diff --git a/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm b/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm index 6feb378515..eab08815f3 100644 --- a/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm +++ b/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm @@ -227,7 +227,7 @@ /area/ruin/unpowered/xenonest) "ba" = ( /obj/structure/stone_tile/slab, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bb" = ( /obj/structure/stone_tile/cracked{ @@ -241,7 +241,7 @@ dir = 8 }, /obj/item/flashlight/lantern, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bc" = ( /obj/structure/stone_tile/block, @@ -251,7 +251,7 @@ /obj/structure/stone_tile{ dir = 4 }, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bd" = ( /obj/structure/stone_tile/block, @@ -262,7 +262,7 @@ dir = 1 }, /obj/effect/decal/cleanable/blood/xeno, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "be" = ( /obj/structure/stone_tile/block, @@ -272,7 +272,7 @@ /obj/structure/stone_tile{ dir = 1 }, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bf" = ( /obj/structure/stone_tile, @@ -286,7 +286,7 @@ dir = 4 }, /obj/item/flashlight/lantern, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bg" = ( /obj/structure/alien/weeds, @@ -303,7 +303,7 @@ /obj/structure/stone_tile{ dir = 8 }, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bi" = ( /obj/structure/alien/weeds, @@ -336,11 +336,11 @@ dir = 1 }, /obj/structure/stone_tile, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bm" = ( /obj/structure/stone_tile/slab/cracked, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bn" = ( /obj/structure/stone_tile/block{ @@ -352,7 +352,7 @@ /obj/structure/stone_tile{ dir = 4 }, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bo" = ( /obj/structure/stone_tile/surrounding_tile{ @@ -383,7 +383,7 @@ dir = 1 }, /obj/effect/decal/cleanable/blood/xeno, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bs" = ( /obj/structure/stone_tile/block{ @@ -416,7 +416,7 @@ dir = 1 }, /obj/structure/stone_tile/cracked, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bw" = ( /obj/structure/stone_tile/cracked{ @@ -430,7 +430,7 @@ dir = 8 }, /obj/item/flashlight/lantern, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bx" = ( /obj/structure/stone_tile/block{ @@ -441,7 +441,7 @@ dir = 8 }, /obj/effect/decal/cleanable/blood/xeno, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "by" = ( /obj/structure/stone_tile/block{ @@ -451,7 +451,7 @@ /obj/structure/stone_tile/cracked{ dir = 8 }, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bz" = ( /obj/structure/stone_tile/block/cracked{ @@ -461,7 +461,7 @@ /obj/structure/stone_tile{ dir = 8 }, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bA" = ( /obj/structure/stone_tile/cracked{ @@ -475,7 +475,7 @@ }, /obj/structure/stone_tile, /obj/item/flashlight/lantern, -/turf/open/indestructible/boss/air, +/turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bB" = ( /obj/structure/alien/weeds, diff --git a/_maps/RandomRuins/SpaceRuins/arcade.dmm b/_maps/RandomRuins/SpaceRuins/arcade.dmm index 74bdc9a7b8..c68d3b224e 100644 --- a/_maps/RandomRuins/SpaceRuins/arcade.dmm +++ b/_maps/RandomRuins/SpaceRuins/arcade.dmm @@ -3,7 +3,7 @@ /turf/template_noop, /area/template_noop) "b" = ( -/turf/open/floor/plating/asteroid, +/turf/open/floor/plating/asteroid/airless, /area/ruin/powered) "c" = ( /turf/closed/mineral/random/high_chance, @@ -135,7 +135,7 @@ /area/ruin/powered) "F" = ( /obj/structure/closet/crate/trashcart, -/turf/open/floor/plating/asteroid, +/turf/open/floor/plating/asteroid/airless, /area/ruin/powered) "G" = ( /obj/structure/chair/sofa/right, diff --git a/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm b/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm index e23beb3407..2a25a3b6e7 100644 --- a/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm +++ b/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm @@ -3,7 +3,7 @@ /turf/template_noop, /area/template_noop) "b" = ( -/turf/open/floor/plating/asteroid, +/turf/open/floor/plating/asteroid/airless, /area/ruin/powered) "c" = ( /turf/closed/mineral/random/high_chance, @@ -176,8 +176,8 @@ /obj/structure/table, /obj/effect/decal/cleanable/dirt, /obj/item/autosurgeon{ - name = "rusted autosurgeon"; desc = "A device that automatically inserts an implant or organ into the user without the hassle of extensive surgery. It has a slot to insert an organ of implant. But this rusted version looks like it could only manage one implant...."; + name = "rusted autosurgeon"; uses = 1 }, /turf/open/floor/plasteel, @@ -205,7 +205,7 @@ /obj/machinery/atmospherics/components/unary/outlet_injector/on/layer1{ dir = 4 }, -/turf/open/floor/plating/asteroid, +/turf/open/floor/plating/asteroid/airless, /area/ruin/powered) "K" = ( /obj/machinery/atmospherics/pipe/simple/scrubbers/hidden/layer1{ diff --git a/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm b/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm index 56967b0c37..1bc497d4f9 100644 --- a/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm +++ b/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm @@ -80,7 +80,7 @@ /obj/item/shard{ icon_state = "medium" }, -/turf/open/floor/plating/airless{ +/turf/open/floor/plating{ icon_state = "platingdmg2" }, /area/ruin/space/has_grav) diff --git a/_maps/RandomZLevels/VR/murderdome.dmm b/_maps/RandomZLevels/VR/murderdome.dmm index 740f9fd09f..5b5cbbfcfe 100644 --- a/_maps/RandomZLevels/VR/murderdome.dmm +++ b/_maps/RandomZLevels/VR/murderdome.dmm @@ -232,7 +232,9 @@ /area/awaymission/vr/murderdome) "H" = ( /obj/machinery/telecomms/allinone, -/turf/open/indestructible, +/turf/open/indestructible{ + initial_gas_mix = "TEMP=2.7" + }, /area/awaymission/vr/murderdome) "R" = ( /obj/effect/spawner/structure/window/reinforced/indestructable, diff --git a/_maps/map_files/BoxStation/BoxStation.dmm b/_maps/map_files/BoxStation/BoxStation.dmm index 9877f5b259..f9ff2a594c 100644 --- a/_maps/map_files/BoxStation/BoxStation.dmm +++ b/_maps/map_files/BoxStation/BoxStation.dmm @@ -5103,7 +5103,7 @@ /area/security/main) "ajv" = ( /obj/machinery/computer/med_data{ - dir = 3 + dir = 4 }, /obj/structure/sign/poster/official/medical_green_cross{ pixel_x = -32 @@ -30888,7 +30888,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 1 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "bvH" = ( /obj/machinery/atmospherics/pipe/manifold/scrubbers/hidden{ @@ -53679,9 +53679,6 @@ }, /turf/open/floor/mineral/titanium/blue, /area/crew_quarters/toilet) -"dVU" = ( -/turf/open/floor/plating, -/area/space/nearstation) "dXq" = ( /obj/machinery/atmospherics/components/unary/vent_scrubber/on{ dir = 4 @@ -53734,7 +53731,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 6 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "egt" = ( /obj/effect/turf_decal/tile/bar, @@ -54363,7 +54360,7 @@ "fIs" = ( /obj/structure/grille, /obj/structure/lattice, -/turf/open/floor/plating, +/turf/open/space/basic, /area/space/nearstation) "fJY" = ( /obj/machinery/atmospherics/pipe/simple/supply/hidden, @@ -54521,19 +54518,6 @@ }, /turf/open/floor/carpet, /area/crew_quarters/cryopod) -"ghq" = ( -/obj/structure/lattice/catwalk, -/obj/item/stack/marker_beacon{ - anchored = 1; - icon_state = "markerburgundy-on"; - light_color = "#FA644B"; - light_power = 3; - light_range = 3; - name = "Docking Beacon"; - picked_color = "Burgundy" - }, -/turf/open/floor/plating, -/area/space/nearstation) "ghD" = ( /obj/machinery/atmospherics/pipe/simple/scrubbers/hidden, /turf/open/floor/plasteel, @@ -54690,7 +54674,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 9 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "gJi" = ( /obj/structure/lattice/catwalk, @@ -54926,7 +54910,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 10 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "hxn" = ( /obj/effect/spawner/structure/window/reinforced, @@ -57288,7 +57272,7 @@ /area/crew_quarters/theatre) "oyN" = ( /obj/effect/turf_decal/stripes/line, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "oyX" = ( /obj/machinery/atmospherics/components/binary/pump/on{ @@ -58127,7 +58111,7 @@ dir = 5 }, /obj/machinery/camera{ - c_tag = "Bar Backroom" + c_tag = "Gravity Generator - Fore" }, /obj/machinery/atmospherics/components/unary/vent_scrubber/on{ dir = 4 @@ -58410,7 +58394,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 8 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "slk" = ( /obj/machinery/door/airlock/maintenance{ @@ -58667,9 +58651,6 @@ /obj/machinery/atmospherics/pipe/simple/scrubbers/hidden, /turf/closed/wall/r_wall, /area/engine/engine_smes) -"sQX" = ( -/turf/open/floor/plating, -/area/space) "sRH" = ( /obj/machinery/autolathe/secure{ name = "public autolathe" @@ -58786,7 +58767,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 5 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "trb" = ( /obj/machinery/light{ @@ -59009,7 +58990,7 @@ /area/hallway/primary/central) "uaw" = ( /obj/machinery/power/apc{ - areastring = "/area/storage/art"; + areastring = "/area/maintenance/bar"; dir = 1; name = "Maint bar"; pixel_y = 24 @@ -59422,7 +59403,7 @@ /obj/effect/turf_decal/stripes/line{ dir = 4 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "vbi" = ( /obj/structure/table, @@ -60521,7 +60502,7 @@ name = "Docking Beacon"; picked_color = "Burgundy" }, -/turf/open/space/basic, +/turf/open/floor/plating/airless, /area/space/nearstation) "xOx" = ( /obj/structure/chair/comfy/brown{ @@ -66754,11 +66735,11 @@ aaa aaa aaa aaa -ghq +xLX aaa aaa aaa -ghq +xLX aaa aaa aaa @@ -67005,9 +66986,9 @@ aaa aaa aaa aaa -ghq +xLX aaa -ghq +xLX aaa aaa aaa @@ -67019,9 +67000,9 @@ gXs aaa aaa aaa -ghq +xLX aaa -ghq +xLX aaa aaa aaa @@ -76570,7 +76551,7 @@ aaa aaa aaa aaa -aag +aaa aaa aaa aaa @@ -76827,7 +76808,7 @@ aaa aaa aaa aaa -aag +aaa aaa aaa aaa @@ -77084,7 +77065,7 @@ aaa aaa aaa aaa -aag +aaa aaa aaa aaa @@ -77341,7 +77322,7 @@ aaa aaa aaa aaa -aag +aaa aaa aaa aaa @@ -77598,7 +77579,7 @@ aaa aaa aaa aaa -aag +aaa aaa aaa aaa @@ -77855,7 +77836,7 @@ aaa aaa aaa aaa -aag +aaa aaa aaa aaa @@ -78112,7 +78093,7 @@ aaa aaa aaa aaa -aag +aaa aaa aoV bZm @@ -78369,13 +78350,13 @@ aaa aaa aaa aaa -aag +aaa aaa aoV bVz aaf aaf -sQX +aoV aaa aaS aaf @@ -78626,7 +78607,7 @@ aaa aaa aaa aaa -aag +aaa aaa aag bVz @@ -78883,7 +78864,7 @@ aaa aaa aaa aaa -aag +gJi aaa aaf bVz @@ -79140,7 +79121,7 @@ aaa aaa aaa aaa -aag +gJi aaa aaf bVz @@ -84190,7 +84171,7 @@ aaa aaa gXs gXs -dVU +aaH abc abu abu diff --git a/_maps/map_files/MetaStation/MetaStation.dmm b/_maps/map_files/MetaStation/MetaStation.dmm index fbd4c1bf39..6415c984bf 100644 --- a/_maps/map_files/MetaStation/MetaStation.dmm +++ b/_maps/map_files/MetaStation/MetaStation.dmm @@ -32681,6 +32681,10 @@ /obj/effect/turf_decal/tile/neutral{ dir = 8 }, +/obj/machinery/light{ + dir = 1; + light_color = "#cee5d2" + }, /turf/open/floor/plasteel/dark, /area/ai_monitored/turret_protected/aisat/foyer) "blC" = ( @@ -36118,13 +36122,9 @@ /turf/open/floor/plasteel/dark, /area/ai_monitored/turret_protected/aisat_interior) "bsf" = ( -/obj/machinery/light, /obj/machinery/atmospherics/pipe/simple/supply/hidden{ dir = 4 }, -/obj/effect/turf_decal/tile/blue{ - dir = 8 - }, /turf/open/floor/plasteel/dark, /area/ai_monitored/turret_protected/aisat/foyer) "bsg" = ( @@ -37682,16 +37682,10 @@ /turf/closed/wall, /area/aisat) "bvu" = ( -/obj/structure/table/wood, /obj/machinery/light/small{ dir = 8 }, -/obj/item/radio/off{ - pixel_y = 4 - }, -/obj/item/screwdriver{ - pixel_y = 10 - }, +/obj/machinery/announcement_system, /turf/open/floor/plasteel/grimy, /area/tcommsat/computer) "bvv" = ( @@ -40188,12 +40182,15 @@ /area/tcommsat/computer) "bAW" = ( /obj/structure/table/wood, -/obj/item/folder/blue, /obj/machinery/status_display/evac{ pixel_y = 31 }, -/obj/item/folder/blue, -/obj/item/pen, +/obj/item/radio/off{ + pixel_y = 4 + }, +/obj/item/screwdriver{ + pixel_y = 10 + }, /turf/open/floor/plasteel/grimy, /area/tcommsat/computer) "bAX" = ( @@ -42716,9 +42713,12 @@ /turf/open/floor/carpet, /area/crew_quarters/theatre) "bGh" = ( -/obj/machinery/announcement_system, -/turf/open/floor/plasteel/grimy, -/area/tcommsat/computer) +/obj/effect/turf_decal/tile/blue, +/obj/effect/turf_decal/tile/blue{ + dir = 1 + }, +/turf/open/floor/plasteel/dark, +/area/ai_monitored/turret_protected/aisat/foyer) "bGj" = ( /obj/machinery/vending/cola/random, /obj/machinery/newscaster{ @@ -81595,6 +81595,10 @@ }, /turf/open/floor/plasteel, /area/hallway/primary/port) +"jQK" = ( +/obj/structure/lattice, +/turf/closed/wall/r_wall, +/area/aisat) "jRo" = ( /obj/structure/table/wood, /obj/machinery/newscaster{ @@ -81912,6 +81916,16 @@ /obj/machinery/door/firedoor, /turf/open/floor/plasteel, /area/hallway/primary/port) +"nix" = ( +/obj/machinery/light/small{ + dir = 8 + }, +/obj/effect/turf_decal/tile/blue, +/obj/effect/turf_decal/tile/blue{ + dir = 1 + }, +/turf/open/floor/plasteel/dark, +/area/ai_monitored/turret_protected/aisat/foyer) "njd" = ( /obj/machinery/atmospherics/components/binary/pump{ dir = 8; @@ -82580,6 +82594,13 @@ }, /turf/open/floor/plating, /area/maintenance/starboard) +"txh" = ( +/obj/machinery/door/airlock/hatch{ + name = "Telecomms Control Room"; + req_one_access_txt = "19; 61" + }, +/turf/open/floor/plasteel/dark, +/area/tcommsat/computer) "txj" = ( /obj/structure/chair/office/light{ dir = 1 @@ -136361,9 +136382,9 @@ bnw bpJ brW aRy -bvt -aaa -aTU +aRy +aRy +jQK aaa aaa aaa @@ -136617,9 +136638,9 @@ blC bnx bpK bsf -aRy -aRy -aRy +bGh +nix +bGh aRy aRy aRy @@ -136876,7 +136897,7 @@ bpL brY btL btL -btL +txh btL btL bCD @@ -137133,7 +137154,7 @@ bpM brZ btL bvu -bGh +bxq bzn bAU bCD diff --git a/_maps/map_files/PubbyStation/PubbyStation.dmm b/_maps/map_files/PubbyStation/PubbyStation.dmm index f11815b537..29be428d66 100644 --- a/_maps/map_files/PubbyStation/PubbyStation.dmm +++ b/_maps/map_files/PubbyStation/PubbyStation.dmm @@ -334,8 +334,8 @@ /area/crew_quarters/fitness/pool) "aaM" = ( /turf/open/floor/plasteel/yellowsiding/corner{ - icon_state = "yellowcornersiding"; - dir = 8 + dir = 8; + icon_state = "yellowcornersiding" }, /area/crew_quarters/fitness/pool) "aaN" = ( @@ -354,8 +354,8 @@ /area/crew_quarters/fitness/pool) "aaP" = ( /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 8 + dir = 8; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "aaQ" = ( @@ -433,8 +433,8 @@ /area/crew_quarters/fitness/pool) "aaW" = ( /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 1 + dir = 1; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "aaX" = ( @@ -550,8 +550,8 @@ "abm" = ( /obj/machinery/atmospherics/pipe/simple/scrubbers/hidden, /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 4 + dir = 4; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "abn" = ( @@ -580,8 +580,8 @@ }, /obj/machinery/atmospherics/pipe/simple/scrubbers/hidden, /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 4 + dir = 4; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "abr" = ( @@ -595,8 +595,8 @@ "abt" = ( /obj/structure/pool/Rboard, /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 8 + dir = 8; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "abu" = ( @@ -659,8 +659,8 @@ }, /obj/machinery/atmospherics/pipe/simple/scrubbers/hidden, /turf/open/floor/plasteel/yellowsiding/corner{ - icon_state = "yellowcornersiding"; - dir = 4 + dir = 4; + icon_state = "yellowcornersiding" }, /area/crew_quarters/fitness/pool) "abB" = ( @@ -670,21 +670,21 @@ pixel_y = -27 }, /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 1 + dir = 1; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "abC" = ( /obj/machinery/light, /turf/open/floor/plasteel/yellowsiding{ - icon_state = "yellowsiding"; - dir = 1 + dir = 1; + icon_state = "yellowsiding" }, /area/crew_quarters/fitness/pool) "abD" = ( /turf/open/floor/plasteel/yellowsiding/corner{ - icon_state = "yellowcornersiding"; - dir = 1 + dir = 1; + icon_state = "yellowcornersiding" }, /area/crew_quarters/fitness/pool) "abE" = ( @@ -6313,27 +6313,7 @@ "aoz" = ( /turf/closed/wall, /area/maintenance/fore) -"aoA" = ( -/obj/machinery/gateway{ - dir = 9 - }, -/obj/effect/turf_decal/bot_white/right, -/obj/effect/turf_decal/tile/neutral{ - dir = 1 - }, -/obj/effect/turf_decal/tile/neutral, -/obj/effect/turf_decal/tile/neutral{ - dir = 4 - }, -/obj/effect/turf_decal/tile/neutral{ - dir = 8 - }, -/turf/open/floor/plasteel/dark, -/area/gateway) "aoB" = ( -/obj/machinery/gateway{ - dir = 1 - }, /obj/machinery/light{ dir = 1 }, @@ -6350,23 +6330,6 @@ }, /turf/open/floor/plasteel/dark, /area/gateway) -"aoC" = ( -/obj/machinery/gateway{ - dir = 5 - }, -/obj/effect/turf_decal/bot_white/left, -/obj/effect/turf_decal/tile/neutral{ - dir = 1 - }, -/obj/effect/turf_decal/tile/neutral, -/obj/effect/turf_decal/tile/neutral{ - dir = 4 - }, -/obj/effect/turf_decal/tile/neutral{ - dir = 8 - }, -/turf/open/floor/plasteel/dark, -/area/gateway) "aoH" = ( /obj/structure/lattice, /obj/structure/grille, @@ -6692,44 +6655,10 @@ }, /turf/open/space, /area/space/nearstation) -"apq" = ( -/obj/machinery/gateway{ - dir = 8 - }, -/obj/effect/turf_decal/bot_white, -/obj/effect/turf_decal/tile/neutral{ - dir = 1 - }, -/obj/effect/turf_decal/tile/neutral, -/obj/effect/turf_decal/tile/neutral{ - dir = 4 - }, -/obj/effect/turf_decal/tile/neutral{ - dir = 8 - }, -/turf/open/floor/plasteel/dark, -/area/gateway) "apr" = ( /obj/machinery/gateway/centerstation, /turf/open/floor/plasteel/dark, /area/gateway) -"aps" = ( -/obj/machinery/gateway{ - dir = 4 - }, -/obj/effect/turf_decal/bot_white, -/obj/effect/turf_decal/tile/neutral{ - dir = 1 - }, -/obj/effect/turf_decal/tile/neutral, -/obj/effect/turf_decal/tile/neutral{ - dir = 4 - }, -/obj/effect/turf_decal/tile/neutral{ - dir = 8 - }, -/turf/open/floor/plasteel/dark, -/area/gateway) "apt" = ( /obj/structure/chair{ dir = 4 @@ -6916,9 +6845,6 @@ /turf/closed/wall/r_wall, /area/ai_monitored/nuke_storage) "apU" = ( -/obj/machinery/gateway{ - dir = 10 - }, /obj/effect/turf_decal/bot_white/left, /obj/effect/turf_decal/tile/neutral{ dir = 1 @@ -6933,7 +6859,6 @@ /turf/open/floor/plasteel/dark, /area/gateway) "apV" = ( -/obj/machinery/gateway, /obj/effect/turf_decal/bot_white, /obj/effect/turf_decal/tile/neutral{ dir = 1 @@ -6948,9 +6873,6 @@ /turf/open/floor/plasteel/dark, /area/gateway) "apW" = ( -/obj/machinery/gateway{ - dir = 6 - }, /obj/effect/turf_decal/bot_white/right, /obj/effect/turf_decal/tile/neutral{ dir = 1 @@ -7876,32 +7798,7 @@ /turf/open/floor/plasteel, /area/gateway) "arY" = ( -/obj/structure/closet/crate/internals, -/obj/item/clothing/suit/hazardvest{ - desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; - name = "emergency lifejacket" - }, -/obj/item/clothing/suit/hazardvest{ - desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; - name = "emergency lifejacket" - }, -/obj/item/clothing/suit/hazardvest{ - desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; - name = "emergency lifejacket" - }, -/obj/item/clothing/suit/hazardvest{ - desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; - name = "emergency lifejacket" - }, -/obj/item/clothing/suit/hazardvest{ - desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; - name = "emergency lifejacket" - }, -/obj/item/flashlight, -/obj/item/flashlight, -/obj/item/flashlight, -/obj/item/flashlight, -/obj/item/flashlight, +/obj/machinery/computer/gateway_control, /turf/open/floor/plasteel, /area/gateway) "arZ" = ( @@ -8904,6 +8801,32 @@ /obj/machinery/atmospherics/components/unary/vent_scrubber/on{ dir = 4 }, +/obj/structure/closet/crate/internals, +/obj/item/clothing/suit/hazardvest{ + desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; + name = "emergency lifejacket" + }, +/obj/item/clothing/suit/hazardvest{ + desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; + name = "emergency lifejacket" + }, +/obj/item/clothing/suit/hazardvest{ + desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; + name = "emergency lifejacket" + }, +/obj/item/clothing/suit/hazardvest{ + desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; + name = "emergency lifejacket" + }, +/obj/item/clothing/suit/hazardvest{ + desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks."; + name = "emergency lifejacket" + }, +/obj/item/flashlight, +/obj/item/flashlight, +/obj/item/flashlight, +/obj/item/flashlight, +/obj/item/flashlight, /turf/open/floor/plasteel, /area/gateway) "auh" = ( @@ -39042,7 +38965,6 @@ /area/chapel/dock) "bKe" = ( /obj/machinery/atmospherics/components/unary/vent_pump/on, -/obj/structure/closet/emcloset, /turf/open/floor/plasteel/white{ heat_capacity = 1e+006 }, @@ -40077,12 +39999,6 @@ /obj/machinery/atmospherics/components/unary/vent_scrubber/on{ dir = 8 }, -/obj/machinery/light/small{ - dir = 4 - }, -/obj/structure/chair{ - dir = 1 - }, /turf/open/floor/plasteel/white{ heat_capacity = 1e+006 }, @@ -47273,7 +47189,7 @@ "ceT" = ( /obj/effect/turf_decal/stripes/line, /obj/structure/closet/emcloset, -/turf/open/floor/plating/airless, +/turf/open/floor/plating, /area/engine/engineering) "ceU" = ( /obj/machinery/atmospherics/components/unary/vent_pump/on{ @@ -50404,9 +50320,11 @@ /turf/open/floor/plasteel, /area/crew_quarters/heads/chief) "cqW" = ( -/obj/effect/spawner/structure/window/reinforced, -/turf/closed/mineral, -/area/chapel/asteroid/monastery) +/obj/structure/chair, +/turf/open/floor/plasteel/white{ + heat_capacity = 1e+006 + }, +/area/chapel/dock) "cqX" = ( /obj/structure/disposalpipe/segment, /obj/structure/lattice, @@ -52993,7 +52911,7 @@ /turf/open/floor/plasteel/dark, /area/security/main) "cCT" = ( -/obj/machinery/rnd/production/protolathe/department/cargo, +/obj/machinery/rnd/production/techfab/department/cargo, /turf/open/floor/plasteel, /area/quartermaster/storage) "cCU" = ( @@ -55664,11 +55582,11 @@ /turf/open/floor/plating, /area/crew_quarters/dorms) "izF" = ( -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 +/obj/structure/closet/emcloset, +/turf/open/floor/plasteel/white{ + heat_capacity = 1e+006 }, -/area/maintenance/department/science) +/area/chapel/dock) "iAx" = ( /obj/structure/cable{ icon_state = "4-8" @@ -57738,10 +57656,7 @@ /obj/machinery/atmospherics/pipe/simple/supply/hidden{ dir = 6 }, -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 - }, +/turf/open/floor/plating, /area/maintenance/department/science) "nAs" = ( /obj/machinery/door/airlock/engineering/glass{ @@ -57904,7 +57819,7 @@ /obj/structure/disposalpipe/trunk{ dir = 8 }, -/turf/open/floor/plating, +/turf/open/floor/plating/airless, /area/space/nearstation) "nOY" = ( /obj/effect/turf_decal/stripes/line{ @@ -58007,10 +57922,7 @@ /obj/structure/table, /obj/item/paper_bin, /obj/item/pen, -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 - }, +/turf/open/floor/plating, /area/maintenance/department/science) "odM" = ( /obj/effect/landmark/barthpot, @@ -59532,14 +59444,13 @@ /turf/open/floor/plating/airless, /area/space/nearstation) "ros" = ( -/obj/machinery/atmospherics/pipe/simple/supply/hidden{ +/obj/machinery/light/small{ dir = 4 }, -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 +/turf/open/floor/plasteel/white{ + heat_capacity = 1e+006 }, -/area/maintenance/department/science) +/area/chapel/dock) "rrb" = ( /obj/structure/cable{ icon_state = "1-2" @@ -60667,10 +60578,7 @@ /obj/machinery/atmospherics/pipe/simple/supply/hidden{ dir = 9 }, -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 - }, +/turf/open/floor/plating, /area/maintenance/department/science) "uos" = ( /obj/machinery/computer/camera_advanced/base_construction, @@ -61099,13 +61007,6 @@ /obj/structure/lattice, /turf/open/space/basic, /area/space/nearstation) -"vpz" = ( -/obj/structure/girder, -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 - }, -/area/maintenance/department/science) "vsk" = ( /obj/machinery/atmospherics/pipe/simple/supply/hidden{ dir = 4 @@ -61620,12 +61521,6 @@ }, /turf/open/floor/plating, /area/maintenance/department/crew_quarters/bar) -"wDe" = ( -/obj/effect/spawner/structure/window/reinforced, -/turf/open/floor/plasteel/white{ - heat_capacity = 1e+006 - }, -/area/chapel/dock) "wDl" = ( /obj/machinery/atmospherics/pipe/simple/supply/hidden, /obj/effect/turf_decal/stripes/corner, @@ -62038,10 +61933,7 @@ /area/maintenance/department/science) "xsO" = ( /obj/item/ectoplasm, -/turf/open/floor/plating{ - initial_gas_mix = "o2=0.01;n2=0.01"; - luminosity = 2 - }, +/turf/open/floor/plating, /area/maintenance/department/science) "xuv" = ( /obj/item/broken_bottle, @@ -75866,8 +75758,8 @@ aaa bGI bNs cfN -cqW -cqW +cfN +cfN cfN cfN bZY @@ -76379,7 +76271,7 @@ aaa aaa bGI bNs -cqW +cfN bOw cfN bOw @@ -80477,7 +80369,7 @@ aaa aht aqG bGE -bKf +cqW bKf bMw bNy @@ -80734,8 +80626,8 @@ aht aht aqG bGE -bKf -bKf +izF +ros bMx bNz bHM @@ -80991,7 +80883,7 @@ aaa aaa aqG bGE -wDe +bGE bHM bHM bNA @@ -97884,8 +97776,8 @@ aaa aaa aaa lcZ -aoA -apq +apW +apV apU aqQ arX @@ -98398,8 +98290,8 @@ aiT aiS aaa lcZ -aoC -aps +apU +apV apW aqS arZ @@ -107723,7 +107615,7 @@ aht bwm ikB iVJ -izF +lWy typ bwm aht @@ -108233,7 +108125,7 @@ bwm svN bIQ uek -izF +lWy bwm qnT lJr @@ -108488,9 +108380,9 @@ dMO lWy rxQ lWy -ros -izF -izF +bIQ +lWy +lWy mES lWy lWy @@ -108747,7 +108639,7 @@ bwm nzD uoj bwm -izF +lWy bwm dMI lWy @@ -109001,7 +108893,7 @@ bkF bwm bwm bwm -ros +bIQ bwm bwm bwm @@ -109258,8 +109150,8 @@ bkF qIO jXA bwm -ros -vpz +bIQ +hXt bwm aht bwm diff --git a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm index d1c1d309cd..035563627f 100644 --- a/code/__DEFINES/DNA.dm +++ b/code/__DEFINES/DNA.dm @@ -144,6 +144,10 @@ #define WINGCOLOR 26 #define CAN_SCAR 27 // If this species can be scarred (fleshy) +/// Used for determining which wounds are applicable to this species. +#define HAS_FLESH 28 /// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD) +#define HAS_BONE 29 /// if we have bones (can suffer bone wounds) + //organ slots #define ORGAN_SLOT_BRAIN "brain" #define ORGAN_SLOT_APPENDIX "appendix" diff --git a/code/__DEFINES/admin.dm b/code/__DEFINES/admin.dm index 198356f804..97f07acc05 100644 --- a/code/__DEFINES/admin.dm +++ b/code/__DEFINES/admin.dm @@ -80,6 +80,7 @@ #define ADMIN_PUNISHMENT_SCARIFY "Scarify" #define ADMIN_PUNISHMENT_PICKLE "Pickle-ify" #define ADMIN_PUNISHMENT_FRY "Fry" +#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate" #define AHELP_ACTIVE 1 #define AHELP_CLOSED 2 diff --git a/code/__DEFINES/citadel_defines.dm b/code/__DEFINES/citadel_defines.dm index 07f24fd8a3..585e8da7d7 100644 --- a/code/__DEFINES/citadel_defines.dm +++ b/code/__DEFINES/citadel_defines.dm @@ -98,6 +98,7 @@ #define NO_APHRO (1<<9) #define NO_ASS_SLAP (1<<10) #define BIMBOFICATION (1<<11) +#define NO_AUTO_WAG (1<<12) #define TOGGLES_CITADEL 0 diff --git a/code/__DEFINES/clockcult.dm b/code/__DEFINES/clockcult.dm index f597eb4ae7..5f4317060d 100644 --- a/code/__DEFINES/clockcult.dm +++ b/code/__DEFINES/clockcult.dm @@ -23,6 +23,7 @@ GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE) //If script scripture is avail GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If application scripture is available GLOBAL_VAR_INIT(judgement_scripture_unlocked, FALSE) //If judgement scripture is available GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture +GLOBAL_LIST_EMPTY(all_clockwork_rites) //a list containing all clockwork rites. Filled the first time any cultist interacts with a sigil of rites. //Scripture tiers and requirements; peripherals should never be used #define SCRIPTURE_PERIPHERAL "Peripheral" diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm index 1bf9b01403..14d62f7978 100644 --- a/code/__DEFINES/combat.dm +++ b/code/__DEFINES/combat.dm @@ -154,9 +154,10 @@ #define SHOVE_KNOCKDOWN_HUMAN 30 #define SHOVE_KNOCKDOWN_TABLE 30 #define SHOVE_KNOCKDOWN_COLLATERAL 10 -//for the shove slowdown, see __DEFINES/movespeed_modification.dm -#define SHOVE_SLOWDOWN_LENGTH 30 -#define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier +/// how long they're staggered for +#define SHOVE_STAGGER_DURATION 35 +/// how long they're off balance for +#define SHOVE_OFFBALANCE_DURATION 30 //Shove disarming item list GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list( /obj/item/gun))) @@ -208,9 +209,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list( #define GUN_AIMING_TIME (2 SECONDS) //Object/Item sharpness -#define IS_BLUNT 0 -#define IS_SHARP 1 -#define IS_SHARP_ACCURATE 2 +#define SHARP_NONE 0 +#define SHARP_EDGED 1 +#define SHARP_POINTY 2 //His Grace. #define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep. diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm index 5b8a4d5fc3..7e1a83486d 100644 --- a/code/__DEFINES/dcs/signals.dm +++ b/code/__DEFINES/dcs/signals.dm @@ -356,8 +356,8 @@ #define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user) // /obj/item/projectile signals (sent to the firer) -#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle) -#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle) +#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" ///from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle, hit_limb) +#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" ///from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle, hit_limb) #define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target) #define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/item/projectile/proc/fire(): () #define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles diff --git a/code/__DEFINES/is_helpers.dm b/code/__DEFINES/is_helpers.dm index 964c4e911e..3aa5a07480 100644 --- a/code/__DEFINES/is_helpers.dm +++ b/code/__DEFINES/is_helpers.dm @@ -199,14 +199,6 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list( #define isclothing(A) (istype(A, /obj/item/clothing)) -GLOBAL_LIST_INIT(pointed_types, typecacheof(list( - /obj/item/pen, - /obj/item/screwdriver, - /obj/item/reagent_containers/syringe, - /obj/item/kitchen/fork))) - -#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types)) - #define isbodypart(A) (istype(A, /obj/item/bodypart)) #define isprojectile(A) (istype(A, /obj/item/projectile)) diff --git a/code/__DEFINES/loadout.dm b/code/__DEFINES/loadout.dm new file mode 100644 index 0000000000..332095e049 --- /dev/null +++ b/code/__DEFINES/loadout.dm @@ -0,0 +1,56 @@ +//defines for loadout categories +//no category defines +#define NOCATEGORY list("NOCATEGORY") +#define NOSUBCATEGORY list("NOSUBCATEGORY") + + +//backpack +#define CATEGORY_BACKPACK "In backpack" +#define SUBCATEGORY_BACKPACK_GENERAL "General" //basically anything that there's not enough of to have its own subcategory +#define SUBCATEGORY_BACKPACK_TOYS "Toys" +//neck +#define CATEGORY_NECK "Neck" +#define SUBCATEGORY_NECK_GENERAL "General" +#define SUBCATEGORY_NECK_TIE "Ties" +#define SUBCATEGORY_NECK_SCARVES "Scarves" + +//mask +#define CATEGORY_MASK "Mask" + +//hands +#define CATEGORY_HANDS "Hands" + +//uniform +#define CATEGORY_UNIFORM "Uniform" //there's so many types of uniform it's best to have lots of categories +#define SUBCATEGORY_UNIFORM_GENERAL "General" +#define SUBCATEGORY_UNIFORM_JOBS "Jobs" +#define SUBCATEGORY_UNIFORM_SUITS "Suits" +#define SUBCATEGORY_UNIFORM_SKIRTS "Skirts" +#define SUBCATEGORY_UNIFORM_DRESSES "Dresses" +#define SUBCATEGORY_UNIFORM_SWEATERS "Sweaters" +#define SUBCATEGORY_UNIFORM_PANTS "Pants" +#define SUBCATEGORY_UNIFORM_SHORTS "Shorts" + +//suit +#define CATEGORY_SUIT "Suit" +#define SUBCATEGORY_SUIT_GENERAL "General" +#define SUBCATEGORY_SUIT_COATS "Coats" +#define SUBCATEGORY_SUIT_JACKETS "Jackets" +#define SUBCATEGORY_SUIT_JOBS "Jobs" + +//head +#define CATEGORY_HEAD "Head" +#define SUBCATEGORY_HEAD_GENERAL "General" +#define SUBCATEGORY_HEAD_JOBS "Jobs" + +//shoes +#define CATEGORY_SHOES "Shoes" + +//gloves +#define CATEGORY_GLOVES "Gloves" + +//glasses +#define CATEGORY_GLASSES "Glasses" + +//donator items +#define CATEGORY_DONATOR "Donator" diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index 120fdcb72d..d294c69972 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -434,6 +434,9 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S #define ION_FILE "ion_laws.json" #define REDPILL_FILE "redpill.json" #define PIRATE_NAMES_FILE "pirates.json" +#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json" +#define BONE_SCAR_FILE "wounds/bone_scar_desc.json" +#define SCAR_LOC_FILE "wounds/scar_loc.json" //Fullscreen overlay resolution in tiles. diff --git a/code/__DEFINES/movespeed_modification.dm b/code/__DEFINES/movespeed_modification.dm index 699f39e79f..5e7d0a2cca 100644 --- a/code/__DEFINES/movespeed_modification.dm +++ b/code/__DEFINES/movespeed_modification.dm @@ -63,7 +63,6 @@ #define MOVESPEED_ID_TASED_STATUS "TASED" #define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF" -#define MOVESPEED_ID_SHOVE "SHOVE" #define MOVESPEED_ID_FAT "FAT" #define MOVESPEED_ID_COLD "COLD" #define MOVESPEED_ID_HUNGRY "HUNGRY" diff --git a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm index 14cc7c9e5e..9a3b5d55f4 100644 --- a/code/__DEFINES/status_effects.dm +++ b/code/__DEFINES/status_effects.dm @@ -111,6 +111,9 @@ #define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg +/// shoves inflict this to indicate the next shove while this is in effect should disarm guns +#define STATUS_EFFECT_OFF_BALANCE /datum/status_effect/off_balance + ///////////// // NEUTRAL // ///////////// diff --git a/code/__DEFINES/storage/_storage.dm b/code/__DEFINES/storage/_storage.dm index 3a05293d2d..6eb613b423 100644 --- a/code/__DEFINES/storage/_storage.dm +++ b/code/__DEFINES/storage/_storage.dm @@ -19,7 +19,7 @@ /// Size of EACH left/right border icon for volumetric boxes #define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1 /// Minimum pixels an item must have in volumetric scaled storage UI -#define MINIMUM_PIXELS_PER_ITEM 8 +#define MINIMUM_PIXELS_PER_ITEM 16 /// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups. #define MAXIMUM_VOLUMETRIC_ITEMS 256 /// How much padding to give between items diff --git a/code/__DEFINES/wounds.dm b/code/__DEFINES/wounds.dm index b993429961..73ada71423 100644 --- a/code/__DEFINES/wounds.dm +++ b/code/__DEFINES/wounds.dm @@ -1,4 +1,13 @@ -#define WOUND_DAMAGE_EXPONENT 1.4 + +#define WOUND_DAMAGE_EXPONENT 1.225 + +/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply) +#define WOUND_MINIMUM_DAMAGE 5 +/// an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart +#define DISMEMBER_MINIMUM_DAMAGE 10 +/// any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145) +#define WOUND_MAX_CONSIDERED_DAMAGE 35 + #define WOUND_SEVERITY_TRIVIAL 0 // for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds #define WOUND_SEVERITY_MODERATE 1 @@ -6,38 +15,105 @@ #define WOUND_SEVERITY_CRITICAL 3 #define WOUND_SEVERITY_LOSS 4 // theoretical total limb loss, like dismemberment for cuts -#define WOUND_BRUTE 0 -#define WOUND_SHARP 1 -#define WOUND_BURN 2 +/// any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds +#define WOUND_BLUNT 1 +/// any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds +#define WOUND_SLASH 2 +/// any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds +#define WOUND_PIERCE 3 +/// any concentrated burn attack (lasers really). rolls for burning wounds +#define WOUND_BURN 4 // How much determination reagent to add each time someone gains a new wound in [/datum/wound/proc/second_wind()] #define WOUND_DETERMINATION_MODERATE 1 #define WOUND_DETERMINATION_SEVERE 2.5 #define WOUND_DETERMINATION_CRITICAL 5 +#define WOUND_DETERMINATION_LOSS 7.5 +/// the max amount of determination you can have #define WOUND_DETERMINATION_MAX 10 -// set wound_bonus on an item or attack to this to disable checking wounding for the attack +/// set wound_bonus on an item or attack to this to disable checking wounding for the attack #define CANT_WOUND -100 // list in order of highest severity to lowest -#define WOUND_LIST_BONE list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate) -#define WOUND_LIST_CUT list(/datum/wound/brute/cut/loss, /datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate) -#define WOUND_LIST_BURN list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate) +GLOBAL_LIST_INIT(global_wound_types, list(WOUND_BLUNT = list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate), + WOUND_SLASH = list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate), + WOUND_PIERCE = list(/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate), + WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate) + )) + +GLOBAL_LIST_INIT(global_all_wound_types, list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate, + /datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate, + /datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate, + /datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)) // Thresholds for infection for burn wounds, once infestation hits each threshold, things get steadily worse -#define WOUND_INFECTION_MODERATE 4 // below this has no ill effects from infection -#define WOUND_INFECTION_SEVERE 8 // then below here, you ooze some pus and suffer minor tox damage, but nothing serious -#define WOUND_INFECTION_CRITICAL 12 // then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad -#define WOUND_INFECTION_SEPTIC 20 // below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb +/// below this has no ill effects from infection +#define WOUND_INFECTION_MODERATE 4 +/// then below here, you ooze some pus and suffer minor tox damage, but nothing serious +#define WOUND_INFECTION_SEVERE 8 +/// then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad +#define WOUND_INFECTION_CRITICAL 12 +/// below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb +#define WOUND_INFECTION_SEPTIC 20 // above WOUND_INFECTION_SEPTIC, your limb is completely putrid and you start rolling to lose the entire limb by way of paralyzation. After 3 failed rolls (~4-5% each probably), the limb is paralyzed -#define WOUND_BURN_SANITIZATION_RATE 0.15 // how quickly sanitization removes infestation and decays per tick -#define WOUND_CUT_MAX_BLOODFLOW 8 // how much blood you can lose per tick per cut max. 8 is a LOT of blood for one cut so don't worry about hitting it easily -#define WOUND_BONE_HEAD_TIME_VARIANCE 20 // if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100) + +/// how quickly sanitization removes infestation and decays per tick +#define WOUND_BURN_SANITIZATION_RATE 0.15 +/// how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily +#define WOUND_SLASH_MAX_BLOODFLOW 8 +/// dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people +#define WOUND_SLASH_DEAD_CLOT_MIN 0.05 +/// if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100) +#define WOUND_BONE_HEAD_TIME_VARIANCE 20 // The following are for persistent scar save formats -#define SCAR_SAVE_ZONE 1 // The body_zone we're applying to on granting -#define SCAR_SAVE_DESC 2 // The description we're loading -#define SCAR_SAVE_PRECISE_LOCATION 3 // The precise location we're loading -#define SCAR_SAVE_SEVERITY 4 // The severity the scar had +/// The version number of the scar we're saving +#define SCAR_SAVE_VERS 1 +/// The body_zone we're applying to on granting +#define SCAR_SAVE_ZONE 2 +/// The description we're loading +#define SCAR_SAVE_DESC 3 +/// The precise location we're loading +#define SCAR_SAVE_PRECISE_LOCATION 4 +/// The severity the scar had +#define SCAR_SAVE_SEVERITY 5 +///how many fields there are above (NOT INCLUDING THIS OBVIOUSLY) +#define SCAR_SAVE_LENGTH 5 + +// increment this number when you update the persistent scarring format in a way that invalidates previous saved scars (new fields, reordering, etc) +/// saved scars with a version lower than this will be discarded +#define SCAR_CURRENT_VERSION 1 + + +// With the wounds pt. 2 update, general dismemberment now requires 2 things for a limb to be dismemberable (bone only creatures just need the second): +// 1. Skin is mangled: A critical slash or pierce wound on that limb +// 2. Bone is mangled: At least a severe bone wound on that limb +// see [/obj/item/bodypart/proc/get_mangled_state] for more information +#define BODYPART_MANGLED_NONE 0 +#define BODYPART_MANGLED_BONE 1 +#define BODYPART_MANGLED_FLESH 2 +#define BODYPART_MANGLED_BOTH 3 + +// What kind of biology we have, and what wounds we can suffer, mostly relies on the HAS_FLESH and HAS_BONE species traits on human species +/// golems and androids, cannot suffer any wounds +#define BIO_INORGANIC 0 +/// skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember +#define BIO_JUST_BONE 1 +/// nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds +#define BIO_JUST_FLESH 2 +/// standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember +#define BIO_FLESH_BONE 3 + +/// If this wound requires having the HAS_FLESH flag for humanoids +#define FLESH_WOUND (1<<0) +/// If this wound requires having the HAS_BONE flag for humanaoids +#define BONE_WOUND (1<<1) +/// If having this wound counts as mangled flesh for dismemberment +#define MANGLES_FLESH (1<<2) +/// If having this wound counts as mangled bone for dismemberment +#define MANGLES_BONE (1<<3) +/// If this wound marks the limb as being allowed to have gauze applied +#define ACCEPTS_GAUZE (1<<4) diff --git a/code/__HELPERS/text.dm b/code/__HELPERS/text.dm index 9c71cfeb69..6dfb685331 100644 --- a/code/__HELPERS/text.dm +++ b/code/__HELPERS/text.dm @@ -113,6 +113,22 @@ else return trim(html_encode(name), max_length) +/** + * stripped_multiline_input but reflects to the user instead if it's too big and returns null. + */ +/proc/stripped_multiline_input_or_reflect(mob/user, message = "", title = "", default = "", max_length=MAX_MESSAGE_LEN, no_trim=FALSE) + var/name = input(user, message, title, default) as message|null + if(isnull(name)) // Return null if canceled. + return null + if(length(name) > max_length) + to_chat(user, name) + to_chat(user, "^^^----- The preceeding message has been DISCARDED for being over the maximum length of [max_length]. It has NOT been sent! -----^^^") + return null + if(no_trim) + return copytext(html_encode(name), 1, max_length) + else + return trim(html_encode(name), max_length) + #define NO_CHARS_DETECTED 0 #define SPACES_DETECTED 1 #define SYMBOLS_DETECTED 2 @@ -811,4 +827,4 @@ GLOBAL_LIST_INIT(binary, list("0","1")) corrupted_text += pick(corruption_options) if(prob(15)) corrupted_text += pick(corruption_options) - return corrupted_text \ No newline at end of file + return corrupted_text diff --git a/code/_globalvars/lists/loadout_categories.dm b/code/_globalvars/lists/loadout_categories.dm new file mode 100644 index 0000000000..2a44bf60f4 --- /dev/null +++ b/code/_globalvars/lists/loadout_categories.dm @@ -0,0 +1,13 @@ +GLOBAL_LIST_INIT(loadout_categories, list( + CATEGORY_BACKPACK = list(SUBCATEGORY_BACKPACK_GENERAL, SUBCATEGORY_BACKPACK_TOYS), + CATEGORY_NECK = list(SUBCATEGORY_NECK_GENERAL, SUBCATEGORY_NECK_TIE, SUBCATEGORY_NECK_SCARVES), + CATEGORY_MASK = NOSUBCATEGORY, + CATEGORY_HANDS = NOSUBCATEGORY, + CATEGORY_UNIFORM = list(SUBCATEGORY_UNIFORM_GENERAL, SUBCATEGORY_UNIFORM_JOBS, SUBCATEGORY_UNIFORM_SUITS, SUBCATEGORY_UNIFORM_SKIRTS, SUBCATEGORY_UNIFORM_DRESSES, SUBCATEGORY_UNIFORM_SWEATERS, SUBCATEGORY_UNIFORM_PANTS, SUBCATEGORY_UNIFORM_SHORTS), + CATEGORY_SUIT = list(SUBCATEGORY_SUIT_GENERAL, SUBCATEGORY_SUIT_COATS, SUBCATEGORY_SUIT_JACKETS, SUBCATEGORY_SUIT_JOBS), + CATEGORY_HEAD = list(SUBCATEGORY_HEAD_GENERAL, SUBCATEGORY_HEAD_JOBS), + CATEGORY_SHOES = NOSUBCATEGORY, + CATEGORY_GLOVES = NOSUBCATEGORY, + CATEGORY_GLASSES = NOSUBCATEGORY, + CATEGORY_DONATOR = NOSUBCATEGORY +)) diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 6a26a6f116..9e88476513 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -238,25 +238,24 @@ else return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100 -/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, current_force) +/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart) var/message_verb = "attacked" - if(I.attack_verb && I.attack_verb.len) + if(length(I.attack_verb)) message_verb = "[pick(I.attack_verb)]" - if(current_force < I.force * FEEBLE_ATTACK_MSG_THRESHOLD) - message_verb = "[pick("feebly", "limply", "saplessly")] [message_verb]" else if(!I.force) return var/message_hit_area = "" if(hit_area) message_hit_area = " in the [hit_area]" - var/attack_message = "[src] has been [message_verb][message_hit_area] with [I]." + var/attack_message = "[src] is [message_verb][message_hit_area] with [I]!" + var/attack_message_local = "You're [message_verb][message_hit_area] with [I]!" if(user in viewers(src, null)) - attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!" + attack_message = "[user] [message_verb] [src][message_hit_area] with [I]!" + attack_message_local = "[user] [message_verb] you[message_hit_area] with [I]!" + if(user == src) + attack_message_local = "You [message_verb] yourself[message_hit_area] with [I]" visible_message("[attack_message]",\ - "[attack_message]", null, COMBAT_MESSAGE_RANGE) - if(hit_area == BODY_ZONE_HEAD) - if(prob(2)) - playsound(src, 'sound/weapons/dink.ogg', 30, 1) + "[attack_message_local]", null, COMBAT_MESSAGE_RANGE) return 1 /// How much stamina this takes to swing this is not for realism purposes hecc off. diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm index 4b2cf24f1e..4f59992ace 100644 --- a/code/controllers/subsystem/job.dm +++ b/code/controllers/subsystem/job.dm @@ -674,7 +674,7 @@ SUBSYSTEM_DEF(job) return for(var/i in the_mob.client.prefs.chosen_gear) var/datum/gear/G = i - G = GLOB.loadout_items[slot_to_string(initial(G.category))][initial(G.name)] + G = GLOB.loadout_items[initial(G.category)][initial(G.subcategory)][initial(G.name)] if(!G) continue var/permitted = TRUE @@ -682,14 +682,14 @@ SUBSYSTEM_DEF(job) permitted = FALSE if(G.donoritem && !G.donator_ckey_check(the_mob.client.ckey)) permitted = FALSE - if(!equipbackpackstuff && G.category == SLOT_IN_BACKPACK)//snowflake check since plopping stuff in the backpack doesnt work for pre-job equip loadout stuffs + if(!equipbackpackstuff && G.slot == SLOT_IN_BACKPACK)//snowflake check since plopping stuff in the backpack doesnt work for pre-job equip loadout stuffs permitted = FALSE - if(equipbackpackstuff && G.category != SLOT_IN_BACKPACK)//ditto + if(equipbackpackstuff && G.slot != SLOT_IN_BACKPACK)//ditto permitted = FALSE if(!permitted) continue var/obj/item/I = new G.path - if(!M.equip_to_slot_if_possible(I, G.category, disable_warning = TRUE, bypass_equip_delay_self = TRUE)) // If the job's dresscode compliant, try to put it in its slot, first + if(!M.equip_to_slot_if_possible(I, G.slot, disable_warning = TRUE, bypass_equip_delay_self = TRUE)) // If the job's dresscode compliant, try to put it in its slot, first if(iscarbon(M)) var/mob/living/carbon/C = M var/obj/item/storage/backpack/B = C.back diff --git a/code/controllers/subsystem/persistence.dm b/code/controllers/subsystem/persistence.dm index b4a162c982..5b60747725 100644 --- a/code/controllers/subsystem/persistence.dm +++ b/code/controllers/subsystem/persistence.dm @@ -561,8 +561,8 @@ SUBSYSTEM_DEF(persistence) ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = "" else for(var/k in ending_human.all_wounds) - var/datum/wound/W = k - W.remove_wound() // so we can get the scars for open wounds + var/datum/wound/iter_wound = k + iter_wound.remove_wound() // so we can get the scars for open wounds if(!ending_human.client) return ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ending_human.format_scars() diff --git a/code/controllers/subsystem/processing/circuit.dm b/code/controllers/subsystem/processing/circuit.dm index 880e7a16a8..ac720a7fb4 100644 --- a/code/controllers/subsystem/processing/circuit.dm +++ b/code/controllers/subsystem/processing/circuit.dm @@ -50,20 +50,17 @@ PROCESSING_SUBSYSTEM_DEF(circuit) /obj/item/electronic_assembly/simple, /obj/item/electronic_assembly/hook, /obj/item/electronic_assembly/pda, - /obj/item/electronic_assembly/dildo, /obj/item/electronic_assembly/small/default, /obj/item/electronic_assembly/small/cylinder, /obj/item/electronic_assembly/small/scanner, /obj/item/electronic_assembly/small/hook, /obj/item/electronic_assembly/small/box, - /obj/item/electronic_assembly/small/dildo, /obj/item/electronic_assembly/medium/default, /obj/item/electronic_assembly/medium/box, /obj/item/electronic_assembly/medium/clam, /obj/item/electronic_assembly/medium/medical, /obj/item/electronic_assembly/medium/gun, /obj/item/electronic_assembly/medium/radio, - /obj/item/electronic_assembly/medium/dildo, /obj/item/electronic_assembly/large/default, /obj/item/electronic_assembly/large/scope, /obj/item/electronic_assembly/large/terminal, diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm index 765f0c8382..0bc4e6665a 100755 --- a/code/controllers/subsystem/ticker.dm +++ b/code/controllers/subsystem/ticker.dm @@ -711,7 +711,8 @@ SUBSYSTEM_DEF(ticker) 'sound/roundend/yeehaw.ogg', 'sound/roundend/disappointed.ogg', 'sound/roundend/gondolabridge.ogg', - 'sound/roundend/haveabeautifultime.ogg'\ + 'sound/roundend/haveabeautifultime.ogg', + 'sound/roundend/CitadelStationHasSeenBetterDays.ogg'\ ) SEND_SOUND(world, sound(round_end_sound)) diff --git a/code/datums/components/butchering.dm b/code/datums/components/butchering.dm index b5b8849155..4f56f58d23 100644 --- a/code/datums/components/butchering.dm +++ b/code/datums/components/butchering.dm @@ -67,7 +67,7 @@ H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD) if(slit_throat) - var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new + var/datum/wound/slash/critical/screaming_through_a_slit_throat = new screaming_through_a_slit_throat.apply_wound(slit_throat) H.apply_status_effect(/datum/status_effect/neck_slice) diff --git a/code/datums/components/embedded.dm b/code/datums/components/embedded.dm index ce124646f4..51098756d3 100644 --- a/code/datums/components/embedded.dm +++ b/code/datums/components/embedded.dm @@ -29,7 +29,6 @@ */ - /datum/component/embedded dupe_mode = COMPONENT_DUPE_ALLOWED var/obj/item/bodypart/limb @@ -139,30 +138,36 @@ limb.embedded_objects |= weapon // on the inside... on the inside... weapon.forceMove(victim) RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon) - + var/damage = 0 if(harmful) victim.visible_message("[weapon] embeds itself in [victim]'s [limb.name]!",ignored_mobs=victim) to_chat(victim, "[weapon] embeds itself in your [limb.name]!") victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject) playsound(victim,'sound/weapons/bladeslice.ogg', 40) weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody! - var/damage = weapon.w_class * impact_pain_mult - limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE) + damage = weapon.w_class * impact_pain_mult SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded) else victim.visible_message("[weapon] sticks itself to [victim]'s [limb.name]!",ignored_mobs=victim) to_chat(victim, "[weapon] sticks itself to your [limb.name]!") + if(damage > 0) + var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration) + limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness()) + /// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking. /datum/component/embedded/proc/jostleCheck() var/mob/living/carbon/victim = parent - var/chance = jostle_chance + var/damage = weapon.w_class * pain_mult + var/pain_chance_current = jostle_chance if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND)) - chance *= 0.5 + pain_chance_current *= 0.5 - if(harmful && prob(chance)) - var/damage = weapon.w_class * jostle_pain_mult + if(pain_stam_pct && IS_STAMCRIT(victim)) //if it's a less-lethal embed, give them a break if they're already stamcritted + pain_chance_current *= 0.2 + damage *= 0.5 + if(harmful && prob(pain_chance_current)) limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND) to_chat(victim, "[weapon] embedded in your [limb.name] jostles and stings!") @@ -199,7 +204,7 @@ if(harmful) var/damage = weapon.w_class * remove_pain_mult - limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus. + limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND) //It hurts to rip it out, get surgery you dingus. victim.emote("scream") victim.visible_message("[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!", "You successfully remove [weapon] from your [limb.name].") else @@ -279,11 +284,13 @@ limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND) to_chat(victim, "[weapon] embedded in your [limb.name] hurts!") - if(prob(fall_chance)) + var/fall_chance_current = fall_chance + if(victim.mobility_flags & ~MOBILITY_STAND) + fall_chance_current *= 0.2 + + if(prob(fall_chance_current)) fallOutCarbon() - - //////////////////////////////////////// //////////////TURF PROCS//////////////// //////////////////////////////////////// diff --git a/code/datums/components/killerqueen.dm b/code/datums/components/killerqueen.dm new file mode 100644 index 0000000000..1c660d0a87 --- /dev/null +++ b/code/datums/components/killerqueen.dm @@ -0,0 +1,91 @@ +/** + * KILLER QUEEN + * + * Simple contact bomb component + * Blows up the first person to touch it. + */ +/datum/component/killerqueen + can_transfer = TRUE + /// strength of explosion on the touch-er. 0 to disable. usually only used if the normal explosion is disabled (this is the default). + var/ex_strength = EXPLODE_HEAVY + /// callback to invoke with (parent, victim) before standard detonation - useful for losing a reference to this component or implementing custom behavior. return FALSE to prevent explosion. + var/datum/callback/pre_explode + /// callback to invoke with (parent) when deleting without an explosion + var/datum/callback/failure + /// did we explode + var/exploded = FALSE + /// examine message + var/examine_message + /// light explosion radius + var/light = 0 + /// heavy explosion radius + var/heavy = 0 + /// dev explosion radius + var/dev = 0 + /// flame explosion radius + var/flame = 0 + /// only triggered by living mobs + var/living_only = TRUE + + +/datum/component/killerqueen/Initialize(ex_strength = EXPLODE_HEAVY, datum/callback/pre_explode, datum/callback/failure, examine_message, light = 0, heavy = 0, dev = 0, flame = 0, living_only = TRUE) + . = ..() + if(. & COMPONENT_INCOMPATIBLE) + return + if(!isatom(parent)) + return COMPONENT_INCOMPATIBLE + src.ex_strength = ex_strength + src.pre_explode = pre_explode + src.failure = failure + src.examine_message = examine_message + src.light = light + src.heavy = heavy + src.dev = dev + src.flame = flame + src.living_only = living_only + +/datum/component/killerqueen/Destroy() + if(!exploded) + failure?.Invoke(parent) + return ..() + +/datum/component/killerqueen/RegisterWithParent() + . = ..() + RegisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_ATTACK_ANIMAL), .proc/touch_detonate) + RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/bump_detonate) + RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/attackby_detonate) + RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine) + +/datum/component/killerqueen/UnregisterFromParent() + . = ..() + UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, + COMSIG_MOVABLE_BUMP, COMSIG_PARENT_ATTACKBY, COMSIG_PARENT_EXAMINE)) + +/datum/component/killerqueen/proc/attackby_detonate(datum/source, obj/item/I, mob/user) + detonate(user) + +/datum/component/killerqueen/proc/bump_detonate(datum/source, atom/A) + detonate(A) + +/datum/component/killerqueen/proc/touch_detonate(datum/source, mob/user) + detonate(user) + +/datum/component/killerqueen/proc/on_examine(datum/source, mob/examiner, list/examine_return) + if(examine_message) + examine_return += examine_message + +/datum/component/killerqueen/proc/detonate(atom/victim) + if(!isliving(victim) && living_only) + return + if(pre_explode && !pre_explode.Invoke(parent, victim)) + return + if(ex_strength) + victim.ex_act(ex_strength) + if(light || heavy || dev || flame) + explosion(parent, dev, heavy, light, flame_range = flame) + else + var/turf/T = get_turf(parent) + playsound(T, 'sound/effects/explosion2.ogg', 200, 1) + new /obj/effect/temp_visual/explosion(T) + exploded = TRUE + qdel(src) diff --git a/code/datums/components/pellet_cloud.dm b/code/datums/components/pellet_cloud.dm index 938d9f5f56..6a1028cc65 100644 --- a/code/datums/components/pellet_cloud.dm +++ b/code/datums/components/pellet_cloud.dm @@ -1,3 +1,8 @@ +// the following defines are used for [/datum/component/pellet_cloud/var/list/wound_info_by_part] to store the damage, wound_bonus, and bw_bonus for each bodypart hit +#define CLOUD_POSITION_DAMAGE 1 +#define CLOUD_POSITION_W_BONUS 2 +#define CLOUD_POSITION_BW_BONUS 3 + /* * This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point, * without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated @@ -29,7 +34,10 @@ var/list/pellets = list() /// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages var/list/targets_hit = list() - /// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()] + + /// Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart + var/list/wound_info_by_part = list() + /// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs] var/list/bodies /// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()] var/list/purple_hearts @@ -64,6 +72,7 @@ /datum/component/pellet_cloud/Destroy(force, silent) purple_hearts = null pellets = null + wound_info_by_part = null targets_hit = null bodies = null return ..() @@ -187,10 +196,26 @@ break ///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets) -/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle) +/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone) pellets -= P terminated++ hits++ + var/obj/item/bodypart/hit_part + if(iscarbon(target) && hit_zone) + var/mob/living/carbon/hit_carbon = target + hit_part = hit_carbon.get_bodypart(hit_zone) + if(hit_part) + target = hit_part + if(P.wound_bonus != CANT_WOUND) // handle wounding + // unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide + // while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target + if(isnull(wound_info_by_part[hit_part])) + wound_info_by_part[hit_part] = list(0, 0, 0) + wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay + wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus + wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus + P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate + targets_hit[target]++ if(targets_hit[target] == 1) RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE) @@ -231,13 +256,23 @@ for(var/atom/target in targets_hit) var/num_hits = targets_hit[target] UnregisterSignal(target, COMSIG_PARENT_QDELETING) - if(num_hits > 1) - target.visible_message("[target] is hit by [num_hits] [proj_name]s!", null, null, COMBAT_MESSAGE_RANGE, target) - to_chat(target, "You're hit by [num_hits] [proj_name]s!") - else - target.visible_message("[target] is hit by a [proj_name]!", null, null, COMBAT_MESSAGE_RANGE, target) - to_chat(target, "You're hit by a [proj_name]!") + var/obj/item/bodypart/hit_part + if(isbodypart(target)) + hit_part = target + target = hit_part.owner + var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] + var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] + var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] + var/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling + wound_info_by_part[hit_part] = null + hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness)) + if(num_hits > 1) + target.visible_message("[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!", null, null, COMBAT_MESSAGE_RANGE, target) + to_chat(target, "You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!") + else + target.visible_message("[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!", null, null, COMBAT_MESSAGE_RANGE, target) + to_chat(target, "You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!") UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED) if(queued_delete) qdel(parent) @@ -281,3 +316,7 @@ targets_hit -= target bodies -= target purple_hearts -= target + +#undef CLOUD_POSITION_DAMAGE +#undef CLOUD_POSITION_W_BONUS +#undef CLOUD_POSITION_BW_BONUS diff --git a/code/datums/elements/embed.dm b/code/datums/elements/embed.dm index 8a7acde9cb..876414330f 100644 --- a/code/datums/elements/embed.dm +++ b/code/datums/elements/embed.dm @@ -2,7 +2,7 @@ The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true. - Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them. + Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/item/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them. Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT. Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own. @@ -37,10 +37,10 @@ if(!isitem(target) && !isprojectile(target)) return ELEMENT_INCOMPATIBLE + RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage) if(isitem(target)) RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbedMob) RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/checkEmbedOther) - RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage) RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined) RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed) RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon) @@ -68,7 +68,7 @@ if(isitem(target)) UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED)) else - UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT)) + UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH)) /// Checking to see if we're gonna embed into a human @@ -79,13 +79,13 @@ var/actual_chance = embed_chance if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign - var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor + var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved if(armor) // we only care about armor penetration if there's actually armor to penetrate var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on if(actual_chance <= 0) - victim.visible_message("[weapon] bounces off [victim]'s armor!", "[weapon] bounces off your armor!", vision_distance = COMBAT_MESSAGE_RANGE) + victim.visible_message("[weapon] bounces off [victim]'s armor, unable to embed!", "[weapon] bounces off your armor, unable to embed!", vision_distance = COMBAT_MESSAGE_RANGE) return var/roll_embed = prob(actual_chance) @@ -147,7 +147,7 @@ return TRUE ///A different embed element has been attached, so we'll detach and let them handle things -/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E) +/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E) if(istype(E, /datum/element/embed)) Detach(weapon) @@ -169,46 +169,35 @@ * it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to. */ /datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone) - if(!iscarbon(hit) && !isclosedturf(hit)) + if(!iscarbon(hit)) Detach(P) return // we don't care var/obj/item/payload = new payload_type(get_turf(hit)) - var/did_embed - if(iscarbon(hit)) - var/mob/living/carbon/C = hit - var/obj/item/bodypart/limb - limb = C.get_bodypart(hit_zone) - if(!limb) - limb = C.get_bodypart() - did_embed = payload.tryEmbed(limb) - else - did_embed = payload.tryEmbed(hit) + if(istype(payload, /obj/item/shrapnel/bullet)) + payload.name = P.name + payload.embedding = P.embedding + payload.updateEmbedding() + var/mob/living/carbon/C = hit + var/obj/item/bodypart/limb = C.get_bodypart(hit_zone) + if(!limb) + limb = C.get_bodypart() - if(!did_embed) - payload.failedEmbed() + payload.tryEmbed(limb) Detach(P) /** - * tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it. - * - * The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel (which likely represents said bullet), and possibly - * AGAIN if we actually embed. This way, we save on at least one message. Runs the standard embed checks on the mob/turf. - * * Arguments: - * * I- what we're trying to embed, obviously - * * target- what we're trying to shish-kabob, either a bodypart, a carbon, or a closed turf + * * I- the item we're trying to insert into the target + * * target- what we're trying to shish-kabob, either a bodypart or a carbon * * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting. * * forced- if we want this to succeed 100% */ /datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE) var/obj/item/bodypart/limb var/mob/living/carbon/C - var/turf/closed/T - if(!forced && !prob(embed_chance)) return - if(iscarbon(target)) C = target if(!hit_zone) @@ -218,10 +207,5 @@ limb = target hit_zone = limb.body_zone C = limb.owner - else if(isclosedturf(target)) - T = target - - if(C) - return checkEmbedMob(I, C, hit_zone, forced=TRUE) - else if(T) - return checkEmbedOther(I, T, forced=TRUE) + checkEmbedMob(I, C, hit_zone, forced=TRUE) + return TRUE diff --git a/code/datums/elements/photosynthesis.dm b/code/datums/elements/photosynthesis.dm index 93e4369b8b..4fe0615b1f 100644 --- a/code/datums/elements/photosynthesis.dm +++ b/code/datums/elements/photosynthesis.dm @@ -60,7 +60,7 @@ if(L.stat == DEAD) continue if(light_nutrition_gain) - L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL) + L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED) if(light_amount > bonus_lum || light_amount < malus_lum) var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM] if(light_bruteheal) diff --git a/code/datums/explosion.dm b/code/datums/explosion.dm index dc32902e5e..dc9569a4d5 100644 --- a/code/datums/explosion.dm +++ b/code/datums/explosion.dm @@ -196,14 +196,12 @@ GLOBAL_LIST_EMPTY(explosions) //------- EX_ACT AND TURF FIRES ------- - if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag - var/list/items = list() - for(var/I in T) - var/atom/A = I - if (!(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't. - items += A.GetAllContents() - for(var/O in items) - var/atom/A = O + if((T == epicenter) && !QDELETED(explosion_source) && ismovable(explosion_source) && (get_turf(explosion_source) == T)) // Ensures explosives detonating from bags trigger other explosives in that bag + var/list/atoms = list() + for(var/atom/A in explosion_source.loc) // the ismovableatom check 2 lines above makes sure we don't nuke an /area + atoms += A + for(var/i in atoms) + var/atom/A = i if(!QDELETED(A)) A.ex_act(dist) diff --git a/code/datums/mutations/actions.dm b/code/datums/mutations/actions.dm index 7e6d567cfa..bd9ecaeeaa 100644 --- a/code/datums/mutations/actions.dm +++ b/code/datums/mutations/actions.dm @@ -410,7 +410,7 @@ throw_speed = 4 embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 100, "embedded_fall_chance" = 0) w_class = WEIGHT_CLASS_SMALL - sharpness = IS_SHARP + sharpness = SHARP_POINTY var/mob/living/carbon/human/fired_by /// if we missed our target var/missed = TRUE diff --git a/code/datums/mutations/hulk.dm b/code/datums/mutations/hulk.dm index bc7b9171a8..5d363124d9 100644 --- a/code/datums/mutations/hulk.dm +++ b/code/datums/mutations/hulk.dm @@ -27,6 +27,24 @@ target.attack_hulk(owner) return INTERRUPT_UNARMED_ATTACK | NO_AUTO_CLICKDELAY_HANDLING +/** + *Checks damage of a hulk's arm and applies bone wounds as necessary. + * + *Called by specific atoms being attacked, such as walls. If an atom + *does not call this proc, than punching that atom will not cause + *arm breaking (even if the atom deals recoil damage to hulks). + *Arguments: + *arg1 is the arm to evaluate damage of and possibly break. + */ +/datum/mutation/human/hulk/proc/break_an_arm(obj/item/bodypart/arm) + switch(arm.brute_dam) + if(45 to 50) + arm.force_wound_upwards(/datum/wound/blunt/critical) + if(41 to 45) + arm.force_wound_upwards(/datum/wound/blunt/severe) + if(35 to 41) + arm.force_wound_upwards(/datum/wound/blunt/moderate) + /datum/mutation/human/hulk/on_life() if(owner.health < 0) on_losing(owner) diff --git a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm index aa27c6424e..6e59d4fa2c 100644 --- a/code/datums/status_effects/debuffs.dm +++ b/code/datums/status_effects/debuffs.dm @@ -97,6 +97,21 @@ duration = set_duration return ..() +/datum/status_effect/off_balance + id = "offbalance" + alert_type = null + +/datum/status_effect/off_balance/on_creation(mob/living/new_owner, set_duration) + if(isnum(set_duration)) + duration = set_duration + return ..() + +/datum/status_effect/off_balance/on_remove() + var/active_item = owner.get_active_held_item() + if(is_type_in_typecache(active_item, GLOB.shove_disarming_types)) + owner.visible_message("[owner.name] regains their grip on \the [active_item]!", "You regain your grip on \the [active_item]", null, COMBAT_MESSAGE_RANGE) + return ..() + /obj/screen/alert/status_effect/asleep name = "Asleep" desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are." @@ -433,7 +448,7 @@ var/still_bleeding = FALSE for(var/thing in throat.wounds) var/datum/wound/W = thing - if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE) + if(W.wound_type == WOUND_SLASH && W.severity > WOUND_SEVERITY_MODERATE) still_bleeding = TRUE break if(!still_bleeding) @@ -547,8 +562,8 @@ owner.DefaultCombatKnockdown(15, TRUE, FALSE, 15) if(iscarbon(owner)) var/mob/living/carbon/C = owner - C.silent = max(2, C.silent) - C.stuttering = max(5, C.stuttering) + C.silent = max(5, C.silent) //Increased, now lasts until five seconds after it ends, instead of 2 + C.stuttering = max(10, C.stuttering) //Increased, now lasts for five seconds after the mute ends, instead of 3 if(!old_health) old_health = owner.health if(!old_oxyloss) diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm index 91440d36de..045b1b257d 100644 --- a/code/datums/status_effects/wound_effects.dm +++ b/code/datums/status_effects/wound_effects.dm @@ -117,8 +117,7 @@ /datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound) . = ..() - var/datum/wound/W = incoming_wound - linked_wound = W + linked_wound = incoming_wound linked_limb = linked_wound.limb /datum/status_effect/wound/on_remove() @@ -140,9 +139,9 @@ // bones -/datum/status_effect/wound/bone +/datum/status_effect/wound/blunt -/datum/status_effect/wound/bone/interact_speed_modifier() +/datum/status_effect/wound/blunt/interact_speed_modifier() var/mob/living/carbon/C = owner if(C.get_active_hand() == linked_limb) @@ -151,7 +150,7 @@ return 1 -/datum/status_effect/wound/bone/action_cooldown_mod() +/datum/status_effect/wound/blunt/action_cooldown_mod() var/mob/living/carbon/C = owner if(C.get_active_hand() == linked_limb) @@ -159,24 +158,34 @@ return 1 -/datum/status_effect/wound/bone/moderate +/datum/status_effect/wound/blunt/moderate id = "disjoint" -/datum/status_effect/wound/bone/severe +/datum/status_effect/wound/blunt/severe id = "hairline" -/datum/status_effect/wound/bone/critical +/datum/status_effect/wound/blunt/critical id = "compound" // cuts -/datum/status_effect/wound/cut/moderate +/datum/status_effect/wound/slash/moderate id = "abrasion" -/datum/status_effect/wound/cut/severe +/datum/status_effect/wound/slash/severe id = "laceration" -/datum/status_effect/wound/cut/critical +/datum/status_effect/wound/slash/critical id = "avulsion" +// pierce +/datum/status_effect/wound/pierce/moderate + id = "breakage" + +/datum/status_effect/wound/pierce/severe + id = "puncture" + +/datum/status_effect/wound/pierce/critical + id = "rupture" + // burns /datum/status_effect/wound/burn/moderate id = "seconddeg" diff --git a/code/datums/traits/negative.dm b/code/datums/traits/negative.dm index 87126ae28f..68b5d6f987 100644 --- a/code/datums/traits/negative.dm +++ b/code/datums/traits/negative.dm @@ -14,7 +14,7 @@ if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any return else - quirk_holder.blood_volume -= 0.275 + quirk_holder.blood_volume -= 0.2 /datum/quirk/depression name = "Depression" @@ -54,7 +54,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms) if("Botanist") heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie) if("Medical Doctor") - heirloom_type = /obj/item/healthanalyzer/advanced + heirloom_type = /obj/item/healthanalyzer if("Paramedic") heirloom_type = /obj/item/lighter if("Station Engineer") @@ -337,10 +337,8 @@ GLOBAL_LIST_EMPTY(family_heirlooms) dumb_thing = FALSE //only once per life if(prob(1)) new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code + // small chance to make eye contact with inanimate objects/mindless mobs because of nerves - - - /datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A) var/mob/living/mind_check = A if(prob(85) || (istype(mind_check) && mind_check.mind)) diff --git a/code/datums/wounds/_scars.dm b/code/datums/wounds/_scars.dm index bfbaab835e..8cd0d8a047 100644 --- a/code/datums/wounds/_scars.dm +++ b/code/datums/wounds/_scars.dm @@ -53,8 +53,12 @@ if(victim) LAZYADD(victim.all_scars, src) - description = pick(W.scarring_descriptions) - precise_location = pick(limb.specific_locations) + if(victim && victim.get_biological_state() == BIO_JUST_BONE) + description = pick(strings(BONE_SCAR_FILE, W.scar_keyword)) || "general disfigurement" + else + description = pick(strings(FLESH_SCAR_FILE, W.scar_keyword)) || "general disfigurement" + + precise_location = pick(strings(SCAR_LOC_FILE, limb.body_zone)) switch(W.severity) if(WOUND_SEVERITY_MODERATE) visibility = 2 @@ -62,6 +66,9 @@ visibility = 3 if(WOUND_SEVERITY_CRITICAL) visibility = 5 + if(WOUND_SEVERITY_LOSS) + visibility = 7 + precise_location = "amputation" /// Used when we finalize a scar from a healing cut /datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W) @@ -71,10 +78,11 @@ LAZYADD(victim.all_scars, src) /// Used to "load" a persistent scar -/datum/scar/proc/load(obj/item/bodypart/BP, description, specific_location, severity=WOUND_SEVERITY_SEVERE) - if(!(BP.body_zone in applicable_zones)) +/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE) + if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb()) qdel(src) return + limb = BP src.severity = severity LAZYADD(limb.scars, src) @@ -90,6 +98,8 @@ visibility = 3 if(WOUND_SEVERITY_CRITICAL) visibility = 5 + if(WOUND_SEVERITY_LOSS) + visibility = 7 return TRUE /// What will show up in examine_more() if this scar is visible @@ -102,9 +112,12 @@ if(WOUND_SEVERITY_MODERATE) msg = "[msg]" if(WOUND_SEVERITY_SEVERE) - msg = "[msg]" + msg = "[msg]" if(WOUND_SEVERITY_CRITICAL) - msg = "[msg]" + msg = "[msg]" + if(WOUND_SEVERITY_LOSS) + msg = "[victim.p_their(TRUE)] [limb.name] [description]." // different format + msg = "[msg]" return "\t[msg]" /// Whether a scar can currently be seen by the viewer @@ -117,12 +130,12 @@ if(!ishuman(victim) || isobserver(viewer) || victim == viewer) return TRUE - var/mob/living/carbon/human/H = victim + var/mob/living/carbon/human/human_victim = victim if(istype(limb, /obj/item/bodypart/head)) - if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE))) + if((human_victim.wear_mask && (human_victim.wear_mask.flags_inv & HIDEFACE)) || (human_victim.head && (human_victim.head.flags_inv & HIDEFACE))) return FALSE else if(limb.scars_covered_by_clothes) - var/num_covers = LAZYLEN(H.clothingonpart(limb)) + var/num_covers = LAZYLEN(human_victim.clothingonpart(limb)) if(num_covers + get_dist(viewer, victim) >= visibility) return FALSE @@ -131,4 +144,9 @@ /// Used to format a scar to safe in preferences for persistent scars /datum/scar/proc/format() if(!fake) - return "[limb.body_zone]|[description]|[precise_location]|[severity]" + return "[SCAR_CURRENT_VERSION]|[limb.body_zone]|[description]|[precise_location]|[severity]" + +/// Used to format a scar to safe in preferences for persistent scars +/datum/scar/proc/format_amputated(body_zone) + description = pick(list("is several skintone shades paler than the rest of the body", "is a gruesome patchwork of artificial flesh", "has a large series of attachment scars at the articulation points")) + return "[SCAR_CURRENT_VERSION]|[body_zone]|[description]|amputated|[WOUND_SEVERITY_LOSS]" \ No newline at end of file diff --git a/code/datums/wounds/_wounds.dm b/code/datums/wounds/_wounds.dm index b1ba49b7ab..29c87b32d4 100644 --- a/code/datums/wounds/_wounds.dm +++ b/code/datums/wounds/_wounds.dm @@ -33,15 +33,13 @@ /// Either WOUND_SEVERITY_TRIVIAL (meme wounds like stubbed toe), WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, or WOUND_SEVERITY_CRITICAL (or maybe WOUND_SEVERITY_LOSS) var/severity = WOUND_SEVERITY_MODERATE - /// The list of wounds it belongs in, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN + /// The list of wounds it belongs in, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN var/wound_type /// What body zones can we affect var/list/viable_zones = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) /// Who owns the body part that we're wounding var/mob/living/carbon/victim = null - /// If we only work on organics (everything right now) - var/organic_only = TRUE /// The bodypart we're parented to var/obj/item/bodypart/limb = null @@ -51,8 +49,6 @@ var/list/treatable_by_grabbed /// Tools with the specified tool flag will also be able to try directly treating this wound var/treatable_tool - /// Set to TRUE if we don't give a shit about the patient's comfort and are allowed to just use any random sharp thing on this wound. Will require an aggressive grab or more to perform - var/treatable_sharp /// How long it will take to treat this wound with a standard effective tool, assuming it doesn't need surgery var/base_treat_time = 5 SECONDS @@ -65,17 +61,13 @@ /// How much we're contributing to this limb's bleed_rate var/blood_flow - /// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding()] to begin suffering this wound, see check_wounding_mods() for more + /// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding] to begin suffering this wound, see check_wounding_mods() for more var/threshold_minimum /// How much having this wound will add to all future check_wounding() rolls on this limb, to allow progression to worse injuries with repeated damage var/threshold_penalty /// If we need to process each life tick var/processes = FALSE - /// If TRUE and an item that can treat multiple different types of coexisting wounds (gauze can be used to splint broken bones, staunch bleeding, and cover burns), we get first dibs if we come up first for it, then become nonpriority. - /// Otherwise, if no untreated wound claims the item, we cycle through the non priority wounds and pick a random one who can use that item. - var/treat_priority = FALSE - /// If having this wound makes currently makes the parent bodypart unusable var/disabling @@ -89,12 +81,15 @@ var/cryo_progress /// What kind of scars this wound will create description wise once healed - var/list/scarring_descriptions = list("general disfigurement") + var/scar_keyword = "generic" /// If we've already tried scarring while removing (since remove_wound calls qdel, and qdel calls remove wound, .....) TODO: make this cleaner var/already_scarred = FALSE /// If we forced this wound through badmin smite, we won't count it towards the round totals var/from_smite + /// What flags apply to this wound + var/wound_flags = (FLESH_WOUND | BONE_WOUND | ACCEPTS_GAUZE) + /datum/wound/Destroy() if(attached_surgery) QDEL_NULL(attached_surgery) @@ -115,13 +110,13 @@ * * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented) */ /datum/wound/proc/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE) - if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner)) + if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !L.is_organic_limb()) qdel(src) return if(ishuman(L.owner)) var/mob/living/carbon/human/H = L.owner - if(organic_only && ((NOBLOOD in H.dna.species.species_traits) || !L.is_organic_limb())) + if(((wound_flags & BONE_WOUND) && !(HAS_BONE in H.dna.species.species_traits)) || ((wound_flags & FLESH_WOUND) && !(HAS_FLESH in H.dna.species.species_traits))) qdel(src) return @@ -161,7 +156,7 @@ victim.visible_message(msg, "Your [limb.name] [occur_text]!", vision_distance = vis_dist) if(sound_effect) - playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE) + playsound(L.owner, sound_effect, 70 + 20 * severity, TRUE) if(!demoted) wound_injury(old_wound) @@ -181,7 +176,7 @@ SEND_SIGNAL(victim, COMSIG_CARBON_LOSE_WOUND, src, limb) if(limb && !ignore_limb) LAZYREMOVE(limb.wounds, src) - limb.update_wounds() + limb.update_wounds(replaced) /** * replace_wound() is used when you want to replace the current wound with a new wound, presumably of the same category, just of a different severity (either up or down counts) @@ -189,7 +184,7 @@ * This proc actually instantiates the new wound based off the specific type path passed, then returns the new instantiated wound datum. * * Arguments: - * * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/brute/cut/severe + * * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/slash/severe * * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented) */ /datum/wound/proc/replace_wound(new_type, smited = FALSE) @@ -206,7 +201,6 @@ /// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand /datum/wound/proc/second_wind() - switch(severity) if(WOUND_SEVERITY_MODERATE) victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_MODERATE) @@ -214,11 +208,13 @@ victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_SEVERE) if(WOUND_SEVERITY_CRITICAL) victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_CRITICAL) + if(WOUND_SEVERITY_LOSS) + victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_LOSS) /** - * try_treating() is an intercept run from [/mob/living/carbon/attackby()] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction. + * try_treating() is an intercept run from [/mob/living/carbon/proc/attackby] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction. * - * This proc leads into [/datum/wound/proc/treat()] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted + * This proc leads into [/datum/wound/proc/treat] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted * with var/list/treatable_by and var/treatable_tool, then if an item fulfills one of those requirements and our wound claims it first, it goes over to treat() and treat_self(). * * Arguments: @@ -258,7 +254,7 @@ treat(I, user) return TRUE -/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling()]). Treatment is still is handled in [/datum/wound/proc/treat()] +/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling]). Treatment is still is handled in [/datum/wound/proc/treat] /datum/wound/proc/check_grab_treatments(obj/item/I, mob/user) return FALSE @@ -288,10 +284,22 @@ if(cryo_progress > 33 * severity) qdel(src) +/// When synthflesh is applied to the victim, we call this. No sense in setting up an entire chem reaction system for wounds when we only care for a few chems. Probably will change in the future +/datum/wound/proc/on_synthflesh(power) + return + +/// Called when the patient is undergoing stasis, so that having fully treated a wound doesn't make you sit there helplessly until you think to unbuckle them +/datum/wound/proc/on_stasis() + return + /// Called when we're crushed in an airlock or firedoor, for one of the improvised joint dislocation fixes /datum/wound/proc/crush() return +/// Used when we're being dragged while bleeding, the value we return is how much bloodloss this wound causes from being dragged. Since it's a proc, you can let bandages soak some of the blood +/datum/wound/proc/drag_bleed_amount() + return + /** * get_examine_description() is used in carbon/examine and human/examine to show the status of this wound. Useful if you need to show some status like the wound being splinted or bandaged. * @@ -301,7 +309,8 @@ * * mob/user: The user examining the wound's owner, if that matters */ /datum/wound/proc/get_examine_description(mob/user) - return "[victim.p_their(TRUE)] [limb.name] [examine_desc]!" + . = "[victim.p_their(TRUE)] [limb.name] [examine_desc]" + . = severity <= WOUND_SEVERITY_MODERATE ? "[.]." : "[.]!" /datum/wound/proc/get_scanner_description(mob/user) return "Type: [name]\nSeverity: [severity_text()]\nDescription: [desc]\nRecommended Treatment: [treat_text]" diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm index 80d922cba3..128c860a6d 100644 --- a/code/datums/wounds/bones.dm +++ b/code/datums/wounds/bones.dm @@ -1,4 +1,3 @@ - /* Bones */ @@ -7,12 +6,10 @@ /* Base definition */ -/datum/wound/brute/bone - sound_effect = 'sound/effects/crack1.ogg' - wound_type = WOUND_LIST_BONE - - /// The item we're currently splinted with, if there is one - var/obj/item/stack/splinted +/datum/wound/blunt + sound_effect = 'sound/effects/wounds/crack1.ogg' + wound_type = WOUND_BLUNT + wound_flags = (BONE_WOUND | ACCEPTS_GAUZE) /// Have we been taped? var/taped @@ -31,12 +28,12 @@ /// How long do we wait +/- 20% for the next trauma? var/trauma_cycle_cooldown /// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest - var/chance_internal_bleeding = 0 + var/internal_bleeding_chance = 0 /* Overwriting of base procs */ -/datum/wound/brute/bone/wound_injury(datum/wound/old_wound = null) +/datum/wound/blunt/wound_injury(datum/wound/old_wound = null) if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group) processes = TRUE active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND) @@ -53,14 +50,14 @@ update_inefficiencies() -/datum/wound/brute/bone/remove_wound(ignore_limb, replaced) +/datum/wound/blunt/remove_wound(ignore_limb, replaced) limp_slowdown = 0 QDEL_NULL(active_trauma) if(victim) UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK) return ..() -/datum/wound/brute/bone/handle_process() +/datum/wound/blunt/handle_process() . = ..() if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle) if(active_trauma) @@ -86,7 +83,7 @@ remove_wound() /// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so -/datum/wound/brute/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity) +/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity) if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE) return @@ -104,61 +101,54 @@ limb.receive_damage(brute=rand(3,7)) return COMPONENT_NO_ATTACK_HAND -/datum/wound/brute/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus) - if(!victim) +/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus) + if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE) return + if(ishuman(victim)) + var/mob/living/carbon/human/human_victim = victim + if(NOBLOOD in human_victim.dna?.species.species_traits) + return - if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + wounding_dmg)) + if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg)) var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound switch(blood_bled) if(1 to 6) victim.bleed(blood_bled, TRUE) if(7 to 13) - victim.visible_message("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.", "You cough up a bit of blood from the blow to your chest.") + victim.visible_message("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.", "You cough up a bit of blood from the blow to your chest.", vision_distance=COMBAT_MESSAGE_RANGE) victim.bleed(blood_bled, TRUE) if(14 to 19) - victim.visible_message("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!", "You spit out a string of blood from the blow to your chest!") + victim.visible_message("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!", "You spit out a string of blood from the blow to your chest!", vision_distance=COMBAT_MESSAGE_RANGE) new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) victim.bleed(blood_bled) if(20 to INFINITY) - victim.visible_message("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!", "You choke up on a spray of blood from the blow to your chest!") + victim.visible_message("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!", "You choke up on a spray of blood from the blow to your chest!", vision_distance=COMBAT_MESSAGE_RANGE) victim.bleed(blood_bled) new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) victim.add_splatter_floor(get_step(victim.loc, victim.dir)) - if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND) - return - splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE) - if(QDELETED(splinted)) - var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned") - victim.visible_message("The splint securing [victim]'s [limb.name] is [destroyed_verb] away!", "The splint securing your [limb.name] is [destroyed_verb] away!", vision_distance=COMBAT_MESSAGE_RANGE) - splinted = null - treat_priority = TRUE - update_inefficiencies() - - -/datum/wound/brute/bone/get_examine_description(mob/user) - if(!splinted && !gelled && !taped) +/datum/wound/blunt/get_examine_description(mob/user) + if(!limb.current_gauze && !gelled && !taped) return ..() - var/msg = "" - if(!splinted) - msg = "[victim.p_their(TRUE)] [limb.name] [examine_desc]" + var/list/msg = list() + if(!limb.current_gauze) + msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]" else - var/splint_condition = "" + var/sling_condition = "" // how much life we have left in these bandages - switch(splinted.obj_integrity / splinted.max_integrity * 100) + switch(limb.current_gauze.obj_integrity / limb.current_gauze.max_integrity * 100) if(0 to 25) - splint_condition = "just barely " + sling_condition = "just barely " if(25 to 50) - splint_condition = "loosely " + sling_condition = "loosely " if(50 to 75) - splint_condition = "mostly " + sling_condition = "mostly " if(75 to INFINITY) - splint_condition = "tightly " + sling_condition = "tightly " - msg = "[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]" + msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]" if(taped) msg += ", and appears to be reforming itself under some surgical tape!" @@ -166,58 +156,35 @@ msg += ", with fizzing flecks of blue bone gel sparking off the bone!" else msg += "!" - return "[msg]" + return "[msg.Join()]" /* - New common procs for /datum/wound/brute/bone/ + New common procs for /datum/wound/blunt/ */ -/datum/wound/brute/bone/proc/update_inefficiencies() +/datum/wound/blunt/proc/update_inefficiencies() if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)) - if(splinted) - limp_slowdown = initial(limp_slowdown) * splinted.splint_factor + if(limb.current_gauze) + limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor else limp_slowdown = initial(limp_slowdown) victim.apply_status_effect(STATUS_EFFECT_LIMP) else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) - if(splinted) - interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * splinted.splint_factor) + if(limb.current_gauze) + interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor) else interaction_efficiency_penalty = interaction_efficiency_penalty - if(initial(disabling) && splinted) - disabling = FALSE - else if(initial(disabling)) - disabling = TRUE + if(initial(disabling)) + disabling = !limb.current_gauze limb.update_wounds() -/* - BEWARE OF REDUNDANCY AHEAD THAT I MUST PARE DOWN -*/ - -/datum/wound/brute/bone/proc/splint(obj/item/stack/I, mob/user) - if(splinted && splinted.splint_factor >= I.splint_factor) - to_chat(user, "The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].") - return - - user.visible_message("[user] begins splinting [victim]'s [limb.name] with [I].", "You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - - if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) - return - - user.visible_message("[user] finishes splinting [victim]'s [limb.name]!", "You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!") - treat_priority = FALSE - splinted = new I.type(limb) - splinted.amount = 1 - I.use(1) - update_inefficiencies() - /* Moderate (Joint Dislocation) */ -/datum/wound/brute/bone/moderate +/datum/wound/blunt/moderate name = "Joint Dislocation" desc = "Patient's bone has been unset from socket, causing pain and reduced motor function." treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice." @@ -226,19 +193,20 @@ severity = WOUND_SEVERITY_MODERATE viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) interaction_efficiency_penalty = 1.5 - limp_slowdown = 3 - threshold_minimum = 35 + limp_slowdown = 1.5 + threshold_minimum = 45 threshold_penalty = 15 treatable_tool = TOOL_BONESET - status_effect_type = /datum/status_effect/wound/bone/moderate - scarring_descriptions = list("light discoloring", "a slight blue tint") + wound_flags = (BONE_WOUND) + status_effect_type = /datum/status_effect/wound/blunt/moderate + scar_keyword = "bluntmoderate" -/datum/wound/brute/bone/moderate/crush() +/datum/wound/blunt/moderate/crush() if(prob(33)) victim.visible_message("[victim]'s dislocated [limb.name] pops back into place!", "Your dislocated [limb.name] pops back into place! Ow!") remove_wound() -/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user) +/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user) if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB) return FALSE @@ -256,7 +224,7 @@ return TRUE /// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent -/datum/wound/brute/bone/moderate/proc/chiropractice(mob/living/carbon/human/user) +/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user) var/time = base_treat_time if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) @@ -275,7 +243,7 @@ chiropractice(user) /// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent -/datum/wound/brute/bone/moderate/proc/malpractice(mob/living/carbon/human/user) +/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user) var/time = base_treat_time if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) @@ -293,7 +261,7 @@ malpractice(user) -/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user) +/datum/wound/blunt/moderate/treat(obj/item/I, mob/user) if(victim == user) victim.visible_message("[user] begins resetting [victim.p_their()] [limb.name] with [I].", "You begin resetting your [limb.name] with [I]...") else @@ -317,56 +285,57 @@ Severe (Hairline Fracture) */ -/datum/wound/brute/bone/severe +/datum/wound/blunt/severe name = "Hairline Fracture" desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality." - treat_text = "Recommended light surgical application of bone gel, though splinting will prevent worsening situation." - examine_desc = "appears bruised and grotesquely swollen" - + treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation." + examine_desc = "appears grotesquely swollen, its attachment weakened" occur_text = "sprays chips of bone and develops a nasty looking bruise" + severity = WOUND_SEVERITY_SEVERE interaction_efficiency_penalty = 2 - limp_slowdown = 6 - threshold_minimum = 60 + limp_slowdown = 4 + threshold_minimum = 70 threshold_penalty = 30 - treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel) - status_effect_type = /datum/status_effect/wound/bone/severe - treat_priority = TRUE - scarring_descriptions = list("a faded, fist-sized bruise", "a vaguely triangular peel scar") + treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel) + status_effect_type = /datum/status_effect/wound/blunt/severe + scar_keyword = "bluntsevere" brain_trauma_group = BRAIN_TRAUMA_MILD trauma_cycle_cooldown = 1.5 MINUTES - chance_internal_bleeding = 40 + internal_bleeding_chance = 40 + wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE) -/datum/wound/brute/bone/critical +/datum/wound/blunt/critical name = "Compound Fracture" desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb." treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP." - examine_desc = "has a cracked bone sticking out of it" + examine_desc = "is mangled and pulped, seemingly held together by tissue alone" occur_text = "cracks apart, exposing broken bones to open air" + severity = WOUND_SEVERITY_CRITICAL interaction_efficiency_penalty = 4 - limp_slowdown = 9 - sound_effect = 'sound/effects/crack2.ogg' - threshold_minimum = 115 + limp_slowdown = 6 + sound_effect = 'sound/effects/wounds/crack2.ogg' + threshold_minimum = 125 threshold_penalty = 50 disabling = TRUE - treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel) - status_effect_type = /datum/status_effect/wound/bone/critical - treat_priority = TRUE - scarring_descriptions = list("a section of janky skin lines and badly healed scars", "a large patch of uneven skin tone", "a cluster of calluses") + treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel) + status_effect_type = /datum/status_effect/wound/blunt/critical + scar_keyword = "bluntcritical" brain_trauma_group = BRAIN_TRAUMA_SEVERE trauma_cycle_cooldown = 2.5 MINUTES - chance_internal_bleeding = 60 + internal_bleeding_chance = 60 + wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE) // doesn't make much sense for "a" bone to stick out of your head -/datum/wound/brute/bone/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited) +/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited) if(L.body_zone == BODY_ZONE_HEAD) occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood" examine_desc = "has an unsettling indent, with bits of skull poking out" . = ..() /// if someone is using bone gel on our wound -/datum/wound/brute/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user) +/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user) if(gelled) to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!") return @@ -385,12 +354,12 @@ var/painkiller_bonus = 0 if(victim.drunkenness) painkiller_bonus += 5 - if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine)) + if(victim.reagents?.has_reagent(/datum/reagent/medicine/morphine)) painkiller_bonus += 10 - if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/determination)) + if(victim.reagents?.has_reagent(/datum/reagent/determination)) painkiller_bonus += 5 - if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers + if(prob(25 + (20 * severity - 2) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers victim.visible_message("[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!", "You black out from the pain of applying [I] to your [limb.name] before you can finish!") victim.AdjustUnconscious(5 SECONDS) return @@ -401,7 +370,7 @@ gelled = TRUE /// if someone is using surgical tape on our wound -/datum/wound/brute/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user) +/datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user) if(!gelled) to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!") return @@ -426,15 +395,13 @@ taped = TRUE processes = TRUE -/datum/wound/brute/bone/treat(obj/item/I, mob/user) +/datum/wound/blunt/treat(obj/item/I, mob/user) if(istype(I, /obj/item/stack/medical/bone_gel)) gel(I, user) else if(istype(I, /obj/item/stack/sticky_tape/surgical)) tape(I, user) - else if(istype(I, /obj/item/stack/medical/gauze)) - splint(I, user) -/datum/wound/brute/bone/get_scanner_description(mob/user) +/datum/wound/blunt/get_scanner_description(mob/user) . = ..() . += "
" @@ -444,7 +411,7 @@ else if(!taped) . += "Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.\n" else - . += "Note: Bone regeneration in effect. Bone is [round((regen_points_current*100)/regen_points_needed,0.1)]% regenerated.\n" + . += "Note: Bone regeneration in effect. Bone is [round(regen_points_current*100/regen_points_needed)]% regenerated.\n" if(limb.body_zone == BODY_ZONE_HEAD) . += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired." diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm index 6a6629a0c9..f3e22807cf 100644 --- a/code/datums/wounds/burns.dm +++ b/code/datums/wounds/burns.dm @@ -1,14 +1,14 @@ - // TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code /datum/wound/burn a_or_from = "from" - wound_type = WOUND_LIST_BURN + wound_type = WOUND_BURN processes = TRUE - sound_effect = 'sound/effects/sizzle1.ogg' + sound_effect = 'sound/effects/wounds/sizzle1.ogg' + wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE) - treatable_by = list(/obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon + treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon // Flesh damage vars /// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed @@ -27,8 +27,6 @@ /// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen) var/strikes_to_lose_limb = 3 - /// The current bandage we have for this wound (maybe move bandages to the limb?) - var/obj/item/stack/current_bandage /datum/wound/burn/handle_process() . = ..() @@ -47,15 +45,11 @@ sanitization += 0.3 flesh_healing += 0.5 - if(current_bandage) - current_bandage.absorption_capacity -= WOUND_BURN_SANITIZATION_RATE - if(current_bandage.absorption_capacity <= 0) - victim.visible_message("Pus soaks through \the [current_bandage] on [victim]'s [limb.name].", "Pus soaks through \the [current_bandage] on your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE) - QDEL_NULL(current_bandage) - treat_priority = TRUE + if(limb.current_gauze) + limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE) if(flesh_healing > 0) - var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1) + var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1) flesh_damage = max(0, flesh_damage - 1) flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing @@ -67,7 +61,7 @@ // sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization if(sanitization > 0) - var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1) + var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1) infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE) sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor)) return @@ -122,10 +116,10 @@ if(strikes_to_lose_limb <= 0) return "[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic." - var/condition = "" - if(current_bandage) + var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]") + if(limb.current_gauze) var/bandage_condition - switch(current_bandage.absorption_capacity) + switch(limb.current_gauze.absorption_capacity) if(0 to 1.25) bandage_condition = "nearly ruined " if(1.25 to 2.75) @@ -135,7 +129,7 @@ if(4 to INFINITY) bandage_condition = "clean " - condition += " underneath a dressing of [bandage_condition] [current_bandage.name]" + condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]" else switch(infestation) if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) @@ -149,7 +143,7 @@ else condition += "!" - return "[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]" + return "[condition.Join()]" /datum/wound/burn/get_scanner_description(mob/user) if(strikes_to_lose_limb == 0) @@ -186,7 +180,7 @@ /// if someone is using ointment on our burns /datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user) user.visible_message("[user] begins applying [I] to [victim]'s [limb.name]...", "You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...") - if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target = victim)) + if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists))) return limb.heal_damage(I.heal_brute, I.heal_burn) @@ -200,36 +194,6 @@ else try_treating(I, user) -/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously -/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user) - QDEL_NULL(current_bandage) - current_bandage = new I.type(limb) - current_bandage.amount = 1 - treat_priority = FALSE - sanitization += I.sanitization - I.use(1) - -/// if someone is wrapping gauze on our burns -/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user) - if(current_bandage) - if(current_bandage.absorption_capacity > I.absorption_capacity + 1) - to_chat(user, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!") - return - user.visible_message("[user] begins to redress the burns on [victim]'s [limb.name] with [I]...", "You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - else - user.visible_message("[user] begins to dress the burns on [victim]'s [limb.name] with [I]...", "You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - - if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) - return - - user.visible_message("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].") - QDEL_NULL(current_bandage) - current_bandage = new I.type(limb) - current_bandage.amount = 1 - treat_priority = FALSE - sanitization += I.sanitization - I.use(1) - /// if someone is using mesh on our burns /datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user) user.visible_message("[user] begins wrapping [victim]'s [limb.name] with [I]...", "You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") @@ -249,7 +213,7 @@ /// Paramedic UV penlights /datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user) - if(I.uv_cooldown > world.time) + if(!COOLDOWN_FINISHED(I, uv_cooldown)) to_chat(user, "[I] is still recharging!") return if(infestation <= 0 || infestation < sanitization) @@ -258,20 +222,29 @@ user.visible_message("[user] flashes the burns on [victim]'s [limb] with [I].", "You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].", vision_distance=COMBAT_MESSAGE_RANGE) sanitization += I.uv_power - I.uv_cooldown = world.time + I.uv_cooldown_length + COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length) /datum/wound/burn/treat(obj/item/I, mob/user) - if(istype(I, /obj/item/stack/medical/gauze)) - bandage(I, user) - else if(istype(I, /obj/item/stack/medical/ointment)) + if(istype(I, /obj/item/stack/medical/ointment)) ointment(I, user) else if(istype(I, /obj/item/stack/medical/mesh)) mesh(I, user) else if(istype(I, /obj/item/flashlight/pen/paramedic)) uv(I, user) -/// basic support for instabitaluri/synthflesh healing flesh damage, more chem support in the future -/datum/wound/burn/proc/regenerate_flesh(amount) +// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored +/datum/wound/burn/on_stasis() + . = ..() + if(flesh_healing > 0) + flesh_damage = max(0, flesh_damage - 0.2) + if((flesh_damage <= 0) && (infestation <= 1)) + to_chat(victim, "The burns on your [limb.name] have cleared up!") + qdel(src) + return + if(sanitization > 0) + infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2) + +/datum/wound/burn/on_synthflesh(amount) flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard // we don't even care about first degree burns, straight to second @@ -282,12 +255,12 @@ examine_desc = "is badly burned and breaking out in blisters" occur_text = "breaks out with violent red burns" severity = WOUND_SEVERITY_MODERATE - damage_mulitplier_penalty = 1.1 - threshold_minimum = 40 + damage_mulitplier_penalty = 1.05 + threshold_minimum = 50 threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds status_effect_type = /datum/status_effect/wound/burn/moderate flesh_damage = 5 - scarring_descriptions = list("small amoeba-shaped skinmarks", "a faded streak of depressed skin") + scar_keyword = "burnmoderate" /datum/wound/burn/severe name = "Third Degree Burns" @@ -296,14 +269,14 @@ examine_desc = "appears seriously charred, with aggressive red splotches" occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns" severity = WOUND_SEVERITY_SEVERE - damage_mulitplier_penalty = 1.2 - threshold_minimum = 80 + damage_mulitplier_penalty = 1.1 + threshold_minimum = 90 threshold_penalty = 40 status_effect_type = /datum/status_effect/wound/burn/severe - treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) + treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment flesh_damage = 12.5 - scarring_descriptions = list("a large, jagged patch of faded skin", "random spots of shiny, smooth skin", "spots of taut, leathery skin") + scar_keyword = "burnsevere" /datum/wound/burn/critical name = "Catastrophic Burns" @@ -312,12 +285,12 @@ examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue" occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess" severity = WOUND_SEVERITY_CRITICAL - damage_mulitplier_penalty = 1.3 - sound_effect = 'sound/effects/sizzle2.ogg' - threshold_minimum = 140 + damage_mulitplier_penalty = 1.15 + sound_effect = 'sound/effects/wounds/sizzle2.ogg' + threshold_minimum = 150 threshold_penalty = 80 status_effect_type = /datum/status_effect/wound/burn/critical - treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) + treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment flesh_damage = 20 - scarring_descriptions = list("massive, disfiguring keloid scars", "several long streaks of badly discolored and malformed skin", "unmistakeable splotches of dead tissue from serious burns") + scar_keyword = "burncritical" diff --git a/code/datums/wounds/loss.dm b/code/datums/wounds/loss.dm new file mode 100644 index 0000000000..6c5e536fb2 --- /dev/null +++ b/code/datums/wounds/loss.dm @@ -0,0 +1,41 @@ +/datum/wound/loss + name = "Dismembered" + desc = "oof ouch!!" + + sound_effect = 'sound/effects/dismember.ogg' + severity = WOUND_SEVERITY_LOSS + threshold_minimum = 180 + status_effect_type = null + scar_keyword = "dismember" + wound_flags = null + +/// Our special proc for our special dismembering, the wounding type only matters for what text we have +/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH) + if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember()) + qdel(src) + return + + already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here + + switch(wounding_type) + if(WOUND_BLUNT) + occur_text = "is shattered through the last bone holding it together, severing it completely!" + if(WOUND_SLASH) + occur_text = "is slashed through the last tissue holding it together, severing it completely!" + if(WOUND_PIERCE) + occur_text = "is pierced through the last tissue holding it together, severing it completely!" + if(WOUND_BURN) + occur_text = "is completely incinerated, falling to dust!" + + victim = dismembered_part.owner + + var/msg = "[victim]'s [dismembered_part.name] [occur_text]!" + + victim.visible_message(msg, "Your [dismembered_part.name] [occur_text]!") + + limb = dismembered_part + severity = WOUND_SEVERITY_LOSS + second_wind() + log_wound(victim, src) + dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE) + qdel(src) diff --git a/code/datums/wounds/pierce.dm b/code/datums/wounds/pierce.dm new file mode 100644 index 0000000000..56c60b31d7 --- /dev/null +++ b/code/datums/wounds/pierce.dm @@ -0,0 +1,170 @@ +/* + Pierce +*/ + +/datum/wound/pierce + sound_effect = 'sound/weapons/slice.ogg' + processes = TRUE + wound_type = WOUND_PIERCE + treatable_by = list(/obj/item/stack/medical/suture) + treatable_tool = TOOL_CAUTERY + base_treat_time = 3 SECONDS + wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE) + + /// How much blood we start losing when this wound is first applied + var/initial_flow + /// If gauzed, what percent of the internal bleeding actually clots of the total absorption rate + var/gauzed_clot_rate + + /// When hit on this bodypart, we have this chance of losing some blood + the incoming damage + var/internal_bleeding_chance + /// If we let off blood when hit, the max blood lost is this * the incoming damage + var/internal_bleeding_coefficient + +/datum/wound/pierce/wound_injury(datum/wound/old_wound) + blood_flow = initial_flow + +/datum/wound/pierce/receive_damage(wounding_type, wounding_dmg, wound_bonus) + if(victim.stat == DEAD || wounding_dmg < 5) + return + if(victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg)) + if(limb.current_gauze && limb.current_gauze.splint_factor) + wounding_dmg *= (1 - limb.current_gauze.splint_factor) + var/blood_bled = rand(1, wounding_dmg * internal_bleeding_coefficient) // 12 brute toolbox can cause up to 15/18/21 bloodloss on mod/sev/crit + switch(blood_bled) + if(1 to 6) + victim.bleed(blood_bled, TRUE) + if(7 to 13) + victim.visible_message("Blood droplets fly from the hole in [victim]'s [limb.name].", "You cough up a bit of blood from the blow to your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE) + victim.bleed(blood_bled, TRUE) + if(14 to 19) + victim.visible_message("A small stream of blood spurts from the hole in [victim]'s [limb.name]!", "You spit out a string of blood from the blow to your [limb.name]!", vision_distance=COMBAT_MESSAGE_RANGE) + new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) + victim.bleed(blood_bled) + if(20 to INFINITY) + victim.visible_message("A spray of blood streams from the gash in [victim]'s [limb.name]!", "You choke up on a spray of blood from the blow to your [limb.name]!", vision_distance=COMBAT_MESSAGE_RANGE) + victim.bleed(blood_bled) + new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) + victim.add_splatter_floor(get_step(victim.loc, victim.dir)) + +/datum/wound/pierce/handle_process() + blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW) + + if(victim.bodytemperature < (BODYTEMP_NORMAL - 10)) + blood_flow -= 0.2 + if(prob(5)) + to_chat(victim, "You feel the [lowertext(name)] in your [limb.name] firming up from the cold!") + + if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin)) + blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first + + if(limb.current_gauze) + blood_flow -= limb.current_gauze.absorption_rate * gauzed_clot_rate + limb.current_gauze.absorption_capacity -= limb.current_gauze.absorption_rate + + if(blood_flow <= 0) + qdel(src) + +/datum/wound/pierce/on_stasis() + . = ..() + if(blood_flow <= 0) + qdel(src) + +/datum/wound/pierce/treat(obj/item/I, mob/user) + if(istype(I, /obj/item/stack/medical/suture)) + suture(I, user) + else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300) + tool_cauterize(I, user) + +/datum/wound/pierce/on_xadone(power) + . = ..() + blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort + +/datum/wound/pierce/on_synthflesh(power) + . = ..() + blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates + +/// If someone is using a suture to close this cut +/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user) + var/self_penalty_mult = (user == victim ? 1.4 : 1) + user.visible_message("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) + return + user.visible_message("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].") + var/blood_sutured = I.stop_bleeding / self_penalty_mult * 0.5 + blood_flow -= blood_sutured + limb.heal_damage(I.heal_brute, I.heal_burn) + + if(blood_flow > 0) + try_treating(I, user) + else + to_chat(user, "You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].") + +/// If someone is using either a cautery tool or something with heat to cauterize this pierce +/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user) + var/self_penalty_mult = (user == victim ? 1.5 : 1) + user.visible_message("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) + return + + user.visible_message("[user] cauterizes some of the bleeding on [victim].", "You cauterize some of the bleeding on [victim].") + limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND) + if(prob(30)) + victim.emote("scream") + var/blood_cauterized = (0.6 / self_penalty_mult) * 0.5 + blood_flow -= blood_cauterized + + if(blood_flow > 0) + try_treating(I, user) + +/datum/wound/pierce/moderate + name = "Minor Breakage" + desc = "Patient's skin has been broken open, causing severe bruising and minor internal bleeding in affected area." + treat_text = "Treat affected site with bandaging or exposure to extreme cold. In dire cases, brief exposure to vacuum may suffice." // space is cold in ss13, so it's like an ice pack! + examine_desc = "has a small, circular hole, gently bleeding" + occur_text = "spurts out a thin stream of blood" + sound_effect = 'sound/effects/wounds/pierce1.ogg' + severity = WOUND_SEVERITY_MODERATE + initial_flow = 1.5 + gauzed_clot_rate = 0.8 + internal_bleeding_chance = 30 + internal_bleeding_coefficient = 1.25 + threshold_minimum = 40 + threshold_penalty = 15 + status_effect_type = /datum/status_effect/wound/pierce/moderate + scar_keyword = "piercemoderate" + +/datum/wound/pierce/severe + name = "Open Puncture" + desc = "Patient's internal tissue is penetrated, causing sizeable internal bleeding and reduced limb stability." + treat_text = "Repair punctures in skin by suture or cautery, extreme cold may also work." + examine_desc = "is pierced clear through, with bits of tissue obscuring the open hole" + occur_text = "looses a violent spray of blood, revealing a pierced wound" + sound_effect = 'sound/effects/wounds/pierce2.ogg' + severity = WOUND_SEVERITY_SEVERE + initial_flow = 2.25 + gauzed_clot_rate = 0.6 + internal_bleeding_chance = 60 + internal_bleeding_coefficient = 1.5 + threshold_minimum = 60 + threshold_penalty = 25 + status_effect_type = /datum/status_effect/wound/pierce/severe + scar_keyword = "piercesevere" + +/datum/wound/pierce/critical + name = "Ruptured Cavity" + desc = "Patient's internal tissue and circulatory system is shredded, causing significant internal bleeding and damage to internal organs." + treat_text = "Surgical repair of puncture wound, followed by supervised resanguination." + examine_desc = "is ripped clear through, barely held together by exposed bone" + occur_text = "blasts apart, sending chunks of viscera flying in all directions" + sound_effect = 'sound/effects/wounds/pierce3.ogg' + severity = WOUND_SEVERITY_CRITICAL + initial_flow = 3 + gauzed_clot_rate = 0.4 + internal_bleeding_chance = 80 + internal_bleeding_coefficient = 1.75 + threshold_minimum = 110 + threshold_penalty = 40 + status_effect_type = /datum/status_effect/wound/pierce/critical + scar_keyword = "piercecritical" + wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH) diff --git a/code/datums/wounds/cuts.dm b/code/datums/wounds/slash.dm similarity index 60% rename from code/datums/wounds/cuts.dm rename to code/datums/wounds/slash.dm index 59ce286884..9044835272 100644 --- a/code/datums/wounds/cuts.dm +++ b/code/datums/wounds/slash.dm @@ -1,17 +1,16 @@ - /* Cuts */ -/datum/wound/brute/cut +/datum/wound/slash sound_effect = 'sound/weapons/slice.ogg' processes = TRUE - wound_type = WOUND_LIST_CUT - treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze) + wound_type = WOUND_SLASH + treatable_by = list(/obj/item/stack/medical/suture) treatable_by_grabbed = list(/obj/item/gun/energy/laser) treatable_tool = TOOL_CAUTERY - treat_priority = TRUE base_treat_time = 3 SECONDS + wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE) /// How much blood we start losing when this wound is first applied var/initial_flow @@ -27,75 +26,82 @@ var/max_per_type /// The maximum flow we've had so far var/highest_flow - /// How much flow we've already cauterized - var/cauterized - /// How much flow we've already sutured - var/sutured - /// The current bandage we have for this wound (maybe move bandages to the limb?) - var/obj/item/stack/current_bandage /// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate)) var/datum/scar/highest_scar -/datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null) +/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null) blood_flow = initial_flow if(old_wound) blood_flow = max(old_wound.blood_flow, initial_flow) if(old_wound.severity > severity && old_wound.highest_scar) highest_scar = old_wound.highest_scar old_wound.highest_scar = null - if(old_wound.current_bandage) - current_bandage = old_wound.current_bandage - old_wound.current_bandage = null if(!highest_scar) highest_scar = new highest_scar.generate(limb, src, add_to_scars=FALSE) -/datum/wound/brute/cut/remove_wound(ignore_limb, replaced) +/datum/wound/slash/remove_wound(ignore_limb, replaced) if(!replaced && highest_scar) already_scarred = TRUE highest_scar.lazy_attach(limb) return ..() -/datum/wound/brute/cut/get_examine_description(mob/user) - if(!current_bandage) +/datum/wound/slash/get_examine_description(mob/user) + if(!limb.current_gauze) return ..() - var/bandage_condition = "" + var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with") // how much life we have left in these bandages - switch(current_bandage.absorption_capacity) + switch(limb.current_gauze.absorption_capacity) if(0 to 1.25) - bandage_condition = "nearly ruined " + msg += "nearly ruined " if(1.25 to 2.75) - bandage_condition = "badly worn " + msg += "badly worn " if(2.75 to 4) - bandage_condition = "slightly bloodied " + msg += "slightly bloodied " if(4 to INFINITY) - bandage_condition = "clean " - return "The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!" + msg += "clean " + msg += "[limb.current_gauze.name]!" -/datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus) - if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way + return "[msg.Join()]" + +/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus) + if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way blood_flow += 0.05 * wounding_dmg -/datum/wound/brute/cut/handle_process() - blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW) +/datum/wound/slash/drag_bleed_amount() + // say we have 3 severe cuts with 3 blood flow each, pretty reasonable + // compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile + var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course. - if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin)) + if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker + limb.seep_gauze(bleed_amt * 0.33) + return + + return bleed_amt + +/datum/wound/slash/handle_process() + if(victim.stat == DEAD) + blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN) + if(blood_flow < minimum_flow) + if(demotes_to) + replace_wound(demotes_to) + return + qdel(src) + return + + blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW) + + if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin)) blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first - else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant)) - blood_flow -= 0.25 - if(current_bandage) + if(limb.current_gauze) if(clot_rate > 0) blood_flow -= clot_rate - blood_flow -= current_bandage.absorption_rate - current_bandage.absorption_capacity -= current_bandage.absorption_rate - if(current_bandage.absorption_capacity < 0) - victim.visible_message("Blood soaks through \the [current_bandage] on [victim]'s [limb.name].", "Blood soaks through \the [current_bandage] on your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE) - QDEL_NULL(current_bandage) - treat_priority = TRUE + blood_flow -= limb.current_gauze.absorption_rate + limb.seep_gauze(limb.current_gauze.absorption_rate) else blood_flow -= clot_rate @@ -109,41 +115,57 @@ to_chat(victim, "The cut on your [limb.name] has stopped bleeding!") qdel(src) + +/datum/wound/slash/on_stasis() + if(blood_flow >= minimum_flow) + return + if(demotes_to) + replace_wound(demotes_to) + return + qdel(src) + /* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */ -/datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user) +/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user) if(istype(I, /obj/item/gun/energy/laser)) return TRUE -/datum/wound/brute/cut/treat(obj/item/I, mob/user) +/datum/wound/slash/treat(obj/item/I, mob/user) if(istype(I, /obj/item/gun/energy/laser)) las_cauterize(I, user) else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300) tool_cauterize(I, user) - else if(istype(I, /obj/item/stack/medical/gauze)) - bandage(I, user) else if(istype(I, /obj/item/stack/medical/suture)) suture(I, user) -/datum/wound/brute/cut/try_handling(mob/living/carbon/human/user) +/datum/wound/slash/try_handling(mob/living/carbon/human/user) if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB) return FALSE if(!iscatperson(user)) return FALSE - if(!(user.client?.prefs.vore_flags & LICKABLE)) - return FALSE - lick_wounds(user) return TRUE /// if a felinid is licking this cut to reduce bleeding -/datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user) +/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user) if(INTERACTING_WITH(user, victim)) to_chat(user, "You're already interacting with [victim]!") return + if(user.is_mouth_covered()) + to_chat(user, "Your mouth is covered, you can't lick [victim]'s wounds!") + return + + if(!user.getorganslot(ORGAN_SLOT_TONGUE)) + to_chat(user, "You can't lick wounds without a tongue!") // f in chat + return + + // transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus + for(var/datum/disease/D in victim.diseases) + user.ForceContractDisease(D) + user.visible_message("[user] begins licking the wounds on [victim]'s [limb.name].", "You begin licking the wounds on [victim]'s [limb.name]...", ignored_mobs=victim) to_chat(victim, "[user] begins to lick the wounds on your [limb.name].You successfully lower the severity of [victim]'s cuts.") -/datum/wound/brute/cut/on_xadone(power) +/datum/wound/slash/on_xadone(power) . = ..() blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort +/datum/wound/slash/on_synthflesh(power) + . = ..() + blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is + /// If someone's putting a laser gun up to our cut to cauterize it -/datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user) +/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user) var/self_penalty_mult = (user == victim ? 1.25 : 1) user.visible_message("[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...", "You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...") if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) @@ -180,11 +206,10 @@ return victim.emote("scream") blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good - cauterized += damage / (5 * self_penalty_mult) victim.visible_message("The cuts on [victim]'s [limb.name] scar over!") /// If someone is using either a cautery tool or something with heat to cauterize this cut -/datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user) +/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user) var/self_penalty_mult = (user == victim ? 1.5 : 1) user.visible_message("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) @@ -196,7 +221,6 @@ victim.emote("scream") var/blood_cauterized = (0.6 / self_penalty_mult) blood_flow -= blood_cauterized - cauterized += blood_cauterized if(blood_flow > minimum_flow) try_treating(I, user) @@ -204,15 +228,15 @@ to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") /// If someone is using a suture to close this cut -/datum/wound/brute/cut/proc/suture(obj/item/stack/medical/suture/I, mob/user) +/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user) var/self_penalty_mult = (user == victim ? 1.4 : 1) user.visible_message("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].") var/blood_sutured = I.stop_bleeding / self_penalty_mult blood_flow -= blood_sutured - sutured += blood_sutured limb.heal_damage(I.heal_brute, I.heal_burn) if(blood_flow > minimum_flow) @@ -220,95 +244,57 @@ else if(demotes_to) to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") -/// If someone is using gauze on this cut -/datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user) - if(current_bandage) - if(current_bandage.absorption_capacity > I.absorption_capacity + 1) - to_chat(user, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!") - return - else - user.visible_message("[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - else - user.visible_message("[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) - return - user.visible_message("[user] applies [I] to [victim]'s [limb.name].", "You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].") - QDEL_NULL(current_bandage) - current_bandage = new I.type(limb) - current_bandage.amount = 1 - treat_priority = FALSE - I.use(1) - - -/datum/wound/brute/cut/moderate +/datum/wound/slash/moderate name = "Rough Abrasion" desc = "Patient's skin has been badly scraped, generating moderate blood loss." treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest." examine_desc = "has an open cut" occur_text = "is cut open, slowly leaking blood" - sound_effect = 'sound/effects/blood1.ogg' + sound_effect = 'sound/effects/wounds/blood1.ogg' severity = WOUND_SEVERITY_MODERATE - initial_flow = 2 - minimum_flow = 0.5 + initial_flow = 1.5 + minimum_flow = 0.375 max_per_type = 3 - clot_rate = 0.15 - threshold_minimum = 20 + clot_rate = 0.12 + threshold_minimum = 30 threshold_penalty = 10 - status_effect_type = /datum/status_effect/wound/cut/moderate - scarring_descriptions = list("light, faded lines", "minor cut marks", "a small faded slit", "a series of small scars") + status_effect_type = /datum/status_effect/wound/slash/moderate + scar_keyword = "slashmoderate" -/datum/wound/brute/cut/severe +/datum/wound/slash/severe name = "Open Laceration" desc = "Patient's skin is ripped clean open, allowing significant blood loss." treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery." examine_desc = "has a severe cut" occur_text = "is ripped open, veins spurting blood" - sound_effect = 'sound/effects/blood2.ogg' + sound_effect = 'sound/effects/wounds/blood2.ogg' severity = WOUND_SEVERITY_SEVERE - initial_flow = 3.25 - minimum_flow = 2.75 + initial_flow = 2.4375 + minimum_flow = 2.0625 clot_rate = 0.07 max_per_type = 4 - threshold_minimum = 50 + threshold_minimum = 60 threshold_penalty = 25 - demotes_to = /datum/wound/brute/cut/moderate - status_effect_type = /datum/status_effect/wound/cut/severe - scarring_descriptions = list("a twisted line of faded gashes", "a gnarled sickle-shaped slice scar", "a long-faded puncture wound") + demotes_to = /datum/wound/slash/moderate + status_effect_type = /datum/status_effect/wound/slash/severe + scar_keyword = "slashsevere" -/datum/wound/brute/cut/critical +/datum/wound/slash/critical name = "Weeping Avulsion" desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention." treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination." - examine_desc = "is spurting blood at an alarming rate" + examine_desc = "is carved down to the bone, spraying blood wildly" occur_text = "is torn open, spraying blood wildly" - sound_effect = 'sound/effects/blood3.ogg' + sound_effect = 'sound/effects/wounds/blood3.ogg' severity = WOUND_SEVERITY_CRITICAL - initial_flow = 4.25 - minimum_flow = 4 + initial_flow = 3.1875 + minimum_flow = 3 clot_rate = -0.05 // critical cuts actively get worse instead of better max_per_type = 5 - threshold_minimum = 80 + threshold_minimum = 90 threshold_penalty = 40 - demotes_to = /datum/wound/brute/cut/severe - status_effect_type = /datum/status_effect/wound/cut/critical - scarring_descriptions = list("a winding path of very badly healed scar tissue", "a series of peaks and valleys along a gruesome line of cut scar tissue", "a grotesque snake of indentations and stitching scars") - -// TODO: see about moving dismemberment over to this, i'll have to add judging dismembering power/wound potential wrt item size i guess -/datum/wound/brute/cut/loss - name = "Dismembered" - desc = "oof ouch!!" - occur_text = "is violently dismembered!" - sound_effect = 'sound/effects/dismember.ogg' - viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) - severity = WOUND_SEVERITY_LOSS - threshold_minimum = 180 - status_effect_type = null - -/datum/wound/brute/cut/loss/apply_wound(obj/item/bodypart/L, silent, datum/wound/brute/cut/old_wound, smited = FALSE) - if(!L.dismemberable) - qdel(src) - return - - L.dismember() - qdel(src) + demotes_to = /datum/wound/slash/severe + status_effect_type = /datum/status_effect/wound/slash/critical + scar_keyword = "slashcritical" + wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH) diff --git a/code/game/gamemodes/clock_cult/clock_cult.dm b/code/game/gamemodes/clock_cult/clock_cult.dm index 154d2df563..406e142a25 100644 --- a/code/game/gamemodes/clock_cult/clock_cult.dm +++ b/code/game/gamemodes/clock_cult/clock_cult.dm @@ -213,6 +213,9 @@ Credit where due: var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK) if(ishuman(L)) var/mob/living/carbon/human/H = L + var/obj/item/clockwork/replica_fabricator/F = new + if(H.equip_to_slot_or_del(F, SLOT_IN_BACKPACK)) + to_chat(H, "You have been equipped with a replica fabricator, an advanced tool that can convert objects like doors, tables or even coats into clockwork equivalents.") slot = H.equip_in_one_of_slots(S, slots) if(slot == "In your backpack") slot = "In your [H.back.name]" diff --git a/code/game/gamemodes/clown_ops/clown_weapons.dm b/code/game/gamemodes/clown_ops/clown_weapons.dm index afa3dbfeaa..a27cb02ea8 100644 --- a/code/game/gamemodes/clown_ops/clown_weapons.dm +++ b/code/game/gamemodes/clown_ops/clown_weapons.dm @@ -62,7 +62,7 @@ hitsound = null attack_verb_on = list("slipped") clumsy_check = FALSE - sharpness = IS_BLUNT + sharpness = SHARP_NONE sword_color = "yellow" heat = 0 light_color = "#ffff00" diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index b5e752cc6b..4771e2eca7 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -1112,7 +1112,6 @@ detonated = 1 charge = null for(var/mob/living/carbon/human/H in orange(2,src)) - H.Unconscious(160) H.adjust_fire_stacks(20) H.IgniteMob() //Guaranteed knockout and ignition for nearby people H.apply_damage(40, BRUTE, BODY_ZONE_CHEST) diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index f3886d0036..4248e1684f 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -342,7 +342,8 @@ L.visible_message("[src] closes on [L], crushing [L.p_them()]!", "[src] closes on you and crushes you!") if(iscarbon(L)) var/mob/living/carbon/C = L - for(var/datum/wound/W in C.all_wounds) + for(var/i in C.all_wounds) // should probably replace with signal + var/datum/wound/W = i W.crush(DOOR_CRUSH_DAMAGE) if(isalien(L)) //For xenos L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans. diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index 2a60711a81..f69a722473 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -533,16 +533,16 @@ return /obj/machinery/porta_turret/proc/shootAt(atom/movable/target, stagger_enabled = FALSE) - if(stagger_enabled) - randomize_shot_stagger() - sleep(shot_stagger) if(!raised) //the turret has to be raised in order to fire - makes sense, right? return - if(!(obj_flags & EMAGGED)) //if it hasn't been emagged, cooldown before shooting again - if(last_fired + shot_delay > world.time) - return - last_fired = world.time + if(last_fired + shot_delay > world.time) + return + last_fired = world.time + + if(stagger_enabled) + randomize_shot_stagger() + sleep(shot_stagger) var/turf/T = get_turf(src) var/turf/U = get_turf(target) diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 5870c8a780..b4c114eb6a 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -103,12 +103,12 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged - var/list/embedding = NONE + var/list/embedding var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES var/heat = 0 - ///All items with sharpness of IS_SHARP or higher will automatically get the butchering component. - var/sharpness = IS_BLUNT + ///All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component. + var/sharpness = SHARP_NONE var/tool_behaviour = NONE var/toolspeed = 1 @@ -206,7 +206,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb if(GLOB.rpg_loot_items) AddComponent(/datum/component/fantasy) - if(sharpness) //give sharp objects butchering functionality, for consistency + if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency AddComponent(/datum/component/butchering, 80 * toolspeed) /obj/item/proc/check_allowed_items(atom/target, not_inside, target_self) @@ -1090,7 +1090,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb /obj/item/proc/updateEmbedding() - if(!islist(embedding) || !LAZYLEN(embedding)) + if(!LAZYLEN(embedding)) return AddElement(/datum/element/embed,\ diff --git a/code/game/objects/items/chainsaw.dm b/code/game/objects/items/chainsaw.dm index f382aa1ed3..ebb26fab93 100644 --- a/code/game/objects/items/chainsaw.dm +++ b/code/game/objects/items/chainsaw.dm @@ -16,7 +16,7 @@ custom_materials = list(/datum/material/iron=13000) attack_verb = list("sawed", "torn", "cut", "chopped", "diced") hitsound = "swing_hit" - sharpness = IS_SHARP + sharpness = SHARP_EDGED actions_types = list(/datum/action/item_action/startchainsaw) tool_behaviour = TOOL_SAW toolspeed = 0.5 @@ -71,10 +71,6 @@ /obj/item/chainsaw/update_icon_state() icon_state = "chainsaw_[on ? "on" : "off"]" -/obj/item/chainsaw/get_dismemberment_chance() - if(wielded) - . = ..() - /obj/item/chainsaw/doomslayer name = "THE GREAT COMMUNICATOR" desc = "VRRRRRRR!!!" diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm index 08460993ee..9db9449fcb 100644 --- a/code/game/objects/items/dualsaber.dm +++ b/code/game/objects/items/dualsaber.dm @@ -105,7 +105,7 @@ to_chat(user, "You lack the grace to wield this!") return COMPONENT_TWOHANDED_BLOCK_WIELD wielded = TRUE - sharpness = IS_SHARP + sharpness = SHARP_EDGED w_class = w_class_on total_mass = total_mass_on hitsound = 'sound/weapons/blade1.ogg' diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm index 7cb22d5eb0..6fb7b89262 100644 --- a/code/game/objects/items/fireaxe.dm +++ b/code/game/objects/items/fireaxe.dm @@ -13,11 +13,12 @@ slot_flags = ITEM_SLOT_BACK attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF - wound_bonus = -20 + wound_bonus = -15 + bare_wound_bonus = 20 var/wielded = FALSE // track wielded status on item /obj/item/fireaxe/Initialize() diff --git a/code/game/objects/items/granters.dm b/code/game/objects/items/granters.dm index 1554142c8c..609cc3b719 100644 --- a/code/game/objects/items/granters.dm +++ b/code/game/objects/items/granters.dm @@ -79,7 +79,7 @@ ADD_TRAIT(user, granted_trait, BOOK_TRAIT) /obj/item/book/granter/trait/rifleman - name = "\proper the Neo-Russian Rifleman\'s Primer" + name = "The Neo-Russian Rifleman\'s Primer" desc = "A book with stains of vodka and...blood? The back is hard to read, but says something about bolt-actions. Or pump-actions. Both, maybe." oneuse = FALSE granted_trait = TRAIT_FAST_PUMP diff --git a/code/game/objects/items/holy_weapons.dm b/code/game/objects/items/holy_weapons.dm index 691b4c4228..58146be20f 100644 --- a/code/game/objects/items/holy_weapons.dm +++ b/code/game/objects/items/holy_weapons.dm @@ -352,7 +352,7 @@ w_class = WEIGHT_CLASS_HUGE slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT block_chance = 30 - sharpness = IS_SHARP + sharpness = SHARP_EDGED hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") @@ -452,7 +452,7 @@ w_class = WEIGHT_CLASS_BULKY armour_penetration = 35 slot_flags = ITEM_SLOT_BACK - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("chopped", "sliced", "cut", "reaped") /obj/item/nullrod/scythe/Initialize() @@ -575,7 +575,7 @@ righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi' w_class = WEIGHT_CLASS_HUGE item_flags = ABSTRACT - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("sawed", "torn", "cut", "chopped", "diced") hitsound = 'sound/weapons/chainsawhit.ogg' total_mass = TOTAL_MASS_HAND_REPLACEMENT @@ -594,7 +594,7 @@ name = "clown dagger" desc = "Used for absolutely hilarious sacrifices." hitsound = 'sound/items/bikehorn.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/nullrod/pride_hammer @@ -645,7 +645,7 @@ throw_speed = 4 throw_range = 7 throwforce = 30 - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("enlightened", "redpilled") /obj/item/nullrod/armblade @@ -657,7 +657,7 @@ righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' item_flags = ABSTRACT w_class = WEIGHT_CLASS_HUGE - sharpness = IS_SHARP + sharpness = SHARP_EDGED wound_bonus = -20 bare_wound_bonus = 25 total_mass = TOTAL_MASS_HAND_REPLACEMENT @@ -699,7 +699,7 @@ force = 15 block_chance = 40 slot_flags = ITEM_SLOT_BACK - sharpness = IS_BLUNT + sharpness = SHARP_NONE hitsound = "swing_hit" attack_verb = list("smashed", "slammed", "whacked", "thwacked") icon = 'icons/obj/items_and_weapons.dmi' @@ -754,7 +754,7 @@ name = "arrhythmic knife" w_class = WEIGHT_CLASS_HUGE desc = "They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn." - sharpness = IS_SHARP + sharpness = SHARP_EDGED slot_flags = null hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") @@ -782,7 +782,7 @@ desc = "Holding this makes you look absolutely devilish." attack_verb = list("poked", "impaled", "pierced", "jabbed") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/nullrod/egyptian name = "egyptian staff" diff --git a/code/game/objects/items/implants/implant_misc.dm b/code/game/objects/items/implants/implant_misc.dm index 6cdc5ee824..897cb9b750 100644 --- a/code/game/objects/items/implants/implant_misc.dm +++ b/code/game/objects/items/implants/implant_misc.dm @@ -38,6 +38,23 @@ if(!uses) qdel(src) +/obj/item/implant/warp + name = "warp implant" + desc = "Saves your position somewhere, and then warps you back to it after five seconds." + icon_state = "warp" + uses = 15 + +/obj/item/implant/warp/activate() + . = ..() + uses-- + imp_in.do_adrenaline(150, TRUE, 0, 0, TRUE, list(/datum/reagent/fermi/eigenstate = 1.2), "You feel an internal prick as as the bluespace starts ramping up!") + to_chat(imp_in, "You feel an internal prick as as the bluespace starts ramping up!") + if(!uses) + qdel(src) + +/obj/item/implanter/warp + name = "implanter (warp)" + imp_type = /obj/item/implant/warp /obj/item/implant/emp name = "emp implant" diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm index 8f274c04aa..e7cf8defc9 100644 --- a/code/game/objects/items/kitchen.dm +++ b/code/game/objects/items/kitchen.dm @@ -18,7 +18,7 @@ name = "fork" desc = "Pointy." icon_state = "fork" - force = 5 + force = 4 w_class = WEIGHT_CLASS_TINY throwforce = 0 throw_speed = 3 @@ -28,6 +28,7 @@ attack_verb = list("attacked", "stabbed", "poked") hitsound = 'sound/weapons/bladeslice.ogg' armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + sharpness = SHARP_POINTY var/datum/reagent/forkload //used to eat omelette /obj/item/kitchen/fork/suicide_act(mob/living/carbon/user) @@ -61,7 +62,7 @@ throw_speed = 4 throw_range = 6 embedding = list("pain_mult" = 2, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15) - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/kitchen/knife name = "kitchen knife" @@ -76,7 +77,7 @@ throw_range = 6 custom_materials = list(/datum/material/iron=12000) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") - sharpness = IS_SHARP_ACCURATE + sharpness = SHARP_POINTY armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/bayonet = FALSE //Can this be attached to a gun? wound_bonus = -5 diff --git a/code/game/objects/items/latexballoon.dm b/code/game/objects/items/latexballoon.dm index ef5b7b6cba..b2f8b4bee2 100644 --- a/code/game/objects/items/latexballoon.dm +++ b/code/game/objects/items/latexballoon.dm @@ -54,5 +54,5 @@ var/obj/item/tank/T = W blow(T, user) return - if (W.get_sharpness() || W.get_temperature() || is_pointed(W)) + if (W.get_sharpness() || W.get_temperature()) burst() diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm index e0b08ba8ef..679491aeb6 100644 --- a/code/game/objects/items/melee/energy.dm +++ b/code/game/objects/items/melee/energy.dm @@ -102,7 +102,7 @@ attack_verb_off = list("tapped", "poked") throw_speed = 3 throw_range = 5 - sharpness = IS_SHARP + sharpness = SHARP_EDGED embedding = list("embed_chance" = 75, "impact_pain_mult" = 10) armour_penetration = 35 item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY @@ -180,7 +180,7 @@ sword_color = null //stops icon from breaking when turned on. hitcost = 75 //Costs more than a standard cyborg esword w_class = WEIGHT_CLASS_NORMAL - sharpness = IS_SHARP + sharpness = SHARP_EDGED light_color = "#40ceff" tool_behaviour = TOOL_SAW toolspeed = 0.7 @@ -255,7 +255,7 @@ throw_range = 1 w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such. var/datum/effect_system/spark_spread/spark_system - sharpness = IS_SHARP + sharpness = SHARP_EDGED //Most of the other special functions are handled in their own files. aka special snowflake code so kewl /obj/item/melee/transforming/energy/blade/Initialize() @@ -291,7 +291,7 @@ attack_verb_off = list("tapped", "poked") throw_speed = 3 throw_range = 5 - sharpness = IS_SHARP + sharpness = SHARP_EDGED embedding = list("embedded_pain_multiplier" = 6, "embed_chance" = 20, "embedded_fall_chance" = 60) armour_penetration = 10 block_chance = 35 diff --git a/code/game/objects/items/melee/misc.dm b/code/game/objects/items/melee/misc.dm index 9a7d455df6..01d2924a90 100644 --- a/code/game/objects/items/melee/misc.dm +++ b/code/game/objects/items/melee/misc.dm @@ -44,7 +44,7 @@ throwforce = 10 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "impaled", "stabbed", "sliced", "torn", "ripped", "diced", "cut") - sharpness = IS_SHARP + sharpness = SHARP_EDGED total_mass = TOTAL_MASS_HAND_REPLACEMENT /obj/item/melee/synthetic_arm_blade/Initialize() @@ -64,7 +64,7 @@ throwforce = 15 w_class = WEIGHT_CLASS_BULKY armour_penetration = 75 - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("slashed", "cut") hitsound = 'sound/weapons/rapierhit.ogg' custom_materials = list(/datum/material/iron = 1000) @@ -168,7 +168,7 @@ flags_1 = CONDUCT_1 obj_flags = UNIQUE_RENAME w_class = WEIGHT_CLASS_BULKY - sharpness = IS_SHARP_ACCURATE //It cant be sharpend cook -_- + sharpness = SHARP_POINTY //It cant be sharpend cook -_- attack_verb = list("stabs", "punctures", "pierces", "pokes") hitsound = 'sound/weapons/rapierhit.ogg' total_mass = 0.4 diff --git a/code/game/objects/items/melee/transforming.dm b/code/game/objects/items/melee/transforming.dm index 66752c4c9a..8c44a15cd4 100644 --- a/code/game/objects/items/melee/transforming.dm +++ b/code/game/objects/items/melee/transforming.dm @@ -1,5 +1,5 @@ /obj/item/melee/transforming - sharpness = IS_SHARP + sharpness = SHARP_EDGED var/active = FALSE var/force_on = 30 //force when active var/faction_bonus_force = 0 //Bonus force dealt against certain factions diff --git a/code/game/objects/items/pitchfork.dm b/code/game/objects/items/pitchfork.dm index 49d0b64498..b296e2d0cb 100644 --- a/code/game/objects/items/pitchfork.dm +++ b/code/game/objects/items/pitchfork.dm @@ -9,7 +9,7 @@ w_class = WEIGHT_CLASS_BULKY attack_verb = list("attacked", "impaled", "pierced") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF diff --git a/code/game/objects/items/sharpener.dm b/code/game/objects/items/sharpener.dm index 6bf0b27fb4..fc19e61cd6 100644 --- a/code/game/objects/items/sharpener.dm +++ b/code/game/objects/items/sharpener.dm @@ -39,7 +39,7 @@ I.force = clamp(I.force + increment, 0, max) user.visible_message("[user] sharpens [I] with [src]!", "You sharpen [I], making it much more deadly than before.") - I.sharpness = IS_SHARP_ACCURATE + I.sharpness = SHARP_POINTY I.throwforce = clamp(I.throwforce + increment, 0, max) I.name = "[prefix] [I.name]" name = "worn out [name]" diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index 992c173d3b..4952c93928 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -106,8 +106,8 @@ var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM)) var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN))) if(shieldbash_stagger_duration || knockdown) - target.visible_message("[target] is knocked [knockdown? "to the floor" : "off balanace"]!", - "You are knocked [knockdown? "to the floor" : "off balanace"]!") + target.visible_message("[target] is knocked [knockdown? "to the floor" : "off balance"]!", + "You are knocked [knockdown? "to the floor" : "off balance"]!") if(knockdown) target.KnockToFloor(disarming) else if(disarming) diff --git a/code/game/objects/items/shrapnel.dm b/code/game/objects/items/shrapnel.dm index b74b0563b7..5904cb6c0b 100644 --- a/code/game/objects/items/shrapnel.dm +++ b/code/game/objects/items/shrapnel.dm @@ -7,13 +7,13 @@ icon_state = "large" w_class = WEIGHT_CLASS_TINY item_flags = DROPDEL - sharpness = TRUE + sharpness = SHARP_EDGED /obj/item/shrapnel/stingball // stingbang grenades name = "stingball" embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15, embed_chance_turf_mod=-100) icon_state = "tiny" - sharpness = FALSE + sharpness = SHARP_NONE /obj/item/shrapnel/bullet // bullets name = "bullet" @@ -30,23 +30,24 @@ /obj/item/projectile/bullet/shrapnel name = "flying shrapnel shard" - damage = 8 - range = 10 + damage = 14 + range = 20 armour_penetration = -30 dismemberment = 5 ricochets_max = 2 - ricochet_chance = 40 + ricochet_chance = 70 shrapnel_type = /obj/item/shrapnel ricochet_incidence_leeway = 60 - sharpness = TRUE - wound_bonus = 30 + sharpness = SHARP_EDGED + wound_bonus = 40 /obj/item/projectile/bullet/shrapnel/mega name = "flying shrapnel hunk" - range = 25 - dismemberment = 10 - ricochets_max = 4 - ricochet_chance = 90 + range = 45 + dismemberment = 15 + ricochets_max = 6 + ricochet_chance = 130 + ricochet_incidence_leeway = 0 ricochet_decay_chance = 0.9 /obj/item/projectile/bullet/pellet/stingball @@ -71,10 +72,10 @@ name = "breakbang pellet" damage = 10 wound_bonus = 40 - sharpness = FALSE + sharpness = SHARP_NONE /obj/item/projectile/bullet/pellet/stingball/shred name = "shredbang pellet" damage = 10 wound_bonus = 30 - sharpness = TRUE + sharpness = SHARP_EDGED diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm index 41cb68559b..f40c774551 100644 --- a/code/game/objects/items/spear.dm +++ b/code/game/objects/items/spear.dm @@ -15,14 +15,14 @@ custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) var/obj/item/grenade/explosive = null var/war_cry = "AAAAARGH!!!" var/icon_prefix = "spearglass" var/wielded = FALSE // track wielded status on item - wound_bonus = -25 + wound_bonus = -15 bare_wound_bonus = 15 /obj/item/spear/Initialize() @@ -179,7 +179,7 @@ custom_materials = null hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") - sharpness = IS_SHARP + sharpness = SHARP_EDGED icon_prefix = "bone_spear" /obj/item/spear/bonespear/ComponentInitialize() diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 1ceb525b8a..6b6e9d7d65 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -28,8 +28,7 @@ /obj/item/stack/medical/attack(mob/living/M, mob/user) . = ..() - try_heal(M, user) - + INVOKE_ASYNC(src, .proc/try_heal, M, user) /obj/item/stack/medical/proc/try_heal(mob/living/M, mob/user, silent = FALSE) if(!M.can_inject(user, TRUE)) @@ -132,11 +131,34 @@ // gauze is only relevant for wounds, which are handled in the wounds themselves /obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent) var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected)) - if(limb) - if(limb.brute_dam > 40) - to_chat(user, "The bleeding on [user==M ? "your" : "[M]'s"] [limb.name] is from bruising, and cannot be treated with [src]!") - else - to_chat(user, "There's no bleeding on [user==M ? "your" : "[M]'s"] [limb.name]") + if(!limb) + to_chat(user, "There's nothing there to bandage!") + return + if(!LAZYLEN(limb.wounds)) + to_chat(user, "There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!") // good problem to have imo + return + + var/gauzeable_wound = FALSE + for(var/i in limb.wounds) + var/datum/wound/woundies = i + if(woundies.wound_flags & ACCEPTS_GAUZE) + gauzeable_wound = TRUE + break + if(!gauzeable_wound) + to_chat(user, "There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!") // good problem to have imo + return + + if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 0.8 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row + to_chat(user, "The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!") + return + + user.visible_message("[user] begins wrapping the wounds on [M]'s [limb.name] with [src]...", "You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]...") + + if(!do_after(user, (user == M ? self_delay : other_delay), target=M)) + return + + user.visible_message("[user] applies [src] to [M]'s [limb.name].", "You bandage the wounds on [user == M ? "yourself" : "[M]'s"] [limb.name].") + limb.apply_gauze(src) /obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness()) @@ -378,9 +400,9 @@ C.emote("scream") for(var/i in C.bodyparts) var/obj/item/bodypart/bone = i - var/datum/wound/brute/bone/severe/oof_ouch = new + var/datum/wound/blunt/severe/oof_ouch = new oof_ouch.apply_wound(bone) - var/datum/wound/brute/bone/critical/oof_OUCH = new + var/datum/wound/blunt/critical/oof_OUCH = new oof_OUCH.apply_wound(bone) for(var/i in C.bodyparts) diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index d4baea2487..29b4dea6d8 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -289,7 +289,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( resistance_flags = ACID_PROOF armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100) max_integrity = 40 - sharpness = IS_SHARP + sharpness = SHARP_EDGED var/icon_prefix embedding = list("embed_chance" = 65) diff --git a/code/game/objects/items/storage/_storage.dm b/code/game/objects/items/storage/_storage.dm index fd4cc793ab..2fc1b6484d 100644 --- a/code/game/objects/items/storage/_storage.dm +++ b/code/game/objects/items/storage/_storage.dm @@ -19,8 +19,9 @@ return TRUE /obj/item/storage/contents_explosion(severity, target) + var/in_storage = istype(loc, /obj/item/storage)? (max(0, severity - 1)) : (severity) for(var/atom/A in contents) - A.ex_act(severity, target) + A.ex_act(in_storage, target) CHECK_TICK //Cyberboss says: "USE THIS TO FILL IT, NOT INITIALIZE OR NEW" diff --git a/code/game/objects/items/storage/toolbox.dm b/code/game/objects/items/storage/toolbox.dm index 5e3ff67f4c..ed0ee8ad07 100644 --- a/code/game/objects/items/storage/toolbox.dm +++ b/code/game/objects/items/storage/toolbox.dm @@ -20,7 +20,8 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) var/has_latches = TRUE var/can_rubberify = TRUE rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //very protecc too - wound_bonus = 5 + wound_bonus = -10 + bare_wound_bonus = 5 /obj/item/storage/toolbox/greyscale icon_state = "toolbox_default" diff --git a/code/game/objects/items/storage/uplink_kits.dm b/code/game/objects/items/storage/uplink_kits.dm index 3b66e32d0a..4f65a4597e 100644 --- a/code/game/objects/items/storage/uplink_kits.dm +++ b/code/game/objects/items/storage/uplink_kits.dm @@ -169,6 +169,14 @@ O.imp = new /obj/item/implant/freedom(O) O.update_icon() +/obj/item/storage/box/syndie_kit/imp_warp + name = "boxed warp implant (with injector)" + +/obj/item/storage/box/syndie_kit/imp_warp/PopulateContents() + var/obj/item/implanter/O = new(src) + O.imp = new /obj/item/implant/warp(O) + O.update_icon() + /obj/item/storage/box/syndie_kit/imp_microbomb name = "Microbomb Implant (with injector)" @@ -401,7 +409,7 @@ /obj/item/storage/box/syndie_kit/revolver /obj/item/storage/box/syndie_kit/revolver/PopulateContents() - new /obj/item/gun/ballistic/revolver(src) + new /obj/item/gun/ballistic/revolver/syndicate(src) new /obj/item/ammo_box/a357(src) /obj/item/storage/box/syndie_kit/pistol diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index d39da2f543..6159ab7ba0 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -18,6 +18,9 @@ toolspeed = 1 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + wound_bonus = -10 + bare_wound_bonus = 5 + /obj/item/crowbar/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index e9f517a9f1..86c223606d 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -31,6 +31,9 @@ "yellow" = rgb(255, 165, 0) ) + wound_bonus = -10 + bare_wound_bonus = 5 + /obj/item/screwdriver/suicide_act(mob/user) user.visible_message("[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!") return(BRUTELOSS) diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm index 9560f7fab3..2e12a2ab8c 100644 --- a/code/game/objects/items/tools/weldingtool.dm +++ b/code/game/objects/items/tools/weldingtool.dm @@ -33,6 +33,8 @@ heat = 3800 tool_behaviour = TOOL_WELDER toolspeed = 1 + wound_bonus = 0 + bare_wound_bonus = 5 /obj/item/weldingtool/Initialize() . = ..() diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index 678096db28..e1c09f394e 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -18,6 +18,9 @@ toolspeed = 1 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + wound_bonus = -10 + bare_wound_bonus = 5 + /obj/item/wrench/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index e69bb1ffa0..4e82df2452 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -447,7 +447,7 @@ block_parry_data = null attack_verb = list("attacked", "struck", "hit") total_mass_on = TOTAL_MASS_TOY_SWORD - sharpness = IS_BLUNT + sharpness = SHARP_NONE /obj/item/dualsaber/toy/ComponentInitialize() AddComponent(/datum/component/two_handed, force_unwielded=0, force_wielded=0, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg') @@ -466,7 +466,7 @@ attack_verb = list("attacked", "struck", "hit") total_mass_on = TOTAL_MASS_TOY_SWORD slowdown_wielded = 0 - sharpness = IS_BLUNT + sharpness = SHARP_NONE /obj/item/dualsaber/hypereutactic/toy/ComponentInitialize() AddComponent(/datum/component/two_handed, force_unwielded=0, force_wielded=0, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg') @@ -1230,7 +1230,7 @@ name = "steampunk watch" desc = "A stylish steampunk watch made out of thousands of tiny cogwheels." icon = 'icons/obj/clockwork_objects.dmi' - icon_state = "dread_ipad" + icon_state = "clockwork_slab" slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL var/cooldown = 0 diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm index e21c4aaffa..0ab1f1b4fd 100644 --- a/code/game/objects/items/weaponry.dm +++ b/code/game/objects/items/weaponry.dm @@ -65,7 +65,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 w_class = WEIGHT_CLASS_NORMAL attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") block_chance = 50 - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF @@ -231,7 +231,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") block_chance = 50 - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF @@ -375,6 +375,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=1150, /datum/material/glass=75) attack_verb = list("hit", "bludgeoned", "whacked", "bonked") + wound_bonus = -10 /obj/item/wirerod/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/shard)) @@ -412,13 +413,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' force = 2 - throwforce = 20 //This is never used on mobs since this has a 100% embed chance. + throwforce = 10 //This is never used on mobs since this has a 100% embed chance. throw_speed = 4 embedding = list("pain_mult" = 4, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15) armour_penetration = 40 w_class = WEIGHT_CLASS_SMALL - sharpness = IS_SHARP + sharpness = SHARP_EDGED custom_materials = list(/datum/material/iron=500, /datum/material/glass=500) resistance_flags = FIRE_PROOF @@ -431,7 +432,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 /obj/item/throwing_star/toy name = "toy throwing star" desc = "An aerodynamic disc strapped with adhesive for sticking to people, good for playing pranks and getting yourself killed by security." - sharpness = IS_BLUNT + sharpness = SHARP_NONE force = 0 throwforce = 0 embedding = list("pain_mult" = 0, "jostle_pain_mult" = 0, "embed_chance" = 100, "fall_chance" = 0) @@ -468,7 +469,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 icon_state = extended_icon_state attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED else force = initial(force) w_class = WEIGHT_CLASS_SMALL @@ -476,7 +477,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 icon_state = retracted_icon_state attack_verb = list("stubbed", "poked") hitsound = 'sound/weapons/genhit.ogg' - sharpness = IS_BLUNT + sharpness = SHARP_NONE /obj/item/switchblade/suicide_act(mob/user) user.visible_message("[user] is slitting [user.p_their()] own throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!") @@ -577,7 +578,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 throwforce = 0 throw_range = 0 throw_speed = 0 - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("sawed", "torn", "cut", "chopped", "diced") hitsound = 'sound/weapons/chainsawhit.ogg' total_mass = TOTAL_MASS_HAND_REPLACEMENT @@ -706,6 +707,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 obj_flags = UNIQUE_RENAME var/chaplain_spawnable = TRUE total_mass = TOTAL_MASS_MEDIEVAL_WEAPON + wound_bonus = -5 /obj/item/melee/baseball_bat/chaplain/Initialize() . = ..() @@ -975,7 +977,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 block_chance = 40 throwforce = 20 throw_speed = 4 - sharpness = IS_SHARP + sharpness = SHARP_EDGED attack_verb = list("cut", "sliced", "diced") w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 37248f814c..0623f2b9d2 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -127,18 +127,45 @@ dismantle_wall(1) return -/turf/closed/wall/attack_hulk(mob/user, does_attack_animation = 0) - ..(user, 1) +/turf/closed/wall/attack_hulk(mob/living/carbon/user) + ..() + var/obj/item/bodypart/arm = user.hand_bodyparts[user.active_hand_index] + if(!arm) + return + if(arm.disabled) + return if(prob(hardness)) - playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) + playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk") + hulk_recoil(arm, user) dismantle_wall(1) + else - playsound(src, 'sound/effects/bang.ogg', 50, 1) + playsound(src, 'sound/effects/bang.ogg', 50, TRUE) add_dent(WALL_DENT_HIT) - to_chat(user, text("You punch the wall.")) + user.visible_message("[user] smashes \the [src]!", \ + "You smash \the [src]!", \ + "You hear a booming smash!") return TRUE +/** + *Deals damage back to the hulk's arm. + * + *When a hulk manages to break a wall using their hulk smash, this deals back damage to the arm used. + *This is in its own proc just to be easily overridden by other wall types. Default allows for three + *smashed walls per arm. Also, we use CANT_WOUND here because wounds are random. Wounds are applied + *by hulk code based on arm damage and checked when we call break_an_arm(). + *Arguments: + **arg1 is the arm to deal damage to. + **arg2 is the hulk + */ +/turf/closed/wall/proc/hulk_recoil(obj/item/bodypart/arm, mob/living/carbon/human/hulkman, var/damage = 20) + arm.receive_damage(brute = damage, blocked = 0, wound_bonus = CANT_WOUND) + var/datum/mutation/human/hulk/smasher = locate(/datum/mutation/human/hulk) in hulkman.dna.mutations + if(!smasher || !damage) //sanity check but also snow and wood walls deal no recoil damage, so no arm breaky + return + smasher.break_an_arm(arm) + /turf/closed/wall/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) to_chat(user, "You push the wall but nothing happens!") playsound(src, 'sound/weapons/genhit.ogg', 25, 1) diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm index c559135bd1..5997558c60 100644 --- a/code/modules/admin/verbs/randomverbs.dm +++ b/code/modules/admin/verbs/randomverbs.dm @@ -1283,9 +1283,9 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits ADMIN_PUNISHMENT_SHOES, ADMIN_PUNISHMENT_PICKLE, ADMIN_PUNISHMENT_FRY, - ADMIN_PUNISHMENT_CRACK, - ADMIN_PUNISHMENT_BLEED, - ADMIN_PUNISHMENT_SCARIFY) + ADMIN_PUNISHMENT_CRACK, + ADMIN_PUNISHMENT_BLEED, + ADMIN_PUNISHMENT_SCARIFY) var/punishment = input("Choose a punishment", "DIVINE SMITING") as null|anything in punishment_list @@ -1368,28 +1368,74 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) return var/mob/living/carbon/C = target - for(var/obj/item/bodypart/squish_part in C.bodyparts) - var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)) + for(var/i in C.bodyparts) + var/obj/item/bodypart/squish_part = i + var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate)) squish_part.force_wound_upwards(type_wound, smited=TRUE) if(ADMIN_PUNISHMENT_BLEED) if(!iscarbon(target)) to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) return var/mob/living/carbon/C = target - for(var/obj/item/bodypart/slice_part in C.bodyparts) - var/type_wound = pick(list(/datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)) + for(var/i in C.bodyparts) + var/obj/item/bodypart/slice_part = i + var/type_wound = pick(list(/datum/wound/slash/severe, /datum/wound/slash/moderate)) slice_part.force_wound_upwards(type_wound, smited=TRUE) - type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)) + type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate)) slice_part.force_wound_upwards(type_wound, smited=TRUE) - type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe)) + type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe)) slice_part.force_wound_upwards(type_wound, smited=TRUE) if(ADMIN_PUNISHMENT_SCARIFY) if(!iscarbon(target)) to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) return - var/mob/living/carbon/C = target - C.generate_fake_scars(rand(1, 4)) - to_chat(C, "You feel your body grow jaded and torn...") + var/mob/living/carbon/dude = target + dude.generate_fake_scars(rand(1, 4)) + to_chat(dude, "You feel your body grow jaded and torn...") + if(ADMIN_PUNISHMENT_PERFORATE) + if(!iscarbon(target)) + to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) + return + + var/list/how_fucked_is_this_dude = list("A little", "A lot", "So fucking much", "FUCK THIS DUDE") + var/hatred = input("How much do you hate this guy?") in how_fucked_is_this_dude + var/repetitions + var/shots_per_limb_per_rep = 2 + var/damage + switch(hatred) + if("A little") + repetitions = 1 + damage = 5 + if("A lot") + repetitions = 2 + + damage = 8 + if("So fucking much") + repetitions = 3 + damage = 10 + if("FUCK THIS DUDE") + repetitions = 4 + damage = 10 + + var/mob/living/carbon/dude = target + var/list/open_adj_turfs = get_adjacent_open_turfs(dude) + var/list/wound_bonuses = list(15, 70, 110, 250) + + var/delay_per_shot = 1 + var/delay_counter = 1 + + dude.Immobilize(5 SECONDS) + for(var/wound_bonus_rep in 1 to repetitions) + for(var/i in dude.bodyparts) + var/obj/item/bodypart/slice_part = i + var/shots_this_limb = 0 + for(var/t in shuffle(open_adj_turfs)) + var/turf/iter_turf = t + addtimer(CALLBACK(GLOBAL_PROC, .proc/firing_squad, dude, iter_turf, slice_part.body_zone, wound_bonuses[wound_bonus_rep], damage), delay_counter) + delay_counter += delay_per_shot + shots_this_limb++ + if(shots_this_limb > shots_per_limb_per_rep) + break if(ADMIN_PUNISHMENT_PICKLE) target.turn_into_pickle() if(ADMIN_PUNISHMENT_FRY) @@ -1408,6 +1454,31 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits punish_log(target, punishment) +/** + * firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense + * + * Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo + * + * Arguments: + * * target- guy we're shooting obviously + * * source_turf- where the bullet begins, preferably on a turf next to the target + * * body_zone- which bodypart we're aiming for, if there is one there + * * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one + * * damage- the damage we're assigning to the bullet, since we don't care about the base one + */ +/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage) + if(!target.get_bodypart(body_zone)) + return + playsound(target, 'sound/weapons/shot.ogg', 100) + var/obj/item/projectile/bullet/smite/divine_wrath = new(source_turf) + divine_wrath.damage = damage + divine_wrath.wound_bonus = wound_bonus + divine_wrath.original = target + divine_wrath.def_zone = body_zone + divine_wrath.spread = 0 + divine_wrath.preparePixelProjectile(target, source_turf) + divine_wrath.fire() + /client/proc/punish_log(var/whom, var/punishment) var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]." message_admins(msg) diff --git a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm index 2d25ebb156..a81f702a75 100644 --- a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm +++ b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm @@ -270,13 +270,15 @@ /datum/antagonist/bloodsucker/AmFinalDeath() return owner && owner.AmFinalDeath() -/datum/antagonist/changeling/AmFinalDeath() - return owner && owner.AmFinalDeath() /datum/mind/proc/AmFinalDeath() return !current || QDELETED(current) || !isliving(current) || isbrain(current) || !get_turf(current) // NOTE: "isliving()" is not the same as STAT == CONSCIOUS. This is to make sure you're not a BORG (aka silicon) /datum/antagonist/bloodsucker/proc/FinalDeath() + //Dont bother if we are already supposed to be dead + if(FinalDeath) + return + FinalDeath = TRUE //We are now supposed to die. Lets not spam it. if(!iscarbon(owner.current)) //Check for non carbons. owner.current.gib() return diff --git a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm index 715de0648d..1fcffff810 100644 --- a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm +++ b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm @@ -38,6 +38,7 @@ var/level_bloodcost var/passive_blood_drain = -0.1 //The amount of blood we loose each bloodsucker life() tick var/notice_healing //Var to see if you are healing for preventing spam of the chat message inform the user of such + var/FinalDeath //Have we reached final death? Used to prevent spam. // LISTS var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_NIGHT_VISION, \ TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE, TRAIT_NODECAP, TRAIT_NOGUT) @@ -683,6 +684,8 @@ owner.current.hud_used.sunlight_display.invisibility = INVISIBILITY_ABSTRACT /datum/antagonist/bloodsucker/proc/update_hud(updateRank=FALSE) + if(FinalDeath) + return // No Hud? Get out. if(!owner.current.hud_used) return diff --git a/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm b/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm index 9af2553644..536c07cd62 100644 --- a/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm +++ b/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm @@ -361,9 +361,9 @@ torture_time -= I.force / 4 torture_dmg_brute += I.force / 4 //torture_dmg_burn += I. - if(I.sharpness == IS_SHARP) + if(I.sharpness == SHARP_EDGED) torture_time -= 1 - else if(I.sharpness == IS_SHARP_ACCURATE) + else if(I.sharpness == SHARP_POINTY) torture_time -= 2 if(istype(I, /obj/item/weldingtool)) var/obj/item/weldingtool/welder = I diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index 7d50374e96..24288be078 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -164,7 +164,7 @@ armour_penetration = 20 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") - sharpness = IS_SHARP + sharpness = SHARP_EDGED wound_bonus = -60 bare_wound_bonus = 20 var/can_drop = FALSE diff --git a/code/modules/antagonists/changeling/powers/regenerate.dm b/code/modules/antagonists/changeling/powers/regenerate.dm index bcebd8c62e..a88422e7eb 100644 --- a/code/modules/antagonists/changeling/powers/regenerate.dm +++ b/code/modules/antagonists/changeling/powers/regenerate.dm @@ -30,8 +30,8 @@ C.regenerate_limbs(1) C.regenerate_organs() for(var/i in C.all_wounds) - var/datum/wound/W = i - W.remove_wound() + var/datum/wound/iter_wound = i + iter_wound.remove_wound() if(!user.getorganslot(ORGAN_SLOT_BRAIN)) var/obj/item/organ/brain/B if(C.has_dna() && C.dna.species.mutant_brain) diff --git a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm index e579023a7a..454870d1e1 100644 --- a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm +++ b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm @@ -405,3 +405,49 @@ animation_number = initial(animation_number) sigil_active = FALSE animate(src, alpha = initial(alpha), time = 10, flags = ANIMATION_END_NOW) + +/obj/effect/clockwork/sigil/rite + name = "radiant sigil" + desc = "A glowing sigil glowing with barely-contained power." + clockwork_desc = "A sigil that will allow you to perform certain rites on it, provided you have access to sufficient power and materials." + icon_state = "sigiltransmission" //am big lazy - recolored transmission sigil + sigil_name = "Sigil of Rites" + alpha = 255 + var/performing_rite = FALSE + color = "#ffe63a" + light_color = "#ffe63a" + light_range = 1 + light_power = 2 + +/obj/effect/clockwork/sigil/rite/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags) + . = ..() + if(.) + return + if(!is_servant_of_ratvar(user)) + return + if(!GLOB.all_clockwork_rites.len) //Did we already generate the list? + generate_all_rites() + if(performing_rite) + to_chat(user, "Someone is already performing a rite here!") + return + var/list/possible_rites = list() + for(var/datum/clockwork_rite/R in GLOB.all_clockwork_rites) + possible_rites[R] = R + var/input_key = input(user, "Choose a rite", "Choosing a rite") as null|anything in possible_rites + if(!input_key) + return + var/datum/clockwork_rite/CR = possible_rites[input_key] + if(!CR) + return + var/choice = alert(user, "What to do with this rite?", "What to do?", "Cast", "Show Info", "Cancel") + switch(choice) + if("Cast") + CR.try_cast(src, user) + if("Show Info") + var/infotext = CR.build_info() + to_chat(user, infotext) + +/obj/effect/clockwork/sigil/rite/proc/generate_all_rites() //The first time someone uses a sigil of rites, all the rites are actually generated. No need to have a bunch of random datums laying around all the time. + for(var/V in subtypesof(/datum/clockwork_rite)) + var/datum/clockwork_rite/R = new V + GLOB.all_clockwork_rites += R diff --git a/code/modules/antagonists/clockcult/clock_helpers/clock_rites.dm b/code/modules/antagonists/clockcult/clock_helpers/clock_rites.dm new file mode 100644 index 0000000000..7dabb18f03 --- /dev/null +++ b/code/modules/antagonists/clockcult/clock_helpers/clock_rites.dm @@ -0,0 +1,196 @@ +//This file is for clock rites, mainly used by the Sigil of Rites in clock_sigils.dm +//The rites themselves are in this file to prevent bloating the other file too much, aswell as for easier access + +#define INFINITE -1 + +//The base clockwork rite. This should never be visible +/datum/clockwork_rite + var/name = "Rite of THE frog" //The name of the rite + var/desc = "This rite is used to summon the legendary frog whose-name-shall-not-be-spoken, ender of many worlds." //What does this rite do? Shown to cultists if they choose 'Show Info' after selecting the rite. + var/list/required_ingredients = list(/obj/item/clockwork) //What does this rite require? + var/power_cost = 0 //How much power does this rite cost.. or does it even add power? + var/requires_human = FALSE //Does the rite require a ../carbon/human on the rune? + var/must_be_servant = TRUE //If the above is true, does the human need to be a servant? + var/target_can_be_invoker = TRUE //Does this rite work if the invoker is also the target? + var/cast_time = 0 //How long does the rite take to cast? + var/limit = INFINITE //How often can this rite be used per round? Set this to INFINITE for unlimited, 0 for disallowed, anything above 0 for a limit + var/times_used = 0 //How often has the rite already been used this shift? + var/rite_cast_sound = 'sound/items/bikehorn.ogg' //The sound played when successfully casting the rite. If it honks, the one adding the rite forgot to set one (or was just lazy). + +/datum/clockwork_rite/proc/try_cast(var/obj/effect/clockwork/sigil/rite/R, var/mob/living/invoker) //Performs a ton of checks to see if the invoker can cast the rite + if(!istype(R)) + return FALSE + if(!R || !R.loc) + return FALSE + var/turf/T = R.loc + if(!T) //Uh oh something is fucky + return FALSE + + if(limit != INFINITE && times_used >= limit) //Is the limit on casts exceeded? + to_chat(invoker, "There are no more uses left for this rite!") + return FALSE + + var/mob/living/carbon/human/H //This is only used if requires_human is TRUE + if(requires_human) //In case this requires a target + for(var/mob/living/carbon/human/possible_H in T) + if((!must_be_servant || is_servant_of_ratvar(possible_H)) && (target_can_be_invoker || invoker != possible_H)) + H = possible_H + break + if(!H) + to_chat(invoker, "There is no target for the rite on the sigil!") + return FALSE + + if(required_ingredients.len) //In case this requires materials + var/is_missing_materials = FALSE + for(var/I in required_ingredients) + var/obj/item/Material = locate(I) in T + if(!Material) + is_missing_materials = TRUE + break + if(is_missing_materials) + var/still_required_string = "" + for(var/i = 1 to required_ingredients.len) + var/obj/O = required_ingredients[i] + if(i != 1) + still_required_string += ", " + still_required_string += "a [initial(O.name)]" + to_chat(invoker, "There are still materials missing for this rite. You require [still_required_string].") + return FALSE + + if(power_cost) //If this costs power + if(!get_clockwork_power(power_cost)) + to_chat(invoker, "There is not enough power for this rite!") + return FALSE + R.performing_rite = TRUE + if(!do_after(invoker, cast_time, target = R)) + to_chat(invoker, "Your rite is disrupted.") + R.performing_rite = FALSE + return FALSE + . = cast(invoker, T, H) + if(!.) + to_chat(invoker, " You fail casting [name]") + post_cast(FALSE) + else + to_chat(invoker, "You successfully cast [name]") + post_cast(TRUE) + R.performing_rite = FALSE + return + +/datum/clockwork_rite/proc/cast(var/mob/living/invoker, var/turf/T, var/mob/living/carbon/human/target) //Casts the rite and uses up ingredients. Doublechecks some things to prevent bypassing some restrictions via funky timing or badminnery. + if(!T || !invoker) + return FALSE + if(requires_human && !target) + return FALSE + if(power_cost && !get_clockwork_power(power_cost)) + return FALSE + adjust_clockwork_power(-power_cost) + if(limit != INFINITE && times_used >= limit) + return FALSE + if(required_ingredients.len) + var/is_missing_materials = FALSE + for(var/I in required_ingredients) + var/obj/item/Material = locate(I) in T + if(!Material) + is_missing_materials = TRUE + break + qdel(Material) + if(is_missing_materials) + return FALSE + playsound(T, rite_cast_sound, 50, 2) + return TRUE + +/datum/clockwork_rite/proc/post_cast(var/cast_succeeded) + if(cast_succeeded) + times_used++ + return TRUE + +/datum/clockwork_rite/proc/build_info() //Constructs the info text of a given rite, based on the vars of the rite + . = "" + . += "This is the [name].\n" + . += "[desc]\n" + . += "It requires: " + if(required_ingredients.len) + var/material_string = "" + for(var/i = 1 to required_ingredients.len) + var/obj/O = required_ingredients[i] + if(i != 1) + material_string += ", " + material_string += "a [initial(O.name)]" + . += "[material_string].\n" + else + . += "no materials.\n" + . += "It [power_cost >= 0 ? "costs" : "generates"] [power_cost ? "[power_cost]" : "no"] power.\n" + . += "It requires [requires_human ? " a human" : " no"] target.\n" + if(requires_human) + . += "The target [must_be_servant ? "cannot be" : "can be"] a nonservant.\n" + . += "The target [target_can_be_invoker ? "can be" : "cannot be"] the invoker.\n" + . += "It requires [cast_time/10] seconds to cast.\n" + . += "It has been used [times_used] time[times_used != 1 ? "s" : ""], out of [limit != INFINITE ? "[limit]" : "infinite"] available uses." + +//Adds a organ or cybernetic implant to a servant without the need for surgery. Cannot be used with brains for.. reasons. +/datum/clockwork_rite/advancement + name = "Rite of Advancement" + desc = "This rite is used to augment a servant with organs or cybernetic implants. The organ of choice, aswell as the servant and the required ingredients must be placed on the sigil for this rite to take place." + required_ingredients = list(/obj/item/assembly/prox_sensor, /obj/item/stock_parts/cell) + power_cost = 500 + requires_human = TRUE + cast_time = 40 + rite_cast_sound = 'sound/magic/blind.ogg' + +/datum/clockwork_rite/advancement/cast(var/mob/living/invoker, var/turf/T, var/mob/living/carbon/human/target) + var/obj/item/organ/O = locate(/obj/item/organ) in T + if(!O) + return FALSE + if(istype(O, /obj/item/organ/brain)) //NOPE + return FALSE + . = ..() + if(!.) + return FALSE + O.Insert(target) + new /obj/effect/temp_visual/ratvar/sigil/transgression(T) + +//Heals all wounds (not damage) on the target, causing toxloss proportional to amount of wounds healed. 10 damage per wound. +/datum/clockwork_rite/treat_wounds + name = "Rite of Woundmending" + desc = "This rite is used to heal wounds of the servant on the rune. It causes toxins damage proportional to the amount of wounds healed. This can be lethal if performed on an critically injured target." + required_ingredients = list(/obj/item/stock_parts/cell, /obj/item/healthanalyzer, /obj/item/reagent_containers/food/drinks/bottle/holyoil) + power_cost = 300 + requires_human = TRUE + must_be_servant = FALSE + target_can_be_invoker = FALSE + cast_time = 80 + rite_cast_sound = 'sound/magic/staff_healing.ogg' + +/datum/clockwork_rite/treat_wounds/cast(var/mob/living/invoker, var/turf/T, var/mob/living/carbon/human/target) + if(!target) + return FALSE + if(!target.all_wounds.len) + to_chat(invoker, "This one does not require mending.") + return FALSE + .= ..() + if(!.) + return FALSE + target.adjustToxLoss(10 * target.all_wounds.len) + QDEL_LIST(target.all_wounds) + to_chat(target, "You feel your wounds heal, but are overcome with deep nausea.") + new /obj/effect/temp_visual/ratvar/sigil/vitality(T) + +//Summons a brass claw implant on the sigil, which can extend a claw that benefits from repeatedly attacking a single target. Can only be cast a limited amount of times. +/datum/clockwork_rite/summon_claw + name = "Rite of the Claw" + desc = "Summons a special arm implant that, when added to a servant's limb, will allow them to extend and retract a claw at will. Don't leave any implants you want to keep on this rune when casting the rite." + required_ingredients = list(/obj/item/stock_parts/cell, /obj/item/organ/cyberimp, /obj/item/assembly/flash) + power_cost = 1000 + cast_time = 60 + limit = 4 + rite_cast_sound = 'sound/magic/clockwork/fellowship_armory.ogg' + +/datum/clockwork_rite/summon_claw/cast(var/mob/living/invoker, var/turf/T, var/mob/living/carbon/human/target) + . = ..() + if(!.) + return FALSE + var/obj/item/organ/cyberimp/arm/clockwork/claw/CL = new /obj/item/organ/cyberimp/arm/clockwork/claw(T) + CL.visible_message("[CL] materialises out of thin air!") + new /obj/effect/temp_visual/ratvar/sigil/transmission(T,2) + +#undef INFINITE diff --git a/code/modules/antagonists/clockcult/clock_items/clock_augments.dm b/code/modules/antagonists/clockcult/clock_items/clock_augments.dm new file mode 100644 index 0000000000..2131aa7160 --- /dev/null +++ b/code/modules/antagonists/clockcult/clock_items/clock_augments.dm @@ -0,0 +1,32 @@ +//This file is for snowflakey clock augmentations and clock-themed cybernetic implants. + +//The base clockie arm implant, which only clock cultist can use unless it is emagged. THIS SHOULD NEVER ACTUALLY EXIST +/obj/item/organ/cyberimp/arm/clockwork + name = "clock-themed arm-mounted implant" + var/clockwork_desc = "According to Ratvar, this really shouldn't exist. Tell Him about this immediately." + syndicate_implant = TRUE + icon_state = "clock_arm_implant" + +/obj/item/organ/cyberimp/arm/clockwork/ui_action_click() + if(is_servant_of_ratvar(owner) || (obj_flags & EMAGGED)) //If you somehow manage to steal a clockie's implant AND have an emag AND manage to get it implanted for yourself, good on ya! + return ..() + to_chat(owner, "The implant refuses to activate..") + +/obj/item/organ/cyberimp/arm/clockwork/examine(mob/user) + if((is_servant_of_ratvar(user) || isobserver(user)) && clockwork_desc) + desc = clockwork_desc + . = ..() + desc = initial(desc) + +/obj/item/organ/cyberimp/arm/clockwork/emag_act() + if(obj_flags & EMAGGED) + return + obj_flags |= EMAGGED + to_chat(usr, "You emag [src], hoping it'll achieve something..") + +//Brass claw implant. Holds the brass claw from brass_claw.dm and can extend / retract it at will. +/obj/item/organ/cyberimp/arm/clockwork/claw + name = "brass claw implant" + desc = "Yikes, the claw attached to this looks pretty darn sharp." + clockwork_desc = "This implant, when added to a servant's arm, allows them to extend and retract a claw at will, though this is mildly painful to do. It will refuse to work for any non-servants." + contents = newlist(/obj/item/clockwork/brass_claw) diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm new file mode 100644 index 0000000000..340f01f6f8 --- /dev/null +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm @@ -0,0 +1,51 @@ +//Brass claw, an armblade-like weapon used by a clock implant. Stealthy if retracted, very obvious if active. +//Bit weaker than an armblade strength-wise but gains combo on consecutive attacks against the same target, which causes bonus damage + +/obj/item/clockwork/brass_claw + name = "brass claw" + desc = "A very sharp claw made out of brass." + clockwork_desc = "A incredibly sharp claw made out of brass. It is quite effective at crippling enemies, though very obvious when extended.\nGains combo on consecutive attacks against a target, causing bonus damage." + icon_state = "brass_claw" //Codersprite moment + item_state = "brass_claw" + lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi' + righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi' + w_class = WEIGHT_CLASS_HUGE + force = 15 //Doesn't generate vitality like the spear does / has somewhat less damage, but quite good at wounding and gets through armor pretty well. Also gains 2 bonus damage per consecutive attack on the same target + throwforce = 0 //haha yes lets be safe about this + throw_range = 0 + throw_speed = 0 + armour_penetration = 20 + hitsound = 'sound/weapons/bladeslice.ogg' + attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") + sharpness = SHARP_EDGED + wound_bonus = 5 + bare_wound_bonus = 15 + total_mass = TOTAL_MASS_HAND_REPLACEMENT + var/mob/living/last_attacked + var/combo = 0 + var/damage_per_combo = 2 + var/maximum_combo_damage = 18 //33 damage on max stacks. Usually the target will already be dead by then but if they somehow aren't, better to have this capped + +/obj/item/clockwork/brass_claw/Initialize() + . = ..() + AddComponent(/datum/component/butchering, 60, 80) + +/obj/item/clockwork/brass_claw/examine(mob/user) + if(is_servant_of_ratvar(user)) + clockwork_desc += "\nIt has [combo] combo stacks built up against the current target, causing [min(maximum_combo_damage, combo * damage_per_combo)] bonus damage." + . = ..() + clockwork_desc = initial(clockwork_desc) + +/obj/item/clockwork/brass_claw/attack(mob/living/target, mob/living/carbon/human/user) + . = ..() + if(QDELETED(target) || target.anti_magic_check(chargecost = 0) || is_servant_of_ratvar(target)) + return + if(target != last_attacked) //Loses all combat on switching targets + last_attacked = target + combo = 0 + else + if(!iscultist(target)) //Hostile cultists being hit stacks up combo far faster than usual + combo++ + else + combo += 3 + target.adjustBruteLoss(min(maximum_combo_damage, combo * damage_per_combo)) diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm index 527745b81a..aa69478217 100644 --- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm @@ -8,10 +8,12 @@ force = 15 //Extra damage is dealt to targets in attack() throwforce = 25 armour_penetration = 10 - sharpness = IS_SHARP_ACCURATE + sharpness = SHARP_POINTY attack_verb = list("stabbed", "poked", "slashed") hitsound = 'sound/weapons/bladeslice.ogg' w_class = WEIGHT_CLASS_BULKY + block_parry_data = /datum/block_parry_data/ratvarian_spear + item_flags = ITEM_CAN_PARRY var/bonus_burn = 5 /obj/item/clockwork/weapon/ratvarian_spear/ratvar_act() @@ -43,7 +45,7 @@ else if(iscultist(target) || isconstruct(target)) to_chat(target, "Your body flares with agony at [src]'s presence!") bonus_damage *= 3 //total 30 damage on cultists, 50 with ratvar - GLOB.clockwork_vitality += target.adjustFireLoss(bonus_damage) //adds the damage done to existing vitality + GLOB.clockwork_vitality += max(0, target.adjustFireLoss(bonus_damage)) //adds the damage done to existing vitality /obj/item/clockwork/weapon/ratvarian_spear/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) var/turf/T = get_turf(hit_atom) @@ -80,3 +82,15 @@ new /obj/effect/temp_visual/ratvar/spearbreak(T) action.weapon_reset(RATVARIAN_WEAPON_COOLDOWN) +//A very short, very effective parry that counts on you predicting when the enemy will attack. +/datum/block_parry_data/ratvarian_spear + parry_time_windup = 0 //Very good for predicting + parry_time_active = 3 //Very short + parry_time_spindown = 1 + parry_time_perfect = 2 + parry_efficiency_perfect = 110 //Very low leeway for counterattacks... + parry_efficiency_considered_successful = 0.8 + parry_efficiency_to_counterattack = 1 + parry_cooldown = 15 //But also very low cooldown.. + parry_failed_stagger_duration = 2 SECONDS //And relatively small penalties for failing. + parry_failed_clickcd_duration = 1 SECONDS diff --git a/code/modules/antagonists/clockcult/clock_mobs/clockwork_marauder.dm b/code/modules/antagonists/clockcult/clock_mobs/clockwork_marauder.dm index f941c84abe..79b919b1e9 100644 --- a/code/modules/antagonists/clockcult/clock_mobs/clockwork_marauder.dm +++ b/code/modules/antagonists/clockcult/clock_mobs/clockwork_marauder.dm @@ -143,6 +143,8 @@ movement_type = FLYING AIStatus = AI_OFF //this has to be manually set so that the guardian doesn't start bashing the host, how annoying -_- loot = list(/obj/item/clockwork/component/geis_capacitor/fallen_armor) + max_shield_health = 0 + shield_health = 0 var/true_name = "Meme Master 69" //Required to call forth the guardian var/global/list/possible_true_names = list("Servant", "Warden", "Serf", "Page", "Usher", "Knave", "Vassal", "Escort") var/mob/living/host //The mob that the guardian is living inside of diff --git a/code/modules/antagonists/clockcult/clock_scriptures/scripture_drivers.dm b/code/modules/antagonists/clockcult/clock_scriptures/scripture_drivers.dm index c4b1913832..00c4d73428 100644 --- a/code/modules/antagonists/clockcult/clock_scriptures/scripture_drivers.dm +++ b/code/modules/antagonists/clockcult/clock_scriptures/scripture_drivers.dm @@ -97,7 +97,7 @@ desc = "Charges your slab with divine energy, allowing you to overwhelm a target with Ratvar's light." invocations = list("Divinity, show them your light!") whispered = TRUE - channel_time = 10 // I think making kindle channel a third of the time less is a good make up for the fact that it silences people for such a little amount of time. + channel_time = 15 // I think making kindle channel a third of the time less is a good make up for the fact that it silences people for such a little amount of time. power_cost = 125 usage_tip = "The light can be used from up to two tiles away. Damage taken will GREATLY REDUCE the stun's duration." tier = SCRIPTURE_DRIVER diff --git a/code/modules/antagonists/clockcult/clock_scriptures/scripture_scripts.dm b/code/modules/antagonists/clockcult/clock_scriptures/scripture_scripts.dm index d96765d536..8819544928 100644 --- a/code/modules/antagonists/clockcult/clock_scriptures/scripture_scripts.dm +++ b/code/modules/antagonists/clockcult/clock_scriptures/scripture_scripts.dm @@ -81,6 +81,25 @@ return /obj/effect/clockwork/sigil/vitality/neutered return ..() +//Sigil of Rites: Creates a sigil that allows to perform certain rites on it. More information on these can be found in clock_rites.dm, they usually require power, materials and sometimes a target. +/datum/clockwork_scripture/create_object/sigil_of_rites + descname = "Sigil, Access to rites" + name = "Sigil of Rites" + desc = "Places a sigil that, when interacted with, will allow for a variety of rites to be performed on the sigil. These usually require power cells, clockwork power, and some other components." + invocations = list("Engine, allow us..", ".. to be blessed with your rites.") + channel_time = 80 + power_cost = 1400 + invokers_required = 2 + multiple_invokers_used = TRUE + whispered = TRUE + object_path = /obj/effect/clockwork/sigil/rite + creator_message = "A sigil of Rites appears beneath you. It will allow you to perform certain rites, given sufficient materials and power." + usage_tip = "It may be useful to coordinate to acquire needed materials quickly." + tier = SCRIPTURE_SCRIPT + one_per_tile = TRUE + primary_component = HIEROPHANT_ANSIBLE + sort_priority = 4 + //Judicial Visor: Creates a judicial visor, which can smite an area. /datum/clockwork_scripture/create_object/judicial_visor descname = "Delayed Area Knockdown Glasses" @@ -96,7 +115,7 @@ tier = SCRIPTURE_SCRIPT space_allowed = TRUE primary_component = BELLIGERENT_EYE - sort_priority = 4 + sort_priority = 5 quickbind = TRUE quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning." @@ -115,7 +134,7 @@ tier = SCRIPTURE_SCRIPT space_allowed = TRUE primary_component = VANGUARD_COGWHEEL - sort_priority = 6 + sort_priority = 7 quickbind = TRUE quickbind_desc = "Creates a Ratvarian shield, which can absorb energy from attacks for use in powerful bashes." @@ -131,7 +150,7 @@ usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear. You will need to wait for 30 seconds before resummoning it." tier = SCRIPTURE_SCRIPT primary_component = VANGUARD_COGWHEEL - sort_priority = 7 + sort_priority = 8 important = TRUE quickbind = TRUE quickbind_desc = "Permanently binds clockwork armor and a Ratvarian spear to you." @@ -229,7 +248,7 @@ usage_tip = "This is a very effective way to rapidly reinforce a base after an attack." tier = SCRIPTURE_SCRIPT primary_component = VANGUARD_COGWHEEL - sort_priority = 8 + sort_priority = 9 quickbind = TRUE quickbind_desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed.
Maximum 10 chants." var/heal_attempts = 4 @@ -342,7 +361,7 @@ usage_tip = "Though it requires you to stand still, this scripture can do massive damage." tier = SCRIPTURE_SCRIPT primary_component = BELLIGERENT_EYE - sort_priority = 5 + sort_priority = 6 quickbind = TRUE quickbind_desc = "Allows you to fire energy rays at target locations.
Maximum 5 chants." var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.", @@ -391,7 +410,7 @@ usage_tip = "It may be useful to end channelling early if the burning becomes too much to handle.." tier = SCRIPTURE_SCRIPT primary_component = GEIS_CAPACITOR - sort_priority = 10 + sort_priority = 11 quickbind = TRUE quickbind_desc = "Quickly drains power in an area around the invoker, causing burns proportional to the amount of energy drained.
Maximum of 20 chants." diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm index f305d5b678..35151953a0 100644 --- a/code/modules/antagonists/cult/cult_items.dm +++ b/code/modules/antagonists/cult/cult_items.dm @@ -53,7 +53,7 @@ lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 - sharpness = IS_SHARP + sharpness = SHARP_EDGED w_class = WEIGHT_CLASS_BULKY force = 30 // whoever balanced this got beat in the head by a bible too many times good lord throwforce = 10 @@ -114,7 +114,7 @@ armour_penetration = 45 throw_speed = 1 throw_range = 3 - sharpness = IS_SHARP + sharpness = SHARP_EDGED light_color = "#ff0000" attack_verb = list("cleaved", "slashed", "torn", "hacked", "ripped", "diced", "carved") icon_state = "cultbastard" @@ -708,7 +708,7 @@ armour_penetration = 30 block_chance = 30 attack_verb = list("attacked", "impaled", "stabbed", "torn", "gored") - sharpness = IS_SHARP + sharpness = SHARP_EDGED hitsound = 'sound/weapons/bladeslice.ogg' var/datum/action/innate/cult/spear/spear_act var/wielded = FALSE // track wielded status on item diff --git a/code/modules/antagonists/slaughter/slaughter.dm b/code/modules/antagonists/slaughter/slaughter.dm index 35a674fb0e..3ae9cfcfb0 100644 --- a/code/modules/antagonists/slaughter/slaughter.dm +++ b/code/modules/antagonists/slaughter/slaughter.dm @@ -38,7 +38,7 @@ melee_damage_upper = 22.5 wound_bonus = -10 bare_wound_bonus = 0 - sharpness = TRUE + sharpness = SHARP_EDGED see_in_dark = 8 blood_volume = 0 //No bleeding on getting shot, for skeddadles lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE diff --git a/code/modules/antagonists/wizard/equipment/artefact.dm b/code/modules/antagonists/wizard/equipment/artefact.dm index 2701a2d006..d8a8e9a1be 100644 --- a/code/modules/antagonists/wizard/equipment/artefact.dm +++ b/code/modules/antagonists/wizard/equipment/artefact.dm @@ -259,7 +259,7 @@ to_chat(target, "You suddenly feel very hot") target.adjust_bodytemperature(50) GiveHint(target) - else if(is_pointed(I)) + else if(I.get_sharpness() == SHARP_POINTY) to_chat(target, "You feel a stabbing pain in [parse_zone(user.zone_selected)]!") target.DefaultCombatKnockdown(40) GiveHint(target) diff --git a/code/modules/cargo/packs/goodies.dm b/code/modules/cargo/packs/goodies.dm index 2ff02d0473..86a7c73a34 100644 --- a/code/modules/cargo/packs/goodies.dm +++ b/code/modules/cargo/packs/goodies.dm @@ -81,3 +81,9 @@ desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids." cost = 1500 contains = list(/obj/item/gun/energy/laser/hellgun) + +/datum/supply_pack/goody/medipen_twopak + name = "Medipen Two-Pak" + desc = "Contains one standard epinephrine medipen and one standard emergency first-aid kit medipen. For when you want to prepare for the worst." + cost = 500 + contains = list(/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/hypospray/medipen/ekit) diff --git a/code/modules/cargo/packs/medical.dm b/code/modules/cargo/packs/medical.dm index 5eacc2f583..6a4165f840 100644 --- a/code/modules/cargo/packs/medical.dm +++ b/code/modules/cargo/packs/medical.dm @@ -218,3 +218,18 @@ /obj/item/storage/box/beakers) crate_name = "virus containment unit crate" crate_type = /obj/structure/closet/crate/secure/plasma + +/datum/supply_pack/medical/medipen_variety + name = "Medipen Variety-Pak" + desc = "Contains eight different medipens in three different varieties, to assist in quickly treating seriously injured patients." + cost = 2000 + contains = list(/obj/item/reagent_containers/hypospray/medipen/, + /obj/item/reagent_containers/hypospray/medipen/, + /obj/item/reagent_containers/hypospray/medipen/ekit, + /obj/item/reagent_containers/hypospray/medipen/ekit, + /obj/item/reagent_containers/hypospray/medipen/ekit, + /obj/item/reagent_containers/hypospray/medipen/blood_loss, + /obj/item/reagent_containers/hypospray/medipen/blood_loss, + /obj/item/reagent_containers/hypospray/medipen/blood_loss) + + crate_name = "medipen crate" diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm index 75e914ea68..3c9697c03a 100644 --- a/code/modules/client/preferences.dm +++ b/code/modules/client/preferences.dm @@ -40,7 +40,6 @@ GLOBAL_LIST_EMPTY(preferences_datums) //If it's 0, that's good, if it's anything but 0, the owner of this prefs file's antag choices were, //autocorrected this round, not that you'd need to check that. - var/UI_style = null var/buttons_locked = FALSE var/hotkeys = FALSE @@ -832,7 +831,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "Socks Color:     Change
" dat += "Backpack:[backbag]" dat += "Jumpsuit:
[jumpsuit_style]
" - if(CAN_SCAR in pref_species.species_traits) + if((HAS_FLESH in pref_species.species_traits) || (HAS_BONE in pref_species.species_traits)) dat += "
Temporal Scarring:
[(persistent_scars) ? "Enabled" : "Disabled"]" dat += "Clear scar slots" dat += "Uplink Location:[uplink_spawn_loc]" @@ -1065,6 +1064,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "
[gear_points] loadout points remaining. \[Clear Loadout\]
" dat += "
You can only choose one item per category, unless it's an item that spawns in your backpack or hands.
" dat += "
" + var/firstcat = TRUE for(var/i in GLOB.loadout_items) if(firstcat) @@ -1075,6 +1075,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += " [i] " else dat += " [i] " + dat += "
" dat += "
" dat += "
[gear_tab]
" @@ -1130,6 +1131,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "Hypno: [(cit_toggles & NEVER_HYPNO) ? "Disallowed" : "Allowed"]
" dat += "Aphrodisiacs: [(cit_toggles & NO_APHRO) ? "Disallowed" : "Allowed"]
" dat += "Ass Slapping: [(cit_toggles & NO_ASS_SLAP) ? "Disallowed" : "Allowed"]
" + dat += "Automatic Wagging: [(cit_toggles & NO_AUTO_WAG) ? "Disabled" : "Enabled"]
" dat += "" dat += "
" if(5) // Custom keybindings @@ -2644,6 +2646,9 @@ GLOBAL_LIST_EMPTY(preferences_datums) if("bimbo") cit_toggles ^= BIMBOFICATION + if("auto_wag") + cit_toggles ^= NO_AUTO_WAG + //END CITADEL EDIT if("ambientocclusion") @@ -2796,6 +2801,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) if(custom_tongue != "default") var/new_tongue = GLOB.roundstart_tongues[custom_tongue] if(new_tongue) + character.dna.species.mutanttongue = new_tongue //this means we get our tongue when we clone var/obj/item/organ/tongue/T = character.getorganslot(ORGAN_SLOT_TONGUE) if(T) qdel(T) diff --git a/code/modules/client/preferences_savefile.dm b/code/modules/client/preferences_savefile.dm index 59d99674eb..dffab645a4 100644 --- a/code/modules/client/preferences_savefile.dm +++ b/code/modules/client/preferences_savefile.dm @@ -224,7 +224,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car var/needs_update = savefile_needs_update(S) if(needs_update == -2) //fatal, can't load any data return 0 - + . = TRUE //general preferences @@ -443,7 +443,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car return 0 . = TRUE - + //Species var/species_id S["species"] >> species_id diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm index 01effea6f2..350a577fb1 100644 --- a/code/modules/clothing/glasses/_glasses.dm +++ b/code/modules/clothing/glasses/_glasses.dm @@ -96,7 +96,7 @@ throw_speed = 4 attack_verb = list("sliced") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/clothing/glasses/meson/eyepatch name = "eyepatch mesons" @@ -180,7 +180,7 @@ throw_speed = 4 attack_verb = list("sliced") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED vision_correction = 1 glass_colour_type = /datum/client_colour/glass_colour/lightgreen @@ -237,7 +237,7 @@ throw_speed = 4 attack_verb = list("sliced") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/clothing/glasses/sunglasses/garb/supergarb name = "black giga gar glasses" @@ -257,7 +257,7 @@ throw_speed = 4 attack_verb = list("sliced") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED glass_colour_type = /datum/client_colour/glass_colour/orange /obj/item/clothing/glasses/sunglasses/gar/supergar diff --git a/code/modules/clothing/glasses/hud.dm b/code/modules/clothing/glasses/hud.dm index c745cd74f0..9ca98b0bca 100644 --- a/code/modules/clothing/glasses/hud.dm +++ b/code/modules/clothing/glasses/hud.dm @@ -70,7 +70,7 @@ flash_protect = -2 lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE glass_colour_type = /datum/client_colour/glass_colour/green - + /obj/item/clothing/glasses/hud/health/night/syndicate name = "combat night vision health scanner HUD" desc = "An advanced shielded medical heads-up display that allows soldiers to approximate how much lead poisoning their allies have suffered in complete darkness." @@ -221,7 +221,7 @@ throw_speed = 4 attack_verb = list("sliced") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars name = "giga HUD gar glasses" diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 72d0f68c18..124ece8fdc 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -469,3 +469,16 @@ icon_state = "maid" item_state = "maid" dynamic_hair_suffix = "" + +/obj/item/clothing/head/widered + name = "Wide red hat" + desc = "It is both wide, and red. Stylish!" + icon_state = "widehat_red" + item_state = "widehat_red" + +/obj/item/clothing/head/kabuto + name = "Kabuto helmet" + desc = "A traditional kabuto helmet." + icon_state = "kabuto" + item_state = "kabuto" + flags_inv = HIDEHAIR|HIDEEARS diff --git a/code/modules/clothing/shoes/_shoes.dm b/code/modules/clothing/shoes/_shoes.dm index 746bd3458a..49256b490d 100644 --- a/code/modules/clothing/shoes/_shoes.dm +++ b/code/modules/clothing/shoes/_shoes.dm @@ -257,10 +257,8 @@ if(14 to 25) // 1.3ish% chance to stumble and be a bit off balance (like being disarmed) to_chat(our_guy, "You stumble a bit on your untied shoelaces!") - if(!our_guy.has_movespeed_modifier(/datum/movespeed_modifier/shove)) - our_guy.add_movespeed_modifier(/datum/movespeed_modifier/shove) - addtimer(CALLBACK(our_guy, /mob/living/carbon/human/proc/clear_shove_slowdown), SHOVE_SLOWDOWN_LENGTH) - + our_guy.ShoveOffBalance(SHOVE_OFFBALANCE_DURATION) + our_guy.Stagger(SHOVE_OFFBALANCE_DURATION) //yes, same. if(26 to 1000) wiser = FALSE if(wiser) diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm index 82dd3142ed..cba27845f1 100644 --- a/code/modules/clothing/spacesuits/_spacesuits.dm +++ b/code/modules/clothing/spacesuits/_spacesuits.dm @@ -7,7 +7,7 @@ clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS item_state = "spaceold" permeability_coefficient = 0.01 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70, "wound" = 5) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -36,7 +36,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight, /obj/item/tank/internals) slowdown = 1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70, "wound" = 5) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm index 4dc6fd1f6c..3f77a2befc 100644 --- a/code/modules/clothing/spacesuits/chronosuit.dm +++ b/code/modules/clothing/spacesuits/chronosuit.dm @@ -4,7 +4,7 @@ icon_state = "chronohelmet" item_state = "chronohelmet" slowdown = 1 - armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 100) + armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 100, "wound" = 80) resistance_flags = FIRE_PROOF | ACID_PROOF var/obj/item/clothing/suit/space/chronos/suit = null @@ -19,7 +19,7 @@ icon_state = "chronosuit" item_state = "chronosuit" actions_types = list(/datum/action/item_action/toggle) - armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 1000) + armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 1000, "wound" = 80) resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE var/list/chronosafe_items = list(/obj/item/chrono_eraser, /obj/item/gun/energy/chrono_gun) diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index b588deaf01..40797b97ed 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -5,7 +5,7 @@ icon_state = "hardsuit0-engineering" item_state = "eng_helm" max_integrity = 300 - armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75) + armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75, "wound" = 10) var/basestate = "hardsuit" var/brightness_on = 4 //luminosity when on var/on = FALSE @@ -717,7 +717,7 @@ item_state = "rig0-soviet" hardsuit_type = "soviet" icon_state = "rig0-soviet" - armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75, "wound" = 15) mutantrace_variation = NONE /obj/item/clothing/suit/space/hardsuit/soviet @@ -726,7 +726,7 @@ item_state = "rig-soviet" icon_state = "rig-soviet" slowdown = 0.8 - armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75, "wound" = 15) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet mutantrace_variation = NONE @@ -771,7 +771,7 @@ item_state = "ert_medical" hardsuit_type = "ert_medical" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf - armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95) + armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95, "wound" = 30) slowdown = 0 max_charges = 5 @@ -800,7 +800,7 @@ icon_state = "hardsuit0-ert_medical" item_state = "hardsuit0-ert_medical" hardsuit_type = "ert_medical" - armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95) + armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95, "wound" = 30) /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red icon_state = "hardsuit0-ert_security" @@ -879,7 +879,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF heat_protection = HEAD - armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100) + armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, "wound" = 30) brightness_on = 7 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) var/energy_color = "#35FFF0" @@ -923,7 +923,7 @@ item_state = "swat_suit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF - armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100) + armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, "wound" = 30) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index ee70f54ed0..5124c5d62e 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -51,7 +51,7 @@ Contains: icon_state = "heavy" item_state = "swat_suit" allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat) - armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 25) strip_delay = 120 resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE @@ -63,7 +63,7 @@ Contains: dynamic_hair_suffix = "+generic" dynamic_fhair_suffix = "+generic" flags_inv = 0 - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -79,7 +79,7 @@ Contains: flags_inv = 0 w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -140,7 +140,7 @@ Contains: desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar." icon_state = "pirate" item_state = "pirate" - armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75) + armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75, "wound" = 30) flags_inv = HIDEHAIR strip_delay = 40 equip_delay_other = 20 @@ -163,7 +163,7 @@ Contains: flags_inv = 0 allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum) slowdown = 0 - armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75) + armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75, "wound" = 30) strip_delay = 40 equip_delay_other = 20 mutantrace_variation = STYLE_DIGITIGRADE @@ -175,7 +175,7 @@ Contains: icon_state = "hardsuit0-ert_commander" item_state = "hardsuit0-ert_commander" hardsuit_type = "ert_commander" - armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) + armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 30) strip_delay = 130 brightness_on = 7 resistance_flags = ACID_PROOF @@ -191,7 +191,7 @@ Contains: item_state = "ert_command" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) + armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 30) slowdown = 0 strip_delay = 130 resistance_flags = ACID_PROOF @@ -244,7 +244,7 @@ Contains: icon_state = "hardsuit0-ert_commander-alert" item_state = "hardsuit0-ert_commander-alert" hardsuit_type = "ert_commander-alert" - armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 50) brightness_on = 8 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -254,7 +254,7 @@ Contains: icon_state = "ert_command-alert" item_state = "ert_command-alert" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert - armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 50) resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC @@ -303,7 +303,7 @@ Contains: icon_state = "space" item_state = "s_suit" desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65, "wound" = 10) /obj/item/clothing/head/helmet/space/eva name = "EVA helmet" @@ -311,7 +311,7 @@ Contains: item_state = "space" desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies." flash_protect = 0 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65, "wound" = 10) //Radiation /obj/item/clothing/head/helmet/space/rad @@ -319,7 +319,7 @@ Contains: desc = "A special helmet that protects against radiation and space. Not much else unfortunately." icon_state = "cespace_helmet" item_state = "nothing" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0, "wound" = 5) resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE actions_types = list() @@ -329,7 +329,7 @@ Contains: desc = "A special suit that protects against radiation and space. Not much else unfortunately." icon_state = "hardsuit-rad" item_state = "nothing" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0, "wound" = 5) resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE mutantrace_variation = NONE @@ -339,7 +339,7 @@ Contains: desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle." icon_state = "griffinhat" item_state = "griffinhat" - armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) + armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 20) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -351,7 +351,7 @@ Contains: icon_state = "freedom" item_state = "freedom" allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) + armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 20) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -364,7 +364,7 @@ Contains: desc = "Spaceworthy and it looks like a space carp's head, smells like one too." icon_state = "carp_helm" item_state = "syndicate" - armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy as a space carp + armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75, "wound" = 5) //As whimpy as a space carp brightness_on = 0 //luminosity when on actions_types = list() mutantrace_variation = NONE @@ -380,7 +380,7 @@ Contains: icon_state = "carp_suit" item_state = "space_suit_syndicate" slowdown = 0 //Space carp magic, never stop believing - armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy whimpy whoo + armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75, "wound" = 5) //As whimpy whimpy whoo allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/automatic/speargun) //I'm giving you a hint here helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp mutantrace_variation = STYLE_DIGITIGRADE @@ -442,14 +442,14 @@ Contains: /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor/old desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats. Alas, this one looks pretty worn out and rusted." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60) + armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) slowdown = 0.8 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old charges = 12 /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old desc = "A helmet worn by those who deal with paranormal threats for a living. Alas, this one looks pretty worn out and rusted." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60) + armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) charges = 12 /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker @@ -467,14 +467,14 @@ Contains: /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker/old desc = "Voices echo from the hardsuit, driving the user insane. This one is pretty battle-worn, but still fearsome." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60) + armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) slowdown = 0.8 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old charges = 6 /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old desc = "Peering into the eyes of the helmet is enough to seal damnation. This one is pretty battle-worn, but still fearsome." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60) + armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) charges = 6 /obj/item/clothing/head/helmet/space/fragile @@ -482,7 +482,7 @@ Contains: desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable." icon_state = "syndicate-helm-orange" item_state = "syndicate-helm-orange" - armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0) + armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0, "wound" = 5) strip_delay = 65 /obj/item/clothing/suit/space/fragile @@ -492,7 +492,7 @@ Contains: icon_state = "syndicate-orange" item_state = "syndicate-orange" slowdown = 2 - armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0) + armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0, "wound" = 5) strip_delay = 65 /obj/item/clothing/suit/space/fragile/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) @@ -525,7 +525,7 @@ Contains: icon_state = "hunter" item_state = "swat_suit" allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat) - armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wpound" = 25) strip_delay = 130 resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm index f17eb91b74..5128f77433 100644 --- a/code/modules/clothing/spacesuits/plasmamen.dm +++ b/code/modules/clothing/spacesuits/plasmamen.dm @@ -5,7 +5,7 @@ name = "EVA plasma envirosuit" desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges." allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10) resistance_flags = FIRE_PROOF icon_state = "plasmaman_suit" item_state = "plasmaman_suit" @@ -40,7 +40,7 @@ icon_state = "plasmaman-helm" item_state = "plasmaman-helm" strip_delay = 80 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10) resistance_flags = FIRE_PROOF var/brightness_on = 4 //luminosity when the light is on var/on = FALSE @@ -77,7 +77,7 @@ desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, along-side other undesirables." icon_state = "security_envirohelm" item_state = "security_envirohelm" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 20) /obj/item/clothing/head/helmet/space/plasmaman/security/warden name = "warden's plasma envirosuit helmet" @@ -132,7 +132,7 @@ desc = "A sturdier plasmaman envirohelmet designed for research directors." icon_state = "rd_envirohelm" item_state = "rd_envirohelm" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10) /obj/item/clothing/head/helmet/space/plasmaman/robotics name = "robotics plasma envirosuit helmet" @@ -145,7 +145,7 @@ desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange." icon_state = "engineer_envirohelm" item_state = "engineer_envirohelm" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 75) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 75, "wound" = 10) /obj/item/clothing/head/helmet/space/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit helmet" @@ -194,7 +194,7 @@ desc = "A blue and gold envirohelm designed for the station's captain, nonetheless. Made of superior materials to protect them from the station hazards and more." icon_state = "captain_envirohelm" item_state = "captain_envirohelm" - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 85) + armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 85, "wound" = 15) /obj/item/clothing/head/helmet/space/plasmaman/curator name = "curator's plasma envirosuit helmet" diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index 662e333f59..f55379da2f 100644 --- a/code/modules/clothing/spacesuits/syndi.dm +++ b/code/modules/clothing/spacesuits/syndi.dm @@ -4,7 +4,7 @@ icon_state = "syndicate" item_state = "syndicate" desc = "Has a tag on it: Totally not property of an enemy corporation, honest!" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85, "wound" = 20) /obj/item/clothing/suit/space/syndicate name = "red space suit" @@ -13,7 +13,7 @@ desc = "Has a tag on it: Totally not property of an enemy corporation, honest!" w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85, "wound" = 20) mutantrace_variation = STYLE_DIGITIGRADE //Green syndicate space suit diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index b61743729f..cf7dbc7462 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -8,7 +8,7 @@ equip_delay_other = 40 max_integrity = 250 resistance_flags = NONE - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 15) + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) /obj/item/clothing/suit/armor/Initialize() @@ -58,7 +58,7 @@ icon_state = "hos" item_state = "greatcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 20) + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10) cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS strip_delay = 80 @@ -148,7 +148,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 30) + armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 20) blocks_shove_knockdown = TRUE strip_delay = 80 equip_delay_other = 60 diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index 0b1121b22b..607a8ecb55 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -1057,3 +1057,9 @@ desc = "Reminds you of someone, but you just can't put your finger on it..." icon_state = "waldo_shirt" item_state = "waldo_shirt" + +/obj/item/clothing/suit/samurai + name = "Samurai outfit" + desc = "An outfit used by traditional japanese warriors." + icon_state = "samurai" + item_state = "samurai" \ No newline at end of file diff --git a/code/modules/clothing/under/costume.dm b/code/modules/clothing/under/costume.dm index 3e7bc755cb..18cd104ff8 100644 --- a/code/modules/clothing/under/costume.dm +++ b/code/modules/clothing/under/costume.dm @@ -329,3 +329,29 @@ desc = "cloud" icon_state = "cloud" can_adjust = FALSE + +/obj/item/clothing/under/costume/kimono + name = "Kimono" + desc = "A traditional piece of clothing from japan" + icon_state = "kimono" + item_state = "kimono" + +/obj/item/clothing/under/costume/kimono/black + name = "Black Kimono" + icon_state = "kimono_a" + item_state = "kimono_a" + +/obj/item/clothing/under/costume/kimono/kamishimo + name = "Kamishimo" + icon_state = "kamishimo" + item_state = "kamishimo" + +/obj/item/clothing/under/costume/kimono/fancy + name = "Fancy Kimono" + icon_state = "fancy_kimono" + item_state = "fancy_kimono" + +/obj/item/clothing/under/costume/kimono/sakura + name = "Sakura Kimono'" + icon_state = "sakura_kimono" + item_state = "sakura_kimono" diff --git a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm index 5928819b16..082d783bea 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm @@ -57,7 +57,7 @@ desc = "An expensive piece of plasmaman envirosuit fashion. guaranteed to keep you cool while the station goes down in fierceful fires." icon_state = "captain_envirosuit" item_state = "captain_envirosuit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 15) sensor_mode = SENSOR_COORDS random_sensor = FALSE diff --git a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm index 15eb189fa8..4850a605e7 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm @@ -3,7 +3,7 @@ desc = "An air-tight suit designed to be used by plasmamen exployed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage." icon_state = "engineer_envirosuit" item_state = "engineer_envirosuit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95, "wound" = 5) /obj/item/clothing/under/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit" diff --git a/code/modules/clothing/under/jobs/Plasmaman/medsci.dm b/code/modules/clothing/under/jobs/Plasmaman/medsci.dm index 03d089c10d..52f817dcce 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/medsci.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/medsci.dm @@ -21,7 +21,7 @@ desc = "A plasmaman envirosuit designed for the research director to aid them in their job of directing research into the right direction." icon_state = "rd_envirosuit" item_state = "rd_envirosuit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 5) /obj/item/clothing/under/plasmaman/robotics name = "robotics plasma envirosuit" diff --git a/code/modules/clothing/under/jobs/Plasmaman/security.dm b/code/modules/clothing/under/jobs/Plasmaman/security.dm index ddbda041f3..3330d72844 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/security.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/security.dm @@ -3,7 +3,7 @@ desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection." icon_state = "security_envirosuit" item_state = "security_envirosuit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 10) sensor_mode = SENSOR_COORDS random_sensor = FALSE diff --git a/code/modules/clothing/under/jobs/civilian/civilian.dm b/code/modules/clothing/under/jobs/civilian/civilian.dm index 4eb6a18258..5dffc8f88d 100644 --- a/code/modules/clothing/under/jobs/civilian/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian/civilian.dm @@ -110,7 +110,7 @@ desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards." name = "janitor's jumpsuit" icon_state = "janitor" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/civilian/janitor/skirt name = "janitor's jumpskirt" diff --git a/code/modules/clothing/under/jobs/engineering.dm b/code/modules/clothing/under/jobs/engineering.dm index 3eaaa42620..5693468b3b 100644 --- a/code/modules/clothing/under/jobs/engineering.dm +++ b/code/modules/clothing/under/jobs/engineering.dm @@ -4,7 +4,7 @@ name = "chief engineer's jumpsuit" icon_state = "chiefengineer" item_state = "gy_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40, "wound" = 5) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/chief_engineer/skirt @@ -39,7 +39,7 @@ name = "engineer's jumpsuit" icon_state = "engine" item_state = "engi_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 5) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/engineer/hazard diff --git a/code/modules/clothing/under/jobs/medical.dm b/code/modules/clothing/under/jobs/medical.dm index c4eedf93a4..c66b972624 100644 --- a/code/modules/clothing/under/jobs/medical.dm +++ b/code/modules/clothing/under/jobs/medical.dm @@ -4,7 +4,7 @@ icon_state = "cmo" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/medical/chief_medical_officer/skirt name = "chief medical officer's jumpskirt" @@ -30,7 +30,7 @@ icon_state = "genetics" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/medical/geneticist/skirt name = "geneticist's jumpskirt" @@ -48,7 +48,7 @@ icon_state = "virology" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/medical/virologist/skirt name = "virologist's jumpskirt" @@ -66,7 +66,7 @@ icon_state = "chemistry" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65, "wound" = 5) /obj/item/clothing/under/rank/medical/chemist/skirt name = "chemist's jumpskirt" @@ -84,7 +84,7 @@ icon_state = "paramedic-dark" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/medical/paramedic/light desc = "It's made of a special fiber that provides minor protection against biohazards. It has a dark blue cross on the chest denoting that the wearer is a trained paramedic." @@ -110,7 +110,7 @@ icon_state = "nursesuit" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) body_parts_covered = CHEST|GROIN|ARMS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -122,7 +122,7 @@ icon_state = "medical" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/medical/doctor/blue name = "blue medical scrubs" diff --git a/code/modules/clothing/under/jobs/rnd.dm b/code/modules/clothing/under/jobs/rnd.dm index f7bd6d5e33..03eb910736 100644 --- a/code/modules/clothing/under/jobs/rnd.dm +++ b/code/modules/clothing/under/jobs/rnd.dm @@ -3,7 +3,7 @@ name = "research director's vest suit" icon_state = "director" item_state = "lb_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35, "wound" = 5) can_adjust = FALSE /obj/item/clothing/under/rank/rnd/research_director/skirt @@ -20,7 +20,7 @@ name = "research director's tan suit" icon_state = "rdwhimsy" item_state = "rdwhimsy" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) can_adjust = TRUE alt_covers_chest = TRUE @@ -39,7 +39,7 @@ name = "research director's turtleneck" icon_state = "rdturtle" item_state = "p_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) can_adjust = TRUE alt_covers_chest = TRUE @@ -59,7 +59,7 @@ icon_state = "toxins" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/rank/rnd/scientist/skirt name = "scientist's jumpskirt" diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 997f10a379..27fb0cc00d 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -66,7 +66,7 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 1000) //wound defense at 100 wont stop wounds cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -308,3 +308,21 @@ icon_state = "polyfemtankpantsu" poly_states = 2 poly_colors = list("#808080", "#FF3535") + +/obj/item/clothing/under/misc/black_dress + name = "little black dress" + desc = "A small black dress" + icon_state = "littleblackdress_s" + item_state = "littleblackdress_s" + +/obj/item/clothing/under/misc/pinktutu + name = "pink tutu" + desc = "A pink tutu" + icon_state = "pinktutu_s" + item_state = "pinktutu_s" + +/obj/item/clothing/under/misc/bathrobe + name = "bathrobe" + desc = "A blue bathrobe." + icon_state = "bathrobe" + item_state = "bathrobe" diff --git a/code/modules/clothing/under/syndicate.dm b/code/modules/clothing/under/syndicate.dm index 6a6c38d26e..72af4e9572 100644 --- a/code/modules/clothing/under/syndicate.dm +++ b/code/modules/clothing/under/syndicate.dm @@ -4,7 +4,7 @@ icon_state = "syndicate" item_state = "bl_suit" has_sensor = NO_SENSORS - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) alt_covers_chest = TRUE /obj/item/clothing/under/syndicate/skirt @@ -13,7 +13,7 @@ icon_state = "syndicate_skirt" item_state = "bl_suit" has_sensor = NO_SENSORS - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) alt_covers_chest = TRUE fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -24,7 +24,7 @@ icon_state = "bloodred_pajamas" item_state = "bl_suit" dummy_thick = TRUE - armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40) + armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40, "wound" = 10) resistance_flags = FIRE_PROOF | ACID_PROOF can_adjust = FALSE @@ -33,21 +33,21 @@ desc = "Do operatives dream of nuclear sheep?" icon_state = "bloodred_pajamas" item_state = "bl_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) /obj/item/clothing/under/syndicate/tacticool name = "tacticool turtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool" item_state = "bl_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) /obj/item/clothing/under/syndicate/tacticool/skirt name = "tacticool skirtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool_skirt" item_state = "bl_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -57,7 +57,7 @@ icon_state = "tactifool" item_state = "bl_suit" has_sensor = TRUE - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) /obj/item/clothing/under/syndicate/sniper name = "Tactical turtleneck suit" @@ -81,7 +81,7 @@ desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in." icon_state = "trackpants" can_adjust = FALSE - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) resistance_flags = NONE /obj/item/clothing/under/syndicate/combat @@ -96,7 +96,7 @@ desc = "Military grade tracksuits for frontline squatting." icon_state = "rus_under" can_adjust = FALSE - armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) resistance_flags = NONE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -106,7 +106,7 @@ icon_state = "syndicatebaseball" item_state = "syndicatebaseball" has_sensor = NO_SENSORS - armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) + armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 10) alt_covers_chest = TRUE mutantrace_variation = USE_TAUR_CLIP_MASK diff --git a/code/modules/events/travelling_trader.dm b/code/modules/events/travelling_trader.dm index 08dae1b469..c7b982eda8 100644 --- a/code/modules/events/travelling_trader.dm +++ b/code/modules/events/travelling_trader.dm @@ -1,8 +1,8 @@ /datum/round_event_control/travelling_trader name = "Travelling Trader" typepath = /datum/round_event/travelling_trader - weight = 10 - max_occurrences = 3 + weight = 8 + max_occurrences = 2 earliest_start = 0 MINUTES /datum/round_event/travelling_trader @@ -52,6 +52,14 @@ var/acceptance_speech = "This is exactly what I wanted! I shall be on my way now, thank you.!" var/refusal_speech = "A given_item? I wanted a requested_item!" //what they say when refusing an item var/active = TRUE + var/examine_text = list("You attempt to look directly at the being's face, but it's just a blur!") + move_resist = MOVE_FORCE_VERY_STRONG + mob_size = MOB_SIZE_LARGE + alpha = 200 + +/mob/living/carbon/human/dummy/travelling_trader/examine(mob/user) + SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, examine_text) + return examine_text /mob/living/carbon/human/dummy/travelling_trader/proc/setup_speech(var/input_speech, var/obj/item/given_item) if(requested_item) @@ -92,6 +100,8 @@ /mob/living/carbon/human/dummy/travelling_trader/Initialize() ..() + add_atom_colour("#570d6b", FIXED_COLOUR_PRIORITY) //make them purple (otherworldly!) + set_light(1, -0.7, "#AAD84B") ADD_TRAIT(src,TRAIT_PIERCEIMMUNE, "trader_pierce_immune") //don't let people take their blood equipOutfit(trader_outfit, TRUE) for(var/obj/item/item in src.get_equipped_items()) @@ -159,15 +169,11 @@ trader_name = "Otherworldly Animal Specialist" trader_outfit = /datum/outfit/job/doctor initial_speech = "Greetings, lifeform. I am here to locate a special creature aboard your station." - request_speech = "Find me the creature known as 'requested_item' and you shall be rewarded for your efforts." + request_speech = "Find me the creature known as 'requested_item' and hand it to me, preferably in a suitable container." refusal_speech = "Do you think me to be a fool, lifeform? I know a requested_item when I see one." - possible_wanted_items = list(/mob/living/simple_animal/pet/dog/corgi/Ian = 1, - /mob/living/simple_animal/sloth/paperwork = 1, - /mob/living/carbon/monkey/punpun = 1, - /mob/living/simple_animal/pet/fox/Renault = 1, - /mob/living/simple_animal/hostile/carp/cayenne = 1, - /mob/living/simple_animal/pet/bumbles = 1, - /mob/living/simple_animal/parrot/Poly = 1) + possible_wanted_items = list(/mob/living/simple_animal/pet/dog/corgi = 4, + /mob/living/carbon/monkey = 1, + /mob/living/simple_animal/mouse = 2) possible_rewards = list(/mob/living/simple_animal/pet/dog/corgi/exoticcorgi = 1, //rewards are animals, friendly to only the person who handed the reward in! /mob/living/simple_animal/cockroach = 1, /mob/living/simple_animal/hostile/skeleton = 1, @@ -184,13 +190,6 @@ mob/living/carbon/human/dummy/travelling_trader/animal_hunter/Initialize() acceptance_speech = pick(list("This lifeform shall make for a great stew, thank you.", "This lifeform shall be of a true use to our cause, thank you.", "The lifeform is adequate. Goodbye.", "This lifeform shall make a great addition to my collection.")) - //make sure they only ask for animals that are still alive - for(var/mob/living/animal in possible_wanted_items) - if(!(animal in GLOB.mob_living_list)) - possible_wanted_items -= animal - if(!possible_wanted_items) - //all the pets are dead, so ask for a monkey, or sometimes a corgi (corgis are more annoying to get a hold of) - possible_wanted_items = list(/mob/living/simple_animal/pet/dog/corgi = 1, /mob/living/carbon/monkey = 3) ..() /mob/living/carbon/human/dummy/travelling_trader/animal_hunter/check_item(var/obj/item/supplied_item) //item is likely to be in contents of whats supplied diff --git a/code/modules/food_and_drinks/drinks/drinks.dm b/code/modules/food_and_drinks/drinks/drinks.dm index 45ab6f6af1..a3ee8c5228 100644 --- a/code/modules/food_and_drinks/drinks/drinks.dm +++ b/code/modules/food_and_drinks/drinks/drinks.dm @@ -299,6 +299,31 @@ desc = "An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea." list_reagents = list(/datum/reagent/consumable/tea = 30) +/obj/item/reagent_containers/food/drinks/mug/tea/red + name = "Dutchess Red tea" + icon_state = "tea" + desc = "Duchess Red's personal blend of red tea leaves and hot water. Great addition to any meal." + list_reagents = list(/datum/reagent/consumable/tea/red = 30) + +/obj/item/reagent_containers/food/drinks/mug/tea/green + name = "Prince Green tea" + icon_state = "tea" + desc = "Prince Green's brew of tea. The blend may be different from time to time, but Prince Green swears by it!" + list_reagents = list(/datum/reagent/consumable/tea/green = 30) + +/obj/item/reagent_containers/food/drinks/mug/tea/forest + name = "Royal Forest tea" + icon_state = "tea" + desc = "Tea fit for anyone with a sweet tooth like Royal Forest." + list_reagents = list(/datum/reagent/consumable/tea/forest = 30) + +/obj/item/reagent_containers/food/drinks/mug/tea/mush + name = "Rebel Mush tea" + icon_state = "tea" + desc = "Rebel Mush, a hallucinogenic tea to help people find their inner self." + list_reagents = list(/datum/reagent/consumable/tea/mush = 30) + + /obj/item/reagent_containers/food/drinks/mug/coco name = "Dutch hot coco" desc = "Made in Space South America." diff --git a/code/modules/food_and_drinks/drinks/drinks/bottle.dm b/code/modules/food_and_drinks/drinks/drinks/bottle.dm index d87eb8fbc0..e31a9704df 100644 --- a/code/modules/food_and_drinks/drinks/drinks/bottle.dm +++ b/code/modules/food_and_drinks/drinks/drinks/bottle.dm @@ -87,7 +87,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("stabbed", "slashed", "attacked") var/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken") - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/broken_bottle/Initialize() . = ..() diff --git a/code/modules/food_and_drinks/food/snacks.dm b/code/modules/food_and_drinks/food/snacks.dm index 4b79dc1fd4..895699434a 100644 --- a/code/modules/food_and_drinks/food/snacks.dm +++ b/code/modules/food_and_drinks/food/snacks.dm @@ -249,21 +249,9 @@ All foods are distributed among various categories. Use common sense. to_chat(user, "You cannot slice [src] here! You need a table or at least a tray.") return FALSE - var/slices_lost = 0 - if (accuracy >= IS_SHARP_ACCURATE) - user.visible_message( \ - "[user] slices [src].", \ - "You slice [src]." \ - ) - else - user.visible_message( \ - "[user] inaccurately slices [src] with [W]!", \ - "You inaccurately slice [src] with your [W]!" \ - ) - slices_lost = rand(1,min(1,round(slices_num/2))) - + user.visible_message("[user] slices [src].", "You slice [src].") var/reagents_per_slice = reagents.total_volume/slices_num - for(var/i=1 to (slices_num-slices_lost)) + for(var/i=1 to slices_num) var/obj/item/reagent_containers/food/snacks/slice = new slice_path (loc) initialize_slice(slice, reagents_per_slice) qdel(src) diff --git a/code/modules/food_and_drinks/recipes/drinks_recipes.dm b/code/modules/food_and_drinks/recipes/drinks_recipes.dm index c1a17b87a4..972f9a8cc3 100644 --- a/code/modules/food_and_drinks/recipes/drinks_recipes.dm +++ b/code/modules/food_and_drinks/recipes/drinks_recipes.dm @@ -18,12 +18,6 @@ results = list(/datum/reagent/consumable/ethanol/bilk = 2) required_reagents = list(/datum/reagent/consumable/milk = 1, /datum/reagent/consumable/ethanol/beer = 1) -/datum/chemical_reaction/icetea - name = "Iced Tea" - id = /datum/reagent/consumable/icetea - results = list(/datum/reagent/consumable/icetea = 4) - required_reagents = list(/datum/reagent/consumable/ice = 1, /datum/reagent/consumable/tea = 3) - /datum/chemical_reaction/icecoffee name = "Iced Coffee" id = /datum/reagent/consumable/icecoffee @@ -581,13 +575,6 @@ required_reagents = list(/datum/reagent/consumable/lemonjuice = 2, /datum/reagent/water = 2, /datum/reagent/consumable/sugar = 1, /datum/reagent/consumable/ice = 1) mix_message = "You're suddenly reminded of home." -/datum/chemical_reaction/arnold_palmer - name = "Arnold Palmer" - id = /datum/reagent/consumable/tea/arnold_palmer - results = list(/datum/reagent/consumable/tea/arnold_palmer = 2) - required_reagents = list(/datum/reagent/consumable/tea = 1, /datum/reagent/consumable/lemonade = 1) - mix_message = "The smells of fresh green grass and sand traps waft through the air as the mixture turns a friendly yellow-orange." - /datum/chemical_reaction/chocolate_milk name = "chocolate milk" id = /datum/reagent/consumable/milk/chocolate_milk @@ -756,12 +743,6 @@ results = list(/datum/reagent/consumable/pinkmilk = 2) required_reagents = list(/datum/reagent/consumable/strawberryjuice = 1, /datum/reagent/consumable/milk = 1) -/datum/chemical_reaction/pinktea - name = "Strawberry Tea" - id = /datum/reagent/consumable/pinktea - results = list(/datum/reagent/consumable/pinktea = 5) - required_reagents = list(/datum/reagent/consumable/strawberryjuice = 1, /datum/reagent/consumable/tea/arnold_palmer = 1, /datum/reagent/consumable/sugar = 1) - /datum/chemical_reaction/blank_paper name = "Blank Paper" id = /datum/reagent/consumable/ethanol/blank_paper @@ -903,12 +884,6 @@ results = list(/datum/reagent/consumable/ethanol/mauna_loa = 5) required_reagents = list(/datum/reagent/consumable/capsaicin = 2, /datum/reagent/consumable/ethanol/kahlua = 1, /datum/reagent/consumable/ethanol/bahama_mama = 2) -/datum/chemical_reaction/catnip_tea - name = "Catnip Tea" - id = /datum/reagent/consumable/catnip_tea - results = list(/datum/reagent/consumable/catnip_tea = 3) - required_reagents = list(/datum/reagent/consumable/tea = 5, /datum/reagent/pax/catnip = 2) - /datum/chemical_reaction/commander_and_chief name = "Commander and Chief" id = /datum/reagent/consumable/ethanol/commander_and_chief @@ -916,6 +891,76 @@ required_reagents = list(/datum/reagent/consumable/ethanol/alliescocktail = 50, /datum/reagent/consumable/ethanol/champagne = 20, /datum/reagent/consumable/doctor_delight = 10, /datum/reagent/consumable/ethanol/quintuple_sec = 10, /datum/reagent/consumable/ethanol/screwdrivercocktail = 10) mix_message = "When your powers combine, I am Captain Pl-..." +////////////////////////////////////////// Tea Base Drinks ////////////////////////////////////// + +/datum/chemical_reaction/mush + name = "Mush Tea" + id = /datum/reagent/consumable/tea/mush + results = list(/datum/reagent/consumable/tea/mush = 3) + required_reagents = list(/datum/reagent/drug/mushroomhallucinogen = 3, /datum/reagent/consumable/tea = 3) + +/datum/chemical_reaction/foresttea1 + name = "Forest Tea" + id = /datum/reagent/consumable/tea/forest + results = list(/datum/reagent/consumable/tea/forest = 3) + required_reagents = list(/datum/reagent/consumable/buzz_fuzz= 3, /datum/reagent/consumable/tea = 3) + +/datum/chemical_reaction/foresttea2 + name = "Forest Tea" + id = /datum/reagent/consumable/tea/forest + results = list(/datum/reagent/consumable/tea/forest = 3) + required_reagents = list(/datum/reagent/consumable/honey = 1, /datum/reagent/consumable/tea = 3) + +/datum/chemical_reaction/redtea1 + name = "Red Tea" + id = /datum/reagent/consumable/tea/red + results = list(/datum/reagent/consumable/tea/red = 3) + required_reagents = list(/datum/reagent/colorful_reagent/crayonpowder/red = 1, /datum/reagent/consumable/tea = 3) + +/datum/chemical_reaction/greentea1 + name = "Green Tea" + id = /datum/reagent/consumable/tea/green + results = list(/datum/reagent/consumable/tea/green = 3) + required_reagents = list(/datum/reagent/colorful_reagent/crayonpowder/green = 1, /datum/reagent/consumable/tea = 3) + +/datum/chemical_reaction/redtea2 + name = "Red Tea" + id = /datum/reagent/consumable/tea/red + results = list(/datum/reagent/consumable/tea/red = 3) + required_reagents = list(/datum/reagent/toxin/teapowder/red = 1, /datum/reagent/water = 3) + +/datum/chemical_reaction/greentea2 + name = "Green Tea" + id = /datum/reagent/consumable/tea/green + results = list(/datum/reagent/consumable/tea/green = 3) + required_reagents = list(/datum/reagent/toxin/teapowder/green = 1, /datum/reagent/water = 3) + +/datum/chemical_reaction/arnold_palmer + name = "Arnold Palmer" + id = /datum/reagent/consumable/tea/arnold_palmer + results = list(/datum/reagent/consumable/tea/arnold_palmer = 2) + required_reagents = list(/datum/reagent/consumable/tea = 1, /datum/reagent/consumable/lemonade = 1) + mix_message = "The smells of fresh green grass and sand traps waft through the air as the mixture turns a friendly yellow-orange." + +/datum/chemical_reaction/icetea + name = "Iced Tea" + id = /datum/reagent/consumable/icetea + results = list(/datum/reagent/consumable/icetea = 4) + required_reagents = list(/datum/reagent/consumable/ice = 1, /datum/reagent/consumable/tea = 3) + +/datum/chemical_reaction/pinktea + name = "Strawberry Tea" + id = /datum/reagent/consumable/pinktea + results = list(/datum/reagent/consumable/pinktea = 5) + required_reagents = list(/datum/reagent/consumable/strawberryjuice = 1, /datum/reagent/consumable/tea/arnold_palmer = 1, /datum/reagent/consumable/sugar = 1) + +/datum/chemical_reaction/catnip_tea + name = "Catnip Tea" + id = /datum/reagent/consumable/catnip_tea + results = list(/datum/reagent/consumable/catnip_tea = 3) + required_reagents = list(/datum/reagent/consumable/tea = 5, /datum/reagent/pax/catnip = 2) + + ////////////////////////////////////////// Race Base Drinks ////////////////////////////////////// /datum/chemical_reaction/coldscales diff --git a/code/modules/goonchat/browserassets/css/browserOutput.css b/code/modules/goonchat/browserassets/css/browserOutput.css index 93c733391e..2669a3634a 100644 --- a/code/modules/goonchat/browserassets/css/browserOutput.css +++ b/code/modules/goonchat/browserassets/css/browserOutput.css @@ -303,7 +303,10 @@ h1.alert, h2.alert {color: #000000;} .passive {color: #660000;} .userdanger {color: #ff0000; font-weight: bold; font-size: 185%;} +.bolddanger {color: #c51e1e;font-weight: bold;} .danger {color: #ff0000;} +.tinydanger {color: #c51e1e; font-size: 85%;} +.smalldanger {color: #c51e1e; font-size: 90%;} .warning {color: #ff0000; font-style: italic;} .alertwarning {color: #FF0000; font-weight: bold} .boldwarning {color: #ff0000; font-style: italic; font-weight: bold} @@ -313,8 +316,9 @@ h1.alert, h2.alert {color: #000000;} .rose {color: #ff5050;} .info {color: #0000CC;} .notice {color: #000099;} -.tinynotice {color: #6685f5; font-style: italic; font-size: 85%;} -.smallnotice {color: #6685f5; font-style: italic; font-size: 90%;} +.tinynotice {color: #6685f5; font-style: italic; font-size: 85%;} +.smallnotice {color: #6685f5; font-size: 90%;} +.smallnoticeital {color: #6685f5; font-style: italic; font-size: 90%;} .boldnotice {color: #000099; font-weight: bold;} .adminnotice {color: #0000ff;} .adminhelp {color: #ff0000; font-weight: bold;} diff --git a/code/modules/hydroponics/grown/banana.dm b/code/modules/hydroponics/grown/banana.dm index 0411a80443..81318f8fe1 100644 --- a/code/modules/hydroponics/grown/banana.dm +++ b/code/modules/hydroponics/grown/banana.dm @@ -27,6 +27,12 @@ juice_results = list(/datum/reagent/consumable/banana = 0) distill_reagent = /datum/reagent/consumable/ethanol/bananahonk +/obj/item/reagent_containers/food/snacks/grown/banana/generate_trash(atom/location) + . = ..() + var/obj/item/grown/bananapeel/peel = . + if(istype(peel)) + peel.grind_results = list(/datum/reagent/consumable/banana_peel = seed.potency * 0.2) + /obj/item/reagent_containers/food/snacks/grown/banana/suicide_act(mob/user) user.visible_message("[user] is aiming [src] at [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/items/bikehorn.ogg', 50, 1, -1) diff --git a/code/modules/hydroponics/grown/chili.dm b/code/modules/hydroponics/grown/chili.dm index 1f60afe655..001a90b441 100644 --- a/code/modules/hydroponics/grown/chili.dm +++ b/code/modules/hydroponics/grown/chili.dm @@ -81,7 +81,8 @@ wine_power = 50 /obj/item/reagent_containers/food/snacks/grown/ghost_chili/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) - if( ismob(loc) ) + . = ..() + if(ishuman(loc)) held_mob = loc START_PROCESSING(SSobj, src) diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm index 9b5983c8e9..abf6632939 100644 --- a/code/modules/hydroponics/hydroitemdefines.dm +++ b/code/modules/hydroponics/hydroitemdefines.dm @@ -82,7 +82,7 @@ custom_materials = list(/datum/material/iron = 15000) attack_verb = list("chopped", "torn", "cut") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/hatchet/Initialize() . = ..() diff --git a/code/modules/instruments/songs/_song.dm b/code/modules/instruments/songs/_song.dm index 463398d2f2..d842dbc003 100644 --- a/code/modules/instruments/songs/_song.dm +++ b/code/modules/instruments/songs/_song.dm @@ -303,3 +303,19 @@ return TRUE var/obj/structure/musician/M = parent return M.should_stop_playing(user) + +/datum/song/holoparasite + var/mob/living/simple_animal/hostile/guardian/stand + +/datum/song/holoparasite/New(atom/parent, list/instrument_ids) + . = ..() + stand = istype(parent, /mob/living/simple_animal/hostile/guardian) && parent + +/datum/song/holoparasite/updateDialog() + stand.ui_interact(src) + +/datum/song/holoparasite/should_stop_playing(mob/user) + return FALSE + +/datum/song/holoparasite/check_can_use(mob/user) + return (user == stand) diff --git a/code/modules/instruments/songs/editor.dm b/code/modules/instruments/songs/editor.dm index d9595797d7..8c5171667a 100644 --- a/code/modules/instruments/songs/editor.dm +++ b/code/modules/instruments/songs/editor.dm @@ -109,8 +109,11 @@ linenum++ updateDialog(usr) // make sure updates when complete +/datum/song/proc/check_can_use(mob/user) + return user.canUseTopic(parent, TRUE, FALSE, FALSE, FALSE) + /datum/song/Topic(href, href_list) - if(!usr.canUseTopic(parent, TRUE, FALSE, FALSE, FALSE)) + if(!check_can_use(usr)) usr << browse(null, "window=instrument") usr.unset_machine() return diff --git a/code/modules/integrated_electronics/core/assemblies.dm b/code/modules/integrated_electronics/core/assemblies.dm index 7c9f811c34..903ff13fa8 100644 --- a/code/modules/integrated_electronics/core/assemblies.dm +++ b/code/modules/integrated_electronics/core/assemblies.dm @@ -651,11 +651,6 @@ icon_state = "setup_small_pda" desc = "It's a case, for building small electronics with. This one resembles a PDA." -/obj/item/electronic_assembly/dildo - name = "type-g electronic assembly" - icon_state = "setup_dildo_medium" - desc = "It's a case, for building small electronics with. This one has a phallic design." - /obj/item/electronic_assembly/small name = "electronic device" icon_state = "setup_device" @@ -687,11 +682,6 @@ icon_state = "setup_device_box" desc = "It's a case, for building tiny-sized electronics with. This one has a boxy design." -/obj/item/electronic_assembly/small/dildo - name = "type-f electronic device" - icon_state = "setup_dildo_small" - desc = "It's a case, for building tiny-sized electronics with. This one has a phallic design." - /obj/item/electronic_assembly/medium name = "electronic mechanism" icon_state = "setup_medium" @@ -732,12 +722,6 @@ icon_state = "setup_medium_radio" desc = "It's a case, for building medium-sized electronics with. This one resembles an old radio." -/obj/item/electronic_assembly/medium/dildo - name = "type-g electronic mechanism" - icon_state = "setup_dildo_large" - desc = "It's a case, for building medium-sized electronics with. This one has a phallic design." - - /obj/item/electronic_assembly/large name = "electronic machine" icon_state = "setup_large" diff --git a/code/modules/jobs/job_types/detective.dm b/code/modules/jobs/job_types/detective.dm index e5afe7e1b3..463113f14c 100644 --- a/code/modules/jobs/job_types/detective.dm +++ b/code/modules/jobs/job_types/detective.dm @@ -23,7 +23,7 @@ mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM) display_order = JOB_DISPLAY_ORDER_DETECTIVE - blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic) + blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/monophobia) threat = 1 /datum/outfit/job/detective diff --git a/code/modules/jobs/job_types/head_of_security.dm b/code/modules/jobs/job_types/head_of_security.dm index 69ed63a514..3d7d07d894 100644 --- a/code/modules/jobs/job_types/head_of_security.dm +++ b/code/modules/jobs/job_types/head_of_security.dm @@ -31,7 +31,7 @@ paycheck_department = ACCOUNT_SEC display_order = JOB_DISPLAY_ORDER_HEAD_OF_SECURITY - blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/insanity) + blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/blindness, /datum/quirk/monophobia, /datum/quirk/insanity) threat = 3 /datum/outfit/job/hos diff --git a/code/modules/jobs/job_types/security_officer.dm b/code/modules/jobs/job_types/security_officer.dm index bc6f6a94c7..7e71b2d1f4 100644 --- a/code/modules/jobs/job_types/security_officer.dm +++ b/code/modules/jobs/job_types/security_officer.dm @@ -23,7 +23,7 @@ mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM) display_order = JOB_DISPLAY_ORDER_SECURITY_OFFICER - blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic) + blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/blindness, /datum/quirk/monophobia) threat = 2 /datum/job/officer/get_access() diff --git a/code/modules/jobs/job_types/warden.dm b/code/modules/jobs/job_types/warden.dm index 5762731f62..22e3f9b0f1 100644 --- a/code/modules/jobs/job_types/warden.dm +++ b/code/modules/jobs/job_types/warden.dm @@ -24,7 +24,7 @@ mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM) display_order = JOB_DISPLAY_ORDER_WARDEN - blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic) + blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/blindness, /datum/quirk/monophobia) threat = 2 /datum/job/warden/get_access() diff --git a/code/modules/language/language_holder.dm b/code/modules/language/language_holder.dm index 6e3d27f2b8..55e9352843 100644 --- a/code/modules/language/language_holder.dm +++ b/code/modules/language/language_holder.dm @@ -276,7 +276,8 @@ Key procs /datum/language/draconic = list(LANGUAGE_ATOM)) /datum/language_holder/lizard/ash - selected_language = /datum/language/draconic + understood_languages = list(/datum/language/draconic = list(LANGUAGE_ATOM)) + spoken_languages = list(/datum/language/draconic = list(LANGUAGE_ATOM)) /datum/language_holder/monkey understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM), diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm index 745c46b131..7a755265dc 100644 --- a/code/modules/mining/equipment/kinetic_crusher.dm +++ b/code/modules/mining/equipment/kinetic_crusher.dm @@ -17,7 +17,7 @@ custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped") - sharpness = IS_SHARP + sharpness = SHARP_EDGED actions_types = list(/datum/action/item_action/toggle_light) var/list/trophies = list() var/charged = TRUE @@ -175,6 +175,20 @@ if(light_on) . += "[icon_state]_lit" +/obj/item/kinetic_crusher/glaive + name = "proto-kinetic glaive" + desc = "A modified design of a proto-kinetic crusher, it is still little more of a combination of various mining tools cobbled together \ + and kit-bashed into a high-tech cleaver on a stick - with a handguard and a goliath hide grip. While it is still of little use to any \ + but the most skilled and/or suicidal miners against local fauna, it's an elegant weapon for a more civilized hunter." + attack_verb = list("stabbed", "diced", "sliced", "cleaved", "chopped", "lacerated", "cut", "jabbed", "punctured") + icon_state = "crusher-glaive" + item_state = "crusher0-glaive" + //ideas: altclick that lets you pummel people with the handguard/handle? + //parrying functionality? + +/obj/item/kinetic_crusher/glaive/update_icon_state() + item_state = "crusher[wielded]-glaive" // this is not icon_state and not supported by 2hcomponent + //destablizing force /obj/item/projectile/destabilizer name = "destabilizing force" diff --git a/code/modules/mining/equipment/mining_tools.dm b/code/modules/mining/equipment/mining_tools.dm index 50a3dec9dd..27259ce812 100644 --- a/code/modules/mining/equipment/mining_tools.dm +++ b/code/modules/mining/equipment/mining_tools.dm @@ -143,7 +143,7 @@ w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=350) attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/shovel/Initialize() . = ..() @@ -181,4 +181,4 @@ w_class = WEIGHT_CLASS_NORMAL toolspeed = 0.7 attack_verb = list("slashed", "impaled", "stabbed", "sliced") - sharpness = IS_SHARP + sharpness = SHARP_EDGED diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm index 270d3601fd..e03de83e02 100644 --- a/code/modules/mining/lavaland/necropolis_chests.dm +++ b/code/modules/mining/lavaland/necropolis_chests.dm @@ -659,7 +659,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' hitsound_on = 'sound/weapons/bladeslice.ogg' w_class = WEIGHT_CLASS_BULKY - sharpness = IS_SHARP + sharpness = SHARP_EDGED faction_bonus_force = 30 nemesis_factions = list("mining", "boss") var/transform_cooldown @@ -766,7 +766,7 @@ lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 - sharpness = IS_SHARP + sharpness = SHARP_EDGED w_class = WEIGHT_CLASS_BULKY force = 1 throwforce = 1 @@ -930,6 +930,9 @@ /obj/item/lava_staff/afterattack(atom/target, mob/user, proximity_flag, click_parameters) . = ..() + INVOKE_ASYNC(src, .proc/attempt_lava, target, user, proximity_flag, click_parameters) + +/obj/item/lava_staff/proc/attempt_lava(atom/target, mob/user, proximity_flag, click_parameters) if(timer > world.time) return diff --git a/code/modules/mining/machine_vending.dm b/code/modules/mining/machine_vending.dm index b00e291685..564d554319 100644 --- a/code/modules/mining/machine_vending.dm +++ b/code/modules/mining/machine_vending.dm @@ -32,7 +32,7 @@ new /datum/data/mining_equipment("500 Point Transfer Card", /obj/item/card/mining_point_card/mp500, 500), new /datum/data/mining_equipment("Tracking Implant Kit", /obj/item/storage/box/minertracker, 600), new /datum/data/mining_equipment("Jaunter", /obj/item/wormhole_jaunter, 750), - new /datum/data/mining_equipment("Kinetic Crusher", /obj/item/kinetic_crusher, 750), + new /datum/data/mining_equipment("Kinetic Crusher", /obj/item/kinetic_crusher, 750), new /datum/data/mining_equipment("Kinetic Accelerator", /obj/item/gun/energy/kinetic_accelerator, 750), new /datum/data/mining_equipment("Survival Medipen", /obj/item/reagent_containers/hypospray/medipen/survival, 750), new /datum/data/mining_equipment("Brute First-Aid Kit", /obj/item/storage/firstaid/brute, 800), @@ -68,6 +68,7 @@ new /datum/data/mining_equipment("KA Adjustable Tracer Rounds", /obj/item/borg/upgrade/modkit/tracer/adjustable, 150), new /datum/data/mining_equipment("KA Super Chassis", /obj/item/borg/upgrade/modkit/chassis_mod, 250), new /datum/data/mining_equipment("KA Hyper Chassis", /obj/item/borg/upgrade/modkit/chassis_mod/orange, 300), + new /datum/data/mining_equipment("Kinetic Glaive", /obj/item/kinetic_crusher/glaive, 1500), new /datum/data/mining_equipment("KA Range Increase", /obj/item/borg/upgrade/modkit/range, 1000), new /datum/data/mining_equipment("KA Damage Increase", /obj/item/borg/upgrade/modkit/damage, 1000), new /datum/data/mining_equipment("KA Cooldown Decrease", /obj/item/borg/upgrade/modkit/cooldown, 1000), diff --git a/code/modules/mob/dead/new_player/new_player.dm b/code/modules/mob/dead/new_player/new_player.dm index 49a3bffd42..768c4c943e 100644 --- a/code/modules/mob/dead/new_player/new_player.dm +++ b/code/modules/mob/dead/new_player/new_player.dm @@ -557,7 +557,6 @@ if(frn) client.prefs.random_character() client.prefs.real_name = client.prefs.pref_species.random_name(gender,1) - client.prefs.copy_to(H) var/cur_scar_index = client.prefs.scars_index if(client.prefs.persistent_scars && client.prefs.scars_list["[cur_scar_index]"]) var/scar_string = client.prefs.scars_list["[cur_scar_index]"] @@ -568,7 +567,6 @@ client.prefs.scars_list["[cur_scar_index]"] = valid_scars client.prefs.save_character() - client.prefs.copy_to(H) H.dna.update_dna_identity() if(mind) diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm index 36a6f6296b..cf1a158fc5 100644 --- a/code/modules/mob/living/blood.dm +++ b/code/modules/mob/living/blood.dm @@ -62,10 +62,6 @@ //Effects of bloodloss var/word = pick("dizzy","woozy","faint") switch(blood_volume) - if(BLOOD_VOLUME_EXCESS to BLOOD_VOLUME_MAX_LETHAL) - if(prob(15)) - to_chat(src, "Blood starts to tear your skin apart. You're going to burst!") - gib() if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS) if(prob(10)) to_chat(src, "You feel terribly bloated.") diff --git a/code/modules/mob/living/bloodcrawl.dm b/code/modules/mob/living/bloodcrawl.dm index d3dbfac8c8..24d456bf8f 100644 --- a/code/modules/mob/living/bloodcrawl.dm +++ b/code/modules/mob/living/bloodcrawl.dm @@ -73,7 +73,7 @@ if(victim.stat == CONSCIOUS) src.visible_message("[victim] kicks free of the blood pool just before entering it!", null, "You hear splashing and struggling.") - else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/demonsblood)) + else if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/demonsblood)) visible_message("Something prevents [victim] from entering the pool!", "A strange force is blocking [victim] from entering!", "You hear a splash and a thud.") else victim.forceMove(src) @@ -104,7 +104,7 @@ if(!victim) return FALSE - if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/devilskiss)) + if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/devilskiss)) to_chat(src, "AAH! THEIR FLESH! IT BURNS!") adjustBruteLoss(25) //I can't use adjustHealth() here because bloodcrawl affects /mob/living and adjustHealth() only affects simple mobs var/found_bloodpool = FALSE diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 1e31655278..edb681e60f 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -92,17 +92,8 @@ if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src)) return ..() - // The following priority/nonpriority searching is so that if we have two wounds on a limb that use the same item for treatment (gauze can bandage cuts AND splint broken bones), - // we prefer whichever wound is not already treated (ignore the splinted broken bone for the open cut). If there's no priority wounds that this can treat, go through the - // non-priority ones randomly. - var/list/nonpriority_wounds = list() - for(var/datum/wound/W in shuffle(all_wounds)) - if(!W.treat_priority) - nonpriority_wounds += W - else if(W.treat_priority && W.try_treating(I, user)) - return 1 - - for(var/datum/wound/W in shuffle(nonpriority_wounds)) + for(var/i in shuffle(all_wounds)) + var/datum/wound/W = i if(W.try_treating(I, user)) return 1 @@ -1209,16 +1200,16 @@ /** * generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake) * - * If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_CUT to generate a random cut scar. + * If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar. * * Arguments: * * num_scars- A number for how many scars you want to add - * * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types + * * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types */ /mob/living/carbon/proc/generate_fake_scars(num_scars, forced_type) for(var/i in 1 to num_scars) - var/datum/scar/S = new - var/obj/item/bodypart/BP = pick(bodyparts) + var/datum/scar/scaries = new + var/obj/item/bodypart/scar_part = pick(bodyparts) var/wound_type if(forced_type) @@ -1227,9 +1218,17 @@ else wound_type = forced_type else - wound_type = pick(WOUND_LIST_BONE + WOUND_LIST_CUT + WOUND_LIST_BURN) + wound_type = pick(GLOB.global_all_wound_types) - var/datum/wound/W = new wound_type - S.generate(BP, W) - S.fake = TRUE - QDEL_NULL(W) + var/datum/wound/phantom_wound = new wound_type + scaries.generate(scar_part, phantom_wound) + scaries.fake = TRUE + QDEL_NULL(phantom_wound) + +/** + * get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums + * + * go look at the species def for more info [/datum/species/proc/get_biological_state] + */ +/mob/living/carbon/proc/get_biological_state() + return BIO_FLESH_BONE diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index ac261e6d5b..566c004142 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -76,7 +76,7 @@ if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest) affecting = bodyparts[1] SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting) - send_item_attack_message(I, user, affecting.name, totitemdamage) + send_item_attack_message(I, user, affecting.name, affecting, totitemdamage) I.do_stagger_action(src, user, totitemdamage) if(I.force) apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage @@ -100,12 +100,6 @@ head.add_mob_blood(src) update_inv_head() - //dismemberment - var/probability = I.get_dismemberment_chance(affecting) - if(prob(probability)) - if(affecting.dismember(I.damtype)) - I.add_mob_blood(src) - playsound(get_turf(src), I.get_dismember_sound(), 80, 1) return TRUE //successful attack /mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user) @@ -131,9 +125,10 @@ if(S.next_step(user, act_intent)) return TRUE - for(var/datum/wound/W in all_wounds) + for(var/i in all_wounds) + var/datum/wound/W = i if(W.try_handling(user)) - return 1 + return TRUE /mob/living/carbon/attack_paw(mob/living/carbon/monkey/M) @@ -157,6 +152,7 @@ for(var/thing in M.diseases) var/datum/disease/D = thing ForceContractDisease(D) + return TRUE /mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M) . = ..() @@ -295,12 +291,12 @@ target_message = "[M] gives you a pat on the head to make you feel better!") SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat) friendly_check = TRUE - if(S?.can_wag_tail(src) && !dna.species.is_wagging_tail()) - var/static/list/many_tails = list("tail_human", "tail_lizard", "mam_tail") - for(var/T in many_tails) - if(S.mutant_bodyparts[T] && dna.features[T] != "None") - emote("wag") - break + if(!(client?.prefs.cit_toggles & NO_AUTO_WAG)) + if(S?.can_wag_tail(src) && !dna.species.is_wagging_tail()) + var/static/list/many_tails = list("tail_human", "tail_lizard", "mam_tail") + for(var/T in many_tails) + if(S.mutant_bodyparts[T] && dna.features[T] != "None") + emote("wag") else if(check_zone(M.zone_selected) == BODY_ZONE_R_ARM || check_zone(M.zone_selected) == BODY_ZONE_L_ARM) M.visible_message( \ @@ -397,7 +393,7 @@ to_chat(src, "Your eyes are really starting to hurt. This can't be good for you!") if(has_bane(BANE_LIGHT)) mind.disrupt_spells(-500) - return 1 + return TRUE else if(damage == 0) // just enough protection if(prob(20)) to_chat(src, "Something bright flashes in the corner of your vision!") @@ -472,3 +468,35 @@ var/obj/item/bodypart/limb = get_bodypart(zone) if(!limb) return + +/mob/living/carbon/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart, totitemdamage) + var/message_verb = "attacked" + if(length(I.attack_verb)) + message_verb = "[pick(I.attack_verb)]" + else if(!I.force) + return + + var/extra_wound_details = "" + if(I.damtype == BRUTE && hit_bodypart.can_dismember()) + var/mangled_state = hit_bodypart.get_mangled_state() + var/bio_state = get_biological_state() + if(mangled_state == BODYPART_MANGLED_BOTH) + extra_wound_details = ", threatening to sever it entirely" + else if((mangled_state == BODYPART_MANGLED_FLESH && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_BONE && bio_state == BIO_JUST_BONE)) + extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] through to the bone" + else if((mangled_state == BODYPART_MANGLED_BONE && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_FLESH && bio_state == BIO_JUST_FLESH)) + extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] at the remaining tissue" + + var/message_hit_area = "" + if(hit_area) + message_hit_area = " in the [hit_area]" + var/attack_message = "[src] is [message_verb][message_hit_area] with [I][extra_wound_details]!" + var/attack_message_local = "You're [message_verb][message_hit_area] with [I][extra_wound_details]!" + if(user in viewers(src, null)) + attack_message = "[user] [message_verb] [src][message_hit_area] with [I][extra_wound_details]!" + attack_message_local = "[user] [message_verb] you[message_hit_area] with [I][extra_wound_details]!" + if(user == src) + attack_message_local = "You [message_verb] yourself[message_hit_area] with [I][extra_wound_details]" + visible_message("[attack_message]",\ + "[attack_message_local]", null, COMBAT_MESSAGE_RANGE) + return TRUE diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm index ddf1019f2a..5c5a1d6d52 100644 --- a/code/modules/mob/living/carbon/damage_procs.dm +++ b/code/modules/mob/living/carbon/damage_procs.dm @@ -1,6 +1,6 @@ -/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone) var/hit_percent = (100-blocked)/100 if(!forced && hit_percent <= 0) @@ -202,7 +202,7 @@ //Damages ONE bodypart randomly selected from damagable ones. //It automatically updates damage overlays if necessary //It automatically updates health status -/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) var/list/obj/item/bodypart/parts = get_damageable_bodyparts() if(!parts.len) return diff --git a/code/modules/mob/living/carbon/examine.dm b/code/modules/mob/living/carbon/examine.dm index be046a3713..5eabae16f7 100644 --- a/code/modules/mob/living/carbon/examine.dm +++ b/code/modules/mob/living/carbon/examine.dm @@ -44,7 +44,8 @@ msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!\n" else msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n" - for(var/datum/wound/W in BP.wounds) + for(var/i in BP.wounds) + var/datum/wound/W = i msg += "[W.get_examine_description(user)]\n" for(var/X in disabled) @@ -109,7 +110,7 @@ switch(scar_severity) if(1 to 2) - msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n" + msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n" if(3 to 4) msg += "[t_He] [t_has] several bad scars, you can look again to take a closer look...\n" if(5 to 6) diff --git a/code/modules/mob/living/carbon/human/damage_procs.dm b/code/modules/mob/living/carbon/human/damage_procs.dm index 5cd00b7e6a..04ec1196fd 100644 --- a/code/modules/mob/living/carbon/human/damage_procs.dm +++ b/code/modules/mob/living/carbon/human/damage_procs.dm @@ -1,5 +1,5 @@ // depending on the species, it will run the corresponding apply_damage code there -/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness) diff --git a/code/modules/mob/living/carbon/human/dummy.dm b/code/modules/mob/living/carbon/human/dummy.dm index 96517d5ea2..1e2a375b39 100644 --- a/code/modules/mob/living/carbon/human/dummy.dm +++ b/code/modules/mob/living/carbon/human/dummy.dm @@ -47,6 +47,5 @@ GLOBAL_LIST_EMPTY(dummy_mob_list) return var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber] if(istype(D)) - D.set_species(/datum/species/human,icon_update = TRUE, pref_load = TRUE) //for some fucking reason, if you don't change the species every time, some species will dafault certain things when it's their own species on the mannequin two times in a row, like lizards losing spines and tails setting to smooth. If you can find a fix for this that isn't this, good on you D.wipe_state() D.in_use = FALSE diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index cbea9293f5..65b2931e08 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -163,8 +163,9 @@ msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!\n" else msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n" - for(var/datum/wound/W in BP.wounds) - msg += "[W.get_examine_description(user)]\n" + for(var/i in BP.wounds) + var/datum/wound/iter_wound = i + msg += "[iter_wound.get_examine_description(user)]\n" for(var/X in disabled) var/obj/item/bodypart/BP = X @@ -270,7 +271,12 @@ bleeding_limbs += BP var/num_bleeds = LAZYLEN(bleeding_limbs) - var/bleed_text = "[t_He] [t_is] bleeding from [t_his]" + var/list/bleed_text + if(appears_dead) + bleed_text = list("Blood is visible in [t_his] open") + else + bleed_text = list("[t_He] [t_is] bleeding from [t_his]") + switch(num_bleeds) if(1 to 2) bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]" @@ -280,8 +286,15 @@ bleed_text += " [BP.name]," bleed_text += " and [bleeding_limbs[num_bleeds].name]" - bleed_text += "!\n" - msg += bleed_text + + if(appears_dead) + bleed_text += ", but it has pooled and is not flowing.\n" + else + if(reagents.has_reagent(/datum/reagent/toxin/heparin)) + bleed_text += " incredibly quickly" + + bleed_text += "!\n" + msg += bleed_text.Join() if(reagents.has_reagent(/datum/reagent/teslium)) msg += "[t_He] [t_is] emitting a gentle blue glow!\n" @@ -365,7 +378,7 @@ switch(scar_severity) if(1 to 2) - msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n" + msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n" if(3 to 4) msg += "[t_He] [t_has] several bad scars, you can look again to take a closer look...\n" if(5 to 6) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 145db1be1e..b402260611 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -1040,12 +1040,6 @@ return TRUE return FALSE -/mob/living/carbon/human/proc/clear_shove_slowdown() - remove_movespeed_modifier(/datum/movespeed_modifier/shove) - var/active_item = get_active_held_item() - if(is_type_in_typecache(active_item, GLOB.shove_disarming_types)) - visible_message("[src.name] regains their grip on \the [active_item]!", "You regain your grip on \the [active_item]", null, COMBAT_MESSAGE_RANGE) - /mob/living/carbon/human/updatehealth() . = ..() diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm index 8672c0e83d..af95b9e1b7 100644 --- a/code/modules/mob/living/carbon/human/human_helpers.dm +++ b/code/modules/mob/living/carbon/human/human_helpers.dm @@ -154,19 +154,29 @@ /// For use formatting all of the scars this human has for saving for persistent scarring /mob/living/carbon/human/proc/format_scars() - if(!all_scars) + var/list/missing_bodyparts = get_missing_limbs() + if(!all_scars && !length(missing_bodyparts)) return var/scars = "" + for(var/i in missing_bodyparts) + var/datum/scar/scaries = new + scars += "[scaries.format_amputated(i)]" for(var/i in all_scars) - var/datum/scar/S = i - scars += "[S.format()];" + var/datum/scar/scaries = i + scars += "[scaries.format()];" return scars /// Takes a single scar from the persistent scar loader and recreates it from the saved data /mob/living/carbon/human/proc/load_scar(scar_line) var/list/scar_data = splittext(scar_line, "|") - if(LAZYLEN(scar_data) != 4) + if(LAZYLEN(scar_data) != SCAR_SAVE_LENGTH) return // invalid, should delete - var/obj/item/bodypart/BP = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]") - var/datum/scar/S = new - return S.load(BP, scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY])) + var/version = text2num(scar_data[SCAR_SAVE_VERS]) + if(!version || version < SCAR_CURRENT_VERSION) // get rid of old scars + return + var/obj/item/bodypart/the_part = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]") + var/datum/scar/scaries = new + return scaries.load(the_part, scar_data[SCAR_SAVE_VERS], scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY])) + +/mob/living/carbon/human/get_biological_state() + return dna.species.get_biological_state() diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index 430227a39c..dc7fe86aca 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -73,7 +73,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit // species-only traits. Can be found in DNA.dm - var/list/species_traits = list(CAN_SCAR) //by default they can scar unless set to something else + var/list/species_traits = list(HAS_FLESH,HAS_BONE) //by default they can scar and have bones/flesh unless set to something else // generic traits tied to having the species var/list/inherent_traits = list() var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID @@ -1746,20 +1746,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H, wound_bonus = Iwound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) - H.send_item_attack_message(I, user, hit_area, totitemdamage) + H.send_item_attack_message(I, user, hit_area, affecting, totitemdamage) I.do_stagger_action(H, user, totitemdamage) if(!totitemdamage) return 0 //item force is zero - //dismemberment - var/probability = I.get_dismemberment_chance(affecting) - if(prob(probability) || (HAS_TRAIT(H, TRAIT_EASYDISMEMBER) && prob(probability))) //try twice - if(affecting.dismember(I.damtype)) - I.add_mob_blood(H) - playsound(get_turf(H), I.get_dismember_sound(), 80, 1) - var/bloody = 0 if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2)))) if(affecting.status == BODYPART_ORGANIC) @@ -1942,11 +1935,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) target.visible_message("[user.name] shoves [target.name]!", "[user.name] shoves you!", null, COMBAT_MESSAGE_RANGE, null, user, "You shove [target.name]!") + target.Stagger(SHOVE_STAGGER_DURATION) var/obj/item/target_held_item = target.get_active_held_item() if(!is_type_in_typecache(target_held_item, GLOB.shove_disarming_types)) target_held_item = null - if(!target.has_movespeed_modifier(/datum/movespeed_modifier/shove)) - target.add_movespeed_modifier(/datum/movespeed_modifier/shove) + if(!target.has_status_effect(STATUS_EFFECT_OFF_BALANCE)) if(target_held_item) if(!HAS_TRAIT(target_held_item, TRAIT_NODROP)) target.visible_message("[target.name]'s grip on \the [target_held_item] loosens!", @@ -1954,15 +1947,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) append_message += ", loosening their grip on [target_held_item]" else append_message += ", but couldn't loose their grip on [target_held_item]" - addtimer(CALLBACK(target, /mob/living/carbon/human/proc/clear_shove_slowdown), SHOVE_SLOWDOWN_LENGTH) else if(target_held_item) if(target.dropItemToGround(target_held_item)) target.visible_message("[target.name] drops \the [target_held_item]!!", "You drop \the [target_held_item]!!", null, COMBAT_MESSAGE_RANGE) append_message += ", causing them to drop [target_held_item]" + target.ShoveOffBalance(SHOVE_OFFBALANCE_DURATION) log_combat(user, target, "shoved", append_message) -/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal var/hit_percent = (100-(blocked+armor))/100 hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100 @@ -2038,6 +2031,25 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) // called before a projectile hit return +/** + + + + * The human species version of [/mob/living/carbon/proc/get_biological_state]. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds + + + + */ + + + +/datum/species/proc/get_biological_state(mob/living/carbon/human/H) + . = BIO_INORGANIC + if(HAS_FLESH in species_traits) + . |= BIO_JUST_FLESH + if(HAS_BONE in species_traits) + . |= BIO_JUST_BONE + ///////////// //BREATHING// ///////////// diff --git a/code/modules/mob/living/carbon/human/species_types/abductors.dm b/code/modules/mob/living/carbon/human/species_types/abductors.dm index 1e77775efa..38e10e8662 100644 --- a/code/modules/mob/living/carbon/human/species_types/abductors.dm +++ b/code/modules/mob/living/carbon/human/species_types/abductors.dm @@ -3,7 +3,7 @@ id = "abductor" say_mod = "gibbers" sexes = FALSE - species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,CAN_SCAR) + species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE) inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH) mutanttongue = /obj/item/organ/tongue/abductor species_type = "alien" diff --git a/code/modules/mob/living/carbon/human/species_types/angel.dm b/code/modules/mob/living/carbon/human/species_types/angel.dm index d6860e1249..2cf054c7b9 100644 --- a/code/modules/mob/living/carbon/human/species_types/angel.dm +++ b/code/modules/mob/living/carbon/human/species_types/angel.dm @@ -2,7 +2,7 @@ name = "Angel" id = "angel" default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE) mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel") use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM no_equip = list(SLOT_BACK) diff --git a/code/modules/mob/living/carbon/human/species_types/bugmen.dm b/code/modules/mob/living/carbon/human/species_types/bugmen.dm index 25fb51aa87..2a955e28a4 100644 --- a/code/modules/mob/living/carbon/human/species_types/bugmen.dm +++ b/code/modules/mob/living/carbon/human/species_types/bugmen.dm @@ -3,7 +3,7 @@ id = "insect" say_mod = "chitters" default_color = "00FF00" - species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,CAN_SCAR) + species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE) inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None", "insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None", "insect_markings" = "None") diff --git a/code/modules/mob/living/carbon/human/species_types/dullahan.dm b/code/modules/mob/living/carbon/human/species_types/dullahan.dm index dcd81c90b9..d8dfe63b35 100644 --- a/code/modules/mob/living/carbon/human/species_types/dullahan.dm +++ b/code/modules/mob/living/carbon/human/species_types/dullahan.dm @@ -2,8 +2,8 @@ name = "Dullahan" id = "dullahan" default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS) - inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH,CAN_SCAR) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE) + inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH) mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None") use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM mutant_brain = /obj/item/organ/brain/dullahan diff --git a/code/modules/mob/living/carbon/human/species_types/dwarves.dm b/code/modules/mob/living/carbon/human/species_types/dwarves.dm index 8eb0e0181c..a465e7c3a9 100644 --- a/code/modules/mob/living/carbon/human/species_types/dwarves.dm +++ b/code/modules/mob/living/carbon/human/species_types/dwarves.dm @@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) // name = "Dwarf" id = "dwarf" //Also called Homo sapiens pumilionis default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE) inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB) limbs_id = "human" use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM diff --git a/code/modules/mob/living/carbon/human/species_types/flypeople.dm b/code/modules/mob/living/carbon/human/species_types/flypeople.dm index b99c3e2bc2..c56adaf1b0 100644 --- a/code/modules/mob/living/carbon/human/species_types/flypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/flypeople.dm @@ -2,7 +2,7 @@ name = "Anthromorphic Fly" id = "fly" say_mod = "buzzes" - species_traits = list(NOEYES,CAN_SCAR) + species_traits = list(NOEYES,HAS_FLESH,HAS_BONE) inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG mutanttongue = /obj/item/organ/tongue/fly mutantliver = /obj/item/organ/liver/fly diff --git a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm index 18359f415f..7706d4a9d5 100644 --- a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm @@ -3,7 +3,7 @@ id = "mammal" default_color = "4B4B4B" icon_limbs = DEFAULT_BODYPART_ICON_CITADEL - species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,CAN_SCAR) + species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE) inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None", "mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian") diff --git a/code/modules/mob/living/carbon/human/species_types/humans.dm b/code/modules/mob/living/carbon/human/species_types/humans.dm index e93a5106c9..f175ddb921 100644 --- a/code/modules/mob/living/carbon/human/species_types/humans.dm +++ b/code/modules/mob/living/carbon/human/species_types/humans.dm @@ -3,7 +3,7 @@ id = "human" default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,CAN_SCAR) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,HAS_FLESH,HAS_BONE) mutant_bodyparts = list("mcolor" = "FFFFFF", "mcolor2" = "FFFFFF","mcolor3" = "FFFFFF","tail_human" = "None", "ears" = "None", "taur" = "None", "deco_wings" = "None") use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM skinned_type = /obj/item/stack/sheet/animalhide/human diff --git a/code/modules/mob/living/carbon/human/species_types/ipc.dm b/code/modules/mob/living/carbon/human/species_types/ipc.dm index b5862b2bd2..3aef14c256 100644 --- a/code/modules/mob/living/carbon/human/species_types/ipc.dm +++ b/code/modules/mob/living/carbon/human/species_types/ipc.dm @@ -6,7 +6,7 @@ icon_limbs = DEFAULT_BODYPART_ICON_CITADEL blacklisted = 0 sexes = 0 - species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING) + species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING,HAS_FLESH,HAS_BONE) inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID mutant_bodyparts = list("ipc_screen" = "Blank", "ipc_antenna" = "None") meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc diff --git a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm index dc821c11ef..9d7f99c14e 100644 --- a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm @@ -4,7 +4,7 @@ id = "jelly" default_color = "00FF90" say_mod = "chirps" - species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR) + species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR,HAS_FLESH) mutantlungs = /obj/item/organ/lungs/slime mutant_heart = /obj/item/organ/heart/slime mutant_bodyparts = list("mcolor" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None") diff --git a/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm b/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm index 7bcf6c89f4..d768788e87 100644 --- a/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm @@ -4,7 +4,7 @@ id = "lizard" say_mod = "hisses" default_color = "00FF00" - species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,CAN_SCAR) + species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE) mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings") inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE mutanttongue = /obj/item/organ/tongue/lizard diff --git a/code/modules/mob/living/carbon/human/species_types/mushpeople.dm b/code/modules/mob/living/carbon/human/species_types/mushpeople.dm index 4cb5442bf8..f91c3518a3 100644 --- a/code/modules/mob/living/carbon/human/species_types/mushpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/mushpeople.dm @@ -8,7 +8,7 @@ nojumpsuit = TRUE say_mod = "poofs" //what does a mushroom sound like - species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,CAN_SCAR) + species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE) inherent_traits = list(TRAIT_NOBREATH) speedmod = 1.5 //faster than golems but not by much diff --git a/code/modules/mob/living/carbon/human/species_types/plasmamen.dm b/code/modules/mob/living/carbon/human/species_types/plasmamen.dm index 5008fb13cd..b61e29b685 100644 --- a/code/modules/mob/living/carbon/human/species_types/plasmamen.dm +++ b/code/modules/mob/living/carbon/human/species_types/plasmamen.dm @@ -4,7 +4,7 @@ say_mod = "rattles" sexes = 0 meat = /obj/item/stack/sheet/mineral/plasma - species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS) + species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS,HAS_BONE) inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_NOHUNGER,TRAIT_CALCIUM_HEALER) inherent_biotypes = MOB_HUMANOID|MOB_MINERAL mutantlungs = /obj/item/organ/lungs/plasmaman diff --git a/code/modules/mob/living/carbon/human/species_types/podpeople.dm b/code/modules/mob/living/carbon/human/species_types/podpeople.dm index 706995d611..f5a2f807e4 100644 --- a/code/modules/mob/living/carbon/human/species_types/podpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/podpeople.dm @@ -3,7 +3,7 @@ name = "Anthromorphic Plant" id = "pod" default_color = "59CE00" - species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR) + species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR,HAS_FLESH,HAS_BONE) attack_verb = "slash" attack_sound = 'sound/weapons/slice.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm index 9f7d165edf..b9864bce16 100644 --- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm @@ -9,8 +9,8 @@ blacklisted = 1 ignored_by = list(/mob/living/simple_animal/hostile/faithless) meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow - species_traits = list(NOBLOOD,NOEYES,CAN_SCAR) - inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH,CAN_SCAR) + species_traits = list(NOBLOOD,NOEYES,HAS_FLESH,HAS_BONE) + inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH) dangerous_existence = 1 mutanteyes = /obj/item/organ/eyes/night_vision @@ -166,7 +166,7 @@ righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' item_flags = ABSTRACT | DROPDEL w_class = WEIGHT_CLASS_HUGE - sharpness = IS_SHARP + sharpness = SHARP_EDGED total_mass = TOTAL_MASS_HAND_REPLACEMENT /obj/item/light_eater/Initialize() diff --git a/code/modules/mob/living/carbon/human/species_types/skeletons.dm b/code/modules/mob/living/carbon/human/species_types/skeletons.dm index 54d56fea06..51d81bd4d3 100644 --- a/code/modules/mob/living/carbon/human/species_types/skeletons.dm +++ b/code/modules/mob/living/carbon/human/species_types/skeletons.dm @@ -5,7 +5,7 @@ blacklisted = 0 sexes = 0 meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton - species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL) + species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL,HAS_BONE) inherent_traits = list(TRAIT_NOBREATH,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER) inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID mutanttongue = /obj/item/organ/tongue/bone diff --git a/code/modules/mob/living/carbon/human/species_types/synthliz.dm b/code/modules/mob/living/carbon/human/species_types/synthliz.dm index 41b3d3a96a..5ed806b302 100644 --- a/code/modules/mob/living/carbon/human/species_types/synthliz.dm +++ b/code/modules/mob/living/carbon/human/species_types/synthliz.dm @@ -4,7 +4,7 @@ icon_limbs = DEFAULT_BODYPART_ICON_CITADEL say_mod = "beeps" default_color = "00FF00" - species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR) + species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,HAS_FLESH,HAS_BONE) inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID mutant_bodyparts = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None") meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc diff --git a/code/modules/mob/living/carbon/human/species_types/vampire.dm b/code/modules/mob/living/carbon/human/species_types/vampire.dm index d8fc06b716..723c4848fe 100644 --- a/code/modules/mob/living/carbon/human/species_types/vampire.dm +++ b/code/modules/mob/living/carbon/human/species_types/vampire.dm @@ -2,7 +2,7 @@ name = "Vampire" id = "vampire" default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD,HAS_FLESH,HAS_BONE) inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH) inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID mutant_bodyparts = list("mcolor" = "FFFFFF", "tail_human" = "None", "ears" = "None", "deco_wings" = "None") diff --git a/code/modules/mob/living/carbon/human/species_types/zombies.dm b/code/modules/mob/living/carbon/human/species_types/zombies.dm index 990e2c9db3..81a7f6e2e7 100644 --- a/code/modules/mob/living/carbon/human/species_types/zombies.dm +++ b/code/modules/mob/living/carbon/human/species_types/zombies.dm @@ -8,7 +8,7 @@ sexes = 0 blacklisted = 1 meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie - species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,CAN_SCAR) + species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,HAS_FLESH,HAS_BONE) inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH) inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID mutanttongue = /obj/item/organ/tongue/zombie @@ -45,7 +45,7 @@ /datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount) . = min(20, amount) -/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) . = ..() if(.) regen_cooldown = world.time + REGENERATION_DELAY @@ -63,9 +63,9 @@ C.heal_overall_damage(heal_amt,heal_amt) C.adjustToxLoss(-heal_amt) for(var/i in C.all_wounds) - var/datum/wound/W = i - if(prob(4-W.severity)) - W.remove_wound() + var/datum/wound/iter_wound = i + if(prob(4-iter_wound.severity)) + iter_wound.remove_wound() if(!C.InCritical() && prob(4)) playsound(C, pick(spooks), 50, TRUE, 10) diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm index 012808647e..47c9062148 100644 --- a/code/modules/mob/living/damage_procs.dm +++ b/code/modules/mob/living/damage_procs.dm @@ -14,7 +14,7 @@ * * Returns TRUE if damage applied */ -/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) var/hit_percent = (100-blocked)/100 if(!damage || (hit_percent <= 0)) return 0 @@ -245,7 +245,7 @@ update_stamina() // damage ONE external organ, organ gets randomly selected from damaged ones. -/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update adjustFireLoss(burn, FALSE) adjustStaminaLoss(stamina, FALSE) diff --git a/code/modules/mob/living/emote.dm b/code/modules/mob/living/emote.dm index a5de3a2fdc..bae2d2106b 100644 --- a/code/modules/mob/living/emote.dm +++ b/code/modules/mob/living/emote.dm @@ -441,7 +441,7 @@ to_chat(user, "You cannot send IC messages (muted).") return FALSE else if(!params) - var/custom_emote = stripped_multiline_input(user, "Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN) + var/custom_emote = stripped_multiline_input_or_reflect(user, "Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN) if(custom_emote && !check_invalid(user, custom_emote)) var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable") switch(type) @@ -531,3 +531,29 @@ to_chat(user, "You ready your slapping hand.") else to_chat(user, "You're incapable of slapping in your current state.") + +/datum/emote/living/audio_emote/blorble + key = "blorble" + key_third_person = "blorbles" + message = "blorbles." + message_param = "blorbles at %t." + +/datum/emote/living/audio_emote/blorble/run_emote(mob/user, params) + . = ..() + if(. && iscarbon(user)) + var/mob/living/carbon/C = user + if(isjellyperson(C)) + pick(playsound(C, 'sound/effects/attackblob.ogg', 50, 1),playsound(C, 'sound/effects/blobattack.ogg', 50, 1)) + +/datum/emote/living/audio_emote/blurp + key = "blurp" + key_third_person = "blurps" + message = "blurps." + message_param = "blurps at %t." + +/datum/emote/living/audio_emote/blurp/run_emote(mob/user, params) + . = ..() + if(. && iscarbon(user)) + var/mob/living/carbon/C = user + if(isjellyperson(C)) + pick(playsound(C, 'sound/effects/meatslap.ogg', 50, 1),playsound(C, 'sound/effects/gib_step.ogg', 50, 1)) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index b04f78f3ec..0f55d5c408 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -605,41 +605,55 @@ SEND_SIGNAL(item, COMSIG_ITEM_WEARERCROSSED, AM) /mob/living/proc/makeTrail(turf/target_turf, turf/start, direction) - if(!has_gravity()) + if(!has_gravity() || !isturf(start) || !blood_volume) return - var/blood_exists = FALSE + var/blood_exists = locate(/obj/effect/decal/cleanable/trail_holder) in start - for(var/obj/effect/decal/cleanable/trail_holder/C in start) //checks for blood splatter already on the floor - blood_exists = TRUE - if(isturf(start)) - var/trail_type = getTrail() - if(trail_type) - var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1) - if(blood_volume && blood_volume > max((BLOOD_VOLUME_NORMAL*blood_ratio)*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold - blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage. - var/newdir = get_dir(target_turf, start) - if(newdir != direction) - newdir = newdir | direction - if(newdir == 3) //N + S - newdir = NORTH - else if(newdir == 12) //E + W - newdir = EAST - if((newdir in GLOB.cardinals) && (prob(50))) - newdir = turn(get_dir(target_turf, start), 180) - if(!blood_exists) - new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses()) + var/trail_type = getTrail() + if(!trail_type) + return - for(var/obj/effect/decal/cleanable/trail_holder/TH in start) - if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled) - TH.existing_dirs += newdir - TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir)) - TH.transfer_mob_blood_dna(src) + var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1) + if(blood_volume < max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold + return + + var/bleed_amount = bleedDragAmount() + blood_volume = max(blood_volume - bleed_amount, 0) //that depends on our brute damage. + var/newdir = get_dir(target_turf, start) + if(newdir != direction) + newdir = newdir | direction + if(newdir == (NORTH|SOUTH)) + newdir = NORTH + else if(newdir == (EAST|WEST)) + newdir = EAST + if((newdir in GLOB.cardinals) && (prob(50))) + newdir = turn(get_dir(target_turf, start), 180) + if(!blood_exists) + new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses()) + + for(var/obj/effect/decal/cleanable/trail_holder/TH in start) + if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled) + TH.existing_dirs += newdir + TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir)) + TH.transfer_mob_blood_dna(src) /mob/living/carbon/human/makeTrail(turf/T) if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress) return ..() +///Returns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail] +/mob/living/proc/bleedDragAmount() + var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1) + return max(1, brute_ratio * 2) + +/mob/living/carbon/bleedDragAmount() + var/bleed_amount = 0 + for(var/i in all_wounds) + var/datum/wound/iter_wound = i + bleed_amount += iter_wound.drag_bleed_amount() + return bleed_amount + /mob/living/proc/getTrail() if(getBruteLoss() < 300) return pick("ltrails_1", "ltrails_2") diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 5be9dbf195..19adb7b787 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -86,7 +86,7 @@ totaldamage = block_calculate_resultant_damage(totaldamage, returnlist) var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null) if(!P.nodamage) - apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness) + apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus = P.wound_bonus, bare_wound_bonus = P.bare_wound_bonus, sharpness = P.sharpness) if(P.dismemberment) check_projectile_dismemberment(P, def_zone) var/missing = 100 - final_percent @@ -136,12 +136,13 @@ dtype = I.damtype if(!blocked) - visible_message("[src] has been hit by [I].", \ - "You have been hit by [I].") - var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration) - apply_damage(total_damage, dtype, impacting_zone, armor, sharpness=I.sharpness) - if(I.thrownby) - log_combat(I.thrownby, src, "threw and hit", I) + if(!nosell_hit) + visible_message("[src] is hit by [I]!", \ + "You're hit by [I]!") + if(!I.throwforce) + return + var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration) + apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND)) else return 1 else diff --git a/code/modules/mob/living/silicon/damage_procs.dm b/code/modules/mob/living/silicon/damage_procs.dm index b89f249c80..7530630d74 100644 --- a/code/modules/mob/living/silicon/damage_procs.dm +++ b/code/modules/mob/living/silicon/damage_procs.dm @@ -1,5 +1,5 @@ -/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) +/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) var/hit_percent = (100-blocked)/100 if(!damage || (!forced && hit_percent <= 0)) return 0 diff --git a/code/modules/mob/living/silicon/robot/emote.dm b/code/modules/mob/living/silicon/robot/emote.dm index 65e1047cdc..c0fca997f5 100644 --- a/code/modules/mob/living/silicon/robot/emote.dm +++ b/code/modules/mob/living/silicon/robot/emote.dm @@ -3,8 +3,14 @@ emote_type = EMOTE_AUDIBLE /datum/emote/sound/silicon - mob_type_allowed_typecache = list(/mob/living/silicon) + mob_type_allowed_typecache = list(/mob/living/silicon, /mob/living/carbon/human) emote_type = EMOTE_AUDIBLE + var/unrestricted = FALSE + +/datum/emote/sound/silicon/run_emote(mob/user, params) + if(!unrestricted && !(issilicon(user) || isipcperson(user))) + return + return ..() /datum/emote/silicon/boop key = "boop" diff --git a/code/modules/mob/living/simple_animal/guardian/guardian.dm b/code/modules/mob/living/simple_animal/guardian/guardian.dm index 73ebfa7c77..fb24b0fc09 100644 --- a/code/modules/mob/living/simple_animal/guardian/guardian.dm +++ b/code/modules/mob/living/simple_animal/guardian/guardian.dm @@ -60,11 +60,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians var/magic_fluff_string = "You draw the Coder, symbolizing bugs and errors. This shouldn't happen! Submit a bug report!" var/tech_fluff_string = "BOOT SEQUENCE COMPLETE. ERROR MODULE LOADED. THIS SHOULDN'T HAPPEN. Submit a bug report!" var/carp_fluff_string = "CARP CARP CARP SOME SORT OF HORRIFIC BUG BLAME THE CODERS CARP CARP CARP" + /// sigh, fine. + var/datum/song/holoparasite/music_datum /mob/living/simple_animal/hostile/guardian/Initialize(mapload, theme) GLOB.parasites += src updatetheme(theme) - + music_datum = new(src, get_allowed_instrument_ids()) . = ..() /mob/living/simple_animal/hostile/guardian/med_hud_set_health() @@ -84,8 +86,16 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians /mob/living/simple_animal/hostile/guardian/Destroy() GLOB.parasites -= src + QDEL_NULL(music_datum) return ..() +/mob/living/simple_animal/hostile/guardian/verb/music_interact() + set name = "Access Internal Synthesizer" + set desc = "Access your internal musical synthesizer" + set category = "IC" + + music_datum.ui_interact(src) + /mob/living/simple_animal/hostile/guardian/proc/updatetheme(theme) //update the guardian's theme if(!theme) theme = pick("magic", "tech", "carp") @@ -638,6 +648,12 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians /obj/item/guardiancreator/tech/choose/dextrous possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support") +/obj/item/guardiancreator/tech/choose/nukie // lacks support and protector as encouraging nukies to play turtle isnt fun and dextrous is epic + possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Ranged", "Standard") + +/obj/item/guardiancreator/tech/choose/nukie/check_uplink_validity() + return !used + /obj/item/paper/guides/antag/guardian name = "Holoparasite Guide" icon_state = "paper_words" @@ -677,7 +693,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
Charger: Moves extremely fast, does medium damage on attack, and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding.

- Dexterous: Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.
+ Dextrous: Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.

Explosive: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.

@@ -691,6 +707,29 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
"} +/obj/item/paper/guides/antag/guardian/nukie + name = "Guardian Guide" + info = {"A list of Guardian Types
+ +
+ Assassin: Does medium damage and takes full damage, but can enter stealth, causing its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth.
+
+ Chaos: Ignites enemies on touch and causes them to hallucinate all nearby people as the guardian. Automatically extinguishes the user if they catch on fire.
+
+ Charger: Moves extremely fast, does medium damage on attack, and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding.
+
+ Dextrous: Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.
+
+ Explosive: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.
+
+ Lightning: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.
+
+ Ranged: Has two modes. Ranged; which fires a constant stream of weak, armor-ignoring projectiles. Scout; Cannot attack, but can move through walls and is quite hard to see. Can lay surveillance snares, which alert it when crossed, in either mode.
+
+ Standard: Devastating close combat attacks and high damage resist. Can smash through weak walls.
+
+"} + /obj/item/storage/box/syndie_kit/guardian name = "holoparasite injector kit" @@ -699,6 +738,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians new /obj/item/guardiancreator/tech/choose/traitor(src) new /obj/item/paper/guides/antag/guardian(src) +/obj/item/storage/box/syndie_kit/nukieguardian + name = "holoparasite injector kit" + +/obj/item/storage/box/syndie_kit/nukieguardian/PopulateContents() + new /obj/item/guardiancreator/tech/choose/nukie(src) + new /obj/item/paper/guides/antag/guardian/nukie(src) + /obj/item/guardiancreator/carp name = "holocarp fishsticks" desc = "Using the power of Carp'sie, you can catch a carp from byond the veil of Carpthulu, and bind it to your fleshy flesh form." diff --git a/code/modules/mob/living/simple_animal/guardian/types/explosive.dm b/code/modules/mob/living/simple_animal/guardian/types/explosive.dm index 4e6923615d..26e5d791f3 100644 --- a/code/modules/mob/living/simple_animal/guardian/types/explosive.dm +++ b/code/modules/mob/living/simple_animal/guardian/types/explosive.dm @@ -36,60 +36,21 @@ return if(isobj(A) && Adjacent(A)) if(bomb_cooldown <= world.time && !stat) - var/obj/guardian_bomb/B = new /obj/guardian_bomb(get_turf(A)) + var/datum/component/killerqueen/K = A.AddComponent(/datum/component/killerqueen, EXPLODE_HEAVY, CALLBACK(src, .proc/on_explode), CALLBACK(src, .proc/on_failure), \ + examine_message = "It glows with a strange light!") + QDEL_IN(K, 1 MINUTES) to_chat(src, "Success! Bomb armed!") bomb_cooldown = world.time + 200 - B.spawner = src - B.disguise(A) else to_chat(src, "Your powers are on cooldown! You must wait 20 seconds between bombs.") -/obj/guardian_bomb - name = "bomb" - desc = "You shouldn't be seeing this!" - var/obj/stored_obj - var/mob/living/simple_animal/hostile/guardian/spawner +/mob/living/simple_animal/hostile/guardian/bomb/proc/on_explode(atom/bomb, atom/victim) + if((victim == src) || (victim == summoner) || (hasmatchingsummoner(victim))) + to_chat(victim, "[src] glows with a strange light, and you don't touch it.") + return FALSE + to_chat(src, "One of your explosive traps caught [victim]!") + to_chat(victim, "[bomb] was boobytrapped!") + return TRUE - -/obj/guardian_bomb/proc/disguise(obj/A) - A.forceMove(src) - stored_obj = A - opacity = A.opacity - anchored = A.anchored - density = A.density - appearance = A.appearance - addtimer(CALLBACK(src, .proc/disable), 600) - -/obj/guardian_bomb/proc/disable() - stored_obj.forceMove(get_turf(src)) - to_chat(spawner, "Failure! Your trap didn't catch anyone this time.") - qdel(src) - -/obj/guardian_bomb/proc/detonate(mob/living/user) - if(isliving(user)) - if(user != spawner && user != spawner.summoner && !spawner.hasmatchingsummoner(user)) - to_chat(user, "[src] was boobytrapped!") - to_chat(spawner, "Success! Your trap caught [user]") - var/turf/T = get_turf(src) - stored_obj.forceMove(T) - playsound(T,'sound/effects/explosion2.ogg', 200, 1) - new /obj/effect/temp_visual/explosion(T) - user.ex_act(EXPLODE_HEAVY) - qdel(src) - else - to_chat(user, "[src] glows with a strange light, and you don't touch it.") - -/obj/guardian_bomb/Bump(atom/A) - detonate(A) - ..() - -/obj/guardian_bomb/attackby(mob/living/user) - detonate(user) - -/obj/guardian_bomb/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags) - detonate(user) - -/obj/guardian_bomb/examine(mob/user) - . = stored_obj.examine(user) - if(get_dist(user,src)<=2) - . += "It glows with a strange light!" +/mob/living/simple_animal/hostile/guardian/bomb/proc/on_failure(atom/bomb) + to_chat(src, "Failure! Your trap didn't catch anyone this time.") diff --git a/code/modules/mob/living/simple_animal/hostile/bear.dm b/code/modules/mob/living/simple_animal/hostile/bear.dm index 057d4bdb45..da16ec581b 100644 --- a/code/modules/mob/living/simple_animal/hostile/bear.dm +++ b/code/modules/mob/living/simple_animal/hostile/bear.dm @@ -33,7 +33,7 @@ melee_damage_upper = 15 wound_bonus = -5 bare_wound_bonus = 10 // BEAR wound bonus am i right - sharpness = TRUE + sharpness = SHARP_EDGED attack_verb_continuous = "claws" attack_verb_simple = "claw" attack_sound = 'sound/weapons/bladeslice.ogg' diff --git a/code/modules/mob/living/simple_animal/hostile/syndicate.dm b/code/modules/mob/living/simple_animal/hostile/syndicate.dm index 4ea8a3c5dc..fd37bb26aa 100644 --- a/code/modules/mob/living/simple_animal/hostile/syndicate.dm +++ b/code/modules/mob/living/simple_animal/hostile/syndicate.dm @@ -79,7 +79,7 @@ melee_damage_upper = 15 wound_bonus = -10 bare_wound_bonus = 20 - sharpness = TRUE + sharpness = SHARP_EDGED icon_state = "syndicate_knife" icon_living = "syndicate_knife" loot = list(/obj/effect/gibspawner/human) diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm index 1102559aca..706bcc46f5 100644 --- a/code/modules/mob/living/simple_animal/simple_animal.dm +++ b/code/modules/mob/living/simple_animal/simple_animal.dm @@ -145,7 +145,7 @@ //How much bare wounding power it has var/bare_wound_bonus = 0 //If the attacks from this are sharp - var/sharpness = FALSE + var/sharpness = SHARP_NONE /mob/living/simple_animal/Initialize() . = ..() diff --git a/code/modules/mob/living/status_procs.dm b/code/modules/mob/living/status_procs.dm index 0029300936..87fd0cf609 100644 --- a/code/modules/mob/living/status_procs.dm +++ b/code/modules/mob/living/status_procs.dm @@ -500,6 +500,15 @@ S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating) return S +///////////////////////////////// OFF BALANCE/SHOVIES //////////////////////// +/mob/living/proc/ShoveOffBalance(amount) + var/datum/status_effect/off_balance/B = has_status_effect(STATUS_EFFECT_OFF_BALANCE) + if(B) + B.duration = max(world.time + amount, B.duration) + else if(amount > 0) + B = apply_status_effect(STATUS_EFFECT_OFF_BALANCE, amount) + return B + ///////////////////////////////// FROZEN ///////////////////////////////////// /mob/living/proc/IsFrozen() diff --git a/code/modules/mob/mob_defines.dm b/code/modules/mob/mob_defines.dm index 195c50e958..03a3ab1001 100644 --- a/code/modules/mob/mob_defines.dm +++ b/code/modules/mob/mob_defines.dm @@ -161,4 +161,4 @@ /// The timer that will remove our indicator for early aborts (like when an user finishes their message) var/typing_indicator_timerid /// Current state of our typing indicator. Used for cut overlay, DO NOT RUNTIME ASSIGN OTHER THAN FROM SHOW/CLEAR. Used to absolutely ensure we do not get stuck overlays. - var/typing_indicator_current + var/mutable_appearance/typing_indicator_current diff --git a/code/modules/mob/say.dm b/code/modules/mob/say.dm index 3ceafe4a11..7d97270808 100644 --- a/code/modules/mob/say.dm +++ b/code/modules/mob/say.dm @@ -43,6 +43,11 @@ if(GLOB.say_disabled) //This is here to try to identify lag problems to_chat(usr, "Speech is currently admin-disabled.") return + + if(length(message) > MAX_MESSAGE_LEN) + to_chat(usr, message) + to_chat(usr, "^^^----- The preceeding message has been DISCARDED for being over the maximum length of [MAX_MESSAGE_LEN]. It has NOT been sent! -----^^^") + return message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN)) clear_typing_indicator() // clear it immediately! diff --git a/code/modules/mob/say_vr.dm b/code/modules/mob/say_vr.dm index 5ed24af726..5db3ccf216 100644 --- a/code/modules/mob/say_vr.dm +++ b/code/modules/mob/say_vr.dm @@ -37,7 +37,7 @@ proc/get_top_level_mob(var/mob/S) to_chat(user, "You cannot send IC messages (muted).") return FALSE else if(!params) - var/subtle_emote = stripped_multiline_input(user, "Choose an emote to display.", "Subtle", null, MAX_MESSAGE_LEN) + var/subtle_emote = stripped_multiline_input_or_reflect(user, "Choose an emote to display.", "Subtle", null, MAX_MESSAGE_LEN) if(subtle_emote && !check_invalid(user, subtle_emote)) var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable") switch(type) @@ -98,7 +98,7 @@ proc/get_top_level_mob(var/mob/S) to_chat(user, "You cannot send IC messages (muted).") return FALSE else if(!params) - var/subtle_emote = stripped_multiline_input(user, "Choose an emote to display.", "Subtler" , null, MAX_MESSAGE_LEN) + var/subtle_emote = stripped_multiline_input_or_reflect(user, "Choose an emote to display.", "Subtler" , null, MAX_MESSAGE_LEN) if(subtle_emote && !check_invalid(user, subtle_emote)) var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable") switch(type) diff --git a/code/modules/mob/typing_indicator.dm b/code/modules/mob/typing_indicator.dm index f28cbe4385..6154828f4d 100644 --- a/code/modules/mob/typing_indicator.dm +++ b/code/modules/mob/typing_indicator.dm @@ -15,13 +15,23 @@ GLOBAL_LIST_EMPTY(typing_indicator_overlays) /mob/proc/get_typing_indicator_icon_state() return typing_indicator_state +/// Generates the mutable appearance for typing indicator. Should prevent stuck overlays. +/mob/proc/generate_typing_indicator() + var/state = get_typing_indicator_icon_state() + if(ispath(state)) + var/atom/thing = new state(null) + var/mutable_appearance/generated = new(thing) + return generated + else + CRASH("Unsupported typing indicator state: [state]") + /** * Displays typing indicator. * @param timeout_override - Sets how long until this will disappear on its own without the user finishing their message or logging out. Defaults to src.typing_indicator_timeout * @param state_override - Sets the state that we will fetch. Defaults to src.get_typing_indicator_icon_state() * @param force - shows even if src.typing_indcator_enabled is FALSE. */ -/mob/proc/display_typing_indicator(timeout_override = TYPING_INDICATOR_TIMEOUT, state_override = get_typing_indicator_icon_state(), force = FALSE) +/mob/proc/display_typing_indicator(timeout_override = TYPING_INDICATOR_TIMEOUT, state_override = generate_typing_indicator(), force = FALSE) if((!typing_indicator_enabled && !force) || typing_indicator_current) return typing_indicator_current = state_override diff --git a/code/modules/movespeed/modifiers/mobs.dm b/code/modules/movespeed/modifiers/mobs.dm index a2176ca95e..d17767bb1f 100644 --- a/code/modules/movespeed/modifiers/mobs.dm +++ b/code/modules/movespeed/modifiers/mobs.dm @@ -78,9 +78,6 @@ blacklisted_movetypes = FLOATING variable = TRUE -/datum/movespeed_modifier/shove - multiplicative_slowdown = SHOVE_SLOWDOWN_STRENGTH - /datum/movespeed_modifier/human_carry variable = TRUE diff --git a/code/modules/ninja/energy_katana.dm b/code/modules/ninja/energy_katana.dm index e6d53d914f..00cfa94893 100644 --- a/code/modules/ninja/energy_katana.dm +++ b/code/modules/ninja/energy_katana.dm @@ -14,7 +14,7 @@ attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") block_chance = 50 slot_flags = ITEM_SLOT_BELT - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_integrity = 200 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/datum/effect_system/spark_spread/spark_system diff --git a/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm b/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm index 508722ecf2..57faad9493 100644 --- a/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm +++ b/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm @@ -14,5 +14,5 @@ /obj/item/throwing_star/ninja name = "ninja throwing star" - throwforce = 30 + throwforce = 20 embedding = list("pain_mult" = 6, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15) diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 08252d4e05..997ada6b21 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -28,6 +28,7 @@ var/degrees = 0 var/font = PEN_FONT embedding = list() + sharpness = SHARP_POINTY /obj/item/pen/suicide_act(mob/user) user.visible_message("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku...") @@ -84,7 +85,7 @@ throw_speed = 4 colour = "crimson" custom_materials = list(/datum/material/gold = 750) - sharpness = IS_SHARP + sharpness = SHARP_EDGED resistance_flags = FIRE_PROOF unique_reskin = list("Oak" = "pen-fountain-o", "Gold" = "pen-fountain-g", @@ -180,7 +181,7 @@ */ /obj/item/pen/edagger attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") //these wont show up if the pen is off - sharpness = IS_SHARP + sharpness = SHARP_EDGED var/on = FALSE embedding = list(embed_chance = EMBED_CHANCE) diff --git a/code/modules/projectiles/boxes_magazines/ammo_boxes.dm b/code/modules/projectiles/boxes_magazines/ammo_boxes.dm index e4674f4f4c..987efc0404 100644 --- a/code/modules/projectiles/boxes_magazines/ammo_boxes.dm +++ b/code/modules/projectiles/boxes_magazines/ammo_boxes.dm @@ -47,7 +47,7 @@ /obj/item/ammo_box/c38/dumdum name = "speed loader (.38 DumDum)" - desc = "Designed to quickly reload revolvers. DumDum bullets shatter on impact and shred the target's innards, likely getting caught inside." + desc = "Designed to quickly reload revolvers. These rounds expand on impact, allowing them to shred the target and cause massive bleeding. Very weak against armor and distant targets." ammo_type = /obj/item/ammo_casing/c38/dumdum /obj/item/ammo_box/c38/match diff --git a/code/modules/projectiles/boxes_magazines/external/shotgun.dm b/code/modules/projectiles/boxes_magazines/external/shotgun.dm index 1001937678..ed41375aee 100644 --- a/code/modules/projectiles/boxes_magazines/external/shotgun.dm +++ b/code/modules/projectiles/boxes_magazines/external/shotgun.dm @@ -1,5 +1,5 @@ /obj/item/ammo_box/magazine/m12g - name = "shotgun magazine (12g buckshot slugs)" + name = "shotgun magazine (12g buckshot)" desc = "A drum magazine." icon_state = "m12gb" ammo_type = /obj/item/ammo_casing/shotgun/buckshot @@ -17,7 +17,7 @@ /obj/item/ammo_box/magazine/m12g/slug name = "shotgun magazine (12g slugs)" - icon_state = "m12gb" //this may need an unique sprite + icon_state = "m12gsl" ammo_type = /obj/item/ammo_casing/shotgun /obj/item/ammo_box/magazine/m12g/dragon diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 4126c81367..c3248bab2f 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -193,7 +193,8 @@ return if(iscarbon(target)) var/mob/living/carbon/C = target - for(var/datum/wound/W in C.all_wounds) + for(var/i in C.all_wounds) + var/datum/wound/W = i if(W.try_treating(src, user)) return // another coward cured! diff --git a/code/modules/projectiles/guns/ballistic/revolver.dm b/code/modules/projectiles/guns/ballistic/revolver.dm index 289b43a669..a5ed45dd48 100644 --- a/code/modules/projectiles/guns/ballistic/revolver.dm +++ b/code/modules/projectiles/guns/ballistic/revolver.dm @@ -84,6 +84,11 @@ . = ..() . += "[get_ammo(0,0)] of those are live rounds." +/obj/item/gun/ballistic/revolver/syndicate + unique_reskin = list("Default" = "revolver", + "Silver" = "russianrevolver", + "Robust" = "revolvercit") + /obj/item/gun/ballistic/revolver/detective name = "\improper .38 Mars Special" desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds." @@ -486,4 +491,4 @@ for(var/i = 0, i < ratio, i++) var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color) charge_bar.pixel_x = i - . += charge_bar \ No newline at end of file + . += charge_bar diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index 6489920b98..20e847326e 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -125,7 +125,7 @@ flags_1 = CONDUCT_1 attack_verb = list("attacked", "slashed", "cut", "sliced") force = 12 - sharpness = IS_SHARP + sharpness = SHARP_EDGED inaccuracy_modifier = 0.25 can_charge = 0 diff --git a/code/modules/projectiles/guns/magic/staff.dm b/code/modules/projectiles/guns/magic/staff.dm index b23b059d89..6ebdc5e7b8 100644 --- a/code/modules/projectiles/guns/magic/staff.dm +++ b/code/modules/projectiles/guns/magic/staff.dm @@ -83,7 +83,7 @@ force = 20 armour_penetration = 75 block_chance = 50 - sharpness = IS_SHARP + sharpness = SHARP_EDGED max_charges = 4 /obj/item/gun/magic/staff/spellblade/Initialize() diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index f3d78af59b..43384280d4 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -149,19 +149,25 @@ var/temporary_unstoppable_movement = FALSE - ///If defined, on hit we create an item of this type then call hitby() on the hit target with this + ///If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets var/shrapnel_type ///If TRUE, hit mobs even if they're on the floor and not our target var/hit_stunned_targets = FALSE wound_bonus = CANT_WOUND + ///How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes + var/wound_falloff_tile + ///How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes + var/embed_falloff_tile /// For telling whether we want to roll for bone breaking or lacerations if we're bothering with wounds - sharpness = FALSE + sharpness = SHARP_NONE /obj/item/projectile/Initialize() . = ..() permutated = list() decayedRange = range + if(embedding) + updateEmbedding() /** * Artificially modified to be called at around every world.icon_size pixels of movement. @@ -169,6 +175,11 @@ */ /obj/item/projectile/proc/Range() range-- + if(wound_bonus != CANT_WOUND) + wound_bonus += wound_falloff_tile + bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile) + if(embedding) + embedding["embed_chance"] += embed_falloff_tile if(range <= 0 && loc) on_range() diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 6a081f9b03..b408957aa7 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -8,4 +8,12 @@ flag = "bullet" hitsound_wall = "ricochet" impact_effect_type = /obj/effect/temp_visual/impact_effect - sharpness = TRUE \ No newline at end of file + sharpness = SHARP_POINTY + shrapnel_type = /obj/item/shrapnel/bullet + embedding = list(embed_chance=15, fall_chance=2, jostle_chance=0, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.5, pain_mult=3, rip_time=10) + wound_falloff_tile = -5 + embed_falloff_tile = -5 + +/obj/item/projectile/bullet/smite + name = "divine retribution" + damage = 10 diff --git a/code/modules/projectiles/projectile/bullets/lmg.dm b/code/modules/projectiles/projectile/bullets/lmg.dm index 2ea1fe7c9a..e3eff6dcb0 100644 --- a/code/modules/projectiles/projectile/bullets/lmg.dm +++ b/code/modules/projectiles/projectile/bullets/lmg.dm @@ -25,8 +25,10 @@ /obj/item/projectile/bullet/mm195x129 name = "1.95x129mm bullet" - damage = 45 + damage = 40 armour_penetration = 5 + wound_bonus = -50 + wound_falloff_tile = 0 /obj/item/projectile/bullet/mm195x129_ap name = "1.95x129mm armor-piercing bullet" @@ -35,8 +37,12 @@ /obj/item/projectile/bullet/mm195x129_hp name = "1.95x129mm hollow-point bullet" - damage = 60 + damage = 50 armour_penetration = -60 + sharpness = SHARP_EDGED + wound_bonus = -40 + bare_wound_bonus = 30 + wound_falloff_tile = -8 /obj/item/projectile/bullet/incendiary/mm195x129 name = "1.95x129mm incendiary bullet" diff --git a/code/modules/projectiles/projectile/bullets/pistol.dm b/code/modules/projectiles/projectile/bullets/pistol.dm index 38c9c9f7d9..23a749415c 100644 --- a/code/modules/projectiles/projectile/bullets/pistol.dm +++ b/code/modules/projectiles/projectile/bullets/pistol.dm @@ -3,11 +3,13 @@ /obj/item/projectile/bullet/c9mm name = "9mm bullet" damage = 20 + embedding = list(embed_chance=15, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10) /obj/item/projectile/bullet/c9mm_ap name = "9mm armor-piercing bullet" damage = 15 armour_penetration = 40 + embedding = null /obj/item/projectile/bullet/incendiary/c9mm name = "9mm incendiary bullet" diff --git a/code/modules/projectiles/projectile/bullets/revolver.dm b/code/modules/projectiles/projectile/bullets/revolver.dm index c793e9f95e..95d43ba1ce 100644 --- a/code/modules/projectiles/projectile/bullets/revolver.dm +++ b/code/modules/projectiles/projectile/bullets/revolver.dm @@ -19,8 +19,9 @@ ricochet_chance = 50 ricochet_auto_aim_angle = 10 ricochet_auto_aim_range = 3 - wound_bonus = -35 - sharpness = TRUE + wound_bonus = -20 + bare_wound_bonus = 10 + embedding = list(embed_chance=15, fall_chance=2, jostle_chance=2, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=3, jostle_pain_mult=5, rip_time=10) /obj/item/projectile/bullet/c38/match name = ".38 Match bullet" @@ -43,13 +44,21 @@ ricochet_chance = 130 ricochet_decay_damage = 0.8 shrapnel_type = NONE + sharpness = SHARP_NONE + embedding = null +// premium .38 ammo from cargo, weak against armor, lower base damage, but excellent at embedding and causing slice wounds at close range /obj/item/projectile/bullet/c38/dumdum name = ".38 DumDum bullet" damage = 15 armour_penetration = -30 ricochets_max = 0 - shrapnel_type = /obj/item/shrapnel/bullet/c38/dumdum + sharpness = SHARP_EDGED + wound_bonus = 20 + bare_wound_bonus = 20 + embedding = list(embed_chance=75, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10) + wound_falloff_tile = -5 + embed_falloff_tile = -15 /obj/item/projectile/bullet/c38/rubber name = ".38 rubber bullet" @@ -102,6 +111,7 @@ /obj/item/projectile/bullet/a357 name = ".357 bullet" damage = 60 + wound_bonus = -70 /obj/item/projectile/bullet/a357/ap name = ".357 armor-piercing bullet" diff --git a/code/modules/projectiles/projectile/bullets/rifle.dm b/code/modules/projectiles/projectile/bullets/rifle.dm index ae1611cb00..ce30f5e787 100644 --- a/code/modules/projectiles/projectile/bullets/rifle.dm +++ b/code/modules/projectiles/projectile/bullets/rifle.dm @@ -3,12 +3,15 @@ /obj/item/projectile/bullet/a556 name = "5.56mm bullet" damage = 35 + wound_bonus = -40 // 7.62 (Nagant Rifle) /obj/item/projectile/bullet/a762 name = "7.62 bullet" damage = 60 + wound_bonus = -35 + wound_falloff_tile = 0 /obj/item/projectile/bullet/a762_enchanted name = "enchanted 7.62 bullet" diff --git a/code/modules/projectiles/projectile/bullets/shotgun.dm b/code/modules/projectiles/projectile/bullets/shotgun.dm index 6e4a72aff0..69f976d213 100644 --- a/code/modules/projectiles/projectile/bullets/shotgun.dm +++ b/code/modules/projectiles/projectile/bullets/shotgun.dm @@ -1,23 +1,26 @@ /obj/item/projectile/bullet/shotgun_slug name = "12g shotgun slug" - damage = 60 + damage = 50 + sharpness = SHARP_POINTY + wound_bonus = 0 /obj/item/projectile/bullet/shotgun_slug/executioner name = "executioner slug" // admin only, can dismember limbs - sharpness = TRUE - wound_bonus = 0 + sharpness = SHARP_EDGED + wound_bonus = 80 /obj/item/projectile/bullet/shotgun_slug/pulverizer name = "pulverizer slug" // admin only, can crush bones - sharpness = FALSE - wound_bonus = 0 + sharpness = SHARP_NONE + wound_bonus = 80 /obj/item/projectile/bullet/shotgun_beanbag name = "beanbag slug" damage = 10 stamina = 70 wound_bonus = 20 - sharpness = FALSE + sharpness = SHARP_NONE + embedding = null /obj/item/projectile/bullet/incendiary/shotgun name = "incendiary slug" @@ -83,18 +86,22 @@ return BULLET_ACT_HIT /obj/item/projectile/bullet/pellet - var/tile_dropoff = 0.75 + var/tile_dropoff = 0.45 var/tile_dropoff_s = 1.25 /obj/item/projectile/bullet/pellet/shotgun_buckshot name = "buckshot pellet" - damage = 12.5 - wound_bonus = -10 + damage = 7.5 + wound_bonus = 5 + bare_wound_bonus = 5 + wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank /obj/item/projectile/bullet/pellet/shotgun_rubbershot name = "rubbershot pellet" damage = 2 stamina = 15 + sharpness = SHARP_NONE + embedding = null /obj/item/projectile/bullet/pellet/Range() ..() @@ -106,8 +113,10 @@ qdel(src) /obj/item/projectile/bullet/pellet/shotgun_improvised - tile_dropoff = 0.55 //Come on it does 6 damage don't be like that. + tile_dropoff = 0.35 //Come on it does 6 damage don't be like that. damage = 6 + wound_bonus = 0 + bare_wound_bonus = 7.5 /obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize() . = ..() diff --git a/code/modules/projectiles/projectile/bullets/smg.dm b/code/modules/projectiles/projectile/bullets/smg.dm index eb4c8e9776..5c9d5b92a3 100644 --- a/code/modules/projectiles/projectile/bullets/smg.dm +++ b/code/modules/projectiles/projectile/bullets/smg.dm @@ -3,6 +3,8 @@ /obj/item/projectile/bullet/c45 name = ".45 bullet" damage = 30 + wound_bonus = -10 + wound_falloff_tile = -10 /obj/item/projectile/bullet/c45_cleaning name = ".45 bullet" @@ -51,11 +53,15 @@ /obj/item/projectile/bullet/c46x30mm name = "4.6x30mm bullet" damage = 15 + wound_bonus = -5 + bare_wound_bonus = 5 + embed_falloff_tile = -4 /obj/item/projectile/bullet/c46x30mm_ap name = "4.6x30mm armor-piercing bullet" damage = 12.5 armour_penetration = 40 + embedding = null /obj/item/projectile/bullet/incendiary/c46x30mm name = "4.6x30mm incendiary bullet" diff --git a/code/modules/reagents/chemistry/reagents/drink_reagents.dm b/code/modules/reagents/chemistry/reagents/drink_reagents.dm index 0c3de579b6..103061088e 100644 --- a/code/modules/reagents/chemistry/reagents/drink_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/drink_reagents.dm @@ -217,6 +217,9 @@ /datum/reagent/consumable/milk/on_mob_life(mob/living/carbon/M) if(HAS_TRAIT(M, TRAIT_CALCIUM_HEALER)) M.heal_bodypart_damage(1.5,0, 0) + for(var/i in M.all_wounds) + var/datum/wound/iter_wound = i + iter_wound.on_xadone(2) . = 1 else if(M.getBruteLoss() && prob(20)) @@ -320,6 +323,83 @@ ..() . = 1 +/datum/reagent/consumable/tea/red + name = "Red Tea" + description = "Tasty red tea, helps the body digest food. Drink in moderation!" + color = "#101000" // rgb: 16, 16, 0 + nutriment_factor = 0 + taste_description = "sweet red tea" + glass_icon_state = "teaglass" + glass_name = "glass of red tea" + glass_desc = "A piping hot tea that helps with the digestion of food." + +/datum/reagent/consumable/tea/red/on_mob_life(mob/living/carbon/M) + if(M.nutrition > NUTRITION_LEVEL_HUNGRY) + M.adjust_nutrition(-3) + M.dizziness = max(0,M.dizziness-2) + M.drowsyness = max(0,M.drowsyness-1) + M.jitteriness = max(0,M.jitteriness-3) + M.adjust_bodytemperature(23 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL) + . = 1 + +/datum/reagent/consumable/tea/green + name = "Green Tea" + description = "Tasty green tea, known to heal livers, it's good for you!" + color = "#101000" // rgb: 16, 16, 0 + nutriment_factor = 0 + taste_description = "tart green tea" + glass_icon_state = "teaglass" + glass_name = "glass of tea" + glass_desc = "A calming glass of green tea to help get you through the day." + +/datum/reagent/consumable/tea/green/on_mob_life(mob/living/carbon/M) + M.adjustOrganLoss(ORGAN_SLOT_LIVER, -0.5) //Detox! + M.dizziness = max(0,M.dizziness-2) + M.drowsyness = max(0,M.drowsyness-1) + M.jitteriness = max(0,M.jitteriness-3) + M.adjust_bodytemperature(15 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL) + . = 1 + +/datum/reagent/consumable/tea/forest + name = "Forest Tea" + description = "Tea mixed with honey, has both antitoxins and sweetness in one!" + color = "#101000" // rgb: 16, 16, 0 + nutriment_factor = 0 + quality = DRINK_NICE + taste_description = "sweet tea" + glass_icon_state = "teaglass" + glass_name = "glass of forest tea" + glass_desc = "A lovely glass of tea and honey." + +/datum/reagent/consumable/tea/forest/on_mob_life(mob/living/carbon/M) + if(M.getToxLoss() && prob(40))//Two anti-toxins working here + M.adjustToxLoss(-1, 0, TRUE) //heals TOXINLOVERs + //Reminder that honey heals toxin lovers + M.dizziness = max(0,M.dizziness-2) + M.drowsyness = max(0,M.drowsyness-1) + M.jitteriness = max(0,M.jitteriness-3) + M.adjust_bodytemperature(15 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL) + . = 1 + +/datum/reagent/consumable/tea/mush + name = "Mush Tea" + description = "Tea mixed with mushroom hallucinogen, used for fun rides or self reflection." + color = "#101000" // rgb: 16, 16, 0 + nutriment_factor = 0 + quality = DRINK_NICE + taste_description = "fungal infections" + glass_icon_state = "teaglass" + glass_name = "glass of mush tea" + glass_desc = "A cold merky brown tea." + +/datum/reagent/consumable/tea/mush/on_mob_life(mob/living/carbon/M) + M.set_drugginess(20) //Little better then space drugs + if(prob(20)) + M.Dizzy(10) + if(prob(10)) + M.disgust = 0 + . = 1 + /datum/reagent/consumable/lemonade name = "Lemonade" description = "Sweet, tangy lemonade. Good for the soul." @@ -1013,4 +1093,23 @@ if(M.getToxLoss() && prob(30)) M.adjustToxLoss(-1, 0) ..() - . = TRUE \ No newline at end of file + . = TRUE + +// i googled "natural coagulant" and a couple of results came up for banana peels, so after precisely 30 more seconds of research, i now dub grinding banana peels good for your blood +/datum/reagent/consumable/banana_peel + name = "Pulped Banana Peel" + description = "Okay, so you put a banana peel in a grinder... Why, exactly?" + color = "#863333" // rgb: 175, 175, 0 + reagent_state = SOLID + taste_description = "stringy, bitter pulp" + glass_name = "glass of banana peel pulp" + glass_desc = "Okay, so you put a banana peel in a grinder... Why, exactly?" + +/datum/reagent/consumable/baked_banana_peel + name = "Baked Banana Peel Powder" + description = "You took a banana peel... pulped it... baked it... Where are you going with this?" + color = "#863333" // rgb: 175, 175, 0 + reagent_state = SOLID + taste_description = "bitter powder" + glass_name = "glass of banana peel powder" + description = "You took a banana peel... pulped it... baked it... Where are you going with this?" diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm index 050b1f29b5..8bb34c0a82 100644 --- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm @@ -145,8 +145,8 @@ M.adjustToxLoss(-power, 0, TRUE) //heals TOXINLOVERs M.adjustCloneLoss(-power, 0) for(var/i in M.all_wounds) - var/datum/wound/W = i - W.on_xadone(power) + var/datum/wound/iter_wound = i + iter_wound.on_xadone(power) REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC) //fixes common causes for disfiguration . = 1 metabolization_rate = REAGENTS_METABOLISM * (0.00001 * (M.bodytemperature ** 2) + 0.5) @@ -196,8 +196,8 @@ M.adjustToxLoss(-power, 0, TRUE) M.adjustCloneLoss(-power, 0) for(var/i in M.all_wounds) - var/datum/wound/W = i - W.on_xadone(power) + var/datum/wound/iter_wound = i + iter_wound.on_xadone(power) REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC) . = 1 ..() @@ -365,7 +365,7 @@ /datum/reagent/medicine/salglu_solution name = "Saline-Glucose Solution" - description = "Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary blood substitute." + description = "Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary blood substitute, as well as slowly speeding blood regeneration." reagent_state = LIQUID color = "#DCDCDC" metabolization_rate = 0.5 * REAGENTS_METABOLISM @@ -373,6 +373,7 @@ taste_description = "sweetness and salt" var/last_added = 0 var/maximum_reachable = BLOOD_VOLUME_NORMAL - 10 //So that normal blood regeneration can continue with salglu active + var/extra_regen = 0.25 // in addition to acting as temporary blood, also add this much to their actual blood per tick pH = 5.5 /datum/reagent/medicine/salglu_solution/on_mob_life(mob/living/carbon/M) @@ -385,7 +386,7 @@ var/amount_to_add = min(M.blood_volume, volume*5) var/new_blood_level = min(M.blood_volume + amount_to_add, maximum_reachable) last_added = new_blood_level - M.blood_volume - M.blood_volume = new_blood_level + M.blood_volume = new_blood_level + extra_regen if(prob(33)) M.adjustBruteLoss(-0.5*REM, 0) M.adjustFireLoss(-0.5*REM, 0) @@ -471,8 +472,9 @@ else if(method in list(PATCH, TOUCH)) M.adjustBruteLoss(-1 * reac_volume) M.adjustFireLoss(-1 * reac_volume) - for(var/datum/wound/burn/burn_wound in C.all_wounds) - burn_wound.regenerate_flesh(reac_volume) + for(var/i in C.all_wounds) + var/datum/wound/iter_wound = i + iter_wound.on_synthflesh(reac_volume) if(show_message) to_chat(M, "You feel your burns and bruises healing! It stings like hell!") SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "painful_medicine", /datum/mood_event/painful_medicine) @@ -1592,10 +1594,56 @@ to_chat(C, "[pick(GLOB.wisdoms)]") //give them a random wisdom ..() -// handled in cut wounds process +// helps bleeding wounds clot faster /datum/reagent/medicine/coagulant name = "Sanguirite" - description = "A coagulant used to help open cuts clot faster." + description = "A proprietary coagulant used to help bleeding wounds clot faster." reagent_state = LIQUID color = "#bb2424" metabolization_rate = 0.25 * REAGENTS_METABOLISM + overdose_threshold = 20 + /// How much base clotting we do per bleeding wound, multiplied by the below number for each bleeding wound + var/clot_rate = 0.25 + /// If we have multiple bleeding wounds, we count the number of bleeding wounds, then multiply the clot rate by this^(n) before applying it to each cut, so more cuts = less clotting per cut (though still more total clotting) + var/clot_coeff_per_wound = 0.9 + +/datum/reagent/medicine/coagulant/on_mob_life(mob/living/carbon/M) + . = ..() + if(!M.blood_volume || !M.all_wounds) + return + + var/effective_clot_rate = clot_rate + + for(var/i in M.all_wounds) + var/datum/wound/iter_wound = i + if(iter_wound.blood_flow) + effective_clot_rate *= clot_coeff_per_wound + + for(var/i in M.all_wounds) + var/datum/wound/iter_wound = i + iter_wound.blood_flow = max(0, iter_wound.blood_flow - effective_clot_rate) + +/datum/reagent/medicine/coagulant/overdose_process(mob/living/M) + . = ..() + if(!M.blood_volume) + return + + if(prob(15)) + M.losebreath += rand(2,4) + M.adjustOxyLoss(rand(1,3)) + if(prob(30)) + to_chat(M, "You can feel your blood clotting up in your veins!") + else if(prob(10)) + to_chat(M, "You feel like your blood has stopped moving!") + if(prob(50)) + var/obj/item/organ/lungs/our_lungs = M.getorganslot(ORGAN_SLOT_LUNGS) + our_lungs.applyOrganDamage(1) + else + var/obj/item/organ/heart/our_heart = M.getorganslot(ORGAN_SLOT_HEART) + our_heart.applyOrganDamage(1) + +// can be synthesized on station rather than bought. made by grinding a banana peel, heating it up, then mixing the banana peel powder with salglu +/datum/reagent/medicine/coagulant/weak + name = "Synthi-Sanguirite" + description = "A synthetic coagulant used to help bleeding wounds clot faster. Not quite as effective as name brand Sanguirite, especially on patients with lots of cuts." + clot_coeff_per_wound = 0.8 diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm index 99e1f1481b..81ad676613 100644 --- a/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -244,6 +244,11 @@ glass_desc = "The father of all refreshments." shot_glass_icon_state = "shotglassclear" +/datum/reagent/water/on_mob_life(mob/living/carbon/M) + . = ..() + if(M.blood_volume) + M.blood_volume += 0.1 // water is good for you! + /* * Water reaction to turf */ @@ -334,6 +339,8 @@ return ..() /datum/reagent/water/holywater/on_mob_life(mob/living/carbon/M) + if(M.blood_volume) + M.blood_volume += 0.1 // water is good for you! if(!data) data = list("misc" = 1) data["misc"]++ @@ -2304,6 +2311,7 @@ metabolization_rate = 0.75 * REAGENTS_METABOLISM // 5u (WOUND_DETERMINATION_CRITICAL) will last for ~17 ticks /// Whether we've had at least WOUND_DETERMINATION_SEVERE (2.5u) of determination at any given time. No damage slowdown immunity or indication we're having a second wind if it's just a single moderate wound var/significant = FALSE + self_consuming = TRUE /datum/reagent/determination/on_mob_end_metabolize(mob/living/carbon/M) if(significant) @@ -2337,7 +2345,6 @@ color = "#E6E6DA" taste_mult = 0 - /datum/reagent/hairball name = "Hairball" description = "A bundle of keratinous bits and fibers, not easily digestible." @@ -2385,4 +2392,4 @@ M.reagents.del_reagent(/datum/reagent/hairball) return ..() - + diff --git a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm index 7da734e9c4..8dca028b4a 100644 --- a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm @@ -373,6 +373,14 @@ pH = 4.9 value = REAGENT_VALUE_VERY_COMMON +/datum/reagent/toxin/teapowder/red + name = "Ground Red Tea Leaves" + toxpwr = 0.4 + +/datum/reagent/toxin/teapowder/green + name = "Ground Green Tea Leaves" + toxpwr = 0.6 + /datum/reagent/toxin/mutetoxin //the new zombie powder. name = "Mute Toxin" description = "A nonlethal poison that inhibits speech in its victim." diff --git a/code/modules/reagents/chemistry/recipes/medicine.dm b/code/modules/reagents/chemistry/recipes/medicine.dm index e591daeb8e..bb9a951cac 100644 --- a/code/modules/reagents/chemistry/recipes/medicine.dm +++ b/code/modules/reagents/chemistry/recipes/medicine.dm @@ -50,6 +50,18 @@ results = list(/datum/reagent/medicine/salglu_solution = 3) required_reagents = list(/datum/reagent/consumable/sodiumchloride = 1, /datum/reagent/water = 1, /datum/reagent/consumable/sugar = 1) +/datum/chemical_reaction/baked_banana_peel + results = list(/datum/reagent/consumable/baked_banana_peel = 1) + required_temp = 413.15 // if it's good enough for caramel it's good enough for this + required_reagents = list(/datum/reagent/consumable/banana_peel = 1) + mix_message = "The pulp dries up and takes on a powdery state!" + mob_react = FALSE + +/datum/chemical_reaction/coagulant_weak + results = list(/datum/reagent/medicine/coagulant/weak = 3) + required_reagents = list(/datum/reagent/medicine/salglu_solution = 2, /datum/reagent/consumable/baked_banana_peel = 1) + mob_react = FALSE + /datum/chemical_reaction/mine_salve name = "Miner's Salve" id = /datum/reagent/medicine/mine_salve diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index 27db55d7af..835ffe2d89 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -135,11 +135,18 @@ /obj/item/reagent_containers/hypospray/medipen/ekit name = "emergency first-aid autoinjector" - desc = "An epinephrine medipen with trace amounts of coagulants and antibiotics to help stabilize bad cuts and burns." + desc = "An epinephrine medipen with extra coagulant and antibiotics to help stabilize bad cuts and burns." volume = 15 amount_per_transfer_from_this = 15 list_reagents = list(/datum/reagent/medicine/epinephrine = 12, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/medicine/spaceacillin = 0.5) +/obj/item/reagent_containers/hypospray/medipen/blood_loss + name = "hypovolemic-response autoinjector" + desc = "A medipen designed to stabilize and rapidly reverse severe bloodloss." + volume = 15 + amount_per_transfer_from_this = 15 + list_reagents = list(/datum/reagent/medicine/epinephrine = 5, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/iron = 3.5, /datum/reagent/medicine/salglu_solution = 4) + /obj/item/reagent_containers/hypospray/medipen/stimulants name = "illegal stimpack medipen" desc = "A highly illegal medipen due to its load and small injections, allow for five uses before being drained" diff --git a/code/modules/reagents/reagent_containers/medspray.dm b/code/modules/reagents/reagent_containers/medspray.dm index 02a3f987bc..40ad167531 100644 --- a/code/modules/reagents/reagent_containers/medspray.dm +++ b/code/modules/reagents/reagent_containers/medspray.dm @@ -32,6 +32,9 @@ to_chat(user, "You will now apply the medspray's contents in [squirt_mode ? "short bursts":"extended sprays"]. You'll now use [amount_per_transfer_from_this] units per use.") /obj/item/reagent_containers/medspray/attack(mob/living/L, mob/user, def_zone) + INVOKE_ASYNC(src, .proc/attempt_spray, L, user, def_zone) // this is shitcode because the params for attack aren't even right but i'm not in the mood to refactor right now. + +/obj/item/reagent_containers/medspray/proc/attempt_spray(mob/living/L, mob/user, def_zone) if(!reagents || !reagents.total_volume) to_chat(user, "[src] is empty!") return diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index 0220802c3e..f42ae668c7 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -16,6 +16,7 @@ custom_materials = list(/datum/material/iron=10, /datum/material/glass=20) reagent_flags = TRANSPARENT custom_price = PRICE_CHEAP_AS_FREE + sharpness = SHARP_POINTY /obj/item/reagent_containers/syringe/Initialize() . = ..() @@ -52,6 +53,9 @@ /obj/item/reagent_containers/syringe/attackby(obj/item/I, mob/user, params) return +/obj/item/reagent_containers/syringe/attack() + return // no bludgeoning. + /obj/item/reagent_containers/syringe/afterattack(atom/target, mob/user, proximity) . = ..() INVOKE_ASYNC(src, .proc/attempt_inject, target, user, proximity) diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm index 64fe786219..ba4870903e 100644 --- a/code/modules/recycling/disposal/bin.dm +++ b/code/modules/recycling/disposal/bin.dm @@ -375,7 +375,6 @@ log_combat(user, target, "shoved", "into [src] (disposal bin)") return TRUE - /obj/machinery/disposal/bin/flush() ..() full_pressure = FALSE diff --git a/code/modules/shuttle/syndicate.dm b/code/modules/shuttle/syndicate.dm index 440e6cb03b..0076f584e9 100644 --- a/code/modules/shuttle/syndicate.dm +++ b/code/modules/shuttle/syndicate.dm @@ -1,4 +1,4 @@ -#define SYNDICATE_CHALLENGE_TIMER 12000 //20 minutes +#define SYNDICATE_CHALLENGE_TIMER 9000 // 15 minutes /obj/machinery/computer/shuttle/syndicate name = "syndicate shuttle terminal" @@ -21,8 +21,8 @@ /obj/machinery/computer/shuttle/syndicate/Topic(href, href_list) if(href_list["move"]) var/obj/item/circuitboard/computer/syndicate_shuttle/board = circuit - if(board.challenge && world.time < SYNDICATE_CHALLENGE_TIMER) - to_chat(usr, "You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - world.time)] more to allow them to prepare.") + if(board.challenge && ((world.time - SSticker.round_start_time) < SYNDICATE_CHALLENGE_TIMER)) + to_chat(usr, "You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - (world.time - SSticker.round_start_time))] more to allow them to prepare.") return 0 board.moved = TRUE ..() diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm index 07c80322ae..3d88282937 100644 --- a/code/modules/surgery/bodyparts/_bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -86,12 +86,12 @@ /// A hat won't cover your face, but a shirt covering your chest will cover your... you know, chest var/scars_covered_by_clothes = TRUE - /// Descriptions for the locations on the limb for scars to be assigned, just cosmetic - var/list/specific_locations = list("general area") /// So we know if we need to scream if this limb hits max damage var/last_maxed /// How much generic bleedstacks we have on this bodypart var/generic_bleedstacks + /// If we have a gauze wrapping currently applied (not including splints) + var/obj/item/stack/current_gauze /obj/item/bodypart/examine(mob/user) . = ..() @@ -151,8 +151,20 @@ var/turf/T = get_turf(src) if(status != BODYPART_ROBOTIC) playsound(T, 'sound/misc/splort.ogg', 50, 1, -1) - for(var/obj/item/I in src) - I.forceMove(T) + if(current_gauze) + QDEL_NULL(current_gauze) + for(var/obj/item/organ/drop_organ in get_organs()) + drop_organ.transfer_to_limb(src, owner) + +///since organs aren't actually stored in the bodypart themselves while attached to a person, we have to query the owner for what we should have +/obj/item/bodypart/proc/get_organs() + if(!owner) + return + . = list() + for(var/i in owner.internal_organs) //internal organs inside the dismembered limb are dropped. + var/obj/item/organ/organ_check = i + if(check_zone(organ_check.zone) == body_zone) + . += organ_check /obj/item/bodypart/proc/consider_processing() if(stamina_dam > DAMAGE_PRECISION) @@ -171,7 +183,7 @@ //Applies brute and burn damage to the organ. Returns 1 if the damage-icon states changed at all. //Damage will not exceed max_damage using this proc //Cannot apply negative damage -/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, blocked = 0, updating_health = TRUE, required_status = null, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) // maybe separate BRUTE_SHARP and BRUTE_OTHER eventually somehow hmm +/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, blocked = 0, updating_health = TRUE, required_status = null, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) // maybe separate BRUTE_SHARP and BRUTE_OTHER eventually somehow hmm if(owner && (owner.status_flags & GODMODE)) return FALSE //godmode var/dmg_mlt = CONFIG_GET(number/damage_multiplier) @@ -192,16 +204,64 @@ if(ALIEN_BODYPART,LARVA_BODYPART) //aliens take some additional burn //nothing can burn with so much snowflake code around burn *= 1.2 - var/wounding_type = (brute > burn ? WOUND_BRUTE : WOUND_BURN) + /* + // START WOUND HANDLING + */ + + // what kind of wounds we're gonna roll for, take the greater between brute and burn, then if it's brute, we subdivide based on sharpness + var/wounding_type = (brute > burn ? WOUND_BLUNT : WOUND_BURN) var/wounding_dmg = max(brute, burn) - if(wounding_type == WOUND_BRUTE && sharpness) - wounding_type = WOUND_SHARP - // i know this is effectively the same check as above but i don't know if those can null the damage by rounding and want to be safe - if(owner && wounding_dmg > 4 && wound_bonus != CANT_WOUND) - // if you want to make tox wounds or some other type, this will need to be expanded and made more modular - // handle all our wounding stuff + var/mangled_state = get_mangled_state() + var/bio_state = owner.get_biological_state() + var/easy_dismember = HAS_TRAIT(owner, TRAIT_EASYDISMEMBER) // if we have easydismember, we don't reduce damage when redirecting damage to different types (slashing weapons on mangled/skinless limbs attack at 100% instead of 50%) + + if(wounding_type == WOUND_BLUNT) + if(sharpness == SHARP_EDGED) + wounding_type = WOUND_SLASH + else if(sharpness == SHARP_POINTY) + wounding_type = WOUND_PIERCE + + //Handling for bone only/flesh only(none right now)/flesh and bone targets + switch(bio_state) + // if we're bone only, all cutting attacks go straight to the bone + if(BIO_JUST_BONE) + if(wounding_type == WOUND_SLASH) + wounding_type = WOUND_BLUNT + wounding_dmg *= (easy_dismember ? 1 : 0.5) + else if(wounding_type == WOUND_PIERCE) + wounding_type = WOUND_BLUNT + wounding_dmg *= (easy_dismember ? 1 : 0.75) + if((mangled_state & BODYPART_MANGLED_BONE) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)) + return + // note that there's no handling for BIO_JUST_FLESH since we don't have any that are that right now (slimepeople maybe someday) + // standard humanoids + if(BIO_FLESH_BONE) + // if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate + // So a big sharp weapon is still all you need to destroy a limb + if(mangled_state == BODYPART_MANGLED_FLESH && sharpness) + playsound(src, "sound/effects/wounds/crackandbleed.ogg", 100) + if(wounding_type == WOUND_SLASH && !easy_dismember) + wounding_dmg *= 0.5 // edged weapons pass along 50% of their wounding damage to the bone since the power is spread out over a larger area + if(wounding_type == WOUND_PIERCE && !easy_dismember) + wounding_dmg *= 0.75 // piercing weapons pass along 75% of their wounding damage to the bone since it's more concentrated + wounding_type = WOUND_BLUNT + else if(mangled_state == BODYPART_MANGLED_BOTH && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)) + return + + // now we have our wounding_type and are ready to carry on with wounds and dealing the actual damage + if(owner && wounding_dmg >= WOUND_MINIMUM_DAMAGE && wound_bonus != CANT_WOUND) check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus) + for(var/i in wounds) + var/datum/wound/iter_wound = i + iter_wound.receive_damage(wounding_type, wounding_dmg, wound_bonus) + + /* + // END WOUND HANDLING + */ + + //back to our regularly scheduled program, we now actually apply damage if there's room below limb damage cap + var/can_inflict = max_damage - get_damage() var/total_damage = brute + burn @@ -213,10 +273,6 @@ if(can_inflict <= 0) return FALSE - for(var/i in wounds) - var/datum/wound/W = i - W.receive_damage(wounding_type, wounding_dmg, wound_bonus) - brute_dam += brute burn_dam += burn @@ -236,14 +292,58 @@ update_disabled() return update_bodypart_damage_state() +/// Allows us to roll for and apply a wound without actually dealing damage. Used for aggregate wounding power with pellet clouds +/obj/item/bodypart/proc/painless_wound_roll(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus, sharpness=SHARP_NONE) + if(!owner || phantom_wounding_dmg <= WOUND_MINIMUM_DAMAGE || wound_bonus == CANT_WOUND) + return + + var/mangled_state = get_mangled_state() + var/bio_state = owner.get_biological_state() + var/easy_dismember = HAS_TRAIT(owner, TRAIT_EASYDISMEMBER) // if we have easydismember, we don't reduce damage when redirecting damage to different types (slashing weapons on mangled/skinless limbs attack at 100% instead of 50%) + + if(wounding_type == WOUND_BLUNT) + if(sharpness == SHARP_EDGED) + wounding_type = WOUND_SLASH + else if(sharpness == SHARP_POINTY) + wounding_type = WOUND_PIERCE + + //Handling for bone only/flesh only(none right now)/flesh and bone targets + switch(bio_state) + // if we're bone only, all cutting attacks go straight to the bone + if(BIO_JUST_BONE) + if(wounding_type == WOUND_SLASH) + wounding_type = WOUND_BLUNT + phantom_wounding_dmg *= (easy_dismember ? 1 : 0.5) + else if(wounding_type == WOUND_PIERCE) + wounding_type = WOUND_BLUNT + phantom_wounding_dmg *= (easy_dismember ? 1 : 0.75) + if((mangled_state & BODYPART_MANGLED_BONE) && try_dismember(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus)) + return + // note that there's no handling for BIO_JUST_FLESH since we don't have any that are that right now (slimepeople maybe someday) + // standard humanoids + if(BIO_FLESH_BONE) + // if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate + // So a big sharp weapon is still all you need to destroy a limb + if(mangled_state == BODYPART_MANGLED_FLESH && sharpness) + playsound(src, "sound/effects/wounds/crackandbleed.ogg", 100) + if(wounding_type == WOUND_SLASH && !easy_dismember) + phantom_wounding_dmg *= 0.5 // edged weapons pass along 50% of their wounding damage to the bone since the power is spread out over a larger area + if(wounding_type == WOUND_PIERCE && !easy_dismember) + phantom_wounding_dmg *= 0.75 // piercing weapons pass along 75% of their wounding damage to the bone since it's more concentrated + wounding_type = WOUND_BLUNT + else if(mangled_state == BODYPART_MANGLED_BOTH && try_dismember(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus)) + return + + check_wounding(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus) + /** * check_wounding() is where we handle rolling for, selecting, and applying a wound if we meet the criteria * - * We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [check_wounding_mods()], then go down the list from most severe to least severe wounds in that category. + * We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [/obj/item/bodypart/proc/check_wounding_mods], then go down the list from most severe to least severe wounds in that category. * We can promote a wound from a lesser to a higher severity this way, but we give up if we have a wound of the given type and fail to roll a higher severity, so no sidegrades/downgrades * * Arguments: - * * woundtype- Either WOUND_SHARP, WOUND_BRUTE, or WOUND_BURN based on the attack type. + * * woundtype- Either WOUND_BLUNT, WOUND_SLASH, WOUND_PIERCE, or WOUND_BURN based on the attack type. * * damage- How much damage is tied to this attack, since wounding potential scales with damage in an attack (see: WOUND_DAMAGE_EXPONENT) * * wound_bonus- The wound_bonus of an attack * * bare_wound_bonus- The bare_wound_bonus of an attack @@ -252,19 +352,24 @@ // actually roll wounds if applicable if(HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE)) damage *= 1.5 + else + damage = min(damage, WOUND_MAX_CONSIDERED_DAMAGE) - var/base_roll = rand(1, round(damage ** WOUND_DAMAGE_EXPONENT)) + var/base_roll = rand(max(damage/1.5,25), round(damage ** WOUND_DAMAGE_EXPONENT)) var/injury_roll = base_roll injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus) - var/list/wounds_checking + var/list/wounds_checking = GLOB.global_wound_types[woundtype] - switch(woundtype) - if(WOUND_SHARP) - wounds_checking = WOUND_LIST_CUT - if(WOUND_BRUTE) - wounds_checking = WOUND_LIST_BONE - if(WOUND_BURN) - wounds_checking = WOUND_LIST_BURN + // quick re-check to see if bare_wound_bonus applies, for the benefit of log_wound(), see about getting the check from check_woundings_mods() somehow + if(ishuman(owner)) + var/mob/living/carbon/human/human_wearer = owner + var/list/clothing = human_wearer.clothingonpart(src) + for(var/i in clothing) + var/obj/item/clothing/clothes_check = i + // unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary + if(clothes_check.armor.getRating("wound")) + bare_wound_bonus = 0 + break //cycle through the wounds of the relevant category from the most severe down for(var/PW in wounds_checking) @@ -279,21 +384,22 @@ replaced_wound = existing_wound if(initial(possible_wound.threshold_minimum) < injury_roll) + var/datum/wound/new_wound if(replaced_wound) - var/datum/wound/new_wound = replaced_wound.replace_wound(possible_wound) - log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) + new_wound = replaced_wound.replace_wound(possible_wound) + log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) // dismembering wounds are logged in the apply_wound() for loss wounds since they delete themselves immediately, these will be immediately returned else - var/datum/wound/new_wound = new possible_wound + new_wound = new possible_wound new_wound.apply_wound(src) log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) - return + return new_wound // try forcing a specific wound, but only if there isn't already a wound of that severity or greater for that type on this bodypart /obj/item/bodypart/proc/force_wound_upwards(specific_woundtype, smited = FALSE) var/datum/wound/potential_wound = specific_woundtype for(var/i in wounds) var/datum/wound/existing_wound = i - if(existing_wound.type in (initial(potential_wound.wound_type))) + if(existing_wound.wound_type == initial(potential_wound.wound_type)) if(existing_wound.severity < initial(potential_wound.severity)) // we only try if the existing one is inferior to the one we're trying to force existing_wound.replace_wound(potential_wound, smited) return @@ -301,12 +407,20 @@ var/datum/wound/new_wound = new potential_wound new_wound.apply_wound(src, smited = smited) +/** + * check_wounding_mods() is where we handle the various modifiers of a wound roll + * + * A short list of things we consider: any armor a human target may be wearing, and if they have no wound armor on the limb, if we have a bare_wound_bonus to apply, plus the plain wound_bonus + * We also flick through all of the wounds we currently have on this limb and add their threshold penalties, so that having lots of bad wounds makes you more liable to get hurt worse + * Lastly, we add the inherent wound_resistance variable the bodypart has (heads and chests are slightly harder to wound), and a small bonus if the limb is already disabled + * + * Arguments: + * * It's the same ones on [receive_damage] + */ /obj/item/bodypart/proc/check_woundings_mods(wounding_type, damage, wound_bonus, bare_wound_bonus) var/armor_ablation = 0 var/injury_mod = 0 - //var/bwb = 0 - if(owner && ishuman(owner)) var/mob/living/carbon/human/H = owner var/list/clothing = H.clothingonpart(src) @@ -314,7 +428,7 @@ var/obj/item/clothing/C = c // unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary armor_ablation += C.armor.getRating("wound") - if(wounding_type == WOUND_SHARP) + if(wounding_type == WOUND_SLASH) C.take_damage_zone(body_zone, damage, BRUTE, armour_penetration) else if(wounding_type == WOUND_BURN && damage >= 10) // lazy way to block freezing from shredding clothes without adding another var onto apply_damage() C.take_damage_zone(body_zone, damage, BURN, armour_penetration) @@ -330,7 +444,7 @@ injury_mod += W.threshold_penalty var/part_mod = -wound_resistance - if(is_disabled()) + if(get_damage(TRUE) >= max_damage) part_mod += disabled_wound_penalty injury_mod += part_mod @@ -383,11 +497,11 @@ return BODYPART_DISABLED_WOUND if(can_dismember() && !HAS_TRAIT(owner, TRAIT_NODISMEMBER)) . = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled - if((get_damage(TRUE) >= max_damage) || (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) && (get_damage(TRUE) >= (max_damage * 0.6)))) //Easy limb disable disables the limb at 40% health instead of 0% + if(get_damage(TRUE) >= max_damage * (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) ? 0.6 : 1)) //Easy limb disable disables the limb at 40% health instead of 0% if(!last_maxed) owner.emote("scream") last_maxed = TRUE - if(!is_organic_limb()) + if(!is_organic_limb() || stamina_dam >= max_damage) return BODYPART_DISABLED_DAMAGE else if(disabled && (get_damage(TRUE) <= (max_damage * 0.8))) // reenabled at 80% now instead of 50% as of wounds update last_maxed = FALSE @@ -741,17 +855,29 @@ /obj/item/bodypart/proc/get_wound_type(checking_type) if(isnull(wounds)) return - for(var/thing in wounds) - var/datum/wound/W = thing - if(istype(W, checking_type)) - return W + for(var/i in wounds) + if(istype(i, checking_type)) + return i -/// very rough start for updating efficiency and other stats on a body part whenever a wound is gained/lost -/obj/item/bodypart/proc/update_wounds() +/** + * update_wounds() is called whenever a wound is gained or lost on this bodypart, as well as if there's a change of some kind on a bone wound possibly changing disabled status + * + * Covers tabulating the damage multipliers we have from wounds (burn specifically), as well as deleting our gauze wrapping if we don't have any wounds that can use bandaging + * + * Arguments: + * * replaced- If true, this is being called from the remove_wound() of a wound that's being replaced, so the bandage that already existed is still relevant, but the new wound hasn't been added yet + */ +/obj/item/bodypart/proc/update_wounds(replaced = FALSE) var/dam_mul = 1 //initial(wound_damage_multiplier) // we can only have one wound per type, but remember there's multiple types - for(var/datum/wound/W in wounds) - dam_mul *= W.damage_mulitplier_penalty + // we can (normally) only have one wound per type, but remember there's multiple types (smites like :B:loodless can generate multiple cuts on a limb) + for(var/i in wounds) + var/datum/wound/iter_wound = i + dam_mul *= iter_wound.damage_mulitplier_penalty + + if(!LAZYLEN(wounds) && current_gauze && !replaced) + owner.visible_message("\The [current_gauze] on [owner]'s [name] fall away.", "The [current_gauze] on your [name] fall away.") + QDEL_NULL(current_gauze) wound_damage_multiplier = dam_mul update_disabled() @@ -761,8 +887,6 @@ var/bleed_rate = 0 if(generic_bleedstacks > 0) bleed_rate++ - if(brute_dam >= 40) - bleed_rate += (brute_dam * 0.008) //We want an accurate reading of .len listclearnulls(embedded_objects) @@ -773,5 +897,40 @@ for(var/thing in wounds) var/datum/wound/W = thing bleed_rate += W.blood_flow - + if(owner.mobility_flags & ~MOBILITY_STAND) + bleed_rate *= 0.75 return bleed_rate + +/** + * apply_gauze() is used to- well, apply gauze to a bodypart + * + * As of the Wounds 2 PR, all bleeding is now bodypart based rather than the old bleedstacks system, and 90% of standard bleeding comes from flesh wounds (the exception is embedded weapons). + * The same way bleeding is totaled up by bodyparts, gauze now applies to all wounds on the same part. Thus, having a slash wound, a pierce wound, and a broken bone wound would have the gauze + * applying blood staunching to the first two wounds, while also acting as a sling for the third one. Once enough blood has been absorbed or all wounds with the ACCEPTS_GAUZE flag have been cleared, + * the gauze falls off. + * + * Arguments: + * * gauze- Just the gauze stack we're taking a sheet from to apply here + */ +/obj/item/bodypart/proc/apply_gauze(obj/item/stack/gauze) + if(!istype(gauze) || !gauze.absorption_capacity) + return + QDEL_NULL(current_gauze) + current_gauze = new gauze.type(src, 1) + gauze.use(1) + +/** + * seep_gauze() is for when a gauze wrapping absorbs blood or pus from wounds, lowering its absorption capacity. + * + * The passed amount of seepage is deducted from the bandage's absorption capacity, and if we reach a negative absorption capacity, the bandages fall off and we're left with nothing. + * + * Arguments: + * * seep_amt - How much absorption capacity we're removing from our current bandages (think, how much blood or pus are we soaking up this tick?) + */ +/obj/item/bodypart/proc/seep_gauze(seep_amt = 0) + if(!current_gauze) + return + current_gauze.absorption_capacity -= seep_amt + if(current_gauze.absorption_capacity < 0) + owner.visible_message("\The [current_gauze] on [owner]'s [name] fall away in rags.", "\The [current_gauze] on your [name] fall away in rags.", vision_distance=COMBAT_MESSAGE_RANGE) + QDEL_NULL(current_gauze) diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm index 2ce6ca8862..fa003e3f3c 100644 --- a/code/modules/surgery/bodyparts/dismemberment.dm +++ b/code/modules/surgery/bodyparts/dismemberment.dm @@ -4,7 +4,7 @@ return TRUE //Dismember a limb -/obj/item/bodypart/proc/dismember(dam_type = BRUTE) +/obj/item/bodypart/proc/dismember(dam_type = BRUTE, silent=TRUE) if(!owner) return FALSE var/mob/living/carbon/C = owner @@ -16,7 +16,8 @@ return FALSE var/obj/item/bodypart/affecting = C.get_bodypart(BODY_ZONE_CHEST) affecting.receive_damage(clamp(brute_dam/2 * affecting.body_damage_coeff, 15, 50), clamp(burn_dam/2 * affecting.body_damage_coeff, 0, 50), wound_bonus=CANT_WOUND) //Damage the chest based on limb's existing damage - C.visible_message("[C]'s [src.name] has been violently dismembered!") + if(!silent) + C.visible_message("[C]'s [name] is violently dismembered!") C.emote("scream") SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "dismembered", /datum/mood_event/dismembered) drop_limb() @@ -30,6 +31,7 @@ burn() return TRUE add_mob_blood(C) + C.bleed(rand(20, 40)) var/direction = pick(GLOB.cardinals) var/t_range = rand(2,max(throw_range/2, 2)) var/turf/target_turf = get_turf(src) @@ -80,8 +82,6 @@ if(organ_spilled) C.visible_message("[C]'s internal organs spill out onto the floor!") - - //limb removal. The "special" argument is used for swapping a limb with a new one without the effects of losing a limb kicking in. /obj/item/bodypart/proc/drop_limb(special, dismembered) if(!owner) @@ -153,7 +153,52 @@ forceMove(Tsec) +/** + * get_mangled_state() is relevant for flesh and bone bodyparts, and returns whether this bodypart has mangled skin, mangled bone, or both (or neither i guess) + * + * Dismemberment for flesh and bone requires the victim to have the skin on their bodypart destroyed (either a critical cut or piercing wound), and at least a hairline fracture + * (severe bone), at which point we can start rolling for dismembering. The attack must also deal at least 10 damage, and must be a brute attack of some kind (sorry for now, cakehat, maybe later) + * + * Returns: BODYPART_MANGLED_NONE if we're fine, BODYPART_MANGLED_FLESH if our skin is broken, BODYPART_MANGLED_BONE if our bone is broken, or BODYPART_MANGLED_BOTH if both are broken and we're up for dismembering + */ +/obj/item/bodypart/proc/get_mangled_state() + . = BODYPART_MANGLED_NONE + for(var/i in wounds) + var/datum/wound/iter_wound = i + if((iter_wound.wound_flags & MANGLES_BONE)) + . |= BODYPART_MANGLED_BONE + if((iter_wound.wound_flags & MANGLES_FLESH)) + . |= BODYPART_MANGLED_FLESH + +/** + * try_dismember() is used, once we've confirmed that a flesh and bone bodypart has both the skin and bone mangled, to actually roll for it + * + * Mangling is described in the above proc, [/obj/item/bodypart/proc/get_mangled_state()]. This simply makes the roll for whether we actually dismember or not + * using how damaged the limb already is, and how much damage this blow was for. If we have a critical bone wound instead of just a severe, we add +10% to the roll. + * Lastly, we choose which kind of dismember we want based on the wounding type we hit with. Note we don't care about all the normal mods or armor for this + * + * Arguments: + * * wounding_type: Either WOUND_BLUNT, WOUND_SLASH, or WOUND_PIERCE, basically only matters for the dismember message + * * wounding_dmg: The damage of the strike that prompted this roll, higher damage = higher chance + * * wound_bonus: Not actually used right now, but maybe someday + * * bare_wound_bonus: ditto above + */ +/obj/item/bodypart/proc/try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus) + if(wounding_dmg < DISMEMBER_MINIMUM_DAMAGE) + return + + var/base_chance = wounding_dmg + (get_damage() / max_damage * 50) // how much damage we dealt with this blow, + 50% of the damage percentage we already had on this bodypart + if(locate(/datum/wound/blunt/critical) in wounds) // we only require a severe bone break, but if there's a critical bone break, we'll add 10% more + base_chance += 10 + + if(!prob(base_chance)) + return + + var/datum/wound/loss/dismembering = new + dismembering.apply_dismember(src, wounding_type) + + return TRUE //when a limb is dropped, the internal organs are removed from the mob and put into the limb /obj/item/organ/proc/transfer_to_limb(obj/item/bodypart/LB, mob/living/carbon/C) @@ -378,7 +423,7 @@ /mob/living/carbon/regenerate_limb(limb_zone, noheal) var/obj/item/bodypart/L if(get_bodypart(limb_zone)) - return 0 + return FALSE L = newBodyPart(limb_zone, 0, 0) if(L) if(!noheal) @@ -386,6 +431,8 @@ L.burn_dam = 0 L.brutestate = 0 L.burnstate = 0 - + var/datum/scar/scaries = new + var/datum/wound/loss/phantom_loss = new // stolen valor, really + scaries.generate(L, phantom_loss) L.attach_limb(src, 1) - return 1 + return TRUE diff --git a/code/modules/surgery/bodyparts/head.dm b/code/modules/surgery/bodyparts/head.dm index a67f16b934..13b1140527 100644 --- a/code/modules/surgery/bodyparts/head.dm +++ b/code/modules/surgery/bodyparts/head.dm @@ -36,11 +36,10 @@ var/custom_head wound_resistance = 10 - specific_locations = list("left eyebrow", "cheekbone", "neck", "throat", "jawline", "entire face") scars_covered_by_clothes = FALSE /obj/item/bodypart/head/can_dismember(obj/item/I) - if(!((owner.stat == DEAD) || owner.InFullCritical())) + if(owner && !((owner.stat == DEAD) || owner.InFullCritical())) return FALSE return ..() diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm index a18b31e4c1..5a887ee6b7 100644 --- a/code/modules/surgery/bodyparts/parts.dm +++ b/code/modules/surgery/bodyparts/parts.dm @@ -12,7 +12,7 @@ var/obj/item/cavity_item /obj/item/bodypart/chest/can_dismember(obj/item/I) - if(!((owner.stat == DEAD) || owner.InFullCritical())) + if(!((owner.stat == DEAD) || owner.InFullCritical()) || !get_organs()) return FALSE return ..() diff --git a/code/modules/surgery/bone_mending.dm b/code/modules/surgery/bone_mending.dm index 81d9fa8d97..0c0083575b 100644 --- a/code/modules/surgery/bone_mending.dm +++ b/code/modules/surgery/bone_mending.dm @@ -8,7 +8,7 @@ target_mobtypes = list(/mob/living/carbon/human) possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD) requires_real_bodypart = TRUE - targetable_wound = /datum/wound/brute/bone/severe + targetable_wound = /datum/wound/blunt/severe /datum/surgery/repair_bone_hairline/can_start(mob/living/user, mob/living/carbon/target) if(..()) @@ -23,7 +23,7 @@ target_mobtypes = list(/mob/living/carbon/human) possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD) requires_real_bodypart = TRUE - targetable_wound = /datum/wound/brute/bone/critical + targetable_wound = /datum/wound/blunt/critical /datum/surgery/repair_bone_compound/can_start(mob/living/user, mob/living/carbon/target) if(..()) diff --git a/code/modules/surgery/burn_dressing.dm b/code/modules/surgery/burn_dressing.dm index 1688f7b5d1..8bfa52d245 100644 --- a/code/modules/surgery/burn_dressing.dm +++ b/code/modules/surgery/burn_dressing.dm @@ -94,7 +94,8 @@ log_combat(user, target, "dressed burns in", addition="INTENT: [uppertext(user.a_intent)]") burn_wound.sanitization += 3 burn_wound.flesh_healing += 5 - burn_wound.force_bandage(tool) + var/obj/item/bodypart/the_part = target.get_bodypart(target_zone) + the_part.apply_gauze(tool) else to_chat(user, "[target] has no burns there!") return ..() diff --git a/code/modules/surgery/organs/tails.dm b/code/modules/surgery/organs/tails.dm index 55a656f42d..289e9df9d4 100644 --- a/code/modules/surgery/organs/tails.dm +++ b/code/modules/surgery/organs/tails.dm @@ -45,14 +45,20 @@ /obj/item/organ/tail/lizard/Insert(mob/living/carbon/human/H, special = 0, drop_if_replaced = TRUE) ..() if(istype(H)) - // Checks here are necessary so it wouldn't overwrite the tail of a lizard it spawned in + // Checks here are necessary so it wouldn't overwrite the tail of a lizard it spawned in //yes, the if checks may cause snowflakes so that you can't insert another person's tail (haven't actually tested it but I assume that's the result of my addition) but it makes it so never again will lizards break their spine if set_species is called twice in a row (hopefully) if(!H.dna.species.mutant_bodyparts["tail_lizard"]) - H.dna.features["tail_lizard"] = tail_type - H.dna.species.mutant_bodyparts["tail_lizard"] = tail_type + if (!H.dna.features["tail_lizard"]) + H.dna.features["tail_lizard"] = tail_type + H.dna.species.mutant_bodyparts["tail_lizard"] = tail_type + else + H.dna.species.mutant_bodyparts["tail_lizard"] = H.dna.features["tail_lizard"] if(!H.dna.species.mutant_bodyparts["spines"]) - H.dna.features["spines"] = spines - H.dna.species.mutant_bodyparts["spines"] = spines + if (!H.dna.features["spines"]) + H.dna.features["spines"] = spines + H.dna.species.mutant_bodyparts["spines"] = spines + else + H.dna.species.mutant_bodyparts["spines"] = H.dna.features["spines"] H.update_body() /obj/item/organ/tail/lizard/Remove(special = FALSE) diff --git a/code/modules/surgery/repair_puncture.dm b/code/modules/surgery/repair_puncture.dm new file mode 100644 index 0000000000..12aefefc82 --- /dev/null +++ b/code/modules/surgery/repair_puncture.dm @@ -0,0 +1,108 @@ + +/////BURN FIXING SURGERIES////// + +//the step numbers of each of these two, we only currently use the first to switch back and forth due to advancing after finishing steps anyway +#define REALIGN_INNARDS 1 +#define WELD_VEINS 2 + +///// Repair puncture wounds +/datum/surgery/repair_puncture + name = "Repair puncture" + steps = list(/datum/surgery_step/incise, /datum/surgery_step/repair_innards, /datum/surgery_step/seal_veins, /datum/surgery_step/close) // repeat between steps 2 and 3 until healed + target_mobtypes = list(/mob/living/carbon) + possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD) + requires_real_bodypart = TRUE + targetable_wound = /datum/wound/pierce + +/datum/surgery/repair_puncture/can_start(mob/living/user, mob/living/carbon/target) + . = ..() + if(.) + var/obj/item/bodypart/targeted_bodypart = target.get_bodypart(user.zone_selected) + var/datum/wound/burn/pierce_wound = targeted_bodypart.get_wound_type(targetable_wound) + return(pierce_wound && pierce_wound.blood_flow > 0) + +//SURGERY STEPS + +///// realign the blood vessels so we can reweld them +/datum/surgery_step/repair_innards + name = "realign blood vessels" + implements = list(TOOL_HEMOSTAT = 100, TOOL_SCALPEL = 85, TOOL_WIRECUTTER = 40) + time = 3 SECONDS + +/datum/surgery_step/repair_innards/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + var/datum/wound/pierce/pierce_wound = surgery.operated_wound + if(!pierce_wound) + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + return + + if(pierce_wound.blood_flow <= 0) + to_chat(user, "[target]'s [parse_zone(user.zone_selected)] has no puncture to repair!") + surgery.status++ + return + + display_results(user, target, "You begin to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)].") + +/datum/surgery_step/repair_innards/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + var/datum/wound/pierce/pierce_wound = surgery.operated_wound + if(!pierce_wound) + to_chat(user, "[target] has no puncture wound there!") + return ..() + + display_results(user, target, "You successfully realign some of the blood vessels in [target]'s [parse_zone(target_zone)].", + "[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "excised infected flesh in", addition="INTENT: [uppertext(user.a_intent)]") + surgery.operated_bodypart.receive_damage(brute=3, wound_bonus=CANT_WOUND) + pierce_wound.blood_flow -= 0.25 + return ..() + +/datum/surgery_step/repair_innards/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0) + . = ..() + display_results(user, target, "You jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)].", + "[user] jerks apart some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]!") + surgery.operated_bodypart.receive_damage(brute=rand(4,8), sharpness=SHARP_EDGED, wound_bonus = 10) + +///// Sealing the vessels back together +/datum/surgery_step/seal_veins + name = "weld veins" // if your doctor says they're going to weld your blood vessels back together, you're either A) on SS13, or B) in grave mortal peril + implements = list(TOOL_CAUTERY = 100, /obj/item/gun/energy/laser = 90, TOOL_WELDER = 70, /obj/item = 30) + time = 4 SECONDS + +/datum/surgery_step/seal_veins/tool_check(mob/user, obj/item/tool) + if(implement_type == TOOL_WELDER || implement_type == /obj/item) + return tool.get_temperature() + + return TRUE + +/datum/surgery_step/seal_veins/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + var/datum/wound/pierce/pierce_wound = surgery.operated_wound + if(!pierce_wound) + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + return + display_results(user, target, "You begin to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)].") + +/datum/surgery_step/seal_veins/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + var/datum/wound/pierce/pierce_wound = surgery.operated_wound + if(!pierce_wound) + to_chat(user, "[target] has no puncture there!") + return ..() + + display_results(user, target, "You successfully meld some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool].", + "[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "dressed burns in", addition="INTENT: [uppertext(user.a_intent)]") + pierce_wound.blood_flow -= 0.5 + if(pierce_wound.blood_flow > 0) + surgery.status = REALIGN_INNARDS + to_chat(user, "There still seems to be misaligned blood vessels to finish...") + else + to_chat(user, "You've repaired all the internal damage in [target]'s [parse_zone(target_zone)]!") + return ..() + +#undef REALIGN_INNARDS +#undef WELD_VEINS diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm index 150016f570..c4ded65e9c 100644 --- a/code/modules/surgery/tools.dm +++ b/code/modules/surgery/tools.dm @@ -163,7 +163,7 @@ item_flags = SURGICAL_TOOL attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP_ACCURATE + sharpness = SHARP_POINTY tool_behaviour = TOOL_SCALPEL toolspeed = 1 bare_wound_bonus = 20 @@ -181,7 +181,7 @@ force = 16 toolspeed = 0.7 light_color = LIGHT_COLOR_GREEN - sharpness = IS_SHARP_ACCURATE + sharpness = SHARP_POINTY /obj/item/scalpel/advanced/Initialize() . = ..() @@ -221,7 +221,7 @@ attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") toolspeed = 0.5 hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP_ACCURATE + sharpness = SHARP_POINTY /obj/item/scalpel/suicide_act(mob/user) user.visible_message("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!") @@ -245,11 +245,11 @@ throw_range = 5 custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000) attack_verb = list("attacked", "slashed", "sawed", "cut") - sharpness = IS_SHARP + sharpness = SHARP_EDGED tool_behaviour = TOOL_SAW toolspeed = 1 - wound_bonus = 10 - bare_wound_bonus = 15 + wound_bonus = 5 + bare_wound_bonus = 10 /obj/item/circular_saw/Initialize() . = ..() @@ -272,7 +272,7 @@ custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000) toolspeed = 0.5 attack_verb = list("attacked", "slashed", "sawed", "cut") - sharpness = IS_SHARP + sharpness = SHARP_EDGED /obj/item/surgical_drapes name = "surgical drapes" diff --git a/code/modules/uplink/uplink_items/uplink_ammo.dm b/code/modules/uplink/uplink_items/uplink_ammo.dm index ce74773f8d..853f6111b2 100644 --- a/code/modules/uplink/uplink_items/uplink_ammo.dm +++ b/code/modules/uplink/uplink_items/uplink_ammo.dm @@ -291,10 +291,17 @@ /datum/uplink_item/ammo/bolt_action name = "Surplus Rifle Clip" desc = "A stripper clip used to quickly load bolt action rifles. Contains 5 rounds." - item = /obj/item/ammo_box/a762 + item = /obj/item/ammo_box/a762 cost = 1 include_modes = list(/datum/game_mode/nuclear) +/datum/uplink_item/ammo/bolt_action_bulk + name = "Surplus Rifle Clip Box" + desc = "An ammo box we found in a warehouse, holding 7 clips of 5 rounds for bolt-action rifles. Yes, the cheap ones." + item = /obj/item/storage/toolbox/ammo + cost = 4 + include_modes = list(/datum/game_mode/nuclear) + /datum/uplink_item/ammo/dark_gygax/bag name = "Dark Gygax Ammo Bag" desc = "A duffel bag containing ammo for three full reloads of the incendiary carbine and flash bang launcher that are equipped on a standard Dark Gygax exosuit." diff --git a/code/modules/uplink/uplink_items/uplink_dangerous.dm b/code/modules/uplink/uplink_items/uplink_dangerous.dm index e068094776..a43e3fc2ce 100644 --- a/code/modules/uplink/uplink_items/uplink_dangerous.dm +++ b/code/modules/uplink/uplink_items/uplink_dangerous.dm @@ -185,6 +185,17 @@ restricted = TRUE refund_path = /obj/item/guardiancreator/tech/choose/traitor +/datum/uplink_item/dangerous/nukieguardian // just like the normal holoparasites but without the support or deffensive stands because nukies shouldnt turtle + name = "Holoparasites" + desc = "Though capable of near sorcerous feats via use of hardlight holograms and nanomachines, they require an \ + organic host as a home base and source of fuel. Holoparasites come in various types and share damage with their host." + item = /obj/item/storage/box/syndie_kit/nukieguardian + cost = 15 + refundable = TRUE + surplus = 50 + refund_path = /obj/item/guardiancreator/tech/choose/nukie + include_modes = list(/datum/game_mode/nuclear) + /datum/uplink_item/dangerous/machinegun name = "L6 Squad Automatic Weapon" desc = "A fully-loaded Aussec Armoury belt-fed machine gun. \ diff --git a/code/modules/uplink/uplink_items/uplink_devices.dm b/code/modules/uplink/uplink_items/uplink_devices.dm index 5149259bb8..5f5eb91a04 100644 --- a/code/modules/uplink/uplink_items/uplink_devices.dm +++ b/code/modules/uplink/uplink_items/uplink_devices.dm @@ -147,6 +147,12 @@ item = /obj/item/aiModule/syndicate cost = 9 +/datum/uplink_item/device_tools/damaged_module + name = "Damaged AI Law Upload Module" + desc = "This AI law upload module has been laying around our warehouse for god knows how long. We do not know why you would ever use this." + item = /obj/item/aiModule/core/full/damaged + cost = 5 + /datum/uplink_item/device_tools/headsetupgrade name = "Headset Upgrader" desc = "A device that can be used to make one headset immune to flashbangs." @@ -200,9 +206,7 @@ this primer of questionable worth and value is rumored to increase your rifle-bolt-working and/or shotgun \ racking fivefold. Then again, the techniques here only work on bolt-actions and pump-actions..." item = /obj/item/book/granter/trait/rifleman - cost = 3 - restricted_roles = list("Operative") // i want it to be surplusable but i also want it to be mostly nukie only, please advise - surplus = 90 + cost = 3 // fuck it available for everyone /datum/uplink_item/device_tools/stimpack name = "Stimpack" diff --git a/code/modules/uplink/uplink_items/uplink_implants.dm b/code/modules/uplink/uplink_items/uplink_implants.dm index 02b8b1e01d..bb4e0c7960 100644 --- a/code/modules/uplink/uplink_items/uplink_implants.dm +++ b/code/modules/uplink/uplink_items/uplink_implants.dm @@ -29,6 +29,13 @@ item = /obj/item/storage/box/syndie_kit/imp_freedom cost = 5 +/datum/uplink_item/implants/warp + name = "Warp Implant" + desc = "An implant injected into the body and later activated at the user's will. It will inject eigenstasium which saves the user's location and teleports them there after five seconds. Lasts only fifteen times." + item = /obj/item/storage/box/syndie_kit/imp_warp + cost = 6 + exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops) + /datum/uplink_item/implants/hijack name = "Hijack Implant" desc = "An implant that will let you hack into the APCs on station, allowing you to control them at will and the machinery within those rooms." diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm index a7b9b6a298..a42fe97cb4 100644 --- a/code/modules/vending/_vending.dm +++ b/code/modules/vending/_vending.dm @@ -530,8 +530,7 @@ GLOBAL_LIST_EMPTY(vending_products) for(var/i in C.bodyparts) var/obj/item/bodypart/squish_part = i if(squish_part.is_organic_limb()) - //var/type_wound = pick(WOUND_LIST_BONE) - var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)) + var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate)) squish_part.force_wound_upwards(type_wound) else squish_part.receive_damage(brute=30) @@ -577,7 +576,7 @@ GLOBAL_LIST_EMPTY(vending_products) "You right [src].") unbuckle_all_mobs(TRUE) - + anchored = FALSE //so you can push it back into position tilted = FALSE layer = initial(layer) diff --git a/code/modules/vending/coffee.dm b/code/modules/vending/coffee.dm index ab64756868..fd555526c6 100644 --- a/code/modules/vending/coffee.dm +++ b/code/modules/vending/coffee.dm @@ -1,16 +1,20 @@ /obj/machinery/vending/coffee name = "\improper Solar's Best Hot Drinks" desc = "A vending machine which dispenses hot drinks." - product_ads = "Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies" + product_ads = "Just what you need!;Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies" icon_state = "coffee" icon_vend = "coffee-vend" products = list(/obj/item/reagent_containers/food/drinks/coffee = 25, /obj/item/reagent_containers/food/drinks/mug/tea = 25, + /obj/item/reagent_containers/food/drinks/mug/tea/red = 10, + /obj/item/reagent_containers/food/drinks/mug/tea/green = 10, /obj/item/reagent_containers/food/drinks/mug/coco = 25) - contraband = list(/obj/item/reagent_containers/food/drinks/ice = 12) + contraband = list(/obj/item/reagent_containers/food/drinks/ice = 12, + /obj/item/reagent_containers/food/drinks/mug/tea/mush = 3,) premium = list(/obj/item/reagent_containers/food/condiment/milk = 2, /obj/item/reagent_containers/food/drinks/bottle/cream = 2, - /obj/item/reagent_containers/food/condiment/sugar = 1) + /obj/item/reagent_containers/food/condiment/sugar = 1, + /obj/item/reagent_containers/food/drinks/mug/tea/forest = 3,) refill_canister = /obj/item/vending_refill/coffee default_price = PRICE_REALLY_CHEAP diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm index cf61e4b210..3a7cd4b03f 100644 --- a/code/modules/zombie/items.dm +++ b/code/modules/zombie/items.dm @@ -12,10 +12,10 @@ var/icon_right = "bloodhand_right" hitsound = 'sound/hallucinations/growl1.ogg' force = 18 - sharpness = IS_SHARP_ACCURATE //it's a claw, they're sharp. + sharpness = SHARP_POINTY //it's a claw, they're sharp. damtype = "brute" total_mass = TOTAL_MASS_HAND_REPLACEMENT - sharpness = IS_SHARP + sharpness = SHARP_EDGED wound_bonus = -30 bare_wound_bonus = 15 diff --git a/html/changelog.html b/html/changelog.html index 33305d870a..2e0891ed7f 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -50,6 +50,111 @@ -->
+

07 August 2020

+

dapnee updated:

+
    +
  • fixed active tufs on some space ruins, murderdome VR, and a few on pubby, changed cargo autolathe to techfab, messed with pipe room leading to monastery.
  • +
+

lolman360 updated:

+
    +
  • vendors are now unanchored when tipped. it just fell over it's not bolted to the ground anymore.
  • +
  • podpeople no fat when sunbathing.
  • +
+

silicons updated:

+
    +
  • explosions only recurse one level into storage before dropping 1 level per storage layer.
  • +
  • volumetric storage is now minimum 16 pixels per item because 8 was ridiculous
  • +
  • shieldbash balanace --> balance
  • +
  • attempting to send too long of an emote will now reflect it back to you instead of cutting it off and discarding the overflow.
  • +
  • holoparasites can now play music
  • +
  • lethal blood now causes damaging bleeding instead of outright gibbing
  • +
+ +

06 August 2020

+

Auris456852 updated:

+
    +
  • Added B.O.O.P. Remote Control cartridges to the PTech.
  • +
+

Hatterhat updated:

+
    +
  • Proto-kinetic glaives! Essentially a proto-kinetic crusher with a different blade, handguard, and goliath hide grip. Expensive, but elegant.
  • +
  • Door charges no longer knock people out.
  • +
+

Ludox235 updated:

+
    +
  • You can now buy damaged AI upload modules in the traitor's uplink.
  • +
+

Seris02 updated:

+
    +
  • fixed ghost chilis
  • +
+

Trilbyspaceclone updated:

+
    +
  • 4 New blends of tea have been shipped to the station, and how to make them has been leaked!
  • +
+

b1tt3r1n0 updated:

+
    +
  • Added the warp implant
  • +
+

dapnee updated:

+
    +
  • added a hallway to telecoms for engineers to get there on meta
  • +
+

kappa-sama updated:

+
    +
  • dildo circuit assemblies
  • +
+

lolman360 updated:

+
    +
  • The Tendril-Mother on Lavaland has remembered how to make ashwalkers who know how to speak Draconic again.
  • +
+

timothyteakettle updated:

+
    +
  • nanotrasen has decided to fire all disabled members of the security division and confiscate certain sentimental items from doctors
  • +
  • the custom tongue preference now passes through cloning so you spawn with your selected tongue
  • +
  • several changes to travelling traders so they look better and spawn slightly less often
  • +
+

zeroisthebiggay updated:

+
    +
  • nukies can buy holoparasites
  • +
+ +

04 August 2020

+

Seris02 updated:

+
    +
  • lizard spines
  • +
+

timothyteakettle updated:

+
    +
  • due to further advancements in medical technology, you can now have holes poked into your body for fun and enjoyment
  • +
+

zeroisthebiggay updated:

+
    +
  • prefs for headpat wagging
  • +
+ +

03 August 2020

+

KeRSedChaplain updated:

+
    +
  • fixed clockwork guardians being able to reflect ranged weapons
  • +
+

Linzolle updated:

+
    +
  • uv penlight no longer invisible
  • +
+

dapnee updated:

+
    +
  • active turfs on box and xenohive, maintenance bar APC not being stringed correctly, turned a monitor to face a direction that makes sense, changed tag of camera in gravgen being misnamed
  • +
+

silicons updated:

+
    +
  • shoves have been buffed to apply a status effect rather than a 0.85 movespeed modifier, meaning repeatedly shoving someone now renews the debuff
  • +
  • shoves now stagger for 3.5 seconds.
  • +
  • war operatives now actually time 20 minutes since roundstart to depart instead of 15.
  • +
  • explosive stand bombs can now be examined from any distance
  • +
  • explosive stand bombs are now a component.
  • +
+

02 August 2020

Auris456852 updated:

    @@ -65,6 +170,7 @@
  • Removed the abductor teleport consoles they get, removes abscond for the time being as I've not seen much use for it other than just spamming it and hoping you end up in the armory.
  • moved around scriptures to make the cult work better as being based around the station, makes the Ark scream more often and work as a summonable object, clockwork armor now has a flat 0 defense up to 10 instead of negatives against laser damage. Makes the Ark work better in a station based setting, as well as the Heralds beacon in case It works for the mode.
  • added powerloaderstep.ogg for Neovgre
  • +
  • changes 'Dread_Ipad.dmi' to 'clockwork_slab.dmi'

MrJWhit updated:

    diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml index 896ef8857c..02aa9cab74 100644 --- a/html/changelogs/.all_changelog.yml +++ b/html/changelogs/.all_changelog.yml @@ -26679,6 +26679,7 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py. laser damage. Makes the Ark work better in a station based setting, as well as the Heralds beacon in case It works for the mode. - soundadd: added powerloaderstep.ogg for Neovgre + - tweak: changes 'Dread_Ipad.dmi' to 'clockwork_slab.dmi' MrJWhit: - tweak: Adjusts abductor spawntext Seris02: @@ -26695,3 +26696,77 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py. - tweak: combat mode now has weaker buffs in terms of damage dealt and took for being or not being in the mode - tweak: damage debuff for laying down has been decreased from 0.5x to 0.7x +2020-08-03: + KeRSedChaplain: + - bugfix: fixed clockwork guardians being able to reflect ranged weapons + Linzolle: + - bugfix: uv penlight no longer invisible + dapnee: + - bugfix: active turfs on box and xenohive, maintenance bar APC not being stringed + correctly, turned a monitor to face a direction that makes sense, changed tag + of camera in gravgen being misnamed + silicons: + - rscadd: shoves have been buffed to apply a status effect rather than a 0.85 movespeed + modifier, meaning repeatedly shoving someone now renews the debuff + - balance: shoves now stagger for 3.5 seconds. + - tweak: war operatives now actually time 20 minutes since roundstart to depart + instead of 15. + - balance: explosive stand bombs can now be examined from any distance + - code_imp: explosive stand bombs are now a component. +2020-08-04: + Seris02: + - bugfix: lizard spines + timothyteakettle: + - rscadd: due to further advancements in medical technology, you can now have holes + poked into your body for fun and enjoyment + zeroisthebiggay: + - rscadd: prefs for headpat wagging +2020-08-06: + Auris456852: + - rscadd: Added B.O.O.P. Remote Control cartridges to the PTech. + Hatterhat: + - rscadd: Proto-kinetic glaives! Essentially a proto-kinetic crusher with a different + blade, handguard, and goliath hide grip. Expensive, but elegant. + - balance: Door charges no longer knock people out. + Ludox235: + - rscadd: You can now buy damaged AI upload modules in the traitor's uplink. + Seris02: + - bugfix: fixed ghost chilis + Trilbyspaceclone: + - rscadd: 4 New blends of tea have been shipped to the station, and how to make + them has been leaked! + b1tt3r1n0: + - rscadd: Added the warp implant + dapnee: + - tweak: added a hallway to telecoms for engineers to get there on meta + kappa-sama: + - rscdel: dildo circuit assemblies + lolman360: + - bugfix: The Tendril-Mother on Lavaland has remembered how to make ashwalkers who + know how to speak Draconic again. + timothyteakettle: + - tweak: nanotrasen has decided to fire all disabled members of the security division + and confiscate certain sentimental items from doctors + - tweak: the custom tongue preference now passes through cloning so you spawn with + your selected tongue + - tweak: several changes to travelling traders so they look better and spawn slightly + less often + zeroisthebiggay: + - rscadd: nukies can buy holoparasites +2020-08-07: + dapnee: + - bugfix: fixed active tufs on some space ruins, murderdome VR, and a few on pubby, + changed cargo autolathe to techfab, messed with pipe room leading to monastery. + lolman360: + - bugfix: vendors are now unanchored when tipped. it just fell over it's not bolted + to the ground anymore. + - bugfix: podpeople no fat when sunbathing. + silicons: + - balance: explosions only recurse one level into storage before dropping 1 level + per storage layer. + - tweak: volumetric storage is now minimum 16 pixels per item because 8 was ridiculous + - spellcheck: shieldbash balanace --> balance + - rscadd: attempting to send too long of an emote will now reflect it back to you + instead of cutting it off and discarding the overflow. + - rscadd: holoparasites can now play music + - balance: lethal blood now causes damaging bleeding instead of outright gibbing diff --git a/html/changelogs/AutoChangeLog-pr-12960.yml b/html/changelogs/AutoChangeLog-pr-12960.yml new file mode 100644 index 0000000000..e37ac7eff0 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-12960.yml @@ -0,0 +1,4 @@ +author: "timothyteakettle" +delete-after: True +changes: + - rscadd: "more items in the loadout and loadout has subcategories now for easier searching" diff --git a/html/changelogs/AutoChangeLog-pr-12992.yml b/html/changelogs/AutoChangeLog-pr-12992.yml new file mode 100644 index 0000000000..41edfb6414 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-12992.yml @@ -0,0 +1,7 @@ +author: "Hatterhat" +delete-after: True +changes: + - rscadd: "You can now buy a toolbox's worth of Mosin-Nagant ammo for a fairly discounted price." + - rscadd: "Revolvers from the dedicated kit now have reskinning capabilities." + - bugfix: "You can now actually buy the riflery primer, which lets you pump shotguns and work the Mosin's bolt faster." + - imageadd: "Bulldog slug magazines now have a unique sprite." diff --git a/html/changelogs/AutoChangeLog-pr-13013.yml b/html/changelogs/AutoChangeLog-pr-13013.yml new file mode 100644 index 0000000000..8e0b953ade --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-13013.yml @@ -0,0 +1,12 @@ +author: "DeltaFire15" +delete-after: True +changes: + - balance: "Roundstart cultists now start with a replica fabricator - no brass though, make your own." + - balance: "Kindle cast time: 10 > 15, mute after stun end: 2 > 5, slur after mute end: 3 > 5" + - bugfix: "The ratvarian spear no longer adds negative vitality under very specific circumstances." + - balance: "The Ratvarian Spear can parry now! Short parries with low leeway, but low cooldown." + - rscadd: "The brass claw, a implant-based weapon which gains combo on consecutive hits against the same target." + - rscadd: "The sigil of rites, a sigil used to perform various rites with a cost of power and materials" + - rscadd: "The Rite of Advancement: Used to add a organ or cyberimplant to a clockie without need for surgery." + - rscadd: "The Rite of Woundmending: Used to heal all wounds on another cultist, causing toxins damage in return." + - rscadd: "The Rite of the Claw: Used to summon a brass claw implant. Maximum of 4 uses per round." diff --git a/html/changelogs/AutoChangeLog-pr-13038.yml b/html/changelogs/AutoChangeLog-pr-13038.yml new file mode 100644 index 0000000000..442bd37677 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-13038.yml @@ -0,0 +1,4 @@ +author: "Sishen1542" +delete-after: True +changes: + - rscadd: "squishy slime emotes" diff --git a/html/changelogs/AutoChangeLog-pr-13039.yml b/html/changelogs/AutoChangeLog-pr-13039.yml new file mode 100644 index 0000000000..de8ea10f35 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-13039.yml @@ -0,0 +1,5 @@ +author: "timothyteakettle" +delete-after: True +changes: + - tweak: "heparin makes you bleed half as much now" + - tweak: "cuts make you bleed 25% less now" diff --git a/html/changelogs/AutoChangeLog-pr-13041.yml b/html/changelogs/AutoChangeLog-pr-13041.yml new file mode 100644 index 0000000000..1ae84967a8 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-13041.yml @@ -0,0 +1,5 @@ +author: "Ludox235" +delete-after: True +changes: + - rscdel: "Removed an abductee objective that told you to remove all oxygen." + - rscadd: "Added a new abductee objective to replace the removed one." diff --git a/html/changelogs/AutoChangeLog-pr-13043.yml b/html/changelogs/AutoChangeLog-pr-13043.yml new file mode 100644 index 0000000000..5a9f2ca46f --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-13043.yml @@ -0,0 +1,4 @@ +author: "Sishen1542" +delete-after: True +changes: + - tweak: "🅱️oneless" diff --git a/icons/mob/clothing/back.dmi b/icons/mob/clothing/back.dmi index ae8e6221c6..9490595484 100644 Binary files a/icons/mob/clothing/back.dmi and b/icons/mob/clothing/back.dmi differ diff --git a/icons/mob/clothing/head.dmi b/icons/mob/clothing/head.dmi index a6e75123bb..0ad9452994 100644 Binary files a/icons/mob/clothing/head.dmi and b/icons/mob/clothing/head.dmi differ diff --git a/icons/mob/clothing/suit.dmi b/icons/mob/clothing/suit.dmi index 7a690bb29f..c94e8a46d3 100644 Binary files a/icons/mob/clothing/suit.dmi and b/icons/mob/clothing/suit.dmi differ diff --git a/icons/mob/clothing/suit_digi.dmi b/icons/mob/clothing/suit_digi.dmi index 2616c0b893..dd00713770 100644 Binary files a/icons/mob/clothing/suit_digi.dmi and b/icons/mob/clothing/suit_digi.dmi differ diff --git a/icons/mob/clothing/uniform.dmi b/icons/mob/clothing/uniform.dmi index fa376635f9..3d24a9addd 100644 Binary files a/icons/mob/clothing/uniform.dmi and b/icons/mob/clothing/uniform.dmi differ diff --git a/icons/mob/clothing/uniform_digi.dmi b/icons/mob/clothing/uniform_digi.dmi index af72ac0e7b..bcb894033e 100644 Binary files a/icons/mob/clothing/uniform_digi.dmi and b/icons/mob/clothing/uniform_digi.dmi differ diff --git a/icons/mob/inhands/antag/clockwork_lefthand.dmi b/icons/mob/inhands/antag/clockwork_lefthand.dmi index 88bd8ab710..080d7fdc83 100644 Binary files a/icons/mob/inhands/antag/clockwork_lefthand.dmi and b/icons/mob/inhands/antag/clockwork_lefthand.dmi differ diff --git a/icons/mob/inhands/antag/clockwork_righthand.dmi b/icons/mob/inhands/antag/clockwork_righthand.dmi index 20190e4add..42715d6e92 100644 Binary files a/icons/mob/inhands/antag/clockwork_righthand.dmi and b/icons/mob/inhands/antag/clockwork_righthand.dmi differ diff --git a/icons/mob/inhands/weapons/hammers_lefthand.dmi b/icons/mob/inhands/weapons/hammers_lefthand.dmi index 306fd0db8a..b753a1f181 100644 Binary files a/icons/mob/inhands/weapons/hammers_lefthand.dmi and b/icons/mob/inhands/weapons/hammers_lefthand.dmi differ diff --git a/icons/mob/inhands/weapons/hammers_righthand.dmi b/icons/mob/inhands/weapons/hammers_righthand.dmi index 674e4d510b..7650f6c760 100644 Binary files a/icons/mob/inhands/weapons/hammers_righthand.dmi and b/icons/mob/inhands/weapons/hammers_righthand.dmi differ diff --git a/icons/obj/ammo.dmi b/icons/obj/ammo.dmi index bebb625440..e1caad8279 100644 Binary files a/icons/obj/ammo.dmi and b/icons/obj/ammo.dmi differ diff --git a/icons/obj/clockwork_objects.dmi b/icons/obj/clockwork_objects.dmi index ae919d85a4..156d4fa0c6 100644 Binary files a/icons/obj/clockwork_objects.dmi and b/icons/obj/clockwork_objects.dmi differ diff --git a/icons/obj/clothing/hats.dmi b/icons/obj/clothing/hats.dmi index 90f1fba315..60304999fa 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 258eb0dc35..e8a360bc87 100644 Binary files a/icons/obj/clothing/suits.dmi and b/icons/obj/clothing/suits.dmi differ diff --git a/icons/obj/clothing/uniforms.dmi b/icons/obj/clothing/uniforms.dmi index 57424c7b99..76f5722c8b 100644 Binary files a/icons/obj/clothing/uniforms.dmi and b/icons/obj/clothing/uniforms.dmi differ diff --git a/icons/obj/guns/projectile.dmi b/icons/obj/guns/projectile.dmi index 8c50e7da27..9c6df36f49 100644 Binary files a/icons/obj/guns/projectile.dmi and b/icons/obj/guns/projectile.dmi differ diff --git a/icons/obj/implants.dmi b/icons/obj/implants.dmi index a6d4697673..b7cb90e9f4 100644 Binary files a/icons/obj/implants.dmi and b/icons/obj/implants.dmi differ diff --git a/icons/obj/lighting.dmi b/icons/obj/lighting.dmi index c3ca67eeae..0e262895fd 100644 Binary files a/icons/obj/lighting.dmi and b/icons/obj/lighting.dmi differ diff --git a/icons/obj/mining.dmi b/icons/obj/mining.dmi index 43bc9c48aa..e7063b71db 100644 Binary files a/icons/obj/mining.dmi and b/icons/obj/mining.dmi differ diff --git a/icons/obj/surgery.dmi b/icons/obj/surgery.dmi index 3996f0ead2..8db1156dea 100755 Binary files a/icons/obj/surgery.dmi and b/icons/obj/surgery.dmi differ diff --git a/interface/stylesheet.dm b/interface/stylesheet.dm index 9f3d8911ec..9c35ddb75f 100644 --- a/interface/stylesheet.dm +++ b/interface/stylesheet.dm @@ -66,7 +66,9 @@ h1.alert, h2.alert {color: #000000;} .passive {color: #660000;} .userdanger {color: #ff0000; font-weight: bold; font-size: 3;} -.danger {color: #ff0000;} +.danger {color: #ff0000; font-weight: bold;} +.tinydanger {color: #ff0000; font-size: 85%;} +.smalldanger {color: #ff0000; font-size: 90%;} .warning {color: #ff0000; font-style: italic;} .boldwarning {color: #ff0000; font-style: italic; font-weight: bold} .announce {color: #228b22; font-weight: bold;} @@ -75,6 +77,9 @@ h1.alert, h2.alert {color: #000000;} .rose {color: #ff5050;} .info {color: #0000CC;} .notice {color: #000099;} +.tinynotice {color: #000099; font-size: 85%;} +.smallnotice {color: #000099; font-size: 90%;} +.smallnoticeital {color: #000099; font-style: italic; font-size: 90%;} .boldnotice {color: #000099; font-weight: bold;} .adminnotice {color: #0000ff;} .adminhelp {color: #ff0000; font-weight: bold;} diff --git a/modular_citadel/code/modules/client/loadout/__donator.dm b/modular_citadel/code/modules/client/loadout/__donator.dm index d428fc290a..54dabba779 100644 --- a/modular_citadel/code/modules/client/loadout/__donator.dm +++ b/modular_citadel/code/modules/client/loadout/__donator.dm @@ -1,496 +1,497 @@ //This is the file that handles donator loadout items. -/datum/gear/pingcoderfailsafe +/datum/gear/donator name = "IF YOU SEE THIS, PING A CODER RIGHT NOW!" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/bikehorn/golden + category = CATEGORY_DONATOR ckeywhitelist = list("This entry should never appear with this variable set.") //If it does, then that means somebody fucked up the whitelist system pretty hard -/datum/gear/donortestingbikehorn +/datum/gear/donator/donortestingbikehorn name = "Donor item testing bikehorn" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/bikehorn geargroupID = list("DONORTEST") //This is a list mainly for the sake of testing, but geargroupID works just fine with ordinary strings -/datum/gear/kevhorn +/datum/gear/donator/kevhorn name = "Airhorn" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/bikehorn/airhorn ckeywhitelist = list("kevinz000") -/datum/gear/cebusoap +/datum/gear/donator/cebusoap name = "Cebutris' soap" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/custom/ceb_soap ckeywhitelist = list("cebutris") -/datum/gear/kiaracloak +/datum/gear/donator/kiaracloak name = "Kiara's cloak" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/cloak/inferno ckeywhitelist = list("inferno707") -/datum/gear/kiaracollar +/datum/gear/donator/kiaracollar name = "Kiara's collar" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/petcollar/inferno ckeywhitelist = list("inferno707") -/datum/gear/kiaramedal +/datum/gear/donator/kiaramedal name = "Insignia of Steele" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/clothing/accessory/medal/steele ckeywhitelist = list("inferno707") -/datum/gear/hheart +/datum/gear/donator/hheart name = "The Hollow Heart" - category = SLOT_WEAR_MASK + slot = SLOT_WEAR_MASK path = /obj/item/clothing/mask/hheart ckeywhitelist = list("inferno707") -/datum/gear/engravedzippo +/datum/gear/donator/engravedzippo name = "Engraved zippo" - category = SLOT_HANDS + slot = SLOT_HANDS path = /obj/item/lighter/gold ckeywhitelist = list("dirtyoldharry") -/datum/gear/geisha +/datum/gear/donator/geisha name = "Geisha suit" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/geisha ckeywhitelist = list("atiefling") -/datum/gear/specialscarf +/datum/gear/donator/specialscarf name = "Special scarf" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/scarf/zomb ckeywhitelist = list("zombierobin") -/datum/gear/redmadcoat +/datum/gear/donator/redmadcoat name = "The Mad's labcoat" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/toggle/labcoat/mad/red ckeywhitelist = list("zombierobin") -/datum/gear/santahat +/datum/gear/donator/santahat name = "Santa hat" - category = SLOT_HEAD + slot = SLOT_HEAD path = /obj/item/clothing/head/santa/fluff ckeywhitelist = list("illotafv") -/datum/gear/reindeerhat +/datum/gear/donator/reindeerhat name = "Reindeer hat" - category = SLOT_HEAD + slot = SLOT_HEAD path = /obj/item/clothing/head/hardhat/reindeer/fluff ckeywhitelist = list("illotafv") -/datum/gear/treeplushie +/datum/gear/donator/treeplushie name = "Christmas tree plushie" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/plush/tree ckeywhitelist = list("illotafv") -/datum/gear/santaoutfit +/datum/gear/donator/santaoutfit name = "Santa costume" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/space/santa/fluff ckeywhitelist = list("illotafv") -/datum/gear/treecloak +/datum/gear/donator/treecloak name = "Christmas tree cloak" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/cloak/festive ckeywhitelist = list("illotafv") -/datum/gear/carrotplush +/datum/gear/donator/carrotplush name = "Carrot plushie" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/plush/carrot ckeywhitelist = list("improvedname") -/datum/gear/carrotcloak +/datum/gear/donator/carrotcloak name = "Carrot cloak" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/cloak/carrot ckeywhitelist = list("improvedname") -/datum/gear/albortorosamask +/datum/gear/donator/albortorosamask name = "Alborto Rosa mask" - category = SLOT_WEAR_MASK + slot = SLOT_WEAR_MASK path = /obj/item/clothing/mask/luchador/zigfie ckeywhitelist = list("zigfie") -/datum/gear/mankini +/datum/gear/donator/mankini name = "Mankini" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/stripper/mankini ckeywhitelist = list("zigfie") -/datum/gear/pinkshoes +/datum/gear/donator/pinkshoes name = "Pink shoes" - category = SLOT_SHOES + slot = SLOT_SHOES path = /obj/item/clothing/shoes/sneakers/pink ckeywhitelist = list("zigfie") -/datum/gear/reecesgreatcoat +/datum/gear/donator/reecesgreatcoat name = "Reece's Great Coat" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/trenchcoat/green ckeywhitelist = list("geemiesif") -/datum/gear/russianflask +/datum/gear/donator/russianflask name = "Russian flask" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/reagent_containers/food/drinks/flask/russian cost = 2 ckeywhitelist = list("slomka") -/datum/gear/stalkermask +/datum/gear/donator/stalkermask name = "S.T.A.L.K.E.R. mask" - category = SLOT_WEAR_MASK + slot = SLOT_WEAR_MASK path = /obj/item/clothing/mask/gas/stalker ckeywhitelist = list("slomka") -/datum/gear/stripedcollar +/datum/gear/donator/stripedcollar name = "Striped collar" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/petcollar/stripe ckeywhitelist = list("jademanique") -/datum/gear/performersoutfit +/datum/gear/donator/performersoutfit name = "Bluish performer's outfit" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/singer/yellow/custom ckeywhitelist = list("killer402402") -/datum/gear/vermillion +/datum/gear/donator/vermillion name = "Vermillion clothing" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/suit/vermillion ckeywhitelist = list("fractious") -/datum/gear/AM4B +/datum/gear/donator/AM4B name = "Foam Force AM4-B" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/gun/ballistic/automatic/AM4B ckeywhitelist = list("zeronetalpha") -/datum/gear/carrotsatchel +/datum/gear/donator/carrotsatchel name = "Carrot Satchel" - category = SLOT_HANDS + slot = SLOT_HANDS path = /obj/item/storage/backpack/satchel/carrot ckeywhitelist = list("improvedname") -/datum/gear/naomisweater +/datum/gear/donator/naomisweater name = "worn black sweater" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater/black/naomi ckeywhitelist = list("technicalmagi") -/datum/gear/naomicollar +/datum/gear/donator/naomicollar name = "worn pet collar" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/petcollar/naomi ckeywhitelist = list("technicalmagi") -/datum/gear/gladiator +/datum/gear/donator/gladiator name = "Gladiator Armor" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/under/costume/gladiator ckeywhitelist = list("aroche") -/datum/gear/bloodredtie +/datum/gear/donator/bloodredtie name = "Blood Red Tie" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/tie/bloodred ckeywhitelist = list("kyutness") -/datum/gear/puffydress +/datum/gear/donator/puffydress name = "Puffy Dress" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/puffydress ckeywhitelist = list("stallingratt") -/datum/gear/labredblack +/datum/gear/donator/labredblack name = "Black and Red Coat" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/toggle/labcoat/labredblack ckeywhitelist = list("blakeryan", "durandalphor") -/datum/gear/torisword +/datum/gear/donator/torisword name = "Rainbow Zweihander" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/dualsaber/hypereutactic/toy/rainbow ckeywhitelist = list("annoymous35") -/datum/gear/darksabre +/datum/gear/donator/darksabre name = "Dark Sabre" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/darksabre ckeywhitelist = list("inferno707") -datum/gear/darksabresheath +/datum/gear/donator/darksabresheath name = "Dark Sabre Sheath" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/storage/belt/sabre/darksabre ckeywhitelist = list("inferno707") -/datum/gear/toriball +/datum/gear/donator/toriball name = "Rainbow Tennis Ball" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/rainbow ckeywhitelist = list("annoymous35") -/datum/gear/izzyball +/datum/gear/donator/izzyball name = "Katlin's Ball" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/rainbow/izzy ckeywhitelist = list("izzyinbox") -/datum/gear/cloak +/datum/gear/donator/cloak name = "Green Cloak" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/cloak/green ckeywhitelist = list("killer402402") -/datum/gear/steelflask +/datum/gear/donator/steelflask name = "Steel Flask" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/reagent_containers/food/drinks/flask/steel cost = 2 ckeywhitelist = list("nik707") -/datum/gear/paperhat +/datum/gear/donator/paperhat name = "Paper Hat" - category = SLOT_HEAD + slot = SLOT_HEAD path = /obj/item/clothing/head/paperhat ckeywhitelist = list("kered2") -/datum/gear/cloakce +/datum/gear/donator/cloakce name = "Polychromic CE Cloak" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/clothing/neck/cloak/polychromic/polyce ckeywhitelist = list("worksbythesea", "blakeryan") -/datum/gear/ssk +/datum/gear/donator/ssk name = "Stun Sword Kit" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/ssword_kit ckeywhitelist = list("phillip458") -/datum/gear/techcoat +/datum/gear/donator/techcoat name = "Techomancers Labcoat" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/clothing/suit/toggle/labcoat/mad/techcoat ckeywhitelist = list("wilchen") -/datum/gear/leechjar +/datum/gear/donator/leechjar name = "Jar of Leeches" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/custom/leechjar ckeywhitelist = list("sgtryder") -/datum/gear/darkarmor +/datum/gear/donator/darkarmor name = "Dark Armor" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/clothing/suit/armor/vest/darkcarapace ckeywhitelist = list("inferno707") -/datum/gear/devilwings +/datum/gear/donator/devilwings name = "Strange Wings" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/devilwings ckeywhitelist = list("kitsun") -/datum/gear/flagcape +/datum/gear/donator/flagcape name = "US Flag Cape" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/clothing/neck/flagcape ckeywhitelist = list("darnchacha") -/datum/gear/luckyjack +/datum/gear/donator/luckyjack name = "Lucky Jackboots" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/clothing/shoes/lucky ckeywhitelist = list("donaldtrumpthecommunist") -/datum/gear/raiqbawks +/datum/gear/donator/raiqbawks name = "Miami Boombox" - category = SLOT_HANDS + slot = SLOT_HANDS cost = 2 path = /obj/item/boombox/raiq ckeywhitelist = list("chefferz") -/datum/gear/m41 +/datum/gear/donator/m41 name = "Toy M41" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/gun/m41 ckeywhitelist = list("thalverscholen") -/datum/gear/Divine_robes +/datum/gear/donator/Divine_robes name = "Divine robes" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/custom/lunasune ckeywhitelist = list("invader4352") -/datum/gear/gothcoat +/datum/gear/donator/gothcoat name = "Goth Coat" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/gothcoat ckeywhitelist = list("norko") -/datum/gear/corgisuit +/datum/gear/donator/corgisuit name = "Corgi Suit" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/ian_costume ckeywhitelist = list("cathodetherobot") -/datum/gear/sharkcloth +/datum/gear/donator/sharkcloth name = "Leon's Skimpy Outfit" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/under/custom/leoskimpy ckeywhitelist = list("spectrosis") -/datum/gear/mimemask +/datum/gear/donator/mimemask name = "Mime Mask" - category = SLOT_WEAR_MASK + slot = SLOT_WEAR_MASK path = /obj/item/clothing/mask/gas/mime ckeywhitelist = list("pireamaineach") -/datum/gear/mimeoveralls +/datum/gear/donator/mimeoveralls name = "Mime's Overalls" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/under/custom/mimeoveralls ckeywhitelist = list("pireamaineach") -/datum/gear/soulneck +/datum/gear/donator/soulneck name = "Soul Necklace" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/undertale ckeywhitelist = list("twilightic") -/datum/gear/frenchberet +/datum/gear/donator/frenchberet name = "French Beret" - category = SLOT_HEAD + slot = SLOT_HEAD path = /obj/item/clothing/head/frenchberet ckeywhitelist = list("notazoltan") -/datum/gear/zuliecloak +/datum/gear/donator/zuliecloak name = "Project: Zul-E" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/cloak/zuliecloak ckeywhitelist = list("asky") -/datum/gear/blackredgold +/datum/gear/donator/blackredgold name = "Black, Red, and Gold Coat" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/blackredgold ckeywhitelist = list("ttbnc") -/datum/gear/fritzplush +/datum/gear/donator/fritzplush name = "Fritz Plushie" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/plush/mammal/dog/fritz ckeywhitelist = list("analwerewolf") -/datum/gear/kimono +/datum/gear/donator/kimono name = "Kimono" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/kimono ckeywhitelist = list("sfox63") -/datum/gear/commjacket +/datum/gear/donator/commjacket name = "Dusty Commisar's Cloak" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/commjacket ckeywhitelist = list("sadisticbatter") -/datum/gear/mw2_russian_para +/datum/gear/donator/mw2_russian_para name = "Russian Paratrooper Jumper" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/custom/mw2_russian_para ckeywhitelist = list("investigator77") -/datum/gear/longblackgloves +/datum/gear/donator/longblackgloves name = "Luna's Gauntlets" - category = SLOT_GLOVES + slot = SLOT_GLOVES path = /obj/item/clothing/gloves/longblackgloves ckeywhitelist = list("bigmanclancy") -/datum/gear/trendy_fit +/datum/gear/donator/trendy_fit name = "Trendy Fit" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/custom/trendy_fit ckeywhitelist = list("midgetdragon") -/datum/gear/singery +/datum/gear/donator/singery name = "Yellow Performer Outfit" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/singer/yellow ckeywhitelist = list("maxlynchy") -/datum/gear/csheet +/datum/gear/donator/csheet name = "NT Bedsheet" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/bedsheet/captain ckeywhitelist = list("tikibomb") -/datum/gear/borgplush +/datum/gear/donator/borgplush name = "Robot Plush" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/toy/plush/borgplushie ckeywhitelist = list("nicholaiavenicci") -/datum/gear/donorberet +/datum/gear/donator/donorberet name = "Atmos Beret" - category = SLOT_HEAD + slot = SLOT_HEAD path = /obj/item/clothing/head/blueberet ckeywhitelist = list("foxystalin") -/datum/gear/donorgoggles +/datum/gear/donator/donorgoggles name = "Flight Goggles" - category = SLOT_HEAD + slot = SLOT_HEAD path = /obj/item/clothing/head/flight ckeywhitelist = list("maxlynchy") -/datum/gear/onionneck +/datum/gear/donator/onionneck name = "Onion Necklace" - category = SLOT_NECK + slot = SLOT_NECK path = /obj/item/clothing/neck/necklace/onion ckeywhitelist = list("cdrcross") -/datum/gear/mikubikini +/datum/gear/donator/mikubikini name = "starlight singer bikini" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/under/custom/mikubikini ckeywhitelist = list("grandvegeta") -/datum/gear/mikujacket +/datum/gear/donator/mikujacket name = "starlight singer jacket" - category = SLOT_WEAR_SUIT + slot = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/mikujacket ckeywhitelist = list("grandvegeta") -/datum/gear/mikuhair +/datum/gear/donator/mikuhair name = "starlight singer hair" - category = SLOT_W_UNIFORM + slot = SLOT_W_UNIFORM path = /obj/item/clothing/head/mikuhair ckeywhitelist = list("grandvegeta") -/datum/gear/mikugloves +/datum/gear/donator/mikugloves name = "starlight singer gloves" - category = SLOT_GLOVES + slot = SLOT_GLOVES path = /obj/item/clothing/gloves/mikugloves ckeywhitelist = list("grandvegeta") -/datum/gear/mikuleggings +/datum/gear/donator/mikuleggings name = "starlight singer leggings" - category = SLOT_SHOES + slot = SLOT_SHOES path = /obj/item/clothing/shoes/sneakers/mikuleggings ckeywhitelist = list("grandvegeta") -/datum/gear/cosmos +/datum/gear/donator/cosmos name = "cosmic space bedsheet" - category = SLOT_IN_BACKPACK + slot = SLOT_IN_BACKPACK path = /obj/item/bedsheet/cosmos ckeywhitelist = list("grunnyyy") diff --git a/modular_citadel/code/modules/client/loadout/_loadout.dm b/modular_citadel/code/modules/client/loadout/_loadout.dm index 51256f8cde..9988519471 100644 --- a/modular_citadel/code/modules/client/loadout/_loadout.dm +++ b/modular_citadel/code/modules/client/loadout/_loadout.dm @@ -28,7 +28,9 @@ GLOBAL_LIST_EMPTY(loadout_whitelist_ids) load_loadout_config() for(var/item in subtypesof(/datum/gear)) var/datum/gear/I = new item - LAZYSET(GLOB.loadout_items[slot_to_string(I.category)], I.name, I) + LAZYINITLIST(GLOB.loadout_items[I.category]) + LAZYINITLIST(GLOB.loadout_items[I.category][I.subcategory]) + GLOB.loadout_items[I.category][I.subcategory][I.name] = I if(islist(I.geargroupID)) var/list/ggidlist = I.geargroupID I.ckeywhitelist = list() @@ -41,7 +43,9 @@ GLOBAL_LIST_EMPTY(loadout_whitelist_ids) /datum/gear var/name - var/category + var/category = "NOCATEGORY" + var/subcategory = "NOSUBCATEGORY" + var/slot var/description var/path //item-to-spawn path var/cost = 1 //normally, each loadout costs a single point. diff --git a/modular_citadel/code/modules/client/loadout/_medical.dm b/modular_citadel/code/modules/client/loadout/_medical.dm index 604a0f96ae..bba100faff 100644 --- a/modular_citadel/code/modules/client/loadout/_medical.dm +++ b/modular_citadel/code/modules/client/loadout/_medical.dm @@ -1,47 +1,45 @@ -/datum/gear/medicbriefcase +/datum/gear/hands/medicbriefcase name = "Medical Briefcase" - category = SLOT_HANDS path = /obj/item/storage/briefcase/medical restricted_roles = list("Medical Doctor", "Chief Medical Officer") restricted_desc = "MD, CMO" -/datum/gear/stethoscope +/datum/gear/neck/stethoscope name = "Stethoscope" - category = SLOT_NECK path = /obj/item/clothing/neck/stethoscope restricted_roles = list("Medical Doctor", "Chief Medical Officer") -/datum/gear/bluescrubs +/datum/gear/uniform/bluescrubs name = "Blue Scrubs" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/medical/doctor/blue restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist") restricted_desc = "Medical" - -/datum/gear/greenscrubs + +/datum/gear/uniform/greenscrubs name = "Green Scrubs" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/medical/doctor/green restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist") restricted_desc = "Medical" -/datum/gear/purplescrubs +/datum/gear/uniform/purplescrubs name = "Purple Scrubs" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/medical/doctor/purple restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist") restricted_desc = "Medical" -/datum/gear/nursehat +/datum/gear/head/nursehat name = "Nurse Hat" - category = SLOT_HEAD path = /obj/item/clothing/head/nursehat + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist") restricted_desc = "Medical" -/datum/gear/nursesuit +/datum/gear/uniform/nursesuit name = "Nurse Suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/rank/medical/doctor/nurse + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist") - restricted_desc = "Medical" \ No newline at end of file + restricted_desc = "Medical" diff --git a/modular_citadel/code/modules/client/loadout/_security.dm b/modular_citadel/code/modules/client/loadout/_security.dm index 72a6aab394..3ec39008c1 100644 --- a/modular_citadel/code/modules/client/loadout/_security.dm +++ b/modular_citadel/code/modules/client/loadout/_security.dm @@ -1,71 +1,70 @@ -/datum/gear/navyblueuniformhos +/datum/gear/uniform/navyblueuniformhos name = "Head of Security navyblue uniform" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/security/head_of_security/formal restricted_roles = list("Head of Security") -/datum/gear/navybluehosberet +/datum/gear/head/navybluehosberet name = "Head of security's navyblue beret" - category = SLOT_HEAD path = /obj/item/clothing/head/beret/sec/navyhos + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Head of Security") -/datum/gear/navybluejackethos +/datum/gear/suit/navybluejackethos name = "head of security's navyblue jacket" - category = SLOT_WEAR_SUIT + subcategory = SUBCATEGORY_SUIT_JOBS path = /obj/item/clothing/suit/armor/hos/navyblue restricted_roles = list("Head of Security") -/datum/gear/navybluejacketofficer +/datum/gear/suit/navybluejacketofficer name = "security officer's navyblue jacket" - category = SLOT_WEAR_SUIT + subcategory = SUBCATEGORY_SUIT_JOBS path = /obj/item/clothing/suit/armor/navyblue restricted_roles = list("Security Officer") -/datum/gear/navyblueofficerberet +/datum/gear/head/navyblueofficerberet name = "Security officer's Navyblue beret" - category = SLOT_HEAD path = /obj/item/clothing/head/beret/sec/navyofficer + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Security Officer") -/datum/gear/navyblueuniformofficer +/datum/gear/uniform/navyblueuniformofficer name = "Security officer navyblue uniform" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/security/officer/formal restricted_roles = list("Security Officer") -/datum/gear/navybluejacketwarden +/datum/gear/suit/navybluejacketwarden name = "warden navyblue jacket" - category = SLOT_WEAR_SUIT + subcategory = SUBCATEGORY_SUIT_JOBS path = /obj/item/clothing/suit/armor/vest/warden/navyblue restricted_roles = list("Warden") -/datum/gear/navybluewardenberet +/datum/gear/head/navybluewardenberet name = "Warden's navyblue beret" - category = SLOT_HEAD path = /obj/item/clothing/head/beret/sec/navywarden + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Warden") -/datum/gear/navyblueuniformwarden +/datum/gear/uniform/navyblueuniformwarden name = "Warden navyblue uniform" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/security/warden/formal restricted_roles = list("Warden") -/datum/gear/secskirt +/datum/gear/uniform/secskirt name = "Security skirt" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/security/officer/skirt restricted_roles = list("Security Officer", "Warden", "Head of Security") -/datum/gear/hosskirt +/datum/gear/uniform/hosskirt name = "Head of security's skirt" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/rank/security/head_of_security/skirt restricted_roles = list("Head of Security") -/datum/gear/sechud +/datum/gear/glasses/sechud name = "Security Hud" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/hud/security restricted_roles = list("Security Officer", "Warden", "Head of Security") \ No newline at end of file diff --git a/modular_citadel/code/modules/client/loadout/_service.dm b/modular_citadel/code/modules/client/loadout/_service.dm index ab3daa5f3c..8949c04604 100644 --- a/modular_citadel/code/modules/client/loadout/_service.dm +++ b/modular_citadel/code/modules/client/loadout/_service.dm @@ -1,33 +1,33 @@ -/datum/gear/greytidestationwide +/datum/gear/uniform/greytidestationwide name = "Staff Assistant's jumpsuit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/staffassistant + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Assistant") -/datum/gear/neetsuit +/datum/gear/suit/neetsuit name = "D.A.B. suit" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/assu_suit + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Assistant") cost = 2 -/datum/gear/neethelm +/datum/gear/head/neethelm name = "D.A.B. helmet" - category = SLOT_HEAD path = /obj/item/clothing/head/assu_helmet + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Assistant") cost = 2 -/datum/gear/plushvar +/datum/gear/backpack/plushvar name = "Ratvar Plushie" - category = SLOT_IN_BACKPACK path = /obj/item/toy/plush/plushvar + subcategory = SUBCATEGORY_BACKPACK_TOYS cost = 5 restricted_roles = list("Chaplain") -/datum/gear/narplush +/datum/gear/backpack/narplush name = "Narsie Plushie" - category = SLOT_IN_BACKPACK path = /obj/item/toy/plush/narplush + subcategory = SUBCATEGORY_BACKPACK_TOYS cost = 5 restricted_roles = list("Chaplain") diff --git a/modular_citadel/code/modules/client/loadout/backpack.dm b/modular_citadel/code/modules/client/loadout/backpack.dm index 690e012840..fe308f5b23 100644 --- a/modular_citadel/code/modules/client/loadout/backpack.dm +++ b/modular_citadel/code/modules/client/loadout/backpack.dm @@ -1,112 +1,100 @@ -/datum/gear/plushbox +/datum/gear/backpack + category = CATEGORY_BACKPACK + subcategory = SUBCATEGORY_BACKPACK_GENERAL + slot = SLOT_IN_BACKPACK + +/datum/gear/backpack/plushbox name = "Plushie Choice Box" - category = SLOT_IN_BACKPACK path = /obj/item/choice_beacon/box/plushie + subcategory = SUBCATEGORY_BACKPACK_TOYS -/datum/gear/tennis +/datum/gear/backpack/tennis name = "Classic Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis + subcategory = SUBCATEGORY_BACKPACK_TOYS -/datum/gear/tennisred +/datum/gear/backpack/tennis/red name = "Red Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/red -/datum/gear/tennisyellow +/datum/gear/backpack/tennis/yellow name = "Yellow Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/yellow -/datum/gear/tennisgreen +/datum/gear/backpack/tennis/green name = "Green Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/green -/datum/gear/tenniscyan +/datum/gear/backpack/tennis/cyan name = "Cyan Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/cyan -/datum/gear/tennisblue +/datum/gear/backpack/tennis/blue name = "Blue Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/blue -/datum/gear/tennispurple +/datum/gear/backpack/tennis/purple name = "Purple Tennis Ball" - category = SLOT_IN_BACKPACK path = /obj/item/toy/tennis/purple -/datum/gear/dildo +/datum/gear/backpack/dildo name = "Customizable dildo" - category = SLOT_IN_BACKPACK path = /obj/item/dildo/custom + subcategory = SUBCATEGORY_BACKPACK_TOYS -/datum/gear/toykatana +/datum/gear/backpack/toykatana name = "Toy Katana" - category = SLOT_IN_BACKPACK path = /obj/item/toy/katana + subcategory = SUBCATEGORY_BACKPACK_TOYS cost = 3 -/datum/gear/tapeplayer +/datum/gear/backpack/tapeplayer name = "Taperecorder" - category = SLOT_IN_BACKPACK path = /obj/item/taperecorder -/datum/gear/tape +/datum/gear/backpack/tape name = "Spare cassette tape" - category = SLOT_IN_BACKPACK path = /obj/item/tape/random -/datum/gear/newspaper +/datum/gear/backpack/newspaper name = "Newspaper" - category = SLOT_IN_BACKPACK path = /obj/item/newspaper -/datum/gear/crayons +/datum/gear/backpack/crayons name = "Box of crayons" - category = SLOT_IN_BACKPACK path = /obj/item/storage/crayons + subcategory = SUBCATEGORY_BACKPACK_TOYS -/datum/gear/multipen +/datum/gear/backpack/multipen name = "A multicolored pen" - category = SLOT_IN_BACKPACK path = /obj/item/pen/fourcolor -/datum/gear/fountainpen +/datum/gear/backpack/fountainpen name = "A fancy pen" - category = SLOT_IN_BACKPACK path = /obj/item/pen/fountain cost = 2 -/datum/gear/modular_tablet +/datum/gear/backpack/modular_tablet name = "A modular tablet" - category = SLOT_IN_BACKPACK path = /obj/item/modular_computer/tablet/preset/cheap/ cost = 4 -/datum/gear/modular_laptop +/datum/gear/backpack/modular_laptop name = "A modular laptop" - category = SLOT_IN_BACKPACK path = /obj/item/modular_computer/laptop/preset/civilian cost = 7 -/datum/gear/ringbox_gold +/datum/gear/backpack/ringbox_gold name = "A gold ring box" - category = SLOT_IN_BACKPACK path = /obj/item/storage/fancy/ringbox cost = 3 -/datum/gear/ringbox_silver +/datum/gear/backpack/ringbox_silver name = "A silver ring box" - category = SLOT_IN_BACKPACK path = /obj/item/storage/fancy/ringbox/silver cost = 3 -/datum/gear/ringbox_diamond +/datum/gear/backpack/ringbox_diamond name = "A diamond ring box" - category = SLOT_IN_BACKPACK path = /obj/item/storage/fancy/ringbox/diamond cost = 5 - diff --git a/modular_citadel/code/modules/client/loadout/glasses.dm b/modular_citadel/code/modules/client/loadout/glasses.dm index 57270d8e57..65bb7ad23c 100644 --- a/modular_citadel/code/modules/client/loadout/glasses.dm +++ b/modular_citadel/code/modules/client/loadout/glasses.dm @@ -1,49 +1,43 @@ -/datum/gear/blindfold +/datum/gear/glasses + category = CATEGORY_GLASSES + slot = SLOT_GLASSES + +/datum/gear/glasses/blindfold name = "Blindfold" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/sunglasses/blindfold -/datum/gear/cold +/datum/gear/glasses/cold name = "Cold goggles" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/cold -/datum/gear/eyepatch +/datum/gear/glasses/eyepatch name = "Eyepatch" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/eyepatch -/datum/gear/heat +/datum/gear/glasses/heat name = "Heat goggles" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/heat -/datum/gear/hipster +/datum/gear/glasses/hipster name = "Hipster glasses" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/regular/hipster -/datum/gear/jamjar +/datum/gear/glasses/jamjar name = "Jamjar glasses" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/regular/jamjar -/datum/gear/monocle +/datum/gear/glasses/monocle name = "Monocle" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/monocle -/datum/gear/orange +/datum/gear/glasses/orange name = "Orange glasses" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/orange -/datum/gear/red +/datum/gear/glasses/red name = "Red Glasses" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/red -/datum/gear/prescription +/datum/gear/glasses/prescription name = "Prescription glasses" - category = SLOT_GLASSES path = /obj/item/clothing/glasses/regular diff --git a/modular_citadel/code/modules/client/loadout/gloves.dm b/modular_citadel/code/modules/client/loadout/gloves.dm index e9e8e3939b..43323af43c 100644 --- a/modular_citadel/code/modules/client/loadout/gloves.dm +++ b/modular_citadel/code/modules/client/loadout/gloves.dm @@ -1,28 +1,26 @@ -/datum/gear/fingerless +/datum/gear/gloves + category = CATEGORY_GLOVES + slot = SLOT_GLOVES + +/datum/gear/gloves/fingerless name = "Fingerless Gloves" - category = SLOT_GLOVES path = /obj/item/clothing/gloves/fingerless -/datum/gear/evening +/datum/gear/gloves/evening name = "Evening gloves" - category = SLOT_GLOVES path = /obj/item/clothing/gloves/evening -/datum/gear/goldring +/datum/gear/gloves/goldring name = "A gold ring" - category = SLOT_GLOVES path = /obj/item/clothing/gloves/ring cost = 2 -/datum/gear/silverring +/datum/gear/gloves/silverring name = "A silver ring" - category = SLOT_GLOVES path = /obj/item/clothing/gloves/ring/silver cost = 2 -/datum/gear/diamondring +/datum/gear/gloves/diamondring name = "A diamond ring" - category = SLOT_GLOVES path = /obj/item/clothing/gloves/ring/diamond cost = 4 - diff --git a/modular_citadel/code/modules/client/loadout/hands.dm b/modular_citadel/code/modules/client/loadout/hands.dm index 2f03bd3b07..ff4827e6bc 100644 --- a/modular_citadel/code/modules/client/loadout/hands.dm +++ b/modular_citadel/code/modules/client/loadout/hands.dm @@ -1,67 +1,54 @@ -/datum/gear/cane +/datum/gear/hands + category = CATEGORY_HANDS + slot = SLOT_HANDS + +/datum/gear/hands/cane name = "Cane" - category = SLOT_HANDS path = /obj/item/cane -/datum/gear/cigarettes +/datum/gear/hands/cigarettes name = "Cigarette pack" - category = SLOT_HANDS path = /obj/item/storage/fancy/cigarettes -/datum/gear/dice +/datum/gear/hands/dice name = "Dice bag" - category = SLOT_HANDS path = /obj/item/storage/box/dice -/datum/gear/eightball +/datum/gear/hands/eightball name = "Magic eightball" - category = SLOT_HANDS path = /obj/item/toy/eightball -/datum/gear/matches +/datum/gear/hands/matches name = "Matchbox" - category = SLOT_HANDS path = /obj/item/storage/box/matches -/datum/gear/cheaplighter +/datum/gear/hands/cheaplighter name = "Cheap lighter" - category = SLOT_HANDS path = /obj/item/lighter/greyscale -/datum/gear/cards +/datum/gear/hands/cards name = "Playing cards" - category = SLOT_HANDS path = /obj/item/toy/cards/deck -/datum/gear/skub +/datum/gear/hands/skub name = "Skub" - category = SLOT_HANDS path = /obj/item/skub -/datum/gear/carpplushie - name = "Space carp plushie" - category = SLOT_HANDS - path = /obj/item/toy/plush/carpplushie - -/datum/gear/wallet +/datum/gear/hands/wallet name = "Wallet" - category = SLOT_HANDS path = /obj/item/storage/wallet -/datum/gear/flask +/datum/gear/hands/flask name = "Flask" - category = SLOT_HANDS path = /obj/item/reagent_containers/food/drinks/flask cost = 2 -/datum/gear/zippolighter +/datum/gear/hands/zippolighter name = "Zippo Lighter" - category = SLOT_HANDS path = /obj/item/lighter cost = 2 -/datum/gear/cigar +/datum/gear/hands/cigar name = "Cigar" - category = SLOT_HANDS path = /obj/item/clothing/mask/cigarette/cigar cost = 4 //smoking is bad mkay diff --git a/modular_citadel/code/modules/client/loadout/head.dm b/modular_citadel/code/modules/client/loadout/head.dm index 2156c9c481..a1495aa7bd 100644 --- a/modular_citadel/code/modules/client/loadout/head.dm +++ b/modular_citadel/code/modules/client/loadout/head.dm @@ -1,146 +1,136 @@ -/datum/gear/baseball +/datum/gear/head + category = CATEGORY_HEAD + subcategory = SUBCATEGORY_HEAD_GENERAL + slot = SLOT_HEAD + +/datum/gear/head/baseball name = "Ballcap" - category = SLOT_HEAD path = /obj/item/clothing/head/soft/mime -/datum/gear/beanie +/datum/gear/head/beanie name = "Beanie" - category = SLOT_HEAD path = /obj/item/clothing/head/beanie -/datum/gear/beret +/datum/gear/head/beret name = "Black beret" - category = SLOT_HEAD path = /obj/item/clothing/head/beret/black -/datum/gear/flatcap +/datum/gear/head/flatcap name = "Flat cap" - category = SLOT_HEAD path = /obj/item/clothing/head/flatcap -/datum/gear/pirate +/datum/gear/head/pirate name = "Pirate hat" - category = SLOT_HEAD path = /obj/item/clothing/head/pirate -/datum/gear/rice_hat +/datum/gear/head/rice_hat name = "Rice hat" - category = SLOT_HEAD path = /obj/item/clothing/head/rice_hat -/datum/gear/ushanka - name = "Ushanka" - category = SLOT_HEAD +/datum/gear/head/ushanka path = /obj/item/clothing/head/ushanka -/datum/gear/slime +/datum/gear/head/slime name = "Slime hat" - category = SLOT_HEAD path = /obj/item/clothing/head/collectable/slime -/datum/gear/fedora +/datum/gear/head/fedora name = "Fedora" - category = SLOT_HEAD path = /obj/item/clothing/head/fedora -/datum/gear/that +/datum/gear/head/that name = "Top Hat" - category = SLOT_HEAD path = /obj/item/clothing/head/that -/datum/gear/maidband +/datum/gear/head/maidband name = "Maid headband" - category = SLOT_HEAD path= /obj/item/clothing/head/maid -/datum/gear/flakhelm +/datum/gear/head/flakhelm name = "Flak Helmet" - category = SLOT_HEAD path = /obj/item/clothing/head/flakhelm cost = 2 -/datum/gear/bunnyears +/datum/gear/head/bunnyears name = "Bunny Ears" - category = SLOT_HEAD path = /obj/item/clothing/head/rabbitears -/datum/gear/mailmanhat +/datum/gear/head/mailmanhat name = "Mailman's Hat" - category = SLOT_HEAD path = /obj/item/clothing/head/mailman //trek fancy Hats! -/datum/gear/trekcap +/datum/gear/head/trekcap name = "Federation Officer's Cap (White)" - category = SLOT_HEAD path = /obj/item/clothing/head/caphat/formal/fedcover + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Captain","Head of Personnel") -/datum/gear/trekcapcap +/datum/gear/head/trekcapcap name = "Federation Officer's Cap (Black)" - category = SLOT_HEAD path = /obj/item/clothing/head/caphat/formal/fedcover/black + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Captain","Head of Personnel") -/datum/gear/trekcapmedisci +/datum/gear/head/trekcapmedisci name = "Federation Officer's Cap (Blue)" - category = SLOT_HEAD path = /obj/item/clothing/head/caphat/formal/fedcover/medsci + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekcapeng +/datum/gear/head/trekcapeng name = "Federation Officer's Cap (Yellow)" - category = SLOT_HEAD path = /obj/item/clothing/head/caphat/formal/fedcover/eng + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") -/datum/gear/trekcapsec +/datum/gear/head/trekcapsec name = "Federation Officer's Cap (Red)" - category = SLOT_HEAD path = /obj/item/clothing/head/caphat/formal/fedcover/sec + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") // orvilike "original" kepi -/datum/gear/orvkepicom +/datum/gear/head/orvkepicom name = "Federation Kepi, command" description = "A visored cap. Intended to be used with ORV uniform." - category = SLOT_HEAD path = /obj/item/clothing/head/kepi/orvi/command + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Research Director", "Chief Medical Officer", "Quartermaster") -/datum/gear/orvkepiops +/datum/gear/head/orvkepiops name = "Federation Kepi, ops/sec" description = "A visored cap. Intended to be used with ORV uniform." - category = SLOT_HEAD path = /obj/item/clothing/head/kepi/orvi/engsec + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Engineering, Security and Cargo" restricted_roles = list("Chief Engineer", "Atmospheric Technician", "Station Engineer", "Warden", "Detective", "Security Officer", "Head of Security", "Cargo Technician", "Shaft Miner", "Quartermaster") -/datum/gear/orvkepimedsci +/datum/gear/head/orvkepimedsci name = "Federation Kepi, medsci" description = "A visored cap. Intended to be used with ORV uniform." - category = SLOT_HEAD path = /obj/item/clothing/head/kepi/orvi/medsci + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer", "Medical Doctor", "Chemist", "Virologist", "Paramedic", "Geneticist", "Research Director", "Scientist", "Roboticist") -/datum/gear/orvkepisrv +/datum/gear/head/orvkepisrv name = "Federation Kepi, service" description = "A visored cap. Intended to be used with ORV uniform." - category = SLOT_HEAD path = /obj/item/clothing/head/kepi/orvi/service + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Service and Civilian, barring Clown, Mime and Lawyer" restricted_roles = list("Assistant", "Bartender", "Botanist", "Cook", "Curator", "Janitor", "Chaplain") -/datum/gear/orvkepiass +/datum/gear/head/orvkepiass name = "Federation Kepi, assistant" description = "A visored cap. Intended to be used with ORV uniform." - category = SLOT_HEAD path = /obj/item/clothing/head/kepi/orvi + subcategory = SUBCATEGORY_HEAD_JOBS restricted_roles = list("Assistant") /*Commenting out Until next Christmas or made automatic @@ -156,35 +146,37 @@ */ //Cowboy Stuff -/datum/gear/cowboyhat +/datum/gear/head/cowboyhat name = "Cowboy Hat, Brown" - category = SLOT_HEAD path = /obj/item/clothing/head/cowboyhat -/datum/gear/cowboyhat/black +/datum/gear/head/cowboyhat/black name = "Cowboy Hat, Black" - category = SLOT_HEAD path = /obj/item/clothing/head/cowboyhat/black -/datum/gear/cowboyhat/white +/datum/gear/head/cowboyhat/white name = "Cowboy Hat, White" - category = SLOT_HEAD path = /obj/item/clothing/head/cowboyhat/white -/datum/gear/cowboyhat/pink +/datum/gear/head/cowboyhat/pink name = "Cowboy Hat, Pink" - category = SLOT_HEAD path = /obj/item/clothing/head/cowboyhat/pink -/datum/gear/cowboyhat/sec +/datum/gear/head/cowboyhat/sec name = "Cowboy Hat, Security" - category = SLOT_HEAD path = /obj/item/clothing/head/cowboyhat/sec + subcategory = SUBCATEGORY_HEAD_JOBS restricted_desc = "Security" restricted_roles = list("Warden","Detective","Security Officer","Head of Security") -// Misc -/datum/gear/wkepi +/datum/gear/head/wkepi name = "white kepi" - category = SLOT_HEAD path = /obj/item/clothing/head/kepi + +/datum/gear/head/widered + name = "Wide red hat" + path = /obj/item/clothing/head/widered + +/datum/gear/head/kabuto + name = "Kabuto helmet" + path = /obj/item/clothing/head/kabuto diff --git a/modular_citadel/code/modules/client/loadout/mask.dm b/modular_citadel/code/modules/client/loadout/mask.dm index eeba06cad4..ec77eba93c 100644 --- a/modular_citadel/code/modules/client/loadout/mask.dm +++ b/modular_citadel/code/modules/client/loadout/mask.dm @@ -1,16 +1,16 @@ -/datum/gear/balaclava +/datum/gear/mask + category = CATEGORY_MASK + slot = SLOT_WEAR_MASK + +/datum/gear/mask/balaclava name = "Balaclava" - category = SLOT_WEAR_MASK path = /obj/item/clothing/mask/balaclava -/datum/gear/moustache +/datum/gear/mask/moustache name = "Fake moustache" - category = SLOT_WEAR_MASK path = /obj/item/clothing/mask/fakemoustache -/datum/gear/joy +/datum/gear/mask/joy name = "Joy mask" - category = SLOT_WEAR_MASK path = /obj/item/clothing/mask/joy cost = 3 - diff --git a/modular_citadel/code/modules/client/loadout/neck.dm b/modular_citadel/code/modules/client/loadout/neck.dm index 0f69296406..2e8ec7001d 100644 --- a/modular_citadel/code/modules/client/loadout/neck.dm +++ b/modular_citadel/code/modules/client/loadout/neck.dm @@ -1,99 +1,88 @@ -/datum/gear/bluetie +/datum/gear/neck + category = CATEGORY_NECK + subcategory = SUBCATEGORY_NECK_GENERAL + slot = SLOT_NECK + +/datum/gear/neck/bluetie name = "Blue tie" - category = SLOT_NECK + subcategory = SUBCATEGORY_NECK_TIE path = /obj/item/clothing/neck/tie/blue -/datum/gear/redtie +/datum/gear/neck/redtie name = "Red tie" - category = SLOT_NECK + subcategory = SUBCATEGORY_NECK_TIE path = /obj/item/clothing/neck/tie/red -/datum/gear/blacktie +/datum/gear/neck/blacktie name = "Black tie" - category = SLOT_NECK + subcategory = SUBCATEGORY_NECK_TIE path = /obj/item/clothing/neck/tie/black -/datum/gear/collar +/datum/gear/neck/collar name = "Collar" - category = SLOT_NECK path = /obj/item/clothing/neck/petcollar -/datum/gear/leathercollar +/datum/gear/neck/leathercollar name = "Leather collar" - category = SLOT_NECK path = /obj/item/clothing/neck/petcollar/leather -/datum/gear/choker +/datum/gear/neck/choker name = "Choker" - category = SLOT_NECK path = /obj/item/clothing/neck/petcollar/choker -/datum/gear/scarf +/datum/gear/neck/scarf name = "White scarf" - category = SLOT_NECK + subcategory = SUBCATEGORY_NECK_SCARVES path = /obj/item/clothing/neck/scarf -/datum/gear/blackscarf +/datum/gear/neck/scarf/black name = "Black scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/black -/datum/gear/redscarf +/datum/gear/neck/scarf/red name = "Red scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/red -/datum/gear/greenscarf +/datum/gear/neck/scarf/green name = "Green scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/green -/datum/gear/darkbluescarf +/datum/gear/neck/scarf/darkblue name = "Dark blue scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/darkblue -/datum/gear/purplescarf +/datum/gear/neck/scarf/purple name = "Purple scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/purple -/datum/gear/yellowscarf +/datum/gear/neck/scarf/yellow name = "Yellow scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/yellow -/datum/gear/orangescarf +/datum/gear/neck/scarf/orange name = "Orange scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/orange -/datum/gear/cyanscarf +/datum/gear/neck/scarf/cyan name = "Cyan scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/scarf/cyan -/datum/gear/stripedredscarf +/datum/gear/neck/scarf/stripedred name = "Striped red scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/stripedredscarf -/datum/gear/stripedbluescarf +/datum/gear/neck/scarf/stripedblue name = "Striped blue scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/stripedbluescarf -/datum/gear/stripedgreenscarf +/datum/gear/neck/scarf/stripedgreen name = "Striped green scarf" - category = SLOT_NECK path = /obj/item/clothing/neck/stripedgreenscarf -/datum/gear/headphones +/datum/gear/neck/headphones name = "Headphones" - category = SLOT_NECK path = /obj/item/clothing/ears/headphones -/datum/gear/polycloak +/datum/gear/neck/polycloak name = "Polychromatic Cloak" - category = SLOT_NECK path = /obj/item/clothing/neck/cloak/polychromic diff --git a/modular_citadel/code/modules/client/loadout/shoes.dm b/modular_citadel/code/modules/client/loadout/shoes.dm index 3531e69cfd..f92ccbe17c 100644 --- a/modular_citadel/code/modules/client/loadout/shoes.dm +++ b/modular_citadel/code/modules/client/loadout/shoes.dm @@ -1,84 +1,71 @@ -/datum/gear/laceup +/datum/gear/shoes + category = CATEGORY_SHOES + slot = SLOT_SHOES + +/datum/gear/shoes/laceup name = "Laceup shoes" - category = SLOT_SHOES path = /obj/item/clothing/shoes/laceup -/datum/gear/workboots +/datum/gear/shoes/workboots name = "Work boots" - category = SLOT_SHOES path = /obj/item/clothing/shoes/workboots -/datum/gear/jackboots +/datum/gear/shoes/jackboots name = "Jackboots" - category = SLOT_SHOES path = /obj/item/clothing/shoes/jackboots -/datum/gear/winterboots +/datum/gear/shoes/winterboots name = "Winter boots" - category = SLOT_SHOES path = /obj/item/clothing/shoes/winterboots -/datum/gear/sandals +/datum/gear/shoes/sandals name = "Sandals" - category = SLOT_SHOES path = /obj/item/clothing/shoes/sandal -/datum/gear/blackshoes +/datum/gear/shoes/blackshoes name = "Black shoes" - category = SLOT_SHOES path = /obj/item/clothing/shoes/sneakers/black -/datum/gear/brownshoes +/datum/gear/shoes/brownshoes name = "Brown shoes" - category = SLOT_SHOES path = /obj/item/clothing/shoes/sneakers/brown -/datum/gear/whiteshoes +/datum/gear/shoes/whiteshoes name = "White shoes" - category = SLOT_SHOES path = /obj/item/clothing/shoes/sneakers/white -/datum/gear/gildedcuffs +/datum/gear/shoes/gildedcuffs name = "Gilded leg wraps" - category = SLOT_SHOES path= /obj/item/clothing/shoes/wraps -/datum/gear/silvercuffs +/datum/gear/shoes/silvercuffs name = "Silver leg wraps" - category = SLOT_SHOES path= /obj/item/clothing/shoes/wraps/silver -/datum/gear/redcuffs +/datum/gear/shoes/redcuffs name = "Red leg wraps" - category = SLOT_SHOES path= /obj/item/clothing/shoes/wraps/red -/datum/gear/bluecuffs +/datum/gear/shoes/bluecuffs name = "Blue leg wraps" - category = SLOT_SHOES path= /obj/item/clothing/shoes/wraps/blue -/datum/gear/christmasbootsr +/datum/gear/shoes/christmasbootsr name = "Red Christmas Boots" - category = SLOT_SHOES path= /obj/item/clothing/shoes/winterboots/christmasbootsr -/datum/gear/christmasbootsg +/datum/gear/shoes/christmasbootsg name = "Green Christmas Boots" - category = SLOT_SHOES path= /obj/item/clothing/shoes/winterboots/christmasbootsg -/datum/gear/santaboots +/datum/gear/shoes/santaboots name = "Santa Boots" - category = SLOT_SHOES path= /obj/item/clothing/shoes/winterboots/santaboots -/datum/gear/cowboyboots +/datum/gear/shoes/cowboyboots name = "Cowboy Boots, Brown" - category = SLOT_SHOES path = /obj/item/clothing/shoes/cowboyboots -/datum/gear/cowboyboots/black +/datum/gear/shoes/cowboyboots/black name = "Cowboy Boots, Black" - category = SLOT_SHOES - path = /obj/item/clothing/shoes/cowboyboots/black \ No newline at end of file + path = /obj/item/clothing/shoes/cowboyboots/black diff --git a/modular_citadel/code/modules/client/loadout/suit.dm b/modular_citadel/code/modules/client/loadout/suit.dm index 57c5772f48..539187af8b 100644 --- a/modular_citadel/code/modules/client/loadout/suit.dm +++ b/modular_citadel/code/modules/client/loadout/suit.dm @@ -1,261 +1,250 @@ -/datum/gear/poncho +/datum/gear/suit + category = CATEGORY_SUIT + subcategory = SUBCATEGORY_SUIT_GENERAL + slot = SLOT_WEAR_SUIT + +/datum/gear/suit/poncho name = "Poncho" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/poncho -/datum/gear/ponchogreen +/datum/gear/suit/ponchogreen name = "Green poncho" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/poncho/green -/datum/gear/ponchored +/datum/gear/suit/ponchored name = "Red poncho" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/poncho/red -/datum/gear/redhood +/datum/gear/suit/redhood name = "Red cloak" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/cloak/david cost = 3 -/datum/gear/jacketbomber +/datum/gear/suit/jacketbomber name = "Bomber jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketflannelblack // all of these are reskins of bomber jackets but with the vibe to make you look like a true lumberjack +/datum/gear/suit/jacketflannelblack // all of these are reskins of bomber jackets but with the vibe to make you look like a true lumberjack name = "Black flannel jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/flannel + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketflannelred +/datum/gear/suit/jacketflannelred name = "Red flannel jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/flannel/red + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketflannelaqua +/datum/gear/suit/jacketflannelaqua name = "Aqua flannel jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/flannel/aqua + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketflannelbrown +/datum/gear/suit/jacketflannelbrown name = "Brown flannel jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/flannel/brown + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketleather +/datum/gear/suit/jacketleather name = "Leather jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/leather + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/overcoatleather +/datum/gear/suit/overcoatleather name = "Leather overcoat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/leather/overcoat + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketpuffer +/datum/gear/suit/jacketpuffer name = "Puffer jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/puffer + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/vestpuffer +/datum/gear/suit/vestpuffer name = "Puffer vest" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/puffer/vest + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketlettermanbrown +/datum/gear/suit/jacketlettermanbrown name = "Brown letterman jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/letterman + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketlettermanred +/datum/gear/suit/jacketlettermanred name = "Red letterman jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/letterman_red + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/jacketlettermanNT +/datum/gear/suit/jacketlettermanNT name = "Nanotrasen letterman jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/letterman_nanotrasen + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/coat +/datum/gear/suit/coat name = "Winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat + subcategory = SUBCATEGORY_SUIT_COATS -/datum/gear/coat/aformal +/datum/gear/suit/coat/aformal name = "Assistant's formal winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/aformal -/datum/gear/coat/runed +/datum/gear/suit/coat/runed name = "Runed winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/narsie/fake -/datum/gear/coat/brass +/datum/gear/suit/coat/brass name = "Brass winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/ratvar/fake -/datum/gear/coat/polycoat +/datum/gear/suit/coat/polycoat name = "Polychromic winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/polychromic cost = 4 //too many people with neon green coats is hard on the eyes -/datum/gear/coat/med +/datum/gear/suit/coat/med name = "Medical winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/medical restricted_roles = list("Chief Medical Officer", "Medical Doctor") // Reserve it to Medical Doctors and their boss, the Chief Medical Officer -/datum/gear/coat/paramedic +/datum/gear/suit/coat/paramedic name = "Paramedic winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/paramedic restricted_roles = list("Chief Medical Officer", "Paramedic") // Reserve it to Paramedics and their boss, the Chief Medical Officer -/datum/gear/coat/robotics +/datum/gear/suit/coat/robotics name = "Robotics winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/robotics restricted_roles = list("Research Director", "Roboticist") -/datum/gear/coat/sci +/datum/gear/suit/coat/sci name = "Science winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/science restricted_roles = list("Research Director", "Scientist", "Roboticist") // Reserve it to the Science Departement -/datum/gear/coat/eng +/datum/gear/suit/coat/eng name = "Engineering winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/engineering restricted_roles = list("Chief Engineer", "Station Engineer") // Reserve it to Station Engineers and their boss, the Chief Engineer -/datum/gear/coat/eng/atmos +/datum/gear/suit/coat/eng/atmos name = "Atmospherics winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/engineering/atmos restricted_roles = list("Chief Engineer", "Atmospheric Technician") // Reserve it to Atmos Techs and their boss, the Chief Engineer -/datum/gear/coat/hydro +/datum/gear/suit/coat/hydro name = "Hydroponics winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/hydro restricted_roles = list("Head of Personnel", "Botanist") // Reserve it to Botanists and their boss, the Head of Personnel -/datum/gear/coat/bar +/datum/gear/suit/coat/bar name = "Bar winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/bar restricted_roles = list("Bartender") // Reserve it to Bartenders and not the Head of Personnel because he doesnt deserve to look as fancy as them -/datum/gear/coat/cargo +/datum/gear/suit/coat/cargo name = "Cargo winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/cargo restricted_roles = list("Quartermaster", "Cargo Technician") // Reserve it to Cargo Techs and their boss, the Quartermaster -/datum/gear/coat/miner +/datum/gear/suit/coat/miner name = "Mining winter coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/miner restricted_roles = list("Quartermaster", "Shaft Miner") // Reserve it to Miners and their boss, the Quartermaster -/datum/gear/militaryjacket +/datum/gear/suit/militaryjacket name = "Military Jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/jacket/miljacket + subcategory = SUBCATEGORY_SUIT_JACKETS -/datum/gear/ianshirt +/datum/gear/suit/ianshirt name = "Ian Shirt" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/ianshirt -/datum/gear/flakjack +/datum/gear/suit/flakjack name = "Flak Jacket" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/flakjack + subcategory = SUBCATEGORY_SUIT_JACKETS cost = 2 -/datum/gear/trekds9_coat +/datum/gear/suit/trekds9_coat name = "DS9 Overcoat (use uniform)" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/trek/ds9 + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "All, barring Service and Civilian" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster", "Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Scientist", "Roboticist", "Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer", "Cargo Technician", "Shaft Miner") //everyone who actually deserves a job. //Federation jackets from movies -/datum/gear/trekcmdcap +/datum/gear/suit/trekcmdcap name = "Fed (movie) uniform, Black" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/fedcoat/capt + subcategory = SUBCATEGORY_SUIT_JOBS restricted_roles = list("Captain","Head of Personnel") -/datum/gear/trekcmdmov +/datum/gear/suit/trekcmdmov name = "Fed (movie) uniform, Red" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/fedcoat + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "Heads of Staff and Security" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster","Warden","Detective","Security Officer") -/datum/gear/trekmedscimov +/datum/gear/suit/trekmedscimov name = "Fed (movie) uniform, Blue" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/fedcoat/medsci + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengmov +/datum/gear/suit/trekengmov name = "Fed (movie) uniform, Yellow" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/fedcoat/eng + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "Engineering and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Cargo Technician", "Shaft Miner", "Quartermaster") -/datum/gear/trekcmdcapmod +/datum/gear/suit/trekcmdcapmod name = "Fed (Modern) uniform, White" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/modernfedcoat restricted_roles = list("Captain","Head of Personnel") -/datum/gear/trekcmdmod +/datum/gear/suit/trekcmdmod name = "Fed (Modern) uniform, Red" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/modernfedcoat/sec + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "Heads of Staff and Security" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster","Warden","Detective","Security Officer") -/datum/gear/trekmedscimod +/datum/gear/suit/trekmedscimod name = "Fed (Modern) uniform, Blue" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/modernfedcoat/medsci + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengmod +/datum/gear/suit/trekengmod name = "Fed (Modern) uniform, Yellow" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/storage/fluff/modernfedcoat/eng + subcategory = SUBCATEGORY_SUIT_JOBS restricted_desc = "Engineering and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Cargo Technician", "Shaft Miner", "Quartermaster") -/datum/gear/christmascoatr +/datum/gear/suit/christmascoatr name = "Red Christmas Coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/christmascoatr + subcategory = SUBCATEGORY_SUIT_COATS -/datum/gear/christmascoatg +/datum/gear/suit/christmascoatg name = "Green Christmas Coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/christmascoatg + subcategory = SUBCATEGORY_SUIT_COATS -/datum/gear/christmascoatrg +/datum/gear/suit/christmascoatrg name = "Red and Green Christmas Coat" - category = SLOT_WEAR_SUIT path = /obj/item/clothing/suit/hooded/wintercoat/christmascoatrg + subcategory = SUBCATEGORY_SUIT_COATS + +/datum/gear/suit/samurai + name = "Samurai outfit" + path = /obj/item/clothing/suit/samurai diff --git a/modular_citadel/code/modules/client/loadout/uniform.dm b/modular_citadel/code/modules/client/loadout/uniform.dm index e667626968..e693f9d2f7 100644 --- a/modular_citadel/code/modules/client/loadout/uniform.dm +++ b/modular_citadel/code/modules/client/loadout/uniform.dm @@ -1,562 +1,542 @@ -/datum/gear/suitblack - name = "Black suit" - category = SLOT_W_UNIFORM - path = /obj/item/clothing/under/suit/black +/datum/gear/uniform + category = CATEGORY_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_GENERAL + slot = SLOT_W_UNIFORM -/datum/gear/suitgreen +/datum/gear/uniform/suit + name = "Black suit" + path = /obj/item/clothing/under/suit/black + subcategory = SUBCATEGORY_UNIFORM_SUITS + +/datum/gear/uniform/suit/green name = "Green suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/green -/datum/gear/suitred +/datum/gear/uniform/suit/red name = "Red suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/red -/datum/gear/suitcharcoal +/datum/gear/uniform/suit/charcoal name = "Charcoal suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/charcoal -/datum/gear/suitnavy +/datum/gear/uniform/suit/navy name = "Navy suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/navy -/datum/gear/suitburgundy +/datum/gear/uniform/suit/burgundy name = "Burgundy suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/burgundy -/datum/gear/suittan +/datum/gear/uniform/suit/tan name = "Tan suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/tan -/datum/gear/suitwhite +/datum/gear/uniform/suit/white name = "White suit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/suit/white -/datum/gear/assistantformal +/datum/gear/uniform/assistantformal name = "Assistant's formal uniform" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/assistantformal -/datum/gear/maidcostume +/datum/gear/uniform/maidcostume name = "Maid costume" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/maid -/datum/gear/mailmanuniform +/datum/gear/uniform/mailmanuniform name = "Mailman's jumpsuit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/mailman -/datum/gear/skirtblack +/datum/gear/uniform/skirt name = "Black skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt + subcategory = SUBCATEGORY_UNIFORM_SKIRTS -/datum/gear/skirtblue +/datum/gear/uniform/skirt/blue name = "Blue skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/blue -/datum/gear/skirtred +/datum/gear/uniform/skirt/red name = "Red skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/red -/datum/gear/skirtpurple +/datum/gear/uniform/skirt/purple name = "Purple skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/purple -/datum/gear/skirtplaid +/datum/gear/uniform/skirt/plaid name = "Plaid skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/plaid -/datum/gear/schoolgirlblue +/datum/gear/uniform/schoolgirlblue name = "Blue Schoolgirl Uniform" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/schoolgirl -/datum/gear/schoolgirlred +/datum/gear/uniform/schoolgirlred name = "Red Schoolgirl Uniform" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/schoolgirl/red -/datum/gear/schoolgirlgreen +/datum/gear/uniform/schoolgirlgreen name = "Green Schoolgirl Uniform" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/schoolgirl/green -/datum/gear/schoolgirlorange +/datum/gear/uniform/schoolgirlorange name = "Orange Schoolgirl Uniform" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/schoolgirl/orange -/datum/gear/stripeddress +/datum/gear/uniform/dress name = "Striped Dress" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/striped + subcategory = SUBCATEGORY_UNIFORM_DRESSES -/datum/gear/sundresswhite +/datum/gear/uniform/dress/sun/white name = "White Sundress" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/sundress/white -/datum/gear/sundress +/datum/gear/uniform/dress/sun name = "Sundress" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/sundress -/datum/gear/greendress +/datum/gear/uniform/dress/green name = "Green Dress" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/green -/datum/gear/pinkdress +/datum/gear/uniform/dress/pink name = "Pink Dress" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/pink -/datum/gear/flowerdress + +/datum/gear/uniform/dress/orange name = "Flower Dress" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/flower -/datum/gear/sweptskirt +/datum/gear/uniform/skirt/swept name = "Swept skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/swept -/datum/gear/croptop +/datum/gear/uniform/croptop name = "Croptop" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/croptop -/datum/gear/yoga +/datum/gear/uniform/pants name = "Yoga Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/yoga + subcategory = SUBCATEGORY_UNIFORM_PANTS -/datum/gear/kilt +/datum/gear/uniform/kilt name = "Kilt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/kilt -/datum/gear/camoshorts +/datum/gear/uniform/pants/camo name = "Camo Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/camo -/datum/gear/athleticshorts +/datum/gear/uniform/shorts name = "Athletic Shorts" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/shorts/red + subcategory = SUBCATEGORY_UNIFORM_SHORTS -/datum/gear/bjeans +/datum/gear/uniform/pants/bjeans name = "Black Jeans" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/blackjeans -/datum/gear/cjeans +/datum/gear/uniform/pants/cjeans name = "Classic Jeans" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/classicjeans -/datum/gear/khaki +/datum/gear/uniform/pants/khaki name = "Khaki Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/khaki -/datum/gear/wpants +/datum/gear/uniform/pants/white name = "White Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/white -/datum/gear/rpants +/datum/gear/uniform/pants/red name = "Red Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/red -/datum/gear/tpants +/datum/gear/uniform/pants/tan name = "Tan Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/tan -/datum/gear/trpants +/datum/gear/uniform/pants/track name = "Track Pants" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/track -/datum/gear/rippedjeans +/datum/gear/uniform/pants/ripped name = "Ripped Jeans" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/jeanripped -/datum/gear/jeanshort +/datum/gear/uniform/shorts/jean name = "Jean Shorts" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/jeanshort -/datum/gear/denimskirt +/datum/gear/uniform/skirt/denim name = "Denim Skirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/pants/denimskirt -/datum/gear/yoga - name = "Yoga Pants" - category = SLOT_W_UNIFORM - path = /obj/item/clothing/under/pants/yoga - // Pantsless Sweaters -/datum/gear/turtleneck +/datum/gear/uniform/turtleneck name = "Tactitool Turtleneck" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/syndicate/cosmetic -/datum/gear/creamsweater +/datum/gear/uniform/sweater name = "Cream Commando Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater + subcategory = SUBCATEGORY_UNIFORM_SWEATERS -/datum/gear/blacksweater +/datum/gear/uniform/sweater/black name = "Black Commando Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater/black -/datum/gear/purpsweater +/datum/gear/uniform/sweater/purple name = "Purple Commando Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater/purple -/datum/gear/greensweater +/datum/gear/uniform/sweater/green name = "Green Commando Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater/green -/datum/gear/redsweater +/datum/gear/uniform/sweater/red name = "Red Commando Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater/red -/datum/gear/bluesweater +/datum/gear/uniform/sweater/blue name = "Navy Commando Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/sweater/blue -/datum/gear/keyholesweater +/datum/gear/uniform/sweater/keyhole name = "Keyhole Sweater" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/keyholesweater -/datum/gear/polyjump +/datum/gear/uniform/polyjump name = "Polychromic Jumpsuit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/polyjumpsuit cost = 2 - -/datum/gear/polyskirt + +/datum/gear/uniform/skirt/poly name = "Polychromic Jumpskirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/polychromic cost = 2 -/datum/gear/polysuit +/datum/gear/uniform/suit/poly name = "Polychromic Button-up Shirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/poly_shirt cost = 3 - -/datum/gear/polypleated + +/datum/gear/uniform/skirt/poly/pleated name = "Polychromic Pleated Sweaterskirt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/dress/skirt/polychromic/pleated cost = 3 -/datum/gear/polykilt +/datum/gear/uniform/polykilt name = "Polychromic Kilt" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/kilt/polychromic cost = 3 -/datum/gear/polyshorts +/datum/gear/uniform/shorts/poly name = "Polychromic Shorts" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/polyshorts cost = 3 -/datum/gear/polyshortpants +/datum/gear/uniform/shorts/poly/athletic name = "Polychromic Athletic Shorts" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/shorts/polychromic cost = 2 // Trekie things //TOS -/datum/gear/trekcmdtos +/datum/gear/uniform/trekcmdtos name = "TOS uniform, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster") -/datum/gear/trekmedscitos +/datum/gear/uniform/trekmedscitos name = "TOS uniform, med/sci" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/medsci + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengtos +/datum/gear/uniform/trekengtos name = "TOS uniform, ops/sec" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/engsec + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") //TNG -/datum/gear/trekcmdtng +/datum/gear/uniform/trekcmdtng name = "TNG uniform, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/next + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster") -/datum/gear/trekmedscitng +/datum/gear/uniform/trekmedscitng name = "TNG uniform, med/sci" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/medsci/next + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengtng +/datum/gear/uniform/trekengtng name = "TNG uniform, ops/sec" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/engsec/next + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") //VOY -/datum/gear/trekcmdvoy +/datum/gear/uniform/trekcmdvoy name = "VOY uniform, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/voy + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster") -/datum/gear/trekmedscivoy +/datum/gear/uniform/trekmedscivoy name = "VOY uniform, med/sci" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/medsci/voy + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengvoy +/datum/gear/uniform/trekengvoy name = "VOY uniform, ops/sec" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/engsec/voy + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") //DS9 -/datum/gear/trekcmdds9 +/datum/gear/uniform/trekcmdds9 name = "DS9 uniform, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/ds9 + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster") -/datum/gear/trekmedscids9 +/datum/gear/uniform/trekmedscids9 name = "DS9 uniform, med/sci" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/medsci/ds9 + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengds9 +/datum/gear/uniform/trekengds9 name = "DS9 uniform, ops/sec" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/engsec/ds9 + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") //ENT -/datum/gear/trekcmdent +/datum/gear/uniform/trekcmdent name = "ENT uniform, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/ent + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster") -/datum/gear/trekmedscient +/datum/gear/uniform/trekmedscient name = "ENT uniform, med/sci" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/medsci/ent + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist") -/datum/gear/trekengent +/datum/gear/uniform/trekengent name = "ENT uniform, ops/sec" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/engsec/ent + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Engineering, Security, and Cargo" restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster") //TheMotionPicture -/datum/gear/trekfedutil +/datum/gear/uniform/trekfedutil name = "TMP uniform" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/fedutil + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "All, barring Service and Civilian" restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster", "Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Scientist", "Roboticist", "Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer", "Cargo Technician", "Shaft Miner") -/datum/gear/trekfedtrainee +/datum/gear/uniform/trekfedtrainee name = "TMP uniform, trainee" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/fedutil/trainee + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Assistant", "Janitor", "Cargo Technician") -/datum/gear/trekfedservice +/datum/gear/uniform/trekfedservice name = "TMP uniform, service" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/fedutil/service + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Service and Civilian, barring Clown, Mime and Lawyer" restricted_roles = list("Assistant", "Bartender", "Botanist", "Cook", "Curator", "Janitor", "Chaplain") //Orvilike -/datum/gear/orvcmd +/datum/gear/uniform/orvcmd name = "ORV uniform, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/orv + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Heads of Staff" restricted_roles = list("Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Research Director", "Chief Medical Officer", "Quartermaster") -/datum/gear/orvcmd_capt +/datum/gear/uniform/orvcmd_capt name = "ORV uniform, capt" - category = SLOT_W_UNIFORM + subcategory = SUBCATEGORY_UNIFORM_JOBS path = /obj/item/clothing/under/trek/command/orv/captain restricted_roles = list("Captain") -/datum/gear/orvmedsci +/datum/gear/uniform/orvmedsci name = "ORV uniform, med/sci" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/medsci/orv + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Medical and Science" restricted_roles = list("Chief Medical Officer", "Medical Doctor", "Chemist", "Virologist", "Paramedic", "Geneticist", "Research Director", "Scientist", "Roboticist") -/datum/gear/orvcmd_medsci +/datum/gear/uniform/orvcmd_medsci name = "ORV uniform, med/sci, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/orv/medsci + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Chief Medical Officer", "Research Director") -/datum/gear/orvops +/datum/gear/uniform/orvops name = "ORV uniform, ops/sec" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/engsec/orv + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_desc = "Engineering, Security and Cargo" restricted_roles = list("Chief Engineer", "Atmospheric Technician", "Station Engineer", "Warden", "Detective", "Security Officer", "Head of Security", "Cargo Technician", "Shaft Miner", "Quartermaster") -/datum/gear/orvcmd_ops +/datum/gear/uniform/orvcmd_ops name = "ORV uniform, ops/sec, cmd" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/command/orv/engsec + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Chief Engineer", "Head of Security") -/datum/gear/orvass +/datum/gear/uniform/orvass name = "ORV uniform, assistant" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/orv + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Assistant") -/datum/gear/orvsrv +/datum/gear/uniform/orvsrv name = "ORV uniform, service" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/trek/orv/service + subcategory = SUBCATEGORY_UNIFORM_JOBS restricted_roles = list("Assistant", "Bartender", "Botanist", "Cook", "Curator", "Janitor", "Chaplain") restricted_desc = "Service and Civilian, barring Clown, Mime and Lawyer" //Memes -/datum/gear/gear_harnesses +/datum/gear/uniform/gear_harnesses name = "Gear Harness" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/gear_harness //Christmas /*Commenting out Until next Christmas or made automatic -/datum/gear/christmasmaler +/datum/gear/uniform/christmasmaler name = "Red Masculine Christmas Suit" category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/christmas -/datum/gear/christmasmaleg +/datum/gear/uniform/christmasmaleg name = "Green Masculine Christmas Suit" category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/christmas/green -/datum/gear/christmasfemaler +/datum/gear/uniform/christmasfemaler name = "Red Feminine Christmas Suit" category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/christmas/croptop -/datum/gear/christmasfemaleg +/datum/gear/uniform/christmasfemaleg name = "Green Feminine Christmas Suit" category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/christmas/croptop/green -/datum/gear/pinkstripper +/datum/gear/uniform/pinkstripper name = "Pink stripper outfit" category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/stripper cost = 3 */ -/datum/gear/greenstripper +/datum/gear/uniform/greenstripper name = "Green stripper outfit" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/misc/stripper/green cost = 3 -/datum/gear/qipao +/datum/gear/uniform/qipao name = "Qipao, Black" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/qipao + subcategory = SUBCATEGORY_UNIFORM_DRESSES cost = 3 -/datum/gear/qipao/white +/datum/gear/uniform/qipao/white name = "Qipao, White" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/qipao/white + subcategory = SUBCATEGORY_UNIFORM_DRESSES cost = 3 -/datum/gear/qipao/red +/datum/gear/uniform/qipao/red name = "Qipao, Red" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/qipao/red + subcategory = SUBCATEGORY_UNIFORM_DRESSES cost = 3 -/datum/gear/cheongsam +/datum/gear/uniform/cheongsam name = "Cheongsam, Black" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/cheongsam + subcategory = SUBCATEGORY_UNIFORM_DRESSES cost = 3 -/datum/gear/cheongsam/white +/datum/gear/uniform/cheongsam/white name = "Cheongsam, White" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/cheongsam/white + subcategory = SUBCATEGORY_UNIFORM_DRESSES cost = 3 -/datum/gear/cheongsam/red +/datum/gear/uniform/cheongsam/red name = "Cheongsam, Red" - category = SLOT_W_UNIFORM path = /obj/item/clothing/under/costume/cheongsam/red + subcategory = SUBCATEGORY_UNIFORM_DRESSES cost = 3 + +/datum/gear/uniform/dress/black + name = "Black dress" + path = /obj/item/clothing/under/misc/black_dress + +/datum/gear/uniform/skirt/pinktutu + name = "Pink tutu" + path = /obj/item/clothing/under/misc/pinktutu + +/datum/gear/uniform/bathrobe + name = "Bathrobe" + path = /obj/item/clothing/under/misc/bathrobe + +/datum/gear/uniform/kimono + name = "Kimono" + path = /obj/item/clothing/under/costume/kimono + +/datum/gear/uniform/kimono/black + name = "Black kimono" + path = /obj/item/clothing/under/costume/kimono/black + +/datum/gear/uniform/kimono/kamishimo + name = "Kamishimo" + path = /obj/item/clothing/under/costume/kimono/kamishimo + +/datum/gear/uniform/kimono/fancy + name = "Fancy kimono" + path = /obj/item/clothing/under/costume/kimono/fancy + +/datum/gear/uniform/kimono/sakura + name = "Sakura kimono" + path = /obj/item/clothing/under/costume/kimono/sakura \ No newline at end of file diff --git a/sound/effects/blood1.ogg b/sound/effects/wounds/blood1.ogg similarity index 100% rename from sound/effects/blood1.ogg rename to sound/effects/wounds/blood1.ogg diff --git a/sound/effects/blood2.ogg b/sound/effects/wounds/blood2.ogg similarity index 100% rename from sound/effects/blood2.ogg rename to sound/effects/wounds/blood2.ogg diff --git a/sound/effects/blood3.ogg b/sound/effects/wounds/blood3.ogg similarity index 100% rename from sound/effects/blood3.ogg rename to sound/effects/wounds/blood3.ogg diff --git a/sound/effects/crack1.ogg b/sound/effects/wounds/crack1.ogg similarity index 100% rename from sound/effects/crack1.ogg rename to sound/effects/wounds/crack1.ogg diff --git a/sound/effects/crack2.ogg b/sound/effects/wounds/crack2.ogg similarity index 100% rename from sound/effects/crack2.ogg rename to sound/effects/wounds/crack2.ogg diff --git a/sound/effects/wounds/crackandbleed.ogg b/sound/effects/wounds/crackandbleed.ogg new file mode 100644 index 0000000000..ea07f13d48 Binary files /dev/null and b/sound/effects/wounds/crackandbleed.ogg differ diff --git a/sound/effects/wounds/pierce1.ogg b/sound/effects/wounds/pierce1.ogg new file mode 100644 index 0000000000..cd7b7c3961 Binary files /dev/null and b/sound/effects/wounds/pierce1.ogg differ diff --git a/sound/effects/wounds/pierce2.ogg b/sound/effects/wounds/pierce2.ogg new file mode 100644 index 0000000000..4977cab299 Binary files /dev/null and b/sound/effects/wounds/pierce2.ogg differ diff --git a/sound/effects/wounds/pierce3.ogg b/sound/effects/wounds/pierce3.ogg new file mode 100644 index 0000000000..e81700b134 Binary files /dev/null and b/sound/effects/wounds/pierce3.ogg differ diff --git a/sound/effects/sizzle1.ogg b/sound/effects/wounds/sizzle1.ogg similarity index 100% rename from sound/effects/sizzle1.ogg rename to sound/effects/wounds/sizzle1.ogg diff --git a/sound/effects/sizzle2.ogg b/sound/effects/wounds/sizzle2.ogg similarity index 100% rename from sound/effects/sizzle2.ogg rename to sound/effects/wounds/sizzle2.ogg diff --git a/sound/roundend/CitadelStationHasSeenBetterDays.ogg b/sound/roundend/CitadelStationHasSeenBetterDays.ogg new file mode 100644 index 0000000000..2fa0c5b33c Binary files /dev/null and b/sound/roundend/CitadelStationHasSeenBetterDays.ogg differ diff --git a/sound/weapons/shot.ogg b/sound/weapons/shot.ogg new file mode 100644 index 0000000000..6c57482973 Binary files /dev/null and b/sound/weapons/shot.ogg differ diff --git a/strings/abductee_objectives.txt b/strings/abductee_objectives.txt index 93fd946818..135bb7673b 100644 --- a/strings/abductee_objectives.txt +++ b/strings/abductee_objectives.txt @@ -31,7 +31,7 @@ Flood the station's powernet with as much electricity as you can. Replace all the floor tiles with wood, carpeting, grass or bling. You must escape the station! Get the shuttle called! Don't allow anyone to be cloned. -The oxygen is killing them all and they don't even know it. Make sure no oxygen is on the station. +Their cold, mindless gaze pierce your soul. They see your every movements, it's merely a question of time before they try to control us further. Deactivate all cameras! Your body must be improved. Ingest as many drugs as you can. You are hungry. Eat as much food as you can find. You see you see what they cannot you see the open door you seeE you SEeEe you SEe yOU seEee SHOW THEM ALL diff --git a/strings/wounds/bone_scar_desc.json b/strings/wounds/bone_scar_desc.json new file mode 100644 index 0000000000..3540547c4a --- /dev/null +++ b/strings/wounds/bone_scar_desc.json @@ -0,0 +1,26 @@ +{ + "generic": ["general disfigurement"], + + "bluntmoderate": [ + "the bone equivalent of a faded bruise", + "a series of tiny chip marks" + ], + + "bluntsevere": [ + "a series of faded hairline cracks", + "a small bone dent" + ], + + "bluntcritical": [ + "large streaks of refilled cracks", + "a fractal of reformed stress marks", + "a cluster of calluses" + ], + + "dismember": [ + "is slightly misaligned", + "has clearly been dropped recently", + "has a damaged socket" + ] + +} \ No newline at end of file diff --git a/strings/wounds/flesh_scar_desc.json b/strings/wounds/flesh_scar_desc.json new file mode 100644 index 0000000000..fb2b927a30 --- /dev/null +++ b/strings/wounds/flesh_scar_desc.json @@ -0,0 +1,86 @@ +{ + "generic": ["general disfigurement"], + + "bluntmoderate": [ + "light discoloring", + "a slight blue tint" + ], + + "bluntsevere": [ + "a faded, fist-sized bruise", + "a vaguely triangular peel scar" + ], + + "bluntcritical": [ + "a section of janky skin lines and badly healed scars", + "a large patch of uneven skin tone", + "a cluster of calluses" + ], + + + + "slashmoderate": [ + "light, faded lines", + "minor cut marks", + "a small faded slit", + "a series of small scars" + ], + + "slashsevere": [ + "a twisted line of faded gashes", + "a gnarled sickle-shaped slice scar" + ], + + "slashcritical": [ + "a winding path of very badly healed scar tissue", + "a series of peaks and valleys along a gruesome line of cut scar tissue", + "a grotesque snake of indentations and stitching scars" + ], + + + + "piercemoderate": [ + "a small, faded bruise", + "a small twist of reformed skin", + "a thumb-sized puncture scar" + ], + + "piercesevere": [ + "an ink-splat shaped pocket of scar tissue", + "a long-faded puncture wound", + "a tumbling puncture hole with evidence of faded stitching" + ], + + "piercecritical": [ + "a rippling shockwave of scar tissue", + "a wide, scattered cloud of shrapnel marks", + "a gruesome multi-pronged puncture scar" + ], + + + + "burnmoderate": [ + "small amoeba-shaped skinmarks", + "a faded streak of depressed skin" + ], + + "burnsevere": [ + "a large, jagged patch of faded skin", + "random spots of shiny, smooth skin", + "spots of taut, leathery skin" + ], + + "burncritical": [ + "massive, disfiguring keloid scars", + "several long streaks of badly discolored and malformed skin", + "unmistakeable splotches of dead tissue from serious burns" + ], + + + "dismember": [ + "is several skintone shades paler than the rest of the body", + "is a gruesome patchwork of artificial flesh", + "has a large series of attachment scars at the articulation points" + ] + +} \ No newline at end of file diff --git a/strings/wounds/scar_loc.json b/strings/wounds/scar_loc.json new file mode 100644 index 0000000000..f721294925 --- /dev/null +++ b/strings/wounds/scar_loc.json @@ -0,0 +1,52 @@ +{ + "": ["general area"], + + "head": [ + "left eyebrow", + "cheekbone", + "neck", + "throat", + "jawline", + "entire face" + ], + + "chest": [ + "upper chest", + "lower abdomen", + "midsection", + "collarbone", + "lower back" + ], + + "l_arm": [ + "outer left forearm", + "inner left wrist", + "left elbow", + "left bicep", + "left shoulder" + ], + + "r_arm": [ + "outer right forearm", + "inner right wrist", + "right elbow", + "right bicep", + "right shoulder" + ], + + "l_leg": [ + "inner left thigh", + "outer left calf", + "outer left hip", + "left kneecap", + "lower left shin" + ], + + "r_leg": [ + "inner right thigh", + "outer right calf", + "outer right hip", + "right kneecap", + "lower right shin" + ] +} \ No newline at end of file diff --git a/tgstation.dme b/tgstation.dme index b33277b4c0..faa1ce990c 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -61,6 +61,7 @@ #include "code\__DEFINES\language.dm" #include "code\__DEFINES\layers_planes.dm" #include "code\__DEFINES\lighting.dm" +#include "code\__DEFINES\loadout.dm" #include "code\__DEFINES\logging.dm" #include "code\__DEFINES\machines.dm" #include "code\__DEFINES\maps.dm" @@ -200,6 +201,7 @@ #include "code\_globalvars\lists\client.dm" #include "code\_globalvars\lists\flavor_misc.dm" #include "code\_globalvars\lists\keybindings.dm" +#include "code\_globalvars\lists\loadout_categories.dm" #include "code\_globalvars\lists\maintenance_loot.dm" #include "code\_globalvars\lists\mapping.dm" #include "code\_globalvars\lists\medals.dm" @@ -432,6 +434,7 @@ #include "code\datums\components\igniter.dm" #include "code\datums\components\infective.dm" #include "code\datums\components\jousting.dm" +#include "code\datums\components\killerqueen.dm" #include "code\datums\components\knockback.dm" #include "code\datums\components\knockoff.dm" #include "code\datums\components\lifesteal.dm" @@ -670,7 +673,9 @@ #include "code\datums\wounds\_wounds.dm" #include "code\datums\wounds\bones.dm" #include "code\datums\wounds\burns.dm" -#include "code\datums\wounds\cuts.dm" +#include "code\datums\wounds\loss.dm" +#include "code\datums\wounds\pierce.dm" +#include "code\datums\wounds\slash.dm" #include "code\game\alternate_appearance.dm" #include "code\game\atoms.dm" #include "code\game\atoms_movable.dm" @@ -1519,6 +1524,7 @@ #include "code\modules\antagonists\clockcult\clock_effects\servant_blocker.dm" #include "code\modules\antagonists\clockcult\clock_effects\spatial_gateway.dm" #include "code\modules\antagonists\clockcult\clock_helpers\clock_powerdrain.dm" +#include "code\modules\antagonists\clockcult\clock_helpers\clock_rites.dm" #include "code\modules\antagonists\clockcult\clock_helpers\component_helpers.dm" #include "code\modules\antagonists\clockcult\clock_helpers\fabrication_helpers.dm" #include "code\modules\antagonists\clockcult\clock_helpers\hierophant_network.dm" @@ -1526,6 +1532,7 @@ #include "code\modules\antagonists\clockcult\clock_helpers\ratvarian_language.dm" #include "code\modules\antagonists\clockcult\clock_helpers\scripture_checks.dm" #include "code\modules\antagonists\clockcult\clock_helpers\slab_abilities.dm" +#include "code\modules\antagonists\clockcult\clock_items\clock_augments.dm" #include "code\modules\antagonists\clockcult\clock_items\clock_components.dm" #include "code\modules\antagonists\clockcult\clock_items\clockwork_armor.dm" #include "code\modules\antagonists\clockcult\clock_items\clockwork_slab.dm" @@ -1537,6 +1544,7 @@ #include "code\modules\antagonists\clockcult\clock_items\soul_vessel.dm" #include "code\modules\antagonists\clockcult\clock_items\wraith_spectacles.dm" #include "code\modules\antagonists\clockcult\clock_items\clock_weapons\_call_weapon.dm" +#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\brass_claw.dm" #include "code\modules\antagonists\clockcult\clock_items\clock_weapons\ratvarian_shield.dm" #include "code\modules\antagonists\clockcult\clock_items\clock_weapons\ratvarian_spear.dm" #include "code\modules\antagonists\clockcult\clock_mobs\_eminence.dm" @@ -3307,6 +3315,7 @@ #include "code\modules\surgery\plastic_surgery.dm" #include "code\modules\surgery\prosthetic_replacement.dm" #include "code\modules\surgery\remove_embedded_object.dm" +#include "code\modules\surgery\repair_puncture.dm" #include "code\modules\surgery\surgery.dm" #include "code\modules\surgery\surgery_step.dm" #include "code\modules\surgery\tools.dm" diff --git a/tgui/yarn.lock b/tgui/yarn.lock index a2a23a7998..c2fc3a185f 100644 --- a/tgui/yarn.lock +++ b/tgui/yarn.lock @@ -1241,9 +1241,9 @@ bluebird@^3.5.5: integrity sha512-XpNj6GDQzdfW+r2Wnn7xiSAd7TM3jzkxGXBGTtWKuSXv1xUV+azxAm8jdWZN06QTQk+2N2XB9jRDkvbmQmcRtg== bn.js@^4.0.0, bn.js@^4.1.0, bn.js@^4.1.1, bn.js@^4.4.0: - version "4.11.8" - resolved "https://registry.yarnpkg.com/bn.js/-/bn.js-4.11.8.tgz#2cde09eb5ee341f484746bb0309b3253b1b1442f" - integrity sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA== + version "4.11.9" + resolved "https://registry.yarnpkg.com/bn.js/-/bn.js-4.11.9.tgz#26d556829458f9d1e81fc48952493d0ba3507828" + integrity sha512-E6QoYqCKZfgatHTdHzs1RRKP7ip4vvm+EyRUeE2RF0NblwVvb0p6jSVeNTOFxPn26QXN2o6SMfNxKp6kU8zQaw== body-parser@1.19.0: version "1.19.0" @@ -2203,9 +2203,9 @@ electron-to-chromium@^1.3.390: integrity sha512-DbCBdwtARI0l3e3m6ZIxVaTNahb6dSsmGjuag/twiVcWuM4MSpL5IfsJsJSyqLqxosE/m0CXlZaBmxegQW/dAg== elliptic@^6.0.0: - version "6.5.2" - resolved "https://registry.yarnpkg.com/elliptic/-/elliptic-6.5.2.tgz#05c5678d7173c049d8ca433552224a495d0e3762" - integrity sha512-f4x70okzZbIQl/NSRLkI/+tteV/9WqL98zx+SQ69KbXxmVrmjwsNUPn/gYJJ0sHvEak24cZgHIPegRePAtA/xw== + version "6.5.3" + resolved "https://registry.yarnpkg.com/elliptic/-/elliptic-6.5.3.tgz#cb59eb2efdaf73a0bd78ccd7015a62ad6e0f93d6" + integrity sha512-IMqzv5wNQf+E6aHeIqATs0tOLeOTwj1QKbRcS3jBbYkl5oLAserA8yJTT7/VyHUYG91PRmPyeQDObKLPpeS4dw== dependencies: bn.js "^4.4.0" brorand "^1.0.1"