Merge branch 'master' into spike-loot-differentces

This commit is contained in:
Trilbyspaceclone
2020-06-17 02:36:52 -04:00
committed by GitHub
374 changed files with 44895 additions and 39751 deletions
@@ -22,8 +22,8 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
//FLAGS BITMASK
///This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define HEAR_1 (1<<3)
///Projectiels will check ricochet on things impacted that have this.
#define CHECK_RICOCHET_1 (1<<4)
///Projectiles will use default chance-based ricochet handling on things with this.
#define DEFAULT_RICOCHET_1 (1<<4)
///Conducts electricity (metal etc.).
#define CONDUCT_1 (1<<5)
///For machines and structures that should not break into parts, eg, holodeck stuff.
@@ -137,3 +137,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_RESIST)
#define MOBILITY_FLAGS_ANY_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
// melee_attack_chain() attackchain_flags
/// The attack is from a parry counterattack.
#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
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@@ -0,0 +1,54 @@
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
///is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define IN_INVENTORY (1<<1)
///used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2)
///Used by security bots to determine if this item is safe for public use.
#define NEEDS_PERMIT (1<<3)
#define SLOWS_WHILE_IN_HAND (1<<4)
///Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION (1<<5)
///When dropped, it calls qdel on itself
#define DROPDEL (1<<6)
///when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define NOBLUDGEON (1<<7)
///for all things that are technically items but used for various different stuff
#define ABSTRACT (1<<8)
///When players should not be able to change the slowdown of the item (Speed potions, ect)
#define IMMUTABLE_SLOW (1<<9)
///Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define SURGICAL_TOOL (1<<10)
///Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define NO_UNIFORM_REQUIRED (1<<11)
///Damage when attacking people is not affected by combat mode.
#define NO_COMBAT_MODE_FORCE_MODIFIER (1<<12)
/// This item can be used to parry. Only a basic check used to determine if we should proceed with parry chain at all.
#define ITEM_CAN_PARRY (1<<13)
/// This item can be used in the directional blocking system. Only a basic check used to determine if we should proceed with directional block handling at all.
#define ITEM_CAN_BLOCK (1<<14)
// Flags for the clothing_flags var on /obj/item/clothing
#define LAVAPROTECT (1<<0)
#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define ALLOWINTERNALS (1<<3) //mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
#define THICKMATERIAL (1<<6) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off.
#define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
#define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents.
// Flags for the organ_flags var on /obj/item/organ
#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
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@@ -0,0 +1,15 @@
// Flags for the obj_flags var on /obj
#define EMAGGED (1<<0)
#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
#define FROZEN (1<<8)
#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define BLOCK_Z_FALL (1<<10)
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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@@ -29,10 +29,11 @@
#define EFFECT_DROWSY "drowsy"
#define EFFECT_JITTER "jitter"
// mob/living/var/combat_flags variable.
/// Default combat flags for those affected by sprinting (combat mode has been made into its own component)
#define COMBAT_FLAGS_DEFAULT NONE
#define COMBAT_FLAGS_DEFAULT (COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE)
/// Default combat flags for everyone else (so literally everyone but humans).
#define COMBAT_FLAGS_SPRINT_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED)
#define COMBAT_FLAGS_SPRINT_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED | COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE)
/// The user wants sprint mode on
#define COMBAT_FLAG_SPRINT_TOGGLED (1<<0)
@@ -50,6 +51,16 @@
#define COMBAT_FLAG_SOFT_STAMCRIT (1<<6)
/// Force sprint mode on at all times, overrides everything including sprint disable traits.
#define COMBAT_FLAG_SPRINT_FORCED (1<<7)
/// This mob is capable of using the active parrying system.
#define COMBAT_FLAG_PARRY_CAPABLE (1<<8)
/// This mob is capable of using the active blocking system.
#define COMBAT_FLAG_BLOCK_CAPABLE (1<<9)
/// This mob is capable of unarmed parrying
#define COMBAT_FLAG_UNARMED_PARRY (1<<10)
/// This mob is currently actively blocking
#define COMBAT_FLAG_ACTIVE_BLOCKING (1<<11)
/// This mob is currently starting an active block
#define COMBAT_FLAG_ACTIVE_BLOCK_STARTING (1<<12)
// Helpers for getting someone's stamcrit state. Cast to living.
#define NOT_STAMCRIT 0
@@ -61,10 +72,18 @@
#define CHECK_STAMCRIT(mob) ((mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)? HARD_STAMCRIT : ((mob.combat_flags & COMBAT_FLAG_SOFT_STAMCRIT)? SOFT_STAMCRIT : NOT_STAMCRIT))
//stamina stuff
#define STAMINA_SOFTCRIT 100 //softcrit for stamina damage. prevents standing up, prevents performing actions that cost stamina, etc, but doesn't force a rest or stop movement
#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
///Threshold over which attacks start being hindered.
#define STAMINA_NEAR_SOFTCRIT 90
///softcrit for stamina damage. prevents standing up, some actions that cost stamina, etc, but doesn't force a rest or stop movement
#define STAMINA_SOFTCRIT 100
///sanity cap to prevent stamina actions (that are still performable) from sending you into crit.
#define STAMINA_NEAR_CRIT 130
///crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
#define STAMINA_CRIT 140
///same as STAMINA_SOFTCRIT except for the more traditional health calculations
#define STAMINA_SOFTCRIT_TRADITIONAL 0
///ditto, but for STAMINA_CRIT
#define STAMINA_CRIT_TRADITIONAL -40
#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
@@ -104,18 +123,6 @@
#define GRAB_NECK 2
#define GRAB_KILL 3
/// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
#define ATTACK_TYPE_PROJECTILE (1<<1)
/// Attack was unarmed.. this usually means hand to hand combat.
#define ATTACK_TYPE_UNARMED (1<<2)
/// Attack was a thrown atom hitting the victim.
#define ATTACK_TYPE_THROWN (1<<3)
/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
#define ATTACK_TYPE_TACKLE (1<<4)
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
#define ATTACK_EFFECT_KICK "kick"
@@ -182,6 +189,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EGUN_SELFCHARGE 1
#define EGUN_SELFCHARGE_BORG 2
///Time to spend without clicking on other things required for your shots to become accurate.
#define GUN_AIMING_TIME (2 SECONDS)
//Object/Item sharpness
#define IS_BLUNT 0
#define IS_SHARP 1
@@ -249,70 +259,17 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define STAM_COST_W_CLASS_MULT 1.25
#define STAM_COST_THROW_MULT 2
///Multiplier of the (STAMINA_NEAR_CRIT - user current stamina loss) : (STAMINA_NEAR_CRIT - STAMINA_SOFTCRIT) ratio used in damage penalties when stam soft-critted.
#define STAM_CRIT_ITEM_ATTACK_PENALTY 0.66
/// changeNext_move penalty multiplier of the above.
#define STAM_CRIT_ITEM_ATTACK_DELAY 1.75
/// Damage penalty when fighting prone.
#define LYING_DAMAGE_PENALTY 0.5
/// Added delay when firing guns stam-softcritted. Summed with a hardset CLICK_CD_RANGE delay, similar to STAM_CRIT_DAMAGE_DELAY otherwise.
#define STAM_CRIT_GUN_DELAY 2.75
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Bitflags for check_block() and run_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_WEAR_SUIT 75
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
/**
* should the current-attack-damage be lower than the item force multiplied by this value,
* a "inefficiently" prefix will be added to the message.
*/
#define FEEBLE_ATTACK_MSG_THRESHOLD 0.5
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// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
#define ATTACK_TYPE_PROJECTILE (1<<1)
/// Attack was unarmed.. this usually means hand to hand combat.
#define ATTACK_TYPE_UNARMED (1<<2)
/// Attack was a thrown atom hitting the victim.
#define ATTACK_TYPE_THROWN (1<<3)
/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
#define ATTACK_TYPE_TACKLE (1<<4)
/// Attack was from a parry counterattack. Do not attempt to parry-this!
#define ATTACK_TYPE_PARRY_COUNTERATTACK (1<<5)
// Requires for datum definitions to not error with must be a constant statement when used in lists as text associative keys.
// KEEP IN SYNC WITH ABOVE!
#define TEXT_ATTACK_TYPE_MELEE "1"
#define TEXT_ATTACK_TYPE_PROJECTILE "2"
#define TEXT_ATTACK_TYPE_UNARMED "4"
#define TEXT_ATTACK_TYPE_THROWN "8"
#define TEXT_ATTACK_TYPE_TACKLE "16"
#define TEXT_ATTACK_TYPE_PARRY_COUNTERATTACK "32"
GLOBAL_LIST_INIT(attack_type_names, list(
TEXT_ATTACK_TYPE_MELEE = "Melee",
TEXT_ATTACK_TYPE_PROJECTILE = "Projectile",
TEXT_ATTACK_TYPE_UNARMED = "Unarmed",
TEXT_ATTACK_TYPE_THROWN = "Thrown",
TEXT_ATTACK_TYPE_TACKLE = "Tackle",
TEXT_ATTACK_TYPE_PARRY_COUNTERATTACK = "Parry Counterattack"
))
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/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
// Don't ask why there's block_parry.dm and this. This is for the run_block() system, which is the "parent" system of the directional block and parry systems.
/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// Attack should change the amount of damage incurred. This means something calling run_block() has to handle it!
#define BLOCK_SHOULD_CHANGE_DAMAGE (1<<9)
/// Attack should scale by this percent, 0 for no block and 100 for full blocked
#define BLOCK_SHOULD_PARTIAL_MITIGATE (1<<10)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Tells the caller we got blocked by active directional block.
#define BLOCK_RETURN_ACTIVE_BLOCK "active_block"
/// Tells the caller our damage mitigation for their attack.
#define BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED "damage_mitigated"
/// For [BLOCK_CHANGE_DAMAGE]. Set damage to this.
#define BLOCK_RETURN_SET_DAMAGE_TO "set_damage_to"
/// For [BLOCK_SHOULD_PARTIAL_MITIGATE]. Percentage mitigation.
#define BLOCK_RETURN_MITIGATION_PERCENT "partial_mitigation"
/// Used internally by run_parry proc, use on an on_active_parry() proc to override parrying efficiency.
#define BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY "override_parry_efficiency"
/// Always set to 100 by run_block() if BLOCK_SUCCESS is in return value. Otherwise, defaults to mitigation percent if not set. Used by projectile/proc/on_hit().
#define BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE "projectile_block_percentage"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities. Higher means it's checked sooner.
// THESE MUST NEVER BE 0! Block code uses ! instead of isnull for the speed boost.
#define BLOCK_PRIORITY_ACTIVE_BLOCK 200
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_WEAR_SUIT 75
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
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// We can't determine things like NORTHEAST vs NORTH *and* EAST without making our own flags :(
#define BLOCK_DIR_NORTH (1<<0)
#define BLOCK_DIR_NORTHEAST (1<<1)
#define BLOCK_DIR_NORTHWEST (1<<2)
#define BLOCK_DIR_WEST (1<<3)
#define BLOCK_DIR_EAST (1<<4)
#define BLOCK_DIR_SOUTH (1<<5)
#define BLOCK_DIR_SOUTHEAST (1<<6)
#define BLOCK_DIR_SOUTHWEST (1<<7)
#define BLOCK_DIR_ONTOP (1<<8)
GLOBAL_LIST_INIT(dir2blockdir, list(
"[NORTH]" = BLOCK_DIR_NORTH,
"[NORTHEAST]" = BLOCK_DIR_NORTHEAST,
"[NORTHWEST]" = BLOCK_DIR_NORTHWEST,
"[WEST]" = BLOCK_DIR_WEST,
"[EAST]" = BLOCK_DIR_EAST,
"[SOUTH]" = BLOCK_DIR_SOUTH,
"[SOUTHEAST]" = BLOCK_DIR_SOUTHEAST,
"[SOUTHWEST]" = BLOCK_DIR_SOUTHWEST,
"[NONE]" = BLOCK_DIR_ONTOP
))
#define DIR2BLOCKDIR(d) (GLOB.dir2blockdir["[d]"])
GLOBAL_LIST_INIT(block_direction_names, list(
"[BLOCK_DIR_NORTH]" = "Front",
"[BLOCK_DIR_NORTHEAST]" = "Front Right",
"[BLOCK_DIR_NORTHWEST]" = "Front Left",
"[BLOCK_DIR_WEST]" = "Left",
"[BLOCK_DIR_EAST]" = "Right",
"[BLOCK_DIR_SOUTH]" = "Behind",
"[BLOCK_DIR_SOUTHEAST]" = "Behind Right",
"[BLOCK_DIR_SOUTHWEST]" = "Behind Left",
"[BLOCK_DIR_ONTOP]" = "Ontop"
))
/// If this is the value of active_block_starting it signals we want to interrupt the start
#define ACTIVE_BLOCK_STARTING_INTERRUPT "INTERRUPT"
/// ""types"" of parry "items"
#define UNARMED_PARRY "unarmed"
#define MARTIAL_PARRY "martial"
#define ITEM_PARRY "item"
/// Parry phase we're in
#define NOT_PARRYING 0
#define PARRY_WINDUP 1
#define PARRY_ACTIVE 2
#define PARRY_SPINDOWN 3
// /datum/block_parry_data/var/parry_flags
/// Default handling for audio/visual feedback
#define PARRY_DEFAULT_HANDLE_FEEDBACK (1<<0)
/// Lock sprinting while parrying
#define PARRY_LOCK_SPRINTING (1<<1)
/// Lock attacking while parrying
#define PARRY_LOCK_ATTACKING (1<<2)
/// Parry effects.
/// Automatically melee attacks back normally, LMB equivalent action of an harm intent attack. List association should be defaulting to 1, being the attack damage multiplier for said counterattack
#define PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN "melee_counterattack_chain"
/// List association should be TRUE.
#define PARRY_DISARM_ATTACKER "disarm_attacker"
/// List association should be duration or null for just plain knockdown.
#define PARRY_KNOCKDOWN_ATTACKER "knockdown_attacker"
/// List association should be duration.
#define PARRY_STAGGER_ATTACKER "stagger_attacker"
/// List association should be amount of time to daze attacker.
#define PARRY_DAZE_ATTACKER "daze_attacker"
/// Set to TRUE in list association to ignore adjacency checks
#define PARRY_COUNTERATTACK_IGNORE_ADJACENCY "ignore_adjacency"
+3 -1
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@@ -67,7 +67,9 @@
//tablecrafting defines
#define CAT_NONE ""
#define CAT_WEAPONRY "Weaponry"
#define CAT_WEAPON "Weapons"
#define CAT_WEAPON "Ranged Weapons"
#define CAT_MELEE "Melee Weapons"
#define CAT_OTHER "Misc"
#define CAT_AMMO "Ammunition"
#define CAT_PARTS "Weapon Parts"
#define CAT_ROBOT "Robots"
+16
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@@ -33,3 +33,19 @@
#define ID_NO_BANK_ACCOUNT 0
#define ID_FREE_BANK_ACCOUNT 1
#define ID_LOCKED_BANK_ACCOUNT 2
//Some price defines to help standarize the intended vending value of items. Do not bother adding too many examples.
#define PRICE_FREE 0 // Sustainance/soviet vendor stuff.
#define PRICE_CHEAP_AS_FREE 10 // Cheap lighters, syringes, soft drinks etc.
#define PRICE_REALLY_CHEAP 20 // Snacks, hot drinks, tools.
#define PRICE_PRETTY_CHEAP 30 // Some snacks, beer.
#define PRICE_CHEAP 40 // Clothings. some electronics
#define PRICE_ALMOST_CHEAP 60 // Fancy clothing, cig packs, booze-o-mat, seeds, medical.
#define PRICE_BELOW_NORMAL 80 // Clothesmate and kinkmate premium stuff.
#define PRICE_NORMAL 100 // Kitchen knife, other stuff.
#define PRICE_ABOVE_NORMAL 150 // Liberation (capitalism ahoy) and donksoft vendors.
#define PRICE_ALMOST_EXPENSIVE 200 // Butcher knife, cartridges, some premium stuff.
#define PRICE_EXPENSIVE 325 // Premium stuff.
#define PRICE_ABOVE_EXPENSIVE 500 // RCD, Crew pinpointer/monitor, galoshes
#define PRICE_REALLY_EXPENSIVE 700 // More premium stuff.
#define PRICE_ALMOST_ONE_GRAND 900 // $$$ Insulated gloves, backpack water-tank spray $$$
+32
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@@ -0,0 +1,32 @@
/// Requires absolute stillness from the user
#define DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER (1<<0)
/// Requires absolute stillness from the target
#define DO_AFTER_DISALLOW_MOVING_ABSOLUTE_TARGET (1<<1)
/// Requires that the user is on a turf.
#define DO_AFTER_REQUIRES_USER_ON_TURF (1<<2)
/// Requires relative stillness to our target via dx and dy coordinate difference but only if both are spacedrifting. Specify DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY to say otherwise.
#define DO_AFTER_DISALLOW_MOVING_RELATIVE (1<<3)
/// Breaks if active hand item changes. Requires a tool be specified, otherwise defaults to active item
#define DO_AFTER_DISALLOW_ACTIVE_ITEM_CHANGE (1<<4)
/// Breaks if the user has no free hands. If a tool is specified, allows that as well.
#define DO_AFTER_REQUIRE_FREE_HAND_OR_TOOL (1<<5)
/// Do not display progressbar.
#define DO_AFTER_NO_PROGRESSBAR (1<<6)
/// Do not check do_after_coefficient()
#define DO_AFTER_NO_COEFFICIENT (1<<7)
/// For relative stillness, allow non spacedrift relative movement
#define DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY (1<<8)
/// Ignores checks.
#define DO_AFTER_PROCEED "PROCEED"
/// Uses all other checks
#define DO_AFTER_CONTINUE "CONTINUE"
/// Breaks
#define DO_AFTER_STOP "STOP"
/// Stage - initiating a do_after
#define DO_AFTER_STARTING 1
/// Stage - main loop of a do_after
#define DO_AFTER_PROGRESSING 2
/// Stage - Last check of a do_after
#define DO_AFTER_FINISHING 3
+3
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@@ -1,3 +1,6 @@
/// Checks if something is a BYOND object datatype rather than a primitive, or whatever's closest to one.
#define is_object_datatype(object) (object && !ispath(object) && !istext(object) && !isnum(object))
// simple is_type and similar inline helpers
#define in_range(source, user) (get_dist(source, user) <= 1 && (get_step(source, 0)?:z) == (get_step(user, 0)?:z))
+25
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@@ -88,3 +88,28 @@
#define EMISSIVE_BLOCK_GENERIC 1
/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
#define EMISSIVE_BLOCK_UNIQUE 2
/// Returns the red part of a #RRGGBB hex sequence as number
#define GETREDPART(hexa) hex2num(copytext(hexa, 2, 4))
/// Returns the green part of a #RRGGBB hex sequence as number
#define GETGREENPART(hexa) hex2num(copytext(hexa, 4, 6))
/// Returns the blue part of a #RRGGBB hex sequence as number
#define GETBLUEPART(hexa) hex2num(copytext(hexa, 6, 8))
/// Parse the hexadecimal color into lumcounts of each perspective.
#define PARSE_LIGHT_COLOR(source) \
do { \
if (source.light_color) { \
var/__light_color = source.light_color; \
source.lum_r = GETREDPART(__light_color) / 255; \
source.lum_g = GETGREENPART(__light_color) / 255; \
source.lum_b = GETBLUEPART(__light_color) / 255; \
} else { \
source.lum_r = 1; \
source.lum_g = 1; \
source.lum_b = 1; \
}; \
} while (FALSE)
+64 -1
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@@ -8,5 +8,68 @@
//ids
#define MOVESPEED_ID_SANITY "mood_sanity"
#define MOVESPEED_ID_MOB_GRAB_STATE "mob_grab_state"
#define MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED "MOB_WALK_RUN"
#define MOVESPEED_ID_MOB_GRAB_STATE "MOB_GRAB_STATE"
#define MOVESPEED_ID_MOB_EQUIPMENT "MOB_EQUIPMENT"
#define MOVESPEED_ID_MOB_GRAVITY "MOB_GRAVITY"
#define MOVESPEED_ID_CONFIG_SPEEDMOD "MOB_CONFIG_MODIFIER"
#define MOVESPEED_ID_SLIME_REAGENTMOD "SLIME_REAGENT_MODIFIER"
#define MOVESPEED_ID_SLIME_HEALTHMOD "SLIME_HEALTH_MODIFIER"
#define MOVESPEED_ID_SLIME_TEMPMOD "SLIME_TEMPERATURE_MODIFIER"
#define MOVESPEED_ID_SLIME_STATUS "SLIME_STATUS"
#define MOVESPEED_ID_TARANTULA_WEB "TARANTULA_WEB"
#define MOVESPEED_ID_LIVING_TURF_SPEEDMOD "LIVING_TURF_SPEEDMOD"
#define MOVESPEED_ID_LIVING_LIMBLESS "LIVING_LIMBLESS"
#define MOVESPEED_ID_CARBON_SOFTCRIT "CARBON_SOFTCRIT"
#define MOVESPEED_ID_CARBON_OLDSPEED "CARBON_DEPRECATED_SPEED"
#define MOVESPEED_ID_DNA_VAULT "DNA_VAULT"
#define MOVESPEED_ID_YELLOW_ORB "YELLOW_ORB"
#define MOVESPEED_ID_TARFOOT "TARFOOT"
#define MOVESPEED_ID_SEPIA "SEPIA"
#define MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD "MONKEY_REAGENT_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_TEMPERATURE_SPEEDMOD "MONKEY_TEMPERATURE_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_HEALTH_SPEEDMOD "MONKEY_HEALTH_SPEEDMOD"
#define MOVESPEED_ID_CHANGELING_MUSCLES "CHANGELING_MUSCLES"
#define MOVESPEED_ID_SIMPLEMOB_VARSPEED "SIMPLEMOB_VARSPEED_MODIFIER"
#define MOVESPEED_ID_ADMIN_VAREDIT "ADMIN_VAREDIT_MODIFIER"
#define MOVESPEED_ID_PAI_SPACEWALK_SPEEDMOD "PAI_SPACEWALK_MODIFIER"
#define MOVESPEED_ID_SPECIES "SPECIES_SPEED_MOD"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
#define MOVESPEED_ID_SLAUGHTER "SLAUGHTER"
#define MOVESPEED_ID_CYBER_THRUSTER "CYBER_IMPLANT_THRUSTER"
#define MOVESPEED_ID_JETPACK "JETPACK"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_FAT "FAT"
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_ACTIVE_BLOCK "ACTIVE_BLOCK"
#define MOVESPEED_ID_MOB_WALK_RUN "mob_walk_run"
-56
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@@ -1,56 +0,0 @@
// Flags for the obj_flags var on /obj
#define EMAGGED (1<<0)
#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
#define FROZEN (1<<8)
#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define BLOCK_Z_FALL (1<<10)
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define SLOWS_WHILE_IN_HAND (1<<4)
#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define NO_ATTACK_CHAIN_SOFT_STAMCRIT (1<<12) //Entirely blocks melee_attack_chain() if user is soft stamcritted. Uses getStaminaLoss() to check at this point in time. THIS DOES NOT BLOCK RANGED AFTERATTACK()S, ONLY MELEE RANGE AFTERATTACK()S.
// Flags for the clothing_flags var on /obj/item/clothing
#define LAVAPROTECT (1<<0)
#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define ALLOWINTERNALS (1<<3) //mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
#define THICKMATERIAL (1<<6) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off.
#define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
#define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents.
// Flags for the organ_flags var on /obj/item/organ
#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
+14
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@@ -0,0 +1,14 @@
/// This atom should be ricocheted off of from its inherent properties using standard % chance handling.
#define PROJECTILE_RICOCHET_YES 1
/// This atom should not be ricocheted off of from its inherent properties.
#define PROJECTILE_RICOCHET_NO 2
/// This atom should prevent any kind of projectile ricochet from its inherent properties.
#define PROJECTILE_RICOCHET_PREVENT 3
/// This atom should force a projectile ricochet from its inherent properties.
#define PROJECTILE_RICOCHET_FORCE 4
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
+1 -1
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@@ -24,7 +24,7 @@ GLOBAL_LIST_INIT(default_weight_class_to_volume, list(
// Let's keep all of this in one place. given what we put above anyways..
// volume amount for items
#define ITEM_VOLUME_DISK DEFAULT_VOLUME_TINY
#define ITEM_VOLUME_DISK 1
// #define SAMPLE_VOLUME_AMOUNT 2
+3
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@@ -18,6 +18,7 @@
#define VALENTINES "Valentine's Day"
#define APRIL_FOOLS "April Fool's Day"
#define EASTER "Easter"
#define PRIDE_MONTH "Pride Month"
#define HALLOWEEN "Halloween"
#define CHRISTMAS "Christmas"
#define FESTIVE_SEASON "Festive Season"
@@ -38,6 +39,8 @@ When using time2text(), please use "DDD" to find the weekday. Refrain from using
#define SATURDAY "Sat"
#define SUNDAY "Sun"
#define WEEKDAY2NUM(D) (D == SUNDAY ? 1 : D == MONDAY ? 2 : D == TUESDAY ? 3 : D == WEDNESDAY ? 4 : D == THURSDAY ? 5 : D == FRIDAY ? 6 : 7) //this looks ugly, but switch statements can't be used as vars, so *shrug
#define SECONDS *10
#define MINUTES SECONDS*60
+7 -1
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@@ -67,6 +67,8 @@
#define TRAIT_BLIND "blind"
#define TRAIT_MUTE "mute"
#define TRAIT_EMOTEMUTE "emotemute"
#define TRAIT_LOOC_MUTE "looc_mute" //Just like unconsciousness, it disables LOOC salt.
#define TRAIT_AOOC_MUTE "aooc_mute" //Same as above but for AOOC.
#define TRAIT_DEAF "deaf"
#define TRAIT_NEARSIGHT "nearsighted"
#define TRAIT_FAT "fat"
@@ -254,7 +256,7 @@
#define BOOK_TRAIT "granter (book)" // knowledge is power
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define STATUE_TRAIT "statue"
#define CLONING_POD_TRAIT "cloning-pod"
#define VIRTUAL_REALITY_TRAIT "vr_trait"
#define CHANGELING_DRAIN "drain"
@@ -295,3 +297,7 @@
#define CLOWNOP_TRAIT "clown-op"
#define MEGAFAUNA_TRAIT "megafauna"
#define DEATHSQUAD_TRAIT "deathsquad"
/// This trait is added by the active directional block system.
#define ACTIVE_BLOCK_TRAIT "active_block"
/// This trait is added by the parry system.
#define ACTIVE_PARRY_TRAIT "active_parry"
+1
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@@ -170,6 +170,7 @@ GLOBAL_LIST_INIT(typecache_powerfailure_safe_areas, typecacheof(/area/engine/eng
newA.setup(str)
newA.set_dynamic_lighting()
newA.has_gravity = oldA.has_gravity
newA.noteleport = oldA.noteleport
else
newA = area_choice
+1 -1
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@@ -104,7 +104,7 @@ GLOBAL_VAR_INIT(cmp_field, "name")
var/a_sign = num2sign(initial(A.value) * -1)
var/b_sign = num2sign(initial(B.value) * -1)
// Neutral traits go last.
// Neutral traits go last
if(a_sign == 0)
a_sign = 2
if(b_sign == 0)
+323
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@@ -0,0 +1,323 @@
/**
* Higher overhead "advanced" version of do_after.
* @params
* - atom/user is the atom doing the action or the "physical" user
* - delay is time in deciseconds
* - atom/target is the atom the action is being done to, defaults to user
* - do_after_flags see __DEFINES/flags/do_after.dm for details.
* - datum/callback/extra_checks - Every time this ticks, extra_checks() is invoked with (user, delay, target, time_left, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool).
* Stage can be DO_AFTER_STARTING, DO_AFTER_PROGRESSING, DO_AFTER_FINISHING
* If it returns DO_AFTER_STOP, this breaks.
* If it returns nothing, all other checks are done.
* If it returns DO_AFTER_PROCEED, all other checks are ignored.
* - required_mobility_flags is checked with CHECK_ALL_MOBILITY. Will immediately fail if the user isn't a mob.
* - requried_combat_flags is checked with CHECK_MULTIPLE_BITFIELDS. Will immediately fail if the user isn't a mob.
* - mob/living/mob_redirect - advanced option: If this is specified, movement and mobility/combat flag checks will use this instead of user. Progressbars will also go to this.
* - obj/item/tool - The tool we're using. See do_after flags for details.
*/
#define INVOKE_CALLBACK cb_return = extra_checks?.Invoke(user, delay, target, world.time - starttime, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool)
#define CHECK_FLAG_FAILURE ((required_mobility_flags || required_combat_flags) && (!living_user || (required_mobility_flags && !CHECK_ALL_MOBILITY(living_user, required_mobility_flags)) || (required_combat_flags && !CHECK_MULTIPLE_BITFIELDS(living_user.combat_flags, required_combat_flags))))
#define TIMELEFT (world.time - starttime)
/proc/do_after_advanced(atom/user, delay, atom/target, do_after_flags, datum/callback/extra_checks, required_mobility_flags, required_combat_flags, mob/living/mob_redirect, obj/item/tool)
// CHECK AND SET VARIABLES
if(!user)
return FALSE
if(!target)
target = user
if((user.loc == null) || (target.loc == null))
return FALSE
var/mob/living/living_user = mob_redirect
if(!living_user && isliving(user))
living_user = user
var/stage = DO_AFTER_STARTING
var/startlocuser = user.loc
var/startloctarget = target.loc
var/turf/userturf = get_turf(user)
var/turf/targetturf = get_turf(target)
if(!userturf || !targetturf)
return FALSE
if((do_after_flags & DO_AFTER_REQUIRES_USER_ON_TURF) && !isturf(user.loc))
return FALSE
var/starttime = world.time
var/endtime = world.time + delay
var/obj/item/initially_held_item = mob_redirect?.get_active_held_item()
if(!(do_after_flags & DO_AFTER_NO_COEFFICIENT) && living_user)
delay *= living_user.do_after_coefficent()
var/atom/movable/AM_user = ismovable(user) && user
var/drifting = AM_user?.Process_Spacemove(NONE) && AM_user.inertia_dir
var/initial_dx = targetturf.x - userturf.x
var/initial_dy = targetturf.y - userturf.y
var/dx = initial_dx
var/dy = initial_dy
// DO OUR STARTING CHECKS
var/cb_return
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
return FALSE
else if(cb_return != DO_AFTER_PROCEED)
if(CHECK_FLAG_FAILURE)
return FALSE
// SETUP LOOP
var/datum/progressbar/progbar
if(living_user)
if(!(do_after_flags & DO_AFTER_NO_PROGRESSBAR))
progbar = new(living_user, delay, target)
// MAIN LOOP
. = TRUE
if(!delay)
return
var/obj/item/held
var/locchanged
var/ctu
var/ctt
while(world.time < endtime)
stoplag(1)
progbar?.update(TIMELEFT)
if(QDELETED(user) || QDELETED(target) || (user.loc == null) || (target.loc == null))
. = FALSE
break
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
. = FALSE
break
else if(cb_return == DO_AFTER_PROCEED)
continue
// otherwise, go through our normal checks.
if(((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER) && (user.loc != startlocuser)) || ((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_TARGET) && (target.loc != startloctarget)))
. = FALSE
break
else if(do_after_flags & DO_AFTER_DISALLOW_MOVING_RELATIVE)
ctu = get_turf(user)
ctt = get_turf(target)
locchanged = (userturf != ctu) || (targetturf != ctt)
userturf = ctu
targetturf = ctt
dx = targetturf.x - userturf.x
dy = targetturf.y - userturf.y
if((dx != initial_dx) || (dy != initial_dy))
. = FALSE
break
if(locchanged && !drifting && !(do_after_flags & DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY))
. = FALSE
break
if(!AM_user.inertia_dir)
drifting = FALSE
if((do_after_flags & DO_AFTER_REQUIRES_USER_ON_TURF) && !isturf(user.loc))
return FALSE
if(CHECK_FLAG_FAILURE)
. = FALSE
break
held = living_user?.get_active_held_item()
if((do_after_flags & DO_AFTER_DISALLOW_ACTIVE_ITEM_CHANGE) && (held != (tool || initially_held_item)))
. = FALSE
break
if((do_after_flags & DO_AFTER_REQUIRE_FREE_HAND_OR_TOOL) && (!living_user?.is_holding(tool) && !length(living_user?.get_empty_held_indexes())))
. = FALSE
break
// CLEANUP
qdel(progbar)
// If we failed, just return.
if(!.)
return FALSE
// DO FINISHING CHECKS
if(QDELETED(user) || QDELETED(target))
return FALSE
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
return FALSE
else if(cb_return == DO_AFTER_PROCEED)
return TRUE
if(CHECK_FLAG_FAILURE)
return FALSE
if(((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER) && (user.loc != startlocuser)) || ((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_TARGET) && (target.loc != startloctarget)))
return FALSE
else if(do_after_flags & DO_AFTER_DISALLOW_MOVING_RELATIVE)
ctu = get_turf(user)
ctt = get_turf(target)
locchanged = (userturf != ctu) || (targetturf != ctt)
userturf = ctu
targetturf = ctt
dx = targetturf.x - userturf.x
dy = targetturf.y - userturf.y
if((dx != initial_dx) || (dy != initial_dy))
return FALSE
if(locchanged && !drifting && !(do_after_flags & DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY))
return FALSE
if((do_after_flags & DO_AFTER_REQUIRES_USER_ON_TURF) && !isturf(user.loc))
return FALSE
held = living_user?.get_active_held_item()
if((do_after_flags & DO_AFTER_DISALLOW_ACTIVE_ITEM_CHANGE) && (held != (tool || initially_held_item)))
return FALSE
if((do_after_flags & DO_AFTER_REQUIRE_FREE_HAND_OR_TOOL) && (!living_user?.is_holding(tool) && !length(living_user?.get_empty_held_indexes())))
return FALSE
#undef INVOKE_CALLBACK
#undef CHECK_FLAG_FAILURE
/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks = null, ignorehelditem = FALSE, resume_time = 0 SECONDS)
if(!user || !target)
return 0
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/target_loc = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, time, target)
var/endtime = world.time+time
var/starttime = world.time
. = 1
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(QDELETED(user) || QDELETED(target))
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
if((!drifting && user.loc != user_loc) || target.loc != target_loc || (!ignorehelditem && user.get_active_held_item() != holding) || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if (progress)
qdel(progbar)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null, required_mobility_flags = (MOBILITY_USE|MOBILITY_MOVE), resume_time = 0 SECONDS)
if(!user)
return 0
var/atom/Tloc = null
if(target && !isturf(target))
Tloc = target.loc
var/atom/Uloc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/holding = user.get_active_held_item()
var/holdingnull = 1 //User's hand started out empty, check for an empty hand
if(holding)
holdingnull = 0 //Users hand started holding something, check to see if it's still holding that
delay *= user.do_after_coefficent()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, delay, target)
var/endtime = world.time + delay
var/starttime = world.time
. = 1
var/mob/living/L = isliving(user) && user //evals to last thing eval'd
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(drifting && !user.inertia_dir)
drifting = 0
Uloc = user.loc
if(L && !CHECK_ALL_MOBILITY(L, required_mobility_flags))
. = 0
break
if(QDELETED(user) || user.stat || (!drifting && user.loc != Uloc) || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if(!QDELETED(Tloc) && (QDELETED(target) || Tloc != target.loc))
if((Uloc != Tloc || Tloc != user) && !drifting)
. = 0
break
if(needhand)
//This might seem like an odd check, but you can still need a hand even when it's empty
//i.e the hand is used to pull some item/tool out of the construction
if(!holdingnull)
if(!holding)
. = 0
break
if(user.get_active_held_item() != holding)
. = 0
break
if (progress)
qdel(progbar)
/mob/proc/do_after_coefficent() // This gets added to the delay on a do_after, default 1
. = 1
return
/proc/do_after_mob(mob/user, var/list/targets, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks)
if(!user || !targets)
return 0
if(!islist(targets))
targets = list(targets)
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/list/originalloc = list()
for(var/atom/target in targets)
originalloc[target] = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if(progress)
progbar = new(user, time, targets[1])
var/endtime = world.time + time
var/starttime = world.time
. = 1
mainloop:
while(world.time < endtime)
stoplag(1)
if(progress)
progbar.update(world.time - starttime)
if(QDELETED(user) || !targets)
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
for(var/atom/target in targets)
if((!drifting && user_loc != user.loc) || QDELETED(target) || originalloc[target] != target.loc || user.get_active_held_item() != holding || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break mainloop
if(progbar)
qdel(progbar)
-16
View File
@@ -544,22 +544,6 @@
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
/proc/GetHexColors(const/hexa)
return list(
GetRedPart(hexa)/ 255,
GetGreenPart(hexa)/ 255,
GetBluePart(hexa)/ 255
)
/proc/GetRedPart(const/hexa)
return hex2num(copytext(hexa, 2, 4))
/proc/GetGreenPart(const/hexa)
return hex2num(copytext(hexa, 4, 6))
/proc/GetBluePart(const/hexa)
return hex2num(copytext(hexa, 6, 8))
/proc/lavaland_equipment_pressure_check(turf/T)
. = FALSE
if(!istype(T))
+1 -167
View File
@@ -216,6 +216,7 @@
"ipc_screen" = snowflake_ipc_antenna_list ? pick(snowflake_ipc_antenna_list) : "None",
"ipc_antenna" = "None",
"flavor_text" = "",
"silicon_flavor_text" = "",
"meat_type" = "Mammalian",
"body_model" = body_model,
"body_size" = RESIZE_DEFAULT_SIZE
@@ -319,173 +320,6 @@ GLOBAL_LIST_EMPTY(species_list)
else
return "unknown"
/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks = null, ignorehelditem = FALSE, resume_time = 0 SECONDS)
if(!user || !target)
return 0
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/target_loc = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, time, target)
var/endtime = world.time+time
var/starttime = world.time
. = 1
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(QDELETED(user) || QDELETED(target))
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
if((!drifting && user.loc != user_loc) || target.loc != target_loc || (!ignorehelditem && user.get_active_held_item() != holding) || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if (progress)
qdel(progbar)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null, required_mobility_flags = (MOBILITY_USE|MOBILITY_MOVE), resume_time = 0 SECONDS)
if(!user)
return 0
var/atom/Tloc = null
if(target && !isturf(target))
Tloc = target.loc
var/atom/Uloc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/holding = user.get_active_held_item()
var/holdingnull = 1 //User's hand started out empty, check for an empty hand
if(holding)
holdingnull = 0 //Users hand started holding something, check to see if it's still holding that
delay *= user.do_after_coefficent()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, delay, target)
var/endtime = world.time + delay
var/starttime = world.time
. = 1
var/mob/living/L = isliving(user) && user //evals to last thing eval'd
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(drifting && !user.inertia_dir)
drifting = 0
Uloc = user.loc
if(L && !CHECK_ALL_MOBILITY(L, required_mobility_flags))
. = 0
break
if(QDELETED(user) || user.stat || (!drifting && user.loc != Uloc) || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if(!QDELETED(Tloc) && (QDELETED(target) || Tloc != target.loc))
if((Uloc != Tloc || Tloc != user) && !drifting)
. = 0
break
if(needhand)
//This might seem like an odd check, but you can still need a hand even when it's empty
//i.e the hand is used to pull some item/tool out of the construction
if(!holdingnull)
if(!holding)
. = 0
break
if(user.get_active_held_item() != holding)
. = 0
break
if (progress)
qdel(progbar)
/mob/proc/do_after_coefficent() // This gets added to the delay on a do_after, default 1
. = 1
return
/proc/do_after_mob(mob/user, var/list/targets, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks)
if(!user || !targets)
return 0
if(!islist(targets))
targets = list(targets)
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/list/originalloc = list()
for(var/atom/target in targets)
originalloc[target] = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if(progress)
progbar = new(user, time, targets[1])
var/endtime = world.time + time
var/starttime = world.time
. = 1
mainloop:
while(world.time < endtime)
stoplag(1)
if(progress)
progbar.update(world.time - starttime)
if(QDELETED(user) || !targets)
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
for(var/atom/target in targets)
if((!drifting && user_loc != user.loc) || QDELETED(target) || originalloc[target] != target.loc || user.get_active_held_item() != holding || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break mainloop
if(progbar)
qdel(progbar)
/proc/is_species(A, species_datum)
. = FALSE
if(ishuman(A))
+3 -1
View File
@@ -49,6 +49,8 @@ GLOBAL_LIST_INIT(bitfields, list(
"DROPDEL" = DROPDEL,
"NOBLUDGEON" = NOBLUDGEON,
"ABSTRACT" = ABSTRACT,
"ITEM_CAN_BLOCK" = ITEM_CAN_BLOCK,
"ITEM_CAN_PARRY" = ITEM_CAN_PARRY
),
"admin_flags" = list(
"BUILDMODE" = R_BUILDMODE,
@@ -123,7 +125,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"UNUSED_RESERVATION_TURF_1" = UNUSED_RESERVATION_TURF_1,
"CAN_BE_DIRTY_1" = CAN_BE_DIRTY_1,
"HEAR_1" = HEAR_1,
"CHECK_RICOCHET_1" = CHECK_RICOCHET_1,
"DEFAULT_RICOCHET_1" = DEFAULT_RICOCHET_1,
"CONDUCT_1" = CONDUCT_1,
"NO_LAVA_GEN_1" = NO_LAVA_GEN_1,
"NODECONSTRUCT_1" = NODECONSTRUCT_1,
+19 -1
View File
@@ -51,7 +51,7 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/airlock_painter = 1,
/obj/item/stack/cable_coil/random = 4,
/obj/item/stack/cable_coil/random/five = 6,
/obj/item/stack/medical/bruise_pack = 1,
/obj/item/stack/medical/suture = 1,
/obj/item/stack/rods/ten = 9,
/obj/item/stack/rods/twentyfive = 1,
/obj/item/stack/rods/fifty = 1,
@@ -118,3 +118,21 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/clothing/gloves/tackler/offbrand = 1,
"" = 3
))
GLOBAL_LIST_INIT(ratking_trash, list(//Garbage: used by the regal rat mob when spawning garbage.
/obj/item/cigbutt,
/obj/item/trash/cheesie,
/obj/item/trash/candy,
/obj/item/trash/chips,
/obj/item/trash/pistachios,
/obj/item/trash/plate,
/obj/item/trash/popcorn,
/obj/item/trash/raisins,
/obj/item/trash/sosjerky,
/obj/item/trash/syndi_cakes))
GLOBAL_LIST_INIT(ratking_coins, list(//Coins: Used by the regal rat mob when spawning coins.
/obj/item/coin/iron,
/obj/item/coin/silver,
/obj/item/coin/plastic,
/obj/item/coin/titanium))
+4
View File
@@ -17,10 +17,14 @@
// eg: 10*0.5 = 5 deciseconds of delay
// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/proc/timeToNextMove()
return max(0, next_move - world.time)
/mob/proc/changeNext_move(num)
next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
/mob/living/changeNext_move(num)
last_click_move = next_move
var/mod = next_move_modifier
var/adj = next_move_adjust
for(var/i in status_effects)
+70 -42
View File
@@ -7,21 +7,17 @@
*and lastly
*afterattack. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params, flags, damage_multiplier = 1)
if(isliving(user))
var/mob/living/L = user
if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
if(IS_STAMCRIT(L))
to_chat(L, "<span class='warning'>You are too exhausted to swing [src]!</span>")
return
if(!CHECK_MOBILITY(L, MOBILITY_USE))
if(!CHECK_MOBILITY(L, MOBILITY_USE) && !(flags & ATTACKCHAIN_PARRY_COUNTERATTACK))
to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
return
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return
if(pre_attack(target, user, params))
return
if(target.attackby(src,user, params))
if(target.attackby(src, user, params, flags, damage_multiplier))
return
if(QDELETED(src) || QDELETED(target))
return
@@ -56,23 +52,20 @@
/obj/attackby(obj/item/I, mob/living/user, params)
return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
/mob/living/attackby(obj/item/I, mob/living/user, params)
/mob/living/attackby(obj/item/I, mob/living/user, params, attackchain_flags, damage_multiplier)
if(..())
return TRUE
user.changeNext_move(CLICK_CD_MELEE)
return I.attack(src, user)
I.attack_delay_done = FALSE //Should be set TRUE in pre_attacked_by()
. = I.attack(src, user, attackchain_flags, damage_multiplier)
if(!I.attack_delay_done) //Otherwise, pre_attacked_by() should handle it.
user.changeNext_move(I.click_delay)
/obj/item/proc/attack(mob/living/M, mob/living/user)
/obj/item/proc/attack(mob/living/M, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
return
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user)
if(item_flags & NOBLUDGEON)
return
if(IS_STAMCRIT(user)) // CIT CHANGE - makes it impossible to attack in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
return // CIT CHANGE - ditto
if(force && damtype != STAMINA && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
return
@@ -86,12 +79,14 @@
M.lastattackerckey = user.ckey
user.do_attack_animation(M)
M.attacked_by(src, user)
M.attacked_by(src, user, attackchain_flags, damage_multiplier)
log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_MOB_MULT))//CIT CHANGE - makes attacking things cause stamina loss
var/weight = getweight(user, STAM_COST_ATTACK_MOB_MULT) //CIT CHANGE - makes attacking things cause stamina loss
if(weight)
user.adjustStaminaLossBuffered(weight)
//the equivalent of the standard version of attack() but for object targets.
/obj/item/proc/attack_obj(obj/O, mob/living/user)
@@ -99,23 +94,31 @@
return
if(item_flags & NOBLUDGEON)
return
if(IS_STAMCRIT(user)) // CIT CHANGE - makes it impossible to attack in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
return // CIT CHANGE - ditto
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_OBJ_MULT))//CIT CHANGE - makes attacking things cause stamina loss
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(O)
O.attacked_by(src, user)
if(!O.attacked_by(src, user))
user.changeNext_move(click_delay)
var/weight = getweight(user, STAM_COST_ATTACK_OBJ_MULT)
if(weight)
user.adjustStaminaLossBuffered(weight)//CIT CHANGE - makes attacking things cause stamina loss
/atom/movable/proc/attacked_by()
return
/obj/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = I.force
/obj/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = I.force * damage_multiplier
var/bad_trait
if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
totitemdamage *= 0.5
var/stamloss = user.getStaminaLoss()
var/next_move_mult = 1
if(stamloss > STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_ITEM_ATTACK_PENALTY
totitemdamage *= 1 - penalty
next_move_mult += penalty*STAM_CRIT_ITEM_ATTACK_DELAY
user.changeNext_move(I.click_delay*next_move_mult)
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(I.used_skills && user.mind)
if(totitemdamage)
totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
@@ -123,17 +126,21 @@
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
continue
user.mind.auto_gain_experience(skill, I.skill_gain)
if(totitemdamage)
visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
//only witnesses close by and the victim see a hit message.
log_combat(user, src, "attacked", I)
take_damage(totitemdamage, I.damtype, "melee", 1)
return TRUE
/mob/living/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = pre_attacked_by(I, user)
if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, null, null) & BLOCK_SUCCESS)
/mob/living/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/list/block_return = list()
var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, null, block_return) & BLOCK_SUCCESS)
return FALSE
send_item_attack_message(I, user)
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
send_item_attack_message(I, user, null, totitemdamage)
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
apply_damage(totitemdamage, I.damtype)
@@ -146,22 +153,40 @@
user.add_mob_blood(src)
return TRUE //successful attack
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(I.force < force_threshold || I.damtype == STAMINA)
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), 1, -1)
user.changeNext_move(I.click_delay) //pre_attacked_by not called
else
return ..()
/mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user)
. = I.force
if(!.)
return
var/stamloss = user.getStaminaLoss()
var/stam_mobility_mult = 1
var/next_move_mult = 1
if(stamloss > STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_ITEM_ATTACK_PENALTY
stam_mobility_mult -= penalty
next_move_mult += penalty*STAM_CRIT_ITEM_ATTACK_DELAY
if(stam_mobility_mult > LYING_DAMAGE_PENALTY && !CHECK_MOBILITY(user, MOBILITY_STAND)) //damage penalty for fighting prone, doesn't stack with the above.
stam_mobility_mult = LYING_DAMAGE_PENALTY
. *= stam_mobility_mult
user.changeNext_move(I.click_delay*next_move_mult)
I.attack_delay_done = TRUE
var/bad_trait
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
. *= 0.5
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
. *= 1.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
. *= 0.5
if(!(I.item_flags & NO_COMBAT_MODE_FORCE_MODIFIER))
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
. *= 0.5
else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
. *= 1.5
if(!user.mind || !I.used_skills)
return
if(.)
@@ -171,7 +196,6 @@
continue
user.mind.auto_gain_experience(skill, I.skill_gain)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
@@ -185,10 +209,12 @@
else
return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, current_force)
var/message_verb = "attacked"
if(I.attack_verb && I.attack_verb.len)
message_verb = "[pick(I.attack_verb)]"
if(current_force < I.force * FEEBLE_ATTACK_MSG_THRESHOLD)
message_verb = "[pick("feebly", "limply", "saplessly")] [message_verb]"
else if(!I.force)
return
var/message_hit_area = ""
@@ -215,6 +241,8 @@
bad_trait = SKILL_COMBAT_MODE
if(used_skills && user.mind)
. = user.mind.item_action_skills_mod(src, ., skill_difficulty, trait, bad_trait, FALSE)
var/total_health = user.getStaminaLoss()
. = clamp(., 0, STAMINA_NEAR_CRIT - total_health)
/// How long this staggers for. 0 and negatives supported.
/obj/item/proc/melee_stagger_duration(force_override)
@@ -435,6 +435,10 @@
config_entry_value = 64
min_val = 0
/datum/config_entry/number/ratcap
config_entry_value = 64
min_val = 0
/datum/config_entry/flag/disable_stambuffer
/datum/config_entry/keyed_list/box_random_engine
+1
View File
@@ -8,6 +8,7 @@ SUBSYSTEM_DEF(mobs)
var/static/list/clients_by_zlevel[][]
var/static/list/dead_players_by_zlevel[][] = list(list()) // Needs to support zlevel 1 here, MaxZChanged only happens when z2 is created and new_players can login before that.
var/static/list/cubemonkeys = list()
var/static/list/cheeserats = list()
/datum/controller/subsystem/mobs/stat_entry()
..("P:[GLOB.mob_living_list.len]")
+5 -1
View File
@@ -307,7 +307,11 @@ SUBSYSTEM_DEF(research)
for(var/A in subtypesof(/obj/item/seeds))
var/obj/item/seeds/S = A
var/list/L = list()
L[TECHWEB_POINT_TYPE_GENERIC] = 50 + initial(S.rarity) * 2
//First we get are yield and rarity and times it by two
//Then we subtract production and maturation, making it so faster growing plants are better for RnD
//Then we add in lifespan and potency,
//A basic seed can be worth 268 points if its the best it can be.
L[TECHWEB_POINT_TYPE_GENERIC] = 50 + initial(S.rarity) * 2 + initial(S.yield) * 2 - initial(S.maturation) - initial(S.production) + initial(S.lifespan) + initial(S.potency)
techweb_point_items[S] = L
return ..()
+5
View File
@@ -117,6 +117,11 @@
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/spinesnapped
random_gain = FALSE
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_LOBOTOMY
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
desc = "Patient may involuntarily fall asleep during normal activities."
+2
View File
@@ -119,6 +119,8 @@
if(hud_icon)
hud_icon.combat_on = FALSE
hud_icon.update_icon()
source.stop_active_blocking()
source.end_parry_sequence()
///Changes the user direction to (try) keep match the pointer.
/datum/component/combat_mode/proc/on_move(atom/movable/source, dir, atom/oldloc, forced)
+30 -2
View File
@@ -35,17 +35,34 @@ k// PARTS //
desc = "A twenty bore shotgun barrel."
icon_state = "barrel_shotgun"
/obj/item/weaponcrafting/improvised_parts/barrel_pistol
name = "pistol barrel"
desc = "A pipe with a small diameter and some holes finely cut into it. It fits .32 ACP bullets. Probably."
icon_state = "barrel_pistol"
w_class = WEIGHT_CLASS_SMALL
// RECEIVERS
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
name = "bolt action receiver"
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle."
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle. It's generic enough to modify to create other rifles, potentially."
icon_state = "receiver_rifle"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/pistol_receiver
name = "pistol receiver"
desc = "A receiver to connect house and connects all the parts to make an improvised pistol."
icon_state = "receiver_pistol"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/laser_receiver
name = "energy emitter assembly"
desc = "A mixture of components haphazardly wired together to form an energy emitter."
icon_state = "laser_assembly"
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
name = "break-action assembly"
desc = "An improvised receiver to create a break-action breechloaded shotgun."
desc = "An improvised receiver to create a break-action breechloaded shotgun. Parts of this are still useful if you want to make another type of shotgun, however."
icon_state = "receiver_shotgun"
w_class = WEIGHT_CLASS_SMALL
@@ -62,3 +79,14 @@ k// PARTS //
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
icon_state = "wooden_body"
/obj/item/weaponcrafting/improvised_parts/wooden_grip
name = "wooden pistol grip"
desc = "A nice wooden grip hollowed out for pistol magazines."
icon_state = "wooden_pistolgrip"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/makeshift_lens
name = "makeshift focusing lens"
desc = "A properly made lens made with actual glassworking tools would perform much better, but this will have to do."
icon_state = "focusing_lens"
w_class = WEIGHT_CLASS_TINY
@@ -124,9 +124,9 @@
category = CAT_MISC
subcategory = CAT_TOOL
/datum/crafting_recipe/bruise_pack
name = "Bruise Pack"
result = /obj/item/stack/medical/bruise_pack/one
/datum/crafting_recipe/brute_pack
name = "Suture Pack"
result = /obj/item/stack/medical/suture/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/styptic_powder = 10)
@@ -134,8 +134,8 @@
subcategory = CAT_TOOL
/datum/crafting_recipe/burn_pack
name = "Burn Ointment"
result = /obj/item/stack/medical/ointment/one
name = "Regenerative Mesh"
result = /obj/item/stack/medical/mesh/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/silver_sulfadiazine = 10)
@@ -6,7 +6,7 @@
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/pin_removal/check_requirements(mob/user, list/collected_requirements)
var/obj/item/gun/G = collected_requirements[/obj/item/gun][1]
@@ -22,7 +22,7 @@
/obj/item/shield/riot = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/strobeshield/New()
..()
@@ -38,7 +38,7 @@
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/spear
name = "Spear"
@@ -49,7 +49,7 @@
parts = list(/obj/item/shard = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/stunprod
name = "Stunprod"
@@ -59,7 +59,7 @@
/obj/item/assembly/igniter = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/teleprod
name = "Teleprod"
@@ -70,7 +70,7 @@
/obj/item/stack/ore/bluespace_crystal = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/bola
name = "Bola"
@@ -88,7 +88,7 @@
/obj/item/stack/sheet/metal = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/tailwhip
name = "Liz O' Nine Tails"
@@ -97,7 +97,7 @@
/obj/item/stack/cable_coil = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/catwhip
name = "Cat O' Nine Tails"
@@ -106,7 +106,7 @@
/obj/item/stack/cable_coil = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/chainsaw
name = "Chainsaw"
@@ -117,7 +117,7 @@
tools = list(TOOL_WELDER)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
//////////////////
///BOMB CRAFTING//
@@ -134,7 +134,7 @@
parts = list(/obj/item/stock_parts/matter_bin = 1, /obj/item/grenade/chem_grenade = 2)
time = 30
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/chemical_payload2
name = "Chemical Payload (Gibtonite)"
@@ -147,7 +147,7 @@
parts = list(/obj/item/stock_parts/matter_bin = 1, /obj/item/grenade/chem_grenade = 2)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/molotov
name = "Molotov"
@@ -169,7 +169,7 @@
parts = list(/obj/item/reagent_containers/food/drinks/soda_cans = 1)
time = 15
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/lance
name = "Explosive Lance (Grenade)"
@@ -180,7 +180,7 @@
/obj/item/grenade = 1)
time = 15
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
//////////////////
///GUNS CRAFTING//
@@ -276,6 +276,49 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ipistol
name = "Improvised Pistol (.32)"
result = /obj/item/gun/ballistic/automatic/pistol/improvised/nomag
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 1,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_grip = 1,
/obj/item/stack/sheet/plastic = 15,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_WIRECUTTER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ilaser
name = "Improvised Energy Gun"
result = /obj/item/gun/energy/e_gun/old/improvised
reqs = list(/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 1,
/obj/item/stock_parts/cell = 1,
/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 5,
/obj/item/stack/cable_coil = 10)
tools = list(TOOL_SCREWDRIVER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ilaser/upgraded
name = "Improvised Energy Gun Upgrade"
result = /obj/item/gun/energy/e_gun/old/improvised/upgraded
reqs = list(/obj/item/gun/energy/e_gun/old/improvised = 1,
/obj/item/glasswork/glass_base/lens = 1,
/obj/item/stock_parts/capacitor/quadratic = 2,
/obj/item/stock_parts/micro_laser/ultra = 1,
/obj/item/stock_parts/cell/bluespace = 1,
/obj/item/stack/cable_coil = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
//////////////////
///AMMO CRAFTING//
//////////////////
@@ -399,6 +442,17 @@
category = CAT_WEAPONRY
subcategory = CAT_AMMO
/datum/crafting_recipe/m32acp
name = ".32ACP Empty Magazine"
result = /obj/item/ammo_box/magazine/m32acp/empty
reqs = list(/obj/item/stack/sheet/metal = 3,
/obj/item/stack/sheet/plasteel = 1,
/obj/item/stack/packageWrap = 1)
tools = list(TOOL_WELDER,TOOL_SCREWDRIVER)
time = 5
category = CAT_WEAPONRY
subcategory = CAT_AMMO
////////////////////
// PARTS CRAFTING //
////////////////////
@@ -423,13 +477,24 @@
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/pistol_barrel
name = "Improvised Pistol Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_pistol
reqs = list(/obj/item/pipe = 1,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// RECEIVERS
/datum/crafting_recipe/rifle_receiver
name = "Improvised Rifle Receiver"
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
reqs = list(/obj/item/stack/sheet/metal = 20)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Rifle is the easiest to craft and can be made at an autolathe, this is a very light kick in the shin for dual-wielding ishotguns.
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
@@ -439,11 +504,33 @@
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Increased cost is to stop dual-wield alpha striking. ishotgun is a rvolver and can be duel-wielded
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Dual wielding has been removed, plasteel is a soft timesink to obtain for most to make mass production harder.
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/pistol_receiver
name = "Improvised Pistol Receiver"
result = /obj/item/weaponcrafting/improvised_parts/pistol_receiver
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_SAW)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/laser_receiver
name = "Energy Weapon Assembly"
result = /obj/item/weaponcrafting/improvised_parts/laser_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/assembly/prox_sensor = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL, TOOL_WELDER) // Prox sensor and multitool for the circuit board, welder for extremely ghetto soldering.
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// MISC
/datum/crafting_recipe/trigger_assembly
@@ -455,3 +542,13 @@
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/makeshift_lens
name = "Makeshift Lens"
result = /obj/item/weaponcrafting/improvised_parts/makeshift_lens
reqs = list(/obj/item/stack/sheet/metal = 1,
/obj/item/stack/sheet/glass = 2)
tools = list(TOOL_WELDER) // Glassmaking lets you make non-makeshift lenses.
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
+1 -1
View File
@@ -73,7 +73,7 @@
if(!material_amount)
to_chat(user, "<span class='warning'>[I] does not contain sufficient materials to be accepted by [parent].</span>")
return
if((!precise_insertion || !GLOB.typecache_stack[I]) && !has_space(material_amount))
if((!precise_insertion || !GLOB.typecache_stack[I.type]) && !has_space(material_amount))
to_chat(user, "<span class='warning'>[parent] has not enough space. Please remove materials from [parent] in order to insert more.</span>")
return
user_insert(I, user)
+5 -5
View File
@@ -25,7 +25,7 @@
var/mob/living/owner = parent
if(owner.stat != DEAD)
START_PROCESSING(SSdcs, src)
START_PROCESSING(SSobj, src)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
@@ -40,12 +40,12 @@
hud.show_hud(hud.hud_version)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSdcs, src)
STOP_PROCESSING(SSobj, src)
unmodify_hud()
return ..()
/datum/component/mood/proc/stop_processing()
STOP_PROCESSING(SSdcs, src)
STOP_PROCESSING(SSobj, src)
/datum/component/mood/proc/print_mood(mob/user)
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
@@ -138,7 +138,7 @@
else
screen_obj.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSdcs process
/datum/component/mood/process() //Called on SSobj process
if(QDELETED(parent)) // workaround to an obnoxious sneaky periodical runtime.
qdel(src)
return
@@ -345,7 +345,7 @@
///Called when parent is revived.
/datum/component/mood/proc/on_revive(datum/source, full_heal)
START_PROCESSING(SSdcs, src)
START_PROCESSING(SSobj, src)
if(!full_heal)
return
remove_temp_moods()
@@ -57,7 +57,7 @@
/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/dropper,
/obj/item/implanter, /obj/item/screwdriver, /obj/item/weldingtool/mini,
/obj/item/firing_pin, /obj/item/gun/ballistic/automatic/pistol, /obj/item/gun/ballistic/automatic/magrifle/pistol,
/obj/item/toy/plush/snakeplushie
/obj/item/toy/plush/snakeplushie, /obj/item/gun/energy/e_gun/mini
))
/datum/component/storage/concrete/pockets/shoes/clown/Initialize()
@@ -68,7 +68,7 @@
/obj/item/scalpel, /obj/item/reagent_containers/syringe, /obj/item/dnainjector,
/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/dropper,
/obj/item/implanter, /obj/item/screwdriver, /obj/item/weldingtool/mini,
/obj/item/firing_pin, /obj/item/bikehorn, /obj/item/gun/ballistic/automatic/pistol))
/obj/item/firing_pin, /obj/item/bikehorn, /obj/item/gun/ballistic/automatic/pistol, /obj/item/gun/energy/e_gun/mini))
/datum/component/storage/concrete/pockets/pocketprotector
max_items = 3
+11
View File
@@ -11,6 +11,17 @@
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/join_swarm)
RegisterSignal(parent, COMSIG_MOVABLE_UNCROSSED, .proc/leave_swarm)
/datum/component/swarming/Destroy()
if(is_swarming)
for(var/A in swarm_members)
var/datum/component/swarming/other_swarm = A
other_swarm.swarm_members -= src
swarm_members -= other_swarm
if(!length(other_swarm.swarm_members))
other_swarm.unswarm()
unswarm()
return ..()
/datum/component/swarming/proc/join_swarm(datum/source, atom/movable/AM)
var/datum/component/swarming/other_swarm = AM.GetComponent(/datum/component/swarming)
if(!other_swarm)
+1 -1
View File
@@ -354,7 +354,7 @@
playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
user.gain_trauma(/datum/brain_trauma/severe/paralysis/spinesnapped) // oopsie indeed!
shake_camera(user, 7, 7)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.clear_fullscreen("flash", 4.5)
-5
View File
@@ -175,11 +175,6 @@
name = "Trooper REAL_NAME"
desc = "That's not red paint. That's real corgi blood."
/datum/dog_fashion/head/colour
name = "Stylish REAL_NAME"
desc = "From the tips of their paws to the top of their head, they look like a made bed."
emote_see = list("tries to tap dances.","looks sadly at others outfits...","barks at bad fashion!")
/datum/dog_fashion/head/telegram
name = "Messenger REAL_NAME"
desc = "Dont shoot the messenger..."
+1 -1
View File
@@ -4,7 +4,7 @@
var/list/user_by_item = list()
/datum/element/earhealing/New()
START_PROCESSING(SSdcs, src)
START_PROCESSING(SSobj, src)
/datum/element/earhealing/Attach(datum/target)
. = ..()
+2 -2
View File
@@ -117,9 +117,9 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
return FALSE
var/lower_name = lowertext(flavor_name)
var/new_text = stripped_multiline_input(user, "Set the [lower_name] displayed on 'examine'. [addendum]", flavor_name, texts_by_atom[usr], max_len, TRUE)
var/new_text = stripped_multiline_input(user, "Set the [lower_name] displayed on 'examine'. [addendum]", flavor_name, html_decode(texts_by_atom[usr]), max_len, TRUE)
if(!isnull(new_text) && (user in texts_by_atom))
texts_by_atom[user] = html_decode(new_text)
texts_by_atom[user] = new_text
to_chat(src, "Your [lower_name] has been updated.")
return TRUE
return FALSE
+81
View File
@@ -0,0 +1,81 @@
/datum/element/photosynthesis
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
///how much brute damage (or integrity, for objects) is healed (taken if positive) at maximum luminosity. (if lum_minus were 0)
var/light_bruteheal = -1
///how much burn damage is restored/taken at maximum luminosity. Mobs only.
var/light_burnheal = -1
///how much tox damage is restored/taken at maximum luminosity. Mobs only.
var/light_toxheal = -1
///how much oxy damage is restored/taken at maximum luminosity. Mobs only.
var/light_oxyheal = -1
///how nutrition recovery/expenses factor, not affected by bonus_lum and malus_lum. Mobs only.
var/light_nutrition_gain = 4
///A value subtracted to the lum count, which allows targets to wilt or heal in the darkness.
var/lum_minus = 0.5
///the minimum lum count over which where the target damage is adjusted.
var/bonus_lum = 0.2
///the maximum lum count under which the target damage is inversely adjusted.
var/malus_lum = 0
///List of atoms this element is attached to. Doubles as a multiplier if the same element is attached multiple times to a target multiple times.
var/list/attached_atoms
/datum/element/photosynthesis/Attach(datum/target, brute = -1, burn = -1, tox = -1, oxy = -1, nutri = 4, minus = 0.2, bonus = 0.3, malus = -0.1)
. = ..()
if(. == ELEMENT_INCOMPATIBLE || !(isliving(target) || (isobj(target) && light_bruteheal)))
return ELEMENT_INCOMPATIBLE
light_bruteheal = brute
light_burnheal = burn
light_toxheal = tox
light_oxyheal = oxy
light_nutrition_gain = nutri
lum_minus = minus
bonus_lum = bonus
malus_lum = malus
if(!attached_atoms)
attached_atoms = list()
START_PROCESSING(SSobj, src)
attached_atoms[target]++
/datum/element/photosynthesis/Detach(datum/target)
attached_atoms[target]--
if(!attached_atoms[target])
attached_atoms -= target
if(!length(attached_atoms))
STOP_PROCESSING(SSobj, src)
attached_atoms = null
return ..()
/datum/element/photosynthesis/process()
for(var/A in attached_atoms)
var/atom/movable/AM = A
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(AM.loc)) //else, there's considered to be no light
var/turf/T = AM.loc
light_amount = (T.get_lumcount() - lum_minus)
if(isliving(AM))
var/mob/living/L = AM
if(L.stat == DEAD)
continue
if(light_nutrition_gain)
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
if(light_amount > bonus_lum || light_amount < malus_lum)
var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
if(light_bruteheal)
L.adjustBruteLoss(light_bruteheal * mult)
if(light_burnheal)
L.adjustFireLoss(light_burnheal * mult)
if(light_toxheal)
L.adjustToxLoss(light_toxheal * mult)
if(light_oxyheal)
L.adjustOxyLoss(light_oxyheal * mult)
else if(light_amount > bonus_lum || light_amount < malus_lum)
var/obj/O = AM
var/damage = light_bruteheal * ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
if(damage < 0 && O.obj_integrity < O.max_integrity)
O.obj_integrity = min(O.obj_integrity + damage, O.max_integrity) //Till we get a obj heal proc...
else
O.take_damage(damage, BRUTE, FALSE, FALSE, null, 100)
+5 -1
View File
@@ -10,6 +10,10 @@
var/help_verb
var/pacifism_check = TRUE //are the martial arts combos/attacks unable to be used by pacifist.
var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
/// Can we be used to unarmed parry?
var/can_martial_parry = FALSE
/// Set this variable to something not null, this'll be the preferred unarmed parry in most cases if [can_martial_parry] is TRUE. YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
var/datum/block_parry_data/block_parry_data
var/pugilist = FALSE
/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
@@ -91,4 +95,4 @@
///Gets called when a projectile hits the owner. Returning anything other than BULLET_ACT_HIT will stop the projectile from hitting the mob.
/datum/martial_art/proc/on_projectile_hit(mob/living/carbon/human/A, obj/item/projectile/P, def_zone)
return BULLET_ACT_HIT
return BULLET_ACT_HIT
+1 -1
View File
@@ -66,9 +66,9 @@
return
/obj/item/clothing/gloves/boxing/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(SLOT_GLOVES) == src)
style.remove(H)
return
+1
View File
@@ -203,6 +203,7 @@
style.teach(H,1)
/obj/item/clothing/gloves/krav_maga/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
+1 -1
View File
@@ -480,12 +480,12 @@
return
/obj/item/storage/belt/champion/wrestling/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(SLOT_BELT) == src)
style.remove(H)
return
//Subtype of wrestling, reserved for the wrestling belts found in the holodeck
/datum/martial_art/wrestling/holodeck
+8 -2
View File
@@ -331,14 +331,20 @@
/datum/mind/proc/enslave_mind_to_creator(mob/living/creator)
if(iscultist(creator))
SSticker.mode.add_cultist(src)
if(iscultist(creator, TRUE))
SSticker.mode.add_cultist(src)
else
src.add_antag_datum(/datum/antagonist/cult/neutered/traitor)
else if(is_revolutionary(creator))
var/datum/antagonist/rev/converter = creator.mind.has_antag_datum(/datum/antagonist/rev,TRUE)
converter.add_revolutionary(src,FALSE)
else if(is_servant_of_ratvar(creator))
add_servant_of_ratvar(current)
if(is_servant_of_ratvar(creator, TRUE))
add_servant_of_ratvar(current)
else
add_servant_of_ratvar(current, FALSE, FALSE, /datum/antagonist/clockcult/neutered/traitor)
else if(is_nuclear_operative(creator))
var/datum/antagonist/nukeop/converter = creator.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE)
+1 -1
View File
@@ -191,7 +191,7 @@
/datum/mind/proc/skill_html_readout()
var/list/out = list("<center><h1>Skills</h1></center><hr>")
out += "<table style=\"width:100%\"><tr><th><b>Skill</b><th><b>Value</b></tr>"
for(var/path in skill_holder.skills|skill_holder.skill_value_mods|skill_holder.skill_level_mods)
for(var/path in GLOB.skill_datums)
var/datum/skill/S = GLOB.skill_datums[path]
var/skill_value = get_skill_value(path)
var/skill_level = get_skill_level(path, round = TRUE)
+12 -2
View File
@@ -141,8 +141,18 @@
return ..()
/atom/proc/handle_ricochet(obj/item/projectile/P)
return
/**
* Checks if a projectile should ricochet off of us. Projectiles get final say.
* [__DEFINES/projectiles.dm] for return values.
*/
/atom/proc/check_projectile_ricochet(obj/item/projectile/P)
return (flags_1 & DEFAULT_RICOCHET_1)? PROJECTILE_RICOCHET_YES : PROJECTILE_RICOCHET_NO
/**
* Handle a projectile ricochet. Return TRUE if we did something to the projectile like reflecting it/whatnot.
*/
/atom/proc/handle_projectile_ricochet(obj/item/projectile/P)
return FALSE
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
+3 -3
View File
@@ -145,9 +145,9 @@
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
add_fingerprint(user)
..()
return ..()
/obj/machinery/dominator/attack_hand(mob/user)
if(operating || (stat & BROKEN))
@@ -240,4 +240,4 @@
#undef DOM_BLOCKED_SPAM_CAP
#undef DOM_REQUIRED_TURFS
#undef DOM_HULK_HITS_REQUIRED
#undef DOM_HULK_HITS_REQUIRED
@@ -1,7 +1,7 @@
/obj/item/electronics/airlock
name = "airlock electronics"
req_access = list(ACCESS_MAINT_TUNNELS)
custom_price = 50
custom_price = PRICE_CHEAP
var/list/accesses = list()
var/one_access = 0
+1 -1
View File
@@ -260,7 +260,7 @@
/obj/item/electronics/firelock
name = "firelock circuitry"
custom_price = 50
custom_price = PRICE_CHEAP
desc = "A circuit board used in construction of firelocks."
icon_state = "mainboard"
+1 -1
View File
@@ -2,7 +2,7 @@
/obj/item/electronics/firealarm
name = "fire alarm electronics"
custom_price = 50
custom_price = PRICE_CHEAP
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
@@ -70,8 +70,8 @@
else
return ..()
/obj/machinery/porta_turret_cover/attacked_by(obj/item/I, mob/user)
parent_turret.attacked_by(I, user)
/obj/machinery/porta_turret_cover/attacked_by(obj/item/I, mob/user, attackchain_flags = NONE, damage_multiplier = 1)
return parent_turret.attacked_by(I, user)
/obj/machinery/porta_turret_cover/attack_alien(mob/living/carbon/alien/humanoid/user)
parent_turret.attack_alien(user)
+30 -12
View File
@@ -100,44 +100,61 @@
eat(AM)
. = ..()
/obj/machinery/recycler/proc/eat(atom/AM0, sound=TRUE)
/obj/machinery/recycler/proc/eat(atom/AM0)
if(stat & (BROKEN|NOPOWER) || safety_mode)
return
var/list/to_eat
to_eat = AM0.GetAllContentsIgnoring(GLOB.typecache_mob)
to_eat = list(AM0)
var/items_recycled = 0
var/buzz = FALSE
for(var/i in to_eat)
var/atom/movable/AM = i
if(QDELETED(AM))
continue
var/obj/item/bodypart/head/as_head = AM
var/obj/item/mmi/as_mmi = AM
var/brain_holder = istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || isbrain(AM) || istype(AM, /obj/item/dullahan_relay)
var/brain_holder = istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_relay)
if(brain_holder)
emergency_stop(AM)
else if(isliving(AM))
if((obj_flags & EMAGGED)||((!allowed(AM))&&(!ishuman(AM))))
crush_living(AM)
if(obj_flags & EMAGGED)
continue
else
emergency_stop(AM)
return
else if(isliving(AM))
if((obj_flags & EMAGGED)||((!allowed(AM))&&(!ishuman(AM))))
to_eat += crush_living(AM)
else
emergency_stop(AM)
return
else if(isitem(AM))
var/obj/O = AM
if(O.resistance_flags & INDESTRUCTIBLE)
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
buzz = TRUE
O.forceMove(loc)
else
recycle_item(AM)
to_eat += recycle_item(AM)
items_recycled++
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
buzz = TRUE
AM.forceMove(loc)
if(items_recycled && sound)
if(items_recycled)
playsound(src, item_recycle_sound, 50, 1)
if(buzz)
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
/obj/machinery/recycler/proc/recycle_item(obj/item/I)
. = list()
for(var/A in I)
var/atom/movable/AM = A
AM.forceMove(loc)
if(AM.loc == loc)
. += AM
I.forceMove(loc)
var/obj/item/grown/log/L = I
if(istype(L))
@@ -172,6 +189,7 @@
/obj/machinery/recycler/proc/crush_living(mob/living/L)
. = list()
L.forceMove(loc)
if(issilicon(L))
@@ -193,7 +211,7 @@
if(eat_victim_items)
for(var/obj/item/I in L.get_equipped_items(TRUE))
if(L.dropItemToGround(I))
eat(I, sound=FALSE)
. += I
// Instantly lie down, also go unconscious from the pain, before you die.
L.Unconscious(100)
+17 -19
View File
@@ -5,44 +5,42 @@
var/base_icon
var/looky_helpy = TRUE
/datum/component/construction/mecha/examine(mob/user)
/datum/component/construction/mecha/examine(datum/source, mob/user, list/examine_list)
. = ..()
if(looky_helpy)
switch(steps[index]["key"])
if(TOOL_WRENCH)
. += "<span class='notice'>The mech could be <b>wrenched</b> into place.</span>"
examine_list += "<span class='notice'>The mech could be <b>wrenched</b> into place.</span>"
if(TOOL_SCREWDRIVER)
. += "<span class='notice'>The mech could be <b>screwed</b> into place.</span>"
examine_list += "<span class='notice'>The mech could be <b>screwed</b> into place.</span>"
if(TOOL_WIRECUTTER)
. += "<span class='notice'>The mech wires could be <b>trimmed</b> into place.</span>"
examine_list += "<span class='notice'>The mech wires could be <b>trimmed</b> into place.</span>"
if(/obj/item/stack/cable_coil)
. += "<span class='notice'>The mech could use some <b>wiring</b>.</span>"
examine_list += "<span class='notice'>The mech could use some <b>wiring</b>.</span>"
if(/obj/item/circuitboard)
. += "<span class='notice'>The mech could use a type of<b>circuitboard</b>.</span>"
examine_list += "<span class='notice'>The mech could use a type of<b>circuitboard</b>.</span>"
if(/obj/item/stock_parts/scanning_module)
. += "<span class='notice'>The mech could use a <b>scanning stock part</b>.</span>"
examine_list += "<span class='notice'>The mech could use a <b>scanning stock part</b>.</span>"
if(/obj/item/stock_parts/capacitor)
. += "<span class='notice'>The mech could use a <b>power based stock part</b>.</span>"
examine_list += "<span class='notice'>The mech could use a <b>power based stock part</b>.</span>"
if(/obj/item/stock_parts/cell)
. += "<span class='notice'>The mech could use a <b>power source</b>.</span>"
examine_list += "<span class='notice'>The mech could use a <b>power source</b>.</span>"
if(/obj/item/stack/sheet/metal)
. += "<span class='notice'>The mech could use some <b>sheets of metal</b>.</span>"
examine_list += "<span class='notice'>The mech could use some <b>sheets of metal</b>.</span>"
if(/obj/item/stack/sheet/plasteel)
. += "<span class='notice'>The mech could use some <b>sheets of strong steel</b>.</span>"
examine_list += "<span class='notice'>The mech could use some <b>sheets of strong steel</b>.</span>"
if(/obj/item/bikehorn)
. += "<span class='notice'>HONK IT!.</span>"
examine_list += "<span class='notice'>HONK IT!.</span>"
if(/obj/item/clothing/mask/gas/clown_hat)
. += "<span class='notice'>GIVE IT CLOWN MAKEUP HONK!.</span>"
examine_list += "<span class='notice'>GIVE IT CLOWN MAKEUP HONK!.</span>"
if(/obj/item/clothing/shoes/clown_shoes)
. += "<span class='notice'>GIVE IT GOOFY SHOES HONK HONK!.</span>"
examine_list += "<span class='notice'>GIVE IT GOOFY SHOES HONK HONK!.</span>"
if(/obj/item/mecha_parts/part)
. += "<span class='notice'>The mech could use a mech <b>part</b>.</span>"
examine_list += "<span class='notice'>The mech could use a mech <b>part</b>.</span>"
if(/obj/item/stack/ore/bluespace_crystal)
. += "<span class='notice'>The mech could use a <b>crystal</b> of sorts.</span>"
examine_list += "<span class='notice'>The mech could use a <b>crystal</b> of sorts.</span>"
if(/obj/item/assembly/signaler/anomaly)
. += "<span class='notice'>The mech could use a <b>anomaly</b> of sorts.</span>"
else
return
examine_list += "<span class='notice'>The mech could use a <b>anomaly</b> of sorts.</span>"
/datum/component/construction/mecha/spawn_result()
if(!result)
+2 -2
View File
@@ -282,9 +282,9 @@
else
return ..()
/obj/mecha/attacked_by(obj/item/I, mob/living/user)
/obj/mecha/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
mecha_log_message("Attacked by [I]. Attacker - [user]")
..()
return ..()
/obj/mecha/proc/mech_toxin_damage(mob/living/target)
playsound(src, 'sound/effects/spray2.ogg', 50, 1)
+90 -3
View File
@@ -491,7 +491,7 @@
/obj/item/kitchen/knife = 5,
/obj/item/screwdriver = 5,
/obj/item/crowbar/red = 1, //Dont you need a crowbar to open this?
/obj/item/stack/medical/bruise_pack = 3,
/obj/item/stack/medical/suture = 3,
/obj/item/reagent_containers/food/drinks/bottle/vodka = 2,
/obj/item/radio = 5,
/obj/item/flashlight = 4,
@@ -611,13 +611,13 @@
/obj/item/clothing/mask/breath = 5,
/obj/item/clothing/mask/breath/medical = 1
)
/obj/effect/spawner/lootdrop/welder_tools/no_turf
spawn_on_turf = FALSE
/obj/effect/spawner/lootdrop/low_tools/no_turf
spawn_on_turf = FALSE
/obj/effect/spawner/lootdrop/breathing_tanks/no_turf
spawn_on_turf = FALSE
@@ -644,3 +644,90 @@
/obj/effect/spawner/lootdrop/glowstick/no_turf
spawn_on_turf = FALSE
// Random Parts
/obj/effect/spawner/lootdrop/stock_parts
name = "random stock parts spawner"
lootcount = 1
loot = list(
/obj/item/stock_parts/capacitor,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/manipulator,
/obj/item/stock_parts/micro_laser,
/obj/item/stock_parts/matter_bin,
/obj/item/stock_parts/cell
)
// Random Weapon Parts
/obj/effect/spawner/lootdrop/weapon_parts
name = "random weapon parts spawner 50%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10,
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
)
/obj/effect/spawner/lootdrop/weapon_parts
name = "random weapon parts spawner 25%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 75,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 2,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
)
/obj/effect/spawner/lootdrop/ammo
name = "random ammo 75%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 25,
/obj/item/ammo_box/c32mm = 15,
/obj/item/ammo_box/r32mm = 15,
/obj/item/ammo_box/magazine/wt550m9 = 1,
/obj/item/ammo_casing/shotgun/buckshot = 7,
/obj/item/ammo_casing/shotgun/rubbershot = 7,
/obj/item/ammo_casing/a762 = 15,
/obj/item/ammo_box/a762 = 15,
)
/obj/effect/spawner/lootdrop/ammo/fiftypercent
name = "random ammo 50%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/ammo_box/c32mm = 7,
/obj/item/ammo_box/r32mm = 7,
/obj/item/ammo_box/magazine/wt550m9 = 2,
/obj/item/ammo_casing/shotgun/buckshot = 10,
/obj/item/ammo_casing/shotgun/rubbershot = 10,
/obj/item/ammo_casing/a762 = 7,
/obj/item/ammo_box/a762 = 7,
)
/obj/effect/spawner/lootdrop/ammo/shotgun
name = "random ammo 50%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/ammo_box/shotgun/loaded/buckshot = 5,
/obj/item/ammo_box/shotgun/loaded/beanbag = 5,
/obj/item/ammo_box/shotgun/loaded/incendiary = 5,
/obj/item/ammo_casing/shotgun/buckshot = 8,
/obj/item/ammo_casing/shotgun/rubbershot = 9,
/obj/item/ammo_casing/shotgun = 8,
/obj/item/ammo_casing/shotgun/incendiary = 10,
)
@@ -95,6 +95,56 @@
icon_state = "warden_gaze"
duration = 3
/obj/effect/temp_visual/ratvar/volt_hit
name = "volt blast"
layer = ABOVE_MOB_LAYER
duration = 8
icon_state = "volt_hit"
light_range = 1.5
light_power = 2
light_color = LIGHT_COLOR_ORANGE
var/mob/user
var/damage = 20
/obj/effect/temp_visual/ratvar/volt_hit/Initialize(mapload, caster)
. = ..()
user = caster
if(user)
var/matrix/M = new
M.Turn(Get_Angle(src, user))
transform = M
INVOKE_ASYNC(src, .proc/volthit)
/obj/effect/temp_visual/ratvar/volt_hit/proc/volthit()
if(user)
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
var/hit_amount = 0
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
if(is_servant_of_ratvar(L))
continue
var/obj/item/I = L.anti_magic_check()
if(I)
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
log_combat(user, L, "struck with a volt blast")
hit_amount++
for(var/obj/mecha/M in T)
if(M.occupant)
if(is_servant_of_ratvar(M.occupant))
continue
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
M.take_damage(damage, BURN, 0, 0)
hit_amount++
if(hit_amount)
playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
else
playsound(src, "sparks", 50, 1)
/obj/effect/temp_visual/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
+22 -3
View File
@@ -55,6 +55,15 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
/// How long, in deciseconds, this staggers for, if null it will autocalculate from w_class and force. Unlike total mass this supports 0 and negatives.
var/stagger_force
/**
* Set FALSE and then checked at the end of on mob/living/attackby(), set TRUE on living/pre_attacked_by().
* Should it be FALSE by the end of the item/attack(), that means the item overrode the standard attack behaviour
* and the user still needs the delay applied. We can't be using return values since that'll stop afterattack() from being triggered.
*/
var/attack_delay_done = FALSE
///next_move click/attack delay of this item.
var/click_delay = CLICK_CD_MELEE
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 4
@@ -132,6 +141,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
/* Our block parry data. Should be set in init, or something if you are using it.
* This won't be accessed without ITEM_CAN_BLOCK or ITEM_CAN_PARRY so do not set it unless you have to to save memory.
* If you decide it's a good idea to leave this unset while turning the flags on, you will runtime. Enjoy.
* If this is set to a path, it'll run get_block_parry_data(path). YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
*/
var/datum/block_parry_data/block_parry_data
///Skills vars
//list of skill PATHS exercised when using this item. An associated bitfield can be set to indicate additional ways the skill is used by this specific item.
var/list/datum/skill/used_skills
@@ -231,9 +247,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
. += "[src] is made of cold-resistant materials."
if(resistance_flags & FIRE_PROOF)
. += "[src] is made of fire-retardant materials."
if(item_flags & (ITEM_CAN_BLOCK | ITEM_CAN_PARRY))
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
. += "[src] has the capacity to be used to block and/or parry. <a href='?src=[REF(data)];name=[name];block=[item_flags & ITEM_CAN_BLOCK];parry=[item_flags & ITEM_CAN_PARRY];render=1'>\[Show Stats\]</a>"
if(!user.research_scanner)
return
@@ -395,6 +412,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
return ITALICS | REDUCE_RANGE
/obj/item/proc/dropped(mob/user)
SHOULD_CALL_PARENT(TRUE)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
@@ -407,6 +425,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
item_flags |= IN_INVENTORY
+2 -1
View File
@@ -154,7 +154,8 @@ RLD
icon_state = "rcd"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_price = 900
custom_price = PRICE_ABOVE_EXPENSIVE
custom_premium_price = PRICE_ALMOST_ONE_GRAND
max_matter = 160
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
has_ammobar = TRUE
+55 -9
View File
@@ -83,7 +83,7 @@
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
icon_state = "emag_bs"
prox_check = FALSE
/obj/item/card/emag/attack()
@@ -166,6 +166,7 @@
slot_flags = ITEM_SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/id_type_name = "identification card"
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
@@ -174,6 +175,8 @@
var/bank_support = ID_FREE_BANK_ACCOUNT
var/datum/bank_account/registered_account
var/obj/machinery/paystand/my_store
var/uses_overlays = TRUE
var/icon/cached_flat_icon
/obj/item/card/id/Initialize(mapload)
. = ..()
@@ -187,6 +190,15 @@
if(ID_LOCKED_BANK_ACCOUNT)
registered_account = new /datum/bank_account/remote/non_transferable(pick(GLOB.redacted_strings))
/obj/item/card/id/Destroy()
if(bank_support == ID_LOCKED_BANK_ACCOUNT)
QDEL_NULL(registered_account)
else
registered_account = null
if(my_store)
my_store.my_card = null
my_store = null
return ..()
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
@@ -353,20 +365,38 @@
/obj/item/card/id/RemoveID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
/obj/item/card/id/update_overlays()
. = ..()
if(!uses_overlays)
return
cached_flat_icon = null
var/job = assignment ? ckey(GetJobName()) : null
if(registered_name == "Captain")
job = "captain"
if(registered_name && registered_name != "Captain")
. += mutable_appearance(icon, "assigned")
if(job)
. += mutable_appearance(icon, "id[job]")
/obj/item/card/id/proc/get_cached_flat_icon()
if(!cached_flat_icon)
cached_flat_icon = getFlatIcon(src)
return cached_flat_icon
/obj/item/card/id/get_examine_string(mob/user, thats = FALSE)
if(uses_overlays)
return "[icon2html(get_cached_flat_icon(), user)] [thats? "That's ":""][get_examine_name(user)]" //displays all overlays in chat
return ..()
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
update_icon()
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
update_icon()
/obj/item/card/id/silver
name = "silver identification card"
@@ -379,6 +409,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/silver/reaper
name = "Thirteen's ID Card (Reaper)"
access = list(ACCESS_MAINT_TUNNELS)
icon_state = "reaper"
assignment = "Reaper"
registered_name = "Thirteen"
@@ -530,7 +561,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/ert
name = "\improper CentCom ID"
desc = "An ERT ID card."
icon_state = "centcom"
icon_state = "ert_commander"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
@@ -539,6 +570,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/Security
icon_state = "ert_security"
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
@@ -547,6 +579,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/Engineer
icon_state = "ert_engineer"
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
@@ -555,6 +588,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/Medical
icon_state = "ert_medical"
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
@@ -563,6 +597,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/chaplain
icon_state = "ert_chaplain"
registered_name = "Religious Response Officer"
assignment = "Religious Response Officer"
@@ -615,40 +650,49 @@ update_label("John Doe", "Clowny")
. += "<span class='notice'>Your sentence is up! You're free!</span>"
/obj/item/card/id/prisoner/one
icon_state = "prisoner_001"
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/card/id/prisoner/two
icon_state = "prisoner_002"
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/card/id/prisoner/three
icon_state = "prisoner_003"
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/card/id/prisoner/four
icon_state = "prisoner_004"
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/card/id/prisoner/five
icon_state = "prisoner_005"
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/card/id/prisoner/six
icon_state = "prisoner_006"
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/card/id/prisoner/seven
icon_state = "prisoner_007"
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/card/id/mining
name = "mining ID"
icon_state = "retro"
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
/obj/item/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
icon_state = "retro"
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/hotel
@@ -691,6 +735,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/departmental_budget
name = "departmental card (FUCK)"
desc = "Provides access to the departmental budget."
icon_state = "budgetcard"
var/department_ID = ACCOUNT_CIV
var/department_name = ACCOUNT_CIV_NAME
@@ -703,6 +748,7 @@ update_label("John Doe", "Clowny")
B.bank_cards += src
name = "departmental card ([department_name])"
desc = "Provides access to the [department_name]."
icon_state = "[lowertext(department_ID)]_budget"
SSeconomy.dep_cards += src
/obj/item/card/id/departmental_budget/Destroy()
+1 -1
View File
@@ -65,7 +65,7 @@
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/chrono_gun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/energy/chrono_gun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(field)
field_disconnect(field)
..()
+6 -1
View File
@@ -8,6 +8,9 @@ CIGARS
SMOKING PIPES
CHEAP LIGHTERS
ZIPPO
ROLLING PAPER
VAPES
BONGS
CIGARETTE PACKETS ARE IN FANCY.DM
*/
@@ -506,7 +509,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
resistance_flags = FIRE_PROOF
light_color = LIGHT_COLOR_FIRE
grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/oil = 5)
custom_price = 55
custom_price = PRICE_ALMOST_CHEAP
/obj/item/lighter/Initialize()
. = ..()
@@ -616,6 +619,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
desc = "A cheap-as-free lighter."
icon_state = "lighter"
fancy = FALSE
custom_price = PRICE_CHEAP_AS_FREE
overlay_list = list(
"transp",
"tall",
@@ -799,6 +803,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
to_chat(user, "<span class='warning'>You need to close the cap first!</span>")
/obj/item/clothing/mask/vape/dropped(mob/user)
. = ..()
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_WEAR_MASK) == src)
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
@@ -1,7 +1,7 @@
/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
custom_price = 100
custom_price = PRICE_REALLY_CHEAP
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
@@ -211,6 +211,7 @@
light_color = "#CDDDFF"
flashlight_power = 0.9
hitsound = 'sound/weapons/genhit1.ogg'
custom_price = PRICE_ALMOST_CHEAP
// the desk lamps are a bit special
/obj/item/flashlight/lamp
@@ -351,12 +352,13 @@
brightness_on = 6 // luminosity when on
light_color = "#FFAA44"
flashlight_power = 0.8
custom_price = PRICE_CHEAP
/obj/item/flashlight/lantern/jade
name = "jade lantern"
desc = "An ornate, green lantern."
color = LIGHT_COLOR_GREEN
light_color = LIGHT_COLOR_GREEN
light_color = LIGHT_COLOR_GREEN
/obj/item/flashlight/slime
gender = PLURAL
@@ -429,7 +431,7 @@
/obj/item/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
custom_price = 50
custom_price = PRICE_CHEAP_AS_FREE
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
color = LIGHT_COLOR_GREEN
+6 -3
View File
@@ -6,12 +6,14 @@ T-RAY
HEALTH ANALYZER
GAS ANALYZER
SLIME SCANNER
NANITE SCANNER
GENETICS SCANNER
*/
/obj/item/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
custom_price = 150
custom_price = PRICE_REALLY_CHEAP
icon = 'icons/obj/device.dmi'
icon_state = "t-ray0"
var/on = FALSE
@@ -653,9 +655,10 @@ SLIME SCANNER
amount += inaccurate
return DisplayTimeText(max(1,amount))
/proc/atmosanalyzer_scan(mixture, mob/living/user, atom/target = src)
/proc/atmosanalyzer_scan(mixture, mob/living/user, atom/target = src, visible = TRUE)
var/icon = target
user.visible_message("[user] has used the analyzer on [icon2html(icon, viewers(user))] [target].", "<span class='notice'>You use the analyzer on [icon2html(icon, user)] [target].</span>")
if(visible)
user.visible_message("[user] has used the analyzer on [icon2html(icon, viewers(user))] [target].", "<span class='notice'>You use the analyzer on [icon2html(icon, user)] [target].</span>")
to_chat(user, "<span class='boldnotice'>Results of analysis of [icon2html(icon, user)] [target].</span>")
var/list/airs = islist(mixture) ? mixture : list(mixture)
@@ -5,7 +5,7 @@
icon_state = "scanner"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
custom_price = 900
custom_price = PRICE_ABOVE_EXPENSIVE
/obj/item/sensor_device/attack_self(mob/user)
GLOB.crewmonitor.show(user,src) //Proc already exists, just had to call it
+3 -3
View File
@@ -71,7 +71,7 @@
sharpness = IS_SHARP_ACCURATE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/bayonet = FALSE //Can this be attached to a gun?
custom_price = 250
custom_price = PRICE_NORMAL
/obj/item/kitchen/knife/Initialize()
. = ..()
@@ -131,7 +131,7 @@
custom_materials = list(/datum/material/iron=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
custom_price = 600
custom_price = PRICE_EXPENSIVE
/obj/item/kitchen/knife/combat
name = "combat knife"
@@ -200,7 +200,7 @@
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.5)
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
custom_price = 200
custom_price = PRICE_ALMOST_CHEAP
/obj/item/kitchen/rollingpin/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins flattening [user.p_their()] head with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
+25 -1
View File
@@ -105,9 +105,28 @@
sharpness = IS_SHARP
embedding = list("embed_chance" = 75, "embedded_impact_pain_multiplier" = 10)
armour_penetration = 35
block_chance = 50
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/energy_sword
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
/datum/block_parry_data/energy_sword
parry_time_windup = 0
parry_time_active = 25
parry_time_spindown = 0
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 12
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while
parry_time_perfect = 2.5 // first ds isn't perfect
parry_time_perfect_leeway = 1.5
parry_imperfect_falloff_percent = 5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 65 // VERY generous
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 4 SECONDS
parry_cooldown = 0.5 SECONDS
/obj/item/melee/transforming/energy/sword/Initialize(mapload)
. = ..()
set_sword_color()
@@ -273,6 +292,10 @@
light_color = "#37FFF7"
actions_types = list()
/obj/item/melee/transforming/energy/sword/cx/Initialize()
icon_state_on = icon_state
return ..()
/obj/item/melee/transforming/energy/sword/cx/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
@@ -290,6 +313,7 @@
if(!supress_message_text)
to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
/obj/item/melee/transforming/energy/sword/cx/update_overlays()
. = ..()
var/mutable_appearance/blade_overlay = mutable_appearance(icon, "cxsword_blade")
+51 -10
View File
@@ -61,13 +61,25 @@
force = 18
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = IS_SHARP
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
total_mass = 3.4
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/captain_saber
/datum/block_parry_data/captain_saber
parry_time_windup = 0.5
parry_time_active = 4
parry_time_spindown = 1
parry_time_perfect = 0.75
parry_time_perfect_leeway = 0.75
parry_imperfect_falloff_percent = 30
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 2 SECONDS
/obj/item/melee/sabre/Initialize()
. = ..()
@@ -150,7 +162,6 @@
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 15
throwforce = 25
block_chance = 50
armour_penetration = 200 //Apparently this gives it the ability to pierce block
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
@@ -159,16 +170,47 @@
attack_verb = list("stabs", "punctures", "pierces", "pokes")
hitsound = 'sound/weapons/rapierhit.ogg'
total_mass = 0.4
item_flags = ITEM_CAN_PARRY | NEEDS_PERMIT
block_parry_data = /datum/block_parry_data/traitor_rapier
// Fast, efficient parry.
/datum/block_parry_data/traitor_rapier
parry_time_windup = 0.5
parry_time_active = 5
parry_time_spindown = 0
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 2
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
parry_time_perfect = 0
parry_time_perfect_leeway = 3
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1
)
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 50 // useless after 3rd decisecond
)
parry_imperfect_falloff_percent = 30
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 1
parry_efficiency_perfect = 100
parry_data = list(
PARRY_DISARM_ATTACKER = TRUE,
PARRY_KNOCKDOWN_ATTACKER = 10
)
parry_failed_stagger_duration = 2 SECONDS
parry_failed_clickcd_duration = CLICK_CD_RANGE
parry_cooldown = 0
/obj/item/melee/rapier/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
. = ..()
if((attack_type & ATTACK_TYPE_PROJECTILE) && (parry_efficiency >= 100))
. |= BLOCK_SHOULD_REDIRECT
return_list[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
/obj/item/melee/rapier/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 20, 65, 0)
/obj/item/melee/rapier/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type == ATTACK_TYPE_PROJECTILE)
final_block_chance = 0
return ..()
/obj/item/melee/rapier/on_exit_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/rapier/B = S.parent
if(istype(B))
@@ -191,10 +233,9 @@
. = ..()
if(iscarbon(target))
var/mob/living/carbon/H = target
var/loss = H.getStaminaLoss()
H.Dizzy(10)
H.adjustStaminaLoss(30)
if((loss > 40) && prob(loss)) // if above 40, roll for sleep using 1% every 1 stamina damage
if(CHECK_STAMCRIT(H) != NOT_STAMCRIT)
H.Sleeping(180)
/obj/item/melee/classic_baton
@@ -664,4 +705,4 @@
. = ..()
overlay = mutable_appearance(icon, overlay_state)
overlay.appearance_flags = RESET_COLOR
add_overlay(overlay)
add_overlay(overlay)
+1 -1
View File
@@ -78,7 +78,7 @@
name = "crew pinpointer"
desc = "A handheld tracking device that points to crew suit sensors."
icon_state = "pinpointer_crew"
custom_price = 600
custom_price = PRICE_ABOVE_EXPENSIVE
var/has_owner = FALSE
var/pinpointer_owner = null
+5 -4
View File
@@ -140,7 +140,8 @@
if(jsonlist["icon_state"])
icon_state = jsonlist["icon_state"]
item_state = jsonlist["item_state"]
icon = 'config/plushies/sprites.dmi'
var/static/config_sprites = file("config/plushies/sprites.dmi")
icon = config_sprites
if(jsonlist["attack_verb"])
attack_verb = jsonlist["attack_verb"]
if(jsonlist["squeak_override"])
@@ -436,13 +437,13 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths())
/obj/item/toy/plush/random/Initialize()
var/newtype
var/list/snowflake_list = CONFIG_GET(keyed_list/snowflake_plushies)
/// If there are no snowflake plushies we'll default to base plush, so we grab from the valid list
if (snowflake_list.len)
newtype = prob(CONFIG_GET(number/snowflake_plushie_prob)) ? /obj/item/toy/plush/random_snowflake : pick(GLOB.valid_plushie_paths)
else
else
newtype = pick(GLOB.valid_plushie_paths)
new newtype(loc)
return INITIALIZE_HINT_QDEL
+42 -37
View File
@@ -6,6 +6,7 @@
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
item_flags = NEEDS_PERMIT | NO_COMBAT_MODE_FORCE_MODIFIER //To avoid ambushing and oneshotting healthy crewmembers on force setting 3.
attack_verb = list("whacked", "fisted", "power-punched")
force = 20
throwforce = 10
@@ -13,7 +14,7 @@
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
resistance_flags = FIRE_PROOF
var/click_delay = 1.5
click_delay = CLICK_CD_MELEE * 1.5
var/fisto_setting = 1
var/gasperfist = 3
var/obj/item/tank/internals/tank = null //Tank used for the gauntlet's piston-ram.
@@ -70,42 +71,46 @@
/obj/item/melee/powerfist/attack(mob/living/target, mob/living/user)
if(!tank)
to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
return
var/datum/gas_mixture/gasused = tank.air_contents.remove(gasperfist * fisto_setting)
var/turf/T = get_turf(src)
if(!T)
return
T.assume_air(gasused)
T.air_update_turf()
if(!gasused)
to_chat(user, "<span class='warning'>\The [src]'s tank is empty!</span>")
target.apply_damage((force / 5), BRUTE)
playsound(loc, 'sound/weapons/punch1.ogg', 50, 1)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>[user]'s punches you!</span>")
return
if(gasused.total_moles() < gasperfist * fisto_setting)
to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
playsound(loc, 'sound/weapons/punch4.ogg', 50, 1)
target.apply_damage((force / 2), BRUTE)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>[user]'s punch strikes with force!</span>")
return
target.apply_damage(force * fisto_setting, BRUTE)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
new /obj/effect/temp_visual/kinetic_blast(target.loc)
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
return FALSE
if(!tank)
to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
return FALSE
var/datum/gas_mixture/gasused = tank.air_contents.remove(gasperfist * fisto_setting)
var/turf/T = get_turf(src)
if(!T)
return FALSE
var/totalitemdamage = target.pre_attacked_by(src, user)
T.assume_air(gasused)
T.air_update_turf()
if(!gasused)
to_chat(user, "<span class='warning'>\The [src]'s tank is empty!</span>")
target.apply_damage((totalitemdamage / 5), BRUTE)
playsound(loc, 'sound/weapons/punch1.ogg', 50, 1)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>[user]'s punches you!</span>")
return
if(gasused.total_moles() < gasperfist * fisto_setting)
to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
playsound(loc, 'sound/weapons/punch4.ogg', 50, 1)
target.apply_damage((totalitemdamage / 2), BRUTE)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>[user]'s punch strikes with force!</span>")
return
target.apply_damage(totalitemdamage * fisto_setting, BRUTE)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
new /obj/effect/temp_visual/kinetic_blast(target.loc)
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 5 * fisto_setting, 0.5 + (fisto_setting / 2))
target.throw_at(throw_target, 5 * fisto_setting, 0.5 + (fisto_setting / 2))
log_combat(user, target, "power fisted", src)
log_combat(user, target, "power fisted", src)
user.changeNext_move(CLICK_CD_MELEE * click_delay)
return
var/weight = getweight(user, STAM_COST_ATTACK_MOB_MULT)
if(weight)
user.adjustStaminaLossBuffered(weight)
return TRUE
+2 -1
View File
@@ -215,8 +215,9 @@
/obj/item/clothing/head/helmet/plate/crusader/prophet
name = "Prophet's Hat"
desc = "A religious-looking hat."
icon_state = "prophet"
mob_overlay_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = 0
flags_1 = NONE
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 50, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
@@ -358,6 +358,7 @@
check_amount()
/obj/item/borg/lollipop/dropped(mob/user)
. = ..()
check_amount()
/obj/item/borg/lollipop/proc/check_amount() //Doesn't even use processing ticks.
+44 -29
View File
@@ -1,7 +1,8 @@
/obj/item/shield
name = "shield"
icon = 'icons/obj/shields.dmi'
block_chance = 50
item_flags = ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/shield
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/// Shield flags
var/shield_flags = SHIELD_FLAGS_DEFAULT
@@ -22,6 +23,18 @@
/// Shield bashing push distance
var/shieldbash_push_distance = 1
/datum/block_parry_data/shield
block_damage_multiplier = 0.25
block_stamina_efficiency = 2.5
block_stamina_cost_per_second = 3.5
block_slowdown = 0
block_lock_attacking = FALSE
block_lock_sprinting = TRUE
block_start_delay = 1.5
block_damage_absorption = 5
block_resting_stamina_penalty_multiplier = 2
block_projectile_mitigation = 75
/obj/item/shield/examine(mob/user)
. = ..()
if(shield_flags & SHIELD_CAN_BASH)
@@ -154,6 +167,22 @@
icon_state = "shield_bash"
duration = 3
/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/obj/item/shield/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance)
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
@@ -172,20 +201,7 @@
var/repair_material = /obj/item/stack/sheet/mineral/titanium
var/can_shatter = TRUE
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
max_integrity = 75
/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
max_integrity = 450
/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/melee/baton))
@@ -238,13 +254,13 @@
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55 //Weak
max_integrity = 300
obj/item/shield/riot/bullet_proof
name = "bullet resistant shield"
desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
max_integrity = 55 //Weaker
max_integrity = 300
/obj/item/shield/riot/roman
name = "\improper Roman shield"
@@ -255,13 +271,13 @@ obj/item/shield/riot/bullet_proof
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
repair_material = /obj/item/stack/sheet/mineral/wood
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 65
max_integrity = 250
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
block_chance = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
max_integrity = 30
max_integrity = 40
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/grillehit.ogg', 100)
@@ -279,7 +295,7 @@ obj/item/shield/riot/bullet_proof
repair_material = /obj/item/stack/sheet/mineral/wood
block_chance = 30
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55
max_integrity = 150
/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/bang.ogg', 50)
@@ -297,13 +313,16 @@ obj/item/shield/riot/bullet_proof
throw_speed = 3
throw_range = 4
w_class = WEIGHT_CLASS_NORMAL
var/active = 0
var/active = FALSE
/obj/item/shield/riot/tele/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!active)
return BLOCK_NONE
return ..()
/obj/item/shield/riot/tele/can_active_block()
return ..() && active
/obj/item/shield/riot/tele/attack_self(mob/living/user)
active = !active
icon_state = "teleriot[active]"
@@ -335,8 +354,7 @@ obj/item/shield/riot/bullet_proof
icon_state = "makeshift_shield"
custom_materials = list(/datum/material/iron = 18000)
slot_flags = null
block_chance = 35
max_integrity = 100 //Made of metal welded together its strong but not unkillable
max_integrity = 300 //Made of metal welded together its strong but not unkillable
force = 10
throwforce = 7
@@ -346,7 +364,6 @@ obj/item/shield/riot/bullet_proof
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
item_state = "metal"
icon_state = "metal"
block_chance = 75 //1/4 shots will hit*
force = 16
slowdown = 2
throwforce = 15 //Massive pice of metal
@@ -357,19 +374,17 @@ obj/item/shield/riot/bullet_proof
/obj/item/shield/riot/tower/swat
name = "swat shield"
desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
max_integrity = 175
block_chance = 50
max_integrity = 250
/obj/item/shield/riot/implant
name = "telescoping shield implant"
desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant."
item_state = "metal"
icon_state = "metal"
block_chance = 50
slowdown = 1
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 60
obj_integrity = 60
max_integrity = 100
obj_integrity = 100
can_shatter = FALSE
item_flags = SLOWS_WHILE_IN_HAND
var/recharge_timerid
+122 -2
View File
@@ -13,18 +13,33 @@
novariants = FALSE
item_flags = NOBLUDGEON
var/self_delay = 50
var/other_delay = 0
var/repeating = FALSE
/obj/item/stack/medical/attack(mob/living/M, mob/user)
. = ..()
try_heal(M, user)
/obj/item/stack/medical/proc/try_heal(mob/living/M, mob/user, silent = FALSE)
if(!M.can_inject(user, TRUE))
return
if(M == user)
user.visible_message("<span class='notice'>[user] starts to apply \the [src] on [user.p_them()]self...</span>", "<span class='notice'>You begin applying \the [src] on yourself...</span>")
if(!silent)
user.visible_message("<span class='notice'>[user] starts to apply \the [src] on [user.p_them()]self...</span>", "<span class='notice'>You begin applying \the [src] on yourself...</span>")
if(!do_mob(user, M, self_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject, user, TRUE)))
return
else if(other_delay)
if(!silent)
user.visible_message("<span class='notice'>[user] starts to apply \the [src] on [M].</span>", "<span class='notice'>You begin applying \the [src] on [M]...</span>")
if(!do_mob(user, M, other_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject, user, TRUE)))
return
if(heal(M, user))
log_combat(user, M, "healed", src.name)
use(1)
if(repeating && amount > 0)
try_heal(M, user, TRUE)
/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
@@ -96,7 +111,7 @@
var/stop_bleeding = 1800
var/heal_brute = 5
self_delay = 10
custom_price = 100
custom_price = PRICE_REALLY_CHEAP
/obj/item/stack/medical/gauze/heal(mob/living/M, mob/user)
if(ishuman(M))
@@ -174,3 +189,108 @@
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
return TOXLOSS
/obj/item/stack/medical/suture
name = "suture"
desc = "Sterile sutures used to seal up cuts and lacerations."
gender = PLURAL
singular_name = "suture"
icon_state = "suture"
self_delay = 30
other_delay = 10
amount = 15
max_amount = 15
repeating = TRUE
var/heal_brute = 10
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
/obj/item/stack/medical/suture/one
amount = 1
/obj/item/stack/medical/suture/heal(mob/living/M, mob/user)
. = ..()
if(M.stat == DEAD)
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
return
if(iscarbon(M))
return heal_carbon(M, user, heal_brute, 0)
if(isanimal(M))
var/mob/living/simple_animal/critter = M
if (!(critter.healable))
to_chat(user, "<span class='warning'>You cannot use \the [src] on [M]!</span>")
return FALSE
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[M] is at full health.</span>")
return FALSE
user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
M.heal_bodypart_damage(heal_brute)
return TRUE
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
/obj/item/stack/medical/mesh
name = "regenerative mesh"
desc = "A bacteriostatic mesh used to dress burns."
gender = PLURAL
singular_name = "regenerative mesh"
icon_state = "regen_mesh"
self_delay = 30
other_delay = 10
amount = 15
max_amount = 15
repeating = TRUE
var/heal_burn = 10
var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
/obj/item/stack/medical/mesh/one
amount = 1
/obj/item/stack/medical/mesh/Initialize()
. = ..()
if(amount == max_amount) //only seal full mesh packs
is_open = FALSE
update_icon()
/obj/item/stack/medical/mesh/update_icon_state()
if(!is_open)
icon_state = "regen_mesh_closed"
else
return ..()
/obj/item/stack/medical/mesh/heal(mob/living/M, mob/user)
. = ..()
if(M.stat == DEAD)
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
return
if(iscarbon(M))
return heal_carbon(M, user, 0, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
/obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE)
if(!is_open)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
. = ..()
/obj/item/stack/medical/mesh/AltClick(mob/living/user)
if(!is_open)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
. = ..()
/obj/item/stack/medical/mesh/attack_hand(mob/user)
if(!is_open & user.get_inactive_held_item() == src)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
. = ..()
/obj/item/stack/medical/mesh/attack_self(mob/user)
if(!is_open)
is_open = TRUE
to_chat(user, "<span class='notice'>You open the sterile mesh package.</span>")
update_icon()
playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
return
. = ..()
@@ -242,6 +242,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
null, \
new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("pistol grip", /obj/item/weaponcrafting/improvised_parts/wooden_grip, 5, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
+18
View File
@@ -427,3 +427,21 @@
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = INFINITY
STR.max_items = 100
/obj/item/storage/bag/ammo
name = "ammo pouch"
desc = "A pouch for your ammo that goes in your pocket."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "ammopouch"
slot_flags = ITEM_SLOT_POCKET
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FLAMMABLE
/obj/item/storage/bag/ammo/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_combined_w_class = 30
STR.max_items = 3
STR.display_numerical_stacking = FALSE
STR.can_hold = typecacheof(list(/obj/item/ammo_box/magazine, /obj/item/ammo_casing))
+1 -1
View File
@@ -713,7 +713,7 @@
icon_state = "fannypack_leather"
item_state = "fannypack_leather"
dying_key = DYE_REGISTRY_FANNYPACK
custom_price = 100
custom_price = PRICE_ALMOST_CHEAP
/obj/item/storage/belt/fannypack/ComponentInitialize()
. = ..()
+5 -3
View File
@@ -434,6 +434,7 @@
desc = "<B>Instructions:</B> <I>Heat in microwave. Product will cool if not eaten within seven minutes.</I>"
icon_state = "donkpocketbox"
illustration=null
custom_premium_price = PRICE_ABOVE_NORMAL // git gud
/obj/item/storage/box/donkpockets/ComponentInitialize()
. = ..()
@@ -622,7 +623,7 @@
item_state = "zippo"
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_BELT
custom_price = 20
custom_price = PRICE_REALLY_CHEAP
/obj/item/storage/box/matches/ComponentInitialize()
. = ..()
@@ -744,8 +745,8 @@
//////
/obj/item/storage/box/hug/medical/PopulateContents()
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/suture(src)
new /obj/item/stack/medical/mesh(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
// Clown survival box
@@ -1343,6 +1344,7 @@
name = "box of marshmallows"
desc = "A box of marshmallows."
illustration = "marshmallow"
custom_premium_price = PRICE_BELOW_NORMAL
/obj/item/storage/box/marshmallow/PopulateContents()
for (var/i in 1 to 5)
+3 -2
View File
@@ -70,6 +70,7 @@
name = "donut box"
spawn_type = /obj/item/reagent_containers/food/snacks/donut
fancy_open = TRUE
custom_price = PRICE_NORMAL
/obj/item/storage/fancy/donut_box/ComponentInitialize()
. = ..()
@@ -136,7 +137,7 @@
slot_flags = ITEM_SLOT_BELT
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette/space_cigarette
custom_price = 75
custom_price = PRICE_ALMOST_CHEAP
/obj/item/storage/fancy/cigarettes/ComponentInitialize()
. = ..()
@@ -278,7 +279,7 @@
///The value in here has NOTHING to do with icons. It needs to be this for the proper examine.
icon_type = "rolling paper"
spawn_type = /obj/item/rollingpaper
custom_price = 25
custom_price = PRICE_REALLY_CHEAP
/obj/item/storage/fancy/rollingpapers/ComponentInitialize()
. = ..()
+12 -12
View File
@@ -37,10 +37,10 @@
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/suture(src)
new /obj/item/stack/medical/suture(src)
new /obj/item/stack/medical/mesh(src)
new /obj/item/stack/medical/mesh(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new /obj/item/healthanalyzer(src)
@@ -52,12 +52,12 @@
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/suture(src)
new /obj/item/stack/medical/suture(src)
new /obj/item/stack/medical/suture(src)
new /obj/item/stack/medical/mesh(src)
new /obj/item/stack/medical/mesh(src)
new /obj/item/stack/medical/mesh(src)
/obj/item/storage/firstaid/fire
name = "burn treatment kit"
@@ -432,8 +432,8 @@
throw_range = 7
var/empty = FALSE
item_state = "firstaid"
custom_price = 300
custom_premium_price = 500
custom_price = PRICE_ABOVE_NORMAL
custom_premium_price = PRICE_EXPENSIVE
/obj/item/storage/hypospraykit/ComponentInitialize()
. = ..()
+5 -3
View File
@@ -141,7 +141,7 @@
/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
var/interrupt = common_baton_melee(M, user, FALSE)
if(!interrupt)
..()
return ..()
/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-disarming.
@@ -154,7 +154,7 @@
if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
clowning_around(user)
if(IS_STAMCRIT(user)) //CIT CHANGE - makes it impossible to baton in stamina softcrit
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")
to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/L = M
@@ -170,10 +170,12 @@
return disarming || (user.a_intent != INTENT_HARM)
/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, disarming = FALSE)
if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; check_shields() handles that
var/list/return_list = list()
if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
var/stunpwr = stamforce
stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
var/obj/item/stock_parts/cell/our_cell = get_cell()
if(!our_cell)
switch_status(FALSE)
+4 -1
View File
@@ -93,11 +93,13 @@
F.update_icon()
else
return ..()
//Makes empty oxygen tanks spawn without gas
/obj/item/tank/internals/plasma/empty/populate_gas()
return
/obj/item/tank/internals/plasma/full/populate_gas()
air_contents.gases[/datum/gas/plasma] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
/*
* Plasmaman Plasma Tank
*/
@@ -130,6 +132,7 @@
air_contents.gases[/datum/gas/plasma] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
//makes empty plasma tanks spawn without gas.
/obj/item/tank/internals/plasmaman/belt/empty/populate_gas()
return
+4
View File
@@ -153,6 +153,10 @@
return (BRUTELOSS)
/obj/item/tank/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(air_contents, O, src, FALSE)
/obj/item/tank/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/assembly_holder))
+1 -1
View File
@@ -145,7 +145,7 @@
desc = "A janitorial watertank backpack with nozzle to clean dirt and graffiti."
icon_state = "waterbackpackjani"
item_state = "waterbackpackjani"
custom_price = 1000
custom_price = PRICE_ALMOST_ONE_GRAND
/obj/item/watertank/janitor/Initialize()
. = ..()
+4 -3
View File
@@ -446,6 +446,7 @@
throw_range = 5
force_unwielded = 0
force_wielded = 0
block_parry_data = null
attack_verb = list("attacked", "struck", "hit")
total_mass_on = TOTAL_MASS_TOY_SWORD
sharpness = IS_BLUNT
@@ -835,11 +836,11 @@
/obj/item/toy/cards/deck/update_icon_state()
switch(cards.len)
if(INFINITY to original_size/2)
if(original_size*0.5 to INFINITY)
icon_state = "deck_[deckstyle]_full"
if(original_size/2 to original_size/4)
if(original_size*0.25 to original_size*0.5)
icon_state = "deck_[deckstyle]_half"
if(original_size/4 to 1)
if(1 to original_size*0.25)
icon_state = "deck_[deckstyle]_low"
else
icon_state = "deck_[deckstyle]_empty"
+97 -19
View File
@@ -30,6 +30,8 @@
var/wieldsound = null
var/unwieldsound = null
var/slowdown_wielded = 0
/// Do we need to be wielded to actively block/parry?
var/requires_wield_to_block_parry = TRUE
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/twohanded/proc/unwield(mob/living/carbon/user, show_message = TRUE)
@@ -90,6 +92,12 @@
user.put_in_inactive_hand(O)
set_slowdown(slowdown + slowdown_wielded)
/obj/item/twohanded/can_active_block()
return ..() && (!requires_wield_to_block_parry || wielded)
/obj/item/twohanded/can_active_parry()
return ..() && (!requires_wield_to_block_parry || wielded)
/obj/item/twohanded/dropped(mob/user)
. = ..()
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
@@ -129,6 +137,7 @@
return ..()
/obj/item/twohanded/offhand/dropped(mob/living/user, show_message = TRUE) //Only utilized by dismemberment since you can't normally switch to the offhand to drop it.
. = ..()
var/obj/I = user.get_active_held_item()
if(I && istype(I, /obj/item/twohanded))
var/obj/item/twohanded/thw = I
@@ -274,6 +283,8 @@
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/w_class_on = WEIGHT_CLASS_BULKY
item_flags = ITEM_CAN_PARRY | SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/dual_esword
force_unwielded = 3
force_wielded = 34
wieldsound = 'sound/weapons/saberon.ogg'
@@ -284,7 +295,6 @@
var/saber_color = "green"
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
@@ -298,6 +308,42 @@
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
var/total_mass_on = 3.4
/datum/block_parry_data/dual_esword
block_damage_absorption = 2
block_damage_multiplier = 0.15
block_damage_multiplier_override = list(
ATTACK_TYPE_MELEE = 0.25
)
block_start_delay = 0 // instantaneous block
block_stamina_cost_per_second = 2.5
block_stamina_efficiency = 3
block_lock_sprinting = TRUE
// no attacking while blocking
block_lock_attacking = TRUE
block_projectile_mitigation = 75
parry_time_windup = 0
parry_time_active = 8
parry_time_spindown = 0
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 4
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while parrying.
parry_time_perfect = 2 // first ds isn't perfect
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 10
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 25 // VERY generous
parry_efficiency_perfect = 90
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = CLICK_CD_MELEE
// more efficient vs projectiles
block_stamina_efficiency_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 4
)
/obj/item/twohanded/dualsaber/suicide_act(mob/living/carbon/user)
if(wielded)
user.visible_message("<span class='suicide'>[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -849,6 +895,7 @@
return (BRUTELOSS)
/obj/item/twohanded/pitchfork/demonic/pickup(mob/living/user)
. = ..()
if(isliving(user) && user.mind && user.owns_soul() && !is_devil(user))
var/mob/living/U = user
U.visible_message("<span class='warning'>As [U] picks [src] up, [U]'s arms briefly catch fire.</span>", \
@@ -1030,13 +1077,12 @@
force_wielded = 10
throwforce = 15 //if you are a madman and finish someone off with this, power to you.
throw_speed = 1
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND
block_chance = 30
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/electrostaff
attack_verb = list("struck", "beaten", "thwacked", "pulped")
total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
var/on = FALSE
var/can_block_projectiles = FALSE //can't block guns
var/lethal_cost = 400 //10000/400*20 = 500. decent enough?
var/lethal_damage = 20
var/lethal_stam_cost = 4
@@ -1046,6 +1092,43 @@
var/stun_status_duration = 25
var/stun_stam_cost = 3.5
// haha security desword time /s
/datum/block_parry_data/electrostaff
block_damage_absorption = 0
block_damage_multiplier = 1
can_block_attack_types = ~ATTACK_TYPE_PROJECTILE // only able to parry non projectiles
block_damage_multiplier_override = list(
TEXT_ATTACK_TYPE_MELEE = 0.5, // only useful on melee and unarmed
TEXT_ATTACK_TYPE_UNARMED = 0.3
)
block_start_delay = 0.5 // near instantaneous block
block_stamina_cost_per_second = 3
block_stamina_efficiency = 2 // haha this is a horrible idea
// more slowdown that deswords because security
block_slowdown = 2
// no attacking while blocking
block_lock_attacking = TRUE
parry_time_windup = 1
parry_time_active = 5
parry_time_spindown = 0
parry_time_spindown_visual_override = 1
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
parry_time_perfect = 0
parry_time_perfect_leeway = 0.5
parry_efficiency_perfect = 100
parry_imperfect_falloff_percent = 1
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
)
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
)
// not extremely punishing to fail, but no spamming the parry.
parry_cooldown = 2.5 SECONDS
parry_failed_stagger_duration = 1.5 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/obj/item/twohanded/electrostaff/Initialize(mapload)
. = ..()
if(ispath(cell))
@@ -1061,11 +1144,6 @@
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/twohanded/electrostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!on || (!can_block_projectiles && (attack_type & ATTACK_TYPE_PROJECTILE)))
return BLOCK_NONE
return ..()
/obj/item/twohanded/electrostaff/proc/min_hitcost()
return min(stun_cost, lethal_cost)
@@ -1176,30 +1254,30 @@
/obj/item/twohanded/electrostaff/attack(mob/living/target, mob/living/user)
if(IS_STAMCRIT(user))//CIT CHANGE - makes it impossible to baton in stamina softcrit
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
clowning_around(user) //ouch!
return
if(iscyborg(target))
..()
return
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; run_block() handles that
return ..()
var/list/return_list = list()
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; run_block() handles that
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
if(user.a_intent != INTENT_HARM)
if(stun_act(target, user))
if(stun_act(target, user, null, return_list))
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(stun_stam_cost)
return
else if(!harm_act(target, user))
else if(!harm_act(target, user, null, return_list))
return ..() //if you can't fry them just beat them with it
else //we did harm act them
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(lethal_stam_cost)
/obj/item/twohanded/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
var/stunforce = stun_stamdmg
/obj/item/twohanded/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
var/stunforce = block_calculate_resultant_damage(stun_stamdmg, block_return)
if(!no_charge_and_force)
if(!on)
target.visible_message("<span class='warning'>[user] has bapped [target] with [src]. Luckily it was off.</span>", \
@@ -1229,8 +1307,8 @@
H.forcesay(GLOB.hit_appends)
return TRUE
/obj/item/twohanded/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
var/lethal_force = lethal_damage
/obj/item/twohanded/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
var/lethal_force = block_calculate_resultant_damage(lethal_damage, block_return)
if(!no_charge_and_force)
if(!on)
return FALSE //standard item attack
+3 -1
View File
@@ -122,11 +122,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander/pickup(mob/living/user)
. = ..()
to_chat(user, "<span class='notice'>The power of Scotland protects you! You are shielded from all stuns and knockdowns.</span>")
user.add_stun_absorption("highlander", INFINITY, 1, " is protected by the power of Scotland!", "The power of Scotland absorbs the stun!", " is protected by the power of Scotland!")
user.ignore_slowdown(HIGHLANDER)
/obj/item/claymore/highlander/dropped(mob/living/user)
. = ..()
user.unignore_slowdown(HIGHLANDER)
if(!QDELETED(src))
qdel(src) //If this ever happens, it's because you lost an arm
@@ -680,7 +682,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
to_chat(user, "<span class='warning'>You easily land a critical blow on the [target].</span>")
if(istype(target, /mob/living/))
var/mob/living/bug = target
bug.adjustBruteLoss(-35) //What kinda mad man would go into melee with a spider?!
bug.adjustBruteLoss(35) //What kinda mad man would go into melee with a spider?!
else
qdel(target)
@@ -51,7 +51,6 @@
new /obj/item/storage/backpack/satchel/leather/withwallet( src )
new /obj/item/instrument/piano_synth(src)
new /obj/item/radio/headset( src )
new /obj/item/clothing/head/colour(src)
/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
var/obj/item/card/id/I = W.GetID()
@@ -581,7 +581,7 @@
uniform = /obj/item/clothing/under/rank/rnd/scientist
shoes = /obj/item/clothing/shoes/laceup
id = /obj/item/card/id/away/old/sci
l_pocket = /obj/item/stack/medical/bruise_pack
l_pocket = /obj/item/stack/medical/suture
assignedrole = "Ancient Crew"
job_description = "Oldstation Crew"
@@ -694,15 +694,12 @@
..()
var/suited = !preference_source || preference_source.prefs.jumpsuit_style == PREF_SUIT
if (CONFIG_GET(flag/grey_assistants))
if(suited)
uniform = /obj/item/clothing/under/color/grey
else
uniform = /obj/item/clothing/under/color/jumpskirt/grey
uniform = suited ? /obj/item/clothing/under/color/grey : /obj/item/clothing/under/color/jumpskirt/grey
else
if(suited)
uniform = /obj/item/clothing/under/color/random
if(SSevents.holidays && SSevents.holidays[PRIDE_MONTH])
uniform = suited ? /obj/item/clothing/under/color/rainbow : /obj/item/clothing/under/color/jumpskirt/rainbow
else
uniform = /obj/item/clothing/under/color/jumpskirt/random
uniform = suited ? /obj/item/clothing/under/color/random : /obj/item/clothing/under/color/jumpskirt/random
/obj/item/storage/box/syndie_kit/chameleon/ghostcafe
name = "ghost cafe costuming kit"
@@ -4,11 +4,13 @@
icon_state = "human_male"
density = TRUE
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
max_integrity = 200
var/timer = 240 //eventually the person will be freed
var/timer = 8 MINUTES //eventually the person will be freed
var/mob/living/petrified_mob
/obj/structure/statue/petrified/New(loc, mob/living/L, statue_timer)
/obj/structure/statue/petrified/Initialize(mapload, mob/living/L, statue_timer)
. = ..()
if(statue_timer)
timer = statue_timer
if(L)
@@ -17,25 +19,18 @@
L.buckled.unbuckle_mob(L,force=1)
L.visible_message("<span class='warning'>[L]'s skin rapidly turns to marble!</span>", "<span class='userdanger'>Your body freezes up! Can't... move... can't... think...</span>")
L.forceMove(src)
ADD_TRAIT(L, TRAIT_MUTE, STATUE_MUTE)
ADD_TRAIT(L, TRAIT_MUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_EMOTEMUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_LOOC_MUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_AOOC_MUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_MOBILITY_NOMOVE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_MOBILITY_NOPICKUP, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_MOBILITY_NOUSE, STATUE_TRAIT)
L.faction += "mimic" //Stops mimics from instaqdeling people in statues
L.status_flags |= GODMODE
obj_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
max_integrity = obj_integrity
START_PROCESSING(SSobj, src)
..()
/obj/structure/statue/petrified/process()
if(!petrified_mob)
STOP_PROCESSING(SSobj, src)
timer--
petrified_mob.Stun(40) //So they can't do anything while petrified
if(timer <= 0)
STOP_PROCESSING(SSobj, src)
qdel(src)
/obj/structure/statue/petrified/contents_explosion(severity, target)
return
QDEL_IN(src, timer)
/obj/structure/statue/petrified/handle_atom_del(atom/A)
if(A == petrified_mob)
@@ -59,7 +54,13 @@
if(petrified_mob)
petrified_mob.status_flags &= ~GODMODE
petrified_mob.forceMove(loc)
REMOVE_TRAIT(petrified_mob, TRAIT_MUTE, STATUE_MUTE)
REMOVE_TRAIT(petrified_mob, TRAIT_MUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_EMOTEMUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_LOOC_MUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_AOOC_MUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_MOBILITY_NOMOVE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_MOBILITY_NOPICKUP, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_MOBILITY_NOUSE, STATUE_TRAIT)
petrified_mob.take_overall_damage((petrified_mob.health - obj_integrity + 100)) //any new damage the statue incurred is transfered to the mob
petrified_mob.faction -= "mimic"
petrified_mob = null
@@ -19,6 +19,13 @@
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/Destroy()
if(loc)
for(var/A in contents)
var/atom/movable/AM = A
AM.forceMove(loc)
return ..()
/obj/structure/toilet/attack_hand(mob/living/user)
. = ..()
if(.)
@@ -157,7 +157,7 @@
planetary_atmos = TRUE
floor_tile = null
initial_gas_mix = FROZEN_ATMOS
slowdown = 2
slowdown = 1.5 //So digging it out paths are usefull.
bullet_sizzle = TRUE
footstep = FOOTSTEP_SAND
barefootstep = FOOTSTEP_SAND
@@ -191,7 +191,7 @@
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "map-shuttle"
explosion_block = 3
flags_1 = CAN_BE_DIRTY_1 | CHECK_RICOCHET_1
flags_1 = CAN_BE_DIRTY_1 | DEFAULT_RICOCHET_1
sheet_type = /obj/item/stack/sheet/mineral/titanium
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
@@ -302,4 +302,4 @@
/turf/closed/wall/mineral/plastitanium/copyTurf(turf/T)
. = ..()
T.transform = transform
T.transform = transform
+1 -1
View File
@@ -41,7 +41,7 @@
/turf/closed/wall/attack_tk()
return
/turf/closed/wall/handle_ricochet(obj/item/projectile/P) //A huge pile of shitcode!
/turf/closed/wall/handle_projectile_ricochet(obj/item/projectile/P) //A huge pile of shitcode!
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
+70 -45
View File
@@ -346,7 +346,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
//print the key
if(islist(key))
recursive_list_print(output, key, datum_handler, atom_handler)
else if(is_proper_datum(key) && (datum_handler || (isatom(key) && atom_handler)))
else if(is_object_datatype(key) && (datum_handler || (isatom(key) && atom_handler)))
if(isatom(key) && atom_handler)
output += atom_handler.Invoke(key)
else
@@ -360,7 +360,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/value = input[key]
if(islist(value))
recursive_list_print(output, value, datum_handler, atom_handler)
else if(is_proper_datum(value) && (datum_handler || (isatom(value) && atom_handler)))
else if(is_object_datatype(value) && (datum_handler || (isatom(value) && atom_handler)))
if(isatom(value) && atom_handler)
output += atom_handler.Invoke(value)
else
@@ -498,7 +498,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if(length(select_text))
var/text = islist(select_text)? select_text.Join() : select_text
var/static/result_offset = 0
showmob << browse(text, "window=SDQL-result-[result_offset++]")
showmob << browse(text, "window=SDQL-result-[result_offset++];size=800x1200")
show_next_to_key = null
if(qdel_on_finish)
qdel(src)
@@ -646,7 +646,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
switch(query_tree[1])
if("call")
for(var/i in found)
if(!is_proper_datum(i))
if(!is_object_datatype(i))
continue
world.SDQL_var(i, query_tree["call"][1], null, i, superuser, src)
obj_count_finished++
@@ -664,7 +664,10 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/list/text_list = list()
var/print_nulls = !(options & SDQL2_OPTION_SELECT_OUTPUT_SKIP_NULLS)
obj_count_finished = select_refs
var/n = 0
for(var/i in found)
if(++n == 20000)
text_list += "<br><font color='red'><b>TRUNCATED - 20000 OBJECT LIMIT HIT</b></font>"
SDQL_print(i, text_list, print_nulls)
select_refs[REF(i)] = TRUE
SDQL2_TICK_CHECK
@@ -675,7 +678,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if("set" in query_tree)
var/list/set_list = query_tree["set"]
for(var/d in found)
if(!is_proper_datum(d))
if(!is_object_datatype(d))
continue
SDQL_internal_vv(d, set_list)
obj_count_finished++
@@ -685,47 +688,72 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
obj_count_finished = length(obj_count_finished)
state = SDQL2_STATE_SWITCHING
/datum/SDQL2_query/proc/SDQL_print(object, list/text_list, print_nulls = TRUE)
if(is_proper_datum(object))
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>[REF(object)]</A> : [object]"
if(istype(object, /atom))
var/atom/A = object
var/turf/T = A.loc
var/area/a
if(istype(T))
text_list += " <font color='gray'>at</font> [T] [ADMIN_COORDJMP(T)]"
a = T.loc
else
var/turf/final = get_turf(T) //Recursive, hopefully?
if(istype(final))
text_list += " <font color='gray'>at</font> [final] [ADMIN_COORDJMP(final)]"
a = final.loc
/**
* Recursively prints out an object to text list for SDQL2 output to admins, with VV links and all.
* Recursion limit: 50
* Limit imposed by callers should be around 10000 objects
* Seriously, if you hit those limits, you're doing something wrong.
*/
/datum/SDQL2_query/proc/SDQL_print(datum/object, list/text_list, print_nulls = TRUE, recursion = 1, linebreak = TRUE)
if(recursion > 50)
text_list += "<br><font color='red'><b>RECURSION LIMIT REACHED.</font></b><br>"
return
if(is_object_datatype(object))
if(!islist(object))
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>[object.type] [REF(object)]</A>: [object]"
if(istype(object, /atom))
if(istype(object, /turf))
var/turf/T = object
text_list += " [ADMIN_COORDJMP(T)] <font color='gray'>at</font> [T.loc]"
else
text_list += " <font color='gray'>at</font> nonexistant location"
if(a)
text_list += " <font color='gray'>in</font> area [a]"
if(T.loc != a)
text_list += " <font color='gray'>inside</font> [T]"
text_list += "<br>"
else if(islist(object))
var/list/L = object
var/first = TRUE
text_list += "\["
for (var/x in L)
if (!first)
text_list += ", "
first = FALSE
SDQL_print(x, text_list)
if (!isnull(x) && !isnum(x) && L[x] != null)
text_list += " -> "
SDQL_print(L[L[x]], text_list)
text_list += "]<br>"
var/atom/A = object
var/atom/container = A.loc
if(isturf(container))
text_list += " <font color='gray'>in</font> [container] [ADMIN_COORDJMP(container)] <font color='gray'>at</font> [container.loc]"
else if(container)
var/turf/T = get_turf(container)
var/cref = REF(container)
text_list += " <font color='gray'>in</font> <A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[cref]'>[container]([cref])</A>"
if(T)
text_list += " <font color='gray'>on</font> [T] [ADMIN_COORDJMP(T)] <font color='gray'>at</font>[T.loc]"
else
text_list += " <font color='gray'>in</font> nullspace"
else // lists are snowflake and get special treatment.
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>/list [REF(object)]</A> \[<br>"
var/list/L = object
if(length(L))
for(var/key in object)
if(islist(key))
text_list += "<span style='margin-left: [min(10, recursion) * 2]em;'>"
SDQL_print(key, text_list, TRUE, recursion + 1, FALSE)
text_list += "</span>"
else
SDQL_print(key, text_list, TRUE, recursion, FALSE)
if(IS_VALID_ASSOC_KEY(key) && !isnull(L[key]))
var/value = L[key]
text_list += " --> "
if(islist(value))
text_list += "<span style='margin-left: [min(10, recursion) * 2]em;'>"
SDQL_print(value, text_list, TRUE, recursion + 1, FALSE)
text_list += "</span>"
else
SDQL_print(value, text_list, TRUE, recursion, FALSE)
text_list += "<br>"
text_list += "\]"
if(linebreak)
text_list += "<br>"
else
if(isnull(object))
if(print_nulls)
text_list += "NULL<br>"
text_list += "NULL"
else if(istext(object))
text_list += "\"[object]\""
else if(isnum(object) || ispath(object))
text_list += "[object]"
else
text_list += "[object]<br>"
text_list += "UNKNOWN: [object]"
if(linebreak)
text_list += "<br>"
/datum/SDQL2_query/CanProcCall()
if(!allow_admin_interact)
@@ -957,7 +985,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/static/list/exclude = list("usr", "src", "marked", "global")
var/long = start < expression.len
var/datum/D
if(is_proper_datum(object))
if(is_object_datatype(object))
D = object
if (object == world && (!long || expression[start + 1] == ".") && !(expression[start] in exclude)) //3 == length("SS") + 1
@@ -1161,9 +1189,6 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
query_list += word
return query_list
/proc/is_proper_datum(thing)
return istype(thing, /datum) || istype(thing, /client)
/obj/effect/statclick/SDQL2_delete/Click()
var/datum/SDQL2_query/Q = target
Q.delete_click()

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