diff --git a/.travis.yml b/.travis.yml index b353761b2d..3095262290 100644 --- a/.travis.yml +++ b/.travis.yml @@ -21,15 +21,12 @@ cache: addons: apt: - sources: - - sourceline: 'ppa:ondrej/php' packages: - libc6-i386 - libgcc1:i386 - libstdc++6:i386 - python - python-pip - - php5.6 install: - tools/travis/install_build_tools.sh diff --git a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm index dd5a25d8ff..a2aa7b1414 100644 --- a/code/__DEFINES/DNA.dm +++ b/code/__DEFINES/DNA.dm @@ -135,3 +135,26 @@ #define NOAROUSAL 29 //Stops all arousal effects #define NOGENITALS 30 //Cannot create, use, or otherwise have genitals #define NO_DNA_COPY 31 +#define DRINKSBLOOD 32 + +#define ORGAN_SLOT_BRAIN "brain" +#define ORGAN_SLOT_APPENDIX "appendix" +#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device" +#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device" +#define ORGAN_SLOT_STOMACH "stomach" +#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube" +#define ORGAN_SLOT_EARS "ears" +#define ORGAN_SLOT_EYES "eye_sight" +#define ORGAN_SLOT_LUNGS "lungs" +#define ORGAN_SLOT_HEART "heart" +#define ORGAN_SLOT_ZOMBIE "zombie_infection" +#define ORGAN_SLOT_THRUSTERS "thrusters" +#define ORGAN_SLOT_HUD "eye_hud" +#define ORGAN_SLOT_LIVER "liver" +#define ORGAN_SLOT_TONGUE "tongue" +#define ORGAN_SLOT_VOICE "vocal_cords" +#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator" +#define ORGAN_SLOT_HEART_AID "heartdrive" +#define ORGAN_SLOT_BRAIN_ANTIDROP "brain_antidrop" +#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun" +#define ORGAN_SLOT_TAIL "tail" diff --git a/code/__DEFINES/radiation.dm b/code/__DEFINES/radiation.dm index 196f3cc079..3e9731417a 100644 --- a/code/__DEFINES/radiation.dm +++ b/code/__DEFINES/radiation.dm @@ -6,29 +6,30 @@ Ask ninjanomnom if they're around #define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading // WARNING: Lowering this value significantly increases SSradiation load -#define RAD_AMOUNT_LOW 50 -#define RAD_AMOUNT_MEDIUM 200 -#define RAD_AMOUNT_HIGH 500 -#define RAD_AMOUNT_EXTREME 1000 -// apply_effect(amount * RAD_MOB_COEFFICIENT, IRRADIATE, blocked) -#define RAD_MOB_COEFFICIENT 0.25 // Radiation applied is multiplied by this +// apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked) +#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this +#define RAD_MOB_SKIN_PROTECTION ((1/RAD_MOB_COEFFICIENT)+RAD_BACKGROUND_RADIATION) -#define RAD_LOSS_PER_TICK 1 +#define RAD_LOSS_PER_TICK 0.5 #define RAD_TOX_COEFFICIENT 0.05 // Toxin damage per tick coefficient +#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation + // WARNING: This number is highly sensitive to change, graph is first for best results +#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn -#define RAD_MOB_SAFE 300 // How much stored radiation in a mob with no ill effects +#define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects + +#define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss + +#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation + +#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting +#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting #define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning #define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold #define RAD_MOB_KNOCKDOWN_AMOUNT 3 // Amount of knockdown when it occurs -#define RAD_MOB_VOMIT 1500 // The amount of radiation to check for vomitting -#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting - -#define RAD_MOB_MUTATE 1000 // How much stored radiation to check for mutation -#define RAD_MOB_HAIRLOSS 500 // How much stored radiation to check for hair loss - #define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason #define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have #define RAD_LIGHT_INSULATION 0.8 @@ -39,10 +40,10 @@ Ask ninjanomnom if they're around // WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017 // contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1)) -// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1) -#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects -#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.0075 // Higher means higher strength scaling contamination chance -#define RAD_CONTAMINATION_STR_COEFFICIENT 0.5 // Higher means higher strength scaling contamination strength +// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT +#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects +#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance +#define RAD_CONTAMINATION_STR_COEFFICIENT 0.3 // Higher means higher strength scaling contamination strength #define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread -#define RAD_HALF_LIFE 150 // The half-life of contaminated objects \ No newline at end of file +#define RAD_HALF_LIFE 90 // The half-life of contaminated objects \ No newline at end of file diff --git a/code/__DEFINES/subsystems.dm b/code/__DEFINES/subsystems.dm index 9ec26b7506..247e1109f8 100644 --- a/code/__DEFINES/subsystems.dm +++ b/code/__DEFINES/subsystems.dm @@ -46,8 +46,8 @@ #define INIT_ORDER_DBCORE 18 #define INIT_ORDER_BLACKBOX 17 #define INIT_ORDER_SERVER_MAINT 16 -#define INIT_ORDER_JOBS 15 -#define INIT_ORDER_EVENTS 14 +#define INIT_ORDER_EVENTS 15 +#define INIT_ORDER_JOBS 14 #define INIT_ORDER_TICKER 13 #define INIT_ORDER_MAPPING 12 #define INIT_ORDER_ATOMS 11 diff --git a/code/__HELPERS/cmp.dm b/code/__HELPERS/cmp.dm index dbb548a6a5..a939ab7e90 100644 --- a/code/__HELPERS/cmp.dm +++ b/code/__HELPERS/cmp.dm @@ -67,3 +67,4 @@ GLOBAL_VAR_INIT(cmp_field, "name") /proc/cmp_profile_count_dsc(list/A, list/B) return B[PROFILE_ITEM_COUNT] - A[PROFILE_ITEM_COUNT] + diff --git a/code/__HELPERS/radiation.dm b/code/__HELPERS/radiation.dm index 7cd3a1bbeb..8418cc8505 100644 --- a/code/__HELPERS/radiation.dm +++ b/code/__HELPERS/radiation.dm @@ -1,28 +1,28 @@ -/proc/get_rad_contents(atom/location, list/output=list()) // A special GetAllContents that doesn't search past things with rad insulation - . = output - - if(!location) - return - - output += location - - var/datum/component/rad_insulation/insulation = location.GetComponent(/datum/component/rad_insulation) - if(insulation && insulation.protects) - return - - for(var/i in 1 to location.contents.len) - var/static/list/ignored_things = typecacheof(list( // These types will never have radiation applied to them or be looked inside of +// A special GetAllContents that doesn't search past things with rad insulation +// The protection var only protects the things inside from being affected. +// The protecting object itself will get returned still. +// The ignore list makes those objects never return at all +/proc/get_rad_contents(atom/location) + var/list/processing_list = list(location) + . = list() + while(processing_list.len) + var/static/list/ignored_things = typecacheof(list( /mob/dead, /mob/camera, /obj/effect, /obj/docking_port, - /atom/movable/lighting_object + /atom/movable/lighting_object, + /obj/item/projectile )) - - var/atom/thing = location.contents[i] + var/atom/thing = processing_list[1] + processing_list -= thing if(ignored_things[thing.type]) continue - get_rad_contents(thing, output) + . += thing + var/datum/component/rad_insulation/insulation = thing.GetComponent(/datum/component/rad_insulation) + if(insulation && insulation.protects) + continue + processing_list += thing.contents /proc/radiation_pulse(atom/source, intensity, range_modifier, log=FALSE, can_contaminate=TRUE) if(!SSradiation.can_fire) diff --git a/code/_compile_options.dm b/code/_compile_options.dm index 1c1ad2e692..1f20614c17 100644 --- a/code/_compile_options.dm +++ b/code/_compile_options.dm @@ -5,8 +5,10 @@ #ifdef TESTING //#define GC_FAILURE_HARD_LOOKUP //makes paths that fail to GC call find_references before del'ing. - //Also allows for recursive reference searching of datums. - //Sets world.loop_checks to false and prevents find references from sleeping + //implies FIND_REF_NO_CHECK_TICK + +//#define FIND_REF_NO_CHECK_TICK //Sets world.loop_checks to false and prevents find references from sleeping + //#define VISUALIZE_ACTIVE_TURFS //Highlights atmos active turfs in green #endif @@ -58,6 +60,11 @@ #warn compiling in TESTING mode. testing() debug messages will be visible. #endif + +#ifdef GC_FAILURE_HARD_LOOKUP +#define FIND_REF_NO_CHECK_TICK +#endif + #ifdef TRAVISTESTING #define TESTING #endif diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm index 7cddaf9a6f..79271d1d6d 100644 --- a/code/_onclick/hud/screen_objects.dm +++ b/code/_onclick/hud/screen_objects.dm @@ -251,7 +251,7 @@ to_chat(C, "You are no longer running on internals.") icon_state = "internal0" else - if(!C.getorganslot("breathing_tube")) + if(!C.getorganslot(ORGAN_SLOT_BREATHING_TUBE)) if(!istype(C.wear_mask, /obj/item/clothing/mask)) to_chat(C, "You are not wearing an internals mask!") return 1 diff --git a/code/citadel/_cit_helpers.dm b/code/citadel/_cit_helpers.dm index 9ac58122fe..f3db31c228 100644 --- a/code/citadel/_cit_helpers.dm +++ b/code/citadel/_cit_helpers.dm @@ -26,7 +26,7 @@ proc/get_racelist(var/mob/user)//This proc returns a list of species that 'user' var/list/wlist = S.whitelist if(S.whitelisted && (wlist.Find(user.ckey) || wlist.Find(user.key) || user.client.holder)) //If your ckey is on the species whitelist or you're an admin: GLOB.whitelisted_species_list[S.id] = S.type //Add the species to their available species list. - else if(!S.whitelisted && S.roundstart) //Normal roundstart species will be handled here. + else if(!S.whitelisted) //Normal roundstart species will be handled here. GLOB.whitelisted_species_list[S.id] = S.type return GLOB.whitelisted_species_list diff --git a/code/controllers/configuration/entries/game_options.dm b/code/controllers/configuration/entries/game_options.dm index f2c9cd3315..ea79ba81f3 100644 --- a/code/controllers/configuration/entries/game_options.dm +++ b/code/controllers/configuration/entries/game_options.dm @@ -110,29 +110,7 @@ CONFIG_DEF(number/shuttle_refuel_delay) CONFIG_DEF(flag/show_game_type_odds) //if set this allows players to see the odds of each roundtype on the get revision screen -CONFIG_DEF(flag/join_with_mutant_race) //players can choose their mutant race before joining the game - -CONFIG_DEF(keyed_flag_list/roundstart_races) //races you can play as from the get go. If left undefined the game's roundstart var for species is used - var/first_edit = TRUE - -/datum/config_entry/keyed_flag_list/roundstart_races/New() - for(var/I in subtypesof(/datum/species)) - var/datum/species/S = I - if(initial(S.roundstart)) - value[initial(S.id)] = TRUE - ..() - -/datum/config_entry/keyed_flag_list/roundstart_races/ValidateAndSet(str_val) - var/list/old_val - if(first_edit) - old_val = value - old_val = old_val.Copy() - . = ..() - if(first_edit) - if(!.) - value = old_val - else - first_edit = FALSE +CONFIG_DEF(keyed_flag_list/roundstart_races) //races you can play as from the get go. CONFIG_DEF(flag/join_with_mutant_humans) //players can pick mutant bodyparts for humans before joining the game @@ -188,7 +166,7 @@ CONFIG_DEF(number/run_delay) //Used for modifying movement speed for mobs. CONFIG_DEF(number/walk_delay) - + CONFIG_DEF(number/human_delay) //Mob specific modifiers. NOTE: These will affect different mob types in different ways CONFIG_DEF(number/robot_delay) CONFIG_DEF(number/monkey_delay) diff --git a/code/controllers/subsystem/garbage.dm b/code/controllers/subsystem/garbage.dm index 689ff83935..ccfc041b21 100644 --- a/code/controllers/subsystem/garbage.dm +++ b/code/controllers/subsystem/garbage.dm @@ -362,9 +362,17 @@ SUBSYSTEM_DEF(garbage) testing("Beginning search for references to a [type].") last_find_references = world.time - DoSearchVar(GLOB) - for(var/datum/thing in world) - DoSearchVar(thing, "WorldRef: [thing]") + + DoSearchVar(GLOB) //globals + for(var/datum/thing in world) //atoms (don't beleive it's lies) + DoSearchVar(thing, "World -> [thing]") + + for (var/datum/thing) //datums + DoSearchVar(thing, "World -> [thing]") + + for (var/client/thing) //clients + DoSearchVar(thing, "World -> [thing]") + testing("Completed search for references to a [type].") if(usr && usr.client) usr.client.running_find_references = null @@ -384,35 +392,44 @@ SUBSYSTEM_DEF(garbage) if(!running_find_references) find_references(TRUE) -/datum/proc/DoSearchVar(X, Xname) +/datum/proc/DoSearchVar(X, Xname, recursive_limit = 64) if(usr && usr.client && !usr.client.running_find_references) return + if (!recursive_limit) + return + if(istype(X, /datum)) var/datum/D = X if(D.last_find_references == last_find_references) return + D.last_find_references = last_find_references - for(var/V in D.vars) - for(var/varname in D.vars) - var/variable = D.vars[varname] - if(variable == src) - testing("Found [src.type] \ref[src] in [D.type]'s [varname] var. [Xname]") - else if(islist(variable)) - if(src in variable) - testing("Found [src.type] \ref[src] in [D.type]'s [varname] list var. Global: [Xname]") -#ifdef GC_FAILURE_HARD_LOOKUP - for(var/I in variable) - DoSearchVar(I, TRUE) - else - DoSearchVar(variable, "[Xname]: [varname]") -#endif + var/list/L = D.vars + + for(var/varname in L) + if (varname == "vars") + continue + var/variable = L[varname] + + if(variable == src) + testing("Found [src.type] \ref[src] in [D.type]'s [varname] var. [Xname]") + + else if(islist(variable)) + DoSearchVar(variable, "[Xname] -> list", recursive_limit-1) + else if(islist(X)) - if(src in X) - testing("Found [src.type] \ref[src] in list [Xname].") -#ifdef GC_FAILURE_HARD_LOOKUP + var/normal = IS_NORMAL_LIST(X) for(var/I in X) - DoSearchVar(I, Xname + ": list") -#else + if (I == src) + testing("Found [src.type] \ref[src] in list [Xname].") + + else if (I && !isnum(I) && normal && X[I] == src) + testing("Found [src.type] \ref[src] in list [Xname]\[[I]\]") + + else if (islist(I)) + DoSearchVar(I, "[Xname] -> list", recursive_limit-1) + +#ifndef FIND_REF_NO_CHECK_TICK CHECK_TICK #endif diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm index fa6ca7e26b..5645f0527f 100644 --- a/code/controllers/subsystem/job.dm +++ b/code/controllers/subsystem/job.dm @@ -18,6 +18,7 @@ SUBSYSTEM_DEF(job) SetupOccupations() if(CONFIG_GET(flag/load_jobs_from_txt)) LoadJobs() + generate_selectable_species() ..() diff --git a/code/controllers/subsystem/radiation.dm b/code/controllers/subsystem/radiation.dm index 327d20732d..1dbe564169 100644 --- a/code/controllers/subsystem/radiation.dm +++ b/code/controllers/subsystem/radiation.dm @@ -1,4 +1,41 @@ PROCESSING_SUBSYSTEM_DEF(radiation) name = "Radiation" flags = SS_NO_INIT | SS_BACKGROUND - priority = 25 \ No newline at end of file + priority = 25 + + var/list/warned_atoms = list() + var/list/next_warn = list() + var/last_warn = 0 + +/datum/controller/subsystem/processing/radiation/proc/warn(datum/component/radioactive) + if(!radioactive || QDELETED(radioactive)) + return + if(warned_atoms["\ref[radioactive.parent]"]) + return + var/atom/master = radioactive.parent + SSblackbox.add_details("contaminated", "[master.type]") + next_warn["\ref[master]"] = "\ref[radioactive]" + var/wait_time = max(0, 500-(world.time-last_warn))+20 // wait at least 20 ticks, longer if we just messaged + addtimer(CALLBACK(src, .proc/send_warn), wait_time, TIMER_UNIQUE | TIMER_OVERRIDE) + +/datum/controller/subsystem/processing/radiation/proc/send_warn() + var/msg = "Atom(s) have become contaminated by radiation and are strong enough they could pass it on:" + var/still_alive = FALSE + var/list/next_warn = src.next_warn // It's free performance! + for(var/i in next_warn) + var/atom/parent = locate(i) + var/datum/component/radioactive/radioactive = locate(next_warn[i]) + if(!parent || !istype(parent) || !radioactive || !istype(radioactive)) + continue + if(!still_alive) + msg += "\n" + still_alive = TRUE + else + msg += ", " + msg += "[parent][ADMIN_VV(parent)]source:[radioactive.source]" + if(!still_alive) + return + warned_atoms += next_warn + src.next_warn = list() + last_warn = world.time + message_admins(msg) \ No newline at end of file diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm index 4b198d1e80..e1828b737a 100755 --- a/code/controllers/subsystem/ticker.dm +++ b/code/controllers/subsystem/ticker.dm @@ -12,7 +12,7 @@ SUBSYSTEM_DEF(ticker) var/force_ending = 0 //Round was ended by admin intervention // If true, there is no lobby phase, the game starts immediately. var/start_immediately = FALSE - var/setup_done = FALSE //All game setup done including mode post setup and + var/setup_done = FALSE //All game setup done including mode post setup and var/hide_mode = 0 var/datum/game_mode/mode = null @@ -127,7 +127,7 @@ SUBSYSTEM_DEF(ticker) login_music = pick(music) else login_music = "config/title_music/sounds/[pick(music)]" - + crewobjlist = typesof(/datum/objective/crew) miscreantobjlist = (typesof(/datum/objective/miscreant) - /datum/objective/miscreant) @@ -141,6 +141,7 @@ SUBSYSTEM_DEF(ticker) GLOB.syndicate_code_phrase = generate_code_phrase() if(!GLOB.syndicate_code_response) GLOB.syndicate_code_response = generate_code_phrase() + ..() start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) diff --git a/code/datums/components/_component.dm b/code/datums/components/_component.dm index 2f70713c32..9978b01955 100644 --- a/code/datums/components/_component.dm +++ b/code/datums/components/_component.dm @@ -220,3 +220,14 @@ C.OnTransfer(src) C.parent = src SendSignal(COMSIG_COMPONENT_ADDED, C) + +/datum/proc/TransferComponents(datum/target) + var/list/dc = datum_components + if(!dc) + return + var/comps = dc[/datum/component] + if(islist(comps)) + for(var/I in comps) + target.TakeComponent(I) + else + target.TakeComponent(comps) diff --git a/code/datums/components/radioactive.dm b/code/datums/components/radioactive.dm index 1661056e8c..b0bf28f163 100644 --- a/code/datums/components/radioactive.dm +++ b/code/datums/components/radioactive.dm @@ -27,6 +27,9 @@ CRASH("Something that wasn't an atom was given /datum/component/radioactive") return + if(strength > RAD_MINIMUM_CONTAMINATION) + SSradiation.warn(src) + START_PROCESSING(SSradiation, src) /datum/component/radioactive/Destroy() @@ -34,9 +37,8 @@ return ..() /datum/component/radioactive/process() - radiation_pulse(parent,strength,1,FALSE,can_contaminate) - if(hl3_release_date && prob(50)) + radiation_pulse(parent, strength, RAD_DISTANCE_COEFFICIENT*2, FALSE, can_contaminate) strength -= strength / hl3_release_date if(strength <= RAD_BACKGROUND_RADIATION) qdel(src) @@ -48,7 +50,6 @@ return var/datum/component/radioactive/other = C strength = max(strength, other.strength) - return /datum/component/radioactive/proc/rad_examine(mob/user, atom/thing) var/atom/master = parent @@ -69,6 +70,7 @@ /datum/component/radioactive/proc/rad_attack(atom/movable/target, mob/living/user) radiation_pulse(parent, strength/20) target.rad_act(strength/2) + strength -= strength / hl3_release_date #undef RAD_AMOUNT_LOW #undef RAD_AMOUNT_MEDIUM diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm index 5ed8dcf733..5f9cf3ad9a 100644 --- a/code/datums/datacore.dm +++ b/code/datums/datacore.dm @@ -224,8 +224,7 @@ G.fields["name"] = H.real_name G.fields["rank"] = assignment G.fields["age"] = H.age - if(CONFIG_GET(flag/join_with_mutant_race)) - G.fields["species"] = H.dna.species.name + G.fields["species"] = H.dna.species.name G.fields["fingerprint"] = md5(H.dna.uni_identity) G.fields["p_stat"] = "Active" G.fields["m_stat"] = "Stable" diff --git a/code/datums/diseases/advance/symptoms/deafness.dm b/code/datums/diseases/advance/symptoms/deafness.dm index c2afb34a9e..cc388f0b59 100644 --- a/code/datums/diseases/advance/symptoms/deafness.dm +++ b/code/datums/diseases/advance/symptoms/deafness.dm @@ -49,7 +49,7 @@ Bonus to_chat(M, "[pick("You hear a ringing in your ear.", "Your ears pop.")]") if(5) if(power > 2) - var/obj/item/organ/ears/ears = M.getorganslot("ears") + var/obj/item/organ/ears/ears = M.getorganslot(ORGAN_SLOT_EARS) if(istype(ears) && ears.ear_damage < UNHEALING_EAR_DAMAGE) to_chat(M, "Your ears pop painfully and start bleeding!") ears.ear_damage = max(ears.ear_damage, UNHEALING_EAR_DAMAGE) diff --git a/code/datums/diseases/advance/symptoms/vision.dm b/code/datums/diseases/advance/symptoms/vision.dm index 84f9ef49cc..728dfa01d0 100644 --- a/code/datums/diseases/advance/symptoms/vision.dm +++ b/code/datums/diseases/advance/symptoms/vision.dm @@ -44,7 +44,7 @@ Bonus if(!..()) return var/mob/living/carbon/M = A.affected_mob - var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES) if(istype(eyes)) switch(A.stage) if(1, 2) @@ -106,7 +106,7 @@ Bonus if(!..()) return var/mob/living/M = A.affected_mob - var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES) if (!eyes) return switch(A.stage) diff --git a/code/datums/dna.dm b/code/datums/dna.dm index 12555ee038..3987b49750 100644 --- a/code/datums/dna.dm +++ b/code/datums/dna.dm @@ -263,7 +263,7 @@ /mob/living/carbon/proc/create_dna() dna = new /datum/dna(src) if(!dna.species) - var/rando_race = pick(CONFIG_GET(keyed_flag_list/roundstart_races)) + var/rando_race = pick(GLOB.roundstart_races) dna.species = new rando_race() //proc used to update the mob's appearance after its dna UI has been changed diff --git a/code/datums/looping_sounds/item_sounds.dm b/code/datums/looping_sounds/item_sounds.dm new file mode 100644 index 0000000000..2eb897bc13 --- /dev/null +++ b/code/datums/looping_sounds/item_sounds.dm @@ -0,0 +1,37 @@ +#define RAD_GEIGER_LOW 100 // Geiger counter sound thresholds +#define RAD_GEIGER_MEDIUM 500 +#define RAD_GEIGER_HIGH 1000 + +/datum/looping_sound/geiger + mid_sounds = list( + list('sound/items/geiger/low1.ogg'=1, 'sound/items/geiger/low2.ogg'=1, 'sound/items/geiger/low3.ogg'=1, 'sound/items/geiger/low4.ogg'=1), + list('sound/items/geiger/med1.ogg'=1, 'sound/items/geiger/med2.ogg'=1, 'sound/items/geiger/med3.ogg'=1, 'sound/items/geiger/med4.ogg'=1), + list('sound/items/geiger/high1.ogg'=1, 'sound/items/geiger/high2.ogg'=1, 'sound/items/geiger/high3.ogg'=1, 'sound/items/geiger/high4.ogg'=1), + list('sound/items/geiger/ext1.ogg'=1, 'sound/items/geiger/ext2.ogg'=1, 'sound/items/geiger/ext3.ogg'=1, 'sound/items/geiger/ext4.ogg'=1) + ) + mid_length = 2 + volume = 25 + var/last_radiation + +/datum/looping_sound/geiger/get_sound(looped) + var/danger + switch(last_radiation) + if(RAD_BACKGROUND_RADIATION to RAD_GEIGER_LOW) + danger = 1 + if(RAD_GEIGER_LOW to RAD_GEIGER_MEDIUM) + danger = 2 + if(RAD_GEIGER_MEDIUM to RAD_GEIGER_HIGH) + danger = 3 + if(RAD_GEIGER_HIGH to INFINITY) + danger = 4 + else + return null + return ..(looped, mid_sounds[danger]) + +/datum/looping_sound/geiger/stop() + . = ..() + last_radiation = 0 + +#undef RAD_GEIGER_LOW +#undef RAD_GEIGER_MEDIUM +#undef RAD_GEIGER_HIGH \ No newline at end of file diff --git a/code/datums/looping_sounds/looping_sound.dm b/code/datums/looping_sounds/looping_sound.dm index 2374da67b4..aed7c3ace8 100644 --- a/code/datums/looping_sounds/looping_sound.dm +++ b/code/datums/looping_sounds/looping_sound.dm @@ -1,5 +1,5 @@ /* - list/atom/output_atoms + output_atoms (list of atoms) The destination(s) for the sounds mid_sounds (list or soundfile) Since this can be either a list or a single soundfile you can have random sounds. May contain further lists but must contain a soundfile at the end. mid_length (num) The length to wait between playing mid_sounds @@ -13,6 +13,7 @@ volume (num) Sound output volume muted (bool) Private. Used to stop the sound loop. max_loops (num) The max amount of loops to run for. + direct (bool) If true plays directly to provided atoms instead of from them */ /datum/looping_sound var/list/atom/output_atoms @@ -22,19 +23,18 @@ var/start_length var/end_sound var/chance - var/volume + var/volume = 100 var/muted = TRUE var/max_loops + var/direct -/datum/looping_sound/New(list/_output_atoms, start_immediately=FALSE) +/datum/looping_sound/New(list/_output_atoms=list(), start_immediately=FALSE, _direct=FALSE) if(!mid_sounds) WARNING("A looping sound datum was created without sounds to play.") return - if(_output_atoms) - output_atoms = _output_atoms - else - output_atoms = list() + output_atoms = _output_atoms + direct = _direct if(start_immediately) start() @@ -44,13 +44,17 @@ output_atoms = null return ..() -/datum/looping_sound/proc/start() +/datum/looping_sound/proc/start(atom/add_thing) + if(add_thing) + output_atoms |= add_thing if(!muted) return muted = FALSE on_start() -/datum/looping_sound/proc/stop() +/datum/looping_sound/proc/stop(atom/remove_thing) + if(remove_thing) + output_atoms -= remove_thing if(muted) return muted = TRUE @@ -65,9 +69,16 @@ /datum/looping_sound/proc/play(soundfile) var/list/atoms_cache = output_atoms + var/sound/S = sound(soundfile) + if(direct) + S.channel = open_sound_channel() + S.volume = volume for(var/i in 1 to atoms_cache.len) var/atom/thing = atoms_cache[i] - playsound(thing, soundfile, volume) + if(direct) + SEND_SOUND(thing, S) + else + playsound(thing, S, volume) /datum/looping_sound/proc/get_sound(looped, _mid_sounds) if(!_mid_sounds) diff --git a/code/datums/radiation_wave.dm b/code/datums/radiation_wave.dm index 5a02997b00..ffc6b75fcb 100644 --- a/code/datums/radiation_wave.dm +++ b/code/datums/radiation_wave.dm @@ -89,18 +89,24 @@ continue thing.rad_act(strength) - var/static/list/blacklisted = typecacheof(list( //These types will never be contaminated + // This list should only be for types which don't get contaminated but you want to look in their contents + // If you don't want to look in their contents and you don't want to rad_act them: + // modify the ignored_things list in __HELPERS/radiation.dm instead + var/static/list/blacklisted = typecacheof(list( /turf, /mob, /obj/structure/cable, - /obj/machinery/atmospherics + /obj/machinery/atmospherics, + /obj/item/ammo_casing, + /obj/item/implant )) if(!can_contaminate || blacklisted[thing.type]) continue - if(prob((strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*range_modifier), 1))) // Only stronk rads get to have little baby rads + var/contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1, 1/(steps*range_modifier)) + if(prob(contamination_chance)) // Only stronk rads get to have little baby rads var/datum/component/rad_insulation/insulation = thing.GetComponent(/datum/component/rad_insulation) if(insulation && insulation.contamination_proof) continue else - var/rad_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT * min(1/(steps*range_modifier), 1) + var/rad_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT thing.AddComponent(/datum/component/radioactive, rad_strength, source) \ No newline at end of file diff --git a/code/game/gamemodes/changeling/evolution_menu.dm b/code/game/gamemodes/changeling/evolution_menu.dm index 59ed4ab2e8..76a37f9bb1 100644 --- a/code/game/gamemodes/changeling/evolution_menu.dm +++ b/code/game/gamemodes/changeling/evolution_menu.dm @@ -75,7 +75,7 @@ var/datum/changelingprofile/prof = mind.changeling.add_new_profile(C, src) mind.changeling.first_prof = prof - var/obj/item/organ/brain/B = C.getorganslot("brain") + var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN) if(B) B.vital = FALSE B.decoy_override = TRUE diff --git a/code/game/gamemodes/changeling/powers/augmented_eyesight.dm b/code/game/gamemodes/changeling/powers/augmented_eyesight.dm index b2ddd022a4..f48464700f 100644 --- a/code/game/gamemodes/changeling/powers/augmented_eyesight.dm +++ b/code/game/gamemodes/changeling/powers/augmented_eyesight.dm @@ -10,7 +10,7 @@ active = FALSE /obj/effect/proc_holder/changeling/augmented_eyesight/on_purchase(mob/user) //The ability starts inactive, so we should be protected from flashes. - var/obj/item/organ/eyes/E = user.getorganslot("eye_sight") + var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES) if (E) E.flash_protect = 2 //Adjust the user's eyes' flash protection to_chat(user, "We adjust our eyes to protect them from bright lights.") @@ -20,7 +20,7 @@ /obj/effect/proc_holder/changeling/augmented_eyesight/sting_action(mob/living/carbon/human/user) if(!istype(user)) return - var/obj/item/organ/eyes/E = user.getorganslot("eye_sight") + var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES) if(E) if(!active) E.sight_flags |= SEE_MOBS | SEE_OBJS | SEE_TURFS //Add sight flags to the user's eyes @@ -42,7 +42,7 @@ /obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user) //Get rid of x-ray vision and flash protection when the user refunds this ability - var/obj/item/organ/eyes/E = user.getorganslot("eye_sight") + var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES) if(E) if (active) E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS diff --git a/code/game/gamemodes/changeling/powers/regenerate.dm b/code/game/gamemodes/changeling/powers/regenerate.dm index a74b966bd8..f2b13a5d09 100644 --- a/code/game/gamemodes/changeling/powers/regenerate.dm +++ b/code/game/gamemodes/changeling/powers/regenerate.dm @@ -27,7 +27,7 @@ C.emote("scream") C.regenerate_limbs(1) C.regenerate_organs() - if(!user.getorganslot("brain")) + if(!user.getorganslot(ORGAN_SLOT_BRAIN)) var/obj/item/organ/brain/changeling_brain/B = new() B.Insert(C) if(ishuman(user)) diff --git a/code/game/gamemodes/miniantags/abduction/machinery/experiment.dm b/code/game/gamemodes/miniantags/abduction/machinery/experiment.dm index 99059e7a25..73a696fb3a 100644 --- a/code/game/gamemodes/miniantags/abduction/machinery/experiment.dm +++ b/code/game/gamemodes/miniantags/abduction/machinery/experiment.dm @@ -62,7 +62,7 @@ /obj/machinery/abductor/experiment/proc/dissection_icon(mob/living/carbon/human/H) var/icon/photo = null var/g = (H.gender == FEMALE) ? "f" : "m" - if(!CONFIG_GET(flag/join_with_mutant_race) || H.dna.species.use_skintones) + if(H.dna.species.use_skintones) photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.skin_tone]_[g]") else photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.dna.species.id]_[g]") diff --git a/code/game/machinery/camera/motion.dm b/code/game/machinery/camera/motion.dm index f26b60202e..6ac7e1249d 100644 --- a/code/game/machinery/camera/motion.dm +++ b/code/game/machinery/camera/motion.dm @@ -17,7 +17,7 @@ else if (detectTime == -1) for (var/targetref in getTargetList()) var/mob/target = locate(targetref) in GLOB.mob_list - if (target.stat == DEAD || QDELETED(target) || (!area_motion && !in_range(src, target))) + if (QDELETED(target) || target.stat == DEAD || (!area_motion && !in_range(src, target))) //If not part of a monitored area and the camera is not in range or the target is dead lostTarget(target) diff --git a/code/game/machinery/cloning.dm b/code/game/machinery/cloning.dm index 86e69b8973..cb5ea9df76 100644 --- a/code/game/machinery/cloning.dm +++ b/code/game/machinery/cloning.dm @@ -163,7 +163,7 @@ var/mob/living/carbon/human/H = new /mob/living/carbon/human(src) if(clonemind.changeling) - var/obj/item/organ/brain/B = H.getorganslot("brain") + var/obj/item/organ/brain/B = H.getorganslot(ORGAN_SLOT_BRAIN) B.vital = FALSE B.decoy_override = TRUE diff --git a/code/game/machinery/computer/cloning.dm b/code/game/machinery/computer/cloning.dm index 31126a6c08..ee316b3eed 100644 --- a/code/game/machinery/computer/cloning.dm +++ b/code/game/machinery/computer/cloning.dm @@ -470,7 +470,7 @@ // species datums R.fields["mrace"] = dna.species else - var/datum/species/rando_race = pick(CONFIG_GET(keyed_flag_list/roundstart_races)) + var/datum/species/rando_race = pick(GLOB.roundstart_races) R.fields["mrace"] = rando_race.type R.fields["ckey"] = mob_occupant.ckey diff --git a/code/game/machinery/computer/medical.dm b/code/game/machinery/computer/medical.dm index f13cfe8c00..41b41e536e 100644 --- a/code/game/machinery/computer/medical.dm +++ b/code/game/machinery/computer/medical.dm @@ -123,8 +123,7 @@ dat += "ID:[active1.fields["id"]]" dat += "Sex: [active1.fields["sex"]] " dat += "Age: [active1.fields["age"]] " - if(CONFIG_GET(flag/join_with_mutant_race)) - dat += "Species: [active1.fields["species"]] " + dat += "Species: [active1.fields["species"]] " dat += "Fingerprint: [active1.fields["fingerprint"]] " dat += "Physical Status: [active1.fields["p_stat"]] " dat += "Mental Status: [active1.fields["m_stat"]] " @@ -538,8 +537,7 @@ P.info = "
Medical Record - (MR-[GLOB.data_core.medicalPrintCount])

" if(active1 in GLOB.data_core.general) P.info += text("Name: [] ID: []
\nSex: []
\nAge: []
", src.active1.fields["name"], src.active1.fields["id"], src.active1.fields["sex"], src.active1.fields["age"]) - if(CONFIG_GET(flag/join_with_mutant_race)) - P.info += "\nSpecies: [active1.fields["species"]]
" + P.info += "\nSpecies: [active1.fields["species"]]
" P.info += text("\nFingerprint: []
\nPhysical Status: []
\nMental Status: []
", src.active1.fields["fingerprint"], src.active1.fields["p_stat"], src.active1.fields["m_stat"]) else P.info += "General Record Lost!
" diff --git a/code/game/machinery/computer/security.dm b/code/game/machinery/computer/security.dm index 8859522ed2..81204a69f0 100644 --- a/code/game/machinery/computer/security.dm +++ b/code/game/machinery/computer/security.dm @@ -192,8 +192,7 @@ ID: [active1.fields["id"]]  Sex: [active1.fields["sex"]]  Age: [active1.fields["age"]] "} - if(CONFIG_GET(flag/join_with_mutant_race)) - dat += "Species: [active1.fields["species"]] " + dat += "Species: [active1.fields["species"]] " dat += {"Rank: [active1.fields["rank"]]  Fingerprint: [active1.fields["fingerprint"]]  Physical Status: [active1.fields["p_stat"]]  @@ -367,8 +366,7 @@ What a mess.*/ P.info = "
Security Record - (SR-[GLOB.data_core.securityPrintCount])

" if((istype(active1, /datum/data/record) && GLOB.data_core.general.Find(active1))) P.info += text("Name: [] ID: []
\nSex: []
\nAge: []
", active1.fields["name"], active1.fields["id"], active1.fields["sex"], active1.fields["age"]) - if(CONFIG_GET(flag/join_with_mutant_race)) - P.info += "\nSpecies: [active1.fields["species"]]
" + P.info += "\nSpecies: [active1.fields["species"]]
" P.info += text("\nFingerprint: []
\nPhysical Status: []
\nMental Status: []
", active1.fields["fingerprint"], active1.fields["p_stat"], active1.fields["m_stat"]) else P.info += "General Record Lost!
" @@ -513,8 +511,7 @@ What a mess.*/ G.fields["rank"] = "Unassigned" G.fields["sex"] = "Male" G.fields["age"] = "Unknown" - if(CONFIG_GET(flag/join_with_mutant_race)) - G.fields["species"] = "Human" + G.fields["species"] = "Human" G.fields["photo_front"] = new /icon() G.fields["photo_side"] = new /icon() G.fields["fingerprint"] = "?????" @@ -598,7 +595,7 @@ What a mess.*/ active1.fields["age"] = t1 if("species") if(istype(active1, /datum/data/record)) - var/t1 = input("Select a species", "Species Selection") as null|anything in CONFIG_GET(keyed_flag_list/roundstart_races) + var/t1 = input("Select a species", "Species Selection") as null|anything in GLOB.roundstart_races if(!canUseSecurityRecordsConsole(usr, t1, a1)) return active1.fields["species"] = t1 @@ -766,7 +763,7 @@ What a mess.*/ if(6) R.fields["m_stat"] = pick("*Insane*", "*Unstable*", "*Watch*", "Stable") if(7) - R.fields["species"] = pick(CONFIG_GET(keyed_flag_list/roundstart_races)) + R.fields["species"] = pick(GLOB.roundstart_races) if(8) var/datum/data/record/G = pick(GLOB.data_core.general) R.fields["photo_front"] = G.fields["photo_front"] diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm index 0854e63e5b..d3825b9afe 100644 --- a/code/game/machinery/suit_storage_unit.dm +++ b/code/game/machinery/suit_storage_unit.dm @@ -210,7 +210,7 @@ mob_occupant.adjustFireLoss(rand(20, 36)) else mob_occupant.adjustFireLoss(rand(10, 16)) - mob_occupant.emote("scream") + mob_occupant.emote("scream") addtimer(CALLBACK(src, .proc/cook), 50) else uv_cycles = initial(uv_cycles) @@ -238,6 +238,9 @@ for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected I.clean_blood() I.fingerprints = list() + var/datum/component/radioactive/contamination = I.GetComponent(/datum/component/radioactive) + if(contamination) + qdel(contamination) open_machine(FALSE) if(occupant) dump_contents() diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 2ad2a74a2d..12e7cda9fa 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -519,7 +519,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE) M.adjust_blurriness(3) M.adjust_eye_damage(rand(2,4)) - var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES) if (!eyes) return if(eyes.eye_damage >= 10) diff --git a/code/game/objects/items/airlock_painter.dm b/code/game/objects/items/airlock_painter.dm index 378d6ebabd..c961d77bf1 100644 --- a/code/game/objects/items/airlock_painter.dm +++ b/code/game/objects/items/airlock_painter.dm @@ -1,126 +1,126 @@ -/obj/item/airlock_painter - name = "airlock painter" - desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob." - icon = 'icons/obj/objects.dmi' - icon_state = "paint sprayer" - item_state = "paint sprayer" - - w_class = WEIGHT_CLASS_SMALL - - materials = list(MAT_METAL=50, MAT_GLASS=50) - origin_tech = "engineering=2" - - flags_1 = CONDUCT_1 | NOBLUDGEON_1 - slot_flags = SLOT_BELT - - var/obj/item/device/toner/ink = null - -/obj/item/airlock_painter/New() - ..() - ink = new /obj/item/device/toner(src) - -//This proc doesn't just check if the painter can be used, but also uses it. -//Only call this if you are certain that the painter will be used right after this check! -/obj/item/airlock_painter/proc/use(mob/user) - if(can_use(user)) - ink.charges-- - playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1) - return 1 - else - return 0 - -//This proc only checks if the painter can be used. -//Call this if you don't want the painter to be used right after this check, for example -//because you're expecting user input. -/obj/item/airlock_painter/proc/can_use(mob/user) - if(!ink) - to_chat(user, "There is no toner cartridge installed in [src]!") - return 0 - else if(ink.charges < 1) - to_chat(user, "[src] is out of ink!") - return 0 - else - return 1 - -/obj/item/airlock_painter/suicide_act(mob/user) - var/obj/item/organ/lungs/L = user.getorganslot("lungs") - - if(can_use(user) && L) - user.visible_message("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!") - use(user) - - // Once you've inhaled the toner, you throw up your lungs - // and then die. - - // Find out if there is an open turf in front of us, - // and if not, pick the turf we are standing on. - var/turf/T = get_step(get_turf(src), user.dir) - if(!isopenturf(T)) - T = get_turf(src) - - // they managed to lose their lungs between then and - // now. Good job. - if(!L) - return OXYLOSS - - L.Remove(user) - - // make some colorful reagent, and apply it to the lungs - L.create_reagents(10) - L.reagents.add_reagent("colorful_reagent", 10) - L.reagents.reaction(L, TOUCH, 1) - - // TODO maybe add some colorful vomit? - - user.visible_message("[user] vomits out their [L]!") - playsound(user.loc, 'sound/effects/splat.ogg', 50, 1) - - L.forceMove(T) - - return (TOXLOSS|OXYLOSS) - else if(can_use(user) && !L) - user.visible_message("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide.") - user.reagents.add_reagent("colorful_reagent", 1) - user.reagents.reaction(user, TOUCH, 1) - return TOXLOSS - - else - user.visible_message("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner.") - return SHAME - - -/obj/item/airlock_painter/examine(mob/user) - ..() - if(!ink) - to_chat(user, "It doesn't have a toner cartridge installed.") - return - var/ink_level = "high" - if(ink.charges < 1) - ink_level = "empty" - else if((ink.charges/ink.max_charges) <= 0.25) //25% - ink_level = "low" - else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit) - ink_level = "dangerously high" - to_chat(user, "Its ink levels look [ink_level].") - - -/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params) - if(istype(W, /obj/item/device/toner)) - if(ink) - to_chat(user, "[src] already contains \a [ink].") - return - if(!user.transferItemToLoc(W, src)) - return - to_chat(user, "You install [W] into [src].") - ink = W - playsound(src.loc, 'sound/machines/click.ogg', 50, 1) - else - return ..() - -/obj/item/airlock_painter/attack_self(mob/user) - if(ink) - playsound(src.loc, 'sound/machines/click.ogg', 50, 1) - ink.loc = user.loc - user.put_in_hands(ink) - to_chat(user, "You remove [ink] from [src].") - ink = null +/obj/item/airlock_painter + name = "airlock painter" + desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob." + icon = 'icons/obj/objects.dmi' + icon_state = "paint sprayer" + item_state = "paint sprayer" + + w_class = WEIGHT_CLASS_SMALL + + materials = list(MAT_METAL=50, MAT_GLASS=50) + origin_tech = "engineering=2" + + flags_1 = CONDUCT_1 | NOBLUDGEON_1 + slot_flags = SLOT_BELT + + var/obj/item/device/toner/ink = null + +/obj/item/airlock_painter/New() + ..() + ink = new /obj/item/device/toner(src) + +//This proc doesn't just check if the painter can be used, but also uses it. +//Only call this if you are certain that the painter will be used right after this check! +/obj/item/airlock_painter/proc/use(mob/user) + if(can_use(user)) + ink.charges-- + playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1) + return 1 + else + return 0 + +//This proc only checks if the painter can be used. +//Call this if you don't want the painter to be used right after this check, for example +//because you're expecting user input. +/obj/item/airlock_painter/proc/can_use(mob/user) + if(!ink) + to_chat(user, "There is no toner cartridge installed in [src]!") + return 0 + else if(ink.charges < 1) + to_chat(user, "[src] is out of ink!") + return 0 + else + return 1 + +/obj/item/airlock_painter/suicide_act(mob/user) + var/obj/item/organ/lungs/L = user.getorganslot(ORGAN_SLOT_LUNGS) + + if(can_use(user) && L) + user.visible_message("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!") + use(user) + + // Once you've inhaled the toner, you throw up your lungs + // and then die. + + // Find out if there is an open turf in front of us, + // and if not, pick the turf we are standing on. + var/turf/T = get_step(get_turf(src), user.dir) + if(!isopenturf(T)) + T = get_turf(src) + + // they managed to lose their lungs between then and + // now. Good job. + if(!L) + return OXYLOSS + + L.Remove(user) + + // make some colorful reagent, and apply it to the lungs + L.create_reagents(10) + L.reagents.add_reagent("colorful_reagent", 10) + L.reagents.reaction(L, TOUCH, 1) + + // TODO maybe add some colorful vomit? + + user.visible_message("[user] vomits out their [L]!") + playsound(user.loc, 'sound/effects/splat.ogg', 50, 1) + + L.forceMove(T) + + return (TOXLOSS|OXYLOSS) + else if(can_use(user) && !L) + user.visible_message("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide.") + user.reagents.add_reagent("colorful_reagent", 1) + user.reagents.reaction(user, TOUCH, 1) + return TOXLOSS + + else + user.visible_message("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner.") + return SHAME + + +/obj/item/airlock_painter/examine(mob/user) + ..() + if(!ink) + to_chat(user, "It doesn't have a toner cartridge installed.") + return + var/ink_level = "high" + if(ink.charges < 1) + ink_level = "empty" + else if((ink.charges/ink.max_charges) <= 0.25) //25% + ink_level = "low" + else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit) + ink_level = "dangerously high" + to_chat(user, "Its ink levels look [ink_level].") + + +/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params) + if(istype(W, /obj/item/device/toner)) + if(ink) + to_chat(user, "[src] already contains \a [ink].") + return + if(!user.transferItemToLoc(W, src)) + return + to_chat(user, "You install [W] into [src].") + ink = W + playsound(src.loc, 'sound/machines/click.ogg', 50, 1) + else + return ..() + +/obj/item/airlock_painter/attack_self(mob/user) + if(ink) + playsound(src.loc, 'sound/machines/click.ogg', 50, 1) + ink.loc = user.loc + user.put_in_hands(ink) + to_chat(user, "You remove [ink] from [src].") + ink = null diff --git a/code/game/objects/items/crayons.dm b/code/game/objects/items/crayons.dm index 1765ecf902..68e1826719 100644 --- a/code/game/objects/items/crayons.dm +++ b/code/game/objects/items/crayons.dm @@ -31,7 +31,7 @@ var/drawtype var/text_buffer = "" - var/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","arrow","star","poseur tag") + var/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","arrow","star","poseur tag","prolizard","antilizard") var/list/letters = list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z") var/list/numerals = list("0","1","2","3","4","5","6","7","8","9") var/list/oriented = list("arrow","body") // These turn to face the same way as the drawer @@ -78,10 +78,6 @@ if(name == "crayon") name = "[item_color] crayon" - if(CONFIG_GET(flag/join_with_mutant_race)) - graffiti |= "antilizard" - graffiti |= "prolizard" - all_drawables = graffiti + letters + numerals + oriented + runes + graffiti_large_h drawtype = pick(all_drawables) diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index eab0f030cc..5f4d02fd8e 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -69,7 +69,7 @@ to_chat(user, "You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.") return - var/obj/item/organ/eyes/E = M.getorganslot("eye_sight") + var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES) if(!E) to_chat(user, "[M] doesn't have any eyes!") return diff --git a/code/game/objects/items/devices/geiger_counter.dm b/code/game/objects/items/devices/geiger_counter.dm index 92b76e0f6e..03e4ff123a 100644 --- a/code/game/objects/items/devices/geiger_counter.dm +++ b/code/game/objects/items/devices/geiger_counter.dm @@ -19,15 +19,8 @@ slot_flags = SLOT_BELT materials = list(MAT_METAL = 150, MAT_GLASS = 150) - var/muted = TRUE - var/danger = 0 var/grace = RAD_GRACE_PERIOD - var/static/list/sounds = list( //hah, static. get it? - list('sound/items/geiger/low1.ogg'=1, 'sound/items/geiger/low2.ogg'=1, 'sound/items/geiger/low3.ogg'=1, 'sound/items/geiger/low4.ogg'=1), - list('sound/items/geiger/med1.ogg'=1, 'sound/items/geiger/med2.ogg'=1, 'sound/items/geiger/med3.ogg'=1, 'sound/items/geiger/med4.ogg'=1), - list('sound/items/geiger/high1.ogg'=1, 'sound/items/geiger/high2.ogg'=1, 'sound/items/geiger/high3.ogg'=1, 'sound/items/geiger/high4.ogg'=1), - list('sound/items/geiger/ext1.ogg'=1, 'sound/items/geiger/ext2.ogg'=1, 'sound/items/geiger/ext3.ogg'=1, 'sound/items/geiger/ext4.ogg'=1) - ) + var/datum/looping_sound/geiger/soundloop var/scanning = FALSE var/radiation_count = 0 @@ -40,7 +33,7 @@ . = ..() START_PROCESSING(SSobj, src) - soundLoop() + soundloop = new(list(src), FALSE) /obj/item/device/geiger_counter/Destroy() STOP_PROCESSING(SSobj, src) @@ -48,6 +41,7 @@ /obj/item/device/geiger_counter/process() update_icon() + update_sound() if(!scanning) current_tick_amount = 0 @@ -64,8 +58,6 @@ grace-- if(grace <= 0) radiation_count = 0 - - update_sound() current_tick_amount = 0 @@ -116,28 +108,15 @@ ..() /obj/item/device/geiger_counter/proc/update_sound() - switch(radiation_count) - if(RAD_BACKGROUND_RADIATION to RAD_LEVEL_MODERATE) - danger = 1 - if(RAD_LEVEL_MODERATE to RAD_LEVEL_VERY_HIGH) - danger = 2 - if(RAD_LEVEL_VERY_HIGH to RAD_LEVEL_CRITICAL) - danger = 3 - if(RAD_LEVEL_CRITICAL to INFINITY) - danger = 4 - else - danger = 0 - if(!danger) - muted = TRUE - else if(muted) - muted = FALSE - soundLoop() - -/obj/item/device/geiger_counter/proc/soundLoop() - if(muted || !danger) + var/datum/looping_sound/geiger/loop = soundloop + if(!scanning) + loop.stop() return - playsound(src, pickweight(sounds[danger]), 25) - addtimer(CALLBACK(src, .proc/soundLoop), 2) + if(!radiation_count) + loop.stop() + return + loop.last_radiation = radiation_count + loop.start() /obj/item/device/geiger_counter/rad_act(amount) if(amount <= RAD_BACKGROUND_RADIATION || !scanning) @@ -147,11 +126,6 @@ /obj/item/device/geiger_counter/attack_self(mob/user) scanning = !scanning - if(!scanning) - muted = TRUE - else - muted = FALSE - soundLoop() update_icon() to_chat(user, "[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src].") diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index bb2adda377..caf42fc68b 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -171,7 +171,7 @@ MASS SPECTROMETER if(advanced) if(iscarbon(M)) var/mob/living/carbon/C = M - var/obj/item/organ/ears/ears = C.getorganslot("ears") + var/obj/item/organ/ears/ears = C.getorganslot(ORGAN_SLOT_EARS) to_chat(user, "\t==EAR STATUS==") if(istype(ears)) var/healthy = TRUE @@ -189,7 +189,7 @@ MASS SPECTROMETER to_chat(user, "\tHealthy.") else to_chat(user, "\tSubject does not have ears.") - var/obj/item/organ/eyes/eyes = C.getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = C.getorganslot(ORGAN_SLOT_EYES) to_chat(user, "\t==EYE STATUS==") if(istype(eyes)) var/healthy = TRUE diff --git a/code/game/objects/items/manuals.dm b/code/game/objects/items/manuals.dm index c0298d8122..edaa4ce648 100644 --- a/code/game/objects/items/manuals.dm +++ b/code/game/objects/items/manuals.dm @@ -1,959 +1,955 @@ -/*********************MANUALS (BOOKS)***********************/ - -//Oh god what the fuck I am not good at computer -/obj/item/book/manual - icon = 'icons/obj/library.dmi' - due_date = 0 // Game time in 1/10th seconds - unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified - -/obj/item/book/manual/engineering_particle_accelerator - name = "Particle Accelerator User's Guide" - icon_state ="bookParticleAccelerator" - author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned - title = "Particle Accelerator User's Guide" - dat = {" - - - - - -

Experienced user's guide

- -

Setting up

- -
    -
  1. Wrench all pieces to the floor
  2. -
  3. Add wires to all the pieces
  4. -
  5. Close all the panels with your screwdriver
  6. -
- -

Use

- -
    -
  1. Open the control panel
  2. -
  3. Set the speed to 2
  4. -
  5. Start firing at the singularity generator
  6. -
  7. When the singularity reaches a large enough size so it starts moving on its own set the speed down to 0, but don't shut it off
  8. -
  9. Remember to wear a radiation suit when working with this machine... we did tell you that at the start, right?
  10. -
- - - "} - - -/obj/item/book/manual/engineering_singularity_safety - name = "Singularity Safety in Special Circumstances" - icon_state ="bookEngineeringSingularitySafety" - author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned - title = "Singularity Safety in Special Circumstances" -//big pile of shit below. - - dat = {" - - - - -

Singularity Safety in Special Circumstances

- -

Power outage

- - A power problem has made the entire station lose power? Could be station-wide wiring problems or syndicate power sinks. In any case follow these steps: -

- Step one: PANIC!
- Step two: Get your ass over to engineering! QUICKLY!!!
- Step three: Make sure the SMES is still powering the emitters, if not, setup the generator in secure storage and disconnect the emitters from the SMES.
- Step four: Next, head over to the APC and swipe it with your ID card - if it doesn't unlock, continue with step 15.
- Step five: Open the console and disengage the cover lock.
- Step six: Pry open the APC with a Crowbar.
- Step seven: Take out the empty power cell.
- Step eight: Put in the new, full power cell - if you don't have one, continue with step 15.
- Step nine: Quickly put on a Radiation suit.
- Step ten: Check if the singularity field generators withstood the down-time - if they didn't, continue with step 15.
- Step eleven: Since disaster was averted you now have to ensure it doesn't repeat. If it was a powersink which caused it and if the engineering apc is wired to the same powernet, which the powersink is on, you have to remove the piece of wire which links the apc to the powernet. If it wasn't a powersink which caused it, then skip to step 14.
- Step twelve: Grab your crowbar and pry away the tile closest to the APC.
- Step thirteen: Use the wirecutters to cut the wire which is conecting the grid to the terminal.
- Step fourteen: Go to the bar and tell the guys how you saved them all. Stop reading this guide here.
- Step fifteen: GET THE FUCK OUT OF THERE!!!
-

- -

Shields get damaged

- - Step one: GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!
- - - "} - -/obj/item/book/manual/hydroponics_pod_people - name = "The Human Harvest - From seed to market" - icon_state ="bookHydroponicsPodPeople" - author = "Farmer John" - title = "The Human Harvest - From seed to market" - dat = {" - - - - -

Growing Humans

- - Why would you want to grow humans? Well I'm expecting most readers to be in the slave trade, but a few might actually - want to revive fallen comrades. Growing pod people is easy, but prone to disaster. -

-

    -
  1. Find a dead person who is in need of cloning.
  2. -
  3. Take a blood sample with a syringe.
  4. -
  5. Inject a seed pack with the blood sample.
  6. -
  7. Plant the seeds.
  8. -
  9. Tend to the plants water and nutrition levels until it is time to harvest the cloned human.
  10. -
-

- It really is that easy! Good luck! - - - - "} - -/obj/item/book/manual/medical_cloning - name = "Cloning techniques of the 26th century" - icon_state ="bookCloning" - author = "Medical Journal, volume 3" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned - title = "Cloning techniques of the 26th century" -//big pile of shit below. - - dat = {" - - - - - -

How to Clone People

- So there’s 50 dead people lying on the floor, chairs are spinning like no tomorrow and you haven’t the foggiest idea of what to do? Not to worry! This guide is intended to teach you how to clone people and how to do it right, in a simple step-by-step process! If at any point of the guide you have a mental meltdown, genetics probably isn’t for you and you should get a job-change as soon as possible before you’re sued for malpractice. - -
    -
  1. Acquire body
  2. -
  3. Strip body
  4. -
  5. Put body in cloning machine
  6. -
  7. Scan body
  8. -
  9. Clone body
  10. -
  11. Get clean Structurel Enzymes for the body
  12. -
  13. Put body in morgue
  14. -
  15. Await cloned body
  16. -
  17. Use the clean SW injector
  18. -
  19. Give person clothes back
  20. -
  21. Send person on their way
  22. -
- -

Step 1: Acquire body

- This is pretty much vital for the process because without a body, you cannot clone it. Usually, bodies will be brought to you, so you do not need to worry so much about this step. If you already have a body, great! Move on to the next step. - -

Step 2: Strip body

- The cloning machine does not like abiotic items. What this means is you can’t clone anyone if they’re wearing clothes, so take all of it off. If it’s just one person, it’s courteous to put their possessions in the closet. If you have about seven people awaiting cloning, just leave the piles where they are, but don’t mix them around and for God’s sake don’t let the Clown in to steal them. - -

Step 3: Put body in cloning machine

- Grab the body and then put it inside the DNA modifier. If you cannot do this, then you messed up at Step 2. Go back and check you took EVERYTHING off - a commonly missed item is their headset. - -

Step 4: Scan body

- Go onto the computer and scan the body by pressing ‘Scan - ’. If you’re successful, they will be added to the records (note that this can be done at any time, even with living people, so that they can be cloned without a body in the event that they are lying dead on port solars and didn‘t turn on their suit sensors)! If not, and it says “Error: Mental interface failure.”, then they have left their bodily confines and are one with the spirits. If this happens, just shout at them to get back in their body, click ‘Refresh‘ and try scanning them again. If there’s no success, threaten them with gibbing. Still no success? Skip over to Step 7 and don‘t continue after it, as you have an unresponsive body and it cannot be cloned. If you got “Error: Unable to locate valid genetic data.“, you are trying to clone a monkey - start over. - -

Step 5: Clone body

- Now that the body has a record, click ’View Records’, click the subject’s name, and then click ‘Clone’ to start the cloning process. Congratulations! You’re halfway there. Remember not to ‘Eject’ the cloning pod as this will kill the developing clone and you’ll have to start the process again. - -

Step 6: Get clean SEs for body

- Cloning is a finicky and unreliable process. Whilst it will most certainly bring someone back from the dead, they can have any number of nasty disabilities given to them during the cloning process! For this reason, you need to prepare a clean, defect-free Structural Enzyme (SE) injection for when they’re done. If you’re a competent Geneticist, you will already have one ready on your working computer. If, for any reason, you do not, then eject the body from the DNA modifier (NOT THE CLONING POD) and take it next door to the Genetics research room. Put the body in one of those DNA modifiers and then go onto the console. Go into View/Edit/Transfer Buffer, find an open slot and click “SE“ to save it. Then click ‘Injector’ to get the SEs in syringe form. Put this in your pocket or something for when the body is done. - -

Step 7: Put body in morgue

- Now that the cloning process has been initiated and you have some clean Structural Enzymes, you no longer need the body! Drag it to the morgue and tell the Chef over the radio that they have some fresh meat waiting for them in there. To put a body in a morgue bed, simply open the tray, grab the body, put it on the open tray, then close the tray again. Use one of the nearby pens to label the bed “CHEF MEAT” in order to avoid confusion. - -

Step 8: Await cloned body

- Now go back to the lab and wait for your patient to be cloned. It won’t be long now, I promise. - -

Step 9: Use the clean SE injector on person

- Has your body been cloned yet? Great! As soon as the guy pops out, grab your injector and jab it in them. Once you’ve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while. - -

Step 10: Give person clothes back

- Obviously the person will be naked after they have been cloned. Provided you weren’t an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. No matter how cruel you are, it’s simply against protocol to force your patients to walk outside naked. - -

Step 11: Send person on their way

- Give the patient one last check-over - make sure they don’t still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio. Once you’re done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance. - -

If you’ve gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target. - - - - - - "} - - -/obj/item/book/manual/ripley_build_and_repair - name = "APLU \"Ripley\" Construction and Operation Manual" - icon_state ="book" - author = "Weyland-Yutani Corp" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned - title = "APLU \"Ripley\" Construction and Operation Manual" -//big pile of shit below. - - dat = {" - - - - -

- Weyland-Yutani - Building Better Worlds -

Autonomous Power Loader Unit \"Ripley\"

-
-

Specifications:

- - -

Construction:

-
    -
  1. Connect all exosuit parts to the chassis frame
  2. -
  3. Connect all hydraulic fittings and tighten them up with a wrench
  4. -
  5. Adjust the servohydraulics with a screwdriver
  6. -
  7. Wire the chassis. (Cable is not included.)
  8. -
  9. Use the wirecutters to remove the excess cable if needed.
  10. -
  11. Install the central control module (Not included. Use supplied datadisk to create one).
  12. -
  13. Secure the mainboard with a screwdriver.
  14. -
  15. Install the peripherals control module (Not included. Use supplied datadisk to create one).
  16. -
  17. Secure the peripherals control module with a screwdriver
  18. -
  19. Install the internal armor plating (Not included due to Nanotrasen regulations. Can be made using 5 metal sheets.)
  20. -
  21. Secure the internal armor plating with a wrench
  22. -
  23. Weld the internal armor plating to the chassis
  24. -
  25. Install the external reinforced armor plating (Not included due to Nanotrasen regulations. Can be made using 5 reinforced metal sheets.)
  26. -
  27. Secure the external reinforced armor plating with a wrench
  28. -
  29. Weld the external reinforced armor plating to the chassis
  30. -
  31. -
  32. Additional Information:
  33. -
  34. The firefighting variation is made in a similar fashion.
  35. -
  36. A firesuit must be connected to the Firefighter chassis for heat shielding.
  37. -
  38. Internal armor is plasteel for additional strength.
  39. -
  40. External armor must be installed in 2 parts, totaling 10 sheets.
  41. -
  42. Completed mech is more resiliant against fire, and is a bit more durable overall
  43. -
  44. Nanotrasen is determined to the safety of its investments employees.
  45. -
- - - -

Operation

- Coming soon... - "} - -/obj/item/book/manual/experimentor - name = "Mentoring your Experiments" - icon_state = "rdbook" - author = "Dr. H.P. Kritz" - title = "Mentoring your Experiments" - dat = {" - - - - -

THE E.X.P.E.R.I-MENTOR

- The Enhanced Xenobiological Period Extraction (and) Restoration Instructor is a machine designed to discover the secrets behind every item in existence. - With advanced technology, it can process 99.95% of items, and discover their uses and secrets. - The E.X.P.E.R.I-MENTOR is a Research apparatus that takes items, and through a process of elimination, it allows you to deduce new technological designs from them. - Due to the volatile nature of the E.X.P.E.R.I-MENTOR, there is a slight chance for malfunction, potentially causing irreparable damage to you or your environment. - However, upgrading the apparatus has proven to decrease the chances of undesirable, potentially life-threatening outcomes. - Please note that the E.X.P.E.R.I-MENTOR uses a state-of-the-art random generator, which has a larger entropy than the observable universe, - therefore it can generate wildly different results each day, therefore it is highly suggested to re-scan objects of interests frequently (e.g. each shift). - -

BASIC PROCESS

- The usage of the E.X.P.E.R.I-MENTOR is quite simple: -
    -
  1. Find an item with a technological background
  2. -
  3. Insert the item into the E.X.P.E.R.I-MENTOR
  4. -
  5. Cycle through each processing method of the device.
  6. -
  7. Stand back, even in case of a successful experiment, as the machine might produce undesired behaviour.
  8. -
- -

ADVANCED USAGE

- The E.X.P.E.R.I-MENTOR has a variety of uses, beyond menial research work. The different results can be used to combat localised events, or even to get special items. - - The E.X.P.E.R.I-MENTOR's OBLITERATE function has the added use of transferring the destroyed item's material into a linked lathe. - - The IRRADIATE function can be used to transform items into other items, resulting in potential upgrades (or downgrades). - - Users should remember to always wear appropriate protection when using the machine, because malfunction can occur at any moment! - -

EVENTS

-

GLOBAL (happens at any time):

-
    -
  1. DETECTION MALFUNCTION - The machine's onboard sensors have malfunctioned, causing it to redefine the item's experiment type. - Produces the message: The E.X.P.E.R.I-MENTOR's onboard detection system has malfunctioned!
  2. - -
  3. IANIZATION - The machine's onboard corgi-filter has malfunctioned, causing it to produce a corgi from.. somewhere. - Produces the message: The E.X.P.E.R.I-MENTOR melts the banana, ian-izing the air around it!
  4. - -
  5. RUNTIME ERROR - The machine's onboard C4T-P processor has encountered a critical error, causing it to produce a cat from.. somewhere. - Produces the message: The E.X.P.E.R.I-MENTOR encounters a run-time error!
  6. - -
  7. B100DG0D.EXE - The machine has encountered an unknown subroutine, which has been injected into its runtime. It upgrades the held item! - Produces the message: The E.X.P.E.R.I-MENTOR improves the banana, drawing the life essence of those nearby!
  8. - -
  9. POWERSINK - The machine's PSU has tripped the charging mechanism! It consumes massive amounts of power! - Produces the message: The E.X.P.E.R.I-MENTOR begins to smoke and hiss, shaking violently!
  10. -
-

FAIL:

- This event is produced when the item mismatches the selected experiment. - Produces a random message similar to: "the Banana rumbles, and shakes, the experiment was a failure!" - -

POKE:

-
    -
  1. WILD ARMS - The machine's gryoscopic processors malfunction, causing it to lash out at nearby people with its arms. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions and destroys the banana, lashing its arms out at nearby people!
  2. - -
  3. MISTYPE - The machine's interface has been garbled, and it switches to OBLITERATE. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions!
  4. - -
  5. THROW - The machine's spatial recognition device has shifted several meters across the room, causing it to try and repostion the item there. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, throwing the banana!
  6. -
-

IRRADIATE:

-
    -
  1. RADIATION LEAK - The machine's shield has failed, resulting in a toxic radiation leak. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, melting the banana and leaking radiation!
  2. - -
  3. RADIATION DUMP - The machine's recycling and containment functions have failed, resulting in a dump of toxic waste around it - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, spewing toxic waste!
  4. - -
  5. MUTATION - The machine's radio-isotope level meter has malfunctioned, causing it over-irradiate the item, making it transform. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, transforming the banana!
  6. -
-

GAS:

-
    -
  1. TOXIN LEAK - The machine's filtering and vent systems have failed, resulting in a cloud of toxic gas being expelled. - Produces the message: The E.X.P.E.R.I-MENTOR destroys the banana, leaking dangerous gas!
  2. - -
  3. GAS LEAK - The machine's vent systems have failed, resulting in a cloud of harmless, but obscuring gas. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, spewing harmless gas!
  4. - -
  5. ELECTROMAGNETIC IONS - The machine's electrolytic scanners have failed, causing a dangerous Electromagnetic reaction. - Produces the message: The E.X.P.E.R.I-MENTOR melts the banana, ionizing the air around it!
  6. -
-

HEAT:

-
    -
  1. TOASTER - The machine's heating coils have come into contact with the machine's gas storage, causing a large, sudden blast of flame. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, melting the banana and releasing a burst of flame!
  2. - -
  3. SAUNA - The machine's vent loop has sprung a leak, resulting in a large amount of superheated air being dumped around it. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, melting the banana and leaking hot air!
  4. - -
  5. EMERGENCY VENT - The machine's temperature gauge has malfunctioned, resulting in it attempting to cool the area around it, but instead, dumping a cloud of steam. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, activating its emergency coolant systems!
  6. -
-

COLD:

-
    -
  1. FREEZER - The machine's cooling loop has sprung a leak, resulting in a cloud of super-cooled liquid being blasted into the air. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, shattering the banana and releasing a dangerous cloud of coolant!
  2. - -
  3. FRIDGE - The machine's cooling loop has been exposed to the outside air, resulting in a large decrease in temperature. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, shattering the banana and leaking cold air!
  4. - -
  5. SNOWSTORM - The machine's cooling loop has come into contact with the heating coils, resulting in a sudden blast of cool air. - Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, releasing a flurry of chilly air as the banana pops out!
  6. -
-

OBLITERATE:

-
    -
  1. IMPLOSION - The machine's pressure leveller has malfunctioned, causing it to pierce the space-time momentarily, making everything in the area fly towards it. - Produces the message: The E.X.P.E.R.I-MENTOR's crusher goes way too many levels too high, crushing right through space-time!
  2. - -
  3. DISTORTION - The machine's pressure leveller has completely disabled, resulting in a momentary space-time distortion, causing everything to fly around. - Produces the message: The E.X.P.E.R.I-MENTOR's crusher goes one level too high, crushing right into space-time!
  4. -
- - - "} - -/obj/item/book/manual/research_and_development - name = "Research and Development 101" - icon_state = "rdbook" - author = "Dr. L. Ight" - title = "Research and Development 101" - dat = {" - - - - - -

Science For Dummies

- So you want to further SCIENCE? Good man/woman/thing! However, SCIENCE is a complicated process even though it's quite easy. For the most part, it's a three step process: -
    -
  1. 1) Deconstruct items in the Destructive Analyzer to advance technology or improve the design.
  2. -
  3. 2) Build unlocked designs in the Protolathe and Circuit Imprinter
  4. -
  5. 3) Repeat!
  6. -
- - Those are the basic steps to furthing science. What do you do science with, however? Well, you have four major tools: R&D Console, the Destructive Analyzer, the Protolathe, and the Circuit Imprinter. - -

The R&D Console

- The R&D console is the cornerstone of any research lab. It is the central system from which the Destructive Analyzer, Protolathe, and Circuit Imprinter (your R&D systems) are controled. More on those systems in their own sections. On its own, the R&D console acts as a database for all your technological gains and new devices you discover. So long as the R&D console remains intact, you'll retain all that SCIENCE you've discovered. Protect it though, because if it gets damaged, you'll lose your data! In addition to this important purpose, the R&D console has a disk menu that lets you transfer data from the database onto disk or from the disk into the database. It also has a settings menu that lets you re-sync with nearby R&D devices (if they've become disconnected), lock the console from the unworthy, upload the data to all other R&D consoles in the network (all R&D consoles are networked by default), connect/disconnect from the network, and purge all data from the database. - NOTE: The technology list screen, circuit imprinter, and protolathe menus are accessible by non-scientists. This is intended to allow 'public' systems for the plebians to utilize some new devices. - -

Destructive Analyzer

- This is the source of all technology. Whenever you put a handheld object in it, it analyzes it and determines what sort of technological advancements you can discover from it. If the technology of the object is equal or higher then your current knowledge, you can destroy the object to further those sciences. Some devices (notably, some devices made from the protolathe and circuit imprinter) aren't 100% reliable when you first discover them. If these devices break down, you can put them into the Destructive Analyzer and improve their reliability rather then futher science. If their reliability is high enough ,it'll also advance their related technologies. - -

Circuit Imprinter

- This machine, along with the Protolathe, is used to actually produce new devices. The Circuit Imprinter takes glass and various chemicals (depends on the design) to produce new circuit boards to build new machines or computers. It can even be used to print AI modules. - -

Protolathe

- This machine is an advanced form of the Autolathe that produce non-circuit designs. Unlike the Autolathe, it can use processed metal, glass, solid plasma, silver, gold, and diamonds along with a variety of chemicals to produce devices. The downside is that, again, not all devices you make are 100% reliable when you first discover them. - -

Reliability and You

- As it has been stated, many devices when they're first discovered do not have a 100% reliablity when you first discover them. Instead, the reliablity of the device is dependent upon a base reliability value, whatever improvements to the design you've discovered through the Destructive Analyzer, and any advancements you've made with the device's source technologies. To be able to improve the reliability of a device, you have to use the device until it breaks beyond repair. Once that happens, you can analyze it in a Destructive Analyzer. Once the device reachs a certain minimum reliability, you'll gain tech advancements from it. - -

Building a Better Machine

- Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine. - - - "} - - -/obj/item/book/manual/robotics_cyborgs - name = "Cyborgs for Dummies" - icon_state = "borgbook" - author = "XISC" - title = "Cyborgs for Dummies" - dat = {" - - - - - -

Cyborgs for Dummies

- -

Chapters

- -
    -
  1. Cyborg Related Equipment
  2. -
  3. Cyborg Modules
  4. -
  5. Cyborg Construction
  6. -
  7. Cyborg Deconstruction
  8. -
  9. Cyborg Maintenance
  10. -
  11. Cyborg Repairs
  12. -
  13. In Case of Emergency
  14. -
- - -

Cyborg Related Equipment

- -

Exosuit Fabricator

- The Exosuit Fabricator is the most important piece of equipment related to cyborgs. It allows the construction of the core cyborg parts. Without these machines, cyborgs can not be built. It seems that they may also benefit from advanced research techniques. - -

Cyborg Recharging Station

- This useful piece of equipment will suck power out of the power systems to charge a cyborg's power cell back up to full charge. - -

Robotics Control Console

- This useful piece of equipment can be used to immobolize or destroy a cyborg. A word of warning: Cyborgs are expensive pieces of equipment, do not destroy them without good reason, or Nanotrasen may see to it that it never happens again. - - -

Cyborg Modules

- When a cyborg is created it picks out of an array of modules to designate its purpose. There are 6 different cyborg modules. - -

Standard Cyborg

- The standard cyborg module is a multi-purpose cyborg. It is equipped with various modules, allowing it to do basic tasks.
- -

Engineering Cyborg

- The Engineering cyborg module comes equipped with various engineering-related tools to help with engineering-related tasks.
- -

Mining Cyborg

- The Mining Cyborg module comes equipped with the latest in mining equipment. They are efficient at mining due to no need for oxygen, but their power cells limit their time in the mines. - -

Security Cyborg

- The Security Cyborg module is equipped with effective security measures used to apprehend and arrest criminals without harming them a bit. - -

Janitor Cyborg

- The Janitor Cyborg module is equipped with various cleaning-facilitating devices. - -

Service Cyborg

- The service cyborg module comes ready to serve your human needs. It includes various entertainment and refreshment devices. Occasionally some service cyborgs may have been referred to as "Bros" - -

Cyborg Construction

- Cyborg construction is a rather easy process, requiring a decent amount of metal and a few other supplies.
The required materials to make a cyborg are: - - Once you have acquired the materials, you can start on construction of your cyborg.
To construct a cyborg, follow the steps below: -
    -
  1. Start the Exosuit Fabricators constructing all of the cyborg parts
  2. -
  3. While the parts are being constructed, take your human brain, and place it inside the Man-Machine Interface
  4. -
  5. Once you have a Robot Head, place your two flashes inside the eye sockets
  6. -
  7. Once you have your Robot Chest, wire the Robot chest, then insert the power cell
  8. -
  9. Attach all of the Robot parts to the Robot frame
  10. -
  11. Insert the Man-Machine Interface (With the Brain inside) Into the Robot Body
  12. -
  13. Congratulations! You have a new cyborg!
  14. -
- -

Cyborg Deconstruction

- If you want to deconstruct a cyborg, say to remove its MMI without blowing the Cyborg to pieces, they come apart very quickly, and very safely, in a few simple steps. - -
    -
  1. Begin by unlocking the Cyborg's access panel using your ID
  2. -
  3. Use your crowbar to open the Cyborg's access panel
  4. -
  5. Using your bare hands, remove the power cell from the Cyborg
  6. -
  7. Lockdown the Cyborg to disengage safety protocols
  8. -
      - Option 1: Robotics console -
    1. Use the Robotics console in the RD's office
    2. -
    3. Find the entry for your Cyborg
    4. -
    5. Press the Lockdown button on the Robotics console
    6. -
    -
      - Option 2: Lockdown wire -
    1. Use your screwdriver to expose the Cyborg's wiring
    2. -
    3. Use your wirecutters to start cutting all of the wires until the lockdown light turns off, cutting all of the wires irregardless of the lockdown light works as well
    4. -
    -
  9. Use your wrench to unfasten the Cyborg's bolts, the Cyborg will then fall apart onto the floor, the MMI will be there as well
  10. -
- -

Cyborg Maintenance

- Occasionally Cyborgs may require maintenance of a couple types, this could include replacing a power cell with a charged one, or possibly maintaining the cyborg's internal wiring. - -

Replacing a Power Cell

- Replacing a Power cell is a common type of maintenance for cyborgs. It usually involves replacing the cell with a fully charged one, or upgrading the cell with a larger capacity cell.
The steps to replace a cell are follows: -
    -
  1. Unlock the Cyborg's Interface by swiping your ID on it
  2. -
  3. Open the Cyborg's outer panel using a crowbar
  4. -
  5. Remove the old power cell
  6. -
  7. Insert the new power cell
  8. -
  9. Close the Cyborg's outer panel using a crowbar
  10. -
  11. Lock the Cyborg's Interface by swiping your ID on it, this will prevent non-qualified personnel from attempting to remove the power cell
  12. -
- -

Exposing the Internal Wiring

- Exposing the internal wiring of a cyborg is fairly easy to do, and is mainly used for cyborg repairs.
You can easily expose the internal wiring by following the steps below: -
    -
  1. Follow Steps 1 - 3 of "Replacing a Cyborg's Power Cell"
  2. -
  3. Open the cyborg's internal wiring panel by using a screwdriver to unsecure the panel
  4. -
- To re-seal the cyborg's internal wiring: -
    -
  1. Use a screwdriver to secure the cyborg's internal panel
  2. -
  3. Follow steps 4 - 6 of "Replacing a Cyborg's Power Cell" to close up the cyborg
  4. -
- -

Cyborg Repairs

- Occasionally a Cyborg may become damaged. This could be in the form of impact damage from a heavy or fast-travelling object, or it could be heat damage from high temperatures, or even lasers or Electromagnetic Pulses (EMPs). - -

Dents

- If a cyborg becomes damaged due to impact from heavy or fast-moving objects, it will become dented. Sure, a dent may not seem like much, but it can compromise the structural integrity of the cyborg, possibly causing a critical failure. - Dents in a cyborg's frame are rather easy to repair, all you need is to apply a welding tool to the dented area, and the high-tech cyborg frame will repair the dent under the heat of the welder. - -

Excessive Heat Damage

- If a cyborg becomes damaged due to excessive heat, it is likely that the internal wires will have been damaged. You must replace those wires to ensure that the cyborg remains functioning properly.
To replace the internal wiring follow the steps below: -
    -
  1. Unlock the Cyborg's Interface by swiping your ID
  2. -
  3. Open the Cyborg's External Panel using a crowbar
  4. -
  5. Remove the Cyborg's Power Cell
  6. -
  7. Using a screwdriver, expose the internal wiring or the Cyborg
  8. -
  9. Replace the damaged wires inside the cyborg
  10. -
  11. Secure the internal wiring cover using a screwdriver
  12. -
  13. Insert the Cyborg's Power Cell
  14. -
  15. Close the Cyborg's External Panel using a crowbar
  16. -
  17. Lock the Cyborg's Interface by swiping your ID
  18. -
- These repair tasks may seem difficult, but are essential to keep your cyborgs running at peak efficiency. - -

In Case of Emergency

- In case of emergency, there are a few steps you can take. - -

"Rogue" Cyborgs

- If the cyborgs seem to become "rogue", they may have non-standard laws. In this case, use extreme caution. - To repair the situation, follow these steps: -
    -
  1. Locate the nearest robotics console
  2. -
  3. Determine which cyborgs are "Rogue"
  4. -
  5. Press the lockdown button to immobolize the cyborg
  6. -
  7. Locate the cyborg
  8. -
  9. Expose the cyborg's internal wiring
  10. -
  11. Check to make sure the LawSync and AI Sync lights are lit
  12. -
  13. If they are not lit, pulse the LawSync wire using a multitool to enable the cyborg's Law Sync
  14. -
  15. Proceed to a cyborg upload console. Nanotrasen usually places these in the same location as AI uplaod consoles.
  16. -
  17. Use a "Reset" upload moduleto reset the cyborg's laws
  18. -
  19. Proceed to a Robotics Control console
  20. -
  21. Remove the lockdown on the cyborg
  22. -
- -

As a last resort

- If all else fails in a case of cyborg-related emergency. There may be only one option. Using a Robotics Control console, you may have to remotely detonate the cyborg. -

WARNING:

Do not detonate a borg without an explicit reason for doing so. Cyborgs are expensive pieces of Nanotrasen equipment, and you may be punished for detonating them without reason. - - - - "} - - - -/obj/item/book/manual/chef_recipes - name = "Chef Recipes" - icon_state = "cooked_book" - author = "Lord Frenrir Cageth" - title = "Chef Recipes" - dat = {" - - - - - -

Food for Dummies

- Here is a guide on basic food recipes and also how to not poison your customers accidentally. - - -

Basic ingredients preparation:

- - Dough: 10u water + 15u flour for simple dough.
- 15u egg yolk + 15u flour + 5u sugar for cake batter.
- Doughs can be transformed by using a knife and rolling pin.
- All doughs can be microwaved.
- Bowl: Add water to it for soup preparation.
- Meat: Microwave it, process it, slice it into microwavable cutlets with your knife, or use it raw.
- Cheese: Add 5u universal enzyme (catalyst) to milk and soy milk to prepare cheese (sliceable) and tofu.
- Rice: Mix 10u rice with 10u water in a bowl then microwave it. - -

Custom food:

- Add ingredients to a base item to prepare a custom meal.
- The bases are:
- - bun (burger)
- - breadslices(sandwich)
- - plain bread
- - plain pie
- - vanilla cake
- - empty bowl (salad)
- - bowl with 10u water (soup)
- - boiled spaghetti
- - pizza bread
- - metal rod (kebab) - -

Table Craft:

- Put ingredients on table, then click and drag the table onto yourself to see what recipes you can prepare. - -

Microwave:

- Use it to cook or boil food ingredients (meats, doughs, egg, spaghetti, donkpocket, etc...). - It can cook multiple items at once. - -

Processor:

- Use it to process certain ingredients (meat into faggot, doughslice into spaghetti, potato into fries,etc...) - -

Gibber:

- Stuff an animal in it to grind it into meat. - -

Meat spike:

- Stick an animal on it then begin collecting its meat. - - -

Example recipes:

- Vanilla Cake: Microwave cake batter.
- Burger: 1 bun + 1 meat steak
- Bread: Microwave dough.
- Waffles: 2 pastry base
- Popcorn: Microwave corn.
- Meat Steak: Microwave meat.
- Meat Pie: 1 plain pie + 1u black pepper + 1u salt + 2 meat cutlets
- Boiled Spagetti: Microwave spaghetti.
- Donuts: 1u sugar + 1 pastry base
- Fries: Process potato. - -

Sharing your food:

- You can put your meals on your kitchen counter or load them in the snack vending machines. - - - "} - - -/obj/item/book/manual/barman_recipes - name = "Barman Recipes" - icon_state = "barbook" - author = "Sir John Rose" - title = "Barman Recipes" - dat = {" - - - - - -

Drinks for dummies

- Heres a guide for some basic drinks. - -

Manly Dorf:

- Mix ale and beer into a glass. - -

Grog:

- Mix rum and water into a glass. - -

Black Russian:

- Mix vodka and kahlua into a glass. - -

Irish Cream:

- Mix cream and whiskey into a glass. - -

Screwdriver:

- Mix vodka and orange juice into a glass. - -

Cafe Latte:

- Mix milk and coffee into a glass. - -

Mead:

- Mix Enzyme, water and sugar into a glass. - -

Gin Tonic:

- Mix gin and tonic into a glass. - -

Classic Martini:

- Mix vermouth and gin into a glass. - - - - - "} - - -/obj/item/book/manual/detective - name = "The Film Noir: Proper Procedures for Investigations" - icon_state ="bookDetective" - author = "Nanotrasen" - title = "The Film Noir: Proper Procedures for Investigations" - dat = {" - - - - -

Detective Work

- - Between your bouts of self-narration, and drinking whiskey on the rocks, you might get a case or two to solve.
- To have the best chance to solve your case, follow these directions: -

-

    -
  1. Go to the crime scene.
  2. -
  3. Take your scanner and scan EVERYTHING (Yes, the doors, the tables, even the dog.)
  4. -
  5. Once you are reasonably certain you have every scrap of evidence you can use, find all possible entry points and scan them, too.
  6. -
  7. Return to your office.
  8. -
  9. Using your forensic scanning computer, scan your Scanner to upload all of your evidence into the database.
  10. -
  11. Browse through the resulting dossiers, looking for the one that either has the most complete set of prints, or the most suspicious items handled.
  12. -
  13. If you have 80% or more of the print (The print is displayed) go to step 10, otherwise continue to step 8.
  14. -
  15. Look for clues from the suit fibres you found on your perp, and go about looking for more evidence with this new information, scanning as you go.
  16. -
  17. Try to get a fingerprint card of your perp, as if used in the computer, the prints will be completed on their dossier.
  18. -
  19. Assuming you have enough of a print to see it, grab the biggest complete piece of the print and search the security records for it.
  20. -
  21. Since you now have both your dossier and the name of the person, print both out as evidence, and get security to nab your baddie.
  22. -
  23. Give yourself a pat on the back and a bottle of the ships finest vodka, you did it!
  24. -
-

- It really is that easy! Good luck! - - - "} - -/obj/item/book/manual/nuclear - name = "Fission Mailed: Nuclear Sabotage 101" - icon_state ="bookNuclear" - author = "Syndicate" - title = "Fission Mailed: Nuclear Sabotage 101" - dat = {" - Nuclear Explosives 101:
- Hello and thank you for choosing the Syndicate for your nuclear information needs.
- Today's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.
- First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.
- Pressing any button on the compacted bomb will cause it to extend and bolt itself into place.
- If this is done to unbolt it one must completely log in which at this time may not be possible.
- To make the nuclear device functional:
-

  • Place the nuclear device in the designated detonation zone.
  • -
  • Extend and anchor the nuclear device from its interface.
  • -
  • Insert the nuclear authorisation disk into slot.
  • -
  • Type numeric authorisation code into the keypad. This should have been provided. Note: If you make a mistake press R to reset the device. -
  • Press the E button to log onto the device.
  • - You now have activated the device. To deactivate the buttons at anytime for example when you've already prepped the bomb for detonation remove the auth disk OR press the R on the keypad.
    - Now the bomb CAN ONLY be detonated using the timer. Manual detonation is not an option.
    - Note: Nanotrasen is a pain in the neck.
    - Toggle off the SAFETY.
    - Note: You wouldn't believe how many Syndicate Operatives with doctorates have forgotten this step.
    - So use the - - and + + to set a det time between 5 seconds and 10 minutes.
    - Then press the timer toggle button to start the countdown.
    - Now remove the auth. disk so that the buttons deactivate.
    - Note: THE BOMB IS STILL SET AND WILL DETONATE
    - Now before you remove the disk if you need to move the bomb you can:
    - Toggle off the anchor, move it, and re-anchor.

    - Good luck. Remember the order:
    - Disk, Code, Safety, Timer, Disk, RUN!
    - Intelligence Analysts believe that normal Nanotrasen procedure is for the Captain to secure the nuclear authorisation disk.
    - Good luck! - "} - -// Wiki books that are linked to the configured wiki link. - -// A book that links to the wiki -/obj/item/book/manual/wiki - var/page_link = "" - window_size = "970x710" - -/obj/item/book/manual/wiki/attack_self() - if(!dat) - initialize_wikibook() - ..() - -/obj/item/book/manual/wiki/proc/initialize_wikibook() - var/wikiurl = CONFIG_GET(string/wikiurl) - if(wikiurl) - dat = {" - - - - - - -

    You start skimming through the manual...

    - - - - - - "} - -/obj/item/book/manual/wiki/chemistry - name = "Chemistry Textbook" - icon_state ="chemistrybook" - author = "Nanotrasen" - title = "Chemistry Textbook" - page_link = "Guide_to_chemistry" - -/obj/item/book/manual/wiki/engineering_construction - name = "Station Repairs and Construction" - icon_state ="bookEngineering" - author = "Engineering Encyclopedia" - title = "Station Repairs and Construction" - page_link = "Guide_to_construction" - -/obj/item/book/manual/wiki/engineering_guide - name = "Engineering Textbook" - icon_state ="bookEngineering2" - author = "Engineering Encyclopedia" - title = "Engineering Textbook" - page_link = "Guide_to_engineering" - -/obj/item/book/manual/wiki/security_space_law - name = "Space Law" - desc = "A set of Nanotrasen guidelines for keeping law and order on their space stations." - icon_state = "bookSpaceLaw" - author = "Nanotrasen" - title = "Space Law" - page_link = "Space_Law" - -/obj/item/book/manual/wiki/infections - name = "Infections - Making your own pandemic!" - icon_state = "bookInfections" - author = "Infections Encyclopedia" - title = "Infections - Making your own pandemic!" - page_link = "Infections" - -/obj/item/book/manual/wiki/telescience - name = "Teleportation Science - Bluespace for dummies!" - icon_state = "book7" - author = "University of Bluespace" - title = "Teleportation Science - Bluespace for dummies!" - page_link = "Guide_to_telescience" - -/obj/item/book/manual/wiki/engineering_hacking - name = "Hacking" - icon_state ="bookHacking" - author = "Engineering Encyclopedia" - title = "Hacking" - page_link = "Hacking" +/*********************MANUALS (BOOKS)***********************/ + +//Oh god what the fuck I am not good at computer +/obj/item/book/manual + icon = 'icons/obj/library.dmi' + due_date = 0 // Game time in 1/10th seconds + unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified + +/obj/item/book/manual/engineering_particle_accelerator + name = "Particle Accelerator User's Guide" + icon_state ="bookParticleAccelerator" + author = "Engineering Encyclopedia" // Whoever wrote the paper or book, can be changed by pen or PC. It is not automatically assigned. + title = "Particle Accelerator User's Guide" +//book contents below + + dat = {" + + + + + +

    Experienced user's guide

    + +

    Setting up

    + +
      +
    1. Wrench all pieces to the floor
    2. +
    3. Add wires to all the pieces
    4. +
    5. Close all the panels with your screwdriver
    6. +
    + +

    Use

    + +
      +
    1. Open the control panel
    2. +
    3. Set the speed to 2
    4. +
    5. Start firing at the singularity generator
    6. +
    7. When the singularity reaches a large enough size so it starts moving on its own set the speed down to 0, but don't shut it off
    8. +
    9. Remember to wear a radiation suit when working with this machine... we did tell you that at the start, right?
    10. +
    + + + "} + + +/obj/item/book/manual/engineering_singularity_safety + name = "Singularity Safety in Special Circumstances" + icon_state ="bookEngineeringSingularitySafety" + author = "Engineering Encyclopedia" + title = "Singularity Safety in Special Circumstances" + dat = {" + + + + +

    Singularity Safety in Special Circumstances

    + +

    Power outage

    + + A power problem has made the entire station lose power? Could be station-wide wiring problems or syndicate power sinks. In any case follow these steps: +

    + Step one: PANIC!
    + Step two: Get your ass over to engineering! QUICKLY!!!
    + Step three: Make sure the SMES is still powering the emitters, if not, setup the generator in secure storage and disconnect the emitters from the SMES.
    + Step four: Next, head over to the APC and swipe it with your ID card - if it doesn't unlock, continue with step 15.
    + Step five: Open the console and disengage the cover lock.
    + Step six: Pry open the APC with a Crowbar.
    + Step seven: Take out the empty power cell.
    + Step eight: Put in the new, full power cell - if you don't have one, continue with step 15.
    + Step nine: Quickly put on a Radiation suit.
    + Step ten: Check if the singularity field generators withstood the down-time - if they didn't, continue with step 15.
    + Step eleven: Since disaster was averted you now have to ensure it doesn't repeat. If it was a powersink which caused it and if the engineering apc is wired to the same powernet, which the powersink is on, you have to remove the piece of wire which links the apc to the powernet. If it wasn't a powersink which caused it, then skip to step 14.
    + Step twelve: Grab your crowbar and pry away the tile closest to the APC.
    + Step thirteen: Use the wirecutters to cut the wire which is conecting the grid to the terminal.
    + Step fourteen: Go to the bar and tell the guys how you saved them all. Stop reading this guide here.
    + Step fifteen: GET THE FUCK OUT OF THERE!!!
    +

    + +

    Shields get damaged

    + + Step one: GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!
    + + + "} + +/obj/item/book/manual/hydroponics_pod_people + name = "The Human Harvest - From seed to market" + icon_state ="bookHydroponicsPodPeople" + author = "Farmer John" + title = "The Human Harvest - From seed to market" + dat = {" + + + + +

    Growing Humans

    + + Why would you want to grow humans? Well I'm expecting most readers to be in the slave trade, but a few might actually + want to revive fallen comrades. Growing pod people is easy, but prone to disaster. +

    +

      +
    1. Find a dead person who is in need of cloning.
    2. +
    3. Take a blood sample with a syringe.
    4. +
    5. Inject a seed pack with the blood sample.
    6. +
    7. Plant the seeds.
    8. +
    9. Tend to the plants water and nutrition levels until it is time to harvest the cloned human.
    10. +
    +

    + It really is that easy! Good luck! + + + + "} + +/obj/item/book/manual/medical_cloning + name = "Cloning techniques of the 26th century" + icon_state ="bookCloning" + author = "Medical Journal, volume 3" + title = "Cloning techniques of the 26th century" + dat = {" + + + + + +

    How to Clone People

    + So there's fifty dead people lying on the floor, chairs are spinning like no tomorrow and you haven't the foggiest idea of what to do? Not to worry! This guide is intended to teach you how to clone people and how to do it right, in a simple step-by-step process! If at any point of the guide you have a mental meltdown, genetics probably isn't for you and you should get a job-change as soon as possible before you're sued for malpractice. + +
      +
    1. Acquire body/head/brain
    2. +
    3. Put body/head/brain in cloning machine
    4. +
    5. Scan body/head/brain
    6. +
    7. Clone body/head/brain
    8. +
    9. Get Mannitol, Mutadone, or a clean SE for the clone
    10. +
    11. Put remains in morgue
    12. +
    13. Await cloned body
    14. +
    15. Give the clone Mannitol and Mutadone, or a clean SE
    16. +
    17. Give person clothes back
    18. +
    19. Place clone in cryo
    20. +
    21. Send person on their way
    22. +
    + +

    Step 1: Acquire a body, head, or brain

    + This is pretty much vital for the process because without a body, you cannot clone it. Usually, bodies will be brought to you, so you do not need to worry so much about this step. If you already have a body, head, or even a brain, great! Move on to the next step. + +

    Step 2: Put the body/head/brain in cloning machine

    + Grab the body, head, or brain and then put it inside the DNA modifier. + +

    Step 3: Scan the body/head/brain

    + Go onto the computer and scan the body by pressing 'Scan - '. If you're successful, they will be added to the records (note that this can be done at any time, even with living people, so that they can be cloned without a body in the event that they are lying dead on port solars and didn't turn on their suit sensors As an added bonus, they have a health monitoring implant, which'll allow you to check their vitals from their record in the cloning console)! If not, and it says 'Error: Mental interface failure.', then they have left their bodily confines and are one with the spirits. If this happens, just shout at them to get back in their body, click 'Refresh' and try scanning them again. If there's no success, threaten them with gibbing. Still no success? Skip over to Step 7 and don't continue after it, as you have an unresponsive body and it cannot be cloned. If you got 'Error: Unable to locate valid genetic data', you are trying to clone a monkey - start over. + +

    Step 4: Clone the body/head/brain

    + Now that the body has a record, click 'View Records', click the subject's name, and then click 'Clone' to start the cloning process. Congratulations! You're halfway there. Remember not to 'Eject' the cloning pod as this will kill the developing clone and you'll have to start the process again. + +

    Step 5: Get Mannitol, Mutadone, or a clean SE for the clone

    + Cloning is a finicky and unreliable process. Whilst it will most certainly bring someone back from the dead, they can have any number of nasty disabilities given to them during the cloning process! For this reason, you need Mutadone, or a clean, defect-free Structural Enzyme (SE) injection for when they're done. If you're a competent Geneticist, you will already have one ready on your working computer. If, for any reason, you do not, then eject the body from the DNA modifier (NOT THE CLONING POD) and take it next door to the Genetics research room. Put the body in one of those DNA modifiers and then go onto the console. Go into View/Edit/Transfer Buffer, find an open slot and click 'SE' to save it. Then click 'Injector' to get the SEs in syringe form. Put this in your pocket or something for when the body is done. Do note, most Genetic labs have Mannitol and Mutadone pills readily available, provided no-one has stolen them or ate them all. Don't forget most clones will also have severe brain damage as well, to fix this, give them a Mannitol pill or injection. + +

    Step 6: Put remains in morgue

    + Now that the cloning process has been initiated and you hopefully have some Mannitol, Mutadone, and a clean Structural Enzymes, you no longer need the body! Drag it to the morgue and tell the Chef over the radio that they have some fresh meat waiting for them in there, or call the Chaplain so they can prepare an impromptu funeral. To put a body in a morgue bed, simply open the tray, grab the body, put it on the open tray, then close the tray again. Use a pen to label the morgue tray 'CHEF MEAT' or 'CLONED' in order to avoid confusion. + +

    Step 7: Await cloned body

    + Now go back to the lab and wait for your patient to be cloned. This can take atleast three minutes at the least. + +

    Step 8: Give the clone Mannitol and Mutadone, or a clean SE

    + Has your patient been cloned yet? Great! As soon as the clone pops out, administer Mannitol and Mutadone. Then move onto the next step. In the event you have no Mutadone, a clean SE will suffice, but keep in mind this may irradiate the patient, causing more problems! + +

    Step 9: Give person their clothes back

    + Obviously the person will be naked after they have been cloned. Provided you weren't an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. No matter how cruel you are, it's simply against protocol to force your patients to walk outside naked. + +

    Step 10: Place clone in cryo

    + An unfortunate problem with speedcloning technology is that the clone will suffer from severe genetic degradation upon exiting the pod. To rectify this, ensure the nearby cryogenic cells are 1.) at freezing temperatures (normally around 73.15 K), and 2.) filled with cryoxadone, or clonexadone. Once you've assured both conditions are met, place the clone in the cryogenic tube, and turn it on. Remember to set the door to 'Auto' ejection, else the clone will be stuck in cryo until someone releases them. You can also kill two birds with one stone and add Mannitol and Mutadone to the beaker, which'll heal the brain damage, along with removing any genetic defects. + +

    Step 11: Send person on their way

    + Give the patient one last check-over - make sure they don't still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio. Once you're done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance. + +

    If you've gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target. + + + + + + "} + + +/obj/item/book/manual/ripley_build_and_repair + name = "APLU \"Ripley\" Construction and Operation Manual" + icon_state ="book" + author = "Weyland-Yutani Corp" + title = "APLU \"Ripley\" Construction and Operation Manual" + dat = {" + + + + +

    + Weyland-Yutani - Building Better Worlds +

    Autonomous Power Loader Unit \"Ripley\"

    +
    +

    Specifications:

    + + +

    Construction:

    +
      +
    1. Connect all exosuit parts to the chassis frame
    2. +
    3. Connect all hydraulic fittings and tighten them up with a wrench
    4. +
    5. Adjust the servohydraulics with a screwdriver
    6. +
    7. Wire the chassis. (Cable is not included.)
    8. +
    9. Use the wirecutters to remove the excess cable if needed.
    10. +
    11. Install the central control module (Not included. Use supplied datadisk to create one).
    12. +
    13. Secure the mainboard with a screwdriver.
    14. +
    15. Install the peripherals control module (Not included. Use supplied datadisk to create one).
    16. +
    17. Secure the peripherals control module with a screwdriver
    18. +
    19. Install the internal armor plating (Not included due to Nanotrasen regulations. Can be made using 5 metal sheets.)
    20. +
    21. Secure the internal armor plating with a wrench
    22. +
    23. Weld the internal armor plating to the chassis
    24. +
    25. Install the external reinforced armor plating (Not included due to Nanotrasen regulations. Can be made using 5 reinforced metal sheets.)
    26. +
    27. Secure the external reinforced armor plating with a wrench
    28. +
    29. Weld the external reinforced armor plating to the chassis
    30. +
    31. +
    32. Additional Information:
    33. +
    34. The firefighting variation is made in a similar fashion.
    35. +
    36. A firesuit must be connected to the Firefighter chassis for heat shielding.
    37. +
    38. Internal armor is plasteel for additional strength.
    39. +
    40. External armor must be installed in 2 parts, totaling 10 sheets.
    41. +
    42. Completed mech is more resiliant against fire, and is a bit more durable overall
    43. +
    44. Nanotrasen is determined to the safety of its investments employees.
    45. +
    + + + +

    Operation

    + Coming soon... + "} + +/obj/item/book/manual/experimentor + name = "Mentoring your Experiments" + icon_state = "rdbook" + author = "Dr. H.P. Kritz" + title = "Mentoring your Experiments" + dat = {" + + + + +

    THE E.X.P.E.R.I-MENTOR

    + The Enhanced Xenobiological Period Extraction (and) Restoration Instructor is a machine designed to discover the secrets behind every item in existence. + With advanced technology, it can process 99.95% of items, and discover their uses and secrets. + The E.X.P.E.R.I-MENTOR is a Research apparatus that takes items, and through a process of elimination, it allows you to deduce new technological designs from them. + Due to the volatile nature of the E.X.P.E.R.I-MENTOR, there is a slight chance for malfunction, potentially causing irreparable damage to you or your environment. + However, upgrading the apparatus has proven to decrease the chances of undesirable, potentially life-threatening outcomes. + Please note that the E.X.P.E.R.I-MENTOR uses a state-of-the-art random generator, which has a larger entropy than the observable universe, + therefore it can generate wildly different results each day, therefore it is highly suggested to re-scan objects of interests frequently (e.g. each shift). + +

    BASIC PROCESS

    + The usage of the E.X.P.E.R.I-MENTOR is quite simple: +
      +
    1. Find an item with a technological background
    2. +
    3. Insert the item into the E.X.P.E.R.I-MENTOR
    4. +
    5. Cycle through each processing method of the device.
    6. +
    7. Stand back, even in case of a successful experiment, as the machine might produce undesired behaviour.
    8. +
    + +

    ADVANCED USAGE

    + The E.X.P.E.R.I-MENTOR has a variety of uses, beyond menial research work. The different results can be used to combat localised events, or even to get special items. + + The E.X.P.E.R.I-MENTOR's OBLITERATE function has the added use of transferring the destroyed item's material into a linked lathe. + + The IRRADIATE function can be used to transform items into other items, resulting in potential upgrades (or downgrades). + + Users should remember to always wear appropriate protection when using the machine, because malfunction can occur at any moment! + +

    EVENTS

    +

    GLOBAL (happens at any time):

    +
      +
    1. DETECTION MALFUNCTION - The machine's onboard sensors have malfunctioned, causing it to redefine the item's experiment type. + Produces the message: The E.X.P.E.R.I-MENTOR's onboard detection system has malfunctioned!
    2. + +
    3. IANIZATION - The machine's onboard corgi-filter has malfunctioned, causing it to produce a corgi from.. somewhere. + Produces the message: The E.X.P.E.R.I-MENTOR melts the banana, ian-izing the air around it!
    4. + +
    5. RUNTIME ERROR - The machine's onboard C4T-P processor has encountered a critical error, causing it to produce a cat from.. somewhere. + Produces the message: The E.X.P.E.R.I-MENTOR encounters a run-time error!
    6. + +
    7. B100DG0D.EXE - The machine has encountered an unknown subroutine, which has been injected into its runtime. It upgrades the held item! + Produces the message: The E.X.P.E.R.I-MENTOR improves the banana, drawing the life essence of those nearby!
    8. + +
    9. POWERSINK - The machine's PSU has tripped the charging mechanism! It consumes massive amounts of power! + Produces the message: The E.X.P.E.R.I-MENTOR begins to smoke and hiss, shaking violently!
    10. +
    +

    FAIL:

    + This event is produced when the item mismatches the selected experiment. + Produces a random message similar to: "the Banana rumbles, and shakes, the experiment was a failure!" + +

    POKE:

    +
      +
    1. WILD ARMS - The machine's gryoscopic processors malfunction, causing it to lash out at nearby people with its arms. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions and destroys the banana, lashing its arms out at nearby people!
    2. + +
    3. MISTYPE - The machine's interface has been garbled, and it switches to OBLITERATE. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions!
    4. + +
    5. THROW - The machine's spatial recognition device has shifted several meters across the room, causing it to try and repostion the item there. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, throwing the banana!
    6. +
    +

    IRRADIATE:

    +
      +
    1. RADIATION LEAK - The machine's shield has failed, resulting in a toxic radiation leak. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, melting the banana and leaking radiation!
    2. + +
    3. RADIATION DUMP - The machine's recycling and containment functions have failed, resulting in a dump of toxic waste around it + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, spewing toxic waste!
    4. + +
    5. MUTATION - The machine's radio-isotope level meter has malfunctioned, causing it over-irradiate the item, making it transform. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, transforming the banana!
    6. +
    +

    GAS:

    +
      +
    1. TOXIN LEAK - The machine's filtering and vent systems have failed, resulting in a cloud of toxic gas being expelled. + Produces the message: The E.X.P.E.R.I-MENTOR destroys the banana, leaking dangerous gas!
    2. + +
    3. GAS LEAK - The machine's vent systems have failed, resulting in a cloud of harmless, but obscuring gas. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, spewing harmless gas!
    4. + +
    5. ELECTROMAGNETIC IONS - The machine's electrolytic scanners have failed, causing a dangerous Electromagnetic reaction. + Produces the message: The E.X.P.E.R.I-MENTOR melts the banana, ionizing the air around it!
    6. +
    +

    HEAT:

    +
      +
    1. TOASTER - The machine's heating coils have come into contact with the machine's gas storage, causing a large, sudden blast of flame. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, melting the banana and releasing a burst of flame!
    2. + +
    3. SAUNA - The machine's vent loop has sprung a leak, resulting in a large amount of superheated air being dumped around it. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, melting the banana and leaking hot air!
    4. + +
    5. EMERGENCY VENT - The machine's temperature gauge has malfunctioned, resulting in it attempting to cool the area around it, but instead, dumping a cloud of steam. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, activating its emergency coolant systems!
    6. +
    +

    COLD:

    +
      +
    1. FREEZER - The machine's cooling loop has sprung a leak, resulting in a cloud of super-cooled liquid being blasted into the air. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, shattering the banana and releasing a dangerous cloud of coolant!
    2. + +
    3. FRIDGE - The machine's cooling loop has been exposed to the outside air, resulting in a large decrease in temperature. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, shattering the banana and leaking cold air!
    4. + +
    5. SNOWSTORM - The machine's cooling loop has come into contact with the heating coils, resulting in a sudden blast of cool air. + Produces the message: The E.X.P.E.R.I-MENTOR malfunctions, releasing a flurry of chilly air as the banana pops out!
    6. +
    +

    OBLITERATE:

    +
      +
    1. IMPLOSION - The machine's pressure leveller has malfunctioned, causing it to pierce the space-time momentarily, making everything in the area fly towards it. + Produces the message: The E.X.P.E.R.I-MENTOR's crusher goes way too many levels too high, crushing right through space-time!
    2. + +
    3. DISTORTION - The machine's pressure leveller has completely disabled, resulting in a momentary space-time distortion, causing everything to fly around. + Produces the message: The E.X.P.E.R.I-MENTOR's crusher goes one level too high, crushing right into space-time!
    4. +
    + + + "} + +/obj/item/book/manual/research_and_development + name = "Research and Development 101" + icon_state = "rdbook" + author = "Dr. L. Ight" + title = "Research and Development 101" + dat = {" + + + + + +

    Science For Dummies

    + So you want to further SCIENCE? Good man/woman/thing! However, SCIENCE is a complicated process even though it's quite easy. For the most part, it's a three step process: +
      +
    1. 1) Deconstruct items in the Destructive Analyzer to advance technology or improve the design.
    2. +
    3. 2) Build unlocked designs in the Protolathe and Circuit Imprinter
    4. +
    5. 3) Repeat!
    6. +
    + + Those are the basic steps to furthing science. What do you do science with, however? Well, you have four major tools: R&D Console, the Destructive Analyzer, the Protolathe, and the Circuit Imprinter. + +

    The R&D Console

    + The R&D console is the cornerstone of any research lab. It is the central system from which the Destructive Analyzer, Protolathe, and Circuit Imprinter (your R&D systems) are controled. More on those systems in their own sections. On its own, the R&D console acts as a database for all your technological gains and new devices you discover. So long as the R&D console remains intact, you'll retain all that SCIENCE you've discovered. Protect it though, because if it gets damaged, you'll lose your data! In addition to this important purpose, the R&D console has a disk menu that lets you transfer data from the database onto disk or from the disk into the database. It also has a settings menu that lets you re-sync with nearby R&D devices (if they've become disconnected), lock the console from the unworthy, upload the data to all other R&D consoles in the network (all R&D consoles are networked by default), connect/disconnect from the network, and purge all data from the database. + NOTE: The technology list screen, circuit imprinter, and protolathe menus are accessible by non-scientists. This is intended to allow 'public' systems for the plebians to utilize some new devices. + +

    Destructive Analyzer

    + This is the source of all technology. Whenever you put a handheld object in it, it analyzes it and determines what sort of technological advancements you can discover from it. If the technology of the object is equal or higher then your current knowledge, you can destroy the object to further those sciences. Some devices (notably, some devices made from the protolathe and circuit imprinter) aren't 100% reliable when you first discover them. If these devices break down, you can put them into the Destructive Analyzer and improve their reliability rather then futher science. If their reliability is high enough ,it'll also advance their related technologies. + +

    Circuit Imprinter

    + This machine, along with the Protolathe, is used to actually produce new devices. The Circuit Imprinter takes glass and various chemicals (depends on the design) to produce new circuit boards to build new machines or computers. It can even be used to print AI modules. + +

    Protolathe

    + This machine is an advanced form of the Autolathe that produce non-circuit designs. Unlike the Autolathe, it can use processed metal, glass, solid plasma, silver, gold, and diamonds along with a variety of chemicals to produce devices. The downside is that, again, not all devices you make are 100% reliable when you first discover them. + +

    Reliability and You

    + As it has been stated, many devices when they're first discovered do not have a 100% reliablity when you first discover them. Instead, the reliablity of the device is dependent upon a base reliability value, whatever improvements to the design you've discovered through the Destructive Analyzer, and any advancements you've made with the device's source technologies. To be able to improve the reliability of a device, you have to use the device until it breaks beyond repair. Once that happens, you can analyze it in a Destructive Analyzer. Once the device reachs a certain minimum reliability, you'll gain tech advancements from it. + +

    Building a Better Machine

    + Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine. + + + "} + + +/obj/item/book/manual/robotics_cyborgs + name = "Cyborgs for Dummies" + icon_state = "borgbook" + author = "XISC" + title = "Cyborgs for Dummies" + dat = {" + + + + + +

    Cyborgs for Dummies

    + +

    Chapters

    + +
      +
    1. Cyborg Related Equipment
    2. +
    3. Cyborg Modules
    4. +
    5. Cyborg Construction
    6. +
    7. Cyborg Deconstruction
    8. +
    9. Cyborg Maintenance
    10. +
    11. Cyborg Repairs
    12. +
    13. In Case of Emergency
    14. +
    + + +

    Cyborg Related Equipment

    + +

    Exosuit Fabricator

    + The Exosuit Fabricator is the most important piece of equipment related to cyborgs. It allows the construction of the core cyborg parts. Without these machines, cyborgs can not be built. It seems that they may also benefit from advanced research techniques. + +

    Cyborg Recharging Station

    + This useful piece of equipment will suck power out of the power systems to charge a cyborg's power cell back up to full charge. + +

    Robotics Control Console

    + This useful piece of equipment can be used to immobolize or destroy a cyborg. A word of warning: Cyborgs are expensive pieces of equipment, do not destroy them without good reason, or Nanotrasen may see to it that it never happens again. + + +

    Cyborg Modules

    + When a cyborg is created it picks out of an array of modules to designate its purpose. There are 6 different cyborg modules. + +

    Standard Cyborg

    + The standard cyborg module is a multi-purpose cyborg. It is equipped with various modules, allowing it to do basic tasks.
    + +

    Engineering Cyborg

    + The Engineering cyborg module comes equipped with various engineering-related tools to help with engineering-related tasks.
    + +

    Mining Cyborg

    + The Mining Cyborg module comes equipped with the latest in mining equipment. They are efficient at mining due to no need for oxygen, but their power cells limit their time in the mines. + +

    Security Cyborg

    + The Security Cyborg module is equipped with effective security measures used to apprehend and arrest criminals without harming them a bit. + +

    Janitor Cyborg

    + The Janitor Cyborg module is equipped with various cleaning-facilitating devices. + +

    Service Cyborg

    + The service cyborg module comes ready to serve your human needs. It includes various entertainment and refreshment devices. Occasionally some service cyborgs may have been referred to as "Bros" + +

    Cyborg Construction

    + Cyborg construction is a rather easy process, requiring a decent amount of metal and a few other supplies.
    The required materials to make a cyborg are: + + Once you have acquired the materials, you can start on construction of your cyborg.
    To construct a cyborg, follow the steps below: +
      +
    1. Start the Exosuit Fabricators constructing all of the cyborg parts
    2. +
    3. While the parts are being constructed, take your human brain, and place it inside the Man-Machine Interface
    4. +
    5. Once you have a Robot Head, place your two flashes inside the eye sockets
    6. +
    7. Once you have your Robot Chest, wire the Robot chest, then insert the power cell
    8. +
    9. Attach all of the Robot parts to the Robot frame
    10. +
    11. Insert the Man-Machine Interface (With the Brain inside) Into the Robot Body
    12. +
    13. Congratulations! You have a new cyborg!
    14. +
    + +

    Cyborg Deconstruction

    + If you want to deconstruct a cyborg, say to remove its MMI without blowing the Cyborg to pieces, they come apart very quickly, and very safely, in a few simple steps. + +
      +
    1. Begin by unlocking the Cyborg's access panel using your ID
    2. +
    3. Use your crowbar to open the Cyborg's access panel
    4. +
    5. Using your bare hands, remove the power cell from the Cyborg
    6. +
    7. Lockdown the Cyborg to disengage safety protocols
    8. +
        + Option 1: Robotics console +
      1. Use the Robotics console in the RD's office
      2. +
      3. Find the entry for your Cyborg
      4. +
      5. Press the Lockdown button on the Robotics console
      6. +
      +
        + Option 2: Lockdown wire +
      1. Use your screwdriver to expose the Cyborg's wiring
      2. +
      3. Use your wirecutters to start cutting all of the wires until the lockdown light turns off, cutting all of the wires irregardless of the lockdown light works as well
      4. +
      +
    9. Use your wrench to unfasten the Cyborg's bolts, the Cyborg will then fall apart onto the floor, the MMI will be there as well
    10. +
    + +

    Cyborg Maintenance

    + Occasionally Cyborgs may require maintenance of a couple types, this could include replacing a power cell with a charged one, or possibly maintaining the cyborg's internal wiring. + +

    Replacing a Power Cell

    + Replacing a Power cell is a common type of maintenance for cyborgs. It usually involves replacing the cell with a fully charged one, or upgrading the cell with a larger capacity cell.
    The steps to replace a cell are follows: +
      +
    1. Unlock the Cyborg's Interface by swiping your ID on it
    2. +
    3. Open the Cyborg's outer panel using a crowbar
    4. +
    5. Remove the old power cell
    6. +
    7. Insert the new power cell
    8. +
    9. Close the Cyborg's outer panel using a crowbar
    10. +
    11. Lock the Cyborg's Interface by swiping your ID on it, this will prevent non-qualified personnel from attempting to remove the power cell
    12. +
    + +

    Exposing the Internal Wiring

    + Exposing the internal wiring of a cyborg is fairly easy to do, and is mainly used for cyborg repairs.
    You can easily expose the internal wiring by following the steps below: +
      +
    1. Follow Steps 1 - 3 of "Replacing a Cyborg's Power Cell"
    2. +
    3. Open the cyborg's internal wiring panel by using a screwdriver to unsecure the panel
    4. +
    + To re-seal the cyborg's internal wiring: +
      +
    1. Use a screwdriver to secure the cyborg's internal panel
    2. +
    3. Follow steps 4 - 6 of "Replacing a Cyborg's Power Cell" to close up the cyborg
    4. +
    + +

    Cyborg Repairs

    + Occasionally a Cyborg may become damaged. This could be in the form of impact damage from a heavy or fast-travelling object, or it could be heat damage from high temperatures, or even lasers or Electromagnetic Pulses (EMPs). + +

    Dents

    + If a cyborg becomes damaged due to impact from heavy or fast-moving objects, it will become dented. Sure, a dent may not seem like much, but it can compromise the structural integrity of the cyborg, possibly causing a critical failure. + Dents in a cyborg's frame are rather easy to repair, all you need is to apply a welding tool to the dented area, and the high-tech cyborg frame will repair the dent under the heat of the welder. + +

    Excessive Heat Damage

    + If a cyborg becomes damaged due to excessive heat, it is likely that the internal wires will have been damaged. You must replace those wires to ensure that the cyborg remains functioning properly.
    To replace the internal wiring follow the steps below: +
      +
    1. Unlock the Cyborg's Interface by swiping your ID
    2. +
    3. Open the Cyborg's External Panel using a crowbar
    4. +
    5. Remove the Cyborg's Power Cell
    6. +
    7. Using a screwdriver, expose the internal wiring or the Cyborg
    8. +
    9. Replace the damaged wires inside the cyborg
    10. +
    11. Secure the internal wiring cover using a screwdriver
    12. +
    13. Insert the Cyborg's Power Cell
    14. +
    15. Close the Cyborg's External Panel using a crowbar
    16. +
    17. Lock the Cyborg's Interface by swiping your ID
    18. +
    + These repair tasks may seem difficult, but are essential to keep your cyborgs running at peak efficiency. + +

    In Case of Emergency

    + In case of emergency, there are a few steps you can take. + +

    "Rogue" Cyborgs

    + If the cyborgs seem to become "rogue", they may have non-standard laws. In this case, use extreme caution. + To repair the situation, follow these steps: +
      +
    1. Locate the nearest robotics console
    2. +
    3. Determine which cyborgs are "Rogue"
    4. +
    5. Press the lockdown button to immobolize the cyborg
    6. +
    7. Locate the cyborg
    8. +
    9. Expose the cyborg's internal wiring
    10. +
    11. Check to make sure the LawSync and AI Sync lights are lit
    12. +
    13. If they are not lit, pulse the LawSync wire using a multitool to enable the cyborg's Law Sync
    14. +
    15. Proceed to a cyborg upload console. Nanotrasen usually places these in the same location as AI uplaod consoles.
    16. +
    17. Use a "Reset" upload moduleto reset the cyborg's laws
    18. +
    19. Proceed to a Robotics Control console
    20. +
    21. Remove the lockdown on the cyborg
    22. +
    + +

    As a last resort

    + If all else fails in a case of cyborg-related emergency. There may be only one option. Using a Robotics Control console, you may have to remotely detonate the cyborg. +

    WARNING:

    Do not detonate a borg without an explicit reason for doing so. Cyborgs are expensive pieces of Nanotrasen equipment, and you may be punished for detonating them without reason. + + + + "} + + + +/obj/item/book/manual/chef_recipes + name = "Chef Recipes" + icon_state = "cooked_book" + author = "Lord Frenrir Cageth" + title = "Chef Recipes" + dat = {" + + + + + +

    Food for Dummies

    + Here is a guide on basic food recipes and also how to not poison your customers accidentally. + + +

    Basic ingredients preparation:

    + + Dough: 10u water + 15u flour for simple dough.
    + 15u egg yolk + 15u flour + 5u sugar for cake batter.
    + Doughs can be transformed by using a knife and rolling pin.
    + All doughs can be microwaved.
    + Bowl: Add water to it for soup preparation.
    + Meat: Microwave it, process it, slice it into microwavable cutlets with your knife, or use it raw.
    + Cheese: Add 5u universal enzyme (catalyst) to milk and soy milk to prepare cheese (sliceable) and tofu.
    + Rice: Mix 10u rice with 10u water in a bowl then microwave it. + +

    Custom food:

    + Add ingredients to a base item to prepare a custom meal.
    + The bases are:
    + - bun (burger)
    + - breadslices(sandwich)
    + - plain bread
    + - plain pie
    + - vanilla cake
    + - empty bowl (salad)
    + - bowl with 10u water (soup)
    + - boiled spaghetti
    + - pizza bread
    + - metal rod (kebab) + +

    Table Craft:

    + Put ingredients on table, then click and drag the table onto yourself to see what recipes you can prepare. + +

    Microwave:

    + Use it to cook or boil food ingredients (meats, doughs, egg, spaghetti, donkpocket, etc...). + It can cook multiple items at once. + +

    Processor:

    + Use it to process certain ingredients (meat into faggot, doughslice into spaghetti, potato into fries,etc...) + +

    Gibber:

    + Stuff an animal in it to grind it into meat. + +

    Meat spike:

    + Stick an animal on it then begin collecting its meat. + + +

    Example recipes:

    + Vanilla Cake: Microwave cake batter.
    + Burger: 1 bun + 1 meat steak
    + Bread: Microwave dough.
    + Waffles: 2 pastry base
    + Popcorn: Microwave corn.
    + Meat Steak: Microwave meat.
    + Meat Pie: 1 plain pie + 1u black pepper + 1u salt + 2 meat cutlets
    + Boiled Spagetti: Microwave spaghetti.
    + Donuts: 1u sugar + 1 pastry base
    + Fries: Process potato. + +

    Sharing your food:

    + You can put your meals on your kitchen counter or load them in the snack vending machines. + + + "} + + +/obj/item/book/manual/barman_recipes + name = "Barman Recipes" + icon_state = "barbook" + author = "Sir John Rose" + title = "Barman Recipes" + dat = {" + + + + + +

    Drinks for dummies

    + Heres a guide for some basic drinks. + +

    Manly Dorf:

    + Mix ale and beer into a glass. + +

    Grog:

    + Mix rum and water into a glass. + +

    Black Russian:

    + Mix vodka and kahlua into a glass. + +

    Irish Cream:

    + Mix cream and whiskey into a glass. + +

    Screwdriver:

    + Mix vodka and orange juice into a glass. + +

    Cafe Latte:

    + Mix milk and coffee into a glass. + +

    Mead:

    + Mix Enzyme, water and sugar into a glass. + +

    Gin Tonic:

    + Mix gin and tonic into a glass. + +

    Classic Martini:

    + Mix vermouth and gin into a glass. + + + + + "} + + +/obj/item/book/manual/detective + name = "The Film Noir: Proper Procedures for Investigations" + icon_state ="bookDetective" + author = "Nanotrasen" + title = "The Film Noir: Proper Procedures for Investigations" + dat = {" + + + + +

    Detective Work

    + + Between your bouts of self-narration, and drinking whiskey on the rocks, you might get a case or two to solve.
    + To have the best chance to solve your case, follow these directions: +

    +

      +
    1. Go to the crime scene.
    2. +
    3. Take your scanner and scan EVERYTHING (Yes, the doors, the tables, even the dog.)
    4. +
    5. Once you are reasonably certain you have every scrap of evidence you can use, find all possible entry points and scan them, too.
    6. +
    7. Return to your office.
    8. +
    9. Using your forensic scanning computer, scan your Scanner to upload all of your evidence into the database.
    10. +
    11. Browse through the resulting dossiers, looking for the one that either has the most complete set of prints, or the most suspicious items handled.
    12. +
    13. If you have 80% or more of the print (The print is displayed) go to step 10, otherwise continue to step 8.
    14. +
    15. Look for clues from the suit fibres you found on your perp, and go about looking for more evidence with this new information, scanning as you go.
    16. +
    17. Try to get a fingerprint card of your perp, as if used in the computer, the prints will be completed on their dossier.
    18. +
    19. Assuming you have enough of a print to see it, grab the biggest complete piece of the print and search the security records for it.
    20. +
    21. Since you now have both your dossier and the name of the person, print both out as evidence, and get security to nab your baddie.
    22. +
    23. Give yourself a pat on the back and a bottle of the ships finest vodka, you did it!
    24. +
    +

    + It really is that easy! Good luck! + + + "} + +/obj/item/book/manual/nuclear + name = "Fission Mailed: Nuclear Sabotage 101" + icon_state ="bookNuclear" + author = "Syndicate" + title = "Fission Mailed: Nuclear Sabotage 101" + dat = {" + Nuclear Explosives 101:
    + Hello and thank you for choosing the Syndicate for your nuclear information needs.
    + Today's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.
    + First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.
    + Pressing any button on the compacted bomb will cause it to extend and bolt itself into place.
    + If this is done to unbolt it one must completely log in which at this time may not be possible.
    + To make the nuclear device functional:
    +

  • Place the nuclear device in the designated detonation zone.
  • +
  • Extend and anchor the nuclear device from its interface.
  • +
  • Insert the nuclear authorisation disk into slot.
  • +
  • Type numeric authorisation code into the keypad. This should have been provided. Note: If you make a mistake press R to reset the device. +
  • Press the E button to log onto the device.
  • + You now have activated the device. To deactivate the buttons at anytime for example when you've already prepped the bomb for detonation remove the auth disk OR press the R on the keypad.
    + Now the bomb CAN ONLY be detonated using the timer. Manual detonation is not an option.
    + Note: Nanotrasen is a pain in the neck.
    + Toggle off the SAFETY.
    + Note: You wouldn't believe how many Syndicate Operatives with doctorates have forgotten this step.
    + So use the - - and + + to set a det time between 5 seconds and 10 minutes.
    + Then press the timer toggle button to start the countdown.
    + Now remove the auth. disk so that the buttons deactivate.
    + Note: THE BOMB IS STILL SET AND WILL DETONATE
    + Now before you remove the disk if you need to move the bomb you can:
    + Toggle off the anchor, move it, and re-anchor.

    + Good luck. Remember the order:
    + Disk, Code, Safety, Timer, Disk, RUN!
    + Intelligence Analysts believe that normal Nanotrasen procedure is for the Captain to secure the nuclear authorisation disk.
    + Good luck! + "} + +// Wiki books that are linked to the configured wiki link. + +// A book that links to the wiki +/obj/item/book/manual/wiki + var/page_link = "" + window_size = "970x710" + +/obj/item/book/manual/wiki/attack_self() + if(!dat) + initialize_wikibook() + ..() + +/obj/item/book/manual/wiki/proc/initialize_wikibook() + var/wikiurl = CONFIG_GET(string/wikiurl) + if(wikiurl) + dat = {" + + + + + + +

    You start skimming through the manual...

    + + + + + + "} + +/obj/item/book/manual/wiki/chemistry + name = "Chemistry Textbook" + icon_state ="chemistrybook" + author = "Nanotrasen" + title = "Chemistry Textbook" + page_link = "Guide_to_chemistry" + +/obj/item/book/manual/wiki/engineering_construction + name = "Station Repairs and Construction" + icon_state ="bookEngineering" + author = "Engineering Encyclopedia" + title = "Station Repairs and Construction" + page_link = "Guide_to_construction" + +/obj/item/book/manual/wiki/engineering_guide + name = "Engineering Textbook" + icon_state ="bookEngineering2" + author = "Engineering Encyclopedia" + title = "Engineering Textbook" + page_link = "Guide_to_engineering" + +/obj/item/book/manual/wiki/security_space_law + name = "Space Law" + desc = "A set of Nanotrasen guidelines for keeping law and order on their space stations." + icon_state = "bookSpaceLaw" + author = "Nanotrasen" + title = "Space Law" + page_link = "Space_Law" + +/obj/item/book/manual/wiki/infections + name = "Infections - Making your own pandemic!" + icon_state = "bookInfections" + author = "Infections Encyclopedia" + title = "Infections - Making your own pandemic!" + page_link = "Infections" + +/obj/item/book/manual/wiki/telescience + name = "Teleportation Science - Bluespace for dummies!" + icon_state = "book7" + author = "University of Bluespace" + title = "Teleportation Science - Bluespace for dummies!" + page_link = "Guide_to_telescience" + +/obj/item/book/manual/wiki/engineering_hacking + name = "Hacking" + icon_state ="bookHacking" + author = "Engineering Encyclopedia" + title = "Hacking" + page_link = "Hacking" diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm index 8f5d43d51e..513bdd2474 100644 --- a/code/game/objects/items/tanks/tanks.dm +++ b/code/game/objects/items/tanks/tanks.dm @@ -31,7 +31,7 @@ H.internal = null H.update_internals_hud_icon(0) else - if(!H.getorganslot("breathing_tube")) + if(!H.getorganslot(ORGAN_SLOT_BREATHING_TUBE)) if(!H.wear_mask) to_chat(H, "You need a mask!") return diff --git a/code/game/objects/structures/mirror.dm b/code/game/objects/structures/mirror.dm index 296e4ba757..711f9baf0b 100644 --- a/code/game/objects/structures/mirror.dm +++ b/code/game/objects/structures/mirror.dm @@ -101,8 +101,7 @@ ..() /obj/structure/mirror/magic/lesser/New() - var/list/L = CONFIG_GET(keyed_flag_list/roundstart_races) - choosable_races = L.Copy() + choosable_races = GLOB.roundstart_races.Copy() ..() /obj/structure/mirror/magic/badmin/New() diff --git a/code/modules/admin/verbs/adminhelp.dm b/code/modules/admin/verbs/adminhelp.dm index 3889872275..0135bfbfa0 100644 --- a/code/modules/admin/verbs/adminhelp.dm +++ b/code/modules/admin/verbs/adminhelp.dm @@ -237,6 +237,7 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new) . += " (
    IC)" . += " (CLOSE)" . += " (RSLVE)" + . += " (HANDLE)" //private /datum/admin_help/proc/LinkedReplyName(ref_src) @@ -382,6 +383,22 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new) AddInteraction("Marked as IC issue by [key_name]") Resolve(silent = TRUE) +//Let the initiator know their ahelp is being handled +/datum/admin_help/proc/HandleIssue(key_name = key_name_admin(usr)) + if(state != AHELP_ACTIVE) + return + + var/msg = "Your ticket is now being handled by an admin. Please be patient." + + if(initiator) + to_chat(initiator, msg) + + SSblackbox.inc("ahelp_handleissue") + msg = "Ticket [TicketHref("#[id]")] is being handled by [key_name]" + message_admins(msg) + log_admin_private(msg) + AddInteraction("Being handled by [key_name]") + //Show the ticket panel /datum/admin_help/proc/TicketPanel() var/list/dat = list("Ticket #[id]") @@ -442,6 +459,8 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new) Close() if("resolve") Resolve() + if("handleissue") + HandleIssue() if("reopen") Reopen() @@ -489,9 +508,9 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new) return if(handle_spam_prevention(msg,MUTE_ADMINHELP)) return - + msg = trim(msg) - + if(!msg) return diff --git a/code/modules/admin/verbs/buildmode.dm b/code/modules/admin/verbs/buildmode.dm index 2a95fd7803..7789fe4a47 100644 --- a/code/modules/admin/verbs/buildmode.dm +++ b/code/modules/admin/verbs/buildmode.dm @@ -82,6 +82,7 @@ var/valueholder = "derp" var/objholder = /obj/structure/closet var/atom/movable/stored = null + var/list/preview = list() /datum/buildmode/New(client/c) create_buttons() @@ -94,6 +95,8 @@ holder.screen -= buttons holder.click_intercept = null holder.show_popup_menus = 1 + usr.client.images -= preview + preview.Cut() qdel(src) return @@ -150,6 +153,7 @@ if(AREA_BUILDMODE) dat += "***********************************************************" dat += "Left Mouse Button on turf/obj/mob = Select corner" + dat += "Right Mouse Button on turf/obj/mob = Reset corner selection" dat += "Right Mouse Button on buildmode button = Select generator" dat += "***********************************************************" if(COPY_BUILDMODE) @@ -338,13 +342,20 @@ throw_atom.throw_at(object, 10, 1,user) log_admin("Build Mode: [key_name(user)] threw [throw_atom] at [object] ([object.x],[object.y],[object.z])") if(AREA_BUILDMODE) - if(!cornerA) - cornerA = get_turf(object) - return - if(cornerA && !cornerB) - cornerB = get_turf(object) - if(left_click) //rectangular + if(!cornerA) + cornerA = get_turf(object) + preview += image('icons/turf/overlays.dmi',cornerA,"greenOverlay") + usr.client.images -= preview + usr.client.images += preview + return + if(cornerA && !cornerB) + cornerB = get_turf(object) + preview += image('icons/turf/overlays.dmi',cornerB,"blueOverlay") + usr.client.images -= preview + usr.client.images += preview + to_chat(user, "Region selected, if you're happy with your selection left click again, otherwise right click.") + return if(cornerA && cornerB) if(!generator_path) to_chat(user, "Select generator type first.") @@ -354,10 +365,18 @@ if(GLOB.reloading_map) to_chat(user, "You are already reloading an area! Please wait for it to fully finish loading before trying to load another!") return - G.defineRegion(cornerA,cornerB,1) - G.generate() + G.defineRegion(cornerA, cornerB, 1) + for(var/t in G.map) + preview += image('icons/turf/overlays.dmi', t ,"redOverlay") + usr.client.images -= preview + usr.client.images += preview + var/confirm = alert("Are you sure you want run the map generator?", "Run generator", "Yes", "No") + if(confirm == "Yes") + G.generate() cornerA = null cornerB = null + usr.client.images -= preview + preview.Cut() return //Something wrong - Reset cornerA = null diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm index f72b1c7f3c..aa4a1b19ca 100644 --- a/code/modules/client/preferences.dm +++ b/code/modules/client/preferences.dm @@ -45,7 +45,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) var/allow_midround_antag = 1 var/preferred_map = null var/pda_style = MONO - + var/uses_glasses_colour = 0 var/screenshake = 100 @@ -285,10 +285,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "" - if(CONFIG_GET(flag/join_with_mutant_race)) //We don't allow mutant bodyparts for humans either unless this is true. - if((MUTCOLORS in pref_species.species_traits) || (MUTCOLORS_PARTSONLY in pref_species.species_traits)) + if((MUTCOLORS in pref_species.species_traits) || (MUTCOLORS_PARTSONLY in pref_species.species_traits)) - dat += "" + dat += "" - if("tail_lizard" in pref_species.mutant_bodyparts) - dat += "" + dat += "" - if("snout" in pref_species.mutant_bodyparts) - dat += "" + dat += "" - if("horns" in pref_species.mutant_bodyparts) - dat += "" + dat += "" - if("frills" in pref_species.mutant_bodyparts) - dat += "" + dat += "" - if("spines" in pref_species.mutant_bodyparts) - dat += "" + dat += "" - if("body_markings" in pref_species.mutant_bodyparts) - dat += "" - if("legs" in pref_species.mutant_bodyparts) - dat += "" + if("legs" in pref_species.mutant_bodyparts) + dat += "" - dat += "" if(CONFIG_GET(flag/join_with_mutant_humans)) if("tail_human" in pref_species.mutant_bodyparts) @@ -574,61 +571,60 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "[features["flavor_text"]]" else dat += "[TextPreview(features["flavor_text"])]...
    " - if(CONFIG_GET(flag/join_with_mutant_race))//really don't need this check, but fuck un-tabbing all those lines - dat += "

    Body

    " - dat += "Gender:[gender == MALE ? "Male" : "Female"]
    " - dat += "Species:[pref_species.id]
    " - dat += "Random Body
    " - dat += "Always Random Body: [be_random_body ? "Yes" : "No"]
    " - if((MUTCOLORS in pref_species.species_traits) || (MUTCOLORS_PARTSONLY in pref_species.species_traits)) - dat += "Primary Color:    Change
    " - dat += "Secondary Color:    Change
    " - dat += "Tertiary Color:    Change
    " - if(pref_species.use_skintones) - dat += "Skin Tone: [skin_tone]
    " - dat += "Genitals Use Skintone:[features["genitals_use_skintone"] == TRUE ? "Enabled" : "Disabled"]
    " + dat += "

    Body

    " + dat += "Gender:[gender == MALE ? "Male" : "Female"]
    " + dat += "Species:[pref_species.id]
    " + dat += "Random Body
    " + dat += "Always Random Body: [be_random_body ? "Yes" : "No"]
    " + if((MUTCOLORS in pref_species.species_traits) || (MUTCOLORS_PARTSONLY in pref_species.species_traits)) + dat += "Primary Color:    Change
    " + dat += "Secondary Color:    Change
    " + dat += "Tertiary Color:    Change
    " + if(pref_species.use_skintones) + dat += "Skin Tone: [skin_tone]
    " + dat += "Genitals Use Skintone:[features["genitals_use_skintone"] == TRUE ? "Enabled" : "Disabled"]
    " - if(HAIR in pref_species.species_traits) - dat += "Hair Style: [hair_style]
    " - dat += "Hair Color:    Change
    " - dat += "Facial Hair Style: [facial_hair_style]
    " - dat += "Facial Hair Color:    Change
    " - if(EYECOLOR in pref_species.species_traits) - dat += "Eye Color:    Change
    " - if("tail_lizard" in pref_species.mutant_bodyparts) - dat += "Tail: [features["tail_lizard"]]
    " - else if("mam_tail" in pref_species.mutant_bodyparts) - dat += "Tail: [features["mam_tail"]]
    " - else if("tail_human" in pref_species.mutant_bodyparts) - dat += "Tail: [features["tail_human"]]
    " - if("snout" in pref_species.mutant_bodyparts) - dat += "Snout: [features["snout"]]
    " - if("horns" in pref_species.mutant_bodyparts) - dat += "Snout: [features["horns"]]
    " - if("frills" in pref_species.mutant_bodyparts) - dat += "Frills: [features["frills"]]
    " - if("spines" in pref_species.mutant_bodyparts) - dat += "Spines: [features["spines"]]
    " - if("body_markings" in pref_species.mutant_bodyparts) - dat += "Body Markings: [features["body_markings"]]
    " - else if("mam_body_markings" in pref_species.mutant_bodyparts) - dat += "Body Markings: [features["mam_body_markings"]]
    " - if("mam_ears" in pref_species.mutant_bodyparts) - dat += "Ears: [features["mam_ears"]]
    " - else if("ears" in pref_species.mutant_bodyparts) - dat += "Ears: [features["ears"]]
    " - if("legs" in pref_species.mutant_bodyparts) - dat += "Legs: [features["legs"]]
    " - if("taur" in pref_species.mutant_bodyparts) - dat += "Taur: [features["taur"]]
    " - if("wings" in pref_species.mutant_bodyparts && GLOB.r_wings_list.len >1) - dat += "Wings: [features["wings"]]
    " - if("xenohead" in pref_species.mutant_bodyparts) - dat += "Caste: [features["xenohead"]]
    " - if("xenotail" in pref_species.mutant_bodyparts) - dat += "Tail: [features["xenotail"]]
    " - if("xenodorsal" in pref_species.mutant_bodyparts) - dat += "Dorsal Tubes: [features["xenodorsal"]]
    " + if(HAIR in pref_species.species_traits) + dat += "Hair Style: [hair_style]
    " + dat += "Hair Color:    Change
    " + dat += "Facial Hair Style: [facial_hair_style]
    " + dat += "Facial Hair Color:    Change
    " + if(EYECOLOR in pref_species.species_traits) + dat += "Eye Color:    Change
    " + if("tail_lizard" in pref_species.mutant_bodyparts) + dat += "Tail: [features["tail_lizard"]]
    " + else if("mam_tail" in pref_species.mutant_bodyparts) + dat += "Tail: [features["mam_tail"]]
    " + else if("tail_human" in pref_species.mutant_bodyparts) + dat += "Tail: [features["tail_human"]]
    " + if("snout" in pref_species.mutant_bodyparts) + dat += "Snout: [features["snout"]]
    " + if("horns" in pref_species.mutant_bodyparts) + dat += "Snout: [features["horns"]]
    " + if("frills" in pref_species.mutant_bodyparts) + dat += "Frills: [features["frills"]]
    " + if("spines" in pref_species.mutant_bodyparts) + dat += "Spines: [features["spines"]]
    " + if("body_markings" in pref_species.mutant_bodyparts) + dat += "Body Markings: [features["body_markings"]]
    " + else if("mam_body_markings" in pref_species.mutant_bodyparts) + dat += "Body Markings: [features["mam_body_markings"]]
    " + if("mam_ears" in pref_species.mutant_bodyparts) + dat += "Ears: [features["mam_ears"]]
    " + else if("ears" in pref_species.mutant_bodyparts) + dat += "Ears: [features["ears"]]
    " + if("legs" in pref_species.mutant_bodyparts) + dat += "Legs: [features["legs"]]
    " + if("taur" in pref_species.mutant_bodyparts) + dat += "Taur: [features["taur"]]
    " + if("wings" in pref_species.mutant_bodyparts && GLOB.r_wings_list.len >1) + dat += "Wings: [features["wings"]]
    " + if("xenohead" in pref_species.mutant_bodyparts) + dat += "Caste: [features["xenohead"]]
    " + if("xenotail" in pref_species.mutant_bodyparts) + dat += "Tail: [features["xenotail"]]
    " + if("xenodorsal" in pref_species.mutant_bodyparts) + dat += "Dorsal Tubes: [features["xenodorsal"]]
    " dat += "
    " - if(CONFIG_GET(flag/join_with_mutant_race)) - dat += "Species:
    [pref_species.name]
    " - else - dat += "Species: Human
    " + dat += "Species:
    [pref_species.name]
    " dat += "Underwear:
    [underwear]
    " dat += "Undershirt:
    [undershirt]
    " @@ -337,79 +334,79 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "
    " + dat += "" - dat += "

    Mutant Color

    " + dat += "

    Mutant Color

    " - dat += "    Change
    " + dat += "    Change
    " - dat += "
    " + if("tail_lizard" in pref_species.mutant_bodyparts) + dat += "" - dat += "

    Tail

    " + dat += "

    Tail

    " - dat += "[features["tail_lizard"]]
    " + dat += "[features["tail_lizard"]]
    " - dat += "
    " + if("snout" in pref_species.mutant_bodyparts) + dat += "" - dat += "

    Snout

    " + dat += "

    Snout

    " - dat += "[features["snout"]]
    " + dat += "[features["snout"]]
    " - dat += "
    " + if("horns" in pref_species.mutant_bodyparts) + dat += "" - dat += "

    Horns

    " + dat += "

    Horns

    " - dat += "[features["horns"]]
    " + dat += "[features["horns"]]
    " - dat += "
    " + if("frills" in pref_species.mutant_bodyparts) + dat += "" - dat += "

    Frills

    " + dat += "

    Frills

    " - dat += "[features["frills"]]
    " + dat += "[features["frills"]]
    " - dat += "
    " + if("spines" in pref_species.mutant_bodyparts) + dat += "" - dat += "

    Spines

    " + dat += "

    Spines

    " - dat += "[features["spines"]]
    " + dat += "[features["spines"]]
    " - dat += "
    " + if("body_markings" in pref_species.mutant_bodyparts) + dat += "" - dat += "

    Body Markings

    " + dat += "

    Body Markings

    " - dat += "[features["body_markings"]]
    " + dat += "[features["body_markings"]]
    " - dat += "
    " + dat += "" - dat += "

    Legs

    " + dat += "

    Legs

    " - dat += "[features["legs"]]
    " + dat += "[features["legs"]]
    " + + dat += "
    " @@ -1188,7 +1184,7 @@ GLOBAL_LIST_EMPTY(preferences_datums) if("species") - var/result = input(user, "Select a species", "Species Selection") as null|anything in CONFIG_GET(keyed_flag_list/roundstart_races) + var/result = input(user, "Select a species", "Species Selection") as null|anything in GLOB.roundstart_races if(result) var/newtype = GLOB.species_list[result] @@ -1826,10 +1822,12 @@ GLOBAL_LIST_EMPTY(preferences_datums) character.dna.features = features.Copy() //Flavor text is now a DNA feature character.dna.real_name = character.real_name var/datum/species/chosen_species - if(pref_species != /datum/species/human && CONFIG_GET(flag/join_with_mutant_race)) + if(pref_species.id in GLOB.roundstart_races) chosen_species = pref_species.type else chosen_species = /datum/species/human + pref_species = new /datum/species/human + save_character() character.set_species(chosen_species, icon_update=0) //citadel code diff --git a/code/modules/client/preferences_savefile.dm b/code/modules/client/preferences_savefile.dm index dddac1e506..48dab29cf6 100644 --- a/code/modules/client/preferences_savefile.dm +++ b/code/modules/client/preferences_savefile.dm @@ -294,14 +294,9 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car //Species var/species_id S["species"] >> species_id - var/list/roundstart_races = CONFIG_GET(keyed_flag_list/roundstart_races) - if(species_id && (species_id in roundstart_races) && CONFIG_GET(flag/join_with_mutant_race)) + if(species_id) var/newtype = GLOB.species_list[species_id] pref_species = new newtype() - else if (roundstart_races.len) - var/rando_race = pick(roundstart_races) - if (rando_race) - pref_species = new rando_race() if(!S["features["mcolor"]"] || S["features["mcolor"]"] == "#000") WRITE_FILE(S["features["mcolor"]"] , "#FFF") diff --git a/code/modules/clothing/neck/_neck.dm b/code/modules/clothing/neck/_neck.dm index 74e2f70c37..2b66a85fe6 100644 --- a/code/modules/clothing/neck/_neck.dm +++ b/code/modules/clothing/neck/_neck.dm @@ -59,8 +59,8 @@ var/heart_strength = "no" var/lung_strength = "no" - var/obj/item/organ/heart/heart = M.getorganslot("heart") - var/obj/item/organ/lungs/lungs = M.getorganslot("lungs") + var/obj/item/organ/heart/heart = M.getorganslot(ORGAN_SLOT_HEART) + var/obj/item/organ/lungs/lungs = M.getorganslot(ORGAN_SLOT_LUNGS) if(!(M.stat == DEAD || (M.status_flags&FAKEDEATH))) if(heart && istype(heart)) @@ -179,4 +179,4 @@ desc = "Damn, it feels good to be a gangster." icon = 'icons/obj/clothing/neck.dmi' icon_state = "bling" - item_color = "bling" + item_color = "bling" \ No newline at end of file diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index a604eae015..75a63352e2 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -13,6 +13,20 @@ item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite) actions_types = list(/datum/action/item_action/toggle_helmet_light) + var/rad_count = 0 + var/rad_record = 0 + var/grace_count = 0 + var/datum/looping_sound/geiger/soundloop + +/obj/item/clothing/head/helmet/space/hardsuit/Initialize() + . = ..() + soundloop = new(list(), FALSE, TRUE) + soundloop.volume = 5 + START_PROCESSING(SSobj, src) + +/obj/item/clothing/head/helmet/space/hardsuit/Destroy() + . = ..() + STOP_PROCESSING(SSobj, src) /obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user) on = !on @@ -31,6 +45,7 @@ ..() if(suit) suit.RemoveHelmet() + soundloop.stop(user) /obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot) if(slot == slot_head) @@ -41,8 +56,11 @@ if(slot != slot_head) if(suit) suit.RemoveHelmet() + soundloop.stop(user) else qdel(src) + else + soundloop.start(user) /obj/item/clothing/head/helmet/space/hardsuit/proc/display_visor_message(var/msg) var/mob/wearer = loc @@ -50,9 +68,22 @@ wearer.show_message("[icon2html(src, wearer)][msg]", 1) /obj/item/clothing/head/helmet/space/hardsuit/rad_act(severity) - ..() - if(severity > RAD_AMOUNT_EXTREME) - display_visor_message("Radiation pulse detected! Magnitude: [severity] RADs.") + . = ..() + rad_count += severity + +/obj/item/clothing/head/helmet/space/hardsuit/process() + if(!rad_count) + grace_count++ + if(grace_count == 2) + soundloop.last_radiation = 0 + return + + grace_count = 0 + rad_record -= rad_record/5 + rad_record += rad_count/5 + rad_count = 0 + + soundloop.last_radiation = rad_record /obj/item/clothing/head/helmet/space/hardsuit/emp_act(severity) ..() diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 38fbe299f5..c70c4f341c 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -112,8 +112,9 @@ item_state = "bombsuit_white" /* - * Radiation protection - */ +* Radiation protection +*/ + /obj/item/clothing/head/radiation name = "radiation hood" icon_state = "rad" diff --git a/code/modules/events/holiday/halloween.dm b/code/modules/events/holiday/halloween.dm index 5415eab386..f83024bd3d 100644 --- a/code/modules/events/holiday/halloween.dm +++ b/code/modules/events/holiday/halloween.dm @@ -10,12 +10,8 @@ ..() for(var/mob/living/carbon/human/H in GLOB.mob_list) var/obj/item/storage/backpack/b = locate() in H.contents - new /obj/item/storage/spooky(b) - if(ishuman(H) || islizard(H)) - if(prob(50)) - H.set_species(/datum/species/skeleton) - else - H.set_species(/datum/species/zombie) + if(b) + new /obj/item/storage/spooky(b) for(var/mob/living/simple_animal/pet/dog/corgi/Ian/Ian in GLOB.mob_list) Ian.place_on_head(new /obj/item/bedsheet(Ian)) @@ -26,77 +22,6 @@ /datum/round_event/spooky/announce() priority_announce(pick("RATTLE ME BONES!","THE RIDE NEVER ENDS!", "A SKELETON POPS OUT!", "SPOOKY SCARY SKELETONS!", "CREWMEMBERS BEWARE, YOU'RE IN FOR A SCARE!") , "THE CALL IS COMING FROM INSIDE THE HOUSE") -//Eyeball migration -/datum/round_event_control/carp_migration/eyeballs - name = "Eyeball Migration" - typepath = /datum/round_event/carp_migration/eyeballs - holidayID = HALLOWEEN - weight = 25 - earliest_start = 0 - -/datum/round_event/carp_migration/eyeballs/start() - for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list) - new /mob/living/simple_animal/hostile/carp/eyeball(C.loc) - -//Pumpking meteors waves -/datum/round_event_control/meteor_wave/spooky - name = "Pumpkin Wave" - typepath = /datum/round_event/meteor_wave/spooky - holidayID = HALLOWEEN - weight = 20 - max_occurrences = 2 - -/datum/round_event/meteor_wave/spooky - endWhen = 40 - -/datum/round_event/meteor_wave/spooky/tick() - if(IsMultiple(activeFor, 4)) - spawn_meteors(3, GLOB.meteorsSPOOKY) //meteor list types defined in gamemode/meteor/meteors.dm - -//Creepy clown invasion -/datum/round_event_control/creepy_clowns - name = "Clowns" - typepath = /datum/round_event/creepy_clowns - holidayID = HALLOWEEN - weight = 20 - earliest_start = 0 - -/datum/round_event/creepy_clowns - endWhen = 40 - -/datum/round_event/creepy_clowns/start() - for(var/mob/living/carbon/human/H in GLOB.living_mob_list) - if(!H.client || !istype(H)) - return - to_chat(H, "Honk...") - SEND_SOUND(H, sound('sound/spookoween/scary_clown_appear.ogg')) - var/turf/T = get_turf(H) - if(T) - new /obj/effect/hallucination/simple/clown(T, H, 50) - -/datum/round_event/creepy_clowns/tick() - if(IsMultiple(activeFor, 4)) - for(var/mob/living/carbon/human/H in GLOB.living_mob_list) - if (prob(66)) - playsound(H.loc, pick('sound/spookoween/scary_horn.ogg','sound/spookoween/scary_horn2.ogg', 'sound/spookoween/scary_horn3.ogg'), 100, 1) - if (prob(33)) - var/turf/T = get_turf(H) - if(T) - new /obj/effect/hallucination/simple/clown(T, H, 25) - else if (prob(25)) - var/turf/T = get_turf(H) - if(T) - new /obj/effect/hallucination/simple/clown/scary(T, H, 25) - else if (prob(5)) - var/turf/T = get_turf(H) - if(T) - spawn_atom_to_turf(/obj/effect/mob_spawn/human/clown/corpse, H, 1) - else if (prob(1)) - spawn_atom_to_turf(/mob/living/simple_animal/hostile/retaliate/clown, H, 1) - -/datum/round_event/creepy_clowns/announce() - priority_announce("Honk... Honk... honk... HONK! HONK! HONKHONKHONKHONKHONK", "HONK!", 'sound/spookoween/scary_horn.ogg') - //spooky foods (you can't actually make these when it's not halloween) /obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull name = "skull cookie" @@ -110,7 +35,6 @@ icon = 'icons/obj/halloween_items.dmi' icon_state = "coffincookie" - //spooky items /obj/item/storage/spooky diff --git a/code/modules/events/meteor_wave.dm b/code/modules/events/meteor_wave.dm index d46525a0eb..7940eaeec8 100644 --- a/code/modules/events/meteor_wave.dm +++ b/code/modules/events/meteor_wave.dm @@ -1,68 +1,72 @@ -// Normal strength - -/datum/round_event_control/meteor_wave - name = "Meteor Wave: Normal" - typepath = /datum/round_event/meteor_wave - weight = 4 - min_players = 5 - max_occurrences = 3 - -/datum/round_event/meteor_wave - startWhen = 6 - endWhen = 66 - announceWhen = 1 - var/list/wave_type - var/wave_name = "normal" - -/datum/round_event/meteor_wave/New() - ..() - if(!wave_type) - determine_wave_type() - -/datum/round_event/meteor_wave/proc/determine_wave_type() - if(!wave_name) - wave_name = pickweight(list( - "normal" = 50, - "threatening" = 40, - "catastrophic" = 10)) - switch(wave_name) - if("normal") - wave_type = GLOB.meteors_normal - if("threatening") - wave_type = GLOB.meteors_threatening - if("catastrophic") - wave_type = GLOB.meteors_catastrophic - if("meaty") - wave_type = GLOB.meteorsB - if("space dust") - wave_type = GLOB.meteorsC - else - WARNING("Wave name of [wave_name] not recognised.") - kill() - -/datum/round_event/meteor_wave/announce() - priority_announce("Meteors have been detected on collision course with the station.", "Meteor Alert", 'sound/ai/meteors.ogg') - -/datum/round_event/meteor_wave/tick() - if(IsMultiple(activeFor, 3)) - spawn_meteors(5, wave_type) //meteor list types defined in gamemode/meteor/meteors.dm - -/datum/round_event_control/meteor_wave/threatening - name = "Meteor Wave: Threatening" - typepath = /datum/round_event/meteor_wave/threatening - weight = 2 - min_players = 5 - max_occurrences = 3 - -/datum/round_event/meteor_wave/threatening - wave_name = "threatening" - -/datum/round_event_control/meteor_wave/catastrophic - name = "Meteor Wave: Catastrophic" - typepath = /datum/round_event/meteor_wave/catastrophic - weight = 1 - min_players = 5 - max_occurrences = 3 - -/datum/round_event/meteor_wave/catastrophic - wave_name = "catastrophic" +// Normal strength + +/datum/round_event_control/meteor_wave + name = "Meteor Wave: Normal" + typepath = /datum/round_event/meteor_wave + weight = 4 + min_players = 5 + max_occurrences = 3 + +/datum/round_event/meteor_wave + startWhen = 6 + endWhen = 66 + announceWhen = 1 + var/list/wave_type + var/wave_name = "normal" + +/datum/round_event/meteor_wave/New() + ..() + if(!wave_type) + determine_wave_type() + +/datum/round_event/meteor_wave/proc/determine_wave_type() + if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) + wave_name = "halloween" + if(!wave_name) + wave_name = pickweight(list( + "normal" = 50, + "threatening" = 40, + "catastrophic" = 10)) + switch(wave_name) + if("normal") + wave_type = GLOB.meteors_normal + if("threatening") + wave_type = GLOB.meteors_threatening + if("catastrophic") + wave_type = GLOB.meteors_catastrophic + if("meaty") + wave_type = GLOB.meteorsB + if("space dust") + wave_type = GLOB.meteorsC + if("halloween") + wave_type = GLOB.meteorsSPOOKY + else + WARNING("Wave name of [wave_name] not recognised.") + kill() + +/datum/round_event/meteor_wave/announce() + priority_announce("Meteors have been detected on collision course with the station.", "Meteor Alert", 'sound/ai/meteors.ogg') + +/datum/round_event/meteor_wave/tick() + if(IsMultiple(activeFor, 3)) + spawn_meteors(5, wave_type) //meteor list types defined in gamemode/meteor/meteors.dm + +/datum/round_event_control/meteor_wave/threatening + name = "Meteor Wave: Threatening" + typepath = /datum/round_event/meteor_wave/threatening + weight = 2 + min_players = 5 + max_occurrences = 3 + +/datum/round_event/meteor_wave/threatening + wave_name = "threatening" + +/datum/round_event_control/meteor_wave/catastrophic + name = "Meteor Wave: Catastrophic" + typepath = /datum/round_event/meteor_wave/catastrophic + weight = 1 + min_players = 5 + max_occurrences = 3 + +/datum/round_event/meteor_wave/catastrophic + wave_name = "catastrophic" diff --git a/code/modules/holiday/holidays.dm b/code/modules/holiday/holidays.dm index c8e9235646..751bc53eac 100644 --- a/code/modules/holiday/holidays.dm +++ b/code/modules/holiday/holidays.dm @@ -272,7 +272,7 @@ /datum/holiday/halloween name = HALLOWEEN - begin_day = 30 + begin_day = 28 begin_month = OCTOBER end_day = 2 end_month = NOVEMBER diff --git a/code/modules/mob/dead/new_player/preferences_setup.dm b/code/modules/mob/dead/new_player/preferences_setup.dm index 01c3e6d630..f362f09a65 100644 --- a/code/modules/mob/dead/new_player/preferences_setup.dm +++ b/code/modules/mob/dead/new_player/preferences_setup.dm @@ -14,7 +14,7 @@ facial_hair_color = hair_color eye_color = random_eye_color() if(!pref_species) - var/rando_race = pick(CONFIG_GET(keyed_flag_list/roundstart_races)) + var/rando_race = pick(GLOB.roundstart_races) pref_species = new rando_race() features = random_features() age = rand(AGE_MIN,AGE_MAX) diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm index 30d5652ab4..45f26d55c3 100644 --- a/code/modules/mob/living/blood.dm +++ b/code/modules/mob/living/blood.dm @@ -216,25 +216,23 @@ . = list() if(!bloodtype) return - switch(bloodtype) - if("A-") - return list("A-", "O-") - if("A+") - return list("A-", "A+", "O-", "O+") - if("B-") - return list("B-", "O-") - if("B+") - return list("B-", "B+", "O-", "O+") - if("AB-") - return list("A-", "B-", "O-", "AB-") - if("AB+") - return list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+") - if("O-") - return list("O-") - if("O+") - return list("O-", "O+") - if("L") - return list("L") + + var/static/list/bloodtypes_safe = list( + "A-" = list("A-", "O-"), + "A+" = list("A-", "A+", "O-", "O+"), + "B-" = list("B-", "O-"), + "B+" = list("B-", "B+", "O-", "O+"), + "AB-" = list("A-", "B-", "O-", "AB-"), + "AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+"), + "O-" = list("O-"), + "O+" = list("O-", "O+"), + "L" = list("L"), + "U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U") + ) + + var/safe = bloodtypes_safe[bloodtype] + if(safe) + . = safe //to add a splatter of blood or other mob liquid. /mob/living/proc/add_splatter_floor(turf/T, small_drip) diff --git a/code/modules/mob/living/brain/brain.dm b/code/modules/mob/living/brain/brain.dm index 94ed0129c7..c175acf9d6 100644 --- a/code/modules/mob/living/brain/brain.dm +++ b/code/modules/mob/living/brain/brain.dm @@ -19,7 +19,7 @@ /mob/living/brain/proc/create_dna() stored_dna = new /datum/dna/stored(src) if(!stored_dna.species) - var/rando_race = pick(CONFIG_GET(keyed_flag_list/roundstart_races)) + var/rando_race = pick(GLOB.roundstart_races) stored_dna.species = new rando_race() /mob/living/brain/Destroy() diff --git a/code/modules/mob/living/brain/brain_item.dm b/code/modules/mob/living/brain/brain_item.dm index 6ac5ab1bad..a3642684db 100644 --- a/code/modules/mob/living/brain/brain_item.dm +++ b/code/modules/mob/living/brain/brain_item.dm @@ -6,7 +6,7 @@ throw_range = 5 layer = ABOVE_MOB_LAYER zone = "head" - slot = "brain" + slot = ORGAN_SLOT_BRAIN vital = TRUE origin_tech = "biotech=5" attack_verb = list("attacked", "slapped", "whacked") @@ -70,7 +70,7 @@ C.dna.copy_dna(brainmob.stored_dna) if(L.disabilities & NOCLONE) brainmob.disabilities |= NOCLONE //This is so you can't just decapitate a husked guy and clone them without needing to get a new body - var/obj/item/organ/zombie_infection/ZI = L.getorganslot("zombie_infection") + 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) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 218af45c6e..4174b08642 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -224,7 +224,7 @@ internal = null update_internals_hud_icon(0) else if(ITEM && istype(ITEM, /obj/item/tank)) - if((wear_mask && (wear_mask.flags_1 & MASKINTERNALS_1)) || getorganslot("breathing_tube")) + if((wear_mask && (wear_mask.flags_1 & MASKINTERNALS_1)) || getorganslot(ORGAN_SLOT_BREATHING_TUBE)) internal = ITEM update_internals_hud_icon(1) @@ -523,7 +523,7 @@ sight = initial(sight) lighting_alpha = initial(lighting_alpha) - var/obj/item/organ/eyes/E = getorganslot("eye_sight") + var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES) if(!E) update_tint() else @@ -580,7 +580,7 @@ if(wear_mask) . += wear_mask.tint - var/obj/item/organ/eyes/E = getorganslot("eye_sight") + var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES) if(E) . += E.tint diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index 66f4fc8fb2..1d6f7f6484 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -14,7 +14,7 @@ var/obj/item/clothing/mask/MFP = src.wear_mask number += MFP.flash_protect - var/obj/item/organ/eyes/E = getorganslot("eye_sight") + var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES) if(!E) number = INFINITY //Can't get flashed without eyes else @@ -28,7 +28,7 @@ number += 1 if(head && (head.flags_2 & BANG_PROTECT_2)) number += 1 - var/obj/item/organ/ears/E = getorganslot("ears") + var/obj/item/organ/ears/E = getorganslot(ORGAN_SLOT_EARS) if(!E) number = INFINITY else @@ -279,7 +279,7 @@ var/damage = intensity - get_eye_protection() if(.) // we've been flashed - var/obj/item/organ/eyes/eyes = getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES) if (!eyes) return if(visual) @@ -323,7 +323,7 @@ /mob/living/carbon/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15) var/ear_safety = get_ear_protection() - var/obj/item/organ/ears/ears = getorganslot("ears") + var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS) var/effect_amount = intensity - ear_safety if(effect_amount > 0) if(stun_pwr) @@ -363,6 +363,6 @@ /mob/living/carbon/can_hear() . = FALSE - var/obj/item/organ/ears/ears = getorganslot("ears") + var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS) if(istype(ears) && !ears.deaf) . = TRUE diff --git a/code/modules/mob/living/carbon/carbon_movement.dm b/code/modules/mob/living/carbon/carbon_movement.dm index aa37315b13..ed731408d8 100644 --- a/code/modules/mob/living/carbon/carbon_movement.dm +++ b/code/modules/mob/living/carbon/carbon_movement.dm @@ -39,7 +39,7 @@ return 1 // Do we have a jetpack implant (and is it on)? - var/obj/item/organ/cyberimp/chest/thrusters/T = getorganslot("thrusters") + var/obj/item/organ/cyberimp/chest/thrusters/T = getorganslot(ORGAN_SLOT_THRUSTERS) if(istype(T) && movement_dir && T.allow_thrust(0.01)) return 1 diff --git a/code/modules/mob/living/carbon/human/death.dm b/code/modules/mob/living/carbon/human/death.dm index c3ae5c39c3..4b1afe0780 100644 --- a/code/modules/mob/living/carbon/human/death.dm +++ b/code/modules/mob/living/carbon/human/death.dm @@ -20,7 +20,7 @@ if(stat == DEAD) return stop_sound_channel(CHANNEL_HEARTBEAT) - var/obj/item/organ/heart/H = getorganslot("heart") + var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART) if(H) H.beat = BEAT_NONE diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 1d7b482875..a39b84e47c 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -270,13 +270,13 @@ if(ishuman(usr)) var/mob/living/carbon/human/H = usr var/perpname = get_face_name(get_id_name("")) - if(istype(H.glasses, /obj/item/clothing/glasses/hud) || istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud)) + if(istype(H.glasses, /obj/item/clothing/glasses/hud) || istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud)) var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.general) if(href_list["photo_front"] || href_list["photo_side"]) if(R) if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/medical)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/medical)) return var/obj/item/photo/P = null if(href_list["photo_front"]) @@ -287,13 +287,13 @@ P.show(H) if(href_list["hud"] == "m") - if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/medical)) + if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/medical)) if(href_list["p_stat"]) var/health_status = input(usr, "Specify a new physical status for this person.", "Medical HUD", R.fields["p_stat"]) in list("Active", "Physically Unfit", "*Unconscious*", "*Deceased*", "Cancel") if(R) if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/health) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/medical)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/health) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/medical)) return if(health_status && health_status != "Cancel") R.fields["p_stat"] = health_status @@ -303,7 +303,7 @@ if(R) if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/health) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/medical)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/health) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/medical)) return if(health_status && health_status != "Cancel") R.fields["m_stat"] = health_status @@ -352,7 +352,7 @@ to_chat(usr, "Gathered data is inconsistent with the analysis, possible cause: poisoning.") if(href_list["hud"] == "s") - if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) if(usr.stat || usr == src) //|| !usr.canmove || usr.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at. return //Non-fluff: This allows sec to set people to arrest as they get disarmed or beaten // Checks the user has security clearence before allowing them to change arrest status via hud, comment out to enable all access @@ -379,7 +379,7 @@ if(setcriminal != "Cancel") if(R) if(H.canUseHUD()) - if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) investigate_log("[src.key] has been set from [R.fields["criminal"]] to [setcriminal] by [usr.name] ([usr.key]).", INVESTIGATE_RECORDS) R.fields["criminal"] = setcriminal sec_hud_set_security_status() @@ -389,7 +389,7 @@ if(R) if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) return to_chat(usr, "Name: [R.fields["name"]] Criminal Status: [R.fields["criminal"]]") to_chat(usr, "Minor Crimes:") @@ -418,7 +418,7 @@ return else if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) return var/crime = GLOB.data_core.createCrimeEntry(t1, t2, allowed_access, worldtime2text()) GLOB.data_core.addMinorCrime(R.fields["id"], crime) @@ -433,7 +433,7 @@ return else if (!H.canUseHUD()) return - else if (!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + else if (!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) return var/crime = GLOB.data_core.createCrimeEntry(t1, t2, allowed_access, worldtime2text()) GLOB.data_core.addMajorCrime(R.fields["id"], crime) @@ -444,7 +444,7 @@ if(R) if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) return to_chat(usr, "Comments/Log:") var/counter = 1 @@ -462,7 +462,7 @@ return else if(!H.canUseHUD()) return - else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security)) + else if(!istype(H.glasses, /obj/item/clothing/glasses/hud/security) && !istype(H.getorganslot(ORGAN_SLOT_HUD), /obj/item/organ/cyberimp/eyes/hud/security)) return var/counter = 1 while(R.fields[text("com_[]", counter)]) @@ -637,7 +637,7 @@ return 0 var/they_breathe = (!(NOBREATH in C.dna.species.species_traits)) - var/they_lung = C.getorganslot("lungs") + var/they_lung = C.getorganslot(ORGAN_SLOT_LUNGS) if(C.health > HEALTH_THRESHOLD_CRIT) return diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 07bcb484a0..f21f872d0a 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -451,7 +451,7 @@ siemens_coeff = gloves_siemens_coeff if(undergoing_cardiac_arrest() && !illusion) if(shock_damage * siemens_coeff >= 1 && prob(25)) - var/obj/item/organ/heart/heart = getorganslot("heart") + var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART) heart.beating = TRUE if(stat == CONSCIOUS) to_chat(src, "You feel your heart beating again!") diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm index 1679ff5d42..71c5dedc26 100644 --- a/code/modules/mob/living/carbon/human/inventory.dm +++ b/code/modules/mob/living/carbon/human/inventory.dm @@ -225,7 +225,7 @@ /mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1) if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR))) update_hair() - if(toggle_off && internal && !getorganslot("breathing_tube")) + if(toggle_off && internal && !getorganslot(ORGAN_SLOT_BREATHING_TUBE)) update_internals_hud_icon(0) internal = null if(C.flags_inv & HIDEEYES) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index a17dbd6f75..67843b3e64 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -93,7 +93,7 @@ #define HUMAN_CRIT_MAX_OXYLOSS (SSmobs.wait/30) /mob/living/carbon/human/check_breath(datum/gas_mixture/breath) - var/L = getorganslot("lungs") + var/L = getorganslot(ORGAN_SLOT_LUNGS) if(!L) if(health >= HEALTH_THRESHOLD_CRIT) @@ -338,7 +338,7 @@ /mob/living/carbon/human/proc/undergoing_cardiac_arrest() if(!can_heartattack()) return FALSE - var/obj/item/organ/heart/heart = getorganslot("heart") + var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART) if(istype(heart) && heart.beating) return FALSE return TRUE @@ -347,7 +347,7 @@ if(!can_heartattack()) return FALSE - var/obj/item/organ/heart/heart = getorganslot("heart") + var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART) if(!istype(heart)) return diff --git a/code/modules/mob/living/carbon/human/say.dm b/code/modules/mob/living/carbon/human/say.dm index d38fa73761..1374b391ce 100644 --- a/code/modules/mob/living/carbon/human/say.dm +++ b/code/modules/mob/living/carbon/human/say.dm @@ -49,7 +49,7 @@ CHECK_DNA_AND_SPECIES(src) // how do species that don't breathe talk? magic, that's what. - if(!(NOBREATH in dna.species.species_traits) && !getorganslot("lungs")) + if(!(NOBREATH in dna.species.species_traits) && !getorganslot(ORGAN_SLOT_LUNGS)) return 0 if(mind) return !mind.miming diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index 7a212d371b..f5b339405d 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1,5 +1,7 @@ // This code handles different species in the game. +GLOBAL_LIST_EMPTY(roundstart_races) + #define HEAT_DAMAGE_LEVEL_1 2 #define HEAT_DAMAGE_LEVEL_2 3 #define HEAT_DAMAGE_LEVEL_3 8 @@ -12,7 +14,6 @@ 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/roundstart = 0 // can this mob be chosen at roundstart? (assuming the config option is checked?) var/default_color = "#FFF" // if alien colors are disabled, this is the color that will be used by that race var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows @@ -65,6 +66,7 @@ var/breathid = "o2" var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain + var/obj/item/organ/heart/mutant_heart = /obj/item/organ/heart var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes var/obj/item/organ/ears/mutantears = /obj/item/organ/ears var/obj/item/mutanthands @@ -92,6 +94,20 @@ ..() +/proc/generate_selectable_species() + for(var/I in subtypesof(/datum/species)) + var/datum/species/S = new I + if(S.check_roundstart_eligible()) + GLOB.roundstart_races += S.id + qdel(S) + if(!GLOB.roundstart_races.len) + GLOB.roundstart_races += "human" + +/datum/species/proc/check_roundstart_eligible() + if(id in (CONFIG_GET(keyed_flag_list/roundstart_races))) + return TRUE + return FALSE + /datum/species/proc/random_name(gender,unique,lastname) if(unique) return random_unique_name(gender) @@ -122,15 +138,15 @@ //Will regenerate missing organs /datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE) - var/obj/item/organ/brain/brain = C.getorganslot("brain") - var/obj/item/organ/heart/heart = C.getorganslot("heart") - var/obj/item/organ/lungs/lungs = C.getorganslot("lungs") - var/obj/item/organ/appendix/appendix = C.getorganslot("appendix") - var/obj/item/organ/eyes/eyes = C.getorganslot("eye_sight") - var/obj/item/organ/ears/ears = C.getorganslot("ears") - var/obj/item/organ/tongue/tongue = C.getorganslot("tongue") - var/obj/item/organ/liver/liver = C.getorganslot("liver") - var/obj/item/organ/stomach/stomach = C.getorganslot("stomach") + var/obj/item/organ/brain/brain = C.getorganslot(ORGAN_SLOT_BRAIN) + var/obj/item/organ/heart/heart = C.getorganslot(ORGAN_SLOT_HEART) + var/obj/item/organ/lungs/lungs = C.getorganslot(ORGAN_SLOT_LUNGS) + var/obj/item/organ/appendix/appendix = C.getorganslot(ORGAN_SLOT_APPENDIX) + var/obj/item/organ/eyes/eyes = C.getorganslot(ORGAN_SLOT_EYES) + var/obj/item/organ/ears/ears = C.getorganslot(ORGAN_SLOT_EARS) + var/obj/item/organ/tongue/tongue = C.getorganslot(ORGAN_SLOT_TONGUE) + var/obj/item/organ/liver/liver = C.getorganslot(ORGAN_SLOT_LIVER) + var/obj/item/organ/stomach/stomach = C.getorganslot(ORGAN_SLOT_STOMACH) var/should_have_brain = TRUE var/should_have_heart = !(NOBLOOD in species_traits) @@ -154,7 +170,7 @@ heart.Remove(C,1) QDEL_NULL(heart) if(should_have_heart && !heart) - heart = new() + heart = new mutant_heart() heart.Insert(C) if(lungs && (replace_current || !should_have_lungs)) @@ -1152,7 +1168,7 @@ if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB)) H.vomit(10, TRUE) - + if(radiation > RAD_MOB_MUTATE) if(prob(1)) to_chat(H, "You mutate!") @@ -1204,7 +1220,7 @@ if(!gravity) var/obj/item/tank/jetpack/J = H.back var/obj/item/clothing/suit/space/hardsuit/C = H.wear_suit - var/obj/item/organ/cyberimp/chest/thrusters/T = H.getorganslot("thrusters") + var/obj/item/organ/cyberimp/chest/thrusters/T = H.getorganslot(ORGAN_SLOT_THRUSTERS) if(!istype(J) && istype(C)) J = C.jetpack if(istype(J) && J.full_speed && J.allow_thrust(0.01, H)) //Prevents stacking @@ -1260,7 +1276,7 @@ return 1 else var/we_breathe = (!(NOBREATH in user.dna.species.species_traits)) - var/we_lung = user.getorganslot("lungs") + var/we_lung = user.getorganslot(ORGAN_SLOT_LUNGS) if(we_breathe && we_lung) user.do_cpr(target) diff --git a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm index d15280790e..bff4d8554a 100644 --- a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm @@ -8,7 +8,6 @@ attack_verb = "claw" attack_sound = 'sound/weapons/slash.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' - roundstart = 1 liked_food = MEAT | FRIED disliked_food = TOXIC @@ -31,7 +30,6 @@ attack_verb = "peck" attack_sound = 'sound/weapons/slash.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' - roundstart = 1 liked_food = MEAT | FRUIT disliked_food = TOXIC @@ -53,7 +51,6 @@ attack_verb = "bite" attack_sound = 'sound/weapons/bite.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' - roundstart = 1 liked_food = MEAT disliked_food = TOXIC @@ -75,7 +72,6 @@ attack_verb = "flutter" //wat? attack_sound = 'sound/weapons/slash.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' - roundstart = 1 liked_food = MEAT | FRUIT disliked_food = TOXIC @@ -105,7 +101,6 @@ skinned_type = /obj/item/stack/sheet/animalhide/xeno exotic_bloodtype = "L" damage_overlay_type = "xeno" - roundstart = 1 liked_food = MEAT //Praise the Omnissiah, A challange worthy of my skills - HS @@ -138,7 +133,6 @@ meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno skinned_type = /obj/item/stack/sheet/animalhide/xeno // safe_toxins_max = 32 //Too much of anything is bad. - roundstart = 0 // whitelisted = 1 // whitelist = list("talkingcactus") //testing whitelisting @@ -182,7 +176,6 @@ punchdamagehigh = 14 punchstunthreshold = 13 blacklisted = 1 - roundstart = 0 whitelist = 1 whitelist = list("talkingcactus") @@ -233,7 +226,6 @@ attack_verb = "bite" attack_sound = 'sound/weapons/bite.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' -// roundstart = 1 whitelisted = 1 whitelist = list("rubyflamewing") blacklisted = 0 @@ -248,4 +240,3 @@ attack_verb = "claw" attack_sound = 'sound/weapons/slash.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' - roundstart = 1 diff --git a/code/modules/mob/living/carbon/human/species_types/podpeople.dm b/code/modules/mob/living/carbon/human/species_types/podpeople.dm index 84bf5bdf80..3881eae6f5 100644 --- a/code/modules/mob/living/carbon/human/species_types/podpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/podpeople.dm @@ -13,7 +13,6 @@ disliked_food = NONE liked_food = NONE toxic_food = NONE - roundstart = TRUE /datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species) diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm index d75d3f4679..a326150c60 100644 --- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm @@ -25,6 +25,10 @@ else if (light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD) //heal in the dark H.heal_overall_damage(1,1) +/datum/species/shadow/check_roundstart_eligible() + if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) + return TRUE + return ..() /datum/species/shadow/nightmare name = "Nightmare" @@ -61,7 +65,8 @@ return -1 return 0 - +/datum/species/shadow/nightmare/check_roundstart_eligible() + return FALSE //Organs diff --git a/code/modules/mob/living/carbon/human/species_types/skeletons.dm b/code/modules/mob/living/carbon/human/species_types/skeletons.dm index be03e591aa..acaa182ad0 100644 --- a/code/modules/mob/living/carbon/human/species_types/skeletons.dm +++ b/code/modules/mob/living/carbon/human/species_types/skeletons.dm @@ -11,3 +11,8 @@ damage_overlay_type = ""//let's not show bloody wounds or burns over bones. disliked_food = NONE liked_food = NONE + +/datum/species/skeleton/check_roundstart_eligible() + if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) + return TRUE + return ..() diff --git a/code/modules/mob/living/carbon/human/species_types/synths.dm b/code/modules/mob/living/carbon/human/species_types/synths.dm index 45b4a28bb5..8b21c2a237 100644 --- a/code/modules/mob/living/carbon/human/species_types/synths.dm +++ b/code/modules/mob/living/carbon/human/species_types/synths.dm @@ -118,4 +118,4 @@ else return ..() else - return ..() + return ..() \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/species_types/vampire.dm b/code/modules/mob/living/carbon/human/species_types/vampire.dm new file mode 100644 index 0000000000..de0b5efdff --- /dev/null +++ b/code/modules/mob/living/carbon/human/species_types/vampire.dm @@ -0,0 +1,130 @@ +/datum/species/vampire + name = "vampire" + id = "vampire" + default_color = "FFFFFF" + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NOHUNGER,NOBREATH,DRINKSBLOOD) + mutant_bodyparts = list("tail_human", "ears", "wings") + default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None") + exotic_bloodtype = "U" + use_skintones = TRUE + mutant_heart = /obj/item/organ/heart/vampire + mutanttongue = /obj/item/organ/tongue/vampire + blacklisted = TRUE + limbs_id = "human" + skinned_type = /obj/item/stack/sheet/animalhide/human + var/info_text = "You are a Vampire. You will slowly but constantly lose blood if outside of a coffin. If inside a coffin, you will slowly heal. You may gain more blood by grabbing a live victim and using your drain ability." + +/datum/species/vampire/check_roundstart_eligible() + if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) + return TRUE + return FALSE + +/datum/species/vampire/on_species_gain(mob/living/carbon/human/C, datum/species/old_species) + . = ..() + to_chat(C, "[info_text]") + C.skin_tone = "albino" + C.update_body(0) + if(C.mind) + var/obj/effect/proc_holder/spell/targeted/shapeshift/bat/B = new + C.mind.AddSpell(B) + +/datum/species/vampire/on_species_loss(mob/living/carbon/C) + . = ..() + if(C.mind) + for(var/S in C.mind.spell_list) + var/obj/effect/proc_holder/spell/S2 = S + if(S2.type == /obj/effect/proc_holder/spell/targeted/shapeshift/bat) + C.mind.spell_list.Remove(S2) + qdel(S2) + +/datum/species/vampire/spec_life(mob/living/carbon/human/C) + . = ..() + if(istype(C.loc, /obj/structure/closet/coffin)) + C.heal_overall_damage(4,4) + C.adjustToxLoss(-4) + C.adjustOxyLoss(-4) + C.adjustCloneLoss(-4) + return + C.blood_volume -= 1.5 + if(C.blood_volume <= BLOOD_VOLUME_SURVIVE) + to_chat(C, "You ran out of blood!") + C.dust() + var/area/A = get_area(C) + if(istype(A, /area/chapel)) + to_chat(C, "You don't belong here!") + C.adjustFireLoss(20) + C.adjust_fire_stacks(6) + C.IgniteMob() + +/obj/item/organ/tongue/vampire + name = "vampire tongue" + actions_types = list(/datum/action/item_action/organ_action/vampire) + color = "#1C1C1C" + var/drain_cooldown = 0 + +#define VAMP_DRAIN_AMOUNT 50 + +/datum/action/item_action/organ_action/vampire + name = "Drain Victim" + desc = "Leech blood from any carbon victim you are passively grabbing." + +/datum/action/item_action/organ_action/vampire/Trigger() + . = ..() + if(iscarbon(owner)) + var/mob/living/carbon/H = owner + var/obj/item/organ/tongue/vampire/V = target + if(V.drain_cooldown >= world.time) + to_chat(H, "You just drained blood, wait a few seconds.") + return + if(H.pulling && iscarbon(H.pulling)) + var/mob/living/carbon/victim = H.pulling + if(H.blood_volume >= BLOOD_VOLUME_MAXIMUM) + to_chat(H, "You're already full!") + return + if(victim.stat == DEAD) + to_chat(H, "You need a living victim!") + return + if(!victim.blood_volume || (victim.dna && ((NOBLOOD in victim.dna.species.species_traits) || victim.dna.species.exotic_blood))) + to_chat(H, "[victim] doesn't have blood!") + return + V.drain_cooldown = world.time + 30 + if(!do_after(H, 30, target = victim)) + return + var/blood_volume_difference = BLOOD_VOLUME_MAXIMUM - H.blood_volume //How much capacity we have left to absorb blood + var/drained_blood = min(victim.blood_volume, VAMP_DRAIN_AMOUNT, blood_volume_difference) + to_chat(victim, "[H] is draining your blood!") + to_chat(H, "You drain some blood!") + playsound(H, 'sound/items/drink.ogg', 30, 1, -2) + victim.blood_volume = Clamp(victim.blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM) + H.blood_volume = Clamp(H.blood_volume + drained_blood, 0, BLOOD_VOLUME_MAXIMUM) + if(!victim.blood_volume) + to_chat(H, "You finish off [victim]'s blood supply!") + +#undef VAMP_DRAIN_AMOUNT + +/obj/item/organ/heart/vampire + name = "vampire heart" + actions_types = list(/datum/action/item_action/organ_action/vampire_heart) + color = "#1C1C1C" + +/datum/action/item_action/organ_action/vampire_heart + name = "Check Blood Level" + desc = "Check how much blood you have remaining." + +/datum/action/item_action/organ_action/vampire_heart/Trigger() + . = ..() + if(iscarbon(owner)) + var/mob/living/carbon/H = owner + to_chat(H, "Current blood level: [H.blood_volume]/[BLOOD_VOLUME_MAXIMUM].") + +/obj/effect/proc_holder/spell/targeted/shapeshift/bat + name = "Bat Form" + desc = "Take on the shape a space bat." + invocation = "Squeak!" + charge_max = 50 + cooldown_min = 50 + + shapeshift_type = /mob/living/simple_animal/hostile/retaliate/bat + current_shapes = list(/mob/living/simple_animal/hostile/retaliate/bat) + current_casters = list() + possible_shapes = list(/mob/living/simple_animal/hostile/retaliate/bat) \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/species_types/zombies.dm b/code/modules/mob/living/carbon/human/species_types/zombies.dm index 016a3635ef..8c87e1c9c9 100644 --- a/code/modules/mob/living/carbon/human/species_types/zombies.dm +++ b/code/modules/mob/living/carbon/human/species_types/zombies.dm @@ -14,6 +14,11 @@ disliked_food = NONE liked_food = NONE +/datum/species/zombie/check_roundstart_eligible() + if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) + return TRUE + return ..() + /datum/species/zombie/infectious name = "Infectious Zombie" id = "memezombies" @@ -24,6 +29,10 @@ mutanteyes = /obj/item/organ/eyes/night_vision/zombie var/regen_cooldown = 0 +/datum/species/zombie/infectious/check_roundstart_eligible() + return FALSE + + /datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount) . = min(2, amount) @@ -52,7 +61,7 @@ // Infection organ needs to be handled separately from mutant_organs // because it persists through species transitions var/obj/item/organ/zombie_infection/infection - infection = C.getorganslot("zombie_infection") + infection = C.getorganslot(ORGAN_SLOT_ZOMBIE) if(!infection) infection = new() infection.Insert(C) diff --git a/code/modules/mob/living/carbon/life.dm b/code/modules/mob/living/carbon/life.dm index 71a05eb1f9..0d50285859 100644 --- a/code/modules/mob/living/carbon/life.dm +++ b/code/modules/mob/living/carbon/life.dm @@ -58,7 +58,7 @@ var/datum/gas_mixture/breath - if(!getorganslot("breathing_tube")) + if(!getorganslot(ORGAN_SLOT_BREATHING_TUBE)) if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL)) losebreath++ //You can't breath at all when in critical or when being choked, so you're going to miss a breath @@ -110,7 +110,7 @@ if((status_flags & GODMODE)) return - var/lungs = getorganslot("lungs") + var/lungs = getorganslot(ORGAN_SLOT_LUNGS) if(!lungs) adjustOxyLoss(2) @@ -230,7 +230,7 @@ if(internal.loc != src) internal = null update_internals_hud_icon(0) - else if ((!wear_mask || !(wear_mask.flags_1 & MASKINTERNALS_1)) && !getorganslot("breathing_tube")) + else if ((!wear_mask || !(wear_mask.flags_1 & MASKINTERNALS_1)) && !getorganslot(ORGAN_SLOT_BREATHING_TUBE)) internal = null update_internals_hud_icon(0) else @@ -401,7 +401,7 @@ ///////// /mob/living/carbon/proc/handle_liver() - var/obj/item/organ/liver/liver = getorganslot("liver") + var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER) if((!dna && !liver) || (NOLIVER in dna.species.species_traits)) return if(liver) @@ -414,17 +414,17 @@ liver_failure() /mob/living/carbon/proc/undergoing_liver_failure() - var/obj/item/organ/liver/liver = getorganslot("liver") + var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER) if(liver && liver.failing) return TRUE /mob/living/carbon/proc/return_liver_damage() - var/obj/item/organ/liver/liver = getorganslot("liver") + var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER) if(liver) return liver.damage /mob/living/carbon/proc/applyLiverDamage(var/d) - var/obj/item/organ/liver/L = getorganslot("liver") + var/obj/item/organ/liver/L = getorganslot(ORGAN_SLOT_LIVER) if(L) L.damage += d diff --git a/code/modules/mob/living/carbon/monkey/monkey.dm b/code/modules/mob/living/carbon/monkey/monkey.dm index 2fcfe97d65..779e7f2f90 100644 --- a/code/modules/mob/living/carbon/monkey/monkey.dm +++ b/code/modules/mob/living/carbon/monkey/monkey.dm @@ -140,7 +140,7 @@ return protection /mob/living/carbon/monkey/IsVocal() - if(!getorganslot("lungs")) + if(!getorganslot(ORGAN_SLOT_LUNGS)) return 0 return 1 diff --git a/code/modules/mob/living/carbon/say.dm b/code/modules/mob/living/carbon/say.dm index d6ee2ebbfc..526a2ea09b 100644 --- a/code/modules/mob/living/carbon/say.dm +++ b/code/modules/mob/living/carbon/say.dm @@ -1,6 +1,6 @@ /mob/living/carbon/treat_message(message) message = ..(message) - var/obj/item/organ/tongue/T = getorganslot("tongue") + var/obj/item/organ/tongue/T = getorganslot(ORGAN_SLOT_TONGUE) if(!T) //hoooooouaah! var/regex/tongueless_lower = new("\[gdntke]+", "g") var/regex/tongueless_upper = new("\[GDNTKE]+", "g") @@ -21,7 +21,7 @@ /mob/living/carbon/get_spans() . = ..() - var/obj/item/organ/tongue/T = getorganslot("tongue") + var/obj/item/organ/tongue/T = getorganslot(ORGAN_SLOT_TONGUE) if(T) . |= T.get_spans() @@ -30,7 +30,7 @@ . |= I.get_held_item_speechspans(src) /mob/living/carbon/could_speak_in_language(datum/language/dt) - var/obj/item/organ/tongue/T = getorganslot("tongue") + var/obj/item/organ/tongue/T = getorganslot(ORGAN_SLOT_TONGUE) if(T) . = T.could_speak_in_language(dt) else diff --git a/code/modules/mob/living/carbon/status_procs.dm b/code/modules/mob/living/carbon/status_procs.dm index 13a97c4407..ccd5f7296b 100644 --- a/code/modules/mob/living/carbon/status_procs.dm +++ b/code/modules/mob/living/carbon/status_procs.dm @@ -3,7 +3,7 @@ // eye damage, eye_blind, eye_blurry, druggy, BLIND disability, NEARSIGHT disability, and HUSK disability. /mob/living/carbon/damage_eyes(amount) - var/obj/item/organ/eyes/eyes = getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES) if (!eyes) return if(amount>0) @@ -15,7 +15,7 @@ overlay_fullscreen("eye_damage", /obj/screen/fullscreen/impaired, 1) /mob/living/carbon/set_eye_damage(amount) - var/obj/item/organ/eyes/eyes = getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES) if (!eyes) return eyes.eye_damage = max(amount,0) @@ -28,7 +28,7 @@ clear_fullscreen("eye_damage") /mob/living/carbon/adjust_eye_damage(amount) - var/obj/item/organ/eyes/eyes = getorganslot("eye_sight") + var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES) if (!eyes) return eyes.eye_damage = max(eyes.eye_damage+amount, 0) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 87092e580c..0cdcd90e61 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -898,14 +898,17 @@ to_chat(G, "Your summoner has changed form!") /mob/living/rad_act(amount) - amount = max(amount-RAD_BACKGROUND_RADIATION, 0) + if(!amount || amount < RAD_MOB_SKIN_PROTECTION) + return - if(amount) - var/blocked = getarmor(null, "rad") + amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated - apply_effect(amount * RAD_MOB_COEFFICIENT, IRRADIATE, blocked) - if(amount > RAD_AMOUNT_EXTREME) - apply_damage((amount-RAD_AMOUNT_EXTREME)/RAD_AMOUNT_EXTREME, BURN, null, blocked) + var/blocked = getarmor(null, "rad") + + if(amount > RAD_BURN_THRESHOLD) + apply_damage((amount-RAD_BURN_THRESHOLD)/RAD_BURN_THRESHOLD, BURN, null, blocked) + + apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked) /mob/living/proc/fakefireextinguish() return diff --git a/code/modules/mob/living/say.dm b/code/modules/mob/living/say.dm index 9c34ca4dbd..7e3d1cd320 100644 --- a/code/modules/mob/living/say.dm +++ b/code/modules/mob/living/say.dm @@ -362,7 +362,7 @@ GLOBAL_LIST_INIT(department_radio_keys, list( if(message_mode == MODE_VOCALCORDS) if(iscarbon(src)) var/mob/living/carbon/C = src - var/obj/item/organ/vocal_cords/V = C.getorganslot("vocal_cords") + var/obj/item/organ/vocal_cords/V = C.getorganslot(ORGAN_SLOT_VOICE) if(V && V.can_speak_with()) V.handle_speech(message) //message V.speak_with(message) //action diff --git a/code/modules/mob/living/taste.dm b/code/modules/mob/living/taste.dm index 45fdf55fb4..c66168cee4 100644 --- a/code/modules/mob/living/taste.dm +++ b/code/modules/mob/living/taste.dm @@ -8,7 +8,7 @@ return DEFAULT_TASTE_SENSITIVITY /mob/living/carbon/get_taste_sensitivity() - var/obj/item/organ/tongue/tongue = getorganslot("tongue") + var/obj/item/organ/tongue/tongue = getorganslot(ORGAN_SLOT_TONGUE) if(istype(tongue)) . = tongue.taste_sensitivity else diff --git a/code/modules/projectiles/guns/ballistic.dm b/code/modules/projectiles/guns/ballistic.dm index 7073b98ca1..b7db29084a 100644 --- a/code/modules/projectiles/guns/ballistic.dm +++ b/code/modules/projectiles/guns/ballistic.dm @@ -139,7 +139,7 @@ #define BRAINS_BLOWN_THROW_RANGE 3 #define BRAINS_BLOWN_THROW_SPEED 1 /obj/item/gun/ballistic/suicide_act(mob/user) - var/obj/item/organ/brain/B = user.getorganslot("brain") + var/obj/item/organ/brain/B = user.getorganslot(ORGAN_SLOT_BRAIN) if (B && chambered && chambered.BB && can_trigger_gun(user) && !chambered.BB.nodamage) user.visible_message("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!") sleep(25) diff --git a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm index c114f7017b..cc91819611 100644 --- a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm @@ -38,7 +38,7 @@ All effects don't start immediately, but rather get worse over time; the rate is var/mob/living/carbon/human/H = M if(H.drunkenness < volume * boozepwr * ALCOHOL_THRESHOLD_MODIFIER) H.drunkenness = max((H.drunkenness + (sqrt(volume) * boozepwr * ALCOHOL_RATE)), 0) //Volume, power, and server alcohol rate effect how quickly one gets drunk - var/obj/item/organ/liver/L = H.getorganslot("liver") + var/obj/item/organ/liver/L = H.getorganslot(ORGAN_SLOT_LIVER) H.applyLiverDamage((max(sqrt(volume) * boozepwr * L.alcohol_tolerance, 0))/10) return ..() || . diff --git a/code/modules/reagents/chemistry/reagents/food_reagents.dm b/code/modules/reagents/chemistry/reagents/food_reagents.dm index f1b076ca68..d25df998e3 100644 --- a/code/modules/reagents/chemistry/reagents/food_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/food_reagents.dm @@ -550,7 +550,7 @@ if(!M.is_mouth_covered() && !M.is_eyes_covered()) unprotected = TRUE if(unprotected) - if(!M.getorganslot("eye_sight")) //can't blind somebody with no eyes + if(!M.getorganslot(ORGAN_SLOT_EYES)) //can't blind somebody with no eyes to_chat(M, "Your eye sockets feel wet.") else if(!M.eye_blurry) diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm index b83e651eda..095db17c7f 100644 --- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm @@ -454,7 +454,7 @@ /datum/reagent/medicine/potass_iodide/on_mob_life(mob/living/M) if(M.radiation > 0) - M.radiation -= min(M.radiation, 4) + M.radiation -= min(M.radiation, 8) ..() /datum/reagent/medicine/pen_acid @@ -466,7 +466,7 @@ metabolization_rate = 0.5 * REAGENTS_METABOLISM /datum/reagent/medicine/pen_acid/on_mob_life(mob/living/M) - M.radiation -= max(M.radiation-RAD_MOB_SAFE, 0)/100 + M.radiation -= max(M.radiation-RAD_MOB_SAFE, 0)/50 M.adjustToxLoss(-2*REM, 0) for(var/datum/reagent/R in M.reagents.reagent_list) if(R != src) @@ -671,7 +671,7 @@ taste_description = "dull toxin" /datum/reagent/medicine/oculine/on_mob_life(mob/living/M) - var/obj/item/organ/eyes/eyes = M.getorganslot("eyes_sight") + var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES) if (!eyes) return if(M.disabilities & BLIND) diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm index 7f764e933e..c93ca30841 100644 --- a/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -24,9 +24,9 @@ else //ingest, patch or inject M.ForceContractDisease(D) - if(method == INJECT && iscarbon(M)) + if(iscarbon(M)) var/mob/living/carbon/C = M - if(C.get_blood_id() == "blood") + if(C.get_blood_id() == "blood" && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits)))) if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type))) C.reagents.add_reagent("toxin", reac_volume * 0.5) else @@ -1596,7 +1596,7 @@ /datum/reagent/romerol/on_mob_life(mob/living/carbon/human/H) // Silently add the zombie infection organ to be activated upon death - if(!H.getorganslot("zombie_infection")) + if(!H.getorganslot(ORGAN_SLOT_ZOMBIE)) var/obj/item/organ/zombie_infection/ZI = new() ZI.Insert(H) ..() diff --git a/code/modules/reagents/reagent_containers/blood_pack.dm b/code/modules/reagents/reagent_containers/blood_pack.dm index 2f2ef108ea..d4b8e165ee 100644 --- a/code/modules/reagents/reagent_containers/blood_pack.dm +++ b/code/modules/reagents/reagent_containers/blood_pack.dm @@ -65,6 +65,9 @@ /obj/item/reagent_containers/blood/lizard blood_type = "L" +/obj/item/reagent_containers/blood/universal + blood_type = "U" + /obj/item/reagent_containers/blood/empty name = "blood pack" icon_state = "empty" diff --git a/code/modules/station_goals/dna_vault.dm b/code/modules/station_goals/dna_vault.dm index cfa95f2d1a..a90b3598ce 100644 --- a/code/modules/station_goals/dna_vault.dm +++ b/code/modules/station_goals/dna_vault.dm @@ -253,7 +253,7 @@ if(VAULT_TOXIN) to_chat(H, "You feel resistant to airborne toxins.") if(locate(/obj/item/organ/lungs) in H.internal_organs) - var/obj/item/organ/lungs/L = H.internal_organs_slot["lungs"] + var/obj/item/organ/lungs/L = H.internal_organs_slot[ORGAN_SLOT_LUNGS] L.tox_breath_dam_min = 0 L.tox_breath_dam_max = 0 S.species_traits |= VIRUSIMMUNE diff --git a/code/modules/surgery/eye_surgery.dm b/code/modules/surgery/eye_surgery.dm index ce1c4df56e..9099489420 100644 --- a/code/modules/surgery/eye_surgery.dm +++ b/code/modules/surgery/eye_surgery.dm @@ -1,38 +1,38 @@ -/datum/surgery/eye_surgery - name = "eye surgery" - steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/fix_eyes, /datum/surgery_step/close) - species = list(/mob/living/carbon/human, /mob/living/carbon/monkey) - possible_locs = list("eyes") - requires_bodypart_type = 0 - -//fix eyes -/datum/surgery_step/fix_eyes - name = "fix eyes" - implements = list(/obj/item/hemostat = 100, /obj/item/screwdriver = 45, /obj/item/pen = 25) - time = 64 - -/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target) - var/obj/item/organ/eyes/E = target.getorganslot("eye_sight") - if(!E) - to_chat(user, "It's hard to do surgery on someones eyes when they don't have any.") - return FALSE - -/datum/surgery_step/fix_eyes/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) - user.visible_message("[user] begins to fix [target]'s eyes.", "You begin to fix [target]'s eyes...") - -/datum/surgery_step/fix_eyes/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) - user.visible_message("[user] successfully fixes [target]'s eyes!", "You succeed in fixing [target]'s eyes.") - target.cure_blind() - target.set_blindness(0) - target.cure_nearsighted() - target.blur_eyes(35) //this will fix itself slowly. - target.set_eye_damage(0) - return TRUE - -/datum/surgery_step/fix_eyes/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) - if(target.getorgan(/obj/item/organ/brain)) - user.visible_message("[user] accidentally stabs [target] right in the brain!", "You accidentally stab [target] right in the brain!") - target.adjustBrainLoss(100) - else - user.visible_message("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain.", "You accidentally stab [target] right in the brain! Or would have, if [target] had a brain.") - return FALSE +/datum/surgery/eye_surgery + name = "eye surgery" + steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/fix_eyes, /datum/surgery_step/close) + species = list(/mob/living/carbon/human, /mob/living/carbon/monkey) + possible_locs = list("eyes") + requires_bodypart_type = 0 + +//fix eyes +/datum/surgery_step/fix_eyes + name = "fix eyes" + implements = list(/obj/item/hemostat = 100, /obj/item/screwdriver = 45, /obj/item/pen = 25) + time = 64 + +/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target) + var/obj/item/organ/eyes/E = target.getorganslot(ORGAN_SLOT_EYES) + if(!E) + to_chat(user, "It's hard to do surgery on someones eyes when they don't have any.") + return FALSE + +/datum/surgery_step/fix_eyes/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + user.visible_message("[user] begins to fix [target]'s eyes.", "You begin to fix [target]'s eyes...") + +/datum/surgery_step/fix_eyes/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + user.visible_message("[user] successfully fixes [target]'s eyes!", "You succeed in fixing [target]'s eyes.") + target.cure_blind() + target.set_blindness(0) + target.cure_nearsighted() + target.blur_eyes(35) //this will fix itself slowly. + target.set_eye_damage(0) + return TRUE + +/datum/surgery_step/fix_eyes/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + if(target.getorgan(/obj/item/organ/brain)) + user.visible_message("[user] accidentally stabs [target] right in the brain!", "You accidentally stab [target] right in the brain!") + target.adjustBrainLoss(100) + else + user.visible_message("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain.", "You accidentally stab [target] right in the brain! Or would have, if [target] had a brain.") + return FALSE \ No newline at end of file diff --git a/code/modules/surgery/organs/appendix.dm b/code/modules/surgery/organs/appendix.dm index ad51c48d85..35a2d851e3 100644 --- a/code/modules/surgery/organs/appendix.dm +++ b/code/modules/surgery/organs/appendix.dm @@ -2,7 +2,7 @@ name = "appendix" icon_state = "appendix" zone = "groin" - slot = "appendix" + slot = ORGAN_SLOT_APPENDIX var/inflamed = 0 /obj/item/organ/appendix/update_icon() diff --git a/code/modules/surgery/organs/augments_arms.dm b/code/modules/surgery/organs/augments_arms.dm index b51fc98f15..aa1ea10cd0 100644 --- a/code/modules/surgery/organs/augments_arms.dm +++ b/code/modules/surgery/organs/augments_arms.dm @@ -2,7 +2,6 @@ name = "arm-mounted implant" desc = "You shouldn't see this! Adminhelp and report this as an issue on github!" zone = "r_arm" - slot = "r_arm_device" icon_state = "implant-toolkit" w_class = WEIGHT_CLASS_NORMAL actions_types = list(/datum/action/item_action/organ_action/toggle) @@ -20,9 +19,18 @@ holder = new holder(src) update_icon() - slot = zone + "_device" + SetSlotFromZone() items_list = contents.Copy() +/obj/item/organ/cyberimp/arm/proc/SetSlotFromZone() + switch(zone) + if("l_arm") + slot = ORGAN_SLOT_LEFT_ARM_AUG + if("r_arm") + slot = ORGAN_SLOT_RIGHT_ARM_AUG + else + CRASH("Invalid zone for [type]") + /obj/item/organ/cyberimp/arm/update_icon() if(zone == "r_arm") transform = null @@ -40,7 +48,7 @@ zone = "l_arm" else zone = "r_arm" - slot = zone + "_device" + SetSlotFromZone() to_chat(user, "You modify [src] to be installed on the [zone == "r_arm" ? "right" : "left"] arm.") update_icon() else if(istype(W, /obj/item/card/emag)) diff --git a/code/modules/surgery/organs/augments_chest.dm b/code/modules/surgery/organs/augments_chest.dm index 70a8f05b8a..1e93c4df4a 100644 --- a/code/modules/surgery/organs/augments_chest.dm +++ b/code/modules/surgery/organs/augments_chest.dm @@ -13,7 +13,7 @@ var/hunger_threshold = NUTRITION_LEVEL_STARVING var/synthesizing = 0 var/poison_amount = 5 - slot = "stomach" + slot = ORGAN_SLOT_STOMACH origin_tech = "materials=2;powerstorage=2;biotech=2" /obj/item/organ/cyberimp/chest/nutriment/on_life() @@ -51,7 +51,7 @@ icon_state = "chest_implant" implant_color = "#AD0000" origin_tech = "materials=5;programming=4;biotech=4" - slot = "heartdrive" + slot = ORGAN_SLOT_HEART_AID var/revive_cost = 0 var/reviving = 0 var/cooldown = 0 @@ -119,8 +119,8 @@ /obj/item/organ/cyberimp/chest/thrusters name = "implantable thrusters set" desc = "An implantable set of thruster ports. They use the gas from environment or subject's internals for propulsion in zero-gravity areas. \ - Unlike regular jetpacks, this device has no stabilization system." - slot = "thrusters" + Unlike regular jetpack, this device has no stabilization system." + slot = ORGAN_SLOT_THRUSTERS icon_state = "imp_jetpack" origin_tech = "materials=4;magnets=4;biotech=4;engineering=5" implant_overlay = null diff --git a/code/modules/surgery/organs/augments_eyes.dm b/code/modules/surgery/organs/augments_eyes.dm index 62b427f883..f928db5dd6 100644 --- a/code/modules/surgery/organs/augments_eyes.dm +++ b/code/modules/surgery/organs/augments_eyes.dm @@ -3,7 +3,7 @@ desc = "artificial photoreceptors with specialized functionality" icon_state = "eye_implant" implant_overlay = "eye_implant_overlay" - slot = "eye_sight" + slot = ORGAN_SLOT_EYES zone = "eyes" w_class = WEIGHT_CLASS_TINY @@ -11,7 +11,7 @@ /obj/item/organ/cyberimp/eyes/hud name = "HUD implant" desc = "These cybernetic eyes will display a HUD over everything you see. Maybe." - slot = "eye_hud" + slot = ORGAN_SLOT_HUD var/HUD_type = 0 /obj/item/organ/cyberimp/eyes/hud/Insert(var/mob/living/carbon/M, var/special = 0, drop_if_replaced = FALSE) diff --git a/code/modules/surgery/organs/augments_internal.dm b/code/modules/surgery/organs/augments_internal.dm index 9b3c23b3a8..a6c1517faa 100644 --- a/code/modules/surgery/organs/augments_internal.dm +++ b/code/modules/surgery/organs/augments_internal.dm @@ -44,7 +44,7 @@ var/active = 0 var/list/stored_items = list() implant_color = "#DE7E00" - slot = "brain_antidrop" + slot = ORGAN_SLOT_BRAIN_ANTIDROP origin_tech = "materials=4;programming=5;biotech=4" actions_types = list(/datum/action/item_action/organ_action/toggle) @@ -101,7 +101,7 @@ name = "CNS Rebooter implant" desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned." implant_color = "#FFFF00" - slot = "brain_antistun" + slot = ORGAN_SLOT_BRAIN_ANTISTUN origin_tech = "materials=5;programming=4;biotech=5" /obj/item/organ/cyberimp/brain/anti_stun/on_life() @@ -133,7 +133,7 @@ name = "breathing tube implant" desc = "This simple implant adds an internals connector to your back, allowing you to use internals without a mask and protecting you from being choked." icon_state = "implant_mask" - slot = "breathing_tube" + slot = ORGAN_SLOT_BREATHING_TUBE w_class = WEIGHT_CLASS_TINY origin_tech = "materials=2;biotech=3" diff --git a/code/modules/surgery/organs/ears.dm b/code/modules/surgery/organs/ears.dm index f8a310c8f7..e3aaec0266 100644 --- a/code/modules/surgery/organs/ears.dm +++ b/code/modules/surgery/organs/ears.dm @@ -3,7 +3,7 @@ icon_state = "ears" desc = "There are three parts to the ear. Inner, middle and outer. Only one of these parts should be normally visible." zone = "head" - slot = "ears" + slot = ORGAN_SLOT_EARS gender = PLURAL // `deaf` measures "ticks" of deafness. While > 0, the person is unable diff --git a/code/modules/surgery/organs/eyes.dm b/code/modules/surgery/organs/eyes.dm index ddb6eb453f..75d4aa0bcc 100644 --- a/code/modules/surgery/organs/eyes.dm +++ b/code/modules/surgery/organs/eyes.dm @@ -3,7 +3,7 @@ icon_state = "eyeballs" desc = "I see you!" zone = "eyes" - slot = "eye_sight" + slot = ORGAN_SLOT_EYES gender = PLURAL var/sight_flags = 0 diff --git a/code/modules/surgery/organs/heart.dm b/code/modules/surgery/organs/heart.dm index 19bed38293..30825f46bb 100644 --- a/code/modules/surgery/organs/heart.dm +++ b/code/modules/surgery/organs/heart.dm @@ -3,7 +3,7 @@ desc = "I feel bad for the heartless bastard who lost this." icon_state = "heart-on" zone = "chest" - slot = "heart" + slot = ORGAN_SLOT_HEART origin_tech = "biotech=5" // Heart attack code is in code/modules/mob/living/carbon/human/life.dm var/beating = 1 diff --git a/code/modules/surgery/organs/liver.dm b/code/modules/surgery/organs/liver.dm index eae5e8aee8..352958d9b8 100755 --- a/code/modules/surgery/organs/liver.dm +++ b/code/modules/surgery/organs/liver.dm @@ -8,7 +8,7 @@ origin_tech = "biotech=3" w_class = WEIGHT_CLASS_NORMAL zone = "chest" - slot = "liver" + slot = ORGAN_SLOT_LIVER desc = "Pairing suggestion: chianti and fava beans." var/damage = 0 //liver damage, 0 is no damage, damage=maxHealth causes liver failure var/alcohol_tolerance = ALCOHOL_RATE//affects how much damage the liver takes from alcohol diff --git a/code/modules/surgery/organs/lungs.dm b/code/modules/surgery/organs/lungs.dm index 7fd1b9bf6d..65c1e3e1fb 100644 --- a/code/modules/surgery/organs/lungs.dm +++ b/code/modules/surgery/organs/lungs.dm @@ -12,7 +12,7 @@ name = "lungs" icon_state = "lungs" zone = "chest" - slot = "lungs" + slot = ORGAN_SLOT_LUNGS gender = PLURAL w_class = WEIGHT_CLASS_NORMAL diff --git a/code/modules/surgery/organs/organ_internal.dm b/code/modules/surgery/organs/organ_internal.dm index 596cb0fbd3..85a6b098e1 100644 --- a/code/modules/surgery/organs/organ_internal.dm +++ b/code/modules/surgery/organs/organ_internal.dm @@ -118,7 +118,7 @@ var/has_liver = (!(NOLIVER in dna.species.species_traits)) var/has_stomach = (!(NOSTOMACH in dna.species.species_traits)) - if(has_liver && !getorganslot("liver")) + if(has_liver && !getorganslot(ORGAN_SLOT_LIVER)) var/obj/item/organ/liver/LI if(dna.species.mutantliver) @@ -127,7 +127,7 @@ LI = new() LI.Insert(src) - if(has_stomach && !getorganslot("stomach")) + if(has_stomach && !getorganslot(ORGAN_SLOT_STOMACH)) var/obj/item/organ/stomach/S if(dna.species.mutantstomach) @@ -136,15 +136,15 @@ S = new() S.Insert(src) - if(breathes && !getorganslot("lungs")) + if(breathes && !getorganslot(ORGAN_SLOT_LUNGS)) var/obj/item/organ/lungs/L = new() L.Insert(src) - if(blooded && !getorganslot("heart")) + if(blooded && !getorganslot(ORGAN_SLOT_HEART)) var/obj/item/organ/heart/H = new() H.Insert(src) - if(!getorganslot("tongue")) + if(!getorganslot(ORGAN_SLOT_TONGUE)) var/obj/item/organ/tongue/T if(dna && dna.species && dna.species.mutanttongue) @@ -155,7 +155,7 @@ // if they have no mutant tongues, give them a regular one T.Insert(src) - if(!getorganslot("eye_sight")) + if(!getorganslot(ORGAN_SLOT_EYES)) var/obj/item/organ/eyes/E if(dna && dna.species && dna.species.mutanteyes) @@ -165,7 +165,7 @@ E = new() E.Insert(src) - if(!getorganslot("ears")) + if(!getorganslot(ORGAN_SLOT_EARS)) var/obj/item/organ/ears/ears if(dna && dna.species && dna.species.mutantears) ears = new dna.species.mutantears diff --git a/code/modules/surgery/organs/stomach.dm b/code/modules/surgery/organs/stomach.dm index 36cd28ac98..2bf34334f4 100755 --- a/code/modules/surgery/organs/stomach.dm +++ b/code/modules/surgery/organs/stomach.dm @@ -4,7 +4,7 @@ origin_tech = "biotech=4" w_class = WEIGHT_CLASS_NORMAL zone = "chest" - slot = "stomach" + slot = ORGAN_SLOT_STOMACH attack_verb = list("gored", "squished", "slapped", "digested") desc = "Onaka ga suite imasu." var/disgust_metabolism = 1 diff --git a/code/modules/surgery/organs/tails.dm b/code/modules/surgery/organs/tails.dm index 99d1ed2442..a909463585 100644 --- a/code/modules/surgery/organs/tails.dm +++ b/code/modules/surgery/organs/tails.dm @@ -2,7 +2,7 @@ name = "tail" desc = "What did you cut this off of?" zone = "groin" - slot = "tail" + slot = ORGAN_SLOT_TAIL /obj/item/organ/tail/cat name = "cat tail" diff --git a/code/modules/surgery/organs/tongue.dm b/code/modules/surgery/organs/tongue.dm index 449e88dc58..6420d8610e 100644 --- a/code/modules/surgery/organs/tongue.dm +++ b/code/modules/surgery/organs/tongue.dm @@ -3,7 +3,7 @@ desc = "A fleshy muscle mostly used for lying." icon_state = "tonguenormal" zone = "mouth" - slot = "tongue" + slot = ORGAN_SLOT_TONGUE attack_verb = list("licked", "slobbered", "slapped", "frenched", "tongued") var/list/languages_possible var/say_mod = null @@ -83,7 +83,7 @@ var/mob/living/carbon/human/user = usr var/rendered = "[user.name]: [message]" for(var/mob/living/carbon/human/H in GLOB.living_mob_list) - var/obj/item/organ/tongue/T = H.getorganslot("tongue") + var/obj/item/organ/tongue/T = H.getorganslot(ORGAN_SLOT_TONGUE) if(!T || T.type != type) continue if(H.dna && H.dna.species.id == "abductor" && user.dna && user.dna.species.id == "abductor") diff --git a/code/modules/surgery/organs/vocal_cords.dm b/code/modules/surgery/organs/vocal_cords.dm index 8b7f325f22..85dc2ae1c3 100644 --- a/code/modules/surgery/organs/vocal_cords.dm +++ b/code/modules/surgery/organs/vocal_cords.dm @@ -7,7 +7,7 @@ name = "vocal cords" icon_state = "appendix" zone = "mouth" - slot = "vocal_cords" + slot = ORGAN_SLOT_VOICE gender = PLURAL var/list/spans = null @@ -24,15 +24,13 @@ name = "adamantine resonator" desc = "Fragments of adamantine exist in all golems, stemming from their origins as purely magical constructs. These are used to \"hear\" messages from their leaders." zone = "head" - slot = "adamantine_resonator" + slot = ORGAN_SLOT_ADAMANTINE_RESONATOR icon_state = "adamantine_resonator" /obj/item/organ/vocal_cords/adamantine name = "adamantine vocal cords" desc = "When adamantine resonates, it causes all nearby pieces of adamantine to resonate as well. Adamantine golems use this to broadcast messages to nearby golems." actions_types = list(/datum/action/item_action/organ_action/use/adamantine_vocal_cords) - zone = "mouth" - slot = "vocal_cords" icon_state = "adamantine_cords" /datum/action/item_action/organ_action/use/adamantine_vocal_cords/Trigger() @@ -48,7 +46,7 @@ for(var/m in GLOB.player_list) if(iscarbon(m)) var/mob/living/carbon/C = m - if(C.getorganslot("adamantine_resonator")) + if(C.getorganslot(ORGAN_SLOT_ADAMANTINE_RESONATOR)) to_chat(C, msg) if(isobserver(m)) var/link = FOLLOW_LINK(m, owner) @@ -59,8 +57,6 @@ name = "divine vocal cords" desc = "They carry the voice of an ancient god." icon_state = "voice_of_god" - zone = "mouth" - slot = "vocal_cords" actions_types = list(/datum/action/item_action/organ_action/colossus) var/next_command = 0 var/cooldown_mod = 1 diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm index 8db4e492e4..f203af610a 100644 --- a/code/modules/zombie/items.dm +++ b/code/modules/zombie/items.dm @@ -44,7 +44,7 @@ return var/obj/item/organ/zombie_infection/infection - infection = target.getorganslot("zombie_infection") + infection = target.getorganslot(ORGAN_SLOT_ZOMBIE) if(!infection) infection = new() infection.Insert(target) diff --git a/code/modules/zombie/organs.dm b/code/modules/zombie/organs.dm index 81d3457d40..0b7a54ee1f 100644 --- a/code/modules/zombie/organs.dm +++ b/code/modules/zombie/organs.dm @@ -2,7 +2,7 @@ name = "festering ooze" desc = "A black web of pus and viscera." zone = "head" - slot = "zombie_infection" + slot = ORGAN_SLOT_ZOMBIE icon_state = "blacktumor" origin_tech = "biotech=5" var/datum/species/old_species = /datum/species/human diff --git a/config/game_options.txt b/config/game_options.txt index e835a4b1a6..d3fa274ed8 100644 --- a/config/game_options.txt +++ b/config/game_options.txt @@ -395,6 +395,13 @@ JOIN_WITH_MUTANT_RACE ## You probably want humans on your space station, but technically speaking you can turn them off without any ill effect ROUNDSTART_RACES human +ROUNDSTART_RACES mammal +ROUNDSTART_RACES avian +ROUNDSTART_RACES aquatic +ROUNDSTART_RACES insect +ROUNDSTART_RACES xeno +ROUNDSTART_RACES datashark +ROUNDSTART_RACES guilmon ## Races that are strictly worse than humans that could probably be turned on without balance concerns ROUNDSTART_RACES lizard diff --git a/html/changelogs/AutoChangeLog-pr-3524.yml b/html/changelogs/AutoChangeLog-pr-3524.yml new file mode 100644 index 0000000000..8966133a1d --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-3524.yml @@ -0,0 +1,4 @@ +author: "Kor" +delete-after: True +changes: + - rscadd: "You can now select your Halloween race, rather than having it assigned randomly via event." diff --git a/html/changelogs/AutoChangeLog-pr-3630.yml b/html/changelogs/AutoChangeLog-pr-3630.yml new file mode 100644 index 0000000000..0c69e04f40 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-3630.yml @@ -0,0 +1,4 @@ +author: "deathride58" +delete-after: True +changes: + - rscadd: "Admins are now able to mark open tickets as being handled. This makes it easier for staff members to provide feedback to players reporting issues via the admin help button." diff --git a/html/changelogs/AutoChangeLog-pr-3649.yml b/html/changelogs/AutoChangeLog-pr-3649.yml new file mode 100644 index 0000000000..04a9765da6 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-3649.yml @@ -0,0 +1,4 @@ +author: "deathride58" +delete-after: True +changes: + - bugfix: "Cable coils will no longer appear as weirdly colored APCs" diff --git a/html/changelogs/AutoChangeLog-pr-3663.yml b/html/changelogs/AutoChangeLog-pr-3663.yml new file mode 100644 index 0000000000..7fe666a739 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-3663.yml @@ -0,0 +1,4 @@ +author: "Mark9013100" +delete-after: True +changes: + - tweak: "The Medical Cloning manual has been updated." diff --git a/icons/obj/items_and_weapons.dmi b/icons/obj/items_and_weapons.dmi index b5ac65c2a8..636d895450 100644 Binary files a/icons/obj/items_and_weapons.dmi and b/icons/obj/items_and_weapons.dmi differ diff --git a/icons/obj/power.dmi b/icons/obj/power.dmi index e1604715ac..5482873c8a 100644 Binary files a/icons/obj/power.dmi and b/icons/obj/power.dmi differ diff --git a/icons/turf/overlays.dmi b/icons/turf/overlays.dmi index 34819bdca9..c1867fb12f 100644 Binary files a/icons/turf/overlays.dmi and b/icons/turf/overlays.dmi differ diff --git a/tgstation.dme b/tgstation.dme index 74d470b907..8eb4c8126a 100755 --- a/tgstation.dme +++ b/tgstation.dme @@ -379,6 +379,7 @@ #include "code\datums\helper_datums\icon_snapshot.dm" #include "code\datums\helper_datums\teleport.dm" #include "code\datums\helper_datums\topic_input.dm" +#include "code\datums\looping_sounds\item_sounds.dm" #include "code\datums\looping_sounds\looping_sound.dm" #include "code\datums\looping_sounds\machinery_sounds.dm" #include "code\datums\martial\boxing.dm" @@ -1733,6 +1734,7 @@ #include "code\modules\mob\living\carbon\human\species_types\shadowpeople.dm" #include "code\modules\mob\living\carbon\human\species_types\skeletons.dm" #include "code\modules\mob\living\carbon\human\species_types\synths.dm" +#include "code\modules\mob\living\carbon\human\species_types\vampire.dm" #include "code\modules\mob\living\carbon\human\species_types\zombies.dm" #include "code\modules\mob\living\carbon\monkey\combat.dm" #include "code\modules\mob\living\carbon\monkey\death.dm" diff --git a/tools/travis/build_tools.sh b/tools/travis/build_tools.sh index 2e9810b470..193ad261a6 100755 --- a/tools/travis/build_tools.sh +++ b/tools/travis/build_tools.sh @@ -7,6 +7,8 @@ if [ "$BUILD_TOOLS" = true ]; then md5sum -c - <<< "49bc6b1b9ed56c83cceb6674bd97cb34 *html/changelogs/example.yml"; cd tgui && source ~/.nvm/nvm.sh && gulp && cd ..; - php5.6 -l tools/WebhookProcessor/github_webhook_processor.php; + phpenv global 5.6 + php -l tools/WebhookProcessor/github_webhook_processor.php; + php -l tools/TGUICompiler.php; python tools/ss13_genchangelog.py html/changelog.html html/changelogs; fi;