Merge remote-tracking branch 'origin/master' into kevinz000-patch-70

This commit is contained in:
kevinz000
2019-10-22 02:08:50 -07:00
2174 changed files with 98580 additions and 72509 deletions
+14
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@@ -98,7 +98,16 @@
#define DRINKSBLOOD 15
#define NOEYES 16
#define MARKINGS 17
#define MUTCOLORS2 18
#define MUTCOLORS3 19
#define NOAROUSAL 20 //Stops all arousal effects
#define NOGENITALS 21 //Cannot create, use, or otherwise have genitals
#define MATRIXED 22 //if icon is color matrix'd
#define SKINTONE 23 //uses skin tones
#define HORNCOLOR 24
#define WINGCOLOR 25
//organ slots
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
@@ -122,3 +131,8 @@
#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
#define ORGAN_SLOT_TAIL "tail"
#define ORGAN_SLOT_PENIS "penis"
////organ defines
#define STANDARD_ORGAN_THRESHOLD 100
#define STANDARD_ORGAN_HEALING 0.001
#define STANDARD_ORGAN_DECAY 0.00222 //designed to fail organs when left to decay for ~15 minutes
+3 -1
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@@ -6,7 +6,7 @@
#define ACCESS_MORGUE 6
#define ACCESS_TOX 7 //R&D department, R&D console, burn chamber on some maps
#define ACCESS_TOX_STORAGE 8 //Toxins storage, burn chamber on some maps
#define ACCESS_GENETICS 9
#define ACCESS_GENETICS 9
#define ACCESS_ENGINE 10 //Engineering area, power monitor, power flow control console
#define ACCESS_ENGINE_EQUIP 11 //APCs, EngiVend/YouTool, engineering equipment lockers
#define ACCESS_MAINT_TUNNELS 12
@@ -64,6 +64,8 @@
#define ACCESS_WEAPONS 66 //Weapon authorization for secbots
#define ACCESS_NETWORK 67 //NTnet diagnostics/monitoring software
#define ACCESS_CLONING 68 //Cloning room and clone pod ejection
#define ACCESS_ENTER_GENPOP 69
#define ACCESS_LEAVE_GENPOP 70
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
+7
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@@ -81,3 +81,10 @@
#define SPAM_TRIGGER_WARNING 5 //Number of identical messages required before the spam-prevention will warn you to stfu
#define SPAM_TRIGGER_AUTOMUTE 10 //Number of identical messages required before the spam-prevention will automute you
///Max length of a keypress command before it's considered to be a forged packet/bogus command
#define MAX_KEYPRESS_COMMANDLENGTH 16
///Max amount of keypress messages per second over two seconds before client is autokicked
#define MAX_KEYPRESS_AUTOKICK 100
///Length of held key rolling buffer
#define HELD_KEY_BUFFER_LENGTH 15
+1 -1
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@@ -38,5 +38,5 @@
//Gangshit
#define NOT_DOMINATING -1
#define MAX_LEADERS_GANG 3
#define MAX_LEADERS_GANG 4
#define INITIAL_DOM_ATTEMPTS 3
+2 -1
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@@ -23,8 +23,9 @@
#define AI_DETECT_HUD "19"
#define NANITE_HUD "20"
#define DIAG_NANITE_FULL_HUD "21"
#define RAD_HUD "22" //radation alerts for medical huds
//for antag huds. these are used at the /mob level
#define ANTAG_HUD "22"
#define ANTAG_HUD "23"
//by default everything in the hud_list of an atom is an image
//a value in hud_list with one of these will change that behavior
+1 -13
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@@ -40,7 +40,7 @@
#define BALLS_SACK_SIZE_DEF 8
#define BALLS_SACK_SIZE_MAX 40
#define CUM_RATE 5
#define CUM_RATE 0.035
#define CUM_RATE_MULT 1
#define CUM_EFFICIENCY 1//amount of nutrition required per life()
@@ -89,17 +89,6 @@
//Damage stuffs
#define AROUSAL "arousal"
//DNA stuffs. Remember to change this if upstream adds more snowflake options
//Species stuffs. Remember to change this if upstream updates species flags
#define MUTCOLORS2 35
#define MUTCOLORS3 36
#define NOAROUSAL 37 //Stops all arousal effects
#define NOGENITALS 38 //Cannot create, use, or otherwise have genitals
#define MATRIXED 39 //if icon is color matrix'd
#define SKINTONE 40 //uses skin tones
//Citadel istypes
#define isgenital(A) (istype(A, /obj/item/organ/genital))
@@ -123,7 +112,6 @@
#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
#define MIN_MELEE_STAMCOST 1.25 //Minimum cost for swinging items around. Will be extra useful when stats and skills are introduced.
#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
+1
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@@ -8,6 +8,7 @@
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
GLOBAL_VAR_INIT(neovgre_exists, 0) //Does neovgre exist?
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
+8 -8
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@@ -4,15 +4,15 @@
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_DARKMODE_INFO_BUTTONS_BG "#40628A"
#define COLOR_DARKMODE_ISSUE_BUTTON_BG "#ce4242"
#define COLOR_DARKMODE_BACKGROUND "#202020"
#define COLOR_DARKMODE_DARKBACKGROUND "#171717"
#define COLOR_DARKMODE_TEXT "#f0f0f0"
#define COLOR_DARKMODE_ISSUE_BUTTON_BG "#A92C2C"
#define COLOR_DARKMODE_BACKGROUND "#272727"
#define COLOR_DARKMODE_DARKBACKGROUND "#242424"
#define COLOR_DARKMODE_TEXT "#E0E0E0"
#define COLOR_WHITEMODE_INFO_BUTTONS_BG "#90b3dd"
#define COLOR_WHITEMODE_ISSUE_BUTTON_BG "#ef7f7f"
#define COLOR_WHITEMODE_BACKGROUND "#ffffff"
#define COLOR_WHITEMODE_DARKBACKGROUND "#eeeeee"
#define COLOR_WHITEMODE_INFO_BUTTONS_BG "#90B3DD"
#define COLOR_WHITEMODE_ISSUE_BUTTON_BG "#EF7F7F"
#define COLOR_WHITEMODE_BACKGROUND "#F0F0F0"
#define COLOR_WHITEMODE_DARKBACKGROUND "#E6E6E6"
#define COLOR_WHITEMODE_TEXT "#000000"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
+13 -1
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@@ -183,4 +183,16 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define BODY_ZONE_PRECISE_R_FOOT "r_foot"
//We will round to this value in damage calculations.
#define DAMAGE_PRECISION 0.1
#define DAMAGE_PRECISION 0.1
//items total mass, used to calculate their attacks' stamina costs. If not defined, the cost will be (w_class * 1.25)
#define TOTAL_MASS_TINY_ITEM 1.25
#define TOTAL_MASS_SMALL_ITEM 2.5
#define TOTAL_MASS_NORMAL_ITEM 3.75
#define TOTAL_MASS_BULKY_ITEM 5
#define TOTAL_MASS_HUGE_ITEM 6.25
#define TOTAL_MASS_GIGANTIC_ITEM 7.5
#define TOTAL_MASS_HAND_REPLACEMENT 5 //standard punching stamina cost. most hand replacements are huge items anyway.
#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
#define TOTAL_MASS_TOY_SWORD 1.5
+13 -1
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@@ -24,7 +24,7 @@
// start global signals with "!", this used to be necessary but now it's just a formatting choice
#define COMSIG_GLOB_NEW_Z "!new_z" //from base of datum/controller/subsystem/mapping/proc/add_new_zlevel(): (list/args)
#define COMSIG_GLOB_VAR_EDIT "!var_edit" //called after a successful var edit somewhere in the world: (list/args)
#define COMSIG_GLOB_LIVING_SAY_SPECIAL "!say_special" //global living say plug - use sparingly: (mob/speaker , message)
//////////////////////////////////////////////////////////////////
// /datum signals
@@ -121,8 +121,13 @@
#define COMSIG_MOVABLE_HEAR "movable_hear" //from base of atom/movable/Hear(): (message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
// /mind signals
#define COMSIG_MIND_TRANSFER "mind_transfer" //from base of mind/transfer_to(): (new_character, old_character)
// /mob signals
#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize() (can_reenter_corpse)
#define COMPONENT_BLOCK_GHOSTING 1
#define COMSIG_MOB_ALLOWED "mob_allowed" //from base of obj/allowed(mob/M): (/obj) returns bool, if TRUE the mob has id access to the obj
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (magic, holy, protection_sources)
#define COMPONENT_BLOCK_MAGIC 1
@@ -132,6 +137,7 @@
#define COMSIG_MOB_ITEM_AFTERATTACK "mob_item_afterattack" //from base of obj/item/afterattack(): (atom/target, mob/user, proximity_flag, click_parameters)
#define COMSIG_MOB_ATTACK_RANGED "mob_attack_ranged" //from base of mob/RangedAttack(): (atom/A, params)
#define COMSIG_MOB_THROW "mob_throw" //from base of /mob/throw_item(): (atom/target)
#define COMSIG_MOB_KEY_CHANGE "mob_key_change" //from base of /mob/transfer_ckey()
#define COMSIG_MOB_UPDATE_SIGHT "mob_update_sight" //from base of /mob/update_sight(): ()
#define COMSIG_MOB_SAY "mob_say" // from /mob/living/say(): (proc args list)
#define COMPONENT_UPPERCASE_SPEECH 1
@@ -159,6 +165,9 @@
#define COMSIG_OBJ_BREAK "obj_break" //from base of /obj/obj_break(): (damage_flag)
#define COMSIG_OBJ_SETANCHORED "obj_setanchored" //called in /obj/structure/setAnchored(): (value)
// /machinery signals
#define COMSIG_MACHINE_EJECT_OCCUPANT "eject_occupant" //from base of obj/machinery/dropContents() (occupant)
// /obj/item signals
#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
@@ -188,6 +197,7 @@
#define COMPONENT_DELETE_OLD_IMPLANT 4
#define COMSIG_IMPLANT_EXISTING_UPLINK "implant_uplink_exists" //called on implants being implanted into someone with an uplink implant: (datum/component/uplink)
//This uses all return values of COMSIG_IMPLANT_OTHER
#define COMSIG_IMPLANT_REMOVING "implant_removing" //from base of /obj/item/implant/proc/removed() (list/args)
// /obj/item/pda signals
#define COMSIG_PDA_CHANGE_RINGTONE "pda_change_ringtone" //called on pda when the user changes the ringtone: (mob/living/user, new_ringtone)
@@ -221,6 +231,8 @@
//Mood
#define COMSIG_ADD_MOOD_EVENT "add_mood" //Called when you send a mood event from anywhere in the code.
#define COMSIG_CLEAR_MOOD_EVENT "clear_mood" //Called when you clear a mood event from anywhere in the code.
#define COMSIG_INCREASE_SANITY "decrease_sanity" //Called when you want to increase sanity from anywhere in the code.
#define COMSIG_DECREASE_SANITY "increase_sanity" //Same as above but to decrease sanity instead.
//NTnet
#define COMSIG_COMPONENT_NTNET_RECEIVE "ntnet_receive" //called on an object by its NTNET connection component on receive. (sending_id(number), sending_netname(text), data(datum/netdata))
+2
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@@ -109,3 +109,5 @@
#define RCD_AIRLOCK 2
#define RCD_DECONSTRUCT 3
#define RCD_WINDOWGRILLE 4
#define RCD_MACHINE 8
#define RCD_COMPUTER 16
+18
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@@ -0,0 +1,18 @@
#define DONATOR_GROUP_TIER_1_CONFIG_PATH /datum/config_entry/keyed_list/donator_group/tier_1_donators
#define DONATOR_GROUP_TIER_2_CONFIG_PATH /datum/config_entry/keyed_list/donator_group/tier_2_donators
#define DONATOR_GROUP_TIER_3_CONFIG_PATH /datum/config_entry/keyed_list/donator_group/tier_3_donators
#define DONATOR_GROUP_TIER_1_CONFIG_SUBPATH keyed_list/donator_group/tier_1_donators
#define DONATOR_GROUP_TIER_2_CONFIG_SUBPATH keyed_list/donator_group/tier_2_donators
#define DONATOR_GROUP_TIER_3_CONFIG_SUBPATH keyed_list/donator_group/tier_3_donators
#define TIER_1_DONATORS CONFIG_GET(DONATOR_GROUP_TIER_1_CONFIG_SUBPATH)
#define TIER_2_DONATORS CONFIG_GET(DONATOR_GROUP_TIER_2_CONFIG_SUBPATH)
#define TIER_3_DONATORS CONFIG_GET(DONATOR_GROUP_TIER_3_CONFIG_SUBPATH)
//flags
#define DONATOR_GROUP_TIER_1 "T1"
#define DONATOR_GROUP_TIER_2 "T2"
#define DONATOR_GROUP_TIER_3 "T3"
#define IS_CKEY_DONATOR_GROUP(ckey, groupid) is_donator_group(ckey, groupid)
+2
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@@ -10,6 +10,8 @@
#define CHECK_BITFIELD(variable, flag) (variable & (flag))
#define TOGGLE_BITFIELD(variable, flag) (variable ^= (flag))
#define CHECK_MULTIPLE_BITFIELDS(flagvar, flags) (((flagvar) & (flags)) == (flags))
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
// for /datum/var/datum_flags
+3
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@@ -234,3 +234,6 @@ GLOBAL_LIST_INIT(security_wintercoat_allowed, typecacheof(list(
/obj/item/tank/internals/emergency_oxygen,
/obj/item/tank/internals/plasmaman,
/obj/item/toy)))
//Internals checker
#define GET_INTERNAL_SLOTS(C) list(C.head, C.wear_mask)
+3 -2
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@@ -50,15 +50,16 @@
#define isgolem(A) (is_species(A, /datum/species/golem))
#define islizard(A) (is_species(A, /datum/species/lizard))
#define isplasmaman(A) (is_species(A, /datum/species/plasmaman))
#define ispodperson(A) (is_species(A, /datum/species/podperson))
#define ispodperson(A) (is_species(A, /datum/species/pod))
#define isflyperson(A) (is_species(A, /datum/species/fly))
#define isjellyperson(A) (is_species(A, /datum/species/jelly))
#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
#define iszombie(A) (is_species(A, /datum/species/zombie))
#define ismoth(A) (is_species(A, /datum/species/moth))
#define ismoth(A) (is_species(A, /datum/species/insect))
#define ishumanbasic(A) (is_species(A, /datum/species/human))
#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
//more carbon mobs
#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
+39
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@@ -48,3 +48,42 @@
#define JOB_UNAVAILABLE_PLAYTIME 3
#define JOB_UNAVAILABLE_ACCOUNTAGE 4
#define JOB_UNAVAILABLE_SLOTFULL 5
#define JOB_UNAVAILABLE_SPECIESLOCK 6
#define DEFAULT_RELIGION "Christianity"
#define DEFAULT_DEITY "Space Jesus"
#define JOB_DISPLAY_ORDER_DEFAULT 0
#define JOB_DISPLAY_ORDER_ASSISTANT 1
#define JOB_DISPLAY_ORDER_CAPTAIN 2
#define JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL 3
#define JOB_DISPLAY_ORDER_BARTENDER 4
#define JOB_DISPLAY_ORDER_COOK 5
#define JOB_DISPLAY_ORDER_BOTANIST 6
#define JOB_DISPLAY_ORDER_JANITOR 7
#define JOB_DISPLAY_ORDER_CLOWN 8
#define JOB_DISPLAY_ORDER_MIME 9
#define JOB_DISPLAY_ORDER_CURATOR 10
#define JOB_DISPLAY_ORDER_LAWYER 11
#define JOB_DISPLAY_ORDER_CHAPLAIN 12
#define JOB_DISPLAY_ORDER_QUARTERMASTER 13
#define JOB_DISPLAY_ORDER_CARGO_TECHNICIAN 14
#define JOB_DISPLAY_ORDER_SHAFT_MINER 15
#define JOB_DISPLAY_ORDER_CHIEF_ENGINEER 16
#define JOB_DISPLAY_ORDER_STATION_ENGINEER 17
#define JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN 18
#define JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER 19
#define JOB_DISPLAY_ORDER_MEDICAL_DOCTOR 20
#define JOB_DISPLAY_ORDER_CHEMIST 21
#define JOB_DISPLAY_ORDER_GENETICIST 22
#define JOB_DISPLAY_ORDER_VIROLOGIST 23
#define JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR 24
#define JOB_DISPLAY_ORDER_SCIENTIST 25
#define JOB_DISPLAY_ORDER_ROBOTICIST 26
#define JOB_DISPLAY_ORDER_HEAD_OF_SECURITY 27
#define JOB_DISPLAY_ORDER_WARDEN 28
#define JOB_DISPLAY_ORDER_DETECTIVE 29
#define JOB_DISPLAY_ORDER_SECURITY_OFFICER 30
#define JOB_DISPLAY_ORDER_AI 31
#define JOB_DISPLAY_ORDER_CYBORG 32
+1
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@@ -39,6 +39,7 @@
#define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define TRAY_LAYER 2.85
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
+2
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@@ -16,6 +16,7 @@
#define INVESTIGATE_EXONET "exonet"
#define INVESTIGATE_NANITES "nanites"
#define INVESTIGATE_CIRCUIT "circuit"
#define INVESTIGATE_FERMICHEM "fermichem"
#define INVESTIGATE_RCD "rcd"
// Logging types for log_message()
@@ -34,6 +35,7 @@
#define LOG_GAME (1 << 12)
#define LOG_ADMIN_PRIVATE (1 << 13)
#define LOG_ASAY (1 << 14)
#define LOG_VIRUS (1 << 15)
//Individual logging panel pages
#define INDIVIDUAL_ATTACK_LOG (LOG_ATTACK)
+6
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@@ -201,4 +201,10 @@
return list(region_x1 & region_x2, region_y1 & region_y2)
#define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) )
#define LORENTZ_DISTRIBUTION(x, s) ( s*TAN(TODEGREES(PI*(rand()-0.5))) + x )
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
#define RULE_OF_THREE(a, b, x) ((a*x)/b)
// )
+10 -5
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@@ -57,7 +57,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define BODYPARTS_LAYER 28 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MARKING_LAYER 27 //Matrixed body markings because clashing with snouts?
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_ADJ_LAYER 25
#define GENITALS_FRONT_LAYER 25 //Draws some genitalia above clothes and the TAUR body if need be.
#define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 22 //damage indicators (cuts and burns)
@@ -69,7 +69,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define EARS_LAYER 17
#define BODY_TAUR_LAYER 16
#define SUIT_LAYER 15
#define GENITALS_FRONT_LAYER 14 //Draws some genitalia above clothes and the TAUR body if need be.
#define GLASSES_LAYER 13
#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
#define SUIT_STORE_LAYER 11
@@ -83,7 +82,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HANDS_LAYER 3
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 31 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 30 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
@@ -315,7 +314,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define MAP_MAXZ 6
// Defib stats
#define DEFIB_TIME_LIMIT 120
#define DEFIB_TIME_LIMIT 1500
#define DEFIB_TIME_LOSS 60
// Diagonal movement
@@ -473,6 +472,9 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.")
// list of all null rod weapons
#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/melee/baseball_bat/chaplain
// Used by PDA and cartridge code to reduce repetitiveness of spritesheets
#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
@@ -496,4 +498,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define PREF_SAVELOAD_COOLDOWN 5
#define VOMIT_TOXIC 1
#define VOMIT_PURPLE 2
#define VOMIT_PURPLE 2
//Misc text define. Does 4 spaces. Used as a makeshift tabulator.
#define FOURSPACES "&nbsp;&nbsp;&nbsp;&nbsp;"
+12 -3
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@@ -116,6 +116,7 @@
#define BIOWARE_GENERIC "generic"
#define BIOWARE_NERVES "nerves"
#define BIOWARE_CIRCULATION "circulation"
#define BIOWARE_LIGAMENTS "ligaments"
//Health hud screws for carbon mobs
#define SCREWYHUD_NONE 0
@@ -203,8 +204,6 @@
#define MAX_CHICKENS 50
#define UNHEALING_EAR_DAMAGE 100
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
@@ -233,11 +232,15 @@
#define OFFSET_S_STORE "s_store"
#define OFFSET_FACEMASK "mask"
#define OFFSET_HEAD "head"
#define OFFSET_FACE "face"
#define OFFSET_EYES "eyes"
#define OFFSET_LIPS "lips"
#define OFFSET_BELT "belt"
#define OFFSET_BACK "back"
#define OFFSET_SUIT "suit"
#define OFFSET_NECK "neck"
#define OFFSET_HAIR "hair"
#define OFFSET_FHAIR "fhair"
#define OFFSET_MUTPARTS "mutantparts"
//MINOR TWEAKS/MISC
#define AGE_MIN 18 //youngest a character can be //CITADEL EDIT - 17 --> 18
@@ -256,6 +259,9 @@
#define MAX_QUIRKS 6 //The maximum amount of quirks one character can have at roundstart
#define MAX_REVIVE_FIRE_DAMAGE 180
#define MAX_REVIVE_BRUTE_DAMAGE 180
// AI Toggles
#define AI_CAMERA_LUMINOSITY 5
#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
@@ -264,3 +270,6 @@
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define PULL_PRONE_SLOWDOWN 0.6
#define HUMAN_CARRY_SLOWDOWN 0
+8 -1
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@@ -28,4 +28,11 @@
#define MOVESPEED_ID_SIMPLEMOB_VARSPEED "SIMPLEMOB_VARSPEED_MODIFIER"
#define MOVESPEED_ID_ADMIN_VAREDIT "ADMIN_VAREDIT_MODIFIER"
#define MOVESPEED_ID_PAI_SPACEWALK_SPEEDMOD "PAI_SPACEWALK_MODIFIER"
#define MOVESPEED_ID_PAI_SPACEWALK_SPEEDMOD "PAI_SPACEWALK_MODIFIER"
#define MOVESPEED_ID_SANITY "MOOD_SANITY"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_TASED_STATUS "TASED"
+11 -1
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@@ -10,6 +10,7 @@
#define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing?
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
#define FROZEN (1<<8)
#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
@@ -33,8 +34,17 @@
#define LAVAPROTECT (1<<0)
#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define MASKINTERNALS (1<<3) // mask allows internals
#define ALLOWINTERNALS (1<<3) // mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define VOICEBOX_TOGGLABLE (1<<6) // The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<7) // The voicebox is currently turned off.
// Flags for the organ_flags var on /obj/item/organ
#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
+6 -1
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@@ -69,4 +69,9 @@
//Flags in the players table in the db
#define DB_FLAG_EXEMPT 1
#define DEFAULT_CYBORG_NAME "Default Cyborg Name"
#define DEFAULT_CYBORG_NAME "Default Cyborg Name"
//Job preferences levels
#define JP_LOW 1
#define JP_MEDIUM 2
#define JP_HIGH 3
+12 -38
View File
@@ -25,46 +25,20 @@
#define NOBLIUM_FORMATION_ENERGY 2e9 //1 Mole of Noblium takes the planck energy to condense.
//Research point amounts
#define NOBLIUM_RESEARCH_AMOUNT 1000
#define BZ_RESEARCH_AMOUNT 150
#define BZ_RESEARCH_SCALE 4
#define BZ_RESEARCH_MAX_AMOUNT 400
#define MIASMA_RESEARCH_AMOUNT 160
#define STIMULUM_RESEARCH_AMOUNT 50
//Plasma fusion properties
#define FUSION_ENERGY_THRESHOLD 3e9 //Amount of energy it takes to start a fusion reaction
#define FUSION_TEMPERATURE_THRESHOLD 1000 //Temperature required to start a fusion reaction
#define FUSION_MOLE_THRESHOLD 250 //Mole count required (tritium/plasma) to start a fusion reaction
#define FUSION_RELEASE_ENERGY_SUPER 3e9 //Amount of energy released in the fusion process, super tier
#define FUSION_RELEASE_ENERGY_HIGH 1e9 //Amount of energy released in the fusion process, high tier
#define FUSION_RELEASE_ENERGY_MID 5e8 //Amount of energy released in the fusion process, mid tier
#define FUSION_RELEASE_ENERGY_LOW 1e8 //Amount of energy released in the fusion process, low tier
#define FUSION_MEDIATION_FACTOR 80 //Arbitrary
#define FUSION_SUPER_TIER_THRESHOLD 50 //anything above this is super tier
#define FUSION_HIGH_TIER_THRESHOLD 20 //anything above this and below 50 is high tier
#define FUSION_MID_TIER_THRESHOLD 5 //anything above this and below 20 is mid tier - below this is low tier, but that doesnt need a define
#define FUSION_ENERGY_DIVISOR_SUPER 25 //power_ratio is divided by this during energy calculations
#define FUSION_ENERGY_DIVISOR_HIGH 20
#define FUSION_ENERGY_DIVISOR_MID 10
#define FUSION_ENERGY_DIVISOR_LOW 2
#define FUSION_GAS_CREATION_FACTOR_TRITIUM 0.40 //trit - one gas rather than two, so think about that when calculating stuff - 40% in total
#define FUSION_GAS_CREATION_FACTOR_STIM 0.05 //stim percentage creation from high tier - 5%, 60% in total with pluox
#define FUSION_GAS_CREATION_FACTOR_PLUOX 0.55 //pluox percentage creation from high tier - 55%, 60% in total with stim
#define FUSION_GAS_CREATION_FACTOR_NITRYL 0.20 //nitryl and N2O - 80% in total
#define FUSION_GAS_CREATION_FACTOR_N2O 0.60 //nitryl and N2O - 80% in total
#define FUSION_GAS_CREATION_FACTOR_BZ 0.05 //BZ - 5% - 90% in total with CO2
#define FUSION_GAS_CREATION_FACTOR_CO2 0.85 //CO2 - 85% - 90% in total with BZ
#define FUSION_MID_TIER_RAD_PROB_FACTOR 2 //probability of radpulse is power ratio * this for whatever tier
#define FUSION_LOW_TIER_RAD_PROB_FACTOR 5
#define FUSION_EFFICIENCY_BASE 60 //used in the fusion efficiency calculations
#define FUSION_EFFICIENCY_DIVISOR 0.6 //ditto
#define FUSION_RADIATION_FACTOR 15000 //horizontal asymptote
#define FUSION_RADIATION_CONSTANT 30 //equation is form of (ax) / (x + b), where a = radiation factor and b = radiation constant and x = power ratio (https://www.desmos.com/calculator/4i1f296phl)
#define FUSION_ZAP_POWER_ASYMPTOTE 50000 //maximum value - not enough to instacrit but it'll still hurt like shit
#define FUSION_ZAP_POWER_CONSTANT 75 //equation is of from [ax / (x + b)] + c, where a = zap power asymptote, b = zap power constant, c = zap power base and x = power ratio
#define FUSION_ZAP_POWER_BASE 1000 //(https://www.desmos.com/calculator/vvbmhf4unm)
#define FUSION_ZAP_RANGE_SUPER 9 //range of the tesla zaps that occur from fusion
#define FUSION_ZAP_RANGE_HIGH 7
#define FUSION_ZAP_RANGE_MID 5
#define FUSION_ZAP_RANGE_LOW 3
#define FUSION_PARTICLE_FACTOR_SUPER 4 //# of particles fired out is equal to rand(3,6) * this for whatever tier
#define FUSION_PARTICLE_FACTOR_HIGH 3
#define FUSION_PARTICLE_FACTOR_MID 2
#define FUSION_PARTICLE_FACTOR_LOW 1
#define FUSION_TRITIUM_CONVERSION_COEFFICIENT (1e-10)
#define INSTABILITY_GAS_POWER_FACTOR 0.003
#define FUSION_TRITIUM_MOLES_USED 1
#define PLASMA_BINDING_ENERGY 20000000
#define TOROID_VOLUME_BREAKEVEN 1000
#define FUSION_TEMPERATURE_THRESHOLD 10000
#define PARTICLE_CHANCE_CONSTANT (-20000000)
#define FUSION_RAD_MAX 2000
#define FUSION_RAD_COEFFICIENT (-1000)
#define FUSION_INSTABILITY_ENDOTHERMALITY 2
+21 -1
View File
@@ -2,7 +2,13 @@
#define LIQUID 2
#define GAS 3
// reagents_flags defines
//reagents reaction var defines
#define REAGENT_NORMAL_PH 7.000
#define REAGENT_PH_ACCURACY 0.001
#define REAGENT_PURITY_ACCURACY 0.001
#define DEFAULT_SPECIFIC_HEAT 200
// container_type defines
#define INJECTABLE (1<<0) // Makes it possible to add reagents through droppers and syringes.
#define DRAWABLE (1<<1) // Makes it possible to remove reagents through syringes.
@@ -28,3 +34,17 @@
#define DEL_REAGENT 1 // reagent deleted (fully cleared)
#define ADD_REAGENT 2 // reagent added
#define REM_REAGENT 3 // reagent removed (may still exist)
//reagent bitflags, used for altering how they works
#define REAGENT_DEAD_PROCESS (1<<0) //calls on_mob_dead() if present in a dead body
#define REAGENT_DONOTSPLIT (1<<1) //Do not split the chem at all during processing
#define REAGENT_ONLYINVERSE (1<<2) //Only invert chem, no splitting
#define REAGENT_ONMOBMERGE (1<<3) //Call on_mob_life proc when reagents are merging.
#define REAGENT_INVISIBLE (1<<4) //Doesn't appear on handheld health analyzers.
#define REAGENT_FORCEONNEW (1<<5) //Forces a on_new() call without a data overhead
#define REAGENT_SNEAKYNAME (1<<6) //When inverted, the inverted chem uses the name of the original chem
#define REAGENT_SPLITRETAINVOL (1<<7) //Retains initial volume of chem when splitting
//Chemical reaction flags, for determining reaction specialties
#define REACTION_CLEAR_IMPURE (1<<0) //Convert into impure/pure on reaction completion
#define REACTION_CLEAR_INVERSE (1<<1) //Convert into inverse on reaction completion when purity is low enough
+4
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@@ -50,3 +50,7 @@
#define ASSEMBLY_THIRD_STEP 2
#define ASSEMBLY_FOURTH_STEP 3
#define ASSEMBLY_FIFTH_STEP 4
//Checks to determine borg availability depending on the server's config. These are defines in the interest of reducing copypasta
#define BORG_SEC_AVAILABLE (!CONFIG_GET(flag/disable_secborg) && GLOB.security_level >= CONFIG_GET(number/minimum_secborg_alert))
+3
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@@ -8,6 +8,9 @@
#define UNCONSCIOUS 2
#define DEAD 3
//Maximum healthiness an individual can have
#define MAX_SATIETY 600
// bitflags for machine stat variable
#define BROKEN (1<<0)
#define NOPOWER (1<<1)
+4
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@@ -44,6 +44,10 @@
#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
#define STATUS_EFFECT_TASED /datum/status_effect/electrode //the affected has been tased, preventing fine muscle control
#define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
#define STATUS_EFFECT_GEISTRACKER /datum/status_effect/geis_tracker //if you're using geis, this tracks that and keeps you from using scripture
+5 -1
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@@ -83,7 +83,9 @@
#define INIT_ORDER_SHUTTLE -21
#define INIT_ORDER_MINOR_MAPPING -40
#define INIT_ORDER_PATH -50
#define INIT_ORDER_PERSISTENCE -100
#define INIT_ORDER_PERSISTENCE -95
#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
@@ -93,6 +95,7 @@
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_VORE 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
@@ -113,6 +116,7 @@
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
+1 -1
View File
@@ -31,4 +31,4 @@ When using time2text(), please use "DDD" to find the weekday. Refrain from using
#define WORLDTIMEOFDAY2TEXT(format) GAMETIMESTAMP(format, world.timeofday)
#define TIME_STAMP(format, showds) showds ? "[WORLDTIMEOFDAY2TEXT(format)]:[world.timeofday % 10]" : WORLDTIMEOFDAY2TEXT(format)
#define STATION_TIME(display_only) ((((world.time - SSticker.round_start_time) * SSticker.station_time_rate_multiplier) + SSticker.gametime_offset) % 864000) - (display_only? GLOB.timezoneOffset : 0)
#define STATION_TIME_TIMESTAMP(format) time2text(STATION_TIME(TRUE), format)
#define STATION_TIME_TIMESTAMP(format) time2text(STATION_TIME(TRUE), format)
+6
View File
@@ -8,6 +8,12 @@
#define TOOL_ANALYZER "analyzer"
#define TOOL_MINING "mining"
#define TOOL_SHOVEL "shovel"
#define TOOL_RETRACTOR "retractor"
#define TOOL_HEMOSTAT "hemostat"
#define TOOL_CAUTERY "cautery"
#define TOOL_DRILL "drill"
#define TOOL_SCALPEL "scalpel"
#define TOOL_SAW "saw"
// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
+18 -1
View File
@@ -81,6 +81,7 @@
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
#define TRAIT_STABLEHEART "stable_heart"
#define TRAIT_STABLELIVER "stable_liver"
#define TRAIT_RESISTHEAT "resist_heat"
#define TRAIT_RESISTHEATHANDS "resist_heat_handsonly" //For when you want to be able to touch hot things, but still want fire to be an issue.
#define TRAIT_RESISTCOLD "resist_cold"
@@ -95,6 +96,8 @@
#define TRAIT_NOHUNGER "no_hunger"
#define TRAIT_EASYDISMEMBER "easy_dismember"
#define TRAIT_LIMBATTACHMENT "limb_attach"
#define TRAIT_NOLIMBDISABLE "no_limb_disable"
#define TRAIT_EASYLIMBDISABLE "easy_limb_disable"
#define TRAIT_TOXINLOVER "toxinlover"
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_ANTIMAGIC "anti_magic"
@@ -108,6 +111,9 @@
#define TRAIT_NOHARDCRIT "nohardcrit"
#define TRAIT_NOSOFTCRIT "nosoftcrit"
#define TRAIT_MINDSHIELD "mindshield"
#define TRAIT_DISSECTED "dissected"
#define TRAIT_FEARLESS "fearless"
#define TRAIT_UNSTABLE "unstable"
#define TRAIT_PARALYSIS_L_ARM "para-l-arm" //These are used for brain-based paralysis, where replacing the limb won't fix it
#define TRAIT_PARALYSIS_R_ARM "para-r-arm"
#define TRAIT_PARALYSIS_L_LEG "para-l-leg"
@@ -116,6 +122,10 @@
#define TRAIT_LAW_ENFORCEMENT_METABOLISM "law-enforcement-metabolism"
#define TRAIT_STRONG_GRABBER "strong_grabber"
#define TRAIT_CALCIUM_HEALER "calcium_healer"
#define TRAIT_CAPTAIN_METABOLISM "captain-metabolism"
#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
#define TRAIT_SURGEON "surgeon"
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
@@ -128,6 +138,7 @@
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
#define TRAIT_NIGHT_VISION "night_vision"
#define TRAIT_LIGHT_STEP "light_step"
#define TRAIT_SILENT_STEP "silent_step"
#define TRAIT_SPEEDY_STEP "speedy_step"
#define TRAIT_SPIRITUAL "spiritual"
#define TRAIT_VORACIOUS "voracious"
@@ -143,12 +154,15 @@
#define TRAIT_CROCRIN_IMMUNE "crocin_immune"
#define TRAIT_NYMPHO "nymphomania"
#define TRAIT_MASO "masochism"
#define TRAIT_HIGH_BLOOD "high_blood"
#define TRAIT_PHARMA "hepatic_pharmacokinesis"
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_ASSBLASTUSA "assblastusa"
#define TRAIT_CULT_EYES "cult_eyes"
// common trait sources
#define TRAIT_GENERIC "generic"
#define EYE_DAMAGE "eye_damage"
@@ -156,6 +170,7 @@
#define OBESITY "obesity"
#define MAGIC_TRAIT "magic"
#define TRAUMA_TRAIT "trauma"
#define DISEASE_TRAIT "disease"
#define SPECIES_TRAIT "species"
#define ORGAN_TRAIT "organ"
#define JOB_TRAIT "job"
@@ -169,6 +184,7 @@
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define CLONING_POD_TRAIT "cloning-pod"
#define CHANGELING_DRAIN "drain"
#define CHANGELING_HIVEMIND_MUTE "ling_mute"
#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
@@ -197,4 +213,5 @@
#define FLIGHTSUIT_TRAIT "flightsuit"
#define LOCKED_HELMET_TRAIT "locked-helmet"
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
+34 -2
View File
@@ -20,7 +20,7 @@ GLOBAL_LIST_INIT(player_sizes_list, list("Macro" = SIZESCALE_HUGE, "Big" = SIZES
// Edited to make the new travis check go away
*/
GLOBAL_LIST_INIT(vore_sounds, list(
GLOBAL_LIST_INIT(pred_vore_sounds, list(
"Gulp" = 'sound/vore/pred/swallow_01.ogg',
"Swallow" = 'sound/vore/pred/swallow_02.ogg',
"Insertion1" = 'sound/vore/pred/insertion_01.ogg',
@@ -40,7 +40,27 @@ GLOBAL_LIST_INIT(vore_sounds, list(
"None" = null
))
GLOBAL_LIST_INIT(release_sounds, list(
GLOBAL_LIST_INIT(prey_vore_sounds, list(
"Gulp" = 'sound/vore/prey/swallow_01.ogg',
"Swallow" = 'sound/vore/prey/swallow_02.ogg',
"Insertion1" = 'sound/vore/prey/insertion_01.ogg',
"Insertion2" = 'sound/vore/prey/insertion_02.ogg',
"Tauric Swallow" = 'sound/vore/prey/taurswallow.ogg',
"Stomach Move" = 'sound/vore/prey/stomachmove.ogg',
"Schlorp" = 'sound/vore/prey/schlorp.ogg',
"Squish1" = 'sound/vore/prey/squish_01.ogg',
"Squish2" = 'sound/vore/prey/squish_02.ogg',
"Squish3" = 'sound/vore/prey/squish_03.ogg',
"Squish4" = 'sound/vore/prey/squish_04.ogg',
"Rustle (cloth)" = 'sound/effects/rustle5.ogg',
"Rustle 2 (cloth)" = 'sound/effects/rustle2.ogg',
"Rustle 3 (cloth)" = 'sound/effects/rustle3.ogg',
"Rustle 4 (cloth)" = 'sound/effects/rustle4.ogg',
"Rustle 5 (cloth)" = 'sound/effects/rustle5.ogg',
"None" = null
))
GLOBAL_LIST_INIT(pred_release_sounds, list(
"Rustle (cloth)" = 'sound/effects/rustle1.ogg',
"Rustle 2 (cloth)" = 'sound/effects/rustle2.ogg',
"Rustle 3 (cloth)" = 'sound/effects/rustle3.ogg',
@@ -51,3 +71,15 @@ GLOBAL_LIST_INIT(release_sounds, list(
"Splatter" = 'sound/effects/splat.ogg',
"None" = null
))
GLOBAL_LIST_INIT(prey_release_sounds, list(
"Rustle (cloth)" = 'sound/effects/rustle1.ogg',
"Rustle 2 (cloth)" = 'sound/effects/rustle2.ogg',
"Rustle 3 (cloth)" = 'sound/effects/rustle3.ogg',
"Rustle 4 (cloth)" = 'sound/effects/rustle4.ogg',
"Rustle 5 (cloth)" = 'sound/effects/rustle5.ogg',
"Stomach Move" = 'sound/vore/prey/stomachmove.ogg',
"Pred Escape" = 'sound/vore/prey/escape.ogg',
"Splatter" = 'sound/effects/splat.ogg',
"None" = null
))
+7
View File
@@ -58,6 +58,7 @@ GLOBAL_LIST_EMPTY(ipc_antennas_list)
//Genitals and Arousal Lists
GLOBAL_LIST_EMPTY(cock_shapes_list)//global_lists.dm for the list initializations //Now also _DATASTRUCTURES globals.dm
GLOBAL_LIST_EMPTY(cock_shapes_icons) //Associated list for names->icon_states for cockshapes.
GLOBAL_LIST_EMPTY(gentlemans_organ_names)
GLOBAL_LIST_EMPTY(balls_shapes_list)
GLOBAL_LIST_EMPTY(balls_shapes_icons)
GLOBAL_LIST_EMPTY(breasts_size_list)
@@ -93,6 +94,12 @@ GLOBAL_LIST_INIT(dildo_colors, list(//mostly neon colors
"Purple" = "#e300ff"//purple
))
GLOBAL_LIST_INIT(meat_types, list(
"Mammalian" = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/mammal,
"Aquatic" = /obj/item/reagent_containers/food/snacks/carpmeat/aquatic,
"Avian" = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/avian,
"Inesct" = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect))
//Crew objective and miscreants stuff
GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
+4
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@@ -58,6 +58,10 @@
if (CONFIG_GET(flag/log_game))
WRITE_LOG(GLOB.world_game_log, "GAME: [text]")
/proc/log_virus(text)
if (CONFIG_GET(flag/log_virus))
WRITE_LOG(GLOB.world_virus_log, "VIRUS: [text]")
/proc/log_access(text)
if (CONFIG_GET(flag/log_access))
WRITE_LOG(GLOB.world_game_log, "ACCESS: [text]")
+3
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@@ -81,3 +81,6 @@ GLOBAL_VAR_INIT(cmp_field, "name")
/proc/cmp_advdisease_resistance_asc(datum/disease/advance/A, datum/disease/advance/B)
return A.totalResistance() - B.totalResistance()
/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
return A.display_order - B.display_order
+25
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@@ -0,0 +1,25 @@
/*
Current specifications:
Donator groups in __DEFINES/donator_groupings.dm, config entries in controllers/configuration/entries/donator.dm
3 groups, Tier 1/2/3
Each tier includes the one before it (ascending)
For fast lookups, this is generated using regenerate_donator_grouping_list()
*/
/proc/is_donator_group(ckey, group)
ckey = ckey(ckey) //make sure it's ckey'd.
var/list/L = GLOB.donators_by_group[group]
return L && L.Find(ckey)
/proc/regenerate_donator_grouping_list()
GLOB.donators_by_group = list() //reinit everything
var/list/donator_list = GLOB.donators_by_group //cache
var/list/tier_1 = TIER_1_DONATORS
donator_list[DONATOR_GROUP_TIER_1] = tier_1.Copy() //The .Copy() is to "decouple"/make a new list, rather than letting the global list impact the config list.
var/list/tier_2 = tier_1 + TIER_2_DONATORS //Using + on lists implies making new lists, so we don't need to manually Copy().
donator_list[DONATOR_GROUP_TIER_2] = tier_2
var/list/tier_3 = tier_2 + TIER_3_DONATORS
donator_list[DONATOR_GROUP_TIER_3] = tier_3
+1 -1
View File
@@ -3,7 +3,7 @@
for(var/file in args)
src << browse_rsc(file)
/client/proc/browse_files(root="data/logs/", max_iterations=10, list/valid_extensions=list("txt","log","htm", "html"))
/client/proc/browse_files(root="data/logs/", max_iterations=10, list/valid_extensions=list("txt","log","htm", "html", "md"))
var/path = root
for(var/i=0, i<max_iterations, i++)
+39 -1
View File
@@ -159,6 +159,44 @@
processing_list.Cut(1, 2)
processing_list += A.contents
/** recursive_organ_check
* inputs: O (object to start with)
* outputs:
* description: A pseudo-recursive loop based off of the recursive mob check, this check looks for any organs held
* within 'O', toggling their frozen flag. This check excludes items held within other safe organ
* storage units, so that only the lowest level of container dictates whether we do or don't decompose
*/
/proc/recursive_organ_check(atom/O)
var/list/processing_list = list(O)
var/list/processed_list = list()
var/index = 1
var/obj/item/organ/found_organ
while(index <= length(processing_list))
var/atom/A = processing_list[index]
if(istype(A, /obj/item/organ))
found_organ = A
found_organ.organ_flags ^= ORGAN_FROZEN
else if(istype(A, /mob/living/carbon))
var/mob/living/carbon/Q = A
for(var/organ in Q.internal_organs)
found_organ = organ
found_organ.organ_flags ^= ORGAN_FROZEN
for(var/atom/B in A) //objects held within other objects are added to the processing list, unless that object is something that can hold organs safely
if(!processed_list[B] && !istype(B, /obj/structure/closet/crate/freezer) && !istype(B, /obj/structure/closet/secure_closet/freezer))
processing_list+= B
index++
processed_list[A] = A
return
// Better recursive loop, technically sort of not actually recursive cause that shit is retarded, enjoy.
//No need for a recursive limit either
/proc/recursive_mob_check(atom/O,client_check=1,sight_check=1,include_radio=1)
@@ -473,7 +511,7 @@
G_found.client.prefs.copy_to(new_character)
new_character.dna.update_dna_identity()
new_character.key = G_found.key
G_found.transfer_ckey(new_character, FALSE)
return new_character
+13 -2
View File
@@ -30,7 +30,9 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.r_wings_list,roundstart = TRUE)
init_sprite_accessory_subtypes(/datum/sprite_accessory/caps, GLOB.caps_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_wings, GLOB.insect_wings_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_fluff, GLOB.insect_fluffs_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/deco_wings, GLOB.deco_wings_list)
//CIT CHANGES START HERE, ADDS SNOWFLAKE BODYPARTS AND MORE
//mammal bodyparts (fucking furries)
@@ -44,6 +46,9 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_head, GLOB.xeno_head_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_tail, GLOB.xeno_tail_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_dorsal, GLOB.xeno_dorsal_list)
//ipcs
init_sprite_accessory_subtypes(/datum/sprite_accessory/screen, GLOB.ipc_screens_list, roundstart = TRUE)
init_sprite_accessory_subtypes(/datum/sprite_accessory/antenna, GLOB.ipc_antennas_list, roundstart = TRUE)
//genitals
init_sprite_accessory_subtypes(/datum/sprite_accessory/penis, GLOB.cock_shapes_list)
for(var/K in GLOB.cock_shapes_list)
@@ -52,7 +57,12 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/vagina, GLOB.vagina_shapes_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/breasts, GLOB.breasts_shapes_list)
GLOB.breasts_size_list = list("a","b","c","d","e") //We need the list to choose from initialized, but it's no longer a sprite_accessory thing.
GLOB.breasts_size_list = list ("a", "b", "c", "d", "e") //We need the list to choose from initialized, but it's no longer a sprite_accessory thing.
GLOB.gentlemans_organ_names = list("phallus", "willy", "dick", "prick", "member", "tool", "gentleman's organ",
"cock", "wang", "knob", "dong", "joystick", "pecker", "johnson", "weenie", "tadger", "schlong", "thirsty ferret",
"baloney pony", "schlanger", "Mutton dagger", "old blind bob","Hanging Johnny", "fishing rod", "Tally whacker", "polly rocket",
"One eyed trouser trout", "Ding dong", "ankle spanker", "Pork sword", "engine cranker", "Harry hot dog", "Davy Crockett",
"Kidney cracker", "Heat seeking moisture missile", "Giggle stick", "love whistle", "Tube steak", "Uncle Dick", "Purple helmet warrior")
for(var/K in GLOB.breasts_shapes_list)
var/datum/sprite_accessory/breasts/value = GLOB.breasts_shapes_list[K]
GLOB.breasts_shapes_icons[K] = value.icon_state
@@ -61,6 +71,7 @@
for(var/K in GLOB.balls_shapes_list)
var/datum/sprite_accessory/testicles/value = GLOB.balls_shapes_list[K]
GLOB.balls_shapes_icons[K] = value.icon_state
//END OF CIT CHANGES
//Species
+37 -22
View File
@@ -59,7 +59,7 @@
if(!GLOB.horns_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, GLOB.horns_list)
if(!GLOB.ears_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.horns_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.ears_list)
if(!GLOB.frills_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, GLOB.frills_list)
if(!GLOB.spines_list.len)
@@ -70,8 +70,12 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
if(!GLOB.wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.wings_list)
if(!GLOB.moth_wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
if(!GLOB.deco_wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/deco_wings, GLOB.deco_wings_list)
if(!GLOB.insect_wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_wings, GLOB.insect_wings_list)
if(!GLOB.insect_fluffs_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_fluff, GLOB.insect_fluffs_list)
//CIT CHANGES - genitals and such
if(!GLOB.cock_shapes_list.len)
@@ -130,22 +134,24 @@
//CIT CHANGE - changes this entire return to support cit's snowflake parts
return(list(
"mcolor" = color1,
"mcolor2" = color2,
"mcolor3" = color3,
"tail_lizard" = pick(GLOB.tails_list_lizard),
"tail_human" = "None",
"wings" = "None",
"snout" = pick(GLOB.snouts_list),
"horns" = pick(GLOB.horns_list),
"ears" = "None",
"frills" = pick(GLOB.frills_list),
"spines" = pick(GLOB.spines_list),
"body_markings" = pick(GLOB.body_markings_list),
"legs" = pick("Normal Legs","Digitigrade Legs"),
"caps" = pick(GLOB.caps_list),
"moth_wings" = pick(GLOB.moth_wings_list),
"taur" = "None",
"mcolor" = color1,
"mcolor2" = color2,
"mcolor3" = color3,
"tail_lizard" = pick(GLOB.tails_list_lizard),
"tail_human" = "None",
"wings" = "None",
"deco_wings" = "None",
"snout" = pick(GLOB.snouts_list),
"horns" = pick(GLOB.horns_list),
"ears" = "None",
"frills" = pick(GLOB.frills_list),
"spines" = pick(GLOB.spines_list),
"body_markings" = pick(GLOB.body_markings_list),
"legs" = pick("Plantigrade","Digitigrade"),
"caps" = pick(GLOB.caps_list),
"insect_wings" = pick(GLOB.insect_wings_list),
"insect_fluff" = "None",
"taur" = "None",
"mam_body_markings" = pick(snowflake_markings_list),
"mam_ears" = pick(snowflake_ears_list),
"mam_snouts" = pick(snowflake_mam_snouts_list),
@@ -189,6 +195,7 @@
"breasts_size" = pick(GLOB.breasts_size_list),
"breasts_shape" = "Pair",
"breasts_fluid" = "milk",
"breasts_producing" = FALSE,
"has_vag" = FALSE,
"vag_shape" = pick(GLOB.vagina_shapes_list),
"vag_color" = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F"),
@@ -200,9 +207,11 @@
"womb_cum_mult" = CUM_RATE_MULT,
"womb_efficiency" = CUM_EFFICIENCY,
"womb_fluid" = "femcum",
"ipc_screen" = "Sunburst",
"ipc_antenna" = "None",
"flavor_text" = ""))
"ipc_screen" = "Sunburst",
"ipc_antenna" = "None",
"flavor_text" = "",
"meat_type" = "Mammalian"
))
/proc/random_hair_style(gender)
switch(gender)
@@ -391,6 +400,12 @@ GLOBAL_LIST_EMPTY(species_list)
. = 0
break
if(isliving(user))
var/mob/living/L = user
if(L.recoveringstam)
. = 0
break
if(!QDELETED(Tloc) && (QDELETED(target) || Tloc != target.loc))
if((Uloc != Tloc || Tloc != user) && !drifting)
. = 0
+18 -11
View File
@@ -280,34 +280,41 @@
if(GLOB.round_id)
var/statspage = CONFIG_GET(string/roundstatsurl)
var/info = statspage ? "<a href='?action=openLink&link=[url_encode(statspage)][GLOB.round_id]'>[GLOB.round_id]</a>" : GLOB.round_id
parts += "[GLOB.TAB]Round ID: <b>[info]</b>"
parts += "[FOURSPACES]Round ID: <b>[info]</b>"
var/list/voting_results = SSvote.stored_gamemode_votes
if(length(voting_results))
parts += "[GLOB.TAB]Voting: "
parts += "[FOURSPACES]Voting: "
var/total_score = 0
for(var/choice in voting_results)
var/score = voting_results[choice]
total_score += score
parts += "[GLOB.TAB][GLOB.TAB][choice]: [score]"
parts += "[FOURSPACES][FOURSPACES][choice]: [score]"
parts += "[GLOB.TAB]Shift Duration: <B>[DisplayTimeText(world.time - SSticker.round_start_time)]</B>"
parts += "[GLOB.TAB]Station Integrity: <B>[mode.station_was_nuked ? "<span class='redtext'>Destroyed</span>" : "[popcount["station_integrity"]]%"]</B>"
parts += "[FOURSPACES]Shift Duration: <B>[DisplayTimeText(world.time - SSticker.round_start_time)]</B>"
parts += "[FOURSPACES]Station Integrity: <B>[mode.station_was_nuked ? "<span class='redtext'>Destroyed</span>" : "[popcount["station_integrity"]]%"]</B>"
var/total_players = GLOB.joined_player_list.len
if(total_players)
parts+= "[GLOB.TAB]Total Population: <B>[total_players]</B>"
parts+= "[FOURSPACES]Total Population: <B>[total_players]</B>"
if(station_evacuated)
parts += "<BR>[GLOB.TAB]Evacuation Rate: <B>[popcount[POPCOUNT_ESCAPEES]] ([PERCENT(popcount[POPCOUNT_ESCAPEES]/total_players)]%)</B>"
parts += "[GLOB.TAB](on emergency shuttle): <B>[popcount[POPCOUNT_SHUTTLE_ESCAPEES]] ([PERCENT(popcount[POPCOUNT_SHUTTLE_ESCAPEES]/total_players)]%)</B>"
parts += "[GLOB.TAB]Survival Rate: <B>[popcount[POPCOUNT_SURVIVORS]] ([PERCENT(popcount[POPCOUNT_SURVIVORS]/total_players)]%)</B>"
parts += "<BR>[FOURSPACES]Evacuation Rate: <B>[popcount[POPCOUNT_ESCAPEES]] ([PERCENT(popcount[POPCOUNT_ESCAPEES]/total_players)]%)</B>"
parts += "[FOURSPACES](on emergency shuttle): <B>[popcount[POPCOUNT_SHUTTLE_ESCAPEES]] ([PERCENT(popcount[POPCOUNT_SHUTTLE_ESCAPEES]/total_players)]%)</B>"
parts += "[FOURSPACES]Survival Rate: <B>[popcount[POPCOUNT_SURVIVORS]] ([PERCENT(popcount[POPCOUNT_SURVIVORS]/total_players)]%)</B>"
if(SSblackbox.first_death)
var/list/ded = SSblackbox.first_death
if(ded.len)
parts += "[GLOB.TAB]First Death: <b>[ded["name"]], [ded["role"]], at [ded["area"]]. Damage taken: [ded["damage"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]</b>"
parts += "[FOURSPACES]First Death: <b>[ded["name"]], [ded["role"]], at [ded["area"]]. Damage taken: [ded["damage"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]</b>"
//ignore this comment, it fixes the broken sytax parsing caused by the " above
else
parts += "[GLOB.TAB]<i>Nobody died this shift!</i>"
parts += "[FOURSPACES]<i>Nobody died this shift!</i>"
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
parts += "[FOURSPACES]Threat level: [mode.threat_level]"
parts += "[FOURSPACES]Threat left: [mode.threat]"
parts += "[FOURSPACES]Executed rules:"
for(var/datum/dynamic_ruleset/rule in mode.executed_rules)
parts += "[FOURSPACES][FOURSPACES][rule.ruletype] - <b>[rule.name]</b>: -[rule.cost] threat"
return parts.Join("<br>")
/client/proc/roundend_report_file()
+3
View File
@@ -791,3 +791,6 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
rearranged += cword
message = "[prefix][jointext(rearranged," ")]"
. = message
#define is_alpha(X) ((text2ascii(X) <= 122) && (text2ascii(X) >= 97))
#define is_digit(X) ((length(X) == 1) && (length(text2num(X)) == 1))
+8
View File
@@ -73,3 +73,11 @@ GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
/proc/daysSince(realtimev)
return round((world.realtime - realtimev) / (24 HOURS))
/proc/worldtime2text()
return gameTimestamp("hh:mm:ss", world.time)
/proc/gameTimestamp(format = "hh:mm:ss", wtime=null)
if(!wtime)
wtime = world.time
return time2text(wtime - GLOB.timezoneOffset, format)
+1
View File
@@ -1487,6 +1487,7 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
/obj/item/reagent_containers/food/snacks/grown/nettle, // base type
/obj/item/reagent_containers/food/snacks/deepfryholder,
/obj/item/reagent_containers/food/snacks/grown/shell,
/obj/item/reagent_containers/food/snacks/clothing,
/obj/item/reagent_containers/food/snacks/store/bread
)
blocked |= typesof(/obj/item/reagent_containers/food/snacks/customizable)
+27 -4
View File
@@ -32,6 +32,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"UNIQUE_RENAME" = UNIQUE_RENAME,
"USES_TGUI" = USES_TGUI,
"FROZEN" = FROZEN,
"SHOVABLE_ONTO" = SHOVABLE_ONTO
),
"datum_flags" = list(
"DF_USE_TAG" = DF_USE_TAG,
@@ -136,7 +137,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"LAVAPROTECT" = LAVAPROTECT,
"STOPSPRESSUREDAMAGE" = STOPSPRESSUREDAMAGE,
"BLOCK_GAS_SMOKE_EFFECT" = BLOCK_GAS_SMOKE_EFFECT,
"MASKINTERNALS" = MASKINTERNALS,
"ALLOWINTERNALS" = ALLOWINTERNALS,
"NOSLIP" = NOSLIP,
"THICKMATERIAL" = THICKMATERIAL,
"VOICEBOX_TOGGLABLE" = VOICEBOX_TOGGLABLE,
@@ -171,10 +172,32 @@ GLOBAL_LIST_INIT(bitfields, list(
"rad_flags" = list(
"RAD_PROTECT_CONTENTS" = RAD_PROTECT_CONTENTS,
"RAD_NO_CONTAMINATE" = RAD_NO_CONTAMINATE,
),
),
"disease_flags" = list(
"CURABLE" = CURABLE,
"CAN_CARRY" = CAN_CARRY,
"CAN_RESIST" = CAN_RESIST
),
))
),
"chemical_flags" = list(
"REAGENT_DEAD_PROCESS" = REAGENT_DEAD_PROCESS,
"REAGENT_DONOTSPLIT" = REAGENT_DONOTSPLIT,
"REAGENT_ONLYINVERSE" = REAGENT_ONLYINVERSE,
"REAGENT_ONMOBMERGE" = REAGENT_ONMOBMERGE,
"REAGENT_INVISIBLE" = REAGENT_INVISIBLE,
"REAGENT_FORCEONNEW" = REAGENT_FORCEONNEW,
"REAGENT_SNEAKYNAME" = REAGENT_SNEAKYNAME,
"REAGENT_SPLITRETAINVOL" = REAGENT_SPLITRETAINVOL
),
"clear_conversion" = list(
"REACTION_CLEAR_IMPURE" = REACTION_CLEAR_IMPURE,
"REACTION_CLEAR_INVERSE" = REACTION_CLEAR_INVERSE
),
"organ_flags" = list(
"ORGAN_SYNTHETIC" = ORGAN_SYNTHETIC,
"ORGAN_FROZEN" = ORGAN_FROZEN,
"ORGAN_FAILING" = ORGAN_FAILING,
"ORGAN_EXTERNAL" = ORGAN_EXTERNAL,
"ORGAN_VITAL" = ORGAN_VITAL,
"ORGAN_NO_SPOIL" = ORGAN_NO_SPOIL
),
))
+3 -1
View File
@@ -33,8 +33,10 @@ GLOBAL_LIST_EMPTY(animated_tails_list_human)
GLOBAL_LIST_EMPTY(ears_list)
GLOBAL_LIST_EMPTY(wings_list)
GLOBAL_LIST_EMPTY(wings_open_list)
GLOBAL_LIST_EMPTY(deco_wings_list)
GLOBAL_LIST_EMPTY(r_wings_list)
GLOBAL_LIST_EMPTY(moth_wings_list)
GLOBAL_LIST_EMPTY(insect_wings_list)
GLOBAL_LIST_EMPTY(insect_fluffs_list)
GLOBAL_LIST_EMPTY(caps_list)
GLOBAL_LIST_INIT(ghost_forms_with_directions_list, list("ghost")) //stores the ghost forms that support directional sprites
+2 -1
View File
@@ -107,9 +107,10 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/storage/toolbox/artistic = 2,
/obj/item/toy/eightball = 1,
/obj/item/reagent_containers/pill/floorpill = 1,
/obj/item/reagent_containers/food/snacks/cannedpeaches/maint = 1,
/obj/item/reagent_containers/food/snacks/cannedpeaches/maint = 2,
/obj/item/storage/daki = 3, //VERY IMPORTANT CIT CHANGE - adds bodypillows to maint
/obj/item/storage/pill_bottle/penis_enlargement = 2,
/obj/item/storage/pill_bottle/breast_enlargement = 2,
/obj/item/clothing/shoes/wheelys = 1,
/obj/item/clothing/shoes/kindleKicks = 1,
/obj/item/autosurgeon/penis = 1,
+1
View File
@@ -0,0 +1 @@
GLOBAL_LIST_EMPTY(donators_by_group) //group id = donator list of ckeys
+2
View File
@@ -13,6 +13,7 @@
#define POLL_IGNORE_GOLEM "golem"
#define POLL_IGNORE_SWARMER "swarmer"
#define POLL_IGNORE_DRONE "drone"
#define POLL_IGNORE_CLONE "clone"
GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_SENTIENCE_POTION = "Sentience potion",
@@ -28,6 +29,7 @@ GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_GOLEM = "Golems",
POLL_IGNORE_SWARMER = "Swarmer shells",
POLL_IGNORE_DRONE = "Drone shells",
POLL_IGNORE_CLONE = "Defective/SDGF clones"
))
GLOBAL_LIST_INIT(poll_ignore, init_poll_ignore())
+2
View File
@@ -26,6 +26,8 @@ GLOBAL_VAR(query_debug_log)
GLOBAL_PROTECT(query_debug_log)
GLOBAL_VAR(world_job_debug_log)
GLOBAL_PROTECT(world_job_debug_log)
GLOBAL_VAR(world_virus_log)
GLOBAL_PROTECT(world_virus_log)
GLOBAL_LIST_EMPTY(bombers)
GLOBAL_PROTECT(bombers)
-2
View File
@@ -6,8 +6,6 @@ GLOBAL_VAR_INIT(timezoneOffset, 0) // The difference betwen midnight (of the hos
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
GLOBAL_VAR_INIT(fileaccess_timer, 0)
GLOBAL_VAR_INIT(TAB, "&nbsp;&nbsp;&nbsp;&nbsp;")
GLOBAL_DATUM_INIT(data_core, /datum/datacore, new)
GLOBAL_VAR_INIT(CELLRATE, 0.002) // conversion ratio between a watt-tick and kilojoule
+1 -1
View File
@@ -67,7 +67,7 @@
/mob/proc/ClickOn( atom/A, params )
if(world.time <= next_click)
return
next_click = world.time + 1
next_click = world.time + world.tick_lag
if(check_click_intercept(params,A))
return
+11
View File
@@ -55,6 +55,17 @@
var/obj/item/W = get_active_held_item()
if(!W && A.Adjacent(src) && (isobj(A) || ismob(A)))
var/atom/movable/C = A
if(C.can_buckle && C.has_buckled_mobs())
if(C.buckled_mobs.len > 1)
var/unbuckled = input(src, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in C.buckled_mobs
if(C.user_unbuckle_mob(unbuckled,src))
return
else
if(C.user_unbuckle_mob(C.buckled_mobs[1],src))
return
if(!W && get_dist(src,A) <= interaction_range)
A.attack_robot(src)
return
+13 -10
View File
@@ -157,7 +157,7 @@
var/image/item_overlay = image(holding)
item_overlay.alpha = 92
if(!user.can_equip(holding, slot_id, disable_warning = TRUE))
if(!user.can_equip(holding, slot_id, TRUE))
item_overlay.color = "#FF0000"
else
item_overlay.color = "#00ff00"
@@ -290,16 +290,19 @@
icon_state = "internal0"
else
if(!C.getorganslot(ORGAN_SLOT_BREATHING_TUBE))
if(!istype(C.wear_mask, /obj/item/clothing/mask))
var/obj/item/clothing/check
var/internals = FALSE
for(check in GET_INTERNAL_SLOTS(C))
if(istype(check, /obj/item/clothing/mask))
var/obj/item/clothing/mask/M = check
if(M.mask_adjusted)
M.adjustmask(C)
if(CHECK_BITFIELD(check.clothing_flags, ALLOWINTERNALS))
internals = TRUE
if(!internals)
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
return 1
else
var/obj/item/clothing/mask/M = C.wear_mask
if(M.mask_adjusted) // if mask on face but pushed down
M.adjustmask(C) // adjust it back
if( !(M.clothing_flags & MASKINTERNALS) )
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
return
return
var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank)
if(I)
+4
View File
@@ -171,3 +171,7 @@
if(prob(2))
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
return 1
/obj/item/proc/getweight()
return total_mass || w_class * 1.25
@@ -19,6 +19,7 @@
var/abstract_type = /datum/config_entry //do not instantiate if type matches this
var/vv_VAS = TRUE //Force validate and set on VV. VAS proccall guard will run regardless.
var/postload_required = FALSE //requires running OnPostload()
var/dupes_allowed = FALSE
@@ -72,6 +73,9 @@
/datum/config_entry/proc/DeprecationUpdate(value)
return
/datum/config_entry/proc/OnPostload()
return
/datum/config_entry/string
config_entry_value = ""
abstract_type = /datum/config_entry/string
@@ -80,7 +84,7 @@
/datum/config_entry/string/vv_edit_var(var_name, var_value)
return var_name != "auto_trim" && ..()
/datum/config_entry/string/ValidateAndSet(str_val)
/datum/config_entry/string/ValidateAndSet(str_val, during_load)
if(!VASProcCallGuard(str_val))
return FALSE
config_entry_value = auto_trim ? trim(str_val) : str_val
@@ -101,6 +101,7 @@
log_config("Loading config file [filename]...")
var/list/lines = world.file2list("[directory]/[filename]")
var/list/_entries = entries
var/list/postload_required = list()
for(var/L in lines)
L = trim(L)
if(!L)
@@ -157,18 +158,24 @@
else
warning("[new_ver.type] is deprecated but gave no proper return for DeprecationUpdate()")
var/validated = E.ValidateAndSet(value)
var/validated = E.ValidateAndSet(value, TRUE)
if(!validated)
log_config("Failed to validate setting \"[value]\" for [entry]")
else
if(E.modified && !E.dupes_allowed)
log_config("Duplicate setting for [entry] ([value], [E.resident_file]) detected! Using latest.")
if(E.postload_required)
postload_required[E] = TRUE
E.resident_file = filename
if(validated)
E.modified = TRUE
for(var/i in postload_required)
var/datum/config_entry/E = i
E.OnPostload()
++.
/datum/controller/configuration/can_vv_get(var_name)
@@ -0,0 +1,22 @@
/datum/config_entry/keyed_list/donator_group
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_FLAG
abstract_type = /datum/config_entry/keyed_list/donator_group
//If we're in the middle of a config load, only do the regeneration afterwards to prevent this from wasting a massive amount of CPU for list regenerations.
/datum/config_entry/keyed_list/donator_group/ValidateAndSet(str_val, during_load)
. = ..()
if(. && during_load)
regenerate_donator_grouping_list()
/datum/config_entry/keyed_list/donator_group/OnPostload()
. = ..()
regenerate_donator_grouping_list()
//This is kinda weird in that the config entries are defined here but all the handling/calculations are in __HELPERS/donator_groupings.dm
/datum/config_entry/keyed_list/donator_group/tier_1_donators
/datum/config_entry/keyed_list/donator_group/tier_2_donators
/datum/config_entry/keyed_list/donator_group/tier_3_donators
@@ -70,6 +70,9 @@
/datum/config_entry/flag/disable_peaceborg
/datum/config_entry/number/minimum_secborg_alert //Minimum alert level for secborgs to be chosen.
config_entry_value = 3
/datum/config_entry/number/traitor_scaling_coeff //how much does the amount of players get divided by to determine traitors
config_entry_value = 6
min_val = 1
@@ -39,6 +39,8 @@
/datum/config_entry/flag/log_game // log game events
/datum/config_entry/flag/log_virus // log virology data
/datum/config_entry/flag/log_vote // log voting
/datum/config_entry/flag/log_whisper // log client whisper
@@ -173,6 +175,9 @@
/datum/config_entry/string/banappeals
/datum/config_entry/string/wikiurl
config_entry_value = "https://katlin.dog/citadel-wiki"
/datum/config_entry/string/wikiurltg
config_entry_value = "http://www.tgstation13.org/wiki"
/datum/config_entry/string/forumurl
+11 -1
View File
@@ -6,7 +6,17 @@ SUBSYSTEM_DEF(assets)
var/list/preload = list()
/datum/controller/subsystem/assets/Initialize(timeofday)
for(var/type in typesof(/datum/asset))
var/list/priority_assets = list(
/datum/asset/simple/oui_theme_nano,
/datum/asset/simple/goonchat
)
for(var/type in priority_assets)
var/datum/asset/A = new type()
A.register()
for(var/type in typesof(/datum/asset) - (priority_assets | list(/datum/asset, /datum/asset/simple)))
var/datum/asset/A = type
if (type != initial(A._abstract))
get_asset_datum(type)
+2 -2
View File
@@ -294,7 +294,7 @@ Versioning
var/lakey = L.lastattackerckey
var/sqlbrute = L.getBruteLoss()
var/sqlfire = L.getFireLoss()
var/sqlbrain = L.getBrainLoss()
var/sqlbrain = L.getOrganLoss(ORGAN_SLOT_BRAIN)
var/sqloxy = L.getOxyLoss()
var/sqltox = L.getToxLoss()
var/sqlclone = L.getCloneLoss()
@@ -308,7 +308,7 @@ Versioning
if(!SSdbcore.Connect())
return
sqlname = sanitizeSQL(sqlname)
sqlkey = sanitizeSQL(sqlkey)
sqljob = sanitizeSQL(sqljob)
+67
View File
@@ -0,0 +1,67 @@
SUBSYSTEM_DEF(chat)
name = "Chat"
flags = SS_TICKER|SS_NO_INIT
wait = 1
priority = FIRE_PRIORITY_CHAT
init_order = INIT_ORDER_CHAT
var/list/payload = list()
/datum/controller/subsystem/chat/fire()
for(var/i in payload)
var/client/C = i
C << output(payload[C], "browseroutput:output")
payload -= C
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/chat/proc/queue(target, message, handle_whitespace = TRUE)
if(!target || !message)
return
if(!istext(message))
stack_trace("to_chat called with invalid input type")
return
if(target == world)
target = GLOB.clients
//Some macros remain in the string even after parsing and fuck up the eventual output
message = replacetext(message, "\improper", "")
message = replacetext(message, "\proper", "")
if(handle_whitespace)
message = replacetext(message, "\n", "<br>")
message = replacetext(message, "\t", "[FOURSPACES][FOURSPACES]")
message += "<br>"
//url_encode it TWICE, this way any UTF-8 characters are able to be decoded by the Javascript.
//Do the double-encoding here to save nanoseconds
var/twiceEncoded = url_encode(url_encode(message))
if(islist(target))
for(var/I in target)
var/client/C = CLIENT_FROM_VAR(I) //Grab us a client if possible
if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
continue
if(!C.chatOutput.loaded) //Client still loading, put their messages in a queue
C.chatOutput.messageQueue += message
continue
payload[C] += twiceEncoded
else
var/client/C = CLIENT_FROM_VAR(target) //Grab us a client if possible
if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
return
if(!C.chatOutput.loaded) //Client still loading, put their messages in a queue
C.chatOutput.messageQueue += message
return
payload[C] += twiceEncoded
+2 -1
View File
@@ -23,7 +23,7 @@ SUBSYSTEM_DEF(input)
// This is for when macro sets are eventualy datumized
/datum/controller/subsystem/input/proc/setup_default_macro_sets()
var/list/static/default_macro_sets
if(default_macro_sets)
macro_sets = default_macro_sets
return
@@ -49,6 +49,7 @@ SUBSYSTEM_DEF(input)
"old_hotkeys" = list(
"Tab" = "\".winset \\\"mainwindow.macro=old_default input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"O" = "ooc",
"L" = "looc",
"T" = "say",
"M" = "me",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"", // This makes it so backspace can remove default inputs
+126 -65
View File
@@ -110,13 +110,16 @@ SUBSYSTEM_DEF(job)
if(job.required_playtime_remaining(player.client))
JobDebug("FOC player not enough xp, Player: [player]")
continue
if(!player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
JobDebug("FOC non-human failed, Player: [player]")
continue
if(flag && (!(flag in player.client.prefs.be_special)))
JobDebug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.mind && job.title in player.mind.restricted_roles)
JobDebug("FOC incompatible with antagonist role, Player: [player]")
continue
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
if(player.client.prefs.job_preferences["[job.title]"] == level)
JobDebug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
@@ -145,6 +148,10 @@ SUBSYSTEM_DEF(job)
JobDebug("GRJ player not old enough, Player: [player]")
continue
if(!player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
JobDebug("GRJ non-human failed, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("GRJ player not enough xp, Player: [player]")
continue
@@ -182,7 +189,7 @@ SUBSYSTEM_DEF(job)
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
if(!candidates?.len)
continue
var/mob/dead/new_player/candidate = pick(candidates)
if(AssignRole(candidate, command_position))
@@ -200,7 +207,7 @@ SUBSYSTEM_DEF(job)
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
if(!candidates?.len)
continue
var/mob/dead/new_player/candidate = pick(candidates)
AssignRole(candidate, command_position)
@@ -228,7 +235,7 @@ SUBSYSTEM_DEF(job)
* fills var "assigned_role" for all ready players.
* This proc must not have any side effect besides of modifying "assigned_role".
**/
/datum/controller/subsystem/job/proc/DivideOccupations()
/datum/controller/subsystem/job/proc/DivideOccupations(list/required_jobs)
//Setup new player list and get the jobs list
JobDebug("Running DO")
@@ -241,14 +248,14 @@ SUBSYSTEM_DEF(job)
//Get the players who are ready
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role)
if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && !player.mind.assigned_role)
unassigned += player
initial_players_to_assign = unassigned.len
JobDebug("DO, Len: [unassigned.len]")
JobDebug("DO, Len: [unassigned?.len]")
if(unassigned.len == 0)
return 0
return validate_required_jobs(required_jobs)
//Scale number of open security officer slots to population
setup_officer_positions()
@@ -269,8 +276,8 @@ SUBSYSTEM_DEF(job)
//People who wants to be the overflow role, sure, go on.
JobDebug("DO, Running Overflow Check 1")
var/datum/job/overflow = GetJob(SSjob.overflow_role)
var/list/overflow_candidates = FindOccupationCandidates(overflow, 3)
JobDebug("AC1, Candidates: [overflow_candidates.len]")
var/list/overflow_candidates = FindOccupationCandidates(overflow, JP_LOW)
JobDebug("AC1, Candidates: [overflow_candidates?.len]")
for(var/mob/dead/new_player/player in overflow_candidates)
JobDebug("AC1 pass, Player: [player]")
AssignRole(player, SSjob.overflow_role)
@@ -297,7 +304,8 @@ SUBSYSTEM_DEF(job)
// Loop through all levels from high to low
var/list/shuffledoccupations = shuffle(occupations)
for(var/level = 1 to 3)
var/list/levels = list(JP_HIGH,JP_MEDIUM,JP_LOW)
for(var/level in levels)
//Check the head jobs first each level
CheckHeadPositions(level)
@@ -326,13 +334,17 @@ SUBSYSTEM_DEF(job)
if(job.required_playtime_remaining(player.client))
JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
continue
if(!player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
JobDebug("DO non-human failed, Player: [player], Job:[job.title]")
continue
if(player.mind && job.title in player.mind.restricted_roles)
JobDebug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
continue
// If the player wants that job on this level, then try give it to him.
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
if(player.client.prefs.job_preferences["[job.title]"] == level)
// If the job isn't filled
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
@@ -351,9 +363,28 @@ SUBSYSTEM_DEF(job)
//Mop up people who can't leave.
for(var/mob/dead/new_player/player in unassigned) //Players that wanted to back out but couldn't because they're antags (can you feel the edge case?)
if(!GiveRandomJob(player))
AssignRole(player, SSjob.overflow_role) //If everything is already filled, make them an assistant
if(!AssignRole(player, SSjob.overflow_role)) //If everything is already filled, make them an assistant
return FALSE //Living on the edge, the forced antagonist couldn't be assigned to overflow role (bans, client age) - just reroll
return 1
return validate_required_jobs(required_jobs)
/datum/controller/subsystem/job/proc/validate_required_jobs(list/required_jobs)
if(!required_jobs.len)
return TRUE
for(var/required_group in required_jobs)
var/group_ok = TRUE
for(var/rank in required_group)
var/datum/job/J = GetJob(rank)
if(!J)
SSticker.mode.setup_error = "Invalid job [rank] in gamemode required jobs."
return FALSE
if(J.current_positions < required_group[rank])
group_ok = FALSE
break
if(group_ok)
return TRUE
SSticker.mode.setup_error = "Required jobs not present."
return FALSE
//We couldn't find a job from prefs for this guy.
/datum/controller/subsystem/job/proc/HandleUnassigned(mob/dead/new_player/player)
@@ -406,7 +437,7 @@ SUBSYSTEM_DEF(job)
if(length(GLOB.jobspawn_overrides[rank]))
S = pick(GLOB.jobspawn_overrides[rank])
if(S)
SendToAtom(H, S, buckle = FALSE)
S.JoinPlayerHere(H, FALSE)
if(!S) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
log_world("Couldn't find a round start spawn point for [rank]")
SendToLateJoin(H)
@@ -418,7 +449,7 @@ SUBSYSTEM_DEF(job)
if(job)
if(!job.dresscodecompliant)// CIT CHANGE - dress code compliance
equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
var/new_mob = job.equip(H, null, null, joined_late)
var/new_mob = job.equip(H, null, null, joined_late , null, M.client)
if(ismob(new_mob))
H = new_mob
if(!joined_late)
@@ -428,12 +459,18 @@ SUBSYSTEM_DEF(job)
SSpersistence.antag_rep_change[M.client.ckey] += job.GetAntagRep()
/* if(M.client.holder)
if(CONFIG_GET(flag/auto_deadmin_players) || (M.client.prefs?.toggles & DEADMIN_ALWAYS))
M.client.holder.auto_deadmin()
else
handle_auto_deadmin_roles(M.client, rank) */
to_chat(M, "<b>You are the [rank].</b>")
if(job)
to_chat(M, "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
to_chat(M, "<b>To speak on your departments radio, use the :h button. To see others, look closely at your headset.</b>")
job.radio_help_message(M)
if(job.req_admin_notify)
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect immediately, please notify the admins via adminhelp. Otherwise put your locker gear back into the locker and cryo out.</b>")
if(job.custom_spawn_text)
to_chat(M, "<b>[job.custom_spawn_text]</b>")
if(CONFIG_GET(number/minimal_access_threshold))
@@ -446,12 +483,24 @@ SUBSYSTEM_DEF(job)
equip_loadout(N, H, TRUE)//CIT CHANGE - makes players spawn with in-backpack loadout items properly. A little hacky but it works
return H
/*
/datum/controller/subsystem/job/proc/handle_auto_deadmin_roles(client/C, rank)
if(!C?.holder)
return TRUE
var/datum/job/job = GetJob(rank)
if(!job)
return
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_HEAD) && (CONFIG_GET(flag/auto_deadmin_heads) || (C.prefs?.toggles & DEADMIN_POSITION_HEAD)))
return C.holder.auto_deadmin()
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SECURITY) && (CONFIG_GET(flag/auto_deadmin_security) || (C.prefs?.toggles & DEADMIN_POSITION_SECURITY)))
return C.holder.auto_deadmin()
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SILICON) && (CONFIG_GET(flag/auto_deadmin_silicons) || (C.prefs?.toggles & DEADMIN_POSITION_SILICON))) //in the event there's ever psuedo-silicon roles added, ie synths.
return C.holder.auto_deadmin()*/
/datum/controller/subsystem/job/proc/setup_officer_positions()
var/datum/job/J = SSjob.GetJob("Security Officer")
if(!J)
throw EXCEPTION("setup_officer_positions(): Security officer job is missing")
CRASH("setup_officer_positions(): Security officer job is missing")
var/ssc = CONFIG_GET(number/security_scaling_coeff)
if(ssc > 0)
@@ -502,13 +551,15 @@ SUBSYSTEM_DEF(job)
if(job.required_playtime_remaining(player.client))
young++
continue
if(player.client.prefs.GetJobDepartment(job, 1) & job.flag)
high++
else if(player.client.prefs.GetJobDepartment(job, 2) & job.flag)
medium++
else if(player.client.prefs.GetJobDepartment(job, 3) & job.flag)
low++
else never++ //not selected
switch(player.client.prefs.job_preferences["[job.title]"])
if(JP_HIGH)
high++
if(JP_MEDIUM)
medium++
if(JP_LOW)
low++
else
never++
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
@@ -551,51 +602,61 @@ SUBSYSTEM_DEF(job)
newjob.spawn_positions = J.spawn_positions
newjob.current_positions = J.current_positions
/datum/controller/subsystem/job/proc/SendToAtom(mob/M, atom/A, buckle)
if(buckle && isliving(M) && istype(A, /obj/structure/chair))
var/obj/structure/chair/C = A
if(C.buckle_mob(M, FALSE, FALSE))
return
M.forceMove(get_turf(A))
/atom/proc/JoinPlayerHere(mob/M, buckle)
// By default, just place the mob on the same turf as the marker or whatever.
M.forceMove(get_turf(src))
/obj/structure/chair/JoinPlayerHere(mob/M, buckle)
// Placing a mob in a chair will attempt to buckle it, or else fall back to default.
if (buckle && isliving(M) && buckle_mob(M, FALSE, FALSE))
return
..()
/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE)
var/atom/destination
if(M.mind && M.mind.assigned_role && length(GLOB.jobspawn_overrides[M.mind.assigned_role])) //We're doing something special today.
SendToAtom(M,pick(GLOB.jobspawn_overrides[M.mind.assigned_role]),FALSE)
destination = pick(GLOB.jobspawn_overrides[M.mind.assigned_role])
destination.JoinPlayerHere(M, FALSE)
return
if(latejoin_trackers.len)
SendToAtom(M, pick(latejoin_trackers), buckle)
else
//bad mojo
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/shuttle/arrival]
if(A)
//first check if we can find a chair
var/obj/structure/chair/C = locate() in A
if(C)
SendToAtom(M, C, buckle)
return
else //last hurrah
var/list/avail = list()
for(var/turf/T in A)
if(!is_blocked_turf(T, TRUE))
avail += T
if(avail.len)
SendToAtom(M, pick(avail), FALSE)
return
destination = pick(latejoin_trackers)
destination.JoinPlayerHere(M, buckle)
return
//pick an open spot on arrivals and dump em
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
if(arrivals_turfs.len)
for(var/turf/T in arrivals_turfs)
if(!is_blocked_turf(T, TRUE))
SendToAtom(M, T, FALSE)
return
//last chance, pick ANY spot on arrivals and dump em
SendToAtom(M, arrivals_turfs[1], FALSE)
else
var/msg = "Unable to send mob [M] to late join!"
message_admins(msg)
CRASH(msg)
//bad mojo
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/shuttle/arrival]
if(A)
//first check if we can find a chair
var/obj/structure/chair/C = locate() in A
if(C)
C.JoinPlayerHere(M, buckle)
return
//last hurrah
var/list/avail = list()
for(var/turf/T in A)
if(!is_blocked_turf(T, TRUE))
avail += T
if(avail.len)
destination = pick(avail)
destination.JoinPlayerHere(M, FALSE)
return
//pick an open spot on arrivals and dump em
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
if(arrivals_turfs.len)
for(var/turf/T in arrivals_turfs)
if(!is_blocked_turf(T, TRUE))
T.JoinPlayerHere(M, FALSE)
return
//last chance, pick ANY spot on arrivals and dump em
destination = arrivals_turfs[1]
destination.JoinPlayerHere(M, FALSE)
else
var/msg = "Unable to send mob [M] to late join!"
message_admins(msg)
CRASH(msg)
///////////////////////////////////
@@ -637,4 +698,4 @@ SUBSYSTEM_DEF(job)
. |= player.mind
/datum/controller/subsystem/job/proc/JobDebug(message)
log_job_debug(message)
log_job_debug(message)
@@ -0,0 +1,5 @@
PROCESSING_SUBSYSTEM_DEF(chemistry)
wait = 5
flags = SS_KEEP_TIMING
@@ -9,6 +9,7 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
runlevels = RUNLEVEL_GAME
var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/
var/list/quirk_names_by_path = list()
var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad
var/list/quirk_objects = list() //A list of all quirk objects in the game, since some may process
@@ -22,11 +23,68 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
var/datum/quirk/T = V
quirks[initial(T.name)] = T
quirk_points[initial(T.name)] = initial(T.value)
quirk_names_by_path[T] = initial(T.name)
/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli, spawn_effects)
/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli, spawn_effects, roundstart = FALSE, datum/job/job, silent = FALSE, mob/to_chat_target)
GenerateQuirks(cli)
for(var/V in cli.prefs.character_quirks)
var/list/quirks = cli.prefs.character_quirks.Copy()
var/list/cut
if(job && job.blacklisted_quirks)
cut = filter_quirks(quirks, job)
for(var/V in quirks)
user.add_quirk(V, spawn_effects)
if(!silent && LAZYLEN(cut))
to_chat(to_chat_target || user, "<span class='boldwarning'>All of your non-neutral character quirks have been cut due to these quirks conflicting with your job assignment: [english_list(cut)].</span>")
/datum/controller/subsystem/processing/quirks/proc/quirk_path_by_name(name)
return quirks[name]
/datum/controller/subsystem/processing/quirks/proc/quirk_points_by_name(name)
return quirk_points[name]
/datum/controller/subsystem/processing/quirks/proc/quirk_name_by_path(path)
return quirk_names_by_path[path]
/datum/controller/subsystem/processing/quirks/proc/total_points(list/quirk_names)
. = 0
for(var/i in quirk_names)
. += quirk_points_by_name(i)
/datum/controller/subsystem/processing/quirks/proc/filter_quirks(list/quirks, datum/job/job)
var/list/cut = list()
var/list/banned_names = list()
for(var/i in job.blacklisted_quirks)
var/name = quirk_name_by_path(i)
if(name)
banned_names += name
var/list/blacklisted = quirks & banned_names
if(length(blacklisted))
for(var/i in blacklisted)
quirks -= i
cut += i
/* //Code to automatically reduce positive quirks until balance is even.
var/points_used = total_points(quirks)
if(points_used > 0)
//they owe us points, let's collect.
for(var/i in quirks)
var/points = quirk_points_by_name(i)
if(points > 0)
cut += i
quirks -= i
points_used -= points
if(points_used <= 0)
break
*/
//Nah, let's null all non-neutrals out.
if(cut.len)
for(var/i in quirks)
if(quirk_points_by_name(i) != 0)
//cut += i -- Commented out: Only show the ones that triggered the quirk purge.
quirks -= i
return cut
/datum/controller/subsystem/processing/quirks/proc/GenerateQuirks(client/user)
if(user.prefs.character_quirks.len)
+2 -2
View File
@@ -255,7 +255,7 @@ SUBSYSTEM_DEF(ticker)
var/can_continue = 0
can_continue = src.mode.pre_setup() //Choose antagonists
CHECK_TICK
SSjob.DivideOccupations() //Distribute jobs
can_continue = can_continue && SSjob.DivideOccupations(mode.required_jobs) //Distribute jobs
CHECK_TICK
if(!GLOB.Debug2)
@@ -385,7 +385,7 @@ SUBSYSTEM_DEF(ticker)
if(player.mind.assigned_role != player.mind.special_role)
SSjob.EquipRank(N, player.mind.assigned_role, 0)
if(CONFIG_GET(flag/roundstart_traits) && ishuman(N.new_character))
SSquirks.AssignQuirks(N.new_character, N.client, TRUE)
SSquirks.AssignQuirks(N.new_character, N.client, TRUE, TRUE, SSjob.GetJob(player.mind.assigned_role), FALSE, N)
CHECK_TICK
if(captainless)
for(var/mob/dead/new_player/N in GLOB.player_list)
+1 -1
View File
@@ -7,7 +7,7 @@
SUBSYSTEM_DEF(bellies)
name = "Bellies"
priority = 5
priority = FIRE_PRIORITY_VORE
wait = 1 SECONDS
flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_GAME|RUNLEVEL_POSTGAME
+5 -2
View File
@@ -87,17 +87,20 @@ SUBSYSTEM_DEF(vote)
/datum/controller/subsystem/vote/proc/announce_result()
var/list/winners = get_result()
var/text
var/was_roundtype_vote = mode == "roundtype"
if(winners.len > 0)
if(question)
text += "<b>[question]</b>"
else
text += "<b>[capitalize(mode)] Vote</b>"
stored_gamemode_votes = list()
if(was_roundtype_vote)
stored_gamemode_votes = list()
for(var/i=1,i<=choices.len,i++)
var/votes = choices[choices[i]]
if(!votes)
votes = 0
stored_gamemode_votes[choices[i]] = votes
if(was_roundtype_vote)
stored_gamemode_votes[choices[i]] = votes
text += "\n<b>[choices[i]]:</b> [obfuscated ? "???" : votes]" //CIT CHANGE - adds obfuscated votes
if(mode != "custom")
if(winners.len > 1 && !obfuscated) //CIT CHANGE - adds obfuscated votes
+18 -11
View File
@@ -494,6 +494,7 @@
else
to_chat(owner, "<span class='cultitalic'>Your hands are full!</span>")
//MGS Box
/datum/action/item_action/agent_box
name = "Deploy Box"
desc = "Find inner peace, here, in the box."
@@ -502,21 +503,27 @@
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "deploy_box"
var/cooldown = 0
var/obj/structure/closet/cardboard/agent/box
var/boxtype = /obj/structure/closet/cardboard/agent
//Handles open and closing the box
/datum/action/item_action/agent_box/Trigger()
if(!..())
. = ..()
if(!.)
return FALSE
if(QDELETED(box))
if(cooldown < world.time - 100)
box = new(owner.drop_location())
owner.forceMove(box)
cooldown = world.time
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
else
owner.forceMove(box.drop_location())
if(istype(owner.loc, /obj/structure/closet/cardboard/agent))
var/obj/structure/closet/cardboard/agent/box = owner.loc
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
box.open()
return
//Box closing from here on out.
if(!isturf(owner.loc)) //Don't let the player use this to escape mechs/welded closets.
to_chat(owner, "<span class = 'notice'>You need more space to activate this implant.</span>")
return
if(cooldown < world.time - 100)
var/box = new boxtype(owner.drop_location())
owner.forceMove(box)
cooldown = world.time
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
QDEL_NULL(box)
//Preset for spells
/datum/action/spell_action
+72
View File
@@ -0,0 +1,72 @@
/datum/brain_trauma/hypnosis
name = "Hypnosis"
desc = "Patient's unconscious is completely enthralled by a word or sentence, focusing their thoughts and actions on it."
scan_desc = "looping thought pattern"
gain_text = ""
lose_text = ""
resilience = TRAUMA_RESILIENCE_SURGERY
var/hypnotic_phrase = ""
var/regex/target_phrase
/datum/brain_trauma/hypnosis/New(phrase, quirk = FALSE)
if(!phrase)
qdel(src)
if(quirk == TRUE)
hypnotic_phrase = phrase
else
friendliify(phrase)
if(IsAdminAdvancedProcCall())
to_chat(usr, "<span class='danger'>Hypnosis New() skipped due to try/catch incompatibility with admin proccalling.</span>")
qdel(src)
try
target_phrase = new("(\\b[hypnotic_phrase]\\b)","ig")
catch(var/exception/e)
stack_trace("[e] on [e.file]:[e.line]")
qdel(src)
..()
/datum/brain_trauma/hypnosis/proc/friendliify(phrase)
phrase = replacetext(lowertext(phrase), "kill", "hug")
phrase = replacetext(lowertext(phrase), "murder", "cuddle")
phrase = replacetext(lowertext(phrase), "harm", "snuggle")
phrase = replacetext(lowertext(phrase), "decapitate", "headpat")
phrase = replacetext(lowertext(phrase), "strangle", "meow at")
phrase = replacetext(lowertext(phrase), "suicide", "self-love")
phrase = replacetext(lowertext(phrase), "lynch", "kiss")
hypnotic_phrase = phrase
/datum/brain_trauma/hypnosis/on_gain()
message_admins("[ADMIN_LOOKUPFLW(owner)] was hypnotized with the phrase '[hypnotic_phrase]'.")
log_game("[key_name(owner)] was hypnotized with the phrase '[hypnotic_phrase]'.")
to_chat(owner, "<span class='reallybig hypnophrase'>[hypnotic_phrase]</span>")
to_chat(owner, "<span class='notice'>[pick("You feel your thoughts focusing on this phrase... you can't seem to get it out of your head.",\
"Your head hurts, but this is all you can think of. It must be vitally important.",\
"You feel a part of your mind repeating this over and over. You need to follow these words.",\
"Something about this sounds... right, for some reason. You feel like you should follow these words.",\
"These words keep echoing in your mind. You find yourself completely fascinated by them.")]</span>")
if(!HAS_TRAIT(owner, "hypnotherapy"))
to_chat(owner, "<span class='boldwarning'>You've been hypnotized by this sentence. You must follow these words. If it isn't a clear order, you can freely interpret how to do so,\
as long as you act like the words are your highest priority.</span>")
else
to_chat(owner, "<span class='boldwarning'>You've been hypnotized by this sentence. You feel an incredible desire to follow these words, but are able to resist it somewhat. If it isn't a clear order, you can freely interpret how to do so,\
however this does not take precedence over your other objectives.</span>")
..()
/datum/brain_trauma/hypnosis/on_lose()
message_admins("[ADMIN_LOOKUPFLW(owner)] is no longer hypnotized with the phrase '[hypnotic_phrase]'.")
log_game("[key_name(owner)] is no longer hypnotized with the phrase '[hypnotic_phrase]'.")
to_chat(owner, "<span class='userdanger'>You suddenly snap out of your fixation. The phrase '[hypnotic_phrase]' no longer feels important to you.</span>")
..()
/datum/brain_trauma/hypnosis/on_life()
..()
if(prob(2))
switch(rand(1,2))
if(1)
to_chat(owner, "<i>...[lowertext(hypnotic_phrase)]...</i>")
if(2)
new /datum/hallucination/chat(owner, TRUE, FALSE, "<span class='hypnophrase'>[hypnotic_phrase]</span>")
/datum/brain_trauma/hypnosis/on_hear(message, speaker, message_language, raw_message, radio_freq)
message = target_phrase.Replace(message, "<span class='hypnophrase'>$1</span>")
return message
+1 -1
View File
@@ -46,7 +46,7 @@
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s imaginary friend?", ROLE_PAI, null, null, 75, friend)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
friend.key = C.key
C.transfer_ckey(friend, FALSE)
friend_initialized = TRUE
else
qdel(src)
+6
View File
@@ -31,6 +31,8 @@
/datum/brain_trauma/mild/phobia/on_life()
..()
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return
if(is_blind(owner))
return
if(world.time > next_check && world.time > next_scare)
@@ -70,6 +72,8 @@
/datum/brain_trauma/mild/phobia/on_hear(message, speaker, message_language, raw_message, radio_freq)
if(!owner.can_hear() || world.time < next_scare) //words can't trigger you if you can't hear them *taps head*
return message
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return message
for(var/word in trigger_words)
var/reg = regex("(\\b|\\A)[REGEX_QUOTE(word)]'?s*(\\b|\\Z)", "i")
@@ -79,6 +83,8 @@
return message
/datum/brain_trauma/mild/phobia/handle_speech(datum/source, list/speech_args)
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return
for(var/word in trigger_words)
var/reg = regex("(\\b|\\A)[REGEX_QUOTE(word)]'?s*(\\b|\\Z)", "i")
+17
View File
@@ -254,3 +254,20 @@
/datum/brain_trauma/severe/pacifism/on_lose()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
//ported from TG
/datum/brain_trauma/severe/hypnotic_stupor
name = "Hypnotic Stupor"
desc = "Patient is prone to episodes of extreme stupor that leaves them extremely suggestible."
scan_desc = "oneiric feedback loop"
gain_text = "<span class='warning'>You feel somewhat dazed.</span>"
lose_text = "<span class='notice'>You feel like a fog was lifted from your mind.</span>"
/datum/brain_trauma/severe/hypnotic_stupor/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
..()
owner.remove_status_effect(/datum/status_effect/trance)
/datum/brain_trauma/severe/hypnotic_stupor/on_life()
..()
if(prob(1) && !owner.has_status_effect(/datum/status_effect/trance))
owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
@@ -26,7 +26,7 @@
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s split personality?", ROLE_PAI, null, null, 75, stranger_backseat)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
stranger_backseat.key = C.key
C.transfer_ckey(stranger_backseat, FALSE)
log_game("[key_name(stranger_backseat)] became [key_name(owner)]'s split personality.")
message_admins("[ADMIN_LOOKUPFLW(stranger_backseat)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.")
else
@@ -184,7 +184,7 @@
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s brainwashed mind?", null, null, null, 75, stranger_backseat)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
stranger_backseat.key = C.key
C.transfer_ckey(stranger_backseat, FALSE)
else
qdel(src)
+2 -2
View File
@@ -37,9 +37,9 @@
if(O.status == BODYPART_ROBOTIC)
return
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET))
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET) || (H.shoes && (H.shoes.body_parts_covered & FEET)))
if(!(flags & CALTROP_BYPASS_SHOES) && (H.shoes || feetCover))
if(!(flags & CALTROP_BYPASS_SHOES) && feetCover)
return
if((H.movement_type & FLYING) || H.buckled)
+2 -2
View File
@@ -26,5 +26,5 @@
if(!HAS_TRAIT(wearer, TRAIT_DEAF))
var/obj/item/organ/ears/ears = wearer.getorganslot(ORGAN_SLOT_EARS)
if (ears)
ears.deaf = max(ears.deaf - 1, (ears.ear_damage < UNHEALING_EAR_DAMAGE ? 0 : 1)) // Do not clear deafness while above the unhealing ear damage threshold
ears.ear_damage = max(ears.ear_damage - 0.1, 0)
ears.deaf = max(ears.deaf - 1, (ears.damage < ears.maxHealth ? 0 : 1)) // Do not clear deafness if our ears are too damaged
ears.damage = max(ears.damage - 0.1, 0)
+107 -104
View File
@@ -1,105 +1,108 @@
/datum/component/footstep
var/steps = 0
var/volume
var/e_range
/datum/component/footstep/Initialize(volume_ = 0.5, e_range_ = -1)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
volume = volume_
e_range = e_range_
RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED), .proc/play_footstep)
/datum/component/footstep/proc/play_footstep()
var/turf/open/T = get_turf(parent)
if(!istype(T))
return
var/mob/living/LM = parent
var/v = volume
var/e = e_range
if(!T.footstep || LM.buckled || LM.lying || !LM.canmove || LM.resting || LM.buckled || LM.throwing || LM.movement_type & (VENTCRAWLING | FLYING))
if (LM.lying && !(!T.footstep || LM.movement_type & (VENTCRAWLING | FLYING))) //play crawling sound if we're lying
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v)
return
if(iscarbon(LM))
var/mob/living/carbon/C = LM
if(!C.get_bodypart(BODY_ZONE_L_LEG) && !C.get_bodypart(BODY_ZONE_R_LEG))
return
if(ishuman(C) && C.m_intent == MOVE_INTENT_WALK)
v /= 2
e -= 5
steps++
if(steps >= 3)
steps = 0
else
return
if(prob(80) && !LM.has_gravity(T)) // don't need to step as often when you hop around
return
//begin playsound shenanigans//
//for barefooted non-clawed mobs like monkeys
if(isbarefoot(LM))
playsound(T, pick(GLOB.barefootstep[T.barefootstep][1]),
GLOB.barefootstep[T.barefootstep][2] * v,
TRUE,
GLOB.barefootstep[T.barefootstep][3] + e)
return
//for xenomorphs, dogs, and other clawed mobs
if(isclawfoot(LM))
if(isalienadult(LM)) //xenos are stealthy and get quieter footsteps
v /= 3
e -= 5
playsound(T, pick(GLOB.clawfootstep[T.clawfootstep][1]),
GLOB.clawfootstep[T.clawfootstep][2] * v,
TRUE,
GLOB.clawfootstep[T.clawfootstep][3] + e)
return
//for megafauna and other large and imtimidating mobs such as the bloodminer
if(isheavyfoot(LM))
playsound(T, pick(GLOB.heavyfootstep[T.heavyfootstep][1]),
GLOB.heavyfootstep[T.heavyfootstep][2] * v,
TRUE,
GLOB.heavyfootstep[T.heavyfootstep][3] + e)
return
//for slimes
if(isslime(LM))
playsound(T, 'sound/effects/footstep/slime1.ogg', 15 * v)
return
//for (simple) humanoid mobs (clowns, russians, pirates, etc.)
if(isshoefoot(LM))
if(!ishuman(LM))
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * v,
TRUE,
GLOB.footstep[T.footstep][3] + e)
return
if(ishuman(LM)) //for proper humans, they're special
var/mob/living/carbon/human/H = LM
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET))
if (H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle") //are we a naga or tentacle taur creature
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v)
return
if(H.shoes || feetCover) //are we wearing shoes
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * v,
TRUE,
GLOB.footstep[T.footstep][3] + e)
if((!H.shoes && !feetCover)) //are we NOT wearing shoes
playsound(T, pick(GLOB.barefootstep[T.barefootstep][1]),
GLOB.barefootstep[T.barefootstep][2] * v,
TRUE,
/datum/component/footstep
var/steps = 0
var/volume
var/e_range
/datum/component/footstep/Initialize(volume_ = 0.5, e_range_ = -1)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
volume = volume_
e_range = e_range_
RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED), .proc/play_footstep)
/datum/component/footstep/proc/play_footstep()
var/turf/open/T = get_turf(parent)
if(!istype(T))
return
var/mob/living/LM = parent
var/v = volume
var/e = e_range
if(!T.footstep || LM.buckled || LM.lying || !LM.canmove || LM.resting || LM.buckled || LM.throwing || LM.movement_type & (VENTCRAWLING | FLYING))
if (LM.lying && !LM.buckled && !(!T.footstep || LM.movement_type & (VENTCRAWLING | FLYING))) //play crawling sound if we're lying
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v)
return
if(HAS_TRAIT(LM, TRAIT_SILENT_STEP))
return
if(iscarbon(LM))
var/mob/living/carbon/C = LM
if(!C.get_bodypart(BODY_ZONE_L_LEG) && !C.get_bodypart(BODY_ZONE_R_LEG))
return
if(ishuman(C) && C.m_intent == MOVE_INTENT_WALK)
v /= 2
e -= 5
steps++
if(steps >= 3)
steps = 0
else
return
if(prob(80) && !LM.has_gravity(T)) // don't need to step as often when you hop around
return
//begin playsound shenanigans//
//for barefooted non-clawed mobs like monkeys
if(isbarefoot(LM))
playsound(T, pick(GLOB.barefootstep[T.barefootstep][1]),
GLOB.barefootstep[T.barefootstep][2] * v,
TRUE,
GLOB.barefootstep[T.barefootstep][3] + e)
return
//for xenomorphs, dogs, and other clawed mobs
if(isclawfoot(LM))
if(isalienadult(LM)) //xenos are stealthy and get quieter footsteps
v /= 3
e -= 5
playsound(T, pick(GLOB.clawfootstep[T.clawfootstep][1]),
GLOB.clawfootstep[T.clawfootstep][2] * v,
TRUE,
GLOB.clawfootstep[T.clawfootstep][3] + e)
return
//for megafauna and other large and imtimidating mobs such as the bloodminer
if(isheavyfoot(LM))
playsound(T, pick(GLOB.heavyfootstep[T.heavyfootstep][1]),
GLOB.heavyfootstep[T.heavyfootstep][2] * v,
TRUE,
GLOB.heavyfootstep[T.heavyfootstep][3] + e)
return
//for slimes
if(isslime(LM))
playsound(T, 'sound/effects/footstep/slime1.ogg', 15 * v)
return
//for (simple) humanoid mobs (clowns, russians, pirates, etc.)
if(isshoefoot(LM))
if(!ishuman(LM))
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * v,
TRUE,
GLOB.footstep[T.footstep][3] + e)
return
if(ishuman(LM)) //for proper humans, they're special
var/mob/living/carbon/human/H = LM
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET) || (H.shoes && (H.shoes.body_parts_covered & FEET)))
if (H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle") //are we a naga or tentacle taur creature
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v)
return
if(feetCover) //are we wearing shoes
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * v,
TRUE,
GLOB.footstep[T.footstep][3] + e)
if(!feetCover) //are we NOT wearing shoes
playsound(T, pick(GLOB.barefootstep[T.barefootstep][1]),
GLOB.barefootstep[T.barefootstep][2] * v,
TRUE,
GLOB.barefootstep[T.barefootstep][3] + e)
+77 -14
View File
@@ -6,6 +6,7 @@
var/sanity = 100 //Current sanity
var/shown_mood //Shown happiness, this is what others can see when they try to examine you, prevents antag checking by noticing traitors are always very happy.
var/mood_level = 5 //To track what stage of moodies they're on
var/sanity_level = 5 //To track what stage of sanity they're on
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/datum/mood_event/list/mood_events = list()
var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
@@ -20,6 +21,8 @@
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(parent, COMSIG_INCREASE_SANITY, .proc/IncreaseSanity)
RegisterSignal(parent, COMSIG_DECREASE_SANITY, .proc/DecreaseSanity)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
var/mob/living/owner = parent
@@ -118,6 +121,8 @@
if(owner.client && owner.hud_used)
if(sanity < 25)
screen_obj.icon_state = "mood_insane"
else if (owner.has_status_effect(/datum/status_effect/chem/enthrall))//Fermichem enthral chem, maybe change?
screen_obj.icon_state = "mood_entrance"
else
screen_obj.icon_state = "mood[mood_level]"
@@ -126,23 +131,23 @@
switch(mood_level)
if(1)
DecreaseSanity(0.2)
DecreaseSanity(src, 0.2)
if(2)
DecreaseSanity(0.125, SANITY_CRAZY)
DecreaseSanity(src, 0.125, SANITY_CRAZY)
if(3)
DecreaseSanity(0.075, SANITY_UNSTABLE)
DecreaseSanity(src, 0.075, SANITY_UNSTABLE)
if(4)
DecreaseSanity(0.025, SANITY_DISTURBED)
DecreaseSanity(src, 0.025, SANITY_DISTURBED)
if(5)
IncreaseSanity(0.1)
IncreaseSanity(src, 0.1)
if(6)
IncreaseSanity(0.15)
IncreaseSanity(src, 0.15)
if(7)
IncreaseSanity(0.20)
IncreaseSanity(src, 0.20)
if(8)
IncreaseSanity(0.25, SANITY_GREAT)
IncreaseSanity(src, 0.25, SANITY_GREAT)
if(9)
IncreaseSanity(0.4, SANITY_GREAT)
IncreaseSanity(src, 0.4, SANITY_GREAT)
if(insanity_effect != holdmyinsanityeffect)
if(insanity_effect > holdmyinsanityeffect)
@@ -163,9 +168,61 @@
HandleNutrition(owner)
/datum/component/mood/proc/DecreaseSanity(amount, minimum = SANITY_INSANE)
/datum/component/mood/proc/setSanity(amount, minimum=SANITY_INSANE, maximum=SANITY_NEUTRAL)//I'm sure bunging this in here will have no negative repercussions.
var/mob/living/master = parent
if(amount == sanity)
return
// If we're out of the acceptable minimum-maximum range move back towards it in steps of 0.5
// If the new amount would move towards the acceptable range faster then use it instead
if(sanity < minimum && amount < sanity + 0.5)
amount = sanity + 0.5
else if(sanity > maximum && amount > sanity - 0.5)
amount = sanity - 0.5
// Disturbed stops you from getting any more sane
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
sanity = min(amount,sanity)
else
sanity = amount
switch(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
setInsanityEffect(MAJOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1.5) //Did we change something ? movetypes is runtiming, movetypes=(~FLYING))
sanity_level = 6
if(SANITY_CRAZY to SANITY_UNSTABLE)
setInsanityEffect(MINOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1)//, movetypes=(~FLYING))
sanity_level = 5
if(SANITY_UNSTABLE to SANITY_DISTURBED)
setInsanityEffect(0)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=0.5)//, movetypes=(~FLYING))
sanity_level = 4
if(SANITY_DISTURBED to SANITY_NEUTRAL)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
sanity_level = 3
if(SANITY_NEUTRAL+1 to SANITY_GREAT+1) //shitty hack but +1 to prevent it from responding to super small differences
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
sanity_level = 2
if(SANITY_GREAT+1 to INFINITY)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
sanity_level = 1
//update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
if(newval == insanity_effect)
return
var/mob/living/master = parent
master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
insanity_effect = newval
/datum/component/mood/proc/DecreaseSanity(datum/source, amount, minimum = SANITY_INSANE)
if(sanity < minimum) //This might make KevinZ stop fucking pinging me.
IncreaseSanity(0.5)
IncreaseSanity(src, 0.5)
else
sanity = max(minimum, sanity - amount)
if(sanity < SANITY_UNSTABLE)
@@ -174,9 +231,13 @@
else
insanity_effect = (MINOR_INSANITY_PEN)
/datum/component/mood/proc/IncreaseSanity(amount, maximum = SANITY_NEUTRAL)
/datum/component/mood/proc/IncreaseSanity(datum/source, amount, maximum = SANITY_NEUTRAL)
// Disturbed stops you from getting any more sane - I'm just gonna bung this in here
var/mob/living/owner = parent
if(HAS_TRAIT(owner, TRAIT_UNSTABLE))
return
if(sanity > maximum)
DecreaseSanity(0.5) //Removes some sanity to go back to our current limit.
DecreaseSanity(src, 0.5) //Removes some sanity to go back to our current limit.
else
sanity = min(maximum, sanity + amount)
if(sanity > SANITY_CRAZY)
@@ -195,7 +256,7 @@
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
return 0 //Don't have to update the event.
the_event = new type(src, param)
the_event = new type(src, param)//This causes a runtime for some reason, was this me? No - there's an event floating around missing a definition.
mood_events[category] = the_event
update_mood()
@@ -203,6 +264,8 @@
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
return the_event
/datum/component/mood/proc/clear_event(datum/source, category)
var/datum/mood_event/event = mood_events[category]
if(!event)
+39 -10
View File
@@ -162,12 +162,12 @@
if(!Process_Spacemove(direction) || !isturf(AM.loc))
return
step(AM, direction)
if((direction & (direction - 1)) && (AM.loc == next)) //moved diagonally
last_move_diagonal = TRUE
else
last_move_diagonal = FALSE
handle_vehicle_layer()
handle_vehicle_offsets()
else
@@ -195,21 +195,47 @@
. = ..()
RegisterSignal(parent, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_host_unarmed_melee)
/datum/component/riding/human/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
var/mob/living/carbon/human/H = parent
H.remove_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING)
. = ..()
/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
. = ..()
var/mob/living/carbon/human/H = parent
H.add_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING, multiplicative_slowdown = HUMAN_CARRY_SLOWDOWN)
/datum/component/riding/human/proc/on_host_unarmed_melee(atom/target)
var/mob/living/carbon/human/AM = parent
if(AM.a_intent == INTENT_DISARM && (target in AM.buckled_mobs))
var/mob/living/carbon/human/H = parent
if(H.a_intent == INTENT_DISARM && (target in H.buckled_mobs))
force_dismount(target)
/datum/component/riding/human/handle_vehicle_layer()
var/atom/movable/AM = parent
if(AM.buckled_mobs && AM.buckled_mobs.len)
if(AM.dir == SOUTH)
AM.layer = ABOVE_MOB_LAYER
for(var/mob/M in AM.buckled_mobs) //ensure proper layering of piggyback and carry, sometimes weird offsets get applied
M.layer = MOB_LAYER
if(!AM.buckle_lying)
if(AM.dir == SOUTH)
AM.layer = ABOVE_MOB_LAYER
else
AM.layer = OBJ_LAYER
else
AM.layer = OBJ_LAYER
if(AM.dir == NORTH)
AM.layer = OBJ_LAYER
else
AM.layer = ABOVE_MOB_LAYER
else
AM.layer = MOB_LAYER
/datum/component/riding/human/get_offsets(pass_index)
var/mob/living/carbon/human/H = parent
if(H.buckle_lying)
return list(TEXT_NORTH = list(0, 6), TEXT_SOUTH = list(0, 6), TEXT_EAST = list(0, 6), TEXT_WEST = list(0, 6))
else
return list(TEXT_NORTH = list(0, 6), TEXT_SOUTH = list(0, 6), TEXT_EAST = list(-6, 4), TEXT_WEST = list( 6, 4))
/datum/component/riding/human/force_dismount(mob/living/user)
var/atom/movable/AM = parent
AM.unbuckle_mob(user)
@@ -273,12 +299,15 @@
M.throw_at(target, 14, 5, AM)
M.Knockdown(60)
/datum/component/riding/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1)
/datum/component/riding/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1, riding_target_override = null)
var/atom/movable/AM = parent
var/amount_equipped = 0
for(var/amount_needed = amount_required, amount_needed > 0, amount_needed--)
var/obj/item/riding_offhand/inhand = new /obj/item/riding_offhand(user)
inhand.rider = user
if(!riding_target_override)
inhand.rider = user
else
inhand.rider = riding_target_override
inhand.parent = AM
if(user.put_in_hands(inhand, TRUE))
amount_equipped++
@@ -318,7 +347,7 @@
. = ..()
/obj/item/riding_offhand/equipped()
if(loc != rider)
if(loc != rider && loc != parent)
selfdeleting = TRUE
qdel(src)
. = ..()
@@ -36,3 +36,4 @@
/datum/component/storage/concrete/emergency/proc/unlock_me(datum/source)
if(locked)
set_locked(source, FALSE)
return TRUE
@@ -52,18 +52,18 @@
. = ..()
cant_hold = typecacheof(list(/obj/item/screwdriver/power))
can_hold = typecacheof(list(
/obj/item/kitchen/knife, /obj/item/switchblade, /obj/item/pen,
/obj/item/kitchen/knife, /obj/item/switchblade, /obj/item/pen, /obj/item/melee/cultblade/dagger,
/obj/item/scalpel, /obj/item/reagent_containers/syringe, /obj/item/dnainjector,
/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/dropper,
/obj/item/implanter, /obj/item/screwdriver, /obj/item/weldingtool/mini,
/obj/item/firing_pin
/obj/item/firing_pin, /obj/item/gun/ballistic/automatic/pistol/mag
))
/datum/component/storage/concrete/pockets/shoes/clown/Initialize()
. = ..()
cant_hold = typecacheof(list(/obj/item/screwdriver/power))
can_hold = typecacheof(list(
/obj/item/kitchen/knife, /obj/item/switchblade, /obj/item/pen,
/obj/item/kitchen/knife, /obj/item/switchblade, /obj/item/pen, /obj/item/melee/cultblade/dagger,
/obj/item/scalpel, /obj/item/reagent_containers/syringe, /obj/item/dnainjector,
/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/dropper,
/obj/item/implanter, /obj/item/screwdriver, /obj/item/weldingtool/mini,
+1 -1
View File
@@ -234,7 +234,7 @@
/datum/component/storage/proc/quick_empty(mob/M)
var/atom/A = parent
if((!ishuman(M) && (A.loc != M)) || (M.stat != CONSCIOUS) || M.restrained() || !M.canmove)
if(!M.canUseStorage() || !A.Adjacent(M) || M.incapacitated())
return
if(check_locked(null, M, TRUE))
return FALSE
+10 -1
View File
@@ -24,8 +24,9 @@ GLOBAL_LIST_EMPTY(uplinks)
var/unlock_note
var/unlock_code
var/failsafe_code
var/datum/ui_state/checkstate
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20)
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
@@ -57,6 +58,7 @@ GLOBAL_LIST_EMPTY(uplinks)
active = _enabled
gamemode = _gamemode
telecrystals = starting_tc
checkstate = _checkstate
if(!lockable)
active = TRUE
locked = FALSE
@@ -115,6 +117,7 @@ GLOBAL_LIST_EMPTY(uplinks)
/datum/component/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
state = checkstate ? checkstate : state
active = TRUE
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -123,6 +126,12 @@ GLOBAL_LIST_EMPTY(uplinks)
ui.set_style("syndicate")
ui.open()
/datum/component/uplink/ui_host(mob/user)
if(istype(parent, /obj/item/implant)) //implants are like organs, not really located inside mobs codewise.
var/obj/item/implant/I = parent
return I.imp_in
return ..()
/datum/component/uplink/ui_data(mob/user)
if(!user.mind)
return
+128
View File
@@ -0,0 +1,128 @@
/datum/component/virtual_reality
dupe_mode = COMPONENT_DUPE_ALLOWED //mindswap memes, shouldn't stack up otherwise.
var/datum/mind/mastermind // where is my mind t. pixies
var/datum/mind/current_mind
var/obj/machinery/vr_sleeper/vr_sleeper
var/datum/action/quit_vr/quit_action
var/you_die_in_the_game_you_die_for_real = FALSE
var/datum/component/virtual_reality/inception //The component works on a very fragile link betwixt mind, ckey and death.
/datum/component/virtual_reality/Initialize(mob/M, obj/machinery/vr_sleeper/gaming_pod, yolo = FALSE, new_char = TRUE)
if(!ismob(parent) || !istype(M))
return COMPONENT_INCOMPATIBLE
var/mob/vr_M = parent
mastermind = M.mind
RegisterSignal(M, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETED), .proc/game_over)
RegisterSignal(M, COMSIG_MOB_KEY_CHANGE, .proc/switch_player)
RegisterSignal(mastermind, COMSIG_MIND_TRANSFER, .proc/switch_player)
you_die_in_the_game_you_die_for_real = yolo
quit_action = new()
if(gaming_pod)
vr_sleeper = gaming_pod
RegisterSignal(vr_sleeper, COMSIG_ATOM_EMAG_ACT, .proc/you_only_live_once)
RegisterSignal(vr_sleeper, COMSIG_MACHINE_EJECT_OCCUPANT, .proc/revert_to_reality)
vr_M.ckey = M.ckey
var/datum/component/virtual_reality/clusterfk = M.GetComponent(/datum/component/virtual_reality)
if(clusterfk && !clusterfk.inception)
clusterfk.inception = src
SStgui.close_user_uis(M, src)
/datum/component/virtual_reality/RegisterWithParent()
var/mob/M = parent
current_mind = M.mind
quit_action.Grant(M)
RegisterSignal(quit_action, COMSIG_ACTION_TRIGGER, .proc/revert_to_reality)
RegisterSignal(M, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETED), .proc/game_over)
RegisterSignal(M, COMSIG_MOB_GHOSTIZE, .proc/be_a_quitter)
RegisterSignal(M, COMSIG_MOB_KEY_CHANGE, .proc/pass_me_the_remote)
RegisterSignal(current_mind, COMSIG_MIND_TRANSFER, .proc/pass_me_the_remote)
mastermind.current.audiovisual_redirect = M
if(vr_sleeper)
vr_sleeper.vr_mob = M
/datum/component/virtual_reality/UnregisterFromParent()
quit_action.Remove(parent)
UnregisterSignal(parent, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETED, COMSIG_MOB_KEY_CHANGE, COMSIG_MOB_GHOSTIZE))
UnregisterSignal(current_mind, COMSIG_MIND_TRANSFER)
UnregisterSignal(quit_action, COMSIG_ACTION_TRIGGER)
current_mind = null
mastermind.current.audiovisual_redirect = null
/datum/component/virtual_reality/proc/switch_player(datum/source, mob/new_mob, mob/old_mob)
if(vr_sleeper || !new_mob.mind)
// Machineries currently don't deal up with the occupant being polymorphed et similar... Or did something fuck up?
revert_to_reality()
return
old_mob.audiovisual_redirect = null
new_mob.audiovisual_redirect = parent
/datum/component/virtual_reality/proc/action_trigger(datum/signal_source, datum/action/source)
if(source != quit_action)
return COMPONENT_ACTION_BLOCK_TRIGGER
revert_to_reality(signal_source)
/datum/component/virtual_reality/proc/you_only_live_once()
if(you_die_in_the_game_you_die_for_real || vr_sleeper?.only_current_user_can_interact)
return FALSE
you_die_in_the_game_you_die_for_real = TRUE
return TRUE
/datum/component/virtual_reality/proc/pass_me_the_remote(datum/source, mob/new_mob)
if(new_mob == mastermind.current)
revert_to_reality(source)
return TRUE
new_mob.TakeComponent(src)
return TRUE
/datum/component/virtual_reality/PostTransfer()
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
/datum/component/virtual_reality/proc/revert_to_reality(datum/source)
quit_it()
/datum/component/virtual_reality/proc/game_over(datum/source)
quit_it(TRUE, TRUE)
/datum/component/virtual_reality/proc/be_a_quitter(datum/source, can_reenter_corpse)
quit_it()
return COMPONENT_BLOCK_GHOSTING
/datum/component/virtual_reality/proc/virtual_reality_in_a_virtual_reality(mob/player, killme = FALSE, datum/component/virtual_reality/yo_dawg)
var/mob/M = parent
quit_it(FALSE, killme, player, yo_dawg)
yo_dawg.inception = null
if(killme)
M.death(FALSE)
/datum/component/virtual_reality/proc/quit_it(deathcheck = FALSE, cleanup = FALSE, mob/override)
var/mob/M = parent
var/mob/dreamer = override ? override : mastermind.current
if(!mastermind)
to_chat(M, "<span class='warning'>You feel a dreadful sensation, something terrible happened. You try to wake up, but you find yourself unable to...</span>")
else
var/key_transfer = FALSE
if(inception?.parent)
inception.virtual_reality_in_a_virtual_reality(dreamer, cleanup, src)
else
key_transfer = TRUE
if(key_transfer)
M.transfer_ckey(dreamer, FALSE)
dreamer.stop_sound_channel(CHANNEL_HEARTBEAT)
dreamer.audiovisual_redirect = null
if(deathcheck && you_die_in_the_game_you_die_for_real)
to_chat(mastermind, "<span class='warning'>You feel everything fading away...</span>")
dreamer.death(FALSE)
if(cleanup)
var/obj/effect/vr_clean_master/cleanbot = locate() in get_area(M)
if(cleanbot)
LAZYADD(cleanbot.corpse_party, M)
if(vr_sleeper)
vr_sleeper.vr_mob = null
vr_sleeper = null
qdel(src)
/datum/component/virtual_reality/Destroy()
var/datum/action/quit_vr/delet_me = quit_action
. = ..()
qdel(delet_me)
+42 -5
View File
@@ -94,10 +94,23 @@
TOXIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=toxin' id='toxin'>[M.getToxLoss()]</a>
OXY:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=oxygen' id='oxygen'>[M.getOxyLoss()]</a>
CLONE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=clone' id='clone'>[M.getCloneLoss()]</a>
BRAIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[M.getBrainLoss()]</a>
BRAIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[M.getOrganLoss(ORGAN_SLOT_BRAIN)]</a>
STAMINA:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=stamina' id='stamina'>[M.getStaminaLoss()]</a>
AROUSAL:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=arousal' id='arousal'>[M.getArousalLoss()]</a>
</font>
"}
if(GLOB.Debug2)
atomsnowflake += {"
HEART:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=heart' id='heart'>[M.getOrganLoss(ORGAN_SLOT_HEART)]</a>
LIVER:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=liver' id='liver'>[M.getOrganLoss(ORGAN_SLOT_LIVER)]</a>
LUNGS:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=lungs' id='lungs'>[M.getOrganLoss(ORGAN_SLOT_LUNGS)]</a>
EYES:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=eye_sight' id='eye_sight'>[M.getOrganLoss(ORGAN_SLOT_EYES)]</a>
EARS:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=ears' id='ears'>[M.getOrganLoss(ORGAN_SLOT_EARS)]</a>
STOMACH:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=stomach' id='stomach'>[M.getOrganLoss(ORGAN_SLOT_STOMACH)]</a>
TONGUE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=tongue' id='tongue'>[M.getOrganLoss(ORGAN_SLOT_TONGUE)]</a>
APPENDIX:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=appendix' id='appendix'>[M.getOrganLoss(ORGAN_SLOT_APPENDIX)]</a>
"}
atomsnowflake += {"
</font>
"}
else
atomsnowflake += "<a href='?_src_=vars;[HrefToken()];datumedit=[refid];varnameedit=name'><b id='name'>[D]</b></a>"
@@ -1334,8 +1347,8 @@
L.adjustOxyLoss(amount)
newamt = L.getOxyLoss()
if("brain")
L.adjustBrainLoss(amount)
newamt = L.getBrainLoss()
L.adjustOrganLoss(ORGAN_SLOT_BRAIN, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_BRAIN)
if("clone")
L.adjustCloneLoss(amount)
newamt = L.getCloneLoss()
@@ -1345,6 +1358,30 @@
if("arousal")
L.adjustArousalLoss(amount)
newamt = L.getArousalLoss()
if("heart")
L.adjustOrganLoss(ORGAN_SLOT_HEART, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_HEART)
if("liver")
L.adjustOrganLoss(ORGAN_SLOT_LIVER, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_LIVER)
if("lungs")
L.adjustOrganLoss(ORGAN_SLOT_LUNGS, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_LUNGS)
if("eye_sight")
L.adjustOrganLoss(ORGAN_SLOT_EYES, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_EYES)
if("ears")
L.adjustOrganLoss(ORGAN_SLOT_EARS, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_EARS)
if("stomach")
L.adjustOrganLoss(ORGAN_SLOT_STOMACH, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_STOMACH)
if("tongue")
L.adjustOrganLoss(ORGAN_SLOT_TONGUE, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_TONGUE)
if("appendix")
L.adjustOrganLoss(ORGAN_SLOT_APPENDIX, amount)
newamt = L.getOrganLoss(ORGAN_SLOT_APPENDIX)
else
to_chat(usr, "You caused an error. DEBUG: Text:[Text] Mob:[L]")
return
@@ -1360,4 +1397,4 @@
return
var/mob/living/carbon/human/H = locate(href_list["copyoutfit"]) in GLOB.carbon_list
if(istype(H))
H.copy_outfit()
H.copy_outfit()
+6
View File
@@ -144,3 +144,9 @@
if(!((locate(thing) in bodyparts) || (locate(thing) in internal_organs)))
return FALSE
return ..()
/mob/living/proc/CanSpreadAirborneDisease()
return !is_mouth_covered()
/mob/living/carbon/CanSpreadAirborneDisease()
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
+11 -2
View File
@@ -55,6 +55,13 @@
D.after_add()
infectee.med_hud_set_status()
var/turf/source_turf = get_turf(infectee)
log_virus("[key_name(infectee)] was infected by virus: [src.admin_details()] at [loc_name(source_turf)]")
//Return a string for admin logging uses, should describe the disease in detail
/datum/disease/proc/admin_details()
return "[src.name] : [src.type]"
/datum/disease/proc/stage_act()
var/cure = has_cure()
@@ -65,15 +72,17 @@
if(!cure)
if(prob(stage_prob))
stage = min(stage + 1,max_stages)
update_stage(min(stage + 1,max_stages))
else
if(prob(cure_chance))
stage = max(stage - 1, 1)
update_stage(max(stage - 1, 1))
if(disease_flags & CURABLE)
if(cure && prob(cure_chance))
cure()
/datum/disease/proc/update_stage(new_stage)
stage = new_stage
/datum/disease/proc/has_cure()
if(!(disease_flags & CURABLE))
+70 -20
View File
@@ -31,13 +31,43 @@
var/id = ""
var/processing = FALSE
var/mutable = TRUE //set to FALSE to prevent most in-game methods of altering the disease via virology
var/oldres //To prevent setting new cures unless resistance changes.
// The order goes from easy to cure to hard to cure.
// The order goes from easy to cure to hard to cure. Keep in mind that sentient diseases pick two cures from tier 6 and up, ensure they wont react away in bodies.
var/static/list/advance_cures = list(
"sodiumchloride", "sugar", "orangejuice",
"spaceacillin", "salglu_solution", "ethanol",
"leporazine", "synaptizine", "lipolicide",
"silver", "gold"
list( // level 1
"copper", "silver", "iodine", "iron", "carbon"
),
list( // level 2
"potassium", "ethanol", "lithium", "silicon", "bromine"
),
list( // level 3
"sodiumchloride", "sugar", "orangejuice", "tomatojuice", "milk"
),
list( //level 4
"spaceacillin", "salglu_solution", "epinephrine", "charcoal"
),
list( //level 5
"oil", "synaptizine", "mannitol", "space_drugs", "cryptobiolin"
),
list( // level 6
"phenol", "inacusiate", "oculine", "antihol"
),
list( // level 7
"leporazine", "mindbreaker", "corazone"
),
list( // level 8
"pax", "happiness", "ephedrine"
),
list( // level 9
"lipolicide", "sal_acid"
),
list( // level 10
"haloperidol", "aranesp", "diphenhydramine"
),
list( //level 11
"modafinil", "anacea"
)
)
/*
@@ -80,15 +110,22 @@
return
if(symptoms && symptoms.len)
if(!processing)
processing = TRUE
for(var/datum/symptom/S in symptoms)
S.Start(src)
if(S.Start(src)) //this will return FALSE if the symptom is neutered
S.next_activation = world.time + rand(S.symptom_delay_min * 10, S.symptom_delay_max * 10)
S.on_stage_change(src)
for(var/datum/symptom/S in symptoms)
S.Activate(src)
// Tell symptoms stage changed
/datum/disease/advance/update_stage(new_stage)
..()
for(var/datum/symptom/S in symptoms)
S.on_stage_change(src)
// Compares type then ID.
/datum/disease/advance/IsSame(datum/disease/advance/D)
@@ -108,9 +145,18 @@
A.properties = properties.Copy()
A.id = id
A.mutable = mutable
A.oldres = oldres
//this is a new disease starting over at stage 1, so processing is not copied
return A
//Describe this disease to an admin in detail (for logging)
/datum/disease/advance/admin_details()
var/list/name_symptoms = list()
for(var/datum/symptom/S in symptoms)
name_symptoms += S.name
return "[name] sym:[english_list(name_symptoms)] r:[totalResistance()] s:[totalStealth()] ss:[totalStageSpeed()] t:[totalTransmittable()]"
/*
NEW PROCS
@@ -161,6 +207,10 @@
/datum/disease/advance/proc/Refresh(new_name = FALSE)
GenerateProperties()
AssignProperties()
if(processing && symptoms && symptoms.len)
for(var/datum/symptom/S in symptoms)
S.Start(src)
S.on_stage_change(src)
id = null
var/the_id = GetDiseaseID()
@@ -250,7 +300,10 @@
/datum/disease/advance/proc/GenerateCure()
if(properties && properties.len)
var/res = CLAMP(properties["resistance"] - (symptoms.len / 2), 1, advance_cures.len)
cures = list(advance_cures[res])
if(res == oldres)
return
cures = list(pick(advance_cures[res]))
oldres = res
// Get the cure name from the cure_id
var/datum/reagent/D = GLOB.chemical_reagents_list[cures[1]]
@@ -309,28 +362,28 @@
return id
// Add a symptom, if it is over the limit (with a small chance to be able to go over)
// we take a random symptom away and add the new one.
// Add a symptom, if it is over the limit we take a random symptom away and add the new one.
/datum/disease/advance/proc/AddSymptom(datum/symptom/S)
if(HasSymptom(S))
return
if(symptoms.len < (VIRUS_SYMPTOM_LIMIT - 1) + rand(-1, 1))
symptoms += S
else
if(!(symptoms.len < (VIRUS_SYMPTOM_LIMIT - 1) + rand(-1, 1)))
RemoveSymptom(pick(symptoms))
symptoms += S
symptoms += S
S.OnAdd(src)
// Simply removes the symptom.
/datum/disease/advance/proc/RemoveSymptom(datum/symptom/S)
symptoms -= S
S.OnRemove(src)
// Neuter a symptom, so it will only affect stats
/datum/disease/advance/proc/NeuterSymptom(datum/symptom/S)
if(!S.neutered)
S.neutered = TRUE
S.name += " (neutered)"
S.OnRemove(src)
/*
@@ -384,7 +437,7 @@
var/i = VIRUS_SYMPTOM_LIMIT
var/datum/disease/advance/D = new(0, null)
var/datum/disease/advance/D = new()
D.symptoms = list()
var/list/symptoms = list()
@@ -412,9 +465,6 @@
D.AssignName(new_name)
D.Refresh()
for(var/datum/disease/advance/AD in SSdisease.active_diseases)
AD.Refresh()
for(var/mob/living/carbon/human/H in shuffle(GLOB.alive_mob_list))
if(!is_station_level(H.z))
continue
@@ -425,8 +475,8 @@
var/list/name_symptoms = list()
for(var/datum/symptom/S in D.symptoms)
name_symptoms += S.name
message_admins("[key_name_admin(user)] has triggered a custom virus outbreak of [D.name]! It has these symptoms: [english_list(name_symptoms)]")
message_admins("[key_name_admin(user)] has triggered a custom virus outbreak of [D.admin_details()]")
log_virus("[key_name(user)] has triggered a custom virus outbreak of [D.admin_details()]!")
/datum/disease/advance/proc/totalStageSpeed()
return properties["stage_rate"]
@@ -144,5 +144,5 @@ Bonus
/datum/symptom/asphyxiation/proc/Asphyxiate_death(mob/living/M, datum/disease/advance/A)
var/get_damage = rand(25,35) * power
M.adjustOxyLoss(get_damage)
M.adjustBrainLoss(get_damage/2)
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, get_damage/2)
return 1
@@ -55,7 +55,7 @@ Bonus
to_chat(M, "<span class='userdanger'>You can't think straight!</span>")
M.confused = min(100 * power, M.confused + 8)
if(brain_damage)
M.adjustBrainLoss(3 * power, 80)
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3 * power, 80)
M.updatehealth()
return
@@ -70,6 +70,6 @@ BONUS
addtimer(CALLBACK(M, /mob/.proc/emote, "cough"), 6)
addtimer(CALLBACK(M, /mob/.proc/emote, "cough"), 12)
addtimer(CALLBACK(M, /mob/.proc/emote, "cough"), 18)
if(infective)
if(infective && M.CanSpreadAirborneDisease())
A.spread(1)
@@ -50,9 +50,9 @@ Bonus
if(5)
if(power > 2)
var/obj/item/organ/ears/ears = M.getorganslot(ORGAN_SLOT_EARS)
if(istype(ears) && ears.ear_damage < UNHEALING_EAR_DAMAGE)
if(istype(ears) && ears.damage < ears.maxHealth)
to_chat(M, "<span class='userdanger'>Your ears pop painfully and start bleeding!</span>")
ears.ear_damage = max(ears.ear_damage, UNHEALING_EAR_DAMAGE)
ears.damage = max(ears.damage, ears.maxHealth)
M.emote("scream")
else
to_chat(M, "<span class='userdanger'>Your ears pop and begin ringing loudly!</span>")
@@ -219,8 +219,10 @@
level = 8
passive_message = "<span class='notice'>The pain from your wounds makes you feel oddly sleepy...</span>"
var/deathgasp = FALSE
var/stabilize = FALSE
var/active_coma = FALSE //to prevent multiple coma procs
threshold_desc = "<b>Stealth 2:</b> Host appears to die when falling into a coma.<br>\
<b>Resistance 4:</b> The virus also stabilizes the host while they are in critical condition.<br>\
<b>Stage Speed 7:</b> Increases healing speed."
/datum/symptom/heal/coma/Start(datum/disease/advance/A)
@@ -228,9 +230,25 @@
return
if(A.properties["stage_rate"] >= 7)
power = 1.5
if(A.properties["resistance"] >= 4)
stabilize = TRUE
if(A.properties["stealth"] >= 2)
deathgasp = TRUE
/datum/symptom/heal/coma/on_stage_change(datum/disease/advance/A) //mostly copy+pasted from the code for self-respiration's TRAIT_NOBREATH stuff
if(!..())
return FALSE
if(A.stage >= 4 && stabilize)
ADD_TRAIT(A.affected_mob, TRAIT_NOCRITDAMAGE, DISEASE_TRAIT)
else
REMOVE_TRAIT(A.affected_mob, TRAIT_NOCRITDAMAGE, DISEASE_TRAIT)
return TRUE
/datum/symptom/heal/coma/End(datum/disease/advance/A)
if(!..())
return
REMOVE_TRAIT(A.affected_mob, TRAIT_NOCRITDAMAGE, DISEASE_TRAIT)
/datum/symptom/heal/coma/CanHeal(datum/disease/advance/A)
var/mob/living/M = A.affected_mob
if(HAS_TRAIT(M, TRAIT_DEATHCOMA))
@@ -25,7 +25,7 @@
if(!..())
return
var/mob/living/carbon/M = A.affected_mob
SEND_SIGNAL(M, COMSIG_NANITE_ADJUST_VOLUME, src, power)
SEND_SIGNAL(M, COMSIG_NANITE_ADJUST_VOLUME, power)
if(reverse_boost && SEND_SIGNAL(M, COMSIG_HAS_NANITES))
if(prob(A.stage_prob))
A.stage = min(A.stage + 1,A.max_stages)
@@ -44,9 +44,25 @@ Bonus
if(4, 5)
M.adjustOxyLoss(-7, 0)
M.losebreath = max(0, M.losebreath - 4)
if(regenerate_blood && M.blood_volume < BLOOD_VOLUME_NORMAL)
if(regenerate_blood && M.blood_volume < (BLOOD_VOLUME_NORMAL * M.blood_ratio))
M.blood_volume += 1
else
if(prob(base_message_chance))
to_chat(M, "<span class='notice'>[pick("Your lungs feel great.", "You realize you haven't been breathing.", "You don't feel the need to breathe.")]</span>")
return
/datum/symptom/oxygen/on_stage_change(datum/disease/advance/A)
if(!..())
return FALSE
var/mob/living/carbon/M = A.affected_mob
if(A.stage >= 4)
ADD_TRAIT(M, TRAIT_NOBREATH, DISEASE_TRAIT)
else
REMOVE_TRAIT(M, TRAIT_NOBREATH, DISEASE_TRAIT)
return TRUE
/datum/symptom/oxygen/End(datum/disease/advance/A)
if(!..())
return
if(A.stage >= 4)
REMOVE_TRAIT(A.affected_mob, TRAIT_NOBREATH, DISEASE_TRAIT)
@@ -51,7 +51,7 @@
M.hallucination = max(0, M.hallucination - 10)
if(A.stage >= 5)
M.adjustBrainLoss(-3)
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, -3)
if(trauma_heal_mild && iscarbon(M))
var/mob/living/carbon/C = M
if(prob(10))
@@ -100,8 +100,8 @@
else if(M.eye_blind || M.eye_blurry)
M.set_blindness(0)
M.set_blurriness(0)
else if(eyes.eye_damage > 0)
M.adjust_eye_damage(-1)
else if(eyes.damage > 0)
eyes.applyOrganDamage(-1)
else
if(prob(base_message_chance))
to_chat(M, "<span class='notice'>[pick("Your eyes feel great.","You feel like your eyes can focus more clearly.", "You don't feel the need to blink.","Your ears feel great.","Your healing feels more acute.")]</span>")
to_chat(M, "<span class='notice'>[pick("Your eyes feel great.","You feel like your eyes can focus more clearly.", "You don't feel the need to blink.","Your ears feel great.","Your healing feels more acute.")]</span>")

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