Merge branch 'master' into xantholne-christmas01
This commit is contained in:
@@ -1,44 +0,0 @@
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/obj/item/clothing/glasses/phantomthief
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name = "suspicious paper mask"
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desc = "A cheap, Syndicate-branded paper face mask. They'll never see it coming."
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alternate_worn_icon = 'icons/mob/mask.dmi'
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icon = 'icons/obj/clothing/masks.dmi'
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icon_state = "s-ninja"
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item_state = "s-ninja"
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/obj/item/clothing/glasses/phantomthief/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/wearertargeting/phantomthief)
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/obj/item/clothing/glasses/phantomthief/syndicate
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name = "suspicious plastic mask"
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desc = "A cheap, bulky, Syndicate-branded plastic face mask. You have to break in to break out."
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var/nextadrenalinepop
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/obj/item/clothing/glasses/phantomthief/syndicate/examine(mob/user)
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. = ..()
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if(user.get_item_by_slot(SLOT_GLASSES) == src)
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if(world.time >= nextadrenalinepop)
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. += "<span class='notice'>The built-in adrenaline injector is ready for use.</span>"
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else
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. += "<span class='notice'>[DisplayTimeText(nextadrenalinepop - world.time)] left before the adrenaline injector can be used again."
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/obj/item/clothing/glasses/phantomthief/syndicate/proc/injectadrenaline(mob/user, combatmodestate)
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if(istype(user) && combatmodestate && world.time >= nextadrenalinepop)
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nextadrenalinepop = world.time + 5 MINUTES
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user.reagents.add_reagent("syndicateadrenals", 5)
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user.playsound_local(user, 'sound/misc/adrenalinject.ogg', 100, 0, pressure_affected = FALSE)
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/obj/item/clothing/glasses/phantomthief/syndicate/equipped(mob/user, slot)
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. = ..()
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if(!istype(user))
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return
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if(slot != SLOT_GLASSES)
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return
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RegisterSignal(user, COMSIG_COMBAT_TOGGLED, .proc/injectadrenaline)
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/obj/item/clothing/glasses/phantomthief/syndicate/dropped(mob/user)
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. = ..()
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if(!istype(user))
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return
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UnregisterSignal(user, COMSIG_COMBAT_TOGGLED)
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@@ -1,20 +0,0 @@
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/*/////////////////////////////////////////////////////////////////////////////////
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/////// ///////
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/////// Cit's exclusive hats, helmets, etc. go here ///////
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/////// ///////
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*//////////////////////////////////////////////////////////////////////////////////
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/obj/item/clothing/head/flakhelm //Actually the M1 Helmet
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name = "flak helmet"
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icon = 'modular_citadel/icons/obj/clothing/space_nam.dmi'
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alternate_worn_icon = 'modular_citadel/icons/mob/clothing/space_nam.dmi'
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icon_state = "m1helm"
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item_state = "helmet"
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0.1, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = -15)
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desc = "A dilapidated helmet used in ancient wars. This one is brittle and essentially useless. An ace of spades is tucked into the band around the outer shell."
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pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny/spacenam //So you can stuff other things in the elastic band instead of it simply being a fluff thing.
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//The "pocket" for the M1 helmet so you can tuck things into the elastic band
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/datum/component/storage/concrete/pockets/tiny/spacenam
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attack_hand_interact = TRUE //So you can actually see what you stuff in there
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@@ -28,16 +28,3 @@
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desc = "conceal your face in shame with this nanotrasen brand hood"
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flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
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mutantrace_variation = NO_MUTANTRACE_VARIATION
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/obj/item/clothing/suit/flakjack
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name = "flak jacket"
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desc = "A dilapidated jacket made of a supposedly bullet-proof material (Hint: It isn't.). Smells faintly of napalm."
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icon = 'modular_citadel/icons/obj/clothing/space_nam.dmi'
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alternate_worn_icon = 'modular_citadel/icons/mob/clothing/space_nam.dmi'
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icon_state = "flakjack"
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item_state = "redtag"
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blood_overlay_type = "armor"
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body_parts_covered = CHEST
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resistance_flags = NONE
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mutantrace_variation = NO_MUTANTRACE_VARIATION
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -5, "acid" = -15) //nylon sucks against acid
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@@ -493,6 +493,7 @@
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item_state = "blueberet"
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icon = 'icons/obj/custom.dmi'
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alternate_worn_icon = 'icons/mob/custom_w.dmi'
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dynamic_hair_suffix = ""
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/obj/item/clothing/head/flight
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name = "flight goggles"
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@@ -18,30 +18,32 @@
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return FALSE
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return .
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/mob/living/carbon/proc/toggle_combat_mode(forced)
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if(recoveringstam)
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return TRUE
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/mob/living/carbon/proc/toggle_combat_mode(forced, silent)
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if(!forced)
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for(var/datum/status_effect/S in status_effects)
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if(recoveringstam || stat != CONSCIOUS)
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return TRUE
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for(var/i in status_effects)
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var/datum/status_effect/S = i
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if(S.blocks_combatmode)
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return TRUE
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combatmode = !combatmode
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if(voremode)
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toggle_vore_mode()
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if(combatmode)
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playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
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else
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playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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if(!silent)
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if(combatmode)
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if(world.time >= combatmessagecooldown)
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if(a_intent != INTENT_HELP)
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visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
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else
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visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
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playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
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else
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playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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if(client)
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client.show_popup_menus = !combatmode // So we can right-click for alternate actions and all that other good shit. Also moves examine to shift+rightclick to make it possible to attack while sprinting
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
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selector.rebasetointerbay(src)
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if(world.time >= combatmessagecooldown && combatmode)
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if(a_intent != INTENT_HELP)
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visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
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else
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visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
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combatmessagecooldown = 10 SECONDS + world.time //This is set 100% of the time to make sure squeezing regen out of process cycles doesn't result in the combat mode message getting spammed
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SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
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return TRUE
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