# Conflicts:
#	code/modules/ninja/suit/ninjaDrainAct.dm
This commit is contained in:
zerothebigboy
2021-05-02 22:47:39 -04:00
448 changed files with 310031 additions and 306315 deletions
+2 -3
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@@ -83,8 +83,7 @@
standard_outfit_options = list()
for(var/path in subtypesof(/datum/outfit/job))
var/datum/outfit/O = path
if(initial(O.can_be_admin_equipped))
standard_outfit_options[initial(O.name)] = path
standard_outfit_options[initial(O.name)] = path
sortTim(standard_outfit_options, /proc/cmp_text_asc)
outfit_options = standard_outfit_options
@@ -277,7 +276,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/under/chameleon)
item_state = "bl_suit"
desc = "It's a plain jumpsuit. It has a small dial on the wrist."
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
sensor_flags = NONE
resistance_flags = NONE
can_adjust = FALSE
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+3 -5
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@@ -233,7 +233,7 @@
/obj/item/clothing/examine(mob/user)
. = ..()
if(damaged_clothes == CLOTHING_SHREDDED)
. += "<span class='warning'><b>It is completely shredded and requires mending before it can be worn again!</b></span>"
. += "<span class='warning'><b>It is completely shredded and requires mending!</b></span>"
return
for(var/zone in damage_by_parts)
var/pct_damage_part = damage_by_parts[zone] / limb_integrity * 100
@@ -437,12 +437,10 @@ BLIND // can't see anything
damaged_clothes = CLOTHING_SHREDDED
body_parts_covered = NONE
name = "shredded [initial(name)]"
slot_flags = NONE
update_clothes_damaged_state()
update_clothes_damaged_state(CLOTHING_SHREDDED)
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[M]'s [src.name] falls off, completely shredded!</span>", "<span class='warning'><b>Your [src.name] falls off, completely shredded!</b></span>", vision_distance = COMBAT_MESSAGE_RANGE)
M.dropItemToGround(src)
M.visible_message("<span class='danger'>[M]'s [src.name] is completely shredded!</span>", "<span class='userdanger'>Your [src.name] is completely shredded!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
else
..()
@@ -358,6 +358,12 @@
..()
user.cure_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/fakeblindfold
name = "thin blindfold"
desc = "Covers the eyes, but not thick enough to obscure vision. Mostly for aesthetic."
icon_state = "blindfoldwhite"
item_state = "blindfoldwhite"
/obj/item/clothing/glasses/sunglasses/blindfold/white
name = "blind personnel blindfold"
desc = "Indicates that the wearer suffers from blindness."
+32 -2
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@@ -78,10 +78,40 @@
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/mask/joy
name = "joy mask"
desc = "Express your happiness or hide your sorrows with this laughing face with crying tears of joy cutout."
name = "Emotional Mask"
desc = "Express your happiness or hide your sorrows with this modular cutout."
icon_state = "joy"
clothing_flags = ALLOWINTERNALS
mutantrace_variation = STYLE_MUZZLE
actions_types = list(/datum/action/item_action/adjust)
var/static/list/joymask_designs = list()
/obj/item/clothing/mask/joy/Initialize(mapload)
. = ..()
joymask_designs = list(
"Joy" = image(icon = src.icon, icon_state = "joy"),
"Flushed" = image(icon = src.icon, icon_state = "flushed"),
"Pensive" = image(icon = src.icon, icon_state = "pensive"),
"Angry" = image(icon = src.icon, icon_state = "angry"),
)
/obj/item/clothing/mask/joy/ui_action_click(mob/user)
if(!istype(user) || user.incapacitated())
return
var/static/list/options = list("Joy" = "joy", "Flushed" = "flushed", "Pensive" = "pensive","Angry" ="angry")
var/choice = show_radial_menu(user, src, joymask_designs, custom_check = FALSE, radius = 36, require_near = TRUE)
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(user, "<span class='notice'>Your Joy mask now has a [choice] Emotion!</span>")
return 1
/obj/item/clothing/mask/pig
name = "pig mask"
+1 -1
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@@ -145,7 +145,7 @@
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters."
icon_state = "riot"
icon_state = "swat"
item_state = "swat_suit"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
+104 -25
View File
@@ -7,11 +7,14 @@
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
limb_integrity = 30
limb_integrity = 120
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
var/sensor_flags = SENSOR_RANDOM
var/sensor_mode = NO_SENSORS
var/sensor_mode_intended = NO_SENSORS //if sensors become damaged and are repaired later, it will revert to the user's intended preferences
var/sensormaxintegrity = 200 //if this is zero, then our sensors can only be destroyed by shredded clothing
var/sensordamage = 0 //how much damage did our sensors take?
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
@@ -31,30 +34,76 @@
. += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
if(damaged_clothes)
to_chat(user,"<span class='warning'>You should repair the damage done to [src] first.</span>")
if((sensordamage || (has_sensor < HAS_SENSORS && has_sensor != NO_SENSORS)) && istype(I, /obj/item/stack/cable_coil))
if(damaged_clothes == CLOTHING_SHREDDED)
to_chat(user,"<span class='warning'>[src] is too damaged to have its suit sensors repaired! Repair it first.</span>")
return 0
var/obj/item/stack/cable_coil/C = I
I.use_tool(src, user, 0, 1)
has_sensor = HAS_SENSORS
sensordamage = 0
sensor_mode = sensor_mode_intended
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
return 1
if(!attach_accessory(I, user))
return ..()
/obj/item/clothing/under/take_damage_zone(def_zone, damage_amount, damage_type, armour_penetration)
..()
if(sensormaxintegrity == 0 || has_sensor == NO_SENSORS || sensordamage >= sensormaxintegrity) return //sensors are invincible if max integrity is 0
var/damage_dealt = take_damage(damage_amount * 0.1, damage_type, armour_penetration, FALSE) * 10 // only deal 10% of the damage to the general integrity damage, then multiply it by 10 so we know how much to deal to limb
sensordamage += damage_dealt
var/integ = has_sensor
var/newinteg = sensorintegrity()
if(newinteg != integ)
if(newinteg < integ && iscarbon(src.loc)) //the first check is to see if for some inexplicable reason the attack healed our suit sensors
var/mob/living/carbon/C = src.loc
switch(newinteg)
if(DAMAGED_SENSORS_VITALS)
to_chat(C,"<span class='warning'>Your tracking beacon on your suit sensors have shorted out!</span>")
if(DAMAGED_SENSORS_LIVING)
to_chat(C,"<span class='warning'>Your vital tracker on your suit sensors have shorted out!</span>")
if(BROKEN_SENSORS)
to_chat(C,"<span class='userdanger'>Your suit sensors have shorted out completely!</span>")
updatesensorintegrity(newinteg)
/obj/item/clothing/under/proc/sensorintegrity()
var/percentage = sensordamage/sensormaxintegrity //calculate the percentage of how much damage taken
if(percentage < SENSOR_INTEGRITY_COORDS) return HAS_SENSORS
else if(percentage < SENSOR_INTEGRITY_VITALS) return DAMAGED_SENSORS_VITALS
else if(percentage < SENSOR_INTEGRITY_BINARY) return DAMAGED_SENSORS_LIVING
else return BROKEN_SENSORS
/obj/item/clothing/under/proc/updatesensorintegrity(integ = HAS_SENSORS)
if(sensormaxintegrity == 0 || has_sensor == NO_SENSORS) return //sanity check
has_sensor = integ
switch(has_sensor)
if(HAS_SENSORS)
sensor_mode = sensor_mode_intended
if(DAMAGED_SENSORS_VITALS)
if(sensor_mode > SENSOR_VITALS) sensor_mode = SENSOR_VITALS
if(DAMAGED_SENSORS_LIVING)
if(sensor_mode > SENSOR_LIVING) sensor_mode = SENSOR_LIVING
if(BROKEN_SENSORS)
sensor_mode = NO_SENSORS
/obj/item/clothing/under/update_clothes_damaged_state()
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_w_uniform()
if(has_sensor > NO_SENSORS)
if(has_sensor > NO_SENSORS && damaged_clothes == CLOTHING_SHREDDED)
has_sensor = BROKEN_SENSORS
sensordamage = sensormaxintegrity
/obj/item/clothing/under/New()
if(random_sensor)
if(sensor_flags & SENSOR_RANDOM)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
sensor_mode_intended = sensor_mode
..()
/obj/item/clothing/under/equipped(mob/user, slot)
@@ -143,9 +192,14 @@
. += "Alt-click on [src] to wear it normally."
else
. += "Alt-click on [src] to wear it casually."
if (has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out."
else if(has_sensor > NO_SENSORS)
switch(has_sensor)
if(BROKEN_SENSORS)
. += "<span class='warning'>Its sensors appear to be shorted out completely. It can be repaired using cable.</span>"
if(DAMAGED_SENSORS_LIVING)
. += "<span class='warning'>Its sensors appear to have its tracking beacon and vital tracker broken. It can be repaired using cable.</span>"
if(DAMAGED_SENSORS_VITALS)
. += "<span class='warning'>Its sensors appear to have its tracking beacon broken. It can be repaired using cable.</span>"
if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
@@ -167,12 +221,12 @@
return
if (!can_use(M))
return
if(src.has_sensor == LOCKED_SENSORS)
to_chat(usr, "The controls are locked.")
return 0
if(src.has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return 0
if(src.sensor_flags & SENSOR_LOCKED)
to_chat(usr, "The controls are locked.")
return 0
if(src.has_sensor <= NO_SENSORS)
to_chat(usr, "This suit does not have any sensors.")
return 0
@@ -182,18 +236,34 @@
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
sensor_mode_intended = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
switch(sensor_mode_intended)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
sensor_mode = sensor_mode_intended
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
sensor_mode = sensor_mode_intended
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(src.has_sensor == DAMAGED_SENSORS_LIVING)
to_chat(usr, "<span class='warning'>Your suit's vital tracker is broken, so it will only report whether you are alive or dead.</span>")
sensor_mode = SENSOR_LIVING
else
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
sensor_mode = sensor_mode_intended
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
switch(src.has_sensor)
if(DAMAGED_SENSORS_LIVING)
to_chat(usr, "<span class='warning'>Your suit's tracking beacon and vital tracker is broken, so it will only report whether you are alive or dead.</span>")
sensor_mode = SENSOR_LIVING
if(DAMAGED_SENSORS_VITALS)
to_chat(usr, "<span class='warning'>Your suit's tracking beacon is broken, so it will only report your vital lifesigns.</span>")
sensor_mode = SENSOR_VITALS
if(HAS_SENSORS)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
sensor_mode = sensor_mode_intended
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
@@ -210,19 +280,28 @@
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(src.has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return 0
if(src.sensor_flags & SENSOR_LOCKED)
to_chat(usr, "The controls are locked.")
return 0
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
sensor_mode_intended = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
switch(src.has_sensor)
if(DAMAGED_SENSORS_LIVING)
to_chat(usr, "<span class='warning'>Your suit's tracking beacon and vital tracker is broken, so it will only report whether you are alive or dead.</span>")
sensor_mode = SENSOR_LIVING
if(DAMAGED_SENSORS_VITALS)
to_chat(usr, "<span class='warning'>Your suit's tracking beacon is broken, so it will only report your vital lifesigns.</span>")
sensor_mode = SENSOR_VITALS
if(HAS_SENSORS)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
sensor_mode = sensor_mode_intended
if(ishuman(user))
var/mob/living/carbon/human/H = user
@@ -59,7 +59,7 @@
item_state = "captain_envirosuit"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 15)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
sensor_flags = NONE
/obj/item/clothing/under/plasmaman/mime
name = "mime envirosuit"
@@ -5,7 +5,7 @@
item_state = "security_envirosuit"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 10)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
sensor_flags = NONE
/obj/item/clothing/under/plasmaman/security/warden
name = "warden plasma envirosuit"
+1 -1
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@@ -5,7 +5,7 @@
item_state = "b_suit"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 15)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
sensor_flags = NONE
/obj/item/clothing/under/rank/captain/util
name = "command utility uniform"
+1 -1
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@@ -12,7 +12,7 @@
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
sensor_flags = NONE
/obj/item/clothing/under/rank/security/officer
name = "security jumpsuit"
+4 -4
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@@ -23,16 +23,15 @@
name = "prison jumpsuit"
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "prisoner"
item_state = "o_suit"
has_sensor = LOCKED_SENSORS
item_state = "prisoner"
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
sensor_flags = SENSOR_LOCKED
/obj/item/clothing/under/rank/prisoner/skirt
name = "prison jumpskirt"
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "prisoner_skirt"
item_state = "o_suit"
item_state = "prisoner_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -166,6 +165,7 @@
/obj/item/clothing/under/misc/gear_harness
name = "gear harness"
desc = "A simple, inconspicuous harness replacement for a jumpsuit."
limb_integrity = 180
icon_state = "gear_harness"
item_state = "gear_harness"
can_adjust = TRUE