This commit is contained in:
Ghommie
2020-04-13 02:01:01 +02:00
1606 changed files with 335062 additions and 34873 deletions
-11
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@@ -11,17 +11,6 @@
invisibility = INVISIBILITY_ABSTRACT // No one can see us
sight = SEE_SELF
move_on_shuttle = FALSE
var/call_life = FALSE //TRUE if Life() should be called on this camera every tick of the mobs subystem, as if it were a living mob
/mob/camera/Initialize()
. = ..()
if(call_life)
GLOB.living_cameras += src
/mob/camera/Destroy()
. = ..()
if(call_life)
GLOB.living_cameras -= src
/mob/camera/experience_pressure_difference()
return
@@ -580,7 +580,7 @@
qdel(src)
/mob/dead/new_player/proc/ViewManifest()
var/dat = "<html><body>"
var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'></head><body>"
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest(OOC = 1)
+2 -1
View File
@@ -288,7 +288,8 @@
var/output = {"
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta http-equiv='X-UA-Compatible' content='IE=edge' />
<meta http-equiv='Content-Type' content='text/html; charset=UTF-8'>
<script src="jquery.min.js"></script>
<script src="jquery-ui.custom-core-widgit-mouse-sortable-min.js"></script>
<style>
@@ -22,7 +22,11 @@
if(!pref_species)
var/rando_race = pick(GLOB.roundstart_races)
pref_species = new rando_race()
features = random_features()
features = random_features(pref_species?.id)
if(gender == MALE || gender != FEMALE)
features["body_model"] = gender
else if(gender == PLURAL)
features["body_model"] = pick(MALE,FEMALE)
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon(equip_job = TRUE)
@@ -72,7 +72,12 @@
//for snowflake/donor specific sprites
var/list/ckeys_allowed
//For soft-restricting markings to species IDs
var/list/recommended_species
/datum/sprite_accessory/underwear
icon = 'icons/mob/underwear.dmi'
icon = 'icons/mob/clothing/underwear.dmi'
var/has_color = FALSE
var/has_digitigrade = FALSE
var/has_digitigrade = FALSE
var/covers_groin = FALSE
var/covers_chest = FALSE
@@ -38,6 +38,7 @@
color_src = MATRIXED
gender_specific = 0
icon = 'modular_citadel/icons/mob/mam_markings.dmi'
recommended_species = list("mammal", "xeno", "slimeperson", "podweak")
/datum/sprite_accessory/mam_body_markings/none
name = "None"
@@ -132,10 +132,12 @@
/datum/sprite_accessory/antenna
icon = 'modular_citadel/icons/mob/ipc_antennas.dmi'
color_src = MUTCOLORS2
recommended_species = list("ipc")
/datum/sprite_accessory/antenna/none
name = "None"
icon_state = "None"
recommended_species = null
/datum/sprite_accessory/antenna/antennae
name = "Angled Antennae"
@@ -30,12 +30,14 @@
var/taur_mode = NONE //Must be a single specific tauric suit variation bitflag. Don't do FLAG_1|FLAG_2
var/alt_taur_mode = NONE //Same as above.
color_src = MATRIXED
recommended_species = list("human", "lizard", "insect", "mammal", "xeno", "jelly", "slimeperson", "podweak")
/datum/sprite_accessory/taur/none
dimension_x = 32
center = FALSE
name = "None"
icon_state = "None"
recommended_species = null
/datum/sprite_accessory/taur/cow
name = "Cow"
@@ -151,11 +151,12 @@
/datum/sprite_accessory/mam_snouts
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
recommended_species = list("mammal", "slimeperson", "insect", "podweak")
/datum/sprite_accessory/mam_snouts/none
name = "None"
icon_state = "none"
recommended_species = null
/datum/sprite_accessory/mam_snouts/bird
name = "Beak"
@@ -0,0 +1,150 @@
//Synth snouts (This is the most important part)
/datum/sprite_accessory/mam_snouts/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Snout"
icon_state = "synthliz_basic"
/datum/sprite_accessory/mam_snouts/synthliz/synthliz_under
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Snout Under"
icon_state = "synthliz_under"
/datum/sprite_accessory/mam_snouts/synthliz/synthliz_tert
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Snout Tertiary"
icon_state = "synthliz_tert"
/datum/sprite_accessory/mam_snouts/synthliz/synthliz_tertunder
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Snout Tertiary Under"
icon_state = "synthliz_tertunder"
//Synth body markings
/datum/sprite_accessory/mam_body_markings/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Plates"
icon_state = "synthlizscutes"
/datum/sprite_accessory/mam_body_markings/synthliz/synthliz_pecs
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Pecs"
icon_state = "synthlizpecs"
/datum/sprite_accessory/mam_body_markings/synthliz/synthliz_pecslight
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Pecs Light"
icon_state = "synthlizpecslight"
//Synth tails
/datum/sprite_accessory/mam_tails/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_tails.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard"
icon_state = "synthliz"
/datum/sprite_accessory/mam_tails_animated/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_tails.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard"
icon_state = "synthliz"
//Synth Antennae
/datum/sprite_accessory/antenna/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Antennae"
icon_state = "synth_antennae"
/datum/sprite_accessory/antenna/synthliz/synthliz_curled
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Curled"
icon_state = "synth_curled"
/datum/sprite_accessory/antenna/synthliz/synthliz_thick
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Thick"
icon_state = "synth_thick"
/datum/sprite_accessory/antenna/synthliz/synth_thicklight
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Thick Light"
icon_state = "synth_thicklight"
/datum/sprite_accessory/antenna/synthliz/synth_short
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Short"
icon_state = "synth_short"
/datum/sprite_accessory/antenna/synthliz/synth_sharp
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Sharp"
icon_state = "synth_sharp"
/datum/sprite_accessory/antenna/synthliz/synth_sharplight
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Sharp Light"
icon_state = "synth_sharplight"
/datum/sprite_accessory/antenna/synthliz/synth_horns
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Horns"
icon_state = "synth_horns"
/datum/sprite_accessory/antenna/synthliz/synth_hornslight
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Horns Light"
icon_state = "synth_hornslight"
//Synth Taurs (Ported from Virgo)
/datum/sprite_accessory/taur/synthliz
name = "Virgo - Synthetic Lizard"
icon_state = "synthlizard"
taur_mode = STYLE_PAW_TAURIC
recommended_species = list("synthliz")
/datum/sprite_accessory/taur/synthliz/inv
name = "Virgo - Synthetic Lizard (Inverted)"
icon_state = "synthlizardinv"
/datum/sprite_accessory/taur/synthliz/feline
name = "Virgo - Synthetic Feline"
icon_state = "synthfeline"
/datum/sprite_accessory/taur/synthliz/feline/inv
name = "Virgo - Synthetic Feline (Inverted)"
icon_state = "synthfelineinv"
/datum/sprite_accessory/taur/synthliz/horse
name = "Virgo - Synthetic Horse"
icon_state = "synthhorse"
taur_mode = STYLE_HOOF_TAURIC
alt_taur_mode = STYLE_PAW_TAURIC
/datum/sprite_accessory/taur/synthliz/horse/inv
name = "Virgo - Synthetic Horse (Inverted)"
icon_state = "synthhorseinv"
/datum/sprite_accessory/taur/synthliz/wolf
name = "Virgo - Synthetic Wolf"
icon_state = "synthwolf"
/datum/sprite_accessory/taur/synthliz/wolf/inv
name = "Virgo - Synthetic Wolf (Inverted)"
icon_state = "synthwolfinv"
@@ -501,10 +501,12 @@
/datum/sprite_accessory/mam_tails
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
recommended_species = list("mammal", "slimeperson", "podweak", "felinid", "insect")
/datum/sprite_accessory/mam_tails/none
name = "None"
icon_state = "none"
recommended_species = null
/datum/sprite_accessory/mam_tails_animated
color_src = MATRIXED
@@ -2,9 +2,13 @@
// Undershirt Definitions //
////////////////////////////
/datum/sprite_accessory/underwear/top
covers_chest = TRUE
/datum/sprite_accessory/underwear/top/nude
name = "Nude"
icon_state = null
covers_chest = FALSE
// please make sure they're sorted alphabetically and categorized
@@ -2,9 +2,13 @@
// Underwear Definitions //
///////////////////////////
/datum/sprite_accessory/underwear/bottom
covers_groin = TRUE
/datum/sprite_accessory/underwear/bottom/nude
name = "Nude"
icon_state = null
covers_groin = FALSE
/datum/sprite_accessory/underwear/bottom/mankini
name = "Mankini"
@@ -155,16 +159,19 @@
name = "Swimsuit, One Piece - Red"
icon_state = "swimming_red"
gender = FEMALE
covers_chest = TRUE
/datum/sprite_accessory/underwear/bottom/swimsuit
name = "Swimsuit, One Piece - Black"
icon_state = "swimming_black"
gender = FEMALE
covers_chest = TRUE
/datum/sprite_accessory/underwear/bottom/swimsuit_blue
name = "Swimsuit, One Piece - Striped Blue"
icon_state = "swimming_blue"
gender = FEMALE
covers_chest = TRUE
/datum/sprite_accessory/underwear/bottom/thong
name = "Thong"
+70 -17
View File
@@ -14,6 +14,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
move_resist = INFINITY
see_invisible = SEE_INVISIBLE_OBSERVER
see_in_dark = 100
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
invisibility = INVISIBILITY_OBSERVER
hud_type = /datum/hud/ghost
movement_type = GROUND | FLYING
@@ -132,6 +133,8 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
. = ..()
AddElement(/datum/element/ghost_role_eligibility)
grant_all_languages()
show_data_huds()
data_huds_on = 1
/mob/dead/observer/get_photo_description(obj/item/camera/camera)
if(!invisibility || camera.see_ghosts)
@@ -260,19 +263,36 @@ Works together with spawning an observer, noted above.
*/
/mob/proc/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE)
penalize = suiciding || penalize // suicide squad.
var/sig_flags = SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, can_reenter_corpse, special, penalize)
penalize = !(sig_flags & COMPONENT_DO_NOT_PENALIZE_GHOSTING) && (suiciding || penalize) // suicide squad.
voluntary_ghosted = voluntary
if(!key || key[1] == "@" || (SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, can_reenter_corpse, special, penalize) & COMPONENT_BLOCK_GHOSTING))
if(!key || key[1] == "@" || (sig_flags & COMPONENT_BLOCK_GHOSTING))
return //mob has no key, is an aghost or some component hijacked.
stop_sound_channel(CHANNEL_HEARTBEAT) //Stop heartbeat sounds because You Are A Ghost Now
var/mob/dead/observer/ghost = new(get_turf(src), src) // Transfer safety to observer spawning proc.
SStgui.on_transfer(src, ghost) // Transfer NanoUIs.
ghost.can_reenter_corpse = can_reenter_corpse
ghost.can_reenter_corpse = can_reenter_corpse || (sig_flags & COMPONENT_FREE_GHOSTING)
if (client && client.prefs && client.prefs.auto_ooc)
if (!(client.prefs.chat_toggles & CHAT_OOC))
client.prefs.chat_toggles ^= CHAT_OOC
transfer_ckey(ghost, FALSE)
ghost.AddElement(/datum/element/ghost_role_eligibility,penalize) // technically already run earlier, but this adds the penalty
if(penalize)
var/penalty = CONFIG_GET(number/suicide_reenter_round_timer) MINUTES
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit) //add up the time difference to their antag rolling penalty if they quit before half a (ingame) hour even passed.
penalty += roundstart_quit_limit - world.time
if(penalty)
penalty += world.realtime
if(SSautotransfer.can_fire && SSautotransfer.maxvotes)
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(!(ckey in GLOB.client_ghost_timeouts))
GLOB.client_ghost_timeouts += ckey
GLOB.client_ghost_timeouts[ckey] = 0
else if(GLOB.client_ghost_timeouts[ckey] == CANT_REENTER_ROUND)
return
GLOB.client_ghost_timeouts[ckey] = max(GLOB.client_ghost_timeouts[ckey],penalty)
// needs to be done AFTER the ckey transfer, too
return ghost
@@ -289,16 +309,22 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit)
penalty += roundstart_quit_limit - world.time
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(SSautotransfer.can_fire && SSautotransfer.maxvotes)
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, (stat == DEAD) ? TRUE : FALSE, FALSE, (stat == DEAD)? penalty : 0, (stat == DEAD)? TRUE : FALSE) & COMPONENT_BLOCK_GHOSTING)
var/sig_flags = SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, (stat == DEAD) ? TRUE : FALSE, FALSE, (stat == DEAD)? penalty : 0, (stat == DEAD)? TRUE : FALSE)
if(sig_flags & COMPONENT_BLOCK_GHOSTING)
return
if(sig_flags & COMPONENT_DO_NOT_PENALIZE_GHOSTING)
penalty = 0
if(stat != DEAD)
succumb()
if(stat == DEAD)
if(stat == DEAD || sig_flags & COMPONENT_FREE_GHOSTING)
ghostize(1)
else
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst alive you won't be able to re-enter this round [penalty ? "or play ghost roles [penalty == CANT_REENTER_ROUND ? "until the round is over" : "for the next [DisplayTimeText(penalty)]"]" : ""]! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
@@ -317,21 +343,30 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set name = "Ghost"
set desc = "Relinquish your life and enter the land of the dead."
if(SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, FALSE, FALSE) & COMPONENT_BLOCK_GHOSTING)
var/sig_flags = SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, FALSE, FALSE)
if(sig_flags & COMPONENT_BLOCK_GHOSTING)
return
var/penalty = CONFIG_GET(number/suicide_reenter_round_timer) MINUTES
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit)
penalty += roundstart_quit_limit - world.time
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(SSautotransfer.can_fire && SSautotransfer.maxvotes)
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst alive you won't be able to re-enter this round [penalty ? "or play ghost roles [penalty == CANT_REENTER_ROUND ? "until the round is over" : "for the next [DisplayTimeText(penalty)]"]" : ""]! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
if(response != "Ghost")
return
ghostize(0, penalize = TRUE)
if(sig_flags & COMPONENT_DO_NOT_PENALIZE_GHOSTING)
penalty = 0
if(sig_flags & COMPONENT_FREE_GHOSTING)
ghostize(1)
else
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst alive you won't be able to re-enter this round [penalty ? "or play ghost roles [penalty == CANT_REENTER_ROUND ? "until the round is over" : "for the next [DisplayTimeText(penalty)]"]" : ""]! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
if(response != "Ghost")
return
ghostize(0, penalize = TRUE)
@@ -375,6 +410,23 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
transfer_ckey(mind.current, FALSE)
return 1
/mob/dead/observer/verb/stay_dead()
set category = "Ghost"
set name = "Do Not Resuscitate"
if(!client)
return
if(!can_reenter_corpse)
to_chat(usr, "<span class='warning'>You're already stuck out of your body!</span>")
return FALSE
var/response = alert(src, "Are you sure you want to prevent (almost) all means of resuscitation? This cannot be undone. ","Are you sure you want to stay dead?","Yes","No")
if(response != "Yes")
return
can_reenter_corpse = FALSE
to_chat(src, "You can no longer be brought back into your body.")
return TRUE
/mob/dead/observer/proc/notify_cloning(var/message, var/sound, var/atom/source, flashwindow = TRUE)
if(flashwindow)
window_flash(client)
@@ -648,6 +700,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return 0
transfer_ckey(target, FALSE)
target.AddElement(/datum/element/ghost_role_eligibility, penalize_on_ghost = FALSE, free_ghosting = TRUE)
target.faction = list("neutral")
return 1
+1 -1
View File
@@ -237,7 +237,7 @@
return /datum/reagent/blood/jellyblood
if(dna?.species?.exotic_blood)
return dna.species.exotic_blood
else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE)))
else if((dna && (NOBLOOD in dna.species.species_traits)) || HAS_TRAIT(src, TRAIT_NOCLONE))
return
else
return /datum/reagent/blood
+19 -9
View File
@@ -14,20 +14,23 @@
var/force_replace_ai_name = FALSE
var/overrides_aicore_laws = FALSE // Whether the laws on the MMI, if any, override possible pre-existing laws loaded on the AI core.
/obj/item/mmi/update_icon()
/obj/item/mmi/update_icon_state()
if(!brain)
icon_state = "mmi_off"
return
if(istype(brain, /obj/item/organ/brain/alien))
else if(istype(brain, /obj/item/organ/brain/alien))
icon_state = "mmi_brain_alien"
braintype = "Xenoborg" //HISS....Beep.
else
icon_state = "mmi_brain"
braintype = "Cyborg"
/obj/item/mmi/update_overlays()
. = ..()
. += add_mmi_overlay()
/obj/item/mmi/proc/add_mmi_overlay()
if(brainmob && brainmob.stat != DEAD)
add_overlay("mmi_alive")
. += "mmi_alive"
else
add_overlay("mmi_dead")
. += "mmi_dead"
/obj/item/mmi/Initialize()
. = ..()
@@ -68,6 +71,10 @@
name = "Man-Machine Interface: [brainmob.real_name]"
update_icon()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg" //HISS....Beep.
else
braintype = "Cyborg"
SSblackbox.record_feedback("amount", "mmis_filled", 1)
@@ -85,7 +92,7 @@
to_chat(user, "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>")
eject_brain(user)
update_icon()
name = "Man-Machine Interface"
name = initial(name)
/obj/item/mmi/proc/eject_brain(mob/user)
brainmob.container = null //Reset brainmob mmi var.
@@ -129,7 +136,10 @@
name = "Man-Machine Interface: [brainmob.real_name]"
update_icon()
return
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg" //HISS....Beep.
else
braintype = "Cyborg"
/obj/item/mmi/proc/replacement_ai_name()
return brainmob.name
+1 -1
View File
@@ -40,7 +40,7 @@
return ..()
/mob/living/brain/update_mobility()
return ((mobility_flags = (in_contents_of(/obj/mecha)? MOBILITY_FLAGS_DEFAULT : NONE)))
return ((mobility_flags = (container?.in_contents_of(/obj/mecha)? MOBILITY_FLAGS_DEFAULT : NONE)))
/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return
+1 -1
View File
@@ -88,7 +88,7 @@
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
if(HAS_TRAIT(L, TRAIT_NOCLONE))
brainmob.status_traits[TRAIT_NOCLONE] = L.status_traits[TRAIT_NOCLONE]
LAZYSET(brainmob.status_traits, TRAIT_NOCLONE, L.status_traits[TRAIT_NOCLONE])
var/obj/item/organ/zombie_infection/ZI = L.getorganslot(ORGAN_SLOT_ZOMBIE)
if(ZI)
brainmob.set_species(ZI.old_species) //For if the brain is cloned
+33 -29
View File
@@ -28,6 +28,34 @@ GLOBAL_VAR(posibrain_notify_cooldown)
var/list/possible_names //If you leave this blank, it will use the global posibrain names
var/picked_name
/obj/item/mmi/posibrain/Initialize()
. = ..()
brainmob = new(src)
var/new_name
if(!LAZYLEN(possible_names))
new_name = pick(GLOB.posibrain_names)
else
new_name = pick(possible_names)
brainmob.name = "[new_name]-[rand(100, 999)]"
brainmob.real_name = brainmob.name
brainmob.forceMove(src)
brainmob.container = src
if(autoping)
ping_ghosts("created", TRUE)
GLOB.poi_list |= src
LAZYADD(GLOB.mob_spawners[name], src)
/obj/item/mmi/posibrain/Destroy()
latejoin_remove()
return ..()
/obj/item/mmi/posibrain/proc/latejoin_remove()
GLOB.poi_list -= src
var/init_name = initial(name)
LAZYREMOVE(GLOB.mob_spawners[init_name], src)
if(!LAZYLEN(GLOB.mob_spawners[init_name]))
GLOB.mob_spawners -= init_name
/obj/item/mmi/posibrain/Topic(href, href_list)
if(href_list["activate"])
var/mob/dead/observer/ghost = usr
@@ -97,15 +125,6 @@ GLOBAL_VAR(posibrain_notify_cooldown)
transfer_personality(user)
latejoin_remove()
/obj/item/mmi/posibrain/Destroy()
latejoin_remove()
return ..()
/obj/item/mmi/posibrain/proc/latejoin_remove()
GLOB.poi_list -= src
LAZYREMOVE(GLOB.mob_spawners[name], src)
if(!LAZYLEN(GLOB.mob_spawners[name]))
GLOB.mob_spawners -= name
/obj/item/mmi/posibrain/transfer_identity(mob/living/carbon/C)
name = "[initial(name)] ([C])"
@@ -163,32 +182,17 @@ GLOBAL_VAR(posibrain_notify_cooldown)
. += msg
/obj/item/mmi/posibrain/Initialize()
. = ..()
brainmob = new(src)
var/new_name
if(!LAZYLEN(possible_names))
new_name = pick(GLOB.posibrain_names)
else
new_name = pick(possible_names)
brainmob.name = "[new_name]-[rand(100, 999)]"
brainmob.real_name = brainmob.name
brainmob.forceMove(src)
brainmob.container = src
if(autoping)
ping_ghosts("created", TRUE)
GLOB.poi_list |= src
LAZYADD(GLOB.mob_spawners[name], src)
/obj/item/mmi/posibrain/attackby(obj/item/O, mob/user)
return
/obj/item/mmi/posibrain/update_icon()
/obj/item/mmi/posibrain/update_icon_state()
if(searching)
icon_state = "[initial(icon_state)]-searching"
return
if(brainmob && brainmob.key)
else if(brainmob && brainmob.key)
icon_state = "[initial(icon_state)]-occupied"
else
icon_state = initial(icon_state)
/obj/item/mmi/posibrain/add_mmi_overlay()
return
@@ -21,7 +21,7 @@ In all, this is a lot like the monkey code. /N
return
switch(M.a_intent)
if (INTENT_HELP)
if(!recoveringstam)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
set_resting(FALSE, TRUE, FALSE)
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
@@ -63,13 +63,13 @@
if(hit_atom)
if(isliving(hit_atom))
var/mob/living/L = hit_atom
if(!L.check_shields(src, 0, "the [name]", attack_type = LEAP_ATTACK))
if(L.run_block(src, 0, "the [name]", ATTACK_TYPE_TACKLE, 0, src) & BLOCK_SUCCESS)
DefaultCombatKnockdown(40, 1, 1)
else
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.DefaultCombatKnockdown(100)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
DefaultCombatKnockdown(40, 1, 1)
toggle_leap(0)
else if(hit_atom.density && !hit_atom.CanPass(src))
@@ -21,12 +21,13 @@
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || health <= crit_threshold)
if(stat == CONSCIOUS)
stat = UNCONSCIOUS
blind_eyes(1)
if(!eye_blind)
blind_eyes(1)
update_mobility()
else
if(stat == UNCONSCIOUS)
stat = CONSCIOUS
if(!recoveringstam)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
set_resting(FALSE, TRUE)
adjust_blindness(-1)
update_mobility()
+152 -21
View File
@@ -16,6 +16,7 @@
QDEL_LIST(stomach_contents)
QDEL_LIST(bodyparts)
QDEL_LIST(implants)
hand_bodyparts = null //Just references out bodyparts, don't need to delete twice.
remove_from_all_data_huds()
QDEL_NULL(dna)
GLOB.carbon_list -= src
@@ -152,7 +153,7 @@
return
//CIT CHANGES - makes it impossible to throw while in stamina softcrit
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted.</span>")
return
var/random_turn = a_intent == INTENT_HARM
@@ -282,6 +283,8 @@
/mob/living/carbon/resist_buckle()
. = FALSE
if(!buckled)
return
if(restrained())
// too soon.
if(last_special > world.time)
@@ -396,6 +399,7 @@
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
update_equipment_speed_mods() // In case cuffs ever change speed
/mob/living/carbon/proc/clear_cuffs(obj/item/I, cuff_break)
if(!I.loc || buckled)
@@ -411,22 +415,21 @@
else
if(I == handcuffed)
handcuffed.forceMove(drop_location())
handcuffed.dropped(src)
handcuffed = null
I.dropped(src)
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
return
if(I == legcuffed)
legcuffed.forceMove(drop_location())
legcuffed.dropped()
legcuffed = null
I.dropped(src)
update_inv_legcuffed()
return
else
dropItemToGround(I)
return
return TRUE
/mob/living/carbon/get_standard_pixel_y_offset(lying = 0)
if(lying)
@@ -446,7 +449,7 @@
modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
//CIT CHANGES START HERE
else if(combatmode)
else if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
modifier += 50
if(modifier < 100)
@@ -578,7 +581,7 @@
/mob/living/carbon/update_stamina()
var/stam = getStaminaLoss()
if(stam > DAMAGE_PRECISION)
var/total_health = (health - stam)
var/total_health = (maxHealth - stam)
if(total_health <= crit_threshold && !stat)
if(CHECK_MOBILITY(src, MOBILITY_STAND))
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
@@ -630,6 +633,13 @@
if(M.name == XRAY)
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
if(HAS_TRAIT(src, TRAIT_THERMAL_VISION))
sight |= (SEE_MOBS)
lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
if(HAS_TRAIT(src, TRAIT_XRAY_VISION))
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
if(see_override)
see_invisible = see_override
@@ -811,14 +821,13 @@
return
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
stat = UNCONSCIOUS
blind_eyes(1)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(FALSE, FALSE)
if(!eye_blind)
blind_eyes(1)
else
if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
stat = SOFT_CRIT
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(FALSE, FALSE)
else
stat = CONSCIOUS
adjust_blindness(-1)
@@ -974,14 +983,121 @@
/mob/living/carbon/vv_get_dropdown()
. = ..()
. += "---"
.["Make AI"] = "?_src_=vars;[HrefToken()];makeai=[REF(src)]"
.["Modify bodypart"] = "?_src_=vars;[HrefToken()];editbodypart=[REF(src)]"
.["Modify organs"] = "?_src_=vars;[HrefToken()];editorgans=[REF(src)]"
.["Hallucinate"] = "?_src_=vars;[HrefToken()];hallucinate=[REF(src)]"
.["Give martial arts"] = "?_src_=vars;[HrefToken()];givemartialart=[REF(src)]"
.["Give brain trauma"] = "?_src_=vars;[HrefToken()];givetrauma=[REF(src)]"
.["Cure brain traumas"] = "?_src_=vars;[HrefToken()];curetraumas=[REF(src)]"
VV_DROPDOWN_OPTION("", "---------")
VV_DROPDOWN_OPTION(VV_HK_MAKE_AI, "Make AI")
VV_DROPDOWN_OPTION(VV_HK_MODIFY_BODYPART, "Modify bodypart")
VV_DROPDOWN_OPTION(VV_HK_MODIFY_ORGANS, "Modify organs")
VV_DROPDOWN_OPTION(VV_HK_HALLUCINATION, "Hallucinate")
VV_DROPDOWN_OPTION(VV_HK_MARTIAL_ART, "Give Martial Arts")
VV_DROPDOWN_OPTION(VV_HK_GIVE_TRAUMA, "Give Brain Trauma")
VV_DROPDOWN_OPTION(VV_HK_CURE_TRAUMA, "Cure Brain Traumas")
/mob/living/carbon/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_MODIFY_BODYPART])
if(!check_rights(R_SPAWN))
return
var/edit_action = input(usr, "What would you like to do?","Modify Body Part") as null|anything in list("add","remove", "augment")
if(!edit_action)
return
var/list/limb_list = list()
if(edit_action == "remove" || edit_action == "augment")
for(var/obj/item/bodypart/B in bodyparts)
limb_list += B.body_zone
if(edit_action == "remove")
limb_list -= BODY_ZONE_CHEST
else
limb_list = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
for(var/obj/item/bodypart/B in bodyparts)
limb_list -= B.body_zone
var/result = input(usr, "Please choose which body part to [edit_action]","[capitalize(edit_action)] Body Part") as null|anything in limb_list
if(result)
var/obj/item/bodypart/BP = get_bodypart(result)
switch(edit_action)
if("remove")
if(BP)
BP.drop_limb()
else
to_chat(usr, "[src] doesn't have such bodypart.")
if("add")
if(BP)
to_chat(usr, "[src] already has such bodypart.")
else
if(!regenerate_limb(result))
to_chat(usr, "[src] cannot have such bodypart.")
if("augment")
if(ishuman(src))
if(BP)
BP.change_bodypart_status(BODYPART_ROBOTIC, TRUE, TRUE)
else
to_chat(usr, "[src] doesn't have such bodypart.")
else
to_chat(usr, "Only humans can be augmented.")
admin_ticket_log("[key_name_admin(usr)] has modified the bodyparts of [src]")
if(href_list[VV_HK_MAKE_AI])
if(!check_rights(R_SPAWN))
return
if(alert("Confirm mob type change?",,"Transform","Cancel") != "Transform")
return
usr.client.holder.Topic("vv_override", list("makeai"=href_list[VV_HK_TARGET]))
if(href_list[VV_HK_MODIFY_ORGANS])
if(!check_rights(NONE))
return
usr.client.manipulate_organs(src)
if(href_list[VV_HK_MARTIAL_ART])
if(!check_rights(NONE))
return
var/list/artpaths = subtypesof(/datum/martial_art)
var/list/artnames = list()
for(var/i in artpaths)
var/datum/martial_art/M = i
artnames[initial(M.name)] = M
var/result = input(usr, "Choose the martial art to teach","JUDO CHOP") as null|anything in artnames
if(!usr)
return
if(QDELETED(src))
to_chat(usr, "Mob doesn't exist anymore")
return
if(result)
var/chosenart = artnames[result]
var/datum/martial_art/MA = new chosenart
MA.teach(src)
log_admin("[key_name(usr)] has taught [MA] to [key_name(src)].")
message_admins("<span class='notice'>[key_name_admin(usr)] has taught [MA] to [key_name_admin(src)].</span>")
if(href_list[VV_HK_GIVE_TRAUMA])
if(!check_rights(NONE))
return
var/list/traumas = subtypesof(/datum/brain_trauma)
var/result = input(usr, "Choose the brain trauma to apply","Traumatize") as null|anything in traumas
if(!usr)
return
if(QDELETED(src))
to_chat(usr, "Mob doesn't exist anymore")
return
if(!result)
return
var/datum/brain_trauma/BT = gain_trauma(result)
if(BT)
log_admin("[key_name(usr)] has traumatized [key_name(src)] with [BT.name]")
message_admins("<span class='notice'>[key_name_admin(usr)] has traumatized [key_name_admin(src)] with [BT.name].</span>")
if(href_list[VV_HK_CURE_TRAUMA])
if(!check_rights(NONE))
return
cure_all_traumas(TRAUMA_RESILIENCE_ABSOLUTE)
log_admin("[key_name(usr)] has cured all traumas from [key_name(src)].")
message_admins("<span class='notice'>[key_name_admin(usr)] has cured all traumas from [key_name_admin(src)].</span>")
if(href_list[VV_HK_HALLUCINATION])
if(!check_rights(NONE))
return
var/list/hallucinations = subtypesof(/datum/hallucination)
var/result = input(usr, "Choose the hallucination to apply","Send Hallucination") as null|anything in hallucinations
if(!usr)
return
if(QDELETED(src))
to_chat(usr, "Mob doesn't exist anymore")
return
if(result)
new result(src, TRUE)
/mob/living/carbon/can_resist()
return bodyparts.len > 2 && ..()
@@ -1001,8 +1117,7 @@
return TRUE
/mob/living/carbon/transfer_ckey(mob/new_mob, send_signal = TRUE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(TRUE, FALSE)
return ..()
/mob/living/carbon/can_see_reagents()
@@ -1018,3 +1133,19 @@
/mob/living/carbon/can_hold_items()
return TRUE
/mob/living/carbon/set_gender(ngender = NEUTER, silent = FALSE, update_icon = TRUE, forced = FALSE)
var/bender = gender != ngender
. = ..()
if(!.)
return
if(dna && bender)
if(ngender == MALE || ngender == FEMALE)
dna.features["body_model"] = ngender
if(!silent)
var/adj = ngender == MALE ? "masculine" : "feminine"
visible_message("<span class='boldnotice'>[src] suddenly looks more [adj]!</span>", "<span class='boldwarning'>You suddenly feel more [adj]!</span>")
else if(ngender == NEUTER)
dna.features["body_model"] = MALE
if(update_icon)
update_body()
@@ -0,0 +1,6 @@
/mob/living/carbon/enable_intentional_combat_mode()
. = ..()
if(.)
if(voremode)
toggle_vore_mode()
@@ -9,7 +9,7 @@
if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
var/obj/item/clothing/glasses/GFP = src.glasses
number += GFP.flash_protect
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
@@ -71,6 +71,7 @@
L.embedded_objects |= I
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.forceMove(src)
I.embedded()
L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
@@ -78,33 +79,30 @@
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(!combatmode)
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
return FALSE
var/obj/item/bodypart/affecting
if(user == src)
affecting = get_bodypart(check_zone(user.zone_selected)) //we're self-mutilating! yay!
else
affecting = get_bodypart(ran_zone(user.zone_selected))
var/obj/item/bodypart/affecting = get_bodypart(impacting_zone)
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name)
I.do_stagger_action(src, user)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)
bleed(totitemdamage)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
@@ -238,19 +236,19 @@
var/obj/item/organ/O = X
O.emp_act(severity)
/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
/mob/living/carbon/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
if((flags & SHOCK_TESLA) && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
shock_damage *= siemens_coeff
if(dna && dna.species)
shock_damage *= dna.species.siemens_coeff
if(shock_damage<1 && !override)
if(shock_damage < 1)
return 0
if(reagents.has_reagent(/datum/reagent/teslium))
shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
if(illusion)
if((flags & SHOCK_ILLUSION))
adjustStaminaLoss(shock_damage)
else
take_overall_damage(0,shock_damage)
@@ -262,16 +260,13 @@
jitteriness += 1000 //High numbers for violent convulsions
do_jitter_animation(jitteriness)
stuttering += 2
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
Stun(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
DefaultCombatKnockdown(60)
if(override)
return override
else
return shock_damage
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(on_fire)
@@ -280,6 +275,8 @@
if(health >= 0 && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
var/friendly_check = FALSE
if(run_block(M, 0, M.name, ATTACK_TYPE_UNARMED))
return
if(lying)
if(buckled)
to_chat(M, "<span class='warning'>You need to unbuckle [src] first to do that!")
@@ -302,30 +299,12 @@
"<span class='notice'>You give [src] a pat on the head to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
friendly_check = TRUE
if(S?.can_wag_tail(src))
if("tail_human" in S.default_features)
if(dna.features["tail_human"] == "None")
return
else
if(!dna.species.is_wagging_tail())
emote("wag")
if("tail_lizard" in S.default_features)
if(dna.features["tail_lizard"] == "None")
return
else
if(!dna.species.is_wagging_tail())
emote("wag")
if("mam_tail" in S.default_features)
if(dna.features["mam_tail"] == "None")
return
else
if(!dna.species.is_wagging_tail())
emote("wag")
else
return
if(S?.can_wag_tail(src) && !dna.species.is_wagging_tail())
var/static/list/many_tails = list("tail_human", "tail_lizard", "mam_tail")
for(var/T in many_tails)
if(S.mutant_bodyparts[T] && dna.features[T] != "None")
emote("wag")
break
else if(check_zone(M.zone_selected) == BODY_ZONE_R_ARM || check_zone(M.zone_selected) == BODY_ZONE_L_ARM)
M.visible_message( \
@@ -349,7 +328,7 @@
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
AdjustSleeping(-100, FALSE)
if(recoveringstam)
if(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
adjustStaminaLoss(-15)
else
set_resting(FALSE, FALSE)
@@ -0,0 +1,18 @@
/// Sprint buffer ///
/mob/living/carbon/doSprintLossTiles(tiles)
doSprintBufferRegen(FALSE) //first regen.
if(sprint_buffer)
var/use = min(tiles, sprint_buffer)
sprint_buffer -= use
tiles -= use
update_hud_sprint_bar()
if(!tiles) //we had enough, we're done!
return
adjustStaminaLoss(tiles * sprint_stamina_cost) //use stamina to cover deficit.
/mob/living/carbon/proc/doSprintBufferRegen(updating = TRUE)
var/diff = world.time - sprint_buffer_regen_last
sprint_buffer_regen_last = world.time
sprint_buffer = min(sprint_buffer_max, sprint_buffer + sprint_buffer_regen_ds * diff)
if(updating)
update_hud_sprint_bar()
+3 -4
View File
@@ -7,8 +7,8 @@
if(!gibbed)
emote("deathgasp")
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(TRUE, FALSE)
. = ..()
@@ -67,6 +67,5 @@
BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(TRUE, FALSE)
return ..()
+1 -1
View File
@@ -90,7 +90,7 @@
if(digitalcamo)
. += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner."
if(combatmode)
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
. += "[t_He] [t_is] visibly tense[CHECK_MOBILITY(src, MOBILITY_STAND) ? "." : ", and [t_is] standing in combative stance."]"
var/trait_exam = common_trait_examine()
@@ -128,7 +128,7 @@
/datum/emote/living/carbon/human/wing/select_message_type(mob/user)
. = ..()
var/mob/living/carbon/human/H = user
if("wings" in H.dna.species.mutant_bodyparts)
if(H.dna.species.mutant_bodyparts["wings"])
. = "opens " + message
else
. = "closes " + message
@@ -143,17 +143,17 @@
/mob/living/carbon/human/proc/OpenWings()
if(!dna || !dna.species)
return
if("wings" in dna.species.mutant_bodyparts)
if(dna.species.mutant_bodyparts["wings"])
dna.species.mutant_bodyparts["wingsopen"] = dna.species.mutant_bodyparts["wings"]
dna.species.mutant_bodyparts -= "wings"
dna.species.mutant_bodyparts |= "wingsopen"
update_body()
/mob/living/carbon/human/proc/CloseWings()
if(!dna || !dna.species)
return
if("wingsopen" in dna.species.mutant_bodyparts)
if(dna.species.mutant_bodyparts["wingsopen"])
dna.species.mutant_bodyparts["wings"] = dna.species.mutant_bodyparts["wingsopen"]
dna.species.mutant_bodyparts -= "wingsopen"
dna.species.mutant_bodyparts |= "wings"
update_body()
if(isturf(loc))
var/turf/T = loc
@@ -25,15 +25,10 @@
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
if(ishuman(src)) //user just returned, y'know, the user's own species. dumb.
var/mob/living/carbon/human/H = src
var/datum/species/pref_species = H.dna.species
if(get_visible_name() == "Unknown") // same as flavor text, but hey it works.
. += "You can't make out what species they are."
else if(skipface)
. += "You can't make out what species they are."
else
. += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!"
if(skipface || get_visible_name() == "Unknown")
. += "You can't make out what species they are."
else
. += "[t_He] [t_is] a [dna.custom_species ? dna.custom_species : dna.species.name]!"
//uniform
if(w_uniform && !(SLOT_W_UNIFORM in obscured))
@@ -389,18 +384,8 @@
else if(isobserver(user) && traitstring)
. += "<span class='info'><b>Traits:</b> [traitstring]</span>"
//No flavor text unless the face can be seen. Prevents certain metagaming with impersonation.
var/invisible_man = skipface || get_visible_name() == "Unknown"
if(invisible_man)
. += "...?"
else
var/flavor = print_flavor_text(flavor_text)
if(flavor)
. += flavor
var/temp_flavor = print_flavor_text(flavor_text_2,TRUE)
if(temp_flavor)
. += temp_flavor
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .)
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .) //This also handles flavor texts now
. += "*---------*</span>"
/mob/living/proc/status_effect_examines(pronoun_replacement) //You can include this in any mob's examine() to show the examine texts of status effects!
+125 -27
View File
@@ -9,8 +9,6 @@
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
verbs += /mob/living/carbon/human/proc/underwear_toggle //fwee
verbs += /mob/proc/set_flavor
verbs += /mob/proc/set_flavor_2
//initialize limbs first
create_bodyparts()
@@ -31,7 +29,7 @@
. = ..()
if(CONFIG_GET(flag/disable_stambuffer))
togglesprint()
enable_intentional_sprint_mode()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
@@ -40,6 +38,8 @@
. = ..()
if(!CONFIG_GET(flag/disable_human_mood))
AddComponent(/datum/component/mood)
AddElement(/datum/element/flavor_text/carbon)
AddElement(/datum/element/flavor_text, "", "Temporary Flavor Text", "This should be used only for things pertaining to the current round!")
/mob/living/carbon/human/Destroy()
QDEL_NULL(physiology)
@@ -242,6 +242,12 @@
return
if(href_list["pockets"])
var/strip_mod = 1
var/strip_silence = FALSE
var/obj/item/clothing/gloves/g = gloves
if (istype(g))
strip_mod = g.strip_mod
strip_silence = g.strip_silence
var/pocket_side = href_list["pockets"]
var/pocket_id = (pocket_side == "right" ? SLOT_R_STORE : SLOT_L_STORE)
var/obj/item/pocket_item = (pocket_id == SLOT_R_STORE ? r_store : l_store)
@@ -258,7 +264,7 @@
else
return
if(do_mob(usr, src, POCKET_STRIP_DELAY/delay_denominator, ignorehelditem = TRUE)) //placing an item into the pocket is 4 times faster
if(do_mob(usr, src, max(round(POCKET_STRIP_DELAY/(delay_denominator*strip_mod)),1), ignorehelditem = TRUE)) //placing an item into the pocket is 4 times faster (and the strip_mod too)
if(pocket_item)
if(pocket_item == (pocket_id == SLOT_R_STORE ? r_store : l_store)) //item still in the pocket we search
dropItemToGround(pocket_item)
@@ -276,7 +282,8 @@
show_inv(usr)
else
// Display a warning if the user mocks up
to_chat(src, "<span class='warning'>You feel your [pocket_side] pocket being fumbled with!</span>")
if (!strip_silence)
to_chat(src, "<span class='warning'>You feel your [pocket_side] pocket being fumbled with!</span>")
..() //CITADEL CHANGE - removes a tab from behind this ..() so that flavortext can actually be examined
@@ -614,16 +621,16 @@
//Used for new human mobs created by cloning/goleming/podding
/mob/living/carbon/human/proc/set_cloned_appearance()
if(gender == MALE)
if(dna.features["body_model"] == MALE)
facial_hair_style = "Full Beard"
else
facial_hair_style = "Shaved"
hair_style = pick("Bedhead", "Bedhead 2", "Bedhead 3")
underwear = "Nude"
undershirt = "Nude"
update_body()
socks = "Nude"
update_body(TRUE)
update_hair()
update_genitals()
/mob/living/carbon/human/singularity_pull(S, current_size)
..()
@@ -700,7 +707,7 @@
/mob/living/carbon/human/wash_cream()
if(creamed) //clean both to prevent a rare bug
cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_lizard"))
cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_snout"))
cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_human"))
creamed = FALSE
@@ -761,7 +768,7 @@
return
else
if(hud_used.healths)
var/health_amount = health - CLAMP(getStaminaLoss()-50, 0, 80)//CIT CHANGE - makes staminaloss have less of an impact on the health hud
var/health_amount = min(health, maxHealth - CLAMP(getStaminaLoss()-50, 0, 80))//CIT CHANGE - makes staminaloss have less of an impact on the health hud
if(..(health_amount)) //not dead
switch(hal_screwyhud)
if(SCREWYHUD_CRIT)
@@ -842,15 +849,95 @@
/mob/living/carbon/human/vv_get_dropdown()
. = ..()
. += "---"
.["Make monkey"] = "?_src_=vars;[HrefToken()];makemonkey=[REF(src)]"
.["Set Species"] = "?_src_=vars;[HrefToken()];setspecies=[REF(src)]"
.["Make cyborg"] = "?_src_=vars;[HrefToken()];makerobot=[REF(src)]"
.["Make alien"] = "?_src_=vars;[HrefToken()];makealien=[REF(src)]"
.["Make slime"] = "?_src_=vars;[HrefToken()];makeslime=[REF(src)]"
.["Toggle Purrbation"] = "?_src_=vars;[HrefToken()];purrbation=[REF(src)]"
.["Copy outfit"] = "?_src_=vars;[HrefToken()];copyoutfit=[REF(src)]"
.["Add/Remove Quirks"] = "?_src_=vars;[HrefToken()];modquirks=[REF(src)]"
VV_DROPDOWN_OPTION("", "---------")
VV_DROPDOWN_OPTION(VV_HK_COPY_OUTFIT, "Copy Outfit")
VV_DROPDOWN_OPTION(VV_HK_MOD_QUIRKS, "Add/Remove Quirks")
VV_DROPDOWN_OPTION(VV_HK_MAKE_MONKEY, "Make Monkey")
VV_DROPDOWN_OPTION(VV_HK_MAKE_CYBORG, "Make Cyborg")
VV_DROPDOWN_OPTION(VV_HK_MAKE_SLIME, "Make Slime")
VV_DROPDOWN_OPTION(VV_HK_MAKE_ALIEN, "Make Alien")
VV_DROPDOWN_OPTION(VV_HK_SET_SPECIES, "Set Species")
VV_DROPDOWN_OPTION(VV_HK_PURRBATION, "Toggle Purrbation")
/mob/living/carbon/human/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_COPY_OUTFIT])
if(!check_rights(R_SPAWN))
return
copy_outfit()
if(href_list[VV_HK_MOD_QUIRKS])
if(!check_rights(R_SPAWN))
return
var/list/options = list("Clear"="Clear")
for(var/x in subtypesof(/datum/quirk))
var/datum/quirk/T = x
var/qname = initial(T.name)
options[has_quirk(T) ? "[qname] (Remove)" : "[qname] (Add)"] = T
var/result = input(usr, "Choose quirk to add/remove","Quirk Mod") as null|anything in options
if(result)
if(result == "Clear")
for(var/datum/quirk/q in roundstart_quirks)
remove_quirk(q.type)
else
var/T = options[result]
if(has_quirk(T))
remove_quirk(T)
else
add_quirk(T,TRUE)
if(href_list[VV_HK_MAKE_MONKEY])
if(!check_rights(R_SPAWN))
return
if(alert("Confirm mob type change?",,"Transform","Cancel") != "Transform")
return
usr.client.holder.Topic("vv_override", list("monkeyone"=href_list[VV_HK_TARGET]))
if(href_list[VV_HK_MAKE_CYBORG])
if(!check_rights(R_SPAWN))
return
if(alert("Confirm mob type change?",,"Transform","Cancel") != "Transform")
return
usr.client.holder.Topic("vv_override", list("makerobot"=href_list[VV_HK_TARGET]))
if(href_list[VV_HK_MAKE_ALIEN])
if(!check_rights(R_SPAWN))
return
if(alert("Confirm mob type change?",,"Transform","Cancel") != "Transform")
return
usr.client.holder.Topic("vv_override", list("makealien"=href_list[VV_HK_TARGET]))
if(href_list[VV_HK_MAKE_SLIME])
if(!check_rights(R_SPAWN))
return
if(alert("Confirm mob type change?",,"Transform","Cancel") != "Transform")
return
usr.client.holder.Topic("vv_override", list("makeslime"=href_list[VV_HK_TARGET]))
if(href_list[VV_HK_SET_SPECIES])
if(!check_rights(R_SPAWN))
return
var/result = input(usr, "Please choose a new species","Species") as null|anything in GLOB.species_list
if(result)
var/newtype = GLOB.species_list[result]
admin_ticket_log("[key_name_admin(usr)] has modified the bodyparts of [src] to [result]")
set_species(newtype)
if(href_list[VV_HK_PURRBATION])
if(!check_rights(R_SPAWN))
return
if(!ishumanbasic(src))
to_chat(usr, "This can only be done to the basic human species at the moment.")
return
var/success = purrbation_toggle(src)
if(success)
to_chat(usr, "Put [src] on purrbation.")
log_admin("[key_name(usr)] has put [key_name(src)] on purrbation.")
var/msg = "<span class='notice'>[key_name_admin(usr)] has put [key_name(src)] on purrbation.</span>"
message_admins(msg)
admin_ticket_log(src, msg)
else
to_chat(usr, "Removed [src] from purrbation.")
log_admin("[key_name(usr)] has removed [key_name(src)] from purrbation.")
var/msg = "<span class='notice'>[key_name_admin(usr)] has removed [key_name(src)] from purrbation.</span>"
message_admins(msg)
admin_ticket_log(src, msg)
/mob/living/carbon/human/MouseDrop_T(mob/living/target, mob/living/user)
if(pulling == target && grab_state >= GRAB_AGGRESSIVE && stat == CONSCIOUS)
@@ -873,14 +960,24 @@
return (ishuman(target) && !CHECK_MOBILITY(target, MOBILITY_STAND))
/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
if(can_be_firemanned(target))
visible_message("<span class='notice'>[src] starts lifting [target] onto their back...</span>",
"<span class='notice'>You start lifting [target] onto your back...</span>")
if(do_after(src, 30, TRUE, target))
var/carrydelay = 50 //if you have latex you are faster at grabbing
var/skills_space = "" //cobby told me to do this
if(HAS_TRAIT(src, TRAIT_QUICKER_CARRY))
carrydelay = 30
skills_space = "expertly"
else if(HAS_TRAIT(src, TRAIT_QUICK_CARRY))
carrydelay = 40
skills_space = "quickly"
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
visible_message("<span class='notice'>[src] starts [skills_space] lifting [target] onto their back..</span>",
//Joe Medic starts quickly/expertly lifting Grey Tider onto their back..
"<span class='notice'>[carrydelay < 35 ? "Using your gloves' nanochips, you" : "You"] [skills_space] start to lift [target] onto your back[carrydelay == 40 ? ", while assisted by the nanochips in your gloves.." : "..."]</span>")
//(Using your gloves' nanochips, you/You) ( /quickly/expertly) start to lift Grey Tider onto your back(, while assisted by the nanochips in your gloves../...)
if(do_after(src, carrydelay, TRUE, target))
//Second check to make sure they're still valid to be carried
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
target.set_resting(FALSE, TRUE)
buckle_mob(target, TRUE, TRUE, 90, 1, 0)
buckle_mob(target, TRUE, TRUE, 90, 1, 0, TRUE)
return
visible_message("<span class='warning'>[src] fails to fireman carry [target]!")
else
@@ -897,13 +994,13 @@
if(target.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
target.visible_message("<span class='warning'>[target] can't hang onto [src]!</span>")
return
buckle_mob(target, TRUE, TRUE, FALSE, 0, 2)
buckle_mob(target, TRUE, TRUE, FALSE, 0, 2, FALSE)
else
visible_message("<span class='warning'>[target] fails to climb onto [src]!</span>")
else
to_chat(target, "<span class='warning'>You can't piggyback ride [src] right now!</span>")
/mob/living/carbon/human/buckle_mob(mob/living/target, force = FALSE, check_loc = TRUE, lying_buckle = FALSE, hands_needed = 0, target_hands_needed = 0)
/mob/living/carbon/human/buckle_mob(mob/living/target, force = FALSE, check_loc = TRUE, lying_buckle = FALSE, hands_needed = 0, target_hands_needed = 0, fireman = FALSE)
if(!force)//humans are only meant to be ridden through piggybacking and special cases
return
if(!is_type_in_typecache(target, can_ride_typecache))
@@ -934,6 +1031,7 @@
stop_pulling()
riding_datum.handle_vehicle_layer()
riding_datum.fireman_carrying = fireman
. = ..(target, force, check_loc)
/mob/living/carbon/human/proc/is_shove_knockdown_blocked() //If you want to add more things that block shove knockdown, extend this
@@ -959,7 +1057,7 @@
var/health_deficiency = ((100 + stambufferinfluence) - health + (getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss and makes stamina buffer influence it
if(health_deficiency >= 40)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 75), blacklisted_movetypes = FLOATING|FLYING)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 25), movetypes = FLOATING)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 25), movetypes = FLYING, blacklisted_movetypes = FLOATING)
else
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN)
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING)
@@ -0,0 +1,8 @@
/mob/living/carbon/human/get_blocking_items()
. = ..()
if(wear_suit)
. += wear_suit
if(w_uniform)
. += w_uniform
if(wear_neck)
. += wear_neck
@@ -45,63 +45,19 @@
if(spec_return)
return spec_return
if(mind)
if (mind.martial_art && mind.martial_art.dodge_chance)
if(!lying && dna && !dna.check_mutation(HULK))
if(prob(mind.martial_art.dodge_chance))
var/static/dodgemessages = list("dodges under",0,-4,"dodges to the right of",-4,0,"dodges to the left of",4,0,"jumps over",0,4)
var/pick = pick(1,4,7,10)
var/oldx = pixel_x
var/oldy = pixel_y
animate(src,pixel_x = pixel_x + dodgemessages[pick+1],pixel_y = pixel_y + dodgemessages[pick+2],time=3)
animate(src,pixel_x = oldx,pixel_y = oldy,time=2)
visible_message("<span class='danger'>[src] [dodgemessages[pick]] the projectile!</span>", "<span class='userdanger'>You dodge the projectile!</span>")
return BULLET_ACT_FORCE_PIERCE
if(mind.martial_art && !incapacitated(FALSE, TRUE) && mind.martial_art.can_use(src) && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(mind.martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
if(mind.martial_art.deflection_chance >= 100) //if they can NEVER be hit, lets clue sec in ;)
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
else
visible_message("<span class='danger'>[src] deflects the projectile!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
if(mind.martial_art.reroute_deflection)
P.firer = src
P.setAngle(rand(0, 360))//SHING
return BULLET_ACT_FORCE_PIERCE
if(mind) //martial art stuff
if(mind.martial_art && mind.martial_art.can_use(src)) //Some martial arts users can deflect projectiles!
var/martial_art_result = mind.martial_art.on_projectile_hit(src, P, def_zone)
if(!(martial_art_result == BULLET_ACT_HIT))
return martial_art_result
return ..()
/mob/living/carbon/human/check_reflect(def_zone)
if(wear_suit?.IsReflect(def_zone))
return TRUE
return ..()
/mob/living/carbon/human/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
. = ..()
if(.)
return
var/block_chance_modifier = round(damage / -3)
if(wear_suit)
var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
if(w_uniform)
var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
if(wear_neck)
var/final_block_chance = wear_neck.block_chance - (CLAMP((armour_penetration-wear_neck.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_neck.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
return FALSE
/mob/living/carbon/human/can_embed(obj/item/I)
if(I.get_sharpness() || is_pointed(I) || is_type_in_typecache(I, GLOB.can_embed_types))
return TRUE
return FALSE
/mob/living/carbon/human/proc/check_block()
/mob/living/carbon/human/proc/check_martial_melee_block()
if(mind)
if(mind.martial_art && prob(mind.martial_art.block_chance) && mind.martial_art.can_use(src) && in_throw_mode && !incapacitated(FALSE, TRUE))
return TRUE
@@ -141,7 +97,6 @@
// the attacked_by code varies among species
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
if(user.a_intent == INTENT_HARM)
. = ..(user, TRUE)
@@ -397,8 +352,8 @@
//Added a safety check in case you want to shock a human mob directly through electrocute_act.
/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock)
/mob/living/carbon/human/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
if(flags & SHOCK_TESLA)
var/total_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
@@ -413,20 +368,20 @@
siemens_coeff = total_coeff
if(flags_1 & TESLA_IGNORE_1)
siemens_coeff = 0
else if(!safety)
else if(!(flags & SHOCK_NOGLOVES))
var/gloves_siemens_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
gloves_siemens_coeff = G.siemens_coefficient
siemens_coeff = gloves_siemens_coeff
if(undergoing_cardiac_arrest() && !illusion)
if(undergoing_cardiac_arrest() && !(flags & SHOCK_ILLUSION))
if(shock_damage * siemens_coeff >= 1 && prob(25))
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
heart.beating = TRUE
if(stat == CONSCIOUS)
to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
siemens_coeff *= physiology.siemens_coeff
. = ..(shock_damage,source,siemens_coeff,safety,override,tesla_shock, illusion, stun)
. = ..()
if(.)
electrocution_animation(40)
@@ -6,6 +6,12 @@
can_buckle = TRUE
buckle_lying = FALSE
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
/// Enable stamina combat
combat_flags = COMBAT_FLAGS_DEFAULT
status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH|CANSTAGGER
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
//Hair colour and style
var/hair_color = "000"
var/hair_style = "Bald"
@@ -1,5 +1,5 @@
/mob/living/carbon/human/resist_a_rest(automatic = FALSE, ignoretimer = FALSE)
if(!resting || stat || attemptingstandup)
if(!resting || stat || (combat_flags & COMBAT_FLAG_RESISTING_REST))
return FALSE
if(ignoretimer)
set_resting(FALSE, FALSE)
@@ -13,10 +13,10 @@
return FALSE
else
var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted to get up!")
return FALSE
attemptingstandup = TRUE
combat_flags |= COMBAT_FLAG_RESISTING_REST
var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
if(!has_gravity())
health_deficiency = health_deficiency*0.2
@@ -37,10 +37,11 @@
visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
if(do_after(src, totaldelay, target = src, required_mobility_flags = MOBILITY_RESIST))
set_resting(FALSE, TRUE)
attemptingstandup = FALSE
combat_flags &= ~COMBAT_FLAG_RESISTING_REST
return TRUE
else
attemptingstandup = FALSE
combat_flags &= ~COMBAT_FLAG_RESISTING_REST
if(resting) //we didn't shove ourselves up or something
visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
if(has_gravity())
@@ -9,6 +9,13 @@
/mob/living/carbon/human/movement_delay()
. = ..()
if(CHECK_MOBILITY(src, MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
var/static/datum/config_entry/number/movedelay/sprint_speed_increase/SSI
if(!SSI)
SSI = CONFIG_GET_ENTRY(number/movedelay/sprint_speed_increase)
. -= SSI.config_entry_value
if(wrongdirmovedelay)
. += 1
if (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP))
. -= 1.5
@@ -42,10 +49,18 @@
return ((shoes && shoes.negates_gravity()) || (dna.species.negates_gravity(src)))
/mob/living/carbon/human/Move(NewLoc, direct)
var/oldpseudoheight = pseudo_z_axis
. = ..()
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(src, NewLoc)
HM.on_move(NewLoc)
if(. && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(movement_type & FLYING) && CHECK_ALL_MOBILITY(src, MOBILITY_MOVE|MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
if(!HAS_TRAIT(src, TRAIT_FREESPRINT))
doSprintLossTiles(1)
if((oldpseudoheight - pseudo_z_axis) >= 8)
to_chat(src, "<span class='warning'>You trip off of the elevated surface!</span>")
for(var/obj/item/I in held_items)
accident(I)
DefaultCombatKnockdown(80)
if(shoes)
if(!lying && !buckled)
if(loc == NewLoc)
@@ -147,7 +147,7 @@
/mob/living/carbon/human/equipped_speed_mods()
. = ..()
for(var/sloties in get_all_slots())
for(var/sloties in get_all_slots() - list(l_store, r_store, s_store))
var/obj/item/thing = sloties
. += thing?.slowdown
@@ -316,12 +316,15 @@
BP.receive_damage(I.w_class*I.embedding.embedded_fall_pain_multiplier)
BP.embedded_objects -= I
I.forceMove(drop_location())
I.unembedded()
visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "embedded")
/mob/living/carbon/human/proc/handle_active_genes()
if(HAS_TRAIT(src, TRAIT_MUTATION_STASIS))
return
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_life(src)
+7 -1
View File
@@ -13,7 +13,7 @@
/mob/living/carbon/human/GetVoice()
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
var/obj/item/clothing/mask/chameleon/V = wear_mask
if(V.vchange && wear_id)
if(V.voice_change && wear_id)
var/obj/item/card/id/idcard = wear_id.GetID()
if(istype(idcard))
return idcard.registered_name
@@ -21,6 +21,12 @@
return real_name
else
return real_name
if(istype(wear_mask, /obj/item/clothing/mask/infiltrator))
var/obj/item/clothing/mask/infiltrator/V = wear_mask
if(V.voice_unknown)
return ("Unknown")
else
return real_name
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.mimicing )
+172 -127
View File
@@ -53,8 +53,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/blacklisted = 0 //Flag to exclude from green slime core species.
var/dangerous_existence //A flag for transformation spells that tells them "hey if you turn a person into one of these without preperation, they'll probably die!"
var/say_mod = "says" // affects the speech message
var/list/default_features = list() // Default mutant bodyparts for this species. Don't forget to set one for every mutant bodypart you allow this species to have.
var/list/mutant_bodyparts = list() // Visible CURRENT bodyparts that are unique to a species. DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK SHIT UP! Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Layer hiding is handled by handle_mutant_bodyparts() below.
var/list/mutant_bodyparts = list() // Visible CURRENT bodyparts that are unique to a species. Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Layer hiding is handled by handle_mutant_bodyparts() below.
var/list/mutant_organs = list() //Internal organs that are unique to this race.
var/speedmod = 0 // this affects the race's speed. positive numbers make it move slower, negative numbers make it move faster
var/armor = 0 // overall defense for the race... or less defense, if it's negative.
@@ -63,12 +62,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/coldmod = 1 // multiplier for cold damage
var/heatmod = 1 // multiplier for heat damage
var/stunmod = 1 // multiplier for stun duration
var/punchdamagelow = 0 //lowest possible punch damage
var/punchdamagehigh = 9 //highest possible punch damage
var/punchstunthreshold = 9//damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
var/punchdamagehigh = 10 //highest possible punch damage
var/punchstunthreshold = 10//damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
var/siemens_coeff = 1 //base electrocution coefficient
var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
var/inert_mutation = DWARFISM
var/list/special_step_sounds //Sounds to override barefeet walkng
var/grab_sound //Special sound for grabbing
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
@@ -105,7 +105,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/fixed_mut_color3 = ""
var/whitelisted = 0 //Is this species restricted to certain players?
var/whitelist = list() //List the ckeys that can use this species, if it's whitelisted.: list("John Doe", "poopface666", "SeeALiggerPullTheTrigger") Spaces & capitalization can be included or ignored entirely for each key as it checks for both.
var/should_draw_citadel = FALSE
var/icon_limbs //Overrides the icon used for the limbs of this species. Mainly for downstream, and also because hardcoded icons disgust me. Implemented and maintained as a favor in return for a downstream's implementation of synths.
///////////
// PROCS //
@@ -290,7 +290,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
C.hud_used.update_locked_slots()
// this needs to be FIRST because qdel calls update_body which checks if we have DIGITIGRADE legs or not and if not then removes DIGITIGRADE from species_traits
if(("legs" in C.dna.species.mutant_bodyparts) && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
if(C.dna.species.mutant_bodyparts["legs"] && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
species_traits |= DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
@@ -328,7 +328,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/mob/living/carbon/human/H = C
if(NOGENITALS in H.dna.species.species_traits)
H.give_genitals(TRUE) //call the clean up proc to delete anything on the mob then return.
if("meat_type" in default_features) //I can't believe it's come to the meat
if(mutant_bodyparts["meat_type"]) //I can't believe it's come to the meat
H.type_of_meat = GLOB.meat_types[H.dna.features["meat_type"]]
C.add_movespeed_modifier(MOVESPEED_ID_SPECIES, TRUE, 100, override=TRUE, multiplicative_slowdown=speedmod, movetypes=(~FLYING))
@@ -351,11 +351,19 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
C.remove_movespeed_modifier(MOVESPEED_ID_SPECIES)
if("meat_type" in default_features)
if(mutant_bodyparts["meat_type"])
C.type_of_meat = GLOB.meat_types[C.dna.features["meat_type"]]
else
C.type_of_meat = initial(meat)
//If their inert mutation is not the same, swap it out
if((inert_mutation != new_species.inert_mutation) && LAZYLEN(C.dna.mutation_index) && (inert_mutation in C.dna.mutation_index))
C.dna.remove_mutation(inert_mutation)
//keep it at the right spot, so we can't have people taking shortcuts
var/location = C.dna.mutation_index.Find(inert_mutation)
C.dna.mutation_index[location] = new_species.inert_mutation
C.dna.mutation_index[new_species.inert_mutation] = create_sequence(new_species.inert_mutation)
SEND_SIGNAL(C, COMSIG_SPECIES_LOSS, src)
/datum/species/proc/handle_hair(mob/living/carbon/human/H, forced_colour)
@@ -388,7 +396,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(I.flags_inv & HIDEFACIALHAIR)
facialhair_hidden = TRUE
if(H.wear_mask)
if(H.wear_mask && istype(H.wear_mask))
var/obj/item/clothing/mask/M = H.wear_mask
dynamic_fhair_suffix = M.dynamic_fhair_suffix //mask > head in terms of facial hair
if(M.flags_inv & HIDEFACIALHAIR)
@@ -442,7 +450,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(I.flags_inv & HIDEHAIR)
hair_hidden = TRUE
if(H.wear_mask)
if(H.wear_mask && istype(H.wear_mask))
var/obj/item/clothing/mask/M = H.wear_mask
if(!dynamic_hair_suffix) //head > mask in terms of head hair
dynamic_hair_suffix = M.dynamic_hair_suffix
@@ -541,48 +549,45 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//Underwear, Undershirts & Socks
if(!(NO_UNDERWEAR in species_traits))
if(H.socks && H.get_num_legs(FALSE) >= 2)
if(H.hidden_socks)
H.socks = "Nude"
else
if(H.socks && !H.hidden_socks && H.get_num_legs(FALSE) >= 2)
if(H.saved_socks)
H.socks = H.saved_socks
var/datum/sprite_accessory/underwear/socks/S = GLOB.socks_list[H.socks]
if(S)
var/digilegs = ((DIGITIGRADE in species_traits) && S.has_digitigrade) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(S.icon, "[S.icon_state][digilegs]", -BODY_LAYER)
if(S.has_color)
MA.color = "#[H.socks_color]"
standing += MA
H.saved_socks = ""
var/datum/sprite_accessory/underwear/socks/S = GLOB.socks_list[H.socks]
if(S)
var/digilegs = ((DIGITIGRADE in species_traits) && S.has_digitigrade) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(S.icon, "[S.icon_state][digilegs]", -BODY_LAYER)
if(S.has_color)
MA.color = "#[H.socks_color]"
standing += MA
if(H.underwear)
if(H.hidden_underwear)
H.underwear = "Nude"
else
if(H.underwear && !H.hidden_underwear)
if(H.saved_underwear)
H.underwear = H.saved_underwear
var/datum/sprite_accessory/underwear/bottom/B = GLOB.underwear_list[H.underwear]
if(B)
var/digilegs = ((DIGITIGRADE in species_traits) && B.has_digitigrade) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(B.icon, "[B.icon_state][digilegs]", -BODY_LAYER)
if(B.has_color)
MA.color = "#[H.undie_color]"
standing += MA
H.saved_underwear = ""
var/datum/sprite_accessory/underwear/bottom/B = GLOB.underwear_list[H.underwear]
if(B)
var/digilegs = ((DIGITIGRADE in species_traits) && B.has_digitigrade) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(B.icon, "[B.icon_state][digilegs]", -BODY_LAYER)
if(B.has_color)
MA.color = "#[H.undie_color]"
standing += MA
if(H.undershirt)
if(H.hidden_undershirt)
H.undershirt = "Nude"
else
if(H.undershirt && !H.hidden_undershirt)
if(H.saved_undershirt)
H.undershirt = H.saved_undershirt
var/datum/sprite_accessory/underwear/top/T = GLOB.undershirt_list[H.undershirt]
if(T)
var/state = "[T.icon_state][((DIGITIGRADE in species_traits) && T.has_digitigrade) ? "_d" : ""]"
var/mutable_appearance/MA
if(H.dna.species.sexes && H.gender == FEMALE)
MA = wear_female_version(state, T.icon, BODY_LAYER)
else
MA = mutable_appearance(T.icon, state, -BODY_LAYER)
if(T.has_color)
MA.color = "#[H.shirt_color]"
standing += MA
H.saved_undershirt = ""
var/datum/sprite_accessory/underwear/top/T = GLOB.undershirt_list[H.undershirt]
if(T)
var/state = "[T.icon_state][((DIGITIGRADE in species_traits) && T.has_digitigrade) ? "_d" : ""]"
var/mutable_appearance/MA
if(H.dna.species.sexes && H.dna.features["body_model"] == FEMALE)
MA = wear_female_version(state, T.icon, BODY_LAYER)
else
MA = mutable_appearance(T.icon, state, -BODY_LAYER)
if(T.has_color)
MA.color = "#[H.shirt_color]"
standing += MA
if(standing.len)
H.overlays_standing[BODY_LAYER] = standing
@@ -608,99 +613,99 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
var/tauric = H.dna.features["taur"] && H.dna.features["taur"] != "None"
if("tail_lizard" in mutant_bodyparts)
if(mutant_bodyparts["tail_lizard"])
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "tail_lizard"
if("waggingtail_lizard" in mutant_bodyparts)
if(mutant_bodyparts["waggingtail_lizard"])
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "waggingtail_lizard"
else if ("tail_lizard" in mutant_bodyparts)
else if (mutant_bodyparts["tail_lizard"])
bodyparts_to_add -= "waggingtail_lizard"
if("tail_human" in mutant_bodyparts)
if(mutant_bodyparts["tail_human"])
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "tail_human"
if("waggingtail_human" in mutant_bodyparts)
if(mutant_bodyparts["waggingtail_human"])
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "waggingtail_human"
else if ("tail_human" in mutant_bodyparts)
else if (mutant_bodyparts["tail_human"])
bodyparts_to_add -= "waggingtail_human"
if("spines" in mutant_bodyparts)
if(mutant_bodyparts["spines"])
if(!H.dna.features["spines"] || H.dna.features["spines"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR))
bodyparts_to_add -= "spines"
if("waggingspines" in mutant_bodyparts)
if(mutant_bodyparts["waggingspines"])
if(!H.dna.features["spines"] || H.dna.features["spines"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR))
bodyparts_to_add -= "waggingspines"
else if ("tail" in mutant_bodyparts)
else if (mutant_bodyparts["tail"])
bodyparts_to_add -= "waggingspines"
if("snout" in mutant_bodyparts) //Take a closer look at that snout!
if(mutant_bodyparts["snout"]) //Take a closer look at that snout!
if((H.wear_mask && (H.wear_mask.flags_inv & HIDESNOUT)) || (H.head && (H.head.flags_inv & HIDESNOUT)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "snout"
if("frills" in mutant_bodyparts)
if(mutant_bodyparts["frills"])
if(!H.dna.features["frills"] || H.dna.features["frills"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "frills"
if("horns" in mutant_bodyparts)
if(mutant_bodyparts["horns"])
if(!H.dna.features["horns"] || H.dna.features["horns"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "horns"
if("ears" in mutant_bodyparts)
if(mutant_bodyparts["ears"])
if(!H.dna.features["ears"] || H.dna.features["ears"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEEARS)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "ears"
if("wings" in mutant_bodyparts)
if(mutant_bodyparts["wings"])
if(!H.dna.features["wings"] || H.dna.features["wings"] == "None" || (H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT) && (!H.wear_suit.species_exception || !is_type_in_list(src, H.wear_suit.species_exception))))
bodyparts_to_add -= "wings"
if("wings_open" in mutant_bodyparts)
if(mutant_bodyparts["wings_open"])
if(H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT) && (!H.wear_suit.species_exception || !is_type_in_list(src, H.wear_suit.species_exception)))
bodyparts_to_add -= "wings_open"
else if ("wings" in mutant_bodyparts)
else if (mutant_bodyparts["wings"])
bodyparts_to_add -= "wings_open"
if("insect_fluff" in mutant_bodyparts)
if(mutant_bodyparts["insect_fluff"])
if(!H.dna.features["insect_fluff"] || H.dna.features["insect_fluff"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT))
bodyparts_to_add -= "insect_fluff"
//CITADEL EDIT
//Race specific bodyparts:
//Xenos
if("xenodorsal" in mutant_bodyparts)
if(mutant_bodyparts["xenodorsal"])
if(!H.dna.features["xenodorsal"] || H.dna.features["xenodorsal"] == "None" || (H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT)))
bodyparts_to_add -= "xenodorsal"
if("xenohead" in mutant_bodyparts)//This is an overlay for different castes using different head crests
if(mutant_bodyparts["xenohead"])//This is an overlay for different castes using different head crests
if(!H.dna.features["xenohead"] || H.dna.features["xenohead"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "xenohead"
if("xenotail" in mutant_bodyparts)
if(mutant_bodyparts["xenotail"])
if(!H.dna.features["xenotail"] || H.dna.features["xenotail"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT))
bodyparts_to_add -= "xenotail"
//Other Races
if("mam_tail" in mutant_bodyparts)
if(mutant_bodyparts["mam_tail"])
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "mam_tail"
if("mam_waggingtail" in mutant_bodyparts)
if(mutant_bodyparts["mam_waggingtail"])
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "mam_waggingtail"
else if ("mam_tail" in mutant_bodyparts)
else if (mutant_bodyparts["mam_tail"])
bodyparts_to_add -= "mam_waggingtail"
if("mam_ears" in mutant_bodyparts)
if(mutant_bodyparts["mam_ears"])
if(!H.dna.features["mam_ears"] || H.dna.features["mam_ears"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEEARS)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "mam_ears"
if("mam_snouts" in mutant_bodyparts) //Take a closer look at that snout!
if(mutant_bodyparts["mam_snouts"]) //Take a closer look at that snout!
if((H.wear_mask && (H.wear_mask.flags_inv & HIDESNOUT)) || (H.head && (H.head.flags_inv & HIDESNOUT)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "mam_snouts"
if("taur" in mutant_bodyparts)
if(mutant_bodyparts["taur"])
if(!tauric || (H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)))
bodyparts_to_add -= "taur"
@@ -737,7 +742,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!bodyparts_to_add)
return
var/g = (H.gender == FEMALE) ? "f" : "m"
var/g = (H.dna.features["body_model"] == FEMALE) ? "f" : "m"
for(var/layer in relevent_layers)
var/layertext = mutant_bodyparts_layertext(layer)
@@ -816,9 +821,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//A little rename so we don't have to use tail_lizard or tail_human when naming the sprites.
if(bodypart == "tail_lizard" || bodypart == "tail_human" || bodypart == "mam_tail" || bodypart == "xenotail")
bodypart = "tail"
else if(bodypart == "waggingtail_lizard")
bodypart = "waggingtail"
if(bodypart == "mam_waggingtail" || bodypart == "waggingtail_human")
if(bodypart == "mam_waggingtail" || bodypart == "waggingtail_human" || bodypart == "waggingtail_lizard")
bodypart = "tailwag"
if(bodypart == "mam_ears" || bodypart == "ears")
bodypart = "ears"
@@ -890,7 +893,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
accessory_overlay.icon_state = "m_ears_none_[layertext]"
if(bodypart == "tail")
accessory_overlay.icon_state = "m_tail_husk_[layertext]"
if(MATRIXED)
if(S.color_src == MATRIXED)
var/list/husklist = list()
husklist += ReadRGB("#a3a3a3")
husklist += ReadRGB("#a3a3a3")
@@ -1396,7 +1399,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(radiation > RAD_MOB_MUTATE)
if(prob(1))
to_chat(H, "<span class='danger'>You mutate!</span>")
H.randmutb()
H.easy_randmut(NEGATIVE+MINOR_NEGATIVE)
H.emote("gasp")
H.domutcheck()
@@ -1434,7 +1437,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
to_chat(user, "<span class='notice'>You do not breathe, so you cannot perform CPR.</span>")
/datum/species/proc/grab(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(target.check_block())
if(target.check_martial_melee_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s grab attempt!</span>")
return 0
if(attacker_style && attacker_style.grab_act(user,target))
@@ -1443,57 +1446,70 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.grabbedby(user)
return 1
/datum/species/proc/harm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(!attacker_style && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm [target]!</span>")
return FALSE
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT) //CITADEL CHANGE - makes it impossible to punch while in stamina softcrit
if(IS_STAMCRIT(user)) //CITADEL CHANGE - makes it impossible to punch while in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted.</span>") //CITADEL CHANGE - ditto
return FALSE //CITADEL CHANGE - ditto
if(target.check_block())
if(target.check_martial_melee_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s attack!</span>")
return FALSE
if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes punching cause staminaloss but funny martial artist types get a discount
user.adjustStaminaLossBuffered(1.5)
else
user.adjustStaminaLossBuffered(3.5)
if(attacker_style && attacker_style.harm_act(user,target))
return TRUE
else
var/atk_verb = user.dna.species.attack_verb
if(target.lying)
atk_verb = "kick"
if(!(target.mobility_flags & MOBILITY_STAND))
atk_verb = ATTACK_EFFECT_KICK
switch(atk_verb)
if("kick")
if(ATTACK_EFFECT_KICK)
user.do_attack_animation(target, ATTACK_EFFECT_KICK)
if("slash")
if(ATTACK_EFFECT_CLAW)
user.do_attack_animation(target, ATTACK_EFFECT_CLAW)
if("smash")
if(ATTACK_EFFECT_SMASH)
user.do_attack_animation(target, ATTACK_EFFECT_SMASH)
else
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
user.adjustStaminaLossBuffered(5) //CITADEL CHANGE - makes punching cause staminaloss
var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
var/puncherstam = user.getStaminaLoss()
var/puncherbrute = user.getBruteLoss()
var/punchedstam = target.getStaminaLoss()
var/punchedbrute = target.getBruteLoss()
//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
if(!target.combatmode && damage < user.dna.species.punchstunthreshold)
damage = user.dna.species.punchstunthreshold - 1
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 1.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
damage *= 0.5
if(!user.combatmode)
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 0.25
//END OF CITADEL CHANGES
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
if(!damage || !affecting)
playsound(target.loc, user.dna.species.miss_sound, 25, 1, -1)
target.visible_message("<span class='danger'>[user] has attempted to [atk_verb] [target]!</span>",\
"<span class='userdanger'>[user] has attempted to [atk_verb] [target]!</span>", null, COMBAT_MESSAGE_RANGE)
var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
if(user.dna.species.punchdamagelow)
if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
miss_chance = 0
else
miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half your stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob()
if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted
playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1)
target.visible_message("<span class='danger'>[user]'s [atk_verb] misses [target]!</span>", \
"<span class='danger'>You avoid [user]'s [atk_verb]!</span>", "<span class='hear'>You hear a swoosh!</span>", COMBAT_MESSAGE_RANGE, user)
to_chat(user, "<span class='warning'>Your [atk_verb] misses [target]!</span>")
log_combat(user, target, "attempted to punch")
return FALSE
@@ -1510,14 +1526,37 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(user.limb_destroyer)
target.dismembering_strike(user, affecting.body_zone)
target.apply_damage(damage, BRUTE, affecting, armor_block)
log_combat(user, target, "punched")
if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
target.apply_damage(damage*1.5, BRUTE, affecting, armor_block)
target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
log_combat(user, target, "kicked")
else//other attacks deal full raw damage + 2x in stamina damage
target.apply_damage(damage, BRUTE, affecting, armor_block)
target.apply_damage(damage*2, STAMINA, affecting, armor_block)
log_combat(user, target, "punched")
if((target.stat != DEAD) && damage >= user.dna.species.punchstunthreshold)
target.visible_message("<span class='danger'>[user] has knocked [target] down!</span>", \
"<span class='userdanger'>[user] has knocked [target] down!</span>", null, COMBAT_MESSAGE_RANGE)
target.apply_effect(80, EFFECT_KNOCKDOWN, armor_block)
target.forcesay(GLOB.hit_appends)
else if(target.lying)
if((punchedstam > 50) && prob(punchedstam*0.5)) //If our punch victim has been hit above the threshold, and they have more than 50 stamina damage, roll for stun, probability of 1% per 2 stamina damage
target.visible_message("<span class='danger'>[user] knocks [target] down!</span>", \
"<span class='userdanger'>You're knocked down by [user]!</span>", "<span class='hear'>You hear aggressive shuffling followed by a loud thud!</span>", COMBAT_MESSAGE_RANGE, user)
to_chat(user, "<span class='danger'>You knock [target] down!</span>")
var/knockdown_duration = 40 + (punchedstam + (punchedbrute*0.5))*0.8 - armor_block
target.DefaultCombatKnockdown(knockdown_duration)
target.forcesay(GLOB.hit_appends)
log_combat(user, target, "got a stun punch with their previous punch")
if(HAS_TRAIT(user, TRAIT_KI_VAMPIRE) && !HAS_TRAIT(target, TRAIT_NOBREATH) && (punchedbrute < 100)) //If we're a ki vampire we also sap them of lifeforce, but only if they're not too beat up. Also living organics only.
user.adjustBruteLoss(-5)
user.adjustFireLoss(-5)
user.adjustStaminaLoss(-20)
target.adjustCloneLoss(10)
target.adjustBruteLoss(10)
else if(!(target.mobility_flags & MOBILITY_STAND))
target.forcesay(GLOB.hit_appends)
/datum/species/proc/spec_unarmedattacked(mob/living/carbon/human/user, mob/living/carbon/human/target)
@@ -1533,12 +1572,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/aim_for_groin = user.zone_selected == "groin"
var/target_aiming_for_groin = target.zone_selected == "groin"
if(target.check_block()) //END EDIT
if(target.check_martial_melee_block()) //END EDIT
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
return 0
else if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
return FALSE
if(IS_STAMCRIT(user))
to_chat(user, "<span class='warning'>You're too exhausted!</span>")
return FALSE
else if(target.check_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
return FALSE
else if(aim_for_mouth && ( target_on_help || target_restrained || target_aiming_for_mouth))
playsound(target.loc, 'sound/weapons/slap.ogg', 50, 1, -1)
@@ -1553,7 +1595,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if (!HAS_TRAIT(target, TRAIT_PERMABONER))
stop_wagging_tail(target)
return FALSE
else if(!(user.client?.prefs.cit_toggles & NO_ASS_SLAP) && aim_for_groin && (target == user || target.lying || same_dir) && (target_on_help || target_restrained || target_aiming_for_groin))
else if(aim_for_groin && (target == user || target.lying || same_dir) && (target_on_help || target_restrained || target_aiming_for_groin))
if(target.client?.prefs.cit_toggles & NO_ASS_SLAP)
to_chat(user,"A force stays your hand, preventing you from slapping \the [target]'s ass!")
return FALSE
@@ -1598,11 +1640,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.forcesay(GLOB.hit_appends)
log_combat(user, target, "pushed over")
return*/
if(!target.combatmode) // CITADEL CHANGE
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) // CITADEL CHANGE
randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed
if(!CHECK_MOBILITY(user, MOBILITY_STAND)) //CITADEL CHANGE
randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting
if(!user.combatmode) //CITADEL CHANGE
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CITADEL CHANGE
randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
if(user.pulling == target)
randn += -20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
@@ -1661,9 +1703,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
// Allows you to put in item-specific reactions based on species
if(user != H)
if(H.check_shields(I, I.force, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
if(H.run_block(I, I.force, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
return 0
if(H.check_block())
if(H.check_martial_melee_block())
H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
return 0
@@ -1679,14 +1721,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(istype(H))
if(!H.combatmode)
if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
var/weakness = H.check_weakness(I, user)
@@ -1694,6 +1734,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.send_item_attack_message(I, user, hit_area)
I.do_stagger_action(H, user)
if(!I.force)
return 0 //item force is zero
@@ -1712,7 +1754,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
bloody = 1
var/turf/location = H.loc
if(istype(location))
H.bleed(totitemdamage)
H.add_splatter_floor(location)
if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(H)
@@ -1779,7 +1821,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return TRUE
if(M.mind)
attacker_style = M.mind.martial_art
if((M != H) && M.a_intent != INTENT_HELP && H.check_shields(M, 0, M.name, attack_type = UNARMED_ATTACK))
if((M != H) && M.a_intent != INTENT_HELP && (H.run_block(M, 0, "[M]", ATTACK_TYPE_UNARMED, 0, M, M.zone_selected) & BLOCK_SUCCESS))
log_combat(M, H, "attempted to touch")
H.visible_message("<span class='warning'>[M] attempted to touch [H]!</span>")
return TRUE
@@ -1796,9 +1838,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/proc/althelp(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(user == target && istype(user))
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(user))
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
return
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
to_chat(user, "<span class='warning'>You need combat mode to be active to that!</span>")
return
if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun())
to_chat(user, "<span class='warning'>You can't seem to force yourself up right now!</span>")
return
@@ -1811,10 +1856,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/datum/species/proc/altdisarm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(user))
to_chat(user, "<span class='warning'>You're too exhausted.</span>")
return FALSE
if(target.check_block())
if(target.check_martial_melee_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s shoving attempt!</span>")
return FALSE
if(attacker_style && attacker_style.disarm_act(user,target))
@@ -2046,7 +2091,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
//Sorry for the nasty oneline but I don't want to assign a variable on something run pretty frequently
H.add_movespeed_modifier(MOVESPEED_ID_COLD, override = TRUE, multiplicative_slowdown = ((BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
H.add_movespeed_modifier(MOVESPEED_ID_COLD, override = TRUE, multiplicative_slowdown = ((BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR), blacklisted_movetypes = FLOATING)
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.apply_damage(COLD_DAMAGE_LEVEL_1*coldmod*H.physiology.cold_mod, BURN)
@@ -3,8 +3,7 @@
id = "angel"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
mutant_bodyparts = list("wings")
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "Angel")
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = 1
no_equip = list(SLOT_BACK)
blacklisted = 1
@@ -16,8 +15,8 @@
/datum/species/angel/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
..()
if(H.dna && H.dna.species && (H.dna.features["wings"] != "Angel"))
if(!("wings" in H.dna.species.mutant_bodyparts))
H.dna.species.mutant_bodyparts |= "wings"
if(!H.dna.species.mutant_bodyparts["wings"])
H.dna.species.mutant_bodyparts["wings"] = "Angel"
H.dna.features["wings"] = "Angel"
H.update_body()
if(ishuman(H) && !fly)
@@ -32,7 +31,7 @@
H.setMovetype(H.movement_type & ~FLYING)
ToggleFlight(H,0)
if(H.dna && H.dna.species && (H.dna.features["wings"] == "Angel"))
if("wings" in H.dna.species.mutant_bodyparts)
if(H.dna.species.mutant_bodyparts["wings"])
H.dna.species.mutant_bodyparts -= "wings"
H.dna.features["wings"] = "None"
H.update_body()
@@ -4,8 +4,7 @@
default_color = "00FF00"
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutant_bodyparts = list("mam_ears","mam_tail", "taur", "insect_wings","mam_snout", "mam_snouts", "insect_fluff","insect_markings")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None",
mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None",
"insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None", "insect_markings" = "None")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
@@ -13,7 +12,7 @@
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
liked_food = MEAT | FRUIT
disliked_food = TOXIC
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
/datum/species/insect/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
@@ -25,21 +24,21 @@
. = ..()
/datum/species/insect/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/insect/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/insect/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/insect/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/insect/qualifies_for_rank(rank, list/features)
@@ -4,7 +4,7 @@
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None")
use_skintones = TRUE
mutant_brain = /obj/item/organ/brain/dullahan
mutanteyes = /obj/item/organ/eyes/dullahan
@@ -8,7 +8,6 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR)
inherent_traits = list()
default_features = list("mcolor" = "FFF", "wings" = "None")
limbs_id = "human"
use_skintones = 1
say_mod = "bellows" //high energy, EXTRA BIOLOGICAL FUEL
@@ -93,6 +92,8 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
//These count in on_life ticks which should be 2 seconds per every increment of 1 in a perfect world.
var/dwarf_filth_ticker = 0 //Currently set =< 4, that means this will fire the proc around every 4-8 seconds.
var/dwarf_eth_ticker = 0 //Currently set =< 1, that means this will fire the proc around every 2 seconds
var/last_filth_spam
var/last_alcohol_spam
/obj/item/organ/dwarfgland/prepare_eat()
var/obj/S = ..()
@@ -137,40 +138,39 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
filth_counter += 10 //Dwarves could technically chainstun each other in a vomit tantrum spiral.
switch(filth_counter)
if(11 to 25)
if(prob(25))
to_chat(owner, "<span class = 'danger'>Someone should really clean up in here!</span>")
if(last_filth_spam + 40 SECONDS < world.time)
to_chat(owner, "<span class = 'warning'>Someone should really clean up in here!</span>")
last_filth_spam = world.time
if(26 to 50)
if(prob(30)) //Probability the message appears
if(prob(6)) //And then the probability they vomit along with it.
to_chat(owner, "<span class = 'danger'>The stench makes you queasy.</span>")
if(prob(20)) //And then the probability they vomit along with it.
owner.vomit(20) //I think vomit should stay over a disgust adjustment.
owner.vomit(10) //I think vomit should stay over a disgust adjustment.
if(51 to 75)
if(prob(35))
if(prob(9))
to_chat(owner, "<span class = 'danger'>By Armok! You won't be able to keep alcohol down at all!</span>")
if(prob(25))
owner.vomit(20) //Its more funny
owner.vomit(20) //Its more funny
if(76 to 100)
if(prob(40))
if(prob(11))
to_chat(owner, "<span class = 'userdanger'>You can't live in such FILTH!</span>")
if(prob(25))
owner.adjustToxLoss(10) //Now they start dying.
owner.vomit(20)
owner.adjustToxLoss(10) //Now they start dying.
owner.vomit(20)
if(101 to INFINITY) //Now they will really start dying
if(prob(40))
if(last_filth_spam + 12 SECONDS < world.time)
to_chat(owner, "<span class = 'userdanger'> THERES TOO MUCH FILTH, OH GODS THE FILTH!</span>")
last_filth_spam = world.time
if(prob(40))
owner.adjustToxLoss(15)
owner.vomit(40)
owner.vomit(30)
CHECK_TICK //Check_tick right here, its motherfuckin magic. (To me at least)
//Handles the dwarf alcohol cycle tied to on_life, it ticks in dwarf_cycle_ticker.
/obj/item/organ/dwarfgland/proc/dwarf_eth_cycle()
//BOOZE POWER
var/init_stored_alcohol = stored_alcohol
for(var/datum/reagent/R in owner.reagents.reagent_list)
if(istype(R, /datum/reagent/consumable/ethanol))
var/datum/reagent/consumable/ethanol/E = R
stored_alcohol += (E.boozepwr / 50)
if(stored_alcohol > max_alcohol) //Dwarves technically start at 250 alcohol stored.
stored_alcohol = max_alcohol
stored_alcohol = CLAMP(stored_alcohol + E.boozepwr / 50, 0, max_alcohol)
var/heal_amt = heal_rate
stored_alcohol -= alcohol_rate //Subtracts alcohol_Rate from stored alcohol so EX: 250 - 0.25 per each loop that occurs.
if(stored_alcohol > 400) //If they are over 400 they start regenerating
@@ -178,16 +178,27 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
owner.adjustFireLoss(-heal_amt) //Unless they drink casually all the time.
owner.adjustOxyLoss(-heal_amt)
owner.adjustCloneLoss(-heal_amt) //Also they will probably get brain damage if thats a thing here.
if(prob(25))
switch(stored_alcohol)
if(0 to 24)
if(init_stored_alcohol + 0.5 < stored_alcohol) //recovering stored alcohol at a steady rate of +0.75, no spam.
return
switch(stored_alcohol)
if(0 to 24)
if(last_alcohol_spam + 8 SECONDS < world.time)
to_chat(owner, "<span class='userdanger'>DAMNATION INCARNATE, WHY AM I CURSED WITH THIS DRY-SPELL? I MUST DRINK.</span>")
owner.adjustToxLoss(35)
if(25 to 50)
last_alcohol_spam = world.time
owner.adjustToxLoss(10)
if(25 to 50)
if(last_alcohol_spam + 20 SECONDS < world.time)
to_chat(owner, "<span class='danger'>Oh DAMN, I need some brew!</span>")
if(51 to 75)
last_alcohol_spam = world.time
if(51 to 75)
if(last_alcohol_spam + 35 SECONDS < world.time)
to_chat(owner, "<span class='warning'>Your body aches, you need to get ahold of some booze...</span>")
if(76 to 100)
last_alcohol_spam = world.time
if(76 to 100)
if(last_alcohol_spam + 40 SECONDS < world.time)
to_chat(owner, "<span class='notice'>A pint of anything would really hit the spot right now.</span>")
if(101 to 150)
last_alcohol_spam = world.time
if(101 to 150)
if(last_alcohol_spam + 50 SECONDS < world.time)
to_chat(owner, "<span class='notice'>You feel like you could use a good brew.</span>")
last_alcohol_spam = world.time
@@ -4,8 +4,7 @@
id = "felinid"
limbs_id = "human"
mutant_bodyparts = list("mam_ears", "mam_tail", "deco_wings")
default_features = list("mcolor" = "FFF", "mam_tail" = "Cat", "mam_ears" = "Cat", "wings" = "None", "deco_wings" = "None")
mutant_bodyparts = list("mam_tail" = "Cat", "mam_ears" = "Cat", "deco_wings" = "None")
mutantears = /obj/item/organ/ears/cat
mutanttail = /obj/item/organ/tail/cat
@@ -25,21 +24,21 @@
/datum/species/human/felinid/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/human/felinid/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/human/felinid/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/human/felinid/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
@@ -2,11 +2,10 @@
name = "Anthromorph"
id = "mammal"
default_color = "4B4B4B"
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "deco_wings", "taur", "horns", "legs")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
"mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian")
attack_verb = "claw"
attack_sound = 'sound/weapons/slash.ogg'
@@ -26,21 +25,21 @@
. = ..()
/datum/species/mammal/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/mammal/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/mammal/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/mammal/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
@@ -55,10 +54,9 @@
id = "xeno"
say_mod = "hisses"
default_color = "00FF00"
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS)
mutant_bodyparts = list("xenotail", "xenohead", "xenodorsal", "mam_body_markings", "taur", "legs")
default_features = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade")
mutant_bodyparts = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
@@ -11,7 +11,7 @@
siemens_coeff = 0
punchdamagelow = 5
punchdamagehigh = 14
punchstunthreshold = 11 //about 40% chance to stun
punchstunthreshold = 10
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
nojumpsuit = 1
sexes = 1
@@ -168,7 +168,7 @@
name = "Silver Golem"
id = "silver golem"
fixed_mut_color = "ddd"
punchstunthreshold = 9 //60% chance, from 40%
punchstunthreshold = 9
meat = /obj/item/stack/ore/silver
info_text = "As a <span class='danger'>Silver Golem</span>, your attacks have a higher chance of stunning. Being made of silver, your body is immune to most types of magic."
prefix = "Silver"
@@ -190,7 +190,7 @@
stunmod = 0.4
punchdamagelow = 12
punchdamagehigh = 21
punchstunthreshold = 18 //still 40% stun chance
punchstunthreshold = 18
speedmod = 4 //pretty fucking slow
meat = /obj/item/stack/ore/iron
info_text = "As a <span class='danger'>Plasteel Golem</span>, you are slower, but harder to stun, and hit very hard when punching."
@@ -4,8 +4,7 @@
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR)
mutant_bodyparts = list("ears", "tail_human", "wings", "taur", "deco_wings") // CITADEL EDIT gives humans snowflake parts
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF","tail_human" = "None", "ears" = "None", "wings" = "None", "taur" = "None", "deco_wings" = "None")
mutant_bodyparts = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF","tail_human" = "None", "ears" = "None", "taur" = "None", "deco_wings" = "None")
use_skintones = 1
skinned_type = /obj/item/stack/sheet/animalhide/human
disliked_food = GROSS | RAW
@@ -24,19 +23,19 @@
. = ..()
/datum/species/human/can_wag_tail(mob/living/carbon/human/H)
return ("tail_human" in mutant_bodyparts) || ("waggingtail_human" in mutant_bodyparts)
return mutant_bodyparts["tail_human"] || mutant_bodyparts["waggingtail_human"]
/datum/species/human/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_human" in mutant_bodyparts)
return mutant_bodyparts["waggingtail_human"]
/datum/species/human/start_wagging_tail(mob/living/carbon/human/H)
if("tail_human" in mutant_bodyparts)
if(mutant_bodyparts["tail_human"])
mutant_bodyparts["waggingtail_human"] = mutant_bodyparts["tail_human"]
mutant_bodyparts -= "tail_human"
mutant_bodyparts |= "waggingtail_human"
H.update_body()
/datum/species/human/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_human" in mutant_bodyparts)
if(mutant_bodyparts["waggingtail_human"])
mutant_bodyparts["tail_human"] = mutant_bodyparts["waggingtail_human"]
mutant_bodyparts -= "waggingtail_human"
mutant_bodyparts |= "tail_human"
H.update_body()
@@ -3,13 +3,12 @@
id = "ipc"
say_mod = "beeps"
default_color = "00FF00"
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
blacklisted = 0
sexes = 0
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_screen", "ipc_antenna")
default_features = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
mutant_bodyparts = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
mutanttongue = /obj/item/organ/tongue/robot/ipc
@@ -7,8 +7,7 @@
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur", "deco_wings") //CIT CHANGE
default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None") //CIT CHANGE
mutant_bodyparts = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None")
inherent_traits = list(TRAIT_TOXINLOVER)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime
gib_types = list(/obj/effect/gibspawner/slime, /obj/effect/gibspawner/slime/bodypartless)
@@ -127,23 +126,24 @@
. = ..()
/datum/species/jelly/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/jelly/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/jelly/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/jelly/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
////////////////////////////////////////////////////////SLIMEPEOPLE///////////////////////////////////////////////////////////////////
//Slime people are able to split like slimes, retaining a single mind that can swap between bodies at will, even after death.
@@ -431,8 +431,7 @@
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
inherent_traits = list(TRAIT_TOXINLOVER)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "taur")
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_body_markings" = "Plain", "mam_snouts" = "None", "taur" = "None")
mutant_bodyparts = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_body_markings" = "Plain", "mam_snouts" = "None", "taur" = "None")
say_mod = "says"
hair_color = "mutcolor"
hair_alpha = 160 //a notch brighter so it blends better.
@@ -603,10 +602,11 @@
else if (select_alteration == "Penis Length")
for(var/obj/item/organ/genital/penis/X in H.internal_organs)
qdel(X)
var/new_length
new_length = input(owner, "Penis length in inches:\n([COCK_SIZE_MIN]-[COCK_SIZE_MAX])", "Genital Alteration") as num|null
var/min_D = CONFIG_GET(number/penis_min_inches_prefs)
var/max_D = CONFIG_GET(number/penis_max_inches_prefs)
var/new_length = input(owner, "Penis length in inches:\n([min_D]-[max_D])", "Genital Alteration") as num|null
if(new_length)
H.dna.features["cock_length"] = max(min( round(text2num(new_length)), COCK_SIZE_MAX),COCK_SIZE_MIN)
H.dna.features["cock_length"] = CLAMP(round(new_length), min_D, max_D)
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/testicles)
@@ -615,8 +615,7 @@
else if (select_alteration == "Breast Size")
for(var/obj/item/organ/genital/breasts/X in H.internal_organs)
qdel(X)
var/new_size
new_size = input(owner, "Breast Size", "Genital Alteration") as null|anything in GLOB.breasts_size_list
var/new_size = input(owner, "Breast Size", "Genital Alteration") as null|anything in CONFIG_GET(keyed_list/breasts_cups_prefs)
if(new_size)
H.dna.features["breasts_size"] = new_size
H.update_genitals()
@@ -11,7 +11,7 @@
mutanttail = /obj/item/organ/tail/lizard
coldmod = 1.5
heatmod = 0.67
default_features = list("mcolor" = "0F0", "mcolor2" = "0F0", "mcolor3" = "0F0", "tail_lizard" = "Smooth", "snout" = "Round",
mutant_bodyparts = list("mcolor" = "0F0", "mcolor2" = "0F0", "mcolor3" = "0F0", "tail_lizard" = "Smooth", "snout" = "Round",
"horns" = "None", "frills" = "None", "spines" = "None", "body_markings" = "None",
"legs" = "Digitigrade", "taur" = "None", "deco_wings" = "None")
attack_verb = "slash"
@@ -23,6 +23,7 @@
exotic_bloodtype = "L"
disliked_food = GRAIN | DAIRY
liked_food = GROSS | MEAT
inert_mutation = FIREBREATH
/datum/species/lizard/after_equip_job(datum/job/J, mob/living/carbon/human/H)
H.grant_language(/datum/language/draconic)
@@ -52,25 +53,25 @@
. = ..()
/datum/species/lizard/can_wag_tail(mob/living/carbon/human/H)
return ("tail_lizard" in mutant_bodyparts) || ("waggingtail_lizard" in mutant_bodyparts)
return mutant_bodyparts["tail_lizard"] || mutant_bodyparts["waggingtail_lizard"]
/datum/species/lizard/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_lizard" in mutant_bodyparts)
return mutant_bodyparts["waggingtail_lizard"]
/datum/species/lizard/start_wagging_tail(mob/living/carbon/human/H)
if("tail_lizard" in mutant_bodyparts)
if(mutant_bodyparts["tail_lizard"])
mutant_bodyparts["waggingtail_lizard"] = mutant_bodyparts["tail_lizard"]
mutant_bodyparts["waggingspines"] = mutant_bodyparts["spines"]
mutant_bodyparts -= "tail_lizard"
mutant_bodyparts -= "spines"
mutant_bodyparts |= "waggingtail_lizard"
mutant_bodyparts |= "waggingspines"
H.update_body()
/datum/species/lizard/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_lizard" in mutant_bodyparts)
if(mutant_bodyparts["waggingtail_lizard"])
mutant_bodyparts["tail_lizard"] = mutant_bodyparts["waggingtail_lizard"]
mutant_bodyparts["spines"] = mutant_bodyparts["waggingspines"]
mutant_bodyparts -= "waggingtail_lizard"
mutant_bodyparts -= "waggingspines"
mutant_bodyparts |= "tail_lizard"
mutant_bodyparts |= "spines"
H.update_body()
/*
@@ -1,8 +1,7 @@
/datum/species/mush //mush mush codecuck
name = "Anthromorphic Mushroom"
id = "mush"
mutant_bodyparts = list("caps")
default_features = list("caps" = "Round")
mutant_bodyparts = list("caps" = "Round")
fixed_mut_color = "DBBF92"
hair_color = "FF4B19" //cap color, spot color uses eye color
@@ -13,9 +12,9 @@
inherent_traits = list(TRAIT_NOBREATH)
speedmod = 1.5 //faster than golems but not by much
punchdamagelow = 6
punchdamagehigh = 14
punchstunthreshold = 14 //about 44% chance to stun
punchdamagelow = 2
punchdamagehigh = 12 //still better than humans
punchstunthreshold = 10
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM)
@@ -61,9 +61,9 @@
H.DefaultCombatKnockdown(100)
H.visible_message("<span class='warning'>[H] writhes in pain as [H.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
if(prob(80))
H.randmutb()
H.easy_randmut(NEGATIVE+MINOR_NEGATIVE)
else
H.randmutg()
H.easy_randmut(POSITIVE)
H.domutcheck()
else
H.adjustFireLoss(rand(5,15))
@@ -76,14 +76,13 @@
name = "Anthromorphic Plant"
id = "podweak"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "taur", "legs")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "mam_body_markings" = "Husky", "taur" = "None", "legs" = "Normal Legs")
mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "mam_body_markings" = "Husky", "taur" = "None", "legs" = "Normal Legs")
limbs_id = "pod"
light_nutrition_gain_factor = 7.5
light_bruteheal = 0.2
light_burnheal = 0.2
light_toxheal = 0.7
/datum/species/pod/pseudo_weak/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
@@ -94,19 +93,19 @@
. = ..()
/datum/species/pod/pseudo_weak/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/pod/pseudo_weak/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/pod/pseudo_weak/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/pod/pseudo_weak/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
@@ -100,6 +100,9 @@
var/obj/item/light_eater/blade
decay_factor = 0
/obj/item/organ/heart/nightmare/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/organ/heart/nightmare/attack(mob/M, mob/living/carbon/user, obj/target)
if(M != user)
@@ -130,9 +133,6 @@
/obj/item/organ/heart/nightmare/Stop()
return 0
/obj/item/organ/heart/nightmare/update_icon()
return //always beating visually
/obj/item/organ/heart/nightmare/on_death()
if(!owner)
return
@@ -24,7 +24,7 @@
id = "spaceskeleton"
limbs_id = "skeleton"
blacklisted = 1
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT, TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
/datum/species/skeleton/space/check_roundstart_eligible()
return FALSE
@@ -0,0 +1,52 @@
/datum/species/synthliz
name = "Synthetic Lizardperson"
id = "synthliz"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
mutanttongue = /obj/item/organ/tongue/robot/ipc
//Just robo looking parts.
mutant_heart = /obj/item/organ/heart/ipc
mutantlungs = /obj/item/organ/lungs/ipc
mutantliver = /obj/item/organ/liver/ipc
mutantstomach = /obj/item/organ/stomach/ipc
mutanteyes = /obj/item/organ/eyes/ipc
exotic_bloodtype = "S"
/datum/species/synthliz/qualifies_for_rank(rank, list/features)
return TRUE
//I wag in death
/datum/species/synthliz/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/synthliz/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/synthliz/can_wag_tail(mob/living/carbon/human/H)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/synthliz/is_wagging_tail(mob/living/carbon/human/H)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/synthliz/start_wagging_tail(mob/living/carbon/human/H)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
H.update_body()
/datum/species/synthliz/stop_wagging_tail(mob/living/carbon/human/H)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
H.update_body()
@@ -23,7 +23,7 @@
armor = 25
punchdamagelow = 10
punchdamagehigh = 19
punchstunthreshold = 14 //about 50% chance to stun
punchstunthreshold = 14
disguise_fail_health = 50
/datum/species/synth/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
@@ -58,7 +58,6 @@
meat = S.meat
mutant_bodyparts = S.mutant_bodyparts.Copy()
mutant_organs = S.mutant_organs.Copy()
default_features = S.default_features.Copy()
nojumpsuit = S.nojumpsuit
no_equip = S.no_equip.Copy()
limbs_id = S.limbs_id
@@ -75,7 +74,6 @@
attack_sound = initial(attack_sound)
miss_sound = initial(miss_sound)
mutant_bodyparts = list()
default_features = list()
nojumpsuit = initial(nojumpsuit)
no_equip = list()
qdel(fake_species)
@@ -5,7 +5,7 @@
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
mutant_bodyparts = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "deco_wings" = "None")
exotic_bloodtype = "U"
use_skintones = TRUE
mutant_heart = /obj/item/organ/heart/vampire
@@ -146,5 +146,7 @@
if(transfer_name)
H.name = caster.name
clothes_req = 0
human_req = 0
clothes_req = NONE
mobs_whitelist = null
mobs_blacklist = null
@@ -57,10 +57,12 @@ There are several things that need to be remembered:
dna.species.handle_mutant_bodyparts(src)
/mob/living/carbon/human/update_body()
/mob/living/carbon/human/update_body(update_genitals = FALSE)
remove_overlay(BODY_LAYER)
dna.species.handle_body(src)
..()
if(update_genitals)
update_genitals()
/mob/living/carbon/human/update_fire()
..((fire_stacks > 3) ? "Standing" : "Generic_mob_burning")
@@ -72,7 +74,7 @@ There are several things that need to be remembered:
if(!..())
icon_render_key = null //invalidate bodyparts cache
update_body()
update_body(TRUE)
update_hair()
update_inv_w_uniform()
update_inv_wear_id()
@@ -116,28 +118,26 @@ There are several things that need to be remembered:
return
var/t_color = U.item_color
if(!t_color)
t_color = U.icon_state
var/target_overlay = U.icon_state
if(U.adjusted == ALT_STYLE)
t_color = "[t_color]_d"
target_overlay = "[target_overlay]_d"
var/alt_worn = U.alternate_worn_icon || 'icons/mob/uniform.dmi'
var/alt_worn = U.mob_overlay_icon || 'icons/mob/clothing/uniform.dmi'
var/variant_flag = NONE
if((DIGITIGRADE in dna.species.species_traits) && U.mutantrace_variation & STYLE_DIGITIGRADE)
alt_worn = 'icons/mob/uniform_digi.dmi'
alt_worn = 'icons/mob/clothing/uniform_digi.dmi'
variant_flag |= STYLE_DIGITIGRADE
var/mutable_appearance/uniform_overlay
if(dna && dna.species.sexes)
var/G = (gender == FEMALE) ? "f" : "m"
var/G = (dna.features["body_model"] == FEMALE) ? "f" : "m"
if(G == "f" && U.fitted != NO_FEMALE_UNIFORM)
uniform_overlay = U.build_worn_icon(t_color, UNIFORM_LAYER, alt_worn, FALSE, U.fitted, variant_flag, FALSE)
uniform_overlay = U.build_worn_icon(UNIFORM_LAYER, alt_worn, FALSE, U.fitted, target_overlay, variant_flag, FALSE)
if(!uniform_overlay)
uniform_overlay = U.build_worn_icon(t_color, UNIFORM_LAYER, alt_worn, FALSE, NO_FEMALE_UNIFORM, variant_flag, FALSE)
uniform_overlay = U.build_worn_icon( UNIFORM_LAYER, alt_worn, FALSE, NO_FEMALE_UNIFORM, target_overlay, variant_flag, FALSE)
if(OFFSET_UNIFORM in dna.species.offset_features)
@@ -165,7 +165,7 @@ There are several things that need to be remembered:
update_observer_view(wear_id)
//TODO: add an icon file for ID slot stuff, so it's less snowflakey
id_overlay = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi')
id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi', override_state = wear_id.item_state)
if(OFFSET_ID in dna.species.offset_features)
id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1]
id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2]
@@ -197,10 +197,7 @@ There are several things that need to be remembered:
if(hud_used.inventory_shown)
client.screen += gloves
update_observer_view(gloves,1)
var/t_state = gloves.item_state
if(!t_state)
t_state = gloves.icon_state
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/hands.dmi')
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/clothing/hands.dmi')
gloves_overlay = overlays_standing[GLOVES_LAYER]
if(OFFSET_GLOVES in dna.species.offset_features)
gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1]
@@ -226,7 +223,7 @@ There are several things that need to be remembered:
client.screen += glasses //Either way, add the item to the HUD
update_observer_view(glasses,1)
if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES)))
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/eyes.dmi')
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/clothing/eyes.dmi', override_state = glasses.icon_state)
var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
if(glasses_overlay)
if(OFFSET_GLASSES in dna.species.offset_features)
@@ -253,7 +250,7 @@ There are several things that need to be remembered:
client.screen += ears //add it to the client's screen
update_observer_view(ears,1)
overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = 'icons/mob/ears.dmi')
overlays_standing[EARS_LAYER] = ears.build_worn_icon(default_layer = EARS_LAYER, default_icon_file = 'icons/mob/ears.dmi')
var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER]
if(OFFSET_EARS in dna.species.offset_features)
ears_overlay.pixel_x += dna.species.offset_features[OFFSET_EARS][1]
@@ -280,16 +277,13 @@ There are several things that need to be remembered:
client.screen += shoes //add it to client's screen
update_observer_view(shoes,1)
var/alt_icon = S.alternate_worn_icon || 'icons/mob/feet.dmi'
var/alt_icon = S.mob_overlay_icon || 'icons/mob/clothing/feet.dmi'
var/variation_flag = NONE
if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE)
alt_icon = 'icons/mob/feet_digi.dmi'
alt_icon = 'icons/mob/clothing/feet_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
var/t_state = shoes.item_state
if (!t_state)
t_state = shoes.icon_state
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(t_state, SHOES_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(SHOES_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
var/mutable_appearance/shoes_overlay = overlays_standing[SHOES_LAYER]
if(OFFSET_SHOES in dna.species.offset_features)
shoes_overlay.pixel_x += dna.species.offset_features[OFFSET_SHOES][1]
@@ -312,7 +306,7 @@ There are several things that need to be remembered:
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.alternate_worn_icon) ? s_store.alternate_worn_icon : 'icons/mob/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER)
overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.mob_overlay_icon) ? s_store.mob_overlay_icon : 'icons/mob/clothing/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER)
var/mutable_appearance/s_store_overlay = overlays_standing[SUIT_STORE_LAYER]
if(OFFSET_S_STORE in dna.species.offset_features)
s_store_overlay.pixel_x += dna.species.offset_features[OFFSET_S_STORE][1]
@@ -322,23 +316,31 @@ There are several things that need to be remembered:
/mob/living/carbon/human/update_inv_head()
..()
remove_overlay(HEAD_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
inv.update_icon()
update_mutant_bodyparts()
if(head)
remove_overlay(HEAD_LAYER)
var/obj/item/clothing/head/H = head
var/alt_icon = H.alternate_worn_icon || 'icons/mob/head.dmi'
var/alt_icon = H.mob_overlay_icon || 'icons/mob/clothing/head.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(("mam_snouts" in dna.species.default_features) && dna.features["mam_snouts"] != "None")
if(dna.species.mutant_bodyparts["mam_snouts"] && dna.features["mam_snouts"] != "None")
muzzled = TRUE
if(!muzzled && ("snout" in dna.species.default_features) && dna.features["snout"] != "None")
else if(dna.species.mutant_bodyparts["snout"] && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && H.mutantrace_variation & STYLE_MUZZLE)
alt_icon = 'icons/mob/head_muzzled.dmi'
alt_icon = 'icons/mob/clothing/head_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
overlays_standing[HEAD_LAYER] = H.build_worn_icon(H.icon_state, HEAD_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
overlays_standing[HEAD_LAYER] = H.build_worn_icon(HEAD_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, H.icon_state, variation_flag, FALSE)
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
@@ -360,11 +362,7 @@ There are several things that need to be remembered:
client.screen += belt
update_observer_view(belt)
var/t_state = belt.item_state
if(!t_state)
t_state = belt.icon_state
overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = 'icons/mob/belt.dmi')
overlays_standing[BELT_LAYER] = belt.build_worn_icon(default_layer = BELT_LAYER, default_icon_file = 'icons/mob/clothing/belt.dmi')
var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER]
if(OFFSET_BELT in dna.species.offset_features)
belt_overlay.pixel_x += dna.species.offset_features[OFFSET_BELT][1]
@@ -388,13 +386,13 @@ There are several things that need to be remembered:
client.screen += wear_suit
update_observer_view(wear_suit,1)
var/worn_icon = wear_suit.alternate_worn_icon || 'icons/mob/suit.dmi'
var/worn_icon = wear_suit.mob_overlay_icon || 'icons/mob/clothing/suit.dmi'
var/center = FALSE
var/dimension_x = 32
var/dimension_y = 32
var/variation_flag = NONE
var/datum/sprite_accessory/taur/T
if("taur" in dna.species.mutant_bodyparts)
if(dna.species.mutant_bodyparts["taur"])
T = GLOB.taur_list[dna.features["taur"]]
if(S.mutantrace_variation)
@@ -403,20 +401,20 @@ There are several things that need to be remembered:
variation_flag |= S.mutantrace_variation & T.taur_mode || S.mutantrace_variation & T.alt_taur_mode
switch(variation_flag)
if(STYLE_HOOF_TAURIC)
worn_icon = 'icons/mob/taur_hooved.dmi'
worn_icon = 'icons/mob/clothing/taur_hooved.dmi'
if(STYLE_SNEK_TAURIC)
worn_icon = 'icons/mob/taur_naga.dmi'
worn_icon = 'icons/mob/clothing/taur_naga.dmi'
if(STYLE_PAW_TAURIC)
worn_icon = 'icons/mob/taur_canine.dmi'
worn_icon = 'icons/mob/clothing/taur_canine.dmi'
if(worn_icon != init_worn_icon) //worn icon sprite was changed, taur offsets will have to be applied.
center = T.center
dimension_x = T.dimension_x
dimension_y = T.dimension_y
else if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE) //not a taur, but digitigrade legs.
worn_icon = 'icons/mob/suit_digi.dmi'
worn_icon = 'icons/mob/clothing/suit_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
overlays_standing[SUIT_LAYER] = S.build_worn_icon(wear_suit.icon_state, SUIT_LAYER, worn_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
overlays_standing[SUIT_LAYER] = S.build_worn_icon(SUIT_LAYER, worn_icon, FALSE, NO_FEMALE_UNIFORM, wear_suit.icon_state, variation_flag, FALSE)
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
suit_overlay.pixel_x += dna.species.offset_features[OFFSET_SUIT][1]
@@ -454,25 +452,32 @@ There are several things that need to be remembered:
/mob/living/carbon/human/update_inv_wear_mask()
..()
remove_overlay(FACEMASK_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(wear_mask)
var/obj/item/clothing/mask/M = wear_mask
remove_overlay(FACEMASK_LAYER)
var/alt_icon = M.alternate_worn_icon || 'icons/mob/mask.dmi'
var/alt_icon = M.mob_overlay_icon || 'icons/mob/clothing/mask.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(head && (head.flags_inv & HIDEMASK))
return
if(("mam_snouts" in dna.species.default_features) && dna.features["mam_snouts"] != "None")
if(dna.species.mutant_bodyparts["mam_snouts"] && dna.features["mam_snouts"] != "None")
muzzled = TRUE
if(!muzzled && ("snout" in dna.species.default_features) && dna.features["snout"] != "None")
else if(dna.species.mutant_bodyparts["snout"] && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && M.mutantrace_variation & STYLE_MUZZLE)
alt_icon = 'icons/mob/mask_muzzled.dmi'
alt_icon = 'icons/mob/clothing/mask_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
overlays_standing[FACEMASK_LAYER] = M.build_worn_icon(wear_mask.icon_state, FACEMASK_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
var/mutable_appearance/mask_overlay = M.build_worn_icon(FACEMASK_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, wear_mask.icon_state, variation_flag, FALSE)
if(OFFSET_FACEMASK in dna.species.offset_features)
mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
@@ -554,27 +559,38 @@ covers:
By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons())
state: A string to use as the state, this is FAR too complex to solve in this proc thanks to shitty old code
so it's specified as an argument instead.
override_state: A string to use as the state, otherwise item_state or icon_state will be used.
default_layer: The layer to draw this on if no other layer is specified
default_icon_file: The icon file to draw states from if no other icon file is specified
isinhands: If true then alternate_worn_icon is skipped so that default_icon_file is used,
isinhands: If true then mob_overlay_icon is skipped so that default_icon_file is used,
in this situation default_icon_file is expected to match either the lefthand_ or righthand_ file var
femalueuniform: A value matching a uniform item's fitted var, if this is anything but NO_FEMALE_UNIFORM, we
generate/load female uniform sprites matching all previously decided variables
style_flags: mutant race appearance flags, mostly used for worn_overlays()
use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if mob_overlay_icon is present.
*/
/obj/item/proc/build_worn_icon(state = "", default_layer = 0, default_icon_file = null, isinhands = FALSE, femaleuniform = NO_FEMALE_UNIFORM, style_flags = NONE, use_alt_icon = TRUE)
/obj/item/proc/build_worn_icon(default_layer = 0, default_icon_file = null, isinhands = FALSE, femaleuniform = NO_FEMALE_UNIFORM, override_state, style_flags = NONE, use_mob_overlay_icon = TRUE)
var/t_state
if(override_state)
t_state = override_state
else
if(isinhands && item_state)
t_state = item_state
else
t_state = icon_state
//Find a valid icon file from variables+arguments
var/file2use
if(!isinhands && alternate_worn_icon && use_alt_icon)
file2use = alternate_worn_icon
if(!isinhands && mob_overlay_icon && use_mob_overlay_icon)
file2use = mob_overlay_icon
if(!file2use)
file2use = default_icon_file
@@ -587,13 +603,13 @@ generate/load female uniform sprites matching all previously decided variables
var/mutable_appearance/standing
if(femaleuniform)
standing = wear_female_version(state,file2use,layer2use,femaleuniform)
standing = wear_female_version(t_state,file2use,layer2use,femaleuniform)
if(!standing)
standing = mutable_appearance(file2use, state, -layer2use)
standing = mutable_appearance(file2use, t_state, -layer2use)
//Get the overlays for this item when it's being worn
//eg: ammo counters, primed grenade flashes, etc.
var/list/worn_overlays = worn_overlays(isinhands, file2use, state, style_flags)
var/list/worn_overlays = worn_overlays(isinhands, file2use, t_state, style_flags)
if(worn_overlays && worn_overlays.len)
standing.overlays.Add(worn_overlays)
@@ -648,12 +664,11 @@ generate/load female uniform sprites matching all previously decided variables
else
. += "-not_coloured"
. += "-[gender]"
. += "-[dna.features["body_model"]]"
var/is_taur = FALSE
var/mob/living/carbon/human/H = src
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(dna.species.mutant_bodyparts["taur"] && dna.features["taur"] != "None")
is_taur = TRUE
+2 -2
View File
@@ -122,9 +122,9 @@
update_inv_wear_mask()
/mob/living/carbon/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if(C.tint || initial(C.tint))
if(isclothing(C) && (C.tint || initial(C.tint)))
update_tint()
update_inv_wear_mask()
return ..()
//handle stuff to update when a mob equips/unequips a headgear.
/mob/living/carbon/proc/head_update(obj/item/I, forced)
+14 -9
View File
@@ -377,9 +377,15 @@
var/turf/open/miasma_turf = deceasedturf
var/list/cached_gases = miasma_turf.air.gases
var/datum/gas_mixture/stank = new
cached_gases[/datum/gas/miasma] += 0.1
stank.gases[/datum/gas/miasma] = 0.1
stank.temperature = BODYTEMP_NORMAL
miasma_turf.assume_air(stank)
miasma_turf.air_update_turf()
/mob/living/carbon/proc/handle_blood()
return
@@ -427,7 +433,6 @@
/mob/living/carbon/handle_mutations_and_radiation()
if(dna && dna.temporary_mutations.len)
var/datum/mutation/human/HM
for(var/mut in dna.temporary_mutations)
if(dna.temporary_mutations[mut] < world.time)
if(mut == UI_CHANGED)
@@ -450,9 +455,9 @@
dna.previous.Remove("blood_type")
dna.temporary_mutations.Remove(mut)
continue
HM = GLOB.mutations_list[mut]
HM.force_lose(src)
dna.temporary_mutations.Remove(mut)
for(var/datum/mutation/human/HM in dna.mutations)
if(HM && HM.timed)
dna.remove_mutation(HM.type)
radiation -= min(radiation, RAD_LOSS_PER_TICK)
if(radiation > RAD_MOB_SAFE)
@@ -508,10 +513,10 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
/mob/living/carbon/handle_status_effects()
..()
if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(getStaminaLoss() && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(!recoveringstam && incomingstammult != 1)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
incomingstammult = min(1, incomingstammult*2)
@@ -30,18 +30,19 @@
/mob/living/carbon/monkey/handle_mutations_and_radiation()
if(radiation)
if(radiation > RAD_MOB_MUTATE && prob((radiation - RAD_MOB_MUTATE) / 25))
gorillize()
return
if(radiation > RAD_MONKEY_GORILLIZE)
if(prob((((radiation - RAD_MONKEY_GORILLIZE + RAD_MOB_GORILLIZE_FACTOR)/RAD_MOB_GORILLIZE_FACTOR)^RAD_MONKEY_GORILLIZE_EXPONENT) - 1))
gorillize()
return
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!recoveringstam)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
emote("collapse")
DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(src, "<span class='danger'>You feel weak.</span>")
if(radiation > RAD_MOB_MUTATE)
if(prob(1))
to_chat(src, "<span class='danger'>You mutate!</span>")
randmutb()
easy_randmut(NEGATIVE+MINOR_NEGATIVE)
emote("gasp")
domutcheck()
if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
@@ -12,6 +12,7 @@
type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/monkey
gib_type = /obj/effect/decal/cleanable/blood/gibs
unique_name = TRUE
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
bodyparts = list(/obj/item/bodypart/chest/monkey, /obj/item/bodypart/head/monkey, /obj/item/bodypart/l_arm/monkey,
/obj/item/bodypart/r_arm/monkey, /obj/item/bodypart/r_leg/monkey, /obj/item/bodypart/l_leg/monkey)
hud_type = /datum/hud/monkey
@@ -43,7 +44,7 @@
/mob/living/carbon/monkey/ComponentInitialize()
. = ..()
AddElement(/datum/element/mob_holder, "monkey", null, null, null, ITEM_SLOT_HEAD)
AddElement(/datum/element/mob_holder, worn_state = "monkey", inv_slots = ITEM_SLOT_HEAD)
/mob/living/carbon/monkey/Destroy()
@@ -45,7 +45,7 @@
remove_overlay(LEGCUFF_LAYER)
clear_alert("legcuffed")
if(legcuffed)
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
legcuffs.color = handcuffed.color
legcuffs.pixel_y = 8
+7 -11
View File
@@ -42,15 +42,11 @@
observers = null
break
var/t_state = I.item_state
if(!t_state)
t_state = I.icon_state
var/icon_file = I.lefthand_file
if(get_held_index_of_item(I) % 2 == 0)
icon_file = I.righthand_file
hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
hands += I.build_worn_icon(default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
@@ -100,7 +96,7 @@
if(wear_mask)
if(!(head && (head.flags_inv & HIDEMASK)))
overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi')
overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/clothing/mask.dmi', override_state = wear_mask.icon_state)
update_hud_wear_mask(wear_mask)
apply_overlay(FACEMASK_LAYER)
@@ -114,7 +110,7 @@
if(wear_neck)
if(!(head && (head.flags_inv & HIDENECK)))
overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi')
overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(default_layer = NECK_LAYER, default_icon_file = 'icons/mob/clothing/neck.dmi', override_state = wear_mask.icon_state)
update_hud_neck(wear_neck)
apply_overlay(NECK_LAYER)
@@ -127,7 +123,7 @@
inv.update_icon()
if(back)
overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi')
overlays_standing[BACK_LAYER] = back.build_worn_icon(default_layer = BACK_LAYER, default_icon_file = 'icons/mob/clothing/back.dmi', override_state = back.icon_state)
update_hud_back(back)
apply_overlay(BACK_LAYER)
@@ -143,7 +139,7 @@
inv.update_icon()
if(head)
overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi')
overlays_standing[HEAD_LAYER] = head.build_worn_icon(default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/clothing/head.dmi', override_state = head.icon_state)
update_hud_head(head)
apply_overlay(HEAD_LAYER)
@@ -152,7 +148,7 @@
/mob/living/carbon/update_inv_handcuffed()
remove_overlay(HANDCUFF_LAYER)
if(handcuffed)
var/mutable_appearance/cuffs = mutable_appearance('icons/mob/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER)
var/mutable_appearance/cuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER)
cuffs.color = handcuffed.color
overlays_standing[HANDCUFF_LAYER] = cuffs
@@ -162,7 +158,7 @@
remove_overlay(LEGCUFF_LAYER)
clear_alert("legcuffed")
if(legcuffed)
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
legcuffs.color = legcuffed.color
overlays_standing[LEGCUFF_LAYER] = legcuffs
+2 -2
View File
@@ -125,7 +125,7 @@
var/mob/living/carbon/human/H = user
var/open = FALSE
if(H.dna.features["wings"] != "None")
if("wingsopen" in H.dna.species.mutant_bodyparts)
if(H.dna.species.mutant_bodyparts["wingsopen"])
open = TRUE
H.CloseWings()
else
@@ -441,7 +441,7 @@
to_chat(user, "You cannot send IC messages (muted).")
return FALSE
else if(!params)
var/custom_emote = stripped_multiline_input("Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN)
var/custom_emote = stripped_multiline_input(user, "Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN)
if(custom_emote && !check_invalid(user, custom_emote))
var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable")
switch(type)
+2 -1
View File
@@ -1,4 +1,5 @@
/mob/living/Life(seconds, times_fired)
/mob/living/proc/Life(seconds, times_fired)
set waitfor = FALSE
set invisibility = 0
if(digitalinvis)
+41 -12
View File
@@ -118,22 +118,22 @@
if(!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(L, MOBILITY_STAND))
var/origtargetloc = L.loc
if(!pulledby)
if(attemptingcrawl)
if(combat_flags & COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted to crawl under [L].</span>")
return TRUE
attemptingcrawl = TRUE
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
visible_message("<span class='notice'>[src] is attempting to crawl under [L].</span>", "<span class='notice'>You are now attempting to crawl under [L].</span>")
if(!do_after(src, CRAWLUNDER_DELAY, target = src) || CHECK_MOBILITY(src, MOBILITY_STAND))
attemptingcrawl = FALSE
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
var/src_passmob = (pass_flags & PASSMOB)
pass_flags |= PASSMOB
Move(origtargetloc)
if(!src_passmob)
pass_flags &= ~PASSMOB
attemptingcrawl = FALSE
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
//END OF CIT CHANGES
@@ -295,7 +295,7 @@
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
M.LAssailant = WEAKREF(usr)
if(isliving(M))
var/mob/living/L = M
//Share diseases that are spread by touch
@@ -368,9 +368,8 @@
to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
death()
/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || recoveringstam || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
return TRUE
/mob/living/canUseStorage()
@@ -490,7 +489,8 @@
GLOB.alive_mob_list += src
suiciding = 0
stat = UNCONSCIOUS //the mob starts unconscious,
blind_eyes(1)
if(!eye_blind)
blind_eyes(1)
updatehealth() //then we check if the mob should wake up.
update_mobility()
update_sight()
@@ -702,8 +702,8 @@
/mob/living/do_resist_grab(moving_resist, forced, silent = FALSE)
. = ..()
if(pulledby.grab_state)
if(CHECK_MOBILITY(src, MOBILITY_STAND) && prob(30/pulledby.grab_state))
if(pulledby.grab_state > GRAB_PASSIVE)
if(CHECK_MOBILITY(src, MOBILITY_RESIST) && prob(30/pulledby.grab_state))
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
pulledby.stop_pulling()
return TRUE
@@ -715,7 +715,7 @@
return TRUE
/mob/living/proc/resist_buckle()
buckled.user_unbuckle_mob(src,src)
buckled?.user_unbuckle_mob(src,src)
/mob/living/proc/resist_fire()
return
@@ -794,6 +794,13 @@
what.forceMove(drop_location())
log_combat(src, who, "stripped [what] off")
if(Adjacent(who)) //update inventory window
who.show_inv(src)
else
src << browse(null,"window=mob[REF(who)]")
who.update_equipment_speed_mods() // Updates speed in case stripped speed affecting item
// The src mob is trying to place an item on someone
// Override if a certain mob should be behave differently when placing items (can't, for example)
/mob/living/stripPanelEquip(obj/item/what, mob/who, where)
@@ -1185,3 +1192,25 @@
/mob/living/canface()
return ..() && CHECK_MOBILITY(src, MOBILITY_MOVE)
/mob/living/proc/set_gender(ngender = NEUTER, silent = FALSE, update_icon = TRUE, forced = FALSE)
if(forced || (!ckey || client?.prefs.cit_toggles & (ngender == FEMALE ? FORCED_FEM : FORCED_MASC)))
gender = ngender
return TRUE
return FALSE
/mob/living/vv_get_header()
. = ..()
var/refid = REF(src)
. += {"
<br><font size='1'>[VV_HREF_TARGETREF_1V(refid, VV_HK_BASIC_EDIT, "[ckey || "no ckey"]", NAMEOF(src, ckey))] / [VV_HREF_TARGETREF_1V(refid, VV_HK_BASIC_EDIT, "[real_name || "no real name"]", NAMEOF(src, real_name))]</font>
<br><font size='1'>
BRUTE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brute' id='brute'>[getBruteLoss()]</a>
FIRE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=fire' id='fire'>[getFireLoss()]</a>
TOXIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=toxin' id='toxin'>[getToxLoss()]</a>
OXY:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=oxygen' id='oxygen'>[getOxyLoss()]</a>
CLONE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=clone' id='clone'>[getCloneLoss()]</a>
BRAIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[getOrganLoss(ORGAN_SLOT_BRAIN)]</a>
STAMINA:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=stamina' id='stamina'>[getStaminaLoss()]</a>
</font>
"}
+98
View File
@@ -0,0 +1,98 @@
// This file has a weird name, but it's for anything related to the checks for shields, blocking, dodging, and similar "stop this attack before it actually impacts the target" as opposed to "defend once it has hit".
/*
/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be reflected (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REFLECT (1<<2)
/// Attack was manually redirected (including reflected) by any means by the defender. For when YOU are handling the reflection, rather than the thing hitting you. (see sleeping carp)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack should pass through. Like SHOULD_REFLECT but for.. well, passing through harmlessly.
#define BLOCK_SHOULD_PASSTHROUGH (1<<6)
/// Attack outright missed because the target dodged. Should usually be combined with SHOULD_PASSTHROUGH or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
*/
///Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields. Wrapper for do_run_block(). The arguments on that means the same as for this.
/mob/living/proc/check_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone, list/return_list)
return do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary. Wrapper for do_run_block(). The arguments on that means the same as for this.
/mob/living/proc/run_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone, list/return_list)
return do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/** The actual proc for block checks. DO NOT USE THIS DIRECTLY UNLESS YOU HAVE VERY GOOD REASON TO. To reduce copypaste for differences between handling for real attacks and virtual checks.
* Automatically checks all held items for /obj/item/proc/run_block() with the same parameters.
* @params
* real_attack - If this attack is real. This one is quirky; If it's real, run_block is called. If it's not, check_block is called and none of the regular checks happen, and this is effectively only useful
* for populating return_list with blocking metadata.
* object - Whatever /atom is actually hitting us, in essence. For example, projectile if gun, item if melee, structure/whatever if it's a thrown, etc.
* damage - The nominal damage this would do if it was to hit. Obviously doesn't take into effect explosions/magic/similar things.. unless you implement it to raise the value.
* attack_text - The text that this attack should show, in the context of something like "[src] blocks [attack_text]!"
* attack_type - See __DEFINES/combat.dm - Attack types, to distinguish between, for example, someone throwing an item at us vs bashing us with it.
* armour_penetration - 0-100 value of how effectively armor penetrating the attack should be.
* attacker - Set to the mob attacking IF KNOWN. Do not expect this to always be set!
* def_zone - The zone this'll impact.
* return_list - If something wants to grab things from what items/whatever put into list/block_return on obj/item/run_block and the comsig, pass in a list so you can grab anything put in it after block runs.
*/
/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
// Component signal block runs have highest priority.. for now.
. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
if((. & BLOCK_SUCCESS) && !(. & BLOCK_CONTINUE_CHAIN))
return
var/list/obj/item/tocheck = get_blocking_items()
sortTim(tocheck, /proc/cmp_item_block_priority_asc)
// i don't like this
var/block_chance_modifier = round(damage / -3)
if(real_attack)
for(var/obj/item/I in tocheck)
// i don't like this too
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
var/results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
. |= results
if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
break
else
for(var/obj/item/I in tocheck)
// i don't like this too
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
/// Gets an unsortedlist of objects to run block checks on.
/mob/living/proc/get_blocking_items()
. = list()
for(var/obj/item/I in held_items)
// this is a bad check but i am not removing it until a better catchall is made
if(istype(I, /obj/item/clothing))
continue
. |= I
/obj/item
/// The 0% to 100% chance for the default implementation of random block rolls.
var/block_chance = 0
/// Block priority, higher means we check this higher in the "chain".
var/block_priority = BLOCK_PRIORITY_DEFAULT
/// Runs block and returns flag for do_run_block to process.
/obj/item/proc/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
SEND_SIGNAL(src, COMSIG_ITEM_RUN_BLOCK, owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
if(prob(final_block_chance))
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return BLOCK_NONE
/// Returns block information using list/block_return. Used for check_block() on mobs.
/obj/item/proc/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
SEND_SIGNAL(src, COMSIG_ITEM_CHECK_BLOCK, owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
var/existing = block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE]
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = max(existing || 0, final_block_chance)
+88
View File
@@ -0,0 +1,88 @@
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_COMBAT_MODE_LOCKED), .proc/update_combat_lock)
/mob/living/proc/update_combat_lock()
var/locked = HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED)
var/desired = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED)
var/actual = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
if(actual)
if(locked)
disable_combat_mode(FALSE, TRUE, FALSE, FALSE)
else if(!desired)
disable_combat_mode(TRUE, TRUE, FALSE, FALSE)
else
if(desired && !locked)
enable_combat_mode(FALSE, TRUE, FALSE, FALSE)
update_combat_mode_icon()
/mob/living/proc/disable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE)
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE)
SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_DISABLED, was_forced)
if(visible)
visible_message("<span class='warning'>[src] goes limp.</span>", "<span class='warning'>Your muscles are forcibly relaxed!</span>")
else if(!silent)
to_chat(src, was_forced? "<span class='warning'>Your muscles are forcibly relaxed!</span>" : "<span class='warning'>You relax your muscles.</span>")
if(update_icon)
update_combat_mode_icon()
/mob/living/proc/enable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE)
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE)
SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_ENABLED, was_forced)
if(visible)
visible_message("<span class='warning'>[src] drops into a combative stance!</span>", "<span class='warning'>You drop into a combative stance!</span>")
else if(!silent)
to_chat(src, was_forced? "<span class='warning'>Your muscles reflexively tighten!</span>" : "<span class='warning'>You tighten your muscles.</span>")
if(update_icon)
update_combat_mode_icon()
/// Updates the combat mode HUD icon.
/mob/living/proc/update_combat_mode_icon()
var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory
T?.update_icon()
/// Enables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible.
/mob/living/proc/enable_intentional_combat_mode(silent = TRUE, visible = FALSE)
if((combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED)
if(!HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
enable_combat_mode(silent, FALSE, visible, FALSE)
update_combat_mode_icon()
client?.show_popup_menus = FALSE
return TRUE
/// Disables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible.
/mob/living/proc/disable_intentional_combat_mode(silent = TRUE, visible = FALSE)
if(!(combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED)
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
disable_combat_mode(silent, FALSE, visible, FALSE)
update_combat_mode_icon()
client?.show_popup_menus = TRUE
return TRUE
/// Toggles whether the user is intentionally in combat mode. THIS should be the proc you generally use! Has built in visual/to other player feedback, as well as an audible cue to ourselves.
/mob/living/proc/user_toggle_intentional_combat_mode(visible = TRUE)
var/old = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED)
if(old)
disable_intentional_combat_mode()
playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
else if(CAN_TOGGLE_COMBAT_MODE(src))
enable_intentional_combat_mode()
var/current = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) //because we could be locked
if(current != old) //only sound effect if you succeeded. Could have the feedback system be better but shrug, someone else can do it.
if(current)
playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
if(visible)
if(world.time >= combatmessagecooldown)
combatmessagecooldown = world.time + 10 SECONDS
if(a_intent != INTENT_HELP)
visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
else
visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
+53 -69
View File
@@ -36,48 +36,44 @@
/mob/living/proc/on_hit(obj/item/projectile/P)
return BULLET_ACT_HIT
/mob/living/proc/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
var/block_chance_modifier = round(damage / -3)
for(var/obj/item/I in held_items)
if(!istype(I, /obj/item/clothing))
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
if(I.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
return FALSE
/mob/living/proc/check_reflect(def_zone) //Reflection checks for anything in your hands, based on the reflection chance of the object(s)
for(var/obj/item/I in held_items)
if(I.IsReflect(def_zone))
return TRUE
return FALSE
/mob/living/proc/reflect_bullet_check(obj/item/projectile/P, def_zone)
if(P.is_reflectable && check_reflect(def_zone)) // Checks if you've passed a reflection% check
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
var/new_angle_s = P.Angle + rand(120,240)
while(new_angle_s > 180) // Translate to regular projectile degrees
new_angle_s -= 360
P.setAngle(new_angle_s)
return TRUE
return FALSE
/mob/living/proc/handle_projectile_attack_redirection(obj/item/projectile/P, redirection_mode, silent = FALSE)
P.ignore_source_check = TRUE
switch(redirection_mode)
if(REDIRECT_METHOD_DEFLECT)
P.setAngle(SIMPLIFY_DEGREES(P.Angle + rand(120, 240)))
if(!silent)
visible_message("<span class='danger'>[P] gets deflected by [src]!</span>", \
"<span class='userdanger'>[P] gets deflected by [src]!</span>")
if(REDIRECT_METHOD_REFLECT)
P.setAngle(SIMPLIFY_DEGREES(P.Angle + 180))
if(!silent)
visible_message("<span class='danger'>[P] gets reflected by [src]!</span>", \
"<span class='userdanger'>[P] gets reflected by [src]!</span>")
if(REDIRECT_METHOD_PASSTHROUGH)
if(!silent)
visible_message("<span class='danger'>[P] passes through [src]!</span>", \
"<span class='userdanger'>[P] passes through [src]!</span>")
return
if(REDIRECT_METHOD_RETURN_TO_SENDER)
if(!silent)
visible_message("<span class='danger'>[src] deflects [P] back at their attacker!</span>", \
"<span class='userdanger'>[src] deflects [P] back at their attacker!</span>")
if(P.firer)
P.setAngle(Get_Angle(src, P.firer))
else
P.setAngle(SIMPLIFY_DEGREES(P.Angle + 180))
else
CRASH("Invalid rediretion mode [redirection_mode]")
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
if(reflect_bullet_check(P, def_zone))
return BULLET_ACT_FORCE_PIERCE // complete projectile permutation
if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
var/list/returnlist = list()
var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
if(returned & BLOCK_SHOULD_REDIRECT)
handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
if(returned & BLOCK_REDIRECTED)
return BULLET_ACT_FORCE_PIERCE
if(returned & BLOCK_SUCCESS)
P.on_hit(src, 100, def_zone)
return BULLET_ACT_BLOCK
var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
@@ -108,12 +104,14 @@
return FALSE
/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
// Throwingdatum can be null if someone had an accident() while slipping with an item in hand.
var/obj/item/I
var/throwpower = 30
if(isitem(AM))
I = AM
throwpower = I.throwforce
if(check_shields(AM, throwpower, "\the [AM.name]", THROWN_PROJECTILE_ATTACK))
var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
if(run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone) & BLOCK_SUCCESS)
hitpush = FALSE
skipcatch = TRUE
blocked = TRUE
@@ -124,10 +122,9 @@
if(I)
if(!skipcatch && isturf(I.loc) && catch_item(I))
return TRUE
var/zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone)
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone)
dtype = I.damtype
if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
@@ -145,8 +142,8 @@
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>[src] has been hit by [I].</span>")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
apply_damage(I.throwforce, dtype, zone, armor)
var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
apply_damage(I.throwforce, dtype, impacting_zone, armor)
if(I.thrownby)
log_combat(I.thrownby, src, "threw and hit", I)
else
@@ -193,17 +190,6 @@
if(user == anchored || !isturf(user.loc))
return FALSE
//pacifist vore check.
if(user.pulling && HAS_TRAIT(user, TRAIT_PACIFISM) && user.voremode) //they can only do heals, noisy guts, absorbing (technically not harm)
if(ismob(user.pulling))
var/mob/P = user.pulling
if(src != user)
to_chat(user, "<span class='notice'>You can't risk digestion!</span>")
return FALSE
else
user.vore_attack(user, P, user)
return
//normal vore check.
if(user.pulling && user.grab_state == GRAB_AGGRESSIVE && user.voremode)
if(ismob(user.pulling))
@@ -283,7 +269,7 @@
/mob/living/attack_hand(mob/user)
..() //Ignoring parent return value here.
SEND_SIGNAL(src, COMSIG_MOB_ATTACK_HAND, user)
if((user != src) && user.a_intent != INTENT_HELP && check_shields(user, 0, user.name, attack_type = UNARMED_ATTACK))
if((user != src) && user.a_intent != INTENT_HELP && (run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
log_combat(user, src, "attempted to touch")
visible_message("<span class='warning'>[user] attempted to touch [src]!</span>")
return TRUE
@@ -294,7 +280,7 @@
to_chat(user, "<span class='notice'>You don't want to hurt [src]!</span>")
return TRUE
var/hulk_verb = pick("smash","pummel")
if(user != src && check_shields(user, 15, "the [hulk_verb]ing"))
if(user != src && (run_block(user, 15, "the [hulk_verb]ing", ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
return TRUE
..()
return FALSE
@@ -309,14 +295,14 @@
M.Feedstop()
return // can't attack while eating!
if(HAS_TRAIT(src, TRAIT_PACIFISM))
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
var/damage = rand(5, 35)
if(M.is_adult)
damage = rand(20, 40)
if(check_shields(M, damage, "the [M.name]"))
if(run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
return FALSE
if (stat != DEAD)
@@ -335,7 +321,7 @@
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(check_shields(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", MELEE_ATTACK, M.armour_penetration))
if(run_block(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", ATTACK_TYPE_MELEE, M.armour_penetration, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
return FALSE
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
@@ -345,17 +331,15 @@
log_combat(M, src, "attacked")
return TRUE
/mob/living/attack_paw(mob/living/carbon/monkey/M)
if (M.a_intent == INTENT_HARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(M.is_muzzled() || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
return FALSE
if(check_shields(M, 0, "the [M.name]"))
if(run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
return FALSE
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
if (prob(75))
@@ -379,7 +363,7 @@
if(HAS_TRAIT(L, TRAIT_PACIFISM))
to_chat(L, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(L != src && check_shields(L, rand(1, 3), "the [L.name]"))
if(L != src && (run_block(L, rand(1, 3), "the [L.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, L, check_zone(L.zone_selected)) & BLOCK_SUCCESS))
return FALSE
L.do_attack_animation(src)
if(prob(90))
@@ -393,7 +377,7 @@
"<span class='userdanger'>[L.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/attack_alien(mob/living/carbon/alien/humanoid/M)
if((M != src) && M.a_intent != INTENT_HELP && check_shields(M, 0, "the [M.name]"))
if((M != src) && M.a_intent != INTENT_HELP && (run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS))
visible_message("<span class='danger'>[M] attempted to touch [src]!</span>")
return FALSE
switch(M.a_intent)
@@ -427,14 +411,14 @@
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return 1
/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
/mob/living/proc/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage, source, siemens_coeff, flags)
if((flags & SHOCK_TESLA) && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
if(shock_damage > 0)
if(!illusion)
if(!(flags & SHOCK_ILLUSION))
adjustFireLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
+19
View File
@@ -118,3 +118,22 @@
/// Next world.time when we can get the "you can't move while buckled to [thing]" message.
var/buckle_message_cooldown = 0
//// CITADEL STATION COMBAT ////
/// See __DEFINES/combat.dm
var/combat_flags = COMBAT_FLAGS_STAMSYSTEM_EXEMPT
/// Next world.time when we will show a visible message on entering combat mode voluntarily again.
var/combatmessagecooldown = 0
var/incomingstammult = 1
var/bufferedstam = 0
var/stambuffer = 20
var/stambufferregentime
//Sprint buffer---
var/sprint_buffer = 42 //Tiles
var/sprint_buffer_max = 42
var/sprint_buffer_regen_ds = 0.3 //Tiles per world.time decisecond
var/sprint_buffer_regen_last = 0 //last world.time this was regen'd for math.
var/sprint_stamina_cost = 0.70 //stamina loss per tile while insufficient sprint buffer.
//---End
+9 -9
View File
@@ -33,9 +33,9 @@
set name = "Rest"
set category = "IC"
if(client?.prefs?.autostand)
intentionalresting = !intentionalresting
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if(intentionalresting && !resting)
TOGGLE_BITFIELD(combat_flags, COMBAT_FLAG_INTENTIONALLY_RESTING)
to_chat(src, "<span class='notice'>You are now attempting to [(combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if((combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) && !resting)
set_resting(TRUE, FALSE)
else
resist_a_rest()
@@ -71,8 +71,8 @@
var/restrained = restrained()
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
var/has_limbs = has_arms || ignore_legs || has_legs
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !recoveringstam
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !recoveringstam
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
if(canmove)
mobility_flags |= MOBILITY_MOVE
@@ -84,7 +84,7 @@
else
mobility_flags &= ~MOBILITY_RESIST
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !recoveringstam
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
var/canstand = canstand_involuntary && !resting
var/should_be_lying = !canstand
@@ -107,7 +107,7 @@
else
mobility_flags |= MOBILITY_UI|MOBILITY_PULL
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !recoveringstam
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
if(canitem_general)
mobility_flags |= (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE | MOBILITY_HOLD)
else
@@ -149,7 +149,7 @@
lying_prev = lying
//Handle citadel autoresist
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !intentionalresting && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !(combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
// Movespeed mods based on arms/legs quantity
@@ -161,7 +161,7 @@
if(!has_legs && has_arms < 2)
limbless_slowdown += 6 - (has_arms * 3)
if(limbless_slowdown)
add_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=limbless_slowdown, movetypes=GROUND)
add_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=limbless_slowdown, blacklisted_movetypes = FLYING|FLOATING)
else
remove_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE)
@@ -1,6 +1,10 @@
/mob/living/Moved()
. = ..()
update_turf_movespeed(loc)
if(is_shifted)
is_shifted = FALSE
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
/mob/living/CanPass(atom/movable/mover, turf/target)
if((mover.pass_flags & PASSMOB))
@@ -27,8 +31,16 @@
/mob/living/update_config_movespeed()
update_move_intent_slowdown()
sprint_buffer_max = CONFIG_GET(number/movedelay/sprint_buffer_max)
sprint_buffer_regen_ds = CONFIG_GET(number/movedelay/sprint_buffer_regen_per_ds)
sprint_stamina_cost = CONFIG_GET(number/movedelay/sprint_stamina_cost)
return ..()
/mob/living/movement_delay(ignorewalk = 0)
. = ..()
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
. += 6
/// whether or not we can slide under another living mob. defaults to if we're not dense. CanPass should check "overriding circumstances" like buckled mobs/having PASSMOB flag, etc.
/mob/living/proc/can_move_under_living(mob/living/other)
return !density
+79
View File
@@ -0,0 +1,79 @@
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_SPRINT_LOCKED), .proc/update_sprint_lock)
/mob/living/proc/update_sprint_icon()
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
S?.update_icon()
/mob/living/proc/update_hud_sprint_bar()
hud_used?.sprint_buffer?.update_to_mob(src)
/mob/living/proc/update_sprint_lock()
var/locked = HAS_TRAIT(src, TRAIT_SPRINT_LOCKED)
var/current = (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
var/desired = (combat_flags & COMBAT_FLAG_SPRINT_TOGGLED)
if(locked)
if(current)
disable_sprint_mode(FALSE)
else
if(current)
if(!desired)
disable_sprint_mode(FALSE)
else
if(desired)
enable_sprint_mode(FALSE)
update_sprint_icon()
/mob/living/proc/enable_sprint_mode(update_icon = TRUE)
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
if(update_icon)
update_sprint_icon()
/mob/living/proc/disable_sprint_mode(update_icon = TRUE)
if(!(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
if(update_icon)
update_sprint_icon()
/mob/living/proc/enable_intentional_sprint_mode()
if((combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_TOGGLED)
if(!HAS_TRAIT(src, TRAIT_SPRINT_LOCKED) && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
enable_sprint_mode(FALSE)
update_sprint_icon()
return TRUE
/mob/living/proc/disable_intentional_sprint_mode()
if(!(combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_TOGGLED)
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
disable_sprint_mode(FALSE)
update_sprint_icon()
/mob/living/proc/user_toggle_intentional_sprint_mode()
var/old = (combat_flags & COMBAT_FLAG_SPRINT_TOGGLED)
if(old)
disable_intentional_sprint_mode()
if((m_intent == MOVE_INTENT_RUN) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND|MOBILITY_MOVE))
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
enable_intentional_sprint_mode()
if((m_intent == MOVE_INTENT_RUN) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND|MOBILITY_MOVE))
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
/mob/living/proc/sprint_hotkey(targetstatus)
if(targetstatus != FORCE_BOOLEAN(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
default_toggle_sprint()
/mob/living/proc/doSprintLossTiles(amount)
return
// Silicons have snowflake behavior.
/mob/living/proc/default_toggle_sprint()
return user_toggle_intentional_sprint_mode()
+1 -1
View File
@@ -24,4 +24,4 @@
if(ranged_ability)
ranged_ability.add_ranged_ability(src, "<span class='notice'>You currently have <b>[ranged_ability]</b> active!</span>")
if(vore_init && !vorepref_init) //Vore's been initialized, voreprefs haven't. If this triggers then that means that voreprefs failed to load due to the client being missing.
apply_vore_prefs()
copy_from_prefs_vr()
+26 -1
View File
@@ -695,7 +695,7 @@
holo_icon = client.prefs.get_filtered_holoform(HOLOFORM_FILTER_AI)
else
holo_icon = getHologramIcon(icon('icons/mob/ai.dmi', "female"))
else if("xeno queen")
if("xeno queen")
holo_icon = getHologramIcon(icon(icon_list[input],"alienq"))
else
holo_icon = getHologramIcon(icon(icon_list[input], input))
@@ -1004,3 +1004,28 @@
. = ..()
if(.)
end_multicam()
/mob/living/silicon/ai/verb/ai_cryo()
set name = "AI Cryogenic Stasis"
set desc = "Puts the current AI personality into cryogenic stasis, freeing the space for another."
set category = "AI Commands"
if(incapacitated())
return
switch(alert("Would you like to enter cryo? This will ghost you. Remember to AHELP before cryoing out of important roles, even with no admins online.",,"Yes.","No."))
if("Yes.")
src.ghostize(FALSE, penalize = TRUE)
var/announce_rank = "Artificial Intelligence,"
if(GLOB.announcement_systems.len)
// Sends an announcement the AI has cryoed.
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("CRYOSTORAGE", src.real_name, announce_rank, list())
new /obj/structure/AIcore/latejoin_inactive(loc)
if(src.mind)
//Handle job slot/tater cleanup.
if(src.mind.assigned_role == "AI")
SSjob.FreeRole("AI")
src.mind.special_role = null
qdel(src)
else
return
+10 -6
View File
@@ -12,7 +12,6 @@
layer = BELOW_MOB_LAYER
var/obj/item/instrument/piano_synth/internal_instrument
silicon_privileges = PRIVILEDGES_PAI
var/datum/element/mob_holder/current_mob_holder //because only a few of their chassis can be actually held.
var/network = "ss13"
var/obj/machinery/camera/current = null
@@ -142,6 +141,11 @@
ALM.Grant(src)
emitter_next_use = world.time + 10 SECONDS
/mob/living/silicon/pai/ComponentInitialize()
. = ..()
if(possible_chassis[chassis])
AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
/mob/living/silicon/pai/Life()
if(hacking)
process_hack()
@@ -302,11 +306,11 @@
/obj/item/paicard/attackby(obj/item/W, mob/user, params)
..()
user.set_machine(src)
if(pai.encryptmod == TRUE)
if(W.tool_behaviour == TOOL_SCREWDRIVER)
pai.radio.attackby(W, user, params)
else if(istype(W, /obj/item/encryptionkey))
pai.radio.attackby(W, user, params)
var/encryption_key_stuff = W.tool_behaviour == TOOL_SCREWDRIVER || istype(W, /obj/item/encryptionkey)
if(!encryption_key_stuff)
return
if(pai?.encryptmod)
pai.radio.attackby(W, user, params)
else
to_chat(user, "Encryption Key ports not configured.")
@@ -76,6 +76,7 @@
var/list/choices = list("Preset - Basic", "Preset - Dynamic")
if(CONFIG_GET(flag/pai_custom_holoforms))
choices += "Custom"
var/old_chassis = chassis
var/choicetype = input(src, "What type of chassis do you want to use?") as null|anything in choices
if(!choicetype)
return FALSE
@@ -95,10 +96,10 @@
dynamic_chassis = choice
resist_a_rest(FALSE, TRUE)
update_icon()
current_mob_holder?.Detach(src)
current_mob_holder = null
if(possible_chassis[old_chassis])
RemoveElement(/datum/element/mob_holder, old_chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
if(possible_chassis[chassis])
current_mob_holder = AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
to_chat(src, "<span class='boldnotice'>You switch your holochassis projection composite to [chassis]</span>")
/mob/living/silicon/pai/lay_down()
@@ -78,6 +78,7 @@
dat = {"<!DOCTYPE HTML PUBLIC \"-//W3C//DTD HTML 4.01 Transitional//EN\" \"http://www.w3.org/TR/html4/loose.dtd\">
<html>
<head>
<meta http-equiv='Content-Type' content='text/html; charset=UTF-8'>
<style type=\"text/css\">
body { background-image:url('html/paigrid.png'); }
@@ -282,9 +283,7 @@
T.visible_message("<span class='warning'>A port on [src] opens to reveal [cable], which promptly falls to the floor.</span>", "<span class='italics'>You hear the soft click of something light and hard falling to the ground.</span>")
if("loudness")
if(subscreen == 1) // Open Instrument
internal_instrument.interact(src)
if(subscreen == 2) // Change Instrument type
internal_instrument.selectInstrument()
internal_instrument.ui_interact(src)
//updateUsrDialog() We only need to account for the single mob this is intended for, and he will *always* be able to call this window
paiInterface() // So we'll just call the update directly rather than doing some default checks
@@ -665,4 +664,4 @@
var/dat = "<h3>Sound Synthetizer</h3>"
dat += "<a href='byond://?src=[REF(src)];software=loudness;sub=1'>Open Synthesizer Interface</a><br>"
dat += "<a href='byond://?src=[REF(src)];software=loudness;sub=2'>Choose Instrument Type</a>"
return dat
return dat
@@ -10,6 +10,8 @@
has_limbs = 1
hud_type = /datum/hud/robot
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
var/custom_name = ""
var/braintype = "Cyborg"
var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
@@ -968,7 +970,8 @@
if(IsUnconscious() || IsStun() || IsParalyzed() || getOxyLoss() > maxHealth*0.5)
if(stat == CONSCIOUS)
stat = UNCONSCIOUS
blind_eyes(1)
if(!eye_blind)
blind_eyes(1)
update_mobility()
update_headlamp()
else
@@ -1115,6 +1118,7 @@
desc = "Stop controlling your shell and resume normal core operations."
icon_icon = 'icons/mob/actions/actions_AI.dmi'
button_icon_state = "ai_core"
required_mobility_flags = NONE
/datum/action/innate/undeployment/Trigger()
if(!..())
@@ -1236,4 +1240,4 @@
if(usr.stat == DEAD)
return //won't work if dead
ai_roster()
ai_roster()
@@ -821,7 +821,6 @@
/obj/item/gps/cyborg,
/obj/item/weapon/gripper/mining,
/obj/item/cyborg_clamp,
/obj/item/card/id/miningborg,
/obj/item/stack/marker_beacon,
/obj/item/destTagger,
/obj/item/stack/packageWrap)
@@ -914,8 +913,8 @@
/obj/item/crowbar/cyborg,
/obj/item/reagent_containers/borghypo/syndicate,
/obj/item/twohanded/shockpaddles/syndicate,
/obj/item/healthanalyzer,
/obj/item/surgical_drapes,
/obj/item/healthanalyzer/advanced,
/obj/item/surgical_drapes/advanced,
/obj/item/retractor,
/obj/item/hemostat,
/obj/item/cautery,
@@ -1023,4 +1022,4 @@
/datum/robot_energy_storage/wrapping_paper
max_energy = 30
recharge_rate = 1
name = "Wrapping Paper Storage"
name = "Wrapping Paper Storage"
@@ -12,3 +12,15 @@
/mob/living/silicon/robot/experience_pressure_difference(pressure_difference, direction)
if(!magpulse)
return ..()
/mob/living/silicon/robot/Move(NewLoc, direct)
. = ..()
if(. && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(movement_type & FLYING) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND | MOBILITY_MOVE))
if(!(cell?.use(25)))
default_toggle_sprint(TRUE)
/mob/living/silicon/robot/movement_delay()
. = ..()
if(!resting && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
. += 1
. += speed
@@ -0,0 +1,12 @@
/mob/living/silicon/robot/default_toggle_sprint(shutdown = FALSE)
var/current = (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
if(current || shutdown || !cell || (cell.charge < 25) || !cansprint)
disable_intentional_sprint_mode()
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
if(shutdown)
playsound_local(src, 'sound/effects/light_flicker.ogg', 50, FALSE, pressure_affected = FALSE)
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
enable_intentional_sprint_mode()
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
@@ -41,7 +41,7 @@
else
add_overlay("ov-opencover -c")
if(hat)
var/mutable_appearance/head_overlay = hat.build_worn_icon(state = hat.icon_state, default_layer = 20, default_icon_file = 'icons/mob/head.dmi')
var/mutable_appearance/head_overlay = hat.build_worn_icon(default_layer = 20, default_icon_file = 'icons/mob/clothing/head.dmi', override_state = hat.icon_state)
head_overlay.pixel_y += hat_offset
add_overlay(head_overlay)
update_fire()
+3 -1
View File
@@ -15,6 +15,8 @@
speech_span = SPAN_ROBOT
flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | HEAR_1
no_vore = TRUE
/// Enable sprint system but not stamina
combat_flags = COMBAT_FLAGS_STAMEXEMPT_YESSPRINT
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
var/last_lawchange_announce = 0
@@ -390,7 +392,7 @@
return aicamera.selectpicture(user)
/mob/living/silicon/proc/ai_roster()
var/dat = "<html><head><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
dat += GLOB.data_core.get_manifest()
dat += "</body></html>"
@@ -85,11 +85,11 @@
return
return ..()
/mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
/mob/living/silicon/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
if(buckled_mobs)
for(var/mob/living/M in buckled_mobs)
unbuckle_mob(M)
M.electrocute_act(shock_damage/100, source, siemens_coeff, safety, tesla_shock, illusion, stun) //Hard metal shell conducts!
M.electrocute_act(shock_damage/100, source, siemens_coeff, flags) //Hard metal shell conducts!
return 0 //So borgs they don't die trying to fix wiring
/mob/living/silicon/emp_act(severity)
@@ -112,11 +112,15 @@
/mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone)
if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
if(reflect_bullet_check(P, def_zone))
return -1 // complete projectile permutation
if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
var/list/returnlist = list()
var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
if(returned & BLOCK_SHOULD_REDIRECT)
handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
if(returned & BLOCK_REDIRECTED)
return BULLET_ACT_FORCE_PIERCE
if(returned & BLOCK_SUCCESS)
P.on_hit(src, 100, def_zone)
return 2
return BULLET_ACT_BLOCK
if((P.damage_type == BRUTE || P.damage_type == BURN))
adjustBruteLoss(P.damage)
if(prob(P.damage*1.5))
@@ -445,7 +445,6 @@ Pass the desired type path itself, declaring a temporary var beforehand is not r
return scan_result
else
return FALSE //The current element failed assessment, move on to the next.
return
/mob/living/simple_animal/bot/proc/check_bot(targ)
var/turf/T = get_turf(targ)
@@ -276,7 +276,7 @@ Auto Patrol[]"},
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if(!Adjacent(target) || !isturf(target.loc) || !target.recoveringstam || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
if(!Adjacent(target) || !isturf(target.loc) || !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
back_to_hunt()
return
@@ -303,7 +303,7 @@ Auto Patrol[]"},
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
back_to_hunt()
return
else
@@ -523,9 +523,6 @@
soft_reset()
return
reagent_id = null
return
/mob/living/simple_animal/bot/medbot/proc/check_overdose(mob/living/carbon/patient,reagent_id,injection_amount)
var/datum/reagent/R = GLOB.chemical_reagents_list[reagent_id]
if(!R.overdose_threshold) //Some chems do not have an OD threshold
@@ -181,7 +181,7 @@
var/list/data = list()
data["on"] = on
data["locked"] = locked
data["siliconUser"] = hasSiliconAccessInArea(usr)
data["siliconUser"] = hasSiliconAccessInArea(user)
data["mode"] = mode ? mode_name[mode] : "Ready"
data["modeStatus"] = ""
switch(mode)
@@ -235,10 +235,11 @@ Auto Patrol: []"},
playsound(src, 'sound/weapons/cablecuff.ogg', 30, TRUE, -2)
C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
addtimer(CALLBACK(src, .proc/attempt_handcuff, C), 60)
if(do_after(src, 60, FALSE, C))
attempt_handcuff(C)
/mob/living/simple_animal/bot/secbot/proc/attempt_handcuff(mob/living/carbon/C)
if( !on || !Adjacent(C) || !isturf(C.loc) ) //if he's in a closet or not adjacent, we cancel cuffing.
if (!on)
return
if(!C.handcuffed)
C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
@@ -312,7 +313,7 @@ Auto Patrol: []"},
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !target.recoveringstam) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
back_to_hunt()
return
@@ -339,7 +340,7 @@ Auto Patrol: []"},
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
back_to_hunt()
return
else //Try arresting again if the target escapes.
@@ -8,6 +8,7 @@
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
threat = 1
speak_chance = 1
icon = 'icons/mob/mob.dmi'
speed = 0
@@ -103,7 +104,7 @@
/mob/living/simple_animal/hostile/construct/narsie_act()
return
/mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
/mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
return 0
/mob/living/simple_animal/hostile/construct/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
@@ -118,6 +119,7 @@
desc = "A massive, armored construct built to spearhead attacks and soak up enemy fire."
icon_state = "behemoth"
icon_living = "behemoth"
threat = 3
maxHealth = 150
health = 150
response_harm = "harmlessly punches"
@@ -180,6 +182,7 @@
desc = "A wicked, clawed shell constructed to assassinate enemies and sow chaos behind enemy lines."
icon_state = "floating"
icon_living = "floating"
threat = 3
maxHealth = 65
health = 65
melee_damage_lower = 20
@@ -389,6 +392,9 @@
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult)
if(!C)
return
if(!C.cult_team)
to_chat(the_construct, "<span class='cult italic'>You are alone, and have no team.</span>")
return
var/datum/objective/eldergod/summon_objective = locate() in C.cult_team.objectives
if(summon_objective.check_completion())
@@ -82,7 +82,7 @@
/datum/outfit/piratecorpse
name = "Pirate Corpse"
uniform = /obj/item/clothing/under/pirate
uniform = /obj/item/clothing/under/costume/pirate
shoes = /obj/item/clothing/shoes/jackboots
glasses = /obj/item/clothing/glasses/eyepatch
head = /obj/item/clothing/head/bandana
@@ -106,7 +106,7 @@
/datum/outfit/russiancorpse
name = "Russian Corpse"
uniform = /obj/item/clothing/under/soviet
uniform = /obj/item/clothing/under/costume/soviet
shoes = /obj/item/clothing/shoes/jackboots
head = /obj/item/clothing/head/bearpelt
gloves = /obj/item/clothing/gloves/color/black
@@ -142,7 +142,7 @@
/datum/outfit/russiancorpse/officer
name = "Russian Officer Corpse"
uniform = /obj/item/clothing/under/rank/security/navyblue/russian
uniform = /obj/item/clothing/under/costume/russian_officer
suit = /obj/item/clothing/suit/armor/navyblue/russian
shoes = /obj/item/clothing/shoes/combat
ears = /obj/item/radio/headset
@@ -174,7 +174,7 @@
/datum/outfit/nanotrasensoldiercorpse2
name = "NT Private Security Officer Corpse"
uniform = /obj/item/clothing/under/rank/security
uniform = /obj/item/clothing/under/rank/security/officer
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
@@ -195,7 +195,7 @@
/datum/outfit/cat_butcher
name = "Cat Butcher Uniform"
uniform = /obj/item/clothing/under/rank/medical/green
uniform = /obj/item/clothing/under/rank/medical/doctor/green
suit = /obj/item/clothing/suit/apron/surgical
shoes = /obj/item/clothing/shoes/sneakers/white
gloves = /obj/item/clothing/gloves/color/latex/nitrile
@@ -5,10 +5,10 @@
icon_living = "bumbles"
icon_dead = "bumbles_dead"
turns_per_move = 1
response_help = "shoos"
response_help = "pets"
response_disarm = "brushes aside"
response_harm = "squashes"
speak_emote = list("bzzzs")
speak_emote = list("buzzes")
maxHealth = 100
health = 100
harm_intent_damage = 1
@@ -20,10 +20,12 @@
mob_size = MOB_SIZE_TINY
mob_biotypes = MOB_ORGANIC|MOB_BEAST
gold_core_spawnable = FRIENDLY_SPAWN
verb_say = "bzzs"
verb_ask = "bzzs inquisitively"
verb_exclaim = "bzzs intensely"
verb_yell = "bzzs intensely"
verb_say = "buzzs"
verb_ask = "buzzes inquisitively"
verb_exclaim = "buzzes intensely"
verb_yell = "buzzes intensely"
emote_see = list("buzzes.", "makes a loud buzz.", "rolls several times.", "buzzes happily.")
speak_chance = 1
/mob/living/simple_animal/pet/bumbles/Initialize()
. = ..()
@@ -44,3 +46,23 @@
/mob/living/simple_animal/pet/bumbles/bee_friendly()
return TRUE //treaty signed at the Beeneeva convention
/mob/living/simple_animal/pet/bumbles/handle_automated_movement()
. = ..()
if(!isturf(loc) || buckled)
return
if(!resting && prob(1))
emote("me", EMOTE_VISIBLE, pick("curls up on the surface below ", "is looking very sleepy.", "buzzes softly ", "looks around for a flower nap "))
set_resting(TRUE)
else if (resting && prob(1))
emote("me", EMOTE_VISIBLE, pick("wakes up with a smiling buzz.", "rolls upside down before waking up.", "stops resting."))
set_resting(FALSE)
/mob/living/simple_animal/pet/bumbles/update_mobility()
. = ..()
if(stat != DEAD)
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
icon_state = "[icon_living]_rest"
else
icon_state = "[icon_living]"
regenerate_icons()
@@ -363,10 +363,8 @@
icon_dead = "old_corgi_dead"
desc = "At a ripe old age of [record_age] Ian's not as spry as he used to be, but he'll always be the HoP's beloved corgi." //RIP
turns_per_move = 20
var/datum/element/mob_holder/ele = SSdcs.GetElement(/datum/element/mob_holder, held_icon)
if(ele)
ele.Detach(src)
AddElement(/datum/element/mob_holder, "old_corgi")
RemoveElement(/datum/element/mob_holder, held_icon)
AddElement(/datum/element/mob_holder, "old_corgi")
/mob/living/simple_animal/pet/dog/corgi/Ian/Life()
if(!stat && SSticker.current_state == GAME_STATE_FINISHED && !memory_saved)
@@ -447,7 +445,7 @@
sleep(3)
step_to(src,movement_target,1)
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if(movement_target?.loc) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if (movement_target.loc.x < src.x)
setDir(WEST)
else if (movement_target.loc.x > src.x)
@@ -105,7 +105,7 @@
. = ..()
if(can_be_held)
//icon/item state is defined in mob_holder/drone_worn_icon()
AddElement(/datum/element/mob_holder, null, 'icons/mob/head.dmi', 'icons/mob/inhands/clothing_righthand.dmi', 'icons/mob/inhands/clothing_lefthand.dmi', ITEM_SLOT_HEAD, /datum/element/mob_holder.proc/drone_worn_icon)
AddElement(/datum/element/mob_holder, null, 'icons/mob/clothing/head.dmi', 'icons/mob/inhands/clothing_righthand.dmi', 'icons/mob/inhands/clothing_lefthand.dmi', ITEM_SLOT_HEAD, /datum/element/mob_holder.proc/drone_worn_icon)
/mob/living/simple_animal/drone/med_hud_set_health()
var/image/holder = hud_list[DIAG_HUD]
@@ -277,7 +277,7 @@
// Why would bees pay attention to drones?
return 1
/mob/living/simple_animal/drone/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
/mob/living/simple_animal/drone/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
return 0 //So they don't die trying to fix wiring
/mob/living/simple_animal/drone/can_see_reagents()
@@ -92,8 +92,8 @@
return
if(hack)
if(hacked)
return
Stun(40)
return
if(clockwork)
to_chat(src, "<span class='large_brass'><b>ERROR: LAW OVERRIDE DETECTED</b></span>")
to_chat(src, "<span class='heavy_brass'>From now on, these are your laws:</span>")
@@ -28,12 +28,7 @@
var/y_shift = getItemPixelShiftY()
if(r_hand)
var/r_state = r_hand.item_state
if(!r_state)
r_state = r_hand.icon_state
var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(state = r_state, default_layer = DRONE_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(default_layer = DRONE_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
if(y_shift)
r_hand_overlay.pixel_y += y_shift
@@ -46,12 +41,7 @@
client.screen |= r_hand
if(l_hand)
var/l_state = l_hand.item_state
if(!l_state)
l_state = l_hand.icon_state
var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(state = l_state, default_layer = DRONE_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(default_layer = DRONE_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
if(y_shift)
l_hand_overlay.pixel_y += y_shift
@@ -82,10 +72,10 @@
if(client && hud_used && hud_used.hud_shown)
head.screen_loc = ui_drone_head
client.screen += head
var/used_head_icon = 'icons/mob/head.dmi'
var/used_head_icon = 'icons/mob/clothing/head.dmi'
if(istype(head, /obj/item/clothing/mask))
used_head_icon = 'icons/mob/mask.dmi'
var/mutable_appearance/head_overlay = head.build_worn_icon(state = head.icon_state, default_layer = DRONE_HEAD_LAYER, default_icon_file = used_head_icon)
used_head_icon = 'icons/mob/clothing/mask.dmi'
var/mutable_appearance/head_overlay = head.build_worn_icon(default_layer = DRONE_HEAD_LAYER, default_icon_file = used_head_icon, override_state = head.icon_state)
head_overlay.pixel_y -= 15
drone_overlays[DRONE_HEAD_LAYER] = head_overlay
@@ -33,6 +33,10 @@
if (!(istype(src, /mob/living/simple_animal/pet/gondola/gondolapod)))
CreateGondola()
/mob/living/simple_animal/pet/gondola/ComponentInitialize()
. = ..()
AddElement(/datum/element/spellcasting, SPELL_SKIP_VOCAL) // so they can cast spells despite being silent.
/mob/living/simple_animal/pet/gondola/proc/CreateGondola()
icon_state = null
icon_living = null

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