Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit611
This commit is contained in:
+47
-20
@@ -7,9 +7,21 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/obj/item
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name = "item"
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icon = 'icons/obj/items_and_weapons.dmi'
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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///icon state name for inhand overlays
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var/item_state = null
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///Icon file for left hand inhand overlays
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var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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///Icon file for right inhand overlays
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var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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///Icon file for mob worn overlays.
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///no var for state because it should *always* be the same as icon_state
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var/icon/mob_overlay_icon
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//Forced mob worn layer instead of the standard preferred ssize.
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var/alternate_worn_layer
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var/list/alternate_screams = list() //REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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//Dimensions of the icon file used when this item is worn, eg: hats.dmi
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@@ -21,10 +33,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/inhand_x_dimension = 32
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var/inhand_y_dimension = 32
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//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
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var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
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var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
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max_integrity = 200
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obj_flags = NONE
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@@ -34,7 +42,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/usesound = null
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var/throwhitsound = null
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var/w_class = WEIGHT_CLASS_NORMAL
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/// The amount of stamina it takes to swing an item in a normal melee attack do not lie to me and say it's for realism because it ain't. If null it will autocalculate from w_class.
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var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
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/// How long, in deciseconds, this staggers for, if null it will autocalculate from w_class and force. Unlike total mass this supports 0 and negatives.
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var/stagger_force
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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pass_flags = PASSTABLE
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pressure_resistance = 4
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@@ -55,8 +68,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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//Citadel Edit for digitigrade stuff
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var/mutantrace_variation = NONE //Are there special sprites for specific situations? Don't use this unless you need to.
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var/item_color = null //this needs deprecating, soonish
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
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var/permeability_coefficient = 1 // for chemicals/diseases
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@@ -87,8 +98,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/tool_behaviour = NONE
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var/toolspeed = 1
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var/block_chance = 0
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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@@ -105,6 +114,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/trigger_guard = TRIGGER_GUARD_NONE
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///Used as the dye color source in the washing machine only (at the moment). Can be a hex color or a key corresponding to a registry entry, see washing_machine.dm
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var/dye_color
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///Whether the item is unaffected by standard dying.
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var/undyeable = FALSE
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///What dye registry should be looked at when dying this item; see washing_machine.dm
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var/dying_key
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//Grinder vars
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var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
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var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
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@@ -359,13 +375,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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return 0
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/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language)
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return ITALICS | REDUCE_RANGE
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@@ -399,7 +408,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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//If this were before the above checks, then trying to click on items would act a little funky and signal overrides wouldn't work.
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.combatmode && ((C.CanReach(src) || (src in directaccess)) && (C.CanReach(over) || (over in directaccess))))
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if((C.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && ((C.CanReach(src) || (src in directaccess)) && (C.CanReach(over) || (over in directaccess))))
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if(!C.get_active_held_item())
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C.UnarmedAttack(src, TRUE)
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if(C.get_active_held_item() == src)
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@@ -465,9 +474,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/obj/item/proc/ui_action_click(mob/user, actiontype)
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attack_self(user)
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/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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return 0
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/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm [M]!</span>")
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@@ -503,7 +509,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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to_chat(user, "<span class='danger'>You cannot locate any organic eyes on this brain!</span>")
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return
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if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes eyestabbing impossible if you're in stamina softcrit
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if(IS_STAMCRIT(user))//CIT CHANGE - makes eyestabbing impossible if you're in stamina softcrit
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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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@@ -857,3 +863,24 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if (HAS_TRAIT(src, TRAIT_NODROP))
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return
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return ..()
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/obj/item/proc/embedded(mob/living/carbon/human/embedded_mob)
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return
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/obj/item/proc/unembedded()
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return
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/**
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* Sets our slowdown and updates equipment slowdown of any mob we're equipped on.
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*/
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/obj/item/proc/set_slowdown(new_slowdown)
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slowdown = new_slowdown
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if(CHECK_BITFIELD(item_flags, IN_INVENTORY))
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var/mob/living/L = loc
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if(istype(L))
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L.update_equipment_speed_mods()
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/obj/item/vv_edit_var(var_name, var_value)
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. = ..()
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if(var_name == NAMEOF(src, slowdown))
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set_slowdown(var_value) //don't care if it's a duplicate edit as slowdown'll be set, do it anyways to force normal behavior.
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