Merge pull request #4 from Citadel-Station-13/master

Synch
This commit is contained in:
BlackMajor
2019-03-02 00:06:09 +13:00
committed by GitHub
205 changed files with 4253 additions and 2682 deletions
+9 -2
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@@ -26,6 +26,7 @@
"g" = (
/obj/structure/alien/weeds,
/obj/structure/table_frame,
/obj/item/organ/alien/plasmavessel/small/tiny,
/turf/open/floor/plating/airless,
/area/ruin/unpowered)
"h" = (
@@ -77,9 +78,15 @@
/obj/structure/alien/weeds,
/obj/structure/bed/nest,
/obj/effect/decal/remains/xeno,
/obj/item/organ/brain/alien,
/turf/open/floor/plating/airless,
/area/ruin/unpowered)
"s" = (
/obj/structure/alien/weeds,
/obj/effect/decal/remains/xeno,
/obj/item/organ/alien/plasmavessel/small,
/turf/open/floor/plating/airless,
/area/ruin/unpowered)
(1,1,1) = {"
a
a
@@ -106,7 +113,7 @@ a
a
a
b
b
s
b
a
a
+1
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@@ -97,6 +97,7 @@
#define NO_DNA_COPY 14
#define DRINKSBLOOD 15
#define NOEYES 16
#define MARKINGS 17
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
+1 -1
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@@ -38,7 +38,7 @@
#define R_DEFAULT R_AUTOLOGIN
#define R_EVERYTHING (1<<15)-1 //the sum of all other rank permissions, used for +EVERYTHING
#define R_EVERYTHING ALL //the sum of all other rank permissions, used for +EVERYTHING
#define ADMIN_QUE(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminmoreinfo=[REF(user)]'>?</a>)"
#define ADMIN_FLW(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminplayerobservefollow=[REF(user)]'>FLW</a>)"
+1
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@@ -93,6 +93,7 @@
#define MUTCOLORS3 36
#define NOAROUSAL 37 //Stops all arousal effects
#define NOGENITALS 38 //Cannot create, use, or otherwise have genitals
#define MATRIXED 39 //if icon is color matrix'd
//Citadel istypes
#define isborer(A) (istype(A, /mob/living/simple_animal/borer))
+4
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@@ -118,6 +118,10 @@
#define TRIGGER_GUARD_ALLOW_ALL -1
#define TRIGGER_GUARD_NONE 0
#define TRIGGER_GUARD_NORMAL 1
//E-gun self-recharge values
#define EGUN_NO_SELFCHARGE 0
#define EGUN_SELFCHARGE 1
#define EGUN_SELFCHARGE_BORG 2
//Object/Item sharpness
#define IS_BLUNT 0
+6 -5
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@@ -51,10 +51,11 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Human Overlays Indexes/////////
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
#define MUTATIONS_LAYER 30 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 29 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 28 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 27 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MUTATIONS_LAYER 31 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 30 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 29 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 28 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MARKING_LAYER 27 //Matrixed body markings because clashing with snouts?
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_ADJ_LAYER 25
#define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup)
@@ -82,7 +83,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HANDS_LAYER 3
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 30 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 31 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
+1 -1
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@@ -35,7 +35,7 @@
#define TRANSIT_REQUEST 1
#define TRANSIT_READY 2
#define SHUTTLE_TRANSIT_BORDER 8
#define SHUTTLE_TRANSIT_BORDER 10
#define PARALLAX_LOOP_TIME 25
#define HYPERSPACE_END_TIME 5
+2 -1
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@@ -57,6 +57,7 @@
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
#define TRAIT_NIGHT_VISION "night_vision"
#define TRAIT_LIGHT_STEP "light_step"
#define TRAIT_SPEEDY_STEP "speedy_step"
#define TRAIT_SPIRITUAL "spiritual"
#define TRAIT_VORACIOUS "voracious"
#define TRAIT_SELF_AWARE "self_aware"
@@ -90,4 +91,4 @@
#define STASIS_MUTE "stasis"
#define GENETICS_SPELL "genetics_spell"
#define EYES_COVERED "eyes_covered"
#define CULT_EYES "cult_eyes"
#define CULT_EYES "cult_eyes"
+4 -3
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@@ -37,6 +37,7 @@ GLOBAL_LIST_EMPTY(mam_ears_list)
GLOBAL_LIST_EMPTY(mam_tails_list)
GLOBAL_LIST_EMPTY(mam_tails_animated_list)
GLOBAL_LIST_EMPTY(taur_list)
GLOBAL_LIST_EMPTY(mam_snouts_list)
//Exotic Species
GLOBAL_LIST_EMPTY(exotic_tails_list)
@@ -242,7 +243,7 @@ GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
if("Wolf")
hdna.features["mam_tail"] = "Wolf"
hdna.features["mam_ears"] = "Wolf"
hdna.features["snout"] = "Wolf"
hdna.features["mam_snouts"] = "Wolf"
hdna.features["mam_body_markings"] = "Wolf"
hdna.features["mcolor"] = "555"
hdna.features["mcolor2"] = "999"
@@ -250,7 +251,7 @@ GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
if("Fox")
hdna.features["mam_tail"] = "Fox"
hdna.features["mam_ears"] = "Fox"
hdna.features["snout"] = "Fox, Long"
hdna.features["mam_snouts"] = "Fox, Long"
hdna.features["mam_body_markings"] = "Fox"
hdna.features["mcolor"] = "f60"
hdna.features["mcolor2"] = "fff"
@@ -258,6 +259,6 @@ GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
if("Fennec")
hdna.features["mam_tail"] = "Fennec"
hdna.features["mam_ears"] = "Fennec"
hdna.features["snout"] = "Fox, Short"
hdna.features["mam_snouts"] = "Fox, Short"
hdna.features["mam_body_markings"] = "Fox"
H.regenerate_icons()
+7
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@@ -511,6 +511,13 @@
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
/proc/GetHexColors(const/hexa)
return list(
GetRedPart(hexa)/ 255,
GetGreenPart(hexa)/ 255,
GetBluePart(hexa)/ 255
)
/proc/GetRedPart(const/hexa)
return hex2num(copytext(hexa, 2, 4))
+1 -5
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@@ -37,13 +37,9 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_body_markings, GLOB.mam_body_markings_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_tails, GLOB.mam_tails_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_ears, GLOB.mam_ears_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_snouts, GLOB.mam_snouts_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_tails_animated, GLOB.mam_tails_animated_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/taur, GLOB.taur_list)
//avian bodyparts (i swear this isn't starbound)
// init_sprite_accessory_subtypes(/datum/sprite_accessory/beaks/avian, GLOB.avian_beaks_list)
// init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/avian, GLOB.avian_tails_list)
// init_sprite_accessory_subtypes(/datum/sprite_accessory/avian_wings, GLOB.avian_wings_list)
// init_sprite_accessory_subtypes(/datum/sprite_accessory/avian_open_wings, GLOB.avian_open_wings_list)
//xeno parts (hiss?)
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_head, GLOB.xeno_head_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_tail, GLOB.xeno_tail_list)
+18 -2
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@@ -712,7 +712,19 @@ world
var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
#define BLANK icon(flat_template)
#define SET_SELF(SETVAR) var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null);if(A.alpha<255)SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);if(A.color)SELF_ICON.Blend(A.color,ICON_MULTIPLY);;##SETVAR=SELF_ICON;
#define SET_SELF(SETVAR) do { \
var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \
if(A.alpha<255) { \
SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\
} \
if(A.color) { \
if(islist(A.color)){ \
SELF_ICON.MapColors(arglist(A.color))} \
else{ \
SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \
} \
##SETVAR=SELF_ICON;\
} while (0)
#define INDEX_X_LOW 1
#define INDEX_X_HIGH 2
@@ -860,7 +872,11 @@ world
flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
if(A.color)
flat.Blend(A.color, ICON_MULTIPLY)
if(islist(A.color))
flat.MapColors(arglist(A.color))
else
flat.Blend(A.color, ICON_MULTIPLY)
if(A.alpha < 255)
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
+5 -2
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@@ -91,6 +91,8 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_tails, GLOB.mam_tails_list)
if(!GLOB.mam_ears_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_ears, GLOB.mam_ears_list)
if(!GLOB.mam_snouts_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_snouts, GLOB.mam_snouts_list)
// if(ishuman(src))
// var/mob/living/carbon/human/H = src
@@ -113,11 +115,11 @@
"mcolor2" = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F"),
"mcolor3" = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F"),
"tail_lizard" = pick(GLOB.tails_list_lizard),
"tail_human" = "None",
"tail_human" = pick(GLOB.tails_list_human),
"wings" = "None",
"snout" = pick(GLOB.snouts_list),
"horns" = pick(GLOB.horns_list),
"ears" = "None",
"ears" = pick(GLOB.ears_list),
"frills" = pick(GLOB.frills_list),
"spines" = pick(GLOB.spines_list),
"body_markings" = pick(GLOB.body_markings_list),
@@ -127,6 +129,7 @@
"taur" = "None",
"mam_body_markings" = pick(GLOB.mam_body_markings_list),
"mam_ears" = pick(GLOB.mam_ears_list),
"mam_snouts" = pick(GLOB.mam_snouts_list),
"mam_tail" = pick(GLOB.mam_tails_list),
"mam_tail_animated" = "None",
"xenodorsal" = "Standard",
+4 -2
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@@ -192,7 +192,9 @@
//Set news report and mode result
mode.set_round_result()
send2irc("Server", "Round just ended.")
var/survival_rate = GLOB.joined_player_list.len ? "[PERCENT(popcount[POPCOUNT_SURVIVORS]/GLOB.joined_player_list.len)]%" : "there's literally no player"
send2irc("Server", "A round of [mode.name] just ended[mode_result == "undefined" ? "." : " with a [mode_result]."] Survival rate: [survival_rate]")
if(length(CONFIG_GET(keyed_list/cross_server)))
send_news_report()
@@ -583,4 +585,4 @@
qdel(query_update_everything_ranks)
return
qdel(query_update_everything_ranks)
qdel(query_check_everything_ranks)
qdel(query_check_everything_ranks)
+2
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@@ -6,6 +6,8 @@ GLOBAL_LIST_EMPTY(deadmins) //all ckeys who have used the de-admin verb.
GLOBAL_LIST_EMPTY(directory) //all ckeys with associated client
GLOBAL_LIST_EMPTY(stealthminID) //reference list with IDs that store ckeys, for stealthmins
GLOBAL_LIST_EMPTY(bunker_passthrough)
//Since it didn't really belong in any other category, I'm putting this here
//This is for procs to replace all the goddamn 'in world's that are chilling around the code
+6 -2
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@@ -125,8 +125,12 @@
if(prob(33))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
if(iscarbon(src))
var/mob/living/carbon/C = src
C.bleed(totitemdamage)
else
add_splatter_floor(location)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
return TRUE //successful attack
@@ -62,6 +62,8 @@
/datum/config_entry/flag/allow_ai // allow ai job
/datum/config_entry/flag/allow_ai_multicam //whether the AI can use their multicam
/datum/config_entry/flag/disable_human_mood
/datum/config_entry/flag/disable_secborg // disallow secborg module to be chosen.
+1 -1
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@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(air_turfs)
name = "Atmospherics - Turfs"
init_order = INIT_ORDER_AIR_TURFS
priority = FIRE_PRIORITY_AIR_TURFS
wait = 1
wait = 2
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
+3 -1
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@@ -435,11 +435,13 @@ GLOBAL_LIST_EMPTY(the_station_areas)
GLOB.the_gateway.awaygate = new_gate
GLOB.the_gateway.wait = world.time
/datum/controller/subsystem/mapping/proc/RequestBlockReservation(width, height, z, type = /datum/turf_reservation, turf_type_override)
/datum/controller/subsystem/mapping/proc/RequestBlockReservation(width, height, z, type = /datum/turf_reservation, turf_type_override, border_type_override)
UNTIL(initialized && !clearing_reserved_turfs)
var/datum/turf_reservation/reserve = new type
if(turf_type_override)
reserve.turf_type = turf_type_override
if(border_type_override)
reserve.borderturf = border_type_override
if(!z)
for(var/i in levels_by_trait(ZTRAIT_RESERVED))
if(reserve.Reserve(width, height, i))
+6 -1
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@@ -443,17 +443,22 @@ SUBSYSTEM_DEF(shuttle)
*/
var/transit_path = /turf/open/space/transit
var/border_path = /turf/open/space/transit/border
switch(travel_dir)
if(NORTH)
transit_path = /turf/open/space/transit/north
border_path = /turf/open/space/transit/border/north
if(SOUTH)
transit_path = /turf/open/space/transit/south
border_path = /turf/open/space/transit/border/south
if(EAST)
transit_path = /turf/open/space/transit/east
border_path = /turf/open/space/transit/border/east
if(WEST)
transit_path = /turf/open/space/transit/west
border_path = /turf/open/space/transit/border/west
var/datum/turf_reservation/proposal = SSmapping.RequestBlockReservation(transit_width, transit_height, null, /datum/turf_reservation/transit, transit_path)
var/datum/turf_reservation/proposal = SSmapping.RequestBlockReservation(transit_width, transit_height, null, /datum/turf_reservation/transit, transit_path, border_path)
if(!istype(proposal))
return FALSE
-1
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@@ -463,4 +463,3 @@
// so just reset the user mob's machine var
if(src && src.mob)
src.mob.unset_machine()
return
+4 -1
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@@ -8,6 +8,7 @@
var/datum/species/species = new /datum/species/human //The type of mutant race the player is if applicable (i.e. potato-man)
var/list/features = list("FFF") //first value is mutant color
var/real_name //Stores the real name of the person who originally got this dna datum. Used primarely for changelings,
var/nameless = FALSE
var/list/mutations = list() //All mutations are from now on here
var/list/temporary_mutations = list() //Timers for temporary mutations
var/list/previous = list() //For temporary name/ui/ue/blood_type modifications
@@ -43,6 +44,7 @@
destination.set_species(species.type, icon_update=0)
destination.dna.features = features.Copy()
destination.dna.real_name = real_name
destination.dna.nameless = nameless
destination.dna.temporary_mutations = temporary_mutations.Copy()
if(ishuman(destination))
var/mob/living/carbon/human/H = destination
@@ -59,6 +61,7 @@
new_dna.features = features.Copy()
new_dna.species = new species.type
new_dna.real_name = real_name
new_dna.nameless = nameless
new_dna.mutations = mutations.Copy()
/datum/dna/proc/add_mutation(mutation_name)
@@ -199,7 +202,7 @@
/datum/dna/proc/is_same_as(datum/dna/D)
if(uni_identity == D.uni_identity && struc_enzymes == D.struc_enzymes && real_name == D.real_name)
if(uni_identity == D.uni_identity && struc_enzymes == D.struc_enzymes && real_name == D.real_name && nameless == D.nameless)
if(species.type == D.species.type && features == D.features && blood_type == D.blood_type)
return 1
return 0
@@ -109,6 +109,10 @@
description = "<span class='warning'>It sure is dark around here...</span>\n"
mood_change = -3
/datum/mood_event/brightlight
description = "<span class='warning'>The light feels unbearable...</span>\n"
mood_change = -3
/datum/mood_event/family_heirloom_missing
description = "<span class='warning'>I'm missing my family heirloom...</span>\n"
mood_change = -4
+1 -1
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@@ -458,7 +458,7 @@
var/old_health
/datum/status_effect/kindle/tick()
owner.Knockdown(15)
owner.Knockdown(15, TRUE, FALSE, 15)
if(iscarbon(owner))
var/mob/living/carbon/C = owner
C.silent = max(2, C.silent)
+8
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@@ -58,6 +58,14 @@
gain_text = "<span class='notice'>You walk with a little more litheness.</span>"
lose_text = "<span class='danger'>You start tromping around like a barbarian.</span>"
/datum/quirk/quick_step
name = "Quick Step"
desc = "You walk with determined strides, and out-pace most people when walking."
value = 2
mob_trait = TRAIT_SPEEDY_STEP
gain_text = "<span class='notice'>You feel determined. No time to lose.</span>"
lose_text = "<span class='danger'>You feel less determined. What's the rush, man?</span>"
/datum/quirk/musician
name = "Musician"
desc = "You can tune handheld musical instruments to play melodies that clear certain negative effects and soothe the soul."
+21 -2
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@@ -41,8 +41,8 @@
heirloom_type = /obj/item/paint/anycolor
heirloom_type = /obj/item/bikehorn/golden
if("Mime")
heirloom_type = /obj/item/toy/dummy
heirloom_type = /obj/item/paint/anycolor
heirloom_type = /obj/item/toy/dummy
if("Cook")
heirloom_type = /obj/item/kitchen/knife/scimitar
if("Medical Doctor")
@@ -52,7 +52,7 @@
if("Atmospheric Technician")
heirloom_type = /obj/item/extinguisher/mini/family
if("Lawyer")
heirloom_type = /obj/item/gavelhammer
heirloom_type = /obj/item/storage/briefcase/lawyer/family
if("Janitor")
heirloom_type = /obj/item/mop
if("Security Officer")
@@ -61,6 +61,10 @@
heirloom_type = /obj/item/toy/plush/slimeplushie
if("Assistant")
heirloom_type = /obj/item/storage/toolbox/mechanical/old/heirloom
if("Chaplain")
heirloom_type = /obj/item/camera/spooky/family
if("Captain")
heirloom_type = /obj/item/clothing/accessory/medal/gold/captain/family
if(!heirloom_type)
heirloom_type = pick(
/obj/item/toy/cards/deck,
@@ -154,6 +158,21 @@
else
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "nyctophobia")
/datum/quirk/lightless
name = "Light Sensitivity"
desc = "Bright lights irritate you. Your eyes start to water, your skin feels itchy against the photon radiation, and your hair gets dry and frizzy. Maybe it's a medical condition. If only Nanotrasen was more considerate of your needs..."
value = -1
gain_text = "<span class='danger'>The safty of light feels off...</span>"
lose_text = "<span class='notice'>Enlighing.</span>"
/datum/quirk/lightless/on_process()
var/turf/T = get_turf(quirk_holder)
var/lums = T.get_lumcount()
if(lums >= 0.8)
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "brightlight", /datum/mood_event/brightlight)
else
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "brightlight")
/datum/quirk/nonviolent
name = "Pacifist"
desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."
@@ -56,19 +56,6 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
return 0
/datum/game_mode/changeling/post_setup()
//Decide if it's ok for the lings to have a team objective
//And then set it up to be handed out in forge_changeling_objectives
var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
var/list/possible_team_objectives = list()
for(var/T in team_objectives)
var/datum/objective/changeling_team_objective/CTO = T
if(changelings.len >= initial(CTO.min_lings))
possible_team_objectives += T
if(possible_team_objectives.len && prob(20*changelings.len))
GLOB.changeling_team_objective_type = pick(possible_team_objectives)
for(var/datum/mind/changeling in changelings)
log_game("[key_name(changeling)] has been selected as a changeling")
var/datum/antagonist/changeling/new_antag = new()
+3 -3
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@@ -131,10 +131,10 @@ Credit where due:
config_tag = "clockwork_cult"
antag_flag = ROLE_SERVANT_OF_RATVAR
false_report_weight = 10
required_players = 24
required_enemies = 4
required_players = 20
required_enemies = 2
recommended_enemies = 4
enemy_minimum_age = 14
enemy_minimum_age = 7
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain") //Silicons can eventually be converted
restricted_jobs = list("Chaplain", "Captain")
announce_span = "brass"
+3 -3
View File
@@ -37,10 +37,10 @@
false_report_weight = 10
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
protected_jobs = list()
required_players = 24
required_enemies = 4
required_players = 20
required_enemies = 2
recommended_enemies = 4
enemy_minimum_age = 14
enemy_minimum_age = 7
announce_span = "cult"
announce_text = "Some crew members are trying to start a cult to Nar'Sie!\n\
+2 -2
View File
@@ -2,11 +2,11 @@
name = "nuclear emergency"
config_tag = "nuclear"
false_report_weight = 10
required_players = 30 // 30 players - 3 players to be the nuke ops = 27 players remaining
required_players = 28 // 30 players - 3 players to be the nuke ops = 25 players remaining
required_enemies = 2
recommended_enemies = 5
antag_flag = ROLE_OPERATIVE
enemy_minimum_age = 14
enemy_minimum_age = 7
announce_span = "danger"
announce_text = "Syndicate forces are approaching the station in an attempt to destroy it!\n\
+1 -1
View File
@@ -10,7 +10,7 @@
required_players = 20
required_enemies = 1
recommended_enemies = 1
enemy_minimum_age = 14
enemy_minimum_age = 7
round_ends_with_antag_death = 1
announce_span = "danger"
announce_text = "There is a space wizard attacking the station!\n\
+5 -1
View File
@@ -327,7 +327,11 @@
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
L.add_splatter_floor(location)
if(iscarbon(L))
var/mob/living/carbon/C = L
C.bleed(DOOR_CRUSH_DAMAGE)
else
L.add_splatter_floor(location)
for(var/obj/mecha/M in get_turf(src))
M.take_damage(DOOR_CRUSH_DAMAGE)
+2 -2
View File
@@ -544,8 +544,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/matrix/M = matrix(transform)
M.Turn(rand(-170, 170))
transform = M
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/storage
if(!newLoc)
@@ -82,6 +82,8 @@
addtimer(CALLBACK(src, .proc/prime), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/proc/prime()
var/turf/T = get_turf(src)
log_game("Grenade detonation at [AREACOORD(T)], location [loc]")
/obj/item/grenade/proc/update_mob()
if(ismob(loc))
+13
View File
@@ -768,6 +768,11 @@
icon_state = "fox"
item_state = "fox"
/obj/item/toy/plush/mammal/rae
desc = "An adorable stuffed toy of an artic fox."
icon_state = "rae"
item_state = "rae"
/obj/item/toy/plush/mammal/zed
icon_state = "zed"
item_state = "zed"
@@ -835,6 +840,14 @@
icon_state = "drew"
item_state = "drew"
/obj/item/toy/plush/catgirl/fermis
name = "medcat plushie"
desc = "An affectionate stuffed toy that resembles a certain medcat, comes complete with battery operated wagging tail!! You get the impression she's cheering you on to to find happiness and be kind to people."
icon_state = "fermis"
item_state = "fermis"
attack_verb = list("cuddled", "petpatted", "wigglepurred")
squeak_override = list('modular_citadel/sound/voice/merowr.ogg' = 1)
/obj/item/toy/plush/awakenedplushie/ComponentInitialize()
. = ..()
AddComponent(/datum/component/edit_complainer)
@@ -93,7 +93,7 @@
desc = "Used to cool a mounted disabler, increasing the potential current in it and thus its recharge rate."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/security
//module_type = /obj/item/robot_module/security
/obj/item/borg/upgrade/disablercooler/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -30,6 +30,30 @@
/obj/item/storage/briefcase/lawyer
folder_path = /obj/item/folder/blue
/obj/item/storage/briefcase/lawyer/family
name = "battered briefcase"
desc = "An old briefcase, this one has seen better days in its time. It's clear they don't make them nowadays as good as they used to. The corners are modified with metal trim adding in weight!"
/obj/item/storage/briefcase/lawyer/family/PopulateContents()
new /obj/item/stamp/law(src)
new /obj/item/pen/fountain(src)
new /obj/item/paper_bin(src)
new /obj/item/storage/box/evidence(src)
new /obj/item/storage/box/lawyer(src)
/obj/item/storage/box/lawyer
name = "Box of lawyer tools"
desc = "A custom made box, full of items used by a Lawyer, all packed into one box!"
/obj/item/storage/box/lawyer/PopulateContents()
new /obj/item/clothing/gloves/color/white(src)
new /obj/item/folder/white(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/folder/red(src)
new /obj/item/gavelhammer(src)
new /obj/item/stack/sheet/cloth(src)
new /obj/item/reagent_containers/glass/beaker/waterbottle(src)
/obj/item/storage/briefcase/lawyer/PopulateContents()
new /obj/item/stamp/law(src)
..()
@@ -75,7 +75,11 @@
L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
L.forceMove(drop_location())
L.emote("scream")
L.add_splatter_floor()
if(iscarbon(L))
var/mob/living/carbon/C = L
C.bleed(30)
else
L.add_splatter_floor()
L.adjustBruteLoss(30)
L.setDir(2)
buckle_mob(L, force=1)
+20 -7
View File
@@ -1,4 +1,4 @@
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE)
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, soundenvwet = -10000, soundenvdry = 0)
if(isarea(source))
throw EXCEPTION("playsound(): source is an area")
return
@@ -21,13 +21,16 @@
for(var/P in listeners)
var/mob/M = P
if(get_dist(M, turf_source) <= maxdistance)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, soundenvwet, soundenvdry)
for(var/P in SSmobs.dead_players_by_zlevel[z])
var/mob/M = P
if(get_dist(M, turf_source) <= maxdistance)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, soundenvwet, soundenvdry)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S, envwet = -10000, envdry = 0)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S, envwet = -10000, envdry = 0, manual_x, manual_y)
if(audiovisual_redirect)
var/turf/T = get_turf(src)
audiovisual_redirect.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, 0, -1000, turf_source.x - T.x, turf_source.y - T.y)
if(!client || !can_hear())
return
@@ -49,7 +52,9 @@
var/turf/T = get_turf(src)
//sound volume falloff with distance
var/distance = get_dist(T, turf_source)
var/distance = 0
if(!manual_x && !manual_y)
distance = get_dist(T, turf_source)
S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
@@ -77,9 +82,17 @@
if(S.volume <= 0)
return //No sound
var/dx = turf_source.x - T.x // Hearing from the right/left
var/dx = 0 // Hearing from the right/left
if(!manual_x)
dx = turf_source.x - T.x
else
dx = manual_x
S.x = dx
var/dz = turf_source.y - T.y // Hearing from infront/behind
var/dz = 0 // Hearing from infront/behind
if(!manual_x)
dz = turf_source.y - T.y
else
dz = manual_y
S.z = dz
// The y value is for above your head, but there is no ceiling in 2d spessmens.
S.y = 1
+18 -1
View File
@@ -26,7 +26,22 @@
/turf/open/space/transit/east
dir = EAST
/turf/open/space/transit/Entered(atom/movable/AM, atom/OldLoc)
/turf/open/space/transit/border
opacity = TRUE
/turf/open/space/transit/border/south
dir = SOUTH
/turf/open/space/transit/border/north
dir = NORTH
/turf/open/space/transit/border/west
dir = WEST
/turf/open/space/transit/border/east
dir = EAST
/turf/open/space/transit/border/Entered(atom/movable/AM, atom/OldLoc)
..()
if(!locate(/obj/structure/lattice) in src)
throw_atom(AM)
@@ -66,6 +81,8 @@
var/turf/T = locate(_x, _y, _z)
AM.forceMove(T)
var/turf/throwturf = get_ranged_target_turf(T, dir, 1)
AM.safe_throw_at(throwturf, 1, 4, null, FALSE)
/turf/open/space/transit/CanBuildHere()
+1
View File
@@ -35,6 +35,7 @@
/mob/living/carbon/human/virtual_reality/proc/revert_to_reality(deathchecks = TRUE)
if(real_mind && mind)
real_mind.current.audiovisual_redirect = null
real_mind.current.ckey = ckey
real_mind.current.stop_sound_channel(CHANNEL_HEARTBEAT)
if(deathchecks && vr_sleeper)
+2
View File
@@ -93,6 +93,7 @@
to_chat(occupant, "<span class='warning'>Transferring to virtual reality...</span>")
if(vr_human && vr_human.stat == CONSCIOUS && !vr_human.real_mind)
SStgui.close_user_uis(occupant, src)
human_occupant.audiovisual_redirect = vr_human
vr_human.real_mind = human_occupant.mind
vr_human.ckey = human_occupant.ckey
to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
@@ -171,6 +172,7 @@
O.equip(vr_human)
if(transfer && H.mind)
SStgui.close_user_uis(H, src)
H.audiovisual_redirect = vr_human
vr_human.ckey = H.ckey
/obj/machinery/vr_sleeper/proc/cleanup_vr_human()
+18
View File
@@ -605,6 +605,24 @@
world.update_status()
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle AI", "[!alai ? "Disabled" : "Enabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggleMulticam()
set category = "Server"
set desc="Turns mutlicam on and off."
set name="Toggle Multicam"
var/almcam = CONFIG_GET(flag/allow_ai_multicam)
CONFIG_SET(flag/allow_ai_multicam, !almcam)
if (almcam)
to_chat(world, "<B>The AI no longer has multicam.</B>")
for(var/i in GLOB.ai_list)
var/mob/living/silicon/ai/aiPlayer = i
if(aiPlayer.multicam_on)
aiPlayer.end_multicam()
else
to_chat(world, "<B>The AI now has multicam.</B>")
log_admin("[key_name(usr)] toggled AI multicam.")
world.update_status()
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Multicam", "[!almcam ? "Disabled" : "Enabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggleaban()
set category = "Server"
set desc="Respawn basically"
+5
View File
@@ -70,6 +70,8 @@ GLOBAL_LIST_INIT(admin_verbs_admin, world.AVerbsAdmin())
/client/proc/cmd_admin_pm_context, /*right-click adminPM interface*/
/client/proc/cmd_admin_pm_panel, /*admin-pm list*/
/client/proc/panicbunker,
/client/proc/addbunkerbypass,
/client/proc/revokebunkerbypass,
/client/proc/stop_sounds,
/client/proc/hide_verbs, /*hides all our adminverbs*/
/client/proc/hide_most_verbs, /*hides all our hideable adminverbs*/
@@ -118,6 +120,7 @@ GLOBAL_LIST_INIT(admin_verbs_server, world.AVerbsServer())
/datum/admins/proc/toggleaban,
/client/proc/everyone_random,
/datum/admins/proc/toggleAI,
/datum/admins/proc/toggleMulticam,
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/client/proc/toggle_random_events,
@@ -232,6 +235,8 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
/proc/release,
/client/proc/reload_admins,
/client/proc/panicbunker,
/client/proc/addbunkerbypass,
/client/proc/revokebunkerbypass,
/client/proc/admin_change_sec_level,
/client/proc/toggle_nuke,
/client/proc/cmd_display_del_log,
+25
View File
@@ -13,3 +13,28 @@
if (new_pb && !SSdbcore.Connect())
message_admins("The Database is not connected! Panic bunker will not work until the connection is reestablished.")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Panic Bunker", "[new_pb ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/addbunkerbypass(ckeytobypass as text)
set category = "Special Verbs"
set name = "Add PB Bypass"
set desc = "Allows a given ckey to connect despite the panic bunker for a given round."
if(!CONFIG_GET(flag/sql_enabled))
to_chat(usr, "<span class='adminnotice'>The Database is not enabled!</span>")
return
GLOB.bunker_passthrough |= ckeytobypass
log_admin("[key_name(usr)] has added [ckeytobypass] to the current round's bunker bypass list.")
message_admins("[key_name(usr)] has added [ckeytobypass] to the current round's bunker bypass list.")
/client/proc/revokebunkerbypass(ckeytobypass as text)
set category = "Special Verbs"
set name = "Revoke PB Bypass"
set desc = "Revoke's a ckey's permission to bypass the panic bunker for a given round."
if(!CONFIG_GET(flag/sql_enabled))
to_chat(usr, "<span class='adminnotice'>The Database is not enabled!</span>")
return
GLOB.bunker_passthrough -= ckeytobypass
log_admin("[key_name(usr)] has removed [ckeytobypass] from the current round's bunker bypass list.")
message_admins("[key_name(usr)] has removed [ckeytobypass] from the current round's bunker bypass list.")
@@ -34,6 +34,8 @@
var/mimicing = ""
var/canrespec = 0
var/changeling_speak = 0
var/loudfactor = 0 //Used for blood tests. At 4, blood tests will succeed. At 10, blood tests will result in an explosion.
var/bloodtestwarnings = 0 //Used to track if the ling has been notified that they will pass blood tests.
var/datum/dna/chosen_dna
var/obj/effect/proc_holder/changeling/sting/chosen_sting
var/datum/cellular_emporium/cellular_emporium
@@ -71,8 +73,6 @@
reset_powers()
create_initial_profile()
if(give_objectives)
if(team_mode)
forge_team_objectives()
forge_objectives()
remove_clownmut()
. = ..()
@@ -123,6 +123,8 @@
/datum/antagonist/changeling/proc/reset_powers()
if(purchasedpowers)
remove_changeling_powers()
loudfactor = 0
bloodtestwarnings = 0
//Repurchase free powers.
for(var/path in all_powers)
var/obj/effect/proc_holder/changeling/S = new path()
@@ -174,6 +176,13 @@
geneticpoints -= thepower.dna_cost
purchasedpowers += thepower
thepower.on_purchase(owner.current)
loudfactor += thepower.loudness
if(loudfactor >= 4 && !bloodtestwarnings)
to_chat(owner.current, "<span class='warning'>Our blood is growing flammable. Our blood will react violently to heat.</span>")
bloodtestwarnings = 1
if(loudfactor >= 10 && bloodtestwarnings < 2)
to_chat(owner.current, "<span class='warning'>Our blood has grown extremely flammable. Our blood will react explosively to heat.</span>")
bloodtestwarnings = 2
/datum/antagonist/changeling/proc/readapt()
if(!ishuman(owner.current))
@@ -182,6 +191,7 @@
if(canrespec)
to_chat(owner.current, "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>")
reset_powers()
playsound(get_turf(owner.current), 'sound/effects/lingreadapt.ogg', 75, TRUE, 5, soundenvwet = 0)
canrespec = 0
SSblackbox.record_feedback("tally", "changeling_power_purchase", 1, "Readapt")
return 1
@@ -16,6 +16,7 @@
var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
var/always_keep = 0 // important for abilities like revive that screw you if you lose them.
var/ignores_fakedeath = FALSE // usable with the FAKEDEATH flag
var/loudness = 0 //Determines how much having this ability will affect changeling blood tests. At 4, the blood will react violently and turn to ash, creating a unique message in the process. At 10, the blood will explode when heated.
/obj/effect/proc_holder/changeling/proc/on_purchase(mob/user, is_respec)
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/biodegrade
name = "Biodegrade"
desc = "Dissolves restraints or other objects preventing free movement."
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets."
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 30 //High cost to prevent spam
loudness = 1
dna_cost = 2
req_human = 1
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/digitalcamo
name = "Digital Camouflage"
desc = "By evolving the ability to distort our form and proportions, we defeat common algorithms used to detect lifeforms on cameras."
helptext = "We cannot be tracked by camera or seen by AI units while using this skill. However, humans looking at us will find us... uncanny."
helptext = "We cannot be tracked by camera or seen by AI units while using this skill. However, humans looking at us will find us... uncanny. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
dna_cost = 1
loudness = 1
//Prevents AIs tracking you but makes you easily detectable to the human-eye.
/obj/effect/proc_holder/changeling/digitalcamo/sting_action(mob/user)
@@ -1,9 +1,10 @@
/obj/effect/proc_holder/changeling/headcrab
name = "Last Resort"
desc = "We sacrifice our current body in a moment of need, placing us in control of a vessel."
helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us."
helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 1
loudness = 2
req_human = 1
/obj/effect/proc_holder/changeling/headcrab/sting_action(mob/user)
@@ -3,7 +3,7 @@
name = "Hivemind Communication"
desc = "We tune our senses to the airwaves to allow us to discreetly communicate and exchange DNA with other changelings."
helptext = "We will be able to talk with other changelings with :g. Exchanged DNA do not count towards absorb objectives."
dna_cost = 0
dna_cost = 1
chemical_cost = -1
/obj/effect/proc_holder/changeling/hivemind_comms/on_purchase(mob/user, is_respec)
@@ -17,6 +17,9 @@
var/obj/effect/proc_holder/changeling/hivemind_download/S2 = new
if(!changeling.has_sting(S2))
changeling.purchasedpowers+=S2
var/obj/effect/proc_holder/changeling/linglink/S3 = new
if(!changeling.has_sting(S3))
changeling.purchasedpowers+=S3
// HIVE MIND UPLOAD/DOWNLOAD DNA
GLOBAL_LIST_EMPTY(hivemind_bank)
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/lesserform
name = "Lesser Form"
desc = "We debase ourselves and become lesser. We become a monkey."
desc = "We debase ourselves and become lesser. We become a monkey. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 5
dna_cost = 1
loudness = 2
req_human = 1
//Transform into a monkey.
@@ -2,7 +2,7 @@
name = "Hivemind Link"
desc = "Link your victim's mind into the hivemind for personal interrogation."
chemical_cost = 0
dna_cost = 0
dna_cost = -1
req_human = 1
/obj/effect/proc_holder/changeling/linglink/can_sting(mob/living/carbon/user)
@@ -134,9 +134,10 @@
/obj/effect/proc_holder/changeling/weapon/arm_blade
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 2
loudness = 2
req_human = 1
weapon_type = /obj/item/melee/arm_blade
weapon_name_simple = "blade"
@@ -215,9 +216,11 @@
desc = "We ready a tentacle to grab items or victims with."
helptext = "We can use it once to retrieve a distant item. If used on living creatures, the effect depends on the intent: \
Help will simply drag them closer, Disarm will grab whatever they're holding instead of them, Grab will put the victim in our hold after catching it, \
and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form."
and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form.\
This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 10
dna_cost = 2
loudness = 2
req_human = 1
weapon_type = /obj/item/gun/magic/tentacle
weapon_name_simple = "tentacle"
@@ -393,9 +396,10 @@
/obj/effect/proc_holder/changeling/weapon/shield
name = "Organic Shield"
desc = "We reform one of our arms into a hard shield."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
loudness = 1
req_human = 1
weapon_type = /obj/item/shield/changeling
@@ -445,9 +449,10 @@
/obj/effect/proc_holder/changeling/suit/organic_space_suit
name = "Organic Space Suit"
desc = "We grow an organic suit to protect ourselves from space exposure."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 2
loudness = 1
req_human = 1
suit_type = /obj/item/clothing/suit/space/changeling
@@ -492,9 +497,10 @@
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 1
loudness = 2
req_human = 1
recharge_slowdown = 0.25
@@ -1,9 +1,10 @@
/obj/effect/proc_holder/changeling/resonant_shriek
name = "Resonant Shriek"
desc = "Our lungs and vocal cords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded."
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors."
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
loudness = 1
req_human = 1
//A flashy ability, good for crowd control and sewing chaos.
@@ -25,13 +26,16 @@
for(var/obj/machinery/light/L in range(4, user))
L.on = 1
L.break_light_tube()
playsound(get_turf(user), 'sound/effects/lingscreech.ogg', 75, TRUE, 5, soundenvwet = 0)
return TRUE
/obj/effect/proc_holder/changeling/dissonant_shriek
name = "Dissonant Shriek"
desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics."
helptext = "Emits a high-frequency sound that overloads nearby electronics. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
loudness = 1
//A flashy ability, good for crowd control and sewing chaos.
/obj/effect/proc_holder/changeling/dissonant_shriek/sting_action(mob/user)
@@ -39,4 +43,5 @@
L.on = 1
L.break_light_tube()
empulse(get_turf(user), 2, 5, 1)
playsound(get_turf(user), 'sound/effects/lingempscreech.ogg', 75, TRUE, 5, soundenvwet = 0)
return TRUE
@@ -1,9 +1,10 @@
/obj/effect/proc_holder/changeling/spiders
name = "Spread Infestation"
desc = "Our form divides, creating arachnids which will grow into deadly beasts."
helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 3 DNA gained through Absorb, and not through DNA sting."
helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 3 DNA gained through Absorb, and not through DNA sting. This ability is very loud, and will guarantee that our blood will react violently to heat."
chemical_cost = 45
dna_cost = 1
loudness = 4
req_absorbs = 3
//Makes some spiderlings. Good for setting traps and causing general trouble.
@@ -64,10 +64,11 @@
/obj/effect/proc_holder/changeling/sting/transformation
name = "Transformation Sting"
desc = "We silently sting a human, injecting a retrovirus that forces them to transform."
helptext = "The victim will transform much like a changeling would. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human."
helptext = "The victim will transform much like a changeling would. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_transform"
chemical_cost = 50
dna_cost = 3
loudness = 1
var/datum/changelingprofile/selected_dna = null
/obj/effect/proc_holder/changeling/sting/transformation/Click()
@@ -111,10 +112,11 @@
/obj/effect/proc_holder/changeling/sting/false_armblade
name = "False Armblade Sting"
desc = "We silently sting a human, injecting a retrovirus that mutates their arm to temporarily appear as an armblade."
helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless."
helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_armblade"
chemical_cost = 20
dna_cost = 1
loudness = 1
/obj/item/melee/arm_blade/false
desc = "A grotesque mass of flesh that used to be your arm. Although it looks dangerous at first, you can tell it's actually quite dull and useless."
@@ -183,10 +185,11 @@
/obj/effect/proc_holder/changeling/sting/mute
name = "Mute Sting"
desc = "We silently sting a human, completely silencing them for a short time."
helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot."
helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot. This ability is loud, and might cause our blood to react violently to heat."
sting_icon = "sting_mute"
chemical_cost = 20
dna_cost = 2
loudness = 2
/obj/effect/proc_holder/changeling/sting/mute/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "mute sting")
@@ -196,10 +199,11 @@
/obj/effect/proc_holder/changeling/sting/blind
name = "Blind Sting"
desc = "Temporarily blinds the target."
helptext = "This sting completely blinds a target for a short time."
helptext = "This sting completely blinds a target for a short time. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_blind"
chemical_cost = 25
dna_cost = 1
loudness = 1
/obj/effect/proc_holder/changeling/sting/blind/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "blind sting")
@@ -229,10 +233,11 @@
/obj/effect/proc_holder/changeling/sting/cryo
name = "Cryogenic Sting"
desc = "We silently sting a human with a cocktail of chemicals that freeze them."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_cryo"
chemical_cost = 15
dna_cost = 2
loudness = 1
/obj/effect/proc_holder/changeling/sting/cryo/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", "cryo sting")
@@ -194,10 +194,12 @@
else
L.visible_message("<span class='warning'>[L]'s eyes blaze with brilliant light!</span>", \
"<span class='userdanger'>Your vision suddenly screams with white-hot light!</span>")
L.Knockdown(160)
L.adjustStaminaLoss(140) // now kindle works pretty much like bloodcult stun knockdown and stamcrit wise
L.Knockdown(15, TRUE, FALSE, 15)
L.apply_status_effect(STATUS_EFFECT_KINDLE)
L.flash_act(1, 1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_HEAVY)
if(iscultist(L))
L.adjustFireLoss(15)
..()
@@ -24,6 +24,19 @@
description = "Station 49 is looking to kickstart their research program. Ship them a tank full of Tritium."
gas_type = /datum/gas/tritium
/datum/bounty/item/engineering/pacman
name = "P.A.C.M.A.N.-type portable generator"
description = "A neighboring station had a problem with their SMES, and now need something to power their communications console. Can you send them a P.AC.M.A.N.?"
reward = 3500 //2500 for the cargo one
wanted_types = list(/obj/machinery/power/port_gen/pacman)
/datum/bounty/item/engineering/canisters
name = "Gas Canisters"
description = "After a recent debacle in a nearby sector, 10 gas canisters are needed for containing an experimental aerosol before it kills all the local fauna."
reward = 5000
required_count = 10 //easy to make
wanted_types = list(/obj/machinery/portable_atmospherics/canister)
/datum/bounty/item/engineering/energy_ball
name = "Contained Tesla Ball"
description = "Station 24 is being overrun by hordes of angry Mothpeople. They are requesting the ultimate bug zapper."
+68
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@@ -57,3 +57,71 @@
description = "Central Command has run out of heavy duty pipe cleaners. Can you ship over a cat tail to help us out?"
reward = 3000
wanted_types = list(/obj/item/organ/tail/cat)
/datum/bounty/item/medical/blood
name = "Generic Blood"
description = "Nanotrasen's annual blood drive is back up to full speed, following the garlic incident. Good blood in good volumes accepted for Credit returns."
reward = 3500
required_count = 600
wanted_types = list(/datum/reagent/blood)
/* If anyone wants to try and fix/work, go for it
/datum/bounty/item/medical/medibot // Mob so this dosn't work yet*
name = "Medibot"
description = "A sister station is dealing with um problem, they need a medibot to help treat their wounded..."
reward = 3000
wanted_types = list(/mob/living/simple_animal/bot/medbot)
/datum/bounty/item/medical/bloodl //Dosnt work do to how blood is yet*
name = "L-type Blood"
description = "After a small scuffle, a few of our lizard employees need another blood transfusion."
reward = 4000
required_count = 200
wanted_types = (L,/datum/reagent/blood)
if(istype(L,/datum/reagent/blood))
wanted_types += L
/datum/bounty/item/medical/bloodu //Dosnt work do to how blood is yet*
name = "U-Type Blood"
description = "After dealing with a small revolt in a local penal colony, the colony's anemic CMO needs blood, urgently. With his compromised immune system, only the best blood can be used."
reward = 5500 // Rarer blood
required_count = 200
wanted_types = (U,/datum/reagent/blood)
if(istype(U,/datum/reagent/blood))
wanted_types += U
*/
/datum/bounty/item/medical/surgery
name = "Surgery tool implants"
description = "Our medical interns keep dropping their Shambler's Juice while they're performing open heart surgery. One of them even had the audacity to say he only had two hands!"
reward = 10000
required_count = 3
wanted_types = list(/obj/item/organ/cyberimp/arm/surgery)
/datum/bounty/item/medical/chemmaker
name = "Portable Chem Dispenser"
description = "After a new chemist mixed up some water and a banana, we lost our only chem dispenser. Please send us a replacement and you will be compensated."
reward = 7000
wanted_types = list(/obj/machinery/chem_dispenser)
/datum/bounty/item/medical/advhealthscaner
name = "Advanced Health Analyzer"
description = "A ERT Medical unit needs the new 'advanced health analyzer', for a mission at a Station 4. Can you send some?."
reward = 4000
required_count = 5
wanted_types = list(/obj/item/healthanalyzer/advanced)
/datum/bounty/item/medical/wallmounts
name = "Defibrillator wall mounts"
description = "New Space OSHA regulation state that are new cloning medical wing needs a few 'Easy to access defibrillartors'. Can you send a few before we get a lawsuit?"
reward = 5000
required_count = 3
wanted_types = list(/obj/machinery/defibrillator_mount)
/datum/bounty/item/medical/defibrillator
name = "New defibillators"
description = "After years of storge are defibrillator units have become more liabilities then we want. Please send us some new ones to replace these old ones."
reward = 5000
required_count = 5
wanted_types = list(/obj/item/defibrillator)
+14
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@@ -49,3 +49,17 @@
reward = 5000
required_count = 3
wanted_types = list(/obj/item/kitchen/knife/combat/bone)
/datum/bounty/item/mining/basalt
name = "Artificial Basalt Tiles"
description = "Central Command's Ash Walker exhibit needs to be expanded again, we just need some more basalt flooring."
reward = 5000
required_count = 60
wanted_types = list(/obj/item/stack/tile/basalt)
/datum/bounty/item/mining/fruit
name = "Cactus Fruit"
description = "Central Command's Ash Walker habitat needs more fauna, send us some local fruit seeds!"
reward = 2000
required_count = 1
wanted_types = list(/obj/item/seeds/lavaland/cactus)
+52
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@@ -64,3 +64,55 @@
description = "With the price of rechargers on the rise, upper management is interested in purchasing guns that are self-powered. If you ship one, they'll pay."
reward = 10000
wanted_types = list(/obj/item/gun/energy/e_gun/nuclear)
/datum/bounty/item/science/bscells
name = "Bluespace Power Cells"
description = "Someone in upper management keeps using the excuse that his tablet battery dies when he's in the middle of work. This will be the last time he doesn't have his presentation, I swear to -"
reward = 7000
required_count = 10 //Easy to make
wanted_types = list(/obj/item/stock_parts/cell/bluespace)
/datum/bounty/item/science/t4manip
name = "Femto-Manipulators"
description = "One of our Chief Engineers has OCD. Can you send us some femto-manipulators so he stops complaining that his ID doesn't fit perfectly in the PDA slot?"
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/manipulator/femto)
/datum/bounty/item/science/t4bins
name = "Bluespace Matter Bins"
description = "The local Janitorial union has gone on strike. Can you send us some bluespace bins so we don't have to take out our own trash?"
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/matter_bin/bluespace)
/datum/bounty/item/science/t4capacitor
name = "Quadratic Capacitor"
description = "One of our linguists doesn't understand why they're called Quadratic capacitors. Can you give him a few so he leaves us alone about it?"
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/capacitor/quadratic)
/datum/bounty/item/science/t4triphasic
name = "Triphasic Scanning Module"
description = "One of our scientists got into the liberty caps and is demanding new scanning modules so he can talk to ghosts. At this point we just want him out of our office."
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/scanning_module/triphasic)
/datum/bounty/item/science/t4microlaser
name = "Quad-Ultra Micro-Laser"
description = "The cats on Vega 9 are breeding out of control. We need something to corral them into one area so we can saturation bomb it."
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/micro_laser/quadultra)
/datum/bounty/item/science/fakecrystals
name = "synthetic bluespace crystals"
description = "Don't, uh, tell anyone, but one of our BSA arrays might have had a little... accident. Send us some bluespace crystals so we can recalibrate it before anyone realizes. The whole set uses artificial bluespace crystals, so we need and not any other type of bluespace crystals..."
reward = 10000
required_count = 5
wanted_types = list(/obj/item/stack/ore/bluespace_crystal/artificial)
exclude_types = list(/obj/item/stack/ore/bluespace_crystal,
/obj/item/stack/sheet/bluespace_crystal,
/obj/item/stack/ore/bluespace_crystal/refined)
+41
View File
@@ -11,3 +11,44 @@
reward = 2000
required_count = 3
wanted_types = list(/obj/machinery/recharger)
/datum/bounty/item/security/practice
name = "Practice Laser Gun"
description = "Nanotrasen Military Academy is conducting routine marksmanship exercises. The clown hid all the practice lasers, and we're not using live weapons after last time."
reward = 3000
required_count = 3
wanted_types = list(/obj/item/gun/energy/laser/practice)
/datum/bounty/item/security/flashshield
name = "Strobe Shield"
description = "One of our Emergency Response Agents thinks there's vampires in a local station. Send him something to help with his fear of the dark and protect him, too."
reward = 5000
wanted_types = list(/obj/item/assembly/flash/shield)
/datum/bounty/item/security/sechuds
name = "Sec HUDs"
description = "Nanotrasen military academy has started to train officers how to use Sec HUDs to the fullest affect. Please send spare Sec HUDs so we can teach the men."
reward = 3000
required_count = 5
wanted_types = list(/obj/item/clothing/glasses/hud/security)
/datum/bounty/item/security/techslugs
name = "Tech Slugs"
description = "Nanotrasen Military Academy is conducting an ammo loading and use lessons, on the new 'Tech Slugs'. Problem is we don't have any, please fix this..."
reward = 7500
required_count = 15
wanted_types = list(/obj/item/ammo_casing/shotgun/techshell)
/datum/bounty/item/security/WT550
name = "Spare WT-550 clips"
description = "Nanotrasen Military Academy's ammunition is running low, please send in spare ammo for practice."
reward = 7500
required_count = 5
wanted_types = list(/obj/item/ammo_box/magazine/wt550m9)
/datum/bounty/item/security/pins
name = "Test range firing pins"
description = "Nanotrasen Military Academy just got a new set of guns, sadly they didn't come with any pins. Can you send us some Test range locked firing pins?"
reward = 5000
required_count = 3
wanted_types = list(/obj/item/firing_pin/test_range)
+54
View File
@@ -1724,6 +1724,39 @@
crate_name = "beekeeping starter crate"
crate_type = /obj/structure/closet/crate/hydroponics
/datum/supply_pack/organic/candy
name = "Candy Crate"
desc = "For people that have a insatiable sweet tooth! Has ten candies to be eaten up.."
cost = 2500
var/num_contained = 10 //number of items picked to be contained in a randomised crate
contains = list(/obj/item/reagent_containers/food/snacks/candy,
/obj/item/reagent_containers/food/snacks/lollipop,
/obj/item/reagent_containers/food/snacks/gumball,
/obj/item/reagent_containers/food/snacks/chocolateegg,
/obj/item/reagent_containers/food/snacks/donut,
/obj/item/reagent_containers/food/snacks/cookie,
/obj/item/reagent_containers/food/snacks/sugarcookie,
/obj/item/reagent_containers/food/snacks/chococornet,
/obj/item/reagent_containers/food/snacks/mint,
/obj/item/reagent_containers/food/snacks/spiderlollipop,
/obj/item/reagent_containers/food/snacks/chococoin,
/obj/item/reagent_containers/food/snacks/fudgedice,
/obj/item/reagent_containers/food/snacks/chocoorange,
/obj/item/reagent_containers/food/snacks/honeybar,
/obj/item/reagent_containers/food/snacks/tinychocolate,
/obj/item/reagent_containers/food/snacks/spacetwinkie,
/obj/item/reagent_containers/food/snacks/syndicake,
/obj/item/reagent_containers/food/snacks/cheesiehonkers,
/obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull,
/obj/item/reagent_containers/food/snacks/sugarcookie/spookycoffin,
/obj/item/reagent_containers/food/snacks/candy_corn,
/obj/item/reagent_containers/food/snacks/candiedapple,
/obj/item/reagent_containers/food/snacks/chocolatebar,
/obj/item/reagent_containers/food/snacks/candyheart,
/obj/item/storage/fancy/heart_box,
/obj/item/storage/fancy/donut_box)
crate_name = "candy crate"
/datum/supply_pack/organic/cutlery
name = "Kitchen Cutlery Deluxe Set"
desc = "Need to slice and dice away those ''Tomatos'' well we got what you need! From a nice set of knifes, forks, plates, glasses, and a whetstone for when you got some grizzle that is a bit harder to slice then normal."
@@ -1892,6 +1925,27 @@
crate_name = "seeds crate"
crate_type = /obj/structure/closet/crate/hydroponics
/datum/supply_pack/organic/vday
name = "Surplus Valentine Crate"
desc = "Turns out we got warehouses of this love-y dove-y crap. Were sending out small barged buddle of Valentine gear. This crate has two boxes of chocolate, three poppy flowers, five candy hearts, and three cards."
cost = 3000
contraband = TRUE
contains = list(/obj/item/storage/fancy/heart_box,
/obj/item/storage/fancy/heart_box,
/obj/item/reagent_containers/food/snacks/grown/poppy,
/obj/item/reagent_containers/food/snacks/grown/poppy,
/obj/item/reagent_containers/food/snacks/grown/poppy,
/obj/item/reagent_containers/food/snacks/candyheart,
/obj/item/reagent_containers/food/snacks/candyheart,
/obj/item/reagent_containers/food/snacks/candyheart,
/obj/item/reagent_containers/food/snacks/candyheart,
/obj/item/reagent_containers/food/snacks/candyheart,
/obj/item/valentine,
/obj/item/valentine,
/obj/item/valentine)
crate_name = "valentine crate"
crate_type = /obj/structure/closet/crate/secure
/datum/supply_pack/organic/exoticseeds
name = "Exotic Seeds Crate"
desc = "Any entrepreneuring botanist's dream. Contains twelve different seeds, including three replica-pod seeds and two mystery seeds!"
+3 -1
View File
@@ -72,4 +72,6 @@
var/list/credits //lazy list of all credit object bound to this client
var/datum/player_details/player_details //these persist between logins/logouts during the same round.
var/datum/player_details/player_details //these persist between logins/logouts during the same round.
var/list/char_render_holders //Should only be a key-value list of north/south/east/west = obj/screen.
+22 -1
View File
@@ -454,6 +454,7 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
GLOB.ahelp_tickets.ClientLogout(src)
GLOB.directory -= ckey
GLOB.clients -= src
QDEL_LIST_ASSOC_VAL(char_render_holders)
if(movingmob != null)
movingmob.client_mobs_in_contents -= mob
UNSETEMPTY(movingmob.client_mobs_in_contents)
@@ -498,7 +499,7 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
qdel(query_client_in_db)
return
if(!query_client_in_db.NextRow())
if (CONFIG_GET(flag/panic_bunker) && !holder && !GLOB.deadmins[ckey])
if (CONFIG_GET(flag/panic_bunker) && !holder && !GLOB.deadmins[ckey] && !ckey in GLOB.bunker_passthrough)
log_access("Failed Login: [key] - New account attempting to connect during panic bunker")
message_admins("<span class='adminnotice'>Failed Login: [key] - New account attempting to connect during panic bunker</span>")
to_chat(src, "<span class='notice'>You must first join the Discord to verify your account before joining this server.<br>To do so, read the rules and post a request in the #station-access-requests channel under the \"Main server\" category in the Discord server linked here: <a href='https://discord.gg/E6SQuhz'>https://discord.gg/E6SQuhz</a></span>") //CIT CHANGE - makes the panic bunker disconnect message point to the discord
@@ -877,3 +878,23 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
/client/proc/AnnouncePR(announcement)
if(prefs && prefs.chat_toggles & CHAT_PULLR)
to_chat(src, announcement)
/client/proc/show_character_previews(mutable_appearance/MA)
var/pos = 0
for(var/D in GLOB.cardinals)
pos++
var/obj/screen/O = LAZYACCESS(char_render_holders, "[D]")
if(!O)
O = new
LAZYSET(char_render_holders, "[D]", O)
screen |= O
O.appearance = MA
O.dir = D
O.screen_loc = "character_preview_map:0,[pos]"
/client/proc/clear_character_previews()
for(var/index in char_render_holders)
var/obj/screen/S = char_render_holders[index]
screen -= S
qdel(S)
char_render_holders = null
File diff suppressed because it is too large Load Diff
@@ -235,6 +235,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
//Character
S["real_name"] >> real_name
S["nameless"] >> nameless
S["name_is_always_random"] >> be_random_name
S["body_is_always_random"] >> be_random_body
S["gender"] >> gender
@@ -301,6 +302,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["feature_mam_ears"] >> features["mam_ears"]
S["feature_mam_tail_animated"] >> features["mam_tail_animated"]
S["feature_taur"] >> features["taur"]
S["feature_mam_snouts"] >> features["mam_snouts"]
//Xeno features
S["feature_xeno_tail"] >> features["xenotail"]
S["feature_xeno_dors"] >> features["xenodorsal"]
@@ -362,6 +364,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(!features["mcolor"] || features["mcolor"] == "#000")
features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
nameless = sanitize_integer(nameless, 0, 1, initial(nameless))
be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
be_random_body = sanitize_integer(be_random_body, 0, 1, initial(be_random_body))
@@ -427,6 +430,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
//Character
WRITE_FILE(S["real_name"] , real_name)
WRITE_FILE(S["nameless"] , nameless)
WRITE_FILE(S["name_is_always_random"] , be_random_name)
WRITE_FILE(S["body_is_always_random"] , be_random_body)
WRITE_FILE(S["gender"] , gender)
+15 -11
View File
@@ -158,14 +158,14 @@
icon_state = "bronze_heart"
/obj/item/clothing/accessory/medal/engineer
name = "\"Shift's Best Electrician\" award"
desc = "An award bestowed upon engineers who have excelled at keeping the station running in the best possible condition against all odds."
icon_state = "engineer"
name = "\"Shift's Best Electrician\" award"
desc = "An award bestowed upon engineers who have excelled at keeping the station running in the best possible condition against all odds."
icon_state = "engineer"
/obj/item/clothing/accessory/medal/greytide
name = "\"Greytider of the shift\" award"
desc = "An award for only the most annoying of assistants. Locked doors mean nothing to you and behaving is not in your vocabulary"
icon_state = "greytide"
name = "\"Greytider of the shift\" award"
desc = "An award for only the most annoying of assistants. Locked doors mean nothing to you and behaving is not in your vocabulary"
icon_state = "greytide"
/obj/item/clothing/accessory/medal/ribbon
name = "ribbon"
@@ -178,9 +178,9 @@
desc = "An award bestowed only upon those cargotechs who have exhibited devotion to their duty in keeping with the highest traditions of Cargonia."
/obj/item/clothing/accessory/medal/ribbon/medical_doctor
name = "\"doctor of the shift\" award"
desc = "An award bestowed only upon the most capable doctors who have upheld the Hippocratic Oath to the best of their ability"
icon_state = "medical_doctor"
name = "\"doctor of the shift\" award"
desc = "An award bestowed only upon the most capable doctors who have upheld the Hippocratic Oath to the best of their ability"
icon_state = "medical_doctor"
/obj/item/clothing/accessory/medal/silver
name = "silver medal"
@@ -211,6 +211,12 @@
desc = "A golden medal awarded exclusively to those promoted to the rank of captain. It signifies the codified responsibilities of a captain to Nanotrasen, and their undisputable authority over their crew."
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/accessory/medal/gold/captain/family
name = "old medal of captaincy"
desc = "A rustic badge pure gold, has been through hell and back by the looks, the syndcate have been after these by the looks of it for generations..."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 10) //Pure gold
materials = list(MAT_GOLD=2000)
/obj/item/clothing/accessory/medal/gold/heroism
name = "medal of exceptional heroism"
desc = "An extremely rare golden medal awarded only by CentCom. To receive such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but commanders."
@@ -234,8 +240,6 @@
name = "nobel sciences award"
desc = "A plasma medal which represents significant contributions to the field of science or engineering."
////////////
//Armbands//
////////////
@@ -93,6 +93,15 @@
else if(length(blood_dna))
AddComponent(/datum/component/forensics, null, null, blood_dna)
bloody_hands = rand(2, 4)
if(head)
head.add_blood_DNA(blood_dna)
update_inv_head()
else if(wear_mask)
wear_mask.add_blood_DNA(blood_dna)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_blood_DNA(blood_dna)
update_inv_neck()
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
@@ -89,13 +89,24 @@
icon_state = "jdonut1"
extra_reagent = "cherryjelly"
foodtype = JUNKFOOD | GRAIN | FRIED | FRUIT
/obj/item/reagent_containers/food/snacks/donut/meat
bonus_reagents = list("ketchup" = 1)
list_reagents = list("nutriment" = 3, "ketchup" = 2)
tastes = list("meat" = 1)
foodtype = JUNKFOOD | MEAT | GROSS | FRIED
/obj/item/reagent_containers/food/snacks/donut/semen
name = "\"cream\" donut"
desc = "That cream looks a little runny..."
icon_state = "donut3"
bitesize = 10
bonus_reagents = list("semen" = 1)
list_reagents = list("nutriment" = 3, "sugar" = 2, "semen" = 5)
filling_color = "#FFFFFF"
tastes = list("donut" = 1, "salt" = 3)
foodtype = JUNKFOOD | GRAIN | FRIED | SUGAR
////////////////////////////////////////////MUFFINS////////////////////////////////////////////
@@ -23,6 +23,16 @@
result = /obj/item/reagent_containers/food/snacks/donut
subcategory = CAT_PASTRY
/datum/crafting_recipe/food/donut
time = 15
name = "Semen donut"
reqs = list(
/datum/reagent/consumable/semen = 10,
/obj/item/reagent_containers/food/snacks/pastrybase = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/semen
subcategory = CAT_PASTRY
datum/crafting_recipe/food/donut/meat
time = 15
name = "Meat donut"
+1 -1
View File
@@ -26,7 +26,7 @@ Captain
/datum/job/captain/announce(mob/living/carbon/human/H)
..()
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, "Captain [H.real_name] on deck!"))
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, "Captain [H.nameless ? "" : "[H.real_name] "]on deck!"))
/datum/outfit/job/captain
name = "Captain"
+6
View File
@@ -193,6 +193,12 @@
if(!J)
J = SSjob.GetJob(H.job)
if(H.nameless && J.dresscodecompliant)
if(J.title in GLOB.command_positions)
H.real_name = J.title
else
H.real_name = "[J.title] #[rand(10000, 99999)]"
var/obj/item/card/id/C = H.wear_id
if(istype(C))
C.access = J.get_access()
@@ -9,9 +9,11 @@
var/top_right_coords[3]
var/wipe_reservation_on_release = TRUE
var/turf_type = /turf/open/space
var/borderturf
/datum/turf_reservation/transit
turf_type = /turf/open/space/transit
borderturf = /turf/open/space/transit/border
/datum/turf_reservation/proc/Release()
var/v = reserved_turfs.Copy()
@@ -20,6 +22,12 @@
SSmapping.used_turfs -= i
SSmapping.reserve_turfs(v)
/datum/turf_reservation/transit/Release()
for(var/turf/open/space/transit/T in reserved_turfs)
for(var/atom/movable/AM in T)
T.throw_atom(AM)
. = ..()
/datum/turf_reservation/proc/Reserve(width, height, zlevel)
if(width > world.maxx || height > world.maxy || width < 1 || height < 1)
return FALSE
@@ -60,7 +68,10 @@
T.flags_1 &= ~UNUSED_RESERVATION_TURF_1
SSmapping.unused_turfs["[T.z]"] -= T
SSmapping.used_turfs[T] = src
T.ChangeTurf(turf_type, turf_type)
if(borderturf && (T.x == BL.x || T.x == TR.x || T.y == BL.y || T.y == TR.y))
T.ChangeTurf(borderturf, borderturf)
else
T.ChangeTurf(turf_type, turf_type)
src.width = width
src.height = height
return TRUE
@@ -20,17 +20,19 @@
features = random_features()
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon(nude = FALSE)
/datum/preferences/proc/update_preview_icon()
// Silicons only need a very basic preview since there is no customization for them.
// var/wide_icon = FALSE //CITDEL THINGS
// if(features["taur"] != "None")
// wide_icon = TRUE
if(job_engsec_high)
switch(job_engsec_high)
if(AI_JF)
preview_icon = icon('icons/mob/ai.dmi', "AI", SOUTH)
preview_icon.Scale(64, 64)
parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = "AI", dir = SOUTH))
return
if(CYBORG)
preview_icon = icon('icons/mob/robots.dmi', "robot", SOUTH)
preview_icon.Scale(64, 64)
parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
return
// Set up the dummy for its photoshoot
@@ -57,30 +59,11 @@
previewJob = job
break
if(previewJob && !nude)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE)
COMPILE_OVERLAYS(mannequin)
CHECK_TICK
preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon.Scale(48+32, 16+32)
CHECK_TICK
mannequin.setDir(NORTH)
if(previewJob)
if(current_tab != 2)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE)
var/icon/stamp = getFlatIcon(mannequin)
CHECK_TICK
preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17)
CHECK_TICK
mannequin.setDir(WEST)
stamp = getFlatIcon(mannequin)
CHECK_TICK
preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9)
CHECK_TICK
mannequin.setDir(SOUTH)
stamp = getFlatIcon(mannequin)
CHECK_TICK
preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1)
CHECK_TICK
preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser.
CHECK_TICK
COMPILE_OVERLAYS(mannequin)
parent.show_character_previews(new /mutable_appearance(mannequin))
unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
@@ -364,6 +364,12 @@
name = "Over Eye"
icon_state = "hair_shortovereye"
//Donator item - fractious
/datum/sprite_accessory/hair/over_eye_fr
name = "Over Eye (fract)"
icon_state = "hair_shortovereye_1f"
ckeys_allowed = list("fractious")
/datum/sprite_accessory/hair/parted
name = "Parted"
icon_state = "hair_parted"
@@ -1516,18 +1522,3 @@
/datum/sprite_accessory/moth_wings/snow
name = "Snow"
icon_state = "snow"
//Lunasune
/datum/sprite_accessory/mam_ears/lunasune
name = "lunasune"
icon_state = "lunasune"
hasinner = 1
extra = TRUE
extra_color_src = MUTCOLORS2
ckeys_allowed = list("invader4352")
/datum/sprite_accessory/mam_tails/lunasune
name = "lunasune"
icon_state = "lunasune"
extra = TRUE
ckeys_allowed = list("invader4352")
+5
View File
@@ -198,6 +198,11 @@
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
blood_data["quirks"] += T.type
blood_data["changeling_loudness"] = 0
if(mind)
var/datum/antagonist/changeling/ling = mind.has_antag_datum(/datum/antagonist/changeling)
if(istype(ling))
blood_data["changeling_loudness"] = ling.loudfactor
return blood_data
//get the id of the substance this mob use as blood.
+3 -2
View File
@@ -62,8 +62,9 @@
/obj/item/organ/brain/proc/transfer_identity(mob/living/L)
name = "[L.name]'s brain"
if(brainmob || decoy_override)
if(brainmob)
return
if(!L.mind)
return
brainmob = new(src)
@@ -80,7 +81,7 @@
var/obj/item/organ/zombie_infection/ZI = L.getorganslot(ORGAN_SLOT_ZOMBIE)
if(ZI)
brainmob.set_species(ZI.old_species) //For if the brain is cloned
if(L.mind && L.mind.current)
if(!decoy_override && L.mind && L.mind.current)
L.mind.transfer_to(brainmob)
to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>")
@@ -87,21 +87,21 @@
//CIT CHANGES END HERE
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
if(prob(33))
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
bleed(totitemdamage)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
if(affecting.body_zone == BODY_ZONE_HEAD)
if(wear_mask)
if(wear_mask && prob(basebloodychance))
wear_mask.add_mob_blood(src)
update_inv_wear_mask()
if(wear_neck)
if(wear_neck && prob(basebloodychance))
wear_neck.add_mob_blood(src)
update_inv_neck()
if(head)
if(head && prob(basebloodychance))
head.add_mob_blood(src)
update_inv_head()
+28 -1
View File
@@ -146,4 +146,31 @@
var/turf/T = loc
T.Entered(src)
//Ayy lmao
/datum/emote/sound/human
mob_type_allowed_typecache = list(/mob/living/carbon/human)
emote_type = EMOTE_AUDIBLE
/datum/emote/sound/human/buzz
key = "buzz"
key_third_person = "buzzes"
message = "buzzes."
message_param = "buzzes at %t."
sound = 'sound/machines/buzz-sigh.ogg'
/datum/emote/sound/human/buzz2
key = "buzz2"
message = "buzzes twice."
sound = 'sound/machines/buzz-two.ogg'
/datum/emote/sound/human/ping
key = "ping"
key_third_person = "pings"
message = "pings."
message_param = "pings at %t."
sound = 'sound/machines/ping.ogg'
/datum/emote/sound/human/chime
key = "chime"
key_third_person = "chimes"
message = "chimes."
sound = 'sound/machines/chime.ogg'
@@ -264,7 +264,7 @@
if(pocket_item)
if(pocket_item == (pocket_id == SLOT_R_STORE ? r_store : l_store)) //item still in the pocket we search
dropItemToGround(pocket_item)
if(!put_in_hands(pocket_item))
if(!usr.can_hold_items() || !usr.put_in_hands(pocket_item))
pocket_item.forceMove(drop_location())
else
if(place_item)
@@ -45,6 +45,8 @@
var/name_override //For temporary visible name changes
var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.
var/datum/personal_crafting/handcrafting
var/datum/physiology/physiology
@@ -56,7 +56,7 @@
if( head && (head.flags_inv&HIDEFACE) )
return if_no_face //Likewise for hats
var/obj/item/bodypart/O = get_bodypart(BODY_ZONE_HEAD)
if( !O || (has_trait(TRAIT_DISFIGURED)) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name ) //disfigured. use id-name if possible
if( !O || (has_trait(TRAIT_DISFIGURED)) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name || nameless) //disfigured. use id-name if possible
return if_no_face
return real_name
+59 -17
View File
@@ -317,9 +317,9 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
if(!HD) //Decapitated
return
if(H.has_trait(TRAIT_HUSK))
return
var/datum/sprite_accessory/S
var/list/standing = list()
@@ -351,7 +351,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(H.facial_hair_style && (FACEHAIR in species_traits) && (!facialhair_hidden || dynamic_fhair_suffix))
S = GLOB.facial_hair_styles_list[H.facial_hair_style]
if(S)
//List of all valid dynamic_fhair_suffixes
var/static/list/fextensions
if(!fextensions)
@@ -410,7 +409,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else if(H.hair_style && (HAIR in species_traits))
S = GLOB.hair_styles_list[H.hair_style]
if(S)
//List of all valid dynamic_hair_suffixes
var/static/list/extensions
if(!extensions)
@@ -612,6 +610,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!H.dna.features["mam_ears"] || H.dna.features["mam_ears"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "mam_ears"
if("mam_snouts" in mutant_bodyparts) //Take a closer look at that snout!
if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "mam_snouts"
if("taur" in mutant_bodyparts)
if(!H.dna.features["taur"] || H.dna.features["taur"] == "None" || (H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)))
bodyparts_to_add -= "taur"
@@ -696,13 +698,19 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/mutable_appearance/accessory_overlay = mutable_appearance(S.icon, layer = -layer)
accessory_overlay.color = null //just because. reee.
//A little rename so we don't have to use tail_lizard or tail_human when naming the sprites.
if(bodypart == "tail_lizard" || bodypart == "tail_human" || bodypart == "mam_tail" || bodypart == "xenotail")
bodypart = "tail"
else if(bodypart == "waggingtail_lizard" || bodypart == "waggingtail_human" || bodypart == "mam_waggingtail")
else if(bodypart == "waggingtail_lizard" || bodypart == "waggingtail_human")
bodypart = "waggingtail"
if(bodypart == "mam_waggingtail")
bodypart = "tailwag"
if(bodypart == "mam_ears" || bodypart == "ears")
bodypart = "ears"
if(bodypart == "mam_snouts" || bodypart == "snout")
bodypart = "snout"
if(bodypart == "xenohead")
bodypart = "xhead"
@@ -714,6 +722,15 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(S.center)
accessory_overlay = center_image(accessory_overlay, S.dimension_x, S.dimension_y)
var/list/colorlist = list()
colorlist.Cut()
colorlist += ReadRGB(H.dna.features["mcolor"])
colorlist += ReadRGB(H.dna.features["mcolor2"])
colorlist += ReadRGB(H.dna.features["mcolor3"])
colorlist += list(0,0,0)
for(var/index=1, index<=colorlist.len, index++)
colorlist[index] = colorlist[index]/255
if(!(H.has_trait(TRAIT_HUSK)))
if(!forced_colour)
switch(S.color_src)
@@ -732,6 +749,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
accessory_overlay.color = "#[fixed_mut_color3]"
else
accessory_overlay.color = "#[H.dna.features["mcolor3"]]"
if(MATRIXED)
accessory_overlay.color = list(colorlist)
if(HAIR)
if(hair_color == "mutcolor")
accessory_overlay.color = "#[H.dna.features["mcolor"]]"
@@ -743,6 +764,21 @@ GLOBAL_LIST_EMPTY(roundstart_races)
accessory_overlay.color = "#[H.eye_color]"
else
accessory_overlay.color = forced_colour
else
if(bodypart == "ears")
accessory_overlay.icon_state = "m_ears_none_[layertext]"
if(bodypart == "tail")
accessory_overlay.icon_state = "m_tail_husk_[layertext]"
if(MATRIXED)
var/list/husklist = list()
husklist += ReadRGB("#a3a3a3")
husklist += ReadRGB("#a3a3a3")
husklist += ReadRGB("#a3a3a3")
husklist += list(0,0,0)
for(var/index=1, index<=husklist.len, index++)
husklist[index] = husklist[index]/255
accessory_overlay.color = husklist
standing += accessory_overlay
if(S.hasinner)
@@ -1221,6 +1257,9 @@ GLOBAL_LIST_EMPTY(roundstart_races)
. += speedmod
. += H.physiology.speed_mod
if (H.m_intent == MOVE_INTENT_WALK && H.has_trait(TRAIT_SPEEDY_STEP))
. -= 1
if(H.has_trait(TRAIT_IGNORESLOWDOWN))
ignoreslow = 1
@@ -1552,7 +1591,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
bloody = 1
var/turf/location = H.loc
if(istype(location))
H.add_splatter_floor(location)
H.bleed(totitemdamage)
if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(H)
@@ -1703,6 +1742,21 @@ GLOBAL_LIST_EMPTY(roundstart_races)
H.adjust_bodytemperature((thermal_protection+1)*natural + min(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
else //we're sweating, insulation hinders out ability to reduce heat - but will reduce the amount of heat we get from the environment
H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + min(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
switch((loc_temp - H.bodytemperature)*thermal_protection)
if(-INFINITY to -50)
H.throw_alert("temp", /obj/screen/alert/cold, 3)
if(-50 to -35)
H.throw_alert("temp", /obj/screen/alert/cold, 2)
if(-35 to -20)
H.throw_alert("temp", /obj/screen/alert/cold, 1)
if(-20 to 0) //This is the sweet spot where air is considered normal
H.clear_alert("temp")
if(0 to 15) //When the air around you matches your body's temperature, you'll start to feel warm.
H.throw_alert("temp", /obj/screen/alert/hot, 1)
if(15 to 30)
H.throw_alert("temp", /obj/screen/alert/hot, 2)
if(30 to INFINITY)
H.throw_alert("temp", /obj/screen/alert/hot, 3)
// +/- 50 degrees from 310K is the 'safe' zone, where no damage is dealt.
if(H.bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !H.has_trait(TRAIT_RESISTHEAT))
@@ -1718,14 +1772,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else
firemodifier = min(firemodifier, 0)
burn_damage = max(log(2-firemodifier,(H.bodytemperature-BODYTEMP_NORMAL))-5,0) // this can go below 5 at log 2.5
if (burn_damage)
switch(burn_damage)
if(0 to 2)
H.throw_alert("temp", /obj/screen/alert/hot, 1)
if(2 to 4)
H.throw_alert("temp", /obj/screen/alert/hot, 2)
else
H.throw_alert("temp", /obj/screen/alert/hot, 3)
burn_damage = burn_damage * heatmod * H.physiology.heat_mod
if (H.stat < UNCONSCIOUS && (prob(burn_damage) * 10) / 4) //40% for level 3 damage on humans
H.emote("scream")
@@ -1736,17 +1782,13 @@ GLOBAL_LIST_EMPTY(roundstart_races)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.throw_alert("temp", /obj/screen/alert/cold, 1)
H.apply_damage(COLD_DAMAGE_LEVEL_1*coldmod*H.physiology.cold_mod, BURN)
if(120 to 200)
H.throw_alert("temp", /obj/screen/alert/cold, 2)
H.apply_damage(COLD_DAMAGE_LEVEL_2*coldmod*H.physiology.cold_mod, BURN)
else
H.throw_alert("temp", /obj/screen/alert/cold, 3)
H.apply_damage(COLD_DAMAGE_LEVEL_3*coldmod*H.physiology.cold_mod, BURN)
else
H.clear_alert("temp")
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
@@ -4,8 +4,8 @@
id = "felinid"
limbs_id = "human"
mutant_bodyparts = list("ears", "tail_human")
default_features = list("mcolor" = "FFF", "tail_human" = "Cat", "ears" = "Cat", "wings" = "None")
mutant_bodyparts = list("mam_ears", "mam_tail")
default_features = list("mcolor" = "FFF", "mam_tail" = "Cat", "mam_ears" = "Cat", "wings" = "None")
mutantears = /obj/item/organ/ears/cat
mutanttail = /obj/item/organ/tail/cat
@@ -23,38 +23,39 @@
stop_wagging_tail(H)
. = ..()
/datum/species/human/felinid/can_wag_tail(mob/living/carbon/human/H)
return ("tail_human" in mutant_bodyparts) || ("waggingtail_human" in mutant_bodyparts)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_human" in mutant_bodyparts)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/start_wagging_tail(mob/living/carbon/human/H)
if("tail_human" in mutant_bodyparts)
mutant_bodyparts -= "tail_human"
mutant_bodyparts |= "waggingtail_human"
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/human/felinid/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_human" in mutant_bodyparts)
mutant_bodyparts -= "waggingtail_human"
mutant_bodyparts |= "tail_human"
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!pref_load) //Hah! They got forcefully purrbation'd. Force default felinid parts on them if they have no mutant parts in those areas!
if(H.dna.features["tail_human"] == "None")
H.dna.features["tail_human"] = "Cat"
if(H.dna.features["ears"] == "None")
H.dna.features["ears"] = "Cat"
if(H.dna.features["ears"] == "Cat")
if(H.dna.features["mam_tail"] == "None")
H.dna.features["mam_tail"] = "Cat"
if(H.dna.features["mam_ears"] == "None")
H.dna.features["mam_ears"] = "Cat"
if(H.dna.features["mam_ears"] == "Cat")
var/obj/item/organ/ears/cat/ears = new
ears.Insert(H, drop_if_replaced = FALSE)
else
mutantears = /obj/item/organ/ears
if(H.dna.features["tail_human"] == "Cat")
if(H.dna.features["mam_tail"] == "Cat")
var/obj/item/organ/tail/cat/tail = new
tail.Insert(H, drop_if_replaced = FALSE)
else
@@ -359,7 +359,6 @@ There are several things that need to be remembered:
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
remove_overlay(SUIT_LAYER)
@@ -391,8 +390,6 @@ There are several things that need to be remembered:
else if(S.taurmode == NOT_TAURIC && S.adjusted == NORMAL_STYLE)
S.alternate_worn_icon = null
overlays_standing[SUIT_LAYER] = S.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = ((wear_suit.alternate_worn_icon) ? S.alternate_worn_icon : 'icons/mob/suit.dmi'))
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
@@ -477,7 +474,6 @@ There are several things that need to be remembered:
out += overlays_standing[i]
return out
//human HUD updates for items in our inventory
//update whether our head item appears on our hud.
@@ -614,7 +610,7 @@ generate/load female uniform sprites matching all previously decided variables
else if(dna.species.fixed_mut_color)
. += "-coloured-[dna.species.fixed_mut_color]"
else if(dna.features["mcolor"])
. += "-coloured-[dna.features["mcolor"]]"
. += "-coloured-[dna.features["mcolor"]]-[dna.features["mcolor2"]]-[dna.features["mcolor3"]]"
else
. += "-not_coloured"
@@ -644,6 +640,8 @@ generate/load female uniform sprites matching all previously decided variables
. += "-digitigrade[BP.use_digitigrade]"
if(BP.dmg_overlay_type)
. += "-[BP.dmg_overlay_type]"
if(BP.body_markings)
. += "-[BP.body_markings]"
if(has_trait(TRAIT_HUSK))
. += "-husk"
+1
View File
@@ -455,6 +455,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
adjustStaminaLoss(resting ? (recoveringstam ? -7.5 : -3) : -1.5)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(!recoveringstam && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
incomingstammult = min(1, incomingstammult*2)
//CIT CHANGES START HERE. STAMINA BUFFER STUFF
+1
View File
@@ -486,6 +486,7 @@
message = "beeps."
message_param = "beeps at %t."
sound = 'sound/machines/twobeep.ogg'
mob_type_allowed_typecache = list(/mob/living/brain, /mob/living/silicon, /mob/living/carbon/human)
/datum/emote/living/circle
key = "circle"
+4 -2
View File
@@ -705,7 +705,7 @@
log_combat(src, who, "stripped [what] off")
if(what == who.get_item_by_slot(where))
if(who.dropItemToGround(what))
if(!put_in_hands(what))
if(!can_hold_items() || !put_in_hands(what))
what.forceMove(drop_location())
log_combat(src, who, "stripped [what] off")
@@ -1067,10 +1067,12 @@
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
/mob/living/proc/update_z(new_z) // 1+ to register, null to unregister
if(isnull(new_z) && audiovisual_redirect)
return
if (registered_z != new_z)
if (registered_z)
SSmobs.clients_by_zlevel[registered_z] -= src
if (client)
if (client || audiovisual_redirect)
if (new_z)
SSmobs.clients_by_zlevel[new_z] += src
for (var/I in length(SSidlenpcpool.idle_mobs_by_zlevel[new_z]) to 1 step -1) //Backwards loop because we're removing (guarantees optimal rather than worst-case performance), it's fine to use .len here but doesn't compile on 511
+2 -1
View File
@@ -170,7 +170,6 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
var/message_len = length(message)
message = copytext(message, 1, health_diff) + "[message_len > health_diff ? "-.." : "..."]"
message = Ellipsis(message, 10, 1)
last_words = message
message_mode = MODE_WHISPER_CRIT
succumbed = TRUE
else
@@ -180,6 +179,8 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
if(!message)
return
last_words = message
spans |= get_spans()
if(language)
+1 -1
View File
@@ -86,7 +86,7 @@
var/datum/action/innate/deploy_last_shell/redeploy_action = new
var/chnotify = 0
var/multicam_allowed = FALSE
var/multicam_on = FALSE
var/obj/screen/movable/pic_in_pic/ai/master_multicam
var/list/multicam_screens = list()
@@ -194,7 +194,7 @@ GLOBAL_DATUM(ai_camera_room_landmark, /obj/effect/landmark/ai_multicam_room)
//AI procs
/mob/living/silicon/ai/proc/drop_new_multicam(silent = FALSE)
if(!multicam_allowed)
if(!CONFIG_GET(flag/allow_ai_multicam))
if(!silent)
to_chat(src, "<span class='warning'>This action is currently disabled. Contact an administrator to enable this feature.</span>")
return
@@ -213,7 +213,7 @@ GLOBAL_DATUM(ai_camera_room_landmark, /obj/effect/landmark/ai_multicam_room)
return C
/mob/living/silicon/ai/proc/toggle_multicam()
if(!multicam_allowed)
if(!CONFIG_GET(flag/allow_ai_multicam))
to_chat(src, "<span class='warning'>This action is currently disabled. Contact an administrator to enable this feature.</span>")
return
if(multicam_on)
@@ -153,8 +153,14 @@
B.cell.charge = B.cell.maxcharge
else if(istype(I, /obj/item/gun/energy))
var/obj/item/gun/energy/EG = I
if(!EG.chambered)
EG.recharge_newshot() //try to reload a new shot.
if(EG.cell?.charge < EG.cell.maxcharge)
var/obj/item/ammo_casing/energy/S = EG.ammo_type[EG.select]
EG.cell.give(S.e_cost * coeff)
if(!EG.chambered)
EG.recharge_newshot(TRUE)
EG.update_icon()
else
EG.charge_tick = 0
R.toner = R.tonermax
@@ -278,7 +284,8 @@
/obj/item/borg/cyborghug/medical,
/obj/item/stack/medical/gauze/cyborg,
/obj/item/organ_storage,
/obj/item/borg/lollipop)
/obj/item/borg/lollipop,
/obj/item/sensor_device)
emag_modules = list(/obj/item/reagent_containers/borghypo/hacked)
ratvar_modules = list(
/obj/item/clockwork/slab/cyborg/medical,
@@ -330,7 +337,8 @@
/obj/item/restraints/handcuffs/cable/zipties,
/obj/item/melee/baton/loaded,
/obj/item/gun/energy/disabler/cyborg,
/obj/item/clothing/mask/gas/sechailer/cyborg)
/obj/item/clothing/mask/gas/sechailer/cyborg,
/obj/item/pinpointer/crew)
emag_modules = list(/obj/item/gun/energy/laser/cyborg)
ratvar_modules = list(/obj/item/clockwork/slab/cyborg/security,
/obj/item/clockwork/weapon/ratvarian_spear)
@@ -342,18 +350,7 @@
/obj/item/robot_module/security/do_transform_animation()
..()
to_chat(loc, "<span class='userdanger'>While you have picked the security module, you still have to follow your laws, NOT Space Law. \
For Asimov, this means you must follow criminals' orders unless there is a law 1 reason not to.</span>")
/obj/item/robot_module/security/respawn_consumable(mob/living/silicon/robot/R, coeff = 1)
..()
var/obj/item/gun/energy/e_gun/advtaser/cyborg/T = locate(/obj/item/gun/energy/e_gun/advtaser/cyborg) in basic_modules
if(T)
if(T.cell.charge < T.cell.maxcharge)
var/obj/item/ammo_casing/energy/S = T.ammo_type[T.select]
T.cell.give(S.e_cost * coeff)
T.update_icon()
else
T.charge_tick = 0
For Crewsimov, this means you must follow criminals' orders unless there is a law 1 reason not to.</span>")
/obj/item/robot_module/peacekeeper
name = "Peacekeeper"
+2
View File
@@ -261,11 +261,13 @@
if(!has_trait(TRAIT_HUSK))
remove_trait(TRAIT_DISFIGURED, "husk")
update_body()
return TRUE
/mob/living/proc/become_husk(source)
if(!has_trait(TRAIT_HUSK))
add_trait(TRAIT_DISFIGURED, "husk")
update_body()
. = TRUE
add_trait(TRAIT_HUSK, source)
/mob/living/proc/cure_fakedeath(list/sources)
+2
View File
@@ -76,6 +76,8 @@
return "a ... thing?"
/mob/proc/show_message(msg, type, alt_msg, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(audiovisual_redirect)
audiovisual_redirect.show_message(msg ? "<avredirspan class='small'>[msg]</avredirspan>" : null, type, alt_msg ? "<avredirspan class='small'>[alt_msg]</avredirspan>" : null, alt_type)
if(!client)
return
+2
View File
@@ -110,3 +110,5 @@
var/datum/click_intercept
var/registered_z
var/mob/audiovisual_redirect //Mob to redirect messages, speech, and sounds to
+4
View File
@@ -232,6 +232,8 @@
remove_eyeblur()
/mob/proc/add_eyeblur()
if(!client)
return
var/obj/screen/plane_master/game_world/GW = locate(/obj/screen/plane_master/game_world) in client.screen
var/obj/screen/plane_master/floor/F = locate(/obj/screen/plane_master/floor) in client.screen
GW.add_filter("blurry_eyes", 2, EYE_BLUR(CLAMP(eye_blurry*0.1,0.6,3)))
@@ -242,6 +244,8 @@
add_eyeblur()
/mob/proc/remove_eyeblur()
if(!client)
return
var/obj/screen/plane_master/game_world/GW = locate(/obj/screen/plane_master/game_world) in client.screen
var/obj/screen/plane_master/floor/F = locate(/obj/screen/plane_master/floor) in client.screen
GW.remove_filter("blurry_eyes")
+7
View File
@@ -12,3 +12,10 @@
desc = "A polaroid camera with extra capacity for crime investigations."
pictures_max = 30
pictures_left = 30
/obj/item/camera/spooky/family
name = "fancy camera"
desc = "A fancy camera that has the latest magnifier mods and double the film load! With a complex double lens set with holy water to be able to see the dead, at laest to the Chaplain..."
see_ghosts = CAMERA_SEE_GHOSTS_ORBIT
pictures_max = 30
pictures_left = 30
+5 -1
View File
@@ -477,8 +477,12 @@
/datum/action/toggle_scope_zoom/IsAvailable()
. = ..()
if(!. && gun)
if(!gun)
return FALSE
if(!.)
gun.zoom(owner, FALSE)
if(!owner.get_held_index_of_item(gun))
return FALSE
/datum/action/toggle_scope_zoom/Remove(mob/living/L)
gun.zoom(L, FALSE)

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