Merge branch 'master' into Filet-o-fish

This commit is contained in:
Zna12
2018-03-07 10:41:09 -06:00
committed by GitHub
663 changed files with 19397 additions and 27398 deletions
+15 -45
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@@ -44,20 +44,6 @@
//Mutations that cant be taken from genetics and are not in SE
#define NON_SCANNABLE -1
// Extra powers:
#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
#define HEAL 10 // healing people with hands
#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM 12 // supersonic screaming (25%)
#define EXPLOSIVE 13 // exploding on-demand (15%)
#define REGENERATION 14 // superhuman regeneration (30%)
#define REPROCESSOR 15 // eat anything (50%)
#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
#define PHASING 17 // ability to phase through walls (40%)
#define SHIELD 18 // shielding from all projectile attacks (30%)
#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
@@ -81,7 +67,6 @@
#define TR_KEEPIMPLANTS 16
#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
#define TR_DEFAULTMSG 64
#define TR_KEEPSRC 128
#define TR_KEEPORGANS 256
@@ -94,36 +79,21 @@
#define FACEHAIR 3
#define EYECOLOR 4
#define LIPS 5
#define RESISTHOT 6
#define RESISTCOLD 7
#define RESISTPRESSURE 8
#define RADIMMUNE 9
#define NOBREATH 10
#define NOGUNS 11
#define NOBLOOD 12
#define NOFIRE 13
#define VIRUSIMMUNE 14
#define PIERCEIMMUNE 15
#define NOTRANSSTING 16
#define MUTCOLORS_PARTSONLY 17 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
#define NODISMEMBER 18
#define NOHUNGER 19
#define NOCRITDAMAGE 20
#define NOZOMBIE 21
#define EASYDISMEMBER 22
#define EASYLIMBATTACHMENT 23
#define TOXINLOVER 24
#define DIGITIGRADE 25 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
#define NO_UNDERWEAR 26
#define NOLIVER 27
#define NOSTOMACH 28
#define NO_DNA_COPY 29
#define DRINKSBLOOD 30
#define SPECIES_ORGANIC 31
#define SPECIES_INORGANIC 32
#define SPECIES_UNDEAD 33
#define SPECIES_ROBOTIC 34
#define NOEYES 35
#define NOBLOOD 6
#define NOTRANSSTING 7
#define MUTCOLORS_PARTSONLY 8 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
#define NOZOMBIE 9
#define DIGITIGRADE 10 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
#define NO_UNDERWEAR 11
#define NOLIVER 12
#define NOSTOMACH 13
#define NO_DNA_COPY 14
#define DRINKSBLOOD 15
#define SPECIES_ORGANIC 16
#define SPECIES_INORGANIC 17
#define SPECIES_UNDEAD 18
#define SPECIES_ROBOTIC 19
#define NOEYES 20
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
-6
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@@ -37,12 +37,6 @@
#define R_DEFAULT R_AUTOLOGIN
#if DM_VERSION > 512
#error Remove the flag below , its been long enough
#endif
//legacy , remove post 512, it was replaced by R_POLL
#define R_REJUVINATE 2
#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
#define ADMIN_QUE(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminmoreinfo=[REF(user)]'>?</a>)"
+1 -13
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@@ -28,7 +28,6 @@
#define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
//EXCITED GROUPS
#define EXCITED_GROUP_BREAKDOWN_CYCLES 4 //number of FULL air controller ticks before an excited group breaks down (averages gas contents across turfs)
@@ -46,10 +45,7 @@
//HEAT TRANSFER COEFFICIENTS
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
#define HEAT_CAPACITY_VACUUM 7000 //a hack to help make vacuums "cold", sacrificing realism for gameplay
@@ -59,8 +55,6 @@
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
//GASES
@@ -74,11 +68,6 @@
#define REACTING 1
#define STOP_REACTIONS 2
//HUMANS
//Hurty numbers
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin
#define AIR_DAMAGE_MODIFIER 1.025 //More means less damage from hot air scalding lungs, less = more damage //CITADEL EDIT 1.025
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
@@ -123,7 +112,7 @@
#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
#define MAX_HIGH_PRESSURE_DAMAGE 16 // CITADEL CHANGES Max to 16, low to 8.
#define MAX_HIGH_PRESSURE_DAMAGE 16 // CITADEL CHANGES Max to 16, low to 8.
#define LOW_PRESSURE_DAMAGE 8 //The amount of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
#define COLD_SLOWDOWN_FACTOR 20 //Humans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this
@@ -196,4 +185,3 @@ GLOBAL_LIST_INIT(pipe_paint_colors, list(
"Violet" = rgb(64,0,128),
"Yellow" = rgb(255,198,0)
))
+20 -15
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@@ -19,8 +19,9 @@
#define DIAG_AIRLOCK_HUD "15"//Airlock shock overlay
#define DIAG_PATH_HUD "16"//Bot path indicators
#define GLAND_HUD "17"//Gland indicators for abductors
#define SENTIENT_DISEASE_HUD "18"
//for antag huds. these are used at the /mob level
#define ANTAG_HUD "18"
#define ANTAG_HUD "19"
//by default everything in the hud_list of an atom is an image
//a value in hud_list with one of these will change that behavior
@@ -35,23 +36,27 @@
#define DATA_HUD_DIAGNOSTIC_BASIC 5
#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
#define DATA_HUD_ABDUCTOR 7
#define DATA_HUD_SENTIENT_DISEASE 8
//antag HUD defines
#define ANTAG_HUD_CULT 8
#define ANTAG_HUD_REV 9
#define ANTAG_HUD_OPS 10
#define ANTAG_HUD_WIZ 11
#define ANTAG_HUD_SHADOW 12
#define ANTAG_HUD_TRAITOR 13
#define ANTAG_HUD_NINJA 14
#define ANTAG_HUD_CHANGELING 15
#define ANTAG_HUD_ABDUCTOR 16
#define ANTAG_HUD_DEVIL 17
#define ANTAG_HUD_SINTOUCHED 18
#define ANTAG_HUD_SOULLESS 19
#define ANTAG_HUD_CLOCKWORK 20
#define ANTAG_HUD_BROTHER 21
#define ANTAG_HUD_CULT 9
#define ANTAG_HUD_REV 10
#define ANTAG_HUD_OPS 11
#define ANTAG_HUD_WIZ 12
#define ANTAG_HUD_SHADOW 13
#define ANTAG_HUD_TRAITOR 14
#define ANTAG_HUD_NINJA 15
#define ANTAG_HUD_CHANGELING 16
#define ANTAG_HUD_ABDUCTOR 17
#define ANTAG_HUD_DEVIL 18
#define ANTAG_HUD_SINTOUCHED 19
#define ANTAG_HUD_SOULLESS 20
#define ANTAG_HUD_CLOCKWORK 21
#define ANTAG_HUD_BROTHER 22
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
#define NOTIFY_ORBIT "orbit"
#define ADD_HUD_TO_COOLDOWN 20 //cooldown for being shown the images for any particular data hud
+1 -1
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@@ -1,5 +1,5 @@
//Cleaning tool strength
#define CLEAN_VERY_WEAK 1 // What are you scrubbing the ground with a toothpick?
// 1 is also a valid cleaning strength but completely unused so left undefined
#define CLEAN_WEAK 2
#define CLEAN_MEDIUM 3 // Acceptable tools
#define CLEAN_STRONG 4 // Industrial strength
-2
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@@ -64,8 +64,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
//Objective text define
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
+12 -12
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@@ -3,26 +3,26 @@
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_WHITE "#EEEEEE"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
//#define COLOR_WHITE "#EEEEEE"
//#define COLOR_SILVER "#C0C0C0"
//#define COLOR_GRAY "#808080"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
//#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
//#define COLOR_RED_LIGHT "#FF3333"
//#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#32CD32"
//#define COLOR_OLIVE "#808000"
//#define COLOR_LIME "#32CD32"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080"
//#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
//#define COLOR_BLUE_LIGHT "#33CCFF"
//#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FFC0CB"
#define COLOR_MAGENTA "#FF00FF"
//#define COLOR_MAGENTA "#FF00FF"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_BEIGE "#CEB689"
-4
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@@ -110,11 +110,7 @@
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
//Gun Stuff
#define SAWN_INTACT 0
#define SAWN_OFF 1
//Gun weapon weight
#define WEAPON_DUAL_WIELD 0
#define WEAPON_LIGHT 1
#define WEAPON_MEDIUM 2
#define WEAPON_HEAVY 3
-1
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@@ -31,7 +31,6 @@
//Positions for overrides list
#define EXAMINE_POSITION_ARTICLE 1
#define EXAMINE_POSITION_BEFORE 2
#define EXAMINE_POSITION_NAME 3
//End positions
#define COMPONENT_EXNAME_CHANGED 1
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom)
-11
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@@ -37,12 +37,6 @@
#define FAILED_UNFASTEN 1
#define SUCCESSFUL_UNFASTEN 2
//disposal unit mode defines, which do double time as the construction defines
#define PRESSURE_OFF 0
#define PRESSURE_ON 1
#define PRESSURE_MAXED 2
#define SCREWS_OUT -1
//ai core defines
#define EMPTY_CORE 0
#define CIRCUIT_CORE 1
@@ -51,11 +45,6 @@
#define GLASS_CORE 4
#define AI_READY_CORE 5
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
//emitter construction defines
#define EM_UNSECURED 0
#define EM_SECURED 1
+17 -14
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@@ -1,3 +1,7 @@
#define DISEASE_LIMIT 1
#define VIRUS_SYMPTOM_LIMIT 6
//Visibility Flags
#define HIDDEN_SCANNER 1
#define HIDDEN_PANDEMIC 2
@@ -8,19 +12,18 @@
#define CAN_RESIST 4
//Spread Flags
#define VIRUS_SPREAD_SPECIAL 1
#define VIRUS_SPREAD_NON_CONTAGIOUS 2
#define VIRUS_SPREAD_BLOOD 4
#define VIRUS_SPREAD_CONTACT_FLUIDS 8
#define VIRUS_SPREAD_CONTACT_SKIN 16
#define VIRUS_SPREAD_AIRBORNE 32
#define DISEASE_SPREAD_SPECIAL 1
#define DISEASE_SPREAD_NON_CONTAGIOUS 2
#define DISEASE_SPREAD_BLOOD 4
#define DISEASE_SPREAD_CONTACT_FLUIDS 8
#define DISEASE_SPREAD_CONTACT_SKIN 16
#define DISEASE_SPREAD_AIRBORNE 32
//Severity Defines
#define VIRUS_SEVERITY_POSITIVE "Positive" //Diseases that buff, heal, or at least do nothing at all
#define VIRUS_SEVERITY_NONTHREAT "Harmless" //Diseases that may have annoying effects, but nothing disruptive (sneezing)
#define VIRUS_SEVERITY_MINOR "Minor" //Diseases that can annoy in concrete ways (dizziness)
#define VIRUS_SEVERITY_MEDIUM "Medium" //Diseases that can do minor harm, or severe annoyance (vomit)
#define VIRUS_SEVERITY_HARMFUL "Harmful" //Diseases that can do significant harm, or severe disruption (brainrot)
#define VIRUS_SEVERITY_DANGEROUS "Dangerous" //Diseases that can kill or maim if left untreated (flesh eating, blindness)
#define VIRUS_SEVERITY_BIOHAZARD "BIOHAZARD" //Diseases that can quickly kill an unprepared victim (fungal tb, gbs)
#define DISEASE_SEVERITY_POSITIVE "Positive" //Diseases that buff, heal, or at least do nothing at all
#define DISEASE_SEVERITY_NONTHREAT "Harmless" //Diseases that may have annoying effects, but nothing disruptive (sneezing)
#define DISEASE_SEVERITY_MINOR "Minor" //Diseases that can annoy in concrete ways (dizziness)
#define DISEASE_SEVERITY_MEDIUM "Medium" //Diseases that can do minor harm, or severe annoyance (vomit)
#define DISEASE_SEVERITY_HARMFUL "Harmful" //Diseases that can do significant harm, or severe disruption (brainrot)
#define DISEASE_SEVERITY_DANGEROUS "Dangerous" //Diseases that can kill or maim if left untreated (flesh eating, blindness)
#define DISEASE_SEVERITY_BIOHAZARD "BIOHAZARD" //Diseases that can quickly kill an unprepared victim (fungal tb, gbs)
-2
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@@ -26,7 +26,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define ON_BORDER_1 512 // item has priority to check when entering or leaving
#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc
#define _UNUSED_1 2048
// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
@@ -84,7 +83,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
//Movement Types
#define IMMOBILE 0
#define GROUND 1
#define FLYING 2
-16
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@@ -118,22 +118,6 @@
#define NECK 2048
#define FULL_BODY 4095
// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
// The values here should add up to 1.
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_CHEST 0.15
#define THERMAL_PROTECTION_GROIN 0.15
#define THERMAL_PROTECTION_LEG_LEFT 0.075
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
#define THERMAL_PROTECTION_ARM_LEFT 0.075
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
#define NO_FEMALE_UNIFORM 0
#define FEMALE_UNIFORM_FULL 1
+1 -16
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@@ -1,7 +1,5 @@
// simple is_type and similar inline helpers
#define isdatum(D) (istype(D, /datum))
#define islist(L) (istype(L, /list))
#if DM_VERSION >= 512
@@ -64,7 +62,6 @@
#define isjellyperson(A) (is_species(A, /datum/species/jelly))
#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
#define isshadowperson(A) (is_species(A, /datum/species/shadow))
#define iszombie(A) (is_species(A, /datum/species/zombie))
#define ishumanbasic(A) (is_species(A, /datum/species/human))
@@ -106,8 +103,6 @@
#define isbot(A) (istype(A, /mob/living/simple_animal/bot))
#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
@@ -118,16 +113,10 @@
#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
#define isdog(A) (istype(A, /mob/living/simple_animal/pet/dog))
#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
@@ -183,14 +172,10 @@ GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
#define isigniter(O) (istype(O, /obj/item/device/assembly/igniter))
#define isinfared(O) (istype(O, /obj/item/device/assembly/infra))
#define isprox(O) (istype(O, /obj/item/device/assembly/prox_sensor))
#define issignaler(O) (istype(O, /obj/item/device/assembly/signaler))
#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
/obj/item/stack/sheet/glass,
/obj/item/stack/sheet/rglass,
@@ -201,4 +186,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
#define is_glass_sheet(O) (is_type_in_typecache(O, GLOB.glass_sheet_types))
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
-1
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@@ -9,7 +9,6 @@
#define GAME_PLANE -1
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define SPACE_LAYER 1.8
#define ABOVE_SPACE_LAYER 1.9
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define MID_TURF_LAYER 2.02
#define HIGH_TURF_LAYER 2.03
+1 -22
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@@ -23,27 +23,6 @@
0, 0, 0, 1 \
) \
// Helpers so we can (more easily) control the colour matrices.
#define CL_MATRIX_RR 1
#define CL_MATRIX_RG 2
#define CL_MATRIX_RB 3
#define CL_MATRIX_RA 4
#define CL_MATRIX_GR 5
#define CL_MATRIX_GG 6
#define CL_MATRIX_GB 7
#define CL_MATRIX_GA 8
#define CL_MATRIX_BR 9
#define CL_MATRIX_BG 10
#define CL_MATRIX_BB 11
#define CL_MATRIX_BA 12
#define CL_MATRIX_AR 13
#define CL_MATRIX_AG 14
#define CL_MATRIX_AB 15
#define CL_MATRIX_AA 16
#define CL_MATRIX_CR 17
#define CL_MATRIX_CG 18
#define CL_MATRIX_CB 19
#define CL_MATRIX_CA 20
//Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
@@ -90,4 +69,4 @@
#define LIGHTING_NO_UPDATE 0
#define LIGHTING_VIS_UPDATE 1
#define LIGHTING_CHECK_UPDATE 2
#define LIGHTING_FORCE_UPDATE 3
#define LIGHTING_FORCE_UPDATE 3
-3
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@@ -85,6 +85,3 @@
#define SUPERMATTER_DANGER 4 // Integrity < 50%
#define SUPERMATTER_EMERGENCY 5 // Integrity < 25%
#define SUPERMATTER_DELAMINATING 6 // Pretty obvious.
//R&D Snowflakes
#define RD_CONSOLE_LOCKED_SCREEN 0.2
-1
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@@ -10,7 +10,6 @@
#define BOSS_MEDAL_DRAKE "Drake"
#define BOSS_MEDAL_HIEROPHANT "Hierophant"
#define BOSS_MEDAL_LEGION "Legion"
#define BOSS_MEDAL_SWARMER "Swarmer Beacon"
#define BOSS_MEDAL_TENDRIL "Tendril"
// Score names
+5 -71
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@@ -20,8 +20,8 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define THIS_PROC_TYPE_STR "[THIS_PROC_TYPE]" //Because you can only obtain a string of THIS_PROC_TYPE using "[]", and it's nice to just +/+= strings
#define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])"
#define THIS_PROC_TYPE_WEIRD ...... //This one is WEIRD, in some cases (When used in certain defines? (eg: ASSERT)) THIS_PROC_TYPE will fail to work, but THIS_PROC_TYPE_WEIRD will work instead
#define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
#define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
//define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
//define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
@@ -46,7 +46,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HALLOWEEN "Halloween"
#define CHRISTMAS "Christmas"
#define FESTIVE_SEASON "Festive Season"
#define FRIDAY_13TH "Friday the 13th"
//Human Overlays Indexes/////////
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
@@ -86,58 +85,11 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
//IT DOESN'T OK, IT MEANS "UNDER"
#define UNDER_BODY_BEHIND_LAYER BODY_BEHIND_LAYER+1
#define UNDER_BODY_LAYER BODY_LAYER+1
#define UNDER_BODY_ADJ_LAYER BODY_ADJ_LAYER+1
#define UNDER_MUTATIONS_LAYER MUTATIONS_LAYER+1
#define UNDER_BODYPARTS_LAYER BODYPARTS_LAYER+1
#define UNDER_DAMAGE_LAYER DAMAGE_LAYER+1
#define UNDER_UNIFORM_LAYER UNIFORM_LAYER+1
#define UNDER_ID_LAYER ID_LAYER+1
#define UNDER_HANDS_PART_LAYER HANDS_PART_LAYER+1
#define UNDER_GLOVES_LAYER GLOVES_LAYER+1
#define UNDER_SHOES_LAYER SHOES_LAYER+1
#define UNDER_EARS_LAYER EARS_LAYER+1
#define UNDER_SUIT_LAYER SUIT_LAYER+1
#define UNDER_GLASSES_LAYER GLASSES_LAYER+1
#define UNDER_BELT_LAYER BELT_LAYER+1
#define UNDER_SUIT_STORE_LAYER SUIT_STORE_LAYER+1
#define UNDER_BACK_LAYER BACK_LAYER+1
#define UNDER_HAIR_LAYER HAIR_LAYER+1
#define UNDER_FACEMASK_LAYER FACEMASK_LAYER+1
#define UNDER_HEAD_LAYER HEAD_LAYER+1
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
#define UNDER_HANDS_LAYER HANDS_LAYER+1
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
#define UNDER_FIRE_LAYER FIRE_LAYER+1
//AND -1 MEANS "ABOVE", OK?, OK!?!
#define ABOVE_BODY_BEHIND_LAYER BODY_BEHIND_LAYER-1
#define ABOVE_BODY_LAYER BODY_LAYER-1
#define ABOVE_BODY_ADJ_LAYER BODY_ADJ_LAYER-1
#define ABOVE_MUTATIONS_LAYER MUTATIONS_LAYER-1
#define ABOVE_BODYPARTS_LAYER BODYPARTS_LAYER-1
#define ABOVE_DAMAGE_LAYER DAMAGE_LAYER-1
#define ABOVE_UNIFORM_LAYER UNIFORM_LAYER-1
#define ABOVE_ID_LAYER ID_LAYER-1
#define ABOVE_HANDS_PART_LAYER HANDS_PART_LAYER-1
#define ABOVE_GLOVES_LAYER GLOVES_LAYER-1
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
#define ABOVE_EARS_LAYER EARS_LAYER-1
#define ABOVE_SUIT_LAYER SUIT_LAYER-1
#define ABOVE_GLASSES_LAYER GLASSES_LAYER-1
#define ABOVE_BELT_LAYER BELT_LAYER-1
#define ABOVE_SUIT_STORE_LAYER SUIT_STORE_LAYER-1
#define ABOVE_BACK_LAYER BACK_LAYER-1
#define ABOVE_HAIR_LAYER HAIR_LAYER-1
#define ABOVE_FACEMASK_LAYER FACEMASK_LAYER-1
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
#define ABOVE_HANDS_LAYER HANDS_LAYER-1
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
//Security levels
@@ -195,7 +147,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
//check_target_facings() return defines
#define FACING_FAILED 0
#define FACING_SAME_DIR 1
#define FACING_EACHOTHER 2
#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
@@ -213,7 +164,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
#define BLOOD_GAIN_PER_STEP 100
#define BLOOD_LOSS_PER_STEP 5
#define BLOOD_LOSS_IN_SPREAD 20
#define BLOOD_FADEOUT_TIME 2
//Bloody shoe blood states
#define BLOOD_STATE_HUMAN "blood"
@@ -241,7 +191,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
#define TURF_WET_LUBE 2
#define TURF_WET_ICE 3
#define TURF_WET_PERMAFROST 4
#define TURF_WET_SLIDE 5
//Maximum amount of time, (in approx. seconds.) a tile can be wet for.
#define MAXIMUM_WET_TIME 300
@@ -309,10 +258,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
/////////////////////////////////////
// atom.appearence_flags shortcuts //
/////////////////////////////////////
//this was added midway thru 510, so it might not exist in some versions, but we can't check by minor verison
#ifndef TILE_BOUND
#error this version of 510 is too old, You must use byond 510.1332 or later. (TILE_BOUND is not defined)
#endif
/*
// Disabling certain features
#define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM
@@ -330,12 +277,7 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define APPEARANCE_CONSIDER_ALPHA ~RESET_ALPHA
#define APPEARANCE_LONG_GLIDE LONG_GLIDE
#ifndef PIXEL_SCALE
#define PIXEL_SCALE 0
#if DM_VERSION >= 512
#error HEY, PIXEL_SCALE probably exists now, remove this gross ass shim.
#endif
#endif
*/
// Consider these images/atoms as part of the UI/HUD
#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA|PIXEL_SCALE
@@ -417,14 +359,6 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define CLOCK_PROSELYTIZATION 23
#define SHUTTLE_HIJACK 24
#define TURF_DECAL_PAINT "paint"
#define TURF_DECAL_DAMAGE "damage"
#define TURF_DECAL_DIRT "dirt"
//Error handler defines
#define ERROR_USEFUL_LEN 2
#define NO_FIELD 0
#define FIELD_TURF 1
#define FIELD_EDGE 2
+1 -24
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@@ -118,7 +118,7 @@
//Sentience types, to prevent things like sentience potions from giving bosses sentience
#define SENTIENCE_ORGANIC 1
#define SENTIENCE_ARTIFICIAL 2
#define SENTIENCE_OTHER 3
// #define SENTIENCE_OTHER 3 unused
#define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5
@@ -137,29 +137,6 @@
#define ENVIRONMENT_SMASH_WALLS 2 //walls
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
//SNPCs
//AI defines
#define INTERACTING 2
#define TRAVEL 4
#define FIGHTING 8
//Trait defines
#define TRAIT_ROBUST 2
#define TRAIT_UNROBUST 4
#define TRAIT_SMART 8
#define TRAIT_DUMB 16
#define TRAIT_MEAN 32
#define TRAIT_FRIENDLY 64
#define TRAIT_THIEVING 128
//Range/chance defines
#define MAX_RANGE_FIND 32
#define MIN_RANGE_FIND 16
#define FUZZY_CHANCE_HIGH 85
#define FUZZY_CHANCE_LOW 50
#define CHANCE_TALK 1
#define TK_MAXRANGE 15
#define NO_SLIP_WHEN_WALKING 1
#define SLIDE 2
#define GALOSHES_DONT_HELP 4
+5 -3
View File
@@ -14,8 +14,10 @@
#define SOUND_ANNOUNCEMENTS 2048
#define DISABLE_DEATHRATTLE 4096
#define DISABLE_ARRIVALRATTLE 8192
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|MEMBER_PUBLIC|INTENT_STYLE|MIDROUND_ANTAG|SOUND_INSTRUMENTS|SOUND_SHIP_AMBIENCE|SOUND_PRAYERS|SOUND_ANNOUNCEMENTS)
#define MEDIHOUND_SLEEPER 16384 //CITADEL EDITS, vore prefs.
#define EATING_NOISES 32768
#define DIGESTION_NOISES 65536
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|MEMBER_PUBLIC|INTENT_STYLE|MIDROUND_ANTAG|SOUND_INSTRUMENTS|SOUND_SHIP_AMBIENCE|SOUND_PRAYERS|SOUND_ANNOUNCEMENTS|MEDIHOUND_SLEEPER|EATING_NOISES|DIGESTION_NOISES)
//Chat toggles
#define CHAT_OOC 1
@@ -65,4 +67,4 @@
#define EXP_TYPE_GHOST "Ghost"
//Flags in the players table in the db
#define DB_FLAG_EXEMPT 1
#define DB_FLAG_EXEMPT 1
-1
View File
@@ -49,7 +49,6 @@
#define RADIO_FROM_AIRALARM "from_airalarm"
#define RADIO_SIGNALER "signaler"
#define RADIO_ATMOSIA "atmosia"
#define RADIO_NAVBEACONS "navbeacons"
#define RADIO_AIRLOCK "airlock"
#define RADIO_MAGNETS "magnets"
+1 -3
View File
@@ -31,11 +31,9 @@
// Ripples, effects that signal a shuttle's arrival
#define SHUTTLE_RIPPLE_TIME 100
#define SHUTTLE_RIPPLE_FADEIN 50
#define TRANSIT_REQUEST 1
#define TRANSIT_READY 2
#define TRANSIT_FULL 3
#define SHUTTLE_TRANSIT_BORDER 8
@@ -79,4 +77,4 @@
#define SHUTTLE_DEFAULT_TURF_TYPE /turf/open/space
#define SHUTTLE_DEFAULT_BASETURF_TYPE /turf/open/space
#define SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE /area/shuttle
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space
+4 -4
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@@ -4,11 +4,11 @@
#define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
#define INVISIBILITY_LEVEL_ONE 35 //currently unused
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_LEVEL_TWO 45 //currently unused
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
+3 -2
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@@ -11,12 +11,13 @@
//CIT CHANNELS - TRY NOT TO REGRESS
#define CHANNEL_PRED 1015
#define CHANNEL_PREYLOOP 1014
#define CHANNEL_DIGEST 1014
#define CHANNEL_PREYLOOP 1013
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1013 //CIT CHANGE - COMPENSATES FOR VORESOUND CHANNELS
#define CHANNEL_HIGHEST_AVAILABLE 1012 //CIT CHANGE - COMPENSATES FOR VORESOUND CHANNELS
#define SOUND_MINIMUM_PRESSURE 10
-1
View File
@@ -15,6 +15,5 @@
#define EMPED 8 // temporary broken by EMP pulse
//ai power requirement defines
#define POWER_REQ_NONE 0
#define POWER_REQ_ALL 1
#define POWER_REQ_CLOCKCULT 2
-2
View File
@@ -7,8 +7,6 @@
#define STATUS_EFFECT_REPLACE 2 //if it allows only one, but new instances replace
#define BASIC_STATUS_EFFECT /datum/status_effect //Has no effect.
///////////
// BUFFS //
///////////
+4 -4
View File
@@ -84,24 +84,24 @@
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_RESEARCH 15
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_FLIGHTPACKS 30
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_ORBIT 35
#define FIRE_PRIORITY_NETWORKS 40
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORUTY_FIELDS 40
#define FIRE_PRIORITY_ACID 40
#define FIRE_PRIOTITY_BURNING 40
#define FIRE_PRIORITY_INBOUNDS 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_NETWORKS 80
#define FIRE_PRIORITY_FLIGHTPACKS 80
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 200
+17
View File
@@ -21,8 +21,25 @@
#define TRAIT_SLEEPIMMUNE "sleep_immunity"
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
#define TRAIT_STABLEHEART "stable_heart"
#define TRAIT_RESISTHEAT "resist_heat"
#define TRAIT_RESISTCOLD "resist_cold"
#define TRAIT_RESISTHIGHPRESSURE "resist_high_pressure"
#define TRAIT_RESISTLOWPRESSURE "resist_low_pressure"
#define TRAIT_RADIMMUNE "rad_immunity"
#define TRAIT_VIRUSIMMUNE "virus_immunity"
#define TRAIT_PIERCEIMMUNE "pierce_immunity"
#define TRAIT_NODISMEMBER "dismember_immunity"
#define TRAIT_NOFIRE "nonflammable"
#define TRAIT_NOGUNS "no_guns"
#define TRAIT_NOHUNGER "no_hunger"
#define TRAIT_EASYDISMEMBER "easy_dismember"
#define TRAIT_LIMBATTACHMENT "limb_attach"
#define TRAIT_TOXINLOVER "toxinlover"
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_ANTIMAGIC "anti_magic"
#define TRAIT_HOLY "holy"
#define TRAIT_NOCRITDAMAGE "no_crit"
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
+18
View File
@@ -5,6 +5,9 @@
#define DM_NOISY "Noisy"
#define DM_DRAGON "Dragon"
#define isbelly(A) istype(A, /obj/belly)
#define QDEL_NULL_LIST(x) if(x) { for(var/y in x) { qdel(y) } ; x = null }
#define VORE_STRUGGLE_EMOTE_CHANCE 40
// Stance for hostile mobs to be in while devouring someone.
@@ -60,6 +63,10 @@ GLOBAL_LIST_INIT(pred_vore_sounds, list(
"Squish3" = 'sound/vore/pred/squish_03.ogg',
"Squish4" = 'sound/vore/pred/squish_04.ogg',
"Rustle (cloth)" = 'sound/effects/rustle5.ogg',
"rustle2(cloth)" = 'sound/effects/rustle2.ogg',
"rustle3(cloth)" = 'sound/effects/rustle3.ogg',
"rustle4(cloth)" = 'sound/effects/rustle4.ogg',
"rustle5(cloth)" = 'sound/effects/rustle5.ogg',
"None" = null))
/*
GLOBAL_LIST_INIT(pred_struggle_sounds, list(
@@ -121,3 +128,14 @@ GLOBAL_LIST_INIT(death_prey, list(
"death9" = 'sound/vore/prey/death_09.ogg',
"death10" = 'sound/vore/prey/death_10.ogg'))
*/
GLOBAL_LIST_INIT(release_sound, list(
"rustle (cloth)" = 'sound/effects/rustle1.ogg',
"rustle2 (cloth)" = 'sound/effects/rustle2.ogg',
"rustle3 (cloth)" = 'sound/effects/rustle3.ogg',
"rustle4 (cloth)" = 'sound/effects/rustle4.ogg',
"rustle5 (cloth)" = 'sound/effects/rustle5.ogg',
"Stomach Move" = 'sound/vore/pred/stomachmove.ogg',
"Pred Escape" = 'sound/vore/pred/escape.ogg',
"Splatter" = 'sound/effects/splat.ogg',
"None" = null))
+4 -1
View File
@@ -77,4 +77,7 @@ GLOBAL_VAR_INIT(cmp_field, "name")
if(A.plane != B.plane)
return A.plane - B.plane
else
return A.layer - B.layer
return A.layer - B.layer
/proc/cmp_advdisease_resistance_asc(datum/disease/advance/A, datum/disease/advance/B)
return A.totalResistance() - B.totalResistance()
+6 -1
View File
@@ -35,6 +35,7 @@
return path
#define FTPDELAY 200 //200 tick delay to discourage spam
#define ADMIN_FTPDELAY_MODIFIER 0.5 //Admins get to spam files faster since we ~trust~ them!
/* This proc is a failsafe to prevent spamming of file requests.
It is just a timer that only permits a download every [FTPDELAY] ticks.
This can be changed by modifying FTPDELAY's value above.
@@ -45,9 +46,13 @@
if(time_to_wait > 0)
to_chat(src, "<font color='red'>Error: file_spam_check(): Spam. Please wait [DisplayTimeText(time_to_wait)].</font>")
return 1
GLOB.fileaccess_timer = world.time + FTPDELAY
var/delay = FTPDELAY
if(holder)
delay *= ADMIN_FTPDELAY_MODIFIER
GLOB.fileaccess_timer = world.time + delay
return 0
#undef FTPDELAY
#undef ADMIN_FTPDELAY_MODIFIER
/proc/pathwalk(path)
var/list/jobs = list(path)
+4
View File
@@ -105,3 +105,7 @@
. += copytext(text, last_found, found)
last_found = found + delim_len
while (found)
// Returns true if val is from min to max, inclusive.
/proc/IsInRange(val, min, max)
return (val >= min) && (val <= max)
+3 -3
View File
@@ -920,7 +920,7 @@ GLOBAL_LIST_INIT(WALLITEMS_INVERSE, typecacheof(list(
That said, this proc should not be used if the change facing proc of the click code is overriden at the same time*/
if(!ismob(target) || target.lying)
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
return FACING_FAILED
return FALSE
if(initator.dir == target.dir) //mobs are facing the same direction
return FACING_SAME_DIR
if(is_A_facing_B(initator,target) && is_A_facing_B(target,initator)) //mobs are facing each other
@@ -995,9 +995,9 @@ GLOBAL_LIST_INIT(WALLITEMS_INVERSE, typecacheof(list(
var/mob/living/LA = A
if(LA.lying)
return 0
var/goal_dir = angle2dir(dir2angle(get_dir(B,A)+180))
var/goal_dir = get_dir(A,B)
var/clockwise_A_dir = turn(A.dir, -45)
var/anticlockwise_A_dir = turn(B.dir, 45)
var/anticlockwise_A_dir = turn(A.dir, 45)
if(A.dir == goal_dir || clockwise_A_dir == goal_dir || anticlockwise_A_dir == goal_dir)
return 1
+3 -1
View File
@@ -25,8 +25,10 @@ GLOBAL_LIST_EMPTY(available_ai_shells)
GLOBAL_LIST_INIT(simple_animals, list(list(),list(),list(),list())) // One for each AI_* status define
GLOBAL_LIST_EMPTY(spidermobs) //all sentient spider mobs
GLOBAL_LIST_EMPTY(bots_list)
GLOBAL_LIST_EMPTY(living_cameras)
GLOBAL_LIST_EMPTY(language_datum_instances)
GLOBAL_LIST_EMPTY(all_languages)
GLOBAL_LIST_EMPTY(latejoiners) //CIT CHANGE - All latejoining people, for traitor-target purposes.
GLOBAL_LIST_EMPTY(latejoiners) //CIT CHANGE - All latejoining people, for traitor-target purposes.
GLOBAL_LIST_EMPTY(sentient_disease_instances)
-2
View File
@@ -1,10 +1,8 @@
//Each lists stores ckeys for "Never for this round" option category
#define POLL_IGNORE_PAI "pai"
#define POLL_IGNORE_SENTIENCE_POTION "sentience_potion"
#define POLL_IGNORE_POSSESSED_BLADE "possessed_blade"
#define POLL_IGNORE_ALIEN_LARVA "alien_larva"
#define POLL_IGNORE_CLOCKWORK_MARAUDER "clockwork_marauder"
#define POLL_IGNORE_SYNDICATE "syndicate"
#define POLL_IGNORE_HOLOPARASITE "holoparasite"
-1
View File
@@ -1 +0,0 @@
GLOBAL_VAR_INIT(enable_examine_tips, TRUE)
-8
View File
@@ -1,8 +0,0 @@
/mob/camera/god/UnarmedAttack(atom/A)
A.attack_god(src)
/mob/camera/god/RangedAttack(atom/A)
A.attack_god(src)
/atom/proc/attack_god(mob/user)
return
+1 -1
View File
@@ -66,7 +66,7 @@
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:16,SOUTH:5" //monkey
#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
//#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien
-13
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@@ -1,13 +0,0 @@
/datum/hud/brain/show_hud(version = 0)
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
mymob.client.screen = list()
mymob.client.screen += mymob.client.void
/mob/living/brain/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/brain(src)
+1 -1
View File
@@ -103,7 +103,7 @@
"<span class='userdanger'>[name] bites [ML]!</span>")
if(armor >= 2)
return
for(var/thing in viruses)
for(var/thing in diseases)
var/datum/disease/D = thing
ML.ForceContractDisease(D)
else
+5
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@@ -10,6 +10,8 @@
By default, emulate the user's unarmed attack
*/
#define TK_MAXRANGE 15
/atom/proc/attack_tk(mob/user)
if(user.stat || !tkMaxRangeCheck(user, src))
return
@@ -188,3 +190,6 @@
/obj/item/tk_grab/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is using [user.p_their()] telekinesis to choke [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
#undef TK_MAXRANGE
-18
View File
@@ -1,18 +0,0 @@
/area/maintenance/bar
name = "Maintenance Bar"
icon = 'code/citadel/icons/areas.dmi'
icon_state = "maintbar"
/area/maintenance/bar/cafe
name = "Abandoned Cafe"
/area/crew_quarters/theatre/clown
name = "Clown's Office"
/area/crew_quarters/theatre/mime
name = "Mime's Office"
/area/crew_quarters/cryopod
name = "Cryogenics"
icon = 'code/citadel/icons/areas.dmi'
icon_state = "cryo"
-544
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@@ -1,544 +0,0 @@
//Mob vars
/mob/living
var/arousalloss = 0 //How aroused the mob is.
var/min_arousal = 0 //The lowest this mobs arousal will get. default = 0
var/max_arousal = 100 //The highest this mobs arousal will get. default = 100
var/arousal_rate = 1 //The base rate that arousal will increase in this mob.
var/arousal_loss_rate = 1 //How easily arousal can be relieved for this mob.
var/canbearoused = FALSE //Mob-level disabler for arousal. Starts off and can be enabled as features are added for different mob types.
var/mb_cd_length = 100 //5 second cooldown for masturbating because fuck spam.
var/mb_cd_timer = 0 //The timer itself
/mob/living/carbon/human
canbearoused = TRUE
var/saved_underwear = ""//saves their underwear so it can be toggled later
var/saved_undershirt = ""
/mob/living/carbon/human/New()
..()
saved_underwear = underwear
saved_undershirt = undershirt
//Species vars
/datum/species
var/arousal_gain_rate = 1 //Rate at which this species becomes aroused
var/arousal_lose_rate = 1 //Multiplier for how easily arousal can be relieved
var/list/cum_fluids = list("semen")
var/list/milk_fluids = list("milk")
var/list/femcum_fluids = list("femcum")
//Mob procs
/mob/living/proc/handle_arousal()
/mob/living/carbon/handle_arousal()
if(canbearoused && dna)
var/datum/species/S
S = dna.species
if(S && SSmobs.times_fired%36==2 && getArousalLoss() < max_arousal)//Totally stolen from breathing code. Do this every 36 ticks.
adjustArousalLoss(arousal_rate * S.arousal_gain_rate)
if(dna.features["exhibitionist"])
var/amt_nude = 0
if(is_chest_exposed() && (gender == FEMALE || getorganslot("breasts")))
amt_nude++
if(is_groin_exposed())
if(getorganslot("penis"))
amt_nude++
if(getorganslot("vagina"))
amt_nude++
var/mob/living/M
var/watchers = 0
for(M in view(world.view, src))
if(M.client && !M.stat && !M.eye_blind && (locate(src) in viewers(world.view,M)))
watchers++
if(watchers && amt_nude)
adjustArousalLoss((amt_nude * watchers) + S.arousal_gain_rate)
/mob/living/proc/getArousalLoss()
return arousalloss
/mob/living/proc/adjustArousalLoss(amount, updating_arousal=1)
if(status_flags & GODMODE || !canbearoused)
return 0
arousalloss = CLAMP(arousalloss + amount, min_arousal, max_arousal)
if(updating_arousal)
updatearousal()
/mob/living/proc/setArousalLoss(amount, updating_arousal=1)
if(status_flags & GODMODE || !canbearoused)
return 0
arousalloss = CLAMP(amount, min_arousal, max_arousal)
if(updating_arousal)
updatearousal()
/mob/living/proc/getPercentAroused()
return ((100 / max_arousal) * arousalloss)
/mob/living/proc/isPercentAroused(percentage)//returns true if the mob's arousal (measured in a percent of 100) is greater than the arg percentage.
if(!isnum(percentage) || percentage > 100 || percentage < 0)
CRASH("Provided percentage is invalid")
if(getPercentAroused() >= percentage)
return TRUE
return FALSE
//H U D//
/mob/living/proc/updatearousal()
update_arousal_hud()
/mob/living/proc/update_arousal_hud()
return 0
/datum/species/proc/update_arousal_hud(mob/living/carbon/human/H)
return 0
/mob/living/carbon/human/update_arousal_hud()
if(!client || !hud_used)
return 0
if(dna.species.update_arousal_hud())
return 0
if(!canbearoused)
hud_used.arousal.icon_state = ""
return 0
else
if(hud_used.arousal)
if(stat == DEAD)
hud_used.arousal.icon_state = "arousal0"
return 1
if(getArousalLoss() == max_arousal)
hud_used.arousal.icon_state = "arousal100"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 90)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal90"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 80)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal80"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 70)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal70"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 60)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal60"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 50)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal50"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 40)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal40"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 30)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal30"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 20)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal10"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 10)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal10"
return 1
else
hud_used.arousal.icon_state = "arousal0"
/obj/screen/arousal
name = "arousal"
icon_state = "arousal0"
icon = 'code/citadel/icons/hud.dmi'
screen_loc = ui_arousal
/obj/screen/arousal/Click()
if(!isliving(usr))
return 0
var/mob/living/M = usr
if(M.canbearoused)
M.mob_climax()
return 1
else
to_chat(M, "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>")
/mob/living/proc/mob_climax()//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
set name = "Masturbate"
set category = "IC"
if(canbearoused && !restrained() && !stat)
if(mb_cd_timer <= world.time)
//start the cooldown even if it fails
mb_cd_timer = world.time + mb_cd_length
if(getArousalLoss() >= ((max_arousal / 100) * 33))//33% arousal or greater required
src.visible_message("<span class='danger'>[src] starts masturbating!</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, 30, target = src))
src.visible_message("<span class='danger'>[src] relieves themself!</span>", \
"<span class='userdanger'>You have relieved yourself.</span>")
setArousalLoss(min_arousal)
/*
switch(gender)
if(MALE)
PoolOrNew(/obj/effect/decal/cleanable/semen, loc)
if(FEMALE)
PoolOrNew(/obj/effect/decal/cleanable/femcum, loc)
*/
else
to_chat(src, "<span class='notice'>You aren't aroused enough for that.</span>")
//These are various procs that we'll use later, split up for readability instead of having one, huge proc.
//For all of these, we assume the arguments given are proper and have been checked beforehand.
/mob/living/carbon/human/proc/mob_masturbate(obj/item/organ/genital/G, mb_time = 30) //Masturbation, keep it gender-neutral
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(mb_time)
src.visible_message("<span class='danger'>[src] starts to [G.masturbation_verb] [p_their()] [G.name].</span>", \
"<span class='green'>You start to [G.masturbation_verb] your [G.name].</span>", \
"<span class='green'>You start to [G.masturbation_verb] your [G.name].</span>")
if(do_after(src, mb_time, target = src))
if(total_fluids > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
var/total_fluids = 0
var/datum/reagents/fluid_source = null
var/unable_to_come = FALSE
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
total_fluids = fluid_source.total_volume
else
if(!G.linked_organ)
unable_to_come = TRUE
else
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(unable_to_come)
src.visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
else
total_fluids = fluid_source.total_volume
if(mb_time) //as long as it's not instant, give a warning
src.visible_message("<span class='danger'>[src] looks like they're about to cum.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>")
if(do_after(src, mb_time, target = src))
if(total_fluids > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms[istype(src.loc, /turf/open/floor) ? ", spilling onto [src.loc]" : ""], using [p_their()] [G.name]!</span>", \
"<span class='green'>You climax[istype(src.loc, /turf/open/floor) ? ", spilling onto [src.loc]" : ""] with your [G.name].</span>", \
"<span class='green'>You climax using your [G.name].</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(mb_time) //Skip warning if this is an instant climax.
src.visible_message("[src] is about to climax with [L]!", \
"You're about to climax with [L]!", \
"<span class='danger'>You're preparing to climax with someone!</span>")
if(spillage)
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids*G.fluid_transfer_factor)
total_fluids -= total_fluids*G.fluid_transfer_factor
if(total_fluids > 5)
fluid_source.reaction(L.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] climaxes with [L][spillage ? ", overflowing and spilling":""], using [p_their()] [G.name]!</span>", \
"<span class='green'>You orgasm with [L][spillage ? ", spilling out of them":""], using your [G.name].</span>", \
"<span class='green'>You have climaxed with someone[spillage ? ", spilling out of them":""], using your [G.name].</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
else //knots and other non-spilling orgasms
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids)
total_fluids = 0
src.visible_message("<span class='danger'>[src] climaxes with [L], [p_their()] [G.name] spilling nothing!</span>", \
"<span class='green'>You ejaculate with [L], your [G.name] spilling nothing.</span>", \
"<span class='green'>You have climaxed inside someone, your [G.name] spilling nothing.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
//if(!container) //Something weird happened
// to_chat(src, "<span class='warning'>You need a container to do this!</span>")
// return
src.visible_message("<span class='danger'>[src] starts to [G.masturbation_verb] their [G.name] over [container].</span>", \
"<span class='userdanger'>You start to [G.masturbation_verb] your [G.name] over [container].</span>", \
"<span class='userdanger'>You start to [G.masturbation_verb] your [G.name] over something.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, container))
fluid_source.trans_to(container, total_fluids)
src.visible_message("<span class='danger'>[src] uses [p_their()] [G.name] to fill [container]!</span>", \
"<span class='green'>You used your [G.name] to fill [container].</span>", \
"<span class='green'>You have relieved some pressure.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/pick_masturbate_genitals()
var/obj/item/organ/genital/ret_organ
var/list/genitals_list = list()
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
genitals_list += G
if(genitals_list.len)
ret_organ = input(src, "with what?", "Masturbate", null) as null|obj in genitals_list
return ret_organ
return null //error stuff
/mob/living/carbon/human/proc/pick_climax_genitals()
var/obj/item/organ/genital/ret_organ
var/list/genitals_list = list()
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_climax) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
genitals_list += G
if(genitals_list.len)
ret_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
return ret_organ
return null //error stuff
/mob/living/carbon/human/proc/pick_partner()
var/list/partners = list()
if(src.pulling)
partners += src.pulling //Yes, even objects for now
if(src.pulledby)
partners += src.pulledby
//Now we got both of them, let's check if they're proper
for(var/I in partners)
if(isliving(I))
if(iscarbon(I))
var/mob/living/carbon/C = I
if(!C.exposed_genitals.len) //Nothing through_clothing
if(!C.is_groin_exposed()) //No pants undone
if(!C.is_chest_exposed()) //No chest exposed
partners -= I //Then not proper, remove them
else
partners -= I //No fucking objects
//NOW the list should only contain correct partners
if(!partners.len)
return null //No one left.
return input(src, "With whom?", "Sexual partner", null) in partners //pick one, default to null
/mob/living/carbon/human/proc/pick_climax_container()
var/obj/item/reagent_containers/SC = null
var/list/containers_list = list()
for(var/obj/item/reagent_containers/container in held_items)
if(container.is_open_container() || istype(container, /obj/item/reagent_containers/food/snacks))
containers_list += container
if(containers_list.len)
SC = input(src, "Into or onto what?(Cancel for nowhere)", null) as null|obj in containers_list
if(SC)
if(in_range(src, SC))
return SC
return null //If nothing correct, give null.
//Here's the main proc itself
/mob/living/carbon/human/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>")
return
mb_cd_timer = (world.time + mb_cd_length)
if(canbearoused && has_dna())
if(stat==2)
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
return
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
for(var/obj/item/organ/O in internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(!G.can_climax) //Skip things like wombs and testicles
continue
var/mob/living/partner
var/check_target
var/list/worn_stuff = get_equipped_items()
if(G.is_exposed(worn_stuff))
if(src.pulling) //Are we pulling someone? Priority target, we can't be making option menus for this, has to be quick
if(isliving(src.pulling)) //Don't fuck objects
check_target = src.pulling
if(src.pulledby && !check_target) //prioritise pulled over pulledby
if(isliving(src.pulledby))
check_target = src.pulledby
//Now we should have a partner, or else we have to come alone
if(check_target)
if(iscarbon(check_target)) //carbons can have clothes
var/mob/living/carbon/C = check_target
if(C.exposed_genitals.len || C.is_groin_exposed() || C.is_chest_exposed()) //Are they naked enough?
partner = C
else //A cat is fine too
partner = check_target
if(partner) //Did they pass the clothing checks?
mob_climax_partner(G, partner, mb_time = 0) //Instant climax due to forced
continue //You've climaxed once with this organ, continue on
//not exposed OR if no partner was found while exposed, climax alone
mob_climax_outside(G, mb_time = 0) //removed climax timer for sudden, forced orgasms
//Now all genitals that could climax, have.
//Since this was a forced climax, we do not need to continue with the other stuff
return
//If we get here, then this is not a forced climax and we gotta check a few things.
if(stat==1) //No sleep-masturbation, you're unconscious.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
if(getArousalLoss() < 33) //flat number instead of percentage
to_chat(src, "<span class='warning'>You aren't aroused enough for that!</span>")
return
//Ok, now we check what they want to do.
var/choice = input(src, "Select sexual activity", "Sexual activity:") in list("Masturbate", "Climax alone", "Climax with partner", "Fill container")
switch(choice)
if("Masturbate")
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_masturbate_genitals()
if(picked_organ)
mob_masturbate(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot masturbate without choosing genitals.</span>")
return
if("Climax alone")
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
mob_climax_outside(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
if("Climax with partner")
//We need no hands, we can be restrained and so on, so let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
var/mob/living/partner = pick_partner() //Get someone
if(partner)
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as anything in list("Yes", "No")
if(spillage == "Yes")
mob_climax_partner(picked_organ, partner, TRUE)
else
mob_climax_partner(picked_organ, partner, FALSE)
return
else
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
if("Fill container")
//We'll need hands and no restraints.
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
if(fluid_container)
mob_fill_container(picked_organ, fluid_container)
return
else
to_chat(src, "<span class='warning'>You cannot do this without anything to fill.</span>")
return
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing genitals.</span>")
return
else //Somehow another option was taken, maybe something interrupted the selection or it was cancelled
return //Just end it in that case.
-31
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@@ -1,31 +0,0 @@
/*/////////////////////////////////////////////////////////////////////////////////
/////// ///////
/////// Cit's exclusive jumpsuits, uniforms, etc. go here ///////
/////// ///////
*//////////////////////////////////////////////////////////////////////////////////
/obj/item/clothing/under/rank/security/skirt
name = "security skirt"
desc = "A tactical security skirt for officers complete with Nanotrasen belt buckle."
icon = 'icons/obj/clothing/cit_clothes.dmi'
icon_state = "secskirt"
icon_override = 'icons/mob/citadel/uniforms.dmi'
item_state = "r_suit"
item_color = "secskirt"
/obj/item/clothing/under/rank/head_of_security/skirt
name = "head of security's skirt"
desc = "A security skirt decorated for those few with the dedication to achieve the position of Head of Security."
icon = 'icons/obj/clothing/cit_clothes.dmi'
icon_state = "hosskirt"
icon_override = 'icons/mob/citadel/uniforms.dmi'
item_state = "gy_suit"
item_color = "hosskirt"
/obj/item/clothing/suit/armor/hos/trenchcoat/cloak
name = "armored trenchcloak"
desc = "A trenchcoat enchanced with a special lightweight kevlar. This one appears to be designed to be draped over one's shoulders rather than worn normally.."
alternate_worn_icon = 'icons/mob/citadel/suit.dmi'
icon_state = "hostrench"
item_state = "hostrench"
-35
View File
@@ -1,35 +0,0 @@
/datum/controller/subsystem/ticker/proc/generate_crew_objectives()
for(var/datum/mind/crewMind in SSticker.minds)
if(prob(5) && !issilicon(crewMind.current) && !jobban_isbanned(crewMind, "Syndicate") && GLOB.miscreants_allowed && ROLE_MISCREANT in crewMind.current.client.prefs.be_special)
generate_miscreant_objectives(crewMind)
else
if(CONFIG_GET(flag/allow_crew_objectives))
generate_individual_objectives(crewMind)
return
/datum/controller/subsystem/ticker/proc/generate_individual_objectives(var/datum/mind/crewMind)
if(!(CONFIG_GET(flag/allow_crew_objectives)))
return
if(!crewMind)
return
if(!crewMind.current || !crewMind.objectives || crewMind.special_role)
return
if(!crewMind.assigned_role)
return
var/list/validobjs = crewobjjobs["[ckey(crewMind.assigned_role)]"]
if(!validobjs || !validobjs.len)
return
var/selectedObj = pick(validobjs)
var/datum/objective/crew/newObjective = new selectedObj
if(!newObjective)
return
newObjective.owner = crewMind
crewMind.objectives += newObjective
to_chat(crewMind, "<B>As a part of Nanotrasen's anti-tide efforts, you have been assigned an optional objective. It will be checked at the end of the shift. <font color=red>Performing traitorous acts in pursuit of your objective may result in termination of your employment.</font></B>")
to_chat(crewMind, "<B>Your optional objective:</B> [newObjective.explanation_text]")
/datum/objective/crew/
var/jobs = ""
explanation_text = "Yell on the development discussion channel on Citadels discord if this ever shows up. Something just broke here, dude"
/datum/objective/crew/proc/setup()
-5
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/obj/structure/displaycase/clown
desc = "In the event of clown, honk glass."
alert = 1
start_showpiece_type = /obj/item/bikehorn
req_access = list(ACCESS_CENT_GENERAL)
-3
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//Disables the custom emote blacklist from TG that normally applies to slimes.
/datum/emote/living/custom
mob_type_blacklist_typecache = list(/mob/living/brain)
-21
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//Will include consumable gene mods in the future.
/obj/item/genemod
name = "genetic modifier"
desc = "Microbodies which can grow, morph, or otherwise change an organism into something else."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "dnainjector"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
var/applied_region = "chest"
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/genemod/proc/use(mob/living/carbon/human/target)
return
File diff suppressed because it is too large Load Diff
-41
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/obj/structure/reagent_dispensers/keg
name = "keg"
desc = "A keg."
icon = 'code/citadel/icons/objects.dmi'
icon_state = "keg"
reagent_id = "water"
/obj/structure/reagent_dispensers/keg/mead
name = "keg of mead"
desc = "A keg of mead."
icon_state = "orangekeg"
reagent_id = "mead"
/obj/structure/reagent_dispensers/keg/aphro
name = "keg of aphrodisiac"
desc = "A keg of aphrodisiac."
icon_state = "pinkkeg"
reagent_id = "aphro"
/obj/structure/reagent_dispensers/keg/aphro/strong
name = "keg of strong aphrodisiac"
desc = "A keg of strong and addictive aphrodisiac."
reagent_id = "aphro+"
/obj/structure/reagent_dispensers/keg/milk
name = "keg of milk"
desc = "It's not quite what you were hoping for."
icon_state = "whitekeg"
reagent_id = "milk"
/obj/structure/reagent_dispensers/keg/semen
name = "keg of semen"
desc = "Dear lord, where did this even come from?"
icon_state = "whitekeg"
reagent_id = "semen"
/obj/structure/reagent_dispensers/keg/gargle
name = "keg of pan galactic gargleblaster"
desc = "A keg of... wow that's a long name."
icon_state = "bluekeg"
reagent_id = "gargleblaster"
-52
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/datum/controller/subsystem/ticker/proc/generate_miscreant_objectives(var/datum/mind/crewMind)
if(!GLOB.miscreants_allowed)
return
if(!crewMind)
return
if(!crewMind.current || !crewMind.objectives || crewMind.special_role)
return
if(!crewMind.assigned_role)
return
if(!(ROLE_MISCREANT in crewMind.current.client.prefs.be_special))
return
if(jobban_isbanned(crewMind, "Syndicate"))
return
var/list/objectiveTypes = miscreantobjlist
if(!objectiveTypes.len)
return
var/selectedType = pick(objectiveTypes)
var/datum/objective/miscreant/newObjective = new selectedType
if(!newObjective)
return
newObjective.owner = crewMind
crewMind.objectives += newObjective
crewMind.special_role = "miscreant"
to_chat(crewMind, "<B><font size=3 color=red>You are a Miscreant.</font></B>")
to_chat(crewMind, "<B>Pursuing your objective is entirely optional, as the completion of your objective is unable to be tracked. Performing traitorous acts not directly related to your objective may result in permanent termination of your employment.</B>")
to_chat(crewMind, "<B>Your objective:</B> [newObjective.explanation_text]")
/datum/objective/miscreant
explanation_text = "Something broke. Horribly. Dear god, im so sorry. Yell about this in the development discussion channel of citadels discord."
/* Goon's Miscreant Objectives */
/datum/objective/miscreant/incompetent
explanation_text = "Be as useless and incompetent as possible without getting killed."
/datum/objective/miscreant/litterbug
explanation_text = "Make a huge mess wherever you go."
/datum/objective/miscreant/creepy
explanation_text = "Sneak around looking as suspicious as possible without actually doing anything illegal."
/datum/objective/miscreant/whiny
explanation_text = "Complain incessantly about every minor issue you find."
/* Citadel's Miscreant Objectives */
/datum/objective/miscreant/immersions
explanation_text = "Act as uncharacteristic as you possibly can." // corrected from "Act as out of character as you can" people thought it meant to just ooc in ic
/datum/objective/miscreant/cargonia
explanation_text = "Attempt to establish independence of your department."
-274
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//body bluids
/datum/reagent/consumable/semen
name = "Semen"
id = "semen"
description = "Sperm from some animal. Useless for anything but insemination, really."
taste_description = "something salty"
taste_mult = 2 //Not very overpowering flavor
data = list("donor"=null,"viruses"=null,"donor_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null)
reagent_state = LIQUID
color = "#FFFFFF" // rgb: 255, 255, 255
nutriment_factor = 0.5 * REAGENTS_METABOLISM
/datum/reagent/consumable/semen/reaction_turf(turf/T, reac_volume)
if(!istype(T))
return
if(reac_volume < 3)
return
var/obj/effect/decal/cleanable/semen/S = locate() in T
if(!S)
S = new(T)
S.reagents.add_reagent("semen", reac_volume)
if(data["blood_DNA"])
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
/obj/effect/decal/cleanable/semen
name = "semen"
desc = null
gender = PLURAL
density = 0
layer = ABOVE_NORMAL_TURF_LAYER
icon = 'code/citadel/icons/effects.dmi'
icon_state = "semen1"
random_icon_states = list("semen1", "semen2", "semen3", "semen4")
/obj/effect/decal/cleanable/semen/New()
..()
dir = pick(1,2,4,8)
/datum/reagent/consumable/semen/reaction_turf(turf/T, reac_volume)
if(!isspaceturf(T))
var/obj/effect/decal/cleanable/reagentdecal = new/obj/effect/decal/cleanable/semen(T)
reagentdecal.reagents.add_reagent("semen", reac_volume)
/datum/reagent/consumable/femcum
name = "Female Ejaculate"
id = "femcum"
description = "Vaginal lubricant found in most mammals and other animals of similar nature. Where you found this is your own business."
taste_description = "something with a tang" // wew coders who haven't eaten out a girl.
taste_mult = 2
data = list("donor"=null,"viruses"=null,"donor_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null)
reagent_state = LIQUID
color = "#AAAAAA77"
nutriment_factor = 0.5 * REAGENTS_METABOLISM
/obj/effect/decal/cleanable/femcum
name = "female ejaculate"
desc = null
gender = PLURAL
density = 0
layer = ABOVE_NORMAL_TURF_LAYER
icon = 'code/citadel/icons/effects.dmi'
icon_state = "fem1"
random_icon_states = list("fem1", "fem2", "fem3", "fem4")
blood_state = null
bloodiness = null
/obj/effect/decal/cleanable/femcum/New()
..()
dir = pick(1,2,4,8)
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/femcum/replace_decal(obj/effect/decal/cleanable/femcum/F)
F.add_blood_DNA(return_blood_DNA())
..()
/datum/reagent/consumable/femcum/reaction_turf(turf/T, reac_volume)
if(!istype(T))
return
if(reac_volume < 3)
return
var/obj/effect/decal/cleanable/femcum/S = locate() in T
if(!S)
S = new(T)
S.reagents.add_reagent("femcum", reac_volume)
if(data["blood_DNA"])
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
//aphrodisiac & anaphrodisiac
/datum/reagent/drug/aphrodisiac
name = "Crocin"
id = "aphro"
description = "Naturally found in the crocus and gardenia flowers, this drug acts as a natural and safe aphrodisiac."
taste_description = "strawberry roofies"
taste_mult = 2 //Hide the roofies in stronger flavors
color = "#FFADFF"//PINK, rgb(255, 173, 255)
/datum/reagent/drug/aphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused)
if(prob(33))
M.adjustArousalLoss(2)
if(prob(5))
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message = pick("You feel frisky.", "You're having trouble suppressing your urges.", "You feel in the mood.")
to_chat(M, "<span class='love'>[aroused_message]</span>")
..()
/datum/reagent/drug/aphrodisiacplus
name = "Hexacrocin"
id = "aphro+"
description = "Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals.\
Addiction withdrawals can cause brain damage and shortness of breath. Overdosage can lead to brain damage and a\
permanent increase in libido (commonly referred to as 'bimbofication')."
taste_description = "liquid desire"
color = "#FF2BFF"//dark pink
addiction_threshold = 20
overdose_threshold = 20
/datum/reagent/drug/aphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused)
if(prob(33))
M.adjustArousalLoss(6)//not quite six times as powerful, but still considerably more powerful.
if(prob(5))
if(M.getArousalLoss() > 75)
M.say(pick("Hnnnnngghh...", "Ohh...", "Mmnnn..."))
else
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message
if(M.getArousalLoss() > 90)
aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
else
aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
to_chat(M, "<span class='love'>[aroused_message]</span>")
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage2(mob/living/M)
if(prob(30))
M.adjustBrainLoss(2)
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage3(mob/living/M)
if(prob(30))
M.adjustBrainLoss(3)
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage4(mob/living/M)
if(prob(30))
M.adjustBrainLoss(4)
..()
/datum/reagent/drug/aphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && prob(33))
if(M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
var/mob/living/carbon/human/H = M
if(prob(50)) //Less spam
to_chat(H, "<span class='love'>Your libido is going haywire!</span>")
H.mob_climax(forced_climax=TRUE)
if(M.min_arousal < 50)
M.min_arousal += 1
if(M.min_arousal < M.max_arousal)
M.min_arousal += 1
M.adjustArousalLoss(2)
..()
/datum/reagent/drug/anaphrodisiac
name = "Camphor"
id = "anaphro"
description = "Naturally found in some species of evergreen trees, camphor is a waxy substance. When injested by most animals, it acts as an anaphrodisiac\
, reducing libido and calming them. Non-habit forming and not addictive."
taste_description = "dull bitterness"
taste_mult = 2
color = "#D9D9D9"//rgb(217, 217, 217)
reagent_state = SOLID
/datum/reagent/drug/anaphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused && prob(33))
M.adjustArousalLoss(-2)
..()
/datum/reagent/drug/anaphrodisiacplus
name = "Hexacamphor"
id = "anaphro+"
description = "Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive."
taste_description = "tranquil celibacy"
color = "#D9D9D9"//rgb(217, 217, 217)
reagent_state = SOLID
overdose_threshold = 20
/datum/reagent/drug/anaphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused && prob(33))
M.adjustArousalLoss(-4)
..()
/datum/reagent/drug/anaphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && prob(33))
if(M.min_arousal > 0)
M.min_arousal -= 1
if(M.min_arousal > 50)
M.min_arousal -= 1
M.adjustArousalLoss(-2)
..()
//recipes
/datum/chemical_reaction/aphro
name = "crocin"
id = "aphro"
results = list("aphro" = 6)
required_reagents = list("carbon" = 2, "hydrogen" = 2, "oxygen" = 2, "water" = 1)
required_temp = 400
mix_message = "The mixture boils off a pink vapor..."//The water boils off, leaving the crocin
/datum/chemical_reaction/aphroplus
name = "hexacrocin"
id = "aphro+"
results = list("aphro+" = 1)
required_reagents = list("aphro" = 6, "phenol" = 1)
required_temp = 400
mix_message = "The mixture rapidly condenses and darkens in color..."
/datum/chemical_reaction/anaphro
name = "camphor"
id = "anaphro"
results = list("anaphro" = 6)
required_reagents = list("carbon" = 2, "hydrogen" = 2, "oxygen" = 2, "sulfur" = 1)
required_temp = 400
mix_message = "The mixture boils off a yellow, smelly vapor..."//Sulfur burns off, leaving the camphor
/datum/chemical_reaction/anaphroplus
name = "pentacamphor"
id = "anaphro+"
results = list("anaphro+" = 1)
required_reagents = list("anaphro" = 5, "acetone" = 1)
required_temp = 300
mix_message = "The mixture thickens and heats up slighty..."
//=========Drinks and Stuff!============//
/datum/reagent/consumable/ethanol/sake
name = "Sake"
id = "sake"
description = "A sweet rice wine of questionable legality and extreme potency."
color = "#DDDDDD"
boozepwr = 70
taste_description = "sweet rice wine"
glass_icon_state = "sakecup"
glass_name = "glass of sake"
glass_desc = "A traditional cup of sake."
/datum/chemical_reaction/sake
name = "sake"
id = "sake"
results = list("sake" = 20)
required_reagents = list("rice" = 15, "sugar" = 5)
required_temp = 400
mix_message = "The rice grains ferment with the sugar into a clear, sweet-smelling liquid."
/obj/item/reagent_containers/food/drinks/bottle/sake
name = "Traditional Sake"
desc = "Sweet as can be, and burns like foxfire going down."
icon = 'code/citadel/icons/drinks.dmi'
icon_state = "sakebottle"
list_reagents = list("sake" = 100)
/obj/item/reagent_containers/food/drinks/bottle/sake/Initialize()
. = ..()
if(prob(30))
name = "Tetravulpine Sake"
desc += " On the bottle is a picture of a kitsune with four tails."
else if(prob(30))
name = "Inubashiri's Home Brew"
desc += " Awoo."
-7
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@@ -1,7 +0,0 @@
/obj/effect/spawner/lootdrop/keg
name = "random keg spawner"
lootcount = 1
loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
/obj/structure/reagent_dispensers/keg/aphro = 1,
/obj/structure/reagent_dispensers/keg/aphro/strong = 1,
/obj/structure/reagent_dispensers/keg/gargle = 1)
-40
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@@ -1,40 +0,0 @@
/obj/item/clothing/under/bb_sweater
name = "cream sweater"
desc = "Why trade style for comfort? Now you can go commando down south and still be cozy up north."
icon_state = "bb_turtle"
item_state = "w_suit"
item_color = "bb_turtle"
body_parts_covered = CHEST|ARMS
can_adjust = 1
icon = 'icons/obj/clothing/turtlenecks.dmi'
icon_override = 'icons/mob/citadel/uniforms.dmi'
/obj/item/clothing/under/bb_sweater/black
name = "black sweater"
icon_state = "bb_turtleblk"
item_state = "bl_suit"
item_color = "bb_turtleblk"
/obj/item/clothing/under/bb_sweater/purple
name = "purple sweater"
icon_state = "bb_turtlepur"
item_state = "p_suit"
item_color = "bb_turtlepur"
/obj/item/clothing/under/bb_sweater/green
name = "green sweater"
icon_state = "bb_turtlegrn"
item_state = "g_suit"
item_color = "bb_turtlegrn"
/obj/item/clothing/under/bb_sweater/red
name = "red sweater"
icon_state = "bb_turtlered"
item_state = "r_suit"
item_color = "bb_turtlered"
/obj/item/clothing/under/bb_sweater/blue
name = "blue sweater"
icon_state = "bb_turtleblu"
item_state = "b_suit"
item_color = "bb_turtleblu"
-102
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@@ -1,102 +0,0 @@
#define STANDARD_CHARGE 1
#define CONTRABAND_CHARGE 2
#define COIN_CHARGE 3
/obj/machinery/vending/kink
name = "KinkMate"
desc = "A vending machine for all your unmentionable desires."
icon = 'icons/obj/citvending.dmi'
icon_state = "kink"
product_slogans = "Kinky!;Sexy!;Check me out, big boy!"
vend_reply = "Have fun, you shameless pervert!"
products = list(
/obj/item/clothing/under/maid = 5,
/obj/item/clothing/under/stripper_pink = 5,
/obj/item/clothing/under/stripper_green = 5,
/obj/item/dildo/custom = 5
)
contraband = list(/obj/item/restraints/handcuffs/fake/kinky = 5,
/obj/item/clothing/neck/petcollar = 5,
/obj/item/clothing/under/mankini = 1,
/obj/item/dildo/flared/huge = 1
)
premium = list(/obj/item/device/electropack/shockcollar = 1)
refill_canister = /obj/item/vending_refill/kink
/*
/obj/machinery/vending/nazivend
name = "Nazivend"
desc = "A vending machine containing Nazi German supplies. A label reads: \"Remember the gorrilions lost.\""
icon = 'icons/obj/citvending.dmi'
icon_state = "nazi"
vend_reply = "SIEG HEIL!"
product_slogans = "Das Vierte Reich wird zuruckkehren!;ENTFERNEN JUDEN!;Billiger als die Juden jemals geben!;Rader auf dem adminbus geht rund und rund.;Warten Sie, warum wir wieder hassen Juden?- *BZZT*"
products = list(
/obj/item/clothing/head/stalhelm = 20,
/obj/item/clothing/head/panzer = 20,
/obj/item/clothing/suit/soldiercoat = 20,
// /obj/item/clothing/under/soldieruniform = 20,
/obj/item/clothing/shoes/jackboots = 20
)
contraband = list(
/obj/item/clothing/head/naziofficer = 10,
// /obj/item/clothing/suit/officercoat = 10,
// /obj/item/clothing/under/officeruniform = 10,
/obj/item/clothing/suit/space/hardsuit/nazi = 3,
/obj/item/gun/energy/plasma/MP40k = 4
)
premium = list()
refill_canister = /obj/item/vending_refill/nazi
*/
/obj/machinery/vending/sovietvend
name = "KomradeVendtink"
desc = "Rodina-mat' zovyot!"
icon = 'icons/obj/citvending.dmi'
icon_state = "soviet"
vend_reply = "The fascist and capitalist svin'ya shall fall, komrade!"
product_slogans = "Quality worth waiting in line for!; Get Hammer and Sickled!; Sosvietsky soyuz above all!; With capitalist pigsky, you would have paid a fortunetink! ; Craftink in Motherland herself!"
products = list(
/obj/item/clothing/under/soviet = 20,
/obj/item/clothing/head/ushanka = 20,
/obj/item/clothing/shoes/jackboots = 20,
/obj/item/clothing/head/squatter_hat = 20,
/obj/item/clothing/under/squatter_outfit = 20,
/obj/item/clothing/under/russobluecamooutfit = 20,
/obj/item/clothing/head/russobluecamohat = 20
)
contraband = list(
/obj/item/clothing/under/syndicate/tacticool = 4,
/obj/item/clothing/mask/balaclava = 4,
/obj/item/clothing/suit/russofurcoat = 4,
/obj/item/clothing/head/russofurhat = 4,
/obj/item/clothing/suit/space/hardsuit/soviet = 3,
/obj/item/gun/energy/laser/LaserAK = 4
)
premium = list()
refill_canister = /obj/item/vending_refill/soviet
#undef STANDARD_CHARGE
#undef CONTRABAND_CHARGE
#undef COIN_CHARGE
/obj/item/vending_refill/kink
machine_name = "KinkMate"
icon = 'modular_citadel/icons/vending_restock.dmi'
icon_state = "refill_kink"
charges = list(8, 5, 0)// of 20 standard, 12 contraband, 0 premium
init_charges = list(8, 5, 0)
/obj/item/vending_refill/nazi
machine_name = "nazivend"
icon_state = "refill_nazi"
charges = list(33, 13, 0)
init_charges = list(33, 13, 0)
/obj/item/vending_refill/soviet
machine_name = "sovietvend"
icon_state = "refill_soviet"
charges = list(47, 7, 0)
init_charges = list(47, 7, 0)
@@ -1,81 +0,0 @@
/* CARGO OBJECTIVES */
/datum/objective/crew/petsplosion
explanation_text = "Ensure there are at least (If you see this, yell on citadels discord in the development discussion channel) pets on the station by the end of the shift. Interpret this as you wish."
jobs = "quartermaster,cargotechnician"
/datum/objective/crew/petsplosion/New()
. = ..()
target_amount = rand(10,30)
update_explanation_text()
/datum/objective/crew/petsplosion/update_explanation_text()
. = ..()
explanation_text = "Ensure there are at least [target_amount] pets on the station by the end of the shift. Interpret this as you wish."
/datum/objective/crew/petsplosion/check_completion()
var/petcount = target_amount
for(var/mob/living/simple_animal/pet/P in GLOB.mob_list)
if(!(P.stat == DEAD))
if(P.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(P)])
petcount--
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(!(H.stat == DEAD))
if(H.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(H)])
if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar))
petcount--
if(petcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/points //ported from old hippie
explanation_text = "Make sure the station has at least (Something broke, report this to the development discussion channel of citadels discord) supply points at the end of the shift."
jobs = "quartermaster,cargotechnician"
/datum/objective/crew/points/New()
. = ..()
target_amount = rand(25000,100000)
update_explanation_text()
/datum/objective/crew/points/update_explanation_text()
. = ..()
explanation_text = "Make sure the station has at least [target_amount] supply points at the end of the shift."
/datum/objective/crew/points/check_completion()
if(SSshuttle.points >= target_amount)
return TRUE
else
return FALSE
/datum/objective/crew/bubblegum
explanation_text = "Ensure Bubblegum is dead at the end of the shift."
jobs = "shaftminer"
/datum/objective/crew/bubblegum/check_completion()
for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_list)
if(!(B.stat == DEAD))
return FALSE
return TRUE
/datum/objective/crew/fatstacks //ported from old hippie
explanation_text = "Have at least (something broke, report this to the development discussion channel of citadels discord) mining points on your ID at the end of the shift."
jobs = "shaftminer"
/datum/objective/crew/fatstacks/New()
. = ..()
target_amount = rand(15000,50000)
update_explanation_text()
/datum/objective/crew/fatstacks/update_explanation_text()
. = ..()
explanation_text = "Have at least [target_amount] mining points on your ID at the end of the shift."
/datum/objective/crew/fatstacks/check_completion()
if(owner && owner.current)
var/mob/living/carbon/human/H = owner.current
var/obj/item/card/id/theID = H.get_idcard()
if(istype(theID))
if(theID.mining_points >= target_amount)
return TRUE
return FALSE
@@ -1,249 +0,0 @@
/* CIVILIAN OBJECTIVES */
/datum/objective/crew/druglordbot //ported from old Hippie with adjustments
var/targetchem = "none"
var/datum/reagent/chempath
explanation_text = "Have at least (somethin broke here) harvested plants containing (report this on the development discussion channel of citadel's discord) when the shift ends."
jobs = "botanist"
/datum/objective/crew/druglordbot/New()
. = ..()
target_amount = rand(3,20)
var/blacklist = list(/datum/reagent/drug, /datum/reagent/drug/menthol, /datum/reagent/medicine, /datum/reagent/medicine/adminordrazine, /datum/reagent/medicine/adminordrazine/nanites, /datum/reagent/medicine/mine_salve, /datum/reagent/medicine/syndicate_nanites, /datum/reagent/medicine/strange_reagent, /datum/reagent/medicine/miningnanites, /datum/reagent/medicine/changelingadrenaline, /datum/reagent/medicine/changelinghaste)
var/drugs = typesof(/datum/reagent/drug) - blacklist
var/meds = typesof(/datum/reagent/medicine) - blacklist
var/chemlist = drugs + meds
chempath = pick(chemlist)
targetchem = initial(chempath.id)
update_explanation_text()
/datum/objective/crew/druglordbot/update_explanation_text()
. = ..()
explanation_text = "Have at least [target_amount] harvested plants containing [initial(chempath.name)] when the shift ends."
/datum/objective/crew/druglordbot/check_completion()
var/pillcount = target_amount
if(owner && owner.current)
if(owner.current.contents)
for(var/obj/item/reagent_containers/food/snacks/grown/P in owner.current.get_contents())
if(P.reagents.has_reagent(targetchem))
pillcount--
if(pillcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/foodhoard
var/datum/crafting_recipe/food/targetfood
var/obj/item/reagent_containers/food/foodpath
explanation_text = "Personally deliver at least (yo something broke) (report this to the developer discussion channel in citadels discord)s to Centcom."
jobs = "cook"
/datum/objective/crew/foodhoard/New()
. = ..()
target_amount = rand(2,10)
var/blacklist = list(/datum/crafting_recipe/food, /datum/crafting_recipe/food/cak)
var/possiblefoods = typesof(/datum/crafting_recipe/food) - blacklist
targetfood = pick(possiblefoods)
foodpath = initial(targetfood.result)
update_explanation_text()
/datum/objective/crew/foodhoard/update_explanation_text()
. = ..()
explanation_text = "Personally deliver at least [target_amount] [initial(foodpath.name)]s to Centcom."
/datum/objective/crew/foodhoard/check_completion()
if(owner && owner.current && owner.current.check_contents_for(foodpath) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
return TRUE
else
return FALSE
/datum/objective/crew/responsibility
explanation_text = "Make sure nobody dies with alcohol poisoning."
jobs = "bartender"
/datum/objective/crew/responsibility/check_completion()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(H.stat == DEAD && H.drunkenness >= 80)
if(H.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(H)])
return FALSE
return TRUE
/datum/objective/crew/clean //ported from old Hippie
var/list/areas = list()
var/hardmode = FALSE
explanation_text = "Ensure sure that (Yo, something broke. Yell about this in citadels devlopmeent discussion channel.) remain spotless at the end of the shift."
jobs = "janitor"
/datum/objective/crew/clean/New()
. = ..()
if(prob(1))
hardmode = TRUE
var/list/blacklistnormal = list(typesof(/area/space) - typesof(/area/lavaland) - typesof(/area/mine) - typesof(/area/ai_monitored/turret_protected) - typesof(/area/tcommsat))
var/list/blacklisthard = list(typesof(/area/lavaland) - typesof(/area/mine))
var/list/possibleareas = list()
if(hardmode)
possibleareas = GLOB.teleportlocs - /area - blacklisthard
else
possibleareas = GLOB.teleportlocs - /area - blacklistnormal
for(var/i in 1 to rand(1,6))
areas |= pick_n_take(possibleareas)
update_explanation_text()
/datum/objective/crew/clean/update_explanation_text()
. = ..()
explanation_text = "Ensure that the"
for(var/i in 1 to areas.len)
var/area/A = areas[i]
explanation_text += " [A]"
if(i != areas.len && areas.len >= 3)
explanation_text += ","
if(i == areas.len - 1)
explanation_text += "and"
explanation_text += " [(areas.len ==1) ? "is completely" : "are [(areas.len == 2) ? "completely" : "all"]"] clean at the end of the shift."
if(hardmode)
explanation_text += " Chop-chop."
/datum/objective/crew/clean/check_completion()
for(var/area/A in areas)
for(var/obj/effect/decal/cleanable/C in area_contents(A))
if(C && C.alpha >= 150)
return FALSE
return TRUE
/datum/objective/crew/slipster //ported from old Hippie with adjustments
explanation_text = "Slip at least (Yell on citadel's development discussion channel if you see this) different people with your PDA, and have it on you at the end of the shift."
jobs = "clown"
/datum/objective/crew/slipster/New()
. = ..()
target_amount = rand(5, 20)
update_explanation_text()
/datum/objective/crew/slipster/update_explanation_text()
. = ..()
explanation_text = "Slip at least [target_amount] different people with your PDA, and have it on you at the end of the shift."
/datum/objective/crew/slipster/check_completion()
var/list/uniqueslips = list()
if(owner && owner.current)
for(var/obj/item/device/pda/clown/PDA in owner.current.get_contents())
for(var/mob/living/carbon/human/H in PDA.slipvictims)
uniqueslips |= H
if(uniqueslips.len >= target_amount)
return TRUE
else
return FALSE
/datum/objective/crew/vow //ported from old Hippie
explanation_text = "Never break your vow of silence."
jobs = "mime"
/datum/objective/crew/vow/check_completion()
if(owner && owner.current)
var/list/say_log = owner.current.logging[INDIVIDUAL_SAY_LOG]
if(say_log.len > 0)
return FALSE
return TRUE
/datum/objective/crew/nullrod
explanation_text = "Don't lose your holy rod."
jobs = "chaplain"
/datum/objective/crew/nullrod/check_completion()
if(owner && owner.current)
for(var/nullrodtypes in typesof(/obj/item/nullrod))
if(owner.current.check_contents_for(nullrodtypes))
return TRUE
if(owner.current.getorgan(/obj/item/organ/genital/penis))
return TRUE
return FALSE
/datum/objective/crew/reporter //ported from old hippie
var/charcount = 100
explanation_text = "Publish at least (Yo something broke) articles containing at least (Report this to Citadels development channel) characters."
jobs = "curator"
/datum/objective/crew/reporter/New()
. = ..()
target_amount = rand(2,10)
charcount = rand(20,250)
update_explanation_text()
/datum/objective/crew/reporter/update_explanation_text()
. = ..()
explanation_text = "Publish at least [target_amount] articles containing at least [charcount] characters."
/datum/objective/crew/reporter/check_completion()
if(owner && owner.current)
var/ownername = "[ckey(owner.current.real_name)][ckey(owner.assigned_role)]"
for(var/datum/newscaster/feed_channel/chan in GLOB.news_network.network_channels)
for(var/datum/newscaster/feed_message/msg in chan.messages)
if(ckey(msg.returnAuthor()) == ckey(ownername))
if(length(msg.returnBody()) >= charcount)
target_amount--
if(target_amount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/pwrgame //ported from Goon with adjustments
var/obj/item/clothing/targettidegarb
explanation_text = "Get your grubby hands on a (Dear god something broke. Report this to Citadel's development dicussion channel)."
jobs = "assistant"
/datum/objective/crew/pwrgame/New()
. = ..()
var/list/muhvalids = list(/obj/item/clothing/mask/gas, /obj/item/clothing/head/welding, /obj/item/clothing/head/ushanka, /obj/item/clothing/gloves/color/yellow, /obj/item/clothing/mask/gas/owl_mask)
if(prob(10))
muhvalids += list(/obj/item/clothing/suit/space)
targettidegarb = pick(muhvalids)
update_explanation_text()
/datum/objective/crew/pwrgame/update_explanation_text()
. = ..()
explanation_text = "Get your grubby hands on a [initial(targettidegarb.name)]."
/* DM is not a sane language in any way, shape, or form. If anyone wants to try to get this bit functioning proper, I hold no responsibility for broken keyboards.
if(owner && owner.current)
var/mob/living/carbon/human/H = owner.current
if(H && H.dna && H.dna.species && H.dna.species.id)
explanation_text = "Get your "
if(H.dna.species.id == "avian")
explanation_text += "scratchy claws "
else if(H.dna.species.id == "mammal")
explanation_text += "dirty paws "
else if(H.dna.species.id == "aquatic")
explanation_text += "fishy hands "
else if(H.dna.species.id == "xeno")
explanation_text += "weird claws "
else if(H.dna.species.id == "guilmon")
explanation_text += "digital claws "
else if(H.dna.species.id == "lizard")
explanation_text += "slimy claws "
else if(H.dna.species.id == "datashark")
explanation_text += "glitchy hands "
else if(H.dna.species.id == "insect")
explanation_text += "gross grabbers "
else
explanation_text += "grubby hands "
explanation_text += "on a space suit." replace this if you're making this monstrosity work */
/datum/objective/crew/pwrgame/check_completion()
if(owner && owner.current)
for(var/tidegarbtypes in typesof(targettidegarb))
if(owner.current.check_contents_for(tidegarbtypes))
return TRUE
return FALSE
/datum/objective/crew/promotion //ported from Goon
explanation_text = "Have a non-assistant ID registered to you at the end of the shift."
jobs = "assistant"
/datum/objective/crew/promotion/check_completion()
if(owner && owner.current)
var/mob/living/carbon/human/H = owner.current
var/obj/item/card/id/theID = H.get_idcard()
if(istype(theID))
if(!(H.get_assignment() == "Assistant") && !(H.get_assignment() == "No id") && !(H.get_assignment() == "No job"))
return TRUE
return FALSE
@@ -1,33 +0,0 @@
/* COMMAND OBJECTIVES */
/datum/objective/crew/caphat //Ported from Goon
explanation_text = "Don't lose your hat."
jobs = "captain"
/datum/objective/crew/caphat/check_completion()
if(owner && owner.current && owner.current.check_contents_for(/obj/item/clothing/head/caphat))
return TRUE
else
return FALSE
/datum/objective/crew/datfukkendisk //Ported from old Hippie
explanation_text = "Defend the nuclear authentication disk at all costs, and be the one to personally deliver it to Centcom."
jobs = "captain" //give this to other heads at your own risk.
/datum/objective/crew/datfukkendisk/check_completion()
if(owner && owner.current && owner.current.check_contents_for(/obj/item/disk/nuclear) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
return TRUE
else
return FALSE
/datum/objective/crew/ian //Ported from old Hippie
explanation_text = "Defend Ian at all costs, and ensure he gets delivered to Centcom at the end of the shift."
jobs = "headofpersonnel"
/datum/objective/crew/ian/check_completion()
if(owner && owner.current)
for(var/mob/living/simple_animal/pet/dog/corgi/Ian/goodboy in GLOB.mob_list)
if(goodboy.stat != DEAD && SSshuttle.emergency.shuttle_areas[get_area(goodboy)])
return TRUE
return FALSE
return FALSE
@@ -1,34 +0,0 @@
/* ENGINEERING OBJECTIVES */
/datum/objective/crew/integrity //ported from old Hippie
explanation_text = "Ensure the station's integrity rating is at least (Yo something broke, yell on the development discussion channel of citadels discord about this)% when the shift ends."
jobs = "chiefengineer,stationengineer"
/datum/objective/crew/integrity/New()
. = ..()
target_amount = rand(60,95)
update_explanation_text()
/datum/objective/crew/integrity/update_explanation_text()
. = ..()
explanation_text = "Ensure the station's integrity rating is at least [target_amount]% when the shift ends."
/datum/objective/crew/integrity/check_completion()
var/datum/station_state/end_state = new /datum/station_state()
end_state.count()
var/station_integrity = min(PERCENT(GLOB.start_state.score(end_state)), 100)
if(!SSticker.mode.station_was_nuked && station_integrity >= target_amount)
return TRUE
else
return FALSE
/datum/objective/crew/poly
explanation_text = "Make sure Poly keeps his headset, and stays alive until the end of the shift."
jobs = "chiefengineer"
/datum/objective/crew/poly/check_completion()
for(var/mob/living/simple_animal/parrot/Poly/dumbbird in GLOB.mob_list)
if(!(dumbbird.stat == DEAD) && dumbbird.ears)
if(istype(dumbbird.ears, /obj/item/device/radio/headset))
return TRUE
return FALSE
@@ -1,86 +0,0 @@
/* MEDICAL OBJECTIVES */
/datum/objective/crew/morgue //Ported from old Hippie
explanation_text = "Ensure there are no corpses on the station outside of the morgue when the shift ends."
jobs = "chiefmedicalofficer,geneticist,medicaldoctor"
/datum/objective/crew/morgue/check_completion()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(H.stat == DEAD && H.z == SSmapping.station_start)
if(get_area(H) != /area/medical/morgue)
return FALSE
return TRUE
/datum/objective/crew/chems //Ported from old Hippie
var/targetchem = "none"
var/datum/reagent/chempath
explanation_text = "Have (yell about this in the development discussion channel of citadel's discord, something broke) in your bloodstream when the shift ends."
jobs = "chiefmedicalofficer,chemist"
/datum/objective/crew/chems/New()
. = ..()
var/blacklist = list(/datum/reagent/drug, /datum/reagent/drug/nicotine, /datum/reagent/drug/menthol, /datum/reagent/medicine, /datum/reagent/medicine/adminordrazine, /datum/reagent/medicine/adminordrazine/nanites, /datum/reagent/medicine/mine_salve, /datum/reagent/medicine/omnizine, /datum/reagent/medicine/syndicate_nanites, /datum/reagent/medicine/earthsblood, /datum/reagent/medicine/strange_reagent, /datum/reagent/medicine/miningnanites, /datum/reagent/medicine/changelingadrenaline, /datum/reagent/medicine/changelinghaste)
var/drugs = typesof(/datum/reagent/drug) - blacklist
var/meds = typesof(/datum/reagent/medicine) - blacklist
var/chemlist = drugs + meds
chempath = pick(chemlist)
targetchem = initial(chempath.id)
update_explanation_text()
/datum/objective/crew/chems/update_explanation_text()
. = ..()
explanation_text = "Have [initial(chempath.name)] in your bloodstream when the shift ends."
/datum/objective/crew/chems/check_completion()
if(owner.current)
if(!owner.current.stat == DEAD && owner.current.reagents)
if(owner.current.reagents.has_reagent(targetchem))
return TRUE
else
return FALSE
/datum/objective/crew/druglordchem //ported from old Hippie with adjustments
var/targetchem = "none"
var/datum/reagent/chempath
var/chemamount = 0
explanation_text = "Have at least (somethin broke here) pills containing at least (like really broke) units of(report this on the development discussion channel of citadel's discord) when the shift ends."
jobs = "chemist"
/datum/objective/crew/druglordchem/New()
. = ..()
target_amount = rand(5,50)
chemamount = rand(1,20)
var/blacklist = list(/datum/reagent/drug, /datum/reagent/drug/nicotine, /datum/reagent/drug/menthol)
var/drugs = typesof(/datum/reagent/drug) - blacklist
var/chemlist = drugs
chempath = pick(chemlist)
targetchem = initial(chempath.id)
update_explanation_text()
/datum/objective/crew/druglordchem/update_explanation_text()
. = ..()
explanation_text = "Have at least [target_amount] pills containing at least [chemamount] units of [initial(chempath.name)] when the shift ends."
/datum/objective/crew/druglordchem/check_completion()
var/pillcount = target_amount
if(owner.current)
if(owner.current.contents)
for(var/obj/item/reagent_containers/pill/P in owner.current.get_contents())
if(P.reagents.has_reagent(targetchem, chemamount))
pillcount--
if(pillcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/noinfections
explanation_text = "Make sure there are no crew members with harmful diseases at the end of the shift."
jobs = "virologist"
/datum/objective/crew/noinfections/check_completion()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(!H.stat == DEAD)
if(H.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(H)])
if(H.check_virus() == 2)
return FALSE
return TRUE
@@ -1,45 +0,0 @@
/* SCIENCE OBJECTIVES */
/datum/objective/crew/cyborgs //Ported from old Hippie
explanation_text = "Ensure there are at least (Yo something broke here, yell on citadel's development discussion channel about this) functioning cyborgs when the shift ends."
jobs = "researchdirector,roboticist"
/datum/objective/crew/cyborgs/New()
. = ..()
target_amount = rand(3,10)
update_explanation_text()
/datum/objective/crew/cyborgs/update_explanation_text()
. = ..()
explanation_text = "Ensure there are at least [target_amount] functioning cyborgs when the shift ends."
/datum/objective/crew/cyborgs/check_completion()
var/borgcount = target_amount
for(var/mob/living/silicon/robot/R in GLOB.alive_mob_list)
if(!(R.stat == DEAD))
borgcount--
if(borgcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/research //inspired by old hippie's research level objective. should hopefully be compatible with techwebs when that gets finished. hopefully. should be easy to update in the event that it is incompatible with techwebs.
var/datum/design/targetdesign
explanation_text = "Make sure the research required to produce a (something broke, yell on citadel's development discussion channel about this) is available on the R&D server by the end of the shift."
jobs = "researchdirector,scientist"
/datum/objective/crew/research/New()
. = ..()
targetdesign = pick(subtypesof(/datum/design))
update_explanation_text()
/datum/objective/crew/research/update_explanation_text()
. = ..()
explanation_text = "Make sure the research required to produce a [initial(targetdesign.name)] is available on the R&D server by the end of the shift."
/datum/objective/crew/research/check_completion()
for(var/obj/machinery/rnd/server/S in GLOB.machines)
if(S && S.stored_research)
if(S.stored_research.researched_designs[initial(targetdesign.id)])
return TRUE
return FALSE
@@ -1,23 +0,0 @@
/* SECURITY OBJECTIVES */
/datum/objective/crew/enjoyyourstay
explanation_text = "Enforce Space Law to the best of your ability."
jobs = "headofsecurity,securityofficer,warden,detective"
/datum/objective/crew/enjoyyourstay/check_completion()
if(owner && owner.current)
if(owner.current.stat != DEAD)
return TRUE
return FALSE
/datum/objective/crew/justicecrew
explanation_text = "Ensure there are no innocent crew members in the brig when the shift ends."
jobs = "lawyer"
/datum/objective/crew/justicecrew/check_completion()
if(owner && owner.current)
for(var/datum/mind/M in SSticker.minds)
if(M.current && isliving(M.current))
if(!M.special_role && !(M.assigned_role == "Security Officer") && !(M.assigned_role == "Detective") && !(M.assigned_role == "Head of Security") && !(M.assigned_role == "Lawyer") && !(M.assigned_role == "Warden") && get_area(M.current) != typesof(/area/security))
return FALSE
return TRUE
-306
View File
@@ -1,306 +0,0 @@
//For custom items.
/obj/item/custom/ceb_soap
name = "Cebutris' Soap"
desc = "A generic bar of soap that doesn't really seem to work right."
gender = PLURAL
icon = 'icons/obj/custom.dmi'
icon_state = "cebu"
w_class = WEIGHT_CLASS_TINY
flags_1 = NOBLUDGEON_1
/obj/item/soap/cebu //real versions, for admin shenanigans. Adminspawn only
desc = "A bright blue bar of soap that smells of wolves"
icon = 'icons/obj/custom.dmi'
icon_state = "cebu"
/obj/item/soap/cebu/fast //speedyquick cleaning version. Still not as fast as Syndiesoap. Adminspawn only.
cleanspeed = 15
/*Inferno707*/
/obj/item/clothing/neck/cloak/inferno
name = "Kiara's Cloak"
desc = "The design on this seems a little too familiar."
icon = 'icons/obj/custom.dmi'
icon_state = "infcloak"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "infcloak"
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/neck/petcollar/inferno
name = "Kiara's Collar"
desc = "A soft black collar that seems to stretch to fit whoever wears it."
icon = 'icons/obj/custom.dmi'
icon_state = "infcollar"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "infcollar"
item_color = null
tagname = null
/obj/item/clothing/accessory/medal/steele
name = "Insignia Of Steele"
desc = "An intricate pendant given to those who help a key member of the Steele Corporation."
icon = 'icons/obj/custom.dmi'
icon_state = "steele"
item_color = "steele"
medaltype = "medal-silver"
/*DirtyOldHarry*/
/obj/item/lighter/gold
name = "\improper Engraved Zippo"
desc = "A shiny and relatively expensive zippo lighter. There's a small etched in verse on the bottom that reads, 'No Gods, No Masters, Only Man.'"
icon = 'icons/obj/custom.dmi'
icon_state = "gold_zippo"
item_state = "gold_zippo"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
heat = 1500
resistance_flags = FIRE_PROOF
light_color = LIGHT_COLOR_FIRE
/*Zombierobin*/
/obj/item/clothing/neck/scarf/zomb //Default white color, same functionality as beanies.
name = "A special scarf"
icon = 'icons/obj/custom.dmi'
icon_state = "zombscarf"
desc = "A fashionable collar"
icon_override = 'icons/mob/custom_w.dmi'
item_color = "zombscarf"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/suit/toggle/labcoat/mad/red
name = "\improper The Mad's labcoat"
desc = "An oddly special looking coat."
icon = 'icons/obj/custom.dmi'
icon_state = "labred"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "labred"
/*Improvedname*/
/obj/item/toy/plush/carrot
name = "carrot plushie"
desc = "While a normal carrot would be good for your eyes, this one seems a bit more for hugging then eating."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "carrot"
item_state = "carrot"
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("slapped")
resistance_flags = FLAMMABLE
squeak_override = list('sound/items/bikehorn.ogg'= 1)
/obj/item/clothing/neck/cloak/carrot
name = "carrot cloak"
desc = "A cloak in the shape and color of a carrot!"
icon = 'icons/obj/custom.dmi'
icon_override = 'icons/mob/custom_w.dmi'
icon_state = "carrotcloak"
item_state = "carrotcloak"
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/storage/backpack/satchel/carrot
name = "carrot satchel"
desc = "An satchel that is designed to look like an carrot"
icon = 'icons/obj/custom.dmi'
icon_state = "satchel_carrot"
item_state = "satchel_carrot"
icon_override = 'icons/mob/custom_w.dmi'
/obj/item/storage/backpack/satchel/carrot/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/toysqueak1.ogg'=1), 50)
/*PLACEHOLDER*/
/obj/item/toy/plush/tree
name = "christmass tree plushie"
desc = "A festive plush that squeeks when you squeeze it!"
icon = 'icons/obj/custom.dmi'
icon_state = "pine_c"
item_state = "pine_c"
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("slapped")
resistance_flags = FLAMMABLE
squeak_override = list('sound/misc/server-ready.ogg'= 1)
/obj/item/clothing/neck/cloak/festive
name = "Celebratory Cloak of Morozko"
desc = " It probably will protect from snow, charcoal or elves."
icon = 'icons/obj/custom.dmi'
icon_state = "festive"
item_state = "festive"
icon_override = 'icons/mob/custom_w.dmi'
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/*Zigfie*/
/obj/item/clothing/mask/luchador/zigfie
name = "Alboroto Rosa mask"
icon = 'icons/obj/custom.dmi'
icon_state = "lucharzigfie"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "lucharzigfie"
/*PLACEHOLDER*/
/obj/item/clothing/head/hardhat/reindeer/fluff
name = "novelty reindeer hat"
desc = "Some fake antlers and a very fake red nose - Sponsored by PWR Game(tm)"
icon_state = "hardhat0_reindeer"
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
brightness_on = 0 //luminosity when on
dynamic_hair_suffix = ""
/obj/item/clothing/head/santa/fluff
name = "santa's hat"
desc = "On the first day of christmas my employer gave to me! - From Vlad with Salad"
icon_state = "santahatnorm"
item_state = "that"
dog_fashion = /datum/dog_fashion/head/santa
//Removed all of the space flags from this suit so it utilizes nothing special.
/obj/item/clothing/suit/space/santa/fluff
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
/obj/item/clothing/mask/sexymime
name = "The Hollow heart"
desc = "Sometimes things are too much to hide."
icon = 'icons/obj/custom.dmi'
icon_override = 'icons/mob/custom_w.dmi'
icon_state = "sexymime"
item_state = "sexymime"
flags_inv = HIDEFACE|HIDEFACIALHAIR
/*Brian*/
/obj/item/clothing/suit/trenchcoat/green
name = "Reece's Great Coat"
desc = "You would swear this was in your nightmares after eating too many veggies."
icon = 'icons/obj/custom.dmi'
icon_state = "hos-g"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "hos-g"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
/*Slomek*/
/obj/item/reagent_containers/food/drinks/flask/russian
name = "russian flask"
desc = "Every good russian spaceman knows it's a good idea to bring along a couple of pints of whiskey wherever they go."
icon = 'icons/obj/custom.dmi'
icon_state = "russianflask"
volume = 60
/obj/item/clothing/mask/gas/stalker
name = "S.T.A.L.K.E.R. mask"
desc = "Smells like reactor four."
icon = 'icons/obj/custom.dmi'
item_state = "stalker"
icon_override = 'icons/mob/custom_w.dmi'
icon_state = "stalker"
/*Sylas*/
/obj/item/clothing/neck/petcollar/stripe //don't really wear this though please c'mon seriously guys
name = "collar"
desc = "It's a collar..."
icon = 'icons/obj/custom.dmi'
icon_state = "petcollar-stripe"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "petcollar-stripe"
tagname = null
/*PLACEHOLDER*/
/obj/item/clothing/under/singery/custom
name = "bluish performer's outfit"
desc = "Just looking at this makes you want to sing."
icon = 'icons/obj/custom.dmi'
icon_state = "singer"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "singer"
item_color = "singer"
fitted = NO_FEMALE_UNIFORM
alternate_worn_layer = ABOVE_SHOES_LAYER
can_adjust = 0
/obj/item/clothing/shoes/sneakers/pink
icon = 'icons/obj/custom.dmi'
icon_state = "pink"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "pink"
/obj/item/clothing/neck/tie/bloodred
name = "Blood Red Tie"
desc = "A neosilk clip-on tie. This one has a black S on the tipping and looks rather unique."
icon = 'icons/obj/custom.dmi'
icon_state = "bloodredtie"
icon_override = 'icons/mob/custom_w.dmi'
/*Fractious*/
/obj/item/clothing/suit/vermillion
name = "vermillion clothing"
desc = "Some clothing."
icon_state = "vermillion"
item_state = "vermillion"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
icon = 'icons/obj/custom.dmi'
icon_override = 'icons/mob/custom_w.dmi'
/*TechnicalMagi*/
/obj/item/clothing/under/bb_sweater/black/naomi
name = "worn black sweater"
desc = "A well-loved sweater, showing signs of several cleanings and re-stitchings. And a few stains. Is that cat fur?"
/obj/item/clothing/neck/petcollar/naomi
name = "worn pet collar"
desc = "a pet collar that looks well used."
/obj/item/clothing/neck/petcollar/naomi/examine(mob/user)
. = ..()
if(usr.ckey != "technicalmagi")
to_chat(user, "There's something odd about the it. You probably shouldn't wear it...")//warn people not to wear it if they're not Naomi, lest they become as crazy as she is
/obj/item/clothing/neck/petcollar/naomi/equipped()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/clothing/neck/petcollar/naomi/dropped()
. = ..()
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/neck/petcollar/naomi/process()
var/mob/living/carbon/human/H
if(ishuman(loc))
H = loc
if(!H)
return
else if(H.get_item_by_slot(slot_neck) == src)
if(H.arousalloss < H.max_arousal / 3)
H.arousalloss = H.max_arousal / 3
if(prob(5) && H.hallucination < 15)
H.hallucination += 10
@@ -1,61 +0,0 @@
//Proc that does the actual loading of items to mob
/*Itemlists are formatted as
"[typepath]" = number_of_it_to_spawn
*/
#define DROP_TO_FLOOR 0
#define LOADING_TO_HUMAN 1
/proc/handle_roundstart_items(mob/living/M, ckey_override, job_override, special_override)
if(!istype(M) || (!M.ckey && !ckey_override) || (!M.mind && (!job_override || !special_override)))
return FALSE
return load_itemlist_to_mob(M, parse_custom_roundstart_items(ckey_override? ckey_override : M.ckey, M.name, job_override? job_override : M.mind.assigned_role, special_override? special_override : M.mind.special_role), TRUE, TRUE, FALSE)
//Just incase there's extra mob selections in the future.....
/proc/load_itemlist_to_mob(mob/living/L, list/itemlist, drop_on_floor_if_full = TRUE, load_to_all_slots = TRUE, replace_slots = FALSE)
if(!istype(L) || !islist(itemlist))
return FALSE
var/loading_mode = DROP_TO_FLOOR
var/turf/current_turf = get_turf(L)
if(ishuman(L))
loading_mode = LOADING_TO_HUMAN
switch(loading_mode)
if(DROP_TO_FLOOR)
for(var/I in itemlist)
var/typepath = text2path(I)
if(!typepath)
continue
for(var/i = 0, i < itemlist[I], i++)
new typepath(current_turf)
return TRUE
if(LOADING_TO_HUMAN)
return load_itemlist_to_human(L, itemlist, drop_on_floor_if_full, load_to_all_slots, replace_slots)
/proc/load_itemlist_to_human(mob/living/carbon/human/H, list/itemlist, drop_on_floor_if_full = TRUE, load_to_all_slots = TRUE, replace_slots = FALSE)
if(!istype(H) || !islist(itemlist))
return FALSE
var/turf/T = get_turf(H)
for(var/item in itemlist)
var/path = item
if(!ispath(path))
path = text2path(path)
if(!path)
continue
var/amount = itemlist[item]
for(var/i in 1 to amount)
var/atom/movable/loaded_atom = new path
if(!istype(loaded_atom))
QDEL_NULL(loaded_atom)
continue
if(!istype(loaded_atom, /obj/item))
loaded_atom.forceMove(T)
continue
var/obj/item/loaded = loaded_atom
var/obj/item/storage/S = H.get_item_by_slot(slot_back)
if(istype(S))
S.handle_item_insertion(loaded, TRUE, H) //Force it into their backpack
continue
if(!H.put_in_hands(loaded)) //They don't have one/somehow that failed, put it in their hands
loaded.forceMove(T) //Guess we're just dumping it on the floor!
return TRUE
@@ -1,71 +0,0 @@
GLOBAL_LIST(custom_item_list)
//Layered list in form of custom_item_list[ckey][job][items][amounts]
//ckey is key, job is specific jobs, or "ALL" for all jobs, items for items, amounts for amount of item.
//File should be in the format of ckey|exact job name/exact job name/or put ALL instead of any job names|/path/to/item=amount;/path/to/item=amount
//Each ckey should be in a different line
//if there's multiple entries of a single ckey the later ones will add to the earlier definitions.
/proc/reload_custom_roundstart_items_list(custom_filelist)
if(!custom_filelist)
custom_filelist = "config/custom_roundstart_items.txt"
GLOB.custom_item_list = list()
var/list/file_lines = world.file2list(custom_filelist)
for(var/line in file_lines)
if(length(line) == 0) //Emptyline, no one cares.
continue
if(copytext(line,1,3) == "//") //Commented line, ignore.
continue
var/ckey_str_sep = findtext(line, "|") //Process our stuff..
var/char_str_sep = findtext(line, "|", ckey_str_sep+1)
var/job_str_sep = findtext(line, "|", char_str_sep+1)
var/item_str_sep = findtext(line, "|", job_str_sep+1)
var/ckey_str = ckey(copytext(line, 1, ckey_str_sep))
var/char_str = copytext(line, ckey_str_sep+1, char_str_sep)
var/job_str = copytext(line, char_str_sep+1, job_str_sep)
var/item_str = copytext(line, job_str_sep+1, item_str_sep)
if(!ckey_str || !char_str || !job_str || !item_str || !length(ckey_str) || !length(char_str) || !length(job_str) || !length(item_str))
log_admin("Errored custom_items_whitelist line: [line] - Component/separator missing!")
if(!islist(GLOB.custom_item_list[ckey_str]))
GLOB.custom_item_list[ckey_str] = list() //Initialize list for this ckey if it isn't initialized..
var/list/characters = splittext(char_str, "/")
for(var/character in characters)
if(!islist(GLOB.custom_item_list[ckey_str][character]))
GLOB.custom_item_list[ckey_str][character] = list()
var/list/jobs = splittext(job_str, "/")
for(var/job in jobs)
for(var/character in characters)
if(!islist(GLOB.custom_item_list[ckey_str][character][job]))
GLOB.custom_item_list[ckey_str][character][job] = list() //Initialize item list for this job of this ckey if not already initialized.
var/list/item_strings = splittext(item_str, ";") //Get item strings in format of /path/to/item=amount
for(var/item_string in item_strings)
var/path_str_sep = findtext(item_string, "=")
var/path = copytext(item_string, 1, path_str_sep) //Path to spawn
var/amount = copytext(item_string, path_str_sep+1) //Amount to spawn
//world << "DEBUG: Item string [item_string] processed"
amount = text2num(amount)
path = text2path(path)
if(!ispath(path) || !isnum(amount))
log_admin("Errored custom_items_whitelist line: [line] - Path/number for item missing or invalid.")
for(var/character in characters)
for(var/job in jobs)
if(!GLOB.custom_item_list[ckey_str][character][job][path]) //Doesn't exist, make it exist!
GLOB.custom_item_list[ckey_str][character][job][path] = amount
else
GLOB.custom_item_list[ckey_str][character][job][path] += amount //Exists, we want more~
return GLOB.custom_item_list
/proc/parse_custom_roundstart_items(ckey, char_name = "ALL", job_name = "ALL", special_role)
var/list/ret = list()
if(GLOB.custom_item_list[ckey])
for(var/char in GLOB.custom_item_list[ckey])
if((char_name == char) || (char_name == "ALL") || (char == "ALL"))
for(var/job in GLOB.custom_item_list[ckey][char])
if((job_name == job) || (job == "ALL") || (job_name == "ALL") || (special_role && (job == special_role)))
for(var/item_path in GLOB.custom_item_list[ckey][char][job])
if(ret[item_path])
ret[item_path] += GLOB.custom_item_list[ckey][char][job][item_path]
else
ret[item_path] = GLOB.custom_item_list[ckey][char][job][item_path]
return ret
-13
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@@ -1,13 +0,0 @@
/proc/send2maindiscord(var/msg)
send2discord(msg, FALSE)
/proc/send2admindiscord(var/msg, var/ping = FALSE)
send2discord(msg, TRUE, ping)
/proc/send2discord(var/msg, var/admin = FALSE, var/ping = FALSE)
// if (!config.discord_url || !config.discord_password)
// return
// var/url = "[config.discord_url]?pass=[url_encode(config.discord_password)]&admin=[admin ? "true" : "false"]&content=[url_encode(msg)]&ping=[ping ? "true" : "false"]"
// world.Export(url)
return
-76
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@@ -1,76 +0,0 @@
/obj/item/robot_module/loader
name = "loader robot module"
/obj/item/robot_module/loader/New()
..()
emag = new /obj/item/borg/stun(src)
modules += new /obj/item/extinguisher(src)
modules += new /obj/item/weldingtool/largetank/cyborg(src)
modules += new /obj/item/screwdriver(src)
modules += new /obj/item/wrench(src)
modules += new /obj/item/crowbar(src)
modules += new /obj/item/wirecutters(src)
modules += new /obj/item/device/multitool(src)
modules += new /obj/item/device/t_scanner(src)
modules += new /obj/item/device/analyzer(src)
modules += new /obj/item/device/assembly/signaler
modules += new /obj/item/soap/nanotrasen(src)
fix_modules()
/obj/item/robot_module/k9
name = "Security K-9 Unit module"
/obj/item/robot_module/k9/New()
..()
modules += new /obj/item/restraints/handcuffs/cable/zipties/cyborg/dog(src)
modules += new /obj/item/dogborg/jaws/big(src)
modules += new /obj/item/dogborg/pounce(src)
modules += new /obj/item/clothing/mask/gas/sechailer/cyborg(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/analyzer/nose(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
//modules += new /obj/item/device/assembly/signaler(src)
//modules += new /obj/item/device/detective_scanner(src)
modules += new /obj/item/gun/energy/disabler/cyborg(src)
emag = new /obj/item/gun/energy/laser/cyborg(src)
fix_modules()
/obj/item/robot_module/security/respawn_consumable(mob/living/silicon/robot/R, coeff = 1)
..()
var/obj/item/gun/energy/gun/advtaser/cyborg/T = locate(/obj/item/gun/energy/gun/advtaser/cyborg) in get_usable_modules()
if(T)
if(T.power_supply.charge < T.power_supply.maxcharge)
var/obj/item/ammo_casing/energy/S = T.ammo_type[T.select]
T.power_supply.give(S.e_cost * coeff)
T.update_icon()
else
T.charge_tick = 0
fix_modules()
/obj/item/robot_module/borgi
name = "Borgi module"
/obj/item/robot_module/borgi/New()
..()
modules += new /obj/item/dogborg/jaws/small(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/healthanalyzer(src)
modules += new /obj/item/device/analyzer/nose(src)
emag = new /obj/item/dogborg/pounce(src)
fix_modules()
/obj/item/robot_module/medihound
name = "MediHound module"
/obj/item/robot_module/medihound/New()
..()
modules += new /obj/item/dogborg/jaws/small(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
modules += new /obj/item/device/analyzer/nose(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/healthanalyzer(src)
modules += new /obj/item/dogborg/sleeper(src)
modules += new /obj/item/twohanded/shockpaddles/hound(src)
modules += new /obj/item/device/sensor_device(src)
emag = new /obj/item/dogborg/pounce(src)
fix_modules()
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-65
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@@ -1,65 +0,0 @@
/obj/item/organ/genital/breasts
name = "breasts"
desc = "Female milk producing organs."
icon_state = "breasts"
icon = 'code/citadel/icons/breasts.dmi'
zone = "chest"
slot = "breasts"
w_class = 3
size = BREASTS_SIZE_DEF
fluid_id = "milk"
var/amount = 2
producing = TRUE
shape = "pair"
can_masturbate_with = TRUE
masturbation_verb = "massage"
can_climax = TRUE
fluid_transfer_factor =0.5
/obj/item/organ/genital/breasts/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/breasts/on_life()
if(QDELETED(src))
return
if(!reagents || !owner)
return
reagents.maximum_volume = fluid_max_volume
if(fluid_id && producing)
generate_milk()
/obj/item/organ/genital/breasts/proc/generate_milk()
if(owner.stat == DEAD)
return FALSE
reagents.isolate_reagent(fluid_id)
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))
/obj/item/organ/genital/breasts/update_appearance()
var/string = "breasts_[lowertext(shape)]_[size]"
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
switch(lowershape)
if("pair")
desc = "You see a pair of breasts."
else
desc = "You see some breasts, they seem to be quite exotic."
if (size)
desc += " You estimate that they're [uppertext(size)]-cups."
else
desc += " You wouldn't measure them in cup sizes."
if(producing && aroused_state)
desc += " They're leaking [fluid_id]."
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["breasts_color"]]"
/obj/item/organ/genital/breasts/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_chest_exposed()
-15
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@@ -1,15 +0,0 @@
/obj/item/organ/genital/eggsack
name = "Egg sack"
desc = "An egg producing reproductive organ."
icon_state = "egg_sack"
icon = 'code/citadel/icons/ovipositor.dmi'
zone = "groin"
slot = "testicles"
color = null //don't use the /genital color since it already is colored
w_class = 3
internal = TRUE
var/egg_girth = EGG_GIRTH_DEF
var/cum_mult = CUM_RATE_MULT
var/cum_rate = CUM_RATE
var/cum_efficiency = CUM_EFFICIENCY
var/obj/item/organ/ovipositor/linked_ovi
-331
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@@ -1,331 +0,0 @@
/obj/item/organ/genital
color = "#fcccb3"
var/shape = "human"
var/sensitivity = 1
var/list/genital_flags = list()
var/can_masturbate_with = FALSE
var/masturbation_verb = "masturbate"
var/can_climax = FALSE
var/fluid_transfer_factor = 0.0 //How much would a partner get in them if they climax using this?
var/size = 2 //can vary between num or text, just used in icon_state strings
var/fluid_id = null
var/fluid_max_volume = 50
var/fluid_efficiency = 1
var/fluid_rate = 1
var/fluid_mult = 1
var/producing = FALSE
var/aroused_state = FALSE //Boolean used in icon_state strings
var/aroused_amount = 50 //This is a num from 0 to 100 for arousal percentage for when to use arousal state icons.
var/obj/item/organ/genital/linked_organ
var/through_clothes = FALSE
var/internal = FALSE
/obj/item/organ/genital/Initialize()
. = ..()
if(!reagents)
create_reagents(fluid_max_volume)
update()
/obj/item/organ/genital/Destroy()
remove_ref()
if(owner)
Remove(owner, 1)//this should remove references to it, so it can be GCd correctly
update_link()//this should remove any other links it has
return ..()
/obj/item/organ/genital/proc/update()
if(QDELETED(src))
return
update_size()
update_appearance()
update_link()
//exposure and through-clothing code
/mob/living/carbon
var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
/obj/item/organ/genital/proc/is_exposed()
if(!owner)
return FALSE
if(internal)
return FALSE
if(through_clothes)
return TRUE
/obj/item/organ/genital/proc/toggle_through_clothes()
if(through_clothes)
through_clothes = FALSE
owner.exposed_genitals -= src
else
through_clothes = TRUE
owner.exposed_genitals += src
if(ishuman(owner)) //recast to use update genitals proc
var/mob/living/carbon/human/H = owner
H.update_genitals()
/mob/living/carbon/verb/toggle_genitals()
set category = "IC"
set name = "Expose/Hide genitals"
set desc = "Allows you to toggle which genitals should show through clothes or not."
var/list/genital_list = list()
for(var/obj/item/organ/O in internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(!G.internal)
genital_list += G
if(!genital_list.len) //There is nothing to expose
return
//Full list of exposable genitals created
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Expose/Hide genitals", "Choose which genitalia to expose/hide", null) in genital_list
if(picked_organ)
picked_organ.toggle_through_clothes()
return
/obj/item/organ/genital/proc/update_size()
/obj/item/organ/genital/proc/update_appearance()
/obj/item/organ/genital/proc/update_link()
/obj/item/organ/genital/proc/remove_ref()
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/Insert(mob/living/carbon/M, special = 0)
..()
update()
/obj/item/organ/genital/Remove(mob/living/carbon/M, special = 0)
..()
update()
//proc to give a player their genitals and stuff when they log in
/mob/living/carbon/human/proc/give_genitals(clean=0)//clean will remove all pre-existing genitals. proc will then give them any genitals that are enabled in their DNA
if (NOGENITALS in dna.species.species_traits)
return
if(clean)
var/obj/item/organ/genital/GtoClean
for(GtoClean in internal_organs)
qdel(GtoClean)
//Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
if(dna.features["has_breasts"])
give_breasts()
if(dna.features["has_vag"])
give_vagina()
if(dna.features["has_womb"])
give_womb()
if(dna.features["has_balls"])
give_balls()
if(dna.features["has_cock"])
give_penis()
if(dna.features["has_ovi"])
give_ovipositor()
if(dna.features["has_eggsack"])
give_eggsack()
/mob/living/carbon/human/proc/give_penis()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("penis"))
var/obj/item/organ/genital/penis/P = new
P.Insert(src)
if(P)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
P.color = skintone2hex(skin_tone)
else
P.color = "#[dna.features["cock_color"]]"
P.length = dna.features["cock_length"]
P.girth_ratio = dna.features["cock_girth_ratio"]
P.shape = dna.features["cock_shape"]
P.update()
/mob/living/carbon/human/proc/give_balls()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("testicles"))
var/obj/item/organ/genital/testicles/T = new
T.Insert(src)
// if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
// T.color = skintone2hex(skin_tone)
// else
// T.color = "#[dna.features["balls_color"]]"
if(T)
T.size = dna.features["balls_size"]
T.sack_size = dna.features["balls_sack_size"]
T.fluid_id = dna.features["balls_fluid"]
T.fluid_rate = dna.features["balls_cum_rate"]
T.fluid_mult = dna.features["balls_cum_mult"]
T.fluid_efficiency = dna.features["balls_efficiency"]
T.update()
/mob/living/carbon/human/proc/give_breasts()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("breasts"))
var/obj/item/organ/genital/breasts/B = new
B.Insert(src)
if(B)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
B.color = skintone2hex(skin_tone)
else
B.color = "#[dna.features["breasts_color"]]"
B.size = dna.features["breasts_size"]
B.shape = dna.features["breasts_shape"]
B.fluid_id = dna.features["breasts_fluid"]
B.update()
/mob/living/carbon/human/proc/give_ovipositor()
/mob/living/carbon/human/proc/give_eggsack()
/mob/living/carbon/human/proc/give_vagina()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("vagina"))
var/obj/item/organ/genital/vagina/V = new
V.Insert(src)
if(V)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
V.color = skintone2hex(skin_tone)
else
V.color = "[dna.features["vag_color"]]"
V.shape = "[dna.features["vag_shape"]]"
V.update()
/mob/living/carbon/human/proc/give_womb()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("womb"))
var/obj/item/organ/genital/womb/W = new
W.Insert(src)
if(W)
W.update()
/datum/species/proc/genitals_layertext(layer)
switch(layer)
if(GENITALS_BEHIND_LAYER)
return "BEHIND"
if(GENITALS_ADJ_LAYER)
return "ADJ"
if(GENITALS_FRONT_LAYER)
return "FRONT"
//procs to handle sprite overlays being applied to humans
/obj/item/equipped(mob/user, slot)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_genitals()
..()
/mob/living/carbon/human/doUnEquip(obj/item/I, force)
. = ..()
if(!.)
return
update_genitals()
/mob/living/carbon/human/proc/update_genitals()
if(src && !QDELETED(src))
dna.species.handle_genitals(src)
/datum/species/proc/handle_genitals(mob/living/carbon/human/H)
if(!H)//no args
CRASH("H = null")
if(!LAZYLEN(H.internal_organs))//if they have no organs, we're done
return
if(NOGENITALS in species_traits)//golems and such
return
var/list/genitals_to_add = list()
var/list/relevant_layers = list(GENITALS_BEHIND_LAYER, GENITALS_ADJ_LAYER, GENITALS_FRONT_LAYER)
var/list/standing = list()
var/size = null
for(var/L in relevant_layers) //Less hardcode
H.remove_overlay(L)
if(H.has_trait(TRAIT_HUSK))
return
//start scanning for genitals
//var/list/worn_stuff = H.get_equipped_items()//cache this list so it's not built again
for(var/obj/item/organ/O in H.internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
genitals_to_add += H.getorganslot(G.slot)
//Now we added all genitals that aren't internal and should be rendered
//start applying overlays
for(var/layer in relevant_layers)
var/layertext = genitals_layertext(layer)
for(var/obj/item/organ/genital/G in genitals_to_add)
var/datum/sprite_accessory/S
size = G.size
switch(G.type)
if(/obj/item/organ/genital/penis)
S = GLOB.cock_shapes_list[G.shape]
if(/obj/item/organ/genital/vagina)
S = GLOB.vagina_shapes_list[G.shape]
if(/obj/item/organ/genital/breasts)
S = GLOB.breasts_shapes_list[G.shape]
if(!S || S.icon_state == "none")
continue
var/mutable_appearance/genital_overlay = mutable_appearance(S.icon, layer = -layer)
if(S.alt_aroused)
G.aroused_state = H.isPercentAroused(G.aroused_amount)
else
G.aroused_state = FALSE
genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size]_[G.aroused_state]_[layertext]"
if(S.center)
genital_overlay = center_image(genital_overlay, S.dimension_x, S.dimension_y)
if(use_skintones && H.dna.features["genitals_use_skintone"])
genital_overlay.color = "#[skintone2hex(H.skin_tone)]"
else
switch(S.color_src)
if("cock_color")
genital_overlay.color = "#[H.dna.features["cock_color"]]"
if("breasts_color")
genital_overlay.color = "#[H.dna.features["breasts_color"]]"
if("vag_color")
genital_overlay.color = "#[H.dna.features["vag_color"]]"
if(MUTCOLORS)
if(fixed_mut_color)
genital_overlay.color = "#[fixed_mut_color]"
else
genital_overlay.color = "#[H.dna.features["mcolor"]]"
if(MUTCOLORS2)
if(fixed_mut_color2)
genital_overlay.color = "#[fixed_mut_color2]"
else
genital_overlay.color = "#[H.dna.features["mcolor2"]]"
if(MUTCOLORS3)
if(fixed_mut_color3)
genital_overlay.color = "#[fixed_mut_color3]"
else
genital_overlay.color = "#[H.dna.features["mcolor3"]]"
standing += genital_overlay
if(LAZYLEN(standing))
H.overlays_standing[layer] = standing.Copy()
standing = list()
for(var/L in relevant_layers)
H.apply_overlay(L)
@@ -1,116 +0,0 @@
/datum/sprite_accessory
var/alt_aroused = FALSE //CIT CODE if this is TRUE, then the genitals will use an alternate icon_state when aroused.
//DICKS,COCKS,PENISES,WHATEVER YOU WANT TO CALL THEM
/datum/sprite_accessory/penis
icon = 'code/citadel/icons/penis_onmob.dmi'
icon_state = null
name = "penis" //the preview name of the accessory
gender_specific = 0 //Might be needed somewhere down the list.
color_src = "cock_color"
locked = 0
/datum/sprite_accessory/penis/human
icon_state = "human"
name = "Human"
/datum/sprite_accessory/penis/knotted
icon_state = "knotted"
name = "Knotted"
/datum/sprite_accessory/penis/flared
icon_state = "flared"
name = "Flared"
/datum/sprite_accessory/penis/barbknot
icon_state = "barbknot"
name = "Barbed, Knotted"
/datum/sprite_accessory/penis/tapered
icon_state = "tapered"
name = "Tapered"
////////////////////////
// Taur cocks go here //
////////////////////////
/datum/sprite_accessory/penis/taur_flared
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "flared"
name = "Taur, Flared"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
/datum/sprite_accessory/penis/taur_knotted
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "knotted"
name = "Taur, Knotted"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
/datum/sprite_accessory/penis/taur_tapered
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "tapered"
name = "Taur, Tapered"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
//Vaginas
/datum/sprite_accessory/vagina
icon = 'code/citadel/icons/vagina_onmob.dmi'
icon_state = null
name = "vagina"
gender_specific = 0
color_src = "vag_color"
locked = 0
alt_aroused = FALSE //if this is TRUE, then the genitals will use an alternate sprite for aroused states
/datum/sprite_accessory/vagina/human
icon_state = "human"
name = "Human"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/tentacles
icon_state = "tentacle"
name = "Tentacle"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/dentata
icon_state = "dentata"
name = "Dentata"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/hairy
icon_state = "hairy"
name = "Hairy"
//BREASTS BE HERE
/datum/sprite_accessory/breasts
icon = 'code/citadel/icons/breasts_onmob.dmi'
icon_state = null
name = "breasts"
gender_specific = 0
color_src = "breasts_color"
locked = 0
/datum/sprite_accessory/breasts/pair
icon_state = "pair"
name = "Pair"
//OVIPOSITORS BE HERE
/datum/sprite_accessory/ovipositor
icon = 'code/citadel/icons/penis_onmob.dmi'
icon_state = null
name = "Ovipositor" //the preview name of the accessory
gender_specific = 0 //Might be needed somewhere down the list.
color_src = "cock_color"
locked = 0
/datum/sprite_accessory/ovipositor/knotted
icon_state = "knotted"
name = "Knotted"
-16
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@@ -1,16 +0,0 @@
/obj/item/organ/genital/ovipositor
name = "Ovipositor"
desc = "An egg laying reproductive organ."
icon_state = "ovi_knotted_2"
icon = 'code/citadel/icons/ovipositor.dmi'
zone = "groin"
slot = "penis"
w_class = 3
shape = "knotted"
size = 3
var/length = 6 //inches
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //citadel_defines.dm for these defines
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/oviflags = list()
var/obj/item/organ/eggsack/linked_eggsack
-66
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@@ -1,66 +0,0 @@
/obj/item/organ/genital/penis
name = "penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "penis"
w_class = 3
can_masturbate_with = TRUE
masturbation_verb = "stroke"
can_climax = TRUE
fluid_transfer_factor = 0.5
size = 2 //arbitrary value derived from length and girth for sprites.
var/length = 6 //inches
var/cached_length //used to detect a change in length
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //0.73; check citadel_defines.dm
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/dickflags = list()
var/list/knotted_types = list("knotted", "barbed, knotted")
/obj/item/organ/genital/penis/update_size()
if(length == cached_length)
return
switch(length)
if(-INFINITY to 5)
size = 1
if(5 to 9)
size = 2
if(9 to INFINITY)
size = 3//no new sprites for anything larger yet
/* if(9 to 15)
size = 3
if(15 to INFINITY)
size = 3*/
girth = (length * girth_ratio)
cached_length = length
/obj/item/organ/genital/penis/update_appearance()
var/string = "penis_[GLOB.cock_shapes_icons[shape]]_[size]"
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
desc = "You see a [lowershape] penis. You estimate it's about [round(length, 0.25)] inch[length > 1 ? "es" : ""] long."
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["cock_color"]]"
/obj/item/organ/genital/penis/update_link()
if(owner)
linked_organ = (owner.getorganslot("testicles"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/penis/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_groin_exposed()
-54
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@@ -1,54 +0,0 @@
/obj/item/organ/genital/testicles
name = "testicles"
desc = "A male reproductive organ."
icon_state = "testicles"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "testicles"
w_class = 3
internal = TRUE
size = BALLS_SIZE_DEF
var/sack_size = BALLS_SACK_SIZE_DEF
fluid_id = "semen"
producing = TRUE
var/sent_full_message = 1 //defaults to 1 since they're full to start
/obj/item/organ/genital/testicles/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/testicles/on_life()
if(QDELETED(src))
return
if(reagents && producing)
generate_cum()
/obj/item/organ/genital/testicles/proc/generate_cum()
reagents.maximum_volume = fluid_max_volume
if(reagents.total_volume >= reagents.maximum_volume)
if(!sent_full_message)
send_full_message()
sent_full_message = 1
return FALSE
sent_full_message = 0
update_link()
if(!linked_organ)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/testicles/update_link()
if(owner && !QDELETED(src))
linked_organ = (owner.getorganslot("penis"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/testicles/proc/send_full_message(msg = "Your balls finally feel full, again.")
if(owner && istext(msg))
owner << msg
return TRUE
-72
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@@ -1,72 +0,0 @@
/obj/item/organ/genital/vagina
name = "vagina"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "vagina"
zone = "groin"
slot = "vagina"
size = 1 //There is only 1 size right now
can_masturbate_with = TRUE
masturbation_verb = "finger"
can_climax = TRUE
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
w_class = 3
var/cap_length = 8//D E P T H (cap = capacity)
var/cap_girth = 12
var/cap_girth_ratio = 1.5
var/clits = 1
var/clit_diam = 0.25
var/clit_len = 0.25
var/list/vag_types = list("tentacle", "dentata", "hairy")
/obj/item/organ/genital/vagina/update_appearance()
var/string = "vagina" //Keeping this code here, so making multiple sprites for the different kinds is easier.
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
var/details
switch(lowershape)
if("tentacle")
details = "Its opening is lined with several tentacles and "
if("dentata")
details = "There's teeth inside it and it "
if("hairy")
details = "It has quite a bit of hair growing on it and "
if("human")
details = "It is taut with smooth skin, though without much hair and "
if("gaping")
details = "It is gaping slightly open, though without much hair and "
else
details = "It has an exotic shape and "
if(aroused_state)
details += "is slick with female arousal."
else
details += "seems to be dry."
desc = "You see a vagina. [details]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["vag_color"]]"
/obj/item/organ/genital/vagina/update_link()
if(owner)
linked_organ = (owner.getorganslot("womb"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/vagina/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_groin_exposed()
-43
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@@ -1,43 +0,0 @@
/obj/item/organ/genital/womb
name = "womb"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "womb"
zone = "groin"
slot = "womb"
w_class = 3
internal = TRUE
fluid_id = "femcum"
producing = TRUE
/obj/item/organ/genital/womb/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/womb/on_life()
if(QDELETED(src))
return
if(reagents && producing)
generate_femcum()
/obj/item/organ/genital/womb/proc/generate_femcum()
reagents.maximum_volume = fluid_max_volume
update_link()
if(!linked_organ)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/womb/update_link()
if(owner)
linked_organ = (owner.getorganslot("vagina"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/womb/Destroy()
return ..()
-23
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@@ -1,23 +0,0 @@
/obj/structure/guncase/plasma
name = "plasma rifle locker"
desc = "A locker that holds plasma rifles. Only opens in dire emergencies."
icon_state = "ecase"
case_type = "egun"
gun_category = /obj/item/gun/energy/plasma
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF //because fuck you, powergaming nerds.
/obj/structure/guncase/plasma/attackby(obj/item/W, mob/user, params)
return
/obj/structure/guncase/plasma/MouseDrop(over_object, src_location, over_location)
if(GLOB.security_level == SEC_LEVEL_RED || GLOB.security_level == SEC_LEVEL_DELTA)
. = ..()
else
to_chat(usr, "The storage unit will only unlock during a Red or Delta security alert.")
/obj/structure/guncase/plasma/attack_hand(mob/user)
return MouseDrop(user)
/obj/structure/guncase/plasma/emag_act()
to_chat(usr, "The locking mechanism is fitted with old style parts, The card has no effect.")
return
-306
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@@ -1,306 +0,0 @@
//Sprites are trademarks of Gamefreak, Nintendo, The Pokemon Company, and Spike Chunsoft.
#define ispokemon(A) (istype(A, /mob/living/simple_animal/pokemon))
//POKEBALL
/obj/item/pokeball
name = "pokeball"
icon = 'icons/obj/pokeball.dmi'
icon_state = "pokeball"
force = 0
throwforce = 0
var/success_chance = 25
var/pokemon
/obj/item/pokeball/great
name = "great ball"
icon_state = "pokeball_great"
success_chance = 50
/obj/item/pokeball/ultra
icon_state = "pokeball_ultra"
name = "ultra ball"
success_chance = 75
/obj/item/pokeball/master
icon_state = "pokeball_master"
name = "master ball"
success_chance = 100
/* //WIP
/obj/item/pokeball/throw_impact(atom/hit_atom)
if(ispokemon(hit_atom))
var/mob/living/simple_animal/pokemon/pmon = hit_atom
var/initial_success_chance = success_chance
pmon.resize = 0.1
pmon.color = "RED"
pmon.canmove = 0
sleep(15)
if(pmon.pokeball == src)
pmon.loc = src
pokemon = pmon
return 1
if(pmon.pokeball && pmon.pokeball !=src)
return ..()
var/bonus_chance = ((pmon.maxHealth - pmon.health) / 2)
if(bonus_chance > 100)
bonus_chance = 100
success_chance = (success_chance + bonus_chance)
if(success_chance > 100)
success_chance = 100
if(success_chance < 0)//just in case
success_chance = 0
sleep(15)
if(prob(success_chance))
visible_message("<span class='warning'>[src] shakes...</span>")
else
escape()
sleep(15)
if(prob(success_chance))
visible_message("<span class='warning'>[src] shakes...</span>")
else
escape()
sleep(15)
if(prob(success_chance))
visible_message("<span class='warning'>[src] shakes...</span>")
else
escape()
else
..()
/obj/item/pokeball/proc/capture(mob/living/simple_animal/pokemon/pmon, mob/living/user)
/obj/item/pokeball/proc/escape(mob/living/simple_animal/pokemon/pmon, mob/living/user)
if(!pokemon)
return
pmon.resize = 10
pmon.color = null
pmon.canmove = 1
pmon.loc = src.loc
if(pmon.pokeball != src)
visible_message("<span class='warning'>[pmon] breaks free from [src]</span>")
PoolOrNew(/obj/effect/particle_effect/sparks, loc)
playsound(src.loc, "sparks", 50, 1)
qdel(src)
else
/obj/item/pokeball/proc/recall
/obj/item/pokeball/proc/release
*/
/mob/living/simple_animal/pokemon
name = "eevee"
icon_state = "eevee"
icon_living = "eevee"
icon_dead = "eevee_d"
desc = "Gotta catch 'em all!"
icon = 'icons/mob/pokemon.dmi'
var/pokeball
pixel_x = -16
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 5)
ventcrawler = 2
health = 100
maxHealth = 100
layer = 4
response_help = "pets"
wander = 1
turns_per_move = 2
pass_flags = PASSTABLE | PASSMOB
/mob/living/simple_animal/pokemon/proc/simple_lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
src << "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>"
update_canmove()
update_icon()
/mob/living/simple_animal/pokemon/proc/update_icon()
if(lying || resting || sleeping)
icon_state = "[icon_state]_rest"
else
icon_state = "[icon_living]"
/mob/living/simple_animal/pokemon/New()
..()
verbs += /mob/living/simple_animal/pokemon/proc/simple_lay_down
/*
/////TEMPLATE/////
/mob/living/simple_animal/pokemon/
name = ""
icon_state = ""
icon_living = ""
icon_dead = ""
*/
/mob/living/simple_animal/pokemon/leg
icon = 'icons/mob/legendary.dmi'
pixel_x = -32
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 12)
health = 200
maxHealth = 200
/mob/living/simple_animal/pokemon/leg/articuno
name = "Articuno"
icon_state = "articuno"
icon_living = "articuno"
icon_dead = "articuno_d"
flying = 1
/mob/living/simple_animal/pokemon/leg/rayquaza
name = "Rayquaza"
icon_state = "rayquaza"
icon_living = "rayquaza"
icon_dead = "rayquaza_d"
flying = 1
//ALPHABETICAL PLEASE
/mob/living/simple_animal/pokemon/absol
name = "absol"
icon_state = "absol"
icon_living = "absol"
icon_dead = "absol_d"
speak = list("Absol!", "Ab-Absol!")
/mob/living/simple_animal/pokemon/aggron
name = "aggron"
icon_state = "aggron"
icon_living = "aggron"
icon_dead = "aggron_d"
/mob/living/simple_animal/pokemon/ampharos
name = "ampharos"
icon_state = "ampharos"
icon_living = "ampharos"
icon_dead = "ampharos_d"
/mob/living/simple_animal/pokemon/charmander
name = "charmander"
icon_state = "charmander"
icon_living = "charmander"
icon_dead = "charmander_d"
/mob/living/simple_animal/pokemon/ditto
name = "ditto"
icon_state = "ditto"
icon_living = "ditto"
icon_dead = "ditto_d"
/mob/living/simple_animal/pokemon/dratini/dragonair
name = "dragonair"
desc = "A Dragonair stores an enormous amount of energy inside its body. It is said to alter the weather around it by loosing energy from the crystals on its neck and tail."
icon_state = "dragonair"
icon_living = "dragonair"
icon_dead = "dragonair_d"
/mob/living/simple_animal/pokemon/dratini/dragonair/dragonite
name = "dragonite"
desc = "It can circle the globe in just 16 hours. It is a kindhearted Pokémon that leads lost and foundering ships in a storm to the safety of land."
icon_state = "dragonite"
icon_living = "dragonite"
icon_dead = "dragonite_d"
/mob/living/simple_animal/pokemon/dratini
name = "dratini"
desc = "A Dratini continually molts and sloughs off its old skin. It does so because the life energy within its body steadily builds to reach uncontrollable levels."
icon_state = "dratini"
icon_living = "dratini"
icon_dead = "dratini_d"
/mob/living/simple_animal/pokemon/eevee
name = "eevee"
desc = "Eevee has an unstable genetic makeup that suddenly mutates due to its environment. Radiation from various stones causes this Pokémon to evolve."
icon_state = "eevee"
icon_living = "eevee"
icon_dead = "eevee_d"
speak = list("Eevee!", "Ee-Eevee!")
response_help = "pets"
response_harm = "hits"
/mob/living/simple_animal/pokemon/eevee/espeon
name = "espeon"
desc = "Espeon is extremely loyal to any trainer it considers to be worthy. It is said to have developed precognitive powers to protect its trainer from harm."
icon_state = "espeon"
icon_living = "espeon"
icon_dead = "espeon_d"
/mob/living/simple_animal/pokemon/flaaffy
name = "flaaffy"
icon_state = "flaaffy"
icon_living = "flaaffy"
icon_dead = "flaaffy_d"
/mob/living/simple_animal/pokemon/eevee/flareon
name = "flareon"
desc = "Flareon's fluffy fur releases heat into the air so that its body does not get excessively hot. Its body temperature can rise to a maximum of 1,650 degrees F."
icon_state = "flareon"
icon_living = "flareon"
icon_dead = "flareon_d"
speak = list("Flare!", "Flareon!")
/mob/living/simple_animal/pokemon/eevee/glaceon
name = "glaceon"
desc = "By controlling its body heat, it can freeze the atmosphere around it to make a diamond-dust flurry."
icon_state = "glaceon"
icon_living = "glaceon"
icon_dead = "glaceon_d"
speak = list("Glace!", "Glaceon!")
/mob/living/simple_animal/pokemon/eevee/jolteon
name = "jolteon"
desc = "Its cells generate weak power that is amplified by its fur's static electricity to drop thunderbolts. The bristling fur is made of electrically charged needles."
icon_state = "jolteon"
icon_living = "jolteon"
icon_dead = "jolteon_d"
speak = list("Jolt!", "Jolteon!")
/mob/living/simple_animal/pokemon/larvitar
name = "larvitar"
desc = "It is born deep underground. It can't emerge until it has entirely consumed the soil around it."
icon_state = "larvitar"
icon_living = "larvitar"
icon_dead = "larvitar_d"
/mob/living/simple_animal/pokemon/mareep
name = "mareep"
icon_state = "mareep"
icon_living = "mareep"
icon_dead = "mareep_d"
/mob/living/simple_animal/pokemon/poochyena/mightyena
name = "mightyena"
icon_state = "mightyena"
icon_living = "mightyena"
icon_dead = "mightyena"
/mob/living/simple_animal/pokemon/miltank
name = "miltank"
icon_state = "miltank"
icon_living = "miltank"
icon_dead = "miltank_d"
/mob/living/simple_animal/pokemon/poochyena
name = "poochyena"
icon_state = "poochyena"
icon_living = "poochyena"
icon_dead = "poochyena_d"
/mob/living/simple_animal/pokemon/eevee/sylveon
name = "Sylveon"
desc = "Sylveon, the Intertwining Pokémon. Sylveon affectionately wraps its ribbon-like feelers around its Trainer's arm as they walk together."
icon_state = "sylveon"
icon_living = "sylveon"
icon_dead = "sylveon_d"
speak = list("Sylveon!", "Syl!")
response_help = "pets"
response_harm = "hits"
/mob/living/simple_animal/pokemon/eevee/umbreon
name = "umbreon"
icon_state = "umbreon"
icon_dead = "umbreon_d"
icon_living = "umbreon"
/mob/living/simple_animal/pokemon/vulpix
name = "vulpix"
icon_state = "vulpix"
icon_living = "vulpix"
icon_dead = "vulpix_d"
-132
View File
@@ -1,132 +0,0 @@
//////////
//DILDOS//
//////////
obj/item/dildo
name = "dildo"
desc = "Floppy!"
icon = 'code/citadel/icons/dildo.dmi'
damtype = BRUTE
force = 0
throwforce = 0
icon_state = "dildo_knotted_2"
alpha = 192//transparent
var/can_customize = FALSE
var/dildo_shape = "human"
var/dildo_size = 2
var/dildo_type = "dildo"//pretty much just used for the icon state
var/random_color = TRUE
var/random_size = FALSE
var/random_shape = FALSE
//Lists moved to _cit_helpers.dm as globals so they're not instanced individually
obj/item/dildo/proc/update_appearance()
icon_state = "[dildo_type]_[dildo_shape]_[dildo_size]"
var/sizeword = ""
switch(dildo_size)
if(1)
sizeword = "small "
if(3)
sizeword = "big "
if(4)
sizeword = "huge "
if(5)
sizeword = "gigantic "
name = "[sizeword][dildo_shape] [can_customize ? "custom " : ""][dildo_type]"
obj/item/dildo/AltClick(mob/living/user)
if(QDELETED(src))
return
if(!isliving(user))
return
if(isAI(user))
return
if(user.stat > 0)//unconscious or dead
return
customize(user)
obj/item/dildo/proc/customize(mob/living/user)
if(!can_customize)
return FALSE
if(src && !user.incapacitated() && in_range(user,src))
var/color_choice = input(user,"Choose a color for your dildo.","Dildo Color") as null|anything in GLOB.dildo_colors
if(src && color_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(color_choice, GLOB.dildo_colors, "Red")
color = GLOB.dildo_colors[color_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/shape_choice = input(user,"Choose a shape for your dildo.","Dildo Shape") as null|anything in GLOB.dildo_shapes
if(src && shape_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(shape_choice, GLOB.dildo_colors, "Knotted")
dildo_shape = GLOB.dildo_shapes[shape_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/size_choice = input(user,"Choose the size for your dildo.","Dildo Size") as null|anything in GLOB.dildo_sizes
if(src && size_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(size_choice, GLOB.dildo_colors, "Medium")
dildo_size = GLOB.dildo_sizes[size_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/transparency_choice = input(user,"Choose the transparency of your dildo. Lower is more transparent!(192-255)","Dildo Transparency") as null|num
if(src && transparency_choice && !user.incapacitated() && in_range(user,src))
sanitize_integer(transparency_choice, 192, 255, 192)
alpha = transparency_choice
update_appearance()
return TRUE
obj/item/dildo/Initialize()
. = ..()
if(random_color == TRUE)
var/randcolor = pick(GLOB.dildo_colors)
color = GLOB.dildo_colors[randcolor]
if(random_shape == TRUE)
var/randshape = pick(GLOB.dildo_shapes)
dildo_shape = GLOB.dildo_shapes[randshape]
if(random_size == TRUE)
var/randsize = pick(GLOB.dildo_sizes)
dildo_size = GLOB.dildo_sizes[randsize]
update_appearance()
alpha = rand(192, 255)
pixel_y = rand(-7,7)
pixel_x = rand(-7,7)
obj/item/dildo/examine(mob/user)
..()
if(can_customize)
user << "<span class='notice'>Alt-Click \the [src.name] to customize it.</span>"
obj/item/dildo/random//totally random
name = "random dildo"//this name will show up in vendors and shit so you know what you're vending(or don't, i guess :^))
random_color = TRUE
random_shape = TRUE
random_size = TRUE
obj/item/dildo/knotted
dildo_shape = "knotted"
name = "knotted dildo"
obj/item/dildo/human
dildo_shape = "human"
name = "human dildo"
obj/item/dildo/plain
dildo_shape = "plain"
name = "plain dildo"
obj/item/dildo/flared
dildo_shape = "flared"
name = "flared dildo"
obj/item/dildo/flared/huge
name = "literal horse cock"
desc = "THIS THING IS HUGE!"
dildo_size = 4
obj/item/dildo/custom
name = "customizable dildo"
desc = "Thanks to significant advances in synthetic nanomaterials, this dildo is capable of taking on many different forms to fit the user's preferences! Pricy!"
can_customize = TRUE
random_color = TRUE
random_shape = TRUE
random_size = TRUE

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