Merge branch 'master' into spooder

This commit is contained in:
Tupinambis
2020-10-11 14:31:23 -05:00
committed by GitHub
475 changed files with 12056 additions and 5121 deletions
@@ -26,7 +26,8 @@
features = random_features(pref_species?.id, gender)
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon(equip_job = TRUE)
/datum/preferences/proc/update_preview_icon(current_tab)
var/equip_job = (current_tab != 2)
// Determine what job is marked as 'High' priority, and dress them up as such.
var/datum/job/previewJob = get_highest_job()
@@ -45,9 +46,13 @@
mannequin.add_overlay(mutable_appearance('modular_citadel/icons/ui/backgrounds.dmi', bgstate, layer = SPACE_LAYER))
copy_to(mannequin, initial_spawn = TRUE)
if(previewJob && equip_job)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE, preference_source = parent)
if(current_tab == 3)
//give it its loadout if not on the appearance tab
SSjob.equip_loadout(parent.mob, mannequin, FALSE, bypass_prereqs = TRUE, can_drop = FALSE)
else
if(previewJob && equip_job)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE, preference_source = parent)
COMPILE_OVERLAYS(mannequin)
parent.show_character_previews(new /mutable_appearance(mannequin))
@@ -2,7 +2,7 @@
// Facial Hair Definitions //
/////////////////////////////
/datum/sprite_accessory/facial_hair
icon = 'icons/mob/human_face.dmi'
icon = 'icons/mob/hair.dmi'
gender = MALE // barf (unless you're a dorf, dorfs dig chix w/ beards :P)
// please make sure they're sorted alphabetically and categorized
@@ -2,7 +2,7 @@
// Hair Definitions //
//////////////////////
/datum/sprite_accessory/hair
icon = 'icons/mob/human_face.dmi' // default icon for all hairs
icon = 'icons/mob/hair.dmi' // default icon for all hairs
// please make sure they're sorted alphabetically and, where needed, categorized
// try to capitalize the names please~
+5 -5
View File
@@ -408,7 +408,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if(mind.current.key && mind.current.key[1] != "@") //makes sure we don't accidentally kick any clients
to_chat(usr, "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>")
return
client.change_view(CONFIG_GET(string/default_view))
client.view_size.setDefault(getScreenSize(client.prefs.widescreenpref))//Let's reset so people can't become allseeing gods
transfer_ckey(mind.current, FALSE)
SStgui.on_transfer(src, mind.current) // Transfer NanoUIs.
mind.current.client.init_verbs()
@@ -568,15 +568,15 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set desc = "Change your view range."
var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT
if(client.view == CONFIG_GET(string/default_view))
if(client.view_size.getView() == client.view_size.default)
var/list/views = list()
for(var/i in 7 to max_view)
views |= i
var/new_view = input("Choose your new view", "Modify view range", 7) as null|anything in views
var/new_view = input("Choose your new view", "Modify view range", 0) as null|anything in views
if(new_view)
client.change_view(clamp(new_view, 7, max_view))
client.view_size.setTo(clamp(new_view, 7, max_view) - 7)
else
client.change_view(CONFIG_GET(string/default_view))
client.view_size.resetToDefault()
/mob/dead/observer/verb/add_view_range(input as num)
set name = "Add View Range"
+23 -29
View File
@@ -191,8 +191,8 @@
if(HAS_TRAIT(src, TRAIT_PACIFISM))
to_chat(src, "<span class='notice'>You gently let go of [throwable_mob].</span>")
return
adjustStaminaLossBuffered(STAM_COST_THROW_MOB * ((throwable_mob.mob_size+1)**2))// throwing an entire person shall be very tiring
if(!UseStaminaBuffer(STAM_COST_THROW_MOB * ((throwable_mob.mob_size+1)**2), TRUE))
return
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
@@ -206,7 +206,8 @@
to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
return
adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST))
if(!UseStaminaBuffer(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST), warn = TRUE))
return
if(thrown_thing)
var/power_throw = 0
@@ -594,15 +595,23 @@
remove_movespeed_modifier(/datum/movespeed_modifier/carbon_softcrit)
/mob/living/carbon/update_stamina()
var/stam = getStaminaLoss()
if(stam > DAMAGE_PRECISION)
var/total_health = (maxHealth - stam)
if(total_health <= crit_threshold && !stat)
if(CHECK_MOBILITY(src, MOBILITY_STAND))
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
KnockToFloor(TRUE)
update_health_hud()
var/total_health = getStaminaLoss()
if(total_health)
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && total_health >= STAMINA_CRIT && !stat)
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
set_resting(TRUE, FALSE, FALSE)
SEND_SIGNAL(src, COMSIG_DISABLE_COMBAT_MODE)
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_HARD_STAMCRIT)
filters += CIT_FILTER_STAMINACRIT
update_mobility()
if((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && total_health <= STAMINA_CRIT)
to_chat(src, "<span class='notice'>You don't feel nearly as exhausted anymore.</span>")
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_HARD_STAMCRIT)
filters -= CIT_FILTER_STAMINACRIT
update_mobility()
UpdateStaminaBuffer()
update_health_hud()
/mob/living/carbon/update_sight()
if(!client)
return
@@ -979,30 +988,15 @@
O.held_index = r_arm_index_next //2, 4, 6, 8...
hand_bodyparts += O
/mob/living/carbon/do_after_coefficent()
. = ..()
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood) //Currently, only carbons or higher use mood, move this once that changes.
if(mood)
switch(mood.sanity) //Alters do_after delay based on how sane you are
if(SANITY_INSANE to SANITY_DISTURBED)
. *= 1.25
if(SANITY_NEUTRAL to SANITY_GREAT)
. *= 0.90
for(var/i in status_effects)
var/datum/status_effect/S = i
. *= S.interact_speed_modifier()
/mob/living/carbon/proc/create_internal_organs()
for(var/X in internal_organs)
var/obj/item/organ/I = X
I.Insert(src)
/mob/living/carbon/proc/update_disabled_bodyparts()
/mob/living/carbon/proc/update_disabled_bodyparts(silent = FALSE)
for(var/B in bodyparts)
var/obj/item/bodypart/BP = B
BP.update_disabled()
BP.update_disabled(silent)
/mob/living/carbon/vv_get_dropdown()
. = ..()
+7 -12
View File
@@ -254,10 +254,10 @@
if(href_list["pockets"])
var/strip_mod = 1
var/strip_silence = FALSE
var/obj/item/clothing/gloves/g = gloves
if (istype(g))
strip_mod = g.strip_mod
strip_silence = g.strip_silence
var/obj/item/clothing/gloves/G = gloves
if(istype(G))
strip_mod = G.strip_mod
strip_silence = G.strip_silence
var/pocket_side = href_list["pockets"]
var/pocket_id = (pocket_side == "right" ? SLOT_R_STORE : SLOT_L_STORE)
var/obj/item/pocket_item = (pocket_id == SLOT_R_STORE ? r_store : l_store)
@@ -805,7 +805,7 @@
hud_used.healthdoll.icon_state = "healthdoll_DEAD"
hud_used.staminas?.update_icon_state()
hud_used.staminabuffer?.update_icon_state()
hud_used.staminabuffer?.mark_dirty()
/mob/living/carbon/human/fully_heal(admin_revive = FALSE)
if(admin_revive)
@@ -1044,9 +1044,9 @@
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown)
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying)
return
var/stambufferinfluence = (bufferedstam*(100/stambuffer))*0.2 //CIT CHANGE - makes stamina buffer influence movedelay
if(!HAS_TRAIT(src, TRAIT_IGNOREDAMAGESLOWDOWN)) //if we want to ignore slowdown from damage, but not from equipment
var/health_deficiency = ((maxHealth + stambufferinfluence) - health + (getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss and makes stamina buffer influence it
var/scaling = maxHealth / 100
var/health_deficiency = ((maxHealth / scaling) - (health / scaling) + (getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss and makes stamina buffer influence it
if(health_deficiency >= 40)
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown, TRUE, (health_deficiency-39) / 75)
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying, TRUE, (health_deficiency-39) / 25)
@@ -1057,11 +1057,6 @@
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown)
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying)
/mob/living/carbon/human/do_after_coefficent()
. = ..()
. *= physiology.do_after_speed
/mob/living/carbon/human/is_bleeding()
if(NOBLOOD in dna.species.species_traits || bleedsuppress)
return FALSE
@@ -7,7 +7,7 @@
buckle_lying = FALSE
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
/// Enable stamina combat
combat_flags = COMBAT_FLAGS_DEFAULT | COMBAT_FLAG_UNARMED_PARRY
combat_flags = COMBAT_FLAGS_STAMINA_COMBAT | COMBAT_FLAG_UNARMED_PARRY
status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH|CANSTAGGER
has_field_of_vision = FALSE //Handled by species.
@@ -11,11 +11,6 @@
/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 (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP))
. -= 1.5
@@ -61,7 +56,11 @@
HM.on_move(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 || (pulledby.pulledby == src)))
if(!HAS_TRAIT(src, TRAIT_FREESPRINT))
doSprintLossTiles(1)
var/datum/movespeed_modifier/equipment_speedmod/MM = get_movespeed_modifier_datum(/datum/movespeed_modifier/equipment_speedmod)
var/amount = 1
if(MM?.multiplicative_slowdown >= 1)
amount *= (1 + (6 - (3 / MM.multiplicative_slowdown)))
doSprintLossTiles(amount)
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)
@@ -101,3 +100,8 @@
if(dna.species.space_move(src))
return TRUE
return ..()
/mob/living/carbon/human/CanPass(atom/movable/mover, turf/target)
if(dna.species.species_pass_check())
return TRUE
return ..()
@@ -23,8 +23,6 @@
var/hunger_mod = 1 //% of hunger rate taken per tick.
var/do_after_speed = 1 //Speed mod for do_after. Lower is better. If temporarily adjusting, please only modify using *= and /=, so you don't interrupt other calculations.
/// footstep type override for both shoeless and not footstep sounds.
var/footstep_type
+56 -25
View File
@@ -64,7 +64,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/stunmod = 1 // multiplier for stun duration
var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
var/punchdamagehigh = 10 //highest possible punch damage
var/punchstunthreshold = 10//damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchstunthreshold = 10 //damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchwoundbonus = 0 // additional wound bonus. generally zero.
var/siemens_coeff = 1 //base electrocution coefficient
var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
@@ -106,7 +107,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/whitelisted = 0 //Is this species restricted to certain players?
var/whitelist = list() //List the ckeys that can use this species, if it's whitelisted.: list("John Doe", "poopface666", "SeeALiggerPullTheTrigger") Spaces & capitalization can be included or ignored entirely for each key as it checks for both.
var/icon_limbs //Overrides the icon used for the limbs of this species. Mainly for downstream, and also because hardcoded icons disgust me. Implemented and maintained as a favor in return for a downstream's implementation of synths.
var/species_type
var/species_category
var/tail_type //type of tail i.e. mam_tail
var/wagging_type //type of wagging i.e. waggingtail_lizard
@@ -118,6 +119,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/list/allowed_limb_ids
var/override_bp_icon //override for the icon path used when setting bodypart overlays. Intended for species that don't fit in the standard 32x32 files.
//the type of eyes this species has
var/eye_type = "normal"
///////////
// PROCS //
@@ -514,7 +517,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
if(!(NOBLOOD in species_traits))
hair_overlay.icon = 'icons/mob/human_face.dmi'
hair_overlay.icon = 'icons/mob/hair.dmi'
hair_overlay.icon_state = "debrained"
else if(H.hair_style && (HAIR in species_traits))
@@ -573,7 +576,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(HD && !(HAS_TRAIT(H, TRAIT_HUSK)))
// lipstick
if(H.lip_style && (LIPS in species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[H.lip_style]", -BODY_LAYER)
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/lips.dmi', "lips_[H.lip_style]", -BODY_LAYER)
lip_overlay.color = H.lip_color
if(OFFSET_LIPS in H.dna.species.offset_features)
@@ -586,10 +589,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!(NOEYES in species_traits))
var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(!has_eyes)
standing += mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
standing += mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER)
else
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/human_face.dmi', "left_eye", -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/human_face.dmi', "right_eye", -BODY_LAYER)
var/left_state = DEFAULT_LEFT_EYE_STATE
var/right_state = DEFAULT_RIGHT_EYE_STATE
if(eye_type in GLOB.eye_types)
left_state = eye_type + "_left_eye"
right_state = eye_type + "_right_eye"
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/eyes.dmi', right_state, -BODY_LAYER)
if((EYECOLOR in species_traits) && has_eyes)
left_eye.color = "#" + H.left_eye_color
right_eye.color = "#" + H.right_eye_color
@@ -1357,9 +1365,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK))
if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes punching cause staminaloss but funny martial artist types get a discount
user.adjustStaminaLossBuffered(1.5)
else
user.adjustStaminaLossBuffered(3.5)
if(!user.UseStaminaBuffer(1.5, warn = TRUE))
return
else if(!user.UseStaminaBuffer(3.5, warn = TRUE))
return
if(attacker_style && attacker_style.harm_act(user,target))
return TRUE
@@ -1380,6 +1389,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
var/punchwoundbonus = user.dna.species.punchwoundbonus
var/puncherstam = user.getStaminaLoss()
var/puncherbrute = user.getBruteLoss()
var/punchedstam = target.getStaminaLoss()
@@ -1395,6 +1405,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//END OF CITADEL CHANGES
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
if(HAS_TRAIT(user, TRAIT_PUGILIST))
affecting = target.get_bodypart(check_zone(user.zone_selected)) // if you're going the based unarmed route you won't miss
if(!affecting) //Maybe the bodypart is missing? Or things just went wrong..
affecting = target.get_bodypart(BODY_ZONE_CHEST) //target chest instead, as failsafe. Or hugbox? You decide.
@@ -1406,8 +1418,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(user.dna.species.punchdamagelow)
if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
miss_chance = 0
else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists have a flat 10% miss chance
miss_chance = 10
else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists, being good at Punching People, also never miss
miss_chance = 0
else
miss_chance = min(10 + max(puncherstam * 0.5, puncherbrute * 0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
@@ -1421,12 +1433,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/armor_block = target.run_armor_check(affecting, "melee")
if(HAS_TRAIT(user, TRAIT_MAULER)) // maulers get 15 armorpierce because if you're going to punch someone you might as well do a good job of it
armor_block = target.run_armor_check(affecting, "melee", armour_penetration = 15) // lot of good that sec jumpsuit did you
playsound(target.loc, user.dna.species.attack_sound, 25, 1, -1)
target.visible_message("<span class='danger'>[user] [atk_verb]s [target]!</span>", \
"<span class='userdanger'>[user] [atk_verb]s you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
user, "<span class='danger'>You [atk_verb] [target]!</span>")
target.visible_message("<span class='danger'>[user] [atk_verb]ed [target]!</span>", \
"<span class='userdanger'>[user] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
user, "<span class='danger'>You [atk_verb]ed [target]!</span>")
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
@@ -1436,11 +1449,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.dismembering_strike(user, affecting.body_zone)
if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
target.apply_damage(damage*1.5, attack_type, affecting, armor_block)
target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
log_combat(user, target, "kicked")
else//other attacks deal full raw damage + 2x in stamina damage
target.apply_damage(damage, attack_type, affecting, armor_block)
else if(HAS_TRAIT(user, TRAIT_MAULER)) // mauler punches deal 1.3x raw damage + 1x stam damage, and have some armor pierce
target.apply_damage(damage*1.3, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
target.apply_damage(damage, STAMINA, affecting, armor_block)
log_combat(user, target, "punched (mauler)")
else //other attacks deal full raw damage + 2x in stamina damage
target.apply_damage(damage, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
target.apply_damage(damage*2, STAMINA, affecting, armor_block)
log_combat(user, target, "punched")
@@ -1490,6 +1507,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return FALSE
else if(aim_for_mouth && ( target_on_help || target_restrained || target_aiming_for_mouth))
if(!user.UseStaminaBuffer(3, warn = TRUE))
return
playsound(target.loc, 'sound/weapons/slap.ogg', 50, 1, -1)
target.visible_message(\
@@ -1497,7 +1516,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
"<span class='notice'>[user] slaps you in the face! </span>",\
"You hear a slap.", target = user, target_message = "<span class='notice'>You slap [user == target ? "yourself" : "\the [target]"] in the face! </span>")
user.do_attack_animation(target, ATTACK_EFFECT_FACE_SLAP)
user.adjustStaminaLossBuffered(3)
if (!HAS_TRAIT(target, TRAIT_PERMABONER))
stop_wagging_tail(target)
return FALSE
@@ -1505,8 +1523,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(target.client?.prefs.cit_toggles & NO_ASS_SLAP)
to_chat(user,"A force stays your hand, preventing you from slapping \the [target]'s ass!")
return FALSE
if(!user.UseStaminaBuffer(3, warn = TRUE))
return FALSE
user.do_attack_animation(target, ATTACK_EFFECT_ASS_SLAP)
user.adjustStaminaLossBuffered(3)
target.adjust_arousal(20,maso = TRUE)
if (ishuman(target) && HAS_TRAIT(target, TRAIT_MASO) && target.has_dna() && prob(10))
target.mob_climax(forced_climax=TRUE)
@@ -1524,9 +1543,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes disarmspam cause staminaloss, pugilists can do it almost effortlessly
user.adjustStaminaLossBuffered(1)
if(!user.UseStaminaBuffer(1, warn = TRUE))
return
else
user.adjustStaminaLossBuffered(3)
if(!user.UseStaminaBuffer(1, warn = TRUE))
return
if(attacker_style && attacker_style.disarm_act(user,target))
return TRUE
@@ -1762,9 +1783,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(CHECK_MOBILITY(user, MOBILITY_STAND))
to_chat(user, "<span class='notice'>You can only force yourself up if you're on the ground.</span>")
return
if(!user.UseStaminaBuffer(STAMINA_COST_SHOVE_UP, TRUE))
return
user.visible_message("<span class='notice'>[user] forces [p_them()]self up to [p_their()] feet!</span>", "<span class='notice'>You force yourself up to your feet!</span>")
user.set_resting(FALSE, TRUE)
user.adjustStaminaLossBuffered(user.stambuffer) //Rewards good stamina management by making it easier to instantly get up from resting
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)
@@ -1783,8 +1805,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
else
if(user == target)
return
if(!user.UseStaminaBuffer(4, warn = TRUE))
return
user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
user.adjustStaminaLossBuffered(4)
playsound(target, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
if(target.w_uniform)
@@ -1941,6 +1964,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(HAS_BONE in species_traits)
. |= BIO_JUST_BONE
//a check for if you should render any overlays or not
/datum/species/proc/should_render(mob/living/carbon/human/H)
return TRUE
//a check for if you want to forcibly make CanPass return TRUE for the mob with this species
/datum/species/proc/species_pass_check()
return FALSE
/////////////
//BREATHING//
/////////////
@@ -1,12 +1,12 @@
/datum/species/abductor
name = "Abductor"
id = "abductor"
id = SPECIES_ABDUCTOR
say_mod = "gibbers"
sexes = FALSE
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
species_type = "alien"
species_category = SPECIES_CATEGORY_ALIEN
/datum/species/abductor/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -1,6 +1,6 @@
/datum/species/android
name = "Android"
id = "android"
id = SPECIES_ANDROID
say_mod = "states"
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL,ROBOTIC_LIMBS)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_NOFIRE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_LIMBATTACHMENT)
@@ -11,7 +11,7 @@
mutanttongue = /obj/item/organ/tongue/robot
species_language_holder = /datum/language_holder/synthetic
limbs_id = "synth"
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
/datum/species/android/on_species_gain(mob/living/carbon/C)
. = ..()
@@ -1,6 +1,6 @@
/datum/species/angel
name = "Angel"
id = "angel"
id = SPECIES_ANGEL
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel")
@@ -9,7 +9,7 @@
blacklisted = 1
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
species_type = "human" //they're a kind of human
species_category = SPECIES_CATEGORY_BASIC //they're a kind of human
var/datum/action/innate/flight/fly
@@ -1,6 +1,6 @@
/datum/species/mammal
name = "Anthromorph"
id = "mammal"
id = SPECIES_MAMMAL
default_color = "4B4B4B"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
@@ -15,6 +15,6 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "furry"
species_category = SPECIES_CATEGORY_FURRY
allowed_limb_ids = list("mammal","aquatic","avian")
allowed_limb_ids = list("mammal","aquatic","avian")
@@ -1,6 +1,6 @@
/datum/species/insect
name = "Anthromorphic Insect"
id = "insect"
id = SPECIES_INSECT
say_mod = "chitters"
default_color = "00FF00"
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
@@ -18,6 +18,8 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "insect"
species_category = SPECIES_CATEGORY_INSECT
allowed_limb_ids = list("insect","apid","moth","moth_not_greyscale")
eye_type = "insect"
@@ -18,4 +18,4 @@
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER)
sexes = 0
gib_types = /obj/effect/gibspawner/robot
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
@@ -1,6 +1,6 @@
/datum/species/dullahan
name = "Dullahan"
id = "dullahan"
id = SPECIES_DULLAHAN
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
@@ -14,7 +14,7 @@
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
has_field_of_vision = FALSE //Too much of a trouble, their vision is already bound to their severed head.
species_type = "undead"
species_category = SPECIES_CATEGORY_UNDEAD
var/pumpkin = FALSE
var/obj/item/dullahan_relay/myhead
@@ -4,7 +4,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
/datum/species/dwarf //not to be confused with the genetic manlets
name = "Dwarf"
id = "dwarf" //Also called Homo sapiens pumilionis
id = SPECIES_DWARF //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB)
@@ -18,7 +18,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
mutant_organs = list(/obj/item/organ/dwarfgland) //Dwarven alcohol gland, literal gland warrior
mutantliver = /obj/item/organ/liver/dwarf //Dwarven super liver (Otherwise they r doomed)
species_language_holder = /datum/language_holder/dwarf
species_type = "human" //a kind of human
species_category = SPECIES_CATEGORY_BASIC //a kind of human
/mob/living/carbon/human/species/dwarf //species admin spawn path
race = /datum/species/dwarf //and the race the path is set to.
@@ -2,7 +2,7 @@
/datum/species/ethereal
name = "Ethereal"
id = "ethereal"
id = SPECIES_ETHEREAL
attack_verb = "burn"
attack_sound = 'sound/weapons/etherealhit.ogg'
miss_sound = 'sound/weapons/etherealmiss.ogg'
@@ -1,7 +1,7 @@
//Subtype of human
/datum/species/human/felinid
name = "Felinid"
id = "felinid"
id = SPECIES_FELINID
limbs_id = "human"
mutant_bodyparts = list("mam_tail" = "Cat", "mam_ears" = "Cat", "deco_wings" = "None")
@@ -11,7 +11,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "furry"
species_category = SPECIES_CATEGORY_FURRY
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
@@ -1,6 +1,6 @@
/datum/species/fly
name = "Anthromorphic Fly"
id = "fly"
id = SPECIES_FLY
say_mod = "buzzes"
species_traits = list(NOEYES,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
@@ -12,7 +12,7 @@
liked_food = GROSS
exotic_bloodtype = "BUG"
exotic_blood_color = BLOOD_COLOR_BUG
species_type = "insect"
species_category = SPECIES_CATEGORY_INSECT
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(istype(chem, /datum/reagent/toxin/pestkiller))
@@ -1,7 +1,7 @@
/datum/species/golem
// Animated beings of stone. They have increased defenses, and do not need to breathe. They're also slow as fuuuck.
name = "Golem"
id = "iron golem"
id = SPECIES_GOLEM
species_traits = list(NOBLOOD,MUTCOLORS,NO_UNDERWEAR,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOFIRE,TRAIT_CHUNKYFINGERS,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER)
inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
@@ -32,7 +32,7 @@
var/special_name_chance = 5
var/owner //dobby is a free golem
species_type = "golem"
species_category = SPECIES_CATEGORY_GOLEM
/datum/species/golem/random_name(gender,unique,lastname)
var/golem_surname = pick(GLOB.golem_names)
@@ -1,6 +1,6 @@
/datum/species/human
name = "Human"
id = "human"
id = SPECIES_HUMAN
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,HAS_FLESH,HAS_BONE)
@@ -12,7 +12,7 @@
tail_type = "tail_human"
wagging_type = "waggingtail_human"
species_type = "human"
species_category = SPECIES_CATEGORY_BASIC
/datum/species/human/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
@@ -1,6 +1,6 @@
/datum/species/ipc
name = "I.P.C."
id = "ipc"
id = SPECIES_IPC
say_mod = "beeps"
default_color = "00FF00"
blacklisted = 0
@@ -28,7 +28,7 @@
exotic_bloodtype = "HF"
exotic_blood_color = BLOOD_COLOR_OIL
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
var/datum/action/innate/monitor_change/screen
@@ -1,7 +1,7 @@
/datum/species/jelly
// Entirely alien beings that seem to be made entirely out of gel. They have three eyes and a skeleton visible within them.
name = "Xenobiological Jelly Entity"
id = "jelly"
id = SPECIES_JELLY
default_color = "00FF90"
say_mod = "chirps"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR,HAS_FLESH)
@@ -16,7 +16,8 @@
exotic_blood_color = "BLOOD_COLOR_SLIME"
damage_overlay_type = ""
var/datum/action/innate/regenerate_limbs/regenerate_limbs
var/datum/action/innate/slime_change/slime_change //CIT CHANGE
var/datum/action/innate/slime_change/slime_change
var/datum/action/innate/slime_puddle/slime_puddle
liked_food = TOXIC | MEAT
disliked_food = null
toxic_food = ANTITOXIC
@@ -28,19 +29,22 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "jelly"
species_category = SPECIES_CATEGORY_JELLY
/obj/item/organ/brain/jelly
name = "slime nucleus"
desc = "A slimey membranous mass from a slime person"
icon_state = "brain-slime"
/datum/species/jelly/on_species_loss(mob/living/carbon/C)
if(slime_puddle && slime_puddle.is_puddle)
slime_puddle.Activate()
if(regenerate_limbs)
regenerate_limbs.Remove(C)
if(slime_change) //CIT CHANGE
slime_change.Remove(C) //CIT CHANGE
if(slime_change)
slime_change.Remove(C)
if(slime_puddle)
slime_puddle.Remove(C)
C.faction -= "slime"
..()
C.faction -= "slime"
@@ -50,8 +54,10 @@
if(ishuman(C))
regenerate_limbs = new
regenerate_limbs.Grant(C)
slime_change = new //CIT CHANGE
slime_change.Grant(C) //CIT CHANGE
slime_change = new
slime_change.Grant(C)
slime_puddle = new
slime_puddle.Grant(C)
C.faction |= "slime"
/datum/species/jelly/handle_body(mob/living/carbon/human/H)
@@ -59,6 +65,18 @@
//update blood color to body color
exotic_blood_color = "#" + H.dna.features["mcolor"]
/datum/species/jelly/should_render()
if(slime_puddle && slime_puddle.is_puddle)
return FALSE
else
return ..()
/datum/species/jelly/species_pass_check()
if(slime_puddle && slime_puddle.is_puddle)
return TRUE
else
return ..()
/datum/species/jelly/spec_life(mob/living/carbon/human/H)
if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for blooduskers
return
@@ -140,7 +158,7 @@
/datum/species/jelly/slime
name = "Xenobiological Slime Entity"
id = "slime"
id = SPECIES_SLIME
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
say_mod = "says"
@@ -274,7 +292,17 @@
\"steps out\" of [H.p_them()].</span>",
"<span class='notice'>...and after a moment of disorentation, \
you're besides yourself!</span>")
if(H != spare && isslimeperson(spare) && isslimeperson(H))
// transfer the swap-body ui if it's open
var/datum/action/innate/swap_body/this_swap = origin_datum.swap_body
var/datum/action/innate/swap_body/other_swap = spare_datum.swap_body
var/datum/tgui/ui = SStgui.get_open_ui(H, this_swap, "main") || SStgui.get_open_ui(spare, this_swap, "main")
if(ui)
SStgui.on_close(ui) // basically removes it from lists is all this proc does.
ui.user = spare
ui.src_object = other_swap
SStgui.on_open(ui) // stick it back on the lists
ui.process(force = TRUE)
/datum/action/innate/swap_body
name = "Swap Body"
@@ -327,6 +355,8 @@
stat = "Conscious"
if(UNCONSCIOUS)
stat = "Unconscious"
if(SOFT_CRIT)
stat = "Barely Conscious"
if(DEAD)
stat = "Dead"
var/occupied
@@ -373,7 +403,6 @@
var/mob/living/carbon/human/selected = locate(params["ref"]) in SS.bodies
if(!can_swap(selected))
return
SStgui.close_uis(src)
swap_to_dupe(H.mind, selected)
/datum/action/innate/swap_body/proc/can_swap(mob/living/carbon/human/dupe)
@@ -407,6 +436,7 @@
/datum/action/innate/swap_body/proc/swap_to_dupe(datum/mind/M, mob/living/carbon/human/dupe)
if(!can_swap(dupe)) //sanity check
return
var/mob/living/carbon/human/old = M.current
if(M.current.stat == CONSCIOUS)
M.current.visible_message("<span class='notice'>[M.current] \
stops moving and starts staring vacantly into space.</span>",
@@ -418,13 +448,26 @@
dupe.visible_message("<span class='notice'>[dupe] blinks and looks \
around.</span>",
"<span class='notice'>...and move this one instead.</span>")
if(old != M.current && dupe == M.current && isslimeperson(dupe))
var/datum/species/jelly/slime/other_spec = dupe.dna.species
var/datum/action/innate/swap_body/other_swap = other_spec.swap_body
// theoretically the transfer_to proc is supposed to transfer the ui from the mob.
// so I try to get the UI from one of the two mobs and schlump it over to the new action button
var/datum/tgui/ui = SStgui.get_open_ui(old, src, "main") || SStgui.get_open_ui(dupe, src, "main")
if(ui)
// transfer the UI over. This code is slightly hacky but it fixes the problem
// I'd use SStgui.on_transfer but that doesn't let you transfer the src_object as well s
SStgui.on_close(ui) // basically removes it from lists is all this proc does.
ui.user = dupe
ui.src_object = other_swap
SStgui.on_open(ui) // stick it back on the lists
ui.process(force = TRUE)
////////////////////////////////////////////////////////Round Start Slimes///////////////////////////////////////////////////////////////////
/datum/species/jelly/roundstartslime
name = "Xenobiological Slime Hybrid"
id = "slimeperson"
id = SPECIES_SLIME_HYBRID
limbs_id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
@@ -466,7 +509,7 @@
var/new_color = input(owner, "Choose your skin color:", "Race change","#"+H.dna.features["mcolor"]) as color|null
if(new_color)
var/temp_hsv = RGBtoHSV(new_color)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
if(ReadHSV(temp_hsv)[3] >= ReadHSV(MINIMUM_MUTANT_COLOR)[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_color, 6)
H.update_body()
H.update_hair()
@@ -645,6 +688,88 @@
else
return
/datum/action/innate/slime_puddle
name = "Puddle Transformation"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimepuddle"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
required_mobility_flags = MOBILITY_STAND
var/is_puddle = FALSE
var/in_transformation_duration = 12
var/out_transformation_duration = 7
var/puddle_into_effect = /obj/effect/temp_visual/slime_puddle
var/puddle_from_effect = /obj/effect/temp_visual/slime_puddle/reverse
var/puddle_icon = 'icons/mob/mob.dmi'
var/puddle_state = "puddle"
var/tracked_overlay
var/datum/component/squeak/squeak
var/transforming = FALSE
var/last_use
/datum/action/innate/slime_puddle/IsAvailable()
if(!transforming)
return ..()
else
return FALSE
/datum/action/innate/slime_puddle/Activate()
if(isjellyperson(owner) && IsAvailable())
transforming = TRUE
UpdateButtonIcon()
var/mob/living/carbon/human/H = owner
var/mutcolor = "#" + H.dna.features["mcolor"]
if(!is_puddle)
if(CHECK_MOBILITY(H, MOBILITY_USE))
is_puddle = TRUE
owner.cut_overlays()
var/obj/effect/puddle_effect = new puddle_into_effect(get_turf(owner), owner.dir)
puddle_effect.color = mutcolor
H.Stun(in_transformation_duration, ignore_canstun = TRUE)
ADD_TRAIT(H, TRAIT_PARALYSIS_L_ARM, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_PARALYSIS_R_ARM, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_MOBILITY_NOUSE, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
H.add_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
H.update_disabled_bodyparts(silent = TRUE)
H.layer -= 1 //go one layer down so people go over you
ENABLE_BITFIELD(H.pass_flags, PASSMOB)
squeak = H.AddComponent(/datum/component/squeak, custom_sounds = list('sound/effects/blobattack.ogg'))
sleep(in_transformation_duration)
var/mutable_appearance/puddle_overlay = mutable_appearance(icon = puddle_icon, icon_state = puddle_state)
puddle_overlay.color = mutcolor
tracked_overlay = puddle_overlay
owner.add_overlay(puddle_overlay)
transforming = FALSE
UpdateButtonIcon()
else
owner.cut_overlay(tracked_overlay)
var/obj/effect/puddle_effect = new puddle_from_effect(get_turf(owner), owner.dir)
puddle_effect.color = mutcolor
H.Stun(out_transformation_duration, ignore_canstun = TRUE)
sleep(out_transformation_duration)
REMOVE_TRAIT(H, TRAIT_PARALYSIS_L_ARM, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_PARALYSIS_R_ARM, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOUSE, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
H.update_disabled_bodyparts(silent = TRUE)
H.remove_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
H.layer += 1 //go one layer back above!
DISABLE_BITFIELD(H.pass_flags, PASSMOB)
is_puddle = FALSE
if(squeak)
squeak.RemoveComponent()
owner.regenerate_icons()
transforming = FALSE
UpdateButtonIcon()
else
to_chat(owner, "<span class='warning'>You need to be standing up to do this!") //just assume they're a slime because it's such a weird edgecase to have it and not be one (it shouldn't even be possible)
///////////////////////////////////LUMINESCENTS//////////////////////////////////////////
@@ -652,7 +777,7 @@
/datum/species/jelly/luminescent
name = "Luminescent Slime Entity"
id = "lum"
id = SPECIES_SLIME_LUMI
say_mod = "says"
var/glow_intensity = LUMINESCENT_DEFAULT_GLOW
var/obj/effect/dummy/luminescent_glow/glow
@@ -819,7 +944,7 @@
/datum/species/jelly/stargazer
name = "Stargazer Slime Entity"
id = "stargazer"
id = SPECIES_STARGAZER
var/datum/action/innate/project_thought/project_thought
var/datum/action/innate/link_minds/link_minds
var/list/mob/living/linked_mobs = list()
@@ -1,7 +1,7 @@
/datum/species/lizard
// Reptilian humanoids with scaled skin and tails.
name = "Anthromorphic Lizard"
id = "lizard"
id = SPECIES_LIZARD
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
@@ -28,7 +28,7 @@
tail_type = "tail_lizard"
wagging_type = "waggingtail_lizard"
species_type = "lizard"
species_category = "lizard"
/datum/species/lizard/random_name(gender,unique,lastname)
if(unique)
@@ -46,7 +46,7 @@
*/
/datum/species/lizard/ashwalker
name = "Ash Walker"
id = "ashlizard"
id = SPECIES_ASHWALKER
limbs_id = "lizard"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,DIGITIGRADE)
inherent_traits = list(TRAIT_CHUNKYFINGERS)
@@ -1,6 +1,6 @@
/datum/species/mush //mush mush codecuck
name = "Anthromorphic Mushroom"
id = "mush"
id = SPECIES_MUSHROOM
mutant_bodyparts = list("caps" = "Round")
fixed_mut_color = "DBBF92"
@@ -21,7 +21,7 @@
burnmod = 1.25
heatmod = 1.5
species_type = "plant"
species_category = SPECIES_CATEGORY_PLANT
mutanteyes = /obj/item/organ/eyes/night_vision/mushroom
var/datum/martial_art/mushpunch/mush
@@ -1,6 +1,6 @@
/datum/species/plasmaman
name = "Plasmaman"
id = "plasmaman"
id = SPECIES_PLASMAMAN
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
@@ -22,7 +22,7 @@
liked_food = VEGETABLES
outfit_important_for_life = /datum/outfit/plasmaman
species_type = "skeleton"
species_category = SPECIES_CATEGORY_SKELETON
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
@@ -1,7 +1,7 @@
/datum/species/pod
// A mutation caused by a human being ressurected in a revival pod. These regain health in light, and begin to wither in darkness.
name = "Anthromorphic Plant"
id = "pod"
id = SPECIES_POD
default_color = "59CE00"
species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR,HAS_FLESH,HAS_BONE)
attack_verb = "slash"
@@ -19,7 +19,7 @@
var/light_burnheal = -1
var/light_bruteheal = -1
species_type = "plant"
species_category = SPECIES_CATEGORY_PLANT
allowed_limb_ids = list("pod","mush")
@@ -66,7 +66,7 @@
/datum/species/pod/pseudo_weak
name = "Anthromorphic Plant"
id = "podweak"
id = SPECIES_POD_WEAK
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS)
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "mam_body_markings" = "Husky", "taur" = "None", "legs" = "Normal Legs")
limbs_id = "pod"
@@ -4,7 +4,7 @@
/datum/species/shadow
// Humans cursed to stay in the darkness, lest their life forces drain. They regain health in shadow and die in light.
name = "???"
id = "shadow"
id = SPECIES_SHADOW
sexes = 0
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
@@ -15,7 +15,7 @@
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
species_type = "shadow"
species_category = SPECIES_CATEGORY_SHADOW
/datum/species/shadow/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -32,7 +32,7 @@
/datum/species/shadow/nightmare
name = "Nightmare"
id = "nightmare"
id = SPECIES_NIGHTMARE
limbs_id = "shadow"
burnmod = 1.5
blacklisted = TRUE
@@ -1,6 +1,6 @@
/datum/species/skeleton
name = "Skeleton"
id = "skeleton"
id = SPECIES_SKELETON
say_mod = "rattles"
blacklisted = 0
sexes = 0
@@ -15,7 +15,7 @@
brutemod = 1.25
burnmod = 1.25
species_type = "skeleton" //they have their own category that's disassociated from undead, paired with plasmapeople
species_category = SPECIES_CATEGORY_SKELETON //they have their own category that's disassociated from undead, paired with plasmapeople
/datum/species/skeleton/New()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) //skeletons are stronger during the spooky season!
@@ -31,7 +31,7 @@
/datum/species/skeleton/space
name = "Spooky Spacey Skeleton"
id = "spaceskeleton"
id = SPECIES_SKELETON_SPACE
limbs_id = "skeleton"
blacklisted = 1
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT, TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
@@ -1,6 +1,6 @@
/datum/species/synthliz
name = "Synthetic Lizardperson"
id = "synthliz"
id = SPECIES_SYNTH_LIZARD
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE)
@@ -27,4 +27,4 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
@@ -1,6 +1,6 @@
/datum/species/synth
name = "Synthetic" //inherited from the real species, for health scanners and things
id = "synth"
id = SPECIES_SYNTH
say_mod = "beep boops" //inherited from a user's real species
sexes = 0
species_traits = list(NOTRANSSTING,NOGENITALS,NOAROUSAL) //all of these + whatever we inherit from the real species
@@ -17,11 +17,11 @@
var/disguise_fail_health = 75 //When their health gets to this level their synthflesh partially falls off
var/datum/species/fake_species = null //a species to do most of our work for us, unless we're damaged
species_language_holder = /datum/language_holder/synthetic
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
/datum/species/synth/military
name = "Military Synth"
id = "military_synth"
id = SPECIES_SYNTH_MIL
armor = 25
punchdamagelow = 10
punchdamagehigh = 19
@@ -1,6 +1,6 @@
/datum/species/vampire
name = "Vampire"
id = "vampire"
id = SPECIES_VAMPIRE
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
@@ -14,7 +14,7 @@
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/info_text = "You are a <span class='danger'>Vampire</span>. You will slowly but constantly lose blood if outside of a coffin. If inside a coffin, you will slowly heal. You may gain more blood by grabbing a live victim and using your drain ability."
species_type = "undead"
species_category = SPECIES_CATEGORY_UNDEAD
/datum/species/vampire/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
@@ -1,7 +1,7 @@
/datum/species/xeno
// A cloning mistake, crossing human and xenomorph DNA
name = "Xenomorph Hybrid"
id = "xeno"
id = SPECIES_XENOHYBRID
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,CAN_SCAR)
@@ -15,4 +15,4 @@
exotic_bloodtype = "X*"
damage_overlay_type = "xeno"
liked_food = MEAT
species_type = "alien"
species_category = SPECIES_CATEGORY_ALIEN
@@ -15,7 +15,7 @@
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
disliked_food = NONE
liked_food = GROSS | MEAT | RAW
species_type = "undead"
species_category = SPECIES_CATEGORY_UNDEAD
/datum/species/zombie/notspaceproof
id = "notspaceproofzombie"
@@ -98,7 +98,7 @@
// Your skin falls off
/datum/species/krokodil_addict
name = "Human"
name = SPECIES_HUMAN
id = "goofzombies"
limbs_id = "zombie" //They look like zombies
sexes = 0
@@ -50,19 +50,21 @@ There are several things that need to be remembered:
//HAIR OVERLAY
/mob/living/carbon/human/update_hair()
dna.species.handle_hair(src)
if(dna.species.should_render())
dna.species.handle_hair(src)
//used when putting/removing clothes that hide certain mutant body parts to just update those and not update the whole body.
/mob/living/carbon/human/proc/update_mutant_bodyparts()
dna.species.handle_mutant_bodyparts(src)
if(dna.species.should_render())
dna.species.handle_mutant_bodyparts(src)
/mob/living/carbon/human/update_body(update_genitals = FALSE)
remove_overlay(BODY_LAYER)
dna.species.handle_body(src)
..()
if(update_genitals)
update_genitals()
if(dna.species.should_render())
remove_overlay(BODY_LAYER)
dna.species.handle_body(src)
..()
if(update_genitals)
update_genitals()
/mob/living/carbon/human/update_fire()
..((fire_stacks > 3) ? "Standing" : "Generic_mob_burning")
@@ -71,381 +73,385 @@ There are several things that need to be remembered:
/* --------------------------------------- */
//For legacy support.
/mob/living/carbon/human/regenerate_icons()
if(!..())
icon_render_key = null //invalidate bodyparts cache
update_body(TRUE)
update_hair()
update_inv_w_uniform()
update_inv_wear_id()
update_inv_gloves()
update_inv_glasses()
update_inv_ears()
update_inv_shoes()
update_inv_s_store()
update_inv_wear_mask()
update_inv_head()
update_inv_belt()
update_inv_back()
update_inv_wear_suit()
update_inv_pockets()
update_inv_neck()
update_transform()
//mutations
update_mutations_overlay()
//damage overlays
update_damage_overlays()
if(dna.species.should_render())
if(!..())
icon_render_key = null //invalidate bodyparts cache
update_body(TRUE)
update_hair()
update_inv_w_uniform()
update_inv_wear_id()
update_inv_gloves()
update_inv_glasses()
update_inv_ears()
update_inv_shoes()
update_inv_s_store()
update_inv_wear_mask()
update_inv_head()
update_inv_belt()
update_inv_back()
update_inv_wear_suit()
update_inv_pockets()
update_inv_neck()
update_transform()
//mutations
update_mutations_overlay()
//damage overlays
update_damage_overlays()
/* --------------------------------------- */
//vvvvvv UPDATE_INV PROCS vvvvvv
/mob/living/carbon/human/update_inv_w_uniform()
remove_overlay(UNIFORM_LAYER)
if(dna.species.should_render())
remove_overlay(UNIFORM_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM]
inv.update_icon()
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM]
inv.update_icon()
if(istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
U.screen_loc = ui_iclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += w_uniform
update_observer_view(w_uniform,1)
if(istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
U.screen_loc = ui_iclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += w_uniform
update_observer_view(w_uniform,1)
if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT))
return
if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT))
return
var/target_overlay = U.icon_state
if(U.adjusted == ALT_STYLE)
target_overlay = "[target_overlay]_d"
var/target_overlay = U.icon_state
if(U.adjusted == ALT_STYLE)
target_overlay = "[target_overlay]_d"
var/alt_worn = U.mob_overlay_icon || 'icons/mob/clothing/uniform.dmi'
var/variant_flag = NONE
var/alt_worn = U.mob_overlay_icon || 'icons/mob/clothing/uniform.dmi'
var/variant_flag = NONE
if((DIGITIGRADE in dna.species.species_traits) && U.mutantrace_variation & STYLE_DIGITIGRADE && !(U.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_worn = U.anthro_mob_worn_overlay || 'icons/mob/clothing/uniform_digi.dmi'
variant_flag |= STYLE_DIGITIGRADE
if((DIGITIGRADE in dna.species.species_traits) && U.mutantrace_variation & STYLE_DIGITIGRADE && !(U.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_worn = U.anthro_mob_worn_overlay || 'icons/mob/clothing/uniform_digi.dmi'
variant_flag |= STYLE_DIGITIGRADE
var/mask
if(dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
var/clip_flag = U.mutantrace_variation & T?.hide_legs
if(clip_flag)
variant_flag |= clip_flag
mask = T.alpha_mask_state
var/mask
if(dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
var/clip_flag = U.mutantrace_variation & T?.hide_legs
if(clip_flag)
variant_flag |= clip_flag
mask = T.alpha_mask_state
var/mutable_appearance/uniform_overlay
var/mutable_appearance/uniform_overlay
var/gendered = (dna?.species.sexes && dna.features["body_model"] == FEMALE) ? U.fitted : NO_FEMALE_UNIFORM
uniform_overlay = U.build_worn_icon( UNIFORM_LAYER, alt_worn, FALSE, gendered, target_overlay, variant_flag, FALSE, mask)
var/gendered = (dna?.species.sexes && dna.features["body_model"] == FEMALE) ? U.fitted : NO_FEMALE_UNIFORM
uniform_overlay = U.build_worn_icon( UNIFORM_LAYER, alt_worn, FALSE, gendered, target_overlay, variant_flag, FALSE, mask)
if(OFFSET_UNIFORM in dna.species.offset_features)
uniform_overlay.pixel_x += dna.species.offset_features[OFFSET_UNIFORM][1]
uniform_overlay.pixel_y += dna.species.offset_features[OFFSET_UNIFORM][2]
overlays_standing[UNIFORM_LAYER] = uniform_overlay
apply_overlay(UNIFORM_LAYER)
update_mutant_bodyparts()
if(OFFSET_UNIFORM in dna.species.offset_features)
uniform_overlay.pixel_x += dna.species.offset_features[OFFSET_UNIFORM][1]
uniform_overlay.pixel_y += dna.species.offset_features[OFFSET_UNIFORM][2]
overlays_standing[UNIFORM_LAYER] = uniform_overlay
apply_overlay(UNIFORM_LAYER)
update_mutant_bodyparts()
/mob/living/carbon/human/update_inv_wear_id()
remove_overlay(ID_LAYER)
if(dna.species.should_render())
remove_overlay(ID_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID]
inv.update_icon()
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID]
inv.update_icon()
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
if(wear_id)
wear_id.screen_loc = ui_id
if(client && hud_used && hud_used.hud_shown)
client.screen += wear_id
update_observer_view(wear_id)
if(wear_id)
wear_id.screen_loc = ui_id
if(client && hud_used && hud_used.hud_shown)
client.screen += wear_id
update_observer_view(wear_id)
//TODO: add an icon file for ID slot stuff, so it's less snowflakey
id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi', override_state = wear_id.item_state)
if(OFFSET_ID in dna.species.offset_features)
id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1]
id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2]
overlays_standing[ID_LAYER] = id_overlay
apply_overlay(ID_LAYER)
//TODO: add an icon file for ID slot stuff, so it's less snowflakey
id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi', override_state = wear_id.item_state)
if(OFFSET_ID in dna.species.offset_features)
id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1]
id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2]
overlays_standing[ID_LAYER] = id_overlay
apply_overlay(ID_LAYER)
/mob/living/carbon/human/update_inv_gloves()
remove_overlay(GLOVES_LAYER)
if(dna.species.should_render())
remove_overlay(GLOVES_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES]
inv.update_icon()
if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES]
inv.update_icon()
if(!gloves && bloody_hands)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
if(get_num_arms(FALSE) < 2)
if(has_left_hand(FALSE))
bloody_overlay.icon_state = "bloodyhands_left"
else if(has_right_hand(FALSE))
bloody_overlay.icon_state = "bloodyhands_right"
if(!gloves && bloody_hands)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
if(get_num_arms(FALSE) < 2)
if(has_left_hand(FALSE))
bloody_overlay.icon_state = "bloodyhands_left"
else if(has_right_hand(FALSE))
bloody_overlay.icon_state = "bloodyhands_right"
overlays_standing[GLOVES_LAYER] = bloody_overlay
overlays_standing[GLOVES_LAYER] = bloody_overlay
var/mutable_appearance/gloves_overlay = overlays_standing[GLOVES_LAYER]
if(gloves)
gloves.screen_loc = ui_gloves
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += gloves
update_observer_view(gloves,1)
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/clothing/hands.dmi')
gloves_overlay = overlays_standing[GLOVES_LAYER]
if(OFFSET_GLOVES in dna.species.offset_features)
gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1]
gloves_overlay.pixel_y += dna.species.offset_features[OFFSET_GLOVES][2]
overlays_standing[GLOVES_LAYER] = gloves_overlay
apply_overlay(GLOVES_LAYER)
var/mutable_appearance/gloves_overlay = overlays_standing[GLOVES_LAYER]
if(gloves)
gloves.screen_loc = ui_gloves
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += gloves
update_observer_view(gloves,1)
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/clothing/hands.dmi')
gloves_overlay = overlays_standing[GLOVES_LAYER]
if(OFFSET_GLOVES in dna.species.offset_features)
gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1]
gloves_overlay.pixel_y += dna.species.offset_features[OFFSET_GLOVES][2]
overlays_standing[GLOVES_LAYER] = gloves_overlay
apply_overlay(GLOVES_LAYER)
/mob/living/carbon/human/update_inv_glasses()
remove_overlay(GLASSES_LAYER)
if(dna.species.should_render())
remove_overlay(GLASSES_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES]
inv.update_icon()
if(glasses)
glasses.screen_loc = ui_glasses //...draw the item in the inventory screen
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open ...
client.screen += glasses //Either way, add the item to the HUD
update_observer_view(glasses,1)
if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES)))
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/clothing/eyes.dmi', override_state = glasses.icon_state)
var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
if(glasses_overlay)
if(OFFSET_GLASSES in dna.species.offset_features)
glasses_overlay.pixel_x += dna.species.offset_features[OFFSET_GLASSES][1]
glasses_overlay.pixel_y += dna.species.offset_features[OFFSET_GLASSES][2]
overlays_standing[GLASSES_LAYER] = glasses_overlay
apply_overlay(GLASSES_LAYER)
/mob/living/carbon/human/update_inv_ears()
remove_overlay(EARS_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
inv.update_icon()
if(ears)
ears.screen_loc = ui_ears //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += ears //add it to the client's screen
update_observer_view(ears,1)
overlays_standing[EARS_LAYER] = ears.build_worn_icon(default_layer = EARS_LAYER, default_icon_file = 'icons/mob/ears.dmi')
var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER]
if(OFFSET_EARS in dna.species.offset_features)
ears_overlay.pixel_x += dna.species.offset_features[OFFSET_EARS][1]
ears_overlay.pixel_y += dna.species.offset_features[OFFSET_EARS][2]
overlays_standing[EARS_LAYER] = ears_overlay
apply_overlay(EARS_LAYER)
/mob/living/carbon/human/update_inv_shoes()
remove_overlay(SHOES_LAYER)
if(get_num_legs(FALSE) <2)
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
inv.update_icon()
if(dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
if(T?.hide_legs) //If only they actually made shoes unwearable. Please don't making cosmetics, guys.
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(shoes)
var/obj/item/clothing/shoes/S = shoes
shoes.screen_loc = ui_shoes //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += shoes //add it to client's screen
update_observer_view(shoes,1)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES]
inv.update_icon()
var/alt_icon = S.mob_overlay_icon || 'icons/mob/clothing/feet.dmi'
var/variation_flag = NONE
if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE && !(S.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_icon = S.anthro_mob_worn_overlay || 'icons/mob/clothing/feet_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
if(glasses)
glasses.screen_loc = ui_glasses //...draw the item in the inventory screen
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open ...
client.screen += glasses //Either way, add the item to the HUD
update_observer_view(glasses,1)
if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES)))
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/clothing/eyes.dmi', override_state = glasses.icon_state)
var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
if(glasses_overlay)
if(OFFSET_GLASSES in dna.species.offset_features)
glasses_overlay.pixel_x += dna.species.offset_features[OFFSET_GLASSES][1]
glasses_overlay.pixel_y += dna.species.offset_features[OFFSET_GLASSES][2]
overlays_standing[GLASSES_LAYER] = glasses_overlay
apply_overlay(GLASSES_LAYER)
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(SHOES_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, S.icon_state, variation_flag, FALSE)
var/mutable_appearance/shoes_overlay = overlays_standing[SHOES_LAYER]
if(OFFSET_SHOES in dna.species.offset_features)
shoes_overlay.pixel_x += dna.species.offset_features[OFFSET_SHOES][1]
shoes_overlay.pixel_y += dna.species.offset_features[OFFSET_SHOES][2]
overlays_standing[SHOES_LAYER] = shoes_overlay
apply_overlay(SHOES_LAYER)
/mob/living/carbon/human/update_inv_ears()
if(dna.species.should_render())
remove_overlay(EARS_LAYER)
/mob/living/carbon/human/update_inv_s_store()
remove_overlay(SUIT_STORE_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE]
inv.update_icon()
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
inv.update_icon()
if(s_store)
s_store.screen_loc = ui_sstore1
if(client && hud_used && hud_used.hud_shown)
client.screen += s_store
update_observer_view(s_store)
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.mob_overlay_icon) ? s_store.mob_overlay_icon : 'icons/mob/clothing/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER)
var/mutable_appearance/s_store_overlay = overlays_standing[SUIT_STORE_LAYER]
if(OFFSET_S_STORE in dna.species.offset_features)
s_store_overlay.pixel_x += dna.species.offset_features[OFFSET_S_STORE][1]
s_store_overlay.pixel_y += dna.species.offset_features[OFFSET_S_STORE][2]
overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
apply_overlay(SUIT_STORE_LAYER)
if(ears)
ears.screen_loc = ui_ears //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += ears //add it to the client's screen
update_observer_view(ears,1)
overlays_standing[EARS_LAYER] = ears.build_worn_icon(default_layer = EARS_LAYER, default_icon_file = 'icons/mob/ears.dmi')
var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER]
if(OFFSET_EARS in dna.species.offset_features)
ears_overlay.pixel_x += dna.species.offset_features[OFFSET_EARS][1]
ears_overlay.pixel_y += dna.species.offset_features[OFFSET_EARS][2]
overlays_standing[EARS_LAYER] = ears_overlay
apply_overlay(EARS_LAYER)
/mob/living/carbon/human/update_inv_head()
remove_overlay(HEAD_LAYER)
/mob/living/carbon/human/update_inv_shoes()
if(dna.species.should_render())
remove_overlay(SHOES_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(get_num_legs(FALSE) <2)
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
inv.update_icon()
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
inv.update_icon()
if(head)
head.screen_loc = ui_head
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += head
update_observer_view(head,1)
remove_overlay(HEAD_LAYER)
var/obj/item/clothing/head/H = head
var/alt_icon = H.mob_overlay_icon || 'icons/mob/clothing/head.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(dna.species.mutant_bodyparts["mam_snouts"] && dna.features["mam_snouts"] != "None")
muzzled = TRUE
else if(dna.species.mutant_bodyparts["snout"] && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && H.mutantrace_variation & STYLE_MUZZLE && !(H.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_icon = H.anthro_mob_worn_overlay || 'icons/mob/clothing/head_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
overlays_standing[HEAD_LAYER] = H.build_worn_icon(HEAD_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, H.icon_state, variation_flag, FALSE)
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1]
head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
overlays_standing[HEAD_LAYER] = head_overlay
apply_overlay(HEAD_LAYER)
update_mutant_bodyparts()
/mob/living/carbon/human/update_inv_belt()
remove_overlay(BELT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT]
inv.update_icon()
if(belt)
belt.screen_loc = ui_belt
if(client && hud_used && hud_used.hud_shown)
client.screen += belt
update_observer_view(belt)
overlays_standing[BELT_LAYER] = belt.build_worn_icon(default_layer = BELT_LAYER, default_icon_file = 'icons/mob/clothing/belt.dmi')
var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER]
if(OFFSET_BELT in dna.species.offset_features)
belt_overlay.pixel_x += dna.species.offset_features[OFFSET_BELT][1]
belt_overlay.pixel_y += dna.species.offset_features[OFFSET_BELT][2]
overlays_standing[BELT_LAYER] = belt_overlay
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
remove_overlay(SUIT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT]
inv.update_icon()
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
wear_suit.screen_loc = ui_oclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_suit
update_observer_view(wear_suit,1)
var/worn_icon = wear_suit.mob_overlay_icon || 'icons/mob/clothing/suit.dmi'
var/worn_state = wear_suit.icon_state
var/center = FALSE
var/dimension_x = 32
var/dimension_y = 32
var/variation_flag = NONE
var/datum/sprite_accessory/taur/T
if(dna.species.mutant_bodyparts["taur"])
T = GLOB.taur_list[dna.features["taur"]]
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
if(T?.hide_legs) //If only they actually made shoes unwearable. Please don't making cosmetics, guys.
return
if(S.mutantrace_variation)
if(shoes)
var/obj/item/clothing/shoes/S = shoes
shoes.screen_loc = ui_shoes //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += shoes //add it to client's screen
update_observer_view(shoes,1)
if(T?.taur_mode)
var/init_worn_icon = worn_icon
variation_flag |= S.mutantrace_variation & T.taur_mode || S.mutantrace_variation & T.alt_taur_mode
switch(variation_flag)
if(STYLE_HOOF_TAURIC)
worn_icon = 'icons/mob/clothing/taur_hooved.dmi'
if(STYLE_SNEK_TAURIC)
worn_icon = 'icons/mob/clothing/taur_naga.dmi'
if(STYLE_PAW_TAURIC)
worn_icon = 'icons/mob/clothing/taur_canine.dmi'
if(worn_icon != init_worn_icon) //worn icon sprite was changed, taur offsets will have to be applied.
if(S.taur_mob_worn_overlay) //not going to make several new variables for all taur types. Nope.
var/static/list/icon_to_state = list('icons/mob/clothing/taur_hooved.dmi' = "_hooved", 'icons/mob/clothing/taur_naga.dmi' = "_naga", 'icons/mob/clothing/taur_canine.dmi' = "_paws")
worn_state += icon_to_state[worn_icon]
worn_icon = S.taur_mob_worn_overlay
center = T.center
dimension_x = T.dimension_x
dimension_y = T.dimension_y
else if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE && !(S.mutantrace_variation & STYLE_NO_ANTHRO_ICON)) //not a taur, but digitigrade legs.
worn_icon = S.anthro_mob_worn_overlay || 'icons/mob/clothing/suit_digi.dmi'
var/alt_icon = S.mob_overlay_icon || 'icons/mob/clothing/feet.dmi'
var/variation_flag = NONE
if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE && !(S.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_icon = S.anthro_mob_worn_overlay || 'icons/mob/clothing/feet_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
overlays_standing[SUIT_LAYER] = S.build_worn_icon(SUIT_LAYER, worn_icon, FALSE, NO_FEMALE_UNIFORM, worn_state, variation_flag, FALSE)
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
suit_overlay.pixel_x += dna.species.offset_features[OFFSET_SUIT][1]
suit_overlay.pixel_y += dna.species.offset_features[OFFSET_SUIT][2]
if(center)
suit_overlay = center_image(suit_overlay, dimension_x, dimension_y)
overlays_standing[SUIT_LAYER] = suit_overlay
update_hair()
update_mutant_bodyparts()
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(SHOES_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, S.icon_state, variation_flag, FALSE)
var/mutable_appearance/shoes_overlay = overlays_standing[SHOES_LAYER]
if(OFFSET_SHOES in dna.species.offset_features)
shoes_overlay.pixel_x += dna.species.offset_features[OFFSET_SHOES][1]
shoes_overlay.pixel_y += dna.species.offset_features[OFFSET_SHOES][2]
overlays_standing[SHOES_LAYER] = shoes_overlay
apply_overlay(SHOES_LAYER)
apply_overlay(SUIT_LAYER)
/mob/living/carbon/human/update_inv_s_store()
if(dna.species.should_render())
remove_overlay(SUIT_STORE_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE]
inv.update_icon()
if(s_store)
s_store.screen_loc = ui_sstore1
if(client && hud_used && hud_used.hud_shown)
client.screen += s_store
update_observer_view(s_store)
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.mob_overlay_icon) ? s_store.mob_overlay_icon : 'icons/mob/clothing/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER)
var/mutable_appearance/s_store_overlay = overlays_standing[SUIT_STORE_LAYER]
if(OFFSET_S_STORE in dna.species.offset_features)
s_store_overlay.pixel_x += dna.species.offset_features[OFFSET_S_STORE][1]
s_store_overlay.pixel_y += dna.species.offset_features[OFFSET_S_STORE][2]
overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
apply_overlay(SUIT_STORE_LAYER)
/mob/living/carbon/human/update_inv_head()
if(dna.species.should_render())
remove_overlay(HEAD_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
inv.update_icon()
if(head)
head.screen_loc = ui_head
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += head
update_observer_view(head,1)
remove_overlay(HEAD_LAYER)
var/obj/item/clothing/head/H = head
var/alt_icon = H.mob_overlay_icon || 'icons/mob/clothing/head.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(dna.species.mutant_bodyparts["mam_snouts"] && dna.features["mam_snouts"] != "None")
muzzled = TRUE
else if(dna.species.mutant_bodyparts["snout"] && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && H.mutantrace_variation & STYLE_MUZZLE && !(H.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_icon = H.anthro_mob_worn_overlay || 'icons/mob/clothing/head_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
overlays_standing[HEAD_LAYER] = H.build_worn_icon(HEAD_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, H.icon_state, variation_flag, FALSE)
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1]
head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
overlays_standing[HEAD_LAYER] = head_overlay
apply_overlay(HEAD_LAYER)
update_mutant_bodyparts()
/mob/living/carbon/human/update_inv_belt()
if(dna.species.should_render())
remove_overlay(BELT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT]
inv.update_icon()
if(belt)
belt.screen_loc = ui_belt
if(client && hud_used && hud_used.hud_shown)
client.screen += belt
update_observer_view(belt)
overlays_standing[BELT_LAYER] = belt.build_worn_icon(default_layer = BELT_LAYER, default_icon_file = 'icons/mob/clothing/belt.dmi')
var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER]
if(OFFSET_BELT in dna.species.offset_features)
belt_overlay.pixel_x += dna.species.offset_features[OFFSET_BELT][1]
belt_overlay.pixel_y += dna.species.offset_features[OFFSET_BELT][2]
overlays_standing[BELT_LAYER] = belt_overlay
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
if(dna.species.should_render())
remove_overlay(SUIT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT]
inv.update_icon()
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
wear_suit.screen_loc = ui_oclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_suit
update_observer_view(wear_suit,1)
var/worn_icon = wear_suit.mob_overlay_icon || 'icons/mob/clothing/suit.dmi'
var/worn_state = wear_suit.icon_state
var/center = FALSE
var/dimension_x = 32
var/dimension_y = 32
var/variation_flag = NONE
var/datum/sprite_accessory/taur/T
if(dna.species.mutant_bodyparts["taur"])
T = GLOB.taur_list[dna.features["taur"]]
if(S.mutantrace_variation)
if(T?.taur_mode)
var/init_worn_icon = worn_icon
variation_flag |= S.mutantrace_variation & T.taur_mode || S.mutantrace_variation & T.alt_taur_mode
switch(variation_flag)
if(STYLE_HOOF_TAURIC)
worn_icon = 'icons/mob/clothing/taur_hooved.dmi'
if(STYLE_SNEK_TAURIC)
worn_icon = 'icons/mob/clothing/taur_naga.dmi'
if(STYLE_PAW_TAURIC)
worn_icon = 'icons/mob/clothing/taur_canine.dmi'
if(worn_icon != init_worn_icon) //worn icon sprite was changed, taur offsets will have to be applied.
if(S.taur_mob_worn_overlay) //not going to make several new variables for all taur types. Nope.
var/static/list/icon_to_state = list('icons/mob/clothing/taur_hooved.dmi' = "_hooved", 'icons/mob/clothing/taur_naga.dmi' = "_naga", 'icons/mob/clothing/taur_canine.dmi' = "_paws")
worn_state += icon_to_state[worn_icon]
worn_icon = S.taur_mob_worn_overlay
center = T.center
dimension_x = T.dimension_x
dimension_y = T.dimension_y
else if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE && !(S.mutantrace_variation & STYLE_NO_ANTHRO_ICON)) //not a taur, but digitigrade legs.
worn_icon = S.anthro_mob_worn_overlay || 'icons/mob/clothing/suit_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
overlays_standing[SUIT_LAYER] = S.build_worn_icon(SUIT_LAYER, worn_icon, FALSE, NO_FEMALE_UNIFORM, worn_state, variation_flag, FALSE)
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
suit_overlay.pixel_x += dna.species.offset_features[OFFSET_SUIT][1]
suit_overlay.pixel_y += dna.species.offset_features[OFFSET_SUIT][2]
if(center)
suit_overlay = center_image(suit_overlay, dimension_x, dimension_y)
overlays_standing[SUIT_LAYER] = suit_overlay
update_hair()
update_mutant_bodyparts()
apply_overlay(SUIT_LAYER)
/mob/living/carbon/human/update_inv_pockets()
if(client && hud_used)
@@ -471,55 +477,57 @@ There are several things that need to be remembered:
/mob/living/carbon/human/update_inv_wear_mask()
remove_overlay(FACEMASK_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(wear_mask)
wear_mask.screen_loc = ui_mask
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_mask
update_observer_view(wear_mask,1)
var/obj/item/clothing/mask/M = wear_mask
if(dna.species.should_render())
remove_overlay(FACEMASK_LAYER)
var/alt_icon = M.mob_overlay_icon || 'icons/mob/clothing/mask.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(head && (head.flags_inv & HIDEMASK))
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(dna.species.mutant_bodyparts["mam_snouts"] && dna.features["mam_snouts"] != "None")
muzzled = TRUE
else if(dna.species.mutant_bodyparts["snout"] && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && M.mutantrace_variation & STYLE_MUZZLE && !(M.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_icon = M.anthro_mob_worn_overlay || 'icons/mob/clothing/mask_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
var/mutable_appearance/mask_overlay = M.build_worn_icon(FACEMASK_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, wear_mask.icon_state, variation_flag, FALSE)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(OFFSET_FACEMASK in dna.species.offset_features)
mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
overlays_standing[FACEMASK_LAYER] = mask_overlay
apply_overlay(FACEMASK_LAYER)
update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
if(wear_mask)
wear_mask.screen_loc = ui_mask
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_mask
update_observer_view(wear_mask,1)
var/obj/item/clothing/mask/M = wear_mask
remove_overlay(FACEMASK_LAYER)
var/alt_icon = M.mob_overlay_icon || 'icons/mob/clothing/mask.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(head && (head.flags_inv & HIDEMASK))
return
if(dna.species.mutant_bodyparts["mam_snouts"] && dna.features["mam_snouts"] != "None")
muzzled = TRUE
else if(dna.species.mutant_bodyparts["snout"] && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && M.mutantrace_variation & STYLE_MUZZLE && !(M.mutantrace_variation & STYLE_NO_ANTHRO_ICON))
alt_icon = M.anthro_mob_worn_overlay || 'icons/mob/clothing/mask_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
var/mutable_appearance/mask_overlay = M.build_worn_icon(FACEMASK_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, wear_mask.icon_state, variation_flag, FALSE)
if(OFFSET_FACEMASK in dna.species.offset_features)
mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
overlays_standing[FACEMASK_LAYER] = mask_overlay
apply_overlay(FACEMASK_LAYER)
update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
/mob/living/carbon/human/update_inv_back()
..()
var/mutable_appearance/back_overlay = overlays_standing[BACK_LAYER]
if(back_overlay)
remove_overlay(BACK_LAYER)
if(OFFSET_BACK in dna.species.offset_features)
back_overlay.pixel_x += dna.species.offset_features[OFFSET_BACK][1]
back_overlay.pixel_y += dna.species.offset_features[OFFSET_BACK][2]
overlays_standing[BACK_LAYER] = back_overlay
apply_overlay(BACK_LAYER)
if(dna.species.should_render())
..()
var/mutable_appearance/back_overlay = overlays_standing[BACK_LAYER]
if(back_overlay)
remove_overlay(BACK_LAYER)
if(OFFSET_BACK in dna.species.offset_features)
back_overlay.pixel_x += dna.species.offset_features[OFFSET_BACK][1]
back_overlay.pixel_y += dna.species.offset_features[OFFSET_BACK][2]
overlays_standing[BACK_LAYER] = back_overlay
apply_overlay(BACK_LAYER)
/proc/wear_alpha_masked_version(state, icon, layer, female, alpha_mask)
var/mask = "-[alpha_mask]"
@@ -710,8 +718,6 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
..()
update_hair()
/mob/living/carbon/human/proc/update_observer_view(obj/item/I, inventory)
if(observers && observers.len)
for(var/M in observers)
@@ -729,15 +735,17 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
// Only renders the head of the human
/mob/living/carbon/human/proc/update_body_parts_head_only()
if (!dna)
if(!dna)
return
if (!dna.species)
if(!dna.species)
return
if(dna.species.should_render())
return
var/obj/item/bodypart/HD = get_bodypart("head")
if (!istype(HD))
if(!istype(HD))
return
HD.update_limb()
@@ -748,7 +756,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
if(HD && !(HAS_TRAIT(src, TRAIT_HUSK)))
// lipstick
if(lip_style && (LIPS in dna.species.species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER)
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/lips.dmi', "lips_[lip_style]", -BODY_LAYER)
lip_overlay.color = lip_color
if(OFFSET_LIPS in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
@@ -759,10 +767,17 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
if(!(NOEYES in dna.species.species_traits))
var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
if(!has_eyes)
add_overlay(mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER))
add_overlay(mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER))
else
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/human_face.dmi', "left_eye", -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/human_face.dmi', "right_eye", -BODY_LAYER)
var/left_state = DEFAULT_LEFT_EYE_STATE
var/right_state = DEFAULT_RIGHT_EYE_STATE
if(dna.species)
var/eye_type = dna.species.eye_type
if(GLOB.eye_types[eye_type])
left_state = eye_type + "_left_eye"
right_state = eye_type + "_right_eye"
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/eyes.dmi', right_state, -BODY_LAYER)
if((EYECOLOR in dna.species.species_traits) && has_eyes)
left_eye.color = "#" + left_eye_color
right_eye.color = "#" + right_eye_color
+3 -8
View File
@@ -502,19 +502,14 @@ 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() && !SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL)
var/combat_mode = SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)
if(getStaminaLoss() && !HAS_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION))
adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL) * (combat_mode? 0.25 : 1))
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
incomingstammult = min(1, incomingstammult*2)
//CIT CHANGES START HERE. STAMINA BUFFER STUFF
if(bufferedstam && world.time > stambufferregentime)
var/drainrate = max((bufferedstam*(bufferedstam/(5)))*0.1,1)
bufferedstam = max(bufferedstam - drainrate, 0)
//END OF CIT CHANGES
var/restingpwr = 1 + 4 * !CHECK_MOBILITY(src, MOBILITY_STAND)
//Dizziness
@@ -34,7 +34,7 @@
hair_hidden = 1
if(!hair_hidden)
if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER)
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_parts.dmi', "debrained", -HAIR_LAYER)
apply_overlay(HAIR_LAYER)
+1 -1
View File
@@ -562,7 +562,7 @@
if(. && iscarbon(user))
var/mob/living/carbon/C = user
if(isjellyperson(C))
pick(playsound(C, 'sound/effects/attackblob.ogg', 50, 1),playsound(C, 'sound/effects/blobattack.ogg', 50, 1))
playsound(C, 'sound/effects/attackblob.ogg', 50, 1)
/datum/emote/living/audio_emote/blurp
key = "blurp"
+8 -6
View File
@@ -8,6 +8,8 @@
for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
diag_hud.add_to_hud(src)
faction += "[REF(src)]"
stamina_buffer = INFINITY
UpdateStaminaBuffer()
GLOB.mob_living_list += src
/mob/living/prepare_huds()
@@ -842,12 +844,12 @@
return
var/strip_mod = 1
var/strip_silence = FALSE
if (ishuman(src)) //carbon doesn't actually wear gloves
if(ishuman(src)) //carbon doesn't actually wear gloves
var/mob/living/carbon/C = src
var/obj/item/clothing/gloves/g = C.gloves
if (istype(g))
strip_mod = g.strip_mod
strip_silence = g.strip_silence
var/obj/item/clothing/gloves/G = C.gloves
if(istype(G))
strip_mod = G.strip_mod
strip_silence = G.strip_silence
if (!strip_silence)
who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
"<span class='userdanger'>[src] tries to remove your [what.name].</span>", target = src,
@@ -1257,7 +1259,7 @@
SetUnconscious(clamp_unconscious_to)
HealAllImmobilityUpTo(clamp_immobility_to)
adjustStaminaLoss(min(0, -stamina_boost))
adjustStaminaLossBuffered(min(0, -stamina_buffer_boost))
RechargeStaminaBuffer(stamina_buffer_boost) // this MUST GO AFTER ADJUSTSTAMINALOSS.
if(scale_stamina_loss_recovery)
adjustStaminaLoss(min(-((getStaminaLoss() - stamina_loss_recovery_bypass) * scale_stamina_loss_recovery), 0))
if(put_on_feet)
+10 -3
View File
@@ -8,6 +8,8 @@
active_block_item = null
REMOVE_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_BLOCK_TRAIT)
REMOVE_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_BLOCK_TRAIT)
REMOVE_TRAIT(src, TRAIT_NO_STAMINA_BUFFER_REGENERATION, ACTIVE_BLOCK_TRAIT)
REMOVE_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION, ACTIVE_BLOCK_TRAIT)
remove_movespeed_modifier(/datum/movespeed_modifier/active_block)
var/datum/block_parry_data/data = I.get_block_parry_data()
DelayNextAction(data.block_end_click_cd_add)
@@ -27,6 +29,10 @@
ADD_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_BLOCK_TRAIT) //probably should be something else at some point
if(data.block_lock_sprinting)
ADD_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_BLOCK_TRAIT)
if(data.block_no_stamina_regeneration)
ADD_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION, ACTIVE_BLOCK_TRAIT)
if(data.block_no_stambuffer_regeneration)
ADD_TRAIT(src, TRAIT_NO_STAMINA_BUFFER_REGENERATION, ACTIVE_BLOCK_TRAIT)
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/active_block, multiplicative_slowdown = data.block_slowdown)
active_block_effect_start()
return TRUE
@@ -192,7 +198,7 @@
var/held_index = C.get_held_index_of_item(src)
var/obj/item/bodypart/BP = C.hand_bodyparts[held_index]
if(!BP?.body_zone)
return C.adjustStaminaLossBuffered(stamina_amount) //nah
return C.adjustStaminaLoss(stamina_amount) //nah
var/zone = BP.body_zone
var/stamina_to_zone = data.block_stamina_limb_ratio * stamina_amount
var/stamina_to_chest = stamina_amount - stamina_to_zone
@@ -200,9 +206,9 @@
stamina_to_chest -= stamina_buffered
C.apply_damage(stamina_to_zone, STAMINA, zone)
C.apply_damage(stamina_to_chest, STAMINA, BODY_ZONE_CHEST)
C.adjustStaminaLossBuffered(stamina_buffered)
C.adjustStaminaLoss(stamina_buffered)
else
owner.adjustStaminaLossBuffered(stamina_amount)
owner.adjustStaminaLoss(stamina_amount)
/obj/item/proc/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
return
@@ -231,6 +237,7 @@
active_block_do_stamina_damage(owner, object, stamina_cost, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage - final_damage
block_return[BLOCK_RETURN_SET_DAMAGE_TO] = final_damage
block_return[BLOCK_RETURN_MITIGATION_PERCENT] = clamp(1 - (final_damage / damage), 0, 1)
. = BLOCK_SHOULD_CHANGE_DAMAGE
if((final_damage <= 0) || (damage <= 0))
. |= BLOCK_SUCCESS //full block
+11 -3
View File
@@ -68,12 +68,13 @@
// can always implement it later, whatever.
if((data.parry_respect_clickdelay && !CheckActionCooldown()) || ((parry_end_time_last + data.parry_cooldown) > world.time))
to_chat(src, "<span class='warning'>You are not ready to parry (again)!</span>")
return
return FALSE
// Point of no return, make sure everything is set.
parrying = method
if(method == ITEM_PARRY)
active_parry_item = using_item
adjustStaminaLossBuffered(data.parry_stamina_cost)
if(!UseStaminaBuffer(data.parry_stamina_cost, TRUE))
return FALSE
parry_start_time = world.time
successful_parries = list()
addtimer(CALLBACK(src, .proc/end_parry_sequence), full_parry_duration)
@@ -244,7 +245,14 @@
if((return_list[BLOCK_RETURN_MITIGATION_PERCENT] >= 100) || (damage <= 0))
. |= BLOCK_SUCCESS
var/list/effect_text
if(efficiency >= data.parry_efficiency_to_counterattack)
var/pacifist_counter_check = TRUE
if(HAS_TRAIT(src, TRAIT_PACIFISM))
switch(parrying)
if(ITEM_PARRY)
pacifist_counter_check = (!active_parry_item.force || active_parry_item.damtype == STAMINA)
else
pacifist_counter_check = FALSE //Both martial and unarmed counter attacks generally are harmful, so no need to have the same line twice.
if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check)
effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK)
handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text)
@@ -74,8 +74,12 @@ GLOBAL_LIST_EMPTY(block_parry_data)
/// Ratio of stamina incurred by chest (so after [block_stamina_limb_ratio] runs) that is buffered.
var/block_stamina_buffer_ratio = 1
/// Stamina dealt directly via adjustStaminaLossBuffered() per SECOND of block.
/// Stamina dealt directly via UseStaminaBuffer() per SECOND of block.
var/block_stamina_cost_per_second = 1.5
/// Prevent stamina buffer regeneration while block?
var/block_no_stambuffer_regeneration = TRUE
/// Prevent stamina regeneration while block?
var/block_no_stamina_regeneration = FALSE
/// Bitfield for attack types that we can block while down. This will work in any direction.
var/block_resting_attack_types_anydir = ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED | ATTACK_TYPE_TACKLE
@@ -307,7 +311,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
/mob/living/proc/handle_block_parry(seconds = 1)
if(combat_flags & COMBAT_FLAG_ACTIVE_BLOCKING)
var/datum/block_parry_data/data = return_block_parry_datum(active_block_item.block_parry_data)
adjustStaminaLossBuffered(data.block_stamina_cost_per_second * seconds)
UseStaminaBuffer(data.block_stamina_cost_per_second * seconds)
/mob/living/on_item_dropped(obj/item/I)
if(I == active_block_item)
+11 -3
View File
@@ -53,6 +53,7 @@
var/hallucination = 0 //Directly affects how long a mob will hallucinate for
var/last_special = 0 //Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.
var/timeofdeath = 0
//Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
@@ -148,9 +149,6 @@
var/combatmessagecooldown = 0
var/incomingstammult = 1
var/bufferedstam = 0
var/stambuffer = 20
var/stambufferregentime
//Sprint buffer---
var/sprint_buffer = 42 //Tiles
@@ -159,3 +157,13 @@
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
// Stamina Buffer---
/// Our stamina buffer
var/stamina_buffer
/// Stamina buffer regen modifier
var/stamina_buffer_regen_mod = 1
/// Last time stamina buffer regen was done
var/stamina_buffer_regen_last = 0
/// Last time we used stamina buffer
var/stamina_buffer_last_use = 0
+6 -1
View File
@@ -5,12 +5,15 @@
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOMOVE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOPICKUP), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOUSE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOREST), .proc/update_mobility)
//Stuff like mobility flag updates, resting updates, etc.
//Force-set resting variable, without needing to resist/etc.
/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
if(new_resting != resting)
if(resting && HAS_TRAIT(src, TRAIT_MOBILITY_NOREST)) //forcibly block resting from all sources - BE CAREFUL WITH THIS TRAIT
return
resting = new_resting
if(!silent)
to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
@@ -87,7 +90,7 @@
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
var/should_be_lying = !canstand && !HAS_TRAIT(src, TRAIT_MOBILITY_NOREST)
if(buckled)
if(buckled.buckle_lying != -1)
should_be_lying = buckled.buckle_lying
@@ -173,4 +176,6 @@
else
remove_movespeed_modifier(/datum/movespeed_modifier/limbless)
update_movespeed()
return mobility_flags
+2
View File
@@ -29,6 +29,7 @@
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
return
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
add_movespeed_modifier(/datum/movespeed_modifier/sprinting)
if(update_icon)
update_sprint_icon()
@@ -36,6 +37,7 @@
if(!(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) || (combat_flags & COMBAT_FLAG_SPRINT_FORCED))
return
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
remove_movespeed_modifier(/datum/movespeed_modifier/sprinting)
if(update_icon)
update_sprint_icon()
+1
View File
@@ -82,6 +82,7 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
return new_msg
/mob/living/say(message, bubble_type,var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
set waitfor = FALSE
var/static/list/crit_allowed_modes = list(MODE_WHISPER = TRUE, MODE_CHANGELING = TRUE, MODE_ALIEN = TRUE)
var/static/list/unconscious_allowed_modes = list(MODE_CHANGELING = TRUE, MODE_ALIEN = TRUE)
var/talk_key = get_key(message)
@@ -454,10 +454,12 @@
if(U.action(src))
to_chat(user, "<span class='notice'>You apply the upgrade to [src].</span>")
if(U.one_use)
U.afterInstall(src)
qdel(U)
else
U.forceMove(src)
upgrades += U
U.afterInstall(src)
else
to_chat(user, "<span class='danger'>Upgrade error.</span>")
U.forceMove(drop_location())
@@ -1130,10 +1132,6 @@
bellyup = 1
update_icons()
/mob/living/silicon/robot/adjustStaminaLossBuffered(amount, updating_health = 1)
if(istype(cell))
cell.charge -= amount * 5
/mob/living/silicon/robot/verb/viewmanifest()
set category = "Robot Commands"
set name = "View Crew Manifest"
@@ -236,7 +236,7 @@ Auto Patrol[]"},
if(targets.len>0)
var/mob/living/carbon/t = pick(targets)
if((t.stat!=2) && (t.lying != 1) && (!t.handcuffed)) //we don't shoot people who are dead, cuffed or lying down.
shootAt(t)
INVOKE_ASYNC(src, .proc/shootAt, t)
switch(mode)
if(BOT_IDLE) // idle
@@ -254,7 +254,7 @@ Auto Patrol[]"},
if(target) // make sure target exists
if(Adjacent(target) && isturf(target.loc)) // if right next to perp
stun_attack(target)
INVOKE_ASYNC(src, .proc/stun_attack, target)
mode = BOT_PREP_ARREST
anchored = TRUE
@@ -22,7 +22,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
icon_state = "magicbase"
icon_living = "magicbase"
icon_dead = "magicbase"
speed = 0
speed = -0.5
blood_volume = 0
a_intent = INTENT_HARM
stop_automated_movement = 1
@@ -511,7 +511,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
var/used_message = "<span class='holoparasite'>All the cards seem to be blank now.</span>"
var/failure_message = "<span class='holoparasite bold'>..And draw a card! It's...blank? Maybe you should try again later.</span>"
var/ling_failure = "<span class='holoparasite bold'>The deck refuses to respond to a souless creature such as you.</span>"
var/list/possible_guardians = list("Assassin", "Chaos", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
var/list/possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
var/random = TRUE
var/allowmultiple = FALSE
var/allowling = TRUE
@@ -559,6 +559,9 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
if("Chaos")
pickedtype = /mob/living/simple_animal/hostile/guardian/fire
if("Gravitokinetic")
pickedtype = /mob/living/simple_animal/hostile/guardian/gravitokinetic
if("Standard")
pickedtype = /mob/living/simple_animal/hostile/guardian/punch
@@ -615,10 +618,10 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
random = FALSE
/obj/item/guardiancreator/choose/dextrous
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
/obj/item/guardiancreator/choose/wizard
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard")
allowmultiple = TRUE
/obj/item/guardiancreator/tech
@@ -634,7 +637,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
ling_failure = "<span class='holoparasite bold'>The holoparasites recoil in horror. They want nothing to do with a creature like you.</span>"
/obj/item/guardiancreator/tech/choose/traitor
possible_guardians = list("Assassin", "Chaos", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
allowling = FALSE
/obj/item/guardiancreator/tech/choose/traitor/check_uplink_validity()
@@ -644,10 +647,10 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
random = FALSE
/obj/item/guardiancreator/tech/choose/dextrous
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
/obj/item/guardiancreator/tech/choose/nukie // lacks support and protector as encouraging nukies to play turtle isnt fun and dextrous is epic
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Ranged", "Standard")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Ranged", "Standard")
/obj/item/guardiancreator/tech/choose/nukie/check_uplink_validity()
return !used
@@ -666,6 +669,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Gravitokinetic</b>: Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but this will affect the user.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Protector</b>: Causes you to teleport to it when out of range, unlike other parasites. Has two modes; Combat, where it does and takes medium damage, and Protection, where it does and takes almost no damage but moves slightly slower.<br>
@@ -695,6 +700,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Gravitokinetic</b>: Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but this will affect the user.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Protector</b>: Causes you to teleport to it when out of range, unlike other parasites. Has two modes; Combat, where it does and takes medium damage, and Protection, where it does and takes almost no damage but moves slightly slower.<br>
@@ -720,6 +727,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Gravitokinetic</b>: Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but this will affect the user.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Ranged</b>: Has two modes. Ranged; which fires a constant stream of weak, armor-ignoring projectiles. Scout; Cannot attack, but can move through walls and is quite hard to see. Can lay surveillance snares, which alert it when crossed, in either mode.<br>
@@ -1,5 +1,7 @@
//Assassin
/mob/living/simple_animal/hostile/guardian/assassin
melee_damage_lower = 15
melee_damage_upper = 15
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/bladeslice.ogg'
@@ -1,8 +1,11 @@
//Charger
/mob/living/simple_animal/hostile/guardian/charger
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1 //technically
ranged_message = "charges"
ranged_cooldown_time = 20
speed = -1
damage_coeff = list(BRUTE = 0.2, BURN = 0.5, TOX = 0.5, CLONE = 0.5, STAMINA = 0, OXY = 0.5)
playstyle_string = "<span class='holoparasite'>As a <b>charger</b> type you do medium damage, take half damage, have near immunity to brute damage, move very fast, and can charge at a location, damaging any target hit and forcing them to drop any items they are holding.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the Hunter, an alien master of rapid assault.</span>"
@@ -1,5 +1,7 @@
//Bomb
/mob/living/simple_animal/hostile/guardian/bomb
melee_damage_lower = 15
melee_damage_upper = 15
damage_coeff = list(BRUTE = 0.6, BURN = 0.6, TOX = 0.6, CLONE = 0.6, STAMINA = 0, OXY = 0.6)
playstyle_string = "<span class='holoparasite'>As an <b>explosive</b> type, you have moderate close combat abilities, take half damage, may explosively teleport targets on attack, and are capable of converting nearby items and objects into disguised bombs via alt click.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the Scientist, master of explosive death.</span>"
@@ -0,0 +1,73 @@
//gravitokinetic
/mob/living/simple_animal/hostile/guardian/gravitokinetic
melee_damage_lower = 15
melee_damage_upper = 15
damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, CLONE = 0.75, STAMINA = 0, OXY = 0.75)
playstyle_string = "<span class='holoparasite'>As a <b>gravitokinetic</b> type, you can alt click to make the gravity on the ground stronger, and punching applies this effect to a target.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the Singularity, an anomalous force of terror.</span>"
tech_fluff_string = "<span class='holoparasite'>Boot sequence complete. Gravitokinetic modules loaded. Holoparasite swarm online.</span>"
carp_fluff_string = "<span class='holoparasite'>CARP CARP CARP! Caught one! It's a gravitokinetic carp! Now do you understand the gravity of the situation?</span>"
var/list/gravito_targets = list()
var/gravity_power_range = 10 //how close the stand must stay to the target to keep the heavy gravity
///Removes gravity from affected mobs upon guardian death to prevent permanent effects
/mob/living/simple_animal/hostile/guardian/gravitokinetic/death()
. = ..()
for(var/i in gravito_targets)
remove_gravity(i)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/AttackingTarget()
. = ..()
if(isliving(target) && target != src && target != summoner)
to_chat(src, "<span class='danger'><B>Your punch has applied heavy gravity to [target]!</span></B>")
add_gravity(target, 5)
to_chat(target, "<span class='userdanger'>Everything feels really heavy!</span>")
/mob/living/simple_animal/hostile/guardian/gravitokinetic/AltClickOn(atom/A)
if(isopenturf(A) && is_deployed() && stat != DEAD && in_range(src, A) && !incapacitated())
var/turf/T = A
if(isspaceturf(T))
to_chat(src, "<span class='warning'>You cannot add gravity to space!</span>")
return
visible_message("<span class='danger'>[src] slams their fist into the [T]!</span>", "<span class='notice'>You modify the gravity of the [T].</span>")
do_attack_animation(T)
add_gravity(T, 3)
return
return ..()
/mob/living/simple_animal/hostile/guardian/gravitokinetic/Recall(forced)
. = ..()
to_chat(src, "<span class='danger'><B>You have released your gravitokinetic powers!</span></B>")
for(var/i in gravito_targets)
remove_gravity(i)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/Manifest(forced)
. = ..()
//just make sure to reapply a gravity immunity wherever you summon. it can be overridden but not by you at least
summoner.AddElement(/datum/element/forced_gravity, 1)
AddElement(/datum/element/forced_gravity, 1)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/Moved(oldLoc, dir)
. = ..()
for(var/i in gravito_targets)
if(get_dist(src, i) > gravity_power_range)
remove_gravity(i)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/add_gravity(atom/A, new_gravity = 3)
if(gravito_targets[A])
return
A.AddElement(/datum/element/forced_gravity, new_gravity)
gravito_targets[A] = new_gravity
RegisterSignal(A, COMSIG_MOVABLE_MOVED, .proc/__distance_check)
playsound(src, 'sound/effects/gravhit.ogg', 100, TRUE)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/remove_gravity(atom/target)
if(isnull(gravito_targets[target]))
return
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
target.RemoveElement(/datum/element/forced_gravity, gravito_targets[target])
gravito_targets -= target
/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/__distance_check(atom/movable/AM, OldLoc, Dir, Forced)
if(get_dist(src, AM) > gravity_power_range)
remove_gravity(AM)
@@ -1,5 +1,7 @@
//Protector
/mob/living/simple_animal/hostile/guardian/protector
melee_damage_lower = 15
melee_damage_upper = 15
range = 15 //worse for it due to how it leashes
damage_coeff = list(BRUTE = 0.4, BURN = 0.4, TOX = 0.4, CLONE = 0.4, STAMINA = 0, OXY = 0.4)
playstyle_string = "<span class='holoparasite'>As a <b>protector</b> type you cause your summoner to leash to you instead of you leashing to them and have two modes; Combat Mode, where you do and take medium damage, and Protection Mode, where you do and take almost no damage, but move slightly slower.</span>"
@@ -31,9 +33,10 @@
cooldown = world.time + 10
if(toggle)
cut_overlays()
melee_damage_lower = 15
melee_damage_upper = 15
speed = 0
add_overlay(cooloverlay) //readd the guardian's colors
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
speed = initial(speed)
damage_coeff = list(BRUTE = 0.4, BURN = 0.4, TOX = 0.4, CLONE = 0.4, STAMINA = 0, OXY = 0.4)
to_chat(src, "<span class='danger'><B>You switch to combat mode.</span></B>")
toggle = FALSE
@@ -4,6 +4,8 @@
friendly_verb_continuous = "heals"
friendly_verb_simple = "heal"
damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
melee_damage_lower = 15
melee_damage_upper = 15
playstyle_string = "<span class='holoparasite'>As a <b>support</b> type, you have 30% damage reduction and may toggle your basic attacks to a healing mode. In addition, Alt-Clicking on an adjacent object or mob will warp them to your bluespace beacon after a short delay.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the CMO, a potent force of life... and death.</span>"
carp_fluff_string = "<span class='holoparasite'>CARP CARP CARP! You caught a support carp. It's a kleptocarp!</span>"
@@ -43,15 +45,15 @@
if(src.loc == summoner)
if(toggle)
a_intent = INTENT_HARM
speed = 0
speed = initial(speed)
damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
melee_damage_lower = 15
melee_damage_upper = 15
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
to_chat(src, "<span class='danger'><B>You switch to combat mode.</span></B>")
toggle = FALSE
else
a_intent = INTENT_HELP
speed = 1
speed = initial(speed)
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
melee_damage_lower = 0
melee_damage_upper = 0
@@ -52,6 +52,19 @@
var/lose_patience_timer_id //id for a timer to call LoseTarget(), used to stop mobs fixating on a target they can't reach
var/lose_patience_timeout = 300 //30 seconds by default, so there's no major changes to AI behaviour, beyond actually bailing if stuck forever
///When a target is found, will the mob attempt to charge at it's target?
var/charger = FALSE
///Tracks if the target is actively charging.
var/charge_state = FALSE
///In a charge, how many tiles will the charger travel?
var/charge_distance = 3
///How often can the charging mob actually charge? Effects the cooldown between charges.
var/charge_frequency = 6 SECONDS
///If the mob is charging, how long will it stun it's target on success, and itself on failure?
var/knockdown_time = 3 SECONDS
///Declares a cooldown for potential charges right off the bat.
COOLDOWN_DECLARE(charge_cooldown)
/mob/living/simple_animal/hostile/Initialize()
. = ..()
@@ -292,6 +305,9 @@
if(ranged) //We ranged? Shoot at em
if(!target.Adjacent(targets_from) && ranged_cooldown <= world.time) //But make sure they're not in range for a melee attack and our range attack is off cooldown
OpenFire(target)
if(charger && (target_distance > minimum_distance) && (target_distance <= charge_distance))//Attempt to close the distance with a charge.
enter_charge(target)
return TRUE
if(!Process_Spacemove()) //Drifting
walk(src,0)
return 1
@@ -599,3 +615,64 @@ mob/living/simple_animal/hostile/proc/DestroySurroundings() // for use with mega
. += M
else if (M.loc.type in hostile_machines)
. += M.loc
/**
* Proc that handles a charge attack windup for a mob.
*/
/mob/living/simple_animal/hostile/proc/enter_charge(var/atom/target)
if((mobility_flags & (MOBILITY_MOVE | MOBILITY_STAND)) != (MOBILITY_MOVE | MOBILITY_STAND) || charge_state)
return FALSE
if(!(COOLDOWN_FINISHED(src, charge_cooldown)) || !has_gravity() || !target.has_gravity())
return FALSE
Shake(15, 15, 1 SECONDS)
addtimer(CALLBACK(src, .proc/handle_charge_target, target), 1.5 SECONDS, TIMER_STOPPABLE)
/**
* Proc that throws the mob at the target after the windup.
*/
/mob/living/simple_animal/hostile/proc/handle_charge_target(var/atom/target)
charge_state = TRUE
throw_at(target, charge_distance, 1, src, FALSE, TRUE, callback = CALLBACK(src, .proc/charge_end))
COOLDOWN_START(src, charge_cooldown, charge_frequency)
return TRUE
/**
* Proc that handles a charge attack after it's concluded.
*/
/mob/living/simple_animal/hostile/proc/charge_end()
charge_state = FALSE
/**
* Proc that handles the charge impact of the charging mob.
*/
/mob/living/simple_animal/hostile/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!charge_state)
return ..()
if(hit_atom)
if(isliving(hit_atom))
var/mob/living/L = hit_atom
var/blocked = FALSE
if(ishuman(hit_atom))
var/mob/living/carbon/human/H = hit_atom
var/list/return_list = list()
if(H.mob_run_block(src, 0, "the [name]", ATTACK_TYPE_TACKLE, 0, src, null, return_list) & BLOCK_SUCCESS)
blocked = TRUE
if(!blocked)
blocked = return_list[BLOCK_RETURN_MITIGATION_PERCENT]
if(!blocked)
L.visible_message("<span class='danger'>[src] charges on [L]!</span>", "<span class='userdanger'>[src] charges into you!</span>")
L.Knockdown(knockdown_time)
else
Stun((knockdown_time * 2), 1, 1)
charge_end()
else if(hit_atom.density && !hit_atom.CanPass(src))
visible_message("<span class='danger'>[src] smashes into [hit_atom]!</span>")
Stun((knockdown_time * 2), 1, 1)
if(charge_state)
charge_state = FALSE
update_icons()
update_mobility()
@@ -0,0 +1,42 @@
/**
* Lobstrosities, the poster boy of charging AI mobs. Drops crab meat and bones.
* Outside of charging, it's intended behavior is that it is generally slow moving, but makes up for that with a knockdown attack to score additional hits.
*/
/mob/living/simple_animal/hostile/asteroid/lobstrosity
name = "arctic lobstrosity"
desc = "A marvel of evolution gone wrong, the frosty ice produces underground lakes where these ill tempered seafood gather. Beware its charge."
icon = 'icons/mob/icemoon/icemoon_monsters.dmi'
icon_state = "arctic_lobstrosity"
icon_living = "arctic_lobstrosity"
icon_dead = "arctic_lobstrosity_dead"
mob_biotypes = MOB_ORGANIC|MOB_BEAST
mouse_opacity = MOUSE_OPACITY_ICON
friendly_verb_continuous = "chitters at"
friendly_verb_simple = "chits at"
speak_emote = list("chitters")
speed = 3
move_to_delay = 20
maxHealth = 150
health = 150
obj_damage = 15
melee_damage_lower = 15
melee_damage_upper = 19
attack_verb_continuous = "snips"
attack_verb_simple = "snip"
attack_sound = 'sound/weapons/bite.ogg'
weather_immunities = list("snow")
vision_range = 5
aggro_vision_range = 7
charger = TRUE
charge_distance = 4
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/crab = 2, /obj/item/stack/sheet/bone = 2)
robust_searching = TRUE
footstep_type = FOOTSTEP_MOB_CLAW
gold_core_spawnable = HOSTILE_SPAWN
/mob/living/simple_animal/hostile/asteroid/lobstrosity/lava
name = "tropical lobstrosity"
desc = "A marvel of evolution gone wrong, the sulfur lakes of lavaland have given them a vibrant, red hued shell. Beware its charge."
icon_state = "lobstrosity"
icon_living = "lobstrosity"
icon_dead = "lobstrosity_dead"
@@ -59,12 +59,12 @@
/mob/living/simple_animal/hostile/retaliate/ghost/proc/give_hair()
if(ghost_hair_style != null)
ghost_hair = mutable_appearance('icons/mob/human_face.dmi', "hair_[ghost_hair_style]", -HAIR_LAYER)
ghost_hair = mutable_appearance('icons/mob/hair.dmi', "hair_[ghost_hair_style]", -HAIR_LAYER)
ghost_hair.alpha = 200
ghost_hair.color = ghost_hair_color
add_overlay(ghost_hair)
if(ghost_facial_hair_style != null)
ghost_facial_hair = mutable_appearance('icons/mob/human_face.dmi', "facial_[ghost_facial_hair_style]", -HAIR_LAYER)
ghost_facial_hair = mutable_appearance('icons/mob/hair.dmi', "facial_[ghost_facial_hair_style]", -HAIR_LAYER)
ghost_facial_hair.alpha = 200
ghost_facial_hair.color = ghost_facial_hair_color
add_overlay(ghost_facial_hair)
@@ -62,6 +62,9 @@
/mob/living/simple_animal/hostile/wizard/handle_automated_action()
. = ..()
INVOKE_ASYNC(src, .proc/AutomatedCast)
/mob/living/simple_animal/hostile/wizard/proc/AutomatedCast()
if(target && next_cast < world.time)
if((get_dir(src,target) in list(SOUTH,EAST,WEST,NORTH)) && fireball.cast_check(0,src)) //Lined up for fireball
src.setDir(get_dir(src,target))
@@ -436,12 +436,7 @@
newspeak.Add(possible_phrase)
speak = newspeak
//Search for item to steal
parrot_interest = search_for_item()
if(parrot_interest)
emote("me", EMOTE_VISIBLE, "looks in [parrot_interest]'s direction and takes flight.")
parrot_state = PARROT_SWOOP | PARROT_STEAL
icon_state = icon_living
INVOKE_ASYNC(src, .proc/attempt_item_theft)
return
//-----WANDERING - This is basically a 'I dont know what to do yet' state
@@ -620,6 +615,14 @@
parrot_lastmove = src.loc
return 0
/mob/living/simple_animal/parrot/proc/attempt_item_theft()
//Search for item to steal
search_for_item()
if(parrot_interest)
emote("me", EMOTE_VISIBLE, "looks in [parrot_interest]'s direction and takes flight.")
parrot_state = PARROT_SWOOP | PARROT_STEAL
icon_state = icon_living
/mob/living/simple_animal/parrot/proc/search_for_item()
var/item
for(var/atom/movable/AM in view(src))
@@ -6,6 +6,7 @@
gender = PLURAL //placeholder
///How much blud it has for bloodsucking
blood_volume = 550
rad_flags = RAD_NO_CONTAMINATE
status_flags = CANPUSH
+56
View File
@@ -0,0 +1,56 @@
/**
* Attempts to use an amount of stamina from our stamina buffer.
* Does not use anything if we don't have enough.
*
* Returns TRUE or FALSE based on if we have it.
*/
/mob/living/proc/UseStaminaBuffer(amount, warn = FALSE, considered_action = TRUE)
if(!(combat_flags & COMBAT_FLAG_STAMINA_BUFFER))
return TRUE
if(stamina_buffer < amount)
var/stamina_health = getStaminaLoss()
if(stamina_health > STAMINA_NO_OVERDRAW_THRESHOLD)
if(warn)
to_chat(src, "<span class='warning'>You do not have enough action stamina to do that!</span>")
return FALSE
adjustStaminaLoss(amount * CONFIG_GET(number/stamina_combat/overdraw_penalty_factor))
else
stamina_buffer -= amount
if(considered_action)
stamina_buffer_last_use = world.time
UpdateStaminaBuffer()
return TRUE
/**
* Updates our stamina buffer amount.
*/
/mob/living/proc/UpdateStaminaBuffer(updating_hud = TRUE)
var/time = world.time - stamina_buffer_regen_last
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/buffer_max, buffer_max)
stamina_buffer_regen_last = world.time
if((stamina_buffer >= buffer_max) || !(combat_flags & COMBAT_FLAG_STAMINA_BUFFER))
stamina_buffer = buffer_max
return
else if(!time || HAS_TRAIT(src, TRAIT_NO_STAMINA_BUFFER_REGENERATION))
return
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/out_of_combat_timer, out_of_combat_timer)
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/base_regeneration, base_regeneration)
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/combat_regeneration, combat_regeneration)
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/percent_regeneration_out_of_combat, percent_regeneration_out_of_combat)
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/post_action_penalty_delay, post_action_penalty_delay)
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/post_action_penalty_factor, post_action_penalty_factor)
var/base_regen = (SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))? base_regeneration : combat_regeneration
var/time_since_last_action = world.time - stamina_buffer_last_use
var/action_penalty = ((time_since_last_action) < (post_action_penalty_delay * 10))? post_action_penalty_factor : 1
var/out_of_combat_bonus = (time_since_last_action < (out_of_combat_timer * 10))? 0 : ((buffer_max * percent_regeneration_out_of_combat * 0.01))
var/regen = ((base_regen * action_penalty) + out_of_combat_bonus) * time * 0.1 * stamina_buffer_regen_mod
stamina_buffer += min((buffer_max - stamina_buffer), regen)
if(updating_hud)
hud_used?.staminabuffer?.mark_dirty()
/**
* Boosts our stamina buffer by this much.
*/
/mob/living/proc/RechargeStaminaBuffer(amount)
stamina_buffer += abs(amount)
UpdateStaminaBuffer()
+1 -2
View File
@@ -39,8 +39,7 @@
update_client_colour()
update_mouse_pointer()
if(client)
client.change_view(CONFIG_GET(string/default_view)) // Resets the client.view in case it was changed.
client.view_size?.resetToDefault()
if(client.player_details && istype(client.player_details))
if(client.player_details.player_actions.len)
for(var/datum/action/A in client.player_details.player_actions)
+1 -1
View File
@@ -39,6 +39,7 @@
. = ..()
update_config_movespeed()
update_movespeed(TRUE)
initialize_actionspeed()
hook_vr("mob_new",list(src))
/mob/GenerateTag()
@@ -491,7 +492,6 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
client.prefs.chat_toggles ^= CHAT_OOC
if (!(client.prefs.chat_toggles & CHAT_OOC) && isdead(new_mob))
client.prefs.chat_toggles ^= CHAT_OOC
client.change_view(CONFIG_GET(string/default_view))
new_mob.ckey = ckey
if(send_signal)
SEND_SIGNAL(src, COMSIG_MOB_KEY_CHANGE, new_mob, src)
+7
View File
@@ -58,6 +58,13 @@
var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
/// The calculated mob speed slowdown based on the modifiers list
var/cached_multiplicative_slowdown
/// List of action speed modifiers applying to this mob
var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
/// The calculated mob action speed slowdown based on the modifiers list
var/cached_multiplicative_actions_slowdown
/////////////////
var/name_archive //For admin things like possession