paperwork mini update, also ASS_BLAST_USA

This commit is contained in:
Letter N
2021-03-06 19:28:29 +08:00
parent 709aaa5006
commit 4463fd9513
24 changed files with 353 additions and 157 deletions
+175 -43
View File
@@ -3,16 +3,30 @@
GLOBAL_LIST_EMPTY(roundstart_races)
GLOBAL_LIST_EMPTY(roundstart_race_names)
/**
* # species datum
*
* Datum that handles different species in the game.
*
* This datum handles species in the game, such as lizardpeople, mothmen, zombies, skeletons, etc.
* It is used in [carbon humans][mob/living/carbon/human] to determine various things about them, like their food preferences, if they have biological genders, their damage resistances, and more.
*
*/
/datum/species
var/id // if the game needs to manually check your race to do something not included in a proc here, it will use this
var/limbs_id //this is used if you want to use a different species limb sprites. Mainly used for angels as they look like humans.
var/name // this is the fluff name. these will be left generic (such as 'Lizardperson' for the lizard race) so servers can change them to whatever
var/default_color = "#FFFFFF" // if alien colors are disabled, this is the color that will be used by that race
///If the game needs to manually check your race to do something not included in a proc here, it will use this.
var/id
//This is used if you want to use a different species' limb sprites.
var/limbs_id
///This is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.
var/name
// Default color. If mutant colors are disabled, this is the color that will be used by that race.
var/default_color = "#FFF"
var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
///Whether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows
var/sexes = TRUE
var/has_field_of_vision = TRUE
//Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner
///Clothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.
var/list/offset_features = list(
OFFSET_UNIFORM = list(0,0),
OFFSET_ID = list(0,0),
@@ -34,74 +48,141 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
OFFSET_MUTPARTS = list(0,0)
)
var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color
var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent.
var/use_skintones = NO_SKINTONES // does it use skintones or not? (spoiler alert this is only used by humans)
var/exotic_blood = "" // If your race wants to bleed something other than bog standard blood, change this to reagent id.
var/exotic_bloodtype = "" //If your race uses a non standard bloodtype (A+, O-, AB-, etc)
var/exotic_blood_color = BLOOD_COLOR_HUMAN //assume human as the default blood colour, override this default by species subtypes
///This allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If "mutcolor", it uses the H's mutant_color. If "fixedmutcolor", it uses fixedmutcolor
var/hair_color
///The alpha used by the hair. 255 is completely solid, 0 is invisible.
var/hair_alpha = 255
///Does the species use skintones or not? As of now only used by humans.
var/use_skintones = FALSE
///If your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.
var/exotic_blood = ""
///If your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.
var/exotic_bloodtype = ""
/// Assume human as the default blood colour, override this default by species subtypes
var/exotic_blood_color = BLOOD_COLOR_HUMAN
///What the species drops when gibbed by a gibber machine.
var/meat = /obj/item/reagent_containers/food/snacks/meat/slab/human //What the species drops on gibbing
var/list/gib_types = list(/obj/effect/gibspawner/human, /obj/effect/gibspawner/human/bodypartless)
///What skin the species drops when gibbed by a gibber machine.
var/skinned_type
///Bitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.
var/liked_food = NONE
///Bitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.
var/disliked_food = GROSS
///Bitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is "toxic" to moths, for example.
var/toxic_food = TOXIC
var/list/no_equip = list() // slots the race can't equip stuff to
var/nojumpsuit = 0 // this is sorta... weird. it basically lets you equip stuff that usually needs jumpsuits without one, like belts and pockets and ids
///Inventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.
var/list/no_equip = list()
/// Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.
var/nojumpsuit = FALSE
var/blacklisted = 0 //Flag to exclude from green slime core species.
var/dangerous_existence //A flag for transformation spells that tells them "hey if you turn a person into one of these without preperation, they'll probably die!"
var/say_mod = "says" // affects the speech message
///Affects the speech message, for example: Motharula flutters, "My speech message is flutters!"
var/say_mod = "says"
///What languages this species can understand and say. Use a [language holder datum][/datum/language_holder] in this var.
var/species_language_holder = /datum/language_holder
var/list/mutant_bodyparts = list() // Visible CURRENT bodyparts that are unique to a species. Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Layer hiding is handled by handle_mutant_bodyparts() below.
var/list/mutant_organs = list() //Internal organs that are unique to this race.
var/speedmod = 0 // this affects the race's speed. positive numbers make it move slower, negative numbers make it move faster
var/armor = 0 // overall defense for the race... or less defense, if it's negative.
var/attack_type = BRUTE // the type of damage unarmed attacks from this species do
var/brutemod = 1 // multiplier for brute damage
var/burnmod = 1 // multiplier for burn damage
var/coldmod = 1 // multiplier for cold damage
var/heatmod = 1 // multiplier for heat damage
var/stunmod = 1 // multiplier for stun duration
var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
var/punchdamagehigh = 10 //highest possible punch damage
var/punchstunthreshold = 10 //damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
/**
* Visible CURRENT bodyparts that are unique to a species.
* DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK
* SHIT UP! Changes to this list for non-species specific bodyparts (ie
* cat ears and tails) should be assigned at organ level if possible.
* Assoc values are defaults for given bodyparts, also modified by aforementioned organs.
* They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now.
* Layer hiding is handled by [/datum/species/proc/handle_mutant_bodyparts] below.
*/
var/list/mutant_bodyparts = list()
///Internal organs that are unique to this race, like a tail.
var/list/mutant_organs = list()
///Multiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.
var/speedmod = 0
///Percentage modifier for overall defense of the race, or less defense, if it's negative.
var/armor = 0
///multiplier for brute damage
var/brutemod = 1
///multiplier for burn damage
var/burnmod = 1
///multiplier for damage from cold temperature
var/coldmod = 1
///multiplier for damage from hot temperature
var/heatmod = 1
///multiplier for stun durations
var/stunmod = 1
///multiplier for money paid at payday
var/payday_modifier = 1
///Type of damage attack does. Ethereals attack with burn damage for example.
var/attack_type = BRUTE // multiplier for stun duration
///Lowest possible punch damage this species can give. If this is set to 0, punches will always miss.
var/punchdamagelow = 1
///Highest possible punch damage this species can give.
var/punchdamagehigh = 10
///Damage at which punches from this race will stun
var/punchstunthreshold = 10 //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchwoundbonus = 0 // additional wound bonus. generally zero.
var/siemens_coeff = 1 //base electrocution coefficient
var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
///Base electrocution coefficient. Basically a multiplier for damage from electrocutions.
var/siemens_coeff = 1
///What kind of damage overlays (if any) appear on our species when wounded? If this is "", does not add an overlay.
var/damage_overlay_type = "human"
///To use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.
var/fixed_mut_color = ""
///Special mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache
var/inert_mutation = DWARFISM
var/list/special_step_sounds //Sounds to override barefeet walkng
var/grab_sound //Special sound for grabbing
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
///Sounds to override barefeet walking
var/list/special_step_sounds
///Special sound for grabbing
var/grab_sound
/// A path to an outfit that is important for species life e.g. plasmaman outfit
var/datum/outfit/outfit_important_for_life
// species-only traits. Can be found in DNA.dm
///Species-only traits. Can be found in [code/__DEFINES/DNA.dm]
var/list/species_traits = list(HAS_FLESH,HAS_BONE) //by default they can scar and have bones/flesh unless set to something else
// generic traits tied to having the species
var/list/inherent_traits = list()
///Generic traits tied to having the species.
var/list/inherent_traits = list() //list(TRAIT_ADVANCEDTOOLUSER)
/// List of biotypes the mob belongs to. Used by diseases.
var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID
var/list/blacklisted_quirks = list() // Quirks that will be removed upon gaining this species, to be defined by species
var/list/removed_quirks = list() // Quirks that got removed due to being blacklisted, and will be restored when on_species_loss() is called
var/attack_verb = "punch" // punch-specific attack verb
///Punch-specific attack verb.
var/attack_verb = "punch"
///
var/sound/attack_sound = 'sound/weapons/punch1.ogg'
var/sound/miss_sound = 'sound/weapons/punchmiss.ogg'
var/list/mob/living/ignored_by = list() // list of mobs that will ignore this species
//Breathing!
var/obj/item/organ/lungs/mutantlungs = null
///What gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]
var/breathid = "o2"
//Do NOT remove by setting to null. use OR make a RESPECTIVE TRAIT (removing stomach? add the NOSTOMACH trait to your species)
//why does it work this way? because traits also disable the downsides of not having an organ, removing organs but not having the trait will make your species die
///Replaces default brain with a different organ
var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
///Replaces default heart with a different organ
var/obj/item/organ/heart/mutant_heart = /obj/item/organ/heart
///Replaces default lungs with a different organ
// var/obj/item/organ/lungs/mutantlungs = /obj/item/organ/lungs
///Replaces default eyes with a different organ
var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
///Replaces default ears with a different organ
var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
var/obj/item/mutanthands
///Replaces default tongue with a different organ
var/obj/item/organ/tongue/mutanttongue = /obj/item/organ/tongue
///Replaces default liver with a different organ
var/obj/item/organ/liver/mutantliver = /obj/item/organ/liver
///Replaces default stomach with a different organ
var/obj/item/organ/stomach/mutantstomach = /obj/item/organ/stomach
///Replaces default appendix with a different organ.
var/obj/item/organ/appendix/mutantappendix = /obj/item/organ/appendix
///Forces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.
var/obj/item/mutanthands
/// CIT SPECIFIC Mutant tail
var/obj/item/organ/tail/mutanttail = null
var/obj/item/organ/liver/mutantliver
var/obj/item/organ/stomach/mutantstomach
var/override_float = FALSE
//Citadel snowflake
@@ -126,6 +207,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//the icon state of the eyes this species has
var/eye_type = "normal"
///For custom overrides for species ass images
var/icon/ass_image
///////////
// PROCS //
///////////
@@ -141,6 +225,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//update our mutant bodyparts to include unlocked ones
mutant_bodyparts += GLOB.unlocked_mutant_parts
/**
* Generates species available to choose in character setup at roundstart
*
* This proc generates which species are available to pick from in character setup.
* If there are no available roundstart species, defaults to human.
*/
/proc/generate_selectable_species(clear = FALSE)
if(clear)
GLOB.roundstart_races = list()
@@ -154,11 +244,26 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!GLOB.roundstart_races.len)
GLOB.roundstart_races += "human"
/**
* Checks if a species is eligible to be picked at roundstart.
*
* Checks the config to see if this species is allowed to be picked in the character setup menu.
* Used by [/proc/generate_selectable_species].
*/
/datum/species/proc/check_roundstart_eligible()
if(id in (CONFIG_GET(keyed_list/roundstart_races)))
return TRUE
return FALSE
/**
* Generates a random name for a carbon.
*
* This generates a random unique name based on a human's species and gender.
* Arguments:
* * gender - The gender that the name should adhere to. Use MALE for male names, use anything else for female names.
* * unique - If true, ensures that this new name is not a duplicate of anyone else's name currently on the station.
* * lastname - Does this species' naming system adhere to the last name system? Set to false if it doesn't.
*/
/datum/species/proc/random_name(gender,unique,lastname)
if(unique)
return random_unique_name(gender)
@@ -176,7 +281,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return randname
//Called when cloning, copies some vars that should be kept
/**
* Copies some vars and properties over that should be kept when creating a copy of this species.
*
* Used by slimepeople to copy themselves, and by the DNA datum to hardset DNA to a species
* Arguments:
* * old_species - The species that the carbon used to be before copying
*/
/datum/species/proc/copy_properties_from(datum/species/old_species)
mutant_bodyparts["limbs_id"] = old_species.mutant_bodyparts["limbs_id"]
eye_type = old_species.eye_type
@@ -189,7 +300,18 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// return 0 //It returns false when it runs the proc so they don't get jobs from the global list.
return 1 //It returns 1 to say they are a-okay to continue.
//Will regenerate missing organs
/**
* Corrects organs in a carbon, removing ones it doesn't need and adding ones it does.
*
* Takes all organ slots, removes organs a species should not have, adds organs a species should have.
* can use replace_current to refresh all organs, creating an entirely new set.
*
* Arguments:
* * C - carbon, the owner of the species datum AKA whoever we're regenerating organs in
* * old_species - datum, used when regenerate organs is called in a switching species to remove old mutant organs.
* * replace_current - boolean, forces all old organs to get deleted whether or not they pass the species' ability to keep that organ
* * excluded_zones - list, add zone defines to block organs inside of the zones from getting handled. see headless mutation for an example
*/
/datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE)
var/obj/item/organ/brain/brain = C.getorganslot(ORGAN_SLOT_BRAIN)
var/obj/item/organ/heart/heart = C.getorganslot(ORGAN_SLOT_HEART)
@@ -305,6 +427,16 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/organ/I = new path()
I.Insert(C)
/**
* Proc called when a carbon becomes this species.
*
* This sets up and adds/changes/removes things, qualities, abilities, and traits so that the transformation is as smooth and bugfree as possible.
* Produces a [COMSIG_SPECIES_GAIN] signal.
* Arguments:
* * C - Carbon, this is whoever became the new species.
* * old_species - The species that the carbon used to be before becoming this race, used for regenerating organs.
* * pref_load - Preferences to be loaded from character setup, loads in preferred mutant things like bodyparts, digilegs, skin color, etc.
*/
/datum/species/proc/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
// Drop the items the new species can't wear
for(var/slot_id in no_equip)
@@ -7,6 +7,7 @@
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
species_category = SPECIES_CATEGORY_ALIEN
ass_image = 'icons/ass/assgrey.png'
/datum/species/abductor/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -12,6 +12,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_category = SPECIES_CATEGORY_FURRY
ass_image = 'icons/ass/asscat.png'
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
@@ -27,6 +27,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_category = SPECIES_CATEGORY_JELLY
ass_image = 'icons/ass/assslime.png'
/obj/item/organ/brain/jelly
name = "slime nucleus"
@@ -30,6 +30,8 @@
wagging_type = "waggingtail_lizard"
species_category = SPECIES_CATEGORY_LIZARD
ass_image = 'icons/ass/asslizard.png'
/datum/species/lizard/random_name(gender,unique,lastname)
if(unique)
return random_unique_lizard_name(gender)
@@ -24,6 +24,8 @@
species_category = SPECIES_CATEGORY_SKELETON
ass_image = 'icons/ass/assplasma.png'
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
var/atmos_sealed = FALSE
+10 -6
View File
@@ -8,14 +8,18 @@
var/iscopy = FALSE
/obj/item/paper/carbon/update_icon_state()
if(iscopy)
icon_state = "cpaper"
else if(copied)
icon_state = "paper"
else
icon_state = "paper_stack"
if(info)
icon_state = "[icon_state]_words"
return ..()
if(iscopy)
icon_state = "cpaper"
return ..()
if(copied)
icon_state = "paper"
return ..()
icon_state = "paper_stack"
return ..()
/obj/item/paper/carbon/proc/removecopy(mob/living/user)
if(!copied)
+5 -5
View File
@@ -9,8 +9,8 @@
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 7
var/obj/item/pen/haspen //The stored pen.
var/obj/item/paper/toppaper //The topmost piece of paper.
var/obj/item/pen/haspen //The stored pen.
var/obj/item/paper/toppaper //The topmost piece of paper.
slot_flags = ITEM_SLOT_BELT
resistance_flags = FLAMMABLE
@@ -24,7 +24,7 @@
/obj/item/clipboard/Destroy()
QDEL_NULL(haspen)
QDEL_NULL(toppaper) //let movable/Destroy handle the rest
QDEL_NULL(toppaper) //let movable/Destroy handle the rest
return ..()
/obj/item/clipboard/update_overlays()
@@ -55,7 +55,7 @@
else
dat += "<A href='?src=[REF(src)];addpen=1'>Add Pen</A><BR><HR>"
//The topmost paper. You can't organise contents directly in byond, so this is what we're stuck with. -Pete
//The topmost paper. You can't organise contents directly in byond, so this is what we're stuck with. -Pete
if(toppaper)
var/obj/item/paper/P = toppaper
dat += "<A href='?src=[REF(src)];write=[REF(P)]'>Write</A> <A href='?src=[REF(src)];remove=[REF(P)]'>Remove</A> - <A href='?src=[REF(src)];read=[REF(P)]'>[P.name]</A><BR><HR>"
@@ -71,7 +71,7 @@
/obj/item/clipboard/Topic(href, href_list)
..()
if(usr.stat || usr.restrained())
if(usr.stat != CONSCIOUS || usr.restrained()) //HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
return
if(usr.contents.Find(src))
+27 -21
View File
@@ -1,9 +1,9 @@
/* Filing cabinets!
* Contains:
* Filing Cabinets
* Security Record Cabinets
* Medical Record Cabinets
* Employment Contract Cabinets
* Filing Cabinets
* Security Record Cabinets
* Medical Record Cabinets
* Employment Contract Cabinets
*/
@@ -27,7 +27,7 @@
desc = "A small cabinet with drawers. This one has wheels!"
anchored = FALSE
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
icon_state = "tallcabinet"
@@ -45,12 +45,12 @@
I.forceMove(loc)
qdel(src)
/obj/structure/filingcabinet/attackby(obj/item/P, mob/user, params)
/obj/structure/filingcabinet/attackby(obj/item/P, mob/living/user, params)
if(P.tool_behaviour == TOOL_WRENCH && user.a_intent != INTENT_HELP)
to_chat(user, "<span class='notice'>You begin to [anchored ? "unwrench" : "wrench"] [src].</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You successfully [anchored ? "unwrench" : "wrench"] [src].</span>")
anchored = !anchored
set_anchored(!anchored)
else if(P.w_class < WEIGHT_CLASS_NORMAL)
if(!user.transferItemToLoc(P, src))
return
@@ -79,13 +79,15 @@
dat += "</table></center>"
user << browse("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>[name]</title></head><body>[dat]</body></html>", "window=filingcabinet;size=350x300")
/obj/structure/filingcabinet/attack_tk(mob/user)
if(anchored)
attack_self_tk(user)
else
..()
return attack_self_tk(user)
return ..()
/obj/structure/filingcabinet/attack_self_tk(mob/user)
// . = COMPONENT_CANCEL_ATTACK_CHAIN
if(contents.len)
if(prob(40 + contents.len * 5))
var/obj/item/I = pick(contents)
@@ -96,8 +98,9 @@
return
to_chat(user, "<span class='notice'>You find nothing in [src].</span>")
/obj/structure/filingcabinet/Topic(href, href_list)
if(!usr.canUseTopic(src, BE_CLOSE, ismonkey(usr)))
if(!usr.canUseTopic(src, BE_CLOSE, ismonkey(usr), FALSE)) //, !iscyborg(usr)))
return
if(href_list["retrieve"])
usr << browse("", "window=filingcabinet") // Close the menu
@@ -114,7 +117,7 @@
* Security Record Cabinets
*/
/obj/structure/filingcabinet/security
var/virgin = 1
var/virgin = TRUE
/obj/structure/filingcabinet/security/proc/populate()
if(virgin)
@@ -132,22 +135,23 @@
counter++
P.info += "</TT>"
P.name = "paper - '[G.fields["name"]]'"
virgin = 0 //tabbing here is correct- it's possible for people to try and use it
virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
//before the records have been generated, so we do this inside the loop.
/obj/structure/filingcabinet/security/on_attack_hand()
/obj/structure/filingcabinet/security/on_attack_hand(mob/user, list/modifiers)
populate()
. = ..()
return ..()
/obj/structure/filingcabinet/security/attack_tk()
populate()
..()
return ..()
/*
* Medical Record Cabinets
*/
/obj/structure/filingcabinet/medical
var/virgin = 1
///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
var/virgin = TRUE
/obj/structure/filingcabinet/medical/proc/populate()
if(virgin)
@@ -165,17 +169,17 @@
counter++
P.info += "</TT>"
P.name = "paper - '[G.fields["name"]]'"
virgin = 0 //tabbing here is correct- it's possible for people to try and use it
virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
//before the records have been generated, so we do this inside the loop.
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/filingcabinet/medical/on_attack_hand()
/obj/structure/filingcabinet/medical/on_attack_hand(mob/user, list/modifiers)
populate()
. = ..()
return ..()
/obj/structure/filingcabinet/medical/attack_tk()
populate()
..()
return ..()
/*
* Employment contract Cabinets
@@ -185,6 +189,7 @@ GLOBAL_LIST_EMPTY(employmentCabinets)
/obj/structure/filingcabinet/employment
icon_state = "employmentcabinet"
///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
var/virgin = TRUE
/obj/structure/filingcabinet/employment/Initialize()
@@ -219,3 +224,4 @@ GLOBAL_LIST_EMPTY(employmentCabinets)
fillCurrent()
virgin = FALSE
return ..()
+1 -1
View File
@@ -76,7 +76,7 @@
/obj/item/folder/Topic(href, href_list)
..()
if(usr.stat || usr.restrained())
if(usr.stat != CONSCIOUS || usr.restrained()) //HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
return
if(usr.contents.Find(src))
+3 -3
View File
@@ -40,7 +40,7 @@
. = ..()
if(!proximity)
return
if(!mode) //if it's off, give up.
if(!mode) //if it's off, give up.
return
if(!labels_left)
@@ -57,7 +57,7 @@
return
user.visible_message("<span class='notice'>[user] labels [A] with \"[label]\".</span>", \
"<span class='notice'>You label [A] with \"[label]\".</span>")
"<span class='notice'>You label [A] with \"[label]\".</span>")
A.AddComponent(/datum/component/label, label)
// playsound(A, 'sound/items/handling/component_pickup.ogg', 20, TRUE)
labels_left--
@@ -86,7 +86,7 @@
if(istype(I, /obj/item/hand_labeler_refill))
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
qdel(I)
labels_left = initial(labels_left) //Yes, it's capped at its initial value
labels_left = initial(labels_left) //Yes, it's capped at its initial value
/obj/item/hand_labeler/borg
name = "cyborg-hand labeler"
+7 -3
View File
@@ -36,9 +36,10 @@
/obj/item/papercutter/update_icon_state()
icon_state = (storedcutter ? "[initial(icon_state)]-cutter" : "[initial(icon_state)]")
return ..()
/obj/item/papercutter/update_overlays()
. = ..()
. =..()
if(storedpaper)
. += "paper"
@@ -68,6 +69,9 @@
..()
/obj/item/papercutter/on_attack_hand(mob/user)
// . = ..()
// if(.)
// return
add_fingerprint(user)
if(!storedcutter)
to_chat(user, "<span class='warning'>The cutting blade is gone! You can't use [src] now.</span>")
@@ -118,8 +122,8 @@
/obj/item/paperslip/Initialize()
. = ..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
pixel_x = initial(pixel_x) + rand(-5, 5)
pixel_y = initial(pixel_y) + rand(-5, 5)
/obj/item/hatchet/cutterblade
+13 -6
View File
@@ -1,5 +1,5 @@
/*
* Premade paper
* Premade paper
*/
/obj/item/paper/fluff/sop
@@ -21,12 +21,16 @@
<br>-Love, <i>Your Dearest</i>"}
//////////// Job guides n' fluff
//////////// Job guides n' fluff
/obj/item/paper/guides/jobs/hydroponics
name = "paper- 'Greetings from Billy Bob'"
info = "<B>Hey fellow botanist!</B><BR>\n<BR>\nI didn't trust the station folk so I left<BR>\na couple of weeks ago. But here's some<BR>\ninstructions on how to operate things here.<BR>\nYou can grow plants and each iteration they become<BR>\nstronger, more potent and have better yield, if you<BR>\nknow which ones to pick. Use your botanist's analyzer<BR>\nfor that. You can turn harvested plants into seeds<BR>\nat the seed extractor, and replant them for better stuff!<BR>\nSometimes if the weed level gets high in the tray<BR>\nmutations into different mushroom or weed species have<BR>\nbeen witnessed. On the rare occasion even weeds mutate!<BR>\n<BR>\nEither way, have fun!<BR>\n<BR>\nBest regards,<BR>\nBilly Bob Johnson.<BR>\n<BR>\nPS.<BR>\nHere's a few tips:<BR>\nIn nettles, potency = damage<BR>\nIn amanitas, potency = deadliness + side effect<BR>\nIn Liberty caps, potency = drug power + effect<BR>\nIn chilies, potency = heat<BR>\n<B>Nutrients keep mushrooms alive!</B><BR>\n<B>Water keeps weeds such as nettles alive!</B><BR>\n<B>All other plants need both.</B>"
/obj/item/paper/guides/jobs/holopad_hydro
name = "paper- 'Holopad Notice'"
info = "<B>Can't get any botanists at the table? Have you tried using the damn holopad?</B><BR>\n<BR>\nStep onto the pad, and interface with it<BR>\nthen make your dang ol' call!<BR>\n<BR>\nYou want to call \"Hydroponics\" to reach them."
/obj/item/paper/fluff/jobs/security/beepsky_mom
name = "Note from Beepsky's Mom"
info = "01001001 00100000 01101000 01101111 01110000 01100101 00100000 01111001 01101111 01110101 00100000 01110011 01110100 01100001 01111001 00100000 01110011 01100001 01100110 01100101 00101110 00100000 01001100 01101111 01110110 01100101 00101100 00100000 01101101 01101111 01101101 00101110"
@@ -92,9 +96,11 @@
</i>"}
/*
* Stations
* Stations
*/
////////// cogstation.
/////////// Cogstation.
/obj/item/paper/guides/cogstation/job_changes
name = "MEMO: Job Changes"
@@ -220,7 +226,8 @@
name = "MEMO: MULEbots"
info = "As you may know, MULEbots have been coded to minimize travel distance for maximum efficiency. In the case of this station, that may include travelling through depressurized areas exposed to space. Please bear this in mind before using them to transport living tissue. <BR>\n<BR>\n<I>Generated by Organic Resources Bot #2053</I>"
/////////// CentCom
/////////// CentCom
/obj/item/paper/fluff/stations/centcom/disk_memo
name = "memo"
@@ -234,7 +241,7 @@
info = "<BR>CentCom Security<BR>Port Division<BR>Official Bulletin<BR><BR>Inspector,<BR>There is an emergency shuttle arriving today.<BR><BR>Approval is restricted to Nanotrasen employees only. Deny all other entrants.<BR><BR>CentCom Port Commissioner"
/////////// Lavaland
/////////// Lavaland
/obj/item/paper/fluff/stations/lavaland/orm_notice
name = "URGENT!"
+2
View File
@@ -132,6 +132,7 @@
icon_state = "paper_bin0"
else
icon_state = "[initial(icon_state)]"
return ..()
/obj/item/paper_bin/update_overlays()
. = ..()
@@ -154,6 +155,7 @@
/obj/item/paper_bin/bundlenatural/on_attack_hand(mob/user)
if(total_paper < 1)
qdel(src)
return ..()
/obj/item/paper_bin/bundlenatural/fire_act(exposed_temperature, exposed_volume)
qdel(src)
+17 -15
View File
@@ -21,8 +21,8 @@
/obj/item/paperplane/Initialize(mapload, obj/item/paper/newPaper)
. = ..()
pixel_y = rand(-8, 8)
pixel_x = rand(-9, 9)
pixel_x = initial(pixel_x) + rand(-9, 9)
pixel_y = initial(pixel_y) + rand(-8, 8)
if(newPaper)
internalPaper = newPaper
flags_1 = newPaper.flags_1
@@ -65,17 +65,18 @@
/obj/item/paperplane/update_overlays()
. = ..()
var/list/stamped = internalPaper.stamped
if(stamped)
for(var/S in stamped)
. += "paperplane_[S]"
if(!LAZYLEN(stamped))
return
for(var/S in stamped)
. += "paperplane_[S]"
/obj/item/paperplane/attack_self(mob/user)
to_chat(user, "<span class='notice'>You unfold [src].</span>")
var/obj/item/paper/internal_paper_tmp = internalPaper
internal_paper_tmp.forceMove(loc)
internalPaper = null
qdel(src)
user.put_in_hands(internal_paper_tmp)
// We don't have to qdel the paperplane here; it shall be done once the internal paper object is moved out of src anyway.
if(user.Adjacent(internalPaper))
user.put_in_hands(internalPaper)
else
internalPaper.forceMove(loc)
/obj/item/paperplane/attackby(obj/item/P, mob/living/carbon/human/user, params)
if(burn_paper_product_attackby_check(P, user))
@@ -84,7 +85,7 @@
to_chat(user, "<span class='warning'>You should unfold [src] before changing it!</span>")
return
else if(istype(P, /obj/item/stamp)) //we don't randomize stamps on a paperplane
else if(istype(P, /obj/item/stamp)) //we don't randomize stamps on a paperplane
internalPaper.attackby(P, user) //spoofed attack to update internal paper.
update_icon()
add_fingerprint(user)
@@ -121,8 +122,8 @@
. = ..()
. += "<span class='notice'>Alt-click [src] to fold it into a paper plane.</span>"
/obj/item/paper/AltClick(mob/living/carbon/user, obj/item/I)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
/obj/item/paper/AltClick(mob/living/user, obj/item/I)
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user), FALSE)) //, TRUE))
return
if(istype(src, /obj/item/paper/carbon))
var/obj/item/paper/carbon/Carbon = src
@@ -137,5 +138,6 @@
if(origami_action?.active)
plane_type = /obj/item/paperplane/origami
I = new plane_type(user, src)
user.put_in_hands(I)
I = new plane_type(loc, src)
if(user.Adjacent(I))
user.put_in_hands(I)
+38 -16
View File
@@ -1,9 +1,9 @@
/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
* Edaggers
/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
* Edaggers
*/
@@ -26,7 +26,7 @@
custom_materials = list(/datum/material/iron=10)
pressure_resistance = 2
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
var/colour = "black" //what colour the ink is!
var/colour = "black" //what colour the ink is!
var/degrees = 0
var/font = PEN_FONT
embedding = list()
@@ -147,29 +147,50 @@
/obj/item/pen/afterattack(obj/O, mob/living/user, proximity)
. = ..()
//Changing Name/Description of items. Only works if they have the 'unique_rename' flag set
//Changing name/description of items. Only works if they have the UNIQUE_RENAME object flag set
if(isobj(O) && proximity && (O.obj_flags & UNIQUE_RENAME))
var/penchoice = input(user, "What would you like to edit?", "Rename or change description?") as null|anything in list("Rename","Change description")
var/penchoice = input(user, "What would you like to edit?", "Rename, change description or reset both?") as null|anything in list("Rename","Change description","Reset")
if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
return
if(penchoice == "Rename")
var/input = stripped_input(user,"What do you want to name \the [O.name]?", ,"", MAX_NAME_LEN)
var/input = stripped_input(user,"What do you want to name [O]?", ,"[O.name]", MAX_NAME_LEN)
var/oldname = O.name
if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
return
if(oldname == input)
to_chat(user, "<span class='notice'>You changed \the [O.name] to... well... \the [O.name].</span>")
if(oldname == input || input == "")
to_chat(user, "<span class='notice'>You changed [O] to... well... [O].</span>")
else
O.name = input
to_chat(user, "<span class='notice'>\The [oldname] has been successfully been renamed to \the [input].</span>")
var/datum/component/label/label = O.GetComponent(/datum/component/label)
if(label)
label.remove_label()
label.apply_label()
to_chat(user, "<span class='notice'>You have successfully renamed \the [oldname] to [O].</span>")
O.renamedByPlayer = TRUE
if(penchoice == "Change description")
var/input = stripped_input(user,"Describe \the [O.name] here", ,"", 100)
var/input = stripped_input(user,"Describe [O] here:", ,"[O.desc]", 140)
var/olddesc = O.desc
if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
return
O.desc = input
to_chat(user, "<span class='notice'>You have successfully changed \the [O.name]'s description.</span>")
if(olddesc == input || input == "")
to_chat(user, "<span class='notice'>You decide against changing [O]'s description.</span>")
else
O.desc = input
to_chat(user, "<span class='notice'>You have successfully changed [O]'s description.</span>")
O.renamedByPlayer = TRUE
if(penchoice == "Reset")
if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
return
O.desc = initial(O.desc)
O.name = initial(O.name)
var/datum/component/label/label = O.GetComponent(/datum/component/label)
if(label)
label.remove_label()
label.apply_label()
to_chat(user, "<span class='notice'>You have successfully reset [O]'s name and description.</span>")
O.renamedByPlayer = FALSE
/*
* Sleepypens
@@ -256,6 +277,7 @@
item_state = initial(item_state)
lefthand_file = initial(lefthand_file)
righthand_file = initial(righthand_file)
return ..()
/obj/item/pen/survival
name = "survival pen"
+36 -29
View File
@@ -1,19 +1,19 @@
/// For use with the `color_mode` var. Photos will be printed in greyscale while the var has this value.
#define PHOTO_GREYSCALE "Greyscale"
#define PHOTO_GREYSCALE "Greyscale"
/// For use with the `color_mode` var. Photos will be printed in full color while the var has this value.
#define PHOTO_COLOR "Color"
#define PHOTO_COLOR "Color"
/// How much toner is used for making a copy of a paper.
#define PAPER_TONER_USE 0.125
#define PAPER_TONER_USE 0.125
/// How much toner is used for making a copy of a photo.
#define PHOTO_TONER_USE 0.625
#define PHOTO_TONER_USE 0.625
/// How much toner is used for making a copy of a document.
#define DOCUMENT_TONER_USE 0.75
#define DOCUMENT_TONER_USE 0.75
/// How much toner is used for making a copy of an ass.
#define ASS_TONER_USE 0.625
#define ASS_TONER_USE 0.625
/// The maximum amount of copies you can make with one press of the copy button.
#define MAX_COPIES_AT_ONCE 10
#define MAX_COPIES_AT_ONCE 10
/obj/machinery/photocopier
name = "photocopier"
@@ -46,7 +46,7 @@
/obj/machinery/photocopier/Initialize()
. = ..()
//AddComponent(/datum/component/payment, 5, SSeconomy.get_dep_account(ACCOUNT_CIV), PAYMENT_CLINICAL)
// AddComponent(/datum/component/payment, 5, SSeconomy.get_dep_account(ACCOUNT_CIV), PAYMENT_CLINICAL)
toner_cartridge = new(src)
/obj/machinery/photocopier/ui_interact(mob/user, datum/tgui/ui)
@@ -82,7 +82,8 @@
return data
/obj/machinery/photocopier/ui_act(action, list/params)
if(..())
. = ..()
if(.)
return
switch(action)
@@ -187,13 +188,12 @@
*/
/obj/machinery/photocopier/proc/do_copy_loop(datum/callback/copy_cb, mob/user)
busy = TRUE
var/num_loops
for(var/i in 1 to num_copies)
//if(attempt_charge(src, user) & COMPONENT_OBJ_CANCEL_CHARGE)
// break
var/i
for(i in 1 to num_copies)
// if(attempt_charge(src, user) & COMPONENT_OBJ_CANCEL_CHARGE)
// break
addtimer(copy_cb, i SECONDS)
num_loops++
addtimer(CALLBACK(src, .proc/reset_busy), num_loops SECONDS)
addtimer(CALLBACK(src, .proc/reset_busy), i SECONDS)
/**
* Sets busy to `FALSE`. Created as a proc so it can be used in callbacks.
@@ -210,8 +210,8 @@
* * copied_item - The paper, document, or photo that was just spawned on top of the printer.
*/
/obj/machinery/photocopier/proc/give_pixel_offset(obj/item/copied_item)
copied_item.pixel_x = rand(-10, 10)
copied_item.pixel_y = rand(-10, 10)
copied_item.pixel_x = initial(copied_item.pixel_x) + rand(-10, 10)
copied_item.pixel_y = initial(copied_item.pixel_y) + rand(-10, 10)
/**
* Handles the copying of devil contract paper. Transfers all the text, stamps and so on from the old paper, to the copy.
@@ -242,8 +242,8 @@
copied_paper.info = "<font color = #808080>"
var/copied_info = paper_copy.info
copied_info = replacetext(copied_info, "<font face=\"[PEN_FONT]\" color=", "<font face=\"[PEN_FONT]\" nocolor=") //state of the art techniques in action
copied_info = replacetext(copied_info, "<font face=\"[CRAYON_FONT]\" color=", "<font face=\"[CRAYON_FONT]\" nocolor=") //This basically just breaks the existing color tag, which we need to do because the innermost tag takes priority.
copied_info = replacetext(copied_info, "<font face=\"[PEN_FONT]\" color=", "<font face=\"[PEN_FONT]\" nocolor=") //state of the art techniques in action
copied_info = replacetext(copied_info, "<font face=\"[CRAYON_FONT]\" color=", "<font face=\"[CRAYON_FONT]\" nocolor=") //This basically just breaks the existing color tag, which we need to do because the innermost tag takes priority.
copied_paper.info += copied_info
copied_paper.info += "</font>"
copied_paper.name = paper_copy.name
@@ -287,17 +287,22 @@
/obj/machinery/photocopier/proc/make_ass_copy()
if(!check_ass())
return
if(ishuman(ass)) //(ass.get_item_by_slot(ITEM_SLOT_ICLOTHING) || ass.get_item_by_slot(ITEM_SLOT_OCLOTHING)))
var/mob/living/carbon/C = ass //have to typecast to this, is_groin_exposed is carbon level
if(C.is_groin_exposed())
to_chat(usr, "<span class='notice'>You feel kind of silly, copying [ass == usr ? "your" : ass][ass == usr ? "" : "\'s"] ass with [ass == usr ? "your" : "[ass.p_their()]"] clothes on.</span>" )
return
if(ishuman(ass) && (ass.get_item_by_slot(ITEM_SLOT_ICLOTHING) || ass.get_item_by_slot(ITEM_SLOT_OCLOTHING)))
to_chat(usr, "<span class='notice'>You feel kind of silly, copying [ass == usr ? "your" : ass][ass == usr ? "" : "\'s"] ass with [ass == usr ? "your" : "[ass.p_their()]"] clothes on.</span>" )
return
var/icon/temp_img
if(isalienadult(ass) || istype(ass, /mob/living/simple_animal/hostile/alien)) //Xenos have their own asses, thanks to Pybro.
if(ishuman(ass))
var/mob/living/carbon/human/H = ass
var/datum/species/spec = H.dna.species
if(spec.ass_image)
temp_img = icon(spec.ass_image)
else
temp_img = icon(ass.gender == FEMALE ? 'icons/ass/assfemale.png' : 'icons/ass/assmale.png')
else if(isalienadult(ass) || istype(ass, /mob/living/simple_animal/hostile/alien)) //Xenos have their own asses, thanks to Pybro.
temp_img = icon('icons/ass/assalien.png')
else if(ishuman(ass)) //Suit checks are after check_ass
temp_img = icon(ass.gender == FEMALE ? 'icons/ass/assfemale.png' : 'icons/ass/assmale.png')
else if(issilicon(ass))
temp_img = icon('icons/ass/assmachine.png')
else if(isdrone(ass)) //Drones are hot
temp_img = icon('icons/ass/assdrone.png')
@@ -479,6 +484,7 @@
*/
/obj/item/toner
name = "toner cartridge"
desc = "A small, lightweight cartridge of NanoTrasen ValueBrand toner. Fits photocopiers and autopainters alike."
icon = 'icons/obj/device.dmi'
icon_state = "tonercartridge"
grind_results = list(/datum/reagent/iodine = 40, /datum/reagent/iron = 10)
@@ -487,9 +493,10 @@
/obj/item/toner/large
name = "large toner cartridge"
desc = "A hefty cartridge of NanoTrasen ValueBrand toner. Fits photocopiers and autopainters alike."
grind_results = list(/datum/reagent/iodine = 90, /datum/reagent/iron = 10)
charges = 15
max_charges = 15
charges = 25
max_charges = 25
/obj/item/toner/extreme
name = "extremely large toner cartridge"
+12 -9
View File
@@ -5,6 +5,7 @@
name = "ticket machine"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "ticketmachine"
// base_icon_state = "ticketmachine"
desc = "A marvel of bureaucratic engineering encased in an efficient plastic shell. It can be refilled with a hand labeler refill roll and linked to buttons with a multitool."
density = FALSE
maptext_height = 26
@@ -22,11 +23,10 @@
var/list/obj/item/ticket_machine_ticket/tickets = list()
/obj/machinery/ticket_machine/multitool_act(mob/living/user, obj/item/I)
if(!I.tool_behaviour == TOOL_MULTITOOL)
return
if(!multitool_check_buffer(user, I)) //make sure it has a data buffer
return
I.buffer = src
var/obj/item/multitool/M = I
M.buffer = src
to_chat(user, "<span class='notice'>You store linkage information in [I]'s buffer.</span>")
return TRUE
@@ -78,10 +78,11 @@
/obj/machinery/button/ticket_machine/multitool_act(mob/living/user, obj/item/I)
. = ..()
if(I.tool_behaviour == TOOL_MULTITOOL)
if(I.buffer && !istype(I.buffer, /obj/machinery/ticket_machine))
var/obj/item/multitool/M = I
if(M.buffer && !istype(M.buffer, /obj/machinery/ticket_machine))
return
var/obj/item/assembly/control/ticket_machine/controller = device
controller.linked = I.buffer
controller.linked = M.buffer
id = null
controller.id = null
to_chat(user, "<span class='warning'>You've linked [src] to [controller.linked].</span>")
@@ -117,6 +118,10 @@
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
/obj/machinery/ticket_machine/update_icon()
. = ..()
handle_maptext()
/obj/machinery/ticket_machine/update_icon_state()
switch(ticket_number) //Gives you an idea of how many tickets are left
if(0 to 49)
icon_state = "ticketmachine_100"
@@ -124,7 +129,7 @@
icon_state = "ticketmachine_50"
if(100)
icon_state = "ticketmachine_0"
handle_maptext()
return ..()
/obj/machinery/ticket_machine/proc/handle_maptext()
switch(ticket_number) //This is here to handle maptext offsets so that the numbers align.
@@ -161,9 +166,7 @@
ready = TRUE
/obj/machinery/ticket_machine/on_attack_hand(mob/living/carbon/user)
INVOKE_ASYNC(src, .proc/attempt_ticket, user)
/obj/machinery/ticket_machine/proc/attempt_ticket(mob/living/carbon/user)
// . = ..()
if(!ready)
to_chat(user,"<span class='warning'>You press the button, but nothing happens...</span>")
return