initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,26 @@
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/mob/living/carbon/proc/dream()
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set waitfor = 0
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dreaming = 1
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var/list/dreams = list(
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"an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the captain",
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"voices from all around","deep space","a doctor","the engine","a traitor","an ally","darkness",
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"light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun",
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"a hat","the Luna","a ruined station","a planet","plasma","air","the medical bay","the bridge","blinking lights",
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"a blue light","an abandoned laboratory","Nanotrasen","The Syndicate","blood","healing","power","respect",
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"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying"
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)
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for(var/i = rand(1,4),i > 0, i--)
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var/dream_image = pick(dreams)
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dreams -= dream_image
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src << "<span class='notice'><i>... [dream_image] ...</i></span>"
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sleep(rand(40,70))
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if(paralysis <= 0)
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dreaming = 0
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return 0
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dreaming = 0
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return 1
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/mob/living/carbon/proc/handle_dreams()
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if(prob(5) && !dreaming) dream()
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/mob/living/carbon/var/dreaming = 0
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@@ -0,0 +1,717 @@
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/*
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Ideas for the subtle effects of hallucination:
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Light up oxygen/plasma indicators (done)
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Cause health to look critical/dead, even when standing (done)
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Characters silently watching you
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Brief flashes of fire/space/bombs/c4/dangerous shit (done)
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Items that are rare/traitorous/don't exist appearing in your inventory slots (done)
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Strange audio (should be rare) (done)
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Gunshots/explosions/opening doors/less rare audio (done)
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*/
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/mob/living/carbon/
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var/image/halimage
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var/image/halbody
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var/obj/halitem
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var/hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator, 5 - perfect health
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var/handling_hal = 0
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/mob/living/carbon/proc/handle_hallucinations()
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if(handling_hal)
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return
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//Least obvious
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var/list/minor = list("sounds"=20,"bolts_minor"=10,"whispers"=15,"message"=5)
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//Something's wrong here
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var/list/medium = list("hudscrew"=15,"items"=15,"dangerflash"=15,"bolts"=10,"flood"=10,"husks"=10,"battle"=10)
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//AAAAH
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var/list/major = list("fake"=10,"death"=5,"xeno"=10,"singulo"=10,"delusion"=10)
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var/grade = 0
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var/current = list()
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var/trip_length = 0
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handling_hal = 1
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while(hallucination > 20)
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sleep(rand(200,500)/(hallucination/25))
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trip_length += 1
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if(prob(min(20,trip_length*2)))
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grade = min(3,grade+1)
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if(prob(20))
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continue
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current = list()
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for(var/a in minor)
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current[a] = minor[a] * (grade==0?2:1)
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for(var/b in medium)
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current[b] = medium[b] * (grade==1?2:1)
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for(var/c in major)
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current[c] = major[c] * (grade==2?2:1)
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var/halpick = pickweight(current)
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hallucinate(halpick)
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handling_hal = 0
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/obj/effect/hallucination
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invisibility = INVISIBILITY_OBSERVER
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var/mob/living/carbon/target = null
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/obj/effect/hallucination/proc/wake_and_restore()
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target.hal_screwyhud = 0
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target.SetSleeping(0)
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/obj/effect/hallucination/simple
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var/image_icon = 'icons/mob/alien.dmi'
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var/image_state = "alienh_pounce"
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var/px = 0
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var/py = 0
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var/col_mod = null
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var/image/current_image = null
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var/image_layer = MOB_LAYER
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var/active = 1 //qdelery
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/obj/effect/hallucination/simple/New(loc,var/mob/living/carbon/T)
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target = T
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current_image = GetImage()
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if(target.client) target.client.images |= current_image
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/obj/effect/hallucination/simple/proc/GetImage()
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var/image/I = image(image_icon,loc,image_state,image_layer,dir=src.dir)
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I.pixel_x = px
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I.pixel_y = py
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if(col_mod)
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I.color = col_mod
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return I
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/obj/effect/hallucination/simple/proc/Show(update=1)
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if(active)
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if(target.client) target.client.images.Remove(current_image)
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if(update)
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current_image = GetImage()
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if(target.client) target.client.images |= current_image
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/obj/effect/hallucination/simple/update_icon(new_state,new_icon,new_px=0,new_py=0)
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image_state = new_state
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if(new_icon)
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image_icon = new_icon
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else
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image_icon = initial(image_icon)
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px = new_px
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py = new_py
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Show()
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/obj/effect/hallucination/simple/Moved(atom/OldLoc, Dir)
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Show()
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/obj/effect/hallucination/simple/Destroy()
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if(target.client) target.client.images.Remove(current_image)
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active = 0
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return ..()
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#define FAKE_FLOOD_EXPAND_TIME 30
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#define FAKE_FLOOD_MAX_RADIUS 7
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/obj/effect/hallucination/fake_flood
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//Plasma/N2O starts flooding from the nearby vent
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var/list/flood_images = list()
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var/list/turf/flood_turfs = list()
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var/image_icon = 'icons/effects/tile_effects.dmi'
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var/image_state = "plasma"
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var/radius = 0
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var/next_expand = 0
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/obj/effect/hallucination/fake_flood/New(loc,var/mob/living/carbon/T)
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..()
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target = T
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for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in orange(7,target))
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if(!U.welded)
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src.loc = U.loc
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break
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image_state = pick("plasma","nitrous_oxide")
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flood_images += image(image_icon,src,image_state,MOB_LAYER)
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flood_turfs += get_turf(src.loc)
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if(target.client) target.client.images |= flood_images
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next_expand = world.time + FAKE_FLOOD_EXPAND_TIME
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START_PROCESSING(SSobj, src)
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/obj/effect/hallucination/fake_flood/process()
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if(next_expand <= world.time)
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radius++
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if(radius > FAKE_FLOOD_MAX_RADIUS)
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qdel(src)
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return
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Expand()
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next_expand = world.time + FAKE_FLOOD_EXPAND_TIME
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/obj/effect/hallucination/fake_flood/proc/Expand()
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for(var/turf/T in circlerangeturfs(loc,radius))
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if((T in flood_turfs)|| T.blocks_air)
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continue
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flood_images += image(image_icon,T,image_state,MOB_LAYER)
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flood_turfs += T
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if(target.client)
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target.client.images |= flood_images
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/obj/effect/hallucination/fake_flood/Destroy()
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STOP_PROCESSING(SSobj, src)
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qdel(flood_turfs)
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flood_turfs = list()
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if(target.client)
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target.client.images.Remove(flood_images)
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target = null
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qdel(flood_images)
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flood_images = list()
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return ..()
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/obj/effect/hallucination/simple/xeno
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image_icon = 'icons/mob/alien.dmi'
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image_state = "alienh_pounce"
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/obj/effect/hallucination/simple/xeno/New(loc,var/mob/living/carbon/T)
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..()
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name = "alien hunter ([rand(1, 1000)])"
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/obj/effect/hallucination/simple/xeno/throw_impact(A)
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update_icon("alienh_pounce")
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if(A == target)
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target.Weaken(5)
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target.visible_message("<span class='danger'>[target] flails around wildly.</span>","<span class ='userdanger'>[name] pounces on you!</span>")
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/obj/effect/hallucination/xeno_attack
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//Xeno crawls from nearby vent,jumps at you, and goes back in
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var/obj/machinery/atmospherics/components/unary/vent_pump/pump = null
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var/obj/effect/hallucination/simple/xeno/xeno = null
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/obj/effect/hallucination/xeno_attack/New(loc,var/mob/living/carbon/T)
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target = T
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for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in orange(7,target))
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if(!U.welded)
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pump = U
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break
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if(pump)
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xeno = new(pump.loc,target)
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sleep(10)
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xeno.update_icon("alienh_leap",'icons/mob/alienleap.dmi',-32,-32)
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xeno.throw_at(target,7,1, spin = 0, diagonals_first = 1)
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sleep(10)
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xeno.update_icon("alienh_leap",'icons/mob/alienleap.dmi',-32,-32)
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xeno.throw_at(pump,7,1, spin = 0, diagonals_first = 1)
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sleep(10)
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var/xeno_name = xeno.name
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target << "<span class='notice'>[xeno_name] begins climbing into the ventilation system...</span>"
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sleep(10)
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qdel(xeno)
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target << "<span class='notice'>[xeno_name] scrambles into the ventilation ducts!</span>"
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qdel(src)
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/obj/effect/hallucination/singularity_scare
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//Singularity moving towards you.
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//todo Hide where it moved with fake space images
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var/obj/effect/hallucination/simple/singularity/s = null
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/obj/effect/hallucination/singularity_scare/New(loc,var/mob/living/carbon/T)
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target = T
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var/turf/start = T.loc
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var/screen_border = pick(SOUTH,EAST,WEST,NORTH)
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for(var/i = 0,i<11,i++)
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start = get_step(start,screen_border)
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s = new(start,target)
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for(var/i = 0,i<11,i++)
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sleep(5)
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s.loc = get_step(get_turf(s),get_dir(s,target))
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s.Show()
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s.Eat()
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qdel(s)
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/obj/effect/hallucination/simple/singularity
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image_icon = 'icons/effects/224x224.dmi'
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image_state = "singularity_s7"
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image_layer = MASSIVE_OBJ_LAYER
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px = -96
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py = -96
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/obj/effect/hallucination/simple/singularity/proc/Eat(atom/OldLoc, Dir)
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var/target_dist = get_dist(src,target)
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if(target_dist<=3) //"Eaten"
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target.hal_screwyhud = 1
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target.SetSleeping(20)
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addtimer(src, "wake_and_restore", rand(50, 100))
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/obj/effect/hallucination/battle
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/obj/effect/hallucination/battle/New(loc,var/mob/living/carbon/T)
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target = T
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var/hits = rand(3,6)
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switch(rand(1,5))
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if(1) //Laser fight
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for(var/i=0,i<hits,i++)
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target << sound('sound/weapons/Laser.ogg',0,1,0,25)
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sleep(rand(1,5))
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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if(2) //Esword fight
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target << sound('sound/weapons/saberon.ogg',0,1,0,15)
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for(var/i=0,i<hits,i++)
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target << sound('sound/weapons/blade1.ogg',,0,1,0,25)
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sleep(rand(1,5))
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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target << sound('sound/weapons/saberoff.ogg',0,1,0,15)
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if(3) //Gun fight
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for(var/i=0,i<hits,i++)
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target << sound(get_sfx("gunshot"),0,1,0,25)
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sleep(rand(1,5))
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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if(4) //Stunprod + cablecuff
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target << sound('sound/weapons/Egloves.ogg',0,1,40)
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target << sound(get_sfx("bodyfall"),0,1,0,25)
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sleep(30)
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target << sound('sound/weapons/cablecuff.ogg',0,1,0,15)
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if(5) // Tick Tock
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for(var/i=0,i<hits,i++)
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target << sound('sound/items/timer.ogg',0,1,0,25)
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sleep(15)
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qdel(src)
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/obj/effect/hallucination/delusion
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var/list/image/delusions = list()
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/obj/effect/hallucination/delusion/New(loc,mob/living/carbon/T,force_kind = null , duration = 300,skip_nearby = 1, custom_icon = null, custom_icon_file = null)
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target = T
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var/image/A = null
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var/kind = force_kind ? force_kind : pick("clown","corgi","carp","skeleton","demon")
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for(var/mob/living/carbon/human/H in living_mob_list)
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if(H == target)
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continue
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if(skip_nearby && (H in view(target)))
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continue
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switch(kind)
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if("clown")//Clown
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A = image('icons/mob/animal.dmi',H,"clown")
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if("carp")//Carp
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A = image('icons/mob/animal.dmi',H,"carp")
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if("corgi")//Corgi
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A = image('icons/mob/pets.dmi',H,"corgi")
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if("skeleton")//Skeletons
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A = image('icons/mob/human.dmi',H,"skeleton_s")
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if("demon")//Demon
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A = image('icons/mob/mob.dmi',H,"daemon")
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if("custom")
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A = image(custom_icon_file, H, custom_icon)
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A.override = 1
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if(target.client)
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delusions |= A
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target.client.images |= A
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sleep(duration)
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for(var/image/I in delusions)
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if(target.client)
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target.client.images.Remove(I)
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qdel(src)
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/obj/effect/hallucination/fakeattacker/New(loc,var/mob/living/carbon/T)
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target = T
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var/mob/living/carbon/human/clone = null
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var/clone_weapon = null
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for(var/mob/living/carbon/human/H in living_mob_list)
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if(H.stat || H.lying)
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continue
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clone = H
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break
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if(!clone)
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return
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var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(get_turf(target),target)
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if(clone.l_hand)
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if(!(locate(clone.l_hand) in non_fakeattack_weapons))
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clone_weapon = clone.l_hand.name
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F.weap = clone.l_hand
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else if (clone.r_hand)
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if(!(locate(clone.r_hand) in non_fakeattack_weapons))
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clone_weapon = clone.r_hand.name
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F.weap = clone.r_hand
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F.name = clone.name
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F.my_target = target
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F.weapon_name = clone_weapon
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F.left = image(clone,dir = WEST)
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F.right = image(clone,dir = EAST)
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F.up = image(clone,dir = NORTH)
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F.down = image(clone,dir = SOUTH)
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F.updateimage()
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qdel(src)
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/obj/effect/fake_attacker
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icon = null
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icon_state = null
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name = ""
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desc = ""
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density = 0
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anchored = 1
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opacity = 0
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var/mob/living/carbon/human/my_target = null
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var/weapon_name = null
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var/obj/item/weap = null
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var/image/stand_icon = null
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var/image/currentimage = null
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var/icon/base = null
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var/skin_tone
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var/mob/living/clone = null
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var/image/left
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var/image/right
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var/image/up
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var/collapse
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var/image/down
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var/health = 100
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/obj/effect/fake_attacker/attackby(obj/item/weapon/P, mob/living/user, params)
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step_away(src,my_target,2)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.visible_message("<span class='danger'>[my_target] flails around wildly.</span>", \
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"<span class='danger'>[my_target] has attacked [src]!</span>")
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src.health -= P.force
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/obj/effect/fake_attacker/Crossed(mob/M, somenumber)
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if(M == my_target)
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step_away(src,my_target,2)
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if(prob(30))
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for(var/mob/O in oviewers(world.view , my_target))
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O << "<span class='danger'>[my_target] stumbles around.</span>"
|
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/obj/effect/fake_attacker/New(loc,var/mob/living/carbon/T)
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..()
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my_target = T
|
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QDEL_IN(src, 300)
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step_away(src,my_target,2)
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addtimer(src, "attack_loop", 0)
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||||
|
||||
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/obj/effect/fake_attacker/proc/updateimage()
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// del src.currentimage
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||||
if(src.dir == NORTH)
|
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del src.currentimage
|
||||
src.currentimage = new /image(up,src)
|
||||
else if(src.dir == SOUTH)
|
||||
del src.currentimage
|
||||
src.currentimage = new /image(down,src)
|
||||
else if(src.dir == EAST)
|
||||
del src.currentimage
|
||||
src.currentimage = new /image(right,src)
|
||||
else if(src.dir == WEST)
|
||||
del src.currentimage
|
||||
src.currentimage = new /image(left,src)
|
||||
my_target << currentimage
|
||||
|
||||
|
||||
/obj/effect/fake_attacker/proc/attack_loop()
|
||||
while(1)
|
||||
sleep(rand(5,10))
|
||||
if(src.health < 0)
|
||||
collapse()
|
||||
continue
|
||||
if(get_dist(src,my_target) > 1)
|
||||
src.setDir(get_dir(src,my_target))
|
||||
step_towards(src,my_target)
|
||||
updateimage()
|
||||
else
|
||||
if(prob(15))
|
||||
src.do_attack_animation(my_target)
|
||||
if(weapon_name)
|
||||
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
|
||||
my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
|
||||
my_target.staminaloss += 30
|
||||
if(prob(20))
|
||||
my_target.blur_eyes(3)
|
||||
if(prob(33))
|
||||
if(!locate(/obj/effect/overlay) in my_target.loc)
|
||||
fake_blood(my_target)
|
||||
else
|
||||
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
|
||||
my_target.show_message("<span class='userdanger'>[src.name] has punched [my_target]!</span>", 1)
|
||||
my_target.staminaloss += 30
|
||||
if(prob(33))
|
||||
if(!locate(/obj/effect/overlay) in my_target.loc)
|
||||
fake_blood(my_target)
|
||||
|
||||
if(prob(15))
|
||||
step_away(src,my_target,2)
|
||||
|
||||
/obj/effect/fake_attacker/proc/collapse()
|
||||
collapse = 1
|
||||
updateimage()
|
||||
|
||||
/obj/effect/fake_attacker/proc/fake_blood(mob/target)
|
||||
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
|
||||
O.name = "blood"
|
||||
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
|
||||
target << I
|
||||
QDEL_IN(O, 300)
|
||||
|
||||
var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_box/a357,\
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow, /obj/item/weapon/melee/energy/sword/saber,\
|
||||
/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/box/emps,\
|
||||
/obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
|
||||
/obj/item/clothing/shoes/chameleon, /obj/item/weapon/card/id/syndicate,\
|
||||
/obj/item/clothing/mask/chameleon, /obj/item/clothing/glasses/thermal,\
|
||||
/obj/item/device/chameleon, /obj/item/weapon/card/emag, /obj/item/weapon/grenade/plastic/x4,\
|
||||
/obj/item/weapon/storage/toolbox/syndicate, /obj/item/weapon/aiModule,\
|
||||
/obj/item/device/radio/headset/syndicate, /obj/item/weapon/grenade/plastic/c4,\
|
||||
/obj/item/device/powersink, /obj/item/weapon/storage/box/syndie_kit,\
|
||||
/obj/item/toy/syndicateballoon, /obj/item/weapon/gun/energy/laser/captain,\
|
||||
/obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\
|
||||
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
|
||||
/obj/item/clothing/shoes/magboots, /obj/item/areaeditor/blueprints, /obj/item/weapon/disk/nuclear,\
|
||||
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
|
||||
|
||||
/obj/effect/hallucination/bolts
|
||||
var/list/doors = list()
|
||||
|
||||
/obj/effect/hallucination/bolts/New(loc,var/mob/living/carbon/T,var/door_number=-1) //-1 for sever 1-2 for subtle
|
||||
target = T
|
||||
var/image/I = null
|
||||
var/count = 0
|
||||
for(var/obj/machinery/door/airlock/A in range(7, target))
|
||||
if(count>door_number && door_number>0)
|
||||
break
|
||||
count++
|
||||
I = image(A.icon,A,"door_locked",layer=A.layer+0.1)
|
||||
doors += I
|
||||
if(target.client)
|
||||
target.client.images |= I
|
||||
sleep(2)
|
||||
sleep(100)
|
||||
for(var/image/B in doors)
|
||||
if(target.client)
|
||||
target.client.images.Remove(B)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/hallucination/whispers
|
||||
|
||||
/obj/effect/hallucination/whispers/New(loc,var/mob/living/carbon/T)
|
||||
target = T
|
||||
var/speak_messages = list("I'm watching you...","[target.name]!","Go away!","Kchck-Chkck? Kchchck!","Did you hear that?","What did you do ?","Why?","Give me that!","Honk!","HELP!!")
|
||||
var/radio_messages = list("Xenos!","Singularity loose!","They are arming the nuke!","They butchered Ian!","H-help!","[pick(teleportlocs)]!!","Where's [target.name]?","Call the shuttle!")
|
||||
|
||||
var/list/mob/living/carbon/people = list()
|
||||
var/list/mob/living/carbon/person = null
|
||||
for(var/mob/living/carbon/H in view(target))
|
||||
if(H == target)
|
||||
continue
|
||||
if(!person)
|
||||
person = H
|
||||
else
|
||||
if(get_dist(target,H)<get_dist(target,person))
|
||||
person = H
|
||||
people += H
|
||||
if(person) //Basic talk
|
||||
target << target.compose_message(person,person.languages_understood,pick(speak_messages),null,person.get_spans())
|
||||
else // Radio talk
|
||||
var/list/humans = list()
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
humans += H
|
||||
person = pick(humans)
|
||||
target << target.compose_message(person,person.languages_understood,pick(radio_messages),"1459",person.get_spans())
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/hallucination/message
|
||||
|
||||
/obj/effect/hallucination/message/New(loc,var/mob/living/carbon/T)
|
||||
target = T
|
||||
var/chosen = pick("<span class='userdanger'>The light burns you!</span>", \
|
||||
"<span class='danger'>You don't feel like yourself.</span>", \
|
||||
"<span class='userdanger'>Unknown has punched [target]!</span>", \
|
||||
"<span class='notice'>You hear something squeezing through the ducts...</span>", \
|
||||
"<span class='notice'>You hear a distant scream.</span>", \
|
||||
"<span class='notice'>You feel invincible, nothing can hurt you!</span>", \
|
||||
"<B>[target]</B> sneezes.", \
|
||||
"<span class='warning'>You feel faint.</span>", \
|
||||
"<span class='noticealien'>You hear a strange, alien voice in your head...</span>[pick("Hiss","Ssss")]", \
|
||||
"<span class='notice'>You can see...everything!</span>")
|
||||
target << chosen
|
||||
qdel(src)
|
||||
|
||||
/mob/living/carbon/proc/hallucinate(hal_type) // Todo -> proc / defines
|
||||
switch(hal_type)
|
||||
if("xeno")
|
||||
new /obj/effect/hallucination/xeno_attack(src.loc,src)
|
||||
if("singulo")
|
||||
new /obj/effect/hallucination/singularity_scare(src.loc,src)
|
||||
if("battle")
|
||||
new /obj/effect/hallucination/battle(src.loc,src)
|
||||
if("flood")
|
||||
new /obj/effect/hallucination/fake_flood(src.loc,src)
|
||||
if("delusion")
|
||||
new /obj/effect/hallucination/delusion(src.loc,src)
|
||||
if("fake")
|
||||
new /obj/effect/hallucination/fakeattacker(src.loc,src)
|
||||
if("bolts")
|
||||
new /obj/effect/hallucination/bolts(src.loc,src)
|
||||
if("bolts_minor")
|
||||
new /obj/effect/hallucination/bolts(src.loc,src,rand(1,2))
|
||||
if("whispers")
|
||||
new /obj/effect/hallucination/whispers(src.loc,src)
|
||||
if("message")
|
||||
new /obj/effect/hallucination/message(src.loc,src)
|
||||
if("sounds")
|
||||
//Strange audio
|
||||
//src << "Strange Audio"
|
||||
switch(rand(1,18))
|
||||
if(1) src << 'sound/machines/airlock.ogg'
|
||||
if(2)
|
||||
if(prob(50))src << 'sound/effects/Explosion1.ogg'
|
||||
else src << 'sound/effects/Explosion2.ogg'
|
||||
if(3) src << 'sound/effects/explosionfar.ogg'
|
||||
if(4) src << 'sound/effects/Glassbr1.ogg'
|
||||
if(5) src << 'sound/effects/Glassbr2.ogg'
|
||||
if(6) src << 'sound/effects/Glassbr3.ogg'
|
||||
if(7) src << 'sound/machines/twobeep.ogg'
|
||||
if(8) src << 'sound/machines/windowdoor.ogg'
|
||||
if(9)
|
||||
//To make it more realistic, I added two gunshots (enough to kill)
|
||||
src << 'sound/weapons/Gunshot.ogg'
|
||||
spawn(rand(10,30))
|
||||
src << 'sound/weapons/Gunshot.ogg'
|
||||
if(10) src << 'sound/weapons/smash.ogg'
|
||||
if(11)
|
||||
//Same as above, but with tasers.
|
||||
src << 'sound/weapons/Taser.ogg'
|
||||
spawn(rand(10,30))
|
||||
src << 'sound/weapons/Taser.ogg'
|
||||
//Rare audio
|
||||
if(12)
|
||||
//These sounds are (mostly) taken from Hidden: Source
|
||||
var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
|
||||
'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
|
||||
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
|
||||
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
|
||||
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
|
||||
src << pick(creepyasssounds)
|
||||
if(13)
|
||||
src << "<span class='warning'>You feel a tiny prick!</span>"
|
||||
if(14)
|
||||
src << "<h1 class='alert'>Priority Announcement</h1>"
|
||||
src << "<br><br><span class='alert'>The Emergency Shuttle has docked with the station. You have 3 minutes to board the Emergency Shuttle.</span><br><br>"
|
||||
src << sound('sound/AI/shuttledock.ogg')
|
||||
if(15)
|
||||
src << 'sound/items/Welder.ogg'
|
||||
if(16)
|
||||
src << 'sound/items/Screwdriver.ogg'
|
||||
if(17)
|
||||
src << 'sound/weapons/saberon.ogg'
|
||||
if(18)
|
||||
src << 'sound/weapons/saberoff.ogg'
|
||||
if("hudscrew")
|
||||
//Screwy HUD
|
||||
//src << "Screwy HUD"
|
||||
hal_screwyhud = pick(1,2,3,3,4,4)
|
||||
spawn(rand(100,250))
|
||||
hal_screwyhud = 0
|
||||
if("items")
|
||||
//Strange items
|
||||
//src << "Traitor Items"
|
||||
if(!halitem)
|
||||
halitem = new
|
||||
var/list/slots_free = list(ui_lhand,ui_rhand)
|
||||
if(l_hand) slots_free -= ui_lhand
|
||||
if(r_hand) slots_free -= ui_rhand
|
||||
if(istype(src,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(!H.belt) slots_free += ui_belt
|
||||
if(!H.l_store) slots_free += ui_storage1
|
||||
if(!H.r_store) slots_free += ui_storage2
|
||||
if(slots_free.len)
|
||||
halitem.screen_loc = pick(slots_free)
|
||||
halitem.layer = ABOVE_HUD_LAYER
|
||||
switch(rand(1,6))
|
||||
if(1) //revolver
|
||||
halitem.icon = 'icons/obj/guns/projectile.dmi'
|
||||
halitem.icon_state = "revolver"
|
||||
halitem.name = "Revolver"
|
||||
if(2) //c4
|
||||
halitem.icon = 'icons/obj/grenade.dmi'
|
||||
halitem.icon_state = "plastic-explosive0"
|
||||
halitem.name = "Mysterious Package"
|
||||
if(prob(25))
|
||||
halitem.icon_state = "c4small_1"
|
||||
if(3) //sword
|
||||
halitem.icon = 'icons/obj/weapons.dmi'
|
||||
halitem.icon_state = "sword1"
|
||||
halitem.name = "Sword"
|
||||
if(4) //stun baton
|
||||
halitem.icon = 'icons/obj/weapons.dmi'
|
||||
halitem.icon_state = "stunbaton"
|
||||
halitem.name = "Stun Baton"
|
||||
if(5) //emag
|
||||
halitem.icon = 'icons/obj/card.dmi'
|
||||
halitem.icon_state = "emag"
|
||||
halitem.name = "Cryptographic Sequencer"
|
||||
if(6) //flashbang
|
||||
halitem.icon = 'icons/obj/grenade.dmi'
|
||||
halitem.icon_state = "flashbang1"
|
||||
halitem.name = "Flashbang"
|
||||
if(client) client.screen += halitem
|
||||
QDEL_IN(halitem, rand(100, 250))
|
||||
if("dangerflash")
|
||||
//Flashes of danger
|
||||
//src << "Danger Flash"
|
||||
if(!halimage)
|
||||
var/list/possible_points = list()
|
||||
for(var/turf/open/floor/F in view(src,world.view))
|
||||
possible_points += F
|
||||
if(possible_points.len)
|
||||
var/turf/open/floor/target = pick(possible_points)
|
||||
|
||||
switch(rand(1,3))
|
||||
if(1)
|
||||
//src << "Space"
|
||||
halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
|
||||
if(2)
|
||||
//src << "Fire"
|
||||
halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
|
||||
if(3)
|
||||
//src << "C4"
|
||||
halimage = image('icons/obj/grenade.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
|
||||
|
||||
|
||||
if(client) client.images += halimage
|
||||
spawn(rand(10,50)) //Only seen for a brief moment.
|
||||
if(client) client.images -= halimage
|
||||
halimage = null
|
||||
if("death")
|
||||
//Fake death
|
||||
hal_screwyhud = 1
|
||||
SetSleeping(20)
|
||||
spawn(rand(50,100))
|
||||
hal_screwyhud = 0
|
||||
SetSleeping(0)
|
||||
if("husks")
|
||||
if(!halbody)
|
||||
var/list/possible_points = list()
|
||||
for(var/turf/open/floor/F in view(src,world.view))
|
||||
possible_points += F
|
||||
if(possible_points.len)
|
||||
var/turf/open/floor/target = pick(possible_points)
|
||||
switch(rand(1,4))
|
||||
if(1)
|
||||
var/image/body = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
|
||||
var/matrix/M = matrix()
|
||||
M.Turn(90)
|
||||
body.transform = M
|
||||
halbody = body
|
||||
if(2,3)
|
||||
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
|
||||
if(4)
|
||||
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
|
||||
|
||||
if(client) client.images += halbody
|
||||
spawn(rand(50,80)) //Only seen for a brief moment.
|
||||
if(client) client.images -= halbody
|
||||
halbody = null
|
||||
@@ -0,0 +1,62 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
|
||||
|
||||
//is this shit even used at all
|
||||
/proc/NewStutter(phrase,stunned)
|
||||
phrase = html_decode(phrase)
|
||||
|
||||
var/list/split_phrase = splittext(phrase," ") //Split it up into words.
|
||||
|
||||
var/list/unstuttered_words = split_phrase.Copy()
|
||||
var/i = rand(1,3)
|
||||
if(stunned) i = split_phrase.len
|
||||
for(,i > 0,i--) //Pick a few words to stutter on.
|
||||
|
||||
if (!unstuttered_words.len)
|
||||
break
|
||||
var/word = pick(unstuttered_words)
|
||||
unstuttered_words -= word //Remove from unstuttered words so we don't stutter it again.
|
||||
var/index = split_phrase.Find(word) //Find the word in the split phrase so we can replace it.
|
||||
|
||||
//Search for dipthongs (two letters that make one sound.)
|
||||
var/first_sound = copytext(word,1,3)
|
||||
var/first_letter = copytext(word,1,2)
|
||||
if(lowertext(first_sound) in list("ch","th","sh"))
|
||||
first_letter = first_sound
|
||||
|
||||
//Repeat the first letter to create a stutter.
|
||||
var/rnum = rand(1,3)
|
||||
switch(rnum)
|
||||
if(1)
|
||||
word = "[first_letter]-[word]"
|
||||
if(2)
|
||||
word = "[first_letter]-[first_letter]-[word]"
|
||||
if(3)
|
||||
word = "[first_letter]-[word]"
|
||||
|
||||
split_phrase[index] = word
|
||||
|
||||
return sanitize(jointext(split_phrase," "))
|
||||
|
||||
/proc/Stagger(mob/M,d) //Technically not a filter, but it relates to drunkenness.
|
||||
step(M, pick(d,turn(d,90),turn(d,-90)))
|
||||
|
||||
/proc/Ellipsis(original_msg, chance = 50, keep_words)
|
||||
if(chance <= 0) return "..."
|
||||
if(chance >= 100) return original_msg
|
||||
|
||||
var/list
|
||||
words = splittext(original_msg," ")
|
||||
new_words = list()
|
||||
|
||||
var/new_msg = ""
|
||||
|
||||
for(var/w in words)
|
||||
if(prob(chance))
|
||||
new_words += "..."
|
||||
if(!keep_words)
|
||||
continue
|
||||
new_words += w
|
||||
|
||||
new_msg = jointext(new_words," ")
|
||||
|
||||
return new_msg
|
||||
Reference in New Issue
Block a user