Merge branch 'master' into cool-ipcs

This commit is contained in:
Timothy Teakettle
2020-09-16 05:09:02 +01:00
2723 changed files with 184768 additions and 215036 deletions
+11 -1
View File
@@ -9,7 +9,7 @@
var/buckle_prevents_pull = FALSE
//Interaction
/atom/movable/attack_hand(mob/living/user)
/atom/movable/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -145,3 +145,13 @@
var/mob/living/L = M.pulledby
L.set_pull_offsets(M, L.grab_state)
return M
/atom/movable/proc/precise_user_unbuckle_mob(mob/user)
if(!buckled_mobs)
return
else if(length(buckled_mobs) == 1)
return user_unbuckle_mob(buckled_mobs[1], user)
else
var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
return user_unbuckle_mob(unbuckled, user)
+45 -29
View File
@@ -8,7 +8,7 @@
anchored = TRUE
light_range = 3
var/movechance = 70
var/obj/item/assembly/signaler/anomaly/aSignal
var/obj/item/assembly/signaler/anomaly/aSignal = /obj/item/assembly/signaler/anomaly
var/area/impact_area
var/lifespan = 990
@@ -23,8 +23,10 @@
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
aSignal = new(src)
aSignal.name = "[name] core"
if (!impact_area)
return INITIALIZE_HINT_QDEL
aSignal = new aSignal(src)
aSignal.code = rand(1,100)
aSignal.anomaly_type = type
@@ -75,7 +77,7 @@
/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/analyzer))
if(I.tool_behaviour == TOOL_ANALYZER) //revert if runtimed
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
///////////////////////
@@ -85,6 +87,7 @@
icon_state = "shield2"
density = FALSE
var/boing = 0
aSignal = /obj/item/assembly/signaler/anomaly/grav
/obj/effect/anomaly/grav/anomalyEffect()
..()
@@ -95,17 +98,23 @@
for(var/mob/living/M in range(0, src))
gravShock(M)
for(var/mob/living/M in orange(4, src))
step_towards(M,src)
if(!M.mob_negates_gravity()) //delete when runtimed
step_towards(M,src)
for(var/obj/O in range(0,src))
if(!O.anchored)
//if(isturf(O.loc))
// var/turf/T = O.loc
// if(T.intact && HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
// continue
var/mob/living/target = locate() in view(4,src)
if(target && !target.stat)
O.throw_at(target, 5, 10)
/obj/effect/anomaly/grav/Crossed(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Crossed(atom/movable/AM)
. = ..()
gravShock(AM)
/obj/effect/anomaly/grav/Bump(mob/A)
/obj/effect/anomaly/grav/Bump(atom/A)
gravShock(A)
/obj/effect/anomaly/grav/Bumped(atom/movable/AM)
@@ -138,6 +147,7 @@
name = "flux wave anomaly"
icon_state = "electricity2"
density = TRUE
aSignal = /obj/item/assembly/signaler/anomaly/flux
var/canshock = FALSE
var/shockdamage = 20
var/explosive = TRUE
@@ -148,11 +158,12 @@
for(var/mob/living/M in range(0, src))
mobShock(M)
/obj/effect/anomaly/flux/Crossed(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Crossed(atom/movable/AM)
. = ..()
mobShock(AM)
/obj/effect/anomaly/flux/Bump(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bump(atom/A)
mobShock(A)
/obj/effect/anomaly/flux/Bumped(atom/movable/AM)
mobShock(AM)
@@ -160,7 +171,7 @@
/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
if(canshock && istype(M))
canshock = FALSE //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
M.electrocute_act(shockdamage, "[name]", flags = SHOCK_NOGLOVES)
M.electrocute_act(shockdamage, name, flags = SHOCK_NOGLOVES)
/obj/effect/anomaly/flux/detonate()
if(explosive)
@@ -176,6 +187,7 @@
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
density = TRUE
aSignal = /obj/item/assembly/signaler/anomaly/bluespace
/obj/effect/anomaly/bluespace/anomalyEffect()
..()
@@ -187,7 +199,7 @@
do_teleport(AM, locate(AM.x, AM.y, AM.z), 8, channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/effect/anomaly/bluespace/detonate()
var/turf/T = safepick(get_area_turfs(impact_area))
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/beacon/chosen
@@ -224,21 +236,23 @@
if(!A.Move(newloc) && newloc) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.forceMove(newloc)
spawn()
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = FLASH_LAYER
blueeffect.plane = FULLSCREEN_PLANE
blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
qdel(blueeffect)
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
INVOKE_ASYNC(src, .proc/blue_effect, M)
/obj/effect/anomaly/bluespace/proc/blue_effect(mob/M)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = FLASH_LAYER
blueeffect.plane = FULLSCREEN_PLANE
blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
qdel(blueeffect)
/////////////////////
@@ -246,6 +260,7 @@
name = "pyroclastic anomaly"
icon_state = "mustard"
var/ticks = 0
aSignal = /obj/item/assembly/signaler/anomaly/pyro
/obj/effect/anomaly/pyro/anomalyEffect()
..()
@@ -278,6 +293,7 @@
name = "vortex anomaly"
icon_state = "bhole3"
desc = "That's a nice station you have there. It'd be a shame if something happened to it."
aSignal = /obj/item/assembly/signaler/anomaly/vortex
/obj/effect/anomaly/bhole/anomalyEffect()
..()
+6 -4
View File
@@ -101,10 +101,7 @@
to_chat(user, "<span class='notice'>You carefully remove the poster from the wall.</span>")
roll_and_drop(user.loc)
/obj/structure/sign/poster/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/structure/sign/poster/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(ruined)
return
visible_message("[user] rips [src] in a single, decisive motion!" )
@@ -212,6 +209,11 @@
desc = "A heretical poster depicting the titular star of an equally heretical book."
icon_state = "poster4"
/obj/structure/sign/poster/contraband/post_ratvar
name = "Post This Ratvar"
desc = "Oh what in the hell? Those cultists have animated paper technology and they use it for a meme?"
icon_state = "postvar"
/obj/structure/sign/poster/contraband/syndicate_recruitment
name = "Syndicate Recruitment"
desc = "See the galaxy! Shatter corrupt megacorporations! Join today!"
@@ -91,7 +91,7 @@
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
if(color != bloodtype_to_color(S.last_bloodtype))
if(color != S.last_blood_color)
return
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
@@ -104,7 +104,7 @@
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
if(color != S.last_blood_color)//last entry - we check its color
return
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
@@ -137,10 +137,7 @@
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -150
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/effect/decal/cleanable/vomit/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(isflyperson(H))
@@ -40,12 +40,11 @@
if(hotspot && istype(T) && T.air)
qdel(hotspot)
var/datum/gas_mixture/G = T.air
var/plas_amt = min(30,G.gases[/datum/gas/plasma]) //Absorb some plasma
G.gases[/datum/gas/plasma] -= plas_amt
var/plas_amt = min(30,G.get_moles(/datum/gas/plasma)) //Absorb some plasma
G.adjust_moles(/datum/gas/plasma,-plas_amt)
absorbed_plasma += plas_amt
if(G.temperature > T20C)
G.temperature = max(G.temperature/2,T20C)
GAS_GARBAGE_COLLECT(G.gases)
if(G.return_temperature() > T20C)
G.set_temperature(max(G.return_temperature()/2,T20C))
T.air_update_turf()
/obj/effect/particle_effect/foam/firefighting/kill_foam()
@@ -269,6 +268,8 @@
gender = PLURAL
max_integrity = 20
CanAtmosPass = ATMOS_PASS_DENSITY
attack_hand_speed = CLICK_CD_MELEE
attack_hand_is_action = TRUE
/obj/structure/foamedmetal/Initialize()
. = ..()
@@ -285,11 +286,7 @@
/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/attack_hand(mob/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
/obj/structure/foamedmetal/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
to_chat(user, "<span class='warning'>You hit [src] but bounce off it!</span>")
playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
@@ -317,15 +314,13 @@
O.ClearWet()
if(O.air)
var/datum/gas_mixture/G = O.air
G.temperature = 293.15
G.set_temperature(293.15)
for(var/obj/effect/hotspot/H in O)
qdel(H)
var/list/G_gases = G.gases
for(var/I in G_gases)
for(var/I in G.get_gases())
if(I == /datum/gas/oxygen || I == /datum/gas/nitrogen)
continue
G_gases[I] = 0
GAS_GARBAGE_COLLECT(G.gases)
G.set_moles(I, 0)
O.air_update_turf()
for(var/obj/machinery/atmospherics/components/unary/U in O)
if(!U.welded)
@@ -166,15 +166,13 @@
if(T.air)
var/datum/gas_mixture/G = T.air
if(!distcheck || get_dist(T, location) < blast) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
G.temperature = temperature
G.set_temperature(temperature)
T.air_update_turf()
for(var/obj/effect/hotspot/H in T)
qdel(H)
var/list/G_gases = G.gases
if(G_gases[/datum/gas/plasma])
G_gases[/datum/gas/nitrogen] += (G_gases[/datum/gas/plasma])
G_gases[/datum/gas/plasma] = 0
GAS_GARBAGE_COLLECT(G.gases)
if(G.get_moles(/datum/gas/plasma))
G.adjust_moles(/datum/gas/nitrogen, G.get_moles(/datum/gas/plasma))
G.set_moles(/datum/gas/plasma, 0)
if (weldvents)
for(var/obj/machinery/atmospherics/components/unary/U in T)
if(!isnull(U.welded) && !U.welded) //must be an unwelded vent pump or vent scrubber.
@@ -63,3 +63,23 @@
/datum/effect_system/lightning_spread
effect_type = /obj/effect/particle_effect/sparks/electricity
//fake sparks, not subtyped because we don't want light/heat, nor checks inside an often used proc for a rare subcase for saving like 10 lines of code
/obj/effect/particle_effect/fake_sparks
name = "lightning"
icon_state = "electricity"
/obj/effect/particle_effect/fake_sparks/Initialize()
. = ..()
flick(icon_state, src) // replay the animation
playsound(src, "sparks", 100, TRUE)
QDEL_IN(src, 20)
/datum/effect_system/fake_spark_spread
effect_type = /obj/effect/particle_effect/fake_sparks
/proc/do_fake_sparks(n, c, source)
var/datum/effect_system/fake_spark_spread/sparks = new
sparks.set_up(n, c, source)
sparks.autocleanup = TRUE
sparks.start()
+1 -2
View File
@@ -146,14 +146,13 @@
spawn(0)
new /datum/hallucination/delusion(victim, TRUE, "demon",duration,0)
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
var/obj/item/chainsaw/doomslayer/chainsaw = new(victim.loc)
victim.log_message("entered a blood frenzy", LOG_ATTACK)
ADD_TRAIT(chainsaw, TRAIT_NODROP, CHAINSAW_FRENZY_TRAIT)
victim.drop_all_held_items()
victim.put_in_hands(chainsaw, forced = TRUE)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent(/datum/reagent/medicine/adminordrazine,25)
to_chat(victim, "<span class='warning'>KILL, KILL, KILL! YOU HAVE NO ALLIES ANYMORE, KILL THEM ALL!</span>")
+10 -17
View File
@@ -1,10 +1,10 @@
/proc/create_portal_pair(turf/source, turf/destination, _creator = null, _lifespan = 300, accuracy = 0, newtype = /obj/effect/portal, atmos_link_override)
/proc/create_portal_pair(turf/source, turf/destination, _lifespan = 300, accuracy = 0, newtype = /obj/effect/portal, atmos_link_override)
if(!istype(source) || !istype(destination))
return
var/turf/actual_destination = get_teleport_turf(destination, accuracy)
var/obj/effect/portal/P1 = new newtype(source, _creator, _lifespan, null, FALSE, null, atmos_link_override)
var/obj/effect/portal/P2 = new newtype(actual_destination, _creator, _lifespan, P1, TRUE, null, atmos_link_override)
var/obj/effect/portal/P1 = new newtype(source, _lifespan, null, FALSE, null, atmos_link_override)
var/obj/effect/portal/P2 = new newtype(actual_destination, _lifespan, P1, TRUE, null, atmos_link_override)
if(!istype(P1)||!istype(P2))
return
P1.link_portal(P2)
@@ -21,7 +21,6 @@
var/obj/effect/portal/linked
var/hardlinked = TRUE //Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
var/teleport_channel = TELEPORT_CHANNEL_BLUESPACE
var/creator
var/turf/hard_target //For when a portal needs a hard target and isn't to be linked.
var/atmos_link = FALSE //Link source/destination atmos.
var/turf/open/atmos_source //Atmos link source
@@ -35,6 +34,7 @@
name = "wormhole"
icon = 'icons/obj/objects.dmi'
icon_state = "anom"
layer = RIPPLE_LAYER
mech_sized = TRUE
teleport_channel = TELEPORT_CHANNEL_WORMHOLE
@@ -49,7 +49,9 @@
user.forceMove(get_turf(src))
return TRUE
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
/obj/effect/portal/Crossed(atom/movable/AM, oldloc, force_stop = 0)
if(force_stop)
return ..()
if(isobserver(AM))
return ..()
if(linked && (get_turf(oldloc) == get_turf(linked)))
@@ -60,16 +62,13 @@
/obj/effect/portal/attack_tk(mob/user)
return
/obj/effect/portal/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/effect/portal/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(get_turf(user) == get_turf(src))
teleport(user)
if(Adjacent(user))
user.forceMove(get_turf(src))
/obj/effect/portal/Initialize(mapload, _creator, _lifespan = 0, obj/effect/portal/_linked, automatic_link = FALSE, turf/hard_target_override, atmos_link_override)
/obj/effect/portal/Initialize(mapload, _lifespan = 0, obj/effect/portal/_linked, automatic_link = FALSE, turf/hard_target_override, atmos_link_override)
. = ..()
GLOB.portals += src
if(!istype(_linked) && automatic_link)
@@ -81,7 +80,6 @@
atmos_link = atmos_link_override
link_portal(_linked)
hardlinked = automatic_link
creator = _creator
if(isturf(hard_target_override))
hard_target = hard_target_override
@@ -132,10 +130,7 @@
LAZYREMOVE(atmos_destination.atmos_adjacent_turfs, atmos_source)
atmos_destination = null
/obj/effect/portal/Destroy() //Calls on_portal_destroy(destroyed portal, location of destroyed portal) on creator if creator has such call.
if(creator && hascall(creator, "on_portal_destroy"))
call(creator, "on_portal_destroy")(src, src.loc)
creator = null
/obj/effect/portal/Destroy()
GLOB.portals -= src
unlink_atmos()
if(hardlinked && !QDELETED(linked))
@@ -156,8 +151,6 @@
return FALSE
if(!force && (!ismecha(M) && !istype(M, /obj/item/projectile) && M.anchored && !allow_anchored))
return
if(ismegafauna(M))
message_admins("[M] has used a portal at [ADMIN_VERBOSEJMP(src)] made by [usr].")
var/no_effect = FALSE
if(last_effect == world.time)
no_effect = TRUE
@@ -19,11 +19,11 @@
var/obj/item/tank/internals/plasma/PT = new(V)
var/obj/item/tank/internals/oxygen/OT = new(V)
PT.air_contents.gases[/datum/gas/plasma] = pressure_p*PT.volume/(R_IDEAL_GAS_EQUATION*CELSIUS_TO_KELVIN(temp_p))
PT.air_contents.temperature = CELSIUS_TO_KELVIN(temp_p)
PT.air_contents.set_moles(/datum/gas/plasma, pressure_p*PT.volume/(R_IDEAL_GAS_EQUATION*CELSIUS_TO_KELVIN(temp_p)))
PT.air_contents.set_temperature(CELSIUS_TO_KELVIN(temp_p))
OT.air_contents.gases[/datum/gas/oxygen] = pressure_o*OT.volume/(R_IDEAL_GAS_EQUATION*CELSIUS_TO_KELVIN(temp_o))
OT.air_contents.temperature = CELSIUS_TO_KELVIN(temp_o)
OT.air_contents.set_moles(/datum/gas/oxygen, pressure_o*OT.volume/(R_IDEAL_GAS_EQUATION*CELSIUS_TO_KELVIN(temp_o)))
OT.air_contents.set_temperature(CELSIUS_TO_KELVIN(temp_o))
V.tank_one = PT
V.tank_two = OT
@@ -168,3 +168,26 @@
items = list(
/obj/item/clothing/mask/gas/sexymime,
/obj/item/clothing/under/rank/civilian/mime/sexy)
/obj/effect/spawner/bundle/crate/Initialize(mapload)
if(items && items.len)
var/turf/T = get_turf(src)
var/obj/structure/closet/LC = locate(/obj/structure/closet) in T
if(LC)
for(var/path in items)
new path(LC)
return INITIALIZE_HINT_QDEL
/obj/effect/spawner/bundle/crate/mosin
name = "Mosin-Nagant spawner"
items = list(
/obj/item/gun/ballistic/shotgun/boltaction,
/obj/item/ammo_box/a762
)
/obj/effect/spawner/bundle/crate/surplusrifle
name = "surplus rifle spawner"
items = list(
/obj/item/gun/ballistic/automatic/surplus,
/obj/item/ammo_box/magazine/m10mm/rifle
)
+9 -25
View File
@@ -380,8 +380,6 @@
name = "random keg spawner"
lootcount = 1
loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
/obj/structure/reagent_dispensers/keg/aphro = 2,
/obj/structure/reagent_dispensers/keg/aphro/strong = 2,
/obj/structure/reagent_dispensers/keg/gargle = 1)
/obj/effect/spawner/lootdrop/coin
@@ -451,7 +449,7 @@
lootcount = 1
spawn_on_turf = FALSE
//Note this is out of a 100 - Meaning the number you see is also the percent its going to pick that
//This is ment for "low" loot that anyone could fine in a toilet, for better gear use high loot toilet
//This is meant for "low" loot that anyone could find in a toilet, for better gear use high loot toilet
loot = list("" = 30,
/obj/item/lighter = 2,
/obj/item/tape/random = 1,
@@ -466,7 +464,7 @@
/obj/effect/spawner/lootdrop/cigars_cases/no_turf = 2,
/obj/effect/spawner/lootdrop/space_cash/no_turf = 5,
/obj/item/reagent_containers/food/snacks/grown/cannabis = 5,
/obj/item/storage/pill_bottle/dice = 5,
/obj/item/storage/box/dice = 5,
/obj/item/toy/cards/deck = 5,
/obj/effect/spawner/lootdrop/druggie_pill/no_turf = 5
)
@@ -476,7 +474,7 @@
lootcount = 1
spawn_on_turf = FALSE
//Note this is out of a 100 - Meaning the number you see is also the percent its going to pick that
//This is ment for "prison" loot that is rather rare and ment for "prisoners if they get a crowbar to fine, or sec.
//This is meant for "prison" loot that is rather rare and meant for "prisoners if they get a crowbar to fine, or sec.
loot = list("" = 10,
/obj/item/lighter = 5,
/obj/item/poster/random_contraband = 5,
@@ -485,7 +483,7 @@
/obj/effect/spawner/lootdrop/cig_packs/no_turf = 10,
/obj/effect/spawner/lootdrop/cigars_cases/no_turf = 5,
/obj/item/reagent_containers/food/snacks/grown/cannabis = 5,
/obj/item/storage/pill_bottle/dice = 5,
/obj/item/storage/box/dice = 5,
/obj/item/toy/cards/deck = 5,
/obj/effect/spawner/lootdrop/druggie_pill/no_turf = 5,
/obj/item/kitchen/knife = 5,
@@ -666,28 +664,18 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10,
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 13,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 13,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 12,
)
/obj/effect/spawner/lootdrop/weapon_parts
name = "random weapon parts spawner 25%"
name = "random weapon parts spawner 20%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 75,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
loot = list("" = 80,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 2,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
)
/obj/effect/spawner/lootdrop/ammo
@@ -695,8 +683,6 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 25,
/obj/item/ammo_box/c32mm = 15,
/obj/item/ammo_box/r32mm = 15,
/obj/item/ammo_box/magazine/wt550m9 = 1,
/obj/item/ammo_casing/shotgun/buckshot = 7,
/obj/item/ammo_casing/shotgun/rubbershot = 7,
@@ -709,8 +695,6 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/ammo_box/c32mm = 7,
/obj/item/ammo_box/r32mm = 7,
/obj/item/ammo_box/magazine/wt550m9 = 2,
/obj/item/ammo_casing/shotgun/buckshot = 10,
/obj/item/ammo_casing/shotgun/rubbershot = 10,
+4 -6
View File
@@ -69,6 +69,7 @@
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in \the [src] for a moment.</span>")
return FALSE
return TRUE
else if(istype(mover, /obj/item/projectile))
return prob(30)
@@ -119,6 +120,8 @@
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
attack_hand_speed = CLICK_CD_MELEE
attack_hand_is_action = TRUE
/obj/structure/spider/spiderling/Destroy()
new/obj/item/reagent_containers/food/snacks/spiderling(get_turf(src))
@@ -152,10 +155,9 @@
else
..()
/obj/structure/spider/spiderling/attack_hand(mob/user)
/obj/structure/spider/spiderling/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(user.a_intent != INTENT_HELP)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user.visible_message("<span class='warning'>[user] splats [src].</span>", "<span class='warning'>You splat [src].</span>", "<span class='italics'>You hear a splat...</span>")
playsound(loc, 'sound/effects/snap.ogg', 25)
@@ -252,8 +254,6 @@
/obj/structure/spider/cocoon/container_resist(mob/living/user)
var/breakout_time = 600
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You struggle against the tight bonds... (This will take about [DisplayTimeText(breakout_time)].)</span>")
visible_message("You see something struggling and writhing in \the [src]!")
if(do_after(user,(breakout_time), target = src))
@@ -261,8 +261,6 @@
return
qdel(src)
/obj/structure/spider/cocoon/Destroy()
var/turf/T = get_turf(src)
src.visible_message("<span class='warning'>\The [src] splits open.</span>")
@@ -139,6 +139,23 @@
/obj/effect/temp_visual/dir_setting/curse/hand
icon_state = "cursehand"
/obj/effect/temp_visual/bsa_splash
name = "\improper Bluespace energy wave"
desc = "A massive, rippling wave of bluepace energy, all rapidly exhausting itself the moment it leaves the concentrated beam of light."
icon = 'icons/effects/beam_splash.dmi'
icon_state = "beam_splash_l"
layer = ABOVE_ALL_MOB_LAYER
pixel_y = -16
duration = 50
/obj/effect/temp_visual/bsa_splash/Initialize(mapload, dir)
. = ..()
switch(dir)
if(WEST)
icon_state = "beam_splash_w"
if(EAST)
icon_state = "beam_splash_e"
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
@@ -486,4 +503,15 @@
addtimer(CALLBACK(src, .proc/end), 15)
/obj/effect/constructing_effect/proc/end()
qdel(src)
qdel(src)
/obj/effect/temp_visual/dir_setting/space_wind
icon = 'icons/effects/atmospherics.dmi'
icon_state = "space_wind"
layer = FLY_LAYER
duration = 20
mouse_opacity = 0
/obj/effect/temp_visual/dir_setting/space_wind/Initialize(mapload, set_dir, set_alpha = 255)
. = ..()
alpha = set_alpha
+50 -25
View File
@@ -11,6 +11,10 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
name = "item"
icon = 'icons/obj/items_and_weapons.dmi'
blocks_emissive = EMISSIVE_BLOCK_GENERIC
attack_hand_speed = 0
attack_hand_is_action = FALSE
attack_hand_unwieldlyness = 0
///icon state name for inhand overlays
var/item_state = null
@@ -58,16 +62,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
/// How long, in deciseconds, this staggers for, if null it will autocalculate from w_class and force. Unlike total mass this supports 0 and negatives.
var/stagger_force
/**
* Set FALSE and then checked at the end of on mob/living/attackby(), set TRUE on living/pre_attacked_by().
* Should it be FALSE by the end of the item/attack(), that means the item overrode the standard attack behaviour
* and the user still needs the delay applied. We can't be using return values since that'll stop afterattack() from being triggered.
*/
var/attack_delay_done = FALSE
///next_move click/attack delay of this item.
var/click_delay = CLICK_CD_MELEE
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/current_equipped_slot
pass_flags = PASSTABLE
pressure_resistance = 4
var/obj/item/master = null
@@ -107,12 +103,12 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
var/list/embedding = NONE
var/list/embedding
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
///All items with sharpness of IS_SHARP or higher will automatically get the butchering component.
var/sharpness = IS_BLUNT
///All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component.
var/sharpness = SHARP_NONE
var/tool_behaviour = NONE
var/toolspeed = 1
@@ -179,6 +175,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(damtype == "brute")
hitsound = "swing_hit"
if(used_skills)
for(var/path in used_skills)
var/datum/skill/S = GLOB.skill_datums[path]
LAZYADD(used_skills[path], S.skill_traits)
/obj/item/Destroy()
item_flags &= ~DROPDEL //prevent reqdels
if(ismob(loc))
@@ -205,7 +206,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
if(sharpness) //give sharp objects butchering functionality, for consistency
if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, 80 * toolspeed)
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
@@ -257,7 +258,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
. += "[src] is made of cold-resistant materials."
if(resistance_flags & FIRE_PROOF)
. += "[src] is made of fire-retardant materials."
if(item_flags & (ITEM_CAN_BLOCK | ITEM_CAN_PARRY))
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
. += "[src] has the capacity to be used to block and/or parry. <a href='?src=[REF(data)];name=[name];block=[item_flags & ITEM_CAN_BLOCK];parry=[item_flags & ITEM_CAN_PARRY];render=1'>\[Show Stats\]</a>"
@@ -307,14 +308,15 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
add_fingerprint(usr)
return ..()
/obj/item/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/item/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(!user)
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
@@ -336,7 +338,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
C.update_damage_overlays()
return
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
if(acid_level > 20 && ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
if(istype(C))
if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
@@ -379,6 +381,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
@@ -423,6 +430,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
/obj/item/proc/dropped(mob/user)
SHOULD_CALL_PARENT(TRUE)
current_equipped_slot = null
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
@@ -457,6 +465,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
usr.UnarmedAttack(src, TRUE)
if(usr.get_active_held_item() == src)
melee_attack_chain(usr, over)
usr.FlushCurrentAction()
return TRUE //returning TRUE as a "is this overridden?" flag
if(!Adjacent(usr) || !over.Adjacent(usr))
return // should stop you from dragging through windows
@@ -470,7 +479,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(mob/user, slot)
SHOULD_CALL_PARENT(TRUE)
. = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
current_equipped_slot = slot
if(!(. & COMPONENT_NO_GRANT_ACTIONS))
for(var/X in actions)
var/datum/action/A = X
@@ -496,11 +507,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
//if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to TRUE if you wish it to not give you outputs.
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, clothing_check = FALSE, list/return_warning)
if(!M)
return FALSE
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self)
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self, clothing_check, return_warning)
/obj/item/verb/verb_pickup()
set src in oview(1)
@@ -635,6 +646,18 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (throwhitsound)
playsound(hit_atom, throwhitsound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/genhit.ogg',volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
@@ -766,6 +789,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
..()
/obj/item/proc/microwave_act(obj/machinery/microwave/M)
SEND_SIGNAL(src, COMSIG_ITEM_MICROWAVE_ACT, M)
if(istype(M) && M.dirty < 100)
M.dirty++
@@ -822,7 +846,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
// Called when a mob tries to use the item as a tool.
// Handles most checks.
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = 1, max_level = INFINITY)
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = STD_USE_TOOL_MULT)
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
// Run the start check here so we wouldn't have to call it manually.
if(!delay && !tool_start_check(user, amount))
@@ -867,7 +891,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
for(var/skill in used_skills)
if(!(SKILL_TRAINING_TOOL in used_skills[skill]))
continue
user.mind.auto_gain_experience(skill, gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
var/datum/skill/S = GLOB.skill_datums[skill]
user.mind.auto_gain_experience(skill, gain*skill_gain_mult*S.item_skill_gain_multi)
return TRUE
@@ -1065,7 +1090,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
/obj/item/proc/updateEmbedding()
if(!islist(embedding) || !LAZYLEN(embedding))
if(!LAZYLEN(embedding))
return
AddElement(/datum/element/embed,\
@@ -1081,4 +1106,4 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
jostle_pain_mult = (!isnull(embedding["jostle_pain_mult"]) ? embedding["jostle_pain_mult"] : EMBEDDED_JOSTLE_PAIN_MULTIPLIER),\
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
return TRUE
return TRUE
+84 -7
View File
@@ -135,6 +135,14 @@ RLD
flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
return .
/obj/item/construction/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/proc/range_check(atom/A, mob/user)
if(!(A in range(custom_range, get_turf(user))))
to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
@@ -276,13 +284,6 @@ RLD
//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
return MA
/obj/item/construction/rcd/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
if(!user)
return
@@ -856,6 +857,82 @@ RLD
desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
/obj/item/construction/plumbing
name = "Plumbing Constructor"
desc = "An expertly modified RCD outfitted to construct plumbing machinery. Reload with compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "arcd"
item_state = "oldrcd"
has_ammobar = FALSE
matter = 200
max_matter = 200
///type of the plumbing machine
var/blueprint = null
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/choices = list()
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/name_to_type = list()
///
var/list/machinery_data = list("cost" = list(), "delay" = list())
/obj/item/construction/plumbing/attack_self(mob/user)
..()
if(!choices.len)
for(var/A in subtypesof(/obj/machinery/plumbing))
var/obj/machinery/plumbing/M = A
if(initial(M.rcd_constructable))
choices += list(initial(M.name) = image(icon = initial(M.icon), icon_state = initial(M.icon_state)))
name_to_type[initial(M.name)] = M
machinery_data["cost"][A] = initial(M.rcd_cost)
machinery_data["delay"][A] = initial(M.rcd_delay)
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
blueprint = name_to_type[choice]
playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
to_chat(user, "<span class='notice'>You change [name]s blueprint to '[choice]'.</span>")
///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type
/obj/item/construction/plumbing/proc/create_machine(atom/A, mob/user)
if(!machinery_data || !isopenturf(A))
return FALSE
if(checkResource(machinery_data["cost"][blueprint], user) && blueprint)
if(do_after(user, machinery_data["delay"][blueprint], target = A))
if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(A))
useResource(machinery_data["cost"][blueprint], user)
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
new blueprint (A, FALSE, FALSE)
return TRUE
/obj/item/construction/plumbing/proc/canPlace(turf/T)
if(!isopenturf(T))
return FALSE
. = TRUE
for(var/obj/O in T.contents)
if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion
return FALSE
/obj/item/construction/plumbing/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A, user))
return
if(istype(A, /obj/machinery/plumbing))
var/obj/machinery/plumbing/P = A
if(P.anchored)
to_chat(user, "<span class='warning'>The [P.name] needs to be unanchored!</span>")
return
if(do_after(user, 20, target = P))
P.deconstruct() //Let's not substract matter
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
else
create_machine(A, user)
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE
+35 -29
View File
@@ -1,4 +1,4 @@
/obj/item/twohanded/rcl
/obj/item/rcl
name = "rapid cable layer"
desc = "A device used to rapidly deploy cables. It has screws on the side which can be removed to slide off the cables. Do not use without insulation!"
icon = 'icons/obj/tools.dmi'
@@ -23,15 +23,26 @@
var/datum/radial_menu/persistent/wiring_gui_menu
var/mob/listeningTo
/obj/item/twohanded/rcl/Initialize()
/obj/item/rcl/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
update_icon()
/obj/item/twohanded/rcl/ComponentInitialize()
/obj/item/rcl/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
AddComponent(/datum/component/two_handed)
/obj/item/twohanded/rcl/attackby(obj/item/W, mob/user)
/// triggered on wield of two handed item
/obj/item/rcl/proc/on_wield(obj/item/source, mob/user)
active = TRUE
/// triggered on unwield of two handed item
/obj/item/rcl/proc/on_unwield(obj/item/source, mob/user)
active = FALSE
/obj/item/rcl/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
@@ -86,26 +97,26 @@
else
..()
/obj/item/twohanded/rcl/examine(mob/user)
/obj/item/rcl/examine(mob/user)
. = ..()
if(loaded)
. += "<span class='info'>It contains [loaded.amount]/[max_amount] cables.</span>"
/obj/item/twohanded/rcl/Destroy()
/obj/item/rcl/Destroy()
QDEL_NULL(loaded)
last = null
listeningTo = null
QDEL_NULL(wiring_gui_menu)
return ..()
/obj/item/twohanded/rcl/update_icon_state()
/obj/item/rcl/update_icon_state()
icon_state = initial(icon_state)
item_state = initial(item_state)
if(!loaded || !loaded.amount)
icon_state += "-empty"
item_state += "-0"
/obj/item/twohanded/rcl/update_overlays()
/obj/item/rcl/update_overlays()
. = ..()
if(!loaded || !loaded.amount)
return
@@ -113,7 +124,7 @@
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
. += cable_overlay
/obj/item/twohanded/rcl/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
/obj/item/rcl/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands || !(loaded?.amount))
return
@@ -121,7 +132,7 @@
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
. += cable_overlay
/obj/item/twohanded/rcl/proc/is_empty(mob/user, loud = 1)
/obj/item/rcl/proc/is_empty(mob/user, loud = 1)
update_icon()
if(!loaded || !loaded.amount)
if(loud)
@@ -130,26 +141,23 @@
QDEL_NULL(loaded)
loaded = null
QDEL_NULL(wiring_gui_menu)
unwield(user)
active = wielded
return TRUE
return FALSE
/obj/item/twohanded/rcl/pickup(mob/user)
/obj/item/rcl/pickup(mob/user)
..()
getMobhook(user)
/obj/item/twohanded/rcl/dropped(mob/wearer)
/obj/item/rcl/dropped(mob/wearer)
..()
UnregisterSignal(wearer, COMSIG_MOVABLE_MOVED)
listeningTo = null
last = null
/obj/item/twohanded/rcl/attack_self(mob/user)
/obj/item/rcl/attack_self(mob/user)
..()
active = wielded
if(!active)
last = null
else if(!last)
@@ -158,7 +166,7 @@
last = C
break
obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
obj/item/rcl/proc/getMobhook(mob/to_hook)
if(listeningTo == to_hook)
return
if(listeningTo)
@@ -166,7 +174,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
RegisterSignal(to_hook, COMSIG_MOVABLE_MOVED, .proc/trigger)
listeningTo = to_hook
/obj/item/twohanded/rcl/proc/trigger(mob/user)
/obj/item/rcl/proc/trigger(mob/user)
if(active)
layCable(user)
if(wiring_gui_menu) //update the wire options as you move
@@ -174,7 +182,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
//previous contents of trigger(), lays cable each time the player moves
/obj/item/twohanded/rcl/proc/layCable(mob/user)
/obj/item/rcl/proc/layCable(mob/user)
if(!isturf(user.loc))
return
if(is_empty(user, 0))
@@ -207,7 +215,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
update_icon()
//searches the current tile for a stub cable of the same colour
/obj/item/twohanded/rcl/proc/findLinkingCable(mob/user)
/obj/item/rcl/proc/findLinkingCable(mob/user)
var/turf/T
if(!isturf(user.loc))
return
@@ -223,10 +231,8 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
continue
if(C.d1 == 0)
return C
return
/obj/item/twohanded/rcl/proc/wiringGuiGenerateChoices(mob/user)
/obj/item/rcl/proc/wiringGuiGenerateChoices(mob/user)
var/fromdir = 0
var/obj/structure/cable/linkingCable = findLinkingCable(user)
if(linkingCable)
@@ -243,12 +249,12 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
wiredirs[icondir] = img
return wiredirs
/obj/item/twohanded/rcl/proc/showWiringGui(mob/user)
/obj/item/rcl/proc/showWiringGui(mob/user)
var/list/choices = wiringGuiGenerateChoices(user)
wiring_gui_menu = show_radial_menu_persistent(user, src , choices, select_proc = CALLBACK(src, .proc/wiringGuiReact, user), radius = 42)
/obj/item/twohanded/rcl/proc/wiringGuiUpdate(mob/user)
/obj/item/rcl/proc/wiringGuiUpdate(mob/user)
if(!wiring_gui_menu)
return
@@ -259,7 +265,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
//Callback used to respond to interactions with the wiring menu
/obj/item/twohanded/rcl/proc/wiringGuiReact(mob/living/user,choice)
/obj/item/rcl/proc/wiringGuiReact(mob/living/user,choice)
if(!choice) //close on a null choice (the center button)
QDEL_NULL(wiring_gui_menu)
return
@@ -290,7 +296,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
wiringGuiUpdate(user)
/obj/item/twohanded/rcl/ui_action_click(mob/user, action)
/obj/item/rcl/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/rcl_col))
current_color_index++;
if (current_color_index > colors.len)
@@ -308,13 +314,13 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
else //open the menu
showWiringGui(user)
/obj/item/twohanded/rcl/pre_loaded/Initialize() //Comes preloaded with cable, for testing stuff
/obj/item/rcl/pre_loaded/Initialize() //Comes preloaded with cable, for testing stuff
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
return ..()
/obj/item/twohanded/rcl/ghetto
/obj/item/rcl/ghetto
actions_types = list()
max_amount = 30
name = "makeshift rapid cable layer"
+84 -17
View File
@@ -6,6 +6,7 @@ RPD
#define ATMOS_CATEGORY 0
#define DISPOSALS_CATEGORY 1
#define TRANSIT_CATEGORY 2
#define PLUMBING_CATEGORY 3
#define BUILD_MODE (1<<0)
#define WRENCH_MODE (1<<1)
@@ -75,6 +76,13 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
)
))
GLOBAL_LIST_INIT(fluid_duct_recipes, list(
"Fluid Ducts" = list(
new /datum/pipe_info/plumbing("Duct", /obj/machinery/duct, PIPE_ONEDIR),
new /datum/pipe_info/plumbing/multilayer("Duct Layer-Manifold",/obj/machinery/duct/multilayered, PIPE_STRAIGHT)
)
))
/datum/pipe_info
var/name
var/icon_state
@@ -175,6 +183,15 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(dt == PIPE_UNARY_FLIPPABLE)
icon_state = "[icon_state]_preview"
/datum/pipe_info/plumbing/New(label, obj/path, dt=PIPE_UNARY)
name = label
id = path
icon_state = initial(path.icon_state)
dirtype = dt
/datum/pipe_info/plumbing/multilayer //exists as identifier so we can see the difference between multi_layer and just ducts properly later on
/obj/item/pipe_dispenser
name = "Rapid Piping Device (RPD)"
desc = "A device used to rapidly pipe things."
@@ -200,15 +217,19 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/atmos_build_speed = 5 //deciseconds (500ms)
var/disposal_build_speed = 5
var/transit_build_speed = 5
var/plumbing_build_speed = 5
var/destroy_speed = 5
var/paint_speed = 5
var/category = ATMOS_CATEGORY
var/piping_layer = PIPING_LAYER_DEFAULT
var/ducting_layer = DUCT_LAYER_DEFAULT
var/datum/pipe_info/recipe
var/static/datum/pipe_info/first_atmos
var/static/datum/pipe_info/first_disposal
var/static/datum/pipe_info/first_transit
var/mode = BUILD_MODE | DESTROY_MODE | WRENCH_MODE
var/static/datum/pipe_info/first_plumbing
var/locked = FALSE //wheter we can change categories. Useful for the plumber
/obj/item/pipe_dispenser/New()
. = ..()
@@ -238,29 +259,30 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
playsound(get_turf(user), 'sound/items/deconstruct.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/pipe_dispenser/ui_base_html(html)
var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
. = replacetext(html, "<!--customheadhtml-->", assets.css_tag())
/obj/item/pipe_dispenser/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/pipes),
)
/obj/item/pipe_dispenser/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/pipe_dispenser/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
assets.send(user)
ui = new(user, src, ui_key, "rpd", name, 425, 472, master_ui, state)
ui = new(user, src, "RapidPipeDispenser", name)
ui.open()
/obj/item/pipe_dispenser/ui_data(mob/user)
var/list/data = list(
"category" = category,
"piping_layer" = piping_layer,
"ducting_layer" = ducting_layer,
"preview_rows" = recipe.get_preview(p_dir),
"categories" = list(),
"selected_color" = paint_color,
"paint_colors" = GLOB.pipe_paint_colors,
"mode" = mode
"mode" = mode,
"locked" = locked
)
var/list/recipes
@@ -271,6 +293,8 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
recipes = GLOB.disposal_pipe_recipes
if(TRANSIT_CATEGORY)
recipes = GLOB.transit_tube_recipes
if(PLUMBING_CATEGORY)
recipes = GLOB.fluid_duct_recipes
for(var/c in recipes)
var/list/cat = recipes[c]
var/list/r = list()
@@ -284,7 +308,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
/obj/item/pipe_dispenser/ui_act(action, params)
if(..())
return
if(!usr.canUseTopic(src))
if(!usr.canUseTopic(src, BE_CLOSE))
return
var/playeffect = TRUE
switch(action)
@@ -299,11 +323,16 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
recipe = first_atmos
if(TRANSIT_CATEGORY)
recipe = first_transit
if(PLUMBING_CATEGORY)
recipe = first_plumbing
p_dir = NORTH
playeffect = FALSE
if("piping_layer")
piping_layer = text2num(params["piping_layer"])
playeffect = FALSE
// if("ducting_layer")
// ducting_layer = text2num(params["ducting_layer"])
// playeffect = FALSE
if("pipe_type")
var/static/list/recipes
if(!recipes)
@@ -320,11 +349,9 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
mode &= ~n
else
mode |= n
if(playeffect && world.time >= effectcooldown)
if(playeffect)
spark_system.start()
effectcooldown = world.time + 100
playsound(get_turf(src), 'sound/effects/pop.ogg', 50, 0)
playsound(get_turf(src), 'sound/effects/pop.ogg', 50, FALSE)
return TRUE
/obj/item/pipe_dispenser/pre_attack(atom/A, mob/user)
@@ -469,16 +496,56 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(mode & WRENCH_MODE)
tube.wrench_act(user, src)
return
if(PLUMBING_CATEGORY) //Plumbing.
if(!can_make_pipe)
return ..()
A = get_turf(A)
if(isclosedturf(A))
to_chat(user, "<span class='warning'>[src]'s error light flickers; there's something in the way!</span>")
return
to_chat(user, "<span class='notice'>You start building a fluid duct...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, plumbing_build_speed, target = A))
var/obj/machinery/duct/D
if(recipe.type == /datum/pipe_info/plumbing/multilayer)
var/temp_connects = NORTH + SOUTH
if(queued_p_dir == EAST)
temp_connects = EAST + WEST
D = new queued_p_type (A, TRUE, GLOB.pipe_paint_colors[paint_color], ducting_layer, temp_connects)
else
D = new queued_p_type (A, TRUE, GLOB.pipe_paint_colors[paint_color], ducting_layer)
D.add_fingerprint(usr)
if(mode & WRENCH_MODE)
D.wrench_act(user, src)
else
return ..()
/obj/item/pipe_dispenser/proc/activate()
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
/* unneeded, you can craft ducts from plastic
/obj/item/pipe_dispenser/plumbing
name = "Plumberinator"
desc = "A crude device to rapidly plumb things."
icon_state = "plumberer"
category = PLUMBING_CATEGORY
locked = TRUE
/obj/item/pipe_dispenser/plumbing/Initialize()
. = ..()
spark_system = new
spark_system.set_up(5, 0, src)
spark_system.attach(src)
if(!first_plumbing)
first_plumbing = GLOB.fluid_duct_recipes[GLOB.fluid_duct_recipes[1]][1]
recipe = first_plumbing
*/
#undef ATMOS_CATEGORY
#undef DISPOSALS_CATEGORY
#undef TRANSIT_CATEGORY
#undef PLUMBING_CATEGORY
#undef BUILD_MODE
#undef DESTROY_MODE
+7 -5
View File
@@ -26,6 +26,7 @@ RSF
/obj/item/rsf/cyborg
matter = 30
/obj/item/rsf/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/rcd_ammo))
if((matter + 10) > 30)
@@ -64,15 +65,16 @@ RSF
return
if (!(istype(A, /obj/structure/table) || isfloorturf(A)))
return
if(matter < 1)
to_chat(user, "<span class='warning'>\The [src] doesn't have enough matter left.</span>")
return
if(iscyborg(user))
matter = 30 //borgs dont actually use the matter so this is mostly just so it doesnt fail the next check incase of shennanigans
var/mob/living/silicon/robot/R = user
if(!R.cell || R.cell.charge < 200)
to_chat(user, "<span class='warning'>You do not have enough power to use [src].</span>")
return
if(matter < 1)
to_chat(user, "<span class='warning'>\The [src] doesn't have enough matter left.</span>")
return
var/turf/T = get_turf(A)
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
@@ -91,7 +93,7 @@ RSF
use_matter(50, user)
if(4)
to_chat(user, "Dispensing Dice Pack...")
new /obj/item/storage/pill_bottle/dice(T)
new /obj/item/storage/box/dice(T)
use_matter(200, user)
if(5)
to_chat(user, "Dispensing Cigarette...")
+4 -4
View File
@@ -180,10 +180,10 @@
stored_decal_total = "[stored_decal][yellow_fix][stored_color]"
return
/obj/item/airlock_painter/decal/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "decal_painter", name, 500, 400, master_ui, state)
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_data(mob/user)
@@ -233,4 +233,4 @@
/obj/item/airlock_painter/decal/debug/Initialize()
. = ..()
ink = new /obj/item/toner/extreme(src)
ink = new /obj/item/toner/extreme(src)
+44
View File
@@ -0,0 +1,44 @@
// Armor kits! Reinforcing uniforms to maintain fashion and also armor capabilities.
/obj/item/armorkit
name = "durathread armor kit"
desc = "A glorified sewing kit with durathread sheets, thread, and a titanium needle, for reinforcing jumpsuits and uniforms."
icon = 'icons/obj/clothing/reinf_kits.dmi'
w_class = WEIGHT_CLASS_SMALL
icon_state = "durathread_kit" // shoutout to my guy Toriate for being good at sprites tho
/obj/item/armorkit/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
// yeah have fun making subtypes and modifying the afterattack if you want to make variants
// idiot
// - hatter
var/used = FALSE
if(isobj(target) && istype(target, /obj/item/clothing/under))
var/obj/item/clothing/under/C = target
if(C.armor.melee < 10)
C.armor.melee = 10
used = TRUE
if(C.armor.laser < 10)
C.armor.laser = 10
used = TRUE
if(C.armor.fire < 40)
C.armor.fire = 40
used = TRUE
if(C.armor.acid < 10)
C.armor.acid = 10
used = TRUE
if(C.armor.bomb < 5)
C.armor.bomb = 5
used = TRUE
if(used)
user.visible_message("<span class = 'notice'>[user] uses [src] on [C], reinforcing it and tossing the empty case away afterwards.</span>", \
"<span class = 'notice'>You reinforce [C] with [src], making it a little more protective! You toss the empty casing away afterwards.</span>")
C.name = "durathread [C.name]" // this disappears if it gets repaired, which is annoying
qdel(src)
return
else
to_chat(user, "<span class = 'notice'>You stare at [src] and [C], coming to the conclusion that you probably don't need to reinforce it any further.")
return
else
return
+65
View File
@@ -0,0 +1,65 @@
/obj/item/binoculars
name = "binoculars"
desc = "Used for long-distance surveillance."
item_state = "binoculars"
icon_state = "binoculars"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
var/mob/listeningTo
var/zoom_out_amt = 6
var/zoom_amt = 10
/obj/item/binoculars/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/binoculars/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=8, force_wielded=12)
/obj/item/binoculars/Destroy()
listeningTo = null
return ..()
/obj/item/binoculars/proc/on_wield(obj/item/source, mob/user)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/unwield)
listeningTo = user
user.visible_message("<span class='notice'>[user] holds [src] up to [user.p_their()] eyes.</span>", "<span class='notice'>You hold [src] up to your eyes.</span>")
item_state = "binoculars_wielded"
user.regenerate_icons()
if(!user?.client)
return
var/client/C = user.client
var/_x = 0
var/_y = 0
switch(user.dir)
if(NORTH)
_y = zoom_amt
if(EAST)
_x = zoom_amt
if(SOUTH)
_y = -zoom_amt
if(WEST)
_x = -zoom_amt
C.change_view(world.view + zoom_out_amt)
C.pixel_x = world.icon_size*_x
C.pixel_y = world.icon_size*_y
/obj/item/binoculars/proc/on_unwield(obj/item/source, mob/user)
unwield(user)
/obj/item/binoculars/proc/unwield(mob/user)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
listeningTo = null
user.visible_message("<span class='notice'>[user] lowers [src].</span>", "<span class='notice'>You lower [src].</span>")
item_state = "binoculars"
user.regenerate_icons()
if(user && user.client)
user.regenerate_icons()
var/client/C = user.client
C.change_view(CONFIG_GET(string/default_view))
user.client.pixel_x = 0
user.client.pixel_y = 0
-2
View File
@@ -71,8 +71,6 @@
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't get out while you're restrained like this!</span>")
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You claw at the fabric of [src], trying to tear it open...</span>")
to_chat(loc, "<span class='warning'>Someone starts trying to break free of [src]!</span>")
if(!do_after(user, 200, target = src))
+69
View File
@@ -0,0 +1,69 @@
/obj/item/broom
name = "broom"
desc = "This is my BROOMSTICK! It can be used manually or braced with two hands to sweep items as you move. It has a telescopic handle for compact storage."
icon = 'icons/obj/janitor.dmi'
icon_state = "broom0"
lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
force = 8
throwforce = 10
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("swept", "brushed off", "bludgeoned", "whacked")
resistance_flags = FLAMMABLE
/obj/item/broom/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/broom/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=8, force_wielded=12, icon_wielded="broom1")
/obj/item/broom/update_icon_state()
icon_state = "broom0"
/// triggered on wield of two handed item
/obj/item/broom/proc/on_wield(obj/item/source, mob/user)
to_chat(user, "<span class='notice'>You brace the [src] against the ground in a firm sweeping stance.</span>")
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/sweep)
/// triggered on unwield of two handed item
/obj/item/broom/proc/on_unwield(obj/item/source, mob/user)
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
/obj/item/broom/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
sweep(user, A, FALSE)
/obj/item/broom/proc/sweep(mob/user, atom/A, moving = TRUE)
var/turf/target
if (!moving)
if (isturf(A))
target = A
else
target = A.loc
else
target = user.loc
if (!isturf(target))
return
if (locate(/obj/structure/table) in target.contents)
return
var/i = 0
for(var/obj/item/garbage in target.contents)
if(!garbage.anchored)
garbage.Move(get_step(target, user.dir), user.dir)
i++
if(i >= 20)
break
if(i >= 1)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 30, TRUE, -1)
/obj/item/broom/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J) //bless you whoever fixes this copypasta
J.put_in_cart(src, user)
J.mybroom=src
J.update_icon()
+3 -3
View File
@@ -6,6 +6,8 @@
icon_state = "cutout_basic"
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FLAMMABLE
attack_hand_speed = CLICK_CD_MELEE
attack_hand_is_action = TRUE
/// Possible restyles for the cutout, add an entry in change_appearance() if you add to here
var/static/list/possible_appearances
/// If the cutout is pushed over and has to be righted
@@ -43,8 +45,7 @@
"Monkey" = image(icon = src.icon, icon_state = "cutout_monky"),
))
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/cardboard_cutout/attack_hand(mob/living/user)
/obj/item/cardboard_cutout/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
if(user.a_intent == INTENT_HELP || pushed_over)
return ..()
user.visible_message("<span class='warning'>[user] pushes over [src]!</span>", "<span class='danger'>You push over [src]!</span>")
@@ -81,7 +82,6 @@
else if(I.hitsound)
playsound(loc, I.hitsound, get_clamped_volume(), 1, -1)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(I.force)
+31 -10
View File
@@ -113,6 +113,26 @@
. = ..()
. += "<span class='notice'>It has <b>[uses ? uses : "no"]</b> charges left.</span>"
/obj/item/card/id/examine_more(mob/user)
var/list/msg = list("<span class='notice'><i>You examine [src] closer, and note the following...</i></span>")
if(mining_points)
msg += "There's [mining_points] mining equipment redemption point\s loaded onto this card."
if(registered_account)
msg += "The account linked to the ID belongs to '[registered_account.account_holder]' and reports a balance of [registered_account.account_balance] cr."
if(registered_account.account_job)
var/datum/bank_account/D = SSeconomy.get_dep_account(registered_account.account_job.paycheck_department)
if(D)
msg += "The [D.account_holder] reports a balance of [D.account_balance] cr."
msg += "<span class='info'>Alt-Click the ID to pull money from the linked account in the form of holochips.</span>"
msg += "<span class='info'>You can insert credits into the linked account by pressing holochips, cash, or coins against the ID.</span>"
if(registered_account.account_holder == user.real_name)
msg += "<span class='boldnotice'>If you lose this ID card, you can reclaim your account by Alt-Clicking a blank ID card while holding it and entering your account ID number.</span>"
else
msg += "<span class='info'>There is no registered account linked to this card. Alt-Click to add one.</span>"
return msg
/obj/item/card/emag/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/emagrecharge))
var/obj/item/emagrecharge/ER = W
@@ -204,7 +224,7 @@
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
if(NAMEOF(src, assignment),NAMEOF(src, registered_name)) //,NAMEOF(src, registered_age))
update_label()
/obj/item/card/id/attack_self(mob/user)
@@ -230,15 +250,13 @@
return ..()
/obj/item/card/id/proc/insert_money(obj/item/I, mob/user, physical_currency)
if(!registered_account)
to_chat(user, "<span class='warning'>[src] doesn't have a linked account to deposit [I] into!</span>")
return
var/cash_money = I.get_item_credit_value()
if(!cash_money)
to_chat(user, "<span class='warning'>[I] doesn't seem to be worth anything!</span>")
return
if(!registered_account)
to_chat(user, "<span class='warning'>[src] doesn't have a linked account to deposit [I] into!</span>")
return
registered_account.adjust_money(cash_money)
if(physical_currency)
to_chat(user, "<span class='notice'>You stuff [I] into [src]. It disappears in a small puff of bluespace smoke, adding [cash_money] credits to the linked account.</span>")
@@ -249,17 +267,20 @@
qdel(I)
/obj/item/card/id/proc/mass_insert_money(list/money, mob/user)
if(!registered_account)
to_chat(user, "<span class='warning'>[src] doesn't have a linked account to deposit into!</span>")
return FALSE
if (!money || !money.len)
return FALSE
var/total = 0
for (var/obj/item/physical_money in money)
var/cash_money = physical_money.get_item_credit_value()
total += physical_money.get_item_credit_value()
CHECK_TICK
total += cash_money
registered_account.adjust_money(cash_money)
registered_account.adjust_money(total)
QDEL_LIST(money)
+89
View File
@@ -0,0 +1,89 @@
// CHAINSAW
/obj/item/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon_state = "chainsaw_off"
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
flags_1 = CONDUCT_1
force = 13
var/force_on = 24
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
custom_materials = list(/datum/material/iron=13000)
attack_verb = list("sawed", "torn", "cut", "chopped", "diced")
hitsound = "swing_hit"
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/startchainsaw)
tool_behaviour = TOOL_SAW
toolspeed = 0.5
var/on = FALSE
var/wielded = FALSE // track wielded status on item
/obj/item/chainsaw/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/chainsaw/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 100, 0, 'sound/weapons/chainsawhit.ogg', TRUE)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
AddElement(/datum/element/update_icon_updates_onmob)
/// triggered on wield of two handed item
/obj/item/chainsaw/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/chainsaw/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/chainsaw/suicide_act(mob/living/carbon/user)
if(on)
user.visible_message("<span class='suicide'>[user] begins to tear [user.p_their()] head off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/weapons/chainsawhit.ogg', 100, 1)
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(myhead)
myhead.dismember()
else
user.visible_message("<span class='suicide'>[user] smashes [src] into [user.p_their()] neck, destroying [user.p_their()] esophagus! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/weapons/genhit1.ogg', 100, 1)
return(BRUTELOSS)
/obj/item/chainsaw/attack_self(mob/user)
on = !on
to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]")
force = on ? force_on : initial(force)
throwforce = on ? force_on : force
update_icon()
var/datum/component/butchering/butchering = src.GetComponent(/datum/component/butchering)
butchering.butchering_enabled = on
if(on)
hitsound = 'sound/weapons/chainsawhit.ogg'
else
hitsound = "swing_hit"
/obj/item/chainsaw/update_icon_state()
icon_state = "chainsaw_[on ? "on" : "off"]"
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = "<span class='warning'>VRRRRRRR!!!</span>"
armour_penetration = 100
force_on = 30
/obj/item/chainsaw/doomslayer/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
block_return[BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE] = 100
return ..()
/obj/item/chainsaw/doomslayer/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type & ATTACK_TYPE_PROJECTILE)
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return ..()
+5 -5
View File
@@ -53,32 +53,32 @@
/obj/item/chromosome/stabilizer
name = "stabilizer chromosome"
desc = "A chromosome that adjusts to the body to reduce genetic damage by 20%."
desc = "A chromosome that reduces mutation instability by 20%."
icon_state = "stabilizer"
stabilizer_coeff = 0.8
weight = 1
/obj/item/chromosome/synchronizer
name = "synchronizer chromosome"
desc = "A chromosome that gives the mind more controle over the mutation, reducing knockback and downsides by 50%."
desc = "A chromosome that reduces mutation knockback and downsides by 50%."
icon_state = "synchronizer"
synchronizer_coeff = 0.5
/obj/item/chromosome/power
name = "power chromosome"
desc = "A power chromosome for boosting certain mutation's power by 50%."
desc = "A chromosome that increases mutation power by 50%."
icon_state = "power"
power_coeff = 1.5
/obj/item/chromosome/energy
name = "energetic chromosome"
desc = "A chromosome that reduces cooldown on action based mutations by 50%."
desc = "A chromosome that reduces action based mutation cooldowns by by 50%."
icon_state = "energy"
energy_coeff = 0.5
/obj/item/chromosome/reinforcer
name = "reinforcement chromosome"
desc = "Renders the mutation immune to mutadone."
desc = "A chromosome that renders mutations immune to mutadone."
icon_state = "reinforcer"
weight = 3
+3 -3
View File
@@ -246,9 +246,9 @@
/obj/effect/chrono_field/return_air() //we always have nominal air and temperature
var/datum/gas_mixture/GM = new
GM.gases[/datum/gas/oxygen] = MOLES_O2STANDARD
GM.gases[/datum/gas/nitrogen] = MOLES_N2STANDARD
GM.temperature = T20C
GM.set_moles(/datum/gas/oxygen, MOLES_O2STANDARD)
GM.set_moles(/datum/gas/nitrogen, MOLES_N2STANDARD)
GM.set_temperature(T20C)
return GM
/obj/effect/chrono_field/Move()
+1
View File
@@ -794,6 +794,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
reagents.clear_reagents()
/obj/item/clothing/mask/vape/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_WEAR_MASK)
if(!screw)
to_chat(user, "<span class='notice'>You start puffing on the vape.</span>")
@@ -116,9 +116,9 @@
build_path = /obj/machinery/computer/cloning
var/list/records = list()
/obj/item/circuitboard/computer/prototype_cloning
/obj/item/circuitboard/computer/cloning/prototype
name = "Prototype Cloning (Computer Board)"
build_path = /obj/machinery/computer/prototype_cloning
build_path = /obj/machinery/computer/cloning/prototype
/obj/item/circuitboard/computer/arcade/battle
name = "Arcade Battle (Computer Board)"
@@ -48,6 +48,13 @@
/obj/item/stack/cable_coil = 5,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/medipen_refiller
name = "Medipen Refiller (Machine Board)"
icon_state = "medical"
build_path = /obj/machinery/medipen_refiller
req_components = list(
/obj/item/stock_parts/matter_bin = 1)
/obj/item/circuitboard/machine/clonepod
name = "Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod
@@ -61,6 +68,14 @@
name = "Experimental Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod/experimental
/obj/item/circuitboard/machine/sheetifier
name = "Sheet-meister 2000 (Machine Board)"
icon_state = "supply"
build_path = /obj/machinery/sheetifier
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/matter_bin = 2)
/obj/item/circuitboard/machine/abductor
name = "alien board (Report This)"
icon_state = "abductor_mod"
@@ -504,6 +519,10 @@
/obj/item/stack/sheet/glass = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/hydroponics/automagic
name = "Automatic Hydroponics Tray (Machine Board)"
build_path = /obj/machinery/hydroponics/constructable/automagic
/obj/item/circuitboard/machine/seed_extractor
name = "Seed Extractor (Machine Board)"
build_path = /obj/machinery/seed_extractor
+2 -1
View File
@@ -88,6 +88,7 @@
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.clean_blood()
SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
target.wash_cream()
return
@@ -180,4 +181,4 @@
name = "Canned Laughter"
desc = "Just looking at this makes you want to giggle."
icon_state = "laughter"
list_reagents = list(/datum/reagent/consumable/laughter = 50)
list_reagents = list(/datum/reagent/consumable/laughter = 50)
+1 -1
View File
@@ -188,4 +188,4 @@
else
..()
else
..()
..()
+2 -2
View File
@@ -32,6 +32,6 @@
if(istype(I, /obj/item/gavelhammer))
playsound(loc, 'sound/items/gavel.ogg', 100, 1)
user.visible_message("<span class='warning'>[user] strikes [src] with [I].</span>")
user.changeNext_move(CLICK_CD_MELEE)
return TRUE
else
return ..()
return ..()
+14 -17
View File
@@ -147,23 +147,23 @@
to_chat(user, "<span class='warning'>There is not enough of [src] left!</span>")
. = TRUE
/obj/item/toy/crayon/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
// tgui is a plague upon this codebase
/obj/item/toy/crayon/ui_state(mob/user)
return GLOB.hands_state
SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/toy/crayon/ui_interact(mob/user, datum/tgui/ui)
// tgui is a plague upon this codebase
// no u
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "crayon", name, 600, 600,
master_ui, state)
ui = new(user, src, "Crayon", name)
ui.open()
/obj/item/toy/crayon/spraycan/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(has_cap)
is_capped = !is_capped
to_chat(user, "<span class='notice'>The cap on [src] is now [is_capped ? "on" : "off"].</span>")
update_icon()
return TRUE
/obj/item/toy/crayon/CtrlClick(mob/user)
if(can_change_colour && !isturf(loc) && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
@@ -273,7 +273,9 @@
. = ..()
if(!proximity || !check_allowed_items(target))
return
draw_on(target, user, proximity, params)
/obj/item/toy/crayon/proc/draw_on(atom/target, mob/user, proximity, params)
var/static/list/punctuation = list("!","?",".",",","/","+","-","=","%","#","&")
var/cost = 1
@@ -568,9 +570,9 @@
dye_color = DYE_RAINBOW
charges = -1
/obj/item/toy/crayon/rainbow/afterattack(atom/target, mob/user, proximity, params)
/obj/item/toy/crayon/rainbow/draw_on(atom/target, mob/user, proximity, params)
paint_color = rgb(rand(0,255), rand(0,255), rand(0,255))
. = ..()
return ..()
/*
* Crayon Box
@@ -693,7 +695,7 @@
. += "It is empty."
. += "<span class='notice'>Alt-click [src] to [ is_capped ? "take the cap off" : "put the cap on"].</span>"
/obj/item/toy/crayon/spraycan/afterattack(atom/target, mob/user, proximity, params)
/obj/item/toy/crayon/spraycan/draw_on(atom/target, mob/user, proximity, params)
if(!proximity)
return
@@ -737,12 +739,7 @@
to_chat(usr, "<span class='warning'>A color that dark on an object like this? Surely not...</span>")
return FALSE
if(istype(target, /obj/structure/window))
var/obj/structure/window/W = target
W.spraycan_paint(paint_color)
else
target.add_atom_colour(paint_color, WASHABLE_COLOUR_PRIORITY)
target.add_atom_colour(paint_color, WASHABLE_COLOUR_PRIORITY)
. = use_charges(user, 2)
var/fraction = min(1, . / reagents.maximum_volume)
@@ -771,7 +768,7 @@
desc = "A metallic container containing shiny synthesised paint."
charges = -1
/obj/item/toy/crayon/spraycan/borg/afterattack(atom/target,mob/user,proximity, params)
/obj/item/toy/crayon/spraycan/borg/draw_on(atom/target,mob/user,proximity, params)
var/diff = ..()
if(!iscyborg(user))
to_chat(user, "<span class='notice'>How did you get this?</span>")
+58 -52
View File
@@ -19,7 +19,7 @@
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/twohanded/shockpaddles/paddles
var/obj/item/shockpaddles/paddles
var/obj/item/stock_parts/cell/cell
var/combat = FALSE //can we revive through space suits?
var/grab_ghost = FALSE // Do we pull the ghost back into their body?
@@ -77,8 +77,7 @@
/obj/item/defibrillator/ui_action_click()
toggle_paddles()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/defibrillator/attack_hand(mob/user)
/obj/item/defibrillator/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user)
if(slot_flags == ITEM_SLOT_BACK)
if(user.get_item_by_slot(SLOT_BACK) == src)
@@ -106,7 +105,6 @@
/obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
else if(istype(W, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/C = W
@@ -170,7 +168,6 @@
return
else
//Remove from their hands and back onto the defib unit
paddles.unwield()
remove_paddles(user)
update_power()
@@ -179,7 +176,7 @@
A.UpdateButtonIcon()
/obj/item/defibrillator/proc/make_paddles()
return new /obj/item/twohanded/shockpaddles(src)
return new /obj/item/shockpaddles(src)
/obj/item/defibrillator/equipped(mob/user, slot)
..()
@@ -256,13 +253,12 @@
/obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
return
//paddles
/obj/item/twohanded/shockpaddles
/obj/item/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/items_and_weapons.dmi'
@@ -284,24 +280,48 @@
var/grab_ghost = FALSE
var/tlimit = DEFIB_TIME_LIMIT * 10
var/disarm_shock_time = 10
var/wielded = FALSE // track wielded status on item
var/mob/listeningTo
/obj/item/shockpaddles/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
if(!req_defib)
return //If it doesn't need a defib, just say it exists
if (!loc || !istype(loc, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
return INITIALIZE_HINT_QDEL
defib = loc
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/ComponentInitialize()
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
AddComponent(/datum/component/two_handed, force_unwielded=8, force_wielded=12)
/obj/item/twohanded/shockpaddles/equipped(mob/user, slot)
/// triggered on wield of two handed item
/obj/item/shockpaddles/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/shockpaddles/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/shockpaddles/Destroy()
defib = null
return ..()
/obj/item/shockpaddles/equipped(mob/user, slot)
. = ..()
if(!req_defib)
return
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/check_range)
/obj/item/twohanded/shockpaddles/Moved()
/obj/item/shockpaddles/Moved()
. = ..()
check_range()
/obj/item/twohanded/shockpaddles/proc/check_range()
/obj/item/shockpaddles/proc/check_range()
if(!req_defib || !defib)
return
if(!in_range(src,defib))
@@ -312,7 +332,7 @@
visible_message("<span class='notice'>[src] snap back into [defib].</span>")
snap_back()
/obj/item/twohanded/shockpaddles/proc/recharge(var/time)
/obj/item/shockpaddles/proc/recharge(var/time)
if(req_defib || !time)
return
cooldown = TRUE
@@ -324,57 +344,36 @@
cooldown = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/New(mainunit)
..()
if(check_defib_exists(mainunit, src) && req_defib)
defib = mainunit
forceMove(defib)
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/update_icon_state()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
/obj/item/twohanded/shockpaddles/suicide_act(mob/user)
/obj/item/shockpaddles/suicide_act(mob/user)
user.visible_message("<span class='danger'>[user] is putting the live paddles on [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(req_defib)
defib.deductcharge(revivecost)
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
return (OXYLOSS)
/obj/item/twohanded/shockpaddles/dropped(mob/user)
/obj/item/shockpaddles/update_icon_state()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
/obj/item/shockpaddles/dropped(mob/user)
if(!req_defib)
return ..()
if(user)
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
var/obj/item/twohanded/offhand/O = user.get_inactive_held_item()
if(istype(O))
O.unwield()
if(user != loc)
to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
snap_back()
return unwield(user)
/obj/item/twohanded/shockpaddles/proc/snap_back()
/obj/item/shockpaddles/proc/snap_back()
if(!defib)
return
defib.on = FALSE
forceMove(defib)
defib.update_power()
/obj/item/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/M, obj/O)
if(!req_defib)
return TRUE //If it doesn't need a defib, just say it exists
if (!mainunit || !istype(mainunit, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
qdel(O)
return FALSE
else
return TRUE
/obj/item/twohanded/shockpaddles/attack(mob/M, mob/user)
/obj/item/shockpaddles/attack(mob/M, mob/user)
if(busy)
return
@@ -426,7 +425,7 @@
do_help(H, user)
/obj/item/twohanded/shockpaddles/proc/shock_touching(dmg, mob/H)
/obj/item/shockpaddles/proc/shock_touching(dmg, mob/H)
if(!H.pulledby || !isliving(H.pulledby))
return
if(req_defib && defib.pullshocksafely)
@@ -437,7 +436,7 @@
M.visible_message("<span class='danger'>[M] is electrocuted by [M.p_their()] contact with [H]!</span>")
M.emote("scream")
/obj/item/twohanded/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
/obj/item/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
@@ -465,7 +464,7 @@
else
recharge(60)
/obj/item/twohanded/shockpaddles/proc/do_harm(mob/living/carbon/H, mob/living/user)
/obj/item/shockpaddles/proc/do_harm(mob/living/carbon/H, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
@@ -520,7 +519,7 @@
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/proc/do_help(mob/living/carbon/H, mob/living/user)
/obj/item/shockpaddles/proc/do_help(mob/living/carbon/H, mob/living/user)
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
busy = TRUE
update_icon()
@@ -619,6 +618,13 @@
if(req_defib)
if(defib.healdisk)
H.heal_overall_damage(25, 25)
var/list/policies = CONFIG_GET(keyed_list/policyconfig)
var/timelimit = CONFIG_GET(number/defib_cmd_time_limit)
var/late = timelimit && (tplus > timelimit)
var/policy = late? policies[POLICYCONFIG_ON_DEFIB_LATE] : policies[POLICYCONFIG_ON_DEFIB_INTACT]
if(policy)
to_chat(H, policy)
H.log_message("revived using a defibrillator, [tplus] deciseconds from time of death, considered [late? "late" : "memory-intact"] revival under configured policy limits.", LOG_GAME)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = 1
@@ -677,14 +683,14 @@
return TRUE
return ..()
/obj/item/twohanded/shockpaddles/cyborg
/obj/item/shockpaddles/cyborg
name = "cyborg defibrillator paddles"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
/obj/item/twohanded/shockpaddles/cyborg/attack(mob/M, mob/user)
/obj/item/shockpaddles/cyborg/attack(mob/M, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(R.emagged)
@@ -696,7 +702,7 @@
. = ..()
/obj/item/twohanded/shockpaddles/syndicate
/obj/item/shockpaddles/syndicate
name = "syndicate defibrillator paddles"
desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively."
combat = TRUE
+4 -4
View File
@@ -437,7 +437,6 @@ GLOBAL_LIST_EMPTY(PDAs)
dat += "Unable to obtain a reading.<br>"
else
var/datum/gas_mixture/environment = T.return_air()
var/list/env_gases = environment.gases
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
@@ -445,12 +444,12 @@ GLOBAL_LIST_EMPTY(PDAs)
dat += "Air Pressure: [round(pressure,0.1)] kPa<br>"
if (total_moles)
for(var/id in env_gases)
var/gas_level = env_gases[id]/total_moles
for(var/id in environment.get_gases())
var/gas_level = environment.get_moles(id)/total_moles
if(gas_level > 0)
dat += "[GLOB.meta_gas_names[id]]: [round(gas_level*100, 0.01)]%<br>"
dat += "Temperature: [round(environment.temperature-T0C)]&deg;C<br>"
dat += "Temperature: [round(environment.return_temperature()-T0C)]&deg;C<br>"
dat += "<br>"
else//Else it links to the cart menu proc. Although, it really uses menu hub 4--menu 4 doesn't really exist as it simply redirects to hub.
dat += cartridge.generate_menu()
@@ -1028,6 +1027,7 @@ GLOBAL_LIST_EMPTY(PDAs)
else if(is_type_in_list(C, contained_item)) //Checks if there is a pen
if(inserted_item)
to_chat(user, "<span class='warning'>There is already \a [inserted_item] in \the [src]!</span>")
return ..()
else
if(!user.transferItemToLoc(C, src))
return
+11 -9
View File
@@ -54,18 +54,20 @@
name = initial(name)
icon_state = initial(icon_state)
/obj/item/aicard/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/aicard/ui_state(mob/user)
return GLOB.hands_state
/obj/item/aicard/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "intellicard", name, 500, 500, master_ui, state)
ui = new(user, src, "Intellicard", name)
ui.open()
/obj/item/aicard/ui_data()
var/list/data = list()
if(AI)
data["name"] = AI.name
data["laws"] = AI.laws.get_law_list(include_zeroth = 1)
data["laws"] = AI.laws.get_law_list(include_zeroth = TRUE, render_html = FALSE)
data["health"] = (AI.health + 100) / 2
data["wireless"] = !AI.control_disabled //todo disabled->enabled
data["radio"] = AI.radio_enabled
@@ -86,19 +88,19 @@
if(confirm == "Yes" && !..())
flush = TRUE
if(AI && AI.loc == src)
to_chat(AI, "Your core files are being wiped!")
to_chat(AI, "<span class='userdanger'>Your core files are being wiped!</span>")
while(AI.stat != DEAD && flush)
AI.adjustOxyLoss(1)
AI.adjustOxyLoss(5)
AI.updatehealth()
sleep(5)
flush = FALSE
. = TRUE
if("wireless")
AI.control_disabled = !AI.control_disabled
to_chat(AI, "[src]'s wireless port has been [AI.control_disabled ? "disabled" : "enabled"]!")
to_chat(AI, "<span class='warning'>[src]'s wireless port has been [AI.control_disabled ? "disabled" : "enabled"]!</span>")
. = TRUE
if("radio")
AI.radio_enabled = !AI.radio_enabled
to_chat(AI, "Your Subspace Transceiver has been [AI.radio_enabled ? "enabled" : "disabled"]!")
to_chat(AI, "<span class='warning'>Your Subspace Transceiver has been [AI.radio_enabled ? "enabled" : "disabled"]!</span>")
. = TRUE
update_icon()
@@ -132,8 +132,7 @@
/obj/effect/dummy/chameleon/attackby()
master.disrupt()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/effect/dummy/chameleon/attack_hand()
/obj/effect/dummy/chameleon/on_attack_hand()
master.disrupt()
/obj/effect/dummy/chameleon/attack_animal()
@@ -116,8 +116,6 @@
if(!hound)
go_out(user)
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
if(user.a_intent == INTENT_HELP)
return
var/voracious = TRUE
@@ -165,12 +163,13 @@
return
ui_interact(user)
/obj/item/dogborg/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
/obj/item/dogborg/sleeper/ui_state(mob/user)
return GLOB.notcontained_state
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/dogborg/sleeper/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "dogborg_sleeper", name, 375, 550, master_ui, state)
ui = new(user, src, "dogborg_sleeper", name, 375, 550) //UI DOES NOT EXIST
ui.open()
/obj/item/dogborg/sleeper/ui_data()
+13 -1
View File
@@ -183,9 +183,21 @@
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 100
holo_cooldown = world.time + 10 SECONDS
return
// see: [/datum/wound/burn/proc/uv()]
/obj/item/flashlight/pen/paramedic
name = "paramedic penlight"
desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into."
icon_state = "penlight_surgical"
/// Our current UV cooldown
var/uv_cooldown = 0
/// How long between UV fryings
var/uv_cooldown_length = 1 MINUTES
/// How much sanitization to apply to the burn wound
var/uv_power = 1
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
@@ -43,7 +43,7 @@
user.visible_message("<span class='warning'>[user] projects a forcefield!</span>","<span class='notice'>You project a forcefield.</span>")
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.changeNext_move(CLICK_CD_MELEE)
user.DelayNextAction(CLICK_CD_MELEE)
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
@@ -18,6 +18,7 @@
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
rad_flags = RAD_NO_CONTAMINATE
custom_materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
var/grace = RAD_GRACE_PERIOD
+2 -130
View File
@@ -1,4 +1,4 @@
GLOBAL_LIST_EMPTY(GPS_list)
/obj/item/gps
name = "global positioning system"
desc = "Helping lost spacemen find their way through the planets since 2016."
@@ -8,138 +8,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
slot_flags = ITEM_SLOT_BELT
obj_flags = UNIQUE_RENAME
var/gpstag = "COM0"
var/emped = FALSE
var/tracking = TRUE
var/updating = TRUE //Automatic updating of GPS list. Can be set to manual by user.
var/global_mode = TRUE //If disabled, only GPS signals of the same Z level are shown
/obj/item/gps/examine(mob/user)
. = ..()
var/turf/curr = get_turf(src)
. += "The screen says: [get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
. += "<span class='notice'>Alt-click to switch it [tracking ? "off":"on"].</span>"
/obj/item/gps/Initialize()
. = ..()
GLOB.GPS_list += src
name = "global positioning system ([gpstag])"
add_overlay("working")
/obj/item/gps/Destroy()
GLOB.GPS_list -= src
return ..()
/obj/item/gps/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
emped = TRUE
cut_overlay("working")
add_overlay("emp")
addtimer(CALLBACK(src, .proc/reboot), 300, TIMER_UNIQUE|TIMER_OVERRIDE) //if a new EMP happens, remove the old timer so it doesn't reactivate early
SStgui.close_uis(src) //Close the UI control if it is open.
/obj/item/gps/proc/reboot()
emped = FALSE
cut_overlay("emp")
add_overlay("working")
/obj/item/gps/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE))
return
toggletracking(user)
return TRUE
/obj/item/gps/proc/toggletracking(mob/user)
if(!user.canUseTopic(src, BE_CLOSE))
return //user not valid to use gps
if(emped)
to_chat(user, "It's busted!")
return
if(tracking)
cut_overlay("working")
to_chat(user, "[src] is no longer tracking, or visible to other GPS devices.")
tracking = FALSE
else
add_overlay("working")
to_chat(user, "[src] is now tracking, and visible to other GPS devices.")
tracking = TRUE
/obj/item/gps/ui_interact(mob/user, ui_key = "gps", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) // Remember to use the appropriate state.
if(emped)
to_chat(user, "[src] fizzles weakly.")
return
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
// Variable window height, depending on how many GPS units there are
// to show, clamped to relatively safe range.
var/gps_window_height = clamp(325 + GLOB.GPS_list.len * 14, 325, 700)
ui = new(user, src, ui_key, "gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
ui.open()
ui.set_autoupdate(state = updating)
/obj/item/gps/ui_data(mob/user)
var/list/data = list()
data["power"] = tracking
data["tag"] = gpstag
data["updating"] = updating
data["globalmode"] = global_mode
if(!tracking || emped) //Do not bother scanning if the GPS is off or EMPed
return data
var/turf/curr = get_turf(src)
data["current"] = "[get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
data["currentArea"] = "[get_area_name(curr, TRUE)]"
data["currentCoords"] = "[curr.x], [curr.y], [curr.z]"
var/list/signals = list()
data["signals"] = list()
for(var/gps in GLOB.GPS_list)
var/obj/item/gps/G = gps
if(G.emped || !G.tracking || G == src)
continue
var/turf/pos = get_turf(G)
if(!global_mode && pos.z != curr.z)
continue
var/list/signal = list()
signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
signal["coords"] = "[pos.x], [pos.y], [pos.z]"
if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
signals += list(signal) //Add this signal to the list of signals
data["signals"] = signals
return data
/obj/item/gps/ui_act(action, params)
if(..())
return
switch(action)
if("rename")
var/a = input("Please enter desired tag.", name, gpstag) as text
a = copytext(sanitize(a), 1, 20)
gpstag = a
. = TRUE
name = "global positioning system ([gpstag])"
if("power")
toggletracking(usr)
. = TRUE
if("updating")
updating = !updating
. = TRUE
if("globalmode")
global_mode = !global_mode
. = TRUE
AddComponent(/datum/component/gps/item, gpstag)
/obj/item/gps/science
icon_state = "gps-s"
@@ -263,3 +263,11 @@
icon = 'icons/obj/advancedtools.dmi'
icon_state = "multitool"
toolspeed = 0.2
/obj/item/multitool/advanced/brass
name = "clockwork multitool"
desc = "A brass...multitool? With three prongs arcing electricity between them. It vibrates subtly in your hand."
icon = 'icons/obj/tools.dmi'
icon_state = "clockitool"
toolspeed = 0.2
@@ -11,7 +11,7 @@
/obj/item/stack/circuit_stack/attack_self(mob/user)// Prevents the crafting menu, and tells you how to use it.
to_chat(user, "<span class='warning'>You can't use [src] by itself, you'll have to try and remove one of these circuits by hand... carefully.</span>")
/obj/item/stack/circuit_stack/attack_hand(mob/user)
/obj/item/stack/circuit_stack/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
var/mob/living/carbon/human/H = user
if(!user.get_inactive_held_item() == src)
return ..()
+1 -4
View File
@@ -97,10 +97,7 @@ GLOBAL_LIST_EMPTY(power_sinks)
/obj/item/powersink/attack_ai()
return
/obj/item/powersink/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/item/powersink/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
switch(mode)
if(DISCONNECTED)
..()
@@ -16,6 +16,9 @@
var/on = TRUE
var/shock_cooldown = FALSE
var/ui_x = 260
var/ui_y = 137
/obj/item/electropack/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] hooks [user.p_them()]self to the electropack and spams the trigger! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
@@ -26,10 +29,9 @@
/obj/item/electropack/Destroy()
SSradio.remove_object(src, frequency)
. = ..()
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/electropack/attack_hand(mob/user)
/obj/item/electropack/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.back)
@@ -37,7 +39,7 @@
return
return ..()
/obj/item/electropack/attackby(obj/item/W, mob/living/user, params)
/obj/item/electropack/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/clothing/head/helmet))
var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit(user)
A.icon = 'icons/obj/assemblies.dmi'
@@ -57,56 +59,12 @@
else
return ..()
/obj/item/electropack/Topic(href, href_list)
var/mob/living/carbon/C = usr
if(usr.stat || usr.restrained() || C.back == src)
return
if(!usr.canUseTopic(src, BE_CLOSE))
usr << browse(null, "window=radio")
onclose(usr, "radio")
return
if(href_list["set"])
if(href_list["set"] == "freq")
var/new_freq = input(usr, "Input a new receiving frequency", "Electropack Frequency", format_frequency(frequency)) as num|null
if(!usr.canUseTopic(src, BE_CLOSE))
return
new_freq = unformat_frequency(new_freq)
new_freq = sanitize_frequency(new_freq, TRUE)
set_frequency(new_freq)
if(href_list["set"] == "code")
var/new_code = input(usr, "Input a new receiving code", "Electropack Code", code) as num|null
if(!usr.canUseTopic(src, BE_CLOSE))
return
new_code = round(new_code)
new_code = clamp(new_code, 1, 100)
code = new_code
if(href_list["set"] == "power")
if(!usr.canUseTopic(src, BE_CLOSE))
return
on = !(on)
icon_state = "electropack[on]"
if(usr)
attack_self(usr)
return
/obj/item/electropack/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
SSradio.add_object(src, frequency, RADIO_SIGNALER)
return
/obj/item/electropack/receive_signal(datum/signal/signal)
if(!signal || signal.data["code"] != code)
return
if(isliving(loc) && on)
if(shock_cooldown == TRUE)
if(shock_cooldown)
return
shock_cooldown = TRUE
addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
@@ -122,28 +80,59 @@
if(master)
master.receive_signal()
return
/obj/item/electropack/ui_interact(mob/user)
if(!ishuman(user))
/obj/item/electropack/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
SSradio.add_object(src, frequency, RADIO_SIGNALER)
/obj/item/electropack/ui_state(mob/user)
return GLOB.hands_state
/obj/item/electropack/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Electropack", name)
ui.open()
/obj/item/electropack/ui_data(mob/user)
var/list/data = list()
data["power"] = on
data["frequency"] = frequency
data["code"] = code
data["minFrequency"] = MIN_FREE_FREQ
data["maxFrequency"] = MAX_FREE_FREQ
return data
/obj/item/electropack/ui_act(action, params)
if(..())
return
user.set_machine(src)
var/dat = {"
<TT>
Turned [on ? "On" : "Off"] - <A href='?src=[REF(src)];set=power'>Toggle</A><BR>
<B>Frequency/Code</B> for electropack:<BR>
Frequency:
[format_frequency(src.frequency)]
<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
switch(action)
if("power")
on = !on
icon_state = "electropack[on]"
. = TRUE
if("freq")
var/value = unformat_frequency(params["freq"])
if(value)
frequency = sanitize_frequency(value, TRUE)
set_frequency(frequency)
. = TRUE
if("code")
var/value = text2num(params["code"])
if(value)
value = round(value)
code = clamp(value, 1, 100)
. = TRUE
if("reset")
if(params["reset"] == "freq")
frequency = initial(frequency)
. = TRUE
else if(params["reset"] == "code")
code = initial(code)
. = TRUE
Code:
[src.code]
<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/electropack/shockcollar
name = "shock collar"
@@ -153,7 +142,7 @@ Code:
icon_state = "shockcollar"
item_state = "shockcollar"
body_parts_covered = NECK
slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
slot_flags = ITEM_SLOT_NECK //no more pocket shockers. Now done without lazyness
w_class = WEIGHT_CLASS_SMALL
strip_delay = 60
equip_delay_other = 60
@@ -169,22 +158,24 @@ Code:
materials = list(/datum/material/iron = 5000, /datum/material/glass =2000)
category = list("hacked", "Misc")
/obj/item/electropack/shockcollar/attack_hand(mob/user)
/obj/item/electropack/shockcollar/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.get_item_by_slot(SLOT_NECK))
to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
return
return ..()
/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal) //we have to override this because of text
if(!signal || signal.data["code"] != code)
return
if(isliving(loc) && on)
if(isliving(loc) && on) //the "on" arg is currently useless
var/mob/living/L = loc
if(!L.get_item_by_slot(SLOT_NECK)) //**properly** stops pocket shockers
return
if(shock_cooldown == TRUE)
return
shock_cooldown = TRUE
addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
var/mob/living/L = loc
step(L, pick(GLOB.cardinals))
to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
@@ -204,10 +195,13 @@ Code:
if(t)
tagname = t
name = "[initial(name)] - [t]"
return
if(istype(W, /obj/item/clothing/head/helmet)) //lazy method of denying this
return
else
return ..()
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
/obj/item/electropack/shockcollar/ui_interact(mob/user) //note to src: use tgooey
var/dat = {"
<TT>
<B>Frequency/Code</B> for shock collar:<BR>
@@ -258,6 +258,9 @@ GLOBAL_LIST_INIT(channel_tokens, list(
name = "\proper mini Integrated Subspace Transceiver "
subspace_transmission = FALSE
/obj/item/radio/headset/silicon/pai/ComponentInitialize()
. = ..()
AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES)
/obj/item/radio/headset/silicon/ai
name = "\proper Integrated Subspace Transceiver "
@@ -86,10 +86,7 @@
/obj/item/radio/intercom/attack_ai(mob/user)
interact(user)
/obj/item/radio/intercom/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/item/radio/intercom/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
interact(user)
/obj/item/radio/intercom/interact(mob/user)
+8 -12
View File
@@ -107,19 +107,15 @@
else
..()
/obj/item/radio/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
. = ..()
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/radio/ui_state(mob/user)
return GLOB.inventory_state
/obj/item/radio/ui_interact(mob/user, datum/tgui/ui, datum/ui_state/state)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
var/ui_width = 360
var/ui_height = 106
if(subspace_transmission)
if(channels.len > 0)
ui_height += 6 + channels.len * 21
else
ui_height += 24
ui = new(user, src, ui_key, "radio", name, ui_width, ui_height, master_ui, state)
ui = new(user, src, "Radio", name)
if(state)
ui.set_state(state)
ui.open()
/obj/item/radio/ui_data(mob/user)
@@ -45,7 +45,7 @@
to_chat(loc, "<span class='userdanger'>*ding*</span>")
addtimer(CALLBACK(src, .proc/snap), 2)
/obj/item/reverse_bear_trap/attack_hand(mob/user)
/obj/item/reverse_bear_trap/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_HEAD) == src)
+185 -74
View File
@@ -10,6 +10,14 @@ NANITE SCANNER
GENETICS SCANNER
*/
// Describes the three modes of scanning available for health analyzers
#define SCANMODE_HEALTH 0
#define SCANMODE_CHEMICAL 1
#define SCANMODE_WOUND 2
#define SCANNER_CONDENSED 0
#define SCANNER_VERBOSE 1
/obj/item/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
@@ -80,7 +88,7 @@ GENETICS SCANNER
throw_range = 7
custom_materials = list(/datum/material/iron=200)
var/mode = 1
var/scanmode = 0
var/scanmode = SCANMODE_HEALTH
var/advanced = FALSE
/obj/item/healthanalyzer/suicide_act(mob/living/carbon/user)
@@ -88,37 +96,40 @@ GENETICS SCANNER
return BRUTELOSS
/obj/item/healthanalyzer/attack_self(mob/user)
if(!scanmode)
to_chat(user, "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>")
scanmode = 1
else
to_chat(user, "<span class='notice'>You switch the health analyzer to check physical health.</span>")
scanmode = 0
scanmode = (scanmode + 1) % 3
switch(scanmode)
if(SCANMODE_HEALTH)
to_chat(user, "<span class='notice'>You switch the health analyzer to check physical health.</span>")
if(SCANMODE_CHEMICAL)
to_chat(user, "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>")
if(SCANMODE_WOUND)
to_chat(user, "<span class='notice'>You switch the health analyzer to report extra info on wounds.</span>")
/obj/item/healthanalyzer/attack(mob/living/M, mob/living/carbon/human/user)
flick("[icon_state]-scan", src) //makes it so that it plays the scan animation upon scanning, including clumsy scanning
// Clumsiness/brain damage check
if ((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50))
to_chat(user, "<span class='notice'>You stupidly try to analyze the floor's vitals!</span>")
user.visible_message("<span class='warning'>[user] has analyzed the floor's vitals!</span>")
var/msg = "<span class='info'>*---------*\nAnalyzing results for The floor:\n\tOverall status: <b>Healthy</b>\n"
msg += "Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font>\n"
msg += "\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font>\n"
msg += "Body temperature: ???\n"
msg += "*---------*</span>"
to_chat(user, msg)
user.visible_message("<span class='warning'>[user] analyzes the floor's vitals!</span>", \
"<span class='notice'>You stupidly try to analyze the floor's vitals!</span>")
to_chat(user, "<span class='info'>Analyzing results for The floor:\n\tOverall status: <b>Healthy</b></span>\
\n<span class='info'>Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font></span>\
\n<span class='info'>\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font></span>\
\n<span class='info'>Body temperature: ???</span>")
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>")
user.visible_message("<span class='notice'>[user] analyzes [M]'s vitals.</span>", \
"<span class='notice'>You analyze [M]'s vitals.</span>")
if(scanmode == 0)
if(scanmode == SCANMODE_HEALTH)
healthscan(user, M, mode, advanced)
else if(scanmode == 1)
else if(scanmode == SCANMODE_CHEMICAL)
chemscan(user, M)
else
woundscan(user, M, src)
add_fingerprint(user)
// Used by the PDA medical scanner too
/proc/healthscan(mob/user, mob/living/M, mode = 1, advanced = FALSE)
if(isliving(user) && (user.incapacitated() || user.eye_blind))
@@ -402,6 +413,17 @@ GENETICS SCANNER
msg += "<span class='danger'> Intervention recommended.</span>\n"
else
msg += "\n"
// Wounds
if(iscarbon(M))
var/mob/living/carbon/C = M
var/list/wounded_parts = C.get_wounded_bodyparts()
for(var/i in wounded_parts)
var/obj/item/bodypart/wounded_part = i
msg += "<span class='alert ml-1'><b>Warning: Physical trauma[LAZYLEN(wounded_part.wounds) > 1? "s" : ""] detected in [wounded_part.name]</b>"
for(var/k in wounded_part.wounds)
var/datum/wound/W = k
msg += "<div class='ml-2'>Type: [W.name]\nSeverity: [W.severity_text()]\nRecommended Treatment: [W.treat_text]</div>\n" // less lines than in woundscan() so we don't overload people trying to get basic med info
msg += "</span>\n"
for(var/thing in M.diseases)
var/datum/disease/D = thing
@@ -414,7 +436,7 @@ GENETICS SCANNER
var/blood_typepath = C.get_blood_id()
if(blood_typepath)
if(ishuman(C))
if(H.bleed_rate)
if(H.is_bleeding())
msg += "<span class='danger'>Subject is bleeding!</span>\n"
var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
var/blood_type = C.dna.blood_type
@@ -505,6 +527,67 @@ GENETICS SCANNER
desc = "A hand-held body scanner able to distinguish vital signs of the subject with high accuracy."
advanced = TRUE
/// Displays wounds with extended information on their status vs medscanners
/proc/woundscan(mob/user, mob/living/carbon/patient, obj/item/healthanalyzer/wound/scanner)
if(!istype(patient))
return
var/render_list = ""
for(var/i in patient.get_wounded_bodyparts())
var/obj/item/bodypart/wounded_part = i
render_list += "<span class='alert ml-1'><b>Warning: Physical trauma[LAZYLEN(wounded_part.wounds) > 1? "s" : ""] detected in [wounded_part.name]</b>"
for(var/k in wounded_part.wounds)
var/datum/wound/W = k
render_list += "<div class='ml-2'>[W.get_scanner_description()]</div>\n"
render_list += "</span>"
if(render_list == "")
if(istype(scanner))
// Only emit the cheerful scanner message if this scan came from a scanner
playsound(scanner, 'sound/machines/ping.ogg', 50, FALSE)
to_chat(user, "<span class='notice'>\The [scanner] makes a happy ping and briefly displays a smiley face with several exclamation points! It's really excited to report that [patient] has no wounds!</span>")
else
to_chat(user, "<span class='notice ml-1'>No wounds detected in subject.</span>")
else
to_chat(user, jointext(render_list, ""))
/obj/item/healthanalyzer/wound
name = "first aid analyzer"
icon_state = "adv_spectrometer"
desc = "A prototype MeLo-Tech medical scanner used to diagnose injuries and recommend treatment for serious wounds, but offers no further insight into the patient's health. You hope the final version is less annoying to read!"
var/next_encouragement
var/greedy
/obj/item/healthanalyzer/wound/attack_self(mob/user)
if(next_encouragement < world.time)
playsound(src, 'sound/machines/ping.ogg', 50, FALSE)
var/list/encouragements = list("briefly displays a happy face, gazing emptily at you", "briefly displays a spinning cartoon heart", "displays an encouraging message about eating healthy and exercising", \
"reminds you that everyone is doing their best", "displays a message wishing you well", "displays a sincere thank-you for your interest in first-aid", "formally absolves you of all your sins")
to_chat(user, "<span class='notice'>\The [src] makes a happy ping and [pick(encouragements)]!</span>")
next_encouragement = world.time + 10 SECONDS
greedy = FALSE
else if(!greedy)
to_chat(user, "<span class='warning'>\The [src] displays an eerily high-definition frowny face, chastizing you for asking it for too much encouragement.</span>")
greedy = TRUE
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
if(isliving(user))
var/mob/living/L = user
to_chat(L, "<span class='warning'>\The [src] makes a disappointed buzz and pricks your finger for being greedy. Ow!</span>")
L.adjustBruteLoss(4)
L.dropItemToGround(src)
/obj/item/healthanalyzer/wound/attack(mob/living/carbon/patient, mob/living/carbon/human/user)
add_fingerprint(user)
user.visible_message("<span class='notice'>[user] scans [patient] for serious injuries.</span>", "<span class='notice'>You scan [patient] for serious injuries.</span>")
if(!istype(patient))
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
to_chat(user, "<span class='notice'>\The [src] makes a sad buzz and briefly displays a frowny face, indicating it can't scan [patient].</span>")
return
woundscan(user, patient, src)
/obj/item/analyzer
desc = "A hand-held environmental scanner which reports current gas levels. Alt-Click to use the built in barometer function."
name = "analyzer"
@@ -541,57 +624,13 @@ GENETICS SCANNER
if (user.stat || user.eye_blind)
return
var/turf/location = user.loc
//Functionality moved down to proc/scan_turf()
var/turf/location = get_turf(user)
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure, 0.01)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure, 0.01)] kPa</span>")
if(total_moles)
var/list/env_gases = environment.gases
var/o2_concentration = env_gases[/datum/gas/oxygen]/total_moles
var/n2_concentration = env_gases[/datum/gas/nitrogen]/total_moles
var/co2_concentration = env_gases[/datum/gas/carbon_dioxide]/total_moles
var/plasma_concentration = env_gases[/datum/gas/plasma]/total_moles
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/nitrogen], 0.01)] mol)</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/nitrogen], 0.01)] mol)</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/oxygen], 0.01)] mol)</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/oxygen], 0.01)] mol)</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/carbon_dioxide], 0.01)] mol)</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/carbon_dioxide], 0.01)] mol)</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/plasma], 0.01)] mol)</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] % ([round(env_gases[/datum/gas/plasma], 0.01)] mol)</span>")
GAS_GARBAGE_COLLECT(environment.gases)
for(var/id in env_gases)
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = env_gases[id]/total_moles
to_chat(user, "<span class='alert'>[GLOB.meta_gas_names[id]]: [round(gas_concentration*100, 0.01)] % ([round(env_gases[id], 0.01)] mol)</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C, 0.01)] &deg;C ([round(environment.temperature, 0.01)] K)</span>")
scan_turf(user, location)
/obj/item/analyzer/AltClick(mob/user) //Barometer output for measuring when the next storm happens
. = ..()
@@ -670,7 +709,7 @@ GENETICS SCANNER
var/total_moles = air_contents.total_moles()
var/pressure = air_contents.return_pressure()
var/volume = air_contents.return_volume() //could just do mixture.volume... but safety, I guess?
var/temperature = air_contents.temperature
var/temperature = air_contents.return_temperature()
var/cached_scan_results = air_contents.analyzer_results
if(total_moles > 0)
@@ -678,10 +717,9 @@ GENETICS SCANNER
to_chat(user, "<span class='notice'>Volume: [volume] L</span>")
to_chat(user, "<span class='notice'>Pressure: [round(pressure,0.01)] kPa</span>")
var/list/cached_gases = air_contents.gases
for(var/id in cached_gases)
var/gas_concentration = cached_gases[id]/total_moles
to_chat(user, "<span class='notice'>[GLOB.meta_gas_names[id]]: [round(gas_concentration*100, 0.01)] % ([round(cached_gases[id], 0.01)] mol)</span>")
for(var/id in air_contents.get_gases())
var/gas_concentration = air_contents.get_moles(id)/total_moles
to_chat(user, "<span class='notice'>[GLOB.meta_gas_names[id]]: [round(gas_concentration*100, 0.01)] % ([round(air_contents.get_moles(id), 0.01)] mol)</span>")
to_chat(user, "<span class='notice'>Temperature: [round(temperature - T0C,0.01)] &deg;C ([round(temperature, 0.01)] K)</span>")
else
@@ -697,6 +735,73 @@ GENETICS SCANNER
to_chat(user, "<span class='notice'>Power of the last fusion reaction: [fusion_power]\n This power indicates it was a [tier]-tier fusion reaction.</span>")
return
/obj/item/analyzer/proc/scan_turf(mob/user, turf/location)
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
var/cached_scan_results = environment.analyzer_results
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure, 0.01)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure, 0.01)] kPa</span>")
if(total_moles)
var/o2_concentration = environment.get_moles(/datum/gas/oxygen)/total_moles
var/n2_concentration = environment.get_moles(/datum/gas/nitrogen)/total_moles
var/co2_concentration = environment.get_moles(/datum/gas/carbon_dioxide)/total_moles
var/plasma_concentration = environment.get_moles(/datum/gas/plasma)/total_moles
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/nitrogen), 0.01)] mol)</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/nitrogen), 0.01)] mol)</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/oxygen), 0.01)] mol)</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/oxygen), 0.01)] mol)</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/carbon_dioxide), 0.01)] mol)</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/carbon_dioxide), 0.01)] mol)</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/plasma), 0.01)] mol)</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] % ([round(environment.get_moles(/datum/gas/plasma), 0.01)] mol)</span>")
for(var/id in environment.get_gases())
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = environment.get_moles(id)/total_moles
to_chat(user, "<span class='alert'>[GLOB.meta_gas_names[id]]: [round(gas_concentration*100, 0.01)] % ([round(environment.get_moles(id), 0.01)] mol)</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.return_temperature()-T0C, 0.01)] &deg;C ([round(environment.return_temperature(), 0.01)] K)</span>")
if(cached_scan_results && cached_scan_results["fusion"]) //notify the user if a fusion reaction was detected
var/fusion_power = round(cached_scan_results["fusion"], 0.01)
var/tier = fusionpower2text(fusion_power)
to_chat(user, "<span class='boldnotice'>Large amounts of free neutrons detected in the air indicate that a fusion reaction took place.</span>")
to_chat(user, "<span class='notice'>Power of the last fusion reaction: [fusion_power]\n This power indicates it was a [tier]-tier fusion reaction.</span>")
/obj/item/analyzer/ranged
desc = "A hand-held scanner which uses advanced spectroscopy and infrared readings to analyze gases as a distance. Alt-Click to use the built in barometer function."
name = "long-range analyzer"
icon = 'icons/obj/device.dmi'
icon_state = "ranged_analyzer"
/obj/item/analyzer/ranged/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(target.tool_act(user, src, tool_behaviour))
return
// Tool act didn't scan it, so let's get it's turf.
var/turf/location = get_turf(target)
scan_turf(user, location)
//slime scanner
/obj/item/slime_scanner
@@ -882,3 +987,9 @@ GENETICS SCANNER
return "[HM.name] ([HM.alias])"
else
return HM.alias
#undef SCANMODE_HEALTH
#undef SCANMODE_CHEMICAL
#undef SCANMODE_WOUND
#undef SCANNER_CONDENSED
#undef SCANNER_VERBOSE
@@ -54,8 +54,7 @@
mytape.ruin() //Fires destroy the tape
..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/taperecorder/attack_hand(mob/user)
/obj/item/taperecorder/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user)
if(mytape)
if(!user.is_holding(src))
@@ -76,6 +76,9 @@ effective or pretty fucking useless.
var/used = 0 // is it cooling down?
var/stealth = FALSE
var/ui_x = 320
var/ui_y = 335
/obj/item/healthanalyzer/rad_laser/attack(mob/living/M, mob/living/user)
if(!stealth || !irradiate)
..()
@@ -83,93 +86,102 @@ effective or pretty fucking useless.
return
if(!used)
log_combat(user, M, "irradiated", src)
var/cooldown = GetCooldown()
used = 1
var/cooldown = get_cooldown()
used = TRUE
icon_state = "health1"
handle_cooldown(cooldown) // splits off to handle the cooldown while handling wavelength
addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
to_chat(user, "<span class='warning'>Successfully irradiated [M].</span>")
spawn((wavelength+(intensity*4))*5)
if(M)
if(intensity >= 5)
M.apply_effect(round(intensity/0.075), EFFECT_UNCONSCIOUS)
M.rad_act(intensity*10)
addtimer(CALLBACK(src, .proc/radiation_aftereffect, M), (wavelength+(intensity*4))*5)
else
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
/obj/item/healthanalyzer/rad_laser/proc/handle_cooldown(cooldown)
spawn(cooldown)
used = 0
icon_state = "health"
/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M)
if(QDELETED(M))
return
if(intensity >= 5)
M.apply_effect(round(intensity/0.075), EFFECT_UNCONSCIOUS)
M.rad_act(intensity*10)
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
/obj/item/healthanalyzer/rad_laser/attack_self(mob/user)
interact(user)
/obj/item/healthanalyzer/rad_laser/proc/GetCooldown()
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
/obj/item/healthanalyzer/rad_laser/interact(mob/user)
ui_interact(user)
/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user)
. = ..()
/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
return GLOB.hands_state
var/dat = "Irradiation: <A href='?src=[REF(src)];rad=1'>[irradiate ? "On" : "Off"]</A><br>"
dat += "Stealth Mode (NOTE: Deactivates automatically while Irradiation is off): <A href='?src=[REF(src)];stealthy=[TRUE]'>[stealth ? "On" : "Off"]</A><br>"
dat += "Scan Mode: <a href='?src=[REF(src)];mode=1'>"
if(!scanmode)
dat += "Scan Health"
else if(scanmode == 1)
dat += "Scan Reagents"
else
dat += "Disabled"
dat += "</a><br><br>"
/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RadioactiveMicrolaser")
ui.open()
dat += {"
Radiation Intensity:
<A href='?src=[REF(src)];radint=-5'>-</A><A href='?src=[REF(src)];radint=-1'>-</A>
[intensity]
<A href='?src=[REF(src)];radint=1'>+</A><A href='?src=[REF(src)];radint=5'>+</A><BR>
/obj/item/healthanalyzer/rad_laser/ui_data(mob/user)
var/list/data = list()
data["irradiate"] = irradiate
data["stealth"] = stealth
data["scanmode"] = scanmode
data["intensity"] = intensity
data["wavelength"] = wavelength
data["on_cooldown"] = used
data["cooldown"] = DisplayTimeText(get_cooldown())
return data
Radiation Wavelength:
<A href='?src=[REF(src)];radwav=-5'>-</A><A href='?src=[REF(src)];radwav=-1'>-</A>
[(wavelength+(intensity*4))]
<A href='?src=[REF(src)];radwav=1'>+</A><A href='?src=[REF(src)];radwav=5'>+</A><BR>
Laser Cooldown: [DisplayTimeText(GetCooldown())]<BR>
"}
/obj/item/healthanalyzer/rad_laser/ui_act(action, params)
if(..())
return
var/datum/browser/popup = new(user, "radlaser", "Radioactive Microlaser Interface", 400, 240)
popup.set_content(dat)
popup.open()
/obj/item/healthanalyzer/rad_laser/Topic(href, href_list)
if(!usr.canUseTopic(src))
return 1
usr.set_machine(src)
if(href_list["rad"])
irradiate = !irradiate
else if(href_list["stealthy"])
stealth = !stealth
else if(href_list["mode"])
scanmode += 1
if(scanmode > 2)
scanmode = 0
else if(href_list["radint"])
var/amount = text2num(href_list["radint"])
amount += intensity
intensity = max(1,(min(20,amount)))
else if(href_list["radwav"])
var/amount = text2num(href_list["radwav"])
amount += wavelength
wavelength = max(0,(min(120,amount)))
attack_self(usr)
add_fingerprint(usr)
return
switch(action)
if("irradiate")
irradiate = !irradiate
. = TRUE
if("stealth")
stealth = !stealth
. = TRUE
if("scanmode")
scanmode = !scanmode
. = TRUE
if("radintensity")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "min")
target = 1
. = TRUE
else if(target == "max")
target = 20
. = TRUE
else if(adjust)
target = intensity + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
target = round(target)
intensity = clamp(target, 1, 20)
if("radwavelength")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "min")
target = 0
. = TRUE
else if(target == "max")
target = 120
. = TRUE
else if(adjust)
target = wavelength + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
target = round(target)
wavelength = clamp(target, 0, 120)
/obj/item/shadowcloak
name = "cloaker belt"
@@ -13,6 +13,8 @@
var/mob/attacher = null
var/valve_open = FALSE
var/toggle = 1
var/ui_x = 310
var/ui_y = 320
/obj/item/transfer_valve/IsAssemblyHolder()
return TRUE
@@ -77,7 +79,7 @@
if(attached_device)
attached_device.Crossed(AM)
/obj/item/transfer_valve/attack_hand()//Triggers mousetraps
/obj/item/transfer_valve/on_attack_hand()//Triggers mousetraps
. = ..()
if(.)
return
@@ -168,8 +170,8 @@
target_self = TRUE
if(change_volume)
if(!target_self)
target.volume += tank_two.volume
target.volume += tank_one.air_contents.volume
target.set_volume(target.return_volume() + tank_two.volume)
target.set_volume(target.return_volume() + tank_one.air_contents.return_volume())
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
target.merge(temp)
@@ -180,17 +182,16 @@
/obj/item/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/ratio1 = tank_one.air_contents.return_volume()/tank_two.air_contents.return_volume()
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
tank_two.air_contents.set_volume(tank_two.air_contents.return_volume() - tank_one.air_contents.return_volume())
/*
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = TRUE
@@ -231,7 +232,60 @@
valve_open = FALSE
update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/*
This doesn't do anything but the timer etc. expects it to be here
eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
*/
/obj/item/transfer_valve/proc/c_state()
return
/obj/item/transfer_valve/ui_state(mob/user)
return GLOB.hands_state
/obj/item/transfer_valve/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "TransferValve", name)
ui.open()
/obj/item/transfer_valve/ui_data(mob/user)
var/list/data = list()
data["tank_one"] = tank_one
data["tank_two"] = tank_two
data["attached_device"] = attached_device
data["valve"] = valve_open
return data
/obj/item/transfer_valve/ui_act(action, params)
if(..())
return
switch(action)
if("tankone")
if(tank_one)
split_gases()
valve_open = FALSE
tank_one.forceMove(drop_location())
tank_one = null
. = TRUE
if("tanktwo")
if(tank_two)
split_gases()
valve_open = FALSE
tank_two.forceMove(drop_location())
tank_two = null
. = TRUE
if("toggle")
toggle_valve()
. = TRUE
if("device")
if(attached_device)
attached_device.attack_self(usr)
. = TRUE
if("remove_device")
if(attached_device)
attached_device.on_detach()
attached_device = null
. = TRUE
update_icon()
+3 -3
View File
@@ -1,10 +1,10 @@
/obj/item/storage/pill_bottle/dice
/obj/item/storage/box/dice
name = "bag of dice"
desc = "Contains all the luck you'll ever need."
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
/obj/item/storage/pill_bottle/dice/Initialize()
/obj/item/storage/box/dice/Initialize()
. = ..()
var/special_die = pick("1","2","fudge","space","00","8bd20","4dd6","100")
if(special_die == "1")
@@ -30,7 +30,7 @@
if(special_die == "100")
new /obj/item/dice/d100(src)
/obj/item/storage/pill_bottle/dice/suicide_act(mob/user)
/obj/item/storage/box/dice/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
+383
View File
@@ -0,0 +1,383 @@
/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/dualsaber
icon_state = "dualsaber0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
item_flags = SLOWS_WHILE_IN_HAND
var/w_class_on = WEIGHT_CLASS_BULKY
hitsound = "swing_hit"
var/hitsound_on = 'sound/weapons/blade1.ogg'
armour_penetration = 35
var/saber_color = "green"
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
wound_bonus = -110
bare_wound_bonus = 20
block_parry_data = /datum/block_parry_data/dual_esword
var/hacked = FALSE
/// Can this reflect all energy projectiles?
var/can_reflect = TRUE
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
var/list/possible_colors = list("red", "blue", "green", "purple")
var/list/rainbow_colors = list(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
var/spinnable = TRUE
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
var/total_mass_on = 3.4
var/wielded = FALSE // track wielded status on item
var/slowdown_wielded = 0
/datum/block_parry_data/dual_esword
block_damage_absorption = 2
block_damage_multiplier = 0.15
block_damage_multiplier_override = list(
ATTACK_TYPE_MELEE = 0.25
)
block_start_delay = 0 // instantaneous block
block_stamina_cost_per_second = 2.5
block_stamina_efficiency = 3
block_lock_sprinting = TRUE
// no attacking while blocking
block_lock_attacking = TRUE
block_projectile_mitigation = 75
// more efficient vs projectiles
block_stamina_efficiency_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 4
)
parry_time_windup = 0
parry_time_active = 8
parry_time_spindown = 0
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 4
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while parrying.
parry_time_perfect = 2 // first ds isn't perfect
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 10
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 25 // VERY generous
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = CLICK_CD_MELEE
/obj/item/dualsaber/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
return ..()
/obj/item/dualsaber/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
. = ..()
if(parry_efficiency >= 90) // perfect parry
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
. |= BLOCK_SHOULD_REDIRECT
/obj/item/dualsaber/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/dualsaber/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=3, force_wielded=34, \
wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg')
/obj/item/dualsaber/Initialize()
. = ..()
if(LAZYLEN(possible_colors))
saber_color = pick(possible_colors)
switch(saber_color)
if("red")
light_color = LIGHT_COLOR_RED
if("green")
light_color = LIGHT_COLOR_GREEN
if("blue")
light_color = LIGHT_COLOR_LIGHT_CYAN
if("purple")
light_color = LIGHT_COLOR_LAVENDER
/// Triggered on wield of two handed item
/// Specific hulk checks due to reflection chance for balance issues and switches hitsounds.
/obj/item/dualsaber/proc/on_wield(obj/item/source, mob/living/carbon/user)
if(user.has_dna() && user.dna.check_mutation(HULK))
to_chat(user, "<span class='warning'>You lack the grace to wield this!</span>")
return COMPONENT_TWOHANDED_BLOCK_WIELD
wielded = TRUE
sharpness = SHARP_EDGED
w_class = w_class_on
total_mass = total_mass_on
hitsound = 'sound/weapons/blade1.ogg'
slowdown += slowdown_wielded
START_PROCESSING(SSobj, src)
set_light(brightness_on)
AddElement(/datum/element/sword_point)
item_flags |= (ITEM_CAN_BLOCK|ITEM_CAN_PARRY)
/// Triggered on unwield of two handed item
/// switch hitsounds
/obj/item/dualsaber/proc/on_unwield(obj/item/source, mob/living/carbon/user)
sharpness = initial(sharpness)
w_class = initial(w_class)
total_mass = initial(total_mass)
wielded = FALSE
hitsound = "swing_hit"
slowdown_wielded -= slowdown_wielded
STOP_PROCESSING(SSobj, src)
set_light(0)
RemoveElement(/datum/element/sword_point)
item_flags &= ~(ITEM_CAN_BLOCK|ITEM_CAN_PARRY)
/obj/item/dualsaber/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/dualsaber/update_icon_state()
if(wielded)
icon_state = "dualsaber[saber_color][wielded]"
else
icon_state = "dualsaber0"
clean_blood()
/obj/item/dualsaber/suicide_act(mob/living/carbon/user)
if(wielded)
user.visible_message("<span class='suicide'>[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code
var/obj/item/organ/brain/B = user.getorganslot(ORGAN_SLOT_BRAIN)
B.organ_flags &= ~ORGAN_VITAL //this cant possibly be a good idea
var/randdir
for(var/i in 1 to 24)//like a headless chicken!
if(user.is_holding(src))
randdir = pick(GLOB.alldirs)
user.Move(get_step(user, randdir),randdir)
user.emote("spin")
if (i == 3 && myhead)
myhead.drop_limb()
sleep(3)
else
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return OXYLOSS
else
user.visible_message("<span class='suicide'>[user] begins beating [user.p_them()]self to death with \the [src]'s handle! It probably would've been cooler if [user.p_they()] turned it on first!</span>")
return BRUTELOSS
/obj/item/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(user.has_dna() && user.dna.check_mutation(HULK))
to_chat(user, "<span class='warning'>You grip the blade too hard and accidentally drop it!</span>")
user.dropItemToGround(src)
return
..()
if(HAS_TRAIT(user, TRAIT_CLUMSY) && (wielded) && prob(40))
impale(user)
return
if(spinnable && (wielded) && prob(50))
INVOKE_ASYNC(src, .proc/jedi_spin, user)
/obj/item/dualsaber/proc/jedi_spin(mob/living/user)
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
user.setDir(i)
if(i == WEST)
user.emote("flip")
sleep(1)
/obj/item/dualsaber/proc/impale(mob/living/user)
to_chat(user, "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on [src].</span>")
if (force)
user.take_bodypart_damage(20,25)
else
user.adjustStaminaLoss(25)
/obj/item/dualsaber/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!wielded)
return NONE
if(can_reflect && is_energy_reflectable_projectile(object) && (attack_type & ATTACK_TYPE_PROJECTILE))
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER //no you
return BLOCK_SHOULD_REDIRECT | BLOCK_SUCCESS | BLOCK_REDIRECTED
return ..()
/obj/item/dualsaber/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) //In case thats just so happens that it is still activated on the groud, prevents hulk from picking it up
if(wielded)
to_chat(user, "<span class='warning'>You can't pick up such dangerous item with your meaty hands without losing fingers, better not to!</span>")
return 1
/obj/item/dualsaber/process()
if(wielded)
if(hacked)
rainbow_process()
open_flame()
else
STOP_PROCESSING(SSobj, src)
/obj/item/dualsaber/proc/rainbow_process()
light_color = pick(rainbow_colors)
/obj/item/dualsaber/ignition_effect(atom/A, mob/user)
// same as /obj/item/melee/transforming/energy, mostly
if(!wielded)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask)
in_mouth = ", barely missing [user.p_their()] nose"
. = "<span class='warning'>[user] swings [user.p_their()] [name][in_mouth]. [user.p_they(TRUE)] light[user.p_s()] [user.p_their()] [A.name] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
// Light your candles while spinning around the room
if(spinnable)
INVOKE_ASYNC(src, .proc/jedi_spin, user)
/obj/item/dualsaber/green
possible_colors = list("green")
/obj/item/dualsaber/red
possible_colors = list("red")
/obj/item/dualsaber/blue
possible_colors = list("blue")
/obj/item/dualsaber/purple
possible_colors = list("purple")
/obj/item/dualsaber/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
if(!hacked)
hacked = TRUE
to_chat(user, "<span class='warning'>2XRNBW_ENGAGE</span>")
saber_color = "rainbow"
update_icon()
else
to_chat(user, "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>")
else
return ..()
/////////////////////////////////////////////////////
// HYPEREUTACTIC Blades /////////////////////////
/////////////////////////////////////////////////////
/obj/item/dualsaber/hypereutactic
icon = 'icons/obj/1x2.dmi'
icon_state = "hypereutactic"
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
item_state = "hypereutactic"
inhand_x_dimension = 64
inhand_y_dimension = 64
name = "hypereutactic blade"
desc = "A supermassive weapon envisioned to cleave the very fabric of space and time itself in twain, the hypereutactic blade dynamically flash-forges a hypereutactic crystaline nanostructure capable of passing through most known forms of matter like a hot knife through butter."
force = 7
hitsound_on = 'sound/weapons/nebhit.ogg'
armour_penetration = 60
light_color = "#37FFF7"
rainbow_colors = list("#FF0000", "#FFFF00", "#00FF00", "#00FFFF", "#0000FF","#FF00FF", "#3399ff", "#ff9900", "#fb008b", "#9800ff", "#00ffa3", "#ccff00")
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "destroyed", "ripped", "devastated", "shredded")
spinnable = FALSE
total_mass_on = 4
slowdown_wielded = 1
/obj/item/dualsaber/hypereutactic/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=7, force_wielded=40, \
wieldsound='sound/weapons/nebon.ogg', unwieldsound='sound/weapons/nebhit.ogg')
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/dualsaber/hypereutactic/update_icon_state()
return
/obj/item/dualsaber/hypereutactic/update_overlays()
. = ..()
var/mutable_appearance/blade_overlay = mutable_appearance(icon, "hypereutactic_blade")
var/mutable_appearance/gem_overlay = mutable_appearance(icon, "hypereutactic_gem")
if(light_color)
blade_overlay.color = light_color
gem_overlay.color = light_color
. += gem_overlay
if(wielded)
. += blade_overlay
clean_blood()
/obj/item/dualsaber/hypereutactic/AltClick(mob/living/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, FALSE) || hacked)
return
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"","Choose Energy Color",light_color) as color|null
if(!energy_color_input || !user.canUseTopic(src, BE_CLOSE, FALSE) || hacked)
return
light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
update_icon()
update_light()
return TRUE
/obj/item/dualsaber/hypereutactic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(isinhands)
var/mutable_appearance/gem_inhand = mutable_appearance(icon_file, "hypereutactic_gem")
gem_inhand.color = light_color
. += gem_inhand
if(wielded)
var/mutable_appearance/blade_inhand = mutable_appearance(icon_file, "hypereutactic_blade")
blade_inhand.color = light_color
. += blade_inhand
/obj/item/dualsaber/hypereutactic/examine(mob/user)
. = ..()
if(!hacked)
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/dualsaber/hypereutactic/rainbow_process()
. = ..()
update_icon()
update_light()
/obj/item/dualsaber/hypereutactic/chaplain
name = "divine lightblade"
desc = "A giant blade of bright and holy light, said to cut down the wicked with ease."
force = 5
armour_penetration = 0
block_parry_data = /datum/block_parry_data/chaplain
var/chaplain_spawnable = TRUE
can_reflect = FALSE
obj_flags = UNIQUE_RENAME
/datum/block_parry_data/chaplain
parry_stamina_cost = 12
parry_time_windup = 2
parry_time_active = 5
parry_time_spindown = 3
// parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK
parry_time_perfect = 1
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 7.5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 80
parry_efficiency_perfect = 120
parry_efficiency_perfect_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 30,
)
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 2 SECONDS
/obj/item/dualsaber/hypereutactic/chaplain/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=20, \
wieldsound='sound/weapons/nebon.ogg', unwieldsound='sound/weapons/nebhit.ogg')
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE)
+6 -4
View File
@@ -192,11 +192,13 @@
return top_vote
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.always_state)
/obj/item/toy/eightball/haunted/ui_state(mob/user)
return GLOB.observer_state
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/toy/eightball/haunted/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "eightball", name, 400, 600, master_ui, state)
ui = new(user, src, "EightBallVote", name)
ui.open()
/obj/item/toy/eightball/haunted/ui_data(mob/user)
@@ -229,4 +231,4 @@
else
votes[selected_answer] += 1
voted[user.ckey] = selected_answer
. = TRUE
. = TRUE
+264
View File
@@ -0,0 +1,264 @@
/obj/item/electrostaff
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "electrostaff"
item_state = "electrostaff"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
name = "riot suppression electrostaff"
desc = "A large quarterstaff, with massive silver electrodes mounted at the end."
w_class = WEIGHT_CLASS_HUGE
slot_flags = ITEM_SLOT_BACK | ITEM_SLOT_OCLOTHING
throwforce = 15 //if you are a madman and finish someone off with this, power to you.
throw_speed = 1
item_flags = NO_MAT_REDEMPTION
attack_verb = list("struck", "beaten", "thwacked", "pulped")
total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
block_parry_data = /datum/block_parry_data/electrostaff
attack_speed = CLICK_CD_MELEE
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
var/on = FALSE
var/can_block_projectiles = FALSE //can't block guns
var/lethal_cost = 400 //10000/400*20 = 500. decent enough?
var/lethal_damage = 20
var/lethal_stam_cost = 4
var/stun_cost = 333 //10000/333*25 = 750. stunbatons are at time of writing 10000/1000*49 = 490.
var/stun_status_effect = STATUS_EFFECT_ELECTROSTAFF //a small slowdown effect
var/stun_stamdmg = 40
var/stun_status_duration = 25
var/stun_stam_cost = 3.5
var/wielded = FALSE // track wielded status on item
// haha security desword time /s
/datum/block_parry_data/electrostaff
block_damage_absorption = 0
block_damage_multiplier = 1
can_block_attack_types = ~ATTACK_TYPE_PROJECTILE // only able to parry non projectiles
block_damage_multiplier_override = list(
TEXT_ATTACK_TYPE_MELEE = 0.5, // only useful on melee and unarmed
TEXT_ATTACK_TYPE_UNARMED = 0.3
)
block_start_delay = 0.5 // near instantaneous block
block_stamina_cost_per_second = 3
block_stamina_efficiency = 2 // haha this is a horrible idea
// more slowdown that deswords because security
block_slowdown = 2
// no attacking while blocking
block_lock_attacking = TRUE
parry_time_windup = 1
parry_time_active = 5
parry_time_spindown = 0
parry_time_spindown_visual_override = 1
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
parry_time_perfect = 0
parry_time_perfect_leeway = 0.5
parry_efficiency_perfect = 100
parry_imperfect_falloff_percent = 1
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
)
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
)
// not extremely punishing to fail, but no spamming the parry.
parry_cooldown = 2.5 SECONDS
parry_failed_stagger_duration = 1.5 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/obj/item/electrostaff/Initialize(mapload)
. = ..()
if(ispath(cell))
cell = new cell
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/turn_on)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/turn_off)
/obj/item/electrostaff/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_multiplier=2, wieldsound="sparks", unwieldsound="sparks")
/obj/item/electrostaff/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(cell)
return ..()
/obj/item/electrostaff/get_cell()
. = cell
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/electrostaff/proc/min_hitcost()
return min(stun_cost, lethal_cost)
/obj/item/electrostaff/proc/turn_on(obj/item/source, mob/user)
wielded = TRUE
item_flags |= (ITEM_CAN_BLOCK|ITEM_CAN_PARRY)
if(!cell)
if(user)
to_chat(user, "<span class='warning'>[src] has no cell.</span>")
return
if(cell.charge < min_hitcost())
if(user)
to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
return
on = TRUE
START_PROCESSING(SSobj, src)
if(user)
to_chat(user, "<span class='warning'>You turn [src] on.</span>")
/obj/item/electrostaff/proc/turn_off(obj/item/source, mob/user)
wielded = FALSE
item_flags &= ~(ITEM_CAN_BLOCK|ITEM_CAN_PARRY)
if(user)
to_chat(user, "<span class='warning'>You turn [src] off.</span>")
on = FALSE
STOP_PROCESSING(SSobj, src)
/obj/item/electrostaff/update_icon_state()
if(!wielded)
icon_state = item_state = "electrostaff"
else
icon_state = item_state = (on? "electrostaff_1" : "electrostaff_0")
set_light(7, on? 1 : 0, LIGHT_COLOR_CYAN)
/obj/item/electrostaff/examine(mob/living/user)
. = ..()
if(cell)
. += "<span class='notice'>The cell charge is [round(cell.percent())]%.</span>"
else
. += "<span class='warning'>There is no cell installed!</span>"
/obj/item/electrostaff/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/C = W
if(cell)
to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
else
if(C.maxcharge < min_hit_cost())
to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
return
if(!user.transferItemToLoc(W, src))
return
cell = C
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(cell)
cell.update_icon()
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
turn_off(user, TRUE)
else
return ..()
/obj/item/electrostaff/process()
deductcharge(50) //Wasteful!
/obj/item/electrostaff/proc/min_hit_cost()
return min(lethal_cost, stun_cost)
/obj/item/electrostaff/proc/deductcharge(amount)
var/obj/item/stock_parts/cell/C = get_cell()
if(!C)
turn_off()
return FALSE
C.use(min(amount, C.charge))
if(QDELETED(src))
return FALSE
if(C.charge < min_hit_cost())
turn_off()
/obj/item/electrostaff/attack(mob/living/target, mob/living/user)
if(IS_STAMCRIT(user))//CIT CHANGE - makes it impossible to baton in stamina softcrit
to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
clowning_around(user) //ouch!
return
if(iscyborg(target))
return ..()
var/list/return_list = list()
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; run_block() handles that
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
if(user.a_intent != INTENT_HARM)
if(stun_act(target, user, null, return_list))
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(stun_stam_cost)
return
else if(!harm_act(target, user, null, return_list))
return ..() //if you can't fry them just beat them with it
else //we did harm act them
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(lethal_stam_cost)
/obj/item/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
var/stunforce = block_calculate_resultant_damage(stun_stamdmg, block_return)
if(!no_charge_and_force)
if(!on)
target.visible_message("<span class='warning'>[user] has bapped [target] with [src]. Luckily it was off.</span>", \
"<span class='warning'>[user] has bapped you with [src]. Luckily it was off</span>")
turn_off() //if it wasn't already off
return FALSE
var/obj/item/stock_parts/cell/C = get_cell()
var/chargeleft = C.charge
deductcharge(stun_cost)
if(QDELETED(src) || QDELETED(C)) //boom
return FALSE
if(chargeleft < stun_cost)
stunforce *= round(chargeleft/stun_cost, 0.1)
target.adjustStaminaLoss(stunforce)
target.apply_effect(EFFECT_STUTTER, stunforce)
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
if(user)
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
target.visible_message("<span class='danger'>[user] has shocked [target] with [src]!</span>", \
"<span class='userdanger'>[user] has shocked you with [src]!</span>")
log_combat(user, target, "stunned with an electrostaff")
playsound(src, 'sound/weapons/staff.ogg', 50, 1, -1)
target.apply_status_effect(stun_status_effect, stun_status_duration)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.forcesay(GLOB.hit_appends)
return TRUE
/obj/item/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
var/lethal_force = block_calculate_resultant_damage(lethal_damage, block_return)
if(!no_charge_and_force)
if(!on)
return FALSE //standard item attack
var/obj/item/stock_parts/cell/C = get_cell()
var/chargeleft = C.charge
deductcharge(lethal_cost)
if(QDELETED(src) || QDELETED(C)) //boom
return FALSE
if(chargeleft < stun_cost)
lethal_force *= round(chargeleft/lethal_cost, 0.1)
target.adjustFireLoss(lethal_force) //good against ointment spam
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
if(user)
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
target.visible_message("<span class='danger'>[user] has seared [target] with [src]!</span>", \
"<span class='userdanger'>[user] has seared you with [src]!</span>")
log_combat(user, target, "burned with an electrostaff")
playsound(src, 'sound/weapons/sear.ogg', 50, 1, -1)
return TRUE
/obj/item/electrostaff/proc/clowning_around(mob/living/user)
user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
harm_act(user, user, TRUE)
stun_act(user, user, TRUE)
deductcharge(lethal_cost)
/obj/item/electrostaff/emp_act(severity)
. = ..()
if (!(. & EMP_PROTECT_SELF))
turn_off()
if(!iscyborg(loc))
deductcharge(1000 / severity, TRUE, FALSE)
+3 -3
View File
@@ -110,7 +110,7 @@
. += "The safety is [safety ? "on" : "off"]."
if(reagents.total_volume)
. += "<span class='notice'>You can loose its <b>screws</b> to empty it.</span>"
. += "<span class='notice'>Alt-click to empty it.</span>"
/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
if(istype(target, tanktype) && target.Adjacent(user))
@@ -230,7 +230,7 @@
repetition++
addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_chair, B, movementdirection, repetition), timer_seconds)
/obj/item/extinguisher/screwdriver_act(mob/user, obj/item/tool)
/obj/item/extinguisher/AltClick(mob/user)
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
EmptyExtinguisher(user)
@@ -244,7 +244,7 @@
var/turf/open/theturf = T
theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] by loosing the release valve's screws.</span>")
user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] by using its release valve.</span>")
//firebot assembly
/obj/item/extinguisher/attackby(obj/O, mob/user, params)
+73
View File
@@ -0,0 +1,73 @@
/*
* Fireaxe
*/
/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
var/wielded = FALSE // track wielded status on item
/obj/item/fireaxe/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/fireaxe/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 80, 0 , hitsound) //axes are not known for being precision butchering tools
AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=24, icon_wielded="fireaxe1")
/// triggered on wield of two handed item
/obj/item/fireaxe/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/fireaxe/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/fireaxe/update_icon_state()
icon_state = "fireaxe0"
/obj/item/fireaxe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/fireaxe/afterattack(atom/A, mob/living/user, proximity)
. = ..()
if(!proximity || !wielded || IS_STAMCRIT(user))
return
if(istype(A, /obj/structure/window)) //destroys windows and grilles in one hit (or more if it has a ton of health like plasmaglass)
var/obj/structure/window/W = A
W.take_damage(200, BRUTE, "melee", 0)
else if(istype(A, /obj/structure/grille))
var/obj/structure/grille/G = A
G.take_damage(40, BRUTE, "melee", 0)
/*
* Bone Axe
*/
/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
name = "bone axe"
desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
/obj/item/fireaxe/boneaxe/update_icon_state()
icon_state = "bone_axe0"
/obj/item/fireaxe/boneaxe/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=23, icon_wielded="bone_axe1")
+3 -3
View File
@@ -131,6 +131,7 @@
/obj/item/flamethrower/analyzer_act(mob/living/user, obj/item/I)
if(ptank)
ptank.analyzer_act(user, I)
return TRUE
/obj/item/flamethrower/attack_self(mob/user)
@@ -204,11 +205,10 @@
//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
//Transfer 5% of current tank air contents to turf
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(release_amount)
if(air_transfer.gases[/datum/gas/plasma])
air_transfer.gases[/datum/gas/plasma] *= 5
air_transfer.set_moles(/datum/gas/plasma, air_transfer.get_moles(/datum/gas/plasma) * 5)
target.assume_air(air_transfer)
//Burn it based on transfered gas
target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500)
target.hotspot_expose((ptank.air_contents.return_temperature()*2) + 380,500)
//location.hotspot_expose(1000,500,1)
SSair.add_to_active(target, 0)
+23 -6
View File
@@ -79,7 +79,7 @@
ADD_TRAIT(user, granted_trait, BOOK_TRAIT)
/obj/item/book/granter/trait/rifleman
name = "\proper the Neo-Russian Rifleman\'s Primer"
name = "The Neo-Russian Rifleman\'s Primer"
desc = "A book with stains of vodka and...blood? The back is hard to read, but says something about bolt-actions. Or pump-actions. Both, maybe."
oneuse = FALSE
granted_trait = TRAIT_FAST_PUMP
@@ -253,7 +253,7 @@
user.set_nutrition(NUTRITION_LEVEL_STARVING + 50)
/obj/item/book/granter/spell/blind
spell = /obj/effect/proc_holder/spell/targeted/trigger/blind
spell = /obj/effect/proc_holder/spell/pointed/trigger/blind
spellname = "blind"
icon_state ="bookblind"
desc = "This book looks blurry, no matter how you look at it."
@@ -265,7 +265,7 @@
user.blind_eyes(10)
/obj/item/book/granter/spell/mindswap
spell = /obj/effect/proc_holder/spell/targeted/mind_transfer
spell = /obj/effect/proc_holder/spell/pointed/mind_transfer
spellname = "mindswap"
icon_state ="bookmindswap"
desc = "This book's cover is pristine, though its pages look ragged and torn."
@@ -289,7 +289,7 @@
if(stored_swap == user)
to_chat(user,"<span class='notice'>You stare at the book some more, but there doesn't seem to be anything else to learn...</span>")
return
var/obj/effect/proc_holder/spell/targeted/mind_transfer/swapper = new
var/obj/effect/proc_holder/spell/pointed/mind_transfer/swapper = new
if(swapper.cast(list(stored_swap), user, TRUE, TRUE))
to_chat(user,"<span class='warning'>You're suddenly somewhere else... and someone else?!</span>")
to_chat(stored_swap,"<span class='warning'>Suddenly you're staring at [src] again... where are you, who are you?!</span>")
@@ -324,7 +324,7 @@
user.DefaultCombatKnockdown(40)
/obj/item/book/granter/spell/barnyard
spell = /obj/effect/proc_holder/spell/targeted/barnyardcurse
spell = /obj/effect/proc_holder/spell/pointed/barnyardcurse
spellname = "barnyard"
icon_state ="bookhorses"
desc = "This book is more horse than your mind has room for."
@@ -477,6 +477,23 @@
name = "empty scroll"
icon_state = "blankscroll"
/obj/item/book/granter/martial/krav_maga
martial = /datum/martial_art/krav_maga
name = "parchment scroll"
martialname = "krav maga"
desc = "A worn parchment scrap written in an ancient language. Somehow you can still understand the lessons!"
greet = "<span class='sciradio'>You have learned the ancient martial art of Krav Maga. You have special attacks with which to take down your foes.</span>"
icon = 'icons/obj/wizard.dmi'
icon_state ="scroll2"
remarks = list("Sweep the legs...", "Chop the throat...", "Punch the lungs...", "Get the gold...", "Where are my sick gloves..?")
/obj/item/book/granter/martial/krav_maga/onlearned(mob/living/carbon/user)
. = ..()
if(oneuse == TRUE)
desc = "It's completely blank."
name = "empty scroll"
icon_state = "blankscroll"
// I did not include mushpunch's grant, it is not a book and the item does it just fine.
@@ -510,7 +527,7 @@
oneuse = FALSE
remarks = list("So that is how icing is made!", "Placing fruit on top? How simple...", "Huh layering cake seems harder then this...", "This book smells like candy", "A clown must have made this page, or they forgot to spell check it before printing...", "Wait, a way to cook slime to be safe?")
/obj/item/book/granter/crafting_recipe/coldcooking //IceCream
/obj/item/book/granter/crafting_recipe/coldcooking //Icecream
name = "Cooking with Ice"
desc = "A cook book that teaches you many old icecream treats."
crafting_recipe_types = list(/datum/crafting_recipe/food/banana_split, /datum/crafting_recipe/food/root_float, /datum/crafting_recipe/food/bluecharrie_float, /datum/crafting_recipe/food/charrie_float)
@@ -97,7 +97,7 @@
to_chat(user, "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>")
else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
if (I.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
if (I.use_tool(src, user, 0, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
det_time = 50 // In case the cable_coil was removed and readded.
stage_change(WIRED)
to_chat(user, "<span class='notice'>You rig the [initial(name)] assembly.</span>")
+11 -1
View File
@@ -60,6 +60,14 @@
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/mega
shrapnel_radius = 12
/obj/item/grenade/stingbang/breaker
name = "breakbang"
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/breaker
/obj/item/grenade/stingbang/shred
name = "shredbang"
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/shred
/obj/item/grenade/stingbang/prime(mob/living/lanced_by)
if(iscarbon(loc))
var/mob/living/carbon/C = loc
@@ -116,9 +124,11 @@
/obj/item/grenade/primer/attack_self(mob/user)
. = ..()
if(active)
if(!user.CheckActionCooldown())
return
user.playsound_local(user, 'sound/misc/box_deploy.ogg', 50, TRUE)
rots++
user.changeNext_move(CLICK_CD_RAPID)
user.DelayNextAction(CLICK_CD_RAPID)
/obj/item/grenade/primer/prime(mob/living/lanced_by)
shrapnel_radius = round(rots / rots_per_mag)
+7 -2
View File
@@ -60,7 +60,8 @@
if(target)
if(!QDELETED(target))
location = get_turf(target)
target.cut_overlay(plastic_overlay, TRUE)
target.cut_overlay(plastic_overlay)
UnregisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/add_plastic_overlay)
if(!ismob(target) || full_damage_on_mobs)
target.ex_act(EXPLODE_HEAVY, target)
else
@@ -126,13 +127,17 @@
I.embedding["embed_chance"] = 0
I.updateEmbedding()
target.add_overlay(plastic_overlay, TRUE)
RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/add_plastic_overlay)
target.update_icon()
if(!nadeassembly)
to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>")
addtimer(CALLBACK(src, .proc/prime), det_time*10)
else
qdel(src) //How?
/obj/item/grenade/plastic/proc/add_plastic_overlay(atom/source, list/overlay_list)
overlay_list += plastic_overlay
/obj/item/grenade/plastic/proc/shout_syndicate_crap(mob/M)
if(!M)
return
+1 -1
View File
@@ -320,7 +320,7 @@
do_sparks(1, TRUE, src)
qdel(src)
/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user)
/obj/item/restraints/legcuffs/beartrap/energy/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
Crossed(user) //honk
. = ..()
+13 -9
View File
@@ -168,6 +168,7 @@
icon_state = "witchhunterhat"
item_state = "witchhunterhat"
flags_cover = HEADCOVERSEYES
flags_inv = HIDEHAIR
/obj/item/storage/box/holy/follower
name = "Followers of the Chaplain Kit"
@@ -224,6 +225,7 @@
throwforce = 10
w_class = WEIGHT_CLASS_TINY
obj_flags = UNIQUE_RENAME
wound_bonus = -10
var/chaplain_spawnable = TRUE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
@@ -350,7 +352,7 @@
w_class = WEIGHT_CLASS_HUGE
slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT
block_chance = 30
sharpness = IS_SHARP
sharpness = SHARP_EDGED
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -450,7 +452,7 @@
w_class = WEIGHT_CLASS_BULKY
armour_penetration = 35
slot_flags = ITEM_SLOT_BACK
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("chopped", "sliced", "cut", "reaped")
/obj/item/nullrod/scythe/Initialize()
@@ -573,7 +575,7 @@
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("sawed", "torn", "cut", "chopped", "diced")
hitsound = 'sound/weapons/chainsawhit.ogg'
total_mass = TOTAL_MASS_HAND_REPLACEMENT
@@ -592,7 +594,7 @@
name = "clown dagger"
desc = "Used for absolutely hilarious sacrifices."
hitsound = 'sound/items/bikehorn.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/nullrod/pride_hammer
@@ -643,7 +645,7 @@
throw_speed = 4
throw_range = 7
throwforce = 30
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("enlightened", "redpilled")
/obj/item/nullrod/armblade
@@ -655,7 +657,9 @@
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT
w_class = WEIGHT_CLASS_HUGE
sharpness = IS_SHARP
sharpness = SHARP_EDGED
wound_bonus = -20
bare_wound_bonus = 25
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/nullrod/armblade/Initialize()
@@ -695,7 +699,7 @@
force = 15
block_chance = 40
slot_flags = ITEM_SLOT_BACK
sharpness = IS_BLUNT
sharpness = SHARP_NONE
hitsound = "swing_hit"
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
icon = 'icons/obj/items_and_weapons.dmi'
@@ -750,7 +754,7 @@
name = "arrhythmic knife"
w_class = WEIGHT_CLASS_HUGE
desc = "They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn."
sharpness = IS_SHARP
sharpness = SHARP_EDGED
slot_flags = null
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -778,7 +782,7 @@
desc = "Holding this makes you look absolutely devilish."
attack_verb = list("poked", "impaled", "pierced", "jabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/nullrod/egyptian
name = "egyptian staff"
@@ -38,6 +38,23 @@
if(!uses)
qdel(src)
/obj/item/implant/warp
name = "warp implant"
desc = "Saves your position somewhere, and then warps you back to it after five seconds."
icon_state = "warp"
uses = 15
/obj/item/implant/warp/activate()
. = ..()
uses--
imp_in.do_adrenaline(20, TRUE, 0, 0, TRUE, list(/datum/reagent/fermi/eigenstate = 1.2), "<span class='boldnotice'>You feel an internal prick as as the bluespace starts ramping up!</span>")
to_chat(imp_in, "<span class='notice'>You feel an internal prick as as the bluespace starts ramping up!</span>")
if(!uses)
qdel(src)
/obj/item/implanter/warp
name = "implanter (warp)"
imp_type = /obj/item/implant/warp
/obj/item/implant/emp
name = "emp implant"
@@ -69,4 +86,4 @@
healthstring = "<small>Oxygen Deprivation Damage => [round(L.getOxyLoss())]<br />Fire Damage => [round(L.getFireLoss())]<br />Toxin Damage => [round(L.getToxLoss())]<br />Brute Force Damage => [round(L.getBruteLoss())]</small>"
if (!healthstring)
healthstring = "ERROR"
return healthstring
return healthstring
@@ -10,7 +10,7 @@
/obj/item/implant/radio/activate()
. = ..()
// needs to be GLOB.deep_inventory_state otherwise it won't open
radio.ui_interact(usr, "main", null, FALSE, null, GLOB.deep_inventory_state)
radio.ui_interact(usr, state = GLOB.deep_inventory_state)
/obj/item/implant/radio/implant(mob/living/target, mob/user, silent = FALSE)
. = ..()
@@ -9,7 +9,7 @@
/obj/item/implant/uplink/Initialize(mapload, _owner)
. = ..()
AddComponent(/datum/component/uplink, _owner, TRUE, FALSE, null, starting_tc, GLOB.not_incapacitated_state)
AddComponent(/datum/component/uplink, _owner, TRUE, FALSE, null, starting_tc)
/obj/item/implanter/uplink
name = "implanter (uplink)"
@@ -26,14 +26,15 @@
open_machine()
update_icon()
/obj/machinery/implantchair/ui_state(mob/user)
return GLOB.notcontained_state
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/machinery/implantchair/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
ui = new(user, src, "ImplantChair", name)
ui.open()
/obj/machinery/implantchair/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
@@ -121,8 +122,6 @@
update_icon()
/obj/machinery/implantchair/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
@@ -191,4 +190,4 @@
brainwash(C, objective)
message_admins("[ADMIN_LOOKUPFLW(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
log_game("[key_name(user)] brainwashed [key_name(C)] with objective '[objective]'.")
return TRUE
return TRUE
+13 -2
View File
@@ -18,7 +18,7 @@
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
force = 4
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
@@ -28,6 +28,7 @@
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
sharpness = SHARP_POINTY
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/suicide_act(mob/living/carbon/user)
@@ -54,6 +55,14 @@
else
return ..()
/obj/item/kitchen/fork/throwing
name = "throwing fork"
desc = "A fork, sharpened to perfection, making it a great weapon for throwing."
throwforce = 15
throw_speed = 4
throw_range = 6
embedding = list("pain_mult" = 2, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15)
sharpness = SHARP_EDGED
/obj/item/kitchen/knife
name = "kitchen knife"
@@ -68,9 +77,11 @@
throw_range = 6
custom_materials = list(/datum/material/iron=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
sharpness = SHARP_POINTY
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/bayonet = FALSE //Can this be attached to a gun?
wound_bonus = -5
bare_wound_bonus = 10
custom_price = PRICE_NORMAL
/obj/item/kitchen/knife/Initialize()
+1 -1
View File
@@ -54,5 +54,5 @@
var/obj/item/tank/T = W
blow(T, user)
return
if (W.get_sharpness() || W.get_temperature() || is_pointed(W))
if (W.get_sharpness() || W.get_temperature())
burst()
+3 -1
View File
@@ -506,7 +506,9 @@
if(prob(50))
step(W, pick(GLOB.alldirs))
ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC)
H.bleed_rate = 5
for(var/i in H.bodyparts)
var/obj/item/bodypart/BP = i
BP.generic_bleedstacks += 5
H.gib_animation()
sleep(3)
H.adjustBruteLoss(1000) //to make the body super-bloody
+11 -5
View File
@@ -102,7 +102,7 @@
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
sharpness = SHARP_EDGED
embedding = list("embed_chance" = 75, "impact_pain_mult" = 10)
armour_penetration = 35
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
@@ -147,6 +147,12 @@
return NONE
return ..()
/obj/item/melee/transforming/energy/sword/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
. = ..()
if(parry_efficiency >= 80) // perfect parry
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
. |= BLOCK_SHOULD_REDIRECT
/obj/item/melee/transforming/energy/sword/cyborg
sword_color = "red"
light_color = "#ff0000"
@@ -174,7 +180,7 @@
sword_color = null //stops icon from breaking when turned on.
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
sharpness = SHARP_EDGED
light_color = "#40ceff"
tool_behaviour = TOOL_SAW
toolspeed = 0.7
@@ -249,7 +255,7 @@
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
sharpness = SHARP_EDGED
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize()
@@ -285,7 +291,7 @@
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
sharpness = SHARP_EDGED
embedding = list("embedded_pain_multiplier" = 6, "embed_chance" = 20, "embedded_fall_chance" = 60)
armour_penetration = 10
block_chance = 35
@@ -369,7 +375,7 @@
return
else
to_chat(user, "<span class='notice'>You combine the two light swords, making a single supermassive blade! You're cool.</span>")
new /obj/item/twohanded/dualsaber/hypereutactic(user.drop_location())
new /obj/item/dualsaber/hypereutactic(user.drop_location())
qdel(W)
qdel(src)
else
+11 -5
View File
@@ -19,6 +19,8 @@
slot_flags = ITEM_SLOT_BELT
force = 14
throwforce = 10
wound_bonus = 15
bare_wound_bonus = 10
reach = 2
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
@@ -42,7 +44,7 @@
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "impaled", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/melee/synthetic_arm_blade/Initialize()
@@ -62,7 +64,7 @@
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
armour_penetration = 75
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
@@ -166,7 +168,7 @@
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
w_class = WEIGHT_CLASS_BULKY
sharpness = IS_SHARP_ACCURATE //It cant be sharpend cook -_-
sharpness = SHARP_POINTY //It cant be sharpend cook -_-
attack_verb = list("stabs", "punctures", "pierces", "pokes")
hitsound = 'sound/weapons/rapierhit.ogg'
total_mass = 0.4
@@ -268,6 +270,8 @@
var/force_off // Damage when off - not stunning
var/weight_class_on // What is the new size class when turned on
wound_bonus = 15
/obj/item/melee/classic_baton/Initialize()
. = ..()
@@ -371,6 +375,7 @@
var/wait_desc = get_wait_description()
if(wait_desc)
to_chat(user, wait_desc)
return DISCARD_LAST_ACTION
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
@@ -393,6 +398,7 @@
force_off = 0
weight_class_on = WEIGHT_CLASS_BULKY
total_mass = TOTAL_MASS_NORMAL_ITEM
bare_wound_bonus = 5
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
@@ -621,7 +627,7 @@
to_chat(user, "<span class='warning'>[target] doesn't seem to want to get on [src]!</span>")
update_icon()
/obj/item/melee/roastingstick/attack_hand(mob/user)
/obj/item/melee/roastingstick/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
..()
if (held_sausage)
user.put_in_hands(held_sausage)
@@ -689,7 +695,7 @@
item_state = "mace_greyscale"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_EFFECTS //Material type changes the prefix as well as the color.
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color.
custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace.
slot_flags = ITEM_SLOT_BELT
force = 14
@@ -1,5 +1,5 @@
/obj/item/melee/transforming
sharpness = IS_SHARP
sharpness = SHARP_EDGED
var/active = FALSE
var/force_on = 30 //force when active
var/faction_bonus_force = 0 //Bonus force dealt against certain factions
@@ -84,4 +84,4 @@
/obj/item/melee/transforming/proc/clumsy_transform_effect(mob/living/user)
if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
user.take_bodypart_damage(5,5)
+119 -7
View File
@@ -18,6 +18,8 @@
icon = 'icons/obj/device.dmi'
icon_state = "gangtool-blue"
item_state = "radio"
var/list/stored_options
var/force_refresh = FALSE //if set to true, the beacon will recalculate its display options whenever opened
/obj/item/choice_beacon/attack_self(mob/user)
if(canUseBeacon(user))
@@ -34,18 +36,22 @@
return FALSE
/obj/item/choice_beacon/proc/generate_options(mob/living/M)
var/list/display_names = generate_display_names()
if(!display_names.len)
if(!stored_options || force_refresh)
stored_options = generate_display_names()
if(!stored_options.len)
return
var/choice = input(M,"Which item would you like to order?","Select an Item") as null|anything in display_names
var/choice = input(M,"Which item would you like to order?","Select an Item") as null|anything in stored_options
if(!choice || !M.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
spawn_option(display_names[choice],M)
spawn_option(stored_options[choice],M)
qdel(src)
/obj/item/choice_beacon/proc/spawn_option(obj/choice,mob/living/M)
var/obj/new_item = new choice()
/obj/item/choice_beacon/proc/create_choice_atom(atom/choice, mob/owner)
return new choice()
/obj/item/choice_beacon/proc/spawn_option(atom/choice,mob/living/M)
var/obj/new_item = create_choice_atom(choice, M)
var/obj/structure/closet/supplypod/bluespacepod/pod = new()
pod.explosionSize = list(0,0,0,0)
new_item.forceMove(pod)
@@ -149,10 +155,116 @@
augment_list[initial(A.name)] = A
return augment_list
/obj/item/choice_beacon/augments/spawn_option(obj/choice,mob/living/M)
/obj/item/choice_beacon/augments/spawn_option(atom/choice,mob/living/M)
new choice(get_turf(M))
to_chat(M, "<span class='hear'>You hear something crackle from the beacon for a moment before a voice speaks. \"Please stand by for a message from S.E.L.F. Message as follows: <b>Item request received. Your package has been transported, use the autosurgeon supplied to apply the upgrade.</b> Message ends.\"</span>")
/obj/item/choice_beacon/pet //donator beacon that summons a small friendly animal
name = "pet beacon"
desc = "Straight from the outerspace pet shop to your feet."
var/static/list/pets = list("Crab" = /mob/living/simple_animal/crab,
"Cat" = /mob/living/simple_animal/pet/cat,
"Space cat" = /mob/living/simple_animal/pet/cat/space,
"Kitten" = /mob/living/simple_animal/pet/cat/kitten,
"Dog" = /mob/living/simple_animal/pet/dog,
"Corgi" = /mob/living/simple_animal/pet/dog/corgi,
"Pug" = /mob/living/simple_animal/pet/dog/pug,
"Exotic Corgi" = /mob/living/simple_animal/pet/dog/corgi/exoticcorgi,
"Fox" = /mob/living/simple_animal/pet/fox,
"Red Panda" = /mob/living/simple_animal/pet/redpanda,
"Possum" = /mob/living/simple_animal/opossum)
var/pet_name
/obj/item/choice_beacon/pet/generate_display_names()
return pets
/obj/item/choice_beacon/pet/create_choice_atom(atom/choice, mob/owner)
var/mob/living/simple_animal/new_choice = new choice()
new_choice.butcher_results = null //please don't eat your pet, chef
var/obj/item/pet_carrier/donator/carrier = new() //a donator pet carrier is just a carrier that can't be shoved in an autolathe for metal
carrier.add_occupant(new_choice)
new_choice.mob_size = MOB_SIZE_TINY //yeah we're not letting you use this roundstart pet to hurt people / knock them down
new_choice.pass_flags = PASSTABLE | PASSMOB //your pet is not a bullet/person shield
new_choice.density = FALSE
new_choice.blood_volume = 0 //your pet cannot be used to drain blood from for a bloodsucker
new_choice.desc = "A pet [initial(choice.name)], owned by [owner]!"
new_choice.can_have_ai = FALSE //no it cant be sentient damnit
if(pet_name)
new_choice.name = pet_name
new_choice.unique_name = TRUE
return carrier
/obj/item/choice_beacon/pet/spawn_option(atom/choice,mob/living/M)
pet_name = input(M, "What would you like to name the pet? (leave blank for default name)", "Pet Name")
..()
//choice boxes (they just open in your hand instead of making a pod)
/obj/item/choice_beacon/box
name = "choice box (default)"
desc = "Think really hard about what you want, and then rip it open!"
icon = 'icons/obj/storage.dmi'
icon_state = "deliverypackage3"
item_state = "deliverypackage3"
/obj/item/choice_beacon/box/spawn_option(atom/choice,mob/living/M)
var/choice_text = choice
if(ispath(choice_text))
choice_text = initial(choice.name)
to_chat(M, "<span class='hear'>The box opens, revealing the [choice_text]!</span>")
playsound(src.loc, 'sound/items/poster_ripped.ogg', 50, 1)
M.temporarilyRemoveItemFromInventory(src, TRUE)
M.put_in_hands(new choice)
qdel(src)
/obj/item/choice_beacon/box/plushie/spawn_option(choice,mob/living/M)
if(ispath(choice, /obj/item/toy/plush))
..() //regular plush, spawn it naturally
else
//snowflake plush
var/obj/item/toy/plush/snowflake_plushie = new(get_turf(M))
snowflake_plushie.set_snowflake_from_config(choice)
M.temporarilyRemoveItemFromInventory(src, TRUE)
M.put_in_hands(new choice)
qdel(src)
/obj/item/choice_beacon/box/carpet //donator carpet beacon
name = "choice box (carpet)"
desc = "Contains 50 of a selected carpet inside!"
var/static/list/carpet_list = list(/obj/item/stack/tile/carpet/black/fifty = "Black Carpet",
"Black & Red Carpet" = /obj/item/stack/tile/carpet/blackred/fifty,
"Monochrome Carpet" = /obj/item/stack/tile/carpet/monochrome/fifty,
"Blue Carpet" = /obj/item/stack/tile/carpet/blue/fifty,
"Cyan Carpet" = /obj/item/stack/tile/carpet/cyan/fifty,
"Green Carpet" = /obj/item/stack/tile/carpet/green/fifty,
"Orange Carpet" = /obj/item/stack/tile/carpet/orange/fifty,
"Purple Carpet" = /obj/item/stack/tile/carpet/purple/fifty,
"Red Carpet" = /obj/item/stack/tile/carpet/red/fifty,
"Royal Black Carpet" = /obj/item/stack/tile/carpet/royalblack/fifty,
"Royal Blue Carpet" = /obj/item/stack/tile/carpet/royalblue/fifty)
/obj/item/choice_beacon/box/carpet/generate_display_names()
return carpet_list
/obj/item/choice_beacon/box/plushie
name = "choice box (plushie)"
desc = "Using the power of quantum entanglement, this box contains every plush, until the moment it is opened!"
icon = 'icons/obj/plushes.dmi'
icon_state = "box"
item_state = "box"
/obj/item/choice_beacon/box/plushie/generate_display_names()
var/list/plushie_list = list()
//plushie set 1: just subtypes of /obj/item/toy/plush
var/list/plushies_set_one = subtypesof(/obj/item/toy/plush) - list(/obj/item/toy/plush/narplush, /obj/item/toy/plush/awakenedplushie, /obj/item/toy/plush/random_snowflake, /obj/item/toy/plush/random) //don't allow these special ones (you can still get narplush/hugbox)
for(var/V in plushies_set_one)
var/atom/A = V
plushie_list[initial(A.name)] = A
//plushie set 2: snowflake plushies
var/list/plushies_set_two = CONFIG_GET(keyed_list/snowflake_plushies)
for(var/V in plushies_set_two)
plushie_list[V] = V //easiest way to do this which works with how selecting options works, despite being snowflakey to have the key equal the value
return plushie_list
/obj/item/skub
desc = "It's skub."
name = "skub"
+2 -2
View File
@@ -58,7 +58,7 @@
if(T)
user.visible_message("[user] cleans \the [T] with [src].", "<span class='notice'>You clean \the [T] with [src].</span>")
clean(T)
user.changeNext_move(CLICK_CD_MELEE)
user.DelayNextAction(CLICK_CD_MELEE)
user.do_attack_animation(T, used_item = src)
if(istype(L))
L.adjustStaminaLossBuffered(stamusage)
@@ -128,4 +128,4 @@
return ..()
/obj/item/mop/advanced/cyborg
insertable = FALSE
insertable = FALSE
+177 -24
View File
@@ -22,6 +22,15 @@
var/occupant_weight = 0
var/max_occupants = 3 //Hard-cap so you can't have infinite mice or something in one carrier
var/max_occupant_weight = MOB_SIZE_SMALL //This is calculated from the mob sizes of occupants
var/entrance_name = "door" //name of the entrance to the item
var/escape_time = 200 //how long it takes for mobs above small sizes to escape (for small sizes, its randomly 1.5 to 2x this)
var/alternate_escape_time = 0 //how long it takes for mobs to escape when the entrance is open
var/load_time = 30 //how long it takes for mobs to be loaded into the pet carrier
var/has_lock_sprites = TRUE //whether to load the lock overlays or not
var/allows_hostiles = FALSE //does the pet carrier allow hostile entities to be held within it?
/obj/item/pet_carrier/donator
custom_materials = null //you cant just use the loadout item to get free metal!
/obj/item/pet_carrier/Destroy()
if(occupants.len)
@@ -51,20 +60,20 @@
else
. += "<span class='notice'>It has nothing inside.</span>"
if(user.canUseTopic(src))
. += "<span class='notice'>Activate it in your hand to [open ? "close" : "open"] its door.</span>"
. += "<span class='notice'>Activate it in your hand to [open ? "close" : "open"] its [entrance_name].</span>"
if(!open)
. += "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"] its door.</span>"
. += "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"] its [entrance_name].</span>"
/obj/item/pet_carrier/attack_self(mob/living/user)
if(open)
to_chat(user, "<span class='notice'>You close [src]'s door.</span>")
to_chat(user, "<span class='notice'>You close [src]'s [entrance_name].</span>")
playsound(user, 'sound/effects/bin_close.ogg', 50, TRUE)
open = FALSE
else
if(locked)
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return
to_chat(user, "<span class='notice'>You open [src]'s door.</span>")
to_chat(user, "<span class='notice'>You open [src]'s [entrance_name].</span>")
playsound(user, 'sound/effects/bin_open.ogg', 50, TRUE)
open = TRUE
update_icon()
@@ -86,7 +95,7 @@
if(user.a_intent == INTENT_HARM)
return ..()
if(!open)
to_chat(user, "<span class='warning'>You need to open [src]'s door!</span>")
to_chat(user, "<span class='warning'>You need to open [src]'s [entrance_name]!</span>")
return
if(target.mob_size > max_occupant_weight)
if(ishuman(target))
@@ -94,13 +103,16 @@
if(iscatperson(H))
to_chat(user, "<span class='warning'>You'd need a lot of catnip and treats, plus maybe a laser pointer, for that to work.</span>")
else
to_chat(user, "<span class='warning'>Humans, generally, do not fit into pet carriers.</span>")
to_chat(user, "<span class='warning'>Humans, generally, do not fit into [name]s.</span>")
else
to_chat(user, "<span class='warning'>You get the feeling [target] isn't meant for a [name].</span>")
return
if(user == target)
to_chat(user, "<span class='warning'>Why would you ever do that?</span>")
return
if((ishostile(target) && (!allows_hostiles || !istype(target, /mob/living/simple_animal/hostile/carp/cayenne))) || target.move_resist >= MOVE_FORCE_VERY_STRONG) //don't allow goliaths into pet carriers, but let cayenne in!
to_chat(user, "<span class='warning'>You have a feeling you shouldn't keep this as a pet.</span>")
return
load_occupant(user, target)
/obj/item/pet_carrier/relaymove(mob/living/user, direction)
@@ -110,8 +122,8 @@
remove_occupant(user)
return
else if(!locked)
loc.visible_message("<span class='notice'>[user] pushes open the door to [src]!</span>", \
"<span class='warning'>[user] pushes open the door of [src]!</span>")
loc.visible_message("<span class='notice'>[user] pushes open the [entrance_name] to [src]!</span>", \
"<span class='warning'>[user] pushes open the [entrance_name] of [src]!</span>")
open = TRUE
update_icon()
return
@@ -119,12 +131,24 @@
container_resist(user)
/obj/item/pet_carrier/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
//don't do the whole resist timer thing if it's open!
if(open)
if(alternate_escape_time > 0)
loc.visible_message("<span class='notice'>The [src] begins to shake!</span>")
if(do_after(user, alternate_escape_time, target = user))
loc.visible_message("<span class='notice'>[user] jumps out of [src]</span>")
remove_occupant(user)
return
else //instant escape, different message
loc.visible_message("<span class='notice'>[user] climbs out of [src]!</span>", \
"<span class='warning'>[user] jumps out of [src]!</span>")
remove_occupant(user)
return
if(user.mob_size <= MOB_SIZE_SMALL)
to_chat(user, "<span class='notice'>You poke a limb through [src]'s bars and start fumbling for the lock switch... (This will take some time.)</span>")
to_chat(loc, "<span class='warning'>You see [user] reach through the bars and fumble for the lock switch!</span>")
if(!do_after(user, rand(300, 400), target = user) || open || !locked || !(user in occupants))
to_chat(user, "<span class='notice'>You begin to try escaping the [src] and start fumbling for the lock switch... (This will take some time.)</span>")
to_chat(loc, "<span class='warning'>You see [user] attempting to unlock the [src]!</span>")
if(!do_after(user, rand(escape_time * 1.5, escape_time * 2), target = user) || open || !locked || !(user in occupants))
return
loc.visible_message("<span class='warning'>[user] flips the lock switch on [src] by reaching through!</span>", null, null, null, user)
to_chat(user, "<span class='boldannounce'>Bingo! The lock pops open!</span>")
@@ -132,12 +156,12 @@
playsound(src, 'sound/machines/boltsup.ogg', 30, TRUE)
update_icon()
else
loc.visible_message("<span class='warning'>[src] starts rattling as something pushes against the door!</span>", null, null, null, user)
to_chat(user, "<span class='notice'>You start pushing out of [src]... (This will take about 20 seconds.)</span>")
if(!do_after(user, 200, target = user) || open || !locked || !(user in occupants))
loc.visible_message("<span class='warning'>[src] starts rattling as something pushes against the [entrance_name]!</span>", null, null, null, user)
to_chat(user, "<span class='notice'>You start pushing out of [src]... (This will take about [escape_time/10] seconds.)</span>")
if(!do_after(user, escape_time, target = user) || open || !locked || !(user in occupants))
return
loc.visible_message("<span class='warning'>[user] shoves out of [src]!</span>", null, null, null, user)
to_chat(user, "<span class='notice'>You shove open [src]'s door against the lock's resistance and fall out!</span>")
to_chat(user, "<span class='notice'>You shove open [src]'s [entrance_name] against the lock's resistance and fall out!</span>")
locked = FALSE
open = TRUE
update_icon()
@@ -151,7 +175,7 @@
/obj/item/pet_carrier/update_overlays()
. = ..()
if(!open)
if(!open && has_lock_sprites)
. += "[locked ? "" : "un"]locked"
/obj/item/pet_carrier/MouseDrop(atom/over_atom)
@@ -166,21 +190,22 @@
/obj/item/pet_carrier/proc/load_occupant(mob/living/user, mob/living/target)
if(pet_carrier_full(src))
to_chat(user, "<span class='warning'>[src] is already carrying too much!</span>")
return
return FALSE
user.visible_message("<span class='notice'>[user] starts loading [target] into [src].</span>", \
"<span class='notice'>You start loading [target] into [src]...</span>", null, null, target)
to_chat(target, "<span class='userdanger'>[user] starts loading you into [user.p_their()] [name]!</span>")
if(!do_mob(user, target, 30))
return
if(!do_mob(user, target, load_time))
return FALSE
if(target in occupants)
return
return FALSE
if(pet_carrier_full(src)) //Run the checks again, just in case
to_chat(user, "<span class='warning'>[src] is already carrying too much!</span>")
return
return FALSE
user.visible_message("<span class='notice'>[user] loads [target] into [src]!</span>", \
"<span class='notice'>You load [target] into [src].</span>", null, null, target)
to_chat(target, "<span class='userdanger'>[user] loads you into [user.p_their()] [name]!</span>")
add_occupant(target)
return TRUE
/obj/item/pet_carrier/proc/add_occupant(mob/living/occupant)
if(occupant in occupants || !istype(occupant))
@@ -192,9 +217,137 @@
/obj/item/pet_carrier/proc/remove_occupant(mob/living/occupant, turf/new_turf)
if(!(occupant in occupants) || !istype(occupant))
return
occupant.forceMove(new_turf ? new_turf : drop_location())
occupant.forceMove(new_turf ? new_turf : get_turf(src))
occupants -= occupant
occupant_weight -= occupant.mob_size
occupant.setDir(SOUTH)
//bluespace jar, a reskin of the pet carrier that can fit people and smashes when thrown
/obj/item/pet_carrier/bluespace
name = "bluespace jar"
desc = "A jar, that seems to be bigger on the inside, somehow allowing lifeforms to fit through its narrow entrance."
open = FALSE //starts closed so it looks better on menus
icon_state = "bluespace_jar"
item_state = "bluespace_jar"
lefthand_file = ""
righthand_file = ""
max_occupant_weight = MOB_SIZE_HUMAN //can fit people, like a bluespace bodybag!
load_time = 40 //loading things into a jar takes longer than a regular pet carrier
entrance_name = "lid"
w_class = WEIGHT_CLASS_SMALL //it's a jar
throw_speed = 3
throw_range = 7
max_occupants = 1 //far less than a regular carrier or bluespace bodybag, because it can be thrown to release the contents
allows_hostiles = TRUE //can fit hostile creatures, with the move resist restrictions in place, this means they still cannot take things like legions/goliaths/etc regardless
has_lock_sprites = FALSE //jar doesn't show the regular lock overlay
custom_materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 600)
escape_time = 200 //equal to the time of a bluespace bodybag
alternate_escape_time = 100
///gas supply for simplemobs so they don't die
var/datum/gas_mixture/occupant_gas_supply
///level until the reagent gets INGEST ed instead of TOUCH
var/sipping_level = 150
///prob50 level of sipping
var/sipping_probably = 99
///chem transfer rate / second
var/transfer_rate = 5
/obj/item/pet_carrier/bluespace/Initialize()
. = ..()
create_reagents(300, OPENCONTAINER, DEFAULT_REAGENTS_VALUE) //equivalent of bsbeakers
/obj/item/pet_carrier/bluespace/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/pet_carrier/bluespace/attack_self(mob/living/user)
..()
if(reagents)
if(open)
reagents.reagents_holder_flags = OPENCONTAINER
else
reagents.reagents_holder_flags = NONE
/obj/item/pet_carrier/bluespace/update_icon_state()
if(open)
icon_state = "bluespace_jar_open"
else
icon_state = "bluespace_jar"
/obj/item/pet_carrier/bluespace/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
//delete the item upon impact, releasing the creature inside (this is handled by its deletion)
if(occupants.len)
loc.visible_message("<span class='warning'>The bluespace jar smashes, releasing [occupants[1]]!</span>")
if(reagents?.total_volume && ismob(hit_atom) && hit_atom.reagents)
reagents.total_volume *= rand(5,10) * 0.1 //Not all of it makes contact with the target
var/mob/M = hit_atom
var/R = reagents.log_list()
hit_atom.visible_message("<span class='danger'>[M] has been splashed with something!</span>", \
"<span class='userdanger'>[M] has been splashed with something!</span>")
var/turf/TT = get_turf(hit_atom)
var/throwerstring
if(thrownby)
log_combat(thrownby, M, "splashed", R)
var/turf/AT = get_turf(thrownby)
throwerstring = " THROWN BY [key_name(thrownby)] at [AT] (AREACOORD(AT)]"
log_reagent("SPLASH: [src] mob throw_impact() onto [key_name(hit_atom)] at [TT] ([AREACOORD(TT)])[throwerstring] - [R]")
reagents.reaction(hit_atom, TOUCH)
reagents.clear_reagents()
playsound(src, "shatter", 70, 1)
qdel(src)
/obj/item/pet_carrier/bluespace/add_occupant(mob/living/occupant) //update the gas supply as required, this acts like magical internals
. = ..()
if(!occupant_gas_supply)
occupant_gas_supply = new
if(isanimal(occupant))
var/mob/living/simple_animal/animal = occupant
occupant_gas_supply[/datum/gas/oxygen] = 0.0064 //make sure it has some gas in so it isn't depressurized
occupant_gas_supply.set_temperature(animal.minbodytemp) //simple animals only care about temperature/pressure when their turf isnt a location
if(ishuman(occupant)) //humans require resistance to cold/heat and living in no air while inside, and lose this when outside
START_PROCESSING(SSobj, src)
ADD_TRAIT(occupant, TRAIT_RESISTCOLD, "bluespace_container_cold_resist")
ADD_TRAIT(occupant, TRAIT_RESISTHEAT, "bluespace_container_heat_resist")
ADD_TRAIT(occupant, TRAIT_NOBREATH, "bluespace_container_no_breath")
ADD_TRAIT(occupant, TRAIT_RESISTHIGHPRESSURE, "bluespace_container_resist_high_pressure")
ADD_TRAIT(occupant, TRAIT_RESISTLOWPRESSURE, "bluespace_container_resist_low_pressure")
/obj/item/pet_carrier/bluespace/remove_occupant(mob/living/occupant)
. = ..()
if(ishuman(occupant))
STOP_PROCESSING(SSobj, src)
REMOVE_TRAIT(occupant, TRAIT_RESISTCOLD, "bluespace_container_cold_resist")
REMOVE_TRAIT(occupant, TRAIT_RESISTHEAT, "bluespace_container_heat_resist")
REMOVE_TRAIT(occupant, TRAIT_NOBREATH, "bluespace_container_no_breath")
REMOVE_TRAIT(occupant, TRAIT_RESISTHIGHPRESSURE, "bluespace_container_resist_high_pressure")
REMOVE_TRAIT(occupant, TRAIT_RESISTLOWPRESSURE, "bluespace_container_resist_low_pressure")
name = initial(name)
/obj/item/pet_carrier/bluespace/return_air()
if(!occupant_gas_supply)
occupant_gas_supply = new
return occupant_gas_supply
/obj/item/pet_carrier/bluespace/process()
if(!reagents)
return
for(var/mob/living/L in occupants)
if(!ishuman(L))
continue
if((reagents.total_volume >= sipping_level) || ((reagents.total_volume >= sipping_probably) && prob(50))) //sipp
reagents.reaction(L, INGEST) //consume
reagents.trans_to(L, transfer_rate)
else
reagents.reaction(L, TOUCH, show_message = FALSE)
/obj/item/pet_carrier/bluespace/load_occupant(mob/living/user, mob/living/target)
if(..())
name = "[initial(name)] ([target])"
#undef pet_carrier_full
+101
View File
@@ -0,0 +1,101 @@
/obj/item/pitchfork
icon_state = "pitchfork0"
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
name = "pitchfork"
desc = "A simple tool used for moving hay."
force = 7
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("attacked", "impaled", "pierced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
var/wielded = FALSE // track wielded status on item
/obj/item/pitchfork/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/pitchfork/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=7, force_wielded=15, icon_wielded="pitchfork1")
AddElement(/datum/element/sword_point)
/// triggered on wield of two handed item
/obj/item/pitchfork/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/pitchfork/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/pitchfork/update_icon_state()
icon_state = "pitchfork0"
/obj/item/pitchfork/demonic
name = "demonic pitchfork"
desc = "A red pitchfork, it looks like the work of the devil."
force = 19
throwforce = 24
/obj/item/pitchfork/demonic/Initialize()
. = ..()
set_light(3,6,LIGHT_COLOR_RED)
/obj/item/pitchfork/demonic/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=19, force_wielded=25)
/obj/item/pitchfork/demonic/greater
force = 24
throwforce = 50
/obj/item/pitchfork/demonic/greater/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=24, force_wielded=34)
/obj/item/pitchfork/demonic/ascended
force = 100
throwforce = 100
/obj/item/pitchfork/demonic/ascended/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=100, force_wielded=500000) // Kills you DEAD
/obj/item/pitchfork/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] impales [user.p_them()]self in [user.p_their()] abdomen with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/pitchfork/demonic/pickup(mob/living/user)
. = ..()
if(isliving(user) && user.mind && user.owns_soul() && !is_devil(user))
var/mob/living/U = user
U.visible_message("<span class='warning'>As [U] picks [src] up, [U]'s arms briefly catch fire.</span>", \
"<span class='warning'>\"As you pick up [src] your arms ignite, reminding you of all your past sins.\"</span>")
if(ishuman(U))
var/mob/living/carbon/human/H = U
H.apply_damage(rand(force/2, force), BURN, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
else
U.adjustFireLoss(rand(force/2,force))
/obj/item/pitchfork/demonic/attack(mob/target, mob/living/carbon/human/user)
if(user.mind && user.owns_soul() && !is_devil(user))
to_chat(user, "<span class='warning'>[src] burns in your hands.</span>")
user.apply_damage(rand(force/2, force), BURN, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
..()
/obj/item/pitchfork/demonic/ascended/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity || !wielded)
return
if(iswallturf(target))
var/turf/closed/wall/W = target
user.visible_message("<span class='danger'>[user] blasts \the [target] with \the [src]!</span>")
playsound(target, 'sound/magic/disintegrate.ogg', 100, TRUE)
W.break_wall()
W.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
return
+34
View File
@@ -8,6 +8,7 @@
resistance_flags = FLAMMABLE
var/list/squeak_override //Weighted list; If you want your plush to have different squeak sounds use this
var/stuffed = TRUE //If the plushie has stuffing in it
var/unstuffable = FALSE //for plushies that can't be stuffed
var/obj/item/grenade/grenade //You can remove the stuffing from a plushie and add a grenade to it for *nefarious uses*
//--love ~<3--
gender = NEUTER
@@ -174,6 +175,9 @@
/obj/item/toy/plush/attackby(obj/item/I, mob/living/user, params)
if(I.get_sharpness())
if(!grenade)
if(unstuffable)
to_chat(user, "<span class='notice'>Nothing to do here.</span>")
return
if(!stuffed)
to_chat(user, "<span class='warning'>You already murdered it!</span>")
return
@@ -187,6 +191,13 @@
grenade = null
return
if(istype(I, /obj/item/grenade))
if(unstuffable)
to_chat(user, "<span class='warning'>No... you should destroy it now!</span>")
sleep(10)
if(QDELETED(user) || QDELETED(src))
return
SEND_SOUND(user, 'sound/weapons/armbomb.ogg')
return
if(stuffed)
to_chat(user, "<span class='warning'>You need to remove some stuffing first!</span>")
return
@@ -677,6 +688,18 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths())
icon_state = "scrubpuppy"
item_state = "scrubpuppy"
/obj/item/toy/plush/borgplushie/meddrake
name = "MediDrake Plushie"
desc = "An adorable stuffed toy of a Medidrake."
icon_state = "meddrake"
item_state = "meddrake"
/obj/item/toy/plush/borgplushie/secdrake
name = "SecDrake Plushie"
desc = "An adorable stuffed toy of a Secdrake."
icon_state = "secdrake"
item_state = "secdrake"
/obj/item/toy/plush/aiplush
name = "AI plushie"
desc = "A little stuffed toy AI core... it appears to be malfunctioning."
@@ -743,3 +766,14 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths())
attack_verb = list("headbutt", "scritched", "bit")
squeak_override = list('modular_citadel/sound/voice/nya.ogg' = 1)
can_random_spawn = FALSE
/obj/item/toy/plush/hairball
name = "Hairball"
desc = "A bundle of undigested fibers and scales. Yuck."
icon_state = "Hairball"
unstuffable = TRUE
young = TRUE // Your own mouth-baby.
squeak_override = list('sound/misc/splort.ogg'=1)
attack_verb = list("sploshed", "splorted", "slushed")
can_random_spawn = FALSE
+2 -3
View File
@@ -14,12 +14,11 @@
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
resistance_flags = FIRE_PROOF
click_delay = CLICK_CD_MELEE * 1.5
attack_speed = CLICK_CD_MELEE * 1.5
var/fisto_setting = 1
var/gasperfist = 3
var/obj/item/tank/internals/tank = null //Tank used for the gauntlet's piston-ram.
/obj/item/melee/powerfist/examine(mob/user)
. = ..()
if(!in_range(user, src))
@@ -98,7 +97,7 @@
target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>[user]'s punch strikes with force!</span>")
return
target.apply_damage(totalitemdamage * fisto_setting, BRUTE)
target.apply_damage(totalitemdamage * fisto_setting, BRUTE, wound_bonus = -25*fisto_setting**2)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
new /obj/effect/temp_visual/kinetic_blast(target.loc)
+47 -16
View File
@@ -355,6 +355,7 @@
emaggedhitdamage = 0
/obj/item/borg/lollipop/equipped()
. = ..()
check_amount()
/obj/item/borg/lollipop/dropped(mob/user)
@@ -745,8 +746,8 @@
***********************************************************************/
/obj/item/weapon/gripper
name = "circuit gripper"
desc = "A simple grasping tool for inserting circuitboards into machinary."
name = "engineering gripper"
desc = "A simple grasping tool for interacting with various engineering related items, such as circuits, gas tanks, conveyer belts and more. Alt click to drop instead of use."
icon = 'icons/obj/device.dmi'
icon_state = "gripper"
@@ -754,18 +755,36 @@
//Has a list of items that it can hold.
var/list/can_hold = list(
/obj/item/circuitboard
/obj/item/circuitboard,
/obj/item/light,
/obj/item/electronics,
/obj/item/tank,
/obj/item/conveyor_switch_construct,
/obj/item/stack/conveyor,
/obj/item/wallframe,
/obj/item/vending_refill,
/obj/item/stack/sheet,
/obj/item/stack/tile,
/obj/item/stack/rods,
/obj/item/stock_parts
)
//Basically a blacklist for any subtypes above we dont want
var/list/cannot_hold = list(
/obj/item/stack/sheet/mineral/plasma,
/obj/item/stack/sheet/plasteel
)
var/obj/item/wrapped = null // Item currently being held.
/obj/item/weapon/gripper/attack_self()
//Used to interact with UI's of held items, such as gas tanks and airlock electronics.
/obj/item/weapon/gripper/AltClick(mob/user)
if(wrapped)
wrapped.forceMove(get_turf(wrapped))
to_chat(user, "<span class='notice'>You drop the [wrapped].</span>")
wrapped = null
return ..()
/obj/item/weapon/gripper/afterattack(var/atom/target, var/mob/living/user, proximity, params)
/obj/item/weapon/gripper/pre_attack(var/atom/target, var/mob/living/silicon/robot/user, proximity, params)
if(!proximity)
return
@@ -791,18 +810,21 @@
return
else if(istype(target,/obj/item))
var/obj/item/I = target
var/grab = 0
for(var/typepath in can_hold)
if(istype(I,typepath))
grab = 1
break
for(var/badpath in cannot_hold)
if(istype(I,badpath))
if(!user.emagged)
grab = 0
continue
//We can grab the item, finally.
if(grab)
to_chat(user, "You collect \the [I].")
to_chat(user, "<span class='notice'>You collect \the [I].</span>")
I.loc = src
wrapped = I
return
@@ -811,18 +833,24 @@
/obj/item/weapon/gripper/mining
name = "shelter capsule deployer"
desc = "A simple grasping tool for carrying and deploying shelter capsules."
desc = "A simple grasping tool for carrying and deploying shelter capsules. Alt click to drop instead of use."
icon_state = "gripper_mining"
can_hold = list(
/obj/item/survivalcapsule
)
/obj/item/weapon/gripper/mining/attack_self()
if(wrapped)
wrapped.forceMove(get_turf(wrapped))
wrapped.attack_self()
wrapped = null
return
/obj/item/weapon/gripper/medical
name = "medical gripper"
desc = "A simple grasping tool for interacting with medical equipment, such as beakers, blood bags, chem bags and more. Alt click to drop instead of use."
icon_state = "gripper_medical"
can_hold = list(
/obj/item/storage/bag/bio,
/obj/item/storage/bag/chemistry,
/obj/item/storage/pill_bottle,
/obj/item/reagent_containers/glass,
/obj/item/reagent_containers/pill,
/obj/item/reagent_containers/blood
)
/obj/item/gun/energy/plasmacutter/cyborg
name = "cyborg plasma cutter"
@@ -906,6 +934,9 @@
icon_state = "data_1"
/**********************************************************************
Dogborg stuff
***********************************************************************/
///Mere cosmetic dogborg items, remnants of what were once the most annoying cyborg modules.
/obj/item/dogborg_tongue
name = "synthetic tongue"
+24 -13
View File
@@ -6,21 +6,24 @@
desc = "Protected by FRM."
icon = 'icons/obj/module.dmi'
icon_state = "cyborg_upgrade"
w_class = WEIGHT_CLASS_SMALL
var/locked = FALSE
var/installed = 0
var/require_module = 0
var/list/module_type
/// Bitflags listing module compatibility. Used in the exosuit fabricator for creating sub-categories.
var/module_flags = NONE
// if true, is not stored in the robot to be ejected
// if module is reset
var/one_use = FALSE
/obj/item/borg/upgrade/proc/action(mob/living/silicon/robot/R, user = usr)
if(R.stat == DEAD)
to_chat(user, "<span class='notice'>[src] will not function on a deceased cyborg.</span>")
to_chat(user, "<span class='warning'>[src] will not function on a deceased cyborg.</span>")
return FALSE
if(module_type && !is_type_in_list(R.module, module_type))
to_chat(R, "Upgrade mounting error! No suitable hardpoint detected!")
to_chat(user, "There's no mounting point for the module!")
to_chat(R, "<span class='alert'>Upgrade mounting error! No suitable hardpoint detected.</span>")
to_chat(user, "<span class='warning'>There's no mounting point for the module!</span>")
return FALSE
return TRUE
@@ -37,7 +40,7 @@
one_use = TRUE
/obj/item/borg/upgrade/rename/attack_self(mob/user)
heldname = stripped_input(user, "Enter new robot name", "Cyborg Reclassification", heldname, MAX_NAME_LEN)
heldname = sanitize_name(stripped_input(user, "Enter new robot name", "Cyborg Reclassification", heldname, MAX_NAME_LEN))
/obj/item/borg/upgrade/rename/action(mob/living/silicon/robot/R)
. = ..()
@@ -95,6 +98,7 @@
desc = "Used to cool a mounted energy-based firearm, increasing the potential current in it and thus its recharge rate."
icon_state = "cyborg_upgrade3"
require_module = 1
module_flags = BORG_MODULE_SECURITY
/obj/item/borg/upgrade/disablercooler/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -147,6 +151,7 @@
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = list(/obj/item/robot_module/miner)
module_flags = BORG_MODULE_MINER
/obj/item/borg/upgrade/ddrill/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -207,6 +212,7 @@
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = list(/obj/item/robot_module/butler)
module_flags = BORG_MODULE_JANITOR
/obj/item/borg/upgrade/tboh/action(mob/living/silicon/robot/R)
. = ..()
@@ -234,6 +240,7 @@
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = list(/obj/item/robot_module/butler)
module_flags = BORG_MODULE_JANITOR
/obj/item/borg/upgrade/amop/action(mob/living/silicon/robot/R)
. = ..()
@@ -241,9 +248,9 @@
for(var/obj/item/mop/cyborg/M in R.module.modules)
R.module.remove_module(M, TRUE)
var/obj/item/mop/advanced/cyborg/A = new /obj/item/mop/advanced/cyborg(R.module)
R.module.basic_modules += A
R.module.add_module(A, FALSE, TRUE)
var/obj/item/mop/advanced/cyborg/A = new /obj/item/mop/advanced/cyborg(R.module)
R.module.basic_modules += A
R.module.add_module(A, FALSE, TRUE)
/obj/item/borg/upgrade/amop/deactivate(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -283,6 +290,7 @@
resistance_flags = LAVA_PROOF | FIRE_PROOF
require_module = 1
module_type = list(/obj/item/robot_module/miner)
module_flags = BORG_MODULE_MINER
/obj/item/borg/upgrade/lavaproof/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -402,6 +410,7 @@
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical)
var/list/additional_reagents = list()
module_flags = BORG_MODULE_MEDICAL
/obj/item/borg/upgrade/hypospray/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -459,7 +468,7 @@
/obj/item/borg/upgrade/defib/deactivate(mob/living/silicon/robot/R, user = usr)
. = ..()
if (.)
var/obj/item/twohanded/shockpaddles/cyborg/S = locate() in R.module
var/obj/item/shockpaddles/cyborg/S = locate() in R.module
R.module.remove_module(S, TRUE)
/obj/item/borg/upgrade/processor
@@ -471,6 +480,7 @@
require_module = 1
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical)
module_flags = BORG_MODULE_MEDICAL
/obj/item/borg/upgrade/processor/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -545,7 +555,7 @@
to_chat(usr, "<span class='notice'>This unit already has an expand module installed!</span>")
return FALSE
R.notransform = TRUE
R.mob_transforming = TRUE
var/prev_locked_down = R.locked_down
R.SetLockdown(1)
R.anchored = TRUE
@@ -559,14 +569,14 @@
if(!prev_locked_down)
R.SetLockdown(0)
R.anchored = FALSE
R.notransform = FALSE
R.mob_transforming = FALSE
R.resize = 2
R.hasExpanded = TRUE
R.update_transform()
/obj/item/borg/upgrade/expand/deactivate(mob/living/silicon/robot/R, user = usr)
. = ..()
if (.)
if (. && R.hasExpanded)
R.resize = 0.5
R.hasExpanded = FALSE
R.update_transform()
@@ -578,6 +588,7 @@
icon_state = "borg_BS_RPED"
require_module = TRUE
module_type = list(/obj/item/robot_module/engineering, /obj/item/robot_module/saboteur)
module_flags = BORG_MODULE_ENGINEERING
/obj/item/borg/upgrade/rped/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -612,8 +623,8 @@
icon = 'icons/obj/device.dmi'
icon_state = "pinpointer_crew"
require_module = TRUE
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical)
module_type = list(/obj/item/robot_module/medical, /obj/item/robot_module/syndicate_medical)
module_flags = BORG_MODULE_MEDICAL
/obj/item/borg/upgrade/pinpointer/action(mob/living/silicon/robot/R, user = usr)
. = ..()
+13 -15
View File
@@ -24,24 +24,22 @@
if(istype(I, /obj/item/melee/transforming/energy))
to_chat(user, "<span class='warning'>You don't think \the [I] will be the thing getting modified if you use it on \the [src]!</span>")
return
if(istype(I, /obj/item/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
var/obj/item/twohanded/TH = I
if(TH.force_wielded >= max)
to_chat(user, "<span class='warning'>[TH] is much too powerful to sharpen further!</span>")
return
if(TH.wielded)
to_chat(user, "<span class='warning'>[TH] must be unwielded before it can be sharpened!</span>")
return
if(TH.force_wielded > initial(TH.force_wielded))
to_chat(user, "<span class='warning'>[TH] has already been refined before. It cannot be sharpened further!</span>")
return
TH.force_wielded = clamp(TH.force_wielded + increment, 0, max)//wieldforce is increased since normal force wont stay
if(I.force > initial(I.force))
var/signal_out = SEND_SIGNAL(I, COMSIG_ITEM_SHARPEN_ACT, increment, max)
if(signal_out & COMPONENT_BLOCK_SHARPEN_MAXED)
to_chat(user, "<span class='warning'>[I] is much too powerful to sharpen further!</span>")
return
if(signal_out & COMPONENT_BLOCK_SHARPEN_BLOCKED)
to_chat(user, "<span class='warning'>[I] is not able to be sharpened right now!</span>")
return
if((signal_out & COMPONENT_BLOCK_SHARPEN_ALREADY) || (I.force > initial(I.force) && !signal_out))
to_chat(user, "<span class='warning'>[I] has already been refined before. It cannot be sharpened further!</span>")
return
if(!(signal_out & COMPONENT_BLOCK_SHARPEN_APPLIED))
I.force = clamp(I.force + increment, 0, max)
user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
I.sharpness = IS_SHARP_ACCURATE
I.force = clamp(I.force + increment, 0, max)
I.sharpness = SHARP_POINTY
I.throwforce = clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]"
name = "worn out [name]"
+10 -4
View File
@@ -26,7 +26,7 @@
/datum/block_parry_data/shield
block_damage_multiplier = 0.25
block_stamina_efficiency = 2.5
block_stamina_cost_per_second = 3.5
block_stamina_cost_per_second = 2.5
block_slowdown = 0
block_lock_attacking = FALSE
block_lock_sprinting = TRUE
@@ -106,8 +106,8 @@
var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM))
var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN)))
if(shieldbash_stagger_duration || knockdown)
target.visible_message("<span class='warning'>[target] is knocked [knockdown? "to the floor" : "off balanace"]!</span>",
"<span class='userdanger'>You are knocked [knockdown? "to the floor" : "off balanace"]!</span>")
target.visible_message("<span class='warning'>[target] is knocked [knockdown? "to the floor" : "off balance"]!</span>",
"<span class='userdanger'>You are knocked [knockdown? "to the floor" : "off balance"]!</span>")
if(knockdown)
target.KnockToFloor(disarming)
else if(disarming)
@@ -386,7 +386,7 @@ obj/item/shield/riot/bullet_proof
max_integrity = 100
obj_integrity = 100
can_shatter = FALSE
item_flags = SLOWS_WHILE_IN_HAND
item_flags = SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK
var/recharge_timerid
var/recharge_delay = 15 SECONDS
@@ -446,6 +446,12 @@ obj/item/shield/riot/bullet_proof
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
return ..()
/obj/item/shield/energy/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
return ..()
/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
to_chat(user, "<span class='userdanger'>You beat yourself in the head with [src]!</span>")
+1 -4
View File
@@ -31,10 +31,7 @@
to_chat(user, "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>")
return TRUE
/obj/item/target/attack_hand(mob/user)
. = ..()
if(.)
return
/obj/item/target/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(pinnedLoc)
pinnedLoc.removeTarget(user)
+24 -7
View File
@@ -7,11 +7,13 @@
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
item_flags = DROPDEL
sharpness = SHARP_EDGED
/obj/item/shrapnel/stingball // stingbang grenades
name = "stingball"
embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15, embed_chance_turf_mod=-100)
icon_state = "tiny"
sharpness = SHARP_NONE
/obj/item/shrapnel/bullet // bullets
name = "bullet"
@@ -28,21 +30,24 @@
/obj/item/projectile/bullet/shrapnel
name = "flying shrapnel shard"
damage = 9
range = 10
damage = 14
range = 20
armour_penetration = -30
dismemberment = 5
ricochets_max = 2
ricochet_chance = 40
ricochet_chance = 70
shrapnel_type = /obj/item/shrapnel
ricochet_incidence_leeway = 60
sharpness = SHARP_EDGED
wound_bonus = 40
/obj/item/projectile/bullet/shrapnel/mega
name = "flying shrapnel hunk"
range = 25
dismemberment = 10
ricochets_max = 4
ricochet_chance = 90
range = 45
dismemberment = 15
ricochets_max = 6
ricochet_chance = 130
ricochet_incidence_leeway = 0
ricochet_decay_chance = 0.9
/obj/item/projectile/bullet/pellet/stingball
@@ -62,3 +67,15 @@
name = "megastingball pellet"
ricochets_max = 6
ricochet_chance = 110
/obj/item/projectile/bullet/pellet/stingball/breaker
name = "breakbang pellet"
damage = 10
wound_bonus = 40
sharpness = SHARP_NONE
/obj/item/projectile/bullet/pellet/stingball/shred
name = "shredbang pellet"
damage = 10
wound_bonus = 30
sharpness = SHARP_EDGED
-1
View File
@@ -40,4 +40,3 @@
user.visible_message("<span class='warning'>[user] waves around \the \"[label]\" sign.</span>")
else
user.visible_message("<span class='warning'>[user] waves around blank sign.</span>")
user.changeNext_move(CLICK_CD_MELEE)
+50 -25
View File
@@ -1,4 +1,4 @@
/obj/item/twohanded/singularityhammer
/obj/item/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
@@ -7,35 +7,47 @@
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
var/charged = 5
var/wielded = FALSE // track wielded status on item
/obj/item/twohanded/singularityhammer/New()
/obj/item/singularityhammer/New()
..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
/obj/item/singularityhammer/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_multiplier=4, icon_wielded="mjollnir1")
/// triggered on wield of two handed item
/obj/item/singularityhammer/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/singularityhammer/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/singularityhammer/update_icon_state()
icon_state = "mjollnir0"
/obj/item/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
/obj/item/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/twohanded/singularityhammer/update_icon_state() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
/obj/item/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovable(X))
var/atom/movable/A = X
@@ -55,9 +67,8 @@
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
/obj/item/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
. = ..()
if(!proximity)
return
@@ -71,7 +82,7 @@
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/twohanded/mjollnir
/obj/item/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
@@ -80,14 +91,33 @@
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
var/wielded = FALSE // track wielded status on item
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
/obj/item/mjollnir/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/mjollnir/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_multiplier=5, icon_wielded="mjollnir1", attacksound="sparks")
/// triggered on wield of two handed item
/obj/item/mjollnir/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/mjollnir/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/mjollnir/update_icon_state()
icon_state = "mjollnir0"
/obj/item/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
@@ -99,17 +129,12 @@
target.throw_at(throw_target, 200, 4)
return
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
/obj/item/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
/obj/item/mjollnir/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(isliving(hit_atom))
shock(hit_atom)
/obj/item/twohanded/mjollnir/update_icon_state() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
+187
View File
@@ -0,0 +1,187 @@
//spears
/obj/item/spear
icon_state = "spearglass0"
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
throwforce = 20
throw_speed = 4
embedding = list("impact_pain_mult" = 3)
armour_penetration = 10
custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/obj/item/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
var/wielded = FALSE // track wielded status on item
wound_bonus = -15
bare_wound_bonus = 15
/obj/item/spear/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/spear/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad.
AddComponent(/datum/component/jousting)
AddElement(/datum/element/sword_point)
AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=18, icon_wielded="[icon_prefix]1")
/// triggered on wield of two handed item
/obj/item/spear/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/spear/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/spear/rightclick_attack_self(mob/user)
if(explosive)
explosive.attack_self(user)
return
. = ..()
/obj/item/spear/update_icon_state()
icon_state = "[icon_prefix]0"
/obj/item/spear/update_overlays()
. = ..()
if(explosive)
. += "spearbomb_overlay"
/obj/item/spear/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(explosive) //Citadel Edit removes qdel and explosive.forcemove(AM)
user.say("[war_cry]", forced="spear warcry")
explosive.prime()
user.gib()
return BRUTELOSS
return BRUTELOSS
/obj/item/spear/examine(mob/user)
. = ..()
if(explosive)
. += "<span class='notice'>Alt-click to set your war cry.</span>"
. += "<span class='notice'>Right-click in combat mode to activate the attached explosive.</span>"
/obj/item/spear/afterattack(atom/movable/AM, mob/user, proximity)
. = ..()
if(!proximity)
return
if(isopenturf(AM)) //So you can actually melee with it
return
if(explosive && wielded) //Citadel edit removes qdel and explosive.forcemove(AM)
user.say("[war_cry]", forced="spear warcry")
explosive.prime()
/obj/item/spear/grenade_prime_react(obj/item/grenade/nade) //Citadel edit, removes throw_impact because memes
nade.forceMove(get_turf(src))
qdel(src)
/obj/item/spear/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE))
..()
if(!explosive)
return
if(istype(user) && loc == user)
var/input = stripped_input(user,"What do you want your war cry to be? You will shout it when you hit someone in melee.", ,"", 50)
if(input)
src.war_cry = input
return TRUE
/obj/item/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if (istype(tip, /obj/item/shard/plasma))
throwforce = 21
embedding = list(embed_chance = 75, pain_mult = 1.5) //plasmaglass spears are sharper
updateEmbedding()
icon_prefix = "spearplasma"
AddComponent(/datum/component/two_handed, force_unwielded=11, force_wielded=19, icon_wielded="[icon_prefix]1")
qdel(tip)
var/obj/item/spear/S = locate() in parts_list
if(S)
if(S.explosive)
S.explosive.forceMove(get_turf(src))
S.explosive = null
parts_list -= S
qdel(S)
..()
var/obj/item/grenade/G = locate() in contents
if(G)
explosive = G
name = "explosive lance"
embedding = list(embed_chance = 0, pain_mult = 1)//elances should not be embeddable
updateEmbedding()
desc = "A makeshift spear with \a [G] attached to it."
update_icon()
//GREY TIDE
/obj/item/spear/grey_tide
icon_state = "spearglass0"
name = "\improper Grey Tide"
desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
throwforce = 20
throw_speed = 4
attack_verb = list("gored")
var/clonechance = 50
var/clonedamage = 12
var/clonespeed = 0
var/clone_replication_chance = 30
var/clone_lifespan = 100
/obj/item/spear/grey_tide/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=15, force_wielded=25, icon_wielded="[icon_prefix]1")
/obj/item/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
. = ..()
if(!proximity)
return
user.faction |= "greytide([REF(user)])"
if(isliving(AM))
var/mob/living/L = AM
if(istype (L, /mob/living/simple_animal/hostile/illusion))
return
if(!L.stat && prob(clonechance))
var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
M.faction = user.faction.Copy()
M.set_varspeed(clonespeed)
M.Copy_Parent(user, clone_lifespan, user.health/2.5, clonedamage, clone_replication_chance)
M.GiveTarget(L)
/*
* Bone Spear
*/
/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
icon_state = "bone_spear0"
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
force = 11
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
reach = 2
throwforce = 22
embedding = list("embedded_impact_pain_multiplier" = 3)
armour_penetration = 15 //Enhanced armor piercing
custom_materials = null
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = SHARP_EDGED
icon_prefix = "bone_spear"
/obj/item/spear/bonespear/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=11, force_wielded=20, icon_wielded="[icon_prefix]1")
+1 -2
View File
@@ -74,8 +74,7 @@
/obj/item/stack/sheet/bluespace_crystal/attack_self(mob/user)// to prevent the construction menu from ever happening
to_chat(user, "<span class='warning'>You cannot crush the polycrystal in-hand, try breaking one off.</span>")
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/stack/sheet/bluespace_crystal/attack_hand(mob/user)
/obj/item/stack/sheet/bluespace_crystal/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(user.get_inactive_held_item() == src)
if(zero_amount())
return
+1
View File
@@ -11,6 +11,7 @@
w_class = WEIGHT_CLASS_TINY
full_w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
grind_results = list(/datum/reagent/cellulose = 10)
var/value = 0
/obj/item/stack/spacecash/Initialize()
+238 -60
View File
@@ -15,11 +15,20 @@
var/self_delay = 50
var/other_delay = 0
var/repeating = FALSE
/// How much brute we heal per application
var/heal_brute
/// How much burn we heal per application
var/heal_burn
/// How much we reduce bleeding per application on cut wounds
var/stop_bleeding
/// How much sanitization to apply to burns on application
var/sanitization
/// How much we add to flesh_healing for burn wounds on application
var/flesh_regeneration
/obj/item/stack/medical/attack(mob/living/M, mob/user)
. = ..()
try_heal(M, user)
INVOKE_ASYNC(src, .proc/try_heal, M, user)
/obj/item/stack/medical/proc/try_heal(mob/living/M, mob/user, silent = FALSE)
if(!M.can_inject(user, TRUE))
@@ -70,8 +79,9 @@
icon_state = "brutepack"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
var/heal_brute = 20
self_delay = 20
heal_brute = 40
self_delay = 40
other_delay = 20
grind_results = list(/datum/reagent/medicine/styptic_powder = 10)
/obj/item/stack/medical/bruise_pack/one
@@ -95,7 +105,8 @@
M.heal_bodypart_damage((heal_brute/2))
return TRUE
if(iscarbon(M))
return heal_carbon(M, user, heal_brute, 0)
return heal_carbon(M, user, heal_brute, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
/obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
@@ -104,24 +115,52 @@
/obj/item/stack/medical/gauze
name = "medical gauze"
desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, heals minor wounds."
desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns to broken bones."
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
var/stop_bleeding = 1800
var/heal_brute = 5
self_delay = 10
heal_brute = 5
self_delay = 50
other_delay = 20
amount = 10
max_amount = 10
absorption_rate = 0.25
absorption_capacity = 5
splint_factor = 0.35
custom_price = PRICE_REALLY_CHEAP
grind_results = list(/datum/reagent/cellulose = 2)
/obj/item/stack/medical/gauze/heal(mob/living/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!H.bleedsuppress && H.bleed_rate) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
to_chat(user, "<span class='notice'>You stop the bleeding of [M]!</span>")
H.adjustBruteLoss(-(heal_brute))
return TRUE
to_chat(user, "<span class='notice'>You can not use \the [src] on [M]!</span>")
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
if(!limb)
to_chat(user, "<span class='notice'>There's nothing there to bandage!</span>")
return
if(!LAZYLEN(limb.wounds))
to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
var/gauzeable_wound = FALSE
for(var/i in limb.wounds)
var/datum/wound/woundies = i
if(woundies.wound_flags & ACCEPTS_GAUZE)
gauzeable_wound = TRUE
break
if(!gauzeable_wound)
to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 0.8 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row
to_chat(user, "<span class='warning'>The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!</span>")
return
user.visible_message("<span class='warning'>[user] begins wrapping the wounds on [M]'s [limb.name] with [src]...</span>", "<span class='warning'>You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]...</span>")
if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
return
user.visible_message("<span class='green'>[user] applies [src] to [M]'s [limb.name].</span>", "<span class='green'>You bandage the wounds on [user == M ? "yourself" : "[M]'s"] [limb.name].</span>")
limb.apply_gauze(src)
/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
@@ -133,6 +172,14 @@
"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
"<span class='italics'>You hear cutting.</span>")
use(2)
else if(I.is_drainable() && I.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine))
if(!I.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine, 10))
to_chat(user, "<span class='warning'>There's not enough sterilizine in [I] to sterilize [src]!</span>")
return
user.visible_message("<span class='notice'>[user] pours the contents of [I] onto [src], sterilizing it.</span>", "<span class='notice'>You pour the contents of [I] onto [src], sterilizing it.</span>")
I.reagents.remove_reagent(/datum/reagent/space_cleaner/sterilizine, 10)
new /obj/item/stack/medical/gauze/adv/one(user.drop_location())
use(1)
else
return ..()
@@ -143,15 +190,22 @@
/obj/item/stack/medical/gauze/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
stop_bleeding = 900
heal_brute = 0
desc = "A roll of cloth roughly cut from something that does a decent job of stabilizing wounds, but less efficiently than real medical gauze."
self_delay = 60
other_delay = 30
absorption_rate = 0.15
absorption_capacity = 4
/obj/item/stack/medical/gauze/adv
name = "sterilized medical gauze"
desc = "A roll of elastic sterilized cloth that is extremely effective at stopping bleeding, heals minor wounds and cleans them."
singular_name = "sterilized medical gauze"
self_delay = 5
desc = "A roll of elastic sterilized cloth that is extremely effective at stopping bleeding and covering burns."
heal_brute = 6
self_delay = 45
other_delay = 15
absorption_rate = 0.4
absorption_capacity = 6
/obj/item/stack/medical/gauze/adv/one
amount = 1
@@ -161,38 +215,9 @@
is_cyborg = 1
cost = 250
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burn wounds."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
var/heal_burn = 20
self_delay = 20
grind_results = list(/datum/reagent/medicine/silver_sulfadiazine = 10)
/obj/item/stack/medical/ointment/one
amount = 1
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
if(M.stat == DEAD)
to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
return
if(iscarbon(M))
return heal_carbon(M, user, 0, heal_burn)
if(AmBloodsucker(M))
return
to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
return TOXLOSS
/obj/item/stack/medical/suture
name = "suture"
desc = "Sterile sutures used to seal up cuts and lacerations."
desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding."
gender = PLURAL
singular_name = "suture"
icon_state = "suture"
@@ -201,9 +226,30 @@
amount = 15
max_amount = 15
repeating = TRUE
var/heal_brute = 10
heal_brute = 10
stop_bleeding = 0.6
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
/obj/item/stack/medical/suture/emergency
name = "emergency suture"
desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding."
heal_brute = 5
amount = 5
max_amount = 5
/obj/item/stack/medical/suture/one
amount = 1
/obj/item/stack/medical/suture/five
amount = 5
/obj/item/stack/medical/suture/medicated
name = "medicated suture"
icon_state = "suture_purp"
desc = "A suture infused with drugs that speed up wound healing of the treated laceration."
heal_brute = 15
grind_results = list(/datum/reagent/medicine/polypyr = 2)
/obj/item/stack/medical/suture/one
amount = 1
@@ -223,10 +269,39 @@
to_chat(user, "<span class='notice'>[M] is at full health.</span>")
return FALSE
user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
M.heal_bodypart_damage(heal_brute)
return TRUE
return heal_carbon(M, user, heal_brute, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Basic burn ointment, rated effective for second degree burns with proper bandaging, though it's still an effective stabilizer for worse burns. Not terribly good at outright healing burns though."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 12
max_amount = 12
self_delay = 40
other_delay = 20
heal_burn = 5
flesh_regeneration = 2.5
sanitization = 0.3
grind_results = list(/datum/reagent/medicine/kelotane = 10)
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
if(M.stat == DEAD)
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
return
if(iscarbon(M))
return heal_carbon(M, user, heal_brute, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
return TOXLOSS
/obj/item/stack/medical/mesh
name = "regenerative mesh"
@@ -238,20 +313,43 @@
other_delay = 10
amount = 15
max_amount = 15
heal_burn = 10
repeating = TRUE
var/heal_burn = 10
sanitization = 0.75
flesh_regeneration = 3
var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
/obj/item/stack/medical/mesh/one
amount = 1
/obj/item/stack/medical/mesh/five
amount = 5
/obj/item/stack/medical/mesh/advanced
name = "advanced regenerative mesh"
desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
gender = PLURAL
singular_name = "advanced regenerative mesh"
icon_state = "aloe_mesh"
heal_burn = 15
grind_results = list(/datum/reagent/consumable/aloejuice = 1)
/obj/item/stack/medical/mesh/advanced/one
amount = 1
/obj/item/stack/medical/mesh/Initialize()
. = ..()
if(amount == max_amount) //only seal full mesh packs
is_open = FALSE
update_icon()
/obj/item/stack/medical/mesh/advanced/update_icon_state()
if(!is_open)
icon_state = "aloe_mesh_closed"
else
return ..()
/obj/item/stack/medical/mesh/update_icon_state()
if(!is_open)
icon_state = "regen_mesh_closed"
@@ -264,8 +362,8 @@
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
return
if(iscarbon(M))
return heal_carbon(M, user, 0, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
return heal_carbon(M, user, heal_brute, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
/obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE)
@@ -280,7 +378,7 @@
return
. = ..()
/obj/item/stack/medical/mesh/attack_hand(mob/user)
/obj/item/stack/medical/mesh/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(!is_open & user.get_inactive_held_item() == src)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
@@ -294,3 +392,83 @@
playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
return
. = ..()
/obj/item/stack/medical/bone_gel
name = "bone gel"
singular_name = "bone gel"
desc = "A potent medical gel that, when applied to a damaged bone in a proper surgical setting, triggers an intense melding reaction to repair the wound. Can be directly applied alongside surgical sticky tape to a broken bone in dire circumstances, though this is very harmful to the patient and not recommended."
icon = 'icons/obj/surgery.dmi'
icon_state = "bone-gel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 4
self_delay = 20
grind_results = list(/datum/reagent/medicine/bicaridine = 10)
novariants = TRUE
/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
to_chat(user, "<span class='warning'>Bone gel can only be used on fractured limbs while aggressively holding someone!</span>")
return
/obj/item/stack/medical/bone_gel/suicide_act(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message("<span class='suicide'>[C] is squirting all of \the [src] into [C.p_their()] mouth! That's not proper procedure! It looks like [C.p_theyre()] trying to commit suicide!</span>")
if(do_after(C, 2 SECONDS))
C.emote("scream")
for(var/i in C.bodyparts)
var/obj/item/bodypart/bone = i
var/datum/wound/blunt/severe/oof_ouch = new
oof_ouch.apply_wound(bone)
var/datum/wound/blunt/critical/oof_OUCH = new
oof_OUCH.apply_wound(bone)
for(var/i in C.bodyparts)
var/obj/item/bodypart/bone = i
bone.receive_damage(brute=60)
use(1)
return (BRUTELOSS)
else
C.visible_message("<span class='suicide'>[C] screws up like an idiot and still dies anyway!</span>")
return (BRUTELOSS)
/obj/item/stack/medical/bone_gel/cyborg
custom_materials = null
is_cyborg = 1
cost = 250
/obj/item/stack/medical/aloe
name = "aloe cream"
desc = "A healing paste you can apply on wounds."
icon_state = "aloe_paste"
self_delay = 20
other_delay = 10
novariants = TRUE
amount = 20
max_amount = 20
var/heal = 3
grind_results = list(/datum/reagent/consumable/aloejuice = 1)
/obj/item/stack/medical/aloe/heal(mob/living/M, mob/user)
. = ..()
if(M.stat == DEAD)
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
return FALSE
if(iscarbon(M))
return heal_carbon(M, user, heal, heal)
if(isanimal(M))
var/mob/living/simple_animal/critter = M
if (!(critter.healable))
to_chat(user, "<span class='warning'>You cannot use \the [src] on [M]!</span>")
return FALSE
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[M] is at full health.</span>")
return FALSE
user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
M.heal_bodypart_damage(heal, heal)
return TRUE
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
-1
View File
@@ -17,7 +17,6 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron=1000)
mats_per_stack = 1000
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'

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