This commit is contained in:
Ghommie
2020-05-10 06:30:41 +02:00
85 changed files with 994 additions and 990 deletions

View File

@@ -163,7 +163,7 @@
if(!user.mind || !I.used_skills)
return
if(.)
. = user.mind.skill_holder.item_action_skills_mod(., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
. = user.mind.skill_holder.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
continue
@@ -216,7 +216,7 @@
. *= STAM_COST_NO_COMBAT_MULT
bad_flag |= SKILL_COMBAT_MODE
if(used_skills && user.mind)
. = user.mind.skill_holder.item_action_skills_mod(., skill_difficulty, flags, bad_flag, FALSE)
. = user.mind.skill_holder.item_action_skills_mod(src, ., skill_difficulty, flags, bad_flag, FALSE)
/// How long this staggers for. 0 and negatives supported.
/obj/item/proc/melee_stagger_duration(force_override)

View File

@@ -117,7 +117,7 @@
/datum/crafting_recipe/upgraded_gauze
name = "Improved Gauze"
result = /obj/item/stack/medical/gauze/adv
result = /obj/item/stack/medical/gauze/adv/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/space_cleaner/sterilizine = 10)
@@ -126,7 +126,7 @@
/datum/crafting_recipe/bruise_pack
name = "Bruise Pack"
result = /obj/item/stack/medical/bruise_pack
result = /obj/item/stack/medical/bruise_pack/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/styptic_powder = 10)
@@ -134,8 +134,8 @@
subcategory = CAT_TOOL
/datum/crafting_recipe/burn_pack
name = "Brun Ointment"
result = /obj/item/stack/medical/ointment
name = "Burn Ointment"
result = /obj/item/stack/medical/ointment/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/silver_sulfadiazine = 10)

View File

@@ -1,3 +1,4 @@
#define SLIGHT_INSANITY_PEN 1
#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
#define MOOD_INSANITY_MALUS 0.0054 // per point of sanity below SANITY_DISTURBED, a 40% debuff to skills at rock bottom depression.
@@ -183,7 +184,7 @@
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/crazy)
sanity_level = 5
if(SANITY_UNSTABLE to SANITY_DISTURBED)
setInsanityEffect(0)
setInsanityEffect(SLIGHT_INSANITY_PEN)
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/disturbed)
sanity_level = 4
if(SANITY_DISTURBED to SANITY_NEUTRAL)
@@ -211,12 +212,12 @@
return
//var/mob/living/master = parent
//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
insanity_effect = newval
if(insanity_effect)
if(!insanity_effect && newval)
RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
else
else if(insanity_effect && !newval)
UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
insanity_effect = newval
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
setSanity(sanity + amount, minimum, maximum)
@@ -333,6 +334,7 @@
return
return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
#undef SLIGHT_INSANITY_PEN
#undef MINOR_INSANITY_PEN
#undef MAJOR_INSANITY_PEN
#undef MOOD_INSANITY_MALUS

View File

@@ -208,13 +208,13 @@
RegisterSignal(parent, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_host_unarmed_melee)
/datum/component/riding/human/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
. = ..()
var/mob/living/carbon/human/H = parent
if(!length(H.buckled_mobs))
H.remove_movespeed_modifier(/datum/movespeed_modifier/human_carry)
if(!fireman_carrying)
M.Daze(25)
REMOVE_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
return ..()
/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
. = ..()

View File

@@ -58,7 +58,7 @@
var/mob/living/carbon/C = M
if(prob(10))
if(trauma_heal_severe)
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_LOBOTOMY)
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_SURGERY)
else
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)

View File

@@ -114,7 +114,6 @@
add_fingerprint(user)
if(charging)
charging.update_icon()
charging.forceMove(drop_location())
user.put_in_hands(charging)
/obj/machinery/recharger/attack_tk(mob/user)

View File

@@ -3,6 +3,46 @@
////////////////////////////////
/datum/component/construction/mecha
var/base_icon
var/looky_helpy = TRUE
/datum/component/construction/mecha/examine(mob/user)
. = ..()
if(looky_helpy)
switch(steps[index]["key"])
if(TOOL_WRENCH)
. += "<span class='notice'>The mech could be <b>wrenched</b> into place.</span>"
if(TOOL_SCREWDRIVER)
. += "<span class='notice'>The mech could be <b>screwed</b> into place.</span>"
if(TOOL_WIRECUTTER)
. += "<span class='notice'>The mech wires could be <b>trimmed</b> into place.</span>"
if(/obj/item/stack/cable_coil)
. += "<span class='notice'>The mech could use some <b>wiring</b>.</span>"
if(/obj/item/circuitboard)
. += "<span class='notice'>The mech could use a type of<b>circuitboard</b>.</span>"
if(/obj/item/stock_parts/scanning_module)
. += "<span class='notice'>The mech could use a <b>scanning stock part</b>.</span>"
if(/obj/item/stock_parts/capacitor)
. += "<span class='notice'>The mech could use a <b>power based stock part</b>.</span>"
if(/obj/item/stock_parts/cell)
. += "<span class='notice'>The mech could use a <b>power source</b>.</span>"
if(/obj/item/stack/sheet/metal)
. += "<span class='notice'>The mech could use some <b>sheets of metal</b>.</span>"
if(/obj/item/stack/sheet/plasteel)
. += "<span class='notice'>The mech could use some <b>sheets of strong steel</b>.</span>"
if(/obj/item/bikehorn)
. += "<span class='notice'>HONK IT!.</span>"
if(/obj/item/clothing/mask/gas/clown_hat)
. += "<span class='notice'>GIVE IT CLOWN MAKEUP HONK!.</span>"
if(/obj/item/clothing/shoes/clown_shoes)
. += "<span class='notice'>GIVE IT GOOFY SHOES HONK HONK!.</span>"
if(/obj/item/mecha_parts/part)
. += "<span class='notice'>The mech could use a mech <b>part</b>.</span>"
if(/obj/item/stack/ore/bluespace_crystal)
. += "<span class='notice'>The mech could use a <b>crystal</b> of sorts.</span>"
if(/obj/item/assembly/signaler/anomaly)
. += "<span class='notice'>The mech could use a <b>anomaly</b> of sorts.</span>"
else
return
/datum/component/construction/mecha/spawn_result()
if(!result)

View File

@@ -118,7 +118,7 @@
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
breakouttime = 300 //Deciseconds = 30s
cuffsound = 'sound/weapons/cablecuff.ogg'
cuffsound = 'sound/weapons/cablecuff.ogg'
/obj/item/restraints/handcuffs/cable/attack_self(mob/user)
to_chat(user, "<span class='notice'>You start unwinding the cable restraints back into coil</span>")
@@ -130,7 +130,7 @@
user.put_in_hands(coil)
coil.color = color
to_chat(user, "<span class='notice'>You unwind the cable restraints back into coil</span>")
/obj/item/restraints/handcuffs/cable/red
color = "#ff0000"
@@ -225,7 +225,6 @@
/obj/item/restraints/handcuffs/fake/kinky
name = "kinky handcuffs"
desc = "Fake handcuffs meant for erotic roleplay."
icon = 'modular_citadel/icons/obj/items_and_weapons.dmi'
icon_state = "handcuffgag"
item_state = "kinkycuff"
@@ -252,7 +251,7 @@
throw_range = 1
icon_state = "beartrap"
desc = "A trap used to catch bears and other legged creatures."
var/armed = 0
var/armed = FALSE
var/trap_damage = 20
/obj/item/restraints/legcuffs/beartrap/Initialize()
@@ -275,14 +274,14 @@
if(armed && isturf(src.loc))
if(isliving(AM))
var/mob/living/L = AM
var/snap = 0
var/snap = FALSE
var/def_zone = BODY_ZONE_CHEST
if(iscarbon(L))
var/mob/living/carbon/C = L
snap = 1
if(!C.lying)
def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
if(!C.legcuffed && C.get_num_legs(FALSE) >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
snap = TRUE
C.legcuffed = src
forceMove(C)
C.update_equipment_speed_mods()
@@ -291,21 +290,21 @@
else if(isanimal(L))
var/mob/living/simple_animal/SA = L
if(SA.mob_size > MOB_SIZE_TINY)
snap = 1
if(L.movement_type & FLYING)
snap = 0
snap = TRUE
if(L.movement_type & (FLYING | FLOATING))
snap = FALSE
if(snap)
armed = 0
armed = FALSE
icon_state = "[initial(icon_state)][armed]"
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
"<span class='userdanger'>You trigger \the [src]!</span>")
L.apply_damage(trap_damage,BRUTE, def_zone)
L.apply_damage(trap_damage, BRUTE, def_zone)
..()
/obj/item/restraints/legcuffs/beartrap/energy
name = "energy snare"
armed = 1
armed = TRUE
icon_state = "e_snare"
trap_damage = 0
item_flags = DROPDEL

View File

@@ -59,6 +59,9 @@
self_delay = 20
grind_results = list(/datum/reagent/medicine/styptic_powder = 10)
/obj/item/stack/medical/bruise_pack/one
amount = 1
/obj/item/stack/medical/bruise_pack/heal(mob/living/M, mob/user)
if(M.stat == DEAD)
to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
@@ -134,6 +137,9 @@
singular_name = "sterilized medical gauze"
self_delay = 5
/obj/item/stack/medical/gauze/adv/one
amount = 1
/obj/item/stack/medical/gauze/cyborg
custom_materials = null
is_cyborg = 1
@@ -151,6 +157,9 @@
self_delay = 20
grind_results = list(/datum/reagent/medicine/silver_sulfadiazine = 10)
/obj/item/stack/medical/ointment/one
amount = 1
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
if(M.stat == DEAD)
to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")

View File

@@ -232,11 +232,8 @@
/obj/item/melee/baton/stunsword
name = "stunsword"
desc = "not actually sharp, this sword is functionally identical to a stunbaton"
icon = 'modular_citadel/icons/obj/stunsword.dmi'
icon_state = "stunsword"
item_state = "sword"
lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
/obj/item/melee/baton/stunsword/get_belt_overlay()
if(istype(loc, /obj/item/storage/belt/sabre))

View File

@@ -10,9 +10,9 @@
/obj/item/organ/heart/gland/trauma/activate()
to_chat(owner, "<span class='warning'>You feel a spike of pain in your head.</span>")
if(prob(33))
owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
else
if(prob(20))
owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
else
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))

View File

@@ -13,5 +13,5 @@
//Recover from stuns.
/obj/effect/proc_holder/changeling/adrenaline/sting_action(mob/living/user)
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/mannitol = 10, /datum/reagent/medicine/regen_jelly = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
return TRUE
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
return TRUE

View File

@@ -27,12 +27,12 @@
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if(E)
if(!active)
E.sight_flags |= SEE_MOBS | SEE_OBJS | SEE_TURFS //Add sight flags to the user's eyes
ADD_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
E.flash_protect = -1 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to sense prey through walls.")
active = TRUE //Defined in code/modules/spells/spell.dm
else
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS //Remove sight flags from the user's eyes
REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
E.flash_protect = 2 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to protect them from bright lights.")
active = FALSE
@@ -47,10 +47,8 @@
/obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user) //Get rid of X-ray vision and flash protection when the user refunds this ability
action.Remove(user)
REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if(E)
if (active)
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS
else
E.flash_protect = 0
user.update_sight()
E.flash_protect = initial(E.flash_protect)
user.update_sight()

View File

@@ -2,7 +2,7 @@
name = "Biodegrade"
desc = "Dissolves restraints or other objects preventing free movement."
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 30 //High cost to prevent spam
chemical_cost = 15 //High cost to prevent spam
loudness = 1
dna_cost = 2
req_human = 1

View File

@@ -3,7 +3,6 @@
desc = "Our skin pigmentation rapidly changes to suit our current environment."
helptext = "Allows us to become invisible after a few seconds of standing still. Can be toggled on and off."
dna_cost = 2
chemical_cost = 25
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_camouflage"
@@ -23,4 +22,4 @@
action.Remove(user)
if(user.has_dna())
var/mob/living/carbon/C = user
C.dna.remove_mutation(CHAMELEON)
C.dna.remove_mutation(CHAMELEON)

View File

@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/fleshmend
name = "Fleshmend"
desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious."
desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious. This ability is loud, and might cause our blood to react violently to heat."
helptext = "If we are on fire, the healing effect will not function. Does not regrow limbs or restore lost blood."
chemical_cost = 20
loudness = 2
dna_cost = 2
req_stat = UNCONSCIOUS
action_icon = 'icons/mob/actions/actions_changeling.dmi'

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@@ -137,7 +137,7 @@
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
chemical_cost = 10
dna_cost = 2
loudness = 2
req_human = 1
@@ -410,7 +410,7 @@
desc = "We reform one of our arms into a hard shield."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
dna_cost = 2
loudness = 1
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
@@ -522,12 +522,12 @@
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
helptext = "Upkeep of the armor requires a constant expenditure of chemicals, resulting in a reduced chemical generation. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 1
loudness = 2
req_human = 1
recharge_slowdown = 0.25
recharge_slowdown = 0.5
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_armor"
action_background_icon_state = "bg_ling"
@@ -543,7 +543,7 @@
icon_state = "lingarmor"
item_flags = DROPDEL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -559,7 +559,7 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
item_flags = DROPDEL
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
/obj/item/clothing/head/helmet/changeling/Initialize()

View File

@@ -3,7 +3,7 @@
desc = "Our lungs and vocal cords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded."
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
dna_cost = 2
loudness = 1
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
@@ -37,7 +37,7 @@
desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics."
helptext = "Emits a high-frequency sound that overloads nearby electronics. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
dna_cost = 2
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_dissonant"

View File

@@ -5,7 +5,6 @@
name = "Strained Muscles"
desc = "We evolve the ability to reduce the acid buildup in our muscles, allowing us to move much faster."
helptext = "The strain will make us tired, and we will rapidly become fatigued. Standard weight restrictions, like hardsuits, still apply. Cannot be used in lesser form."
chemical_cost = 15
dna_cost = 1
req_human = 1
var/stacks = 0 //Increments every 5 seconds; damage increases over time
@@ -15,16 +14,13 @@
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/strained_muscles/sting_action(mob/living/carbon/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
active = !active
if(active)
to_chat(user, "<span class='notice'>Our muscles tense and strengthen.</span>")
changeling.chem_recharge_slowdown += 0.5
else
user.remove_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
to_chat(user, "<span class='notice'>Our muscles relax.</span>")
changeling.chem_recharge_slowdown -= 0.5
if(stacks >= 20)
if(stacks >= 10)
to_chat(user, "<span class='danger'>We collapse in exhaustion.</span>")
user.DefaultCombatKnockdown(60)
user.emote("gasp")
@@ -34,7 +30,6 @@
return TRUE
/obj/effect/proc_holder/changeling/strained_muscles/proc/muscle_loop(mob/living/carbon/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
while(active)
user.add_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
if(user.stat != CONSCIOUS || user.staminaloss >= 90)
@@ -42,18 +37,17 @@
to_chat(user, "<span class='notice'>Our muscles relax without the energy to strengthen them.</span>")
user.DefaultCombatKnockdown(40)
user.remove_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
changeling.chem_recharge_slowdown -= 0.5
break
stacks++
//user.take_bodypart_damage(stacks * 0.03, 0)
user.adjustStaminaLoss(stacks*1.3) //At first the changeling may regenerate stamina fast enough to nullify fatigue, but it will stack
user.adjustStaminaLoss(stacks*1.5) //At first the changeling may regenerate stamina fast enough to nullify fatigue, but it will stack
if(stacks == 10) //Warning message that the stacks are getting too high
if(stacks == 5) //Warning message that the stacks are getting too high
to_chat(user, "<span class='warning'>Our legs are really starting to hurt...</span>")
sleep(40)
while(!active && stacks) //Damage stacks decrease fairly rapidly while not in sanic mode
while(!active && stacks) //Damage stacks decrease slowly while not in sanic mode
stacks--
sleep(20)
sleep(100)

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/mob/living
var/mb_cd_length = 5 SECONDS //5 second cooldown for masturbating because fuck spam.
var/mb_cd_timer = 0 //The timer itself
/mob/living/carbon/human
var/saved_underwear = ""//saves their underwear so it can be toggled later
var/saved_undershirt = ""
var/saved_socks = ""
var/hidden_underwear = FALSE
var/hidden_undershirt = FALSE
var/hidden_socks = FALSE
//Mob procs
/mob/living/carbon/human/proc/underwear_toggle()
set name = "Toggle undergarments"
set category = "IC"
var/confirm = input(src, "Select what part of your form to alter", "Undergarment Toggling") as null|anything in list("Top", "Bottom", "Socks", "All")
if(!confirm)
return
if(confirm == "Top")
hidden_undershirt = !hidden_undershirt
if(confirm == "Bottom")
hidden_underwear = !hidden_underwear
if(confirm == "Socks")
hidden_socks = !hidden_socks
if(confirm == "All")
var/on_off = (hidden_undershirt || hidden_underwear || hidden_socks) ? FALSE : TRUE
hidden_undershirt = on_off
hidden_underwear = on_off
hidden_socks = on_off
update_body(TRUE)
/mob/living/carbon/human/proc/adjust_arousal(strength,aphro = FALSE,maso = FALSE) // returns all genitals that were adjust
var/list/obj/item/organ/genital/genit_list = list()
if(!client?.prefs.arousable || (aphro && (client?.prefs.cit_toggles & NO_APHRO)) || (maso && !HAS_TRAIT(src, TRAIT_MASO)))
return // no adjusting made here
for(var/obj/item/organ/genital/G in internal_organs)
if(G.genital_flags & GENITAL_CAN_AROUSE && !G.aroused_state && prob(strength*G.sensitivity))
G.set_aroused_state(strength > 0)
G.update_appearance()
if(G.aroused_state)
genit_list += G
return genit_list
/obj/item/organ/genital/proc/climaxable(mob/living/carbon/human/H, silent = FALSE) //returns the fluid source (ergo reagents holder) if found.
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
. = reagents
else
if(linked_organ)
. = linked_organ.reagents
if(!. && !silent)
to_chat(H, "<span class='warning'>Your [name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
/mob/living/carbon/human/proc/do_climax(datum/reagents/R, atom/target, obj/item/organ/genital/G, spill = TRUE)
if(!G)
return
if(!target || !R)
return
var/turfing = isturf(target)
G.generate_fluid()
if(spill && R.total_volume >= 5)
R.reaction(turfing ? target : target.loc, TOUCH, 1, 0)
if(!turfing)
R.trans_to(target, R.total_volume * (spill ? G.fluid_transfer_factor : 1))
G.time_since_last_orgasm = 0
R.clear_reagents()
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
var/datum/reagents/fluid_source = G.climaxable(src, TRUE)
if(!fluid_source)
to_chat(src,"<span class='userdanger'>Your [G.name] cannot cum.</span>")
return
if(mb_time) //as long as it's not instant, give a warning
to_chat(src,"<span class='userlove'>You feel yourself about to orgasm.</span>")
if(!do_after(src, mb_time, target = src) || !G.climaxable(src, TRUE))
return
to_chat(src,"<span class='userlove'>You climax[isturf(loc) ? " onto [loc]" : ""] with your [G.name].</span>")
do_climax(fluid_source, loc, G)
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
var/datum/reagents/fluid_source = G.climaxable(src)
if(!fluid_source)
return
if(mb_time) //Skip warning if this is an instant climax.
to_chat(src,"<span class='userlove'>You're about to climax with [L]!</span>")
to_chat(L,"<span class='userlove'>[src] is about to climax with you!</span>")
if(!do_after(src, mb_time, target = src) || !in_range(src, L) || !G.climaxable(src, TRUE))
return
if(spillage)
to_chat(src,"<span class='userlove'>You orgasm with [L], spilling out of them, using your [G.name].</span>")
to_chat(L,"<span class='userlove'>[src] climaxes with you, overflowing and spilling, using [p_their()] [G.name]!</span>")
else //knots and other non-spilling orgasms
to_chat(src,"<span class='userlove'>You climax with [L], your [G.name] spilling nothing.</span>")
to_chat(L,"<span class='userlove'>[src] climaxes with you, [p_their()] [G.name] spilling nothing!</span>")
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
do_climax(fluid_source, spillage ? loc : L, G, spillage)
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
var/datum/reagents/fluid_source = G.climaxable(src)
if(!fluid_source)
return
if(mb_time)
to_chat(src,"<span class='userlove'>You start to [G.masturbation_verb] your [G.name] over [container].</span>")
if(!do_after(src, mb_time, target = src) || !in_range(src, container) || !G.climaxable(src, TRUE))
return
to_chat(src,"<span class='userlove'>You used your [G.name] to fill [container].</span>")
do_climax(fluid_source, container, G, FALSE)
/mob/living/carbon/human/proc/pick_climax_genitals(silent = FALSE)
var/list/genitals_list
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(CHECK_BITFIELD(G.genital_flags, CAN_CLIMAX_WITH) && G.is_exposed(worn_stuff)) //filter out what you can't masturbate with
LAZYADD(genitals_list, G)
if(LAZYLEN(genitals_list))
var/obj/item/organ/genital/ret_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
return ret_organ
else if(!silent)
to_chat(src, "<span class='warning'>You cannot climax without available genitals.</span>")
/mob/living/carbon/human/proc/pick_partner(silent = FALSE)
var/list/partners = list()
if(pulling)
partners += pulling
if(pulledby)
partners += pulledby
//Now we got both of them, let's check if they're proper
for(var/mob/living/L in partners)
if(!L.client || !L.mind) // can't consent, not a partner
partners -= L
if(iscarbon(L))
var/mob/living/carbon/C = L
if(!C.exposed_genitals.len && !C.is_groin_exposed() && !C.is_chest_exposed()) //Nothing through_clothing, no proper partner.
partners -= C
//NOW the list should only contain correct partners
if(!partners.len)
if(!silent)
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return //No one left.
var/mob/living/target = input(src, "With whom?", "Sexual partner", null) as null|anything in partners //pick one, default to null
if(target && in_range(src, target))
to_chat(src,"<span class='notice'>Waiting for consent...</span>")
var/consenting = input(target, "Do you want [src] to climax with you?","Climax mechanics","No") in list("Yes","No")
if(consenting == "Yes")
return target
else
message_admins("[src] tried to climax with [target], but [target] did not consent.")
log_consent("[src] tried to climax with [target], but [target] did not consent.")
/mob/living/carbon/human/proc/pick_climax_container(silent = FALSE)
var/list/containers_list = list()
for(var/obj/item/reagent_containers/C in held_items)
if(C.is_open_container() || istype(C, /obj/item/reagent_containers/food/snacks))
containers_list += C
for(var/obj/item/reagent_containers/C in range(1, src))
if((C.is_open_container() || istype(C, /obj/item/reagent_containers/food/snacks)) && CanReach(C))
containers_list += C
if(containers_list.len)
var/obj/item/reagent_containers/SC = input(src, "Into or onto what?(Cancel for nowhere)", null) as null|obj in containers_list
if(SC && CanReach(SC))
return SC
else if(!silent)
to_chat(src, "<span class='warning'>You cannot do this without an appropriate container.</span>")
/mob/living/carbon/human/proc/available_rosie_palms(silent = FALSE, list/whitelist_typepaths = list(/obj/item/dildo))
if(restrained(TRUE)) //TRUE ignores grabs
if(!silent)
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return FALSE
if(!get_num_arms() || !get_empty_held_indexes())
if(whitelist_typepaths)
if(!islist(whitelist_typepaths))
whitelist_typepaths = list(whitelist_typepaths)
for(var/path in whitelist_typepaths)
if(is_holding_item_of_type(path))
return TRUE
if(!silent)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return FALSE
return TRUE
//Here's the main proc itself
/mob/living/carbon/human/proc/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [DisplayTimeText((mb_cd_timer - world.time), TRUE)] before you can do that again!</span>")
return
if(!client?.prefs.arousable || !has_dna())
return
if(stat == DEAD)
if(!forced_climax)
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
return
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
for(var/obj/item/organ/genital/G in internal_organs)
if(!CHECK_BITFIELD(G.genital_flags, CAN_CLIMAX_WITH)) //Skip things like wombs and testicles
continue
var/mob/living/partner
var/check_target
var/list/worn_stuff = get_equipped_items()
if(G.is_exposed(worn_stuff))
if(pulling) //Are we pulling someone? Priority target, we can't be making option menus for this, has to be quick
if(isliving(pulling)) //Don't fuck objects
check_target = pulling
if(pulledby && !check_target) //prioritise pulled over pulledby
if(isliving(pulledby))
check_target = pulledby
//Now we should have a partner, or else we have to come alone
if(check_target)
if(iscarbon(check_target)) //carbons can have clothes
var/mob/living/carbon/C = check_target
if(C.exposed_genitals.len || C.is_groin_exposed() || C.is_chest_exposed()) //Are they naked enough?
partner = C
else //A cat is fine too
partner = check_target
if(partner) //Did they pass the clothing checks?
mob_climax_partner(G, partner, mb_time = 0) //Instant climax due to forced
continue //You've climaxed once with this organ, continue on
//not exposed OR if no partner was found while exposed, climax alone
mob_climax_outside(G, mb_time = 0) //removed climax timer for sudden, forced orgasms
//Now all genitals that could climax, have.
//Since this was a forced climax, we do not need to continue with the other stuff
mb_cd_timer = world.time + mb_cd_length
return
//If we get here, then this is not a forced climax and we gotta check a few things.
if(stat == UNCONSCIOUS) //No sleep-masturbation, you're unconscious.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
//Ok, now we check what they want to do.
var/choice = input(src, "Select sexual activity", "Sexual activity:") as null|anything in list("Climax alone","Climax with partner", "Fill container")
if(!choice)
return
switch(choice)
if("Climax alone")
if(!available_rosie_palms())
return
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
if(picked_organ && available_rosie_palms(TRUE))
mob_climax_outside(picked_organ)
if("Climax with partner")
//We need no hands, we can be restrained and so on, so let's pick an organ
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
if(picked_organ)
var/mob/living/partner = pick_partner() //Get someone
if(partner)
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as null|anything in list("Yes", "No")
if(spillage && in_range(src, partner))
mob_climax_partner(picked_organ, partner, spillage == "Yes" ? TRUE : FALSE)
if("Fill container")
//We'll need hands and no restraints.
if(!available_rosie_palms(FALSE, /obj/item/reagent_containers))
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
if(fluid_container && available_rosie_palms(TRUE, /obj/item/reagent_containers))
mob_fill_container(picked_organ, fluid_container)
mb_cd_timer = world.time + mb_cd_length
/mob/living/carbon/human/verb/climax_verb()
set category = "IC"
set name = "Climax"
set desc = "Lets you choose a couple ways to ejaculate."
mob_climax()

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/obj/item/organ/genital
color = "#fcccb3"
w_class = WEIGHT_CLASS_SMALL
organ_flags = ORGAN_NO_DISMEMBERMENT
var/shape
var/sensitivity = 1 // wow if this were ever used that'd be cool but it's not but i'm keeping it for my unshit code
var/genital_flags //see citadel_defines.dm
var/masturbation_verb = "masturbate"
var/orgasm_verb = "cumming" //present continous
var/arousal_verb = "You feel aroused"
var/unarousal_verb = "You no longer feel aroused"
var/fluid_transfer_factor = 0 //How much would a partner get in them if they climax using this?
var/size = 2 //can vary between num or text, just used in icon_state strings
var/datum/reagent/fluid_id = null
var/fluid_max_volume = 50
var/fluid_efficiency = 1
var/fluid_rate = CUM_RATE
var/fluid_mult = 1
var/time_since_last_orgasm = 500
var/aroused_state = FALSE //Boolean used in icon_state strings
var/obj/item/organ/genital/linked_organ
var/linked_organ_slot //used for linking an apparatus' organ to its other half on update_link().
var/layer_index = GENITAL_LAYER_INDEX //Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
/obj/item/organ/genital/Initialize(mapload, do_update = TRUE)
. = ..()
if(fluid_id)
create_reagents(fluid_max_volume, NONE, NO_REAGENTS_VALUE)
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
reagents.add_reagent(fluid_id, fluid_max_volume)
if(do_update)
update()
/obj/item/organ/genital/proc/set_aroused_state(new_state)
if(!(genital_flags & GENITAL_CAN_AROUSE))
return FALSE
if(!((HAS_TRAIT(owner,TRAIT_PERMABONER) && !new_state) || HAS_TRAIT(owner,TRAIT_NEVERBONER) && new_state))
aroused_state = new_state
return aroused_state
/obj/item/organ/genital/proc/update()
if(QDELETED(src))
return
update_size()
update_appearance()
if(genital_flags & UPDATE_OWNER_APPEARANCE && owner && ishuman(owner))
var/mob/living/carbon/human/H = owner
H.update_genitals()
if(linked_organ_slot || (linked_organ && !owner))
update_link()
//exposure and through-clothing code
/mob/living/carbon
var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
/obj/item/organ/genital/proc/is_exposed()
if(!owner || genital_flags & (GENITAL_INTERNAL|GENITAL_HIDDEN))
return FALSE
if(genital_flags & GENITAL_UNDIES_HIDDEN && ishuman(owner))
var/mob/living/carbon/human/H = owner
if(!(NO_UNDERWEAR in H.dna.species.species_traits))
var/datum/sprite_accessory/underwear/top/T = H.hidden_undershirt ? null : GLOB.undershirt_list[H.undershirt]
var/datum/sprite_accessory/underwear/bottom/B = H.hidden_underwear ? null : GLOB.underwear_list[H.underwear]
if(zone == BODY_ZONE_CHEST ? (T?.covers_chest || B?.covers_chest) : (T?.covers_groin || B?.covers_groin))
return FALSE
if(genital_flags & GENITAL_THROUGH_CLOTHES)
return TRUE
switch(zone) //update as more genitals are added
if(BODY_ZONE_CHEST)
return owner.is_chest_exposed()
if(BODY_ZONE_PRECISE_GROIN)
return owner.is_groin_exposed()
/obj/item/organ/genital/proc/toggle_visibility(visibility, update = TRUE)
genital_flags &= ~(GENITAL_THROUGH_CLOTHES|GENITAL_HIDDEN|GENITAL_UNDIES_HIDDEN)
if(owner)
owner.exposed_genitals -= src
switch(visibility)
if(GEN_VISIBLE_ALWAYS)
genital_flags |= GENITAL_THROUGH_CLOTHES
if(owner)
owner.exposed_genitals += src
if(GEN_VISIBLE_NO_UNDIES)
genital_flags |= GENITAL_UNDIES_HIDDEN
if(GEN_VISIBLE_NEVER)
genital_flags |= GENITAL_HIDDEN
if(update && owner && ishuman(owner)) //recast to use update genitals proc
var/mob/living/carbon/human/H = owner
H.update_genitals()
/mob/living/carbon/verb/toggle_genitals()
set category = "IC"
set name = "Expose/Hide genitals"
set desc = "Allows you to toggle which genitals should show through clothes or not."
if(stat != CONSCIOUS)
to_chat(usr, "<span class='warning'>You can toggle genitals visibility right now...</span>")
return
var/list/genital_list = list()
for(var/obj/item/organ/genital/G in internal_organs)
if(!CHECK_BITFIELD(G.genital_flags, GENITAL_INTERNAL))
genital_list += G
if(!genital_list.len) //There is nothing to expose
return
//Full list of exposable genitals created
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Choose which genitalia to expose/hide", "Expose/Hide genitals") as null|anything in genital_list
if(picked_organ && (picked_organ in internal_organs))
var/picked_visibility = input(src, "Choose visibility setting", "Expose/Hide genitals") as null|anything in GLOB.genitals_visibility_toggles
if(picked_visibility && picked_organ && (picked_organ in internal_organs))
picked_organ.toggle_visibility(picked_visibility)
return
/mob/living/carbon/verb/toggle_arousal_state()
set category = "IC"
set name = "Toggle genital arousal"
set desc = "Allows you to toggle which genitals are showing signs of arousal."
var/list/genital_list = list()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.genital_flags & GENITAL_CAN_AROUSE)
genital_list += G
if(!genital_list.len) //There's nothing that can show arousal
return
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Choose which genitalia to toggle arousal on", "Set genital arousal", null) in genital_list
if(picked_organ)
var/original_state = picked_organ.aroused_state
picked_organ.set_aroused_state(!picked_organ.aroused_state)
if(original_state != picked_organ.aroused_state)
to_chat(src,"<span class='userlove'>[picked_organ.aroused_state ? picked_organ.arousal_verb : picked_organ.unarousal_verb].</span>")
else
to_chat(src,"<span class='userlove'>You can't make that genital [picked_organ.aroused_state ? "unaroused" : "aroused"]!</span>")
picked_organ.update_appearance()
return
/obj/item/organ/genital/proc/modify_size(modifier, min = -INFINITY, max = INFINITY)
fluid_max_volume += modifier*2.5
fluid_rate += modifier/10
if(reagents)
reagents.maximum_volume = fluid_max_volume
return
/obj/item/organ/genital/proc/update_size()
return
/obj/item/organ/genital/proc/update_appearance()
if(!owner || owner.stat == DEAD)
aroused_state = FALSE
/obj/item/organ/genital/on_life()
. = ..()
if(!reagents || !.)
return
reagents.maximum_volume = fluid_max_volume
if(fluid_id && CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
time_since_last_orgasm++
/obj/item/organ/genital/proc/generate_fluid()
var/amount = clamp(fluid_rate * time_since_last_orgasm * fluid_mult,0,fluid_max_volume)
reagents.clear_reagents()
reagents.add_reagent(fluid_id,amount)
return TRUE
/obj/item/organ/genital/proc/update_link()
if(owner)
if(linked_organ)
return FALSE
linked_organ = owner.getorganslot(linked_organ_slot)
if(linked_organ)
linked_organ.linked_organ = src
linked_organ.upon_link()
upon_link()
return TRUE
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
return FALSE
//post organ duo making arrangements.
/obj/item/organ/genital/proc/upon_link()
return
/obj/item/organ/genital/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = TRUE)
. = ..()
if(.)
update()
RegisterSignal(owner, COMSIG_MOB_DEATH, .proc/update_appearance)
if(genital_flags & GENITAL_THROUGH_CLOTHES)
owner.exposed_genitals += src
/obj/item/organ/genital/Remove(special = FALSE)
. = ..()
var/mob/living/carbon/C = .
update()
if(!QDELETED(C))
if(genital_flags & UPDATE_OWNER_APPEARANCE && ishuman(C))
var/mob/living/carbon/human/H = .
H.update_genitals()
C.exposed_genitals -= src
UnregisterSignal(C, COMSIG_MOB_DEATH)
//proc to give a player their genitals and stuff when they log in
/mob/living/carbon/human/proc/give_genitals(clean = FALSE)//clean will remove all pre-existing genitals. proc will then give them any genitals that are enabled in their DNA
if(clean)
for(var/obj/item/organ/genital/G in internal_organs)
qdel(G)
if (NOGENITALS in dna.species.species_traits)
return
if(dna.features["has_vag"])
give_genital(/obj/item/organ/genital/vagina)
if(dna.features["has_womb"])
give_genital(/obj/item/organ/genital/womb)
if(dna.features["has_balls"])
give_genital(/obj/item/organ/genital/testicles)
if(dna.features["has_breasts"])
give_genital(/obj/item/organ/genital/breasts)
if(dna.features["has_cock"])
give_genital(/obj/item/organ/genital/penis)
/mob/living/carbon/human/proc/give_genital(obj/item/organ/genital/G)
if(!dna || (NOGENITALS in dna.species.species_traits) || getorganslot(initial(G.slot)))
return FALSE
G = new G(null, FALSE)
G.get_features(src)
G.Insert(src)
return G
/obj/item/organ/genital/proc/get_features(mob/living/carbon/human/H)
return
//procs to handle sprite overlays being applied to humans
/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
. = ..()
if(!. && I && slot && !(slot in GLOB.no_genitals_update_slots)) //the item was successfully equipped, and the chosen slot wasn't merely storage, hands or cuffs.
update_genitals()
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
var/no_update = FALSE
if(!I || I == l_store || I == r_store || I == s_store || I == handcuffed || I == legcuffed || get_held_index_of_item(I)) //stops storages, cuffs and held items from triggering it.
no_update = TRUE
. = ..()
if(!. || no_update)
return
update_genitals()
/mob/living/carbon/human/proc/update_genitals()
if(QDELETED(src))
return
var/static/list/relevant_layers = list("[GENITALS_BEHIND_LAYER]" = "BEHIND", "[GENITALS_FRONT_LAYER]" = "FRONT")
var/static/list/layers_num
if(!layers_num)
for(var/L in relevant_layers)
LAZYSET(layers_num, L, text2num(L))
for(var/L in relevant_layers) //Less hardcode
remove_overlay(layers_num[L])
remove_overlay(GENITALS_EXPOSED_LAYER)
if(!LAZYLEN(internal_organs) || ((NOGENITALS in dna.species.species_traits) && !genital_override) || HAS_TRAIT(src, TRAIT_HUSK))
return
//start scanning for genitals
var/list/gen_index[GENITAL_LAYER_INDEX_LENGTH]
var/list/genitals_to_add
var/list/fully_exposed
for(var/obj/item/organ/genital/G in internal_organs)
if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
LAZYADD(gen_index[G.layer_index], G)
for(var/L in gen_index)
if(L) //skip nulls
LAZYADD(genitals_to_add, L)
if(!genitals_to_add)
return
//Now we added all genitals that aren't internal and should be rendered
//start applying overlays
for(var/layer in relevant_layers)
var/list/standing = list()
var/layertext = relevant_layers[layer]
for(var/A in genitals_to_add)
var/obj/item/organ/genital/G = A
var/datum/sprite_accessory/S
var/size = G.size
switch(G.type)
if(/obj/item/organ/genital/penis)
S = GLOB.cock_shapes_list[G.shape]
if(/obj/item/organ/genital/testicles)
S = GLOB.balls_shapes_list[G.shape]
if(/obj/item/organ/genital/vagina)
S = GLOB.vagina_shapes_list[G.shape]
if(/obj/item/organ/genital/breasts)
S = GLOB.breasts_shapes_list[G.shape]
if(!S || S.icon_state == "none")
continue
var/aroused_state = G.aroused_state && S.alt_aroused
var/accessory_icon = S.icon
var/do_center = S.center
var/dim_x = S.dimension_x
var/dim_y = S.dimension_y
if(G.genital_flags & GENITAL_CAN_TAUR && S.taur_icon && (!S.feat_taur || dna.features[S.feat_taur]) && dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
if(T?.taur_mode & S.accepted_taurs)
accessory_icon = S.taur_icon
do_center = TRUE
dim_x = S.taur_dimension_x
dim_y = S.taur_dimension_y
var/mutable_appearance/genital_overlay = mutable_appearance(accessory_icon, layer = -layer)
if(do_center)
genital_overlay = center_image(genital_overlay, dim_x, dim_y)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
genital_overlay.color = SKINTONE2HEX(skin_tone)
else
switch(S.color_src)
if("cock_color")
genital_overlay.color = "#[dna.features["cock_color"]]"
if("balls_color")
genital_overlay.color = "#[dna.features["balls_color"]]"
if("breasts_color")
genital_overlay.color = "#[dna.features["breasts_color"]]"
if("vag_color")
genital_overlay.color = "#[dna.features["vag_color"]]"
genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size][(dna.species.use_skintones && !dna.skin_tone_override) ? "_s" : ""]_[aroused_state]_[layertext]"
if(layers_num[layer] == GENITALS_FRONT_LAYER && G.genital_flags & GENITAL_THROUGH_CLOTHES)
genital_overlay.layer = -GENITALS_EXPOSED_LAYER
LAZYADD(fully_exposed, genital_overlay)
else
genital_overlay.layer = -layers_num[layer]
standing += genital_overlay
if(LAZYLEN(standing))
overlays_standing[layers_num[layer]] = standing
if(LAZYLEN(fully_exposed))
overlays_standing[GENITALS_EXPOSED_LAYER] = fully_exposed
apply_overlay(GENITALS_EXPOSED_LAYER)
for(var/L in relevant_layers)
apply_overlay(layers_num[L])
//Checks to see if organs are new on the mob, and changes their colours so that they don't get crazy colours.
/mob/living/carbon/human/proc/emergent_genital_call()
if(!client.prefs.arousable)
return FALSE
var/organCheck = locate(/obj/item/organ/genital) in internal_organs
var/breastCheck = getorganslot(ORGAN_SLOT_BREASTS)
var/willyCheck = getorganslot(ORGAN_SLOT_PENIS)
if(organCheck == FALSE)
if(ishuman(src) && dna.species.use_skintones)
dna.features["genitals_use_skintone"] = TRUE
if(src.dna.species.fixed_mut_color)
dna.features["cock_color"] = "[dna.species.fixed_mut_color]"
dna.features["breasts_color"] = "[dna.species.fixed_mut_color]"
return
//So people who haven't set stuff up don't get rainbow surprises.
dna.features["cock_color"] = "[dna.features["mcolor"]]"
dna.features["breasts_color"] = "[dna.features["mcolor"]]"
else //If there's a new organ, make it the same colour.
if(breastCheck == FALSE)
dna.features["breasts_color"] = dna.features["cock_color"]
else if (willyCheck == FALSE)
dna.features["cock_color"] = dna.features["breasts_color"]
return TRUE

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/datum/sprite_accessory
var/alt_aroused = FALSE //CIT CODE if this is TRUE, then the genitals will use an alternate icon_state when aroused.
var/taur_icon //leave null if the genital doesn't have a taur counterpart.
var/accepted_taurs = STYLE_HOOF_TAURIC|STYLE_PAW_TAURIC //Types that match with the accessory.
var/feat_taur //the text string of the dna feature to check for those who want to opt out.
var/taur_dimension_y = 32
var/taur_dimension_x = 32
//DICKS,COCKS,PENISES,WHATEVER YOU WANT TO CALL THEM
/datum/sprite_accessory/penis
icon = 'icons/obj/genitals/penis_onmob.dmi'
name = "penis" //the preview name of the accessory
color_src = "cock_color"
alt_aroused = TRUE
feat_taur = "cock_taur"
/datum/sprite_accessory/penis/human
icon_state = "human"
name = "Human"
/datum/sprite_accessory/penis/knotted
icon_state = "knotted"
name = "Knotted"
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
taur_dimension_x = 64
/datum/sprite_accessory/penis/flared
icon_state = "flared"
name = "Flared"
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
taur_dimension_x = 64
/datum/sprite_accessory/penis/barbknot
icon_state = "barbknot"
name = "Barbed, Knotted"
/datum/sprite_accessory/penis/tapered
icon_state = "tapered"
name = "Tapered"
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
taur_dimension_x = 64
/datum/sprite_accessory/penis/tentacle
icon_state = "tentacle"
name = "Tentacled"
/datum/sprite_accessory/penis/hemi
icon_state = "hemi"
name = "Hemi"
/datum/sprite_accessory/penis/hemiknot
icon_state = "hemiknot"
name = "Knotted Hemi"
//Testicles
/datum/sprite_accessory/testicles
icon = 'icons/obj/genitals/testicles_onmob.dmi'
icon_state = "testicle"
name = "testicle" //the preview name of the accessory
color_src = "balls_color"
/datum/sprite_accessory/testicles/single
icon_state = "single"
name = "Single" //Single as "single pair", for clarity.
//Vaginas
/datum/sprite_accessory/vagina
icon = 'icons/obj/genitals/vagina_onmob.dmi'
name = "vagina"
color_src = "vag_color"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/human
icon_state = "human"
name = "Human"
/datum/sprite_accessory/vagina/tentacles
icon_state = "tentacle"
name = "Tentacle"
/datum/sprite_accessory/vagina/dentata
icon_state = "dentata"
name = "Dentata"
/datum/sprite_accessory/vagina/hairy
icon_state = "hairy"
name = "Hairy"
alt_aroused = FALSE
/datum/sprite_accessory/vagina/spade
icon_state = "spade"
name = "Spade"
alt_aroused = FALSE
/datum/sprite_accessory/vagina/furred
icon_state = "furred"
name = "Furred"
alt_aroused = FALSE
/datum/sprite_accessory/vagina/gaping
icon_state = "gaping"
name = "Gaping"
//BREASTS BE HERE
/datum/sprite_accessory/breasts
icon = 'icons/obj/genitals/breasts_onmob.dmi'
name = "breasts"
color_src = "breasts_color"
/datum/sprite_accessory/breasts/pair
icon_state = "pair"
name = "Pair"
/datum/sprite_accessory/breasts/quad
icon_state = "quad"
name = "Quad"
/datum/sprite_accessory/breasts/sextuple
icon_state = "sextuple"
name = "Sextuple"

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#define BREASTS_ICON_MIN_SIZE 1
#define BREASTS_ICON_MAX_SIZE 6
/obj/item/organ/genital/breasts
name = "breasts"
desc = "Female milk producing organs."
icon_state = "breasts"
icon = 'icons/obj/genitals/breasts.dmi'
zone = BODY_ZONE_CHEST
slot = ORGAN_SLOT_BREASTS
size = BREASTS_SIZE_DEF // "c". Refer to the breast_values static list below for the cups associated number values
fluid_id = /datum/reagent/consumable/milk
fluid_rate = MILK_RATE
shape = DEF_BREASTS_SHAPE
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_FUID_PRODUCTION|GENITAL_CAN_AROUSE|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN
masturbation_verb = "massage"
arousal_verb = "Your breasts start feeling sensitive"
unarousal_verb = "Your breasts no longer feel sensitive"
orgasm_verb = "leaking"
fluid_transfer_factor = 0.5
var/static/list/breast_values = list("a" = 1, "b" = 2, "c" = 3, "d" = 4, "e" = 5, "f" = 6, "g" = 7, "h" = 8, "i" = 9, "j" = 10, "k" = 11, "l" = 12, "m" = 13, "n" = 14, "o" = 15, "huge" = 16, "flat" = 0)
var/cached_size //these two vars pertain size modifications and so should be expressed in NUMBERS.
var/prev_size //former cached_size value, to allow update_size() to early return should be there no significant changes.
/obj/item/organ/genital/breasts/Initialize(mapload, do_update = TRUE)
if(do_update)
cached_size = breast_values[size]
prev_size = cached_size
return ..()
/obj/item/organ/genital/breasts/update_appearance()
. = ..()
var/lowershape = lowertext(shape)
switch(lowershape)
if("pair")
desc = "You see a pair of breasts."
if("quad")
desc = "You see two pairs of breast, one just under the other."
if("sextuple")
desc = "You see three sets of breasts, running from their chest to their belly."
else
desc = "You see some breasts, they seem to be quite exotic."
if(size == "huge")
desc = "You see [pick("some serious honkers", "a real set of badonkers", "some dobonhonkeros", "massive dohoonkabhankoloos", "two big old tonhongerekoogers", "a couple of giant bonkhonagahoogs", "a pair of humongous hungolomghnonoloughongous")]. Their volume is way beyond cupsize now, measuring in about [round(cached_size)]cm in diameter."
else
if (size == "flat")
desc += " They're very small and flatchested, however."
else
desc += " You estimate that they're [uppertext(size)]-cups."
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION) && aroused_state)
var/datum/reagent/R = GLOB.chemical_reagents_list[fluid_id]
if(R)
desc += " They're leaking [lowertext(R.name)]."
var/datum/sprite_accessory/S = GLOB.breasts_shapes_list[shape]
var/icon_shape = S ? S.icon_state : "pair"
var/icon_size = clamp(breast_values[size], BREASTS_ICON_MIN_SIZE, BREASTS_ICON_MAX_SIZE)
icon_state = "breasts_[icon_shape]_[icon_size]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["breasts_color"]]"
//Allows breasts to grow and change size, with sprite changes too.
//maximum wah
//Comical sizes slow you down in movement and actions.
//Ridiculous sizes makes you more cumbersome.
//this is far too lewd wah
/obj/item/organ/genital/breasts/modify_size(modifier, min = -INFINITY, max = INFINITY)
var/new_value = clamp(cached_size + modifier, min, max)
if(new_value == cached_size)
return
prev_size = cached_size
cached_size = new_value
update()
..()
/obj/item/organ/genital/breasts/update_size()//wah
var/rounded_cached = round(cached_size)
if(cached_size < 0)//I don't actually know what round() does to negative numbers, so to be safe!!fixed
if(owner)
to_chat(owner, "<span class='warning'>You feel your breasts shrinking away from your body as your chest flattens out.</span>")
QDEL_IN(src, 1)
return
var/enlargement = FALSE
switch(rounded_cached)
if(0) //flatchested
size = "flat"
if(1 to 8) //modest
size = breast_values[rounded_cached]
if(9 to 15) //massive
size = breast_values[rounded_cached]
enlargement = TRUE
if(16 to INFINITY) //rediculous
size = "huge"
enlargement = TRUE
if(owner)
var/status_effect = owner.has_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
if(enlargement && !status_effect)
owner.apply_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
else if(!enlargement && status_effect)
owner.remove_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
if(rounded_cached < 16 && owner)//Because byond doesn't count from 0, I have to do this.
var/mob/living/carbon/human/H = owner
var/r_prev_size = round(prev_size)
if (rounded_cached > r_prev_size)
to_chat(H, "<span class='warning'>Your breasts [pick("swell up to", "flourish into", "expand into", "burst forth into", "grow eagerly into", "amplify into")] a [uppertext(size)]-cup.</span>")
else if (rounded_cached < r_prev_size)
to_chat(H, "<span class='warning'>Your breasts [pick("shrink down to", "decrease into", "diminish into", "deflate into", "shrivel regretfully into", "contracts into")] a [uppertext(size)]-cup.</span>")
/obj/item/organ/genital/breasts/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "#[D.features["breasts_color"]]"
size = D.features["breasts_size"]
shape = D.features["breasts_shape"]
if(!D.features["breasts_producing"])
DISABLE_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION|CAN_CLIMAX_WITH|CAN_MASTURBATE_WITH)
if(!isnum(size))
cached_size = breast_values[size]
else
cached_size = size
size = breast_values[size]
prev_size = cached_size
toggle_visibility(D.features["breasts_visibility"], FALSE)
#undef BREASTS_ICON_MIN_SIZE
#undef BREASTS_ICON_MAX_SIZE

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/obj/item/organ/genital/penis
name = "penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'icons/obj/genitals/penis.dmi'
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_PENIS
masturbation_verb = "stroke"
arousal_verb = "You pop a boner"
unarousal_verb = "Your boner goes down"
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN|GENITAL_CAN_TAUR
linked_organ_slot = ORGAN_SLOT_TESTICLES
fluid_transfer_factor = 0.5
shape = DEF_COCK_SHAPE
size = 2 //arbitrary value derived from length and diameter for sprites.
layer_index = PENIS_LAYER_INDEX
var/length = 6 //inches
var/prev_length = 6 //really should be renamed to prev_length
var/diameter = 4.38
var/diameter_ratio = COCK_DIAMETER_RATIO_DEF //0.25; check citadel_defines.dm
/obj/item/organ/genital/penis/modify_size(modifier, min = -INFINITY, max = INFINITY)
var/new_value = clamp(length + modifier, min, max)
if(new_value == length)
return
prev_length = length
length = clamp(length + modifier, min, max)
update()
..()
/obj/item/organ/genital/penis/update_size(modified = FALSE)
if(length <= 0)//I don't actually know what round() does to negative numbers, so to be safe!!
if(owner)
to_chat(owner, "<span class='warning'>You feel your tallywacker shrinking away from your body as your groin flattens out!</b></span>")
QDEL_IN(src, 1)
if(linked_organ)
QDEL_IN(linked_organ, 1)
return
var/rounded_length = round(length)
var/new_size
var/enlargement = FALSE
switch(rounded_length)
if(0 to 6) //If modest size
new_size = 1
if(7 to 11) //If large
new_size = 2
if(12 to 20) //If massive
new_size = 3
if(21 to 34) //If massive and due for large effects
new_size = 3
enlargement = TRUE
if(35 to INFINITY) //If comical
new_size = 4 //no new sprites for anything larger yet
enlargement = TRUE
if(owner)
var/status_effect = owner.has_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
if(enlargement && !status_effect)
owner.apply_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
else if(!enlargement && status_effect)
owner.remove_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
if(linked_organ)
linked_organ.size = clamp(size + new_size, BALLS_SIZE_MIN, BALLS_SIZE_MAX)
linked_organ.update()
size = new_size
if(owner)
if (round(length) > round(prev_length))
to_chat(owner, "<span class='warning'>Your [pick(GLOB.dick_nouns)] [pick("swells up to", "flourishes into", "expands into", "bursts forth into", "grows eagerly into", "amplifys into")] a [uppertext(round(length))] inch penis.</b></span>")
else if ((round(length) < round(prev_length)) && (length > 0.5))
to_chat(owner, "<span class='warning'>Your [pick(GLOB.dick_nouns)] [pick("shrinks down to", "decreases into", "diminishes into", "deflates into", "shrivels regretfully into", "contracts into")] a [uppertext(round(length))] inch penis.</b></span>")
icon_state = sanitize_text("penis_[shape]_[size]")
diameter = (length * diameter_ratio)//Is it just me or is this ludicous, why not make it exponentially decay?
/obj/item/organ/genital/penis/update_appearance()
. = ..()
var/datum/sprite_accessory/S = GLOB.cock_shapes_list[shape]
var/icon_shape = S ? S.icon_state : "human"
icon_state = "penis_[icon_shape]_[size]"
var/lowershape = lowertext(shape)
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["cock_color"]]"
if(genital_flags & GENITAL_CAN_TAUR && S?.taur_icon && (!S.feat_taur || owner.dna.features[S.feat_taur]) && owner.dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[owner.dna.features["taur"]]
if(T.taur_mode & S.accepted_taurs) //looks out of place on those.
lowershape = "taur, [lowershape]"
desc = "You see [aroused_state ? "an erect" : "a flaccid"] [lowershape] [name]. You estimate it's about [round(length, 0.25)] inch[round(length, 0.25) != 1 ? "es" : ""] long and [round(diameter, 0.25)] inch[round(diameter, 0.25) != 1 ? "es" : ""] in diameter."
/obj/item/organ/genital/penis/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "#[D.features["cock_color"]]"
length = D.features["cock_length"]
diameter_ratio = D.features["cock_diameter_ratio"]
shape = D.features["cock_shape"]
prev_length = length
toggle_visibility(D.features["cock_visibility"], FALSE)

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/obj/item/organ/genital/testicles
name = "testicles"
desc = "A male reproductive organ."
icon_state = "testicles"
icon = 'icons/obj/genitals/testicles.dmi'
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_TESTICLES
size = BALLS_SIZE_MIN
arousal_verb = "Your balls ache a little"
unarousal_verb = "Your balls finally stop aching, again"
linked_organ_slot = ORGAN_SLOT_PENIS
genital_flags = CAN_MASTURBATE_WITH|MASTURBATE_LINKED_ORGAN|GENITAL_FUID_PRODUCTION|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN
var/size_name = "average"
shape = DEF_BALLS_SHAPE
fluid_id = /datum/reagent/consumable/semen
masturbation_verb = "massage"
layer_index = TESTICLES_LAYER_INDEX
/obj/item/organ/genital/testicles/generate_fluid()
if(!linked_organ && !update_link())
return FALSE
return ..()
// in memoriam "Your balls finally feel full, again." ??-2020
/obj/item/organ/genital/testicles/upon_link()
size = linked_organ.size
update_size()
update_appearance()
/obj/item/organ/genital/testicles/update_size(modified = FALSE)
switch(size)
if(BALLS_SIZE_MIN)
size_name = "average"
if(BALLS_SIZE_DEF)
size_name = "enlarged"
if(BALLS_SIZE_MAX)
size_name = "engorged"
else
size_name = "nonexistant"
/obj/item/organ/genital/testicles/update_appearance()
. = ..()
desc = "You see an [size_name] pair of testicles."
var/datum/sprite_accessory/S = GLOB.balls_shapes_list[shape]
var/icon_shape = S ? S.icon_state : "single"
icon_state = "testicles_[icon_shape]_[size]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["balls_color"]]"
/obj/item/organ/genital/testicles/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "#[D.features["balls_color"]]"
shape = D.features["balls_shape"]
fluid_rate = D.features["balls_cum_rate"]
fluid_mult = D.features["balls_cum_mult"]
fluid_efficiency = D.features["balls_efficiency"]
toggle_visibility(D.features["balls_visibility"], FALSE)

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/obj/item/organ/genital/vagina
name = "vagina"
desc = "A female reproductive organ."
icon = 'icons/obj/genitals/vagina.dmi'
icon_state = ORGAN_SLOT_VAGINA
zone = BODY_ZONE_PRECISE_GROIN
slot = "vagina"
size = 1 //There is only 1 size right now
shape = DEF_VAGINA_SHAPE
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE|GENITAL_UNDIES_HIDDEN
masturbation_verb = "finger"
arousal_verb = "You feel wetness on your crotch"
unarousal_verb = "You no longer feel wet"
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
layer_index = VAGINA_LAYER_INDEX
var/cap_length = 8//D E P T H (cap = capacity)
var/cap_girth = 12
var/cap_girth_ratio = 1.5
var/clits = 1
var/clit_diam = 0.25
var/clit_len = 0.25
var/list/vag_types = list("tentacle", "dentata", "hairy", "spade", "furred")
/obj/item/organ/genital/vagina/update_appearance()
. = ..()
icon_state = "vagina"
var/lowershape = lowertext(shape)
var/details
switch(lowershape)
if("tentacle")
details = "Its opening is lined with several tentacles and "
if("dentata")
details = "There's teeth inside it and it "
if("hairy")
details = "It has quite a bit of hair growing on it and "
if("human")
details = "It is taut with smooth skin, though without much hair and "
if("gaping")
details = "It is gaping slightly open, though without much hair and "
if("spade")
details = "It is a plush canine spade, it "
if("furred")
details = "It has neatly groomed fur around the outer folds, it "
else
details = "It has an exotic shape and "
if(aroused_state)
details += "is slick with female arousal."
else
details += "seems to be dry."
desc = "You see a vagina. [details]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["vag_color"]]"
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.update_genitals()
/obj/item/organ/genital/vagina/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "[D.features["vag_color"]]"
shape = "[D.features["vag_shape"]]"
toggle_visibility(D.features["vag_visibility"], FALSE)

View File

@@ -0,0 +1,10 @@
/obj/item/organ/genital/womb
name = "womb"
desc = "A female reproductive organ."
icon = 'icons/obj/genitals/vagina.dmi'
icon_state = "womb"
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_WOMB
genital_flags = GENITAL_INTERNAL|GENITAL_FUID_PRODUCTION
fluid_id = /datum/reagent/consumable/femcum
linked_organ_slot = ORGAN_SLOT_VAGINA

View File

@@ -0,0 +1,159 @@
//////////
//DILDOS//
//////////
/obj/item/dildo
name = "dildo"
desc = "Floppy!"
icon = 'icons/obj/genitals/dildo.dmi'
force = 0
hitsound = 'sound/weapons/tap.ogg'
throwforce = 0
icon_state = "dildo_knotted_2"
alpha = 192//transparent
var/can_customize = FALSE
var/dildo_shape = "human"
var/dildo_size = 2
var/dildo_type = "dildo"//pretty much just used for the icon state
var/random_color = TRUE
var/random_size = FALSE
var/random_shape = FALSE
var/is_knotted = FALSE
//Lists moved to _cit_helpers.dm as globals so they're not instanced individually
/obj/item/dildo/proc/update_appearance()
icon_state = "[dildo_type]_[dildo_shape]_[dildo_size]"
var/sizeword = ""
switch(dildo_size)
if(1)
sizeword = "small "
if(3)
sizeword = "big "
if(4)
sizeword = "huge "
if(5)
sizeword = "gigantic "
name = "[sizeword][dildo_shape] [can_customize ? "custom " : ""][dildo_type]"
/obj/item/dildo/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
customize(user)
return TRUE
/obj/item/dildo/proc/customize(mob/living/user)
if(!can_customize)
return FALSE
if(src && !user.incapacitated() && in_range(user,src))
var/color_choice = input(user,"Choose a color for your dildo.","Dildo Color") as null|anything in GLOB.dildo_colors
if(src && color_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(color_choice, GLOB.dildo_colors, "Red")
color = GLOB.dildo_colors[color_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/shape_choice = input(user,"Choose a shape for your dildo.","Dildo Shape") as null|anything in GLOB.dildo_shapes
if(src && shape_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(shape_choice, GLOB.dildo_colors, "Knotted")
dildo_shape = GLOB.dildo_shapes[shape_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/size_choice = input(user,"Choose the size for your dildo.","Dildo Size") as null|anything in GLOB.dildo_sizes
if(src && size_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(size_choice, GLOB.dildo_colors, "Medium")
dildo_size = GLOB.dildo_sizes[size_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/transparency_choice = input(user,"Choose the transparency of your dildo. Lower is more transparent!(192-255)","Dildo Transparency") as null|num
if(src && transparency_choice && !user.incapacitated() && in_range(user,src))
sanitize_integer(transparency_choice, 192, 255, 192)
alpha = transparency_choice
update_appearance()
return TRUE
/obj/item/dildo/Initialize()
. = ..()
if(random_color == TRUE)
var/randcolor = pick(GLOB.dildo_colors)
color = GLOB.dildo_colors[randcolor]
if(random_shape == TRUE)
var/randshape = pick(GLOB.dildo_shapes)
dildo_shape = GLOB.dildo_shapes[randshape]
if(random_size == TRUE)
var/randsize = pick(GLOB.dildo_sizes)
dildo_size = GLOB.dildo_sizes[randsize]
update_appearance()
alpha = rand(192, 255)
pixel_y = rand(-7,7)
pixel_x = rand(-7,7)
/obj/item/dildo/examine(mob/user)
. = ..()
if(can_customize)
. += "<span class='notice'>Alt-Click \the [src.name] to customize it.</span>"
/obj/item/dildo/random//totally random
name = "random dildo"//this name will show up in vendors and shit so you know what you're vending(or don't, i guess :^))
random_color = TRUE
random_shape = TRUE
random_size = TRUE
/obj/item/dildo/knotted
dildo_shape = "knotted"
name = "knotted dildo"
attack_verb = list("penetrated", "knotted", "slapped", "inseminated")
obj/item/dildo/human
dildo_shape = "human"
name = "human dildo"
attack_verb = list("penetrated", "slapped", "inseminated")
obj/item/dildo/plain
dildo_shape = "plain"
name = "plain dildo"
attack_verb = list("penetrated", "slapped", "inseminated")
obj/item/dildo/flared
dildo_shape = "flared"
name = "flared dildo"
attack_verb = list("penetrated", "slapped", "neighed", "gaped", "prolapsed", "inseminated")
obj/item/dildo/flared/huge
name = "literal horse cock"
desc = "THIS THING IS HUGE!"
dildo_size = 4
obj/item/dildo/custom
name = "customizable dildo"
desc = "Thanks to significant advances in synthetic nanomaterials, this dildo is capable of taking on many different forms to fit the user's preferences! Pricy!"
can_customize = TRUE
random_color = TRUE
random_shape = TRUE
random_size = TRUE
// Suicide acts, by request
/obj/item/dildo/proc/manual_suicide(mob/living/user)
user.visible_message("<span class='suicide'>[user] finally finishes deepthroating the [src], and their life.</span>")
user.adjustOxyLoss(200)
user.death(0)
/obj/item/dildo/suicide_act(mob/living/user)
// is_knotted = ((src.dildo_shape == "knotted")?"They swallowed the knot":"Their face is turning blue")
if(do_after(user,17,target=src))
user.visible_message("<span class='suicide'>[user] tears-up and gags as they shove [src] down their throat! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/gagging.ogg', 50, 1, -1)
user.Stun(150)
user.adjust_blurriness(8)
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
eyes?.applyOrganDamage(10)
return MANUAL_SUICIDE
/obj/item/dildo/flared/huge/suicide_act(mob/living/user)
if(do_after(user,35,target=src))
user.visible_message("<span class='suicide'>[user] tears-up and gags as they try to deepthroat the [src]! WHY WOULD THEY DO THAT? It looks like [user.p_theyre()] trying to commit suicide!!</span>")
playsound(loc, 'sound/weapons/gagging.ogg', 50, 2, -1)
user.Stun(300)
user.adjust_blurriness(8)
return MANUAL_SUICIDE

View File

@@ -42,6 +42,7 @@
desc = "You put the cake on your head. Brilliant."
icon_state = "hardhat0_cakehat"
item_state = "hardhat0_cakehat"
hat_type = "cakehat"
hitsound = 'sound/weapons/tap.ogg'
flags_inv = HIDEEARS|HIDEHAIR
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)

View File

@@ -57,7 +57,6 @@
/obj/item/reagent_containers/food/snacks/sushi_basic
name = "funa hosomaki"
desc = "A small cylindrical kudzu skin, filled with rice and fish."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_basic"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 4)
@@ -69,7 +68,6 @@
/obj/item/reagent_containers/food/snacks/sushi_adv
name = "funa nigiri"
desc = "A peace of carp lightly placed on some rice."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_adv"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 6)
@@ -81,7 +79,6 @@
/obj/item/reagent_containers/food/snacks/sushi_pro
name = "funa nigiri"
desc = "A well prepared peace of the best of the carp fillet placed on rice. Looks fancy and fresh!"
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_pro"
bonus_reagents = list(/datum/reagent/consumable/nutriment = 2, /datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 2)

View File

@@ -215,7 +215,6 @@
/obj/item/reagent_containers/food/snacks/tobiko
name = "tobiko"
desc = "Spider eggs wrapped in a thin salted Kudzu pod"
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_egg"
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 2)
filling_color = "#FF3333" // R225 G051 B051
@@ -558,7 +557,6 @@
/obj/item/reagent_containers/food/snacks/riceball
name = "onigiri"
desc = "A ball of rice with some light salt and a wrap of Kudzu skin."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "riceball"
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/sodiumchloride = 2)
tastes = list("rice" = 3, "salt" = 1)

View File

@@ -136,7 +136,6 @@
/obj/item/reagent_containers/food/snacks/tuna_sandwich
name = "tuna sandwich"
desc = "Both a salad and a sandwich in one."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "tunasandwich"
trash = /obj/item/trash/plate
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 3)

View File

@@ -3,7 +3,6 @@
/obj/item/reagent_containers/food/snacks/sushi_rice
name = "Sushi Rice"
desc = "A bowl of sticky rice for making sushi."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushi_rice"
list_reagents = list(/datum/reagent/consumable/sodiumchloride = 5)
tastes = list("rice" = 5, "salt" = 1)
@@ -12,7 +11,6 @@
/obj/item/reagent_containers/food/snacks/sea_weed
name = "Sea Weed Sheet"
desc = "A thin, light salt sheet of plant mater. This is commenly used in sushi recipes,"
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sea_weed"
list_reagents = list(/datum/reagent/consumable/sodiumchloride = 2)
tastes = list("plants" = 2, "salt" = 1)
@@ -21,7 +19,6 @@
/obj/item/reagent_containers/food/snacks/tuna
name = "Canned Tuna"
desc = "A small can of tuna fish beloved by felines."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "tuna_can"
//trash = /obj/item/trash/tuna_used //I dont know if I like this idea - A Masked Cat
list_reagents = list(/datum/reagent/consumable/sodiumchloride = 5, /datum/reagent/mercury = 2)
@@ -32,7 +29,6 @@
/obj/item/reagent_containers/food/snacks/sushie_basic
name = "Funa Hosomaki"
desc = "A small cylindrical filled with rice and fish."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_basic"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 1)
@@ -44,7 +40,6 @@
/obj/item/reagent_containers/food/snacks/sushie_adv
name = "Funa Nigiri"
desc = "A pice of carp lightly placed on some rice."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_adv"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 2)
@@ -56,7 +51,6 @@
/obj/item/reagent_containers/food/snacks/sushie_pro
name = "Funa Nigiri"
desc = "A well prepared pice of the best of the carp fillet placed on rice. Looks fancy and fresh!"
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_pro"
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 8, /datum/reagent/consumable/nutriment/vitamin = 1)
@@ -68,7 +62,6 @@
/obj/item/reagent_containers/food/snacks/tobiko
name = "Tobiko"
desc = "Spider eggs wrapped in a thin salted Kudzu pod"
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "sushie_egg"
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/consumable/nutriment/vitamin = 2)
filling_color = "#FF3333" // R225 G051 B051
@@ -78,7 +71,6 @@
/obj/item/reagent_containers/food/snacks/riceball
name = "Onigiri"
desc = "A ball of rice with some light salt and a wrap of Kudzu skin."
icon = 'modular_citadel/icons/obj/food/food.dmi'
icon_state = "riceball"
list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/sodiumchloride = 2)
tastes = list("rice" = 4, "salt" = 1)

View File

@@ -66,6 +66,11 @@
/obj/item/instrument/proc/is_tuned()
return tune_time_left > 0
/obj/item/instrument/dropped(mob/user)
. = ..()
if((loc != user) && (user.machine == src))
user.set_machine(null)
/obj/item/instrument/interact(mob/user)
ui_interact(user)

View File

@@ -222,7 +222,9 @@
tempo = sanitize_tempo(600 / bpm)
/// Updates the window for our user. Override in subtypes.
/datum/song/proc/updateDialog(mob/user)
/datum/song/proc/updateDialog(mob/user = usr)
if(user.machine != src)
return
ui_interact(user)
/datum/song/process(wait)
@@ -277,8 +279,10 @@
// subtype for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/updateDialog(mob/user)
parent.ui_interact(user || usr)
/datum/song/handheld/updateDialog(mob/user = usr)
if(user.machine != src)
return
parent.ui_interact(user)
/datum/song/handheld/should_stop_playing(mob/user)
. = ..()
@@ -290,8 +294,10 @@
// subtype for stationary structures, like pianos
/datum/song/stationary
/datum/song/stationary/updateDialog(mob/user)
parent.ui_interact(user || usr)
/datum/song/stationary/updateDialog(mob/user = usr)
if(user.machine != src)
return
parent.ui_interact(user)
/datum/song/stationary/should_stop_playing(mob/user)
. = ..()

View File

@@ -1,6 +1,12 @@
///////////////////////////////////////////////////////////////
//SS13 Optimized Map loader
//////////////////////////////////////////////////////////////
/*
* Notes:
* This does NOT support map files where more than one Z is in each grid set, as defined in the file.
* MultiZ map files ARE supported (however very much discouraged), as long as each gridset only contains one z.
* This assumes that for the most part, map files are properly formed, either DMM or TGM standard formats. If you feed it bad data, expect to crash.
*/
#define SPACE_KEY "space"
/datum/grid_set
@@ -9,6 +15,12 @@
var/zcrd
var/gridLines
/datum/grid_set/proc/height(key_len)
return length(gridLines)
/datum/grid_set/proc/width(key_len)
return gridLines[1] / key_len
/datum/parsed_map
var/original_path
var/key_len = 0
@@ -43,7 +55,7 @@
/// - `cropMap`: When true, the map will be cropped to fit the existing world dimensions (Optional).
/// - `measureOnly`: When true, no changes will be made to the world (Optional).
/// - `no_changeturf`: When true, [turf/AfterChange] won't be called on loaded turfs
/// - `x_lower`, `x_upper`, `y_lower`, `y_upper`: Coordinates (relative to the map) to crop to (Optional).
/// - `x_lower`, `x_upper`, `y_lower`, `y_upper`: Coordinates (relative to the game world) to crop to (Optional).
/// - `placeOnTop`: Whether to use [turf/PlaceOnTop] rather than [turf/ChangeTurf] (Optional).
/proc/load_map(
dmm_file as file,
@@ -60,25 +72,37 @@
placeOnTop = FALSE as num,
orientation = SOUTH as num,
annihilate_tiles = FALSE,
z_lower = -INFINITY as num,
z_upper = INFINITY as num
crop_relative_to_game_world = TRUE
)
var/datum/parsed_map/parsed = new(dmm_file, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, measureOnly)
var/datum/parsed_map/parsed = new(dmm_file, measureOnly = measureOnly)
if(parsed.bounds && !measureOnly)
parsed.load(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop, orientation, annihilate_tiles)
return parsed
/// Parse a map, possibly cropping it.
//WHY THE HECK DO WE EVEN SUPPORT NEGATIVE COORDINATES, ALL IT IS IS A WASTE OF TIME AND CPU!!!???
//DO NOT USE THIS TO TRIM MAPS UNLESS STRICTLY NEEDED! IT IS EXTREMELY EXPENSIVE TO DO SO!
/**
* Parse a map, possibly cropping it.
* Do not use the crop function unless strictly necessary.
* WARNING: Crop function crops based on the tiles you'd see in the map editor. If you're planning to load it in in a different orientation later, you better have done the math.
* It's recommended that you do not crop using this at all.
*/
/datum/parsed_map/New(tfile, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper = INFINITY, z_lower = -INFINITY, z_upper = INFINITY, measureOnly = FALSE)
_parse(tfile, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, measureOnly)
/datum/parsed_map/proc/_parse(tfile, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, measureOnly)
var/static/parsing = FALSE
UNTIL(!parsing)
// do not multithread this or bad things happen
parsing = TRUE
_do_parse(tfile, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, measureOnly)
parsing = FALSE
/datum/parsed_map/proc/_do_parse(tfile, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, measureOnly)
if(isfile(tfile))
original_path = "[tfile]"
tfile = file2text(tfile)
else if(isnull(tfile))
// create a new datum without loading a map
return
bounds = parsed_bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
ASSERT(x_upper >= x_lower)
ASSERT(y_upper >= y_lower)
@@ -107,12 +131,13 @@
if(!key_len)
CRASH("Coords before model definition in DMM")
// NOTE: We are assuming each coordset only contains one z.
var/curr_z = text2num(dmmRegex.group[5])
if(curr_z < z_lower || curr_z > z_upper)
continue
var/curr_x = text2num(dmmRegex.group[3])
var/curr_y = text2num(dmmRegex.group[4])
var/curr_z = text2num(dmmRegex.group[5])
if(curr_x < x_lower || curr_y < y_lower || curr_z < z_lower || curr_z > z_upper)
continue
var/datum/grid_set/gridSet = new
@@ -120,12 +145,6 @@
gridSet.ycrd = curr_y
gridSet.zcrd = curr_z
bounds[MAP_MINX] = min(bounds[MAP_MINX], curr_x) //since down is up for y/gridlines, we now know the lower left corner.
bounds[MAP_MINY] = min(bounds[MAP_MINY], curr_y)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], curr_z)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], curr_z) //we know max z now
var/list/gridLines = splittext(dmmRegex.group[6], "\n")
gridSet.gridLines = gridLines
@@ -134,31 +153,36 @@
if(leadingBlanks > 1)
gridLines.Cut(1, leadingBlanks) // Remove all leading blank lines.
gridSets += gridSet
var/lines = length(gridLines)
if(lines)
if(gridLines[gridLines.len] == "")
gridLines.Cut(gridLines.len) // Remove only one blank line at the end.
var/right_length = y_upper - curr_y + 1
if(lines > right_length)
gridLines.len = right_length //this can't be negative due to our ASSERTions above, hopefully.
if(!gridLines.len) // Skip it if there's no content.
if(lines && gridLines[lines] == "")
// remove one trailing blank line
gridLines.len--
lines--
// y crop
var/right_length = y_upper - curr_y + 1
if(lines > right_length)
lines = gridLines.len = right_length
if(!lines) // blank
continue
//do not use curr_y after this point, ycrd has changed. use it before because local var.
gridSet.ycrd += gridLines.len - 1 // Start at the top and work down
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], gridSet.ycrd) //we know max y now
var/width = length(gridLines[1]) / key_len
// x crop
var/right_width = x_upper - curr_x + 1
if(width > right_width)
for(var/i in 1 to lines)
gridLines[i] = copytext(gridLines[i], 1, key_len * right_width)
// during the actual load we're starting at the top and working our way down
gridSet.ycrd += lines - 1
var/linelength = length(gridLines[1]) //yes it only samples the first line, this is why you use TGM instead of DMM!
var/xlength = linelength / key_len
var/maxx = gridSet.xcrd + xlength - 1
if(maxx > x_upper)
for(var/i in 1 to length(gridLines))
gridLines[i] = copytext(gridLines[i], 1, key_len * (x_upper - curr_x + 1))
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], maxx)
// Safe to proceed, commit gridset to list and record coords.
gridSets += gridSet
bounds[MAP_MINX] = min(bounds[MAP_MINX], curr_x)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], curr_x + width - 1)
bounds[MAP_MINY] = min(bounds[MAP_MINY], curr_y)
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], curr_y + lines - 1)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], curr_z)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], curr_z)
CHECK_TICK
// Indicate failure to parse any coordinates by nulling bounds
@@ -172,7 +196,8 @@
/datum/parsed_map/Destroy()
if(template_host && template_host.cached_map == src)
template_host.cached_map = null
return ..()
. = ..()
return QDEL_HINT_HARDDEL_NOW
/// Load the parsed map into the world. See [/proc/load_map] for arguments.
/datum/parsed_map/proc/load(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop, orientation, annihilate_tiles, datum/map_orientation_pattern/forced_pattern)
@@ -197,6 +222,8 @@
var/yi = mode.yi
var/turn_angle = round(SIMPLIFY_DEGREES(mode.turn_angle), 90)
var/delta_swap = x_offset - y_offset
// less checks later
var/do_crop = x_lower > -INFINITY || x_upper < INFINITY || y_lower > -INFINITY || y_upper < INFINITY
for(var/__I in gridSets)
var/datum/grid_set/gridset = __I
@@ -221,6 +248,8 @@
for(var/pos = 1 to (length(line) - key_len + 1) step key_len)
var/placement_x = swap_xy? (actual_y + delta_swap) : actual_x
var/placement_y = swap_xy? (actual_x - delta_swap) : actual_y
if(do_crop && ((placement_x < x_lower) || (placement_x > x_upper) || (placement_y < y_lower) || (placement_y > y_upper)))
continue
if(placement_x > world.maxx)
if(cropMap)
actual_x += xi
@@ -532,6 +561,7 @@
// fallback: string
return text
/datum/parsed_map/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
/datum/parsed_map/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, dmmRegex) || var_name == NAMEOF(src, trimQuotesRegex) || var_name == NAMEOF(src, trimRegex))
return FALSE
return ..()

View File

@@ -43,5 +43,6 @@ GLOBAL_LIST_EMPTY(dummy_mob_list)
return
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
if(istype(D))
D.set_species(/datum/species/human,icon_update = TRUE, pref_load = TRUE) //for some fucking reason, if you don't change the species every time, some species will dafault certain things when it's their own species on the mannequin two times in a row, like lizards losing spines and tails setting to smooth. If you can find a fix for this that isn't this, good on you
D.wipe_state()
D.in_use = FALSE

View File

@@ -9,7 +9,7 @@
mob_biotypes = MOB_ORGANIC|MOB_BEAST
mouse_opacity = MOUSE_OPACITY_ICON
speak_emote = list("telepathically cries")
speed = 2
speed = 1
move_to_delay = 2
projectiletype = /obj/item/projectile/temp/basilisk/ice
projectilesound = 'sound/weapons/pierce.ogg'
@@ -25,8 +25,8 @@
melee_damage_upper = 15
attacktext = "slices"
attack_sound = 'sound/weapons/bladeslice.ogg'
vision_range = 9
aggro_vision_range = 9
vision_range = 7
aggro_vision_range = 7
move_force = MOVE_FORCE_VERY_STRONG
move_resist = MOVE_FORCE_VERY_STRONG
pull_force = MOVE_FORCE_VERY_STRONG

View File

@@ -192,7 +192,7 @@
var/on = FALSE // 1 if on, 0 if off
var/on_gs = FALSE
var/static_power_used = 0
var/brightness = 11 // luminosity when on, also used in power calculation
var/brightness = 9 // luminosity when on, also used in power calculation
var/bulb_power = 0.75 // basically the alpha of the emitted light source
var/bulb_colour = "#FFF6ED" // befault colour of the light.
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
@@ -231,7 +231,8 @@
icon_state = "bulb"
base_state = "bulb"
fitting = "bulb"
brightness = 6
brightness = 5
nightshift_brightness = 4
bulb_colour = "#FFDDBB"
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
@@ -273,11 +274,11 @@
spawn(2)
switch(fitting)
if("tube")
brightness = 11
brightness = 9
if(prob(2))
break_light_tube(1)
if("bulb")
brightness = 6
brightness = 5
if(prob(5))
break_light_tube(1)
spawn(1)
@@ -360,11 +361,11 @@
set_light(0)
update_icon()
active_power_usage = (brightness * 7.2)
active_power_usage = (brightness * 10)
if(on != on_gs)
on_gs = on
if(on)
static_power_used = brightness * 14.4 * (hijacked ? 2 : 1) //20W per unit luminosity
static_power_used = brightness * 20 * (hijacked ? 2 : 1) //20W per unit luminosity
addStaticPower(static_power_used, STATIC_LIGHT)
else
removeStaticPower(static_power_used, STATIC_LIGHT)
@@ -747,7 +748,7 @@
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
brightness = 11
brightness = 9
/obj/item/light/tube/broken
status = LIGHT_BROKEN
@@ -760,7 +761,7 @@
item_state = "contvapour"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
brightness = 6
brightness = 5
/obj/item/light/bulb/broken
status = LIGHT_BROKEN
@@ -829,7 +830,8 @@
icon = 'icons/obj/lighting.dmi'
base_state = "floor" // base description and icon_state
icon_state = "floor"
brightness = 6
brightness = 5
nightshift_brightness = 4
layer = 2.5
light_type = /obj/item/light/bulb
fitting = "bulb"

View File

@@ -26,8 +26,8 @@
var/z_offset = SSmapping.station_start
var/list/bounds
for (var/path in SSmapping.config.GetFullMapPaths())
var/datum/parsed_map/parsed = load_map(file(path), 1, 1, z_offset, measureOnly = FALSE, no_changeturf = FALSE, cropMap=TRUE, x_lower = mother1.x_low, y_lower = mother1.y_low, x_upper = mother1.x_high, y_upper = mother1.y_high)
bounds = parsed?.bounds
var/datum/parsed_map/parsed = load_map(file(path), 1, 1, z_offset, orientation = SSmapping.config.orientation, cropMap = TRUE, x_lower = mother1.x_low, y_lower = mother1.y_low, x_upper = mother1.x_high, y_upper = mother1.y_high)
bounds = parsed.bounds
z_offset += bounds[MAP_MAXZ] - bounds[MAP_MINZ] + 1
var/list/obj/machinery/atmospherics/atmos_machines = list()

View File

@@ -113,7 +113,7 @@
/obj/item/ammo_box/update_icon()
. = ..()
desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
desc = "[initial(desc)] There [stored_ammo.len == 1 ? "is" : "are"] [stored_ammo.len] shell\s left!"
for (var/material in bullet_cost)
var/material_amount = bullet_cost[material]
material_amount = (material_amount*stored_ammo.len) + base_cost[material]

View File

@@ -121,3 +121,51 @@
icon_state = "foambox_riot"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
custom_materials = list(/datum/material/iron = 50000)
//Shotgun clips
/obj/item/ammo_box/shotgun
name = "stripper clip (shotgun shells)"
desc = "A stripper clip, designed to help with loading a shotgun slightly faster."
icon = 'icons/obj/ammo.dmi'
icon_state = "shotgunclip"
caliber = "shotgun" // slapped in to allow shell mix n match
ammo_type = /obj/item/ammo_casing/shotgun
max_ammo = 4
var/pixeloffsetx = 4
start_empty = TRUE
/obj/item/ammo_box/shotgun/update_overlays()
. = ..()
if(stored_ammo.len)
var/offset = -4
for(var/A in stored_ammo)
var/obj/item/ammo_casing/shotgun/C = A
offset += pixeloffsetx
var/mutable_appearance/shell_overlay = mutable_appearance(icon, "[initial(C.icon_state)]-clip")
shell_overlay.pixel_x += offset
shell_overlay.appearance_flags = RESET_COLOR
. += shell_overlay
/obj/item/ammo_box/shotgun/loaded
start_empty = FALSE
/obj/item/ammo_box/shotgun/loaded/rubbershot
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
/obj/item/ammo_box/shotgun/loaded/buckshot
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
/obj/item/ammo_box/shotgun/loaded/beanbag
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
/obj/item/ammo_box/shotgun/loaded/stunslug
ammo_type = /obj/item/ammo_casing/shotgun/stunslug
/obj/item/ammo_box/shotgun/loaded/techshell
ammo_type = /obj/item/ammo_casing/shotgun/techshell
/obj/item/ammo_box/shotgun/loaded/incendiary
ammo_type = /obj/item/ammo_casing/shotgun/incendiary
/obj/item/ammo_box/shotgun/loaded/dart
ammo_type = /obj/item/ammo_casing/shotgun/dart

View File

@@ -38,6 +38,8 @@
var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
/// "leftover" ticks and stuff yeah. hey when are we rewriting projectiles for the eighth time to do something smarter like incrementing x pixels until it meets a goal instead of for(var/i in 1 to required_moves)?
var/tick_moves_leftover = 0
var/Angle = 0
var/original_angle = 0 //Angle at firing
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
@@ -350,13 +352,22 @@
/obj/item/projectile/Process_Spacemove(movement_dir = 0)
return TRUE //Bullets don't drift in space
/obj/item/projectile/process()
/obj/item/projectile/process(wait)
if(!loc || !fired || !trajectory)
fired = FALSE
return PROCESS_KILL
if(paused || !isturf(loc))
return
pixel_move(1, FALSE)
var/ds = (SSprojectiles.flags & SS_TICKER)? (wait * world.tick_lag) : wait
var/required_moves = ds / speed
var/leftover = MODULUS(required_moves, 1)
tick_moves_leftover += leftover
required_moves = round(required_moves)
if(tick_moves_leftover > 1)
required_moves += round(tick_moves_leftover)
tick_moves_leftover = MODULUS(tick_moves_leftover, 1)
for(var/i in 1 to required_moves)
pixel_move(1, FALSE)
/obj/item/projectile/proc/fire(angle, atom/direct_target)
if(fired_from)

View File

@@ -575,9 +575,7 @@
/datum/reagent/consumable/ethanol/alexander,
/datum/reagent/consumable/clownstears,
/datum/reagent/toxin/minttoxin,
/datum/reagent/consumable/ethanol/atomicbomb,
/datum/reagent/drug/aphrodisiac,
/datum/reagent/drug/aphrodisiacplus
/datum/reagent/consumable/ethanol/atomicbomb
)
/obj/machinery/chem_dispenser/drinks/beer/fullupgrade //fully ugpraded stock parts, emagged

View File

@@ -211,7 +211,6 @@
/obj/structure/reagent_dispensers/keg
name = "keg"
desc = "A keg."
icon = 'modular_citadel/icons/obj/objects.dmi'
icon_state = "keg"
/obj/structure/reagent_dispensers/keg/mead

View File

@@ -135,6 +135,15 @@
//Ammo Shells/
//////////////
/datum/design/shell_clip
name = "stripper clip (shotgun shells)"
id = "sec_shellclip"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000)
build_path = /obj/item/ammo_box/shotgun
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/beanbag_slug/sec
id = "sec_beanbag"
build_type = PROTOLATHE
@@ -166,7 +175,7 @@
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/incendiary_slug/sec
id = "sec_Islug"
id = "sec_islug"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY

View File

@@ -4,7 +4,7 @@
layer = BELOW_OBJ_LAYER
var/consoleless_interface = TRUE //Whether it can be used without a console.
var/offstation_security_levels = TRUE
var/efficiency_coeff = 1 //Materials needed / coeff = actual.
var/print_cost_coeff = 1 //Materials needed * coeff = actual.
var/list/categories = list()
var/datum/component/remote_materials/materials
var/allowed_department_flags = ALL
@@ -76,13 +76,13 @@
for(var/obj/item/stock_parts/manipulator/M in component_parts)
total_manip_rating += M.rating
manips++
efficiency_coeff = STANDARD_PART_LEVEL_LATHE_COEFFICIENT(total_manip_rating / (manips? manips : 1))
print_cost_coeff = STANDARD_PART_LEVEL_LATHE_COEFFICIENT(total_manip_rating / (manips? manips : 1))
/obj/machinery/rnd/production/examine(mob/user)
. = ..()
var/datum/component/remote_materials/materials = GetComponent(/datum/component/remote_materials)
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Storing up to <b>[materials.local_size]</b> material units locally.<br>Material usage efficiency at <b>[efficiency_coeff*100]%</b>.</span>"
. += "<span class='notice'>The status display reads: Storing up to <b>[materials.local_size]</b> material units locally.<br>Material usage cost at <b>[print_cost_coeff*100]%</b>.</span>"
//we eject the materials upon deconstruction.
/obj/machinery/rnd/production/on_deconstruction()
@@ -112,7 +112,7 @@
// these types don't have their .materials set in do_print, so don't allow
// them to be constructed efficiently
var/ef = efficient_with(being_built.build_path) ? efficiency_coeff : 1
var/ef = efficient_with(being_built.build_path) ? print_cost_coeff : 1
return round(A / max(1, all_materials[mat] * ef))
/obj/machinery/rnd/production/proc/efficient_with(path)
@@ -152,7 +152,7 @@
power += round(D.materials[M] * amount / 35)
power = min(3000, power)
use_power(power)
var/coeff = efficient_with(D.build_path) ? efficiency_coeff : 1
var/coeff = efficient_with(D.build_path) ? print_cost_coeff : 1
var/list/efficient_mats = list()
for(var/MAT in D.materials)
efficient_mats[MAT] = D.materials[MAT] * coeff
@@ -170,7 +170,7 @@
busy = TRUE
if(production_animation)
flick(production_animation, src)
var/timecoeff = D.lathe_time_factor * efficiency_coeff
var/timecoeff = D.lathe_time_factor * print_cost_coeff
addtimer(CALLBACK(src, .proc/reset_busy), (20 * timecoeff * amount) ** 0.5)
addtimer(CALLBACK(src, .proc/do_print, D.build_path, amount, efficient_mats, D.dangerous_construction, usr), (20 * timecoeff * amount) ** 0.5)
return TRUE
@@ -247,7 +247,7 @@
/obj/machinery/rnd/production/proc/ui_screen_search()
var/list/l = list()
var/coeff = efficiency_coeff
var/coeff = print_cost_coeff
l += "<h2>Search Results:</h2>"
l += "<form name='search' action='?src=[REF(src)]'>\
<input type='hidden' name='src' value='[REF(src)]'>\
@@ -264,7 +264,7 @@
if(!istype(D))
return
if(!coeff)
coeff = efficiency_coeff
coeff = print_cost_coeff
if(!efficient_with(D.build_path))
coeff = 1
var/list/l = list()
@@ -276,9 +276,9 @@
t = check_mat(D, M)
temp_material += " | "
if (t < 1)
temp_material += "<span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
temp_material += "<span class='bad'>[all_materials[M] * coeff] [CallMaterialName(M)]</span>"
else
temp_material += " [all_materials[M]/coeff] [CallMaterialName(M)]"
temp_material += " [all_materials[M] * coeff] [CallMaterialName(M)]"
c = min(c,t)
var/clearance = !(obj_flags & EMAGGED) && (offstation_security_levels || is_station_level(z))
@@ -366,7 +366,7 @@
return ui_screen_main()
var/list/l = list()
l += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3>"
var/coeff = efficiency_coeff
var/coeff = print_cost_coeff
for(var/v in stored_research.researched_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(!(selected_category in D.category)|| !(D.build_type & allowed_buildtypes))

View File

@@ -25,11 +25,6 @@
/obj/machinery/rnd/production/circuit_imprinter/calculate_efficiency()
. = ..()
var/total_rating = 0
for(var/obj/item/stock_parts/manipulator/M in component_parts)
total_rating += M.rating * 2 //There is only one.
total_rating = max(1, total_rating)
efficiency_coeff = total_rating
var/obj/item/circuitboard/machine/circuit_imprinter/C = circuit
offstation_security_levels = C.offstation_security_levels

View File

@@ -76,7 +76,8 @@
var/problems = FALSE
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
if(length(C.get_traumas()))
var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN)
if(length(B?.get_traumas_type(TRAUMA_RESILIENCE_BASIC)))
problems = TRUE
if(host_mob.getOrganLoss(ORGAN_SLOT_BRAIN) > 0)
problems = TRUE
@@ -198,7 +199,8 @@
var/problems = FALSE
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
if(length(C.get_traumas()))
var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN)
if(length(B?.get_traumas_type(TRAUMA_RESILIENCE_SURGERY)))
problems = TRUE
if(host_mob.getOrganLoss(ORGAN_SLOT_BRAIN) > 0)
problems = TRUE
@@ -208,7 +210,7 @@
host_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, -2)
if(iscarbon(host_mob) && prob(10))
var/mob/living/carbon/C = host_mob
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_LOBOTOMY)
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_SURGERY)
/datum/nanite_program/defib
name = "Defibrillation"

View File

@@ -290,7 +290,7 @@ Nothing else in the console has ID requirements.
continue
var/temp_material
var/c = 50
var/coeff = linked_lathe.efficiency_coeff
var/coeff = linked_lathe.print_cost_coeff
if(!linked_lathe.efficient_with(D.build_path))
coeff = 1
@@ -299,9 +299,9 @@ Nothing else in the console has ID requirements.
var/t = linked_lathe.check_mat(D, M)
temp_material += " | "
if (t < 1)
temp_material += "<span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
temp_material += "<span class='bad'>[all_materials[M] * coeff] [CallMaterialName(M)]</span>"
else
temp_material += " [all_materials[M]/coeff] [CallMaterialName(M)]"
temp_material += " [all_materials[M] * coeff] [CallMaterialName(M)]"
c = min(c,t)
var/clearance = !(linked_lathe.obj_flags & EMAGGED) && (linked_lathe.offstation_security_levels || is_station_level(linked_lathe.z))
@@ -356,16 +356,16 @@ Nothing else in the console has ID requirements.
var/temp_material
var/c = 50
var/all_materials = D.materials + D.reagents_list
var/coeff = linked_lathe.efficiency_coeff
var/coeff = linked_lathe.print_cost_coeff
if(!linked_lathe.efficient_with(D.build_path))
coeff = 1
for(var/M in all_materials)
var/t = linked_lathe.check_mat(D, M)
temp_material += " | "
if (t < 1)
temp_material += "<span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
temp_material += "<span class='bad'>[all_materials[M] * coeff] [CallMaterialName(M)]</span>"
else
temp_material += " [all_materials[M]/coeff] [CallMaterialName(M)]"
temp_material += " [all_materials[M] * coeff] [CallMaterialName(M)]"
c = min(c,t)
if (c >= 1)
@@ -457,7 +457,7 @@ Nothing else in the console has ID requirements.
var/check_materials = TRUE
var/all_materials = D.materials + D.reagents_list
var/coeff = linked_imprinter.efficiency_coeff
var/coeff = linked_imprinter.print_cost_coeff
if(!linked_imprinter.efficient_with(D.build_path))
coeff = 1
@@ -465,9 +465,9 @@ Nothing else in the console has ID requirements.
temp_materials += " | "
if (!linked_imprinter.check_mat(D, M))
check_materials = FALSE
temp_materials += " <span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
temp_materials += " <span class='bad'>[all_materials[M] * coeff] [CallMaterialName(M)]</span>"
else
temp_materials += " [all_materials[M]/coeff] [CallMaterialName(M)]"
temp_materials += " [all_materials[M] * coeff] [CallMaterialName(M)]"
if (check_materials)
l += "<A href='?src=[REF(src)];imprint=[D.id]'>[D.name]</A>[temp_materials]"
else
@@ -488,16 +488,16 @@ Nothing else in the console has ID requirements.
var/temp_materials
var/check_materials = TRUE
var/all_materials = D.materials + D.reagents_list
var/coeff = linked_imprinter.efficiency_coeff
var/coeff = linked_imprinter.print_cost_coeff
if(!linked_imprinter.efficient_with(D.build_path))
coeff = 1
for(var/M in all_materials)
temp_materials += " | "
if (!linked_imprinter.check_mat(D, M))
check_materials = FALSE
temp_materials += " <span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
temp_materials += " <span class='bad'>[all_materials[M] * coeff] [CallMaterialName(M)]</span>"
else
temp_materials += " [all_materials[M]/coeff] [CallMaterialName(M)]"
temp_materials += " [all_materials[M] * coeff] [CallMaterialName(M)]"
if (check_materials)
l += "<A href='?src=[REF(src)];imprint=[D.id]'>[D.name]</A>[temp_materials]"
else

View File

@@ -103,5 +103,5 @@
// Default research tech, prevents bricking
design_ids = list("basic_matter_bin", "basic_cell", "basic_scanning", "basic_capacitor", "basic_micro_laser", "micro_mani", "desttagger", "handlabel", "packagewrap",
"destructive_analyzer", "circuit_imprinter", "experimentor", "rdconsole", "design_disk", "tech_disk", "rdserver", "rdservercontrol", "mechfab",
"space_heater", "beaker", "large_beaker", "bucket", "xlarge_beaker", "sec_beanbag", "sec_rshot", "sec_bshot", "sec_slug", "sec_Islug", "sec_dart", "sec_38", "sec_38lethal",
"space_heater", "beaker", "large_beaker", "bucket", "xlarge_beaker", "sec_shellclip", "sec_beanbag", "sec_rshot", "sec_bshot", "sec_slug", "sec_islug", "sec_dart", "sec_38", "sec_38lethal",
"rglass","plasteel","plastitanium","plasmaglass","plasmareinforcedglass","titaniumglass","plastitaniumglass")

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@@ -41,7 +41,7 @@
target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
switch(rand(1,6))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
if(2)

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@@ -201,10 +201,9 @@
/datum/uplink_item/device_tools/stimpack
name = "Stimpack"
desc = "Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about \
5 minutes after fully injecting yourself. Can inject yourself, or others, 5 times and through hardsuits. \
Each injection will gives around a minute of stimulants."
item = /obj/item/reagent_containers/hypospray/medipen/stimulants
cost = 5
5 minutes after injection."
item = /obj/item/reagent_containers/syringe/stimulants
cost = 3
surplus = 90
/datum/uplink_item/device_tools/medkit