include "code\modules\food\meat.dm"
#include "code\modules\food\recipes_microwave.dm"
#include "code\modules\maps\dmm_suite.dm"
#include "code\modules\maps\randomZlevel.dm"
@@ -925,6 +1121,36 @@
#include "code\modules\projectiles\projectile\change.dm"
#include "code\modules\projectiles\projectile\energy.dm"
#include "code\modules\projectiles\projectile\special.dm"
#include "code\modules\reagents\Chemistry-Colours.dm"
#include "code\modules\reagents\Chemistry-Holder.dm"
#include "code\modules\reagents\Chemistry-Machinery.dm"
#include "code\modules\reagents\Chemistry-Readme.dm"
#include "code\modules\reagents\Chemistry-Reagents.dm"
#include "code\modules\reagents\Chemistry-Recipes.dm"
#include "code\modules\reagents\grenade_launcher.dm"
#include "code\modules\reagents\reagent_containers.dm"
#include "code\modules\reagents\reagent_dispenser.dm"
#include "code\modules\reagents\syringe_gun.dm"
#include "code\modules\reagents\reagent_container\robodropper.dm"
#include "code\modules\reagents\reagent_containers\borghydro.dm"
#include "code\modules\reagents\reagent_containers\dropper.dm"
#include "code\modules\reagents\reagent_containers\food.dm"
#include "code\modules\reagents\reagent_containers\glass.dm"
#include "code\modules\reagents\reagent_containers\hypospray.dm"
#include "code\modules\reagents\reagent_containers\pill.dm"
#include "code\modules\reagents\reagent_containers\spray.dm"
#include "code\modules\reagents\reagent_containers\syringes.dm"
#include "code\modules\reagents\reagent_containers\food\condiment.dm"
#include "code\modules\reagents\reagent_containers\food\drinks.dm"
#include "code\modules\reagents\reagent_containers\food\snacks.dm"
#include "code\modules\reagents\reagent_containers\food\drinks\bottle.dm"
#include "code\modules\reagents\reagent_containers\food\drinks\drinkingglass.dm"
#include "code\modules\reagents\reagent_containers\food\drinks\jar.dm"
#include "code\modules\reagents\reagent_containers\food\drinks\bottle\robot.dm"
#include "code\modules\reagents\reagent_containers\food\snacks\grown.dm"
#include "code\modules\reagents\reagent_containers\food\snacks\meat.dm"
#include "code\modules\reagents\reagent_containers\glass\bottle.dm"
#include "code\modules\reagents\reagent_containers\glass\bottle\robot.dm"
#include "code\modules\recycling\conveyor2.dm"
#include "code\modules\recycling\disposal-construction.dm"
#include "code\modules\recycling\disposal.dm"