Merge branch 'master' into upstream-merge-31855

This commit is contained in:
LetterJay
2017-10-30 23:31:13 -04:00
committed by GitHub
343 changed files with 18223 additions and 3145 deletions
+23
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@@ -135,3 +135,26 @@
#define NOAROUSAL 29 //Stops all arousal effects
#define NOGENITALS 30 //Cannot create, use, or otherwise have genitals
#define NO_DNA_COPY 31
#define DRINKSBLOOD 32
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device"
#define ORGAN_SLOT_STOMACH "stomach"
#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
#define ORGAN_SLOT_EARS "ears"
#define ORGAN_SLOT_EYES "eye_sight"
#define ORGAN_SLOT_LUNGS "lungs"
#define ORGAN_SLOT_HEART "heart"
#define ORGAN_SLOT_ZOMBIE "zombie_infection"
#define ORGAN_SLOT_THRUSTERS "thrusters"
#define ORGAN_SLOT_HUD "eye_hud"
#define ORGAN_SLOT_LIVER "liver"
#define ORGAN_SLOT_TONGUE "tongue"
#define ORGAN_SLOT_VOICE "vocal_cords"
#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
#define ORGAN_SLOT_HEART_AID "heartdrive"
#define ORGAN_SLOT_BRAIN_ANTIDROP "brain_antidrop"
#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
#define ORGAN_SLOT_TAIL "tail"
+6 -19
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@@ -56,28 +56,16 @@
#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile
#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
#define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
//Plasma fire properties
#define OXYGEN_BURN_RATE_BASE 1.4
#define PLASMA_BURN_RATE_DELTA 9
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
#define PLASMA_UPPER_TEMPERATURE 1370+T0C
#define PLASMA_MINIMUM_OXYGEN_NEEDED 2
#define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30
#define PLASMA_OXYGEN_FULLBURN 10
#define MIN_TOXIC_GAS_DAMAGE 1
#define MAX_TOXIC_GAS_DAMAGE 10
#define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible
//Plasma fusion properties
#define PLASMA_BINDING_ENERGY 3000000
#define MAX_CARBON_EFFICENCY 9
#define PLASMA_FUSED_COEFFICENT 0.08
#define CARBON_CATALYST_COEFFICENT 0.01
#define FUSION_PURITY_THRESHOLD 0.9
#define MOLES_GAS_VISIBLE 0.5 //Moles in a standard cell after which gases are visible
#define STOP_REACTIONS 2
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
#define GAS_STIM_MINIMUM 0.002
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
@@ -193,8 +181,7 @@
#define THERMAL_ENERGY(gas) (gas.temperature * gas.heat_capacity())
#define ADD_GAS(gas_id, out_list)\
var/list/tmp_gaslist = GLOB.gaslist_cache[gas_id];\
out_list[gas_id] = tmp_gaslist.Copy();
var/list/tmp_gaslist = GLOB.gaslist_cache[gas_id]; out_list[gas_id] = tmp_gaslist.Copy();
//ASSERT_GAS(gas_id, gas_mixture) - used to guarantee that the gas list for this id exists in gas_mixture.gases.
//Must be used before adding to a gas. May be used before reading from a gas.
+1 -2
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@@ -40,8 +40,7 @@
#define ANTAG_HUD_SINTOUCHED 16
#define ANTAG_HUD_SOULLESS 17
#define ANTAG_HUD_CLOCKWORK 18
#define ANTAG_HUD_BORER 19
#define ANTAG_HUD_BROTHER 20
#define ANTAG_HUD_BROTHER 19
// Notification action types
#define NOTIFY_JUMP "jump"
+1 -1
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@@ -1,4 +1,4 @@
#define GLOBAL_PROC "some_magic_bullshit"
#define CALLBACK new /datum/callback
#define INVOKE_ASYNC ImmediateInvokeAsync
#define INVOKE_ASYNC world.ImmediateInvokeAsync
+7
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@@ -0,0 +1,7 @@
//Cleaning tool strength
#define CLEAN_VERY_WEAK 1 // What are you scrubbing the ground with a toothpick?
#define CLEAN_WEAK 2
#define CLEAN_MEDIUM 3 // Acceptable tools
#define CLEAN_STRONG 4 // Industrial strength
#define CLEAN_IMPRESSIVE 5 // Cleaning strong enough your granny would be proud
#define CLEAN_GOD 6 // Cleans things spotless down to the atomic structure
+4
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@@ -2,6 +2,8 @@
#define GET_COMPONENT_FROM(varname, path, target) var##path/##varname = ##target.GetComponent(##path)
#define GET_COMPONENT(varname, path) GET_COMPONENT_FROM(varname, path, src)
#define COMPONENT_INCOMPATIBLE 1
// How multiple components of the exact same type are handled in the same datum
#define COMPONENT_DUPE_HIGHLANDER 0 //old component is deleted (default)
@@ -16,6 +18,8 @@
#define COMSIG_COMPONENT_REMOVING "component_removing" //before a component is removed from a datum because of RemoveComponent: (/datum/component)
#define COMSIG_PARENT_QDELETED "parent_qdeleted" //before a datum's Destroy() is called: ()
#define COMSIG_COMPONENT_CLEAN_ACT "clean_act" //called on an object to clean it of cleanables. Usualy with soap: (num/strength)
// /atom signals
#define COMSIG_PARENT_ATTACKBY "atom_attackby" //from base of atom/attackby(): (/obj/item, /mob/living, params)
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
+1
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@@ -33,6 +33,7 @@
#define HIGH_SIGIL_LAYER 2.56
#define BELOW_OPEN_DOOR_LAYER 2.6
#define SHUTTER_LAYER 2.65 //Prevents shutters from being placed above doors. It's overridden by /obj/machinery/door/New() & poddoor/shutters/New()
#define OPEN_DOOR_LAYER 2.7
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
+2
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@@ -10,6 +10,8 @@
#define T20C 293.15 // 20degC
#define TCMB 2.7 // -270.3degC
#define SHORT_REAL_LIMIT 16777216
//"fancy" math for calculating time in ms from tick_usage percentage and the length of ticks
//percent_of_tick_used * (ticklag * 100(to convert to ms)) / 100(percent ratio)
//collapsed to percent_of_tick_used * tick_lag
+1
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@@ -204,6 +204,7 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
#define BLOODY_FOOTPRINT_BASE_ALPHA 150
#define BLOOD_GAIN_PER_STEP 100
#define BLOOD_LOSS_PER_STEP 5
#define BLOOD_LOSS_IN_SPREAD 20
#define BLOOD_FADEOUT_TIME 2
//Bloody shoe blood states
+7 -30
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@@ -1,33 +1,10 @@
/*
PIPE CONSTRUCTION DEFINES
Update these any time a path is changed
Construction breaks otherwise
*/
//Pipes
#define PIPE_SIMPLE /obj/machinery/atmospherics/pipe/simple
#define PIPE_MANIFOLD /obj/machinery/atmospherics/pipe/manifold
#define PIPE_4WAYMANIFOLD /obj/machinery/atmospherics/pipe/manifold4w
#define PIPE_HE /obj/machinery/atmospherics/pipe/heat_exchanging/simple
#define PIPE_HE_MANIFOLD /obj/machinery/atmospherics/pipe/heat_exchanging/manifold
#define PIPE_HE_4WAYMANIFOLD /obj/machinery/atmospherics/pipe/heat_exchanging/manifold4w
#define PIPE_JUNCTION /obj/machinery/atmospherics/pipe/heat_exchanging/junction
#define PIPE_LAYER_MANIFOLD /obj/machinery/atmospherics/pipe/layer_manifold
//Unary
#define PIPE_CONNECTOR /obj/machinery/atmospherics/components/unary/portables_connector
#define PIPE_UVENT /obj/machinery/atmospherics/components/unary/vent_pump
#define PIPE_SCRUBBER /obj/machinery/atmospherics/components/unary/vent_scrubber
#define PIPE_INJECTOR /obj/machinery/atmospherics/components/unary/outlet_injector
#define PIPE_HEAT_EXCHANGE /obj/machinery/atmospherics/components/unary/heat_exchanger
//Binary
#define PIPE_PUMP /obj/machinery/atmospherics/components/binary/pump
#define PIPE_PASSIVE_GATE /obj/machinery/atmospherics/components/binary/passive_gate
#define PIPE_VOLUME_PUMP /obj/machinery/atmospherics/components/binary/volume_pump
#define PIPE_MVALVE /obj/machinery/atmospherics/components/binary/valve
#define PIPE_DVALVE /obj/machinery/atmospherics/components/binary/valve/digital
//Trinary
#define PIPE_GAS_FILTER /obj/machinery/atmospherics/components/trinary/filter
#define PIPE_GAS_MIXER /obj/machinery/atmospherics/components/trinary/mixer
//Construction Categories
#define PIPE_BINARY 0 //2 directions: N/S, E/W
#define PIPE_BENDABLE 1 //6 directions: N/S, E/W, N/E, N/W, S/E, S/W
#define PIPE_TRINARY 2 //4 directions: N/E/S, E/S/W, S/W/N, W/N/E
#define PIPE_TRIN_M 3 //8 directions: N->S+E, S->N+E, N->S+W, S->N+W, E->W+S, W->E+S, E->W+N, W->E+N
#define PIPE_UNARY 4 //4 directions: N, S, E, W
#define PIPE_QUAD 5 //1 directions: N/S/E/W
//Disposal piping numbers - do NOT hardcode these, use the defines
#define DISP_PIPE_STRAIGHT 0
+29
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@@ -0,0 +1,29 @@
#define PROFILE_START ;PROFILE_STORE = list();PROFILE_SET;
#define PROFILE_STOP ;PROFILE_STORE = null;
#define PROFILE_SET ;PROFILE_TIME = TICK_USAGE_REAL; PROFILE_LINE = __LINE__; PROFILE_FILE = __FILE__; PROFILE_SLEEPCHECK = world.time;
#define PROFILE_TICK ;\
if (PROFILE_STORE) {\
var/PROFILE_TICK_USAGE_REAL = TICK_USAGE_REAL;\
if (PROFILE_SLEEPCHECK == world.time) {\
var/PROFILE_STRING = "[PROFILE_FILE]:[PROFILE_LINE] - [__FILE__]:[__LINE__]";\
var/list/PROFILE_ITEM = PROFILE_STORE[PROFILE_STRING];\
if (!PROFILE_ITEM) {\
PROFILE_ITEM = new(PROFILE_ITEM_LEN);\
PROFILE_STORE[PROFILE_STRING] = PROFILE_ITEM;\
PROFILE_ITEM[PROFILE_ITEM_TIME] = 0;\
PROFILE_ITEM[PROFILE_ITEM_COUNT] = 0;\
};\
PROFILE_ITEM[PROFILE_ITEM_TIME] += TICK_DELTA_TO_MS(PROFILE_TICK_USAGE_REAL-PROFILE_TIME);\
var/PROFILE_INCR_AMOUNT = min(1, 2**round(PROFILE_ITEM[PROFILE_ITEM_COUNT]/SHORT_REAL_LIMIT));\
if (prob(100/PROFILE_INCR_AMOUNT)) {\
PROFILE_ITEM[PROFILE_ITEM_COUNT] += PROFILE_INCR_AMOUNT;\
};\
};\
PROFILE_SET;\
};
#define PROFILE_ITEM_LEN 2
#define PROFILE_ITEM_TIME 1
#define PROFILE_ITEM_COUNT 2
+20 -19
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@@ -6,29 +6,30 @@ Ask ninjanomnom if they're around
#define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading
// WARNING: Lowering this value significantly increases SSradiation load
#define RAD_AMOUNT_LOW 50
#define RAD_AMOUNT_MEDIUM 200
#define RAD_AMOUNT_HIGH 500
#define RAD_AMOUNT_EXTREME 1000
// apply_effect(amount * RAD_MOB_COEFFICIENT, IRRADIATE, blocked)
#define RAD_MOB_COEFFICIENT 0.25 // Radiation applied is multiplied by this
// apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked)
#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this
#define RAD_MOB_SKIN_PROTECTION ((1/RAD_MOB_COEFFICIENT)+RAD_BACKGROUND_RADIATION)
#define RAD_LOSS_PER_TICK 1
#define RAD_LOSS_PER_TICK 0.5
#define RAD_TOX_COEFFICIENT 0.05 // Toxin damage per tick coefficient
#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation
// WARNING: This number is highly sensitive to change, graph is first for best results
#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn
#define RAD_MOB_SAFE 300 // How much stored radiation in a mob with no ill effects
#define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects
#define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss
#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation
#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting
#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
#define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning
#define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold
#define RAD_MOB_KNOCKDOWN_AMOUNT 3 // Amount of knockdown when it occurs
#define RAD_MOB_VOMIT 1500 // The amount of radiation to check for vomitting
#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
#define RAD_MOB_MUTATE 1000 // How much stored radiation to check for mutation
#define RAD_MOB_HAIRLOSS 500 // How much stored radiation to check for hair loss
#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
#define RAD_LIGHT_INSULATION 0.8
@@ -39,10 +40,10 @@ Ask ninjanomnom if they're around
// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1)
#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.0075 // Higher means higher strength scaling contamination chance
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.5 // Higher means higher strength scaling contamination strength
// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.3 // Higher means higher strength scaling contamination strength
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
#define RAD_HALF_LIFE 150 // The half-life of contaminated objects
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
+2 -2
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@@ -46,8 +46,8 @@
#define INIT_ORDER_DBCORE 18
#define INIT_ORDER_BLACKBOX 17
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_JOBS 15
#define INIT_ORDER_EVENTS 14
#define INIT_ORDER_EVENTS 15
#define INIT_ORDER_JOBS 14
#define INIT_ORDER_TICKER 13
#define INIT_ORDER_MAPPING 12
#define INIT_ORDER_ATOMS 11
+10
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@@ -58,3 +58,13 @@ GLOBAL_VAR_INIT(cmp_field, "name")
. = B.failures - A.failures
if (!.)
. = B.qdels - A.qdels
/proc/cmp_profile_avg_time_dsc(list/A, list/B)
return (B[PROFILE_ITEM_TIME]/(B[PROFILE_ITEM_COUNT] || 1)) - (A[PROFILE_ITEM_TIME]/(A[PROFILE_ITEM_COUNT] || 1))
/proc/cmp_profile_time_dsc(list/A, list/B)
return B[PROFILE_ITEM_TIME] - A[PROFILE_ITEM_TIME]
/proc/cmp_profile_count_dsc(list/A, list/B)
return B[PROFILE_ITEM_COUNT] - A[PROFILE_ITEM_COUNT]
+18 -18
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@@ -1,28 +1,28 @@
/proc/get_rad_contents(atom/location, list/output=list()) // A special GetAllContents that doesn't search past things with rad insulation
. = output
if(!location)
return
output += location
var/datum/component/rad_insulation/insulation = location.GetComponent(/datum/component/rad_insulation)
if(insulation && insulation.protects)
return
for(var/i in 1 to location.contents.len)
var/static/list/ignored_things = typecacheof(list( // These types will never have radiation applied to them or be looked inside of
// A special GetAllContents that doesn't search past things with rad insulation
// The protection var only protects the things inside from being affected.
// The protecting object itself will get returned still.
// The ignore list makes those objects never return at all
/proc/get_rad_contents(atom/location)
var/list/processing_list = list(location)
. = list()
while(processing_list.len)
var/static/list/ignored_things = typecacheof(list(
/mob/dead,
/mob/camera,
/obj/effect,
/obj/docking_port,
/atom/movable/lighting_object
/atom/movable/lighting_object,
/obj/item/projectile
))
var/atom/thing = location.contents[i]
var/atom/thing = processing_list[1]
processing_list -= thing
if(ignored_things[thing.type])
continue
get_rad_contents(thing, output)
. += thing
var/datum/component/rad_insulation/insulation = thing.GetComponent(/datum/component/rad_insulation)
if(insulation && insulation.protects)
continue
processing_list += thing.contents
/proc/radiation_pulse(atom/source, intensity, range_modifier, log=FALSE, can_contaminate=TRUE)
if(!SSradiation.can_fire)
+30 -14
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@@ -504,21 +504,19 @@ Turf and target are separate in case you want to teleport some distance from a t
return y
/*
Recursively gets all contents of contents and returns them all in a list.
recursive_depth is useful if you only want a turf and everything on it (recursive_depth=1)
Do not set recursive depth higher than MAX_PROC_DEPTH as byond breaks when that limit is reached.
Gets all contents of contents and returns them all in a list.
*/
/atom/proc/GetAllContents(list/output=list(), recursive_depth=MAX_PROC_DEPTH, _current_depth=0)
. = output
output += src
if(_current_depth == recursive_depth)
if(_current_depth == MAX_PROC_DEPTH)
WARNING("Get all contents reached the max recursive depth of [MAX_PROC_DEPTH]. More and we would break shit. Offending atom: [src]")
return
for(var/i in 1 to contents.len)
var/atom/thing = contents[i]
thing.GetAllContents(output, recursive_depth, ++_current_depth)
/atom/proc/GetAllContents()
var/list/processing_list = list(src)
var/list/assembled = list()
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list.Cut(1, 2)
//Byond does not allow things to be in multiple contents, or double parent-child hierarchies, so only += is needed
//This is also why we don't need to check against assembled as we go along
processing_list += A.contents
assembled += A
return assembled
//Step-towards method of determining whether one atom can see another. Similar to viewers()
/proc/can_see(atom/source, atom/target, length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
@@ -1413,3 +1411,21 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
//checks if a turf is in the planet z list.
/proc/turf_z_is_planet(turf/T)
return GLOB.z_is_planet["[T.z]"]
//returns a GUID like identifier (using a mostly made up record format)
//guids are not on their own suitable for access or security tokens, as most of their bits are predictable.
// (But may make a nice salt to one)
/proc/GUID()
var/const/GUID_VERSION = "b"
var/const/GUID_VARIANT = "d"
var/node_id = copytext(md5("[rand()*rand(1,9999999)][world.name][world.hub][world.hub_password][world.internet_address][world.address][world.contents.len][world.status][world.port][rand()*rand(1,9999999)]"), 1, 13)
var/time_high = "[num2hex(text2num(time2text(world.realtime,"YYYY")), 2)][num2hex(world.realtime, 6)]"
var/time_mid = num2hex(world.timeofday, 4)
var/time_low = num2hex(world.time, 3)
var/time_clock = num2hex(TICK_DELTA_TO_MS(world.tick_usage), 3)
return "{[time_high]-[time_mid]-[GUID_VERSION][time_low]-[GUID_VARIANT][time_clock]-[node_id]}"
+9 -2
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@@ -5,8 +5,10 @@
#ifdef TESTING
//#define GC_FAILURE_HARD_LOOKUP //makes paths that fail to GC call find_references before del'ing.
//Also allows for recursive reference searching of datums.
//Sets world.loop_checks to false and prevents find references from sleeping
//implies FIND_REF_NO_CHECK_TICK
//#define FIND_REF_NO_CHECK_TICK //Sets world.loop_checks to false and prevents find references from sleeping
//#define VISUALIZE_ACTIVE_TURFS //Highlights atmos active turfs in green
#endif
@@ -58,6 +60,11 @@
#warn compiling in TESTING mode. testing() debug messages will be visible.
#endif
#ifdef GC_FAILURE_HARD_LOOKUP
#define FIND_REF_NO_CHECK_TICK
#endif
#ifdef TRAVISTESTING
#define TESTING
#endif
+2 -1
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@@ -15,7 +15,7 @@
Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
*/
if(!category)
if(!category || QDELETED(src))
return
var/obj/screen/alert/thealert
@@ -629,4 +629,5 @@ so as to remain in compliance with the most up-to-date laws."
. = ..()
severity = 0
master = null
mob_viewer = null
screen_loc = ""
+1 -1
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@@ -251,7 +251,7 @@
to_chat(C, "<span class='notice'>You are no longer running on internals.</span>")
icon_state = "internal0"
else
if(!C.getorganslot("breathing_tube"))
if(!C.getorganslot(ORGAN_SLOT_BREATHING_TUBE))
if(!istype(C.wear_mask, /obj/item/clothing/mask))
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
return 1
+1 -1
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@@ -26,7 +26,7 @@ proc/get_racelist(var/mob/user)//This proc returns a list of species that 'user'
var/list/wlist = S.whitelist
if(S.whitelisted && (wlist.Find(user.ckey) || wlist.Find(user.key) || user.client.holder)) //If your ckey is on the species whitelist or you're an admin:
GLOB.whitelisted_species_list[S.id] = S.type //Add the species to their available species list.
else if(!S.whitelisted && S.roundstart) //Normal roundstart species will be handled here.
else if(!S.whitelisted) //Normal roundstart species will be handled here.
GLOB.whitelisted_species_list[S.id] = S.type
return GLOB.whitelisted_species_list
+307 -16
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@@ -111,7 +111,7 @@
w_class = WEIGHT_CLASS_BULKY
can_suppress = 0
burst_size = 1
fire_delay = 20
fire_delay = 40
select = 0
actions_types = list()
casing_ejector = 0
@@ -140,14 +140,14 @@
/datum/supply_pack/security/armory/spinfusor
name = "Stormhammer Spinfusor Crate"
cost = 7000
cost = 14000
contains = list(/obj/item/gun/ballistic/automatic/spinfusor,
/obj/item/gun/ballistic/automatic/spinfusor)
crate_name = "spinfusor crate"
/datum/supply_pack/security/armory/spinfusorammo
name = "Spinfusor Disk Crate"
cost = 4000
cost = 7000
contains = list(/obj/item/ammo_box/aspinfusor,
/obj/item/ammo_box/aspinfusor,
/obj/item/ammo_box/aspinfusor,
@@ -210,7 +210,7 @@
/obj/item/projectile/bullet/mags
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile"
damage = 25
damage = 15
armour_penetration = 10
light_range = 2
light_color = LIGHT_COLOR_RED
@@ -218,9 +218,9 @@
/obj/item/projectile/bullet/nlmags //non-lethal boolets
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile-nl"
damage = 2
knockdown = 15
stamina = 50
damage = 1
knockdown = 0
stamina = 25
armour_penetration = -10
light_range = 2
light_color = LIGHT_COLOR_BLUE
@@ -378,7 +378,7 @@
/obj/item/projectile/bullet/magrifle
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile-large"
damage = 30
damage = 25
armour_penetration = 25
light_range = 3
light_color = LIGHT_COLOR_RED
@@ -386,10 +386,10 @@
/obj/item/projectile/bullet/nlmagrifle //non-lethal boolets
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile-large-nl"
damage = 5
knockdown = 30
stamina = 75
armour_penetration = 0
damage = 2
knockdown = 0
stamina = 30
armour_penetration = -10
light_range = 3
light_color = LIGHT_COLOR_BLUE
@@ -443,7 +443,7 @@
can_suppress = 0
burst_size = 3
fire_delay = 2
spread = 15
spread = 30
recoil = 1
casing_ejector = 0
@@ -719,8 +719,8 @@ obj/item/projectile/bullet/c10mm/soporific
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.blur_eyes(6)
if(L.staminaloss >= 60)
L.Sleeping(250)
if(L.getStaminaLoss() >= 60)
L.Sleeping(300)
else
L.adjustStaminaLoss(25)
return 1
@@ -753,7 +753,7 @@ obj/item/projectile/bullet/c10mm/soporific
/obj/item/projectile/bullet/cflechettes //shreds flesh and forces bleeding
name = "flechette (serrated)"
damage = 8
damage = 15
dismemberment = 10
armour_penetration = -80
@@ -921,3 +921,294 @@ obj/item/projectile/bullet/c10mm/soporific
materials = list(MAT_METAL = 7500, MAT_GLASS = 1000)
build_path = /obj/item/gun/energy/laser/practice/raygun
category = list("hacked", "Misc")
/*/////////////////////////////////////////////////////////////////////////////////////////////
The Recolourable Gun
*//////////////////////////////////////////////////////////////////////////////////////////////
/obj/item/gun/ballistic/automatic/pistol/p37
name = "\improper CX Mk.37P"
desc = "A modern reimagining of an old legendary gun, the Mk.37 is a handgun with a toggle-locking mechanism manufactured by CX Armories. \
This model is coated with a special polychromic material. \
Has a small warning on the receiver that boldly states 'WARNING: WILL DETONATE UPON UNAUTHORIZED USE'. \
Uses 9mm bullets loaded into proprietary magazines."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "p37"
w_class = WEIGHT_CLASS_NORMAL
spawnwithmagazine = FALSE
mag_type = /obj/item/ammo_box/magazine/m9mm/p37
can_suppress = FALSE
pin = /obj/item/device/firing_pin/dna/dredd //goes boom if whoever isn't DNA locked to it tries to use it
actions_types = list(/datum/action/item_action/pick_color)
var/frame_color = "#808080" //RGB
var/receiver_color = "#808080"
var/body_color = "#0098FF"
var/barrel_color = "#808080"
var/tip_color = "#808080"
var/arm_color = "#808080"
var/grip_color = "#00FFCB" //Does not actually colour the grip, just the lights surrounding it
var/energy_color = "#00FFCB"
///Defining all the colourable bits and displaying them///
/obj/item/gun/ballistic/automatic/pistol/p37/update_icon()
var/mutable_appearance/frame_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_frame")
var/mutable_appearance/receiver_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_receiver")
var/mutable_appearance/body_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_body")
var/mutable_appearance/barrel_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_barrel")
var/mutable_appearance/tip_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_tip")
var/mutable_appearance/grip_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_grip")
var/mutable_appearance/energy_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_light")
var/mutable_appearance/arm_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_arm")
var/mutable_appearance/arm_overlay_e = mutable_appearance('icons/obj/guns/cit_guns.dmi', "p37_arm-e")
if(frame_color)
frame_overlay.color = frame_color
if(receiver_color)
receiver_overlay.color = receiver_color
if(body_color)
body_overlay.color = body_color
if(barrel_color)
barrel_overlay.color = barrel_color
if(tip_color)
tip_overlay.color = tip_color
if(grip_color)
grip_overlay.color = grip_color
if(energy_color)
energy_overlay.color = energy_color
if(arm_color)
arm_overlay.color = arm_color
if(arm_color)
arm_overlay_e.color = arm_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(frame_overlay)
add_overlay(receiver_overlay)
add_overlay(body_overlay)
add_overlay(barrel_overlay)
add_overlay(tip_overlay)
add_overlay(grip_overlay)
add_overlay(energy_overlay)
if(magazine) //does not need a cut_overlays proc call here because it's already called further up
add_overlay("p37_mag")
if(chambered)
cut_overlay(arm_overlay_e)
add_overlay(arm_overlay)
else
cut_overlay(arm_overlay)
add_overlay(arm_overlay_e)
///letting you actually recolor things///
/obj/item/gun/ballistic/automatic/pistol/p37/ui_action_click(mob/user, var/datum/action/A)
if(istype(A, /datum/action/item_action/pick_color))
var/choice = input(user,"Mk.37P polychrome options", "Gun Recolor") in list("Frame Color","Receiver Color","Body Color",
"Barrel Color", "Barrel Tip Color", "Grip Light Color",
"Light Color", "Arm Color", "*CANCEL*")
switch(choice)
if("Frame Color")
var/frame_color_input = input(usr,"Choose Frame Color") as color|null
if(frame_color_input)
frame_color = sanitize_hexcolor(frame_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Receiver Color")
var/receiver_color_input = input(usr,"Choose Receiver Color") as color|null
if(receiver_color_input)
receiver_color = sanitize_hexcolor(receiver_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Body Color")
var/body_color_input = input(usr,"Choose Body Color") as color|null
if(body_color_input)
body_color = sanitize_hexcolor(body_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Barrel Color")
var/barrel_color_input = input(usr,"Choose Barrel Color") as color|null
if(barrel_color_input)
barrel_color = sanitize_hexcolor(barrel_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Barrel Tip Color")
var/tip_color_input = input(usr,"Choose Barrel Tip Color") as color|null
if(tip_color_input)
tip_color = sanitize_hexcolor(tip_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Grip Light Color")
var/grip_color_input = input(usr,"Choose Grip Light Color") as color|null
if(grip_color_input)
grip_color = sanitize_hexcolor(grip_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Light Color")
var/energy_color_input = input(usr,"Choose Light Color") as color|null
if(energy_color_input)
energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
update_icon()
if("Arm Color")
var/arm_color_input = input(usr,"Choose Arm Color") as color|null
if(arm_color_input)
arm_color = sanitize_hexcolor(arm_color_input, desired_format=6, include_crunch=1)
update_icon()
else
..()
///boolets///
/obj/item/projectile/bullet/c9mm/frangible
name = "9mm frangible bullet"
damage = 15
stamina = 0
armour_penetration = -25
/obj/item/projectile/bullet/c9mm/rubber
name = "9mm rubber bullet"
damage = 2
stamina = 25
knockdown = 0
/obj/item/ammo_casing/c9mm/frangible
name = "9mm frangible bullet casing"
desc = "A 9mm frangible bullet casing."
projectile_type = /obj/item/projectile/bullet/c9mm/frangible
/obj/item/ammo_casing/c9mm/rubber
name = "9mm rubber bullet casing"
desc = "A 9mm rubber bullet casing."
projectile_type = /obj/item/projectile/bullet/c9mm/rubber
/obj/item/ammo_box/magazine/m9mm/p37
name = "\improper P37 magazine (9mm frangible)"
desc = "A gun magazine. Loaded with plastic composite rounds which fragment upon impact to minimize collateral damage."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "11mm" //topkek
ammo_type = /obj/item/ammo_casing/c9mm/frangible
caliber = "9mm"
max_ammo = 11
multiple_sprites = 1
/obj/item/ammo_box/magazine/m9mm/p37/fmj
name = "\improper P37 magazine (9mm)"
ammo_type = /obj/item/ammo_casing/c9mm
desc = "A gun magazine. Loaded with conventional full metal jacket rounds."
/obj/item/ammo_box/magazine/m9mm/p37/rubber
name = "\improper P37 magazine (9mm Non-Lethal Rubbershot)"
ammo_type = /obj/item/ammo_casing/c9mm/rubber
desc = "A gun magazine. Loaded with less-than-lethal rubber bullets."
/obj/item/ammo_box/c9mm/frangible
name = "ammo box (9mm frangible)"
ammo_type = /obj/item/ammo_casing/c9mm/frangible
/obj/item/ammo_box/c9mm/rubber
name = "ammo box (9mm non-lethal rubbershot)"
ammo_type = /obj/item/ammo_casing/c9mm/rubber
/datum/design/c9mmfrag
name = "Box of 9mm Frangible Bullets"
id = "9mm_frag"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c9mm/frangible
category = list("initial", "Security")
/datum/design/c9mmrubber
name = "Box of 9mm Rubber Bullets"
id = "9mm_rubber"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c9mm/rubber
category = list("initial", "Security")
///Security Variant///
/obj/item/gun/ballistic/automatic/pistol/p37/sec
name = "\improper CX Mk.37S"
desc = "A modern reimagining of an old legendary gun, the Mk.37 is a handgun with a toggle-locking mechanism manufactured by CX Armories. Uses 9mm bullets loaded into proprietary magazines."
spawnwithmagazine = FALSE
pin = /obj/item/device/firing_pin/implant/mindshield
actions_types = list() //so you can't recolor it
frame_color = "#808080" //RGB
receiver_color = "#808080"
body_color = "#282828"
barrel_color = "#808080"
tip_color = "#808080"
arm_color = "#800000"
grip_color = "#FFFF00" //Does not actually colour the grip, just the lights surrounding it
energy_color = "#FFFF00"
///Foam Variant because WE NEED MEMES///
/obj/item/gun/ballistic/automatic/pistol/p37/foam
name = "\improper Foam Force Mk.37F"
desc = "A licensed foam-firing reproduction of a handgun with a toggle-locking mechanism manufactured by CX Armories. This model is coated with a special polychromic material. Uses standard foam pistol magazines."
icon_state = "p37_foam"
spawnwithmagazine = TRUE
mag_type = /obj/item/ammo_box/magazine/toy/pistol
can_suppress = FALSE
actions_types = list(/datum/action/item_action/pick_color)
/datum/design/foam_p37
name = "Foam Force Mk.37F"
id = "foam_p37"
build_type = AUTOLATHE
materials = list(MAT_METAL = 15000, MAT_GLASS = 10000)
build_path = /obj/item/gun/ballistic/automatic/pistol/p37/foam
category = list("hacked", "Misc")
/*/////////////////////////////////////////////////////////////////////////////////////////////
The Recolourable Energy Gun
*//////////////////////////////////////////////////////////////////////////////////////////////
obj/item/gun/energy/e_gun/cx
name = "\improper CX Model D Energy Gun"
desc = "An overpriced hybrid energy gun with two settings: disable, and kill. Manufactured by CX Armories. Has a polychromic coating."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "cxe"
lefthand_file = 'icons/mob/citadel/guns_lefthand.dmi'
righthand_file = 'icons/mob/citadel/guns_righthand.dmi'
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
origin_tech = "combat=4;magnets=3"
flight_x_offset = 15
flight_y_offset = 10
actions_types = list(/datum/action/item_action/pick_color)
var/body_color = "#252528"
obj/item/gun/energy/e_gun/cx/update_icon()
..()
var/mutable_appearance/body_overlay = mutable_appearance('icons/obj/guns/cit_guns.dmi', "cxegun_body")
if(body_color)
body_overlay.color = body_color
add_overlay(body_overlay)
obj/item/gun/energy/e_gun/cx/ui_action_click(mob/user, var/datum/action/A)
if(istype(A, /datum/action/item_action/pick_color))
if(alert("Are you sure you want to repaint your gun?", "Confirm Repaint", "Yes", "No") == "Yes")
var/body_color_input = input(usr,"Choose Body Color") as color|null
if(body_color_input)
body_color = sanitize_hexcolor(body_color_input, desired_format=6, include_crunch=1)
update_icon()
else
..()
obj/item/gun/energy/e_gun/cx/worn_overlays(isinhands, icon_file)
. = ..()
if(isinhands)
var/mutable_appearance/body_inhand = mutable_appearance(icon_file, "cxe_body")
body_inhand.color = body_color
. += body_inhand
+1 -1
View File
@@ -7,7 +7,7 @@
return
if(!crewMind.assigned_role)
return
if(ROLE_MISCREANT in crewMind.current.client.prefs.be_special)
if(!(ROLE_MISCREANT in crewMind.current.client.prefs.be_special))
return
if(jobban_isbanned(crewMind, "Syndicate"))
return
+207
View File
@@ -0,0 +1,207 @@
/obj/item/toy/sword/cx
name = "\improper DX Non-Euplastic LightSword"
desc = "A deluxe toy replica of an energy sword. Realistic visuals and sounds! Ages 8 and up."
icon = 'icons/obj/cit_weapons.dmi'
icon_state = "cxsword_hilt"
item_state = "cxsword"
lefthand_file = 'icons/mob/citadel/melee_lefthand.dmi'
righthand_file = 'icons/mob/citadel/melee_righthand.dmi'
active = FALSE
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("poked", "jabbed", "hit")
light_color = "#37FFF7"
var/light_brightness = 3
actions_types = list(/datum/action/item_action/pick_color)
/obj/item/toy/sword/cx/attack_self(mob/user)
active = !( active )
if (active)
to_chat(user, "<span class='notice'>You activate the holographic blade with a press of a button.</span>")
playsound(user, 'sound/weapons/nebon.ogg', 50, 1)
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("slashed", "stabbed", "ravaged")
set_light(light_brightness)
update_icon()
else
to_chat(user, "<span class='notice'>You deactivate the holographic blade with a press of a button.</span>")
playsound(user, 'sound/weapons/neboff.ogg', 50, 1)
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("poked", "jabbed", "hit")
set_light(0)
update_icon()
add_fingerprint(user)
/obj/item/toy/sword/cx/update_icon()
var/mutable_appearance/blade_overlay = mutable_appearance('icons/obj/cit_weapons.dmi', "cxsword_blade")
var/mutable_appearance/gem_overlay = mutable_appearance('icons/obj/cit_weapons.dmi', "cxsword_gem")
if(light_color)
blade_overlay.color = light_color
gem_overlay.color = light_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(gem_overlay)
if(active)
add_overlay(blade_overlay)
/obj/item/toy/sword/cx/ui_action_click(mob/user, var/datum/action/A)
if(istype(A, /datum/action/item_action/pick_color))
if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"Choose Energy Color") as color|null
if(energy_color_input)
light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
update_icon()
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
update_light()
else
..()
/obj/item/toy/sword/cx/worn_overlays(isinhands, icon_file)
. = ..()
if(active)
if(isinhands)
var/mutable_appearance/blade_inhand = mutable_appearance(icon_file, "cxsword_blade")
blade_inhand.color = light_color
. += blade_inhand
/*///autolathe memes/// I really need to stop doing this and find a proper way of adding in my toys
/datum/design/toyneb
name = "Non-Euplastic Blade"
id = "toyneb"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10000, MAT_GLASS = 1000)
build_path = /obj/item/toy/sword/cx
category = list("hacked", "Misc")
*/ // There, I stopped doing it
/datum/crafting_recipe/toyneb
name = "Non-Euplastic Blade"
reqs = list(/obj/item/light/bulb = 1, /obj/item/stack/cable_coil = 1, /obj/item/toy/sword = 1)
result = /obj/item/toy/sword/cx
category = CAT_MISC
/*/////////////////////////////////////////////////////////////////////////
///////////// The TRUE Energy Sword ///////////////////////////
*//////////////////////////////////////////////////////////////////////////
/obj/item/melee/transforming/energy/sword/cx
name = "non-eutactic blade"
desc = "The CX Armories Type-69 Non-Eutactic Blade utilizes a hardlight blade that is dynamically 'forged' on demand to create a deadly sharp edge that is unbreakable."
icon_state = "cxsword_hilt"
icon = 'icons/obj/cit_weapons.dmi'
item_state = "cxsword"
lefthand_file = 'icons/mob/citadel/melee_lefthand.dmi'
righthand_file = 'icons/mob/citadel/melee_righthand.dmi'
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
hitsound_on = 'sound/weapons/nebhit.ogg'
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 40
embedded_impact_pain_multiplier = 10
armour_penetration = 0
origin_tech = "combat=3;magnets=4"
block_chance = 60
light_color = "#37FFF7"
actions_types = list(/datum/action/item_action/pick_color)
/obj/item/melee/transforming/energy/sword/cx/transform_weapon(mob/living/user, supress_message_text)
active = !active //I'd use a ..() here but it'd inherit from the regular esword's proc instead, so SPAGHETTI CODE
if(active) //also I need to rip out the iconstate changing bits
force = force_on
throwforce = throwforce_on
hitsound = hitsound_on
throw_speed = 4
if(attack_verb_on.len)
attack_verb = attack_verb_on
w_class = w_class_on
START_PROCESSING(SSobj, src)
set_light(brightness_on)
update_icon()
else
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_off.len)
attack_verb = attack_verb_off
w_class = initial(w_class)
STOP_PROCESSING(SSobj, src)
set_light(0)
update_icon()
transform_messages(user, supress_message_text)
add_fingerprint(user)
return TRUE
/obj/item/melee/transforming/energy/sword/cx/transform_messages(mob/living/user, supress_message_text)
playsound(user, active ? 'sound/weapons/nebon.ogg' : 'sound/weapons/neboff.ogg', 65, 1)
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_icon()
var/mutable_appearance/blade_overlay = mutable_appearance('icons/obj/cit_weapons.dmi', "cxsword_blade")
var/mutable_appearance/gem_overlay = mutable_appearance('icons/obj/cit_weapons.dmi', "cxsword_gem")
if(light_color)
blade_overlay.color = light_color
gem_overlay.color = light_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(gem_overlay)
if(active)
add_overlay(blade_overlay)
/obj/item/melee/transforming/energy/sword/cx/ui_action_click(mob/user, var/datum/action/A)
if(istype(A, /datum/action/item_action/pick_color))
if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"Choose Energy Color") as color|null
if(energy_color_input)
light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
update_icon()
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
update_light()
else
..()
/obj/item/melee/transforming/energy/sword/cx/worn_overlays(isinhands, icon_file)
. = ..()
if(active)
if(isinhands)
var/mutable_appearance/blade_inhand = mutable_appearance(icon_file, "cxsword_blade")
blade_inhand.color = light_color
. += blade_inhand
/obj/item/melee/transforming/energy/sword/cx/traitor
name = "\improper Dragon's Tooth Sword"
desc = "The Dragon's Tooth sword is a blackmarket modification of the CX Armouries Type-69 NEB, \
which utilizes a hardlight blade that is dynamically 'forged' on demand to create a deadly sharp edge that is unbreakable. \
It appears to have a wooden grip and a shaved down guard."
icon_state = "cxsword_hilt_traitor"
armour_penetration = 35
embed_chance = 75
block_chance = 50
origin_tech = "combat=3;magnets=4;syndicate=4"
hitsound_on = 'sound/weapons/blade1.ogg'
light_color = "#37F0FF"
/obj/item/melee/transforming/energy/sword/cx/traitor/transform_messages(mob/living/user, supress_message_text)
playsound(user, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, 1)
if(!supress_message_text)
to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
@@ -23,7 +23,7 @@
/datum/objective/crew/druglordbot/check_completion()
var/pillcount = target_amount
if(owner.current)
if(owner && owner.current)
if(owner.current.contents)
for(var/obj/item/reagent_containers/food/snacks/grown/P in owner.current.get_contents())
if(P.reagents.has_reagent(targetchem))
@@ -53,7 +53,7 @@
explanation_text = "Personally deliver at least [target_amount] [initial(foodpath.name)]s to Centcom."
/datum/objective/crew/foodhoard/check_completion()
if(owner.current && owner.current.check_contents_for(foodpath) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
if(owner && owner.current && owner.current.check_contents_for(foodpath) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
return TRUE
else
return FALSE
@@ -151,8 +151,9 @@
/datum/objective/crew/nullrod/check_completion()
if(owner && owner.current)
if(owner.current.check_contents_for(typesof(/obj/item/nullrod)))
return TRUE
for(var/nullrodtypes in typesof(/obj/item/nullrod))
if(owner.current.check_contents_for(nullrodtypes))
return TRUE
if(owner.current.getorgan(/obj/item/organ/genital/penis))
return TRUE
return FALSE
@@ -227,10 +228,11 @@
explanation_text += "on a space suit." replace this if you're making this monstrosity work */
/datum/objective/crew/pwrgame/check_completion()
if(owner.current && owner.current.check_contents_for(typesof(targettidegarb)))
return TRUE
else
return FALSE
if(owner && owner.current)
for(var/tidegarbtypes in typesof(targettidegarb))
if(owner.current.check_contents_for(tidegarbtypes))
return TRUE
return FALSE
/datum/objective/crew/promotion //ported from Goon
explanation_text = "Have a non-assistant ID registered to you at the end of the shift."
@@ -5,7 +5,7 @@
jobs = "captain"
/datum/objective/crew/caphat/check_completion()
if(owner.current && owner.current.check_contents_for(/obj/item/clothing/head/caphat))
if(owner && owner.current && owner.current.check_contents_for(/obj/item/clothing/head/caphat))
return TRUE
else
return FALSE
@@ -15,7 +15,7 @@
jobs = "captain" //give this to other heads at your own risk.
/datum/objective/crew/datfukkendisk/check_completion()
if(owner.current && owner.current.check_contents_for(/obj/item/disk/nuclear) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
if(owner && owner.current && owner.current.check_contents_for(/obj/item/disk/nuclear) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
return TRUE
else
return FALSE
@@ -25,7 +25,7 @@
jobs = "headofpersonnel"
/datum/objective/crew/ian/check_completion()
if(owner.current)
if(owner && owner.current)
for(var/mob/living/simple_animal/pet/dog/corgi/Ian/goodboy in GLOB.mob_list)
if(goodboy.stat != DEAD && SSshuttle.emergency.shuttle_areas[get_area(goodboy)])
return TRUE
@@ -192,4 +192,9 @@
can_adjust = 0
/obj/item/clothing/shoes/sneakers/pink
icon_state = "pink"
item_state = "pink"
+10 -12
View File
@@ -768,8 +768,8 @@
icon_state = "compactor"
inject_amount = 0
min_health = -100
injection_chems = null
var/max_item_count = 48
injection_chems = null //So they don't have all the same chems as the medihound!
var/max_item_count = 30
/obj/item/storage/attackby(obj/item/device/dogborg/sleeper/compactor, mob/user, proximity) //GIT CIRCUMVENTED YO!
compactor.afterattack(src, user ,1)
@@ -848,8 +848,8 @@
/mob/living/silicon/robot
var/leaping = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 40 //Nearly doubled, u happy?
var/pounce_spoolup = 5
var/pounce_cooldown_time = 50 //Nearly doubled, u happy?
var/pounce_spoolup = 3
var/leap_at
var/disabler
var/laser
@@ -862,11 +862,10 @@
var/mob/living/silicon/robot/R = user
if(R && !R.pounce_cooldown)
R.pounce_cooldown = !R.pounce_cooldown
playsound(R, 'sound/items/jaws_pry.ogg', 50, 1)
playsound(R, 'sound/machines/buzz-sigh.ogg', 50, 1)
to_chat(R, "<span class ='warning'>Your targeting systems lock on to [A]...</span>")
A.visible_message("<span class ='warning'>[R]'s eyes flash brightly, staring directly at [A]!</span>", "<span class ='userdanger'>[R]'s eyes flash brightly, staring directly at you!'</span>")
addtimer(CALLBACK(R, /mob/living/silicon/robot.proc/leap_at, A), R.pounce_spoolup)
spawn(R.pounce_cooldown_time)
R.pounce_cooldown = !R.pounce_cooldown
else if(R && R.pounce_cooldown)
to_chat(R, "<span class='danger'>Your leg actuators are still recharging!</span>")
@@ -891,8 +890,6 @@
throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
cell.use(500) //Doubled the energy consumption
weather_immunities -= "lava"
spawn(pounce_cooldown_time)
pounce_cooldown = !pounce_cooldown
/mob/living/silicon/robot/throw_impact(atom/A)
@@ -909,19 +906,20 @@
blocked = 1
if(!blocked)
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(40)
L.Knockdown(45)
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
Knockdown(40, 1, 1)
Knockdown(45, 1, 1)
pounce_cooldown = !pounce_cooldown
spawn(pounce_cooldown_time) //3s by default
pounce_cooldown = !pounce_cooldown
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
Knockdown(40, 1, 1)
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
Knockdown(45, 1, 1)
if(leaping)
leaping = 0
@@ -110,29 +110,7 @@ CONFIG_DEF(number/shuttle_refuel_delay)
CONFIG_DEF(flag/show_game_type_odds) //if set this allows players to see the odds of each roundtype on the get revision screen
CONFIG_DEF(flag/join_with_mutant_race) //players can choose their mutant race before joining the game
CONFIG_DEF(keyed_flag_list/roundstart_races) //races you can play as from the get go. If left undefined the game's roundstart var for species is used
var/first_edit = TRUE
/datum/config_entry/keyed_flag_list/roundstart_races/New()
for(var/I in subtypesof(/datum/species))
var/datum/species/S = I
if(initial(S.roundstart))
value[initial(S.id)] = TRUE
..()
/datum/config_entry/keyed_flag_list/roundstart_races/ValidateAndSet(str_val)
var/list/old_val
if(first_edit)
old_val = value
old_val = old_val.Copy()
. = ..()
if(first_edit)
if(!.)
value = old_val
else
first_edit = FALSE
CONFIG_DEF(keyed_flag_list/roundstart_races) //races you can play as from the get go.
CONFIG_DEF(flag/join_with_mutant_humans) //players can pick mutant bodyparts for humans before joining the game
@@ -188,7 +166,7 @@ CONFIG_DEF(number/run_delay) //Used for modifying movement speed for mobs.
CONFIG_DEF(number/walk_delay)
CONFIG_DEF(number/human_delay) //Mob specific modifiers. NOTE: These will affect different mob types in different ways
CONFIG_DEF(number/robot_delay)
CONFIG_DEF(number/monkey_delay)
+40 -23
View File
@@ -362,9 +362,17 @@ SUBSYSTEM_DEF(garbage)
testing("Beginning search for references to a [type].")
last_find_references = world.time
DoSearchVar(GLOB)
for(var/datum/thing in world)
DoSearchVar(thing, "WorldRef: [thing]")
DoSearchVar(GLOB) //globals
for(var/datum/thing in world) //atoms (don't beleive it's lies)
DoSearchVar(thing, "World -> [thing]")
for (var/datum/thing) //datums
DoSearchVar(thing, "World -> [thing]")
for (var/client/thing) //clients
DoSearchVar(thing, "World -> [thing]")
testing("Completed search for references to a [type].")
if(usr && usr.client)
usr.client.running_find_references = null
@@ -384,35 +392,44 @@ SUBSYSTEM_DEF(garbage)
if(!running_find_references)
find_references(TRUE)
/datum/proc/DoSearchVar(X, Xname)
/datum/proc/DoSearchVar(X, Xname, recursive_limit = 64)
if(usr && usr.client && !usr.client.running_find_references)
return
if (!recursive_limit)
return
if(istype(X, /datum))
var/datum/D = X
if(D.last_find_references == last_find_references)
return
D.last_find_references = last_find_references
for(var/V in D.vars)
for(var/varname in D.vars)
var/variable = D.vars[varname]
if(variable == src)
testing("Found [src.type] \ref[src] in [D.type]'s [varname] var. [Xname]")
else if(islist(variable))
if(src in variable)
testing("Found [src.type] \ref[src] in [D.type]'s [varname] list var. Global: [Xname]")
#ifdef GC_FAILURE_HARD_LOOKUP
for(var/I in variable)
DoSearchVar(I, TRUE)
else
DoSearchVar(variable, "[Xname]: [varname]")
#endif
var/list/L = D.vars
for(var/varname in L)
if (varname == "vars")
continue
var/variable = L[varname]
if(variable == src)
testing("Found [src.type] \ref[src] in [D.type]'s [varname] var. [Xname]")
else if(islist(variable))
DoSearchVar(variable, "[Xname] -> list", recursive_limit-1)
else if(islist(X))
if(src in X)
testing("Found [src.type] \ref[src] in list [Xname].")
#ifdef GC_FAILURE_HARD_LOOKUP
var/normal = IS_NORMAL_LIST(X)
for(var/I in X)
DoSearchVar(I, Xname + ": list")
#else
if (I == src)
testing("Found [src.type] \ref[src] in list [Xname].")
else if (I && !isnum(I) && normal && X[I] == src)
testing("Found [src.type] \ref[src] in list [Xname]\[[I]\]")
else if (islist(I))
DoSearchVar(I, "[Xname] -> list", recursive_limit-1)
#ifndef FIND_REF_NO_CHECK_TICK
CHECK_TICK
#endif
+1
View File
@@ -18,6 +18,7 @@ SUBSYSTEM_DEF(job)
SetupOccupations()
if(CONFIG_GET(flag/load_jobs_from_txt))
LoadJobs()
generate_selectable_species()
..()
@@ -26,13 +26,32 @@ PROCESSING_SUBSYSTEM_DEF(overlays)
overlay_icon_cache = SSoverlays.overlay_icon_cache
processing = SSoverlays.processing
#define COMPILE_OVERLAYS(A)\
var/list/oo = A.our_overlays;\
var/list/po = A.priority_overlays;\
if(LAZYLEN(po)){\
if(LAZYLEN(oo)){\
A.overlays = oo + po;\
}\
else{\
A.overlays = po;\
}\
}\
else if(LAZYLEN(oo)){\
A.overlays = oo;\
}\
else{\
A.overlays.Cut();\
}\
A.flags_1 &= ~OVERLAY_QUEUED_1
/datum/controller/subsystem/processing/overlays/fire(resumed = FALSE, mc_check = TRUE)
var/list/processing = src.processing
while(processing.len)
var/atom/thing = processing[processing.len]
processing.len--
if(thing)
thing.compile_overlays()
COMPILE_OVERLAYS(thing)
if(mc_check)
if(MC_TICK_CHECK)
break
@@ -44,19 +63,6 @@ PROCESSING_SUBSYSTEM_DEF(overlays)
testing("Flushing [processing.len] overlays")
fire(mc_check = FALSE) //pair this thread up with the MC to get extra compile time
/atom/proc/compile_overlays()
var/list/oo = our_overlays
var/list/po = priority_overlays
if(LAZYLEN(po) && LAZYLEN(oo))
overlays = oo + po
else if(LAZYLEN(oo))
overlays = oo
else if(LAZYLEN(po))
overlays = po
else
overlays.Cut()
flags_1 &= ~OVERLAY_QUEUED_1
/proc/iconstate2appearance(icon, iconstate)
var/static/image/stringbro = new()
var/list/icon_states_cache = SSoverlays.overlay_icon_state_caches
@@ -83,23 +89,24 @@ PROCESSING_SUBSYSTEM_DEF(overlays)
. = iconbro.appearance
icon_cache[icon] = .
/atom/proc/build_appearance_list(new_overlays)
/atom/proc/build_appearance_list(old_overlays)
var/static/image/appearance_bro = new()
if (!islist(new_overlays))
new_overlays = list(new_overlays)
else
listclearnulls(new_overlays)
for (var/i in 1 to length(new_overlays))
var/image/cached_overlay = new_overlays[i]
if (istext(cached_overlay))
new_overlays[i] = iconstate2appearance(icon, cached_overlay)
else if(isicon(cached_overlay))
new_overlays[i] = icon2appearance(cached_overlay)
else //image/mutable_appearance probable
appearance_bro.appearance = cached_overlay
if(!ispath(cached_overlay))
appearance_bro.dir = cached_overlay.dir
new_overlays[i] = appearance_bro.appearance
var/list/new_overlays = list()
if (!islist(old_overlays))
old_overlays = list(old_overlays)
for (var/overlay in old_overlays)
if(!overlay)
continue
if (istext(overlay))
new_overlays += iconstate2appearance(icon, overlay)
else if(isicon(overlay))
new_overlays += icon2appearance(overlay)
else
appearance_bro.appearance = overlay //this works for images and atoms too!
if(!ispath(overlay))
var/image/I = overlay
appearance_bro.dir = I.dir
new_overlays += appearance_bro.appearance
return new_overlays
#define NOT_QUEUED_ALREADY (!(flags_1 & OVERLAY_QUEUED_1))
@@ -136,7 +143,7 @@ PROCESSING_SUBSYSTEM_DEF(overlays)
if(priority)
LAZYREMOVE(cached_priority, overlays)
if(NOT_QUEUED_ALREADY && ((init_o_len != LAZYLEN(cached_priority)) || (init_p_len != LAZYLEN(cached_overlays))))
if(NOT_QUEUED_ALREADY && ((init_o_len != LAZYLEN(cached_overlays)) || (init_p_len != LAZYLEN(cached_priority))))
QUEUE_FOR_COMPILE
/atom/proc/add_overlay(list/overlays, priority = FALSE)
+38 -1
View File
@@ -1,4 +1,41 @@
PROCESSING_SUBSYSTEM_DEF(radiation)
name = "Radiation"
flags = SS_NO_INIT | SS_BACKGROUND
priority = 25
priority = 25
var/list/warned_atoms = list()
var/list/next_warn = list()
var/last_warn = 0
/datum/controller/subsystem/processing/radiation/proc/warn(datum/component/radioactive)
if(!radioactive || QDELETED(radioactive))
return
if(warned_atoms["\ref[radioactive.parent]"])
return
var/atom/master = radioactive.parent
SSblackbox.add_details("contaminated", "[master.type]")
next_warn["\ref[master]"] = "\ref[radioactive]"
var/wait_time = max(0, 500-(world.time-last_warn))+20 // wait at least 20 ticks, longer if we just messaged
addtimer(CALLBACK(src, .proc/send_warn), wait_time, TIMER_UNIQUE | TIMER_OVERRIDE)
/datum/controller/subsystem/processing/radiation/proc/send_warn()
var/msg = "Atom(s) have become contaminated by radiation and are strong enough they could pass it on:"
var/still_alive = FALSE
var/list/next_warn = src.next_warn // It's free performance!
for(var/i in next_warn)
var/atom/parent = locate(i)
var/datum/component/radioactive/radioactive = locate(next_warn[i])
if(!parent || !istype(parent) || !radioactive || !istype(radioactive))
continue
if(!still_alive)
msg += "\n"
still_alive = TRUE
else
msg += ", "
msg += "[parent][ADMIN_VV(parent)]source:[radioactive.source]"
if(!still_alive)
return
warned_atoms += next_warn
src.next_warn = list()
last_warn = world.time
message_admins(msg)
+3 -2
View File
@@ -12,7 +12,7 @@ SUBSYSTEM_DEF(ticker)
var/force_ending = 0 //Round was ended by admin intervention
// If true, there is no lobby phase, the game starts immediately.
var/start_immediately = FALSE
var/setup_done = FALSE //All game setup done including mode post setup and
var/setup_done = FALSE //All game setup done including mode post setup and
var/hide_mode = 0
var/datum/game_mode/mode = null
@@ -127,7 +127,7 @@ SUBSYSTEM_DEF(ticker)
login_music = pick(music)
else
login_music = "config/title_music/sounds/[pick(music)]"
crewobjlist = typesof(/datum/objective/crew)
miscreantobjlist = (typesof(/datum/objective/miscreant) - /datum/objective/miscreant)
@@ -141,6 +141,7 @@ SUBSYSTEM_DEF(ticker)
GLOB.syndicate_code_phrase = generate_code_phrase()
if(!GLOB.syndicate_code_response)
GLOB.syndicate_code_response = generate_code_phrase()
..()
start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
+2 -2
View File
@@ -84,7 +84,7 @@
hud_type = "rev_head"
var/remove_clumsy = FALSE
var/give_flash = FALSE
var/give_hud = FALSE
var/give_hud = TRUE
/datum/antagonist/rev/proc/update_rev_icons_added(mob/living/M)
var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV]
@@ -226,4 +226,4 @@
var/datum/antagonist/rev/rev = new_leader.has_antag_datum(/datum/antagonist/rev)
rev.promote()
addtimer(CALLBACK(src,.proc/update_heads),HEAD_UPDATE_PERIOD,TIMER_UNIQUE)
addtimer(CALLBACK(src,.proc/update_heads),HEAD_UPDATE_PERIOD,TIMER_UNIQUE)
+1 -1
View File
@@ -56,7 +56,7 @@
if (length(args) > 2)
arguments = args.Copy(3)
/proc/ImmediateInvokeAsync(thingtocall, proctocall, ...)
/world/proc/ImmediateInvokeAsync(thingtocall, proctocall, ...)
set waitfor = FALSE
if (!thingtocall)
+15 -5
View File
@@ -24,6 +24,10 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
## API
### Defines
1. `COMPONENT_INCOMPATIBLE` Return this from `/datum/component/Initialize` or `datum/component/OnTransfer` to have the component be deleted if it's applied to an incorrect type. `parent` must not be modified if this is to be returned.
### Vars
1. `/datum/var/list/datum_components` (private)
@@ -38,12 +42,13 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* `COMPONENT_DUPE_UNIQUE`: New component will be deleted, old component will first have `/datum/component/proc/InheritComponent(datum/component/new, TRUE)` on it
1. `/datum/component/var/dupe_type` (protected, type)
* Definition of a duplicate component type
* `null` means exact match on `type`
* `null` means exact match on `type` (default)
* Any other type means that and all subtypes
1. `/datum/component/var/list/signal_procs` (private)
* Associated lazy list of signals -> `/datum/callback`s that will be run when the parent datum recieves that signal
1. `/datum/component/var/datum/parent` (protected, read-only)
* The datum this component belongs to
* Never `null` in child procs
### Procs
@@ -60,6 +65,7 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* Sends the `COMSIG_COMPONENT_ADDED` signal to the datum
* All components a datum owns are deleted with the datum
* Returns the component that was created. Or the old component in a dupe situation where `COMPONENT_DUPE_UNIQUE` was set
* If this tries to add an component to an incompatible type, the component will be deleted and the result will be `null`. This is very unperformant, try not to do it
1. `/datum/proc/LoadComponent(component_type(type), ...) -> datum/component` (public, final)
* Equivalent to calling `GetComponent(component_type)` where, if the result would be `null`, returns `AddComponent(component_type, ...)` instead
1. `/datum/proc/ComponentActivated(datum/component/C)` (abstract, async)
@@ -67,7 +73,7 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* Will only be called if a component's callback returns `TRUE`
1. `/datum/proc/TakeComponent(datum/component/C)` (public, final)
* Properly transfers ownership of a component from one datum to another
* Singals `COMSIG_COMPONENT_REMOVING` on the parent
* Signals `COMSIG_COMPONENT_REMOVING` on the parent
* Called on the datum you want to own the component with another datum's component
1. `/datum/proc/SendSignal(signal, ...)` (public, final)
* Call to send a signal to the components of the target datum
@@ -80,6 +86,7 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* Component does not exist in `parent`'s `datum_components` list yet, although `parent` is set and may be used
* Signals will not be recieved while this function is running
* Component may be deleted after this function completes without being attached
* Do not call `qdel(src)` from this function
1. `/datum/component/Destroy()` (virtual, no-sleep)
* Sends the `COMSIG_COMPONENT_REMOVING` signal to the parent datum if the `parent` isn't being qdeleted
* Properly removes the component from `parent` and cleans up references
@@ -90,10 +97,13 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
1. `/datum/component/proc/AfterComponentActivated()` (abstract, async)
* Called on a component that was activated after it's `parent`'s `ComponentActivated()` is called
1. `/datum/component/proc/OnTransfer(datum/new_parent)` (abstract, no-sleep)
* Called before the new `parent` is assigned in `TakeComponent()`, after the remove signal, before the added signal
* Called before `new_parent` is assigned to `parent` in `TakeComponent()`
* Allows the component to react to ownership transfers
1. `/datum/component/proc/_RemoveNoSignal()` (private, final)
* Internal, clears the parent var and removes the component from the parents component list
1. `/datum/component/proc/_RemoveFromParent()` (private, final)
* Clears `parent` and removes the component from it's component list
1. `/datum/component/proc/_CheckDupesAndJoinParent` (private, final)
* Tries to add the component to it's `parent`s `datum_components` list
* Properly handles duplicate situations based on the `dupe_mode` var
1. `/datum/component/proc/RegisterSignal(signal(string/list of strings), proc_ref(type), override(boolean))` (protected, final) (Consider removing for performance gainz)
* If signal is a list it will be as if RegisterSignal was called for each of the entries with the same following arguments
* Makes a component listen for the specified `signal` on it's `parent` datum.
+53 -29
View File
@@ -9,29 +9,41 @@
parent = P
var/list/arguments = args.Copy()
arguments.Cut(1, 2)
Initialize(arglist(arguments))
if(Initialize(arglist(arguments)) == COMPONENT_INCOMPATIBLE)
parent = null
qdel(src)
return
_CheckDupesAndJoinParent(P)
/datum/component/proc/_CheckDupesAndJoinParent()
var/datum/P = parent
var/dm = dupe_mode
var/datum/component/old
if(dm != COMPONENT_DUPE_ALLOWED)
var/dt = dupe_type
var/datum/component/old
if(!dt)
old = P.GetExactComponent(type)
else
old = P.GetComponent(dt)
if(old)
//One or the other has to die
switch(dm)
if(COMPONENT_DUPE_UNIQUE)
old.InheritComponent(src, TRUE)
parent = null //prevent COMPONENT_REMOVING signal
parent = null //prevent COMPONENT_REMOVING signal, no _RemoveFromParent because we aren't in their list yet
qdel(src)
return
if(COMPONENT_DUPE_HIGHLANDER)
InheritComponent(old, FALSE)
old._RemoveFromParent()
qdel(old)
//let the others know
P.SendSignal(COMSIG_COMPONENT_ADDED, src)
//provided we didn't eat someone
if(!old)
//let the others know
P.SendSignal(COMSIG_COMPONENT_ADDED, src)
//lazy init the parent's dc list
var/list/dc = P.datum_components
@@ -71,29 +83,28 @@
enabled = FALSE
var/datum/P = parent
if(P)
_RemoveNoSignal()
_RemoveFromParent()
P.SendSignal(COMSIG_COMPONENT_REMOVING, src)
LAZYCLEARLIST(signal_procs)
return ..()
/datum/component/proc/_RemoveNoSignal()
/datum/component/proc/_RemoveFromParent()
var/datum/P = parent
if(P)
var/list/dc = P.datum_components
var/our_type = type
for(var/I in _GetInverseTypeList(our_type))
var/list/components_of_type = dc[I]
if(islist(components_of_type)) //
var/list/subtracted = components_of_type - src
if(subtracted.len == 1) //only 1 guy left
dc[I] = subtracted[1] //make him special
else
dc[I] = subtracted
else //just us
dc -= I
if(!dc.len)
P.datum_components = null
parent = null
var/list/dc = P.datum_components
var/our_type = type
for(var/I in _GetInverseTypeList(our_type))
var/list/components_of_type = dc[I]
if(islist(components_of_type)) //
var/list/subtracted = components_of_type - src
if(subtracted.len == 1) //only 1 guy left
dc[I] = subtracted[1] //make him special
else
dc[I] = subtracted
else //just us
dc -= I
if(!dc.len)
P.datum_components = null
parent = null
/datum/component/proc/RegisterSignal(sig_type_or_types, proc_on_self, override = FALSE)
if(QDELETED(src))
@@ -198,7 +209,7 @@
var/nt = new_type
args[1] = src
var/datum/component/C = new nt(arglist(args))
return QDELING(C) ? GetComponent(new_type) : C
return QDELING(C) ? GetExactComponent(new_type) : C
/datum/proc/LoadComponent(component_type, ...)
. = GetComponent(component_type)
@@ -210,10 +221,23 @@
return
var/datum/helicopter = C.parent
if(helicopter == src)
//wat
//if we're taking to the same thing no need for anything
return
C._RemoveNoSignal()
if(C.OnTransfer(src) == COMPONENT_INCOMPATIBLE)
qdel(C)
return
C._RemoveFromParent()
helicopter.SendSignal(COMSIG_COMPONENT_REMOVING, C)
C.OnTransfer(src)
C.parent = src
SendSignal(COMSIG_COMPONENT_ADDED, C)
C._CheckDupesAndJoinParent()
/datum/proc/TransferComponents(datum/target)
var/list/dc = datum_components
if(!dc)
return
var/comps = dc[/datum/component]
if(islist(comps))
for(var/I in comps)
target.TakeComponent(I)
else
target.TakeComponent(comps)
+5 -3
View File
@@ -27,6 +27,9 @@
CRASH("Something that wasn't an atom was given /datum/component/radioactive")
return
if(strength > RAD_MINIMUM_CONTAMINATION)
SSradiation.warn(src)
START_PROCESSING(SSradiation, src)
/datum/component/radioactive/Destroy()
@@ -34,9 +37,8 @@
return ..()
/datum/component/radioactive/process()
radiation_pulse(parent,strength,1,FALSE,can_contaminate)
if(hl3_release_date && prob(50))
radiation_pulse(parent, strength, RAD_DISTANCE_COEFFICIENT*2, FALSE, can_contaminate)
strength -= strength / hl3_release_date
if(strength <= RAD_BACKGROUND_RADIATION)
qdel(src)
@@ -48,7 +50,6 @@
return
var/datum/component/radioactive/other = C
strength = max(strength, other.strength)
return
/datum/component/radioactive/proc/rad_examine(mob/user, atom/thing)
var/atom/master = parent
@@ -69,6 +70,7 @@
/datum/component/radioactive/proc/rad_attack(atom/movable/target, mob/living/user)
radiation_pulse(parent, strength/20)
target.rad_act(strength/2)
strength -= strength / hl3_release_date
#undef RAD_AMOUNT_LOW
#undef RAD_AMOUNT_MEDIUM
+60
View File
@@ -0,0 +1,60 @@
/datum/component/spooky
var/too_spooky = TRUE //will it spawn a new instrument?
/datum/component/spooky/Initialize()
RegisterSignal(COMSIG_ITEM_ATTACK, .proc/spectral_attack)
/datum/component/spooky/proc/spectral_attack(mob/living/carbon/C, mob/user)
if(ishuman(user)) //this weapon wasn't meant for mortals.
var/mob/living/carbon/human/U = user
if(!istype(U.dna.species, /datum/species/skeleton))
U.adjustStaminaLoss(35) //Extra Damage
U.Jitter(35)
U.stuttering = 20
if(U.getStaminaLoss() > 95)
to_chat(U, "<font color ='red', size ='4'><B>Your ears weren't meant for this spectral sound.</B></font>")
spectral_change(U)
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.dna.species, /datum/species/skeleton))
return ..() //undeads are unaffected by the spook-pocalypse.
if(istype(H.dna.species, /datum/species/zombie))
H.adjustStaminaLoss(25)
H.Knockdown(15) //zombies can't resist the doot
C.Jitter(35)
C.stuttering = 20
if((!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly)))
C.adjustStaminaLoss(25) //boneless humanoids don't lose the will to live
to_chat(C, "<font color='red' size='4'><B>DOOT</B></span>")
spectral_change(H)
else //the sound will spook monkeys.
C.Jitter(15)
C.stuttering = 20
/datum/component/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user)
if((H.getStaminaLoss() > 95) && (!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly)))
H.Knockdown(20)
H.set_species(/datum/species/skeleton)
H.visible_message("<span class='warning'>[H] has given up on life as a mortal.</span>")
var/T = get_turf(H)
if(too_spooky)
if(prob(30))
new/obj/item/device/instrument/saxophone/spectral(T)
else if(prob(30))
new/obj/item/device/instrument/trumpet/spectral(T)
else if(prob(30))
new/obj/item/device/instrument/trombone/spectral(T)
else
to_chat(H, "The spooky gods forgot to ship your instrument. Better luck next unlife.")
to_chat(H, "<B>You are the spooky skeleton!</B>")
to_chat(H, "A new life and identity has begun. Help your fellow skeletons into bringing out the spooky-pocalypse. You haven't forgotten your past life, and are still beholden to past loyalties.")
change_name(H) //time for a new name!
/datum/component/spooky/proc/change_name(mob/living/carbon/human/H)
var/t = stripped_input(H, "Enter your new skeleton name", H.real_name, null, MAX_NAME_LEN)
if(!t)
t = "spooky skeleton"
H.fully_replace_character_name(H.real_name, t)
+64
View File
@@ -0,0 +1,64 @@
/datum/component/thermite
dupe_mode = COMPONENT_DUPE_UNIQUE
var/amount
var/overlay
var/static/list/blacklist = typecacheof(/turf/closed/wall/mineral/diamond)
var/static/list/resistlist = typecacheof(/turf/closed/wall/r_wall)
/datum/component/thermite/Initialize(_amount)
if(!istype(parent, /turf))
return COMPONENT_INCOMPATIBLE
if(blacklist[parent.type])
_amount*=0 //Yeah the overlay can still go on it and be cleaned but you arent burning down a diamond wall
if(resistlist[parent.type])
_amount*=0.25
amount = _amount*10
var/turf/master = parent
overlay = mutable_appearance('icons/effects/effects.dmi', "thermite")
master.add_overlay(overlay)
RegisterSignal(COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
RegisterSignal(COMSIG_PARENT_ATTACKBY, .proc/attackby_react)
RegisterSignal(COMSIG_ATOM_FIRE_ACT, .proc/flame_react)
/datum/component/thermite/Destroy()
var/turf/master = parent
master.cut_overlay(overlay)
return ..()
/datum/component/thermite/InheritComponent(datum/component/thermite/newC, i_am_original)
if(!i_am_original)
return
amount += newC.amount
/datum/component/thermite/proc/thermite_melt(mob/user)
var/turf/master = parent
master.cut_overlay(overlay)
var/obj/effect/overlay/thermite/fakefire = new(master)
playsound(master, 'sound/items/welder.ogg', 100, 1)
if(amount >= 50)
var/burning_time = max(100, 100-amount)
master = master.ChangeTurf(master.baseturf)
master.burn_tile()
if(user)
master.add_hiddenprint(user)
QDEL_IN(fakefire, burning_time)
else
QDEL_IN(fakefire, 50)
/datum/component/thermite/proc/clean_react(strength)
//Thermite is just some loose powder, you could probably clean it with your hands. << todo?
qdel(src)
/datum/component/thermite/proc/flame_react(exposed_temperature, exposed_volume)
if(exposed_temperature > 1922) // This is roughly the real life requirement to ignite thermite
thermite_melt()
/datum/component/thermite/proc/attackby_react(obj/item/thing, mob/user, params)
if(thing.is_hot())
thermite_melt(user)
+1 -2
View File
@@ -224,8 +224,7 @@
G.fields["name"] = H.real_name
G.fields["rank"] = assignment
G.fields["age"] = H.age
if(CONFIG_GET(flag/join_with_mutant_race))
G.fields["species"] = H.dna.species.name
G.fields["species"] = H.dna.species.name
G.fields["fingerprint"] = md5(H.dna.uni_identity)
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
+2 -2
View File
@@ -27,11 +27,11 @@
if(islist(all_components))
for(var/I in all_components)
var/datum/component/C = I
C._RemoveNoSignal()
C._RemoveFromParent()
qdel(C)
else
var/datum/component/C = all_components
C._RemoveNoSignal()
C._RemoveFromParent()
qdel(C)
dc.Cut()
return QDEL_HINT_QUEUE
@@ -49,7 +49,7 @@ Bonus
to_chat(M, "<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>")
if(5)
if(power > 2)
var/obj/item/organ/ears/ears = M.getorganslot("ears")
var/obj/item/organ/ears/ears = M.getorganslot(ORGAN_SLOT_EARS)
if(istype(ears) && ears.ear_damage < UNHEALING_EAR_DAMAGE)
to_chat(M, "<span class='userdanger'>Your ears pop painfully and start bleeding!</span>")
ears.ear_damage = max(ears.ear_damage, UNHEALING_EAR_DAMAGE)
@@ -44,7 +44,7 @@ Bonus
if(!..())
return
var/mob/living/carbon/M = A.affected_mob
var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight")
var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
if(istype(eyes))
switch(A.stage)
if(1, 2)
@@ -106,7 +106,7 @@ Bonus
if(!..())
return
var/mob/living/M = A.affected_mob
var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight")
var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
return
switch(A.stage)
+1 -1
View File
@@ -263,7 +263,7 @@
/mob/living/carbon/proc/create_dna()
dna = new /datum/dna(src)
if(!dna.species)
var/rando_race = pick(CONFIG_GET(keyed_flag_list/roundstart_races))
var/rando_race = pick(GLOB.roundstart_races)
dna.species = new rando_race()
//proc used to update the mob's appearance after its dna UI has been changed
-1
View File
@@ -20,7 +20,6 @@ GLOBAL_LIST_INIT(huds, list(
ANTAG_HUD_SINTOUCHED = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_SOULLESS = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
ANTAG_HUD_BORER = new/datum/atom_hud/antag(),
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
))
+37
View File
@@ -0,0 +1,37 @@
#define RAD_GEIGER_LOW 100 // Geiger counter sound thresholds
#define RAD_GEIGER_MEDIUM 500
#define RAD_GEIGER_HIGH 1000
/datum/looping_sound/geiger
mid_sounds = list(
list('sound/items/geiger/low1.ogg'=1, 'sound/items/geiger/low2.ogg'=1, 'sound/items/geiger/low3.ogg'=1, 'sound/items/geiger/low4.ogg'=1),
list('sound/items/geiger/med1.ogg'=1, 'sound/items/geiger/med2.ogg'=1, 'sound/items/geiger/med3.ogg'=1, 'sound/items/geiger/med4.ogg'=1),
list('sound/items/geiger/high1.ogg'=1, 'sound/items/geiger/high2.ogg'=1, 'sound/items/geiger/high3.ogg'=1, 'sound/items/geiger/high4.ogg'=1),
list('sound/items/geiger/ext1.ogg'=1, 'sound/items/geiger/ext2.ogg'=1, 'sound/items/geiger/ext3.ogg'=1, 'sound/items/geiger/ext4.ogg'=1)
)
mid_length = 2
volume = 25
var/last_radiation
/datum/looping_sound/geiger/get_sound(looped)
var/danger
switch(last_radiation)
if(RAD_BACKGROUND_RADIATION to RAD_GEIGER_LOW)
danger = 1
if(RAD_GEIGER_LOW to RAD_GEIGER_MEDIUM)
danger = 2
if(RAD_GEIGER_MEDIUM to RAD_GEIGER_HIGH)
danger = 3
if(RAD_GEIGER_HIGH to INFINITY)
danger = 4
else
return null
return ..(looped, mid_sounds[danger])
/datum/looping_sound/geiger/stop()
. = ..()
last_radiation = 0
#undef RAD_GEIGER_LOW
#undef RAD_GEIGER_MEDIUM
#undef RAD_GEIGER_HIGH
+21 -10
View File
@@ -1,5 +1,5 @@
/*
list/atom/output_atoms
output_atoms (list of atoms) The destination(s) for the sounds
mid_sounds (list or soundfile) Since this can be either a list or a single soundfile you can have random sounds. May contain further lists but must contain a soundfile at the end.
mid_length (num) The length to wait between playing mid_sounds
@@ -13,6 +13,7 @@
volume (num) Sound output volume
muted (bool) Private. Used to stop the sound loop.
max_loops (num) The max amount of loops to run for.
direct (bool) If true plays directly to provided atoms instead of from them
*/
/datum/looping_sound
var/list/atom/output_atoms
@@ -22,19 +23,18 @@
var/start_length
var/end_sound
var/chance
var/volume
var/volume = 100
var/muted = TRUE
var/max_loops
var/direct
/datum/looping_sound/New(list/_output_atoms, start_immediately=FALSE)
/datum/looping_sound/New(list/_output_atoms=list(), start_immediately=FALSE, _direct=FALSE)
if(!mid_sounds)
WARNING("A looping sound datum was created without sounds to play.")
return
if(_output_atoms)
output_atoms = _output_atoms
else
output_atoms = list()
output_atoms = _output_atoms
direct = _direct
if(start_immediately)
start()
@@ -44,13 +44,17 @@
output_atoms = null
return ..()
/datum/looping_sound/proc/start()
/datum/looping_sound/proc/start(atom/add_thing)
if(add_thing)
output_atoms |= add_thing
if(!muted)
return
muted = FALSE
on_start()
/datum/looping_sound/proc/stop()
/datum/looping_sound/proc/stop(atom/remove_thing)
if(remove_thing)
output_atoms -= remove_thing
if(muted)
return
muted = TRUE
@@ -65,9 +69,16 @@
/datum/looping_sound/proc/play(soundfile)
var/list/atoms_cache = output_atoms
var/sound/S = sound(soundfile)
if(direct)
S.channel = open_sound_channel()
S.volume = volume
for(var/i in 1 to atoms_cache.len)
var/atom/thing = atoms_cache[i]
playsound(thing, soundfile, volume)
if(direct)
SEND_SOUND(thing, S)
else
playsound(thing, S, volume)
/datum/looping_sound/proc/get_sound(looped, _mid_sounds)
if(!_mid_sounds)
+16 -1
View File
@@ -6,4 +6,19 @@
end_sound = 'sound/machines/shower/shower_end.ogg'
volume = 25
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/looping_sound/supermatter
mid_sounds = list('sound/machines/sm/supermatter1.ogg'=1,'sound/machines/sm/supermatter2.ogg'=1,'sound/machines/sm/supermatter3.ogg'=1)
mid_length = 6
volume = 1
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/looping_sound/generator
start_sound = 'sound/machines/generator/generator_start.ogg'
start_length = 4
mid_sounds = list('sound/machines/generator/generator_mid1.ogg'=1, 'sound/machines/generator/generator_mid2.ogg'=1, 'sound/machines/generator/generator_mid3.ogg'=1)
mid_length = 4
end_sound = 'sound/machines/generator/generator_end.ogg'
volume = 40
+9 -14
View File
@@ -13,7 +13,6 @@
//Order matters here.
var/list/transition_config = list(CENTCOM = SELFLOOPING,
CITY_OF_COGS = SELFLOOPING,
MAIN_STATION = CROSSLINKED,
EMPTY_AREA_1 = CROSSLINKED,
EMPTY_AREA_2 = CROSSLINKED,
@@ -69,12 +68,11 @@
map_path = json["map_path"]
map_file = json["map_file"]
minetype = json["minetype"]
allow_custom_shuttles = json["allow_custom_shuttles"]
minetype = json["minetype"] || minetype
allow_custom_shuttles = json["allow_custom_shuttles"] == TRUE
var/list/jtcl = json["transition_config"]
if(jtcl != "default")
var/jtcl = json["transition_config"]
if(jtcl && jtcl != "default")
transition_config.Cut()
for(var/I in jtcl)
@@ -87,25 +85,22 @@
CHECK_EXISTS("map_name")
CHECK_EXISTS("map_path")
CHECK_EXISTS("map_file")
CHECK_EXISTS("minetype")
CHECK_EXISTS("transition_config")
CHECK_EXISTS("allow_custom_shuttles")
var/path = GetFullMapPath(json["map_path"], json["map_file"])
if(!fexists(path))
log_world("Map file ([path]) does not exist!")
return
if(json["transition_config"] != "default")
if(!islist(json["transition_config"]))
var/tc = json["transition_config"]
if(tc != null && tc != "default")
if(!islist(tc))
log_world("transition_config is not a list!")
return
var/list/jtcl = json["transition_config"]
for(var/I in jtcl)
for(var/I in tc)
if(isnull(TransitionStringToEnum(I)))
log_world("Invalid transition_config option: [I]!")
if(isnull(TransitionStringToEnum(jtcl[I])))
if(isnull(TransitionStringToEnum(tc[I])))
log_world("Invalid transition_config option: [I]!")
return TRUE
+5 -3
View File
@@ -64,6 +64,7 @@
var/mob/living/enslaved_to //If this mind's master is another mob (i.e. adamantine golems)
var/datum/language_holder/language_holder
var/unconvertable = FALSE
var/late_joiner = FALSE
/datum/mind/New(var/key)
src.key = key
@@ -232,8 +233,9 @@
/datum/mind/proc/remove_rev()
var/datum/antagonist/rev/rev = has_antag_datum(/datum/antagonist/rev)
remove_antag_datum(rev.type)
special_role = null
if(rev)
remove_antag_datum(rev.type)
special_role = null
/datum/mind/proc/remove_antag_equip()
var/list/Mob_Contents = current.get_contents()
@@ -1037,7 +1039,7 @@
remove_wizard()
log_admin("[key_name(usr)] has de-wizard'ed [current].")
if("wizard")
if(has_antag_datum(/datum/antagonist/wizard))
if(!has_antag_datum(/datum/antagonist/wizard))
special_role = "Wizard"
add_antag_datum(/datum/antagonist/wizard)
message_admins("[key_name_admin(usr)] has wizard'ed [current].")
+18
View File
@@ -0,0 +1,18 @@
//these are real globals so you can use profiling to profile early world init stuff.
GLOBAL_REAL_VAR(list/PROFILE_STORE)
GLOBAL_REAL_VAR(PROFILE_LINE)
GLOBAL_REAL_VAR(PROFILE_FILE)
GLOBAL_REAL_VAR(PROFILE_SLEEPCHECK)
GLOBAL_REAL_VAR(PROFILE_TIME)
/proc/profile_show(user, sort = /proc/cmp_profile_avg_time_dsc)
sortTim(PROFILE_STORE, sort, TRUE)
var/list/lines = list()
for (var/entry in PROFILE_STORE)
var/list/data = PROFILE_STORE[entry]
lines += "[entry] => [num2text(data[PROFILE_ITEM_TIME], 10)]ms ([data[PROFILE_ITEM_COUNT]]) (avg:[num2text(data[PROFILE_ITEM_TIME]/(data[PROFILE_ITEM_COUNT] || 1), 99)])"
user << browse("<ol><li>[lines.Join("</li><li>")]</li></ol>", "window=[url_encode(GUID())]")
+10 -4
View File
@@ -89,18 +89,24 @@
continue
thing.rad_act(strength)
var/static/list/blacklisted = typecacheof(list( //These types will never be contaminated
// This list should only be for types which don't get contaminated but you want to look in their contents
// If you don't want to look in their contents and you don't want to rad_act them:
// modify the ignored_things list in __HELPERS/radiation.dm instead
var/static/list/blacklisted = typecacheof(list(
/turf,
/mob,
/obj/structure/cable,
/obj/machinery/atmospherics
/obj/machinery/atmospherics,
/obj/item/ammo_casing,
/obj/item/implant
))
if(!can_contaminate || blacklisted[thing.type])
continue
if(prob((strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*range_modifier), 1))) // Only stronk rads get to have little baby rads
var/contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1, 1/(steps*range_modifier))
if(prob(contamination_chance)) // Only stronk rads get to have little baby rads
var/datum/component/rad_insulation/insulation = thing.GetComponent(/datum/component/rad_insulation)
if(insulation && insulation.contamination_proof)
continue
else
var/rad_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT * min(1/(steps*range_modifier), 1)
var/rad_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
thing.AddComponent(/datum/component/radioactive, rad_strength, source)
+6 -2
View File
@@ -23,8 +23,12 @@
for(var/spawner_obj in GLOB.mob_spawners[spawner])
this["refs"] += "\ref[spawner_obj]"
if(!this["desc"])
var/obj/effect/mob_spawn/MS = spawner_obj
this["desc"] = MS.flavour_text
if(istype(spawner_obj, /obj/effect/mob_spawn))
var/obj/effect/mob_spawn/MS = spawner_obj
this["desc"] = MS.flavour_text
else
var/obj/O = spawner_obj
this["desc"] = O.desc
this["amount_left"] = LAZYLEN(GLOB.mob_spawners[spawner])
data["spawners"] += list(this)
+8
View File
@@ -649,6 +649,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "chapel"
ambientsounds = list('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg')
flags_1 = NONE
clockwork_warp_allowed = FALSE
clockwork_warp_fail = "The consecration here prevents you from warping in."
/area/chapel/main
name = "Chapel"
@@ -706,6 +708,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/engine/gravity_generator
name = "Gravity Generator Room"
icon_state = "grav_gen"
clockwork_warp_allowed = FALSE
clockwork_warp_fail = "The gravitons generated here could throw off your warp's destination and possibly throw you into deep space."
/area/engine/secure_construction
name = "Secure Construction Area"
@@ -1276,10 +1280,12 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/storage/eva
name = "EVA Storage"
icon_state = "eva"
clockwork_warp_allowed = FALSE
/area/storage/secure
name = "Secure Storage"
icon_state = "storage"
clockwork_warp_allowed = FALSE
/area/storage/emergency/starboard
name = "Starboard Emergency Storage"
@@ -1442,6 +1448,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
// Telecommunications Satellite
/area/tcommsat
clockwork_warp_allowed = FALSE
clockwork_warp_fail = "For safety reasons, warping here is disallowed; the radio and bluespace noise could cause catastrophic results."
ambientsounds = list('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
/area/tcommsat/entrance
+1
View File
@@ -1,5 +1,6 @@
/area/ai_monitored
name = "AI Monitored Area"
clockwork_warp_allowed = FALSE
var/list/obj/machinery/camera/motioncameras = list()
var/list/motionTargets = list()
+2
View File
@@ -14,6 +14,8 @@
var/valid_territory = TRUE // If it's a valid territory for gangs to claim
var/blob_allowed = TRUE // Does it count for blobs score? By default, all areas count.
var/clockwork_warp_allowed = TRUE // Can servants warp into this area from Reebe?
var/clockwork_warp_fail = "The structure there is too dense for warping to pierce. (This is normal in high-security areas.)"
var/eject = null
+4
View File
@@ -72,6 +72,10 @@
/area/shuttle/escape
name = "Emergency Shuttle"
/area/shuttle/escape/luxury
name = "Luxurious Emergency Shuttle"
noteleport = TRUE
/area/shuttle/transport
name = "Transport Shuttle"
blob_allowed = FALSE
+1 -1
View File
@@ -26,7 +26,7 @@ obj/item/antag_spawner/syndi_borer/spawn_antag(client/C, turf/T, mob/owner)
to_chat(B, "<B>You are awake at last! Seek out whoever released you and aid them as best you can!</B>")
if(new_objective)
to_chat(B, "<B>Objective #[1]</B>: [new_objective.explanation_text]")
SSticker.mode.update_borer_icons_added(B)
/obj/item/antag_spawner/syndi_borer/proc/check_usability(mob/user)
if(used)
to_chat(user, "<span class='warning'>[src] appears to be empty!</span>")
@@ -75,7 +75,7 @@
var/datum/changelingprofile/prof = mind.changeling.add_new_profile(C, src)
mind.changeling.first_prof = prof
var/obj/item/organ/brain/B = C.getorganslot("brain")
var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN)
if(B)
B.vital = FALSE
B.decoy_override = TRUE
@@ -10,7 +10,7 @@
active = FALSE
/obj/effect/proc_holder/changeling/augmented_eyesight/on_purchase(mob/user) //The ability starts inactive, so we should be protected from flashes.
var/obj/item/organ/eyes/E = user.getorganslot("eye_sight")
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if (E)
E.flash_protect = 2 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to protect them from bright lights.")
@@ -20,7 +20,7 @@
/obj/effect/proc_holder/changeling/augmented_eyesight/sting_action(mob/living/carbon/human/user)
if(!istype(user))
return
var/obj/item/organ/eyes/E = user.getorganslot("eye_sight")
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if(E)
if(!active)
E.sight_flags |= SEE_MOBS | SEE_OBJS | SEE_TURFS //Add sight flags to the user's eyes
@@ -42,7 +42,7 @@
/obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user) //Get rid of x-ray vision and flash protection when the user refunds this ability
var/obj/item/organ/eyes/E = user.getorganslot("eye_sight")
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if(E)
if (active)
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS
@@ -27,7 +27,7 @@
C.emote("scream")
C.regenerate_limbs(1)
C.regenerate_organs()
if(!user.getorganslot("brain"))
if(!user.getorganslot(ORGAN_SLOT_BRAIN))
var/obj/item/organ/brain/changeling_brain/B = new()
B.Insert(C)
if(ishuman(user))
+3 -5
View File
@@ -1,3 +1,5 @@
GLOBAL_VAR_INIT(servants_active, FALSE) //This var controls whether or not a lot of the cult's structures work or not
/*
CLOCKWORK CULT: Based off of the failed pull requests from /vg/
@@ -143,11 +145,7 @@ Credit where due:
equip_servant(L)
add_servant_of_ratvar(L, TRUE)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
G.initial_activation_delay = ark_time * 60
G.seconds_until_activation = ark_time * 60 //60 seconds in a minute * number of minutes
for(var/obj/item/clockwork/construct_chassis/cogscarab/C in GLOB.all_clockwork_objects)
C.infinite_resources = FALSE
SSshuttle.registerHostileEnvironment(GLOB.ark_of_the_clockwork_justiciar)
G.final_countdown(ark_time)
..()
return 1
@@ -15,11 +15,14 @@
. = ..()
var/area/A = get_area(src)
if(A && construct_type)
notify_ghosts("A [construct_name] chassis has been created in [A.name]!", 'sound/magic/clockwork/fellowship_armory.ogg', source = src, action = NOTIFY_ORBIT, flashwindow = FALSE)
notify_ghosts("A [construct_name] chassis has been created in [A.name]!", 'sound/magic/clockwork/fellowship_armory.ogg', source = src, action = NOTIFY_ATTACK, flashwindow = FALSE)
GLOB.poi_list += src
LAZYADD(GLOB.mob_spawners[name], src)
/obj/item/clockwork/construct_chassis/Destroy()
GLOB.poi_list -= src
var/list/spawners = GLOB.mob_spawners[name]
LAZYREMOVE(spawners, src)
. = ..()
/obj/item/clockwork/construct_chassis/examine(mob/user)
@@ -37,6 +40,7 @@
if(!SSticker.mode)
to_chat(user, "<span class='danger'>You cannot use that before the game has started.</span>")
return
user.forceMove(get_turf(src)) //If we attack through the alert, jump to the chassis so we know what we're getting into
if(alert(user, "Become a [construct_name]? You can no longer be cloned!", construct_name, "Yes", "Cancel") == "Cancel")
return
if(QDELETED(src))
@@ -82,7 +86,7 @@
/obj/item/clockwork/construct_chassis/cogscarab/Initialize()
. = ..()
if(istype(SSticker.mode, /datum/game_mode/clockwork_cult))
if(GLOB.servants_active)
infinite_resources = FALSE //For any that are somehow spawned in late
/obj/item/clockwork/construct_chassis/cogscarab/pre_spawn()
@@ -54,8 +54,14 @@
else
msg += "<b>[t_He] look[t_s] severely dented!</b>\n"
msg += "</span>"
var/addendum = examine_info()
if(addendum)
msg += "[addendum]\n"
msg += "*---------*</span>"
to_chat(user, msg)
/mob/living/simple_animal/hostile/clockwork/proc/examine_info() //Override this on a by-mob basis to have unique examine info
return
/mob/living/simple_animal/hostile/clockwork/proc/update_values() //This is called by certain things to check GLOB.ratvar_awakens and GLOB.ratvar_approaches
@@ -1,3 +1,6 @@
#define MARAUDER_SLOWDOWN_PERCENTAGE 0.40 //Below this percentage of health, marauders will become slower
#define MARAUDER_SHIELD_REGEN_TIME 100 //In deciseconds, how long it takes for shields to regenerate after breaking
//Clockwork marauder: A well-rounded frontline construct. Only one can exist for every two human servants.
/mob/living/simple_animal/hostile/clockwork/marauder
name = "clockwork marauder"
@@ -20,9 +23,26 @@
playstyle_string = "<b><span class='neovgre'>You are a clockwork marauder,</span> a well-rounded frontline construct of Ratvar. Although you have no \
unique abilities, you're a fearsome fighter in one-on-one combat, and your shield protects from projectiles!<br><br>Obey the Servants and do as they \
tell you. Your primary goal is to defend the Ark from destruction; they are your allies in this, and should be protected from harm.</b>"
empower_string = "<span class='neovgre'>The Anima Bulwark's power flows through you! Your weapon will strike harder, your armor is sturdier, and your shield is considerably more \
likely to deflect shots.</span>"
empower_string = "<span class='neovgre'>The Anima Bulwark's power flows through you! Your weapon will strike harder, your armor is sturdier, and your shield is more durable.</span>"
var/deflect_chance = 40 //Chance to deflect any given projectile (non-damaging energy projectiles are always deflected)
var/max_shield_health = 3
var/shield_health = 3 //Amount of projectiles that can be deflected within
var/shield_health_regen = 0 //When world.time equals this, shield health will regenerate
/mob/living/simple_animal/hostile/clockwork/marauder/examine_info()
if(!shield_health)
return "<span class='warning'>Its shield has been destroyed!</span>"
/mob/living/simple_animal/hostile/clockwork/marauder/Life()
..()
if(!GLOB.ratvar_awakens && health / maxHealth <= MARAUDER_SLOWDOWN_PERCENTAGE)
speed = initial(speed) + 1 //Yes, this slows them down
else
speed = initial(speed)
if(shield_health != max_shield_health && world.time >= shield_health_regen)
to_chat(src, "<span class='neovgre'>Your shield has recovered. <b>[max_shield_health]</b> blocks remaining!</span>")
playsound_local(src, "shatter", 75, TRUE, frequency = -1)
shield_health = max_shield_health
/mob/living/simple_animal/hostile/clockwork/marauder/update_values()
if(GLOB.ratvar_awakens) //Massive attack damage bonuses and health increase, because Ratvar
@@ -33,6 +53,7 @@
attacktext = "devastates"
speed = -1
obj_damage = 100
max_shield_health = INFINITY
else if(GLOB.ratvar_approaches) //Hefty health bonus and slight attack damage increase
health = 200
maxHealth = 200
@@ -40,6 +61,7 @@
melee_damage_lower = 15
attacktext = "carves"
obj_damage = 50
max_shield_health = 4
/mob/living/simple_animal/hostile/clockwork/marauder/death(gibbed)
visible_message("<span class='danger'>[src]'s equipment clatters lifelessly to the ground as the red flames within dissipate.</span>", \
@@ -64,21 +86,21 @@
return ..()
/mob/living/simple_animal/hostile/clockwork/marauder/proc/deflect_projectile(obj/item/projectile/P)
var/final_deflection_chance = deflect_chance
if(!shield_health)
return
var/energy_projectile = istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)
if(P.nodamage || P.damage_type == STAMINA)
final_deflection_chance = 100
else if(!energy_projectile) //Flat 40% chance against energy projectiles; ballistic projectiles are 40% - (damage of projectile)%, min. 10%
final_deflection_chance = max(10, deflect_chance - P.damage)
if(GLOB.ratvar_awakens)
final_deflection_chance = 100
else if(GLOB.ratvar_approaches)
final_deflection_chance = min(100, final_deflection_chance + 20) //20% bonus to deflection if the servants heralded Ratvar
if(prob(final_deflection_chance))
visible_message("<span class='danger'>[src] deflects [P] with their shield!</span>", \
"<span class='danger'>You block [P] with your shield!</span>")
if(energy_projectile)
playsound(src, 'sound/weapons/effects/searwall.ogg', 50, TRUE)
else
playsound(src, "ricochet", 50, TRUE)
. = TRUE
visible_message("<span class='danger'>[src] deflects [P] with their shield!</span>", \
"<span class='danger'>You block [P] with your shield! <i>Blocks left:</i> <b>[shield_health - 1]</b></span>")
if(energy_projectile)
playsound(src, 'sound/weapons/effects/searwall.ogg', 50, TRUE)
else
playsound(src, "ricochet", 50, TRUE)
shield_health--
if(!shield_health)
visible_message("<span class='warning'>[src]'s shield breaks from deflecting the attack!</span>", "<span class='boldwarning'>Your shield breaks! Give it some time to recover...</span>")
playsound(src, "shatter", 100, TRUE)
shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME
return TRUE
#undef MARAUDER_SLOWDOWN_PERCENTAGE
#undef MARAUDER_SHIELD_REGEN_TIME
@@ -236,7 +236,7 @@
if(A.outdoors || A.map_name == "Space" || !A.blob_allowed)
to_chat(invoker, "<span class='danger'>Stargazers can't be built off-station.</span>")
return
return TRUE
return ..()
//Integration Cog: Creates an integration cog that can be inserted into APCs to passively siphon power.
@@ -34,6 +34,16 @@
GLOB.ark_of_the_clockwork_justiciar = src
START_PROCESSING(SSprocessing, src)
/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/final_countdown(ark_time)
if(!ark_time)
ark_time = 30 //minutes
initial_activation_delay = ark_time * 60
seconds_until_activation = ark_time * 60 //60 seconds in a minute * number of minutes
for(var/obj/item/clockwork/construct_chassis/cogscarab/C in GLOB.all_clockwork_objects)
C.infinite_resources = FALSE
GLOB.servants_active = TRUE
SSshuttle.registerHostileEnvironment(src)
/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/cry_havoc()
visible_message("<span class='boldwarning'>[src] shudders and roars to life, its parts beginning to whirr and screech!</span>")
hierophant_message("<span class='bold large_brass'>The Ark is activating! Get back to the base!</span>")
@@ -235,13 +245,39 @@
sleep(125)
make_glow()
animate(glow, transform = matrix() * 3, alpha = 0, time = 5)
var/turf/startpoint = get_turf(src)
QDEL_IN(src, 3)
sleep(3)
GLOB.clockwork_gateway_activated = TRUE
var/obj/structure/destructible/clockwork/massive/ratvar/R = new(startpoint)
var/turf/T = locate(round(world.maxx * 0.5, 1), round(world.maxy * 0.5, 1), ZLEVEL_STATION_PRIMARY) //approximate center of the station
R.forceMove(T)
new /obj/structure/destructible/clockwork/massive/ratvar(T)
SSticker.force_ending = TRUE
var/x0 = T.x
var/y0 = T.y
for(var/I in spiral_range_turfs(255, T, tick_checked = TRUE))
var/turf/T2 = I
if(!T2)
continue
var/dist = cheap_hypotenuse(T2.x, T2.y, x0, y0)
if(dist < 100)
dist = TRUE
else
dist = FALSE
T.ratvar_act(dist)
CHECK_TICK
/obj/structure/destructible/clockwork/massive/celestial_gateway/attack_ghost(mob/user)
if(!user.client || !user.client.holder)
return
if(GLOB.servants_active)
to_chat(user, "<span class='danger'>The Ark is already counting down.</span>")
return
if(alert(user, "Activate the Ark's countdown?", name, "Yes", "No") == "Yes")
if(alert(user, "REALLY activate the Ark's countdown?", name, "Yes", "No") == "Yes")
if(alert(user, "You're REALLY SURE? This cannot be undone.", name, "Yes - Activate the Ark", "No") == "Yes - Activate the Ark")
message_admins("<span class='danger'>Admin [key_name_admin(user)] started the Ark's countdown!</span>")
to_chat(user, "<span class='userdanger'>The gamemode is now being treated as clockwork cult, and the Ark is counting down from 30 \
minutes. You will need to create servant players yourself.</span>")
final_countdown(35)
+2 -1
View File
@@ -173,7 +173,8 @@
round_converted = 0
return 1
for(var/mob/living/carbon/human/H in antag_candidates)
replacementmode.make_antag_chance(H)
if(H.client)
replacementmode.make_antag_chance(H)
round_converted = 2
message_admins("-- IMPORTANT: The roundtype has been converted to [replacementmode.name], antagonists may have been created! --")
+4 -2
View File
@@ -98,7 +98,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/z_original = ZLEVEL_STATION_PRIMARY
var/threat = 0 // used for determining which meteors are most interesting
var/lifetime = DEFAULT_METEOR_LIFETIME
var/timerid = null
var/list/meteordrop = list(/obj/item/ore/iron)
var/dropamt = 2
@@ -117,6 +117,8 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
get_hit()
/obj/effect/meteor/Destroy()
if (timerid)
deltimer(timerid)
GLOB.meteor_list -= src
SSaugury.unregister_doom(src)
walk(src,0) //this cancels the walk_towards() proc
@@ -127,7 +129,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
GLOB.meteor_list += src
SSaugury.register_doom(src, threat)
SpinAnimation()
QDEL_IN(src, lifetime)
timerid = QDEL_IN(src, lifetime)
chase_target(target)
/obj/effect/meteor/Collide(atom/A)
@@ -491,7 +491,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
/obj/item/restraints/handcuffs/energy
name = "hard-light energy field"
desc = "A hard-light field restraining the hands."
icon_state = "cuff_white" // Needs sprite
icon_state = "cuff" // Needs sprite
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
breakouttime = 450
@@ -62,7 +62,7 @@
/obj/machinery/abductor/experiment/proc/dissection_icon(mob/living/carbon/human/H)
var/icon/photo = null
var/g = (H.gender == FEMALE) ? "f" : "m"
if(!CONFIG_GET(flag/join_with_mutant_race) || H.dna.species.use_skintones)
if(H.dna.species.use_skintones)
photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.skin_tone]_[g]")
else
photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.dna.species.id]_[g]")
@@ -415,7 +415,6 @@ GLOBAL_VAR_INIT(total_borer_hosts_needed, 10)
victim = C
forceMove(victim)
SSticker.mode.update_borer_icons_added_host(victim.mind)
RemoveBorerActions()
GrantInfestActions()
@@ -591,7 +590,6 @@ GLOBAL_VAR_INIT(total_borer_hosts_needed, 10)
var/mob/living/V = victim
V.verbs -= /mob/living/proc/borer_comm
talk_to_borer_action.Remove(victim)
SSticker.mode.update_borer_icons_removed_host(victim.mind)
victim = null
return
@@ -1099,27 +1097,3 @@ GLOBAL_VAR_INIT(total_borer_hosts_needed, 10)
/datum/action/innate/borer/jumpstart_host/Activate()
var/mob/living/simple_animal/borer/B = owner
B.jumpstart()
//HUD STUFF
/datum/game_mode/proc/update_borer_icons_added(datum/mind/borer_mind)
var/datum/atom_hud/antag/borerhud = GLOB.huds[ANTAG_HUD_BORER]
borerhud.join_hud(borer_mind.current)
set_antag_hud(borer_mind.current, "hudbrainworm")
/datum/game_mode/proc/update_borer_icons_removed(datum/mind/borer_mind)
var/datum/atom_hud/antag/borerhud = GLOB.huds[ANTAG_HUD_BORER]
borerhud.leave_hud(borer_mind.current)
set_antag_hud(borer_mind.current, null)
/datum/game_mode/proc/update_borer_icons_added_host(datum/mind/host_mind)
var/datum/atom_hud/antag/hosthud = GLOB.huds[ANTAG_HUD_BORER] //Invisible to self
hosthud.self_visible = FALSE
hosthud.join_hud(host_mind.current)
set_antag_hud(host_mind.current, "hudbrainworm")
/datum/game_mode/proc/update_borer_icons_removed_host(datum/mind/host_mind)
var/datum/atom_hud/antag/hosthud = GLOB.huds[ANTAG_HUD_BORER] //Invisible to self
hosthud.self_visible = FALSE //Probably not needed as we're deleting?
hosthud.leave_hud(host_mind.current)
set_antag_hud(host_mind.current, null)
+13
View File
@@ -54,9 +54,22 @@
/datum/objective/proc/find_target()
var/list/datum/mind/owners = get_owners()
var/list/possible_targets = list()
var/try_target_late_joiners = FALSE
for(var/I in owners)
var/datum/mind/O = I
if(O.late_joiner)
try_target_late_joiners = TRUE
for(var/datum/mind/possible_target in get_crewmember_minds())
if(!(possible_target in owners) && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target))
possible_targets += possible_target
if(try_target_late_joiners)
var/list/all_possible_targets = possible_targets.Copy()
for(var/I in all_possible_targets)
var/datum/mind/PT = I
if(!PT.late_joiner)
possible_targets -= PT
if(!possible_targets.len)
possible_targets = all_possible_targets
if(possible_targets.len > 0)
target = pick(possible_targets)
update_explanation_text()
+1
View File
@@ -233,6 +233,7 @@
/obj/item/device/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/U, vic = 0)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
T.stop_sound_channel(CHANNEL_HEARTBEAT)
T.invisibility = INVISIBILITY_ABSTRACT
T.dust_animation()
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade(src)
+1 -1
View File
@@ -17,7 +17,7 @@
else if (detectTime == -1)
for (var/targetref in getTargetList())
var/mob/target = locate(targetref) in GLOB.mob_list
if (target.stat == DEAD || QDELETED(target) || (!area_motion && !in_range(src, target)))
if (QDELETED(target) || target.stat == DEAD || (!area_motion && !in_range(src, target)))
//If not part of a monitored area and the camera is not in range or the target is dead
lostTarget(target)
+1 -1
View File
@@ -163,7 +163,7 @@
var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
if(clonemind.changeling)
var/obj/item/organ/brain/B = H.getorganslot("brain")
var/obj/item/organ/brain/B = H.getorganslot(ORGAN_SLOT_BRAIN)
B.vital = FALSE
B.decoy_override = TRUE
+10 -2
View File
@@ -61,6 +61,14 @@
for(var/datum/surgery/procedure in patient.surgeries)
dat += "[capitalize(procedure.name)]<BR>"
var/datum/surgery_step/surgery_step = procedure.get_surgery_step()
dat += "Next step: [capitalize(surgery_step.name)]<BR>"
dat += "Next step: [capitalize(surgery_step.name)]"
if(surgery_step.repeatable)
dat += " or "
var/datum/surgery_step/next_step = procedure.get_surgery_next_step()
if(next_step)
dat += "[capitalize(next_step.name)]"
else
dat += "finish operation"
dat += "<BR>"
dat += "</div>"
return dat
return dat
+2 -1
View File
@@ -44,7 +44,8 @@
/obj/item/grenade/chem_grenade/glitter/blue = 1,
/obj/item/grenade/chem_grenade/glitter/white = 1,
/obj/item/toy/eightball = 2,
/obj/item/toy/windupToolbox = 2)
/obj/item/toy/windupToolbox = 2,
/obj/item/toy/sword/cx = 2)
light_color = LIGHT_COLOR_GREEN
@@ -281,7 +281,7 @@
/datum/action/innate/servant_warp/Activate()
if(QDELETED(target) || !(ishuman(owner) || iscyborg(owner)) || !owner.canUseTopic(target) || warping)
return
if(!istype(SSticker.mode, /datum/game_mode/clockwork_cult)) //No leaving unless there's servants from the get-go
if(!GLOB.servants_active) //No leaving unless there's servants from the get-go
return
var/mob/living/carbon/human/user = owner
var/mob/camera/aiEye/remote/remote_eye = user.remote_control
@@ -296,8 +296,8 @@
to_chat(user, "<span class='sevtug_small'>[prob(1) ? "Servant cannot into space." : "You can't teleport into space."]</span>")
return
var/area/AR = get_area(T)
if(istype(AR, /area/ai_monitored))
to_chat(user, "<span class='sevtug_small'>The structure there is too dense for [src] to pierce. (This is normal in high-security areas.)</span>")
if(!AR.clockwork_warp_allowed)
to_chat(user, "<span class='sevtug_small'>[AR.clockwork_warp_fail]</span>")
return
if(alert(user, "Are you sure you want to warp to [AR]?", target.name, "Warp", "Cancel") == "Cancel" || QDELETED(R) || !user.canUseTopic(R))
return
+1 -1
View File
@@ -470,7 +470,7 @@
// species datums
R.fields["mrace"] = dna.species
else
var/datum/species/rando_race = pick(CONFIG_GET(keyed_flag_list/roundstart_races))
var/datum/species/rando_race = pick(GLOB.roundstart_races)
R.fields["mrace"] = rando_race.type
R.fields["ckey"] = mob_occupant.ckey
+2 -4
View File
@@ -123,8 +123,7 @@
dat += "<tr><td>ID:</td><td>[active1.fields["id"]]</td></tr>"
dat += "<tr><td>Sex:</td><td><A href='?src=\ref[src];field=sex'>&nbsp;[active1.fields["sex"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Age:</td><td><A href='?src=\ref[src];field=age'>&nbsp;[active1.fields["age"]]&nbsp;</A></td></tr>"
if(CONFIG_GET(flag/join_with_mutant_race))
dat += "<tr><td>Species:</td><td><A href='?src=\ref[src];field=species'>&nbsp;[active1.fields["species"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Species:</td><td><A href='?src=\ref[src];field=species'>&nbsp;[active1.fields["species"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Fingerprint:</td><td><A href='?src=\ref[src];field=fingerprint'>&nbsp;[active1.fields["fingerprint"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Physical Status:</td><td><A href='?src=\ref[src];field=p_stat'>&nbsp;[active1.fields["p_stat"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Mental Status:</td><td><A href='?src=\ref[src];field=m_stat'>&nbsp;[active1.fields["m_stat"]]&nbsp;</A></td></tr>"
@@ -538,8 +537,7 @@
P.info = "<CENTER><B>Medical Record - (MR-[GLOB.data_core.medicalPrintCount])</B></CENTER><BR>"
if(active1 in GLOB.data_core.general)
P.info += text("Name: [] ID: []<BR>\nSex: []<BR>\nAge: []<BR>", src.active1.fields["name"], src.active1.fields["id"], src.active1.fields["sex"], src.active1.fields["age"])
if(CONFIG_GET(flag/join_with_mutant_race))
P.info += "\nSpecies: [active1.fields["species"]]<BR>"
P.info += "\nSpecies: [active1.fields["species"]]<BR>"
P.info += text("\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", src.active1.fields["fingerprint"], src.active1.fields["p_stat"], src.active1.fields["m_stat"])
else
P.info += "<B>General Record Lost!</B><BR>"
+5 -8
View File
@@ -192,8 +192,7 @@
<tr><td>ID:</td><td><A href='?src=\ref[src];choice=Edit Field;field=id'>&nbsp;[active1.fields["id"]]&nbsp;</A></td></tr>
<tr><td>Sex:</td><td><A href='?src=\ref[src];choice=Edit Field;field=sex'>&nbsp;[active1.fields["sex"]]&nbsp;</A></td></tr>
<tr><td>Age:</td><td><A href='?src=\ref[src];choice=Edit Field;field=age'>&nbsp;[active1.fields["age"]]&nbsp;</A></td></tr>"}
if(CONFIG_GET(flag/join_with_mutant_race))
dat += "<tr><td>Species:</td><td><A href ='?src=\ref[src];choice=Edit Field;field=species'>&nbsp;[active1.fields["species"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Species:</td><td><A href ='?src=\ref[src];choice=Edit Field;field=species'>&nbsp;[active1.fields["species"]]&nbsp;</A></td></tr>"
dat += {"<tr><td>Rank:</td><td><A href='?src=\ref[src];choice=Edit Field;field=rank'>&nbsp;[active1.fields["rank"]]&nbsp;</A></td></tr>
<tr><td>Fingerprint:</td><td><A href='?src=\ref[src];choice=Edit Field;field=fingerprint'>&nbsp;[active1.fields["fingerprint"]]&nbsp;</A></td></tr>
<tr><td>Physical Status:</td><td>&nbsp;[active1.fields["p_stat"]]&nbsp;</td></tr>
@@ -367,8 +366,7 @@ What a mess.*/
P.info = "<CENTER><B>Security Record - (SR-[GLOB.data_core.securityPrintCount])</B></CENTER><BR>"
if((istype(active1, /datum/data/record) && GLOB.data_core.general.Find(active1)))
P.info += text("Name: [] ID: []<BR>\nSex: []<BR>\nAge: []<BR>", active1.fields["name"], active1.fields["id"], active1.fields["sex"], active1.fields["age"])
if(CONFIG_GET(flag/join_with_mutant_race))
P.info += "\nSpecies: [active1.fields["species"]]<BR>"
P.info += "\nSpecies: [active1.fields["species"]]<BR>"
P.info += text("\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", active1.fields["fingerprint"], active1.fields["p_stat"], active1.fields["m_stat"])
else
P.info += "<B>General Record Lost!</B><BR>"
@@ -513,8 +511,7 @@ What a mess.*/
G.fields["rank"] = "Unassigned"
G.fields["sex"] = "Male"
G.fields["age"] = "Unknown"
if(CONFIG_GET(flag/join_with_mutant_race))
G.fields["species"] = "Human"
G.fields["species"] = "Human"
G.fields["photo_front"] = new /icon()
G.fields["photo_side"] = new /icon()
G.fields["fingerprint"] = "?????"
@@ -598,7 +595,7 @@ What a mess.*/
active1.fields["age"] = t1
if("species")
if(istype(active1, /datum/data/record))
var/t1 = input("Select a species", "Species Selection") as null|anything in CONFIG_GET(keyed_flag_list/roundstart_races)
var/t1 = input("Select a species", "Species Selection") as null|anything in GLOB.roundstart_races
if(!canUseSecurityRecordsConsole(usr, t1, a1))
return
active1.fields["species"] = t1
@@ -766,7 +763,7 @@ What a mess.*/
if(6)
R.fields["m_stat"] = pick("*Insane*", "*Unstable*", "*Watch*", "Stable")
if(7)
R.fields["species"] = pick(CONFIG_GET(keyed_flag_list/roundstart_races))
R.fields["species"] = pick(GLOB.roundstart_races)
if(8)
var/datum/data/record/G = pick(GLOB.data_core.general)
R.fields["photo_front"] = G.fields["photo_front"]
+1
View File
@@ -19,6 +19,7 @@
sub_door = TRUE
explosion_block = 1
safe = FALSE
layer = BELOW_OPEN_DOOR_LAYER
closingLayer = CLOSED_FIREDOOR_LAYER
assemblytype = /obj/structure/firelock_frame
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 95, acid = 70)
+28 -28
View File
@@ -1,29 +1,29 @@
/obj/machinery/door/poddoor/shutters
gender = PLURAL
name = "shutters"
desc = "Heavy duty metal shutters that opens mechanically."
icon = 'icons/obj/doors/shutters.dmi'
layer = CLOSED_DOOR_LAYER
damage_deflection = 20
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
/obj/machinery/door/poddoor/shutters
gender = PLURAL
name = "shutters"
desc = "Heavy duty metal shutters that opens mechanically."
icon = 'icons/obj/doors/shutters.dmi'
layer = SHUTTER_LAYER
damage_deflection = 20
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
density = FALSE
opacity = 0
//shutters look like ass with things on top of them.
/obj/machinery/door/poddoor/shutters/New()
..()
layer = CLOSED_DOOR_LAYER //to handle /obj/machinery/door/New() resetting the layer.
/obj/machinery/door/poddoor/shutters/open(ignorepower = 0)
..()
layer = CLOSED_DOOR_LAYER
/obj/machinery/door/poddoor/shutters/close(ignorepower = 0)
..()
layer = CLOSED_DOOR_LAYER
opacity = 0
//shutters look like ass with things on top of them.
/obj/machinery/door/poddoor/shutters/New()
..()
layer = CLOSED_DOOR_LAYER //to handle /obj/machinery/door/New() resetting the layer.
/obj/machinery/door/poddoor/shutters/open(ignorepower = 0)
..()
layer = CLOSED_DOOR_LAYER
/obj/machinery/door/poddoor/shutters/close(ignorepower = 0)
..()
layer = CLOSED_DOOR_LAYER
+80 -162
View File
@@ -10,7 +10,7 @@ Buildable meters
/obj/item/pipe
name = "pipe"
desc = "A pipe."
var/pipe_type = 0
var/pipe_type
var/pipename
force = 7
throwforce = 7
@@ -19,35 +19,22 @@ Buildable meters
item_state = "buildpipe"
w_class = WEIGHT_CLASS_NORMAL
level = 2
var/flipped = FALSE
var/is_bent = FALSE
var/piping_layer = PIPING_LAYER_DEFAULT
var/RPD_type //TEMP: kill this once RPDs get a rewrite pls
var/static/list/pipe_types = list(
PIPE_SIMPLE, \
PIPE_LAYER_MANIFOLD, \
PIPE_MANIFOLD, \
PIPE_4WAYMANIFOLD, \
PIPE_HE, \
PIPE_HE_MANIFOLD, \
PIPE_HE_4WAYMANIFOLD, \
PIPE_JUNCTION, \
\
PIPE_CONNECTOR, \
PIPE_UVENT, \
PIPE_SCRUBBER, \
PIPE_INJECTOR, \
PIPE_HEAT_EXCHANGE, \
\
PIPE_PUMP, \
PIPE_PASSIVE_GATE, \
PIPE_VOLUME_PUMP, \
PIPE_MVALVE, \
PIPE_DVALVE, \
\
PIPE_GAS_FILTER, \
PIPE_GAS_MIXER, \
)
/obj/item/pipe/directional
RPD_type = PIPE_UNARY
/obj/item/pipe/binary
RPD_type = PIPE_BINARY
/obj/item/pipe/binary/bendable
RPD_type = PIPE_BENDABLE
/obj/item/pipe/trinary
RPD_type = PIPE_TRINARY
/obj/item/pipe/trinary/flippable
RPD_type = PIPE_TRIN_M
var/flipped = FALSE
/obj/item/pipe/quaternary
RPD_type = PIPE_QUAD
/obj/item/pipe/examine(mob/user)
..()
@@ -55,35 +42,27 @@ Buildable meters
/obj/item/pipe/Initialize(mapload, _pipe_type, _dir, obj/machinery/atmospherics/make_from)
if(make_from)
setDir(make_from.dir)
pipename = make_from.name
add_atom_colour(make_from.color, FIXED_COLOUR_PRIORITY)
if(make_from.type in pipe_types)
pipe_type = make_from.type
setPipingLayer(make_from.piping_layer)
else //make pipe_type a value we can work with
for(var/P in pipe_types)
if(istype(make_from, P))
pipe_type = P
break
var/obj/machinery/atmospherics/components/trinary/triP = make_from
if(istype(triP) && triP.flipped)
flipped = TRUE
setDir(turn(dir, -45))
make_from_existing(make_from)
else
pipe_type = _pipe_type
setDir(_dir)
if(_dir in GLOB.diagonals)
is_bent = TRUE
update()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
pixel_x += rand(-5, 5)
pixel_y += rand(-5, 5)
return ..()
/obj/item/pipe/proc/make_from_existing(obj/machinery/atmospherics/make_from)
setDir(make_from.dir)
pipename = make_from.name
add_atom_colour(make_from.color, FIXED_COLOUR_PRIORITY)
pipe_type = make_from.type
/obj/item/pipe/trinary/flippable/make_from_existing(obj/machinery/atmospherics/components/trinary/make_from)
..()
if(make_from.flipped)
do_a_flip()
/obj/item/pipe/dropped()
if(loc)
setPipingLayer(piping_layer)
@@ -91,73 +70,19 @@ Buildable meters
/obj/item/pipe/proc/setPipingLayer(new_layer = PIPING_LAYER_DEFAULT)
var/obj/machinery/atmospherics/fakeA = get_pipe_cache(pipe_type)
var/nolayer = (fakeA.pipe_flags & PIPING_ALL_LAYER)
if(nolayer)
if(fakeA.pipe_flags & PIPING_ALL_LAYER)
new_layer = PIPING_LAYER_DEFAULT
piping_layer = new_layer
if(pipe_type != PIPE_LAYER_MANIFOLD)
pixel_x = (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X
pixel_y = (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y
layer = initial(layer) + ((piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_LCHANGE)
//update the name and icon of the pipe item depending on the type
GLOBAL_LIST_INIT(pipeID2State, list(
"[PIPE_SIMPLE]" = "simple", \
"[PIPE_MANIFOLD]" = "manifold", \
"[PIPE_LAYER_MANIFOLD]" = "layer_manifold", \
"[PIPE_4WAYMANIFOLD]" = "manifold4w", \
"[PIPE_HE]" = "he", \
"[PIPE_HE_MANIFOLD]" = "he_manifold", \
"[PIPE_HE_4WAYMANIFOLD]" = "he_manifold4w", \
"[PIPE_JUNCTION]" = "junction", \
\
"[PIPE_CONNECTOR]" = "connector", \
"[PIPE_UVENT]" = "uvent", \
"[PIPE_SCRUBBER]" = "scrubber", \
"[PIPE_INJECTOR]" = "injector", \
"[PIPE_HEAT_EXCHANGE]" = "heunary", \
\
"[PIPE_PUMP]" = "pump", \
"[PIPE_PASSIVE_GATE]" = "passivegate", \
"[PIPE_VOLUME_PUMP]" = "volumepump", \
"[PIPE_MVALVE]" = "mvalve", \
"[PIPE_DVALVE]" = "dvalve", \
\
"[PIPE_GAS_FILTER]" = "filter", \
"[PIPE_GAS_MIXER]" = "mixer", \
))
pixel_x += (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X
pixel_y += (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y
layer = initial(layer) + ((piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_LCHANGE)
/obj/item/pipe/proc/update()
var/list/nlist = list(\
"[PIPE_SIMPLE]" = "pipe", \
"[PIPE_SIMPLE]_b" = "bent pipe", \
"[PIPE_MANIFOLD]" = "manifold", \
"[PIPE_LAYER_MANIFOLD]" = "layer manifold", \
"[PIPE_4WAYMANIFOLD]" = "4-way manifold", \
"[PIPE_HE]" = "h/e pipe", \
"[PIPE_HE]_b" = "bent h/e pipe", \
"[PIPE_HE_MANIFOLD]" = "h/e manifold", \
"[PIPE_HE_4WAYMANIFOLD]"= "h/e 4-way manifold", \
"[PIPE_JUNCTION]" = "junction", \
\
"[PIPE_CONNECTOR]" = "connector", \
"[PIPE_UVENT]" = "vent", \
"[PIPE_SCRUBBER]" = "scrubber", \
"[PIPE_INJECTOR]" = "injector", \
"[PIPE_HEAT_EXCHANGE]" = "heat exchanger", \
\
"[PIPE_PUMP]" = "pump", \
"[PIPE_PASSIVE_GATE]" = "passive gate", \
"[PIPE_VOLUME_PUMP]" = "volume pump", \
"[PIPE_MVALVE]" = "manual valve", \
"[PIPE_DVALVE]" = "digital valve", \
\
"[PIPE_GAS_FILTER]" = "gas filter", \
"[PIPE_GAS_MIXER]" = "gas mixer", \
)
//fix_pipe_type()
name = nlist["[pipe_type][is_bent ? "_b" : ""]"] + " fitting"
icon_state = GLOB.pipeID2State["[pipe_type]"]
var/obj/machinery/atmospherics/A = get_pipe_cache(pipe_type)
name = "[A.name] fitting"
icon_state = A.pipe_state
// rotate the pipe item clockwise
@@ -170,11 +95,8 @@ GLOBAL_LIST_INIT(pipeID2State, list(
return
setDir(turn(dir, -90))
fixdir()
return
/obj/item/pipe/verb/flip()
set category = "Object"
set name = "Flip Pipe"
@@ -183,16 +105,15 @@ GLOBAL_LIST_INIT(pipeID2State, list(
if ( usr.stat || usr.restrained() || !usr.canmove )
return
if (pipe_type in list(PIPE_GAS_FILTER, PIPE_GAS_MIXER))
setDir(turn(dir, flipped )? 45 : -45)
flipped = !flipped
return
do_a_flip()
/obj/item/pipe/proc/do_a_flip()
setDir(turn(dir, -180))
fixdir()
return
/obj/item/pipe/trinary/flippable/do_a_flip()
setDir(turn(dir, flipped ? 45 : -45))
flipped = !flipped
/obj/item/pipe/AltClick(mob/user)
..()
@@ -207,21 +128,21 @@ GLOBAL_LIST_INIT(pipeID2State, list(
/obj/item/pipe/Move()
var/old_dir = dir
..()
setDir(old_dir )//pipes changing direction when moved is just annoying and buggy
/obj/item/pipe/proc/unflip(direction)
if(direction in GLOB.diagonals)
return turn(direction, 45)
return direction
setDir(old_dir) //pipes changing direction when moved is just annoying and buggy
//Helper to clean up dir
/obj/item/pipe/proc/fixdir()
if((pipe_type in list (PIPE_SIMPLE, PIPE_HE, PIPE_MVALVE, PIPE_DVALVE, PIPE_LAYER_MANIFOLD)) && !is_bent)
if(dir==SOUTH)
setDir(NORTH)
else if(dir==WEST)
setDir(EAST)
return
/obj/item/pipe/binary/fixdir()
if(dir == SOUTH)
setDir(NORTH)
else if(dir == WEST)
setDir(EAST)
/obj/item/pipe/trinary/flippable/fixdir()
if(dir in GLOB.diagonals)
setDir(turn(dir, 45))
/obj/item/pipe/attack_self(mob/user)
return rotate()
@@ -245,16 +166,14 @@ GLOBAL_LIST_INIT(pipeID2State, list(
add_fingerprint(user)
fixdir()
if(pipe_type in list(PIPE_GAS_MIXER, PIPE_GAS_FILTER))
setDir(unflip(dir))
var/obj/machinery/atmospherics/fakeA = get_pipe_cache(pipe_type, dir)
for(var/obj/machinery/atmospherics/M in loc)
if((M.pipe_flags & PIPING_ONE_PER_TURF) && (fakeA.pipe_flags & PIPING_ONE_PER_TURF)) //Only one dense/requires density object per tile, eg connectors/cryo/heater/coolers.
if((M.pipe_flags & fakeA.pipe_flags & PIPING_ONE_PER_TURF)) //Only one dense/requires density object per tile, eg connectors/cryo/heater/coolers.
to_chat(user, "<span class='warning'>Something is hogging the tile!</span>")
return TRUE
if((M.piping_layer != piping_layer) && !((M.pipe_flags & PIPING_ALL_LAYER) || (pipe_type == PIPE_LAYER_MANIFOLD)))
if((M.piping_layer != piping_layer) && !((M.pipe_flags | fakeA.pipe_flags) & PIPING_ALL_LAYER)) //don't continue if either pipe goes across all layers
continue
if(M.GetInitDirections() & fakeA.GetInitDirections()) // matches at least one direction on either type of pipe
to_chat(user, "<span class='warning'>There is already a pipe at that location!</span>")
@@ -262,16 +181,8 @@ GLOBAL_LIST_INIT(pipeID2State, list(
// no conflicts found
var/obj/machinery/atmospherics/A = new pipe_type(loc)
A.setDir(dir)
A.SetInitDirections()
if(pipename)
A.name = pipename
var/obj/machinery/atmospherics/components/trinary/T = A
if(istype(T))
T.flipped = flipped
A.on_construction(pipe_type, color, piping_layer)
build_pipe(A)
A.on_construction(color, piping_layer)
playsound(src, W.usesound, 50, 1)
user.visible_message( \
@@ -281,20 +192,28 @@ GLOBAL_LIST_INIT(pipeID2State, list(
qdel(src)
/obj/item/pipe/suicide_act(mob/user)
if(pipe_type in list(PIPE_PUMP, PIPE_PASSIVE_GATE, PIPE_VOLUME_PUMP))
user.visible_message("<span class='suicide'>[user] shoves [src] in [user.p_their()] mouth and turns it on! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(iscarbon(user))
var/mob/living/carbon/C = user
for(var/i=1 to 20)
C.vomit(0, TRUE, FALSE, 4, FALSE)
if(prob(20))
C.spew_organ()
sleep(5)
C.blood_volume = 0
return(OXYLOSS|BRUTELOSS)
else
return ..()
/obj/item/pipe/proc/build_pipe(obj/machinery/atmospherics/A)
A.setDir(dir)
A.SetInitDirections()
if(pipename)
A.name = pipename
/obj/item/pipe/trinary/flippable/build_pipe(obj/machinery/atmospherics/components/trinary/T)
..()
T.flipped = flipped
/obj/item/pipe/directional/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] shoves [src] in [user.p_their()] mouth and turns it on! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(iscarbon(user))
var/mob/living/carbon/C = user
for(var/i=1 to 20)
C.vomit(0, TRUE, FALSE, 4, FALSE)
if(prob(20))
C.spew_organ()
sleep(5)
C.blood_volume = 0
return(OXYLOSS|BRUTELOSS)
/obj/item/pipe_meter
name = "meter"
@@ -332,4 +251,3 @@ GLOBAL_LIST_INIT(pipeID2State, list(
piping_layer = new_layer
pixel_x = (new_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X
pixel_y = (new_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y
+21 -21
View File
@@ -17,30 +17,30 @@
var/dat = {"
PIPING LAYER: <A href='?src=\ref[src];layer_down=1'>--</A><b>[piping_layer]</b><A href='?src=\ref[src];layer_up=1'>++</A><BR>
<b>Pipes:</b><BR>
<A href='?src=\ref[src];make=[PIPE_SIMPLE];dir=1'>Pipe</A><BR>
<A href='?src=\ref[src];make=[PIPE_SIMPLE];dir=5'>Bent Pipe</A><BR>
<A href='?src=\ref[src];make=[PIPE_MANIFOLD];dir=1'>Manifold</A><BR>
<A href='?src=\ref[src];make=[PIPE_LAYER_MANIFOLD];dir=1'>Layer Manifold</A><BR>
<A href='?src=\ref[src];make=[PIPE_4WAYMANIFOLD];dir=1'>4-Way Manifold</A><BR>
<A href='?src=\ref[src];make=[PIPE_MVALVE];dir=1'>Manual Valve</A><BR>
<A href='?src=\ref[src];make=[PIPE_DVALVE];dir=1'>Digital Valve</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/simple];dir=1'>Pipe</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/simple];dir=5'>Bent Pipe</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/manifold];dir=1'>Manifold</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/layer_manifold];dir=1'>Layer Manifold</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/manifold4w];dir=1'>4-Way Manifold</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/binary/valve];dir=1'>Manual Valve</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/binary/valve/digital];dir=1'>Digital Valve</A><BR>
<b>Devices:</b><BR>
<A href='?src=\ref[src];make=[PIPE_CONNECTOR];dir=1'>Connector</A><BR>
<A href='?src=\ref[src];make=[PIPE_UVENT];dir=1'>Vent</A><BR>
<A href='?src=\ref[src];make=[PIPE_PUMP];dir=1'>Gas Pump</A><BR>
<A href='?src=\ref[src];make=[PIPE_PASSIVE_GATE];dir=1'>Passive Gate</A><BR>
<A href='?src=\ref[src];make=[PIPE_VOLUME_PUMP];dir=1'>Volume Pump</A><BR>
<A href='?src=\ref[src];make=[PIPE_SCRUBBER];dir=1'>Scrubber</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/unary/portables_connector];dir=1'>Connector</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/unary/vent_pump];dir=1'>Vent</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/binary/pump];dir=1'>Gas Pump</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/binary/passive_gate];dir=1'>Passive Gate</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/binary/volume_pump];dir=1'>Volume Pump</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/unary/vent_scrubber];dir=1'>Scrubber</A><BR>
<A href='?src=\ref[src];makemeter=1'>Meter</A><BR>
<A href='?src=\ref[src];make=[PIPE_GAS_FILTER];dir=1'>Gas Filter</A><BR>
<A href='?src=\ref[src];make=[PIPE_GAS_MIXER];dir=1'>Gas Mixer</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/trinary/filter];dir=1'>Gas Filter</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/trinary/mixer];dir=1'>Gas Mixer</A><BR>
<b>Heat exchange:</b><BR>
<A href='?src=\ref[src];make=[PIPE_HE];dir=1'>Pipe</A><BR>
<A href='?src=\ref[src];make=[PIPE_HE];dir=5'>Bent Pipe</A><BR>
<A href='?src=\ref[src];make=[PIPE_HE_MANIFOLD];dir=1'>Manifold</A><BR>
<A href='?src=\ref[src];make=[PIPE_HE_4WAYMANIFOLD];dir=1'>4-Way Manifold</A><BR>
<A href='?src=\ref[src];make=[PIPE_JUNCTION];dir=1'>Junction</A><BR>
<A href='?src=\ref[src];make=[PIPE_HEAT_EXCHANGE];dir=1'>Heat Exchanger</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/heat_exchanging/simple];dir=1'>Pipe</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/heat_exchanging/simple];dir=5'>Bent Pipe</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/heat_exchanging/manifold];dir=1'>Manifold</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/heat_exchanging/manifold4w];dir=1'>4-Way Manifold</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/pipe/heat_exchanging/junction];dir=1'>Junction</A><BR>
<A href='?src=\ref[src];make=[/obj/machinery/atmospherics/components/unary/heat_exchanger];dir=1'>Heat Exchanger</A><BR>
"}
+4 -1
View File
@@ -210,7 +210,7 @@
mob_occupant.adjustFireLoss(rand(20, 36))
else
mob_occupant.adjustFireLoss(rand(10, 16))
mob_occupant.emote("scream")
mob_occupant.emote("scream")
addtimer(CALLBACK(src, .proc/cook), 50)
else
uv_cycles = initial(uv_cycles)
@@ -238,6 +238,9 @@
for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
I.clean_blood()
I.fingerprints = list()
var/datum/component/radioactive/contamination = I.GetComponent(/datum/component/radioactive)
if(contamination)
qdel(contamination)
open_machine(FALSE)
if(occupant)
dump_contents()
+1 -1
View File
@@ -44,10 +44,10 @@
/obj/machinery/teleport/hub/CollidedWith(atom/movable/AM)
if(z == ZLEVEL_CENTCOM)
to_chat(AM, "You can't use this here.")
return
if(is_ready())
teleport(AM)
use_power(5000)
return
/obj/machinery/teleport/hub/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "tele-o", "tele0", W))
@@ -81,6 +81,7 @@
"<span class='userdanger'>[chassis] drills [target] with [src].</span>")
add_logs(user, target, "attacked", "[name]", "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
if(target.stat == DEAD)
add_logs(user, target, "gibbed", name)
if(target.butcher_results)
target.harvest(chassis)//Butcher the mob with our drill.
else
@@ -408,8 +408,7 @@
return reset()
if(!use_cable(1))
return reset()
var/obj/structure/cable/NC = new(new_turf)
NC.cableColor("red")
var/obj/structure/cable/NC = new(new_turf, "red")
NC.d1 = 0
NC.d2 = fdirn
NC.update_icon()
@@ -135,9 +135,10 @@
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs|= H.dir
shoe_types |= H.shoes.type
update_icon()
shoe_types |= S.type
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
..()
@@ -146,9 +147,11 @@
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs|= H.dir
shoe_types |= H.shoes.type
update_icon()
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
cut_overlays()
+59 -50
View File
@@ -1,52 +1,61 @@
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "strangepresent"
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "strangepresent"
density = TRUE
anchored = FALSE
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/spawner
name = "object spawner"
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/abstract/marker
name = "marker"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
icon_state = "wave3"
layer = RIPPLE_LAYER
/obj/effect/abstract/marker/Initialize(mapload)
. = ..()
GLOB.all_abstract_markers += src
/obj/effect/abstract/marker/Destroy()
GLOB.all_abstract_markers -= src
. = ..()
/obj/effect/abstract/marker/at
name = "active turf marker"
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/spawner
name = "object spawner"
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/effect/overlay/thermite
name = "thermite"
desc = "Looks hot."
icon = 'icons/effects/fire.dmi'
icon_state = "2" //what?
anchored = TRUE
opacity = TRUE
density = TRUE
layer = FLY_LAYER
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/abstract/marker
name = "marker"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
icon_state = "wave3"
layer = RIPPLE_LAYER
/obj/effect/abstract/marker/Initialize(mapload)
. = ..()
GLOB.all_abstract_markers += src
/obj/effect/abstract/marker/Destroy()
GLOB.all_abstract_markers -= src
. = ..()
/obj/effect/abstract/marker/at
name = "active turf marker"
+1 -1
View File
@@ -519,7 +519,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
M.adjust_blurriness(3)
M.adjust_eye_damage(rand(2,4))
var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight")
var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
return
if(eyes.eye_damage >= 10)
+46 -51
View File
@@ -4,12 +4,6 @@
CONTAINS:
RPD
*/
#define PIPE_BINARY 0
#define PIPE_BENDABLE 1
#define PIPE_TRINARY 2
#define PIPE_TRIN_M 3
#define PIPE_UNARY 4
#define PIPE_QUAD 5
#define PAINT_MODE -2
#define EATING_MODE -1
@@ -22,23 +16,29 @@ RPD
/datum/pipe_info
var/id=-1
var/categoryId = CATEGORY_ATMOS
var/categoryId
var/dir=SOUTH
var/dirtype = PIPE_BENDABLE
var/icon = 'icons/obj/atmospherics/pipes/pipe_item.dmi'
var/icon_state=""
var/icon
var/icon_state
var/selected=0
/datum/pipe_info/New(pid,direction,dt)
id=pid
icon_state=GLOB.pipeID2State["[pid]"]
dir = direction
dirtype=dt
/datum/pipe_info/pipe
categoryId = CATEGORY_ATMOS
icon = 'icons/obj/atmospherics/pipes/pipe_item.dmi'
/datum/pipe_info/pipe/New(obj/machinery/atmospherics/path)
id = path
icon_state = initial(path.pipe_state)
dirtype = initial(path.construction_type)
/datum/pipe_info/proc/Render(dispenser,label)
/datum/pipe_info/pipe/Render(dispenser,label,dir=NORTH)
return "<li><a href='?src=\ref[dispenser];makepipe=[id];dir=[dir];type=[dirtype]'>[label]</a></li>"
/datum/pipe_info/meter
categoryId = CATEGORY_ATMOS
icon = 'icons/obj/atmospherics/pipes/simple.dmi'
icon_state = "meterX"
@@ -64,7 +64,6 @@ GLOBAL_LIST_INIT(disposalpipeID2State, list(
/datum/pipe_info/disposal
categoryId = CATEGORY_DISPOSALS
icon = 'icons/obj/atmospherics/pipes/disposal.dmi'
icon_state = "meterX"
/datum/pipe_info/disposal/New(var/pid,var/dt)
id=pid
@@ -80,33 +79,31 @@ GLOBAL_LIST_INIT(disposalpipeID2State, list(
//find these defines in code\game\machinery\pipe\consruction.dm
GLOBAL_LIST_INIT(RPD_recipes, list(
"Pipes" = list(
"Pipe" = new /datum/pipe_info(PIPE_SIMPLE, 1, PIPE_BENDABLE),
//"Bent Pipe" = new /datum/pipe_info(PIPE_SIMPLE, 5, PIPE_BENT),
"Manifold" = new /datum/pipe_info(PIPE_MANIFOLD, 1, PIPE_TRINARY),
"Manual Valve" = new /datum/pipe_info(PIPE_MVALVE, 1, PIPE_BINARY),
"Digital Valve" = new /datum/pipe_info(PIPE_DVALVE, 1, PIPE_BINARY),
"4-Way Manifold" = new /datum/pipe_info(PIPE_4WAYMANIFOLD, 1, PIPE_QUAD),
"Layer Manifold" = new /datum/pipe_info(PIPE_LAYER_MANIFOLD, 1, PIPE_BINARY),
"Pipe" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/simple),
"Manifold" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/manifold),
"Manual Valve" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/binary/valve),
"Digital Valve" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/binary/valve/digital),
"4-Way Manifold" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/manifold4w),
"Layer Manifold" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/layer_manifold),
),
"Devices"=list(
"Connector" = new /datum/pipe_info(PIPE_CONNECTOR, 1, PIPE_UNARY),
"Unary Vent" = new /datum/pipe_info(PIPE_UVENT, 1, PIPE_UNARY),
"Gas Pump" = new /datum/pipe_info(PIPE_PUMP, 1, PIPE_UNARY),
"Passive Gate" = new /datum/pipe_info(PIPE_PASSIVE_GATE, 1, PIPE_UNARY),
"Volume Pump" = new /datum/pipe_info(PIPE_VOLUME_PUMP, 1, PIPE_UNARY),
"Scrubber" = new /datum/pipe_info(PIPE_SCRUBBER, 1, PIPE_UNARY),
"Injector" = new /datum/pipe_info(PIPE_INJECTOR, 1, PIPE_UNARY),
"Devices" = list(
"Connector" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/unary/portables_connector),
"Unary Vent" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/unary/vent_pump),
"Gas Pump" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/binary/pump),
"Passive Gate" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/binary/passive_gate),
"Volume Pump" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/binary/volume_pump),
"Scrubber" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/unary/vent_scrubber),
"Injector" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/unary/outlet_injector),
"Meter" = new /datum/pipe_info/meter(),
"Gas Filter" = new /datum/pipe_info(PIPE_GAS_FILTER, 1, PIPE_TRIN_M),
"Gas Mixer" = new /datum/pipe_info(PIPE_GAS_MIXER, 1, PIPE_TRIN_M),
"Gas Filter" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/trinary/filter),
"Gas Mixer" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/trinary/mixer),
),
"Heat Exchange" = list(
"Pipe" = new /datum/pipe_info(PIPE_HE, 1, PIPE_BENDABLE),
//"Bent Pipe" = new /datum/pipe_info(PIPE_HE, 5, PIPE_BENT),
"Manifold" = new /datum/pipe_info(PIPE_HE_MANIFOLD, 1, PIPE_TRINARY),
"4-Way Manifold" = new /datum/pipe_info(PIPE_HE_4WAYMANIFOLD, 1, PIPE_QUAD),
"Junction" = new /datum/pipe_info(PIPE_JUNCTION, 1, PIPE_UNARY),
"Heat Exchanger" = new /datum/pipe_info(PIPE_HEAT_EXCHANGE, 1, PIPE_UNARY),
"Pipe" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/heat_exchanging/simple),
"Manifold" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/heat_exchanging/manifold),
"4-Way Manifold" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/heat_exchanging/manifold4w),
"Junction" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/pipe/heat_exchanging/junction),
"Heat Exchanger" = new /datum/pipe_info/pipe(/obj/machinery/atmospherics/components/unary/heat_exchanger),
),
"Disposal Pipes" = list(
"Pipe" = new /datum/pipe_info/disposal(DISP_PIPE_STRAIGHT, PIPE_BINARY),
@@ -120,6 +117,7 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
"Sort Junction" = new /datum/pipe_info/disposal(DISP_SORTJUNCTION, PIPE_TRINARY),
)
))
/obj/item/pipe_dispenser
name = "Rapid Piping Device (RPD)"
desc = "A device used to rapidly pipe things."
@@ -137,7 +135,7 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/working = 0
var/p_type = PIPE_SIMPLE
var/p_type = /obj/machinery/atmospherics/pipe/simple
var/p_conntype = PIPE_BENDABLE
var/p_dir = 1
var/p_flipped = 0
@@ -201,7 +199,7 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
if(screen == CATEGORY_ATMOS)
dat += "<span class='linkOn'>Atmospherics</span> <A href='?src=\ref[src];screen=[CATEGORY_DISPOSALS];dmake=0;type=0'>Disposals</A><BR>"
else if(screen == CATEGORY_DISPOSALS)
dat += "<A href='?src=\ref[src];screen=[CATEGORY_ATMOS];makepipe=0;dir=1;type=0'>Atmospherics</A> <span class='linkOn'>Disposals</span><BR>"
dat += "<A href='?src=\ref[src];screen=[CATEGORY_ATMOS];makepipe=[/obj/machinery/atmospherics/pipe/simple];dir=1;type=0'>Atmospherics</A> <span class='linkOn'>Disposals</span><BR>"
var/generated_layer_list = ""
var/layers_total = PIPING_LAYER_MAX - PIPING_LAYER_MIN + 1
for(var/iter = PIPING_LAYER_MIN, iter <= layers_total, iter++)
@@ -220,9 +218,9 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
var/datum/pipe_info/I = cat[label]
var/found=0
if(I.id == p_type)
if((p_class == ATMOS_MODE || p_class == METER_MODE) && (I.type == /datum/pipe_info || I.type == /datum/pipe_info/meter))
if((p_class == ATMOS_MODE || p_class == METER_MODE) && (istype(I, /datum/pipe_info/pipe) || istype(I, /datum/pipe_info/meter)))
found=1
else if(p_class == DISPOSALS_MODE && I.type==/datum/pipe_info/disposal)
else if(p_class == DISPOSALS_MODE && istype(I, /datum/pipe_info/disposal))
found=1
if(found)
preview=new /icon(I.icon,I.icon_state)
@@ -510,7 +508,8 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
if(href_list["makepipe"])
p_type = text2path(href_list["makepipe"])
p_dir = text2num(href_list["dir"])
p_conntype = text2num(href_list["type"])
var/obj/item/pipe/path = text2path(href_list["type"])
p_conntype = initial(path.RPD_type)
p_class = ATMOS_MODE
spark_system.start()
playsound(get_turf(src), 'sound/effects/pop.ogg', 50, 0)
@@ -549,7 +548,7 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
//make sure what we're clicking is valid for the current mode
var/is_paintable = (p_class == PAINT_MODE && istype(A, /obj/machinery/atmospherics/pipe))
var/is_consumable = (p_class == EATING_MODE && (istype(A, /obj/item/pipe) || istype(A, /obj/item/pipe_meter) || istype(A, /obj/structure/disposalconstruct)))
var/can_make_pipe = ((atmos_piping_mode || p_class == DISPOSALS_MODE) && isturf(A))
var/can_make_pipe = ((atmos_piping_mode || p_class == DISPOSALS_MODE) && (isturf(A)) || istype(A, /obj/structure/lattice/catwalk) || istype(A, /obj/structure/girder))
if(!is_paintable && !is_consumable && !can_make_pipe)
return ..()
@@ -581,7 +580,9 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
if(do_after(user, 2, target = A))
activate()
var/obj/item/pipe/P = new(A, queued_p_type, queued_p_dir)
P.flipped = queued_p_flipped
if(queued_p_flipped)
var/obj/item/pipe/trinary/flippable/F = P
F.flipped = queued_p_flipped
P.update()
P.add_fingerprint(usr)
if(!isnull(temp_piping_layer))
@@ -627,12 +628,6 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
/obj/item/pipe_dispenser/proc/activate()
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
#undef PIPE_BINARY
#undef PIPE_BENT
#undef PIPE_TRINARY
#undef PIPE_TRIN_M
#undef PIPE_UNARY
#undef PIPE_QUAD
#undef PAINT_MODE
#undef EATING_MODE
#undef ATMOS_MODE
+126 -126
View File
@@ -1,126 +1,126 @@
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
icon = 'icons/obj/objects.dmi'
icon_state = "paint sprayer"
item_state = "paint sprayer"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
origin_tech = "engineering=2"
flags_1 = CONDUCT_1 | NOBLUDGEON_1
slot_flags = SLOT_BELT
var/obj/item/device/toner/ink = null
/obj/item/airlock_painter/New()
..()
ink = new /obj/item/device/toner(src)
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1)
return 1
else
return 0
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
to_chat(user, "<span class='notice'>There is no toner cartridge installed in [src]!</span>")
return 0
else if(ink.charges < 1)
to_chat(user, "<span class='notice'>[src] is out of ink!</span>")
return 0
else
return 1
/obj/item/airlock_painter/suicide_act(mob/user)
var/obj/item/organ/lungs/L = user.getorganslot("lungs")
if(can_use(user) && L)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message("<span class='suicide'>[user] vomits out their [L]!</span>")
playsound(user.loc, 'sound/effects/splat.ogg', 50, 1)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message("<span class='suicide'>[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
user.reagents.add_reagent("colorful_reagent", 1)
user.reagents.reaction(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message("<span class='suicide'>[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner.</span>")
return SHAME
/obj/item/airlock_painter/examine(mob/user)
..()
if(!ink)
to_chat(user, "<span class='notice'>It doesn't have a toner cartridge installed.</span>")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
to_chat(user, "<span class='notice'>Its ink levels look [ink_level].</span>")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/device/toner))
if(ink)
to_chat(user, "<span class='notice'>[src] already contains \a [ink].</span>")
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, "<span class='notice'>You install [W] into [src].</span>")
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
else
return ..()
/obj/item/airlock_painter/attack_self(mob/user)
if(ink)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
ink.loc = user.loc
user.put_in_hands(ink)
to_chat(user, "<span class='notice'>You remove [ink] from [src].</span>")
ink = null
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
icon = 'icons/obj/objects.dmi'
icon_state = "paint sprayer"
item_state = "paint sprayer"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
origin_tech = "engineering=2"
flags_1 = CONDUCT_1 | NOBLUDGEON_1
slot_flags = SLOT_BELT
var/obj/item/device/toner/ink = null
/obj/item/airlock_painter/New()
..()
ink = new /obj/item/device/toner(src)
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1)
return 1
else
return 0
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
to_chat(user, "<span class='notice'>There is no toner cartridge installed in [src]!</span>")
return 0
else if(ink.charges < 1)
to_chat(user, "<span class='notice'>[src] is out of ink!</span>")
return 0
else
return 1
/obj/item/airlock_painter/suicide_act(mob/user)
var/obj/item/organ/lungs/L = user.getorganslot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message("<span class='suicide'>[user] vomits out their [L]!</span>")
playsound(user.loc, 'sound/effects/splat.ogg', 50, 1)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message("<span class='suicide'>[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
user.reagents.add_reagent("colorful_reagent", 1)
user.reagents.reaction(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message("<span class='suicide'>[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner.</span>")
return SHAME
/obj/item/airlock_painter/examine(mob/user)
..()
if(!ink)
to_chat(user, "<span class='notice'>It doesn't have a toner cartridge installed.</span>")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
to_chat(user, "<span class='notice'>Its ink levels look [ink_level].</span>")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/device/toner))
if(ink)
to_chat(user, "<span class='notice'>[src] already contains \a [ink].</span>")
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, "<span class='notice'>You install [W] into [src].</span>")
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
else
return ..()
/obj/item/airlock_painter/attack_self(mob/user)
if(ink)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
ink.loc = user.loc
user.put_in_hands(ink)
to_chat(user, "<span class='notice'>You remove [ink] from [src].</span>")
ink = null
+2 -1
View File
@@ -58,7 +58,8 @@
return
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && (target in user.client.screen))
target.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
if(user.client && ((target in user.client.screen) && !user.is_holding(target)))
to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(istype(target, /obj/effect/decal/cleanable))
user.visible_message("[user] begins to scrub \the [target.name] out with [src].", "<span class='warning'>You begin to scrub \the [target.name] out with [src]...</span>")
+5 -7
View File
@@ -31,7 +31,7 @@
var/drawtype
var/text_buffer = ""
var/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","arrow","star","poseur tag")
var/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","arrow","star","poseur tag","prolizard","antilizard")
var/list/letters = list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z")
var/list/numerals = list("0","1","2","3","4","5","6","7","8","9")
var/list/oriented = list("arrow","body") // These turn to face the same way as the drawer
@@ -78,10 +78,6 @@
if(name == "crayon")
name = "[item_color] crayon"
if(CONFIG_GET(flag/join_with_mutant_race))
graffiti |= "antilizard"
graffiti |= "prolizard"
all_drawables = graffiti + letters + numerals + oriented + runes + graffiti_large_h
drawtype = pick(all_drawables)
@@ -316,13 +312,15 @@
if(actually_paints)
switch(paint_mode)
if(PAINT_NORMAL)
new /obj/effect/decal/cleanable/crayon(target, paint_color, drawing, temp, graf_rot)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
C.add_hiddenprint(user)
affected_turfs += target
if(PAINT_LARGE_HORIZONTAL)
var/turf/left = locate(target.x-1,target.y,target.z)
var/turf/right = locate(target.x+1,target.y,target.z)
if(is_type_in_list(left, validSurfaces) && is_type_in_list(right, validSurfaces))
new /obj/effect/decal/cleanable/crayon(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
var/obj/effect/decal/cleanable/crayon/C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
C.add_hiddenprint(user)
affected_turfs += left
affected_turfs += right
affected_turfs += target
+5 -2
View File
@@ -286,6 +286,7 @@
var/req_defib = 1
var/combat = 0 //If it penetrates armor and gives additional functionality
var/grab_ghost = FALSE
var/tlimit = DEFIB_TIME_LIMIT * 10
/obj/item/twohanded/shockpaddles/proc/recharge(var/time)
if(req_defib || !time)
@@ -387,11 +388,14 @@
if((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost))
H.notify_ghost_cloning("Your heart is being defibrillated!")
H.grab_ghost() // Shove them back in their body.
else if(!H.suiciding && !(H.disabilities & NOCLONE)&& !H.hellbound)
else if(can_defib(H))
H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
do_help(H, user)
/obj/item/twohanded/shockpaddles/proc/can_defib(mob/living/carbon/human/H)
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
return (!H.suiciding && !(H.disabilities & NOCLONE) && !H.hellbound && ((world.time - H.timeofdeath) < tlimit) && (H.getBruteLoss() < 180) && (H.getFireLoss() < 180) && H.getorgan(/obj/item/organ/heart) && BR && !BR.damaged_brain)
/obj/item/twohanded/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
if(req_defib && defib.safety)
@@ -481,7 +485,6 @@
var/tplus = world.time - H.timeofdeath
// past this much time the patient is unrecoverable
// (in deciseconds)
var/tlimit = DEFIB_TIME_LIMIT * 10
// brain damage starts setting in on the patient after
// some time left rotting
var/tloss = DEFIB_TIME_LOSS * 10
@@ -69,7 +69,7 @@
to_chat(user, "<span class='notice'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>")
return
var/obj/item/organ/eyes/E = M.getorganslot("eye_sight")
var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
if(!E)
to_chat(user, "<span class='danger'>[M] doesn't have any eyes!</span>")
return
@@ -210,6 +210,7 @@
item_state = "lamp"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1

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