initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,123 @@
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//CONTAINS: Suit fibers and Detective's Scanning Computer
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/atom/var/list/suit_fibers
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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if(M.gloves && istype(M.gloves,/obj/item/clothing/))
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var/obj/item/clothing/gloves/G = M.gloves
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands > 1)
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if(add_blood(M.blood_DNA))
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M.bloody_hands--
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if(!suit_fibers) suit_fibers = list()
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var/fibertext
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var/item_multiplier = istype(src,/obj/item)?1.2:1
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if(M.wear_suit)
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fibertext = "Material from \a [M.wear_suit]."
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if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
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//world.log << "Added fibertext: [fibertext]"
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suit_fibers += fibertext
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if(!(M.wear_suit.body_parts_covered & CHEST))
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if(M.w_uniform)
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fibertext = "Fibers from \a [M.w_uniform]."
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if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
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//world.log << "Added fibertext: [fibertext]"
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suit_fibers += fibertext
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if(!(M.wear_suit.body_parts_covered & HANDS))
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if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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//world.log << "Added fibertext: [fibertext]"
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suit_fibers += fibertext
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else if(M.w_uniform)
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fibertext = "Fibers from \a [M.w_uniform]."
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if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
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// "Added fibertext: [fibertext]"
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suit_fibers += fibertext
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if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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//world.log << "Added fibertext: [fibertext]"
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suit_fibers += "Material from a pair of [M.gloves.name]."
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else if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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//world.log << "Added fibertext: [fibertext]"
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suit_fibers += "Material from a pair of [M.gloves.name]."
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/atom/proc/add_hiddenprint(mob/living/M)
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if(!M || !M.key)
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return
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if(!fingerprintshidden) //Add the list if it does not exist
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fingerprintshidden = list()
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var/hasgloves = ""
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.gloves)
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hasgloves = "(gloves)"
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var/current_time = time_stamp()
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if(!fingerprintshidden[M.key])
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fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]."
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else
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var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
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if(laststamppos)
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fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
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fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]."
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fingerprintslast = M.ckey
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//Set ignoregloves to add prints irrespective of the mob having gloves on.
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/atom/proc/add_fingerprint(mob/living/M, ignoregloves = 0)
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if(!M || !M.key)
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return
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add_hiddenprint(M)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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add_fibers(H)
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if(H.gloves) //Check if the gloves (if any) hide fingerprints
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.transfer_prints)
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ignoregloves = 1
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if(!ignoregloves)
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H.gloves.add_fingerprint(H, 1) //ignoregloves = 1 to avoid infinite loop.
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return
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if(!fingerprints) //Add the list if it does not exist
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fingerprints = list()
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var/full_print = md5(H.dna.uni_identity)
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fingerprints[full_print] = full_print
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/atom/proc/transfer_fingerprints_to(atom/A)
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// Make sure everything are lists.
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if(!islist(A.fingerprints))
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A.fingerprints = list()
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if(!islist(A.fingerprintshidden))
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A.fingerprintshidden = list()
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if(!islist(fingerprints))
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fingerprints = list()
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if(!islist(fingerprintshidden))
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fingerprintshidden = list()
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// Transfer
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if(fingerprints)
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A.fingerprints |= fingerprints.Copy() //detective
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if(fingerprintshidden)
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A.fingerprintshidden |= fingerprintshidden.Copy() //admin
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A.fingerprintslast = fingerprintslast
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@@ -0,0 +1,95 @@
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//CONTAINS: Evidence bags
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/obj/item/weapon/evidencebag
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name = "evidence bag"
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desc = "An empty evidence bag."
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icon = 'icons/obj/storage.dmi'
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icon_state = "evidenceobj"
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item_state = ""
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w_class = 1
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/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user,proximity)
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if(!proximity || loc == I)
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return
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evidencebagEquip(I, user)
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/obj/item/weapon/evidencebag/attackby(obj/item/I, mob/user, params)
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if(evidencebagEquip(I, user))
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return 1
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/obj/item/weapon/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
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if(!istype(I) || I.anchored == 1)
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return
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if(istype(I, /obj/item/weapon/evidencebag))
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user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
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return 1 //now this is podracing
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if(I.w_class > 3)
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user << "<span class='notice'>[I] won't fit in [src].</span>"
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return
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if(contents.len)
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user << "<span class='notice'>[src] already has something inside it.</span>"
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return
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if(!isturf(I.loc)) //If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
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if(istype(I.loc,/obj/item/weapon/storage)) //in a container.
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var/obj/item/weapon/storage/U = I.loc
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U.remove_from_storage(I, src)
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else if(user.l_hand == I) //in a hand
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user.drop_l_hand()
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else if(user.r_hand == I) //in a hand
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user.drop_r_hand()
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else
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return
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user.visible_message("[user] puts [I] into [src].", "<span class='notice'>You put [I] inside [src].</span>",\
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"<span class='italics'>You hear a rustle as someone puts something into a plastic bag.</span>")
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icon_state = "evidence"
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var/xx = I.pixel_x //save the offset of the item
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var/yy = I.pixel_y
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I.pixel_x = 0 //then remove it so it'll stay within the evidence bag
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I.pixel_y = 0
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var/image/img = image("icon"=I, "layer"=FLOAT_LAYER) //take a snapshot. (necessary to stop the underlays appearing under our inventory-HUD slots ~Carn
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I.pixel_x = xx //and then return it
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I.pixel_y = yy
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add_overlay(img)
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add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey.
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desc = "An evidence bag containing [I]. [I.desc]"
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I.loc = src
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w_class = I.w_class
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return 1
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/obj/item/weapon/evidencebag/attack_self(mob/user)
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if(contents.len)
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var/obj/item/I = contents[1]
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user.visible_message("[user] takes [I] out of [src].", "<span class='notice'>You take [I] out of [src].</span>",\
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"<span class='italics'>You hear someone rustle around in a plastic bag, and remove something.</span>")
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cut_overlays() //remove the overlays
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user.put_in_hands(I)
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w_class = 1
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icon_state = "evidenceobj"
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desc = "An empty evidence bag."
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else
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user << "[src] is empty."
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icon_state = "evidenceobj"
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return
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/obj/item/weapon/storage/box/evidence
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name = "evidence bag box"
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desc = "A box claiming to contain evidence bags."
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/obj/item/weapon/storage/box/evidence/New()
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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..()
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return
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@@ -0,0 +1,49 @@
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/mob
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var/bloody_hands = 0
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/obj/item/clothing/gloves
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var/transfer_blood = 0
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/obj/item/weapon/reagent_containers/glass/rag
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name = "damp rag"
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desc = "For cleaning up messes, you suppose."
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w_class = 1
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icon = 'icons/obj/toy.dmi'
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icon_state = "rag"
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flags = OPENCONTAINER | NOBLUDGEON
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = list()
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volume = 5
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spillable = 0
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/obj/item/weapon/reagent_containers/glass/rag/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] ties the [src.name] around their head and groans! It looks like--</span>")
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user.say("MY BRAIN HURTS!!")
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return (OXYLOSS)
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/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user,proximity)
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if(!proximity)
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return
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if(iscarbon(A) && A.reagents && reagents.total_volume)
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var/mob/living/carbon/C = A
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if(user.a_intent == "harm" && !C.is_mouth_covered())
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reagents.reaction(C, INGEST)
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reagents.trans_to(C, reagents.total_volume)
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C.visible_message("<span class='danger'>[user] has smothered \the [C] with \the [src]!</span>", "<span class='userdanger'>[user] has smothered you with \the [src]!</span>", "<span class='italics'>You hear some struggling and muffled cries of surprise.</span>")
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var/reagentlist = pretty_string_from_reagent_list(A.reagents)
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log_game("[key_name(user)] smothered [key_name(A)] with a damp rag containing [reagentlist]")
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log_attack("[key_name(user)] smothered [key_name(A)] with a damp rag containing [reagentlist]")
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else
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reagents.reaction(C, TOUCH)
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reagents.clear_reagents()
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C.visible_message("<span class='notice'>[user] has touched \the [C] with \the [src].</span>")
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else if(istype(A) && src in user)
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user.visible_message("[user] starts to wipe down [A] with [src]!", "<span class='notice'>You start to wipe down [A] with [src]...</span>")
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if(do_after(user,30, target = A))
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user.visible_message("[user] finishes wiping off the [A]!", "<span class='notice'>You finish wiping off the [A].</span>")
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A.clean_blood()
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A.wash_cream()
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return
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@@ -0,0 +1,174 @@
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//CONTAINS: Detective's Scanner
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// TODO: Split everything into easy to manage procs.
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/obj/item/device/detective_scanner
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name = "forensic scanner"
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desc = "Used to remotely scan objects and biomass for DNA and fingerprints. Can print a report of the findings."
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icon_state = "forensicnew"
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w_class = 2
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item_state = "electronic"
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flags = CONDUCT | NOBLUDGEON
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slot_flags = SLOT_BELT
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var/scanning = 0
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var/list/log = list()
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origin_tech = "engineering=4;biotech=2;programming=5"
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/obj/item/device/detective_scanner/attack_self(mob/user)
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if(log.len && !scanning)
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scanning = 1
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user << "<span class='notice'>Printing report, please wait...</span>"
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spawn(100)
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// Create our paper
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var/obj/item/weapon/paper/P = new(get_turf(src))
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P.name = "paper- 'Scanner Report'"
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P.info = "<center><font size='6'><B>Scanner Report</B></font></center><HR><BR>"
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P.info += jointext(log, "<BR>")
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P.info += "<HR><B>Notes:</B><BR>"
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P.info_links = P.info
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if(ismob(loc))
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var/mob/M = loc
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M.put_in_hands(P)
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M << "<span class='notice'>Report printed. Log cleared.<span>"
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// Clear the logs
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log = list()
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scanning = 0
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else
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user << "<span class='notice'>The scanner has no logs or is in use.</span>"
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/obj/item/device/detective_scanner/attack(mob/living/M, mob/user)
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return
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/obj/item/device/detective_scanner/afterattack(atom/A, mob/user, proximity)
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scan(A, user)
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/obj/item/device/detective_scanner/proc/scan(atom/A, mob/user)
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if(!scanning)
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// Can remotely scan objects and mobs.
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if(!in_range(A, user) && !(A in view(world.view, user)))
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return
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if(loc != user)
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return
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scanning = 1
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user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
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user << "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>"
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// GATHER INFORMATION
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//Make our lists
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var/list/fingerprints = list()
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var/list/blood = list()
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var/list/fibers = list()
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var/list/reagents = list()
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var/target_name = A.name
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// Start gathering
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if(A.blood_DNA && A.blood_DNA.len)
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blood = A.blood_DNA.Copy()
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if(A.suit_fibers && A.suit_fibers.len)
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fibers = A.suit_fibers.Copy()
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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if(!H.gloves)
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fingerprints += md5(H.dna.uni_identity)
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else if(!ismob(A))
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if(A.fingerprints && A.fingerprints.len)
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fingerprints = A.fingerprints.Copy()
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// Only get reagents from non-mobs.
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if(A.reagents && A.reagents.reagent_list.len)
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for(var/datum/reagent/R in A.reagents.reagent_list)
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reagents[R.name] = R.volume
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_DNA"] && R.data["blood_type"])
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var/blood_DNA = R.data["blood_DNA"]
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var/blood_type = R.data["blood_type"]
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blood[blood_DNA] = blood_type
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// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
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spawn(0)
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var/found_something = 0
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add_log("<B>[worldtime2text()][get_timestamp()] - [target_name]</B>", 0)
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// Fingerprints
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if(fingerprints && fingerprints.len)
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sleep(30)
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add_log("<span class='info'><B>Prints:</B></span>")
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for(var/finger in fingerprints)
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add_log("[finger]")
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found_something = 1
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// Blood
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if (blood && blood.len)
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sleep(30)
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add_log("<span class='info'><B>Blood:</B></span>")
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found_something = 1
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for(var/B in blood)
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add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
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//Fibers
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if(fibers && fibers.len)
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sleep(30)
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add_log("<span class='info'><B>Fibers:</B></span>")
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for(var/fiber in fibers)
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add_log("[fiber]")
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found_something = 1
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//Reagents
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if(reagents && reagents.len)
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sleep(30)
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add_log("<span class='info'><B>Reagents:</B></span>")
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for(var/R in reagents)
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add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
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found_something = 1
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// Get a new user
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var/mob/holder = null
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if(ismob(src.loc))
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holder = src.loc
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if(!found_something)
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add_log("<I># No forensic traces found #</I>", 0) // Don't display this to the holder user
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if(holder)
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holder << "<span class='warning'>Unable to locate any fingerprints, materials, fibers, or blood on \the [target_name]!</span>"
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||||
else
|
||||
if(holder)
|
||||
holder << "<span class='notice'>You finish scanning \the [target_name].</span>"
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||||
|
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add_log("---------------------------------------------------------", 0)
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scanning = 0
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return
|
||||
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/obj/item/device/detective_scanner/proc/add_log(msg, broadcast = 1)
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if(scanning)
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||||
if(broadcast && ismob(loc))
|
||||
var/mob/M = loc
|
||||
M << msg
|
||||
log += " [msg]"
|
||||
else
|
||||
CRASH("[src] \ref[src] is adding a log when it was never put in scanning mode!")
|
||||
|
||||
/proc/get_timestamp()
|
||||
return time2text(world.time + 432000, ":ss")
|
||||
Reference in New Issue
Block a user