Merge remote-tracking branch 'citadel/master' into shield_refactor

This commit is contained in:
kevinz000
2020-03-21 09:53:39 -07:00
135 changed files with 1070 additions and 530 deletions
+6 -6
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@@ -121,25 +121,25 @@ GLOBAL_LIST_EMPTY(preferences_datums)
"taur" = "None",
"genitals_use_skintone" = FALSE,
"has_cock" = FALSE,
"cock_shape" = "Human",
"cock_length" = 6,
"cock_shape" = DEF_COCK_SHAPE,
"cock_length" = COCK_SIZE_DEF,
"cock_diameter_ratio" = COCK_DIAMETER_RATIO_DEF,
"cock_color" = "fff",
"has_balls" = FALSE,
"balls_internal" = FALSE,
"balls_color" = "fff",
"balls_shape" = "Single",
"balls_shape" = DEF_BALLS_SHAPE,
"balls_size" = BALLS_SIZE_DEF,
"balls_cum_rate" = CUM_RATE,
"balls_cum_mult" = CUM_RATE_MULT,
"balls_efficiency" = CUM_EFFICIENCY,
"has_breasts" = FALSE,
"breasts_color" = "fff",
"breasts_size" = "C",
"breasts_shape" = "Pair",
"breasts_size" = BREASTS_SIZE_DEF,
"breasts_shape" = DEF_BREASTS_SHAPE,
"breasts_producing" = FALSE,
"has_vag" = FALSE,
"vag_shape" = "Human",
"vag_shape" = DEF_VAGINA_SHAPE,
"vag_color" = "fff",
"vag_clits" = 1,
"vag_clit_diam" = 0.25,
@@ -544,6 +544,18 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
features["insect_fluff"] = sanitize_inlist(features["insect_fluff"], GLOB.insect_fluffs_list)
features["insect_markings"] = sanitize_inlist(features["insect_markings"], GLOB.insect_markings_list, "None")
features["insect_wings"] = sanitize_inlist(features["insect_wings"], GLOB.insect_wings_list)
features["breasts_size"] = sanitize_inlist(features["breasts_size"], GLOB.breasts_size_list, BREASTS_SIZE_DEF)
features["breasts_shape"] = sanitize_inlist(features["breasts_shape"], GLOB.breasts_shapes_list, DEF_BREASTS_SHAPE)
features["cock_shape"] = sanitize_inlist(features["cock_shape"], GLOB.cock_shapes_list, DEF_COCK_SHAPE)
features["cock_length"] = sanitize_integer(features["cock_length"], COCK_SIZE_MIN, COCK_SIZE_MAX, COCK_SIZE_DEF)
features["balls_shape"] = sanitize_inlist(features["balls_shape"], GLOB.balls_shapes_list, DEF_BALLS_SHAPE)
features["vag_shape"] = sanitize_inlist(features["vag_shape"], GLOB.vagina_shapes_list, DEF_VAGINA_SHAPE)
features["breasts_color"] = sanitize_hexcolor(features["breasts_color"], 3, FALSE, "FFF")
features["cock_color"] = sanitize_hexcolor(features["cock_color"], 3, FALSE, "FFF")
features["balls_color"] = sanitize_hexcolor(features["balls_color"], 3, FALSE, "FFF")
features["vag_color"] = sanitize_hexcolor(features["vag_color"], 3, FALSE, "FFF")
features["flavor_text"] = copytext(features["flavor_text"], 1, MAX_FLAVOR_LEN)
joblessrole = sanitize_integer(joblessrole, 1, 3, initial(joblessrole))
+4 -5
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@@ -447,7 +447,7 @@
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
var/vchange = 1
var/voice_change = 1 ///This determines if the voice changer is on or off.
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -470,15 +470,14 @@
chameleon_action.emp_randomise(INFINITY)
/obj/item/clothing/mask/chameleon/attack_self(mob/user)
vchange = !vchange
to_chat(user, "<span class='notice'>The voice changer is now [vchange ? "on" : "off"]!</span>")
voice_change = !voice_change
to_chat(user, "<span class='notice'>The voice changer is now [voice_change ? "on" : "off"]!</span>")
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
// Can drones use the voice changer part? Let's not find out.
vchange = 0
voice_change = 0
/obj/item/clothing/mask/chameleon/drone/Initialize()
. = ..()
+9 -1
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@@ -82,6 +82,7 @@
icon_state = "nvgmeson"
item_state = "nvgmeson"
darkness_view = 8
flash_protect = -2
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
@@ -119,10 +120,11 @@
/obj/item/clothing/glasses/night
name = "night vision goggles"
desc = "You can totally see in the dark now!"
desc = "You can totally see in the dark now! Just don't look too closely at bright lights. This lacks any flash correction."
icon_state = "night"
item_state = "glasses"
darkness_view = 8
flash_protect = -2
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
@@ -130,6 +132,12 @@
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/night/syndicate
name = "combat night vision goggles"
desc = "See everything, without fear."
flash_protect = 1
vision_correction = 1
/obj/item/clothing/glasses/science/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is tightening \the [src]'s straps around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
+10 -1
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@@ -63,12 +63,19 @@
/obj/item/clothing/glasses/hud/health/night
name = "night vision health scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
desc = "An advanced medical heads-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
darkness_view = 8
flash_protect = -2
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/health/night/syndicate
name = "combat night vision health scanner HUD"
desc = "An advanced shielded medical heads-up display that allows soldiers to approximate how much lead poisoning their allies have suffered in complete darkness."
flash_protect = 1
vision_correction = 1
/obj/item/clothing/glasses/hud/health/sunglasses
name = "medical HUDSunglasses"
@@ -126,6 +133,7 @@
icon_state = "diagnostichudnight"
item_state = "glasses"
darkness_view = 8
flash_protect = -2
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
@@ -199,6 +207,7 @@
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
darkness_view = 8
flash_protect = -2 //You either are flashproof or you can see in the dark, pick one.
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
@@ -35,10 +35,10 @@
return
if(slot != SLOT_GLASSES)
return
RegisterSignal(user, COMSIG_COMBAT_TOGGLED, .proc/injectadrenaline)
RegisterSignal(user, COMSIG_LIVING_COMBAT_ENABLED, .proc/injectadrenaline)
/obj/item/clothing/glasses/phantomthief/syndicate/dropped(mob/user)
. = ..()
if(!istype(user))
return
UnregisterSignal(user, COMSIG_COMBAT_TOGGLED)
UnregisterSignal(user, COMSIG_LIVING_COMBAT_ENABLED)
+22 -2
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@@ -194,7 +194,7 @@
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
desc = "Cheap sterile gloves made from latex."
desc = "Cheap sterile gloves made from latex. Transfers basic paramedical knowledge to the wearer via the use of nanochips."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.3
@@ -202,14 +202,34 @@
item_color="mime"
transfer_prints = TRUE
resistance_flags = NONE
var/carrytrait = TRAIT_QUICK_CARRY
/obj/item/clothing/gloves/color/latex/equipped(mob/user, slot)
..()
if(slot == SLOT_GLOVES)
ADD_TRAIT(user, carrytrait, CLOTHING_TRAIT)
/obj/item/clothing/gloves/color/latex/dropped(mob/user)
..()
REMOVE_TRAIT(user, carrytrait, CLOTHING_TRAIT)
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
desc = "Pricy sterile gloves that are stronger than latex."
desc = "Pricy sterile gloves that are stronger than latex. Transfers advanced paramedical knowledge to the wearer via the use of nanochips."
icon_state = "nitrile"
item_state = "nitrilegloves"
item_color = "cmo"
transfer_prints = FALSE
carrytrait = TRAIT_QUICKER_CARRY
/obj/item/clothing/gloves/color/latex/nitrile/infiltrator
name = "insidious combat gloves"
desc = "Specialized combat gloves for carrying people around. Transfers tactical kidnapping knowledge to the user via the use of nanochips."
icon_state = "infiltrator"
item_state = "infiltrator"
siemens_coefficient = 0
permeability_coefficient = 0.3
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/gloves/color/white
name = "white gloves"
+15
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@@ -256,6 +256,21 @@
strip_delay = 100
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/helmet/infiltrator
name = "insidious helmet"
desc = "An insidious armored combat helmet signed with Syndicate insignia. The visor is coated with a resistant paste guaranteed to withstand bright flashes perfectly."
icon_state = "infiltrator"
item_state = "infiltrator"
armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
flash_protect = 2
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
strip_delay = 80
mutantrace_variation = STYLE_MUZZLE
//LightToggle
/obj/item/clothing/head/helment/ComponentInitialize()
+14
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@@ -12,6 +12,20 @@
/obj/item/clothing/mask/balaclava/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/infiltrator
name = "insidious balaclava"
desc = "An incredibly suspicious balaclava made with Syndicate nanofibers to absorb impacts slightly while obfuscating the voice and face using a garbled vocoder."
icon_state = "syndicate_balaclava"
item_state = "syndicate_balaclava"
clothing_flags = ALLOWINTERNALS
flags_cover = HEADCOVERSEYES
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 100, "acid" = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/voice_unknown = TRUE ///This makes it so that your name shows up as unknown when wearing the mask.
/obj/item/clothing/mask/luchador
name = "Luchador Mask"
desc = "Worn by robust fighters, flying high to defeat their foes!"
@@ -19,6 +19,14 @@
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
/obj/item/clothing/shoes/combat/sneakboots
name = "insidious sneakboots"
desc = "A pair of insidious boots with special noise muffling soles which very slightly drown out your footsteps. They would be absolutely perfect for stealth operations were it not for the iconic Syndicate flairs."
icon_state = "sneakboots"
item_state = "sneakboots"
resistance_flags = FIRE_PROOF | ACID_PROOF
clothing_flags = TRAIT_SILENT_STEP
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT boots"
desc = "High speed, no drag combat boots."
+9
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@@ -192,6 +192,15 @@
. = ..()
allowed = GLOB.detective_vest_allowed
/obj/item/clothing/suit/armor/vest/infiltrator
name = "insidious combat vest"
desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts."
icon_state = "infiltrator"
item_state = "infiltrator"
armor = list("melee" = 30, "bullet" = 40, "laser" = 20, "energy" = 30, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 80
//All of the armor below is mostly unused
/obj/item/clothing/suit/armor/centcom
+5
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@@ -13,6 +13,7 @@
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/dummy_thick = FALSE // is able to hold accessories on its item
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = STYLE_DIGITIGRADE
@@ -83,6 +84,10 @@
if(user)
to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
return
if(dummy_thick)
if(user)
to_chat(user, "<span class='warning'>[src] is too bulky and cannot have accessories attached to it!</span>")
return
else
if(user && !user.temporarilyRemoveItemFromInventory(I))
return
+20 -1
View File
@@ -19,6 +19,25 @@
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/syndicate/bloodred
name = "blood-red sneaksuit"
desc = "An insidious armored jumpsuit lined with Syndicate nanofibers and prototype platings, slightly resistant to most forms of damage, but is far too bulky to have anything attached to it. It still counts as stealth if there are no witnesses."
icon_state = "bloodred_pajamas"
item_state = "bl_suit"
item_color = "bloodred_pajamas"
dummy_thick = TRUE
armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
can_adjust = FALSE
/obj/item/clothing/under/syndicate/bloodred/sleepytime
name = "blood-red pajamas"
desc = "Do operatives dream of nuclear sheep?"
icon_state = "bloodred_pajamas"
item_state = "bl_suit"
item_color = "bloodred_pajamas"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
@@ -75,7 +94,7 @@
item_color = "rus_under"
can_adjust = FALSE
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
resistance_flags = NONE
/obj/item/clothing/under/syndicate/baseball
name = "major league, number unknown"
+1 -1
View File
@@ -4,6 +4,6 @@
toggle_throw_mode()
return
if("C")
toggle_combat_mode()
user_toggle_intentional_combat_mode()
return
return ..()
+2 -2
View File
@@ -59,11 +59,11 @@
switch(_key)
if("Shift")
if(!user.prefs.sprint_spacebar)
user.prefs.sprint_toggle ? togglesprint() : sprint_hotkey(TRUE) //Yes, this looks hacky. Yes, this works.
user.prefs.sprint_toggle ? default_toggle_sprint() : sprint_hotkey(TRUE) //Yes, this looks hacky. Yes, this works.
return
if("Space")
if(user.prefs.sprint_spacebar)
user.prefs.sprint_toggle ? togglesprint() : sprint_hotkey(TRUE)
user.prefs.sprint_toggle ? default_toggle_sprint() : sprint_hotkey(TRUE)
return
return ..()
@@ -21,7 +21,7 @@ In all, this is a lot like the monkey code. /N
return
switch(M.a_intent)
if (INTENT_HELP)
if(!recoveringstam)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
set_resting(FALSE, TRUE, FALSE)
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
@@ -27,7 +27,7 @@
else
if(stat == UNCONSCIOUS)
stat = CONSCIOUS
if(!recoveringstam)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
set_resting(FALSE, TRUE)
adjust_blindness(-1)
update_mobility()
+5 -8
View File
@@ -153,7 +153,7 @@
return
//CIT CHANGES - makes it impossible to throw while in stamina softcrit
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted.</span>")
return
var/random_turn = a_intent == INTENT_HARM
@@ -448,7 +448,7 @@
modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
//CIT CHANGES START HERE
else if(combatmode)
else if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
modifier += 50
if(modifier < 100)
@@ -820,15 +820,13 @@
return
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
stat = UNCONSCIOUS
disable_intentional_combat_mode(FALSE, FALSE)
if(!eye_blind)
blind_eyes(1)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
else
if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
stat = SOFT_CRIT
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(FALSE, FALSE)
else
stat = CONSCIOUS
adjust_blindness(-1)
@@ -1011,8 +1009,7 @@
return TRUE
/mob/living/carbon/transfer_ckey(mob/new_mob, send_signal = TRUE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(TRUE, FALSE)
return ..()
/mob/living/carbon/can_see_reagents()
@@ -0,0 +1,6 @@
/mob/living/carbon/enable_intentional_combat_mode()
. = ..()
if(.)
if(voremode)
toggle_vore_mode()
@@ -79,13 +79,11 @@
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(!combatmode)
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
@@ -345,7 +343,7 @@
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
AdjustSleeping(-100, FALSE)
if(recoveringstam)
if(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
adjustStaminaLoss(-15)
else
set_resting(FALSE, FALSE)
@@ -0,0 +1,18 @@
/// Sprint buffer ///
/mob/living/carbon/doSprintLossTiles(tiles)
doSprintBufferRegen(FALSE) //first regen.
if(sprint_buffer)
var/use = min(tiles, sprint_buffer)
sprint_buffer -= use
tiles -= use
update_hud_sprint_bar()
if(!tiles) //we had enough, we're done!
return
adjustStaminaLoss(tiles * sprint_stamina_cost) //use stamina to cover deficit.
/mob/living/carbon/proc/doSprintBufferRegen(updating = TRUE)
var/diff = world.time - sprint_buffer_regen_last
sprint_buffer_regen_last = world.time
sprint_buffer = min(sprint_buffer_max, sprint_buffer + sprint_buffer_regen_ds * diff)
if(updating)
update_hud_sprint_bar()
+3 -4
View File
@@ -7,8 +7,8 @@
if(!gibbed)
emote("deathgasp")
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(TRUE, FALSE)
. = ..()
@@ -67,6 +67,5 @@
BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
disable_intentional_combat_mode(TRUE, FALSE)
return ..()
+1 -1
View File
@@ -90,7 +90,7 @@
if(digitalcamo)
. += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner."
if(combatmode)
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
. += "[t_He] [t_is] visibly tense[CHECK_MOBILITY(src, MOBILITY_STAND) ? "." : ", and [t_is] standing in combative stance."]"
var/trait_exam = common_trait_examine()
+15 -5
View File
@@ -29,7 +29,7 @@
. = ..()
if(CONFIG_GET(flag/disable_stambuffer))
togglesprint()
enable_intentional_sprint_mode()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
@@ -880,10 +880,20 @@
return (ishuman(target) && !CHECK_MOBILITY(target, MOBILITY_STAND))
/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
if(can_be_firemanned(target))
visible_message("<span class='notice'>[src] starts lifting [target] onto their back...</span>",
"<span class='notice'>You start lifting [target] onto your back...</span>")
if(do_after(src, 30, TRUE, target))
var/carrydelay = 50 //if you have latex you are faster at grabbing
var/skills_space = "" //cobby told me to do this
if(HAS_TRAIT(src, TRAIT_QUICKER_CARRY))
carrydelay = 30
skills_space = "expertly"
else if(HAS_TRAIT(src, TRAIT_QUICK_CARRY))
carrydelay = 40
skills_space = "quickly"
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
visible_message("<span class='notice'>[src] starts [skills_space] lifting [target] onto their back..</span>",
//Joe Medic starts quickly/expertly lifting Grey Tider onto their back..
"<span class='notice'>[carrydelay < 35 ? "Using your gloves' nanochips, you" : "You"] [skills_space] start to lift [target] onto your back[carrydelay == 40 ? ", while assisted by the nanochips in your gloves.." : "..."]</span>")
//(Using your gloves' nanochips, you/You) ( /quickly/expertly) start to lift Grey Tider onto your back(, while assisted by the nanochips in your gloves../...)
if(do_after(src, carrydelay, TRUE, target))
//Second check to make sure they're still valid to be carried
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
target.set_resting(FALSE, TRUE)
@@ -6,6 +6,9 @@
can_buckle = TRUE
buckle_lying = FALSE
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
/// Enable stamina combat
combat_flags = COMBAT_FLAGS_DEFAULT
//Hair colour and style
var/hair_color = "000"
var/hair_style = "Bald"
@@ -1,5 +1,5 @@
/mob/living/carbon/human/resist_a_rest(automatic = FALSE, ignoretimer = FALSE)
if(!resting || stat || attemptingstandup)
if(!resting || stat || (combat_flags & COMBAT_FLAG_RESISTING_REST))
return FALSE
if(ignoretimer)
set_resting(FALSE, FALSE)
@@ -13,10 +13,10 @@
return FALSE
else
var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted to get up!")
return FALSE
attemptingstandup = TRUE
combat_flags |= COMBAT_FLAG_RESISTING_REST
var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
if(!has_gravity())
health_deficiency = health_deficiency*0.2
@@ -37,10 +37,11 @@
visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
if(do_after(src, totaldelay, target = src, required_mobility_flags = MOBILITY_RESIST))
set_resting(FALSE, TRUE)
attemptingstandup = FALSE
combat_flags &= ~COMBAT_FLAG_RESISTING_REST
return TRUE
else
attemptingstandup = FALSE
combat_flags &= ~COMBAT_FLAG_RESISTING_REST
if(resting) //we didn't shove ourselves up or something
visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
if(has_gravity())
@@ -9,6 +9,13 @@
/mob/living/carbon/human/movement_delay()
. = ..()
if(CHECK_MOBILITY(src, MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
var/static/datum/config_entry/number/movedelay/sprint_speed_increase/SSI
if(!SSI)
SSI = CONFIG_GET_ENTRY(number/movedelay/sprint_speed_increase)
. -= SSI.config_entry_value
if(wrongdirmovedelay)
. += 1
if (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP))
. -= 1.5
@@ -42,10 +49,18 @@
return ((shoes && shoes.negates_gravity()) || (dna.species.negates_gravity(src)))
/mob/living/carbon/human/Move(NewLoc, direct)
var/oldpseudoheight = pseudo_z_axis
. = ..()
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(src, NewLoc)
if(. && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(movement_type & FLYING) && CHECK_ALL_MOBILITY(src, MOBILITY_MOVE|MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
if(!HAS_TRAIT(src, TRAIT_FREESPRINT))
doSprintLossTiles(1)
if((oldpseudoheight - pseudo_z_axis) >= 8)
to_chat(src, "<span class='warning'>You trip off of the elevated surface!</span>")
for(var/obj/item/I in held_items)
accident(I)
DefaultCombatKnockdown(80)
if(shoes)
if(!lying && !buckled)
if(loc == NewLoc)
+7 -1
View File
@@ -13,7 +13,7 @@
/mob/living/carbon/human/GetVoice()
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
var/obj/item/clothing/mask/chameleon/V = wear_mask
if(V.vchange && wear_id)
if(V.voice_change && wear_id)
var/obj/item/card/id/idcard = wear_id.GetID()
if(istype(idcard))
return idcard.registered_name
@@ -21,6 +21,12 @@
return real_name
else
return real_name
if(istype(wear_mask, /obj/item/clothing/mask/infiltrator))
var/obj/item/clothing/mask/infiltrator/V = wear_mask
if(V.voice_unknown)
return ("Unknown")
else
return real_name
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.mimicing )
+18 -18
View File
@@ -1450,15 +1450,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.grabbedby(user)
return 1
/datum/species/proc/harm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(!attacker_style && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm [target]!</span>")
return FALSE
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT) //CITADEL CHANGE - makes it impossible to punch while in stamina softcrit
if(IS_STAMCRIT(user)) //CITADEL CHANGE - makes it impossible to punch while in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted.</span>") //CITADEL CHANGE - ditto
return FALSE //CITADEL CHANGE - ditto
if(target.check_martial_melee_block())
@@ -1487,11 +1483,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
if(!target.combatmode && damage < user.dna.species.punchstunthreshold)
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && damage < user.dna.species.punchstunthreshold)
damage = user.dna.species.punchstunthreshold - 1
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
damage *= 0.5
if(!user.combatmode)
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 0.25
//END OF CITADEL CHANGES
@@ -1542,10 +1538,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(target.check_martial_melee_block()) //END EDIT
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
return 0
else if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
return FALSE
if(IS_STAMCRIT(user))
to_chat(user, "<span class='warning'>You're too exhausted!</span>")
return FALSE
else if(target.check_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
return FALSE
else if(aim_for_mouth && ( target_on_help || target_restrained || target_aiming_for_mouth))
playsound(target.loc, 'sound/weapons/slap.ogg', 50, 1, -1)
@@ -1605,11 +1604,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.forcesay(GLOB.hit_appends)
log_combat(user, target, "pushed over")
return*/
if(!target.combatmode) // CITADEL CHANGE
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) // CITADEL CHANGE
randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed
if(!CHECK_MOBILITY(user, MOBILITY_STAND)) //CITADEL CHANGE
randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting
if(!user.combatmode) //CITADEL CHANGE
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CITADEL CHANGE
randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
if(user.pulling == target)
randn += -20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
@@ -1686,14 +1685,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(istype(H))
if(!H.combatmode)
if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
var/weakness = H.check_weakness(I, user)
@@ -1803,9 +1800,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/proc/althelp(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(user == target && istype(user))
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(user))
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
return
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
to_chat(user, "<span class='warning'>You need combat mode to be active to that!</span>")
return
if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun())
to_chat(user, "<span class='warning'>You can't seem to force yourself up right now!</span>")
return
@@ -1818,7 +1818,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/datum/species/proc/altdisarm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(user))
to_chat(user, "<span class='warning'>You're too exhausted.</span>")
return FALSE
if(target.check_martial_melee_block())
+3 -3
View File
@@ -507,10 +507,10 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
/mob/living/carbon/handle_status_effects()
..()
if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(getStaminaLoss() && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(!recoveringstam && incomingstammult != 1)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
incomingstammult = min(1, incomingstammult*2)
@@ -35,7 +35,7 @@
gorillize()
return
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!recoveringstam)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
emote("collapse")
DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(src, "<span class='danger'>You feel weak.</span>")
+6 -7
View File
@@ -118,22 +118,22 @@
if(!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(L, MOBILITY_STAND))
var/origtargetloc = L.loc
if(!pulledby)
if(attemptingcrawl)
if(combat_flags & COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted to crawl under [L].</span>")
return TRUE
attemptingcrawl = TRUE
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
visible_message("<span class='notice'>[src] is attempting to crawl under [L].</span>", "<span class='notice'>You are now attempting to crawl under [L].</span>")
if(!do_after(src, CRAWLUNDER_DELAY, target = src) || CHECK_MOBILITY(src, MOBILITY_STAND))
attemptingcrawl = FALSE
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
var/src_passmob = (pass_flags & PASSMOB)
pass_flags |= PASSMOB
Move(origtargetloc)
if(!src_passmob)
pass_flags &= ~PASSMOB
attemptingcrawl = FALSE
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
//END OF CIT CHANGES
@@ -368,9 +368,8 @@
to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
death()
/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || recoveringstam || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
return TRUE
/mob/living/canUseStorage()
+88
View File
@@ -0,0 +1,88 @@
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_COMBAT_MODE_LOCKED), .proc/update_combat_lock)
/mob/living/proc/update_combat_lock()
var/locked = HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED)
var/desired = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED)
var/actual = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
if(actual)
if(locked)
disable_combat_mode(FALSE, TRUE, FALSE, FALSE)
else if(!desired)
disable_combat_mode(TRUE, TRUE, FALSE, FALSE)
else
if(desired && !locked)
enable_combat_mode(FALSE, TRUE, FALSE, FALSE)
update_combat_mode_icon()
/mob/living/proc/disable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE)
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE)
SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_DISABLED, was_forced)
if(visible)
visible_message("<span class='warning'>[src] goes limp.</span>", "<span class='warning'>Your muscles are forcibly relaxed!</span>")
else if(!silent)
to_chat(src, was_forced? "<span class='warning'>Your muscles are forcibly relaxed!</span>" : "<span class='warning'>You relax your muscles.</span>")
if(update_icon)
update_combat_mode_icon()
/mob/living/proc/enable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE)
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE)
SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_ENABLED, was_forced)
if(visible)
visible_message("<span class='warning'>[src] drops into a combative stance!</span>", "<span class='warning'>You drop into a combative stance!</span>")
else if(!silent)
to_chat(src, was_forced? "<span class='warning'>Your muscles reflexively tighten!</span>" : "<span class='warning'>You tighten your muscles.</span>")
if(update_icon)
update_combat_mode_icon()
/// Updates the combat mode HUD icon.
/mob/living/proc/update_combat_mode_icon()
var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory
T?.update_icon_state()
/// Enables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible.
/mob/living/proc/enable_intentional_combat_mode(silent = TRUE, visible = FALSE)
if((combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED)
if(!HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
enable_combat_mode(silent, FALSE, visible, FALSE)
update_combat_mode_icon()
client?.show_popup_menus = FALSE
return TRUE
/// Disables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible.
/mob/living/proc/disable_intentional_combat_mode(silent = TRUE, visible = FALSE)
if(!(combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED)
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
disable_combat_mode(silent, FALSE, visible, FALSE)
update_combat_mode_icon()
client?.show_popup_menus = TRUE
return TRUE
/// Toggles whether the user is intentionally in combat mode. THIS should be the proc you generally use! Has built in visual/to other player feedback, as well as an audible cue to ourselves.
/mob/living/proc/user_toggle_intentional_combat_mode(visible = TRUE)
var/old = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED)
if(old)
disable_intentional_combat_mode()
playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
else if(CAN_TOGGLE_COMBAT_MODE(src))
enable_intentional_combat_mode()
var/current = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) //because we could be locked
if(current != old) //only sound effect if you succeeded. Could have the feedback system be better but shrug, someone else can do it.
if(current)
playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
if(visible)
if(world.time >= combatmessagecooldown)
combatmessagecooldown = world.time + 10 SECONDS
if(a_intent != INTENT_HELP)
visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
else
visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
+19
View File
@@ -118,3 +118,22 @@
/// Next world.time when we can get the "you can't move while buckled to [thing]" message.
var/buckle_message_cooldown = 0
//// CITADEL STATION COMBAT ////
/// See __DEFINES/combat.dm
var/combat_flags = COMBAT_FLAGS_STAMSYSTEM_EXEMPT
/// Next world.time when we will show a visible message on entering combat mode voluntarily again.
var/combatmessagecooldown = 0
var/incomingstammult = 1
var/bufferedstam = 0
var/stambuffer = 20
var/stambufferregentime
//Sprint buffer---
var/sprint_buffer = 42 //Tiles
var/sprint_buffer_max = 42
var/sprint_buffer_regen_ds = 0.3 //Tiles per world.time decisecond
var/sprint_buffer_regen_last = 0 //last world.time this was regen'd for math.
var/sprint_stamina_cost = 0.70 //stamina loss per tile while insufficient sprint buffer.
//---End
+8 -8
View File
@@ -33,9 +33,9 @@
set name = "Rest"
set category = "IC"
if(client?.prefs?.autostand)
intentionalresting = !intentionalresting
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if(intentionalresting && !resting)
TOGGLE_BITFIELD(combat_flags, COMBAT_FLAG_INTENTIONALLY_RESTING)
to_chat(src, "<span class='notice'>You are now attempting to [(combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if((combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) && !resting)
set_resting(TRUE, FALSE)
else
resist_a_rest()
@@ -71,8 +71,8 @@
var/restrained = restrained()
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
var/has_limbs = has_arms || ignore_legs || has_legs
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !recoveringstam
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !recoveringstam
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
if(canmove)
mobility_flags |= MOBILITY_MOVE
@@ -84,7 +84,7 @@
else
mobility_flags &= ~MOBILITY_RESIST
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !recoveringstam
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
var/canstand = canstand_involuntary && !resting
var/should_be_lying = !canstand
@@ -107,7 +107,7 @@
else
mobility_flags |= MOBILITY_UI|MOBILITY_PULL
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !recoveringstam
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
if(canitem_general)
mobility_flags |= (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE | MOBILITY_HOLD)
else
@@ -149,7 +149,7 @@
lying_prev = lying
//Handle citadel autoresist
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !intentionalresting && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !(combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
// Movespeed mods based on arms/legs quantity
@@ -31,8 +31,16 @@
/mob/living/update_config_movespeed()
update_move_intent_slowdown()
sprint_buffer_max = CONFIG_GET(number/movedelay/sprint_buffer_max)
sprint_buffer_regen_ds = CONFIG_GET(number/movedelay/sprint_buffer_regen_per_ds)
sprint_stamina_cost = CONFIG_GET(number/movedelay/sprint_stamina_cost)
return ..()
/mob/living/movement_delay(ignorewalk = 0)
. = ..()
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
. += 6
/// whether or not we can slide under another living mob. defaults to if we're not dense. CanPass should check "overriding circumstances" like buckled mobs/having PASSMOB flag, etc.
/mob/living/proc/can_move_under_living(mob/living/other)
return !density
+79
View File
@@ -0,0 +1,79 @@
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_SPRINT_LOCKED), .proc/update_sprint_lock)
/mob/living/proc/update_sprint_icon()
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
S?.update_icon_state()
/mob/living/proc/update_hud_sprint_bar()
hud_used?.sprint_buffer?.update_to_mob(src)
/mob/living/proc/update_sprint_lock()
var/locked = HAS_TRAIT(src, TRAIT_SPRINT_LOCKED)
var/current = (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
var/desired = (combat_flags & COMBAT_FLAG_SPRINT_TOGGLED)
if(locked)
if(current)
disable_sprint_mode(FALSE)
else
if(current)
if(!desired)
disable_sprint_mode(FALSE)
else
if(desired)
enable_sprint_mode(FALSE)
update_sprint_icon()
/mob/living/proc/enable_sprint_mode(update_icon = TRUE)
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
if(update_icon)
update_sprint_icon()
/mob/living/proc/disable_sprint_mode(update_icon = TRUE)
if(!(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
if(update_icon)
update_sprint_icon()
/mob/living/proc/enable_intentional_sprint_mode()
if((combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_TOGGLED)
if(!HAS_TRAIT(src, TRAIT_SPRINT_LOCKED) && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
enable_sprint_mode(FALSE)
update_sprint_icon()
return TRUE
/mob/living/proc/disable_intentional_sprint_mode()
if(!(combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_TOGGLED)
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
disable_sprint_mode(FALSE)
update_sprint_icon()
/mob/living/proc/user_toggle_intentional_sprint_mode()
var/old = (combat_flags & COMBAT_FLAG_SPRINT_TOGGLED)
if(old)
disable_intentional_sprint_mode()
if((m_intent == MOVE_INTENT_RUN) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND|MOBILITY_MOVE))
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
enable_intentional_sprint_mode()
if((m_intent == MOVE_INTENT_RUN) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND|MOBILITY_MOVE))
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
/mob/living/proc/sprint_hotkey(targetstatus)
if(targetstatus != FORCE_BOOLEAN(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
default_toggle_sprint()
/mob/living/proc/doSprintLossTiles(amount)
return
// Silicons have snowflake behavior.
/mob/living/proc/default_toggle_sprint()
return user_toggle_intentional_sprint_mode()
@@ -12,3 +12,15 @@
/mob/living/silicon/robot/experience_pressure_difference(pressure_difference, direction)
if(!magpulse)
return ..()
/mob/living/silicon/robot/Move(NewLoc, direct)
. = ..()
if(. && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(movement_type & FLYING) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND | MOBILITY_MOVE))
if(!(cell?.use(25)))
default_toggle_sprint(TRUE)
/mob/living/silicon/robot/movement_delay()
. = ..()
if(!resting && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
. += 1
. += speed
@@ -0,0 +1,12 @@
/mob/living/silicon/robot/default_toggle_sprint(shutdown = FALSE)
var/current = (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
if(current || shutdown || !cell || (cell.charge < 25) || !cansprint)
disable_intentional_sprint_mode()
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
if(shutdown)
playsound_local(src, 'sound/effects/light_flicker.ogg', 50, FALSE, pressure_affected = FALSE)
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
enable_intentional_sprint_mode()
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
@@ -15,6 +15,8 @@
speech_span = SPAN_ROBOT
flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | HEAR_1
no_vore = TRUE
/// Enable sprint system but not stamina
combat_flags = COMBAT_FLAGS_STAMEXEMPT_YESSPRINT
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
var/last_lawchange_announce = 0
@@ -276,7 +276,7 @@ Auto Patrol[]"},
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if(!Adjacent(target) || !isturf(target.loc) || !target.recoveringstam || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
if(!Adjacent(target) || !isturf(target.loc) || !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
back_to_hunt()
return
@@ -303,7 +303,7 @@ Auto Patrol[]"},
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
back_to_hunt()
return
else
@@ -312,7 +312,7 @@ Auto Patrol: []"},
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !target.recoveringstam) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
back_to_hunt()
return
@@ -339,7 +339,7 @@ Auto Patrol: []"},
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
back_to_hunt()
return
else //Try arresting again if the target escapes.
@@ -39,7 +39,8 @@
animal_species = /mob/living/simple_animal/hostile/asteroid/gutlunch
childtype = list(/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck = 45, /mob/living/simple_animal/hostile/asteroid/gutlunch/guthen = 55)
wanted_objects = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/)
wanted_objects = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/, /obj/item/bodypart, /obj/item/organ/appendix, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/heart, /obj/item/organ/liver, \
/obj/item/organ/lungs, /obj/item/organ/stomach, /obj/item/organ/tongue) // So we dont eat implants or brains. Still can eat robotic stuff thats subtyped of base line but thats a issue for a nother day.
var/obj/item/udder/gutlunch/udder = null
/mob/living/simple_animal/hostile/asteroid/gutlunch/Initialize()
+224 -148
View File
@@ -30,45 +30,48 @@
/mob/living/proc/Stun(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/stun/S = IsStun()
if(S)
S.duration = max(world.time + amount, S.duration)
else if(amount > 0)
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
return S
if(!ignore_canstun && (!(status_flags & CANSTUN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/stun/S = IsStun()
if(S)
S.duration = max(world.time + amount, S.duration)
else if(amount > 0)
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
return S
/mob/living/proc/SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
var/datum/status_effect/incapacitating/stun/S = IsStun()
if(amount <= 0)
if(S)
qdel(S)
if(!ignore_canstun && (!(status_flags & CANSTUN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
var/datum/status_effect/incapacitating/stun/S = IsStun()
if(amount <= 0)
if(S)
qdel(S)
else
if(absorb_stun(amount, ignore_canstun))
return
if(S)
S.duration = world.time + amount
else
if(absorb_stun(amount, ignore_canstun))
return
if(S)
S.duration = world.time + amount
else
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
return S
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
return S
/mob/living/proc/AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/stun/S = IsStun()
if(S)
S.duration += amount
else if(amount > 0)
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
return S
if(!ignore_canstun && (!(status_flags & CANSTUN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/stun/S = IsStun()
if(S)
S.duration += amount
else if(amount > 0)
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
return S
///////////////////////////////// KNOCKDOWN /////////////////////////////////////
@@ -84,45 +87,48 @@
/mob/living/proc/Knockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
if(K)
K.duration = max(world.time + amount, K.duration)
else if(amount > 0)
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
return K
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
if(K)
K.duration = max(world.time + amount, K.duration)
else if(amount > 0)
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
return K
/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
if(amount <= 0)
if(K)
qdel(K)
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
if(amount <= 0)
if(K)
qdel(K)
else
if(absorb_stun(amount, ignore_canstun))
return
if(K)
K.duration = world.time + amount
else
if(absorb_stun(amount, ignore_canstun))
return
if(K)
K.duration = world.time + amount
else
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
return K
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
return K
/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
if(K)
K.duration += amount
else if(amount > 0)
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
return K
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
if(K)
K.duration += amount
else if(amount > 0)
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
return K
///////////////////////////////// IMMOBILIZED ////////////////////////////////////
/mob/living/proc/IsImmobilized() //If we're immobilized
@@ -137,45 +143,48 @@
/mob/living/proc/Immobilize(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
if(I)
I.duration = max(world.time + amount, I.duration)
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
return I
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
if(I)
I.duration = max(world.time + amount, I.duration)
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
return I
/mob/living/proc/SetImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
if(amount <= 0)
if(I)
qdel(I)
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
if(amount <= 0)
if(I)
qdel(I)
else
if(absorb_stun(amount, ignore_canstun))
return
if(I)
I.duration = world.time + amount
else
if(absorb_stun(amount, ignore_canstun))
return
if(I)
I.duration = world.time + amount
else
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
return I
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
return I
/mob/living/proc/AdjustImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
if(I)
I.duration += amount
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
return I
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
if(I)
I.duration += amount
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
return I
///////////////////////////////// PARALYZED //////////////////////////////////
/mob/living/proc/IsParalyzed() //If we're immobilized
@@ -190,45 +199,48 @@
/mob/living/proc/Paralyze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
if(P)
P.duration = max(world.time + amount, P.duration)
else if(amount > 0)
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
return P
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
if(P)
P.duration = max(world.time + amount, P.duration)
else if(amount > 0)
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
return P
/mob/living/proc/SetParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
if(amount <= 0)
if(P)
qdel(P)
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
if(amount <= 0)
if(P)
qdel(P)
else
if(absorb_stun(amount, ignore_canstun))
return
if(P)
P.duration = world.time + amount
else
if(absorb_stun(amount, ignore_canstun))
return
if(P)
P.duration = world.time + amount
else
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
return P
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
return P
/mob/living/proc/AdjustParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
if(P)
P.duration += amount
else if(amount > 0)
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
return P
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
if(P)
P.duration += amount
else if(amount > 0)
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
return P
///////////////////////////////// DAZED ////////////////////////////////////
/mob/living/proc/IsDazed() //If we're Dazed
@@ -243,45 +255,104 @@
/mob/living/proc/Daze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_DAZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
if(I)
I.duration = max(world.time + amount, I.duration)
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
return I
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
if(I)
I.duration = max(world.time + amount, I.duration)
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
return I
/mob/living/proc/SetDazed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_DAZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
if(amount <= 0)
if(I)
qdel(I)
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
if(amount <= 0)
if(I)
qdel(I)
else
if(absorb_stun(amount, ignore_canstun))
return
if(I)
I.duration = world.time + amount
else
if(absorb_stun(amount, ignore_canstun))
return
if(I)
I.duration = world.time + amount
else
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
return I
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
return I
/mob/living/proc/AdjustDazed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_DAZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
if(I)
I.duration += amount
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
return I
///////////////////////////////// STAGGERED ////////////////////////////////////
/mob/living/proc/IsStaggered() //If we're Staggered
return has_status_effect(STATUS_EFFECT_STAGGERED)
/mob/living/proc/AmountStaggered() //How many deciseconds remain in our Staggered status effect
var/datum/status_effect/staggered/I = IsStaggered()
if(I)
return I.duration - world.time
return 0
/mob/living/proc/Stagger(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STAGGER, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/staggered/I = IsStaggered()
if(I)
I.duration = max(world.time + amount, I.duration)
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_STAGGERED, amount, updating)
return I
/mob/living/proc/SetStaggered(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STAGGER, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
var/datum/status_effect/staggered/I = IsStaggered()
if(amount <= 0)
if(I)
qdel(I)
else
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
if(I)
I.duration += amount
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
return I
I.duration = world.time + amount
else
I = apply_status_effect(STATUS_EFFECT_STAGGERED, amount, updating)
return I
/mob/living/proc/AdjustStaggered(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STAGGER, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
return
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
return
if(absorb_stun(amount, ignore_canstun))
return
var/datum/status_effect/staggered/I = IsStaggered()
if(I)
I.duration += amount
else if(amount > 0)
I = apply_status_effect(STATUS_EFFECT_STAGGERED, amount, updating)
return I
//Blanket
/mob/living/proc/AllImmobility(amount, updating, ignore_canstun = FALSE)
@@ -290,6 +361,7 @@
Stun(amount, FALSE, ignore_canstun)
Immobilize(amount, FALSE, ignore_canstun)
Daze(amount, FALSE, ignore_canstun)
Stagger(amount, FALSE, ignore_canstun)
if(updating)
update_mobility()
@@ -299,6 +371,7 @@
SetStun(amount, FALSE, ignore_canstun)
SetImmobilized(amount, FALSE, ignore_canstun)
SetDazed(amount, FALSE, ignore_canstun)
SetStaggered(amount, FALSE, ignore_canstun)
if(updating)
update_mobility()
@@ -308,6 +381,7 @@
AdjustStun(amount, FALSE, ignore_canstun)
AdjustImmobilized(amount, FALSE, ignore_canstun)
AdjustDazed(amount, FALSE, ignore_canstun)
AdjustStaggered(amount, FALSE, ignore_canstun)
if(updating)
update_mobility()
@@ -323,11 +397,13 @@
SetImmobilized(amount, FALSE, ignore_canstun)
if(AmountDazed() > amount)
SetImmobilized(amount, FALSE, ignore_canstun)
if(AmountStaggered() > amount)
SetStaggered(amount, FALSE, ignore_canstun)
if(updating)
update_mobility()
/mob/living/proc/HighestImmobilityAmount()
return max(max(max(max(AmountStun(), AmountKnockdown()), AmountParalyzed()), AmountImmobilized()), AmountDazed())
return max(AmountStun(), AmountKnockdown(), AmountParalyzed(), AmountImmobilized(), AmountDazed(), AmountStaggered())
//////////////////UNCONSCIOUS
/mob/living/proc/IsUnconscious() //If we're unconscious
+1 -1
View File
@@ -2,7 +2,7 @@
name = "Space Ninja"
uniform = /obj/item/clothing/under/color/black/trackless
suit = /obj/item/clothing/suit/space/space_ninja
glasses = /obj/item/clothing/glasses/night
glasses = /obj/item/clothing/glasses/night/syndicate
mask = /obj/item/clothing/mask/gas/space_ninja
head = /obj/item/clothing/head/helmet/space/space_ninja
ears = /obj/item/radio/headset
+5 -5
View File
@@ -168,7 +168,7 @@
return
if(firing)
return
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT) //respect stamina softcrit
if(IS_STAMCRIT(user)) //respect stamina softcrit
to_chat(user, "<span class='warning'>You are too exhausted to fire [src]!</span>")
return
if(flag) //It's adjacent, is the user, or is on the user's person
@@ -562,11 +562,11 @@
update_icon()
/obj/item/gun/proc/getinaccuracy(mob/living/user)
if(!iscarbon(user))
if(!isliving(user))
return FALSE
else
var/mob/living/carbon/holdingdude = user
if(istype(holdingdude) && holdingdude.combatmode)
return (max((holdingdude.lastdirchange + weapon_weight * 25) - world.time,0) * inaccuracy_modifier)
var/mob/living/holdingdude = user
if(istype(holdingdude) && (holdingdude.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
return 0
else
return ((weapon_weight * 25) * inaccuracy_modifier)
@@ -37,7 +37,7 @@
/obj/item/gun/ballistic/shotgun/attack_self(mob/living/user)
if(recentpump > world.time)
return
if(istype(user) && user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes pumping shotguns impossible in stamina softcrit
if(IS_STAMCRIT(user))//CIT CHANGE - makes pumping shotguns impossible in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
return//CIT CHANGE - ditto
pump(user, TRUE)
@@ -114,9 +114,12 @@
/datum/chemical_reaction/emp_pulse/on_reaction(datum/reagents/holder, multiplier)
var/location = get_turf(holder.my_atom)
// 100 multiplier = 4 heavy range & 7 light range. A few tiles smaller than traitor EMP grandes.
// 200 multiplier = 8 heavy range & 14 light range. 4 tiles larger than traitor EMP grenades.
empulse(location, round(multiplier / 12), round(multiplier / 7), 1)
// 50 multiplier = 4 heavy range & 7 light range. A few tiles smaller than traitor EMP grandes.
// 100 multiplier = 5 heavy range & 10 light range.
// 200 multiplier = 7 heavy range & 14 light range. 4 tiles larger than traitor EMP grenades.
// 300 multiplier = 8 heavy range & 17 light range. Still rather significant, considering that you can get dozens of bluespace beakers 30 minutes in with a competent crew.
// 900 multiplier = 12 heavy range & 30 light range. Still less than 300 before this commit.
empulse(location, round(multiplier ** (3/8)), round(multiplier ** (1/2)), 1)
holder.clear_reagents()
@@ -27,6 +27,7 @@
REMOVE_TRAIT(owner, TRAIT_PACIFISM, "slimestatus")
owner.visible_message("<span class='notice'>[owner] stops glowing, the rainbow light fading away.</span>",
"<span class='warning'>You no longer feel protected...</span>")
return ..()
/obj/screen/alert/status_effect/slimeskin
name = "Adamantine Slimeskin"
@@ -56,6 +57,7 @@
H.physiology.damage_resistance -= 10
owner.visible_message("<span class='warning'>[owner]'s gel coating liquefies and dissolves away.</span>",
"<span class='notice'>Your gel second-skin dissolves!</span>")
return ..()
/datum/status_effect/slimerecall
id = "slime_recall"
@@ -87,6 +89,7 @@
"<span class='warning'>The unknown force snatches briefly you from reality, and deposits you next to [target]!</span>")
do_sparks(3, TRUE, owner)
owner.forceMove(target.loc)
return ..()
/obj/screen/alert/status_effect/freon/stasis
desc = "You're frozen inside of a protective ice cube! While inside, you can't do anything, but are immune to harm! Resist to get out."
@@ -117,6 +120,7 @@
qdel(cube)
owner.status_flags &= ~GODMODE
UnregisterSignal(owner, COMSIG_LIVING_RESIST)
return ..()
/datum/status_effect/slime_clone
id = "slime_cloned"
@@ -156,6 +160,7 @@
if(clone)
clone.unequip_everything()
qdel(clone)
return ..()
/obj/screen/alert/status_effect/clone_decay
name = "Clone Decay"
@@ -195,6 +200,7 @@
/datum/status_effect/bloodchill/on_remove()
owner.remove_movespeed_modifier("bloodchilled")
return ..()
/obj/screen/alert/status_effect/bloodchill
name = "Bloodchilled"
@@ -218,6 +224,7 @@
/datum/status_effect/bonechill/on_remove()
owner.remove_movespeed_modifier("bonechilled")
return ..()
/obj/screen/alert/status_effect/bonechill
name = "Bonechilled"
@@ -249,6 +256,7 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/firecookie/on_remove()
REMOVE_TRAIT(owner, TRAIT_RESISTCOLD,"firecookie")
return ..()
/datum/status_effect/watercookie
id = "watercookie"
@@ -266,6 +274,7 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/watercookie/on_remove()
REMOVE_TRAIT(owner, TRAIT_NOSLIPWATER,"watercookie")
return ..()
/datum/status_effect/metalcookie
id = "metalcookie"
@@ -283,6 +292,7 @@ datum/status_effect/rebreathing/tick()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod /= 0.9
return ..()
/datum/status_effect/sparkcookie
id = "sparkcookie"
@@ -302,6 +312,7 @@ datum/status_effect/rebreathing/tick()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.siemens_coeff = original_coeff
return ..()
/datum/status_effect/toxincookie
id = "toxincookie"
@@ -315,6 +326,7 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/toxincookie/on_remove()
REMOVE_TRAIT(owner, TRAIT_TOXINLOVER,"toxincookie")
return ..()
/datum/status_effect/timecookie
id = "timecookie"
@@ -332,6 +344,7 @@ datum/status_effect/rebreathing/tick()
if(ishuman(owner))
var/mob/living/carbon/human/H
H.physiology.do_after_speed /= 0.95
return ..()
/datum/status_effect/lovecookie
id = "lovecookie"
@@ -377,6 +390,7 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/tarfoot/on_remove()
owner.remove_movespeed_modifier(MOVESPEED_ID_TARFOOT)
return ..()
/datum/status_effect/spookcookie
id = "spookcookie"
@@ -392,6 +406,7 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/spookcookie/on_remove()
owner.remove_alt_appearance("spookyscary")
return ..()
/datum/status_effect/peacecookie
id = "peacecookie"
@@ -415,6 +430,7 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/plur/on_remove()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, "peacecookie")
return ..()
/datum/status_effect/adamantinecookie
id = "adamantinecookie"
@@ -432,6 +448,7 @@ datum/status_effect/rebreathing/tick()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.burn_mod /= 0.9
return ..()
///////////////////////////////////////////////////////
//////////////////STABILIZED EXTRACTS//////////////////
@@ -513,6 +530,7 @@ datum/status_effect/rebreathing/tick()
datum/status_effect/stabilized/blue/on_remove()
REMOVE_TRAIT(owner, TRAIT_NOSLIPWATER, "slimestatus")
return ..()
/datum/status_effect/stabilized/metal
id = "stabilizedmetal"
@@ -536,7 +554,6 @@ datum/status_effect/stabilized/blue/on_remove()
to_chat(owner, "<span class='notice'>[linked_extract] adds a layer of slime to [S], which metamorphosizes into another sheet of material!</span>")
return ..()
/datum/status_effect/stabilized/yellow
id = "stabilizedyellow"
colour = "yellow"
@@ -591,6 +608,7 @@ datum/status_effect/stabilized/blue/on_remove()
/datum/status_effect/stabilized/darkpurple/on_remove()
REMOVE_TRAIT(owner, TRAIT_RESISTHEATHANDS, "slimestatus")
qdel(fire)
return ..()
/datum/status_effect/stabilized/darkblue
id = "stabilizeddarkblue"
@@ -638,6 +656,7 @@ datum/status_effect/stabilized/blue/on_remove()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.hunger_mod /= 0.8
return ..()
//Bluespace has an icon because it's kinda active.
/obj/screen/alert/status_effect/bluespaceslime
@@ -697,6 +716,7 @@ datum/status_effect/stabilized/blue/on_remove()
/datum/status_effect/stabilized/sepia/on_remove()
owner.remove_movespeed_modifier(MOVESPEED_ID_SEPIA)
return ..()
/datum/status_effect/stabilized/cerulean
id = "stabilizedcerulean"
@@ -733,6 +753,7 @@ datum/status_effect/stabilized/blue/on_remove()
clone.visible_message("<span class='warning'>[clone] dissolves into a puddle of goo!</span>")
clone.unequip_everything()
qdel(clone)
return ..()
/datum/status_effect/stabilized/pyrite
id = "stabilizedpyrite"
@@ -749,6 +770,7 @@ datum/status_effect/stabilized/blue/on_remove()
/datum/status_effect/stabilized/pyrite/on_remove()
owner.color = originalcolor
return ..()
/datum/status_effect/stabilized/red
id = "stabilizedred"
@@ -760,6 +782,7 @@ datum/status_effect/stabilized/blue/on_remove()
/datum/status_effect/stabilized/red/on_remove()
owner.unignore_slowdown("slimestatus")
return ..()
/datum/status_effect/stabilized/green
id = "stabilizedgreen"
@@ -791,6 +814,7 @@ datum/status_effect/stabilized/blue/on_remove()
originalDNA.transfer_identity(H)
H.real_name = originalname
H.updateappearance(mutcolor_update=1)
return ..()
/datum/status_effect/brokenpeace
id = "brokenpeace"
@@ -854,6 +878,7 @@ datum/status_effect/stabilized/blue/on_remove()
for(var/i in owner.faction)
if(i == faction_name)
owner.faction -= faction_name
return ..()
/datum/status_effect/stabilized/oil
id = "stabilizedoil"
@@ -947,6 +972,7 @@ datum/status_effect/stabilized/blue/on_remove()
/datum/status_effect/stabilized/gold/on_remove()
if(familiar)
qdel(familiar)
return ..()
/datum/status_effect/stabilized/adamantine/on_apply()
if(ishuman(owner))
@@ -958,6 +984,7 @@ datum/status_effect/stabilized/blue/on_remove()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.damage_resistance -= 5
return ..()
/datum/status_effect/stabilized/rainbow
id = "stabilizedrainbow"
@@ -76,6 +76,15 @@
cost = 2
illegal_tech = FALSE
/datum/uplink_item/badass/tactical_naptime
name = "Sleepy Time Pajama Bundle"
desc = "Even soldiers need to get a good nights rest. Comes with some cozy as heck sleeping wear, a blankie to keep yourself warm in deep space, a hot mug of cocoa for you and your fuzzy friend."
item = /obj/item/storage/box/syndie_kit/sleepytime
cost = 4
limited_stock = 1
cant_discount = TRUE
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/badass/shades
name = "Big Sunglasses"
desc = "Prevents flashes and looks badbass with some Smokes."
@@ -9,18 +9,28 @@
/datum/uplink_item/suits/turtlenck
name = "Tactical Turtleneck"
desc = "A slightly armored suit that has no sensor on them, if someone sees you in this hope they think its a fake."
desc = "A slightly armored conspicious jumpsuit that has no suit sensors attached to them, if someone sees you in this hope they think its a fake."
item = /obj/item/clothing/under/syndicate
cost = 1
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops) //They already get these
/datum/uplink_item/suits/turtlenck_skirt
name = "Tactical Skirtleneck"
desc = "A slightly armored suit that has no sensor on them, if someone sees you in this hope they think its a fake."
desc = "A slightly armored conspicious jumpsuit that has no suit sensors attached to them, if someone sees you in this hope they think its a fake."
item = /obj/item/clothing/under/syndicate/skirt
cost = 1
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops) //They already get these
/datum/uplink_item/suits/infiltrator_bundle
name = "Insidious Infiltration Gear Case"
desc = "Developed by Roseus Galactic in conjunction with the Gorlex Marauders to produce a functional suit for urban operations, \
this suit proves to be cheaper than your standard issue hardsuit, with none of the movement restrictions (or the space proofing) of the outdated spacesuits employed by the company. \
Comes with an armored vest, helmet, blood-red sneaksuit, sneakboots, specialized combat gloves and a high-tech balaclava which obfuscates both your voice and your face. The case is also rather useful as a storage container and bludgeoning implement."
item = /obj/item/storage/toolbox/infiltrator
cost = 3
limited_stock = 1 //you only get one so you don't end up with too many gun cases
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/suits/padding
name = "Soft Padding"
desc = "An inconspicious soft padding meant to be worn underneath jumpsuits, will cushion the user from melee harm."
@@ -139,7 +139,7 @@
name = "Headset Upgrader"
desc = "A device that can be used to make one headset immune to flashbangs."
item = /obj/item/headsetupgrader
cost = 3
cost = 1
/datum/uplink_item/device_tools/medgun
name = "Medbeam Gun"
+3 -3
View File
@@ -27,9 +27,9 @@
/obj/vehicle/ridden/secway/relaymove(mob/user, direction)
var/new_speed = normalspeed
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.sprinting && charge)
if(isliving(user))
var/mob/living/L = user
if((L.combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && charge)
charge--
new_speed = chargespeed
var/datum/component/riding/D = GetComponent(/datum/component/riding)