Merge remote-tracking branch 'citadel/master' into minimaps

This commit is contained in:
kevinz000
2020-03-11 17:32:15 -07:00
789 changed files with 217724 additions and 211404 deletions
+2
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@@ -48,6 +48,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "space_near"
dynamic_lighting = DYNAMIC_LIGHTING_IFSTARLIGHT
/area/space/station_ruins //Paint this area where you want station ruins to be allowed to spawn
/area/start
name = "start area"
icon_state = "start"
-33
View File
@@ -524,39 +524,6 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/client/proc/ResetAmbiencePlayed()
played = FALSE
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
if(!T)
return 0
var/list/forced_gravity = list()
SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
if(!forced_gravity.len)
SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
if(forced_gravity.len)
var/max_grav
for(var/i in forced_gravity)
max_grav = max(max_grav, i)
if(max_grav)
return max_grav
if(isspaceturf(T)) // Turf never has gravity
return 0
var/area/A = get_area(T)
if(A.has_gravity) // Areas which always has gravity
return A.has_gravity
else
// There's a gravity generator on our z level
if(GLOB.gravity_generators["[T.z]"])
var/max_grav = 0
for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
max_grav = max(G.setting,max_grav)
return max_grav
return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
/area/proc/setup(a_name)
name = a_name
power_equip = FALSE
+2
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@@ -3,6 +3,8 @@
/area/ruin/space
has_gravity = FALSE
blob_allowed = FALSE //Nope, no winning in space as a blob. Gotta eat the station.
outdoors = TRUE
ambientsounds = SPACE
/area/ruin/space/has_grav
has_gravity = STANDARD_GRAVITY
+54 -8
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@@ -28,7 +28,6 @@
var/list/managed_overlays
var/datum/proximity_monitor/proximity_monitor
var/buckle_message_cooldown = 0
var/fingerprintslast
var/list/filter_data //For handling persistent filters
@@ -98,7 +97,7 @@
var/temp_list = list()
for(var/i in custom_materials)
temp_list[getmaterialref(i)] = custom_materials[i] //Get the proper instanced version
temp_list[SSmaterials.GetMaterialRef(i)] = custom_materials[i] //Get the proper instanced version
custom_materials = null //Null the list to prepare for applying the materials properly
set_custom_materials(temp_list)
@@ -361,11 +360,12 @@
. = list()
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_OVERLAYS, .)
/atom/proc/relaymove(mob/user)
if(buckle_message_cooldown <= world.time)
buckle_message_cooldown = world.time + 50
/atom/proc/relaymove(mob/living/user)
if(!istype(user))
return //why are you buckling nonliving mobs to atoms?
if(user.buckle_message_cooldown <= world.time)
user.buckle_message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/atom/proc/contents_explosion(severity, target)
return //For handling the effects of explosions on contents that would not normally be effected
@@ -904,7 +904,7 @@ Proc for attack log creation, because really why not
if(custom_materials) //Only runs if custom materials existed at first. Should usually be the case but check anyways
for(var/i in custom_materials)
var/datum/material/custom_material = getmaterialref(i)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(i)
custom_material.on_removed(src, material_flags) //Remove the current materials
if(!length(materials))
@@ -913,8 +913,54 @@ Proc for attack log creation, because really why not
custom_materials = list() //Reset the list
for(var/x in materials)
var/datum/material/custom_material = getmaterialref(x)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(x)
if(!(material_flags & MATERIAL_NO_EFFECTS))
custom_material.on_applied(src, materials[custom_material] * multiplier * material_modifier, material_flags)
custom_materials[custom_material] += materials[x] * multiplier
/**
* Returns true if this atom has gravity for the passed in turf
*
* Sends signals COMSIG_ATOM_HAS_GRAVITY and COMSIG_TURF_HAS_GRAVITY, both can force gravity with
* the forced gravity var
*
* Gravity situations:
* * No gravity if you're not in a turf
* * No gravity if this atom is in is a space turf
* * Gravity if the area it's in always has gravity
* * Gravity if there's a gravity generator on the z level
* * Gravity if the Z level has an SSMappingTrait for ZTRAIT_GRAVITY
* * otherwise no gravity
*/
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
if(!T)
return 0
var/list/forced_gravity = list()
SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
if(!forced_gravity.len)
SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
if(forced_gravity.len)
var/max_grav
for(var/i in forced_gravity)
max_grav = max(max_grav, i)
return max_grav
if(isspaceturf(T)) // Turf never has gravity
return 0
var/area/A = get_area(T)
if(A.has_gravity) // Areas which always has gravity
return A.has_gravity
else
// There's a gravity generator on our z level
if(GLOB.gravity_generators["[T.z]"])
var/max_grav = 0
for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
max_grav = max(G.setting,max_grav)
return max_grav
return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
+10 -307
View File
@@ -131,7 +131,7 @@
return FALSE
// Are we trying to pull something we are already pulling? Then enter grab cycle and end.
if(AM == pulling)
grab_state = state
setGrabState(state)
if(istype(AM,/mob/living))
var/mob/living/AMob = AM
AMob.grabbedby(src)
@@ -142,7 +142,7 @@
AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
pulling = AM
AM.pulledby = src
grab_state = state
setGrabState(state)
if(ismob(AM))
var/mob/M = AM
log_combat(src, M, "grabbed", addition="passive grab")
@@ -155,10 +155,10 @@
pulling.pulledby = null
var/mob/living/ex_pulled = pulling
pulling = null
grab_state = 0
setGrabState(0)
if(isliving(ex_pulled))
var/mob/living/L = ex_pulled
L.update_canmove()// mob gets up if it was lyng down in a chokehold
L.update_mobility()// mob gets up if it was lyng down in a chokehold
/atom/movable/proc/Move_Pulled(atom/A)
if(!pulling)
@@ -194,160 +194,6 @@
stop_pulling()
return
////////////////////////////////////////
// Here's where we rewrite how byond handles movement except slightly different
// To be removed on step_ conversion
// All this work to prevent a second bump
/atom/movable/Move(atom/newloc, direct=0)
. = FALSE
if(!newloc || newloc == loc)
return
if(!direct)
direct = get_dir(src, newloc)
setDir(direct)
if(!loc.Exit(src, newloc))
return
if(!newloc.Enter(src, src.loc))
return
// Past this is the point of no return
var/atom/oldloc = loc
var/area/oldarea = get_area(oldloc)
var/area/newarea = get_area(newloc)
loc = newloc
. = TRUE
oldloc.Exited(src, newloc)
if(oldarea != newarea)
oldarea.Exited(src, newloc)
for(var/i in oldloc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Uncrossed(src)
newloc.Entered(src, oldloc)
if(oldarea != newarea)
newarea.Entered(src, oldloc)
for(var/i in loc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Crossed(src)
//
////////////////////////////////////////
/atom/movable/Move(atom/newloc, direct)
var/atom/movable/pullee = pulling
var/turf/T = loc
if(pulling)
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
if(pullee && pullee.loc != loc && !isturf(pullee.loc) ) //to be removed once all code that changes an object's loc uses forceMove().
log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
stop_pulling()
if(!loc || !newloc)
return FALSE
var/atom/oldloc = loc
if(loc != newloc)
if (!(direct & (direct - 1))) //Cardinal move
. = ..()
else //Diagonal move, split it into cardinal moves
moving_diagonally = FIRST_DIAG_STEP
var/first_step_dir
// The `&& moving_diagonally` checks are so that a forceMove taking
// place due to a Crossed, Bumped, etc. call will interrupt
// the second half of the diagonal movement, or the second attempt
// at a first half if step() fails because we hit something.
if (direct & NORTH)
if (direct & EAST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & WEST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & SOUTH)
if (direct & EAST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
else if (direct & WEST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
if(moving_diagonally == SECOND_DIAG_STEP)
if(!.)
setDir(first_step_dir)
else if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(direct)
moving_diagonally = 0
return
if(!loc || (loc == oldloc && oldloc != newloc))
last_move = 0
return
if(.)
Moved(oldloc, direct)
if(. && pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move.
if(pulling.anchored)
stop_pulling()
else
var/pull_dir = get_dir(src, pulling)
//puller and pullee more than one tile away or in diagonal position
if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up
stop_pulling()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
last_move = direct
setDir(direct)
if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
return FALSE
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
return TRUE
/atom/movable/Destroy(force)
QDEL_NULL(proximity_monitor)
QDEL_NULL(language_holder)
@@ -372,143 +218,6 @@
orbiting.end_orbit(src)
orbiting = null
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
. = TRUE
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM)
return CanPass(AM, AM.loc, TRUE)
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
/atom/movable/Uncross(atom/movable/AM, atom/newloc)
. = ..()
if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS)
return FALSE
if(isturf(newloc) && !CheckExit(AM, newloc))
return FALSE
/atom/movable/Uncrossed(atom/movable/AM)
SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM)
/atom/movable/Bump(atom/A)
if(!A)
CRASH("Bump was called with no argument.")
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
. = ..()
if(!QDELETED(throwing))
throwing.hit_atom(A)
. = TRUE
if(QDELETED(A))
return
A.Bumped(src)
/atom/movable/proc/forceMove(atom/destination)
. = FALSE
if(destination)
. = doMove(destination)
else
CRASH("No valid destination passed into forceMove")
/atom/movable/proc/moveToNullspace()
return doMove(null)
/atom/movable/proc/doMove(atom/destination)
. = FALSE
if(destination)
if(pulledby)
pulledby.stop_pulling()
var/atom/oldloc = loc
var/same_loc = oldloc == destination
var/area/old_area = get_area(oldloc)
var/area/destarea = get_area(destination)
loc = destination
moving_diagonally = 0
if(!same_loc)
if(oldloc)
oldloc.Exited(src, destination)
if(old_area && old_area != destarea)
old_area.Exited(src, destination)
for(var/atom/movable/AM in oldloc)
AM.Uncrossed(src)
var/turf/oldturf = get_turf(oldloc)
var/turf/destturf = get_turf(destination)
var/old_z = (oldturf ? oldturf.z : null)
var/dest_z = (destturf ? destturf.z : null)
if (old_z != dest_z)
onTransitZ(old_z, dest_z)
destination.Entered(src, oldloc)
if(destarea && old_area != destarea)
destarea.Entered(src, oldloc)
for(var/atom/movable/AM in destination)
if(AM == src)
continue
AM.Crossed(src, oldloc)
Moved(oldloc, NONE, TRUE)
. = TRUE
//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
else
. = TRUE
if (loc)
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
oldloc.Exited(src, null)
if(old_area)
old_area.Exited(src, null)
loc = null
/atom/movable/proc/onTransitZ(old_z,new_z)
SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, old_z, new_z)
for (var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
var/atom/movable/AM = item
AM.onTransitZ(old_z,new_z)
/atom/movable/proc/setMovetype(newval)
movement_type = newval
//Called whenever an object moves and by mobs when they attempt to move themselves through space
//And when an object or action applies a force on src, see newtonian_move() below
//Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting
//Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm
//movement_dir == 0 when stopping or any dir when trying to move
/atom/movable/proc/Process_Spacemove(movement_dir = 0)
if(has_gravity(src))
return 1
if(pulledby)
return 1
if(throwing)
return 1
if(!isturf(loc))
return 1
if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier
return 1
return 0
/atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity
if(!loc || Process_Spacemove(0))
inertia_dir = 0
return 0
inertia_dir = direction
if(!direction)
return 1
inertia_last_loc = loc
SSspacedrift.processing[src] = src
return 1
/atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
set waitfor = 0
SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum)
@@ -610,17 +319,6 @@
SSthrowing.currentrun[src] = TT
TT.tick()
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
if(!buckled_mob.Move(newloc, direct))
forceMove(buckled_mob.loc)
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
return 0
return 1
/atom/movable/proc/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return FALSE
@@ -639,7 +337,7 @@
/atom/movable/CanPass(atom/movable/mover, turf/target)
if(mover in buckled_mobs)
return 1
return TRUE
return ..()
// called when this atom is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
@@ -865,6 +563,11 @@
return FALSE
return TRUE
/// Updates the grab state of the movable
/// This exists to act as a hook for behaviour
/atom/movable/proc/setGrabState(newstate)
grab_state = newstate
/obj/item/proc/do_pickup_animation(atom/target)
set waitfor = FALSE
if(!istype(loc, /turf))
+307
View File
@@ -0,0 +1,307 @@
// File for movement procs for atom/movable
////////////////////////////////////////
// Here's where we rewrite how byond handles movement except slightly different
// To be removed on step_ conversion
// All this work to prevent a second bump
/atom/movable/Move(atom/newloc, direct=0)
. = FALSE
if(!newloc || newloc == loc)
return
if(!direct)
direct = get_dir(src, newloc)
setDir(direct)
if(!loc.Exit(src, newloc))
return
if(!newloc.Enter(src, src.loc))
return
// Past this is the point of no return
var/atom/oldloc = loc
var/area/oldarea = get_area(oldloc)
var/area/newarea = get_area(newloc)
loc = newloc
. = TRUE
oldloc.Exited(src, newloc)
if(oldarea != newarea)
oldarea.Exited(src, newloc)
for(var/i in oldloc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Uncrossed(src)
newloc.Entered(src, oldloc)
if(oldarea != newarea)
newarea.Entered(src, oldloc)
for(var/i in loc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Crossed(src)
//
////////////////////////////////////////
/atom/movable/Move(atom/newloc, direct)
var/atom/movable/pullee = pulling
var/turf/T = loc
if(pulling)
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
if(pullee && pullee.loc != loc && !isturf(pullee.loc) ) //to be removed once all code that changes an object's loc uses forceMove().
log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
stop_pulling()
if(!loc || !newloc)
return FALSE
var/atom/oldloc = loc
if(loc != newloc)
if (!(direct & (direct - 1))) //Cardinal move
. = ..()
else //Diagonal move, split it into cardinal moves
moving_diagonally = FIRST_DIAG_STEP
var/first_step_dir
// The `&& moving_diagonally` checks are so that a forceMove taking
// place due to a Crossed, Bumped, etc. call will interrupt
// the second half of the diagonal movement, or the second attempt
// at a first half if step() fails because we hit something.
if (direct & NORTH)
if (direct & EAST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & WEST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & SOUTH)
if (direct & EAST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
else if (direct & WEST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
if(moving_diagonally == SECOND_DIAG_STEP)
if(!.)
setDir(first_step_dir)
else if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(direct)
moving_diagonally = 0
return
if(!loc || (loc == oldloc && oldloc != newloc))
last_move = NONE
return
if(.)
last_move = direct
setDir(direct)
if(has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
return FALSE
if(pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move.
if(pulling.anchored)
stop_pulling()
else
var/pull_dir = get_dir(src, pulling)
//puller and pullee more than one tile away or in diagonal position
if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up
stop_pulling()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
Moved(oldloc, direct)
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
if(!buckled_mob.Move(newloc, direct))
forceMove(buckled_mob.loc)
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
return FALSE
return TRUE
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
return TRUE
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
. = TRUE
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM)
return CanPass(AM, AM.loc, TRUE)
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
/atom/movable/Uncross(atom/movable/AM, atom/newloc)
. = ..()
if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS)
return FALSE
if(isturf(newloc) && !CheckExit(AM, newloc))
return FALSE
/atom/movable/Uncrossed(atom/movable/AM)
SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM)
/atom/movable/Bump(atom/A)
if(!A)
CRASH("Bump was called with no argument.")
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
. = ..()
if(!QDELETED(throwing))
throwing.hit_atom(A)
. = TRUE
if(QDELETED(A))
return
A.Bumped(src)
/atom/movable/proc/onTransitZ(old_z,new_z)
SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, old_z, new_z)
for (var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
var/atom/movable/AM = item
AM.onTransitZ(old_z,new_z)
/atom/movable/proc/setMovetype(newval)
movement_type = newval
///////////// FORCED MOVEMENT /////////////
/atom/movable/proc/forceMove(atom/destination)
. = FALSE
if(destination)
. = doMove(destination)
else
CRASH("No valid destination passed into forceMove")
/atom/movable/proc/moveToNullspace()
return doMove(null)
/atom/movable/proc/doMove(atom/destination)
. = FALSE
if(destination)
if(pulledby)
pulledby.stop_pulling()
var/atom/oldloc = loc
var/same_loc = oldloc == destination
var/area/old_area = get_area(oldloc)
var/area/destarea = get_area(destination)
loc = destination
moving_diagonally = 0
if(!same_loc)
if(oldloc)
oldloc.Exited(src, destination)
if(old_area && old_area != destarea)
old_area.Exited(src, destination)
for(var/atom/movable/AM in oldloc)
AM.Uncrossed(src)
var/turf/oldturf = get_turf(oldloc)
var/turf/destturf = get_turf(destination)
var/old_z = (oldturf ? oldturf.z : null)
var/dest_z = (destturf ? destturf.z : null)
if (old_z != dest_z)
onTransitZ(old_z, dest_z)
destination.Entered(src, oldloc)
if(destarea && old_area != destarea)
destarea.Entered(src, oldloc)
for(var/atom/movable/AM in destination)
if(AM == src)
continue
AM.Crossed(src, oldloc)
Moved(oldloc, NONE, TRUE)
. = TRUE
//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
else
. = TRUE
if (loc)
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
oldloc.Exited(src, null)
if(old_area)
old_area.Exited(src, null)
loc = null
//Called whenever an object moves and by mobs when they attempt to move themselves through space
//And when an object or action applies a force on src, see newtonian_move() below
//Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting
//Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm
//movement_dir == 0 when stopping or any dir when trying to move
/atom/movable/proc/Process_Spacemove(movement_dir = 0)
if(has_gravity(src))
return 1
if(pulledby)
return 1
if(throwing)
return 1
if(!isturf(loc))
return 1
if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier
return 1
return 0
/atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity
if(!loc || Process_Spacemove(0))
inertia_dir = 0
return 0
inertia_dir = direction
if(!direction)
return 1
inertia_last_loc = loc
SSspacedrift.processing[src] = src
return 1
@@ -746,7 +746,7 @@
Mind.add_antag_datum(ninjadatum)
if(Ninja.mind != Mind) //something has gone wrong!
throw EXCEPTION("Ninja created with incorrect mind")
stack_trace("Ninja created with incorrect mind")
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
+1 -1
View File
@@ -54,6 +54,6 @@
return
var/mob/living/carbon/human/H = gangster_mind.current // we are sure the dude's human cause it's checked in attack()
H.silent = max(H.silent, 5)
H.Knockdown(100)
H.DefaultCombatKnockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE
+25 -4
View File
@@ -86,8 +86,10 @@ GLOBAL_LIST_EMPTY(objectives)
if(M)
. += M
/datum/objective/proc/find_target()
/datum/objective/proc/find_target(dupe_search_range, blacklist)
var/list/datum/mind/owners = get_owners()
if(!dupe_search_range)
dupe_search_range = get_owners()
var/list/possible_targets = list()
var/try_target_late_joiners = FALSE
for(var/I in owners)
@@ -96,7 +98,8 @@ GLOBAL_LIST_EMPTY(objectives)
try_target_late_joiners = TRUE
for(var/datum/mind/possible_target in get_crewmember_minds())
if(!(possible_target in owners) && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target))
possible_targets += possible_target
if(!(possible_target in blacklist))
possible_targets += possible_target
if(try_target_late_joiners)
var/list/all_possible_targets = possible_targets.Copy()
for(var/I in all_possible_targets)
@@ -1075,7 +1078,7 @@ GLOBAL_LIST_EMPTY(cult_contraband)
var/mob/living/carbon/human/H = owner
H.equip_in_one_of_slots(I, list("backpack" = SLOT_IN_BACKPACK))
hoarded_item = I
GLOBAL_LIST_EMPTY(possible_sabotages)
@@ -1092,7 +1095,7 @@ GLOBAL_LIST_EMPTY(possible_sabotages)
if(!GLOB.possible_sabotages.len)//Only need to fill the list when it's needed.
for(var/I in subtypesof(/datum/sabotage_objective))
new I
/datum/objective/sabotage/find_target()
var/list/datum/mind/owners = get_owners()
var/approved_targets = list()
@@ -1155,3 +1158,21 @@ GLOBAL_LIST_EMPTY(possible_sabotages)
/datum/objective/flavor/wizard
flavor_file = "strings/flavor_objectives/wizard.txt"
/datum/objective/contract
var/payout = 0
var/payout_bonus = 0
var/area/dropoff = null
/datum/objective/contract/proc/generate_dropoff() // Generate a random valid area on the station that the dropoff will happen.
var/found = FALSE
while(!found)
var/area/dropoff_area = pick(GLOB.sortedAreas)
if(dropoff_area && is_station_level(dropoff_area.z) && !dropoff_area.outdoors && !istype(dropoff_area, /area/shuttle/))
dropoff = dropoff_area
found = TRUE
/datum/objective/contract/proc/dropoff_check(mob/user, mob/target) // Check if both the contractor and contract target are at the dropoff point.
var/area/user_area = get_area(user)
var/area/target_area = get_area(target)
return (istype(user_area, dropoff) && istype(target_area, dropoff))
+4 -4
View File
@@ -23,18 +23,18 @@
START_PROCESSING(SSprocessing, src)
/datum/sabotage_objective/processing/proc/check_condition_processing()
return 100
return 1
/datum/sabotage_objective/processing/process()
check_condition_processing()
if(won >= 100)
if(won >= 1)
STOP_PROCESSING(SSprocessing,src)
/datum/sabotage_objective/processing/check_conditions()
return won
/datum/sabotage_objective/processing/power_sink
name = "Drain at least 1 gigajoule of power using a power sink."
name = "Drain at least 100 megajoules of power using a power sink."
sabotage_type = "powersink"
special_equipment = list(/obj/item/sbeacondrop/powersink)
var/sink_found = FALSE
@@ -47,7 +47,7 @@
for(var/datum/powernet/PN in GLOB.powernets)
for(var/obj/item/powersink/sink in PN.nodes)
sink_found_this_time = TRUE
won = max(won,sink.power_drained/1e9)
won = max(won,sink.power_drained/1e8)
sink_found = sink_found_this_time
count = 0
return FALSE
+1 -1
View File
@@ -185,7 +185,7 @@ Class Procs:
A.forceMove(T)
if(isliving(A))
var/mob/living/L = A
L.update_canmove()
L.update_mobility()
if(occupant)
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
+1 -1
View File
@@ -140,7 +140,7 @@
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[getmaterialref(/datum/material/glass)])
else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
flick("autolathe_o",src)//plays metal insertion animation
+1 -1
View File
@@ -18,7 +18,7 @@
if(!charging)
return
. += image(charging.icon, charging.icon_state)
. += mutable_appearance(charging.icon, charging.icon_state)
. += "ccharger-on"
if(!(stat & (BROKEN|NOPOWER)))
var/newlevel = round(charging.percent() * 4 / 100)
+7 -7
View File
@@ -491,29 +491,29 @@
/obj/machinery/clonepod/update_overlays()
. = ..()
if(mess)
var/image/gib1 = image(CRYOMOBS, "gibup")
var/image/gib2 = image(CRYOMOBS, "gibdown")
var/mutable_appearance/gib1 = mutable_appearance(CRYOMOBS, "gibup")
var/mutable_appearance/gib2 = mutable_appearance(CRYOMOBS, "gibdown")
gib1.pixel_y = 27 + round(sin(world.time) * 3)
gib1.pixel_x = round(sin(world.time * 3))
gib2.pixel_y = 27 + round(cos(world.time) * 3)
gib2.pixel_x = round(cos(world.time * 3))
. += gib2
. += gib1
. += "cover-on"
else if(occupant)
var/image/occupant_overlay
var/mutable_appearance/occupant_overlay
var/completion = (flesh_number - unattached_flesh.len) / flesh_number
if(unattached_flesh.len <= 0)
occupant_overlay = image(occupant.icon, occupant.icon_state)
occupant_overlay = mutable_appearance(occupant.icon, occupant.icon_state)
occupant_overlay.copy_overlays(occupant)
. += "cover-on"
else
occupant_overlay = image(CRYOMOBS, "clone_meat")
occupant_overlay = mutable_appearance(CRYOMOBS, "clone_meat")
var/matrix/tform = matrix()
tform.Scale(completion)
tform.Turn(cos(world.time * 2) * 3)
occupant_overlay.transform = tform
occupant_overlay.appearance_flags = 0
occupant_overlay.appearance_flags = NONE
occupant_overlay.dir = SOUTH
occupant_overlay.pixel_y = 27 + round(sin(world.time) * 3)
@@ -217,7 +217,7 @@
M.vomit(10, distance = 5)
if(ORION_TRAIL_FLUX)
if(prob(75))
M.Knockdown(60)
M.DefaultCombatKnockdown(60)
say("A sudden gust of powerful wind slams [M] into the floor!")
M.take_bodypart_damage(25)
playsound(loc, 'sound/weapons/genhit.ogg', 100, 1)
+10 -5
View File
@@ -15,6 +15,7 @@
var/message_cooldown = 0
var/ai_message_cooldown = 0
var/tmp_alertlevel = 0
var/static/security_level_cd // used to stop mass spam.
var/const/STATE_DEFAULT = 1
var/const/STATE_CALLSHUTTLE = 2
var/const/STATE_CANCELSHUTTLE = 3
@@ -94,16 +95,18 @@
I = pda.id
if (I && istype(I))
if(ACCESS_CAPTAIN in I.access)
if(security_level_cd > world.time)
to_chat(usr, "<span class='warning'>Security level protocols are currently on cooldown. Please stand by.</span>")
return
var/old_level = GLOB.security_level
if(!tmp_alertlevel)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel == SEC_LEVEL_BLUE)
tmp_alertlevel = SEC_LEVEL_BLUE
if(tmp_alertlevel > SEC_LEVEL_AMBER)
tmp_alertlevel = SEC_LEVEL_AMBER //Cannot engage delta with this
set_security_level(tmp_alertlevel)
security_level_cd = world.time + 15 SECONDS
if(GLOB.security_level != old_level)
to_chat(usr, "<span class='notice'>Authorization confirmed. Modifying security level.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
@@ -376,19 +379,21 @@
if("ai-announce")
make_announcement(usr, 1)
if("ai-securitylevel")
if(security_level_cd > world.time)
to_chat(usr, "<span class='warning'>Security level protocols are currently on cooldown. Please stand by.</span>")
return
tmp_alertlevel = text2num( href_list["newalertlevel"] )
if(!tmp_alertlevel)
tmp_alertlevel = 0
tmp_alertlevel = SEC_LEVEL_GREEN
var/old_level = GLOB.security_level
if(!tmp_alertlevel)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel == SEC_LEVEL_BLUE)
tmp_alertlevel = SEC_LEVEL_BLUE
if(tmp_alertlevel > SEC_LEVEL_AMBER)
tmp_alertlevel = SEC_LEVEL_AMBER //Cannot engage delta with this
set_security_level(tmp_alertlevel)
security_level_cd = world.time + 15 SECONDS
if(GLOB.security_level != old_level)
//Only notify people if an actual change happened
var/security_level = get_security_level()
+9 -10
View File
@@ -37,12 +37,11 @@
dat += "[R.name] |"
if(R.stat)
dat += " Not Responding |"
else if (!R.canmove)
else if(R.locked_down)
dat += " Locked Down |"
else
dat += " Operating Normally |"
if (!R.canmove)
else if(R.cell)
if(R.cell)
dat += " Battery Installed ([R.cell.charge]/[R.cell.maxcharge]) |"
else
dat += " No Cell Installed |"
@@ -62,7 +61,7 @@
dat += "<A href='?src=[REF(src)];magbot=[REF(R)]'>(<font color=blue><i>Hack</i></font>)</A> "
else if(IsAdminGhost(user) && !R.emagged)
dat += "<A href='?src=[REF(src)];magbot=[REF(R)]'>(<font color=blue><i>Hack</i></font>)</A> "
dat += "<A href='?src=[REF(src)];stopbot=[REF(R)]'>(<font color=green><i>[R.canmove ? "Lockdown" : "Release"]</i></font>)</A> "
dat += "<A href='?src=[REF(src)];stopbot=[REF(R)]'>(<font color=green><i>[R.locked_down? "Lockdown" : "Release"]</i></font>)</A> "
dat += "<A href='?src=[REF(src)];killbot=[REF(R)]'>(<font color=red><i>Destroy</i></font>)</A>"
dat += "<BR>"
@@ -116,14 +115,14 @@
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["stopbot"]) in GLOB.silicon_mobs
if(can_control(usr, R))
var/choice = input("Are you certain you wish to [R.canmove ? "lock down" : "release"] [R.name]?") in list("Confirm", "Abort")
var/choice = input("Are you certain you wish to [R.locked_down? "lock down" : "release"] [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm" && can_control(usr, R) && !..())
message_admins("<span class='notice'>[ADMIN_LOOKUPFLW(usr)] [R.canmove ? "locked down" : "released"] [key_name(R, R.client)][ADMIN_LOOKUPFLW(R)]!</span>")
log_game("[key_name(usr)] [R.canmove ? "locked down" : "released"] [key_name(R)]!")
R.SetLockdown(!R.lockcharge)
to_chat(R, "[!R.lockcharge ? "<span class='notice'>Your lockdown has been lifted!" : "<span class='alert'>You have been locked down!"]</span>")
message_admins("<span class='notice'>[ADMIN_LOOKUPFLW(usr)] [R.locked_down? "locked down" : "released"] [key_name(R, R.client)][ADMIN_LOOKUPFLW(R)]!</span>")
log_game("[key_name(usr)] [R.locked_down? "locked down" : "released"] [key_name(R)]!")
R.SetLockdown(!R.locked_down)
to_chat(R, "[!R.locked_down ? "<span class='notice'>Your lockdown has been lifted!" : "<span class='alert'>You have been locked down!"]</span>")
if(R.connected_ai)
to_chat(R.connected_ai, "[!R.lockcharge ? "<span class='notice'>NOTICE - Cyborg lockdown lifted" : "<span class='alert'>ALERT - Cyborg lockdown detected"]: <a href='?src=[REF(R.connected_ai)];track=[html_encode(R.name)]'>[R.name]</a></span><br>")
to_chat(R.connected_ai, "[!R.locked_down ? "<span class='notice'>NOTICE - Cyborg lockdown lifted" : "<span class='alert'>ALERT - Cyborg lockdown detected"]: <a href='?src=[REF(R.connected_ai)];track=[html_encode(R.name)]'>[R.name]</a></span><br>")
else
to_chat(usr, "<span class='danger'>Access Denied.</span>")
+21 -13
View File
@@ -287,6 +287,7 @@
#define CRYO_PRESERVE 1
#define CRYO_OBJECTIVE 2
#define CRYO_IGNORE 3
#define CRYO_DESTROY_LATER 4
/obj/machinery/cryopod/proc/should_preserve_item(obj/item/I)
for(var/datum/objective_item/steal/T in control_computer.theft_cache)
@@ -308,8 +309,8 @@
if(iscyborg(mob_occupant))
var/mob/living/silicon/robot/R = mob_occupant
if(R.mmi?.brain)
cryo_items[R.mmi] = CRYO_IGNORE
cryo_items[R.mmi.brain] = CRYO_IGNORE
cryo_items[R.mmi] = CRYO_DESTROY_LATER
cryo_items[R.mmi.brain] = CRYO_DESTROY_LATER
for(var/obj/item/I in R.module) // the tools the borg has; metal, glass, guns etc
for(var/obj/item/O in I) // the things inside the tools, if anything; mainly for janiborg trash bags
cryo_items[O] = should_preserve_item(O)
@@ -318,7 +319,7 @@
//Drop all items into the pod.
for(var/obj/item/I in mob_occupant)
if(cryo_items[I] == CRYO_IGNORE)
if(cryo_items[I] == CRYO_IGNORE || cryo_items[I] ==CRYO_DESTROY_LATER)
continue
cryo_items[I] = should_preserve_item(I)
mob_occupant.transferItemToLoc(I, src, TRUE)
@@ -334,17 +335,19 @@
if(QDELETED(I)) //edge cases and DROPDEL.
continue
var/preserve = cryo_items[I]
if(preserve == CRYO_IGNORE)
if(preserve == CRYO_DESTROY_LATER)
continue
else if(preserve == CRYO_DESTROY)
qdel(I)
else if(control_computer?.allow_items)
control_computer.frozen_items += I
if(preserve == CRYO_OBJECTIVE)
control_computer.objective_items += I
I.moveToNullspace()
else
I.forceMove(loc)
if(preserve != CRYO_IGNORE)
if(preserve == CRYO_DESTROY)
qdel(I)
else if(control_computer?.allow_items)
control_computer.frozen_items += I
if(preserve == CRYO_OBJECTIVE)
control_computer.objective_items += I
I.moveToNullspace()
else
I.forceMove(loc)
cryo_items -= I
//Update any existing objectives involving this mob.
for(var/datum/objective/O in GLOB.objectives)
@@ -405,6 +408,10 @@
mob_occupant.ghostize(FALSE, penalize = TRUE)
QDEL_NULL(occupant)
for(var/I in cryo_items) //only "CRYO_DESTROY_LATER" atoms are left)
var/atom/A = I
if(!QDELETED(A))
qdel(A)
open_machine()
name = initial(name)
@@ -412,6 +419,7 @@
#undef CRYO_PRESERVE
#undef CRYO_OBJECTIVE
#undef CRYO_IGNORE
#undef CRYO_DESTROY_LATER
/obj/machinery/cryopod/MouseDrop_T(mob/living/target, mob/user)
if(!istype(target) || user.incapacitated() || !target.Adjacent(user) || !Adjacent(user) || !ismob(target) || (!ishuman(user) && !iscyborg(user)) || !istype(user.loc, /turf) || target.buckled)
+1 -1
View File
@@ -433,5 +433,5 @@
. = ..()
if(active)
for(var/mob/living/M in rangers)
if(prob(5+(allowed(M)*4)) && M.canmove)
if(prob(5+(allowed(M)*4)) && CHECK_MOBILITY(M, MOBILITY_MOVE))
dance(M)
+3 -3
View File
@@ -428,7 +428,7 @@
else
return FALSE
/obj/machinery/door/airlock/update_icon_state(state=0, override=0)
/obj/machinery/door/airlock/update_icon(state=0, override=0)
if(operating && !override)
return
switch(state)
@@ -769,7 +769,7 @@
if(!istype(H.head, /obj/item/clothing/head/helmet))
H.visible_message("<span class='danger'>[user] headbutts the airlock.</span>", \
"<span class='userdanger'>You headbutt the airlock!</span>")
H.Knockdown(100)
H.DefaultCombatKnockdown(100)
H.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
else
visible_message("<span class='danger'>[user] headbutts the airlock. Good thing [user.p_theyre()] wearing a helmet.</span>")
@@ -1033,7 +1033,7 @@
if(!I.use_tool(src, user, 150, volume=50))
to_chat(user, "<span class='warning'>You slip and [charge] detonates!</span>")
charge.ex_act(EXPLODE_DEVASTATE)
user.Knockdown(60)
user.DefaultCombatKnockdown(60)
return
user.visible_message("<span class='notice'>[user] removes [charge] from [src].</span>", \
"<span class='notice'>You gently pry out [charge] from [src] and unhook its wires.</span>")
+1 -1
View File
@@ -508,7 +508,7 @@
throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(L, src)))
SEND_SOUND(L, sound(pick('sound/hallucinations/turn_around1.ogg','sound/hallucinations/turn_around2.ogg'),0,1,50))
flash_color(L, flash_color="#960000", flash_time=20)
L.Knockdown(40)
L.DefaultCombatKnockdown(40)
L.throw_at(throwtarget, 5, 1)
return 0
+2 -2
View File
@@ -319,10 +319,10 @@
else if(ishuman(L)) //For humans
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.emote("scream")
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
else if(ismonkey(L)) //For monkeys
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
+1 -1
View File
@@ -115,7 +115,7 @@
continue
if(L.flash_act(affect_silicon = 1))
L.Knockdown(strength)
L.DefaultCombatKnockdown(strength)
flashed = TRUE
if(flashed)
+2 -1
View File
@@ -138,7 +138,8 @@
limb = new buildpath(loc)
if(selected_category=="human" || selected_category=="lizard") //Species with greyscale parts should be included here
limb.icon = 'icons/mob/human_parts_greyscale.dmi'
limb.should_draw_greyscale = TRUE
limb.base_bp_icon = DEFAULT_BODYPART_ICON_ORGANIC
limb.color_src = MUTCOLORS
else
limb.icon = 'icons/mob/human_parts.dmi'
// Set this limb up using the specias name and body zone
+2 -1
View File
@@ -90,7 +90,8 @@ Buildable meters
set name = "Flip Pipe"
set src in view(1)
if ( usr.stat || usr.restrained() || !usr.canmove )
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return
do_a_flip()
+5 -4
View File
@@ -34,7 +34,8 @@
/obj/machinery/pipedispenser/Topic(href, href_list)
if(..())
return 1
if(!anchored|| !usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
var/mob/living/L = usr
if(!anchored || !istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
usr << browse(null, "window=pipedispenser")
return 1
usr.set_machine(src)
@@ -93,14 +94,14 @@
//Allow you to drag-drop disposal pipes and transit tubes into it
/obj/machinery/pipedispenser/disposal/MouseDrop_T(obj/structure/pipe, mob/usr)
if(!usr.canmove || usr.stat || usr.restrained())
/obj/machinery/pipedispenser/disposal/MouseDrop_T(obj/structure/pipe, mob/living/user)
if(!istype(user) || !CHECK_MOBILITY(user, MOBILITY_USE))
return
if (!istype(pipe, /obj/structure/disposalconstruct) && !istype(pipe, /obj/structure/c_transit_tube) && !istype(pipe, /obj/structure/c_transit_tube_pod))
return
if (get_dist(usr, src) > 1 || get_dist(src,pipe) > 1 )
if (get_dist(user, src) > 1 || get_dist(src,pipe) > 1 )
return
if (pipe.anchored)
@@ -705,7 +705,7 @@
/obj/machinery/porta_turret/syndicate/energy/pirate
max_integrity = 260
integrity_failure = 20
integrity_failure = 0.08
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+1 -1
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@@ -121,7 +121,7 @@
return ..()
/obj/machinery/autoylathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(item_inserted.custom_materials?.len && item_inserted.custom_materials[getmaterialref(/datum/material/glass)])
if(item_inserted.custom_materials?.len && item_inserted.custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
flick("autolathe_o",src)//plays metal insertion animation
@@ -226,8 +226,7 @@
return
if(M.health > 0)
M.adjustOxyLoss(-1)
M.AdjustStun(-80)
M.AdjustKnockdown(-80)
M.AdjustAllImmobility(-80)
M.AdjustUnconscious(-80)
if(M.reagents.get_reagent_amount(/datum/reagent/medicine/epinephrine) < 5)
M.reagents.add_reagent(/datum/reagent/medicine/epinephrine, 5)
+1 -1
View File
@@ -177,7 +177,7 @@
M.SetSleeping(0)
M.stuttering += 20
M.adjustEarDamage(0, 30)
M.Knockdown(60)
M.DefaultCombatKnockdown(60)
if(prob(30))
M.Stun(200)
M.Unconscious(80)
+3 -4
View File
@@ -755,7 +755,7 @@
AI.cancel_camera()
AI.controlled_mech = src
AI.remote_control = src
AI.canmove = 1 //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
AI.mobility_flags = MOBILITY_FLAGS_DEFAULT //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
AI.can_shunt = 0 //ONE AI ENTERS. NO AI LEAVES.
to_chat(AI, AI.can_dominate_mechs ? "<span class='announce'>Takeover of [name] complete! You are now loaded onto the onboard computer. Do not attempt to leave the station sector!</span>" :\
"<span class='notice'>You have been uploaded to a mech's onboard computer.</span>")
@@ -927,7 +927,7 @@
brainmob.forceMove(src) //should allow relaymove
brainmob.reset_perspective(src)
brainmob.remote_control = src
brainmob.update_canmove()
brainmob.update_mobility()
brainmob.update_mouse_pointer()
icon_state = initial(icon_state)
update_icon()
@@ -941,7 +941,6 @@
/obj/mecha/container_resist(mob/living/user)
go_out()
/obj/mecha/Exited(atom/movable/M, atom/newloc)
if(occupant && occupant == M) // The occupant exited the mech without calling go_out()
go_out(TRUE, newloc)
@@ -993,7 +992,7 @@
L.reset_perspective()
mmi.mecha = null
mmi.update_icon()
L.canmove = 0
L.mobility_flags = NONE
icon_state = initial(icon_state)+"-open"
setDir(dir_in)
+1 -5
View File
@@ -320,11 +320,7 @@
clearInternalDamage(MECHA_INT_CONTROL_LOST)
/obj/mecha/narsie_act()
if(occupant)
var/mob/living/L = occupant
go_out(TRUE)
if(L)
L.narsie_act()
emp_act(EMP_HEAVY)
/obj/mecha/ratvar_act()
if((GLOB.ratvar_awakens || GLOB.clockwork_gateway_activated) && occupant)
+3 -4
View File
@@ -36,8 +36,7 @@
//procs that handle the actual buckling and unbuckling
/atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!buckled_mobs)
buckled_mobs = list()
LAZYINITLIST(buckled_mobs)
if(!istype(M))
return FALSE
@@ -66,7 +65,7 @@
M.buckled = src
M.setDir(dir)
buckled_mobs |= M
M.update_canmove()
M.update_mobility()
M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
post_buckle_mob(M)
@@ -85,7 +84,7 @@
. = buckled_mob
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
buckled_mob.update_mobility()
buckled_mob.clear_alert("buckled")
buckled_mobs -= buckled_mob
SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force)
+5 -15
View File
@@ -113,7 +113,7 @@
/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
if(boing && isliving(A) && !A.stat)
A.Knockdown(40)
A.DefaultCombatKnockdown(40)
var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
A.throw_at(target, 5, 1)
boing = 0
@@ -138,13 +138,13 @@
name = "flux wave anomaly"
icon_state = "electricity2"
density = TRUE
var/canshock = 0
var/canshock = FALSE
var/shockdamage = 20
var/explosive = TRUE
/obj/effect/anomaly/flux/anomalyEffect()
..()
canshock = 1
canshock = TRUE
for(var/mob/living/M in range(0, src))
mobShock(M)
@@ -159,18 +159,8 @@
/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
if(canshock && istype(M))
canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
if(iscarbon(M))
if(ishuman(M))
M.electrocute_act(shockdamage, "[name]", safety=1)
return
M.electrocute_act(shockdamage, "[name]")
return
else
M.adjustFireLoss(shockdamage)
M.visible_message("<span class='danger'>[M] was shocked by \the [name]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>")
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)
/obj/effect/anomaly/flux/detonate()
if(explosive)
+45
View File
@@ -414,6 +414,16 @@
desc = "A poster advertising the newest drink \"Buzz Fuzz\" with its iconic slogan of ~A Hive of Flavour~."
icon_state = "poster45"
/obj/structure/sign/poster/contraband/scum
name = "Security are Scum"
desc = "Anti-security propaganda. Features a human NanoTrasen security officer being shot in the head, with the words 'Scum' and a short inciteful manifesto. Used to anger security."
icon_state = "poster46"
/obj/structure/sign/poster/contraband/syndicate_logo
name = "Syndicate"
desc = "A poster decipting a snake shaped into an ominous 'S'!"
icon_state = "poster47"
/obj/structure/sign/poster/official
poster_item_name = "motivational poster"
poster_item_desc = "An official Nanotrasen-issued poster to foster a compliant and obedient workforce. It comes with state-of-the-art adhesive backing, for easy pinning to any vertical surface."
@@ -610,4 +620,39 @@
desc = "A poster advertising an advanced dual magazine tubes shotgun, boasting about how easy it is to swap between the two tubes."
icon_state = "poster37_legit"
/obj/structure/sign/poster/official/fashion
name = "Fashion!"
desc = "An advertisement for 'Fashion!', a popular fashion magazine, depicting a woman with a black dress with a golden trim, she also has a red poppy in her hair."
icon_state = "poster38_legit"
/obj/structure/sign/poster/official/pda_ad600
name = "NT PDA600 Ad"
desc = "A poster advertising an old discounted Nanotrasen PDA. This is the old 600 model, it has a small screen and suffered from security and networking issues."
icon_state = "poster39_legit"
/obj/structure/sign/poster/official/pda_ad800
name = "NT PDA800 Ad"
desc = "An advertisement on an old Nanotrasen PDA model. The 800 fixed a lot of security flaws that the 600 had; it also had large touchscreen and hot-swappable cartridges."
icon_state = "poster40_legit"
/obj/structure/sign/poster/official/hydro_ad
name = "Hydroponics Tray"
desc = "An advertisement for hydroponics trays. Space Station 13's botanical department uses a slightly newer model, but the principles are the same. From left to right: Green means the plant is done, red means the plant is unhealthy, flashing red means pests or weeds, yellow means the plant needs nutriment and blue means the plant needs water."
icon_state = "poster41_legit"
/obj/structure/sign/poster/official/medical_green_cross
name = "Medical"
desc = "A green cross, one of the interplanetary symbol of health and aid. It has a bunch of common languages at the top with translations." // Didn't the American Heart Foundation trademark red crosses? I'm playing it safe with green, not that they'll notice spacegame13 poster.
icon_state = "poster42_legit"
/obj/structure/sign/poster/official/nt_storm_officer
name = "NT Storm Ad"
desc = "An advertisement for NanoTrasen Storm. A premium infantry helmet, This is the officer variant. I comes with a better radio, better HUD software and better targeting sensors."
icon_state = "poster43_legit"
/obj/structure/sign/poster/official/nt_storm
name = "NT Storm Ad"
desc = "An advertisement for NanoTrasen Storm. A premium infantry helmet, It contains a rebreather and full head coverage for use on harsh environments where the air isn't always safe to breathe."
icon_state = "poster44_legit"
#undef PLACE_SPEED
@@ -17,7 +17,7 @@
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
if(gibs_bloodtype)
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype), diseases)
update_icon()
/obj/effect/decal/cleanable/blood/gibs/update_icon()
@@ -104,4 +104,5 @@
if(explosion_message)
location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
"<span class='italics'>You hear an explosion!</span>")
dyn_explosion(location, amount, flashing_factor)
dyn_explosion(location, amount, flashing_factor)
+1 -1
View File
@@ -48,7 +48,7 @@
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Knockdown(stun_time)
victim.DefaultCombatKnockdown(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
+8 -6
View File
@@ -61,10 +61,11 @@
if(AM in T.affecting)
return
if(ismob(AM))
var/mob/M = AM
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = 0
ADD_TRAIT(M, TRAIT_MOBILITY_NOMOVE, src)
M.update_mobility()
affecting.Add(AM)
while(AM && !stopthrow)
@@ -98,10 +99,11 @@
affecting.Remove(AM)
if(ismob(AM))
var/mob/M = AM
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = 1
REMOVE_TRAIT(M, TRAIT_MOBILITY_NOMOVE, src)
M.update_mobility()
/* Stops things thrown by a thrower, doesn't do anything */
+8 -7
View File
@@ -175,14 +175,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
set category = "Object"
set src in oview(1)
if(!isturf(loc) || usr.stat || usr.restrained() || !usr.canmove)
var/mob/living/L = usr
if(!istype(L) || !isturf(loc) || !CHECK_MOBILITY(L, MOBILITY_USE))
return
var/turf/T = src.loc
src.loc = null
src.loc = T
var/turf/T = loc
loc = null
loc = T
/obj/item/examine(mob/user) //This might be spammy. Remove?
. = ..()
@@ -378,6 +377,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
user.update_equipment_speed_mods()
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
@@ -423,6 +423,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
item_flags |= IN_INVENTORY
user.update_equipment_speed_mods()
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)
@@ -544,7 +545,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
M.adjust_blurriness(10)
M.Unconscious(20)
M.Knockdown(40)
M.DefaultCombatKnockdown(40)
if (prob(eyes.damage - 10 + 1))
M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>")
+21 -16
View File
@@ -2,8 +2,8 @@
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'
icon_state = "rcl-empty"
item_state = "rcl-0"
icon_state = "rcl"
item_state = "rcl"
var/obj/structure/cable/last
var/obj/item/stack/cable_coil/loaded
opacity = FALSE
@@ -23,6 +23,10 @@
var/datum/radial_menu/persistent/wiring_gui_menu
var/mob/listeningTo
/obj/item/twohanded/rcl/Initialize()
. = ..()
update_icon()
/obj/item/twohanded/rcl/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
@@ -105,7 +109,15 @@
. = ..()
if(!loaded || !loaded.amount)
return
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "rcl-[max(CEILING(loaded.amount/(max_amount/3), 1), 3)]")
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "[initial(icon_state)]-[CEILING(loaded.amount/(max_amount/3), 1)]")
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
. += cable_overlay
/obj/item/twohanded/rcl/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(!isinhands || !(loaded?.amount))
return
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "rcl-[CEILING(loaded.amount/(max_amount/3), 1)]")
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
. += cable_overlay
@@ -279,18 +291,6 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
wiringGuiUpdate(user)
/obj/item/twohanded/rcl/pre_loaded/Initialize() //Comes preloaded with cable, for testing stuff
. = ..()
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
update_icon()
/obj/item/twohanded/rcl/Initialize()
. = ..()
update_icon()
/obj/item/twohanded/rcl/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/rcl_col))
current_color_index++;
@@ -309,10 +309,15 @@ 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
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
return ..()
/obj/item/twohanded/rcl/ghetto
actions_types = list()
max_amount = 30
name = "makeshift rapid cable layer"
icon_state = "rclg"
item_state = "rclg"
ghetto = TRUE
+2 -2
View File
@@ -66,8 +66,8 @@
if(iswallturf(T))
T.attackby(src, user, params)
var/metal_amt = round(custom_materials[getmaterialref(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(custom_materials[getmaterialref(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
var/metal_amt = round(custom_materials[SSmaterials.GetMaterialRef(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
if(istype(W, /obj/item/wrench) && (metal_amt || glass_amt))
to_chat(user, "<span class='notice'>You dismantle [src].</span>")
+1 -1
View File
@@ -856,7 +856,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(prob(5))//small chance for the vape to break and deal damage if it's emagged
playsound(get_turf(src), 'sound/effects/pop_expl.ogg', 50, 0)
M.apply_damage(20, BURN, BODY_ZONE_HEAD)
M.Knockdown(300, 1, 0)
M.DefaultCombatKnockdown(300, 1, 0)
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread
sp.set_up(5, 1, src)
sp.start()
+1 -1
View File
@@ -694,7 +694,7 @@
C.blind_eyes(1)
if(C.get_eye_protection() <= 0) // no eye protection? ARGH IT BURNS.
C.confused = max(C.confused, 3)
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
if(ishuman(C) && actually_paints)
var/mob/living/carbon/human/H = C
H.lip_style = "spray_face"
+2 -2
View File
@@ -449,7 +449,7 @@
M.visible_message("<span class='danger'>[user] zaps [M] with [src]!</span>", \
"<span class='userdanger'>[user] zaps [M] with [src]!</span>")
M.adjustStaminaLoss(50)
M.Knockdown(100)
M.DefaultCombatKnockdown(100)
M.updatehealth() //forces health update before next life tick
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
M.emote("gasp")
@@ -506,7 +506,7 @@
H.set_heartattack(TRUE)
H.apply_damage(50, BURN, BODY_ZONE_CHEST)
log_combat(user, H, "overloaded the heart of", defib)
H.Knockdown(100)
H.DefaultCombatKnockdown(100)
H.Jitter(100)
if(req_defib)
defib.deductcharge(revivecost)
+10 -10
View File
@@ -9,7 +9,6 @@ GLOBAL_LIST_EMPTY(PDAs)
#define PDA_SCANNER_HALOGEN 4
#define PDA_SCANNER_GAS 5
#define PDA_SPAM_DELAY 2 MINUTES
#define PDA_STANDARD_OVERLAYS list("pda-r", "blank", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay")
//pda icon overlays list defines
#define PDA_OVERLAY_ALERT 1
@@ -33,14 +32,14 @@ GLOBAL_LIST_EMPTY(PDAs)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
//Main variables
var/owner = null // String name of owner
var/default_cartridge = 0 // Access level defined by cartridge
var/obj/item/cartridge/cartridge = null //current cartridge
var/mode = 0 //Controls what menu the PDA will display. 0 is hub; the rest are either built in or based on cartridge.
var/list/overlays_icons = list('icons/obj/pda_alt.dmi' = list("pda-r", "screen_default", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay"))
var/current_overlays = PDA_STANDARD_OVERLAYS
var/static/list/standard_overlays_icons = list("pda-r", "blank", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay")
var/list/current_overlays //set on Initialize.
//variables exclusively used on 'update_overlays' (which should never be called directly, and 'update_icon' doesn't use args anyway)
var/new_overlays = FALSE
@@ -164,7 +163,7 @@ GLOBAL_LIST_EMPTY(PDAs)
overlays_x_offset = new_offsets[1]
overlays_y_offset = new_offsets[2]
if(!(icon in overlays_icons))
current_overlays = PDA_STANDARD_OVERLAYS
current_overlays = standard_overlays_icons
return
current_overlays = overlays_icons[icon]
@@ -227,9 +226,11 @@ GLOBAL_LIST_EMPTY(PDAs)
. = ..()
if(new_overlays)
set_new_overlays()
. += new_alert ? current_overlays[PDA_OVERLAY_ALERT] : current_overlays[PDA_OVERLAY_SCREEN]
var/mutable_appearance/overlay = new()
var/screen_state = new_alert ? current_overlays[PDA_OVERLAY_ALERT] : current_overlays[PDA_OVERLAY_SCREEN]
var/mutable_appearance/overlay = mutable_appearance(icon, screen_state)
overlay.pixel_x = overlays_x_offset
overlay.pixel_y = overlays_y_offset
. += new /mutable_appearance(overlay)
if(id)
overlay.icon_state = current_overlays[PDA_OVERLAY_ID]
. += new /mutable_appearance(overlay)
@@ -241,7 +242,7 @@ GLOBAL_LIST_EMPTY(PDAs)
. += new /mutable_appearance(overlay)
if(pai)
overlay.icon_state = "[current_overlays[PDA_OVERLAY_PAI]][pai.pai ? "" : "_off"]"
. += new /mutable_appearance(overlay)
. += overlay
new_overlays = FALSE
new_alert = FALSE
@@ -469,7 +470,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/mob/living/U = usr
//Looking for master was kind of pointless since PDAs don't appear to have one.
if(usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) && !href_list["close"])
if(usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK, FALSE) && !href_list["close"])
add_fingerprint(U)
U.set_machine(src)
@@ -757,7 +758,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/t = stripped_input(U, "Please enter message", name)
if (!t || toff)
return
if(!U.canUseTopic(src, BE_CLOSE))
if(!U.canUseTopic(src, BE_CLOSE, FALSE, NO_TK, FALSE))
return
if(emped)
t = Gibberish(t, 100)
@@ -1223,7 +1224,6 @@ GLOBAL_LIST_EMPTY(PDAs)
#undef PDA_SCANNER_HALOGEN
#undef PDA_SCANNER_GAS
#undef PDA_SPAM_DELAY
#undef PDA_STANDARD_OVERLAYS
#undef PDA_OVERLAY_ALERT
#undef PDA_OVERLAY_SCREEN
@@ -193,8 +193,6 @@
/obj/item/pda/curator
name = "curator PDA"
icon_state = "pda-library"
overlays_icons = list('icons/obj/pda.dmi' = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay"),
'icons/obj/pda_alt.dmi' = list("pda-r","screen_default","id_overlay","insert_overlay", "light_overlay", "pai_overlay"))
current_overlays = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay")
default_cartridge = /obj/item/cartridge/curator
inserted_item = /obj/item/pen/fountain
@@ -289,3 +289,29 @@
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
/obj/item/choice_beacon/music
name = "instrument delivery beacon"
desc = "Summon your tool of art."
icon_state = "gangtool-red"
/obj/item/choice_beacon/music/generate_display_names()
var/static/list/instruments
if(!instruments)
instruments = list()
var/list/templist = list(/obj/item/instrument/violin,
/obj/item/instrument/piano_synth,
/obj/item/instrument/guitar,
/obj/item/instrument/eguitar,
/obj/item/instrument/glockenspiel,
/obj/item/instrument/accordion,
/obj/item/instrument/trumpet,
/obj/item/instrument/saxophone,
/obj/item/instrument/trombone,
/obj/item/instrument/recorder,
/obj/item/instrument/harmonica
)
for(var/V in templist)
var/atom/A = V
instruments[initial(A.name)] = A
return instruments
@@ -116,7 +116,7 @@
//chance to actually hit the eyes depends on internal component
if(prob(effectchance * diode.rating))
S.flash_act(affect_silicon = 1)
S.Knockdown(rand(100,200))
S.DefaultCombatKnockdown(rand(100,200))
to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
outmsg = "<span class='notice'>You overload [S] by shining [src] at [S.p_their()] sensors.</span>"
else
@@ -152,8 +152,7 @@
if(prob(50))
C.visible_message("<span class='notice'>[C] pounces on the light!</span>","<span class='warning'>LIGHT!</span>")
C.Move(targloc)
C.resting = TRUE
C.update_canmove()
C.set_resting(TRUE)
else
C.visible_message("<span class='notice'>[C] looks uninterested in your games.</span>","<span class='warning'>You spot [user] shining [src] at you. How insulting!</span>")
@@ -118,7 +118,7 @@
s.set_up(3, 1, L)
s.start()
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
if(master)
master.receive_signal()
@@ -192,7 +192,7 @@ Code:
s.set_up(3, 1, L)
s.start()
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
if(master)
master.receive_signal()
+2 -1
View File
@@ -484,7 +484,8 @@ SLIME SCANNER
set name = "Switch Verbosity"
set category = "Object"
if(usr.stat || !usr.canmove || usr.restrained())
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return
mode = !mode
@@ -44,7 +44,7 @@ effective or pretty fucking useless.
for(var/mob/living/carbon/human/M in urange(10, user, 1))
if(prob(50))
M.Knockdown(rand(200,400))
M.DefaultCombatKnockdown(rand(200,400))
to_chat(M, "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
else
+1 -1
View File
@@ -294,7 +294,7 @@
/obj/item/book/granter/spell/knock/recoil(mob/living/user)
..()
to_chat(user,"<span class='warning'>You're knocked down!</span>")
user.Knockdown(40)
user.DefaultCombatKnockdown(40)
/obj/item/book/granter/spell/barnyard
spell = /obj/effect/proc_holder/spell/targeted/barnyardcurse
@@ -31,7 +31,7 @@
M.show_message("<span class='warning'>BANG</span>", MSG_AUDIBLE)
var/distance = get_dist(get_turf(M), source)
if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this.
M.Knockdown(200)
M.DefaultCombatKnockdown(200)
M.soundbang_act(1, 200, 10, 15)
else
M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
@@ -41,4 +41,4 @@
return
var/distance = get_dist(get_turf(M), source)
if(M.flash_act(affect_silicon = 1))
M.Knockdown(max(200/max(1,distance), 60))
M.DefaultCombatKnockdown(max(200/max(1,distance), 60))
+12 -1
View File
@@ -283,6 +283,7 @@
if(!C.legcuffed && C.get_num_legs(FALSE) >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
C.legcuffed = src
forceMove(C)
C.update_equipment_speed_mods()
C.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
else if(isanimal(L))
@@ -341,15 +342,25 @@
/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
return//abort
var/mob/living/carbon/C = hit_atom
ensnare(hit_atom)
/**
* Attempts to legcuff someone with the bola
*
* Arguments:
* * C - the carbon that we will try to ensnare
*/
/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
if(!C.legcuffed && C.get_num_legs(FALSE) >= 2)
visible_message("<span class='danger'>\The [src] ensnares [C]!</span>")
C.legcuffed = src
forceMove(C)
C.update_equipment_speed_mods()
C.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
to_chat(C, "<span class='userdanger'>\The [src] ensnares you!</span>")
C.Knockdown(knockdown)
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
/obj/item/restraints/legcuffs/bola/tactical//traitor variant
name = "reinforced bola"
+1 -1
View File
@@ -92,7 +92,7 @@
master.emote("scream")
master.remove_status_effect(STATUS_EFFECT_HISGRACE)
REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
master.Knockdown(60)
master.DefaultCombatKnockdown(60)
master.adjustBruteLoss(master.maxHealth)
playsound(master, 'sound/effects/splat.ogg', 100, 0)
else
+27 -33
View File
@@ -51,43 +51,37 @@
item_state = "knight_hospitaller"
// CITADEL CHANGES ENDS HERE
/obj/item/holybeacon
/obj/item/choice_beacon/holy
name = "armaments beacon"
desc = "Contains a set of armaments for the chaplain."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool-red"
item_state = "radio"
/obj/item/holybeacon/attack_self(mob/user)
if(user.mind && (user.mind.isholy) && !GLOB.holy_armor_type)
beacon_armor(user)
/obj/item/choice_beacon/holy/canUseBeacon(mob/living/user)
if(user.mind && user.mind.isholy)
return ..()
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 40, 1)
return FALSE
/obj/item/holybeacon/proc/beacon_armor(mob/M)
var/list/holy_armor_list = typesof(/obj/item/storage/box/holy)
var/list/display_names = list()
for(var/V in holy_armor_list)
var/atom/A = V
display_names += list(initial(A.name) = A)
/obj/item/choice_beacon/holy/generate_display_names()
var/static/list/holy_item_list
if(!holy_item_list)
holy_item_list = list()
var/list/templist = typesof(/obj/item/storage/box/holy)
for(var/V in templist)
var/atom/A = V
holy_item_list[initial(A.name)] = A
return holy_item_list
var/choice = input(M,"What holy armor kit would you like to order?","Holy Armor Theme") as null|anything in display_names
var/turf/T = get_turf(M)
if(!T || QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
/obj/item/choice_beacon/holy/spawn_option(obj/choice,mob/living/M)
if(!GLOB.holy_armor_type)
..()
playsound(src, 'sound/effects/pray_chaplain.ogg', 40, 1)
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
GLOB.holy_armor_type = choice
else
to_chat(M, "<span class='warning'>A selection has already been made. Self-Destructing...</span>")
return
var/index = display_names.Find(choice)
var/A = holy_armor_list[index]
GLOB.holy_armor_type = A
var/holy_armor_box = new A(T)
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
if(holy_armor_box)
qdel(src)
M.put_in_hands(holy_armor_box)
/obj/item/storage/box/holy
name = "Templar Kit"
@@ -244,7 +238,7 @@
if(user.mind && (user.mind.isholy) && !reskinned)
reskin_holy_weapon(user)
/obj/item/nullrod/proc/reskin_holy_weapon(mob/M)
/obj/item/nullrod/proc/reskin_holy_weapon(mob/living/L)
if(GLOB.holy_weapon_type)
return
var/obj/item/holy_weapon
@@ -255,8 +249,8 @@
if (initial(rodtype.chaplain_spawnable))
display_names[initial(rodtype.name)] = rodtype
var/choice = input(M,"What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || reskinned)
var/choice = input(L, "What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names
if(QDELETED(src) || !choice || !in_range(L, src) || !CHECK_MOBILITY(L, MOBILITY_USE) || reskinned)
return
var/A = display_names[choice] // This needs to be on a separate var as list member access is not allowed for new
@@ -269,7 +263,7 @@
if(holy_weapon)
holy_weapon.reskinned = TRUE
qdel(src)
M.put_in_active_hand(holy_weapon)
L.put_in_active_hand(holy_weapon)
/obj/item/nullrod/proc/jedi_spin(mob/living/user)
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
@@ -674,7 +668,7 @@
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
user.Knockdown(60)
user.DefaultCombatKnockdown(60)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
+1 -2
View File
@@ -71,8 +71,7 @@
if(stimulant)
if(isliving(loc))
var/mob/living/L = loc
L.SetStun(0)
L.SetKnockdown(0)
L.SetAllImmobility(0)
L.SetSleeping(0)
L.SetUnconscious(0)
L.reagents.add_reagent(/datum/reagent/medicine/muscle_stimulant, CLAMP(5 - L.reagents.get_reagent_amount(/datum/reagent/medicine/muscle_stimulant), 0, 5)) //If you don't have legs or get bola'd, tough luck!
@@ -78,7 +78,7 @@
return
if(message && imp_in.stat == CONSCIOUS)
imp_in.visible_message("<span class='warning'>[imp_in] doubles over in pain!</span>")
imp_in.Knockdown(140)
imp_in.DefaultCombatKnockdown(140)
/obj/item/implant/explosive/proc/boom_goes_the_weasel()
explosion(get_turf(imp_in ? imp_in : src), heavy, medium, weak, weak, flame_range = weak)
+6
View File
@@ -138,6 +138,12 @@
throwforce = 15
custom_materials = null
/obj/item/kitchen/knife/combat/bone/plastic
name = "plastic knife"
desc = "A plastic knife. Rather harmless to anything."
force = 1
bayonet = FALSE
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
+6 -8
View File
@@ -7,7 +7,6 @@
var/brightness_on = 3
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
/obj/item/melee/transforming/energy/Initialize()
. = ..()
total_mass_on = (total_mass_on ? total_mass_on : (w_class_on * 0.75))
@@ -107,8 +106,12 @@
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(. && active && item_color)
icon_state = "sword[item_color]"
if(active)
if(. && item_color)
icon_state = "sword[item_color]"
AddElement(/datum/element/sword_point)
else
RemoveElement(/datum/element/sword_point)
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
@@ -267,11 +270,6 @@
altafterattack(A, user, TRUE, params)
return TRUE
/obj/item/melee/transforming/energy/sword/cx/altafterattack(atom/target, mob/living/carbon/user, proximity_flag, click_parameters) //does right click memes
if(istype(user))
user.visible_message("<span class='notice'>[user] points the tip of [src] at [target].</span>", "<span class='notice'>You point the tip of [src] at [target].</span>")
return TRUE
/obj/item/melee/transforming/energy/sword/cx/transform_weapon(mob/living/user, supress_message_text)
active = !active //I'd use a ..() here but it'd inherit from the regular esword's proc instead, so SPAGHETTI CODE
if(active) //also I'd need to rip out the iconstate changing bits
+134 -27
View File
@@ -73,6 +73,7 @@
/obj/item/melee/sabre/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
AddElement(/datum/element/sword_point)
/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
@@ -180,13 +181,60 @@
slot_flags = ITEM_SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown = 13
var/on = TRUE
var/last_hit = 0
var/stun_stam_cost_coeff = 1.25
var/hardstun_ds = 1
var/hardstun_ds = TRUE
var/softstun_ds = 0
var/stam_dmg = 30
var/cooldown_check = 0 // Used internally, you don't want to modify
var/cooldown = 13 // Default wait time until can stun again.
var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
var/affect_silicon = FALSE // Does it stun silicons.
var/on_sound // "On" sound, played when switching between able to stun or not.
var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
var/stun_animation = TRUE // Do we animate the "hit" when stunning.
var/on = TRUE // Are we on or off
var/on_icon_state // What is our sprite when turned on
var/off_icon_state // What is our sprite when turned off
var/on_item_state // What is our in-hand sprite when turned on
var/force_on // Damage when on - not stunning
var/force_off // Damage when off - not stunning
var/weight_class_on // What is the new size class when turned on
/obj/item/melee/classic_baton/Initialize()
. = ..()
// Description for trying to stun when still on cooldown.
/obj/item/melee/classic_baton/proc/get_wait_description()
return
// Description for when turning their baton "on"
/obj/item/melee/classic_baton/proc/get_on_description()
. = list()
.["local_on"] = "<span class ='warning'>You extend the baton.</span>"
.["local_off"] = "<span class ='notice'>You collapse the baton.</span>"
return .
// Default message for stunning mob.
/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
.["local"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
return .
// Default message for stunning a silicon.
/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class='danger'>[user] pulses [target]'s sensors with the baton!</span>"
.["local"] = "<span class='danger'>You pulse [target]'s sensors with the baton!</span>"
return .
// Are we applying any special effects when we stun to carbon
/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
return
// Are we applying any special effects when we stun to silicon
/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
return
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
@@ -199,7 +247,7 @@
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.Knockdown(60 * force)
user.DefaultCombatKnockdown(60 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
@@ -207,15 +255,28 @@
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
..()
if(user.a_intent != INTENT_HARM) // We don't stun if we're on harm.
if(affect_silicon)
var/list/desc = get_silicon_stun_description(target, user)
target.flash_act(affect_silicon = TRUE)
target.Stun(stun_time_silicon)
additional_effects_silicon(target, user)
user.visible_message(desc["visible"], desc["local"])
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
if(stun_animation)
user.do_attack_animation(target)
else
..()
else
..()
return
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(user.a_intent == INTENT_HARM)
if(!..() || !iscyborg(target))
return
else
if(last_hit < world.time)
if(cooldown_check < world.time)
if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return
@@ -223,18 +284,25 @@
var/mob/living/carbon/human/H = target
if(check_martial_counter(H, user))
return
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Knockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
var/list/desc = get_stun_description(target, user)
if(stun_animation)
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
additional_effects_carbon(target, user)
log_combat(user, target, "stunned", src)
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
add_fingerprint(user)
target.visible_message(desc["visible"], desc["local"])
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
last_hit = world.time + cooldown
target.LAssailant = WEAKREF(user)
cooldown_check = world.time + cooldown
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
else
var/wait_desc = get_wait_description()
if(wait_desc)
to_chat(user, wait_desc)
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
@@ -249,6 +317,13 @@
item_flags = NONE
force = 0
on = FALSE
on_sound = 'sound/weapons/batonextend.ogg'
on_icon_state = "telebaton_1"
off_icon_state = "telebaton_0"
on_item_state = "nullrod"
force_on = 10
force_off = 0
weight_class_on = WEIGHT_CLASS_BULKY
total_mass = TOTAL_MASS_NORMAL_ITEM
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
@@ -259,7 +334,7 @@
if(!on)
src.attack_self(user)
else
playsound(loc, 'sound/weapons/batonextend.ogg', 50, 1)
playsound(loc, on_sound, 50, 1)
add_fingerprint(user)
sleep(3)
if (H && !QDELETED(H))
@@ -271,25 +346,57 @@
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
var/list/desc = get_on_description()
if(on)
to_chat(user, "<span class ='warning'>You extend the baton.</span>")
icon_state = "telebaton_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = 10 //stunbaton damage
to_chat(user, desc["local_on"])
icon_state = on_icon_state
item_state = on_item_state
w_class = weight_class_on
force = force_on
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
icon_state = "telebaton_0"
to_chat(user, desc["local_off"])
icon_state = off_icon_state
item_state = null //no sprite for concealment even when in hand
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 0 //not so robust now
force = force_off
attack_verb = list("hit", "poked")
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
playsound(src.loc, on_sound, 50, 1)
add_fingerprint(user)
/obj/item/melee/classic_baton/telescopic/contractor_baton
name = "contractor baton"
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "contractor_baton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 5
cooldown = 20
stam_dmg = 45 //4 hit stamcrit
affect_silicon = TRUE
on_sound = 'sound/weapons/contractorbatonextend.ogg'
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
on_icon_state = "contractor_baton_1"
off_icon_state = "contractor_baton_0"
on_item_state = "contractor_baton"
force_on = 16
force_off = 5
weight_class_on = WEIGHT_CLASS_NORMAL
/obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
return "<span class='danger'>The baton is still charging!</span>"
/obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
target.Jitter(20)
target.apply_effect(EFFECT_STUTTER, 20)
target.apply_status_effect(/datum/status_effect/electrostaff, 30) //knockdown, disarm, and slowdown, the unholy triumvirate of stam combat
/obj/item/melee/supermatter_sword
name = "supermatter sword"
desc = "In a station full of bad ideas, this might just be the worst."
@@ -514,7 +621,7 @@
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 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
+89
View File
@@ -12,6 +12,95 @@
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("warned", "cautioned", "smashed")
/obj/item/choice_beacon
name = "choice beacon"
desc = "Hey, why are you viewing this?!! Please let Centcom know about this odd occurance."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool-blue"
item_state = "radio"
/obj/item/choice_beacon/attack_self(mob/user)
if(canUseBeacon(user))
generate_options(user)
/obj/item/choice_beacon/proc/generate_display_names() // return the list that will be used in the choice selection. entries should be in (type.name = type) fashion. see choice_beacon/hero for how this is done.
return list()
/obj/item/choice_beacon/proc/canUseBeacon(mob/living/user)
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return TRUE
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 40, 1)
return FALSE
/obj/item/choice_beacon/proc/generate_options(mob/living/M)
var/list/display_names = generate_display_names()
if(!display_names.len)
return
var/choice = input(M,"Which item would you like to order?","Select an Item") as null|anything in display_names
if(!choice || !M.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
spawn_option(display_names[choice],M)
qdel(src)
/obj/item/choice_beacon/proc/spawn_option(obj/choice,mob/living/M)
var/obj/new_item = new choice()
var/obj/structure/closet/supplypod/bluespacepod/pod = new()
pod.explosionSize = list(0,0,0,0)
new_item.forceMove(pod)
var/msg = "<span class='danger'>After making your selection, you notice a strange target on the ground. It might be best to step back!</span>"
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/radio/headset))
msg = "You hear something crackle in your ears for a moment before a voice speaks. \"Please stand by for a message from Central Command. Message as follows: <span class='bold'>Item request received. Your package is inbound, please stand back from the landing site.</span> Message ends.\""
to_chat(M, msg)
new /obj/effect/abstract/DPtarget(get_turf(src), pod)
/obj/item/choice_beacon/hero
name = "heroic beacon"
desc = "To summon heroes from the past to protect the future."
/obj/item/choice_beacon/hero/generate_display_names()
var/static/list/hero_item_list
if(!hero_item_list)
hero_item_list = list()
var/list/templist = typesof(/obj/item/storage/box/hero) //we have to convert type = name to name = type, how lovely!
for(var/V in templist)
var/atom/A = V
hero_item_list[initial(A.name)] = A
return hero_item_list
/obj/item/storage/box/hero
name = "Courageous Tomb Raider - 1940's."
/obj/item/storage/box/hero/PopulateContents()
new /obj/item/clothing/head/fedora/curator(src)
new /obj/item/clothing/suit/curator(src)
new /obj/item/clothing/under/rank/curator/treasure_hunter(src)
new /obj/item/clothing/shoes/workboots/mining(src)
new /obj/item/melee/curator_whip(src)
/obj/item/storage/box/hero/astronaut
name = "First Man on the Moon - 1960's."
/obj/item/storage/box/hero/astronaut/PopulateContents()
new /obj/item/clothing/suit/space/nasavoid(src)
new /obj/item/clothing/head/helmet/space/nasavoid(src)
new /obj/item/tank/internals/emergency_oxygen/double(src)
new /obj/item/gps(src)
/obj/item/storage/box/hero/scottish
name = "Braveheart, the Scottish rebel - 1300's."
/obj/item/storage/box/hero/scottish/PopulateContents()
new /obj/item/clothing/under/kilt(src)
new /obj/item/claymore/weak/ceremonial(src)
new /obj/item/toy/crayon/spraycan(src)
new /obj/item/clothing/shoes/sandal(src)
/obj/item/skub
desc = "It's skub."
name = "skub"
+9 -2
View File
@@ -17,6 +17,7 @@
var/active = FALSE
var/atom/movable/target //The thing we're searching for
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/ignore_suit_sensor_level = FALSE // Do we find people even if their suit sensors are turned off
var/alert = FALSE // TRUE to display things more seriously
/obj/item/pinpointer/Initialize()
@@ -77,6 +78,8 @@
name = "crew pinpointer"
desc = "A handheld tracking device that points to crew suit sensors."
icon_state = "pinpointer_crew"
var/has_owner = FALSE
var/pinpointer_owner = null
/obj/item/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
var/turf/here = get_turf(src)
@@ -84,7 +87,7 @@
var/obj/item/clothing/under/U = H.w_uniform
// Suit sensors must be on maximum.
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS)
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS && !ignore_suit_sensor_level)
return FALSE
var/turf/there = get_turf(H)
@@ -101,7 +104,11 @@
STOP_PROCESSING(SSfastprocess, src)
update_icon()
return
if (has_owner && !pinpointer_owner)
pinpointer_owner = user
if (pinpointer_owner && pinpointer_owner != user)
to_chat(user, "<span class='notice'>The pinpointer doesn't respond. It seems to only recognise its owner.</span>")
return
var/list/name_counts = list()
var/list/names = list()
+1 -1
View File
@@ -168,7 +168,7 @@
if(pressureSetting >= 3 && iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message("<span class='warning'>[C] is thrown down by the force of the cannon!</span>", "<span class='userdanger'>[src] slams into your shoulder, knocking you down!")
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
/obj/item/pneumatic_cannon/proc/fire_items(turf/target, mob/user)
if(fire_mode == PCANNON_FIREALL)
+7 -2
View File
@@ -64,8 +64,7 @@
/obj/item/banner/proc/inspiration(mob/living/carbon/human/H)
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStun(-40)
H.AdjustKnockdown(-40)
H.AdjustAllImmobility(-40)
H.AdjustUnconscious(-40)
playsound(H, 'sound/magic/staff_healing.ogg', 25, FALSE)
@@ -315,3 +314,9 @@
desc = "This one is rusted."
force = 30
armour_penetration = 15
/obj/item/claymore/weak/ceremonial
desc = "A rusted claymore, once at the heart of a powerful scottish clan struck down and oppressed by tyrants, it has been passed down the ages as a symbol of defiance."
force = 15
block_chance = 30
armour_penetration = 5
+6 -9
View File
@@ -20,7 +20,7 @@
return
user.do_attack_animation(M)
M.Knockdown(100)
M.DefaultCombatKnockdown(100)
M.apply_effect(EFFECT_STUTTER, 5)
M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
@@ -81,8 +81,7 @@
user.visible_message("<span class='notice'>[user] hugs [M] to make [M.p_them()] feel better!</span>", \
"<span class='notice'>You hug [M] to make [M.p_them()] feel better!</span>")
if(M.resting && !M.recoveringstam)
M.resting = FALSE
M.update_canmove()
M.set_resting(FALSE, TRUE)
else
user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
"<span class='notice'>You pet [M]!</span>")
@@ -100,9 +99,8 @@
else
user.visible_message("<span class='warning'>[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...</span>", \
"<span class='warning'>You hug [M] firmly to make [M.p_them()] feel better! [M] looks uncomfortable...</span>")
if(M.resting && !M.recoveringstam)
M.resting = FALSE
M.update_canmove()
if(!CHECK_MOBILITY(M, MOBILITY_STAND) && !M.recoveringstam)
M.set_resting(FALSE, TRUE)
else
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
"<span class='warning'>You bop [M] on the head!</span>")
@@ -111,10 +109,9 @@
if(scooldown < world.time)
if(M.health >= 0)
if(ishuman(M)||ismonkey(M))
M.electrocute_act(5, "[user]", safety = 1)
M.electrocute_act(5, "[user]", flags = SHOCK_NOGLOVES)
user.visible_message("<span class='userdanger'>[user] electrocutes [M] with [user.p_their()] touch!</span>", \
"<span class='danger'>You electrocute [M] with your touch!</span>")
M.update_canmove()
else
if(!iscyborg(M))
M.adjustFireLoss(10)
@@ -326,7 +323,7 @@
C.stuttering += 10
C.Jitter(10)
if(2)
C.Knockdown(40)
C.DefaultCombatKnockdown(40)
C.confused += 10
C.stuttering += 15
C.Jitter(25)
+2 -4
View File
@@ -317,8 +317,7 @@
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
O.SetLockdown(TRUE)
to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
else
@@ -356,8 +355,7 @@
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = TRUE
O.update_canmove()
O.SetLockdown(TRUE)
else if(istype(W, /obj/item/pen))
to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
@@ -577,7 +577,7 @@
return FALSE
R.notransform = TRUE
var/prev_lockcharge = R.lockcharge
var/prev_locked_down = R.locked_down
R.SetLockdown(1)
R.anchored = TRUE
var/datum/effect_system/smoke_spread/smoke = new
@@ -587,7 +587,7 @@
for(var/i in 1 to 4)
playsound(R, pick('sound/items/drill_use.ogg', 'sound/items/jaws_cut.ogg', 'sound/items/jaws_pry.ogg', 'sound/items/welder.ogg', 'sound/items/ratchet.ogg'), 80, 1, -1)
sleep(12)
if(!prev_lockcharge)
if(!prev_locked_down)
R.SetLockdown(0)
R.anchored = FALSE
R.notransform = FALSE
+16
View File
@@ -237,3 +237,19 @@
w_class = WEIGHT_CLASS_HUGE
item_flags = SLOWS_WHILE_IN_HAND
transparent = FALSE
/obj/item/shield/riot/implant
name = "riot tower shield"
desc = "A massive shield that can block a lot of attacks and can take a lot of abuse before breaking." //It cant break unless it is removed from the implant
item_state = "metal"
icon_state = "metal"
icon = 'icons/obj/items_and_weapons.dmi'
block_chance = 30 //May be big but hard to move around to block.
slowdown = 1
transparent = FALSE
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/shield/riot/implant/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 60 //Massive shield
return ..()
@@ -33,6 +33,12 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new /datum/stack_recipe("sofa (corner)", /obj/structure/chair/sofa/corner, one_per_turf = TRUE, on_floor = TRUE), \
)), \
//END OF CIT CHANGES
new/datum/stack_recipe_list("fancy sofas", list( \
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa/corp, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/corp/left, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (right)", /obj/structure/chair/sofa/corp/right, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (corner)", /obj/structure/chair/sofa/corp/corner, one_per_turf = TRUE, on_floor = TRUE), \
)), \
null, \
new/datum/stack_recipe_list("office chairs", list( \
new/datum/stack_recipe("dark office chair", /obj/structure/chair/office/dark, 5, one_per_turf = TRUE, on_floor = TRUE), \
@@ -42,8 +48,10 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("beige comfy chair", /obj/structure/chair/comfy/beige, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("black comfy chair", /obj/structure/chair/comfy/black, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brown comfy chair", /obj/structure/chair/comfy/brown, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("green comfy chair", /obj/structure/chair/comfy/green, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("lime comfy chair", /obj/structure/chair/comfy/lime, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("teal comfy chair", /obj/structure/chair/comfy/teal, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("purple comfy chair", /obj/structure/chair/comfy/purple, 2, one_per_turf = TRUE, on_floor = TRUE), \
)), \
null, \
new/datum/stack_recipe("rack parts", /obj/item/rack_parts), \
@@ -96,6 +104,21 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("extinguisher cabinet frame", /obj/item/wallframe/extinguisher_cabinet, 2), \
new/datum/stack_recipe("button frame", /obj/item/wallframe/button, 1), \
null, \
new /datum/stack_recipe_list("chess pieces", list( \
new /datum/stack_recipe("White Pawn", /obj/structure/chess/whitepawn, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Rook", /obj/structure/chess/whiterook, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Knight", /obj/structure/chess/whiteknight, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Bishop", /obj/structure/chess/whitebishop, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Queen", /obj/structure/chess/whitequeen, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White King", /obj/structure/chess/whiteking, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Pawn", /obj/structure/chess/blackpawn, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Rook", /obj/structure/chess/blackrook, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Knight", /obj/structure/chess/blackknight, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Bishop", /obj/structure/chess/blackbishop, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Queen", /obj/structure/chess/blackqueen, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black King", /obj/structure/chess/blackking, 2, time = 10, one_per_turf = 1, on_floor = 1), \
)), \
null, \
new/datum/stack_recipe("iron door", /obj/structure/mineral_door/iron, 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("floodlight frame", /obj/structure/floodlight_frame, 5, one_per_turf = TRUE, on_floor = TRUE), \
))
@@ -206,6 +229,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
null, \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
new/datum/stack_recipe("baseball bat", /obj/item/melee/baseball_bat, 5, time = 15),\
null, \
@@ -347,6 +371,7 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
new/datum/stack_recipe("black gloves", /obj/item/clothing/gloves/color/black, 3), \
null, \
new/datum/stack_recipe("blindfold", /obj/item/clothing/glasses/sunglasses/blindfold, 2), \
null, \
))
/obj/item/stack/sheet/cloth
@@ -439,6 +464,7 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
new /datum/stack_recipe("egg box", /obj/item/storage/fancy/egg_box), \
new /datum/stack_recipe("donk-pockets box", /obj/item/storage/box/donkpockets), \
new /datum/stack_recipe("monkey cube box", /obj/item/storage/box/monkeycubes), \
new /datum/stack_recipe("nugget box", /obj/item/storage/fancy/nugget_box), \
new /datum/stack_recipe("box (internals)", /obj/item/storage/box/otwo), \
null, \
new /datum/stack_recipe("security-styled box", /obj/item/storage/box/seclooking), \
@@ -738,6 +764,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
new /datum/stack_recipe("opaque plastic flaps", /obj/structure/plasticflaps/opaque, 5, one_per_turf = TRUE, on_floor = TRUE, time = 40), \
new /datum/stack_recipe("water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/empty), \
new /datum/stack_recipe("large water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/large/empty,3), \
new /datum/stack_recipe("shower curtain", /obj/structure/curtain, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("wet floor sign", /obj/item/caution, 2)))
/obj/item/stack/sheet/plastic
+4 -4
View File
@@ -48,7 +48,7 @@
merge_type = type
if(custom_materials && custom_materials.len)
for(var/i in custom_materials)
custom_materials[getmaterialref(i)] = mats_per_stack * amount
custom_materials[SSmaterials.GetMaterialRef(i)] = mats_per_stack * amount
. = ..()
if(merge)
for(var/obj/item/stack/S in loc)
@@ -57,7 +57,7 @@
var/list/temp_recipes = get_main_recipes()
recipes = temp_recipes.Copy()
if(material_type)
var/datum/material/M = getmaterialref(material_type) //First/main material
var/datum/material/M = SSmaterials.GetMaterialRef(material_type) //First/main material
for(var/i in M.categories)
switch(i)
if(MAT_CATEGORY_RIGID)
@@ -225,7 +225,7 @@
if(R.applies_mats && custom_materials && custom_materials.len)
var/list/used_materials = list()
for(var/i in custom_materials)
used_materials[getmaterialref(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
used_materials[SSmaterials.GetMaterialRef(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
O.set_custom_materials(used_materials)
//START: oh fuck i'm so sorry
@@ -347,7 +347,7 @@
src.amount += amount
if(custom_materials && custom_materials.len)
for(var/i in custom_materials)
custom_materials[getmaterialref(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
custom_materials[SSmaterials.GetMaterialRef(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
set_custom_materials() //Refresh
update_icon()
update_weight()
+3 -2
View File
@@ -246,7 +246,8 @@
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
var/mob/living/L = usr
if(istype(L) && !CHECK_MOBILITY(L, MOBILITY_USE))
return
for(var/obj/item/O in contents)
seedify(O, 1)
@@ -353,7 +354,7 @@
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Knockdown(40)
M.DefaultCombatKnockdown(40)
update_icon()
/obj/item/storage/bag/tray/update_overlays()
+1 -1
View File
@@ -1333,7 +1333,7 @@
/obj/item/storage/box/beakers/bluespace=1,\
/obj/item/storage/box/beakers/variety=1,\
/obj/item/storage/box/material=1,\
/obj/item/storage/belt/medical/surgery_belt_adv
/obj/item/storage/belt/medical/surgery_belt_adv=1
)
generate_items_inside(items_inside, src)
+15 -1
View File
@@ -170,7 +170,7 @@
. = ..()
if(!fancy_open || !contents.len)
return
. *= "[icon_state]_open"
. += "[icon_state]_open"
var/cig_position = 1
for(var/C in contents)
var/mutable_appearance/inserted_overlay = mutable_appearance(icon)
@@ -357,6 +357,20 @@
STR.max_items = 8
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
/obj/item/storage/fancy/nugget_box
name = "nugget box"
desc = "A cardboard box used for holding chicken nuggies."
icon = 'icons/obj/food/containers.dmi'
icon_state = "nuggetbox"
icon_type = "nugget"
spawn_type = /obj/item/reagent_containers/food/snacks/nugget
/obj/item/storage/fancy/nugget_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/nugget))
/*
* Ring Box
*/
@@ -397,3 +397,96 @@
/obj/item/storage/box/syndie_kit/revolver/PopulateContents()
new /obj/item/gun/ballistic/revolver(src)
new /obj/item/ammo_box/a357(src)
/obj/item/storage/box/syndie_kit/contract_kit
name = "contractor kit"
desc = "Supplied to Syndicate contractors in active mission areas."
/obj/item/storage/box/syndicate/contractor_loadout
name = "standard loadout"
desc = "Supplied to Syndicate contractors, providing their specialised space suit and chameleon uniform."
icon_state = "syndiebox"
illustration = "writing_syndie"
/obj/item/paper/contractor_guide
name = "Contractor Guide"
/obj/item/paper/contractor_guide/Initialize()
info = {"<p>Welcome agent, congratulations on your new position as contractor. On top of your already assigned objectives,
this kit will provide you contracts to take on for TC payments.</p>
<p>Provided within, we give your specialist contractor space suit. It's even more compact, being able to fit into a pocket, and faster than the
Syndicate space suit available to you on the uplink. We also provide your chameleon jumpsuit and mask, both of which can be changed
to any form you need for the moment. The cigarettes are a special blend - it'll heal your injuries slowly overtime.</p>
<p>The three additional items, apart from the tablet and loadout box, have been randomly selected from what we had available. We hope
they're useful to you for you mission.</p>
<p>The contractor hub, available at the top right of the uplink, will provide you unique items and abilities. These are bought using Contractor Rep,
with two Rep being provided each time you complete a contract.</p>
<h3>Using the tablet</h3>
<ol>
<li>Open the Syndicate Contract Uplink program.</li>
<li>Assign yourself.</li>
<li>Here, you can accept a contract, and redeem your TC payments from completed contracts.</li>
<li>The payment number shown in brackets is the bonus you'll recieve when bringing your target <b>alive</b>. You recieve the
other number regardless of if they were alive or dead.</li>
<li>Contracts are completed by bringing the target to designated dropoff, calling for extraction, and putting them
inside the pod.</li>
</ol>
<p>Be careful when accepting a contract. While you'll be able to see the location of the dropoff point, cancelling will make it
unavailable to take on again.</p>
<p>The tablet can also be recharged at any cell charger.</p>
<h3>Extracting</h3>
<ol>
<li>Make sure both yourself and your target are at the dropoff.</li>
<li>Call the extraction, and stand back from the drop point</li>
<li>If it fails, make sure your target is inside, and there's a free space for the pod to land.</li>
<li>Grab your target, and drag them into the pod.</li>
</ol>
<h3>Ransoms</h3>
<p>We need your target for our own reasons, but we ransom them back to your mission area once their use is served. They will return back
from where you sent them off from in several minutes time. You will be paid in TC for your services.</p>
<p>Good luck agent. You can burn this document with the supplied lighter.</p>"}
return ..()
/obj/item/storage/box/syndicate/contractor_loadout/PopulateContents()
new /obj/item/clothing/head/helmet/space/syndicate/contract(src)
new /obj/item/clothing/suit/space/syndicate/contract(src)
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/chameleon(src)
new /obj/item/card/id/syndicate(src)
new /obj/item/storage/fancy/cigarettes/cigpack_syndicate(src)
new /obj/item/lighter(src)
/obj/item/storage/box/syndie_kit/contract_kit/PopulateContents()
new /obj/item/modular_computer/tablet/syndicate_contract_uplink/preset/uplink(src)
new /obj/item/storage/box/syndicate/contractor_loadout(src)
new /obj/item/melee/classic_baton/telescopic/contractor_baton(src)
var/list/item_list = list( // All 4 TC or less - some nukeops only items, but fit nicely to the theme.
/obj/item/storage/backpack/duffelbag/syndie/x4,
/obj/item/storage/box/syndie_kit/throwing_weapons,
/obj/item/gun/syringe/syndicate,
/obj/item/pen/edagger,
/obj/item/pen/sleepy,
/obj/item/flashlight/emp,
/obj/item/reagent_containers/syringe/mulligan,
/obj/item/clothing/shoes/chameleon/noslip,
/obj/item/storage/firstaid/tactical,
/obj/item/storage/backpack/duffelbag/syndie/surgery,
/obj/item/encryptionkey/syndicate,
/obj/item/clothing/glasses/thermal/syndi,
/obj/item/slimepotion/slime/sentience/nuclear,
/obj/item/storage/box/syndie_kit/imp_radio,
/obj/item/storage/box/syndie_kit/imp_uplink,
/obj/item/clothing/gloves/krav_maga/combatglovesplus,
/obj/item/gun/ballistic/automatic/c20r/toy/unrestricted/riot,
/obj/item/reagent_containers/syringe/stimulants,
/obj/item/storage/box/syndie_kit/imp_freedom
)
var/obj/item1 = pick_n_take(item_list)
var/obj/item2 = pick_n_take(item_list)
var/obj/item3 = pick_n_take(item_list)
new item1(src) // Create three, non repeat items from the list.
new item2(src)
new item3(src)
new /obj/item/paper/contractor_guide(src) //Paper guide
+5 -3
View File
@@ -25,7 +25,7 @@
/obj/item/melee/baton/examine(mob/user)
. = ..()
. += "<span class='notice'>Right click attack while in combat mode to disarm instead of stun.</span>"
. += "<span class='notice'>Right click attack while in combat mode or attack while in disarm intent to disarm instead of stun.</span>"
/obj/item/melee/baton/get_cell()
. = cell
@@ -149,6 +149,8 @@
//return TRUE to interrupt attack chain.
/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
if(user.a_intent == INTENT_DISARM)
disarming = TRUE //override if they're in disarm intent.
if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
return FALSE
if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
@@ -191,7 +193,7 @@
if(!disarming)
if(knockdown)
L.Knockdown(50, override_stamdmg = 0) //knockdown
L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
L.adjustStaminaLoss(stunpwr)
else
L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
@@ -218,7 +220,7 @@
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)
user.Knockdown(stamforce*6)
user.DefaultCombatKnockdown(stamforce*6)
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
deductcharge(hitcost)
+1 -1
View File
@@ -16,7 +16,7 @@
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)
user.Knockdown(stamforce * 6)
user.DefaultCombatKnockdown(stamforce * 6)
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
if(do_teleport(user, get_turf(user), 50, channel = TELEPORT_CHANNEL_BLUESPACE))
deductcharge(hitcost)
+41 -37
View File
@@ -228,26 +228,39 @@
var/hacked = FALSE
total_mass = 0.4
var/total_mass_on = TOTAL_MASS_TOY_SWORD
var/activation_sound = 'sound/weapons/saberon.ogg'
var/deactivation_sound = 'sound/weapons/saberoff.ogg'
var/activation_message = "You extend the plastic blade with a quick flick of your wrist."
var/deactivation_message = "You push the plastic blade back down into the handle."
var/transform_volume = 20
/obj/item/toy/sword/attack_self(mob/user)
active = !( active )
active = !active
if (active)
to_chat(user, "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>")
playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
to_chat(user, "<span class='notice'>[activation_message]</span>")
playsound(user, activation_sound, transform_volume, 1)
w_class = WEIGHT_CLASS_BULKY
AddElement(/datum/element/sword_point)
else
to_chat(user, "<span class='notice'>[deactivation_message]</span>")
playsound(user, deactivation_sound, transform_volume, 1)
w_class = WEIGHT_CLASS_SMALL
RemoveElement(/datum/element/sword_point)
update_icon()
add_fingerprint(user)
/obj/item/toy/sword/update_icon_state()
if(active)
if(hacked)
icon_state = "swordrainbow"
item_state = "swordrainbow"
else
icon_state = "swordblue"
item_state = "swordblue"
w_class = WEIGHT_CLASS_BULKY
else
to_chat(user, "<span class='notice'>You push the plastic blade back down into the handle.</span>")
playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
icon_state = "sword0"
item_state = "sword0"
w_class = WEIGHT_CLASS_SMALL
add_fingerprint(user)
// Copied from /obj/item/melee/transforming/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/W, mob/living/user, params)
@@ -270,7 +283,7 @@
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
update_icon()
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
@@ -290,38 +303,24 @@
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("poked", "jabbed", "hit")
light_color = "#37FFF7"
activation_sound = 'sound/weapons/nebon.ogg'
deactivation_sound = 'sound/weapons/neboff.ogg'
transform_volume = 50
activation_message = "You activate the holographic blade with a press of a button."
deactivation_message = "You deactivate the holographic blade with a press of a button."
var/light_brightness = 3
actions_types = list()
/obj/item/toy/sword/cx/alt_pre_attack(atom/A, mob/living/user, params) //checks if it can do right click memes
altafterattack(A, user, TRUE, params)
return TRUE
/obj/item/toy/sword/cx/altafterattack(atom/target, mob/living/carbon/user, proximity_flag, click_parameters) //does right click memes
if(istype(user))
user.visible_message("<span class='notice'>[user] points the tip of [src] at [target].</span>", "<span class='notice'>You point the tip of [src] at [target].</span>")
return TRUE
/obj/item/toy/sword/cx/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/toy/sword/cx/attack_self(mob/user)
active = !( active )
. = ..()
set_light(active ? light_brightness : 0)
if (active)
to_chat(user, "<span class='notice'>You activate the holographic blade with a press of a button.</span>")
playsound(user, 'sound/weapons/nebon.ogg', 50, 1)
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("slashed", "stabbed", "ravaged")
set_light(light_brightness)
update_icon()
else
to_chat(user, "<span class='notice'>You deactivate the holographic blade with a press of a button.</span>")
playsound(user, 'sound/weapons/neboff.ogg', 50, 1)
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("poked", "jabbed", "hit")
set_light(0)
update_icon()
add_fingerprint(user)
/obj/item/toy/sword/cx/update_icon_state()
return
/obj/item/toy/sword/cx/update_overlays()
. = ..()
@@ -1079,8 +1078,13 @@
else
return ..()
/obj/item/toy/cards/singlecard/attack_self(mob/user)
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
/obj/item/toy/cards/singlecard/attack_self(mob/living/user)
. = ..()
if(.)
return
if(!ishuman(user))
return
if(!CHECK_MOBILITY(user, MOBILITY_USE))
return
Flip()
+8 -13
View File
@@ -396,6 +396,7 @@
hitsound = 'sound/weapons/blade1.ogg'
START_PROCESSING(SSobj, src)
set_light(brightness_on)
AddElement(/datum/element/sword_point)
/obj/item/twohanded/dualsaber/unwield() //Specific unwield () to switch hitsounds.
sharpness = initial(sharpness)
@@ -405,6 +406,7 @@
hitsound = "swing_hit"
STOP_PROCESSING(SSobj, src)
set_light(0)
RemoveElement(/datum/element/sword_point)
/obj/item/twohanded/dualsaber/process()
if(wielded)
@@ -493,15 +495,6 @@
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/twohanded/dualsaber/hypereutactic/alt_pre_attack(atom/A, mob/living/user, params) //checks if it can do right click memes
altafterattack(A, user, TRUE, params)
return TRUE
/obj/item/twohanded/dualsaber/hypereutactic/altafterattack(atom/target, mob/living/user, proximity_flag, click_parameters) //does right click memes
if(istype(user))
user.visible_message("<span class='notice'>[user] points the tip of [src] at [target].</span>", "<span class='notice'>You point the tip of [src] at [target].</span>")
return TRUE
/obj/item/twohanded/dualsaber/hypereutactic/update_icon_state()
return
@@ -605,6 +598,8 @@
/obj/item/twohanded/spear/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad.
AddComponent(/datum/component/jousting)
AddElement(/datum/element/sword_point)
/obj/item/twohanded/spear/attack_self(mob/user)
if(explosive)
@@ -630,10 +625,6 @@
return BRUTELOSS
return BRUTELOSS
/obj/item/twohanded/spear/Initialize()
. = ..()
AddComponent(/datum/component/jousting)
/obj/item/twohanded/spear/examine(mob/user)
. = ..()
if(explosive)
@@ -818,6 +809,9 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/pitchfork/Initialize(mapload)
AddElement(/datum/element/sword_point)
/obj/item/twohanded/pitchfork/demonic
name = "demonic pitchfork"
desc = "A red pitchfork, it looks like the work of the devil."
@@ -901,6 +895,7 @@
/obj/item/twohanded/vibro_weapon/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 20, 105)
AddElement(/datum/element/sword_point)
/obj/item/twohanded/vibro_weapon/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(wielded)
+1 -19
View File
@@ -74,6 +74,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 40, 105)
AddElement(/datum/element/sword_point)
/obj/item/claymore/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is falling on [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -346,25 +347,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] own throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/switchblade/crafted
icon_state = "switchblade_ms"
desc = "A concealable spring-loaded knife."
force = 2
throwforce = 3
extended_force = 15
extended_throwforce = 18
extended_icon_state = "switchblade_ext_ms"
retracted_icon_state = "switchblade_ms"
/obj/item/switchblade/crafted/attackby(obj/item/I, mob/user, params)
. = ..()
if(istype(I, /obj/item/stack/sheet/mineral/silver))
icon_state = extended ? "switchblade_ext_msf" : "switchblade_msf"
extended_icon_state = "switchblade_ext_msf"
retracted_icon_state = "switchblade_msf"
icon_state = "switchblade_msf"
to_chat(user, "<span class='notice'>You use part of the silver to improve your Switchblade. Stylish!</span>")
/obj/item/phone
name = "red phone"
desc = "Should anything ever go wrong..."
+1 -1
View File
@@ -244,7 +244,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act((CLAMP(round(strength/400), 10, 90) + rand(-5, 5)), src, tesla_shock = 1)
buckled_mob.electrocute_act((CLAMP(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
/obj/proc/reset_shocked()
obj_flags &= ~BEING_SHOCKED
+3 -2
View File
@@ -33,7 +33,7 @@
if(structureclimber && structureclimber != user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
structureclimber.Knockdown(40)
structureclimber.DefaultCombatKnockdown(40)
structureclimber.visible_message("<span class='warning'>[structureclimber] has been knocked off [src].", "You're knocked off [src]!", "You see [structureclimber] get knocked off [src].</span>")
/obj/structure/ui_act(action, params)
@@ -45,7 +45,8 @@
if(!climbable)
return
if(user == O && iscarbon(O))
if(user.canmove)
var/mob/living/L = O
if(CHECK_MOBILITY(L, MOBILITY_MOVE))
climb_structure(user)
return
if(!istype(O, /obj/item) || user.get_active_held_item() != O)
+1 -1
View File
@@ -255,7 +255,7 @@
return
return ..()
/obj/structure/AIcore/update_icon()
/obj/structure/AIcore/update_icon_state()
switch(state)
if(EMPTY_CORE)
icon_state = "0"
+1 -2
View File
@@ -234,8 +234,7 @@
if(status == BURST)
obj_integrity = integrity_failure * max_integrity
/obj/structure/alien/egg/update_icon()
..()
/obj/structure/alien/egg/update_icon_state()
switch(status)
if(GROWING)
icon_state = "[base_icon]_growing"
@@ -110,7 +110,7 @@
user.visible_message("<span class='notice'>[user] pulls [src] out from under [poordude].</span>", "<span class='notice'>You pull [src] out from under [poordude].</span>")
var/C = new item_chair(loc)
user.put_in_hands(C)
poordude.Knockdown(20)//rip in peace
poordude.DefaultCombatKnockdown(20)//rip in peace
user.adjustStaminaLoss(5)
unbuckle_all_mobs(TRUE)
qdel(src)
@@ -153,7 +153,7 @@
///Material chair
/obj/structure/chair/greyscale
icon_state = "chair_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
item_chair = /obj/item/chair/greyscale
buildstacktype = null //Custom mats handle this
@@ -226,9 +226,15 @@
/obj/structure/chair/comfy/black
color = rgb(167,164,153)
/obj/structure/chair/comfy/green
color = rgb(81,173,106)
/obj/structure/chair/comfy/lime
color = rgb(255,251,0)
/obj/structure/chair/comfy/purple
color = rgb(255,50,230)
/obj/structure/chair/comfy/plywood
name = "plywood chair"
desc = "A relaxing plywood chair."
@@ -371,13 +377,13 @@
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.health < C.maxHealth*0.5)
C.Knockdown(20)
C.DefaultCombatKnockdown(20)
smash(user)
/obj/item/chair/greyscale
icon_state = "chair_greyscale_toppled"
item_state = "chair_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
origin_type = /obj/structure/chair/greyscale
/obj/item/chair/stool
@@ -576,40 +582,3 @@
. = ..()
if(has_gravity())
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
var/mutable_appearance/armrest
/obj/structure/chair/sofa/Initialize()
armrest = mutable_appearance(icon, "[icon_state]_armrest", ABOVE_MOB_LAYER)
return ..()
/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
. = ..()
update_armrest()
/obj/structure/chair/sofa/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
cut_overlay(armrest)
/obj/structure/chair/sofa/post_unbuckle_mob()
. = ..()
update_armrest()
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
/obj/structure/chair/sofa/corner/handle_layer() //only the armrest/back of this chair should cover the mob.
return
@@ -10,7 +10,7 @@
item_chair = null
/obj/structure/chair/pew/left
name = "left wooden pew end"
name = "wooden pew end"
icon_state = "pewend_left"
var/mutable_appearance/leftpewarmrest
@@ -41,7 +41,7 @@
update_leftpewarmrest()
/obj/structure/chair/pew/right
name = "left wooden pew end"
name = "wooden pew end"
icon_state = "pewend_right"
var/mutable_appearance/rightpewarmrest
@@ -0,0 +1,52 @@
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
var/mutable_appearance/armrest
/obj/structure/chair/sofa/Initialize()
armrest = mutable_appearance(icon, "[icon_state]_armrest", ABOVE_MOB_LAYER)
return ..()
/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
. = ..()
update_armrest()
/obj/structure/chair/sofa/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
cut_overlay(armrest)
/obj/structure/chair/sofa/post_unbuckle_mob()
. = ..()
update_armrest()
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
/obj/structure/chair/sofa/corner/handle_layer() //only the armrest/back of this chair should cover the mob.
return
// Credit for the sprites goes to CEV Eris. The sprites were taken from Hyper Station and modified to fit with armrests which were also added.
/obj/structure/chair/sofa/corp
name = "sofa"
desc = "Soft, cushy and cozy. These sofas reek of bland faceless corporatism, but they aren't old and ratty at least."
icon_state = "corp_sofamiddle"
/obj/structure/chair/sofa/corp/left
icon_state = "corp_sofaend_left"
/obj/structure/chair/sofa/corp/right
icon_state = "corp_sofaend_right"
/obj/structure/chair/sofa/corp/corner
icon_state = "corp_sofacorner"
+1 -1
View File
@@ -303,7 +303,7 @@ LINEN BINS
. += "There are [amount] sheets in the bin."
/obj/structure/bedsheetbin/update_icon()
/obj/structure/bedsheetbin/update_icon_state()
switch(amount)
if(0)
icon_state = "linenbin-empty"
+76
View File
@@ -0,0 +1,76 @@
/obj/structure/chess
anchored = FALSE
density = FALSE
icon = 'icons/obj/chess.dmi'
icon_state = "singularity_s1"
name = "Singularity"
desc = "You've just been pranked by the Syndicate Chess Grandmaster! Report this to CentCom."
max_integrity = 100
/obj/structure/chess/wrench_act(mob/user, obj/item/tool)
to_chat(user, "<span class='notice'>You take apart the chess piece.</span>")
var/obj/item/stack/sheet/metal/M = new (drop_location(), 2)
M.add_fingerprint(user)
tool.play_tool_sound(src)
qdel(src)
return TRUE
/obj/structure/chess/whitepawn
name = "\improper White Pawn"
desc = "A white pawn chess piece. Get accused of cheating when executing a sick En Passant."
icon_state = "white_pawn"
/obj/structure/chess/whiterook
name = "\improper White Rook"
desc = "A white rook chess piece. Also known as a castle. Can move any number of tiles in a straight line. It has a special move called castling."
icon_state = "white_rook"
/obj/structure/chess/whiteknight
name = "\improper White Knight"
desc = "A white knight chess piece. Hah. It can hop over other pieces, moving in L shapes."
icon_state = "white_knight"
/obj/structure/chess/whitebishop
name = "\improper White Bishop"
desc = "A white bishop chess piece. It can move any number of tiles in a diagonal line."
icon_state = "white_bishop"
/obj/structure/chess/whitequeen
name = "\improper White Queen"
desc = "A white queen chess piece. It can move any number of tiles in diagonal and straight lines."
icon_state = "white_queen"
/obj/structure/chess/whiteking
name = "\improper White King"
desc = "A white king chess piece. It can move any tile in one direction."
icon_state = "white_king"
/obj/structure/chess/blackpawn
name = "\improper Black Pawn"
desc = "A black pawn chess piece. Get accused of cheating when executing a sick En Passant."
icon_state = "black_pawn"
/obj/structure/chess/blackrook
name = "\improper Black Rook"
desc = "A black rook chess piece. Also known as a castle. Can move any number of tiles in a straight line. It has a special move called castling."
icon_state = "black_rook"
/obj/structure/chess/blackknight
name = "\improper Black Knight"
desc = "A black knight chess piece. It can hop over other pieces, moving in L shapes."
icon_state = "black_knight"
/obj/structure/chess/blackbishop
name = "\improper Black Bishop"
desc = "A black bishop chess piece. It can move any number of tiles in a diagonal line."
icon_state = "black_bishop"
/obj/structure/chess/blackqueen
name = "\improper Black Queen"
desc = "A black queen chess piece. It can move any number of tiles in diagonal and straight lines."
icon_state = "black_queen"
/obj/structure/chess/blackking
name = "\improper Black King"
desc = "A black king chess piece. It can move one tile in any direction."
icon_state = "black_king"
@@ -58,30 +58,40 @@
return ..()
/obj/structure/closet/update_icon()
cut_overlays()
if(opened & icon_door_override)
add_overlay("[icon_door]_open")
. = ..()
if(!opened)
layer = OBJ_LAYER
return
else if(opened)
add_overlay("[icon_state]_open")
return
if(icon_door)
add_overlay("[icon_door]_door")
else
layer = BELOW_OBJ_LAYER
add_overlay("[icon_state]_door")
if(welded)
add_overlay("welded")
if(!secure)
return
if(broken)
add_overlay("off")
add_overlay("sparking")
else if(locked)
add_overlay("locked")
/obj/structure/closet/update_overlays()
. = ..()
closet_update_overlays(.)
/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
. = new_overlays
if(!opened)
if(icon_door)
. += "[icon_door]_door"
else
. += "[icon_state]_door"
if(welded)
. += "welded"
if(!secure)
return
if(broken)
. += "off"
. += "sparking"
else if(locked)
. += "locked"
else
. += "unlocked"
else
add_overlay("unlocked")
if(icon_door_override)
. += "[icon_door]_open"
else
. += "[icon_state]_open"
/obj/structure/closet/examine(mob/user)
. = ..()
@@ -431,7 +441,7 @@
"<span class='italics'>You hear a loud metal bang.</span>")
var/mob/living/L = O
if(!issilicon(L))
L.Knockdown(40)
L.DefaultCombatKnockdown(40)
O.forceMove(T)
close()
else
@@ -474,8 +484,9 @@
set category = "Object"
set name = "Toggle Open"
if(!usr.canmove || usr.stat || usr.restrained())
return
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return FALSE
if(iscarbon(usr) || issilicon(usr) || isdrone(usr))
return attack_hand(usr)
@@ -510,7 +521,7 @@
user.visible_message("<span class='warning'>[src] begins to shake violently!</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 banging from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(do_after(user,(breakout_time), target = src, required_mobility_flags = MOBILITY_RESIST))
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
return
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
@@ -603,12 +614,12 @@
step_towards(user, T2)
T1 = get_turf(user)
if(T1 == T2)
user.resting = TRUE //so people can jump into crates without slamming the lid on their head
user.set_resting(TRUE, TRUE)
if(!close(user))
to_chat(user, "<span class='warning'>You can't get [src] to close!</span>")
user.resting = FALSE
user.set_resting(FALSE, TRUE)
return
user.resting = FALSE
user.set_resting(FALSE, TRUE)
togglelock(user)
T1.visible_message("<span class='warning'>[user] dives into [src]!</span>")
@@ -38,10 +38,10 @@
tagged = 0
update_icon()
/obj/structure/closet/body_bag/update_icon()
..()
/obj/structure/closet/body_bag/update_overlays()
. = ..()
if (tagged)
add_overlay("bodybag_label")
. += "bodybag_label"
/obj/structure/closet/body_bag/close()
if(..())
@@ -18,8 +18,8 @@
var/egged = 0
var/use_mob_movespeed = FALSE //Citadel adds snowflake box handling
/obj/structure/closet/cardboard/relaymove(mob/user, direction)
if(opened || move_delay || user.stat || user.IsStun() || user.IsKnockdown() || user.IsUnconscious() || !isturf(loc) || !has_gravity(loc))
/obj/structure/closet/cardboard/relaymove(mob/living/user, direction)
if(opened || move_delay || !CHECK_MOBILITY(user, MOBILITY_MOVE) || !isturf(loc) || !has_gravity(loc))
return
move_delay = TRUE
var/oldloc = loc
@@ -107,7 +107,7 @@
icon_door = "black"
/obj/structure/closet/wardrobe/chaplain_black/PopulateContents()
new /obj/item/holybeacon(src)
new /obj/item/choice_beacon/holy(src)
new /obj/item/clothing/accessory/pocketprotector/cosmetology(src)
new /obj/item/clothing/under/rank/chaplain(src)
new /obj/item/clothing/shoes/sneakers/black(src)
@@ -33,12 +33,13 @@
return 1
return !density
/obj/structure/closet/crate/update_icon()
/obj/structure/closet/crate/update_icon_state()
icon_state = "[initial(icon_state)][opened ? "open" : ""]"
cut_overlays()
/obj/structure/closet/crate/closet_update_overlays(list/new_overlays)
. = new_overlays
if(manifest)
add_overlay("manifest")
. += "manifest"
/obj/structure/closet/crate/attack_hand(mob/user)
. = ..()
@@ -83,9 +84,12 @@
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
resistance_flags = FLAMMABLE
can_weld_shut = FALSE
breakout_time = 200
max_integrity = 70
material_drop = /obj/item/stack/sheet/mineral/wood
material_drop_amount = 5
var/pryLidTimer = 250
/obj/structure/closet/crate/coffin/examine(mob/user)
. = ..()
@@ -14,15 +14,15 @@
..()
update_icon()
/obj/structure/closet/crate/bin/update_icon()
..()
/obj/structure/closet/crate/bin/closet_update_overlays(list/new_overlays)
. = new_overlays
cut_overlays()
if(contents.len == 0)
add_overlay("largebing")
. += "largebing"
else if(contents.len >= storage_capacity)
add_overlay("largebinr")
. += "largebinr"
else
add_overlay("largebino")
. += "largebino"
/obj/structure/closet/crate/bin/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/storage/bag/trash))
@@ -22,14 +22,14 @@
return ..()
/obj/structure/closet/crate/critter/update_icon()
cut_overlays()
/obj/structure/closet/crate/critter/closet_update_overlays(list/new_overlays)
. = new_overlays
if(opened)
add_overlay("crittercrate_door_open")
. += "crittercrate_door_open"
else
add_overlay("crittercrate_door")
. += "crittercrate_door"
if(manifest)
add_overlay("manifest")
. += "manifest"
/obj/structure/closet/crate/critter/return_air()
if(tank)
@@ -13,14 +13,14 @@
return 0
. = ..()
/obj/structure/closet/crate/secure/update_icon()
..()
/obj/structure/closet/crate/secure/update_overlays()
. += ..()
if(broken)
add_overlay("securecrateemag")
. += "securecrateemag"
else if(locked)
add_overlay("securecrater")
. += "securecrater"
else
add_overlay("securecrateg")
. += "securecrateg"
/obj/structure/closet/crate/secure/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
if(prob(tamperproof) && damage_amount >= DAMAGE_PRECISION)
+1 -1
View File
@@ -84,7 +84,7 @@
alarmed.burglaralert(src)
playsound(src, 'sound/effects/alert.ogg', 50, 1)
/obj/structure/displaycase/update_icon()
/obj/structure/displaycase/update_icon_state()
var/icon/I
if(open)
I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
+1 -1
View File
@@ -44,7 +44,7 @@
addtimer(CALLBACK(src, /atom/.proc/update_icon), time_between_uses)
/obj/structure/healingfountain/update_icon()
/obj/structure/healingfountain/update_icon_state()
if(last_process + time_between_uses > world.time)
icon_state = "fountain"
else

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