Merge branch 'master' into upstream-merge-30117

This commit is contained in:
LetterJay
2017-09-11 18:10:15 -05:00
committed by GitHub
419 changed files with 17710 additions and 9871 deletions
+1 -3
View File
@@ -62,7 +62,7 @@
M.setDir(dir)
buckled_mobs |= M
M.update_canmove()
M.throw_alert("buckled", /obj/screen/alert/restrained/buckled, new_master = src)
M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
post_buckle_mob(M)
return TRUE
@@ -131,5 +131,3 @@
"<span class='italics'>You hear metal clanking.</span>")
add_fingerprint(user)
return M
+15 -7
View File
@@ -35,10 +35,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
pressure_resistance = 4
var/obj/item/master = null
var/heat_protection = 0 //flags_1 which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags_1. See setup.dm
var/cold_protection = 0 //flags_1 which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags_1. See setup.dm
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags_1
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags_1
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
var/list/actions //list of /datum/action's that this item has.
var/list/actions_types //list of paths of action datums to give to the item on New().
@@ -48,7 +48,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/item_color = null //this needs deprecating, soonish
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags_1
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
@@ -64,6 +64,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/list/materials
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use.
var/emagged = FALSE
var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
@@ -86,7 +87,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class.
var/flags_cover = 0 //for flags_1 such as GLASSESCOVERSEYES
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
var/sharpness = IS_BLUNT
var/toolspeed = 1
@@ -128,6 +129,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(force_string)
force_string_override = TRUE
if(!hitsound)
if(damtype == "fire")
hitsound = 'sound/items/welder.ogg'
if(damtype == "brute")
hitsound = "swing_hit"
/obj/item/Destroy()
flags_1 &= ~DROPDEL_1 //prevent reqdels
if(ismob(loc))
@@ -542,9 +549,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
transfer_blood = 0
/obj/item/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FOUR)
throw_at(S,14,3, spin=0)
else ..()
else return
/obj/item/throw_impact(atom/A)
if(A && !QDELETED(A))
-1
View File
@@ -123,7 +123,6 @@ RSF
var/toxin = 0
var/cooldown = 0
var/cooldowndelay = 10
var/emagged = FALSE
w_class = WEIGHT_CLASS_NORMAL
/obj/item/cookiesynth/examine(mob/user)
+2
View File
@@ -6,6 +6,8 @@
icon = 'icons/obj/chronos.dmi'
icon_state = "chronobackpack"
item_state = "backpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
slowdown = 1
File diff suppressed because it is too large Load Diff
@@ -212,7 +212,6 @@
build_path = /obj/machinery/computer/cargo
origin_tech = "programming=3"
var/contraband = FALSE
var/emagged = FALSE
/obj/item/circuitboard/computer/cargo/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/multitool))
+4 -4
View File
@@ -856,7 +856,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/list/plist = list()
var/list/namecounts = list()
if(user.stat == 2)
if(user.stat == DEAD)
return //won't work if dead
if(src.aiPDA.toff)
@@ -889,7 +889,7 @@ GLOBAL_LIST_EMPTY(PDAs)
/mob/living/silicon/ai/verb/cmd_toggle_pda_receiver()
set category = "AI Commands"
set name = "PDA - Toggle Sender/Receiver"
if(usr.stat == 2)
if(usr.stat == DEAD)
return //won't work if dead
if(!isnull(aiPDA))
aiPDA.toff = !aiPDA.toff
@@ -900,7 +900,7 @@ GLOBAL_LIST_EMPTY(PDAs)
/mob/living/silicon/ai/verb/cmd_toggle_pda_silent()
set category = "AI Commands"
set name = "PDA - Toggle Ringer"
if(usr.stat == 2)
if(usr.stat == DEAD)
return //won't work if dead
if(!isnull(aiPDA))
//0
@@ -910,7 +910,7 @@ GLOBAL_LIST_EMPTY(PDAs)
to_chat(usr, "You do not have a PDA. You should make an issue report about this.")
/mob/living/silicon/ai/proc/cmd_show_message_log(mob/user)
if(user.stat == 2)
if(user.stat == DEAD)
return //won't work if dead
if(!isnull(aiPDA))
var/HTML = "<html><head><title>AI PDA Message Log</title></head><body>[aiPDA.tnote]</body></html>"
@@ -208,6 +208,8 @@
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
@@ -426,7 +428,7 @@
/obj/item/device/flashlight/glowstick/update_icon()
item_state = "glowstick"
overlays.Cut()
cut_overlays()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
@@ -16,7 +16,6 @@
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
var/scanning = 0
var/radiation_count = 0
var/emagged = FALSE
/obj/item/device/geiger_counter/New()
..()
+261 -262
View File
@@ -1,269 +1,268 @@
// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
//
// When emagged it will rig every light it replaces, which will explode when the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
// access to them, and only one of them can emag their device.
//
// The explosion cannot insta-kill anyone with 30% or more health.
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/obj/item/device/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with broken or working lightbulbs, or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
item_state = "electronic"
// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
//
// When emagged it will rig every light it replaces, which will explode when the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
// access to them, and only one of them can emag their device.
//
// The explosion cannot insta-kill anyone with 30% or more health.
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/obj/item/device/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with broken or working lightbulbs, or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
origin_tech = "magnets=3;engineering=4"
var/max_uses = 20
var/uses = 0
var/emagged = FALSE
var/failmsg = ""
// How much to increase per each glass?
var/increment = 5
// How much to take from the glass?
var/decrement = 1
var/charge = 1
// Eating used bulbs gives us bulb shards
var/bulb_shards = 0
// when we get this many shards, we get a free bulb.
var/shards_required = 4
/obj/item/device/lightreplacer/New()
uses = max_uses / 2
failmsg = "The [name]'s refill light blinks red."
..()
/obj/item/device/lightreplacer/examine(mob/user)
..()
to_chat(user, status_string())
/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = W
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
return
else if(G.use(decrement))
AddUses(increment)
to_chat(user, "<span class='notice'>You insert a piece of glass into the [src.name]. You have [uses] light\s remaining.</span>")
return
else
to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
if(istype(W, /obj/item/shard))
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
AddUses(round(increment*0.75))
to_chat(user, "<span class='notice'>You insert a shard of glass into the [src.name]. You have [uses] light\s remaining.</span>")
qdel(W)
return
if(istype(W, /obj/item/light))
var/obj/item/light/L = W
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
if(!user.temporarilyRemoveItemFromInventory(W))
return
AddUses(1)
qdel(L)
else
if(!user.temporarilyRemoveItemFromInventory(W))
return
to_chat(user, "<span class='notice'>You insert the [L.name] into the [src.name]</span>")
AddShards(1, user)
qdel(L)
return
if(istype(W, /obj/item/storage))
var/obj/item/storage/S = W
var/found_lightbulbs = FALSE
var/replaced_something = TRUE
for(var/obj/item/I in S.contents)
slot_flags = SLOT_BELT
origin_tech = "magnets=3;engineering=4"
var/max_uses = 20
var/uses = 0
var/failmsg = ""
// How much to increase per each glass?
var/increment = 5
// How much to take from the glass?
var/decrement = 1
var/charge = 1
// Eating used bulbs gives us bulb shards
var/bulb_shards = 0
// when we get this many shards, we get a free bulb.
var/shards_required = 4
/obj/item/device/lightreplacer/New()
uses = max_uses / 2
failmsg = "The [name]'s refill light blinks red."
..()
/obj/item/device/lightreplacer/examine(mob/user)
..()
to_chat(user, status_string())
/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = W
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
return
else if(G.use(decrement))
AddUses(increment)
to_chat(user, "<span class='notice'>You insert a piece of glass into the [src.name]. You have [uses] light\s remaining.</span>")
return
else
to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
if(istype(W, /obj/item/shard))
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
AddUses(round(increment*0.75))
to_chat(user, "<span class='notice'>You insert a shard of glass into the [src.name]. You have [uses] light\s remaining.</span>")
qdel(W)
return
if(istype(W, /obj/item/light))
var/obj/item/light/L = W
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
if(!user.temporarilyRemoveItemFromInventory(W))
return
AddUses(1)
qdel(L)
else
if(!user.temporarilyRemoveItemFromInventory(W))
return
to_chat(user, "<span class='notice'>You insert the [L.name] into the [src.name]</span>")
AddShards(1, user)
qdel(L)
return
if(istype(W, /obj/item/storage))
var/obj/item/storage/S = W
var/found_lightbulbs = FALSE
var/replaced_something = TRUE
for(var/obj/item/I in S.contents)
if(istype(I, /obj/item/light))
var/obj/item/light/L = I
found_lightbulbs = TRUE
if(src.uses >= max_uses)
break
if(L.status == LIGHT_OK)
replaced_something = TRUE
AddUses(1)
qdel(L)
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
replaced_something = TRUE
AddShards(1, user)
qdel(L)
if(!found_lightbulbs)
to_chat(user, "<span class='warning'>\The [S] contains no bulbs.</span>")
return
if(!replaced_something && src.uses == max_uses)
to_chat(user, "<span class='warning'>\The [src] is full!</span>")
return
to_chat(user, "<span class='notice'>You fill \the [src] with lights from \the [S]. " + status_string() + "</span>")
/obj/item/device/lightreplacer/emag_act()
var/obj/item/light/L = I
found_lightbulbs = TRUE
if(src.uses >= max_uses)
break
if(L.status == LIGHT_OK)
replaced_something = TRUE
AddUses(1)
qdel(L)
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
replaced_something = TRUE
AddShards(1, user)
qdel(L)
if(!found_lightbulbs)
to_chat(user, "<span class='warning'>\The [S] contains no bulbs.</span>")
return
if(!replaced_something && src.uses == max_uses)
to_chat(user, "<span class='warning'>\The [src] is full!</span>")
return
to_chat(user, "<span class='notice'>You fill \the [src] with lights from \the [S]. " + status_string() + "</span>")
/obj/item/device/lightreplacer/emag_act()
if(emagged)
return
Emag()
/obj/item/device/lightreplacer/attack_self(mob/user)
to_chat(user, status_string())
/obj/item/device/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/device/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
/obj/item/device/lightreplacer/proc/Use(mob/user)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/device/lightreplacer/proc/AddUses(amount = 1)
uses = Clamp(uses + amount, 0, max_uses)
/obj/item/device/lightreplacer/proc/AddShards(amount = 1, user)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
AddUses(new_bulbs)
bulb_shards = bulb_shards % shards_required
if(new_bulbs != 0)
to_chat(user, "<span class='notice'>\The [src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return new_bulbs
/obj/item/device/lightreplacer/proc/Charge(var/mob/user)
charge += 1
if(charge > 3)
AddUses(1)
charge = 1
/obj/item/device/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U)) return
to_chat(U, "<span class='notice'>You replace the [target.fitting] with \the [src].</span>")
if(target.status != LIGHT_EMPTY)
AddShards(1, U)
target.status = LIGHT_EMPTY
target.update()
var/obj/item/light/L2 = new target.light_type()
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness = L2.brightness
target.on = target.has_power()
target.update()
qdel(L2)
if(target.on && target.rigged)
target.explode()
return
else
to_chat(U, failmsg)
return
else
to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
return
/obj/item/device/lightreplacer/proc/Emag()
emagged = !emagged
playsound(src.loc, "sparks", 100, 1)
if(emagged)
name = "shortcircuited [initial(name)]"
else
name = initial(name)
update_icon()
/obj/item/device/lightreplacer/proc/CanUse(mob/living/user)
src.add_fingerprint(user)
if(uses > 0)
return 1
else
return 0
/obj/item/device/lightreplacer/afterattack(atom/T, mob/U, proximity)
if(!proximity)
return
if(!isturf(T))
return
var/used = FALSE
for(var/atom/A in T)
if(!CanUse(U))
break
used = TRUE
if(istype(A, /obj/machinery/light))
ReplaceLight(A, U)
if(!used)
to_chat(U, failmsg)
/obj/item/device/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.myreplacer = src
J.update_icon()
/obj/item/device/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
/obj/item/device/lightreplacer/attack_self(mob/user)
to_chat(user, status_string())
/obj/item/device/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/device/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
/obj/item/device/lightreplacer/proc/Use(mob/user)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/device/lightreplacer/proc/AddUses(amount = 1)
uses = Clamp(uses + amount, 0, max_uses)
/obj/item/device/lightreplacer/proc/AddShards(amount = 1, user)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
AddUses(new_bulbs)
bulb_shards = bulb_shards % shards_required
if(new_bulbs != 0)
to_chat(user, "<span class='notice'>\The [src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return new_bulbs
/obj/item/device/lightreplacer/proc/Charge(var/mob/user)
charge += 1
if(charge > 3)
AddUses(1)
charge = 1
/obj/item/device/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U)) return
to_chat(U, "<span class='notice'>You replace the [target.fitting] with \the [src].</span>")
if(target.status != LIGHT_EMPTY)
AddShards(1, U)
target.status = LIGHT_EMPTY
target.update()
var/obj/item/light/L2 = new target.light_type()
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness = L2.brightness
target.on = target.has_power()
target.update()
qdel(L2)
if(target.on && target.rigged)
target.explode()
return
else
to_chat(U, failmsg)
return
else
to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
return
/obj/item/device/lightreplacer/proc/Emag()
emagged = !emagged
playsound(src.loc, "sparks", 100, 1)
if(emagged)
name = "shortcircuited [initial(name)]"
else
name = initial(name)
update_icon()
/obj/item/device/lightreplacer/proc/CanUse(mob/living/user)
src.add_fingerprint(user)
if(uses > 0)
return 1
else
return 0
/obj/item/device/lightreplacer/afterattack(atom/T, mob/U, proximity)
if(!proximity)
return
if(!isturf(T))
return
var/used = FALSE
for(var/atom/A in T)
if(!CanUse(U))
break
used = TRUE
if(istype(A, /obj/machinery/light))
ReplaceLight(A, U)
if(!used)
to_chat(U, failmsg)
/obj/item/device/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.myreplacer = src
J.update_icon()
/obj/item/device/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
@@ -8,7 +8,6 @@
w_class = WEIGHT_CLASS_SMALL
siemens_coefficient = 1
var/spamcheck = 0
var/emagged = FALSE
var/list/voicespan = list(SPAN_COMMAND)
/obj/item/device/megaphone/get_held_item_speechspans(mob/living/carbon/user)
@@ -86,7 +86,7 @@
icon_state = null
active = TRUE
if(tile_overlay)
loc.overlays += tile_overlay
loc.add_overlay(tile_overlay)
else
if(crossed)
trigger() //no cheesing.
@@ -426,7 +426,7 @@
signal.frequency = freqnum // Quick frequency set
for(var/obj/machinery/telecomms/receiver/R in GLOB.telecomms_list)
R.receive_signal(signal)
// Allinone can act as receivers. (Unless of course whoever coded this last time forgot to put it in somewhere!)
for(var/obj/machinery/telecomms/allinone/R in GLOB.telecomms_list)
R.receive_signal(signal)
@@ -449,6 +449,8 @@
return
if(broadcasting)
if(get_dist(src, speaker) <= canhear_range)
if(message_mode == MODE_WHISPER || message_mode == MODE_WHISPER_CRIT)
raw_message = stars(raw_message)
talk_into(speaker, raw_message, , spans, language=message_language)
/*
/obj/item/device/radio/proc/accept_rad(obj/item/device/radio/R as obj, message)
+1 -1
View File
@@ -113,7 +113,7 @@ MASS SPECTROMETER
var/tox_loss = M.getToxLoss()
var/fire_loss = M.getFireLoss()
var/brute_loss = M.getBruteLoss()
var/mob_status = (M.stat > 1 ? "<span class='alert'><b>Deceased</b></span>" : "<b>[round(M.health/M.maxHealth,0.01)*100] % healthy</b>")
var/mob_status = (M.stat == DEAD ? "<span class='alert'><b>Deceased</b></span>" : "<b>[round(M.health/M.maxHealth,0.01)*100] % healthy</b>")
if(M.status_flags & FAKEDEATH)
mob_status = "<span class='alert'>Deceased</span>"
+1 -1
View File
@@ -12,7 +12,7 @@
desc = "PRESENTS!!!! eek!"
icon = 'icons/obj/storage.dmi'
icon_state = "giftdeliverypackage3"
item_state = "gift1"
item_state = "gift"
resistance_flags = FLAMMABLE
/obj/item/a_gift/New()
+1 -1
View File
@@ -2,7 +2,7 @@
name = "plastic explosive"
desc = "Used to put holes in specific areas without too much extra hole."
icon_state = "plastic-explosive0"
item_state = "plastic-explosive"
item_state = "plasticx"
flags_1 = NOBLUDGEON_1
flags_2 = NO_EMP_WIRES_2
det_time = 10
+2
View File
@@ -9,6 +9,8 @@
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
icon_state = "his_grace"
item_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
origin_tech = "combat=4;engineering=4;syndicate=2"
+2
View File
@@ -336,6 +336,8 @@
icon = 'icons/obj/toy.dmi'
icon_state = "carpplushie"
item_state = "carp_plushie"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 15
attack_verb = list("bitten", "eaten", "fin slapped")
hitsound = 'sound/weapons/bite.ogg'
+188 -187
View File
@@ -1,187 +1,188 @@
/obj/machinery/implantchair
name = "mindshield implanter"
desc = "Used to implant occupants with mindshield implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = TRUE
opacity = 0
anchored = TRUE
var/ready = TRUE
var/replenishing = FALSE
var/ready_implants = 5
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/implant_type = /obj/item/implant/mindshield
var/auto_inject = FALSE
var/auto_replenish = TRUE
var/special = FALSE
var/special_name = "special function"
/obj/machinery/implantchair/Initialize()
. = ..()
open_machine()
update_icon()
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
ui.open()
/obj/machinery/implantchair/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = occupant
data["occupant"]["name"] = mob_occupant.name
data["occupant"]["stat"] = mob_occupant.stat
data["special_name"] = special ? special_name : null
data["ready_implants"] = ready_implants
data["ready"] = ready
data["replenishing"] = replenishing
return data
/obj/machinery/implantchair/ui_act(action, params)
if(..())
return
switch(action)
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("implant")
implant(occupant,usr)
. = TRUE
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
if (!istype(M))
return
if(!ready_implants || !ready)
return
if(implant_action(M,user))
ready_implants--
if(!replenishing && auto_replenish)
replenishing = TRUE
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
if(injection_cooldown > 0)
ready = FALSE
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
else
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
update_icon()
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
var/obj/item/implant/I = new implant_type
if(I.implant(M))
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
return 1
/obj/machinery/implantchair/update_icon()
icon_state = initial(icon_state)
if(state_open)
icon_state += "_open"
if(occupant)
icon_state += "_occupied"
if(ready)
add_overlay("ready")
else
cut_overlays()
/obj/machinery/implantchair/proc/replenish()
if(ready_implants < max_implants)
ready_implants++
if(ready_implants < max_implants)
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
else
replenishing = FALSE
/obj/machinery/implantchair/proc/set_ready()
ready = TRUE
update_icon()
/obj/machinery/implantchair/container_resist(mob/living/user)
if(state_open)
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
if(do_after(user, 600, target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/implantchair/relaymove(mob/user)
container_resist(user)
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
return
close_machine(target)
/obj/machinery/implantchair/close_machine(mob/living/user)
if((isnull(user) || istype(user)) && state_open)
..(user)
if(auto_inject && ready && ready_implants > 0)
implant(user,null)
/obj/machinery/implantchair/genepurge
name = "Genetic purifier"
desc = "Used to purge human genome of foreign influences"
special = TRUE
special_name = "Purge genome"
injection_cooldown = 0
replenish_cooldown = 300
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
if(!istype(H))
return 0
H.set_species(/datum/species/human, 1)//lizards go home
purrbation_remove(H)//remove cats
H.dna.remove_all_mutations()//hulks out
return 1
/obj/machinery/implantchair/brainwash
name = "Neural Imprinter"
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
special_name = "Imprint"
injection_cooldown = 3000
auto_inject = FALSE
auto_replenish = FALSE
special = TRUE
var/objective = "Obey the law. Praise Nanotrasen."
var/custom = FALSE
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
return 0
if(custom)
if(!user || !user.Adjacent(src))
return 0
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
message_admins("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
log_game("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
var/datum/objective/custom_objective = new/datum/objective(objective)
custom_objective.owner = C.mind
C.mind.objectives += custom_objective
C.mind.announce_objectives()
message_admins("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
log_game("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
return 1
/obj/machinery/implantchair
name = "mindshield implanter"
desc = "Used to implant occupants with mindshield implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = TRUE
opacity = 0
anchored = TRUE
var/ready = TRUE
var/replenishing = FALSE
var/ready_implants = 5
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/implant_type = /obj/item/implant/mindshield
var/auto_inject = FALSE
var/auto_replenish = TRUE
var/special = FALSE
var/special_name = "special function"
var/message_cooldown
var/breakout_time = 1
/obj/machinery/implantchair/Initialize()
. = ..()
open_machine()
update_icon()
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
ui.open()
/obj/machinery/implantchair/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = occupant
data["occupant"]["name"] = mob_occupant.name
data["occupant"]["stat"] = mob_occupant.stat
data["special_name"] = special ? special_name : null
data["ready_implants"] = ready_implants
data["ready"] = ready
data["replenishing"] = replenishing
return data
/obj/machinery/implantchair/ui_act(action, params)
if(..())
return
switch(action)
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("implant")
implant(occupant,usr)
. = TRUE
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
if (!istype(M))
return
if(!ready_implants || !ready)
return
if(implant_action(M,user))
ready_implants--
if(!replenishing && auto_replenish)
replenishing = TRUE
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
if(injection_cooldown > 0)
ready = FALSE
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
else
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
update_icon()
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
var/obj/item/implant/I = new implant_type
if(I.implant(M))
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
return 1
/obj/machinery/implantchair/update_icon()
icon_state = initial(icon_state)
if(state_open)
icon_state += "_open"
if(occupant)
icon_state += "_occupied"
if(ready)
add_overlay("ready")
else
cut_overlays()
/obj/machinery/implantchair/proc/replenish()
if(ready_implants < max_implants)
ready_implants++
if(ready_implants < max_implants)
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
else
replenishing = FALSE
/obj/machinery/implantchair/proc/set_ready()
ready = TRUE
update_icon()
/obj/machinery/implantchair/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/implantchair/relaymove(mob/user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
return
close_machine(target)
/obj/machinery/implantchair/close_machine(mob/living/user)
if((isnull(user) || istype(user)) && state_open)
..(user)
if(auto_inject && ready && ready_implants > 0)
implant(user,null)
/obj/machinery/implantchair/genepurge
name = "Genetic purifier"
desc = "Used to purge human genome of foreign influences"
special = TRUE
special_name = "Purge genome"
injection_cooldown = 0
replenish_cooldown = 300
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
if(!istype(H))
return 0
H.set_species(/datum/species/human, 1)//lizards go home
purrbation_remove(H)//remove cats
H.dna.remove_all_mutations()//hulks out
return 1
/obj/machinery/implantchair/brainwash
name = "Neural Imprinter"
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
special_name = "Imprint"
injection_cooldown = 3000
auto_inject = FALSE
auto_replenish = FALSE
special = TRUE
var/objective = "Obey the law. Praise Nanotrasen."
var/custom = FALSE
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
return 0
if(custom)
if(!user || !user.Adjacent(src))
return 0
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
message_admins("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
log_game("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
var/datum/objective/custom_objective = new/datum/objective(objective)
custom_objective.owner = C.mind
C.mind.objectives += custom_objective
C.mind.announce_objectives()
message_admins("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
log_game("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
return 1
+170 -168
View File
@@ -1,168 +1,170 @@
/* Kitchen tools
* Contains:
* Fork
* Kitchen knives
* Ritual Knife
* Butcher's cleaver
* Combat Knife
* Rolling Pins
*/
/obj/item/kitchen
icon = 'icons/obj/kitchen.dmi'
origin_tech = "materials=1"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
/obj/item/kitchen/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(forkload)
if(M == user)
M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
else
M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
icon_state = "fork"
forkload = null
else if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife
name = "kitchen knife"
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags_1 = CONDUCT_1
force = 10
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return (BRUTELOSS)
/obj/item/kitchen/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "knife"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags_1 = CONDUCT_1
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/combat
name = "combat knife"
icon_state = "buckknife"
item_state = "knife"
desc = "A military combat utility survival knife."
force = 20
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
bayonet = TRUE
/obj/item/kitchen/knife/combat/survival
name = "survival knife"
icon_state = "survivalknife"
item_state = "knife"
desc = "A hunting grade survival knife."
force = 15
throwforce = 15
bayonet = TRUE
/obj/item/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
materials = list()
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
item_state = "carrotshiv"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/* Trays moved to /obj/item/storage/bag */
/* Kitchen tools
* Contains:
* Fork
* Kitchen knives
* Ritual Knife
* Butcher's cleaver
* Combat Knife
* Rolling Pins
*/
/obj/item/kitchen
icon = 'icons/obj/kitchen.dmi'
origin_tech = "materials=1"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
/obj/item/kitchen/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(forkload)
if(M == user)
M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
else
M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
icon_state = "fork"
forkload = null
else if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife
name = "kitchen knife"
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags_1 = CONDUCT_1
force = 10
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return (BRUTELOSS)
/obj/item/kitchen/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "knife"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags_1 = CONDUCT_1
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/combat
name = "combat knife"
icon_state = "buckknife"
item_state = "knife"
desc = "A military combat utility survival knife."
force = 20
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
bayonet = TRUE
/obj/item/kitchen/knife/combat/survival
name = "survival knife"
icon_state = "survivalknife"
item_state = "knife"
desc = "A hunting grade survival knife."
force = 15
throwforce = 15
bayonet = TRUE
/obj/item/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
materials = list()
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
item_state = "carrotshiv"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/* Trays moved to /obj/item/storage/bag */
+2
View File
@@ -36,6 +36,8 @@
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
origin_tech = "combat=5;biotech=5"
w_class = WEIGHT_CLASS_HUGE
force = 20
+187 -13
View File
@@ -1,27 +1,201 @@
/obj/item/banner
name = "banner"
desc = "A banner with Nanotrasen's logo on it."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "banner"
item_state = "banner"
force = 8
attack_verb = list("forcefully inspired", "violently encouraged", "relentlessly galvanized")
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
desc = "A banner with Nanotrasen's logo on it."
var/moralecooldown = 0
var/moralewait = 600
var/inspiration_available = TRUE //If this banner can be used to inspire crew
var/morale_time = 0
var/morale_cooldown = 600 //How many deciseconds between uses
var/list/job_loyalties //Mobs with any of these assigned roles will be inspired
var/list/role_loyalties //Mobs with any of these special roles will be inspired
var/warcry
/obj/item/banner/examine(mob/user)
..()
if(inspiration_available)
to_chat(user, "<span class='notice'>Activate it in your hand to inspire nearby allies of this banner's allegiance!</span>")
/obj/item/banner/attack_self(mob/living/carbon/human/user)
if(moralecooldown + moralewait > world.time)
if(!inspiration_available)
return
to_chat(user, "<span class='notice'>You increase the morale of your fellows!</span>")
moralecooldown = world.time
if(morale_time > world.time)
to_chat(user, "<span class='warning'>You aren't feeling inspired enough to flourish [src] again yet.</span>")
return
user.visible_message("<span class='big notice'>[user] flourishes [src]!</span>", \
"<span class='notice'>You raise [src] skywards, inspiring your allies!</span>")
playsound(src, "rustle", 100, FALSE)
if(warcry)
user.say("[warcry]")
var/old_transform = user.transform
user.transform *= 1.2
animate(user, transform = old_transform, time = 10)
morale_time = world.time + morale_cooldown
for(var/mob/living/carbon/human/H in range(4,get_turf(src)))
to_chat(H, "<span class='notice'>Your morale is increased by [user]'s banner!</span>")
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStun(-40)
H.AdjustKnockdown(-40)
H.AdjustUnconscious(-40)
var/list/inspired = list()
var/has_job_loyalties = LAZYLEN(job_loyalties)
var/has_role_loyalties = LAZYLEN(role_loyalties)
inspired += user //The user is always inspired, regardless of loyalties
for(var/mob/living/carbon/human/H in range(4, get_turf(src)))
if(H.stat == DEAD || H == user)
continue
if(H.mind && (has_job_loyalties || has_role_loyalties))
if(has_job_loyalties && H.mind.assigned_role in job_loyalties)
inspired += H
else if(has_role_loyalties && H.mind.special_role in role_loyalties)
inspired += H
else if(check_inspiration(H))
inspired += H
for(var/V in inspired)
var/mob/living/carbon/human/H = V
if(H != user)
to_chat(H, "<span class='notice'>Your confidence surges as [user] flourishes [user.p_their()] [name]!</span>")
inspiration(H)
special_inspiration(H)
/obj/item/banner/proc/check_inspiration(mob/living/carbon/human/H) //Banner-specific conditions for being eligible
return
/obj/item/banner/proc/inspiration(mob/living/carbon/human/H)
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStun(-40)
H.AdjustKnockdown(-40)
H.AdjustUnconscious(-40)
playsound(H, 'sound/magic/staff_healing.ogg', 25, FALSE)
/obj/item/banner/proc/special_inspiration(mob/living/carbon/human/H) //Any banner-specific inspiration effects go here
return
/obj/item/banner/security
name = "securistan banner"
desc = "The banner of Securistan, ruling the station with an iron fist."
icon_state = "banner_security"
job_loyalties = list("Security Officer", "Warden", "Detective", "Head of Security")
warcry = "EVERYONE DOWN ON THE GROUND!!"
/obj/item/banner/security/mundane
inspiration_available = FALSE
/datum/crafting_recipe/security_banner
name = "Securistan Banner"
result = /obj/item/banner/security/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/security = 1)
category = CAT_MISC
/obj/item/banner/medical
name = "meditopia banner"
desc = "The banner of Meditopia, generous benefactors that cure wounds and shelter the weak."
icon_state = "banner_medical"
job_loyalties = list("Medical Doctor", "Chemist", "Geneticist", "Virologist", "Chief Medical Officer")
warcry = "No wounds cannot be healed!"
/obj/item/banner/medical/mundane
inspiration_available = FALSE
/obj/item/banner/medical/check_inspiration(mob/living/carbon/human/H)
return H.stat //Meditopia is moved to help those in need
/datum/crafting_recipe/medical_banner
name = "Meditopia Banner"
result = /obj/item/banner/medical/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/medical = 1)
category = CAT_MISC
/obj/item/banner/medical/special_inspiration(mob/living/carbon/human/H)
H.adjustToxLoss(-15)
H.setOxyLoss(0)
H.reagents.add_reagent("inaprovaline", 5)
/obj/item/banner/science
name = "sciencia banner"
desc = "The banner of Sciencia, bold and daring thaumaturges and researchers that take the path less traveled."
icon_state = "banner_science"
job_loyalties = list("Scientist", "Roboticist", "Research Director")
warcry = "For Cuban Pete!"
/obj/item/banner/science/mundane
inspiration_available = FALSE
/obj/item/banner/science/check_inspiration(mob/living/carbon/human/H)
return H.on_fire //Sciencia is pleased by dedication to the art of Toxins
/datum/crafting_recipe/science_banner
name = "Sciencia Banner"
result = /obj/item/banner/science/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/scientist = 1)
category = CAT_MISC
/obj/item/banner/cargo
name = "cargonia banner"
desc = "The banner of the eternal Cargonia, with the mystical power of conjuring any object into existence."
icon_state = "banner_cargo"
job_loyalties = list("Cargo Technician", "Shaft Miner", "Quartermaster")
warcry = "Hail Cargonia!"
/obj/item/banner/cargo/mundane
inspiration_available = FALSE
/datum/crafting_recipe/cargo_banner
name = "Cargonia Banner"
result = /obj/item/banner/cargo/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/cargotech = 1)
category = CAT_MISC
/obj/item/banner/engineering
name = "engitopia banner"
desc = "The banner of Engitopia, wielders of limitless power."
icon_state = "banner_engineering"
job_loyalties = list("Station Engineer", "Atmospheric Technician", "Chief Engineer")
warcry = "All hail lord Singuloth!!"
/obj/item/banner/engineering/mundane
inspiration_available = FALSE
/obj/item/banner/engineering/special_inspiration(mob/living/carbon/human/H)
H.radiation = 0
/datum/crafting_recipe/engineering_banner
name = "Engitopia Banner"
result = /obj/item/banner/engineering/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/engineer = 1)
category = CAT_MISC
/obj/item/banner/command
name = "command banner"
desc = "The banner of Command, a staunch and ancient line of bueraucratic kings and queens."
//No icon state here since the default one is the NT banner
job_loyalties = list("Captain", "Head of Personnel", "Chief Engineer", "Head of Security", "Research Director", "Chief Medical Officer")
warcry = "Hail Nanotrasen!"
/obj/item/banner/command/mundane
inspiration_available = FALSE
/obj/item/banner/command/check_inspiration(mob/living/carbon/human/H)
return H.isloyal() //Command is stalwart but rewards their allies.
/datum/crafting_recipe/command_banner
name = "Command Banner"
result = /obj/item/banner/command/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/captainparade = 1)
category = CAT_MISC
/obj/item/banner/red
name = "red banner"
@@ -278,7 +278,6 @@
desc = "Releases a harmless blast that confuses most organics. For when the harm is JUST TOO MUCH"
icon_state = "megaphone"
var/cooldown = 0
var/emagged = FALSE
/obj/item/device/harmalarm/emag_act(mob/user)
emagged = !emagged
+1 -1
View File
@@ -18,7 +18,7 @@
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(M.stat == 2)
if(M.stat == DEAD)
var/t_him = "it"
if(M.gender == MALE)
t_him = "him"
@@ -21,6 +21,10 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("swivel chair", /obj/structure/chair/office/dark, 5, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("comfy chair", /obj/structure/chair/comfy/beige, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/left, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (right)", /obj/structure/chair/sofa/right, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (corner)", /obj/structure/chair/sofa/corner, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("rack parts", /obj/item/rack_parts), \
new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
@@ -421,4 +425,4 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
/obj/item/stack/sheet/paperframes/twenty
amount = 20
/obj/item/stack/sheet/paperframes/fifty
amount = 50
amount = 50
@@ -1,9 +0,0 @@
diff a/code/game/objects/items/storage/boxes.dm b/code/game/objects/items/storage/boxes.dm (rejected hunks)
@@ -732,7 +732,6 @@
/obj/item/storage/box/ingredients //This box is for the randomely chosen version the chef spawns with, it shouldn't actually exist.
name = "ingredients box"
illustration = "donk_kit"
- icon_state = null
/obj/item/storage/box/ingredients/Initialize()
..()
+217 -215
View File
@@ -1,215 +1,217 @@
/* First aid storage
* Contains:
* First Aid Kits
* Pill Bottles
* Dice Pack (in a pill bottle)
*/
/*
* First Aid Kits
*/
/obj/item/storage/firstaid
name = "first-aid kit"
desc = "It's an emergency medical kit for those serious boo-boos."
icon_state = "firstaid"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 7
var/empty = 0
/obj/item/storage/firstaid/regular
icon_state = "firstaid"
desc = "A first aid kit with the ability to heal common types of injuries."
/obj/item/storage/firstaid/regular/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/ancient
icon_state = "firstaid"
desc = "A first aid kit with the ability to heal common types of injuries."
/obj/item/storage/firstaid/ancient/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
/obj/item/storage/firstaid/fire
name = "burn treatment kit"
desc = "A specialized medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
icon_state = "ointment"
item_state = "firstaid-ointment"
/obj/item/storage/firstaid/fire/Initialize(mapload)
..()
icon_state = pick("ointment","firefirstaid")
/obj/item/storage/firstaid/fire/PopulateContents()
if(empty)
return
for(var/i in 1 to 3)
new /obj/item/reagent_containers/pill/patch/silver_sulf(src)
new /obj/item/reagent_containers/pill/oxandrolone(src)
new /obj/item/reagent_containers/pill/oxandrolone(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/toxin
name = "toxin treatment kit"
desc = "Used to treat toxic blood content and radiation poisoning."
icon_state = "antitoxin"
item_state = "firstaid-toxin"
/obj/item/storage/firstaid/toxin/Initialize(mapload)
. = ..()
icon_state = pick("antitoxin","antitoxfirstaid","antitoxfirstaid2","antitoxfirstaid3")
/obj/item/storage/firstaid/toxin/PopulateContents()
if(empty)
return
for(var/i in 1 to 4)
new /obj/item/reagent_containers/syringe/charcoal(src)
for(var/i in 1 to 2)
new /obj/item/storage/pill_bottle/charcoal(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/o2
name = "oxygen deprivation treatment kit"
desc = "A box full of oxygen goodies."
icon_state = "o2"
item_state = "firstaid-o2"
/obj/item/storage/firstaid/o2/PopulateContents()
if(empty)
return
for(var/i in 1 to 4)
new /obj/item/reagent_containers/pill/salbutamol(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/brute
name = "brute trauma treatment kit"
desc = "A first aid kit for when you get toolboxed."
icon_state = "brute"
item_state = "firstaid-brute"
/obj/item/storage/firstaid/brute/PopulateContents()
if(empty)
return
for(var/i in 1 to 4)
new /obj/item/reagent_containers/pill/patch/styptic(src)
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/gauze(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/tactical
name = "combat medical kit"
desc = "I hope you've got insurance."
icon_state = "bezerk"
max_w_class = WEIGHT_CLASS_NORMAL
/obj/item/storage/firstaid/tactical/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/defibrillator/compact/combat/loaded(src)
new /obj/item/reagent_containers/hypospray/combat(src)
new /obj/item/reagent_containers/pill/patch/styptic(src)
new /obj/item/reagent_containers/pill/patch/silver_sulf(src)
new /obj/item/reagent_containers/syringe/lethal/choral(src)
new /obj/item/clothing/glasses/hud/health/night(src)
/*
* Pill Bottles
*/
/obj/item/storage/pill_bottle
name = "pill bottle"
desc = "It's an airtight container for storing medication."
icon_state = "pill_canister"
icon = 'icons/obj/chemical.dmi'
item_state = "contsolid"
w_class = WEIGHT_CLASS_SMALL
can_hold = list(/obj/item/reagent_containers/pill, /obj/item/dice)
allow_quick_gather = 1
use_to_pickup = 1
/obj/item/storage/pill_bottle/MouseDrop(obj/over_object) //Quick pillbottle fix. -Agouri
if(ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if(!istype(over_object, /obj/screen) || !Adjacent(M))
return ..()
if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
add_fingerprint(usr)
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if(usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
/obj/item/storage/pill_bottle/charcoal
name = "bottle of charcoal pills"
desc = "Contains pills used to counter toxins."
/obj/item/storage/pill_bottle/charcoal/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/charcoal(src)
/obj/item/storage/pill_bottle/epinephrine
name = "bottle of epinephrine pills"
desc = "Contains pills used to stabilize patients."
/obj/item/storage/pill_bottle/epinephrine/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/epinephrine(src)
/obj/item/storage/pill_bottle/mutadone
name = "bottle of mutadone pills"
desc = "Contains pills used to treat genetic abnormalities."
/obj/item/storage/pill_bottle/mutadone/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/mutadone(src)
/obj/item/storage/pill_bottle/mannitol
name = "bottle of mannitol pills"
desc = "Contains pills used to treat brain damage."
/obj/item/storage/pill_bottle/mannitol/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/mannitol(src)
/obj/item/storage/pill_bottle/stimulant
name = "bottle of stimulant pills"
desc = "Guaranteed to give you that extra burst of energy during a long shift!"
/obj/item/storage/pill_bottle/stimulant/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/pill/stimulant(src)
/obj/item/storage/pill_bottle/mining
name = "bottle of patches"
desc = "Contains patches used to treat brute and burn damage."
/obj/item/storage/pill_bottle/mining/PopulateContents()
new /obj/item/reagent_containers/pill/patch/silver_sulf(src)
for(var/i in 1 to 3)
new /obj/item/reagent_containers/pill/patch/styptic(src)
/* First aid storage
* Contains:
* First Aid Kits
* Pill Bottles
* Dice Pack (in a pill bottle)
*/
/*
* First Aid Kits
*/
/obj/item/storage/firstaid
name = "first-aid kit"
desc = "It's an emergency medical kit for those serious boo-boos."
icon_state = "firstaid"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 7
var/empty = 0
/obj/item/storage/firstaid/regular
icon_state = "firstaid"
desc = "A first aid kit with the ability to heal common types of injuries."
/obj/item/storage/firstaid/regular/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/ancient
icon_state = "firstaid"
desc = "A first aid kit with the ability to heal common types of injuries."
/obj/item/storage/firstaid/ancient/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
/obj/item/storage/firstaid/fire
name = "burn treatment kit"
desc = "A specialized medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
icon_state = "ointment"
item_state = "firstaid-ointment"
/obj/item/storage/firstaid/fire/Initialize(mapload)
..()
icon_state = pick("ointment","firefirstaid")
/obj/item/storage/firstaid/fire/PopulateContents()
if(empty)
return
for(var/i in 1 to 3)
new /obj/item/reagent_containers/pill/patch/silver_sulf(src)
new /obj/item/reagent_containers/pill/oxandrolone(src)
new /obj/item/reagent_containers/pill/oxandrolone(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/toxin
name = "toxin treatment kit"
desc = "Used to treat toxic blood content and radiation poisoning."
icon_state = "antitoxin"
item_state = "firstaid-toxin"
/obj/item/storage/firstaid/toxin/Initialize(mapload)
. = ..()
icon_state = pick("antitoxin","antitoxfirstaid","antitoxfirstaid2","antitoxfirstaid3")
/obj/item/storage/firstaid/toxin/PopulateContents()
if(empty)
return
for(var/i in 1 to 4)
new /obj/item/reagent_containers/syringe/charcoal(src)
for(var/i in 1 to 2)
new /obj/item/storage/pill_bottle/charcoal(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/o2
name = "oxygen deprivation treatment kit"
desc = "A box full of oxygen goodies."
icon_state = "o2"
item_state = "firstaid-o2"
/obj/item/storage/firstaid/o2/PopulateContents()
if(empty)
return
for(var/i in 1 to 4)
new /obj/item/reagent_containers/pill/salbutamol(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/brute
name = "brute trauma treatment kit"
desc = "A first aid kit for when you get toolboxed."
icon_state = "brute"
item_state = "firstaid-brute"
/obj/item/storage/firstaid/brute/PopulateContents()
if(empty)
return
for(var/i in 1 to 4)
new /obj/item/reagent_containers/pill/patch/styptic(src)
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/gauze(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/storage/firstaid/tactical
name = "combat medical kit"
desc = "I hope you've got insurance."
icon_state = "bezerk"
max_w_class = WEIGHT_CLASS_NORMAL
/obj/item/storage/firstaid/tactical/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/defibrillator/compact/combat/loaded(src)
new /obj/item/reagent_containers/hypospray/combat(src)
new /obj/item/reagent_containers/pill/patch/styptic(src)
new /obj/item/reagent_containers/pill/patch/silver_sulf(src)
new /obj/item/reagent_containers/syringe/lethal/choral(src)
new /obj/item/clothing/glasses/hud/health/night(src)
/*
* Pill Bottles
*/
/obj/item/storage/pill_bottle
name = "pill bottle"
desc = "It's an airtight container for storing medication."
icon_state = "pill_canister"
icon = 'icons/obj/chemical.dmi'
item_state = "contsolid"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
can_hold = list(/obj/item/reagent_containers/pill, /obj/item/dice)
allow_quick_gather = 1
use_to_pickup = 1
/obj/item/storage/pill_bottle/MouseDrop(obj/over_object) //Quick pillbottle fix. -Agouri
if(ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if(!istype(over_object, /obj/screen) || !Adjacent(M))
return ..()
if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
add_fingerprint(usr)
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if(usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
/obj/item/storage/pill_bottle/charcoal
name = "bottle of charcoal pills"
desc = "Contains pills used to counter toxins."
/obj/item/storage/pill_bottle/charcoal/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/charcoal(src)
/obj/item/storage/pill_bottle/epinephrine
name = "bottle of epinephrine pills"
desc = "Contains pills used to stabilize patients."
/obj/item/storage/pill_bottle/epinephrine/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/epinephrine(src)
/obj/item/storage/pill_bottle/mutadone
name = "bottle of mutadone pills"
desc = "Contains pills used to treat genetic abnormalities."
/obj/item/storage/pill_bottle/mutadone/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/mutadone(src)
/obj/item/storage/pill_bottle/mannitol
name = "bottle of mannitol pills"
desc = "Contains pills used to treat brain damage."
/obj/item/storage/pill_bottle/mannitol/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/mannitol(src)
/obj/item/storage/pill_bottle/stimulant
name = "bottle of stimulant pills"
desc = "Guaranteed to give you that extra burst of energy during a long shift!"
/obj/item/storage/pill_bottle/stimulant/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/pill/stimulant(src)
/obj/item/storage/pill_bottle/mining
name = "bottle of patches"
desc = "Contains patches used to treat brute and burn damage."
/obj/item/storage/pill_bottle/mining/PopulateContents()
new /obj/item/reagent_containers/pill/patch/silver_sulf(src)
for(var/i in 1 to 3)
new /obj/item/reagent_containers/pill/patch/styptic(src)
+1 -1
View File
@@ -89,7 +89,7 @@ Frequency:
continue
else
var/mob/M = W.loc
if (M.stat == 2)
if (M.stat == DEAD)
if (M.timeofdeath + 6000 < world.time)
continue
File diff suppressed because it is too large Load Diff
+7
View File
@@ -40,6 +40,7 @@
icon = 'icons/obj/toy.dmi'
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/balloon/New()
create_reagents(10)
@@ -278,6 +279,8 @@
icon = 'icons/obj/toy.dmi'
icon_state = "foamblade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
attack_verb = list("pricked", "absorbed", "gored")
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
@@ -288,6 +291,8 @@
desc = "A replica toolbox that rumbles when you turn the key"
icon_state = "his_grace"
item_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
var/active = FALSE
icon = 'icons/obj/items_and_weapons.dmi'
attack_verb = list("robusted")
@@ -547,6 +552,8 @@
desc = "A tool to help you write fictional devils!"
icon = 'icons/obj/library.dmi'
icon_state = "demonomicon"
lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
recharge_time = 60
File diff suppressed because it is too large Load Diff
+1
View File
@@ -169,6 +169,7 @@
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
@@ -0,0 +1,12 @@
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
/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"
@@ -16,7 +16,7 @@
integrity_failure = 50
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
var/breakout_time = 2
var/lastbang
var/message_cooldown
var/can_weld_shut = TRUE
var/horizontal = FALSE
var/allow_objects = FALSE
@@ -300,14 +300,12 @@
/obj/structure/closet/relaymove(mob/user)
if(user.stat || !isturf(loc) || !isliving(user))
return
var/mob/living/L = user
if(!open())
if(L.last_special <= world.time)
container_resist(L)
if(world.time > lastbang+5)
lastbang = world.time
for(var/mob/M in get_hearers_in_view(src, null))
M.show_message("<FONT size=[max(0, 5 - get_dist(src, M))]>BANG, bang!</FONT>", 2)
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
container_resist()
/obj/structure/closet/attack_hand(mob/user)
..()
@@ -367,9 +365,10 @@
//okay, so the closet is either welded or locked... resist!!!
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open.</span>")
visible_message("<span class='warning'>[src] begins to shake violently!</span>")
if(do_after(user,(breakout_time * 60 * 10), target = src)) //minutes * 60seconds * 10deciseconds
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 [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear banging from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
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
@@ -388,7 +387,7 @@
/obj/structure/closet/AltClick(mob/user)
..()
if(!user.canUseTopic(src, be_close=TRUE))
if(!user.canUseTopic(src, be_close=TRUE) || isturf(loc))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(opened || !secure)
@@ -185,6 +185,7 @@
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/storage/belt/holster/full(src)
new /obj/item/pinpointer/crew(src)
new /obj/item/device/mass_spectrometer(src)
/obj/structure/closet/secure_closet/injection
name = "lethal injections"
+34 -14
View File
@@ -7,6 +7,7 @@
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
var/auto_connect = FALSE
/obj/structure/ladder/unbreakable //mostly useful for awaymissions to prevent halting progress in a mission
name = "sturdy ladder"
@@ -19,12 +20,18 @@
return INITIALIZE_HINT_LATELOAD
/obj/structure/ladder/Destroy()
if(up && up.down == src)
up.down = null
up.update_icon()
if(down && down.up == src)
down.up = null
down.update_icon()
GLOB.ladders -= src
. = ..()
/obj/structure/ladder/LateInitialize()
for(var/obj/structure/ladder/L in GLOB.ladders)
if(L.id == id)
if(L.id == id || (auto_connect && L.auto_connect && L.x == x && L.y == y))
if(L.height == (height - 1))
down = L
continue
@@ -50,31 +57,33 @@
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/proc/go_up(mob/user,is_ghost)
/obj/structure/ladder/proc/travel(going_up, mob/user, is_ghost, obj/structure/ladder/ladder)
if(!is_ghost)
show_fluff_message(1,user)
up.add_fingerprint(user)
user.loc = get_turf(up)
show_fluff_message(going_up,user)
ladder.add_fingerprint(user)
var/atom/movable/AM
if(user.pulling)
AM = user.pulling
user.pulling.forceMove(get_turf(ladder))
user.forceMove(get_turf(ladder))
if(AM)
user.start_pulling(AM)
/obj/structure/ladder/proc/go_down(mob/user,is_ghost)
if(!is_ghost)
show_fluff_message(0,user)
down.add_fingerprint(user)
user.loc = get_turf(down)
/obj/structure/ladder/proc/use(mob/user,is_ghost=0)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if("Up")
go_up(user,is_ghost)
travel(TRUE, user, is_ghost, up)
if("Down")
go_down(user,is_ghost)
travel(FALSE, user, is_ghost, down)
if("Cancel")
return
else if(up)
go_up(user,is_ghost)
travel(TRUE, user, is_ghost, up)
else if(down)
go_down(user,is_ghost)
travel(FALSE, user,is_ghost, down)
else
to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
@@ -108,3 +117,14 @@
. = ..()
else
return QDEL_HINT_LETMELIVE
/obj/structure/ladder/unbreakable/singularity_pull()
return
/obj/structure/ladder/auto_connect //They will connect to ladders with the same X and Y without needing to share an ID
auto_connect = TRUE
/obj/structure/ladder/singularity_pull()
visible_message("<span class='danger'>[src] is torn to pieces by the gravitational pull!</span>")
qdel(src)
+1
View File
@@ -45,6 +45,7 @@
qdel(src)
/obj/structure/lattice/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FOUR)
deconstruct()
+21 -5
View File
@@ -23,6 +23,8 @@
var/obj/structure/tray/connected = null
var/locked = FALSE
var/opendir = SOUTH
var/message_cooldown
var/breakout_time = 1
/obj/structure/bodycontainer/Destroy()
open()
@@ -41,6 +43,11 @@
/obj/structure/bodycontainer/relaymove(mob/user)
if(user.stat || !isturf(loc))
return
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open()
/obj/structure/bodycontainer/attack_paw(mob/user)
@@ -84,11 +91,20 @@
qdel(src)
/obj/structure/bodycontainer/container_resist(mob/living/user)
open()
/obj/structure/bodycontainer/relay_container_resist(mob/living/user, obj/O)
to_chat(user, "<span class='notice'>You slam yourself into the side of [O].</span>")
container_resist(user)
if(!locked)
open()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message(null, \
"<span class='notice'>You lean on the back of [src] and start pushing the tray open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open()
/obj/structure/bodycontainer/proc/open()
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
+1 -4
View File
@@ -155,12 +155,9 @@
/obj/structure/statue/plasma/bullet_act(obj/item/projectile/Proj)
var/burn = FALSE
if(istype(Proj, /obj/item/projectile/beam))
if(!(Proj.nodamage) && Proj.damage_type == BURN)
PlasmaBurn(2500)
burn = TRUE
else if(istype(Proj, /obj/item/projectile/ion))
PlasmaBurn(500)
burn = TRUE
if(burn)
var/turf/T = get_turf(src)
if(Proj.firer)
@@ -30,6 +30,7 @@
return ..()
/obj/structure/transit_tube/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
@@ -62,10 +62,14 @@
AM.ex_act(severity, target)
/obj/structure/transit_tube_pod/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
/obj/structure/transit_tube_pod/container_resist(mob/living/user)
if(!user.incapacitated())
empty_pod()
return
if(!moving)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
@@ -535,6 +535,7 @@
name = "puddle"
desc = "A puddle used for washing one's hands and face."
icon_state = "puddle"
resistance_flags = UNACIDABLE
/obj/structure/sink/puddle/attack_hand(mob/M)
icon_state = "puddle-splash"
@@ -546,6 +547,10 @@
. = ..()
icon_state = "puddle"
/obj/structure/sink/puddle/deconstruct(disassembled = TRUE)
qdel(src)
//Shower Curtains//
//Defines used are pre-existing in layers.dm//
+1
View File
@@ -105,6 +105,7 @@
qdel(src)
/obj/structure/window/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)