Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into abductor-update
This commit is contained in:
@@ -31,18 +31,21 @@
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var/damaged = FALSE //damaged indicates that our eyes are undergoing some level of negative effect
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/obj/item/organ/eyes/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
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..()
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. = ..()
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if(!.)
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return
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if(damage == initial(damage))
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clear_eye_trauma()
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if(ishuman(owner))
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var/mob/living/carbon/human/HMN = owner
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old_eye_color = HMN.eye_color
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var/mob/living/carbon/human/H = owner
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old_eye_color = H.eye_color
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if(eye_color)
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HMN.eye_color = eye_color
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HMN.regenerate_icons()
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H.eye_color = eye_color
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else
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eye_color = HMN.eye_color
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if(HAS_TRAIT(HMN, TRAIT_NIGHT_VISION) && !lighting_alpha)
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eye_color = H.eye_color
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if(!special)
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H.dna?.species?.handle_body() //regenerate eyeballs overlays.
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if(HAS_TRAIT(H, TRAIT_NIGHT_VISION) && !lighting_alpha)
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lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT
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see_in_dark = 8
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M.update_tint()
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@@ -51,13 +54,15 @@
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/obj/item/organ/eyes/Remove(mob/living/carbon/M, special = 0)
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clear_eye_trauma()
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..()
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. = ..()
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if(ishuman(M) && eye_color)
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var/mob/living/carbon/human/HMN = M
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HMN.eye_color = old_eye_color
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HMN.regenerate_icons()
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M.update_tint()
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M.update_sight()
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var/mob/living/carbon/human/H = M
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H.eye_color = old_eye_color
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if(!special)
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H.dna.species.handle_body()
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if(!special)
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M.update_tint()
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M.update_sight()
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/obj/item/organ/eyes/on_life()
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..()
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@@ -6,7 +6,7 @@
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slot = ORGAN_SLOT_HEART
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healing_factor = STANDARD_ORGAN_HEALING
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decay_factor = 3 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
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decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
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low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
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high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
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@@ -25,6 +25,7 @@
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var/now_fixed
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var/high_threshold_cleared
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var/low_threshold_cleared
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rad_flags = RAD_NO_CONTAMINATE
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/obj/item/organ/proc/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
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if(!iscarbon(M) || owner == M)
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@@ -95,13 +96,12 @@
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//Checks to see if the organ is frozen from temperature
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/obj/item/organ/proc/is_cold()
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var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon)
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if(istype(loc, /obj/))//Freezer of some kind, I hope.
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if(is_type_in_list(loc, freezing_objects))
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if(is_type_in_typecache(loc, GLOB.freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
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organ_flags |= ORGAN_FROZEN
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return TRUE
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return
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return (organ_flags & ORGAN_FROZEN) //Incase something else toggles it
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var/local_temp
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if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
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@@ -111,7 +111,7 @@
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else if(istype(loc, /mob/) && !owner)
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var/mob/M = loc
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if(is_type_in_list(M.loc, freezing_objects))
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if(is_type_in_typecache(M.loc, GLOB.freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))
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organ_flags |= ORGAN_FROZEN
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return TRUE
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@@ -121,7 +121,7 @@
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if(owner)
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//Don't interfere with bodies frozen by structures.
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if(is_type_in_list(owner.loc, freezing_objects))
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if(is_type_in_typecache(owner.loc, GLOB.freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))
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organ_flags |= ORGAN_FROZEN
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return TRUE
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@@ -232,6 +232,8 @@
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if(delta > 0)
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if(damage >= maxHealth)
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organ_flags |= ORGAN_FAILING
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if(owner)
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owner.med_hud_set_status()
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return now_failing
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if(damage > high_threshold && prev_damage <= high_threshold)
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return high_threshold_passed
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@@ -239,6 +241,8 @@
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return low_threshold_passed
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else
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organ_flags &= ~ORGAN_FAILING
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if(owner)
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owner.med_hud_set_status()
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if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
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START_PROCESSING(SSobj, src)
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if(prev_damage > low_threshold && damage <= low_threshold)
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@@ -273,6 +277,12 @@
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var/has_liver = (!(NOLIVER in dna.species.species_traits))
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var/has_stomach = (!(NOSTOMACH in dna.species.species_traits))
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for(var/obj/item/organ/O in internal_organs)
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if(O.organ_flags & ORGAN_FAILING)
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O.setOrganDamage(0)
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if(only_one)
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return TRUE
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if(has_liver && !getorganslot(ORGAN_SLOT_LIVER))
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var/obj/item/organ/liver/LI
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@@ -362,3 +372,15 @@
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tail.Insert(src)
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if(only_one)
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return TRUE
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/obj/item/organ/random
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name = "Illegal organ"
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desc = "Something hecked up"
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/obj/item/organ/random/Initialize()
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..()
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var/list = list(/obj/item/organ/tongue, /obj/item/organ/brain, /obj/item/organ/heart, /obj/item/organ/liver, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/tail, /obj/item/organ/stomach)
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var/newtype = pick(list)
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new newtype(loc)
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return INITIALIZE_HINT_QDEL
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@@ -749,17 +749,17 @@
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to_chat(world, "[user]'s power is [power_multiplier].")
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//Mixables
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var/static/regex/enthral_words = regex("relax|obey|love|serve|docile|so easy|ara ara")
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var/static/regex/reward_words = regex("good boy|good girl|good pet|good job")
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var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job")
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var/static/regex/enthral_words = regex("relax|obey|love|serve|so easy|ara ara")
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var/static/regex/reward_words = regex("good boy|good girl|good pet|good job|splendid|jolly good|bloody brilliant")
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var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job|spot of bother|gone and done it now|blast it|buggered it up")
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//phase 0
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var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
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var/static/regex/wakeup_words = regex("revert|awaken|snap") //works
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var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
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//phase1
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var/static/regex/petstatus_words = regex("how are you|what is your status|are you okay")
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var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
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var/static/regex/speak_words = regex("talk to me|speak")
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var/static/regex/antiresist_words = regex("unable to resist|give in")//useful if you think your target is resisting a lot
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var/static/regex/antiresist_words = regex("unable to resist|give in|stop being difficult")//useful if you think your target is resisting a lot
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var/static/regex/resist_words = regex("resist|snap out of it|fight")//useful if two enthrallers are fighting
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var/static/regex/forget_words = regex("forget|muddled|awake and forget")
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var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
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@@ -768,11 +768,11 @@
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var/static/regex/awoo_words = regex("howl|awoo|bark")
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var/static/regex/nya_words = regex("nya|meow|mewl")
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var/static/regex/sleep_words = regex("sleep|slumber|rest")
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var/static/regex/strip_words = regex("strip|derobe|nude")
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var/static/regex/strip_words = regex("strip|derobe|nude|at ease|suit off")
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var/static/regex/walk_words = regex("slow down|walk")
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var/static/regex/run_words = regex("run|speed up")
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var/static/regex/liedown_words = regex("lie down") //TO ADD
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var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel")
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var/static/regex/liedown_words = regex("lie down")
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var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel|army crawl")
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//phase 3
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var/static/regex/statecustom_words = regex("state triggers|state your triggers")
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var/static/regex/custom_words = regex("new trigger|listen to me")
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@@ -780,14 +780,14 @@
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var/static/regex/custom_echo = regex("obsess|fills your mind|loop")
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var/static/regex/instill_words = regex("feel|entice|overwhel")
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var/static/regex/recognise_words = regex("recognise me|did you miss me?")
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var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed")
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var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die")
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var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed|word from hq")
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var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die|heroes never die")
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var/static/regex/stun_words = regex("stop|wait|stand still|hold on|halt")
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var/static/regex/hallucinate_words = regex("get high|hallucinate")
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var/static/regex/hallucinate_words = regex("get high|hallucinate|trip balls")
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var/static/regex/hot_words = regex("heat|hot|hell")
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var/static/regex/cold_words = regex("cold|cool down|chill|freeze")
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var/static/regex/getup_words = regex("get up")
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var/static/regex/pacify_words = regex("more and more docile|complaisant|friendly|pacifist")
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var/static/regex/getup_words = regex("get up|hop to it")
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var/static/regex/pacify_words = regex("docile|complaisant|friendly|pacifist")
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var/static/regex/charge_words = regex("charge|oorah|attack")
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var/distancelist = list(2,2,1.5,1.3,1.15,1,0.8,0.6,0.5,0.25)
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@@ -1013,7 +1013,7 @@
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speaktrigger += "I'm really, really horny, "
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//collar
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if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar))
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if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar) && H.client?.prefs.lewdchem)
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speaktrigger += "I love the collar you gave me, "
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//End
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if(H.client?.prefs.lewdchem)
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@@ -1143,7 +1143,7 @@
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switch(E.phase)
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if(2 to INFINITY)
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playsound(get_turf(H), pick('sound/effects/meow1.ogg', 'modular_citadel/sound/voice/nya.ogg'), 50, 1, -1) //I'm very tempted to write a Fermis clause that makes them merowr.ogg if it's me. But, I also don't think snowflakism is okay. I would've gotten away for it too, if it wern't for my morals.
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H.emote("me", 1, "lets out a nya!")
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H.emote("me", EMOTE_VISIBLE, "lets out a nya!")
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E.cooldown += 1
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//SLEEP
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@@ -1230,7 +1230,7 @@
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var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
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if (E.phase == 3)
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var/speaktrigger = ""
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C.emote("me", 1, "whispers something quietly.")
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C.emote("me", EMOTE_VISIBLE, "whispers something quietly.")
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if (get_dist(user, C) > 1)//Requires user to be next to their pet.
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to_chat(user, "<span class='warning'>You need to be next to your pet to hear them!</b></span>")
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continue
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@@ -1249,8 +1249,11 @@
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if (get_dist(user, H) > 1)//Requires user to be next to their pet.
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to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new trigger!</b></span>")
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continue
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if(!H.client?.prefs.lewdchem)
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to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with triggers.</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.SetStun(1000)//Hands are handy, so you have to stay still
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H.SetStun(1000)
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if (E.mental_capacity >= 5)
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@@ -1287,8 +1290,11 @@
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if (get_dist(user, H) > 1)//Requires user to be next to their pet.
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to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new echophrase!</b></span>")
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continue
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if(!H.client?.prefs.lewdchem)
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to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with an echoing phrase.</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.SetStun(1000)//Hands are handy, so you have to stay still
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H.SetStun(1000)
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var/trigger = stripped_input(user, "Enter the loop phrase", MAX_MESSAGE_LEN)
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@@ -1311,7 +1317,7 @@
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to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new objective!</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
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user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
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user.SetStun(1000)//So you can't run away!
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H.SetStun(1000)
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if (E.mental_capacity >= 200)
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@@ -1342,8 +1348,8 @@
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for(var/V in listeners)
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var/mob/living/carbon/human/H = V
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var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
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if(E.phase == 3 && H.client?.prefs.lewdchem)
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var/instill = stripped_input(user, "Instill an emotion in your [(user.client?.prefs.lewdchem?"Your pet":"listener")].", MAX_MESSAGE_LEN)
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if(E.phase >= 3 && H.client?.prefs.lewdchem)
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var/instill = stripped_input(user, "Instill an emotion in [H].", MAX_MESSAGE_LEN)
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to_chat(H, "<i>[instill]</i>")
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to_chat(user, "<span class='notice'><i>You sucessfully instill a feeling in [H]</i></span>")
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log_game("FERMICHEM: [H] has been instilled by [user] with [instill] via MKUltra.")
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Reference in New Issue
Block a user