Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-27467

This commit is contained in:
LetterJay
2017-05-23 05:31:00 -05:00
234 changed files with 61548 additions and 61182 deletions
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+29 -6
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@@ -1,7 +1,30 @@
#ifndef ALL_MAPS
#include "map_files\generic\SpaceStation.dmm"
#include "map_files\generic\Centcomm.dmm"
#include "map_files\generic\Space.dmm"
#include "map_files\generic\SpaceDock.dmm"
#include "map_files\Mining\lavaland.dmm"
#ifndef ALL_MAPS
#include "map_files\generic\SpaceStation.dmm"
#include "map_files\generic\Centcomm.dmm"
#include "map_files\generic\Space.dmm"
#include "map_files\generic\SpaceDock.dmm"
#include "map_files\Mining\lavaland.dmm"
#else
#include "map_files\debug\runtimestation.dmm"
#include "map_files\Deltastation\DeltaStation2.dmm"
#include "map_files\MetaStation\MetaStation.dmm"
#include "map_files\OmegaStation\OmegaStation.dmm"
#include "map_files\PubbyStation\PubbyStation.dmm"
#include "map_files\TgStation\tgstation.2.1.3.dmm"
#include "map_files\Cerestation\cerestation.dmm"
#include "map_files\generic\Centcomm.dmm"
#include "map_files\generic\SpaceStation.dmm"
#include "map_files\generic\Space.dmm"
#include "map_files\generic\SpaceDock.dmm"
#include "map_files\Mining\Lavaland.dmm"
#ifdef TRAVISBUILDING
#include "templates.dm"
#endif
#endif
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+4 -4
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@@ -1,12 +1,12 @@
#define MC_TICK_CHECK ( ( world.tick_usage > GLOB.CURRENT_TICKLIMIT || src.state != SS_RUNNING ) ? pause() : 0 )
#define MC_TICK_CHECK ( ( world.tick_usage > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = GLOB.CURRENT_TICKLIMIT; var/split_tick_phases = ##phase_count
#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
#define MC_SPLIT_TICK \
if(split_tick_phases > 1){\
GLOB.CURRENT_TICKLIMIT = ((original_tick_limit - world.tick_usage) / split_tick_phases) + world.tick_usage;\
Master.current_ticklimit = ((original_tick_limit - world.tick_usage) / split_tick_phases) + world.tick_usage;\
--split_tick_phases;\
} else {\
GLOB.CURRENT_TICKLIMIT = original_tick_limit;\
Master.current_ticklimit = original_tick_limit;\
}
// Used to smooth out costs to try and avoid oscillation.
+9
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@@ -80,6 +80,15 @@
#define AI_IDLE 2
#define AI_OFF 3
#define ENVIRONMENT_SMASH_NONE 0
#define ENVIRONMENT_SMASH_STRUCTURES 1
#define ENVIRONMENT_SMASH_WALLS 2
#define ENVIRONMENT_SMASH_RWALLS 3
//SNPCs
//AI defines
#define INTERACTING 2
+2 -1
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@@ -39,4 +39,5 @@
#define STATUS_EFFECT_HISWRATH /datum/status_effect/his_wrath //His Wrath.
#define STATUS_EFFECT_SUMMONEDGHOST /datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
#define STATUS_EFFECT_SUMMONEDGHOST /datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage
+1
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@@ -41,6 +41,7 @@
// Subsystem init_order, from highest priority to lowest priority
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_JOBS 15
#define INIT_ORDER_EVENTS 14
#define INIT_ORDER_TICKER 13
+1 -1
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@@ -3,5 +3,5 @@
#define TICK_LIMIT_MC 70
#define TICK_LIMIT_MC_INIT_DEFAULT 98
#define TICK_CHECK ( world.tick_usage > GLOB.CURRENT_TICKLIMIT )
#define TICK_CHECK ( world.tick_usage > Master.current_ticklimit )
#define CHECK_TICK if TICK_CHECK stoplag()
+14 -14
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@@ -340,20 +340,20 @@ Proc for attack log creation, because really why not
qdel(progbar)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
if(!user)
return 0
+2 -2
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@@ -723,7 +723,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
//Irregular objects
var/icon/AMicon = icon(AM.icon, AM.icon_state)
var/icon/AMiconheight = AMicon.Height()
var/icon/AMiconwidth = AMicon.Width()
var/icon/AMiconwidth = AMicon.Width()
if(AMiconheight != world.icon_size || AMiconwidth != world.icon_size)
pixel_x_offset += ((AMicon.Width()/world.icon_size)-1)*(world.icon_size*0.5)
pixel_y_offset += ((AMicon.Height()/world.icon_size)-1)*(world.icon_size*0.5)
@@ -1215,7 +1215,7 @@ proc/pick_closest_path(value, list/matches = get_fancy_list_of_atom_types())
. += round(i*DELTA_CALC)
sleep(i*world.tick_lag*DELTA_CALC)
i *= 2
while (world.tick_usage > min(TICK_LIMIT_TO_RUN, GLOB.CURRENT_TICKLIMIT))
while (world.tick_usage > min(TICK_LIMIT_TO_RUN, Master.current_ticklimit))
#undef DELTA_CALC
+1 -1
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@@ -1,4 +1,4 @@
GLOBAL_VAR_INIT(master_mode, "traitor") //"extended"
GLOBAL_VAR_INIT(master_mode, "traitor") //"extended"
GLOBAL_VAR_INIT(secret_force_mode, "secret") // if this is anything but "secret", the secret rotation will forceably choose this mode
GLOBAL_VAR_INIT(wavesecret, 0) // meteor mode, delays wave progression, terrible name
+1
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@@ -161,3 +161,4 @@ GLOBAL_LIST_INIT(numbers_as_words, list("One", "Two", "Three", "Four",
return L
GLOBAL_LIST_INIT(station_numerals, greek_letters + phonetic_alphabet + numbers_as_words + generate_number_strings())
GLOBAL_LIST_INIT(admiral_messages, list("Do you know how expensive these stations are?","Stop wasting my time.","I was sleeping, thanks a lot.","Stand and fight you cowards!","You knew the risks coming in.","Stop being paranoid.","Whatever's broken just build a new one.","No.", "<i>null</i>","<i>Error: No comment given.</i>", "It's a good day to die!"))
+1 -1
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@@ -8,7 +8,7 @@ GLOBAL_VAR_INIT(fileaccess_timer, 0)
GLOBAL_VAR_INIT(TAB, "&nbsp;&nbsp;&nbsp;&nbsp;")
GLOBAL_DATUM(data_core, /datum/datacore)
GLOBAL_DATUM_INIT(data_core, /datum/datacore, new)
GLOBAL_VAR_INIT(CELLRATE, 0.002) // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
GLOBAL_VAR_INIT(CHARGELEVEL, 0.001) // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
+21 -21
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@@ -92,9 +92,9 @@
if(next_move > world.time) // in the year 2000...
return
if(A.IsObscured())
return
if(A.IsObscured())
return
if(istype(loc,/obj/mecha))
var/obj/mecha/M = loc
return M.click_action(A,src,params)
@@ -144,24 +144,24 @@
else
RangedAttack(A,params)
//Is the atom obscured by a PREVENT_CLICK_UNDER object above it
/atom/proc/IsObscured()
if(!isturf(loc)) //This only makes sense for things directly on turfs for now
return FALSE
var/turf/T = get_turf_pixel(src)
if(!T)
return FALSE
for(var/atom/movable/AM in T)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/atom/movable/AM in src)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density)
return TRUE
return FALSE
//Is the atom obscured by a PREVENT_CLICK_UNDER object above it
/atom/proc/IsObscured()
if(!isturf(loc)) //This only makes sense for things directly on turfs for now
return FALSE
var/turf/T = get_turf_pixel(src)
if(!T)
return FALSE
for(var/atom/movable/AM in T)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/atom/movable/AM in src)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density)
return TRUE
return FALSE
/atom/movable/proc/CanReach(atom/target,obj/item/tool,view_only = FALSE)
if(isturf(target) || isturf(target.loc) || DirectAccess(target)) //Directly accessible atoms
if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
+2 -2
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@@ -13,7 +13,7 @@
/atom/proc/attack_tk(mob/user)
if(user.stat)
return
new /obj/effect/overlay/temp/telekinesis(loc)
new /obj/effect/temp_visual/telekinesis(loc)
user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc
return
@@ -163,7 +163,7 @@
/obj/item/tk_grab/proc/apply_focus_overlay()
if(!focus)
return
new /obj/effect/overlay/temp/telekinesis(get_turf(focus))
new /obj/effect/temp_visual/telekinesis(get_turf(focus))
/obj/item/tk_grab/update_icon()
cut_overlays()
+22 -4
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@@ -254,16 +254,34 @@
"<span class='green'>You cum into [SC].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
if(/obj/item/organ/genital/vagina)
var/obj/item/organ/genital/vagina/V = SG
if(!V.linked_womb)
src << "<span class='warning'>No womb!</span>"
return
fluid_source = V.linked_womb.reagents
total_cum = fluid_source.total_volume
if(into_container)//into a glass or beaker or whatever
src.visible_message("<span class='danger'>[src] starts fingering their vagina over [SC].</span>", \
"<span class='userdanger'>You start fingering over [SC.name].</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, SC))
fluid_source.trans_to(SC, total_cum)
src.visible_message("<span class='danger'>[src] orgasms, [pick("cumming into", "emptying themself into")] [SC]!</span>", \
"<span class='green'>You cum into [SC].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
else//not into a container
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [pick(GLOB.dick_nouns)].</span>", \
"<span class='userdanger'>You start jerking off your [pick(GLOB.dick_nouns)].</span>", \
src.visible_message("<span class='danger'>[src] starts fingering their vagina.</span>", \
"<span class='userdanger'>You start fingering your vagina.</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src))
if(total_cum > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms, [pick("shooting cum", "draining their balls")][istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
+2 -2
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@@ -80,7 +80,7 @@
var/obj/effect/decal/cleanable/femcum/S = locate() in T
if(!S)
S = new(T)
S.reagents.add_reagent("semen", reac_volume)
S.reagents.add_reagent("femcum", reac_volume)
if(data["blood_DNA"])
S.blood_DNA[data["blood_DNA"]] = data["blood_type"]
@@ -219,4 +219,4 @@
results = list("anaphro+" = 1)
required_reagents = list("anaphro" = 5, "acetone" = 1)
required_temp = 300
mix_message = "The mixture thickens and heats up slighty..."
mix_message = "The mixture thickens and heats up slighty..."
+21 -1
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@@ -6,8 +6,28 @@
zone = "groin"
slot = "womb"
w_class = 3
var/internal = FALSE
fluid_id = "femcum"
producing = TRUE
var/obj/item/organ/genital/vagina/linked_vag
/obj/item/organ/genital/womb/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/womb/on_life()
if(QDELETED(src))
return
if(reagents && producing)
generate_femcum()
/obj/item/organ/genital/womb/proc/generate_femcum()
reagents.maximum_volume = fluid_max_volume
update_link()
if(!linked_vag)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/womb/update_link()
if(owner)
@@ -25,4 +45,4 @@
linked_vag = null
/obj/item/organ/genital/womb/Destroy()
return ..()
return ..()
+25 -23
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@@ -14,15 +14,6 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
//Master -> SSPreInit -> GLOB -> world -> config -> SSInit -> Failsafe
//GOT IT MEMORIZED?
GLOBAL_VAR_INIT(MC_restart_clear, 0)
GLOBAL_VAR_INIT(MC_restart_timeout, 0)
GLOBAL_VAR_INIT(MC_restart_count, 0)
//current tick limit, assigned by the queue controller before running a subsystem.
//used by check_tick as well so that the procs subsystems call can obey that SS's tick limits
GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
/datum/controller/master
name = "Master"
@@ -59,6 +50,14 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
var/current_runlevel //for scheduling different subsystems for different stages of the round
var/static/restart_clear = 0
var/static/restart_timeout = 0
var/static/restart_count = 0
//current tick limit, assigned before running a subsystem.
//used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
var/static/current_ticklimit = TICK_LIMIT_RUNNING
/datum/controller/master/New()
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
subsystems = list()
@@ -83,20 +82,21 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
sortTim(subsystems, /proc/cmp_subsystem_init)
reverseRange(subsystems)
for(var/datum/controller/subsystem/ss in subsystems)
testing("Shutdown [ss.name] subsystem")
ss.Shutdown()
// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
// -1 if we encountered a runtime trying to recreate it
/proc/Recreate_MC()
. = -1 //so if we runtime, things know we failed
if (world.time < GLOB.MC_restart_timeout)
if (world.time < Master.restart_timeout)
return 0
if (world.time < GLOB.MC_restart_clear)
GLOB.MC_restart_count *= 0.5
if (world.time < Master.restart_clear)
Master.restart_count *= 0.5
var/delay = 50 * ++GLOB.MC_restart_count
GLOB.MC_restart_timeout = world.time + delay
GLOB.MC_restart_clear = world.time + (delay * 2)
var/delay = 50 * ++Master.restart_count
Master.restart_timeout = world.time + delay
Master.restart_clear = world.time + (delay * 2)
Master.processing = 0 //stop ticking this one
try
new/datum/controller/master()
@@ -139,6 +139,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
if(FireHim)
Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
subsystems = Master.subsystems
current_runlevel = Master.current_runlevel
StartProcessing(10)
else
to_chat(world, "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
@@ -163,13 +164,13 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
var/start_timeofday = REALTIMEOFDAY
// Initialize subsystems.
GLOB.CURRENT_TICKLIMIT = config.tick_limit_mc_init
current_ticklimit = config.tick_limit_mc_init
for (var/datum/controller/subsystem/SS in subsystems)
if (SS.flags & SS_NO_INIT)
continue
SS.Initialize(REALTIMEOFDAY)
CHECK_TICK
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
current_ticklimit = TICK_LIMIT_RUNNING
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
@@ -204,6 +205,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
set waitfor = 0
if(delay)
sleep(delay)
testing("Master starting processing")
var/rtn = Loop()
if (rtn > 0 || processing < 0)
return //this was suppose to happen.
@@ -274,7 +276,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
while (1)
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
if (processing <= 0)
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
@@ -282,7 +284,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
// because sleeps are processed in the order received, so longer sleeps are more likely to run first
if (world.tick_usage > TICK_LIMIT_MC)
sleep_delta += 2
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING * 0.5
current_ticklimit = TICK_LIMIT_RUNNING * 0.5
sleep(world.tick_lag * (processing + sleep_delta))
continue
@@ -320,7 +322,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
if (!error_level)
iteration++
error_level++
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
@@ -332,7 +334,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
if (!error_level)
iteration++
error_level++
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
error_level--
@@ -343,7 +345,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
iteration++
last_run = world.time
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING - (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc.
current_ticklimit = TICK_LIMIT_RUNNING - (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc.
sleep(world.tick_lag * (processing + sleep_delta))
@@ -434,7 +436,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
tick_precentage = max(tick_precentage*0.5, tick_precentage-queue_node.tick_overrun)
GLOB.CURRENT_TICKLIMIT = round(world.tick_usage + tick_precentage)
current_ticklimit = round(world.tick_usage + tick_precentage)
if (!(queue_node_flags & SS_TICKER))
ran_non_ticker = TRUE
+8 -11
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(blackbox)
name = "Blackbox"
wait = 6000
flags = SS_NO_TICK_CHECK
var/list/msg_common = list()
var/list/msg_science = list()
var/list/msg_command = list()
@@ -42,7 +42,6 @@ SUBSYSTEM_DEF(blackbox)
msg_cargo = SSblackbox.msg_cargo
msg_other = SSblackbox.msg_other
feedback = SSblackbox.feedback
//no touchie
@@ -55,6 +54,8 @@ SUBSYSTEM_DEF(blackbox)
return FALSE
/datum/controller/subsystem/blackbox/Shutdown()
set_val("ahelp_unresolved", GLOB.ahelp_tickets.active_tickets.len)
var/pda_msg_amt = 0
var/rc_msg_amt = 0
@@ -84,20 +85,16 @@ SUBSYSTEM_DEF(blackbox)
if (!SSdbcore.Connect())
return
var/sqlrowlist = ""
var/list/sqlrowlist = list()
for (var/datum/feedback_variable/FV in feedback)
if (sqlrowlist != "")
sqlrowlist += ", " //a comma (,) at the start of the first row to insert will trigger a SQL error
sqlrowlist += list("time" = "Now()", "round_id" = GLOB.round_id, "var_name" = "'[sanitizeSQL(FV.get_variable())]'", "var_value" = FV.get_value(), "details" = "'[sanitizeSQL(FV.get_details())]'")
sqlrowlist += list(list("time" = "Now()", "round_id" = GLOB.round_id, "var_name" = "'[sanitizeSQL(FV.get_variable())]'", "var_value" = FV.get_value(), "details" = "'[sanitizeSQL(FV.get_details())]'"))
if (sqlrowlist == "")
if (!length(sqlrowlist))
return
var/datum/DBQuery/query_feedback_save = SSdbcore.NewQuery("INSERT DELAYED IGNORE INTO [format_table_name("feedback")] VALUES " + sqlrowlist)
query_feedback_save.Execute()
SSdbcore.MassInsert(format_table_name("feedback"), sqlrowlist, ignore_errors = TRUE, delayed = TRUE)
/datum/controller/subsystem/blackbox/proc/LogBroadcast(blackbox_msg, freq)
switch(freq)
+3 -3
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@@ -43,7 +43,7 @@ SUBSYSTEM_DEF(mapping)
loading_ruins = TRUE
var/mining_type = config.minetype
if (mining_type == "lavaland")
seedRuins(list(5), global.config.lavaland_budget, /area/lavaland/surface/outdoors, lava_ruins_templates)
seedRuins(list(5), global.config.lavaland_budget, /area/lavaland/surface/outdoors/unexplored, lava_ruins_templates)
spawn_rivers()
// deep space ruins
@@ -113,9 +113,9 @@ SUBSYSTEM_DEF(mapping)
/datum/controller/subsystem/mapping/proc/loadWorld()
//if any of these fail, something has gone horribly, HORRIBLY, wrong
var/list/FailedZs = list()
var/start_time = REALTIMEOFDAY
INIT_ANNOUNCE("Loading [config.map_name]...")
TryLoadZ(config.GetFullMapPath(), FailedZs, ZLEVEL_STATION)
INIT_ANNOUNCE("Loaded station in [(REALTIMEOFDAY - start_time)/10]s!")
+10 -2
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@@ -5,6 +5,7 @@ SUBSYSTEM_DEF(server_maint)
wait = 6
flags = SS_POST_FIRE_TIMING
priority = 10
init_order = INIT_ORDER_SERVER_MAINT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun
@@ -16,7 +17,7 @@ SUBSYSTEM_DEF(server_maint)
/datum/controller/subsystem/server_maint/fire(resumed = FALSE)
if(!resumed)
src.currentrun = GLOB.clients.Copy()
var/list/currentrun = src.currentrun
var/round_started = SSticker.HasRoundStarted()
@@ -37,4 +38,11 @@ SUBSYSTEM_DEF(server_maint)
if (MC_TICK_CHECK) //one day, when ss13 has 1000 people per server, you guys are gonna be glad I added this tick check
return
#undef PING_BUFFER_TIME
/datum/controller/subsystem/server_maint/Shutdown()
kick_clients_in_lobby("<span class='boldannounce'>The round came to an end with you in the lobby.</span>", TRUE) //second parameter ensures only afk clients are kicked
for(var/thing in GLOB.clients)
var/client/C = thing
if(C && config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
#undef PING_BUFFER_TIME
+21 -2
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@@ -217,7 +217,27 @@ SUBSYSTEM_DEF(shuttle)
emergency.request(null, signal_origin, html_decode(emergency_reason), 0)
log_game("[key_name(user)] has called the shuttle.")
message_admins("[key_name_admin(user)] has called the shuttle.")
message_admins("[key_name_admin(user)] has called the shuttle. (<A HREF='?_src_=holder;trigger_centcom_recall=1'>TRIGGER CENTCOM RECALL</A>)")
/datum/controller/subsystem/shuttle/proc/centcom_recall(old_timer, admiral_message)
if(emergency.mode != SHUTTLE_CALL || emergency.timer != old_timer)
return
emergency.cancel(/area/centcom)
if(!admiral_message)
admiral_message = pick(GLOB.admiral_messages)
var/intercepttext = "<font size = 3><b>NanoTrasen Update</b>: Request For Shuttle.</font><hr>\
To whom it may concern:<br><br>\
We have taken note of the situation upon [station_name()] and have come to the \
conclusion that it does not warrant the abandonment of the station.<br>\
If you do not agree with our opinion we suggest that you open a direct \
line with us and explain the nature of your crisis.<br><br>\
<i>This message has been automatically generated based upon readings from long \
range diagnostic tools. To assure the quality of your request every finalized report \
is reviewed by an on-call rear admiral.<br>\
<b>Rear Admiral's Notes:</b> \
[admiral_message]"
print_command_report(intercepttext, announce = TRUE)
// Called when an emergency shuttle mobile docking port is
// destroyed, which will only happen with admin intervention
@@ -523,4 +543,3 @@ SUBSYSTEM_DEF(shuttle)
for(var/obj/docking_port/mobile/M in mobile)
if(M.is_in_shuttle_bounds(A))
return TRUE
+70 -2
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@@ -20,6 +20,7 @@ SUBSYSTEM_DEF(ticker)
var/login_music //music played in pregame lobby
var/round_end_sound //music/jingle played when the world reboots
var/round_end_sound_sent = TRUE //If all clients have loaded it
var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking.
@@ -63,6 +64,7 @@ SUBSYSTEM_DEF(ticker)
var/modevoted = FALSE //Have we sent a vote for the gamemode?
/datum/controller/subsystem/ticker/Initialize(timeofday)
load_mode()
var/list/music = world.file2list(ROUND_START_MUSIC_LIST, "\n")
login_music = pick(music)
@@ -637,9 +639,9 @@ SUBSYSTEM_DEF(ticker)
sleep(50)
if(mode.station_was_nuked)
world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke")
Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke")
else
world.Reboot("Round ended.", "end_proper", "proper completion")
Reboot("Round ended.", "end_proper", "proper completion")
/datum/controller/subsystem/ticker/proc/send_tip_of_the_round()
var/m
@@ -806,3 +808,69 @@ SUBSYSTEM_DEF(ticker)
start_at = world.time + newtime
else
timeLeft = newtime
/datum/controller/subsystem/ticker/proc/load_mode()
var/mode = trim(file2text("data/mode.txt"))
if(mode)
GLOB.master_mode = mode
else
GLOB.master_mode = "extended"
log_game("Saved mode is '[GLOB.master_mode]'")
/datum/controller/subsystem/ticker/proc/save_mode(the_mode)
var/F = file("data/mode.txt")
fdel(F)
F << the_mode
/datum/controller/subsystem/ticker/proc/SetRoundEndSound(the_sound)
set waitfor = FALSE
round_end_sound_sent = FALSE
round_end_sound = fcopy_rsc(the_sound)
for(var/thing in GLOB.clients)
var/client/C = thing
if (!C)
continue
C.Export("##action=load_rsc", round_end_sound)
round_end_sound_sent = TRUE
/datum/controller/subsystem/ticker/proc/Reboot(reason, feedback_c, feedback_r, delay)
set waitfor = FALSE
if(usr && !check_rights(R_SERVER, TRUE))
return
if(!delay)
delay = config.round_end_countdown * 10
if(delay_end)
to_chat(world, "<span class='boldannounce'>An admin has delayed the round end.</span>")
return
to_chat(world, "<span class='boldannounce'>Rebooting World in [delay/10] [(delay >= 10 && delay < 20) ? "second" : "seconds"]. [reason]</span>")
var/start_wait = world.time
UNTIL(round_end_sound_sent && (world.time - start_wait) > (delay * 2)) //don't wait forever
sleep(delay - (world.time - start_wait))
if(delay_end)
to_chat(world, "<span class='boldannounce'>Reboot was cancelled by an admin.</span>")
return
SSblackbox.set_details("[feedback_c]","[feedback_r]")
log_game("<span class='boldannounce'>Rebooting World. [reason]</span>")
world.Reboot()
/datum/controller/subsystem/ticker/Shutdown()
if(!round_end_sound)
round_end_sound = pick(\
'sound/roundend/newroundsexy.ogg',
'sound/roundend/apcdestroyed.ogg',
'sound/roundend/bangindonk.ogg',
'sound/roundend/leavingtg.ogg',
'sound/roundend/its_only_game.ogg',
'sound/roundend/yeehaw.ogg',
'sound/roundend/disappointed.ogg'\
)
world << sound(round_end_sound)
+6
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@@ -55,6 +55,12 @@ SUBSYSTEM_DEF(title)
var/F = file("data/previous_title.dat")
F << file_path
for(var/thing in GLOB.clients)
if(!thing)
continue
var/obj/screen/splash/S = new(thing, FALSE)
S.Fade(FALSE,FALSE)
/datum/controller/subsystem/title/Recover()
icon = SStitle.icon
splash_turf = SStitle.splash_turf
+7 -7
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@@ -2,9 +2,9 @@ SUBSYSTEM_DEF(vote)
name = "Vote"
wait = 10
flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/initiator = null
var/started_time = null
@@ -120,13 +120,13 @@ SUBSYSTEM_DEF(vote)
if(SSticker && SSticker.mode)//Don't change the mode if the round already started.
return message_admins("A vote has tried to change the gamemode, but the game has already started. Aborting.")
GLOB.master_mode = .
world.save_mode(.)
SSticker.save_mode(.)
to_chat(world, "<span class='adminnotice'><b>The mode is now: [GLOB.master_mode]</b></span>")
log_admin("Gamemode has been voted for and switched to: [GLOB.master_mode].")
if("gamemode")
if(GLOB.master_mode != .)
world.save_mode(.)
if(SSticker.HasRoundStarted())
SSticker.save_mode(.)
if(SSticker.HasRoundStarted())
restart = 1
else
GLOB.master_mode = .
@@ -137,7 +137,7 @@ SUBSYSTEM_DEF(vote)
active_admins = 1
break
if(!active_admins)
world.Reboot("Restart vote successful.", "end_error", "restart vote")
SSticker.Reboot("Restart vote successful.", "end_error", "restart vote")
else
to_chat(world, "<span style='boldannounce'>Notice:Restart vote will not restart the server automatically because there are active admins on.</span>")
message_admins("A restart vote has passed, but there are active admins on with +server, so it has been canceled. If you wish, you may restart the server.")
@@ -36,7 +36,7 @@ Bonus
/datum/symptom/heal/proc/Heal(mob/living/M, datum/disease/advance/A)
var/heal_amt = 0.5
if(M.toxloss > 0 && prob(20))
new /obj/effect/overlay/temp/heal(get_turf(M), "#66FF99")
new /obj/effect/temp_visual/heal(get_turf(M), "#66FF99")
M.adjustToxLoss(-heal_amt)
return 1
@@ -67,7 +67,7 @@ Bonus
/datum/symptom/heal/plus/Heal(mob/living/M, datum/disease/advance/A)
var/heal_amt = 1
if(M.toxloss > 0 && prob(20))
new /obj/effect/overlay/temp/heal(get_turf(M), "#00FF00")
new /obj/effect/temp_visual/heal(get_turf(M), "#00FF00")
M.adjustToxLoss(-heal_amt)
return 1
@@ -110,7 +110,7 @@ Bonus
M.update_damage_overlays()
if(prob(20))
new /obj/effect/overlay/temp/heal(get_turf(M), "#FF3333")
new /obj/effect/temp_visual/heal(get_turf(M), "#FF3333")
return 1
@@ -148,7 +148,7 @@ Bonus
if(M.getCloneLoss() > 0)
M.adjustCloneLoss(-1)
M.take_bodypart_damage(0, 1) //Deals BURN damage, which is not cured by this symptom
new /obj/effect/overlay/temp/heal(get_turf(M), "#33FFCC")
new /obj/effect/temp_visual/heal(get_turf(M), "#33FFCC")
if(!parts.len)
return
@@ -158,7 +158,7 @@ Bonus
M.update_damage_overlays()
if(prob(20))
new /obj/effect/overlay/temp/heal(get_turf(M), "#CC1100")
new /obj/effect/temp_visual/heal(get_turf(M), "#CC1100")
return 1
@@ -201,7 +201,7 @@ Bonus
M.update_damage_overlays()
if(prob(20))
new /obj/effect/overlay/temp/heal(get_turf(M), "#FF9933")
new /obj/effect/temp_visual/heal(get_turf(M), "#FF9933")
return 1
@@ -248,7 +248,7 @@ Bonus
M.update_damage_overlays()
if(prob(20))
new /obj/effect/overlay/temp/heal(get_turf(M), "#CC6600")
new /obj/effect/temp_visual/heal(get_turf(M), "#CC6600")
return 1
+27 -1
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@@ -166,4 +166,30 @@
/datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
id = "cult_ghost"
duration = -1
alert_type = null
alert_type = null
/datum/status_effect/crusher_mark
id = "crusher_mark"
duration = 30 //if you leave for 30 seconds you lose the mark, deal with it
status_type = STATUS_EFFECT_REPLACE
alert_type = null
var/mutable_appearance/marked_underlay
var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced
/datum/status_effect/crusher_mark/on_apply()
if(owner.mob_size >= MOB_SIZE_LARGE)
marked_underlay = mutable_appearance('icons/effects/effects.dmi', "shield2")
marked_underlay.pixel_x = -owner.pixel_x
marked_underlay.pixel_y = -owner.pixel_y
owner.underlays += marked_underlay
return FALSE
/datum/status_effect/crusher_mark/Destroy()
hammer_synced = null
if(owner)
owner.underlays -= marked_underlay
QDEL_NULL(marked_underlay)
return ..()
/datum/status_effect/crusher_mark/be_replaced()
owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
..()
+6
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@@ -116,5 +116,11 @@
name = "Lavaland Wastes"
outdoors = 1
/area/lavaland/surface/outdoors/unexplored //monsters and ruins spawn here
icon_state = "unexplored"
/area/lavaland/surface/outdoors/unexplored/danger //megafauna will also spawn here
icon_state = "danger"
/area/lavaland/surface/outdoors/explored
name = "Lavaland Labor Camp"
+2 -2
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@@ -32,7 +32,7 @@
/mob/living/simple_animal/hostile/blob/blob_act(obj/structure/blob/B)
if(stat != DEAD && health < maxHealth)
for(var/i in 1 to 2)
var/obj/effect/overlay/temp/heal/H = new /obj/effect/overlay/temp/heal(get_turf(src)) //hello yes you are being healed
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src)) //hello yes you are being healed
if(overmind)
H.color = overmind.blob_reagent_datum.complementary_color
else
@@ -91,7 +91,7 @@
melee_damage_lower = 2
melee_damage_upper = 4
obj_damage = 20
environment_smash = 1
environment_smash = ENVIRONMENT_SMASH_STRUCTURES
attacktext = "hits"
attack_sound = 'sound/weapons/genhit1.ogg'
movement_type = FLYING
+2 -2
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@@ -140,7 +140,7 @@
loc.blob_act(src) //don't ask how a wall got on top of the core, just eat it
/obj/structure/blob/proc/blob_attack_animation(atom/A = null, controller) //visually attacks an atom
var/obj/effect/overlay/temp/blob/O = new /obj/effect/overlay/temp/blob(src.loc)
var/obj/effect/temp_visual/blob/O = new /obj/effect/temp_visual/blob(src.loc)
O.setDir(dir)
if(controller)
var/mob/camera/blob/BO = controller
@@ -208,7 +208,7 @@
if(overmind)
overmind.blob_reagent_datum.emp_reaction(src, severity)
if(prob(100 - severity * 30))
new /obj/effect/overlay/temp/emp(get_turf(src))
new /obj/effect/temp_visual/emp(get_turf(src))
/obj/structure/blob/tesla_act(power)
..()
@@ -73,7 +73,7 @@
L.visible_message("<span class='warning'>[src] appears around [L] in a burst of light!</span>", \
"<span class='userdanger'>[target_flashed ? "An unseen force":"The glowing sigil around you"] holds you in place!</span>")
L.Stun(5)
new /obj/effect/overlay/temp/ratvar/sigil/transgression(get_turf(src))
new /obj/effect/temp_visual/ratvar/sigil/transgression(get_turf(src))
qdel(src)
@@ -102,7 +102,7 @@
L.visible_message("<span class='warning'>[src] begins to glow a piercing magenta!</span>", "<span class='sevtug'>You feel something start to invade your mind...</span>")
var/oldcolor = color
animate(src, color = "#AF0AAF", time = convert_time)
var/obj/effect/overlay/temp/ratvar/sigil/glow
var/obj/effect/temp_visual/ratvar/sigil/glow
if(glow_type)
glow = new glow_type(get_turf(src))
animate(glow, alpha = 255, time = convert_time)
@@ -158,7 +158,7 @@
light_color = "#A97F1B"
delete_on_finish = FALSE
sigil_name = "Sigil of Accession"
glow_type = /obj/effect/overlay/temp/ratvar/sigil/accession
glow_type = /obj/effect/temp_visual/ratvar/sigil/accession
resist_string = "glows bright orange"
/obj/effect/clockwork/sigil/submission/accession/post_channel(mob/living/L)
@@ -321,14 +321,14 @@
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || vitality))) && get_turf(L) == get_turf(src))
sigil_active = TRUE
if(animation_number >= 4)
new /obj/effect/overlay/temp/ratvar/sigil/vitality(get_turf(src))
new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animation_number = 0
animation_number++
if(!is_servant_of_ratvar(L))
var/vitality_drained = 0
if(L.stat == DEAD)
vitality_drained = L.maxHealth
var/obj/effect/overlay/temp/ratvar/sigil/vitality/V = new /obj/effect/overlay/temp/ratvar/sigil/vitality(get_turf(src))
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/WandODeath.ogg', 50, 1)
L.visible_message("<span class='warning'>[L] collapses in on [L.p_them()]self as [src] flares bright blue!</span>")
@@ -356,7 +356,7 @@
if(ghost)
ghost.reenter_corpse()
L.revive(1, 1)
var/obj/effect/overlay/temp/ratvar/sigil/vitality/V = new /obj/effect/overlay/temp/ratvar/sigil/vitality(get_turf(src))
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/Staff_Healing.ogg', 50, 1)
L.visible_message("<span class='warning'>[L] suddenly gets back up, [GLOB.ratvar_awakens ? "[L.p_their()] body dripping blue ichor":"even as [src] scatters into blue sparks around [L.p_them()]"]!</span>", \
@@ -124,15 +124,15 @@
/proc/get_component_animation_type(id)
switch(id)
if(BELLIGERENT_EYE)
return /obj/effect/overlay/temp/ratvar/component
return /obj/effect/temp_visual/ratvar/component
if(VANGUARD_COGWHEEL)
return /obj/effect/overlay/temp/ratvar/component/cogwheel
return /obj/effect/temp_visual/ratvar/component/cogwheel
if(GEIS_CAPACITOR)
return /obj/effect/overlay/temp/ratvar/component/capacitor
return /obj/effect/temp_visual/ratvar/component/capacitor
if(REPLICANT_ALLOY)
return /obj/effect/overlay/temp/ratvar/component/alloy
return /obj/effect/temp_visual/ratvar/component/alloy
if(HIEROPHANT_ANSIBLE)
return /obj/effect/overlay/temp/ratvar/component/ansible
return /obj/effect/temp_visual/ratvar/component/ansible
else
return null
@@ -5,60 +5,60 @@
//otherwise, return literally any non-list thing but preferably FALSE
//returning TRUE won't produce the "cannot be proselytized" message and will still prevent proselytizing
/atom/proc/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/atom/proc/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Turf conversion
/turf/closed/wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //four sheets of metal
/turf/closed/wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //four sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 4), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal
/turf/closed/wall/mineral/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal, five rods
/turf/closed/wall/mineral/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, five rods
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2) - (POWER_ROD * 5), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/cult/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //no metal
/turf/closed/wall/mineral/cult/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //no metal
return list("operation_time" = 80, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = SOUTH)
/turf/closed/wall/shuttle/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal
/turf/closed/wall/shuttle/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/r_wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/closed/wall/r_wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/closed/wall/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/closed/wall/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 50, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = -POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(floor_tile == /obj/item/stack/tile/plasteel)
new floor_tile(src)
make_plating()
playsound(src, 'sound/items/Crowbar.ogg', 10, 1) //clink
return list("operation_time" = 30, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = POWER_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/plating/asteroid/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/plating/asteroid/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/ashplanet/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/plating/ashplanet/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/lava/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/plating/lava/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(locate(/obj/structure/table) in src)
return FALSE
if(is_blocked_turf(src, TRUE))
to_chat(user, "<span class='warning'>Something is in the way, preventing you from proselytizing [src] into a clockwork wall.</span>")
return TRUE
var/operation_time = 100
if(!GLOB.ratvar_awakens && proselytizer.speed_multiplier > 0) //if ratvar isn't awake, this always takes 10 seconds
if(proselytizer.speed_multiplier > 0)
operation_time /= proselytizer.speed_multiplier
return list("operation_time" = operation_time, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
//False wall conversion
/obj/structure/falsewall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/falsewall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/cost = POWER_WALL_MINUS_FLOOR
if(ispath(mineral, /obj/item/stack/sheet/metal))
cost -= (POWER_METAL * (2 + mineral_amount)) //four sheets of metal, plus an assumption that the girder is also two
@@ -66,17 +66,17 @@
cost -= (POWER_METAL * 2) //anything that doesn't use metal just has the girder
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = cost, "spawn_dir" = SOUTH)
/obj/structure/falsewall/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal, two rods; special assumption
/obj/structure/falsewall/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, two rods; special assumption
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = POWER_WALL_MINUS_FLOOR - (POWER_METAL * 2) - (POWER_ROD * 2), "spawn_dir" = SOUTH)
/obj/structure/falsewall/reinforced/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/falsewall/reinforced/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/falsewall/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/falsewall/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Metal conversion
/obj/item/stack/tile/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/tile/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
var/amount_temp = get_amount()
@@ -90,7 +90,7 @@
no_delete = TRUE
use(amount_temp)
amount_temp *= 12.5 //each tile is 12.5 power so this is 2 tiles to 25 power
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
if(amount_temp >= 20)
var/sheets_to_make = round(amount_temp * 0.05) //and 20 to 1 brass
var/used = sheets_to_make * 20
@@ -104,11 +104,11 @@
to_chat(user, "<span class='warning'>You need at least <b>20</b> floor tiles to convert into brass.</span>")
return TRUE
/obj/item/stack/rods/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/rods/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
if(get_amount() >= 10)
var/sheets_to_make = round(get_amount() * 0.1)
var/used = sheets_to_make * 10
@@ -122,11 +122,11 @@
to_chat(user, "<span class='warning'>You need at least <b>10</b> rods to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/metal/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/sheet/metal/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
if(get_amount() >= 5)
var/sheets_to_make = round(get_amount() * 0.2)
var/used = sheets_to_make * 5
@@ -140,11 +140,11 @@
to_chat(user, "<span class='warning'>You need at least <b>5</b> sheets of metal to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/sheet/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
if(get_amount() >= 2)
var/sheets_to_make = round(get_amount() * 0.5)
var/used = sheets_to_make * 2
@@ -159,23 +159,23 @@
return TRUE
//Brass directly to power
/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
//Airlock conversion
/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/doortype = /obj/machinery/door/airlock/clockwork
if(glass)
doortype = /obj/machinery/door/airlock/clockwork/brass
return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir)
/obj/machinery/door/airlock/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/airlock/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Table conversion
/obj/structure/table/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_STANDARD
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
@@ -187,10 +187,10 @@
prosel_cost -= POWER_PLASTEEL*buildstackamount
return list("operation_time" = 20, "new_obj_type" = /obj/structure/table/reinforced/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table/reinforced/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table/reinforced/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/table_frame/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table_frame/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_FLOOR
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
@@ -198,11 +198,11 @@
prosel_cost -= POWER_FLOOR*framestackamount
return list("operation_time" = 10, "new_obj_type" = /obj/structure/table_frame/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table_frame/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table_frame/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Window conversion
/obj/structure/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/windowtype = /obj/structure/window/reinforced/clockwork
var/new_dir = TRUE
var/prosel_time = 15
@@ -220,18 +220,18 @@
INVOKE_ASYNC(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytize, G, user)
return list("operation_time" = prosel_time, "new_obj_type" = windowtype, "power_cost" = prosel_cost, "spawn_dir" = dir, "dir_in_new" = new_dir)
/obj/structure/window/reinforced/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/window/reinforced/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Windoor conversion
/obj/machinery/door/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE)
/obj/machinery/door/window/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/window/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Grille conversion
/obj/structure/grille/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/grille/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/grilletype = /obj/structure/grille/ratvar
var/prosel_time = 15
if(broken)
@@ -239,32 +239,32 @@
prosel_time = 5
return list("operation_time" = prosel_time, "new_obj_type" = grilletype, "power_cost" = 0, "spawn_dir" = dir)
/obj/structure/grille/ratvar/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/grille/ratvar/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Lattice conversion
/obj/structure/lattice/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
ratvar_act() //just in case we're the wrong type for some reason??
return FALSE
/obj/structure/lattice/catwalk/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/catwalk/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/catwalk/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/catwalk/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/catwalk/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Girder conversion
/obj/structure/girder/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/girder/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_GEAR - (POWER_METAL * 2)
if(state == GIRDER_REINF_STRUTS || state == GIRDER_REINF)
prosel_cost -= POWER_PLASTEEL
return list("operation_time" = 20, "new_obj_type" = /obj/structure/destructible/clockwork/wall_gear, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
//Hitting a clockwork structure will try to repair it.
/obj/structure/destructible/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/destructible/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/repair_values = list()
if(!proselytizer.proselytizer_repair_checks(repair_values, src, user))
@@ -287,7 +287,7 @@
"<span class='alloy'>You finish repairing [src]. It is now at <b>[obj_integrity]/[max_integrity]</b> integrity.</span>")
//Hitting a sigil of transmission will try to charge from it.
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/charge_values = list()
if(!proselytizer.sigil_charge_checks(charge_values, src, user))
@@ -337,7 +337,7 @@
adjustHealth(-amount)
//Hitting a ratvar'd silicon will also try to repair it.
/mob/living/silicon/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/mob/living/silicon/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
@@ -346,7 +346,7 @@
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[abs(HEALTH_THRESHOLD_DEAD - health)]/[abs(HEALTH_THRESHOLD_DEAD - maxHealth)]</b> health.</span>")
//Same with clockwork mobs.
/mob/living/simple_animal/hostile/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/mob/living/simple_animal/hostile/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
@@ -355,7 +355,7 @@
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[health]/[maxHealth]</b> health.</span>")
//Cogscarabs get special interaction because they're drones and have innate self-heals/revives.
/mob/living/simple_animal/drone/cogscarab/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/mob/living/simple_animal/drone/cogscarab/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(stat == DEAD)
try_reactivate(user) //if we're at maximum health, prosel the turf under us
@@ -374,36 +374,17 @@
proselytizer.repairing = null
//Convert shards and gear bits directly to power
/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -POWER_STANDARD
if(proselytizer.can_use_power(power_amount))
var/obj/effect/overlay/temp/ratvar/beam/itemconsume/B = new /obj/effect/overlay/temp/ratvar/beam/itemconsume(get_turf(src))
B.pixel_x = pixel_x
B.pixel_y = pixel_y
if(!silent) //looper no looping
for(var/obj/item/clockwork/alloy_shards/S in get_turf(src)) //convert all other shards in the turf if we can
if(S == src)
continue //we want the shards to be proselytized after the main shard, thus this delay
addtimer(CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytize, S, user, TRUE), 0)
return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -POWER_STANDARD, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.08)
return ..()
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.08), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.06)
return ..()
/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.06), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.04)
return ..()
/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.04), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.02)
return ..()
/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.02), "spawn_dir" = SOUTH)
@@ -124,7 +124,7 @@
L.adjustToxLoss(totaldamage * 0.5, TRUE, TRUE)
var/healseverity = max(round(totaldamage*0.05, 1), 1) //shows the general severity of the damage you just healed, 1 glow per 20
for(var/i in 1 to healseverity)
new /obj/effect/overlay/temp/heal(targetturf, "#1E8CE1")
new /obj/effect/temp_visual/heal(targetturf, "#1E8CE1")
clockwork_say(ranged_ability_user, text2ratvar("Mend wounded flesh!"))
add_logs(ranged_ability_user, L, "healed with Sentinel's Compromise")
else
@@ -173,7 +173,7 @@
if(usable_power > 0 && C.cell.use(usable_power))
multiplier += (usable_power * 0.001)
qdel(VC)
new/obj/effect/overlay/temp/ratvar/volt_hit/true(targetturf, ranged_ability_user, multiplier)
new/obj/effect/temp_visual/ratvar/volt_hit/true(targetturf, ranged_ability_user, multiplier)
add_logs(ranged_ability_user, targetturf, "fired a volt ray")
remove_ranged_ability()
@@ -96,13 +96,13 @@
impale_cooldown = world.time + initial(impale_cooldown)
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
if(target)
new /obj/effect/overlay/temp/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
target.Stun(2) //brief stun
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
var/remove_verb = pick("pull", "yank", "drag")
if(do_after(user, 10, 1, target))
var/turf/T = get_turf(target)
var/obj/effect/overlay/temp/dir_setting/bloodsplatter/B = new /obj/effect/overlay/temp/dir_setting/bloodsplatter(T, get_dir(target, user))
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
playsound(T, 'sound/misc/splort.ogg', 200, 1)
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
if(target.stat != CONSCIOUS)
@@ -151,5 +151,5 @@
T = get_turf(src)
if(T) //make sure we're not in null or something
T.visible_message("<span class='warning'>[src] [pick("cracks in two and fades away", "snaps in two and dematerializes")]!</span>")
new /obj/effect/overlay/temp/ratvar/spearbreak(T)
new /obj/effect/temp_visual/ratvar/spearbreak(T)
qdel(src)
@@ -150,7 +150,7 @@
if(iscarbon(host))
resulthealth = round((abs(HEALTH_THRESHOLD_DEAD - host.health) / abs(HEALTH_THRESHOLD_DEAD - host.maxHealth)) * 100)
if(GLOB.ratvar_awakens || resulthealth <= MARAUDER_EMERGE_THRESHOLD)
new /obj/effect/overlay/temp/heal(host.loc, "#AF0AAF")
new /obj/effect/temp_visual/heal(host.loc, "#AF0AAF")
host.heal_ordered_damage(4, damage_heal_order)
/mob/living/simple_animal/hostile/clockwork/marauder/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
@@ -114,7 +114,7 @@
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.adjustHealth(-heal_amount)
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth) //we finished healing on the last tick, give them the message
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
@@ -129,7 +129,7 @@
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth)
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
@@ -158,7 +158,7 @@
for(var/i in 1 to heal_ticks)
if(H.health < H.maxHealth)
H.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_ticks && H.health >= H.maxHealth)
to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
@@ -174,10 +174,10 @@
if(C.obj_integrity < C.max_integrity)
C.obj_integrity = min(C.obj_integrity + 5, C.max_integrity)
C.update_icon()
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
else
break
new /obj/effect/overlay/temp/ratvar/mending_mantra(get_turf(invoker))
new /obj/effect/temp_visual/ratvar/mending_mantra(get_turf(invoker))
return TRUE
@@ -389,7 +389,7 @@
usable_power = min(Floor(C.cell.charge * 0.2, MIN_CLOCKCULT_POWER), 1000) - prev_power
if(usable_power > 0 && C.cell.use(usable_power))
multiplier += (usable_power * 0.0005)
var/obj/effect/overlay/temp/ratvar/volt_hit/VH = new /obj/effect/overlay/temp/ratvar/volt_hit(get_turf(invoker), null, multiplier)
var/obj/effect/temp_visual/ratvar/volt_hit/VH = new /obj/effect/temp_visual/ratvar/volt_hit(get_turf(invoker), null, multiplier)
invoker.visible_message("<span class='warning'>[invoker] is struck by [invoker.p_their()] own [VH.name]!</span>", "<span class='userdanger'>You're struck by your own [VH.name]!</span>")
invoker.adjustFireLoss(VH.damage) //you have to fail all five blasts to die to this
playsound(invoker, 'sound/machines/defib_zap.ogg', VH.damage, 1, -1)
@@ -131,7 +131,7 @@
if(anchored && unanchored_icon)
anchored = FALSE
update_anchored(null, obj_integrity > max_integrity * 0.25)
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
//for the ark and Ratvar
@@ -222,7 +222,7 @@
/obj/structure/destructible/clockwork/powered/emp_act(severity)
if(forced_disable(TRUE))
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
/obj/structure/destructible/clockwork/powered/proc/total_accessable_power() //how much power we have and can use
if(!needs_power || GLOB.ratvar_awakens)
@@ -31,7 +31,7 @@
return
/obj/structure/destructible/clockwork/geis_binding/emp_act(severity)
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
qdel(src)
/obj/structure/destructible/clockwork/geis_binding/post_buckle_mob(mob/living/M)
@@ -54,8 +54,8 @@
if(!can_resist)
repair_and_interrupt()
else
var/obj/effect/overlay/temp/ratvar/geis_binding/G = new /obj/effect/overlay/temp/ratvar/geis_binding(M.loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/T = new /obj/effect/overlay/temp/ratvar/geis_binding/top(M.loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G = new /obj/effect/temp_visual/ratvar/geis_binding(M.loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T = new /obj/effect/temp_visual/ratvar/geis_binding/top(M.loc)
G.layer = mob_layer - 0.01
T.layer = mob_layer + 0.01
G.alpha = alpha
@@ -93,10 +93,10 @@
var/mob/living/carbon/C = L
C.silent += 4
visible_message("<span class='sevtug'>[src] flares brightly!</span>")
var/obj/effect/overlay/temp/ratvar/geis_binding/G1 = new /obj/effect/overlay/temp/ratvar/geis_binding(loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/G2 = new /obj/effect/overlay/temp/ratvar/geis_binding(loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/T1 = new /obj/effect/overlay/temp/ratvar/geis_binding/top(loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/T2 = new /obj/effect/overlay/temp/ratvar/geis_binding/top(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G1 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G2 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T1 = new /obj/effect/temp_visual/ratvar/geis_binding/top(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T2 = new /obj/effect/temp_visual/ratvar/geis_binding/top(loc)
G1.layer = mob_layer - 0.01
G2.layer = mob_layer - 0.01
T1.layer = mob_layer + 0.01
@@ -87,7 +87,7 @@
var/obj/mecha/M = target
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, "melee", 1, get_dir(src, M))
new /obj/effect/overlay/temp/ratvar/ocular_warden(get_turf(target))
new /obj/effect/temp_visual/ratvar/ocular_warden(get_turf(target))
setDir(get_dir(get_turf(src), get_turf(target)))
if(!target)
@@ -19,7 +19,7 @@
/obj/structure/destructible/clockwork/wall_gear/Initialize()
. = ..()
new /obj/effect/overlay/temp/ratvar/gear(get_turf(src))
new /obj/effect/temp_visual/ratvar/gear(get_turf(src))
/obj/structure/destructible/clockwork/wall_gear/emp_act(severity)
return
+5 -5
View File
@@ -177,13 +177,13 @@
var/turf/mobloc = get_turf(B.current)
switch(i)
if(1)
new /obj/effect/overlay/temp/cult/sparks(mobloc, B.current.dir)
new /obj/effect/temp_visual/cult/sparks(mobloc, B.current.dir)
playsound(mobloc, "sparks", 50, 1)
if(2)
new /obj/effect/overlay/temp/dir_setting/cult/phase/out(mobloc, B.current.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase/out(mobloc, B.current.dir)
playsound(mobloc, "sparks", 75, 1)
if(3)
new /obj/effect/overlay/temp/dir_setting/cult/phase(mobloc, B.current.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase(mobloc, B.current.dir)
playsound(mobloc, "sparks", 100, 1)
if(4)
playsound(mobloc, 'sound/magic/exit_blood.ogg', 100, 1)
@@ -193,7 +193,7 @@
var/obj/item/device/soulstone/S = B.current.loc
S.release_shades(owner)
B.current.setDir(SOUTH)
new /obj/effect/overlay/temp/cult/blood(final)
new /obj/effect/temp_visual/cult/blood(final)
addtimer(CALLBACK(B.current, /mob/.proc/reckon, final), 10)
else
return
@@ -201,7 +201,7 @@
Remove(owner)
/mob/proc/reckon(turf/final)
new /obj/effect/overlay/temp/cult/blood/out(get_turf(src))
new /obj/effect/temp_visual/cult/blood/out(get_turf(src))
forceMove(final)
/datum/action/innate/cult/master/finalreck/proc/chant(chant_number)
+3 -3
View File
@@ -204,7 +204,7 @@
if(current_charges)
owner.visible_message("<span class='danger'>\The [attack_text] is deflected in a burst of blood-red sparks!</span>")
current_charges--
new /obj/effect/overlay/temp/cult/sparks(get_turf(owner))
new /obj/effect/temp_visual/cult/sparks(get_turf(owner))
if(!current_charges)
owner.visible_message("<span class='danger'>The runed shield around [owner] suddenly disappears!</span>")
owner.update_inv_wear_suit()
@@ -356,14 +356,14 @@
if(uses <= 0)
icon_state ="shifter_drained"
playsound(mobloc, "sparks", 50, 1)
new /obj/effect/overlay/temp/dir_setting/cult/phase/out(mobloc, C.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase/out(mobloc, C.dir)
var/atom/movable/pulled = handle_teleport_grab(destination, C)
C.forceMove(destination)
if(pulled)
C.start_pulling(pulled) //forcemove resets pulls, so we need to re-pull
new /obj/effect/overlay/temp/dir_setting/cult/phase(destination, C.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase(destination, C.dir)
playsound(destination, 'sound/effects/phasein.ogg', 25, 1)
playsound(destination, "sparks", 50, 1)
+2 -2
View File
@@ -152,7 +152,7 @@
for(var/mob/living/L in range(5, src))
if(iscultist(L) || isshade(L) || isconstruct(L))
if(L.health != L.maxHealth)
new /obj/effect/overlay/temp/heal(get_turf(src), "#960000")
new /obj/effect/temp_visual/heal(get_turf(src), "#960000")
if(ishuman(L))
L.adjustBruteLoss(-1, 0)
L.adjustFireLoss(-1, 0)
@@ -190,7 +190,7 @@
else
var/turf/open/floor/engine/cult/F = safepick(cultturfs)
if(F)
new /obj/effect/overlay/temp/cult/turf/floor(F)
new /obj/effect/temp_visual/cult/turf/floor(F)
else
// Are we in space or something? No cult turfs or
// convertable turfs?
+10 -10
View File
@@ -7,9 +7,9 @@
var/scribe_time = 100
var/damage_interrupt = TRUE
var/action_interrupt = TRUE
var/obj/effect/overlay/temp/cult/rune_spawn/rune_word_type
var/obj/effect/overlay/temp/cult/rune_spawn/rune_innerring_type
var/obj/effect/overlay/temp/cult/rune_spawn/rune_center_type
var/obj/effect/temp_visual/cult/rune_spawn/rune_word_type
var/obj/effect/temp_visual/cult/rune_spawn/rune_innerring_type
var/obj/effect/temp_visual/cult/rune_spawn/rune_center_type
var/rune_color
/datum/action/innate/cult/create_rune/IsAvailable()
@@ -27,15 +27,15 @@
if(!chosen_keyword)
return
//the outer ring is always the same across all runes
var/obj/effect/overlay/temp/cult/rune_spawn/R1 = new(owner.loc, scribe_time, rune_color)
var/obj/effect/temp_visual/cult/rune_spawn/R1 = new(owner.loc, scribe_time, rune_color)
//the rest are not always the same, so we need types for em
var/obj/effect/overlay/temp/cult/rune_spawn/R2
var/obj/effect/temp_visual/cult/rune_spawn/R2
if(rune_word_type)
R2 = new rune_word_type(owner.loc, scribe_time, rune_color)
var/obj/effect/overlay/temp/cult/rune_spawn/R3
var/obj/effect/temp_visual/cult/rune_spawn/R3
if(rune_innerring_type)
R3 = new rune_innerring_type(owner.loc, scribe_time, rune_color)
var/obj/effect/overlay/temp/cult/rune_spawn/R4
var/obj/effect/temp_visual/cult/rune_spawn/R4
if(rune_center_type)
R4 = new rune_center_type(owner.loc, scribe_time, rune_color)
@@ -64,7 +64,7 @@
/datum/action/innate/cult/create_rune/tele
button_icon_state = "telerune"
rune_type = /obj/effect/rune/teleport
rune_word_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2
rune_innerring_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
rune_center_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/center
rune_word_type = /obj/effect/temp_visual/cult/rune_spawn/rune2
rune_innerring_type = /obj/effect/temp_visual/cult/rune_spawn/rune2/inner
rune_center_type = /obj/effect/temp_visual/cult/rune_spawn/rune2/center
rune_color = RUNE_COLOR_TELEPORT
+1 -1
View File
@@ -410,7 +410,7 @@ structure_check() searches for nearby cultist structures required for the invoca
else
GLOB.sacrificed += sacrificial
new /obj/effect/overlay/temp/cult/sac(get_turf(src))
new /obj/effect/temp_visual/cult/sac(get_turf(src))
for(var/M in invokers)
if(big_sac)
to_chat(M, "<span class='cultlarge'>\"Yes! This is the one I desire! You have done well.\"</span>")
+1 -1
View File
@@ -79,7 +79,7 @@
if(is_blocked_turf(target, TRUE))
to_chat(user, "<span class='warning'>The target rune is blocked. Attempting to teleport to it would be massively unwise.</span>")
return ..(user, 0)
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear with a sharp crack!</span>", \
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear[user.p_s()] with a sharp crack!</span>", \
"<span class='cultitalic'>You speak the words of the talisman and find yourself somewhere else!</span>", "<i>You hear a sharp crack.</i>")
user.forceMove(target)
target.visible_message("<span class='warning'>There is a boom of outrushing air as something appears above the rune!</span>", null, "<i>You hear a boom.</i>")
+1 -1
View File
@@ -25,7 +25,7 @@
maxHealth = 200
health = 200
healable = 0
environment_smash = 1
environment_smash = ENVIRONMENT_SMASH_STRUCTURES
obj_damage = 40
melee_damage_lower = 10
melee_damage_upper = 15
+8 -1
View File
@@ -2,7 +2,8 @@
//Gang War Game Mode
GLOBAL_LIST_INIT(gang_name_pool, list("Clandestine", "Prima", "Zero-G", "Max", "Blasto", "Waffle", "North", "Omni", "Newton", "Cyber", "Donk", "Gene", "Gib", "Tunnel", "Diablo", "Psyke", "Osiron", "Sirius", "Sleeping Carp"))
GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","purple"))
GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","purple", "white"))
GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/obj/item/clothing/suit/jacket/leather/overcoat,/obj/item/clothing/suit/jacket/puffer,/obj/item/clothing/suit/jacket/miljacket,/obj/item/clothing/suit/jacket/puffer,/obj/item/clothing/suit/pirate,/obj/item/clothing/suit/poncho,/obj/item/clothing/suit/apron/overalls,/obj/item/clothing/suit/jacket/letterman))
/datum/game_mode
var/list/datum/gang/gangs = list()
@@ -164,6 +165,8 @@ GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","
///////////////////////////////////////////
/datum/game_mode/proc/add_gangster(datum/mind/gangster_mind, datum/gang/G, check = 1)
if(!G || (gangster_mind in get_all_gangsters()) || (gangster_mind.enslaved_to && !is_gangster(gangster_mind.enslaved_to)))
if(is_in_gang(gangster_mind.current, G.name) && !(gangster_mind in get_gang_bosses()))
return 3
return 0
if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
return 1
@@ -193,6 +196,10 @@ GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","
////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/remove_gangster(datum/mind/gangster_mind, beingborged, silent, remove_bosses=0)
var/datum/gang/gang = gangster_mind.gang_datum
for(var/obj/O in gangster_mind.current.contents)
if(istype(O, /obj/item/device/gangtool/soldier))
qdel(O)
if(!gang)
return 0
+127 -107
View File
@@ -15,33 +15,74 @@
var/list/territory_lost = list()
var/recalls = 1
var/dom_attempts = 2
var/points = 15
var/inner_outfit
var/outer_outfit
var/datum/atom_hud/antag/gang/ganghud
var/is_deconvertible = TRUE //Can you deconvert normal gangsters from the gang
var/domination_timer
var/is_dominating
var/item_list
var/item_category_list
var/buyable_items = list(
var/boss_item_list
var/boss_category_list
var/static/list/boss_items = list(
/datum/gang_item/function/gang_ping,
/datum/gang_item/function/recall,
/datum/gang_item/function/outfit,
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
/datum/gang_item/clothing/neck,
/datum/gang_item/clothing/shoes,
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/stimpack,
/datum/gang_item/equipment/pen,
/datum/gang_item/equipment/gangtool,
/datum/gang_item/equipment/necklace,
/datum/gang_item/equipment/dominator
)
var/reg_item_list
var/reg_category_list
var/static/list/soldier_items = list(
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
/datum/gang_item/clothing/neck,
/datum/gang_item/clothing/shoes,
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/stimpack,
)
/datum/gang/New(loc,gangname)
if(!GLOB.gang_colors_pool.len)
message_admins("WARNING: Maximum number of gangs have been exceeded!")
@@ -53,36 +94,56 @@
switch(color)
if("red")
color_hex = "#DA0000"
inner_outfit = pick(/obj/item/clothing/under/color/red, /obj/item/clothing/under/lawyer/red)
if("orange")
color_hex = "#FF9300"
inner_outfit = pick(/obj/item/clothing/under/color/orange, /obj/item/clothing/under/geisha)
if("yellow")
color_hex = "#FFF200"
inner_outfit = pick(/obj/item/clothing/under/color/yellow, /obj/item/clothing/under/burial, /obj/item/clothing/under/suit_jacket/tan)
if("green")
color_hex = "#A8E61D"
inner_outfit = pick(/obj/item/clothing/under/color/green, /obj/item/clothing/under/syndicate/camo, /obj/item/clothing/under/suit_jacket/green)
if("blue")
color_hex = "#00B7EF"
inner_outfit = pick(/obj/item/clothing/under/color/blue, /obj/item/clothing/under/suit_jacket/navy)
if("purple")
color_hex = "#DA00FF"
inner_outfit = pick(/obj/item/clothing/under/color/lightpurple, /obj/item/clothing/under/lawyer/purpsuit)
if("white")
color_hex = "#FFFFFF"
inner_outfit = pick(/obj/item/clothing/under/color/white, /obj/item/clothing/under/suit_jacket/white)
name = (gangname ? gangname : pick(GLOB.gang_name_pool))
GLOB.gang_name_pool -= name
outer_outfit = pick(GLOB.gang_outfit_pool)
ganghud = new()
ganghud.color = color_hex
log_game("The [name] Gang has been created. Their gang color is [color].")
build_item_list()
/datum/gang/proc/build_item_list()
item_list = list()
item_category_list = list()
for(var/V in buyable_items)
var/datum/gang_item/G = new V()
item_list[G.id] = G
var/list/Cat = item_category_list[G.category]
boss_item_list = list()
boss_category_list = list()
for(var/B in boss_items)
var/datum/gang_item/G = new B()
boss_item_list[G.id] = G
var/list/Cat = boss_category_list[G.category]
if(Cat)
Cat += G
else
item_category_list[G.category] = list(G)
boss_category_list[G.category] = list(G)
reg_item_list = list()
reg_category_list = list()
for(var/S in soldier_items)
var/datum/gang_item/G = new S()
reg_item_list[G.id] = G
var/list/Cat = reg_category_list[G.category]
if(Cat)
Cat += G
else
reg_category_list[G.category] = list(G)
/datum/gang/proc/add_gang_hud(datum/mind/recruit_mind)
ganghud.join_hud(recruit_mind.current)
@@ -103,51 +164,6 @@
/datum/gang/proc/domination_time_remaining()
var/diff = domination_timer - world.time
return diff / 10
//////////////////////////////////////////// OUTFITS
//Used by recallers when purchasing a gang outfit. First time a gang outfit is purchased the buyer decides a gang style which is stored so gang outfits are uniform
/datum/gang/proc/gang_outfit(mob/living/carbon/user,obj/item/device/gangtool/gangtool)
if(!user || !gangtool)
return 0
if(!gangtool.can_use(user))
return 0
var/gang_style_list = list("Gang Colors","Black Suits","White Suits","Leather Jackets","Leather Overcoats","Puffer Jackets","Military Jackets","Tactical Turtlenecks","Soviet Uniforms")
if(!style && (user.mind in SSticker.mode.get_gang_bosses())) //Only the boss gets to pick a style
style = input("Pick an outfit style.", "Pick Style") as null|anything in gang_style_list
if(gangtool.can_use(user) && (gangtool.outfits >= 1))
var/outfit_path
switch(style)
if(null || "Gang Colors")
outfit_path = text2path("/obj/item/clothing/under/color/[color]")
if("Black Suits")
outfit_path = /obj/item/clothing/under/suit_jacket/charcoal
if("White Suits")
outfit_path = /obj/item/clothing/under/suit_jacket/white
if("Puffer Jackets")
outfit_path = /obj/item/clothing/suit/jacket/puffer
if("Leather Jackets")
outfit_path = /obj/item/clothing/suit/jacket/leather
if("Leather Overcoats")
outfit_path = /obj/item/clothing/suit/jacket/leather/overcoat
if("Military Jackets")
outfit_path = /obj/item/clothing/suit/jacket/miljacket
if("Soviet Uniforms")
outfit_path = /obj/item/clothing/under/soviet
if("Tactical Turtlenecks")
outfit_path = /obj/item/clothing/under/syndicate
if(outfit_path)
var/obj/item/clothing/outfit = new outfit_path(user.loc)
outfit.armor = list(melee = 20, bullet = 30, laser = 10, energy = 10, bomb = 20, bio = 0, rad = 0, fire = 30, acid = 30)
outfit.desc += " Tailored for the [name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
outfit.gang = src
user.put_in_hands(outfit)
return 1
return 0
//////////////////////////////////////////// MESSAGING
@@ -186,45 +202,7 @@
lost_names += "[territory_lost[area]]"
territory -= area
//Count uniformed gangsters
var/uniformed = 0
for(var/datum/mind/gangmind in (gangsters|bosses))
if(ishuman(gangmind.current))
var/mob/living/carbon/human/gangster = gangmind.current
//Gangster must be alive and on station
if((gangster.stat == DEAD) || (gangster.z > ZLEVEL_STATION))
continue
var/obj/item/clothing/outfit
var/obj/item/clothing/gang_outfit
if(gangster.w_uniform)
outfit = gangster.w_uniform
if(outfit.gang == src)
gang_outfit = outfit
if(gangster.wear_suit)
outfit = gangster.wear_suit
if(outfit.gang == src)
gang_outfit = outfit
if(gang_outfit)
to_chat(gangster, "<span class='notice'>The [src] Gang's influence grows as you wear [gang_outfit].</span>")
uniformed ++
//Calculate and report influence growth
var/message = "<b>[src] Gang Status Report:</b><BR>*---------*<br>"
if(is_dominating)
var/seconds_remaining = domination_time_remaining()
var/new_time = max(180, seconds_remaining - (uniformed * 4) - (territory.len * 2))
if(new_time < seconds_remaining)
message += "Takeover shortened by [seconds_remaining - new_time] seconds for defending [territory.len] territories and [uniformed] uniformed gangsters.<BR>"
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
var/points_new = min(999,points + 15 + (uniformed * 2) + territory.len)
if(points_new != points)
message += "Gang influence has increased by [points_new - points] for defending [territory.len] territories and [uniformed] uniformed gangsters.<BR>"
points = points_new
message += "Your gang now has <b>[points] influence</b>.<BR>"
//Process new territories
for(var/area in territory_new)
@@ -234,27 +212,69 @@
territory += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[territory_new.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[territory_lost.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
territory_new = list()
territory_lost = list()
var/control = round((territory.len/GLOB.start_state.num_territories)*100, 1)
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*"
message_gangtools(message)
//Increase outfit stock
for(var/obj/item/device/gangtool/tool in gangtools)
tool.outfits = min(tool.outfits+1,5)
var/sbonus = sqrt(LAZYLEN(territory)) // Bonus given to soldier's for the gang's total territory
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(is_dominating)
var/seconds_remaining = domination_time_remaining()
var/new_time = max(180, seconds_remaining - (territory.len * 2))
if(new_time < seconds_remaining)
message += "Takeover shortened by [seconds_remaining - new_time] seconds for defending [territory.len] territories.<BR>"
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
for(var/obj/item/device/gangtool/G in gangtools)
var/pmessage = message
var/points_new = 0
if(istype(G, /obj/item/device/gangtool/soldier))
points_new = max(0,round(3 - G.points/10)) + (sbonus) + (LAZYLEN(G.tags)/2) // Soldier points
pmessage += "Your influence has increased by [round(sbonus)] from your gang holding [LAZYLEN(territory)] territories, and a bonus of [round(LAZYLEN(G.tags)/2)] for territories you have personally marked and kept intact.<BR>"
else
points_new = max(0,round(5 - G.points/10)) + LAZYLEN(territory) // Boss points, more focused on big picture
pmessage += "Your influence has increased by [round(points_new)] from your gang holding [territory.len] territories<BR>"
G.points += points_new
var/mob/living/carbon/human/ganger = get(G.loc, /mob/living)
var/points_newer = 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
if(ishuman(ganger) && ganger.mind in (gangsters|bosses))
for(var/obj/C in ganger.contents)
if(C.type == inner_outfit)
points_newer += 2
continue
if(C.type == outer_outfit)
points_newer += 2
continue
switch(C.type)
if(/obj/item/clothing/neck/necklace/dope)
points_newer += 2
if(/obj/item/clothing/head/collectable/petehat/gang)
points_newer += 4
if(/obj/item/clothing/shoes/gang)
points_newer += 6
if(/obj/item/clothing/mask/gskull)
points_newer += 5
if(/obj/item/clothing/gloves/gang)
points_newer += 3
if(/obj/item/weapon/storage/belt/military/gang)
points_newer += 4
if(points_newer)
G.points += points_newer
pmessage += "Your influential choice of clothing has further increased your influence by [points_newer] points.<BR>"
pmessage += "You now have <b>[G.points] influence</b>.<BR>"
to_chat(ganger, "<span class='notice'>\icon[G] [pmessage]</span>")
//Multiverse
/datum/gang/multiverse
dom_attempts = 0
points = 0
fighting_style = "multiverse"
is_deconvertible = FALSE
+99 -25
View File
@@ -6,14 +6,12 @@
var/category
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool, check_canbuy = TRUE)
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
if(gang && real_cost)
gang.message_gangtools("A [get_name_display(user, gang, gangtool)] was purchased by [user.real_name] for [real_cost] Influence.")
log_game("A [id] was purchased by [key_name(user)] ([gang.name] Gang) for [real_cost] Influence.")
gang.points -= real_cost
gangtool.points -= real_cost
spawn_item(user, gang, gangtool)
return TRUE
@@ -25,7 +23,7 @@
to_chat(user, spawn_msg)
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
return gang && (gangtool.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
@@ -78,23 +76,104 @@
gangtool.recall(user)
/datum/gang_item/function/outfit
name = "Create Armored Gang Outfit"
id = "outfit"
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/function/outfit/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gangtool && (gangtool.outfits > 0) && ..()
/datum/gang_item/clothing
category = "Purchase Influence-Enhancing Clothes:"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfit)
var/obj/item/O = new gang.inner_outfit(user.loc)
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official uniform, wearing it will increase your influence")
/datum/gang_item/clothing/suit
name = "Gang Armored Outerwear"
id = "suit"
cost = 1
/datum/gang_item/clothing/suit/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfit)
var/obj/item/O = new gang.outer_outfit(user.loc)
O.armor = list(melee = 20, bullet = 35, laser = 10, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 18
item_path = /obj/item/clothing/head/collectable/petehat/gang
/obj/item/clothing/head/collectable/petehat/gang
name = "pimpin' hat"
desc = "The undisputed king of style."
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
cost = 20
item_path = /obj/item/clothing/mask/gskull
/obj/item/clothing/mask/gskull
name = "golden death mask"
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/datum/gang_item/clothing/shoes
name = "Bling Boots"
id = "boots"
cost = 25
item_path = /obj/item/clothing/shoes/gang
/obj/item/clothing/shoes/gang
name = "blinged-out boots"
desc = "Stand aside peasants."
icon_state = "bling"
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 10
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 12
item_path = /obj/item/clothing/gloves/gang
/obj/item/clothing/gloves/gang
name = "braggadocio's brass knuckles"
desc = "Purely decorative, don't find out the hard way."
icon_state = "knuckles"
w_class = 3
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
cost = 15
item_path = /obj/item/weapon/storage/belt/military/gang
/obj/item/weapon/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
storage_slots = 1
/datum/gang_item/function/outfit/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && !gangtool.outfits)
return "(Restocking)"
return ..()
/datum/gang_item/function/outfit/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && gang.gang_outfit(user, gangtool))
to_chat(user, "<span class='notice'><b>Gang Outfits</b> can act as armor with moderate protection against ballistic and melee attacks. Every gangster wearing one will also help grow your gang's influence.</span>")
if(gangtool)
gangtool.outfits -= 1
///////////////////
//WEAPONS
@@ -158,6 +237,7 @@
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
@@ -178,12 +258,6 @@
cost = 3
item_path = /obj/item/weapon/sharpener
/datum/gang_item/equipment/necklace
name = "Gold Necklace"
id = "necklace"
cost = 1
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/equipment/emp
name = "EMP Grenade"
+9
View File
@@ -25,7 +25,16 @@
var/datum/gang/G = user.mind.gang_datum
var/recruitable = SSticker.mode.add_gangster(M.mind,G)
switch(recruitable)
if(3)
for(var/obj/O in M.contents)
if(istype(O, /obj/item/device/gangtool/soldier))
to_chat(user, "<span class='warning'>This gangster already has an uplink!</span>")
return
new /obj/item/device/gangtool/soldier(M)
to_chat(user, "<span class='warning'>You inject [M] with a new gangtool!</span>")
cooldown(G)
if(2)
new /obj/item/device/gangtool/soldier(M)
M.Paralyse(5)
cooldown(G)
if(1)
+104 -18
View File
@@ -12,9 +12,11 @@
origin_tech = "programming=5;bluespace=2;syndicate=5"
var/datum/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 3
var/outfits = 2
var/free_pen = 0
var/promotable = 0
var/points = 15
var/list/tags = list()
/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
..()
@@ -48,14 +50,14 @@
var/isboss = (user.mind == gang.bosses[1])
dat += "Registration: <B>[gang.name] Gang [isboss ? "Boss" : "Lieutenant"]</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Gang Influence: <B>[gang.points]</B><br>"
dat += "Time until Influence grows: <B>[(gang.points >= 999) ? ("--:--") : (time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss"))]</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
dat += "Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
for(var/cat in gang.item_category_list)
for(var/cat in gang.boss_category_list)
dat += "<b>[cat]</b><br>"
for(var/V in gang.item_category_list[cat])
for(var/V in gang.boss_category_list[cat])
var/datum/gang_item/G = V
if(!G.can_see(user, gang, src))
continue
@@ -76,7 +78,7 @@
dat += "<a href='?src=\ref[src];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.4", 340, 625)
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.5", 340, 625)
popup.set_content(dat)
popup.open()
@@ -95,7 +97,7 @@
return
if(href_list["purchase"])
var/datum/gang_item/G = gang.item_list[href_list["purchase"]]
var/datum/gang_item/G = gang.boss_item_list[href_list["purchase"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
@@ -168,7 +170,7 @@
if(recalling)
to_chat(usr, "<span class='warning'>Error: Recall already in progress.</span>")
return 0
if(!gang.recalls)
to_chat(usr, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
@@ -212,7 +214,7 @@
userturf = get_turf(user)
if(userturf.z == 1) //Check one more time that they are on station.
if(SSshuttle.cancelEvac(user))
gang.recalls -= 1
gang.recalls -= 1
return 1
to_chat(loc, "<span class='info'>\icon[src]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
@@ -227,18 +229,102 @@
return 0
if(!user.mind)
return 0
if(gang) //If it's already registered, only let the gang's bosses use this
if(user.mind in gang.bosses)
return 1
else //If it's not registered, any gangster can use this to register
if(user.mind in SSticker.mode.get_all_gangsters())
return 1
if(gang && (user.mind in gang.bosses)) //If it's already registered, only let the gang's bosses use this
return 1
else if(user.mind in SSticker.mode.get_all_gangsters()) // For soldiers and potential LT's
return 1
return 0
/obj/item/device/gangtool/spare
outfits = 1
/obj/item/device/gangtool/spare/lt
promotable = 1
promotable = 1
///////////// Internal tool used by gang regulars ///////////
/obj/item/device/gangtool/soldier
points = 5
/obj/item/device/gangtool/soldier/New(mob/user)
. = ..()
gang = user.mind.gang_datum
gang.gangtools += src
var/datum/action/innate/gang/tool/GT = new
GT.Grant(user, src, gang)
/obj/item/device/gangtool/soldier/attack_self(mob/user)
if (!can_use(user))
return
var/dat
if(gang.is_dominating)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
dat += "Registration: <B>[gang.name] - Foot Soldier</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
if(LAZYLEN(tags))
dat += "Your tags generate bonus influence for you.<br> You have tagged the following territories:"
for(var/obj/effect/decal/cleanable/crayon/gang/T in tags)
dat += " [T.territory] -"
else
dat += "You have not personally tagged any territory for your gang. Use a spray can to mark your territory and receive bonus influence."
dat += "<br>Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
for(var/cat in gang.reg_category_list)
dat += "<b>[cat]</b><br>"
for(var/V in gang.reg_category_list[cat])
var/datum/gang_item/G = V
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=\ref[src];purchase=[G.id]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=\ref[src];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.5", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/soldier/Topic(href, href_list)
if(!can_use(usr))
return
if(href_list["purchase"])
var/datum/gang_item/G = gang.reg_item_list[href_list["purchase"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
attack_self(usr)
/datum/action/innate/gang
background_icon_state = "bg_spell"
/datum/action/innate/gang/IsAvailable()
if(!owner.mind || !owner.mind in SSticker.mode.get_all_gangsters())
return 0
return ..()
/datum/action/innate/gang/tool
name = "Personal Gang Tool"
desc = "An implanted gang tool that lets you purchase gear"
background_icon_state = "bg_mime"
button_icon_state = "bolt_action"
var/obj/item/device/gangtool/soldier/GT
/datum/action/innate/gang/tool/Grant(mob/user, obj/reg, datum/gang/G)
. = ..()
GT = reg
button.color = G.color
/datum/action/innate/gang/tool/Activate()
GT.attack_self(owner)
+1 -1
View File
@@ -328,7 +328,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/tunguska/Move()
. = ..()
if(.)
new /obj/effect/overlay/temp/revenant(get_turf(src))
new /obj/effect/temp_visual/revenant(get_turf(src))
/obj/effect/meteor/tunguska/meteor_effect()
..()
@@ -64,7 +64,7 @@
stealth_active = 1
if(ishuman(loc))
var/mob/living/carbon/human/M = loc
new /obj/effect/overlay/temp/dir_setting/ninja/cloak(get_turf(M), M.dir)
new /obj/effect/temp_visual/dir_setting/ninja/cloak(get_turf(M), M.dir)
M.name_override = disguise.name
M.icon = disguise.icon
M.icon_state = disguise.icon_state
@@ -78,7 +78,7 @@
stealth_active = 0
if(ishuman(loc))
var/mob/living/carbon/human/M = loc
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(M), M.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(M), M.dir)
M.name_override = null
M.cut_overlays()
M.regenerate_icons()
@@ -16,38 +16,38 @@
flick("alien-pad", src)
for(var/mob/living/target in loc)
target.forceMove(teleport_target)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
to_chat(target, "<span class='warning'>The instability of the warp leaves you disoriented!</span>")
target.Stun(3)
/obj/machinery/abductor/pad/proc/Retrieve(mob/living/target)
flick("alien-pad", src)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
Warp(target)
/obj/machinery/abductor/pad/proc/MobToLoc(place,mob/living/target)
new /obj/effect/overlay/temp/teleport_abductor(place)
new /obj/effect/temp_visual/teleport_abductor(place)
sleep(80)
flick("alien-pad", src)
target.forceMove(place)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
/obj/machinery/abductor/pad/proc/PadToLoc(place)
new /obj/effect/overlay/temp/teleport_abductor(place)
new /obj/effect/temp_visual/teleport_abductor(place)
sleep(80)
flick("alien-pad", src)
for(var/mob/living/target in get_turf(src))
target.forceMove(place)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
/obj/effect/overlay/temp/teleport_abductor
/obj/effect/temp_visual/teleport_abductor
name = "Huh"
icon = 'icons/obj/abductor.dmi'
icon_state = "teleport"
duration = 80
/obj/effect/overlay/temp/teleport_abductor/Initialize()
/obj/effect/temp_visual/teleport_abductor/Initialize()
. = ..()
var/datum/effect_system/spark_spread/S = new
S.set_up(10,0,loc)
@@ -83,7 +83,7 @@
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD)
obj_damage = 0
environment_smash = 0
environment_smash = ENVIRONMENT_SMASH_NONE
attacktext = "shocks"
attack_sound = 'sound/effects/EMPulse.ogg'
friendly = "pinches"
@@ -435,7 +435,7 @@
resources += resource_gain
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
var/obj/effect/overlay/temp/swarmer/integrate/I = new /obj/effect/overlay/temp/swarmer/integrate(get_turf(target))
var/obj/effect/temp_visual/swarmer/integrate/I = new /obj/effect/temp_visual/swarmer/integrate(get_turf(target))
I.pixel_x = target.pixel_x
I.pixel_y = target.pixel_y
I.pixel_z = target.pixel_z
@@ -452,7 +452,7 @@
/mob/living/simple_animal/hostile/swarmer/proc/DisIntegrate(atom/movable/target)
new /obj/effect/overlay/temp/swarmer/disintegration(get_turf(target))
new /obj/effect/temp_visual/swarmer/disintegration(get_turf(target))
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
target.ex_act(3)
@@ -497,7 +497,7 @@
/mob/living/simple_animal/hostile/swarmer/proc/DismantleMachine(obj/machinery/target)
do_attack_animation(target)
to_chat(src, "<span class='info'>We begin to dismantle this machine. We will need to be uninterrupted.</span>")
var/obj/effect/overlay/temp/swarmer/dismantle/D = new /obj/effect/overlay/temp/swarmer/dismantle(get_turf(target))
var/obj/effect/temp_visual/swarmer/dismantle/D = new /obj/effect/temp_visual/swarmer/dismantle(get_turf(target))
D.pixel_x = target.pixel_x
D.pixel_y = target.pixel_y
D.pixel_z = target.pixel_z
@@ -507,7 +507,7 @@
M.amount = 5
for(var/obj/item/I in target.component_parts)
I.loc = M.loc
var/obj/effect/overlay/temp/swarmer/disintegration/N = new /obj/effect/overlay/temp/swarmer/disintegration(get_turf(target))
var/obj/effect/temp_visual/swarmer/disintegration/N = new /obj/effect/temp_visual/swarmer/disintegration(get_turf(target))
N.pixel_x = target.pixel_x
N.pixel_y = target.pixel_y
N.pixel_z = target.pixel_z
@@ -519,23 +519,23 @@
qdel(target)
/obj/effect/overlay/temp/swarmer //temporary swarmer visual feedback objects
/obj/effect/temp_visual/swarmer //temporary swarmer visual feedback objects
icon = 'icons/mob/swarmer.dmi'
layer = BELOW_MOB_LAYER
/obj/effect/overlay/temp/swarmer/disintegration
/obj/effect/temp_visual/swarmer/disintegration
icon_state = "disintegrate"
duration = 10
/obj/effect/overlay/temp/swarmer/disintegration/Initialize()
/obj/effect/temp_visual/swarmer/disintegration/Initialize()
. = ..()
playsound(loc, "sparks", 100, 1)
/obj/effect/overlay/temp/swarmer/dismantle
/obj/effect/temp_visual/swarmer/dismantle
icon_state = "dismantle"
duration = 25
/obj/effect/overlay/temp/swarmer/integrate
/obj/effect/temp_visual/swarmer/integrate
icon_state = "integrate"
duration = 5
@@ -202,7 +202,7 @@
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(4, 0, L)
s.start()
new /obj/effect/overlay/temp/revenant(L.loc)
new /obj/effect/temp_visual/revenant(L.loc)
sleep(20)
if(!L.on) //wait, wait, don't shock me
return
@@ -237,7 +237,7 @@
/obj/effect/proc_holder/spell/aoe_turf/revenant/defile/proc/defile(turf/T)
if(T.flags & NOJAUNT)
T.flags -= NOJAUNT
new /obj/effect/overlay/temp/revenant(T)
new /obj/effect/temp_visual/revenant(T)
if(!istype(T, /turf/open/floor/plating) && !istype(T, /turf/open/floor/engine/cult) && isfloorturf(T) && prob(15))
var/turf/open/floor/floor = T
if(floor.intact && floor.floor_tile)
@@ -246,10 +246,10 @@
floor.burnt = 0
floor.make_plating(1)
if(T.type == /turf/closed/wall && prob(15))
new /obj/effect/overlay/temp/revenant(T)
new /obj/effect/temp_visual/revenant(T)
T.ChangeTurf(/turf/closed/wall/rust)
if(T.type == /turf/closed/wall/r_wall && prob(10))
new /obj/effect/overlay/temp/revenant(T)
new /obj/effect/temp_visual/revenant(T)
T.ChangeTurf(/turf/closed/wall/r_wall/rust)
for(var/obj/structure/closet/closet in T.contents)
closet.open()
@@ -261,7 +261,7 @@
for(var/obj/structure/window/window in T)
window.take_damage(rand(30,80))
if(window && window.fulltile)
new /obj/effect/overlay/temp/revenant/cracks(window.loc)
new /obj/effect/temp_visual/revenant/cracks(window.loc)
for(var/obj/machinery/light/light in T)
light.flicker(20) //spooky
@@ -284,7 +284,7 @@
/obj/effect/proc_holder/spell/aoe_turf/revenant/malfunction/proc/malfunction(turf/T, mob/user)
for(var/mob/living/simple_animal/bot/bot in T)
if(!bot.emagged)
new /obj/effect/overlay/temp/revenant(bot.loc)
new /obj/effect/temp_visual/revenant(bot.loc)
bot.locked = 0
bot.open = 1
bot.emag_act()
@@ -292,21 +292,21 @@
if(human == user)
continue
to_chat(human, "<span class='revenwarning'>You feel [pick("your sense of direction flicker out", "a stabbing pain in your head", "your mind fill with static")].</span>")
new /obj/effect/overlay/temp/revenant(human.loc)
new /obj/effect/temp_visual/revenant(human.loc)
human.emp_act(1)
for(var/obj/thing in T)
if(istype(thing, /obj/machinery/dominator) || istype(thing, /obj/machinery/power/apc) || istype(thing, /obj/machinery/power/smes)) //Doesn't work on dominators, SMES and APCs, to prevent kekkery
continue
if(prob(20))
if(prob(50))
new /obj/effect/overlay/temp/revenant(thing.loc)
new /obj/effect/temp_visual/revenant(thing.loc)
thing.emag_act(null)
else
if(!istype(thing, /obj/machinery/clonepod)) //I hate everything but mostly the fact there's no better way to do this without just not affecting it at all
thing.emp_act(1)
for(var/mob/living/silicon/robot/S in T) //Only works on cyborgs, not AI
playsound(S, 'sound/machines/warning-buzzer.ogg', 50, 1)
new /obj/effect/overlay/temp/revenant(S.loc)
new /obj/effect/temp_visual/revenant(S.loc)
S.spark_system.start()
S.emp_act(1)
@@ -329,7 +329,7 @@
for(var/mob/living/mob in T)
if(mob == user)
continue
new /obj/effect/overlay/temp/revenant(mob.loc)
new /obj/effect/temp_visual/revenant(mob.loc)
if(iscarbon(mob))
if(ishuman(mob))
var/mob/living/carbon/human/H = mob
@@ -350,14 +350,14 @@
mob.adjustToxLoss(5)
for(var/obj/structure/spacevine/vine in T) //Fucking with botanists, the ability.
vine.add_atom_colour("#823abb", TEMPORARY_COLOUR_PRIORITY)
new /obj/effect/overlay/temp/revenant(vine.loc)
new /obj/effect/temp_visual/revenant(vine.loc)
QDEL_IN(vine, 10)
for(var/obj/structure/glowshroom/shroom in T)
shroom.add_atom_colour("#823abb", TEMPORARY_COLOUR_PRIORITY)
new /obj/effect/overlay/temp/revenant(shroom.loc)
new /obj/effect/temp_visual/revenant(shroom.loc)
QDEL_IN(shroom, 10)
for(var/obj/machinery/hydroponics/tray in T)
new /obj/effect/overlay/temp/revenant(tray.loc)
new /obj/effect/temp_visual/revenant(tray.loc)
tray.pestlevel = rand(8, 10)
tray.weedlevel = rand(8, 10)
tray.toxic = rand(45, 55)
@@ -33,11 +33,11 @@
to_chat(affected_mob, "<span class='revennotice'>You suddenly feel [pick("sick and tired", "disoriented", "tired and confused", "nauseated", "faint", "dizzy")]...</span>")
affected_mob.confused += 8
affected_mob.adjustStaminaLoss(8)
new /obj/effect/overlay/temp/revenant(affected_mob.loc)
new /obj/effect/temp_visual/revenant(affected_mob.loc)
if(stagedamage < stage)
stagedamage++
affected_mob.adjustToxLoss(stage*2) //should, normally, do about 30 toxin damage.
new /obj/effect/overlay/temp/revenant(affected_mob.loc)
new /obj/effect/temp_visual/revenant(affected_mob.loc)
if(prob(45))
affected_mob.adjustStaminaLoss(stage)
..() //So we don't increase a stage before applying the stage damage.
@@ -56,7 +56,7 @@
finalstage = TRUE
to_chat(affected_mob, "<span class='revenbignotice'>You feel like [pick("nothing's worth it anymore", "nobody ever needed your help", "nothing you did mattered", "everything you tried to do was worthless")].</span>")
affected_mob.adjustStaminaLoss(45)
new /obj/effect/overlay/temp/revenant(affected_mob.loc)
new /obj/effect/temp_visual/revenant(affected_mob.loc)
if(affected_mob.dna && affected_mob.dna.species)
affected_mob.dna.species.handle_mutant_bodyparts(affected_mob,"#1d2953")
affected_mob.dna.species.handle_hair(affected_mob,"#1d2953")
@@ -27,7 +27,7 @@
maxHealth = 200
health = 200
healable = 0
environment_smash = 1
environment_smash = ENVIRONMENT_SMASH_STRUCTURES
obj_damage = 50
melee_damage_lower = 30
melee_damage_upper = 30
+1 -2
View File
@@ -459,8 +459,7 @@
var/datum/game_mode/nuclear/NM = SSticker.mode
NM.nukes_left --
if(!SSticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
spawn()
world.Reboot("Station destroyed by Nuclear Device.", "end_error", "nuke - unhandled ending")
SSticker.Reboot("Station destroyed by Nuclear Device.", "end_error", "nuke - unhandled ending")
/*
+5 -4
View File
@@ -175,6 +175,7 @@
continue
var/mob/living/carbon/human/H = X
if(H.stat == DEAD)
H.dust(TRUE)
spooky_scaries.Remove(X)
continue
listclearnulls(spooky_scaries)
@@ -584,7 +585,7 @@
var/turf/T = get_turf(user)
playsound(T,'sound/magic/WarpWhistle.ogg', 200, 1)
user.canmove = 0
new /obj/effect/overlay/temp/tornado(T)
new /obj/effect/temp_visual/tornado(T)
sleep(20)
if(interrupted(user))
return
@@ -602,7 +603,7 @@
T = potential_T
break
breakout += 1
new /obj/effect/overlay/temp/tornado(T)
new /obj/effect/temp_visual/tornado(T)
sleep(20)
if(interrupted(user))
return
@@ -620,7 +621,7 @@
last_user.canmove = 1
return ..()
/obj/effect/overlay/temp/tornado
/obj/effect/temp_visual/tornado
icon = 'icons/obj/wizard.dmi'
icon_state = "tornado"
name = "tornado"
@@ -630,6 +631,6 @@
duration = 40
pixel_x = 500
/obj/effect/overlay/temp/tornado/Initialize()
/obj/effect/temp_visual/tornado/Initialize()
. = ..()
animate(src, pixel_x = -500, time = 40)
+1 -1
View File
@@ -236,7 +236,7 @@
/obj/machinery/disco/proc/hierofunk()
for(var/i in 1 to 10)
spawn_atom_to_turf(/obj/effect/overlay/temp/hierophant/telegraph/edge, src, 1, FALSE)
spawn_atom_to_turf(/obj/effect/temp_visual/hierophant/telegraph/edge, src, 1, FALSE)
sleep(5)
/obj/machinery/disco/proc/lights_spin()
+5 -5
View File
@@ -363,7 +363,7 @@
assemblytype = /obj/structure/door_assembly/door_assembly_cult
hackProof = 1
aiControlDisabled = 1
var/openingoverlaytype = /obj/effect/overlay/temp/cult/door
var/openingoverlaytype = /obj/effect/temp_visual/cult/door
var/friendly = FALSE
/obj/machinery/door/airlock/cult/New()
@@ -380,7 +380,7 @@
new openingoverlaytype(loc)
return 1
else
new /obj/effect/overlay/temp/cult/sac(loc)
new /obj/effect/temp_visual/cult/sac(loc)
var/atom/throwtarget
throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(M, src)))
M << pick(sound('sound/hallucinations/turn_around1.ogg',0,1,50), sound('sound/hallucinations/turn_around2.ogg',0,1,50))
@@ -407,7 +407,7 @@
icon = 'icons/obj/doors/airlocks/cult/unruned/cult.dmi'
overlays_file = 'icons/obj/doors/airlocks/cult/unruned/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_cult/unruned
openingoverlaytype = /obj/effect/overlay/temp/cult/door/unruned
openingoverlaytype = /obj/effect/temp_visual/cult/door/unruned
/obj/machinery/door/airlock/cult/unruned/friendly
friendly = TRUE
@@ -438,8 +438,8 @@
/obj/machinery/door/airlock/clockwork/New()
..()
var/turf/T = get_turf(src)
new /obj/effect/overlay/temp/ratvar/door(T)
new /obj/effect/overlay/temp/ratvar/beam/door(T)
new /obj/effect/temp_visual/ratvar/door(T)
new /obj/effect/temp_visual/ratvar/beam/door(T)
change_construction_value(5)
/obj/machinery/door/airlock/clockwork/Destroy()
+1 -1
View File
@@ -328,7 +328,7 @@
/obj/machinery/door/window/clockwork/setDir(direct)
if(!made_glow)
var/obj/effect/E = new /obj/effect/overlay/temp/ratvar/door/window(get_turf(src))
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/door/window(get_turf(src))
E.setDir(direct)
made_glow = TRUE
..()
+1 -1
View File
@@ -159,7 +159,7 @@ Class Procs:
/obj/machinery/emp_act(severity)
if(use_power && !stat)
use_power(7500/severity)
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
..()
/obj/machinery/proc/open_machine(drop = 1)
+26
View File
@@ -1152,6 +1152,32 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
premium = list(/obj/item/clothing/under/suit_jacket/checkered=1,/obj/item/clothing/head/mailman=1,/obj/item/clothing/under/rank/mailman=1,/obj/item/clothing/suit/jacket/leather=1,/obj/item/clothing/suit/jacket/leather/overcoat=1,/obj/item/clothing/under/pants/mustangjeans=1,/obj/item/clothing/neck/necklace/dope=3,/obj/item/clothing/suit/jacket/letterman_nanotrasen=1)
refill_canister = /obj/item/weapon/vending_refill/clothing
/obj/machinery/vending/toyliberationstation
name = "\improper Syndicate Donksoft Toy Vendor"
desc = "A ages 8 and up approved vendor that dispenses toys. If you were to find the right wires, you can unlock the adult mode setting!"
icon_state = "syndi"
req_access_txt = "1"
product_slogans = "Get your cool toys today!;Trigger a valid hunter today!;Quality toy weapons for cheap prices!;Give them to HoPs for all access!;Give them to HoS to get perma briged!"
product_ads = "Feel robust with your toys!;Express your inner child today!;Toy weapons don't kill people, but valid hunters do!;Who needs responsibilities when you have toy weapons?;Make your next murder FUN!"
vend_reply = "Come back for more!"
products = list(/obj/item/weapon/gun/ballistic/automatic/toy/unrestricted = 10,
/obj/item/weapon/gun/ballistic/automatic/toy/pistol/unrestricted = 10,
/obj/item/weapon/gun/ballistic/shotgun/toy/unrestricted = 10,
/obj/item/toy/sword = 10, /obj/item/ammo_box/foambox = 20,
/obj/item/toy/foamblade = 10,
/obj/item/toy/syndicateballoon = 10,
/obj/item/clothing/suit/syndicatefake = 5,
/obj/item/clothing/head/syndicatefake = 5) //OPS IN DORMS oh wait it's just a assistant
contraband = list(/obj/item/weapon/gun/ballistic/shotgun/toy/crossbow = 10, //Congrats, you unlocked the +18 setting!
/obj/item/weapon/gun/ballistic/automatic/c20r/toy/unrestricted = 10,
/obj/item/weapon/gun/ballistic/automatic/l6_saw/toy/unrestricted = 10,
/obj/item/ammo_box/foambox/riot = 20,
/obj/item/toy/katana = 10,
/obj/item/weapon/twohanded/dualsaber/toy = 5,
/obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
#undef STANDARD_CHARGE
#undef CONTRABAND_CHARGE
#undef COIN_CHARGE
@@ -64,12 +64,9 @@
/obj/item/mecha_parts/mecha_equipment/drill/proc/move_ores()
if(locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in chassis.equipment)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in chassis:cargo
if(ore_box)
for(var/obj/item/weapon/ore/ore in range(1, chassis))
if(get_dir(chassis,ore)&chassis.dir)
ore.Move(ore_box)
if(locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in chassis.equipment && istype(chassis, /obj/mecha/working/ripley))
var/obj/mecha/working/ripley/R = chassis //we could assume that it's a ripley because it has a clamp, but that's ~unsafe~ and ~bad practice~
R.collect_ore()
/obj/item/mecha_parts/mecha_equipment/drill/can_attach(obj/mecha/M as obj)
if(..())
@@ -109,36 +106,19 @@
icon_state = "mecha_analyzer"
selectable = 0
equip_cooldown = 30
var/scanning = 0
var/scanning_time = 0
/obj/item/mecha_parts/mecha_equipment/mining_scanner/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/mecha_parts/mecha_equipment/mining_scanner/attach(obj/mecha/M)
..()
M.occupant_sight_flags |= SEE_TURFS
if(M.occupant)
M.occupant.update_sight()
/obj/item/mecha_parts/mecha_equipment/mining_scanner/detach()
chassis.occupant_sight_flags &= ~SEE_TURFS
if(chassis.occupant)
chassis.occupant.update_sight()
return ..()
/obj/item/mecha_parts/mecha_equipment/mining_scanner/process()
if(!loc)
STOP_PROCESSING(SSobj, src)
qdel(src)
if(scanning)
return
if(istype(loc,/obj/mecha/working))
if(istype(loc,/obj/mecha/working) && scanning_time <= world.time)
var/obj/mecha/working/mecha = loc
if(!mecha.occupant)
return
var/list/L = list(mecha.occupant)
scanning = 1
mineral_scan_pulse(L,get_turf(loc))
spawn(equip_cooldown)
scanning = 0
scanning_time = world.time + equip_cooldown
mineral_scan_pulse(get_turf(src))
+2 -2
View File
@@ -8,7 +8,7 @@
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
var/firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
if(..())
@@ -60,7 +60,7 @@
//Base energy weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "general energy weapon"
firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
-1
View File
@@ -37,7 +37,6 @@
var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5)
var/obj/item/weapon/stock_parts/cell/cell
var/state = 0
var/cell_power_remaining = 1 // 0 - no power, 1 - 100% power in cell. Starts as 1 so putting any cell into empty mech doesn't deplete charge from it
var/list/log = new
var/last_message = 0
var/add_req_access = 1
-2
View File
@@ -213,7 +213,6 @@
clearInternalDamage(MECHA_INT_TEMP_CONTROL)
to_chat(user, "<span class='notice'>You repair the damaged temperature controller.</span>")
else if(state==3 && cell)
cell_power_remaining = max(0.1, cell.charge/cell.maxcharge) //10% charge or whatever is remaining in the current cell
cell.forceMove(loc)
cell = null
state = 4
@@ -232,7 +231,6 @@
var/obj/item/weapon/stock_parts/cell/C = W
to_chat(user, "<span class='notice'>You install the powercell.</span>")
C.forceMove(src)
C.use(max(0, C.charge - C.maxcharge*cell_power_remaining)) //Set inserted cell's power to saved percentage if that's higher
cell = C
log_message("Powercell installed")
else
+9 -4
View File
@@ -19,12 +19,17 @@
/obj/mecha/working/ripley/Move()
. = ..()
if(. && (locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in equipment))
if(.)
collect_ore()
update_pressure()
/obj/mecha/working/ripley/proc/collect_ore()
if(locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in equipment)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in cargo
if(ore_box)
for(var/obj/item/weapon/ore/ore in get_turf(src))
ore.Move(ore_box)
update_pressure()
for(var/obj/item/weapon/ore/ore in range(1, src))
if(ore.Adjacent(src) && ((get_dir(src, ore) & dir) || ore.loc == loc)) //we can reach it and it's in front of us? grab it!
ore.forceMove(ore_box)
/obj/mecha/working/ripley/Destroy()
for(var/i=1, i <= hides, i++)
+10 -7
View File
@@ -8,7 +8,7 @@
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
..()
name = e_name
desc = "A [name] vandalizing the station."
if(type == "poseur tag")
@@ -30,22 +30,25 @@
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
var/obj/item/device/gangtool/linked_tool
var/area/territory
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0)
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0, var/mob/user)
if(!type || !G)
qdel(src)
var/area/territory = get_area(src)
territory = get_area(src)
gang = G
var/newcolor = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
linked_tool = locate(/obj/item/device/gangtool) in user.contents
if(linked_tool)
linked_tool.tags += src
..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
var/area/territory = get_area(src)
if(linked_tool)
linked_tool.tags -= src
if(gang)
gang.territory -= territory.type
gang.territory_new -= territory.type
+2 -2
View File
@@ -1,11 +1,11 @@
/obj/effect/overlay/temp/point
/obj/effect/temp_visual/point
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 25
/obj/effect/overlay/temp/point/Initialize(mapload, set_invis = 0)
/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
..()
var/atom/old_loc = loc
loc = get_turf(src)
+1 -3
View File
@@ -93,6 +93,4 @@
/obj/effect/abstract/proximity_checker/Crossed(atom/movable/AM)
set waitfor = FALSE
var/atom/H = monitor.host
testing("HasProx: [H] -> [AM]")
H.HasProximity(AM)
monitor.host.HasProximity(AM)
@@ -10,7 +10,7 @@
var/area/A = get_area(T)
new /obj/structure/alien/egg(T)
new /obj/effect/overlay/temp/gravpush(T)
new /obj/effect/temp_visual/gravpush(T)
playsound(T, 'sound/items/party_horn.ogg', 50, 1, -1)
message_admins("An alien egg has been delivered to [A] at [ADMIN_COORDJMP(T)].")
@@ -1,68 +1,68 @@
//temporary visual effects(/obj/effect/overlay/temp) used by clockcult stuff
/obj/effect/overlay/temp/ratvar
//temporary visual effects(/obj/effect/temp_visual) used by clockcult stuff
/obj/effect/temp_visual/ratvar
name = "ratvar's light"
icon = 'icons/effects/clockwork_effects.dmi'
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/ratvar/door
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/overlay/temp/ratvar/door/window
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/overlay/temp/ratvar/beam
/obj/effect/temp_visual/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/overlay/temp/ratvar/beam/door
/obj/effect/temp_visual/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/overlay/temp/ratvar/beam/grille
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/itemconsume
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/falsewall
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/catwalk
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/wall
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/overlay/temp/ratvar/wall/false
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/floor
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/overlay/temp/ratvar/floor/catwalk
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/window
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/window/single
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/overlay/temp/ratvar/gear
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille/broken
/obj/effect/temp_visual/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/overlay/temp/ratvar/mending_mantra
/obj/effect/temp_visual/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 20
alpha = 200
@@ -70,7 +70,7 @@
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/mending_mantra/Initialize(mapload)
/obj/effect/temp_visual/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix()*2
var/matrix/M = transform
@@ -78,7 +78,7 @@
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/ratvar/volt_hit
/obj/effect/temp_visual/ratvar/volt_hit
name = "volt blast"
layer = ABOVE_MOB_LAYER
duration = 5
@@ -89,13 +89,13 @@
var/mob/user
var/damage = 20
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
/obj/effect/temp_visual/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
if(multiplier)
damage *= multiplier
duration = max(round(damage * 0.2), 1)
. = ..()
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
/obj/effect/temp_visual/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
. = ..()
user = caster
if(user)
@@ -104,7 +104,7 @@
transform = M
INVOKE_ASYNC(src, .proc/volthit)
/obj/effect/overlay/temp/ratvar/volt_hit/proc/volthit()
/obj/effect/temp_visual/ratvar/volt_hit/proc/volthit()
if(user)
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
var/hit_amount = 0
@@ -134,61 +134,61 @@
else
playsound(src, "sparks", 50, 1)
/obj/effect/overlay/temp/ratvar/ocular_warden
/obj/effect/temp_visual/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
/obj/effect/temp_visual/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/spearbreak
/obj/effect/temp_visual/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/overlay/temp/ratvar/geis_binding
/obj/effect/temp_visual/ratvar/geis_binding
icon_state = "geisbinding"
/obj/effect/overlay/temp/ratvar/geis_binding/top
/obj/effect/temp_visual/ratvar/geis_binding/top
icon_state = "geisbinding_top"
/obj/effect/overlay/temp/ratvar/component
/obj/effect/temp_visual/ratvar/component
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/overlay/temp/ratvar/component/Initialize()
/obj/effect/temp_visual/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/component/cogwheel
/obj/effect/temp_visual/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/overlay/temp/ratvar/component/capacitor
/obj/effect/temp_visual/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/overlay/temp/ratvar/component/alloy
/obj/effect/temp_visual/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/overlay/temp/ratvar/component/ansible
/obj/effect/temp_visual/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/overlay/temp/ratvar/sigil
/obj/effect/temp_visual/ratvar/sigil
name = "glowing circle"
icon_state = "sigildull"
/obj/effect/overlay/temp/ratvar/sigil/transgression
/obj/effect/temp_visual/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 70
@@ -196,13 +196,13 @@
light_power = 2
light_color = "#FAE48C"
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
/obj/effect/temp_visual/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
/obj/effect/overlay/temp/ratvar/sigil/vitality
/obj/effect/temp_visual/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = ABOVE_MOB_LAYER
@@ -210,7 +210,7 @@
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/sigil/accession
/obj/effect/temp_visual/ratvar/sigil/accession
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
duration = 70
@@ -1,58 +1,58 @@
//temporary visual effects(/obj/effect/overlay/temp) used by cult stuff
/obj/effect/overlay/temp/cult
//temporary visual effects(/obj/effect/temp_visual) used by cult stuff
/obj/effect/temp_visual/cult
icon = 'icons/effects/cult_effects.dmi'
randomdir = 0
duration = 10
/obj/effect/overlay/temp/cult/sparks
/obj/effect/temp_visual/cult/sparks
randomdir = 1
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/overlay/temp/cult/blood // The traditional teleport
/obj/effect/temp_visual/cult/blood // The traditional teleport
name = "blood jaunt"
duration = 12
icon_state = "bloodin"
/obj/effect/overlay/temp/cult/blood/out
/obj/effect/temp_visual/cult/blood/out
icon_state = "bloodout"
/obj/effect/overlay/temp/dir_setting/cult/phase // The veil shifter teleport
/obj/effect/temp_visual/dir_setting/cult/phase // The veil shifter teleport
name = "phase glow"
duration = 7
icon_state = "cultin"
/obj/effect/overlay/temp/dir_setting/cult/phase/out
/obj/effect/temp_visual/dir_setting/cult/phase/out
icon_state = "cultout"
/obj/effect/overlay/temp/cult/sac
/obj/effect/temp_visual/cult/sac
name = "maw of Nar-Sie"
icon_state = "sacconsume"
/obj/effect/overlay/temp/cult/door
/obj/effect/temp_visual/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
/obj/effect/temp_visual/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/overlay/temp/cult/turf
/obj/effect/temp_visual/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/cult/turf/floor
/obj/effect/temp_visual/cult/turf/floor
icon_state = "floorglow"
duration = 5
//visuals for runes being magically created
/obj/effect/overlay/temp/cult/rune_spawn
/obj/effect/temp_visual/cult/rune_spawn
icon_state = "runeouter"
alpha = 0
var/turnedness = 179 //179 turns counterclockwise, 181 turns clockwise
/obj/effect/overlay/temp/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
/obj/effect/temp_visual/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
if(isnum(set_duration))
duration = set_duration
if(set_color)
@@ -66,79 +66,79 @@
animate(src, alpha = 255, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = oldtransform, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/cult/rune_spawn/rune1
/obj/effect/temp_visual/cult/rune_spawn/rune1
icon_state = "rune1words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune1/inner
/obj/effect/temp_visual/cult/rune_spawn/rune1/inner
icon_state = "rune1inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune1/center
/obj/effect/temp_visual/cult/rune_spawn/rune1/center
icon_state = "rune1center"
/obj/effect/overlay/temp/cult/rune_spawn/rune2
/obj/effect/temp_visual/cult/rune_spawn/rune2
icon_state = "rune2words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
/obj/effect/temp_visual/cult/rune_spawn/rune2/inner
icon_state = "rune2inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune2/center
/obj/effect/temp_visual/cult/rune_spawn/rune2/center
icon_state = "rune2center"
/obj/effect/overlay/temp/cult/rune_spawn/rune3
/obj/effect/temp_visual/cult/rune_spawn/rune3
icon_state = "rune3words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune3/inner
/obj/effect/temp_visual/cult/rune_spawn/rune3/inner
icon_state = "rune3inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune3/center
/obj/effect/temp_visual/cult/rune_spawn/rune3/center
icon_state = "rune3center"
/obj/effect/overlay/temp/cult/rune_spawn/rune4
/obj/effect/temp_visual/cult/rune_spawn/rune4
icon_state = "rune4words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune4/inner
/obj/effect/temp_visual/cult/rune_spawn/rune4/inner
icon_state = "rune4inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune4/center
/obj/effect/temp_visual/cult/rune_spawn/rune4/center
icon_state = "rune4center"
/obj/effect/overlay/temp/cult/rune_spawn/rune5
/obj/effect/temp_visual/cult/rune_spawn/rune5
icon_state = "rune5words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune5/inner
/obj/effect/temp_visual/cult/rune_spawn/rune5/inner
icon_state = "rune5inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune5/center
/obj/effect/temp_visual/cult/rune_spawn/rune5/center
icon_state = "rune5center"
/obj/effect/overlay/temp/cult/rune_spawn/rune6
/obj/effect/temp_visual/cult/rune_spawn/rune6
icon_state = "rune6words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune6/inner
/obj/effect/temp_visual/cult/rune_spawn/rune6/inner
icon_state = "rune6inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune6/center
/obj/effect/temp_visual/cult/rune_spawn/rune6/center
icon_state = "rune6center"
/obj/effect/overlay/temp/cult/rune_spawn/rune7
/obj/effect/temp_visual/cult/rune_spawn/rune7
icon_state = "rune7words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune7/inner
/obj/effect/temp_visual/cult/rune_spawn/rune7/inner
icon_state = "rune7inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune7/center
/obj/effect/temp_visual/cult/rune_spawn/rune7/center
icon_state = "rune7center"
@@ -1,12 +1,12 @@
//unsorted miscellaneous temporary visuals
/obj/effect/overlay/temp/dir_setting/bloodsplatter
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/overlay/temp/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
@@ -40,22 +40,22 @@
layer = ABOVE_MOB_LAYER
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/overlay/temp/dir_setting/speedbike_trail
/obj/effect/temp_visual/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/overlay/temp/dir_setting/firing_effect
/obj/effect/temp_visual/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/obj/effect/overlay/temp/dir_setting/firing_effect/setDir(newdir)
/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
switch(newdir)
if(NORTH)
layer = BELOW_MOB_LAYER
@@ -69,84 +69,84 @@
pixel_y = rand(-1,1)
..()
/obj/effect/overlay/temp/dir_setting/firing_effect/energy
/obj/effect/temp_visual/dir_setting/firing_effect/energy
icon_state = "firing_effect_energy"
duration = 3
/obj/effect/overlay/temp/dir_setting/firing_effect/magic
/obj/effect/temp_visual/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
/obj/effect/overlay/temp/dir_setting/ninja
/obj/effect/temp_visual/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/overlay/temp/dir_setting/ninja/cloak
/obj/effect/temp_visual/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/overlay/temp/dir_setting/ninja/shadow
/obj/effect/temp_visual/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/overlay/temp/dir_setting/ninja/phase
/obj/effect/temp_visual/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
/obj/effect/temp_visual/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/dir_setting/wraith
/obj/effect/temp_visual/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/overlay/temp/dir_setting/wraith/out
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/overlay/temp/dir_setting/tailsweep
/obj/effect/temp_visual/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/overlay/temp/wizard
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/overlay/temp/wizard/out
/obj/effect/temp_visual/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/overlay/temp/monkeyify
/obj/effect/temp_visual/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/overlay/temp/monkeyify/humanify
/obj/effect/temp_visual/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/overlay/temp/borgflash
/obj/effect/temp_visual/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/overlay/temp/guardian
/obj/effect/temp_visual/guardian
randomdir = 0
/obj/effect/overlay/temp/guardian/phase
/obj/effect/temp_visual/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/overlay/temp/guardian/phase/out
/obj/effect/temp_visual/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/decoy
/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/Initialize(mapload, atom/mimiced_atom)
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
@@ -155,95 +155,95 @@
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/decoy/fading/fivesecond
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/overlay/temp/small_smoke
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/overlay/temp/fire
/obj/effect/temp_visual/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
duration = 20
/obj/effect/overlay/temp/revenant
/obj/effect/temp_visual/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/overlay/temp/revenant/cracks
/obj/effect/temp_visual/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/overlay/temp/gravpush
/obj/effect/temp_visual/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/overlay/temp/telekinesis
/obj/effect/temp_visual/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/overlay/temp/emp
/obj/effect/temp_visual/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/overlay/temp/emp/pulse
/obj/effect/temp_visual/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = 0
/obj/effect/overlay/temp/gib_animation
/obj/effect/temp_visual/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
/obj/effect/temp_visual/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
. = ..()
/obj/effect/overlay/temp/gib_animation/animal
/obj/effect/temp_visual/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/overlay/temp/dust_animation
/obj/effect/temp_visual/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
/obj/effect/temp_visual/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
. = ..()
/obj/effect/overlay/temp/mummy_animation
/obj/effect/temp_visual/mummy_animation
icon = 'icons/mob/mob.dmi'
icon_state = "mummy_revive"
duration = 20
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/Initialize(mapload, set_color)
/obj/effect/temp_visual/heal/Initialize(mapload, set_color)
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/overlay/temp/kinetic_blast
/obj/effect/temp_visual/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/overlay/temp/explosion
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
@@ -251,22 +251,22 @@
pixel_y = -32
duration = 8
/obj/effect/overlay/temp/explosion/fast
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/overlay/temp/blob
/obj/effect/temp_visual/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/overlay/temp/impact_effect
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/overlay/temp/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
/obj/effect/temp_visual/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
if(target == P.original) //the projectile hit the target originally clicked
pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
@@ -275,37 +275,37 @@
pixel_y = target.pixel_y + rand(-4,4)
. = ..()
/obj/effect/overlay/temp/impact_effect/red_laser
/obj/effect/temp_visual/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/overlay/temp/impact_effect/red_laser/wall
/obj/effect/temp_visual/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/overlay/temp/impact_effect/blue_laser
/obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/overlay/temp/impact_effect/green_laser
/obj/effect/temp_visual/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/overlay/temp/impact_effect/purple_laser
/obj/effect/temp_visual/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/overlay/temp/impact_effect/ion
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
/obj/effect/overlay/temp/heart
/obj/effect/temp_visual/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/overlay/temp/heart/Initialize(mapload)
/obj/effect/temp_visual/heart/Initialize(mapload)
. = ..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
@@ -1,5 +1,5 @@
//temporary visual effects
/obj/effect/overlay/temp
/obj/effect/temp_visual
icon_state = "nothing"
anchored = 1
layer = ABOVE_MOB_LAYER
@@ -8,30 +8,30 @@
var/randomdir = TRUE
var/timerid
/obj/effect/overlay/temp/Initialize()
/obj/effect/temp_visual/Initialize()
. = ..()
if(randomdir)
setDir(pick(GLOB.cardinal))
timerid = QDEL_IN(src, duration)
/obj/effect/overlay/temp/Destroy()
/obj/effect/temp_visual/Destroy()
. = ..()
deltimer(timerid)
/obj/effect/overlay/temp/singularity_act()
/obj/effect/temp_visual/singularity_act()
return
/obj/effect/overlay/temp/singularity_pull()
/obj/effect/temp_visual/singularity_pull()
return
/obj/effect/overlay/temp/ex_act()
/obj/effect/temp_visual/ex_act()
return
/obj/effect/overlay/temp/dir_setting
/obj/effect/temp_visual/dir_setting
randomdir = FALSE
/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
/obj/effect/temp_visual/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
. = ..()
+1 -1
View File
@@ -9,7 +9,7 @@
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
new /obj/effect/overlay/temp/emp/pulse(epicenter)
new /obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
light_range = heavy_range
+2 -1
View File
@@ -68,6 +68,7 @@
var/pre_noise = FALSE
var/post_noise = FALSE
/obj/item/toy/crayon/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jamming [src] up [user.p_their()] nose and into [user.p_their()] brain. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|OXYLOSS)
@@ -422,7 +423,7 @@
var/gangID = user.mind.gang_datum
var/area/territory = get_area(target)
new /obj/effect/decal/cleanable/crayon/gang(target,gangID,"graffiti",0)
new /obj/effect/decal/cleanable/crayon/gang(target,gangID,"graffiti",0,user)
to_chat(user, "<span class='notice'>You tagged [territory] for your gang!</span>")
/obj/item/toy/crayon/red
@@ -56,13 +56,13 @@
qdel(active_dummy)
active_dummy = null
to_chat(usr, "<span class='notice'>You deactivate \the [src].</span>")
new /obj/effect/overlay/temp/emp/pulse(get_turf(src))
new /obj/effect/temp_visual/emp/pulse(get_turf(src))
else
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(usr.loc)
C.activate(usr, saved_appearance, src)
to_chat(usr, "<span class='notice'>You activate \the [src].</span>")
new /obj/effect/overlay/temp/emp/pulse(get_turf(src))
new /obj/effect/temp_visual/emp/pulse(get_turf(src))
/obj/item/device/chameleon/proc/disrupt(delete_dummy = 1)
if(active_dummy)
@@ -162,18 +162,18 @@
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/overlay/temp/medical_holosign(T,user) //produce a holographic glow
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 100
return
..()
/obj/effect/overlay/temp/medical_holosign
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/overlay/temp/medical_holosign/Initialize(mapload, creator)
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
if(creator)
+23 -9
View File
@@ -522,10 +522,10 @@
var/projectile_damage_tick_ecost_coefficient = 2 //Lasers get half their damage chopped off, drains 50 power/tick. Note that fields are processed 5 times per second.
var/projectile_speed_coefficient = 1.5 //Higher the coefficient slower the projectile.
var/projectile_tick_speed_ecost = 15
var/current_damage_dampening = 0
var/list/obj/item/projectile/tracked
var/image/projectile_effect
var/field_radius = 3
var/active = FALSE
/obj/item/borg/projectile_dampen/debug
maxenergy = 50000
@@ -538,13 +538,13 @@
tracked = list()
icon_state = "shield0"
START_PROCESSING(SSfastprocess, src)
host = loc
/obj/item/borg/projectile_dampen/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/item/borg/projectile_dampen/attack_self(mob/user)
var/active = FALSE
if(!istype(dampening_field))
activate_field()
active = TRUE
@@ -552,17 +552,30 @@
deactivate_field()
active = FALSE
to_chat(user, "<span class='boldnotice'>You [active? "activate":"deactivate"] the [src].</span>")
/obj/item/borg/projectile_dampen/update_icon()
. = ..()
icon_state = "[initial(icon_state)][active]"
/obj/item/borg/projectile_dampen/proc/activate_field()
if(!istype(dampening_field))
dampening_field = make_field(/datum/proximity_monitor/advanced/peaceborg_dampener, list("current_range" = field_radius, "host" = src, "projector" = src))
update_icon()
/obj/item/borg/projectile_dampen/proc/deactivate_field()
QDEL_NULL(dampening_field)
visible_message("<span class='warning'>The [src] shuts off!</span>")
for(var/obj/item/projectile/P in tracked)
restore_projectile(P)
update_icon()
/obj/item/borg/projectile_dampen/dropped()
. = ..()
host = loc
/obj/item/borg/projectile_dampen/equipped()
. = ..()
host = loc
/obj/item/borg/projectile_dampen/process()
process_recharge()
@@ -576,10 +589,11 @@
/obj/item/borg/projectile_dampen/proc/process_usage()
var/usage = 0
for(var/I in tracked)
if(!tracked[I]) //No damage
var/obj/item/projectile/P = I
if(!P.stun && P.nodamage) //No damage
continue
usage += projectile_tick_speed_ecost
usage += (current_damage_dampening * projectile_damage_tick_ecost_coefficient)
usage += (tracked[I] * projectile_damage_tick_ecost_coefficient)
energy = Clamp(energy - usage, 0, maxenergy)
if(energy <= 0)
deactivate_field()
@@ -587,8 +601,11 @@
/obj/item/borg/projectile_dampen/proc/process_recharge()
if(!istype(host))
energy = Clamp(energy + energy_recharge, 0, maxenergy)
return
if(iscyborg(host.loc))
host = host.loc
else
energy = Clamp(energy + energy_recharge, 0, maxenergy)
return
if((host.cell.charge >= (host.cell.maxcharge * cyborg_cell_critical_percentage)) && (energy < maxenergy))
host.cell.use(energy_recharge*energy_recharge_cyborg_drain_coefficient)
energy += energy_recharge
@@ -598,7 +615,6 @@
return
if(track_projectile)
tracked[P] = P.damage
current_damage_dampening += P.damage
P.damage *= projectile_damage_coefficient
P.speed *= projectile_speed_coefficient
P.add_overlay(projectile_effect)
@@ -608,8 +624,6 @@
P.damage *= (1/projectile_damage_coefficient)
P.speed *= (1/projectile_speed_coefficient)
P.cut_overlay(projectile_effect)
current_damage_dampening -= P.damage
/**********************************************************************
HUD/SIGHT things
@@ -50,7 +50,8 @@
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
log_attack(log_msg)
return TRUE
return TRUE
return FALSE
/obj/item/weapon/dnainjector/attack(mob/target, mob/user)
if(!user.IsAdvancedToolUser())
@@ -77,9 +78,9 @@
add_logs(user, target, "injected", src)
if(!inject(target, user)) //Now we actually do the heavy lifting.
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
if(!inject(target, user)) //Now we actually do the heavy lifting.
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
used = 1
icon_state = "dnainjector0"
desc += " This one is used up."
@@ -307,11 +308,11 @@
/obj/item/weapon/dnainjector/timed/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, "<span class='notice'>You can't modify [M]'s DNA while [M.p_theyre()] dead.</span>")
return FALSE
if(M.has_dna() && !(M.disabilities & NOCLONE))
if(M.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, "<span class='notice'>You can't modify [M]'s DNA while [M.p_theyre()] dead.</span>")
return
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
@@ -352,9 +353,9 @@
M.updateappearance(mutations_overlay_update=1)
M.dna.temporary_mutations[UI_CHANGED] = endtime
log_attack(log_msg)
return TRUE
else
to_chat(user, "<span class='notice'>It appears that [M] does not have compatible DNA.</span>")
return
return FALSE
/obj/item/weapon/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
@@ -48,27 +48,27 @@
/obj/item/weapon/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
preprime(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
/obj/item/weapon/grenade/proc/preprime(mob/user)
if(user)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/proc/preprime(mob/user)
if(user)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/proc/prime()
@@ -108,4 +108,4 @@
if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return 1 //It hit the grenade, not them
return 1 //It hit the grenade, not them
+1 -1
View File
@@ -80,7 +80,7 @@
target.apply_damage(force * fisto_setting, BRUTE)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as they punch [target.name]!</span>", \
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
new /obj/effect/overlay/temp/kinetic_blast(target.loc)
new /obj/effect/temp_visual/kinetic_blast(target.loc)
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
@@ -247,10 +247,10 @@
)
/obj/item/weapon/storage/belt/military
name = "military belt"
desc = "A syndicate belt designed to be used by boarding parties. Its style is modeled after the hardsuits they wear."
icon_state = "militarybelt"
item_state = "military"
name = "chest rig"
desc = "A set of tactical webbing worn by Syndicate boarding parties."
icon_state = "explorer1"
item_state = "explorer1"
max_w_class = WEIGHT_CLASS_SMALL
/obj/item/weapon/storage/belt/military/abductor
@@ -207,9 +207,3 @@
var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
J = C.jetpack
return J
/mob/has_gravity(turf/T)
var/obj/item/weapon/tank/jetpack/J = get_jetpack()
if(J && J.on)
return FALSE
return ..()
+2 -2
View File
@@ -140,8 +140,8 @@
item_state = "plasmaman_tank_belt"
slot_flags = SLOT_BELT
force = 5
volume = 3
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
volume = 3
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
/obj/item/weapon/tank/internals/plasmaman/belt/full/New()
..()
+2 -2
View File
@@ -331,8 +331,8 @@
/obj/structure/falsewall/brass/New(loc)
..()
var/turf/T = get_turf(src)
new /obj/effect/overlay/temp/ratvar/wall/false(T)
new /obj/effect/overlay/temp/ratvar/beam/falsewall(T)
new /obj/effect/temp_visual/ratvar/wall/false(T)
new /obj/effect/temp_visual/ratvar/beam/falsewall(T)
change_construction_value(4)
/obj/structure/falsewall/brass/Destroy()
+3 -3
View File
@@ -254,10 +254,10 @@
/obj/structure/grille/ratvar/New()
..()
if(broken)
new /obj/effect/overlay/temp/ratvar/grille/broken(get_turf(src))
new /obj/effect/temp_visual/ratvar/grille/broken(get_turf(src))
else
new /obj/effect/overlay/temp/ratvar/grille(get_turf(src))
new /obj/effect/overlay/temp/ratvar/beam/grille(get_turf(src))
new /obj/effect/temp_visual/ratvar/grille(get_turf(src))
new /obj/effect/temp_visual/ratvar/beam/grille(get_turf(src))
/obj/structure/grille/ratvar/narsie_act()
take_damage(rand(1, 3), BRUTE)
+2 -2
View File
@@ -102,8 +102,8 @@
/obj/structure/lattice/catwalk/clockwork/Initialize(mapload)
..()
new /obj/effect/overlay/temp/ratvar/floor/catwalk(loc)
new /obj/effect/overlay/temp/ratvar/beam/catwalk(loc)
new /obj/effect/temp_visual/ratvar/floor/catwalk(loc)
new /obj/effect/temp_visual/ratvar/beam/catwalk(loc)
/obj/structure/lattice/catwalk/clockwork/ratvar_act()
return
+2 -2
View File
@@ -545,7 +545,7 @@
qdel(I)
var/amount_of_gears = 2
if(fulltile)
new /obj/effect/overlay/temp/ratvar/window(get_turf(src))
new /obj/effect/temp_visual/ratvar/window(get_turf(src))
amount_of_gears = 4
for(var/i in 1 to amount_of_gears)
debris += new/obj/item/clockwork/alloy_shards/medium/gear_bit()
@@ -553,7 +553,7 @@
/obj/structure/window/reinforced/clockwork/setDir(direct)
if(!made_glow)
var/obj/effect/E = new /obj/effect/overlay/temp/ratvar/window/single(get_turf(src))
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/window/single(get_turf(src))
E.setDir(direct)
made_glow = TRUE
..()
+3
View File
@@ -111,6 +111,9 @@
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/chasm/straight_down/lava_land_surface
light_range = 1.9 //slightly less range than lava
light_power = 0.65 //less bright, too
light_color = LIGHT_COLOR_LAVA //let's just say you're falling into lava, that makes sense right
/turf/open/chasm/straight_down/lava_land_surface/drop(atom/movable/AM)
//Make sure the item is still there after our sleep
@@ -133,8 +133,8 @@
/turf/open/floor/clockwork/Initialize()
..()
new /obj/effect/overlay/temp/ratvar/floor(src)
new /obj/effect/overlay/temp/ratvar/beam(src)
new /obj/effect/temp_visual/ratvar/floor(src)
new /obj/effect/temp_visual/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/floor(src)
realappearence.linked = src
change_construction_value(1)
@@ -272,15 +272,18 @@
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T)
if(prob(30))
if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
if(istype(loc, /area/mine/explored) || !istype(loc, /area/lavaland/surface/outdoors/unexplored))
return
var/randumb = pickweight(mob_spawn_list)
while(randumb == SPAWN_MEGAFAUNA)
var/maybe_boss = pickweight(megafauna_spawn_list)
if(megafauna_spawn_list[maybe_boss])
randumb = maybe_boss
if(ispath(maybe_boss, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
megafauna_spawn_list[maybe_boss] = 0
if(istype(loc, /area/lavaland/surface/outdoors/unexplored/danger)) //this is danger. it's boss time.
var/maybe_boss = pickweight(megafauna_spawn_list)
if(megafauna_spawn_list[maybe_boss])
randumb = maybe_boss
if(ispath(maybe_boss, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
megafauna_spawn_list[maybe_boss] = 0
else //this is not danger, don't spawn a boss, spawn something else
randumb = pickweight(mob_spawn_list)
for(var/mob/living/simple_animal/hostile/H in urange(12,T)) //prevents mob clumps
if((ispath(randumb, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(src, H) <= 7)
@@ -108,7 +108,7 @@
/turf/open/floor/engine/cult/Initialize()
..()
new /obj/effect/overlay/temp/cult/turf/floor(src)
new /obj/effect/temp_visual/cult/turf/floor(src)
realappearence = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
realappearence.linked = src

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