# Conflicts:
#	icons/mob/clothing/suit.dmi
#	icons/mob/clothing/suit_digi.dmi
#	icons/obj/clothing/suits.dmi
This commit is contained in:
zerothebigboy
2021-09-09 04:49:30 -04:00
122 changed files with 1938 additions and 289 deletions
+1
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@@ -15,6 +15,7 @@
#define BLOCK_Z_IN_UP (1<<12) // Should this object block z uprise from below?
#define SHOVABLE_ONTO (1<<13)//called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define EXAMINE_SKIP (1<<14) /// Makes the Examine proc not read out this item.
#define IN_STORAGE (1<<15) //is this item in the storage item, such as backpack? used for tooltips
/// Integrity defines for clothing (not flags but close enough)
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
+2 -2
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@@ -155,10 +155,10 @@
//LAVALAND
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 50 //what pressure you have to be under to increase the effect of equipment meant for lavaland
#define LAVALAND_DEFAULT_ATMOS "o2=14;n2=23;TEMP=300"
#define LAVALAND_DEFAULT_ATMOS "LAVALAND_ATMOS"
//SNOSTATION
#define ICEMOON_DEFAULT_ATMOS "o2=17;n2=63;TEMP=180"
#define ICEMOON_DEFAULT_ATMOS "ICEMOON_ATMOS"
//ATMOSIA GAS MONITOR TAGS
#define ATMOS_GAS_MONITOR_INPUT_O2 "o2_in"
+7
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@@ -8,6 +8,7 @@
#define FOOTSTEP_LAVA "lava"
#define FOOTSTEP_MEAT "meat"
#define FOOTSTEP_RUST "rust"
#define FOOTSTEP_CATWALK "catwalk"
//barefoot sounds
#define FOOTSTEP_WOOD_BAREFOOT "woodbarefoot"
@@ -94,6 +95,12 @@ GLOBAL_LIST_INIT(footstep, list(
'sound/effects/footstep/lava3.ogg'), 100, 0),
FOOTSTEP_MEAT = list(list(
'sound/effects/meatslap.ogg'), 100, 0),
FOOTSTEP_CATWALK = list(list(
'sound/effects/footstep/catwalk1.ogg',
'sound/effects/footstep/catwalk2.ogg',
'sound/effects/footstep/catwalk3.ogg',
'sound/effects/footstep/catwalk4.ogg',
'sound/effects/footstep/catwalk5.ogg'), 100, 1),
FOOTSTEP_RUST = list(list(
'sound/effects/footstep/rustystep1.ogg'), 100, 0)
))
+2 -1
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@@ -64,8 +64,9 @@
#define GAS_PIPE_VISIBLE_LAYER 2.47
#define GAS_FILTER_LAYER 2.48
#define GAS_PUMP_LAYER 2.49
#define LOW_OBJ_LAYER 2.5
///catwalk overlay of /turf/open/floor/plating/plating_catwalk
#define CATWALK_LAYER 2.51
#define LOW_SIGIL_LAYER 2.52
#define SIGIL_LAYER 2.54
#define HIGH_SIGIL_LAYER 2.56
+4
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@@ -347,3 +347,7 @@
// / Breathing types. Lungs can access either by these or by a string, which will be considered a gas ID.
#define BREATH_OXY /datum/breathing_class/oxygen
#define BREATH_PLASMA /datum/breathing_class/plasma
//Gremlins
#define NPC_TAMPER_ACT_FORGET 1 //Don't try to tamper with this again
#define NPC_TAMPER_ACT_NOMSG 2 //Don't produce a visible message
+6
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@@ -78,6 +78,12 @@
var/datum/emote/E = new path()
E.emote_list[E.key] = E
// Hair Gradients - Initialise all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
for(var/path in subtypesof(/datum/sprite_accessory/hair_gradient))
var/datum/sprite_accessory/hair_gradient/H = new path()
GLOB.hair_gradients_list[H.name] = H
// Keybindings
init_keybindings()
//Uplink Items
+61
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@@ -0,0 +1,61 @@
#define MAXIMUM_MARKOV_LENGTH 25000
/proc/markov_chain(var/text, var/order = 4, var/length = 250)
if(!text || order < 0 || order > 20 || length < 1 || length > MAXIMUM_MARKOV_LENGTH)
return
var/table = markov_table(text, order)
var/markov = markov_text(length, table, order)
return markov
/proc/markov_table(var/text, var/look_forward = 4)
if(!text)
return
var/list/table = list()
for(var/i = 1, i <= length(text), i++)
var/char = copytext(text, i, look_forward+i)
if(!table[char])
table[char] = list()
for(var/i = 1, i <= (length(text) - look_forward), i++)
var/char_index = copytext(text, i, look_forward+i)
var/char_count = copytext(text, i+look_forward, (look_forward*2)+i)
if(table[char_index][char_count])
table[char_index][char_count]++
else
table[char_index][char_count] = 1
return table
/proc/markov_text(var/length = 250, var/table, var/look_forward = 4)
if(!table)
return
var/char = pick(table)
var/o = char
for(var/i = 0, i <= (length / look_forward), i++)
var/newchar = markov_weighted_char(table[char])
if(newchar)
char = newchar
o += "[newchar]"
else
char = pick(table)
return o
/proc/markov_weighted_char(var/list/array)
if(!array || !array.len)
return
var/total = 0
for(var/i in array)
total += array[i]
var/r = rand(1, total)
for(var/i in array)
var/weight = array[i]
if(r <= weight)
return i
r -= weight
+1
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@@ -71,6 +71,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"DROPDEL" = DROPDEL,
"NOBLUDGEON" = NOBLUDGEON,
"ABSTRACT" = ABSTRACT,
"IN_STORAGE" = IN_STORAGE,
"ITEM_CAN_BLOCK" = ITEM_CAN_BLOCK,
"ITEM_CAN_PARRY" = ITEM_CAN_PARRY
),
+1
View File
@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(hair_styles_female_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_list) //stores /datum/sprite_accessory/facial_hair indexed by name
GLOBAL_LIST_EMPTY(facial_hair_styles_male_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_female_list) //stores only hair names
GLOBAL_LIST_EMPTY(hair_gradients_list) //stores /datum/sprite_accessory/hair_gradient indexed by name
//Underwear
GLOBAL_LIST_EMPTY_TYPED(underwear_list, /datum/sprite_accessory/underwear/bottom) //stores bottoms indexed by name
GLOBAL_LIST_EMPTY(underwear_m) //stores only underwear name
@@ -112,7 +112,6 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/storage/box/marshmallow = 2,
/obj/item/clothing/gloves/tackler/offbrand = 1,
/obj/item/stack/sticky_tape = 1,
/obj/effect/spawner/lootdrop/grille_or_trash = 15,
"" = 3
))
+42
View File
@@ -63,6 +63,8 @@
return ShiftClickOn(A)
if(modifiers["alt"]) // alt and alt-gr (rightalt)
return AltClickOn(A)
if(modifiers["ctrl"] && modifiers["right"]) //CIT CHANGE - right click ctrl for a new form of dropping items
return CtrlRightClickOn(A, params) //CIT CHANGE
if(modifiers["ctrl"])
return CtrlClickOn(A)
@@ -295,6 +297,46 @@
if(!(flags & COMPONENT_DENY_EXAMINATE) && user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
user.examinate(src)
/*
Ctrl + Right click
Combat mode feature
Drop item in hand at position.
*/
/atom/proc/CtrlRightClickOn(atom/A, params)
if(isliving(src) && Adjacent(A)) //honestly only humans can do this given it's combat mode but if it's implemented for any other mobs...
var/mob/living/L = src
if(L.incapacitated())
return
var/obj/item/I = L.get_active_held_item()
var/turf/T = get_turf(A)
if(T)
if(I) //drop item at cursor.
if(T.density) //no, you can't use your funny blue cube or red cube to clip into the fucking wall.
return
for(var/atom/C in T.contents) //nor can you clip into a window or a door/false wall that's not open.
if(C.opacity || (((C.flags_1 & PREVENT_CLICK_UNDER_1) > 0) != (istype(C,/obj/machinery/door) && !C.density))) //XOR operation within because doors always have PREVENT_CLICK_UNDER_1 flag enabled. Dumb, I know.
return
if(L.transferItemToLoc(I, T))
var/list/click_params = params2list(params)
//Center the icon where the user clicked. (shamelessly stole code from tables)
if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
return
//Clamp it so that the icon never moves more than 16 pixels in either direction
I.pixel_x = clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
return TRUE
else if(isitem(A) && L.has_active_hand()) //if they have an open hand they'll rotate the item instead.
var/obj/item/I2 = A
if(!I2.anchored)
var/matrix/ntransform = matrix(I2.transform)
ntransform.Turn(15)
animate(I2, transform = ntransform, time = 2)
return TRUE
else
A.CtrlClick(src)
/*
Ctrl click
For most objects, pull
+18
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@@ -141,11 +141,29 @@
/atom/movable/screen/inventory/MouseEntered()
..()
add_overlays()
//Apply the outline affect
add_stored_outline()
/atom/movable/screen/inventory/MouseExited()
..()
cut_overlay(object_overlays)
object_overlays.Cut()
remove_stored_outline()
/atom/movable/screen/inventory/proc/add_stored_outline()
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
if(hud?.mymob.incapacitated())
inv_item.apply_outline(COLOR_RED_GRAY)
else
inv_item.apply_outline()
/atom/movable/screen/inventory/proc/remove_stored_outline()
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
inv_item.remove_outline()
/atom/movable/screen/inventory/update_icon_state()
if(!icon_empty)
+50 -4
View File
@@ -30,6 +30,7 @@ SUBSYSTEM_DEF(air)
var/list/networks = list()
var/list/pipenets_needing_rebuilt = list()
var/list/deferred_airs = list()
var/cur_deferred_airs = 0
var/max_deferred_airs = 0
var/list/obj/machinery/atmos_machinery = list()
var/list/obj/machinery/atmos_air_machinery = list()
@@ -37,7 +38,8 @@ SUBSYSTEM_DEF(air)
//atmos singletons
var/list/gas_reactions = list()
var/list/atmos_gen
var/list/planetary = list() //auxmos already caches static planetary mixes but could be convenient to do so here too
//Special functions lists
var/list/turf/open/high_pressure_delta = list()
@@ -53,14 +55,24 @@ SUBSYSTEM_DEF(air)
var/equalize_turf_limit = 10
// Max number of turfs to look for a space turf, and max number of turfs that will be decompressed.
var/equalize_hard_turf_limit = 2000
// Whether equalization should be enabled at all.
// Whether equalization is enabled. Can be disabled for performance reasons.
var/equalize_enabled = TRUE
// Whether equalization should be enabled.
var/should_do_equalization = TRUE
// When above 0, won't equalize; performance handling
var/eq_cooldown = 0
// Whether turf-to-turf heat exchanging should be enabled.
var/heat_enabled = FALSE
// Max number of times process_turfs will share in a tick.
var/share_max_steps = 3
// Target for share_max_steps; can go below this, if it determines the thread is taking too long.
var/share_max_steps_target = 3
// Excited group processing will try to equalize groups with total pressure difference less than this amount.
var/excited_group_pressure_goal = 1
// Target for excited_group_pressure_goal; can go below this, if it determines the thread is taking too long.
var/excited_group_pressure_goal_target = 1
// If this is set to 0, monstermos won't process planet atmos
var/planet_equalize_enabled = 0
/datum/controller/subsystem/air/stat_entry(msg)
msg += "C:{"
@@ -218,6 +230,7 @@ SUBSYSTEM_DEF(air)
// This also happens to do all the commented out stuff below, all in a single separate thread. This is mostly so that the
// waiting is consistent.
if(currentpart == SSAIR_ACTIVETURFS)
run_delay_heuristics()
timer = TICK_USAGE_REAL
process_turfs(resumed)
cost_turfs = MC_AVERAGE(cost_turfs, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
@@ -275,7 +288,8 @@ SUBSYSTEM_DEF(air)
pipenets_needing_rebuilt += atmos_machine
/datum/controller/subsystem/air/proc/process_deferred_airs(resumed = 0)
max_deferred_airs = max(deferred_airs.len,max_deferred_airs)
cur_deferred_airs = deferred_airs.len
max_deferred_airs = max(cur_deferred_airs,max_deferred_airs)
while(deferred_airs.len)
var/list/cur_op = deferred_airs[deferred_airs.len]
deferred_airs.len--
@@ -375,6 +389,24 @@ SUBSYSTEM_DEF(air)
return
*/
/datum/controller/subsystem/air/proc/run_delay_heuristics()
if(!equalize_enabled)
cost_equalize = 0
if(should_do_equalization)
eq_cooldown--
if(eq_cooldown <= 0)
equalize_enabled = TRUE
var/total_thread_time = cost_turfs + cost_equalize + cost_groups + cost_post_process
if(total_thread_time)
var/wait_ms = wait * 100
var/delay_threshold = 1-(total_thread_time/wait_ms + cur_deferred_airs / 50)
share_max_steps = max(1,round(share_max_steps_target * delay_threshold, 1))
eq_cooldown += (1-delay_threshold) * (cost_equalize / total_thread_time) * 2
if(eq_cooldown > 0.5)
equalize_enabled = FALSE
excited_group_pressure_goal = max(0,excited_group_pressure_goal_target * (1 - delay_threshold))
/datum/controller/subsystem/air/proc/process_turfs(resumed = 0)
if(process_turfs_auxtools(resumed,TICK_REMAINING_MS))
pause()
@@ -399,7 +431,7 @@ SUBSYSTEM_DEF(air)
pause()
/datum/controller/subsystem/air/proc/finish_turf_processing(resumed = 0)
if(finish_turf_processing_auxtools(TICK_REMAINING_MS))
if(finish_turf_processing_auxtools(TICK_REMAINING_MS) || thread_running())
pause()
/datum/controller/subsystem/air/proc/post_process_turfs(resumed = 0)
@@ -473,6 +505,20 @@ SUBSYSTEM_DEF(air)
return pipe_init_dirs_cache[type]["[dir]"]
/datum/controller/subsystem/air/proc/generate_atmos()
atmos_gen = list()
for(var/T in subtypesof(/datum/atmosphere))
var/datum/atmosphere/atmostype = T
atmos_gen[initial(atmostype.id)] = new atmostype
/datum/controller/subsystem/air/proc/preprocess_gas_string(gas_string)
if(!atmos_gen)
generate_atmos()
if(!atmos_gen[gas_string])
return gas_string
var/datum/atmosphere/mix = atmos_gen[gas_string]
return mix.gas_string
#undef SSAIR_PIPENETS
#undef SSAIR_ATMOSMACHINERY
#undef SSAIR_EXCITEDGROUPS
+3 -3
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@@ -68,7 +68,7 @@ SUBSYSTEM_DEF(vote)
//get the highest number of votes
var/greatest_votes = 0
var/total_votes = 0
if(mode == "gamemode" && CONFIG_GET(flag/must_be_readied_to_vote_gamemode))
if((mode == "gamemode" || mode == "roundtype") && CONFIG_GET(flag/must_be_readied_to_vote_gamemode))
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.ready != PLAYER_READY_TO_PLAY && voted[P.ckey])
choices[choices[voted[P.ckey]]]--
@@ -105,7 +105,7 @@ SUBSYSTEM_DEF(vote)
/datum/controller/subsystem/vote/proc/calculate_condorcet_votes(var/blackbox_text)
// https://en.wikipedia.org/wiki/Schulze_method#Implementation
if((mode == "gamemode" || mode == "dynamic") && CONFIG_GET(flag/must_be_readied_to_vote_gamemode))
if((mode == "gamemode" || mode == "dynamic" || mode == "roundtype") && CONFIG_GET(flag/must_be_readied_to_vote_gamemode))
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.ready != PLAYER_READY_TO_PLAY && voted[P.ckey])
voted -= P.ckey
@@ -155,7 +155,7 @@ SUBSYSTEM_DEF(vote)
for(var/choice in choices)
scores_by_choice += "[choice]"
scores_by_choice["[choice]"] = list()
if((mode == "gamemode" || mode == "dynamic") && CONFIG_GET(flag/must_be_readied_to_vote_gamemode))
if((mode == "gamemode" || mode == "dynamic" || mode == "roundtype") && CONFIG_GET(flag/must_be_readied_to_vote_gamemode))
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.ready != PLAYER_READY_TO_PLAY && voted[P.ckey])
voted -= P.ckey
+60
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@@ -0,0 +1,60 @@
/datum/atmosphere
var/gas_string
var/id
var/list/base_gases // A list of gases to always have
var/list/normal_gases // A list of allowed gases:base_amount
var/list/restricted_gases // A list of allowed gases like normal_gases but each can only be selected a maximum of one time
var/restricted_chance = 10 // Chance per iteration to take from restricted gases
var/minimum_pressure
var/maximum_pressure
var/minimum_temp
var/maximum_temp
/datum/atmosphere/New()
generate_gas_string()
/datum/atmosphere/proc/generate_gas_string()
var/list/spicy_gas = restricted_gases.Copy()
var/target_pressure = rand(minimum_pressure, maximum_pressure)
var/pressure_scale = target_pressure / maximum_pressure
// First let's set up the gasmix and base gases for this template
// We make the string from a gasmix in this proc because gases need to calculate their pressure
var/datum/gas_mixture/gasmix = new
gasmix.set_temperature(rand(minimum_temp, maximum_temp))
for(var/i in base_gases)
gasmix.set_moles(i, base_gases[i])
// Now let the random choices begin
var/gastype
var/amount
while(gasmix.return_pressure() < target_pressure)
if(!prob(restricted_chance) || !length(spicy_gas))
gastype = pick(normal_gases)
amount = normal_gases[gastype]
else
gastype = pick(spicy_gas)
amount = spicy_gas[gastype]
spicy_gas -= gastype //You can only pick each restricted gas once
amount *= rand(50, 200) / 100 // Randomly modifes the amount from half to double the base for some variety
amount *= pressure_scale // If we pick a really small target pressure we want roughly the same mix but less of it all
amount = CEILING(amount, 0.1)
gasmix.adjust_moles(gastype, amount)
// That last one put us over the limit, remove some of it
if(gasmix.return_pressure() > target_pressure)
var/moles_to_remove = (1 - target_pressure / gasmix.return_pressure()) * gasmix.total_moles()
gasmix.adjust_moles(gastype, -moles_to_remove)
gasmix.set_moles(gastype, FLOOR(gasmix.get_moles(gastype), 0.1))
// Now finally lets make that string
var/list/gas_string_builder = list()
for(var/id in gasmix.get_gases())
gas_string_builder += "[id]=[gasmix.get_moles(id)]"
gas_string_builder += "TEMP=[gasmix.return_temperature()]"
gas_string = gas_string_builder.Join(";")
+48
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@@ -0,0 +1,48 @@
// Atmos types used for planetary airs
/datum/atmosphere/lavaland
id = LAVALAND_DEFAULT_ATMOS
base_gases = list(
GAS_O2=5,
GAS_N2=10,
)
normal_gases = list(
GAS_O2=10,
GAS_N2=10,
GAS_CO2=10,
)
restricted_gases = list(
GAS_BZ=0.1,
GAS_METHYL_BROMIDE=0.1,
)
restricted_chance = 30
minimum_pressure = HAZARD_LOW_PRESSURE + 10
maximum_pressure = LAVALAND_EQUIPMENT_EFFECT_PRESSURE - 1
minimum_temp = BODYTEMP_COLD_DAMAGE_LIMIT + 1
maximum_temp = 320
/datum/atmosphere/icemoon
id = ICEMOON_DEFAULT_ATMOS
base_gases = list(
GAS_O2=5,
GAS_N2=10,
)
normal_gases = list(
GAS_O2=10,
GAS_N2=10,
GAS_CO2=10,
)
restricted_gases = list(
GAS_METHYL_BROMIDE=0.1,
)
restricted_chance = 10
minimum_pressure = HAZARD_LOW_PRESSURE + 10
maximum_pressure = LAVALAND_EQUIPMENT_EFFECT_PRESSURE - 1
minimum_temp = 180
maximum_temp = 180
@@ -135,6 +135,8 @@
var/obj/item/I = AM
var/mob/M = parent.loc
I.dropped(M)
I.item_flags &= ~IN_STORAGE
I.remove_outline()
if(new_location)
AM.forceMove(new_location) // exited comsig will handle removal reset.
//We don't want to call this if the item is being destroyed
@@ -180,6 +182,7 @@
I.forceMove(parent.drop_location())
return FALSE
I.on_enter_storage(master)
I.item_flags |= IN_STORAGE
refresh_mob_views()
I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
if(M)
@@ -423,6 +423,9 @@
var/atom/A = parent
if(ismob(M)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
A.add_fingerprint(M)
if(istype(A, /obj/item))
var/obj/item/I = A
I.remove_outline() //Removes the outline when we drag
if(!over_object)
return FALSE
if(ismecha(M.loc)) // stops inventory actions in a mech
+3 -2
View File
@@ -10,6 +10,7 @@
var/mob/living/L = parent
if(L.incapacitated() || L.lying)
return
var/matrix/otransform = matrix(L.transform) //make a copy of the current transform
animate(L, pixel_z = 4, time = 0)
animate(pixel_z = 0, transform = turn(matrix(), pick(-12, 0, 12)), time=2)
animate(pixel_z = 0, transform = matrix(), time = 0)
animate(pixel_z = 0, transform = turn(L.transform, pick(-12, 0, 12)), time=2) //waddle.
animate(pixel_z = 0, transform = otransform, time = 0) //return to previous transform.
+8
View File
@@ -386,6 +386,14 @@
qdel(language_holder)
var/species_holder = initial(mrace.species_language_holder)
language_holder = new species_holder(src)
var/mob/living/carbon/human/H = src
//provide the user's additional language to the new language holder even if they change species
if(H.additional_language && H.additional_language != "None")
var/language_entry = GLOB.roundstart_languages[H.additional_language]
if(language_entry)
grant_language(language_entry, TRUE, TRUE)
update_atom_languages()
/mob/living/carbon/human/set_species(datum/species/mrace, icon_update = TRUE, pref_load = FALSE)
+17
View File
@@ -162,3 +162,20 @@
gain_text = "<span class='notice'>You feel like munching on a can of soda.</span>"
lose_text = "<span class='notice'>You no longer feel like you should be eating trash.</span>"
mob_trait = TRAIT_TRASHCAN
/datum/quirk/colorist
name = "Colorist"
desc = "You like carrying around a hair dye spray to quickly apply color patterns to your hair."
value = 0
medical_record_text = "Patient enjoys dyeing their hair with pretty colors."
/datum/quirk/colorist/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/dyespray/spraycan = new(get_turf(quirk_holder))
H.equip_to_slot(spraycan, SLOT_IN_BACKPACK)
H.regenerate_icons()
/datum/quirk/colorist/post_add()
var/mob/living/carbon/human/H = quirk_holder
SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
to_chat(quirk_holder, "<span class='boldnotice'>You brought some extra dye with you! It's in your bag if you forgot.</span>")
+12
View File
@@ -329,3 +329,15 @@
to_chat(L, "<span class='warning'>You need an attachable assembly!</span>")
#undef MAXIMUM_EMP_WIRES
//gremlins
/datum/wires/proc/npc_tamper(mob/living/L)
if(!wires.len)
return
var/wire_to_screw = pick(wires)
if(is_color_cut(wire_to_screw) || prob(50)) //CutWireColour() proc handles both cutting and mending wires. If the wire is already cut, always mend it back. Otherwise, 50% to cut it and 50% to pulse it
cut(wire_to_screw)
else
pulse(wire_to_screw, L)
+3 -3
View File
@@ -151,14 +151,14 @@ Credit where due:
var/datum/team/clockcult/main_clockcult
/datum/game_mode/clockwork_cult/pre_setup() //Gamemode and job code is pain. Have fun codediving all of that stuff, whoever works on this next - Delta
/*var/list/errorList = list()
var/list/errorList = list()
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
if(errorList.len) // reebe failed to load
message_admins("Reebe failed to load!")
log_game("Reebe failed to load!")
return FALSE
for(var/datum/parsed_map/PM in reebes) //Temporarily commented because of z-level loading reliably segfaulting the server.
PM.initTemplateBounds()*/
PM.initTemplateBounds()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
@@ -275,7 +275,7 @@ Credit where due:
ears = /obj/item/radio/headset
gloves = /obj/item/clothing/gloves/color/yellow
belt = /obj/item/storage/belt/utility/servant
backpack_contents = list(/obj/item/storage/box/engineer = 1, \
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
id = /obj/item/pda
var/plasmaman //We use this to determine if we should activate internals in post_equip()
+1 -1
View File
@@ -43,7 +43,7 @@
l_pocket = /obj/item/pinpointer/nuke/syndicate
r_pocket = /obj/item/bikehorn
id = /obj/item/card/id/syndicate
backpack_contents = list(/obj/item/storage/box/syndie=1,\
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/kitchen/knife/combat/survival,
/obj/item/reagent_containers/spray/waterflower/lube)
implants = list(/obj/item/implant/sad_trombone)
+3 -3
View File
@@ -127,7 +127,7 @@
l_pocket = /obj/item/pinpointer/nuke/syndicate
id = /obj/item/card/id/syndicate
belt = /obj/item/gun/ballistic/automatic/pistol
backpack_contents = list(/obj/item/storage/box/syndie=1,\
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/kitchen/knife/combat/survival)
var/tc = 25
@@ -173,7 +173,7 @@
internals_slot = SLOT_R_STORE
belt = /obj/item/storage/belt/military
r_hand = /obj/item/gun/ballistic/automatic/shotgun/bulldog
backpack_contents = list(/obj/item/storage/box/syndie=1,\
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/tank/jetpack/oxygen/harness=1,\
/obj/item/gun/ballistic/automatic/pistol=1,\
/obj/item/kitchen/knife/combat/survival)
@@ -188,7 +188,7 @@
r_pocket = /obj/item/tank/internals/emergency_oxygen/engi
internals_slot = SLOT_R_STORE
belt = /obj/item/storage/belt/military
backpack_contents = list(/obj/item/storage/box/syndie=1,\
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/tank/jetpack/oxygen/harness=1,\
/obj/item/gun/ballistic/automatic/pistol=1,\
/obj/item/kitchen/knife/combat/survival)
@@ -191,6 +191,7 @@
var/x2 = x1
work_squares(y2, x2) //Work squares while in this loop so there's less load
reset_board = FALSE
CHECK_TICK
web += "<table>" //Start setting up the html table
web += "<tbody>"
@@ -235,6 +236,7 @@
web += "<td>[MINESWEEPERIMG(7)]</td>"
if(19)
web += "<td>[MINESWEEPERIMG(8)]</td>"
CHECK_TICK
web += "</tr>"
web += "</table>"
web += "</tbody>"
+18 -9
View File
@@ -1,7 +1,7 @@
/obj/machinery/recharger
name = "recharger"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "recharger0"
icon_state = "recharger"
base_icon_state = "recharger"
desc = "A charging dock for energy based weaponry."
use_power = IDLE_POWER_USE
@@ -12,6 +12,8 @@
var/obj/item/charging = null
var/recharge_coeff = 1
var/using_power = FALSE //Did we put power into "charging" last process()?
///Did we finish recharging the currently inserted item?
var/finished_recharging = FALSE
var/static/list/allowed_devices = typecacheof(list(
/obj/item/gun/energy,
@@ -48,13 +50,14 @@
charging = new_charging
if (new_charging)
START_PROCESSING(SSmachines, src)
finished_recharging = FALSE
use_power = ACTIVE_POWER_USE
using_power = TRUE
update_icon()
update_appearance()
else
use_power = IDLE_POWER_USE
using_power = FALSE
update_icon()
update_appearance()
/obj/machinery/recharger/Exited(atom/movable/M, atom/newloc)
. = ..()
@@ -100,7 +103,8 @@
return 1
if(anchored && !charging)
if(default_deconstruction_screwdriver(user, "rechargeropen", "recharger0", G))
if(default_deconstruction_screwdriver(user, "recharger", "recharger", G))
update_appearance()
return
if(panel_open && G.tool_behaviour == TOOL_CROWBAR)
@@ -133,7 +137,7 @@
C.give(C.chargerate * recharge_coeff)
use_power(250 * recharge_coeff)
using_power = TRUE
update_icon()
update_appearance()
if(istype(charging, /obj/item/ammo_box/magazine/recharge))
var/obj/item/ammo_box/magazine/recharge/R = charging
@@ -141,7 +145,7 @@
R.stored_ammo += new R.ammo_type(R)
use_power(200 * recharge_coeff)
using_power = TRUE
update_icon()
update_appearance()
return
if(istype(charging, /obj/item/ammo_casing/mws_batt))
@@ -152,7 +156,7 @@
using_power = 1
if(R.BB == null)
R.chargeshot()
update_icon(using_power)
update_appearance()
if(istype(charging, /obj/item/ammo_box/magazine/mws_mag))
var/obj/item/ammo_box/magazine/mws_mag/R = charging
@@ -164,14 +168,19 @@
using_power = 1
if(batt.BB == null)
batt.chargeshot()
update_icon(using_power)
update_appearance()
if(!using_power && !finished_recharging) //Inserted thing is at max charge/ammo, notify those around us
finished_recharging = TRUE
playsound(src, 'sound/machines/ping.ogg', 30, TRUE)
say("[charging] has finished recharging!")
else
return PROCESS_KILL
/obj/machinery/recharger/power_change()
..()
update_icon()
update_appearance()
/obj/machinery/recharger/emp_act(severity)
. = ..()
+45 -3
View File
@@ -146,6 +146,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
//the outline filter on hover
var/outline_filter
/* Our block parry data. Should be set in init, or something if you are using it.
* This won't be accessed without ITEM_CAN_BLOCK or ITEM_CAN_PARRY so do not set it unless you have to to save memory.
* If you decide it's a good idea to leave this unset while turning the flags on, you will runtime. Enjoy.
@@ -175,6 +178,12 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(force_string)
item_flags |= FORCE_STRING_OVERRIDE
if(istype(loc, /obj/item/storage))
item_flags |= IN_STORAGE
if(istype(loc, /obj/item/robot_module))
item_flags |= IN_INVENTORY
if(!hitsound)
if(damtype == "fire")
hitsound = 'sound/items/welder.ogg'
@@ -373,6 +382,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
remove_outline()
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
@@ -443,6 +453,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
remove_outline()
// if(!silent)
// playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
user?.update_equipment_speed_mods()
@@ -867,18 +878,49 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
/obj/item/MouseEntered(location, control, params)
if((item_flags & IN_INVENTORY) && usr.client.prefs.enable_tips && !QDELETED(src))
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_ENTER, location, control, params)
if((item_flags & IN_INVENTORY || item_flags & IN_STORAGE) && usr.client.prefs.enable_tips && !QDELETED(src))
var/timedelay = usr.client.prefs.tip_delay/100
var/user = usr
tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, user), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
var/mob/living/L = usr
if(istype(L) && L.incapacitated())
apply_outline(COLOR_RED_GRAY)
else
apply_outline()
/obj/item/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
. = ..()
remove_outline()
/obj/item/MouseExited(location,control,params)
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_EXIT, location, control, params)
deltimer(tip_timer)//delete any in-progress timer if the mouse is moved off the item before it finishes
closeToolTip(usr)
remove_outline()
/obj/item/MouseEntered(location,control,params)
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_ENTER, location, control, params)
/obj/item/proc/apply_outline(colour = null)
if(!(item_flags & IN_INVENTORY || item_flags & IN_STORAGE) || QDELETED(src) || isobserver(usr))
return
if(usr.client)
if(!usr.client.prefs.outline_enabled)
return
if(!colour)
if(usr.client)
colour = usr.client.prefs.outline_color
if(!colour)
colour = COLOR_BLUE_GRAY
else
colour = COLOR_BLUE_GRAY
if(outline_filter)
filters -= outline_filter
outline_filter = filter(type="outline", size=1, color=colour)
filters += outline_filter
/obj/item/proc/remove_outline()
if(outline_filter)
filters -= outline_filter
outline_filter = null
// Called when a mob tries to use the item as a tool.
// Handles most checks.
+40
View File
@@ -0,0 +1,40 @@
/obj/item/dyespray
name = "hair dye spray"
desc = "A spray to dye your hair any gradients you'd like."
icon = 'icons/obj/dyespray.dmi'
icon_state = "dyespray"
/obj/item/dyespray/attack_self(mob/user)
dye(user)
/obj/item/dyespray/pre_attack(atom/target, mob/living/user, params)
dye(target)
return ..()
/**
* Applies a gradient and a gradient color to a mob.
*
* Arguments:
* * target - The mob who we will apply the gradient and gradient color to.
*/
/obj/item/dyespray/proc/dye(mob/target)
if(!ishuman(target))
return
var/mob/living/carbon/human/human_target = target
var/new_grad_style = input(usr, "Choose a color pattern:", "Character Preference") as null|anything in GLOB.hair_gradients_list
if(!new_grad_style)
return
var/new_grad_color = input(usr, "Choose a secondary hair color:", "Character Preference","#"+human_target.grad_color) as color|null
if(!new_grad_color)
return
human_target.grad_style = new_grad_style
human_target.grad_color = sanitize_hexcolor(new_grad_color)
to_chat(human_target, "<span class='notice'>You start applying the hair dye...</span>")
if(!do_after(usr, 30, target = human_target))
return
playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 5)
human_target.update_hair()
+1 -1
View File
@@ -184,7 +184,7 @@
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = SHARP_EDGED
light_color = "#40ceff"
light_color = LIGHT_COLOR_RED
tool_behaviour = TOOL_SAW
toolspeed = 0.7
+1
View File
@@ -3,6 +3,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("scooter frame", /obj/item/scooter_frame, 10, time = 25, one_per_turf = 0), \
new/datum/stack_recipe("railing", /obj/structure/railing, 3, time = 18, window_checks = TRUE), \
new/datum/stack_recipe("catwalk tile", /obj/item/stack/tile/catwalk, 1, 4, 20), \
))
/obj/item/stack/rods
@@ -502,6 +502,8 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
new /datum/stack_recipe("sterile masks box", /obj/item/storage/box/masks), \
new /datum/stack_recipe("body bag box", /obj/item/storage/box/bodybags), \
new /datum/stack_recipe("prescription glasses box", /obj/item/storage/box/rxglasses), \
new /datum/stack_recipe("oxygen tank box", /obj/item/storage/box/emergencytank), \
new /datum/stack_recipe("extended oxygen tank box", /obj/item/storage/box/engitank), \
null, \
new /datum/stack_recipe("disk box", /obj/item/storage/box/disks), \
new /datum/stack_recipe("light tubes box", /obj/item/storage/box/lights/tubes), \
@@ -555,3 +555,10 @@
color = "#92661A"
turf_type = /turf/open/floor/bronze
custom_materials = list(/datum/material/bronze = 250)
/obj/item/stack/tile/catwalk
name = "catwalk tile"
singular_name = "catwalk floor tile"
desc = "Flooring that shows its contents underneath. Engineers love it!"
icon_state = "catwalk_tile"
turf_type = /turf/open/floor/plating/catwalk_floor
+55 -31
View File
@@ -102,12 +102,22 @@
new /obj/item/disk/nanite_program(src)
// Ordinary survival box
/obj/item/storage/box/survival
name = "survival box"
desc = "A box with the bare essentials of ensuring the survival of you and others."
icon_state = "internals"
illustration = "emergencytank"
var/mask_type = /obj/item/clothing/mask/breath
var/internal_type = /obj/item/tank/internals/emergency_oxygen
var/medipen_type = /obj/item/reagent_containers/hypospray/medipen
/obj/item/storage/box/survival/PopulateContents()
new /obj/item/clothing/mask/breath(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
new mask_type(src)
if(!isnull(medipen_type))
new medipen_type(src)
if(!isplasmaman(loc))
new /obj/item/tank/internals/emergency_oxygen(src)
new internal_type(src)
else
new /obj/item/tank/internals/plasmaman/belt(src)
@@ -115,10 +125,13 @@
..() // we want the survival stuff too.
new /obj/item/radio/off(src)
/obj/item/storage/box/survival_mining/PopulateContents()
new /obj/item/clothing/mask/gas/explorer(src)
// Mining survival box
/obj/item/storage/box/survival/mining
mask_type = /obj/item/clothing/mask/gas/explorer
/obj/item/storage/box/survival/mining/PopulateContents()
..()
new /obj/item/crowbar/red(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
if(!isplasmaman(loc))
new /obj/item/tank/internals/emergency_oxygen(src)
@@ -126,39 +139,30 @@
new /obj/item/tank/internals/plasmaman/belt(src)
// Engineer survival box
/obj/item/storage/box/engineer/PopulateContents()
new /obj/item/clothing/mask/breath(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
/obj/item/storage/box/survival/engineer
name = "extended-capacity survival box"
desc = "A box with the bare essentials of ensuring the survival of you and others. This one is labelled to contain an extended-capacity tank."
illustration = "extendedtank"
internal_type = /obj/item/tank/internals/emergency_oxygen/engi
if(!isplasmaman(loc))
new /obj/item/tank/internals/emergency_oxygen/engi(src)
else
new /obj/item/tank/internals/plasmaman/belt(src)
/obj/item/storage/box/engineer/radio/PopulateContents()
/obj/item/storage/box/survival/engineer/radio/PopulateContents()
..() // we want the regular items too.
new /obj/item/radio/off(src)
// Syndie survival box
/obj/item/storage/box/syndie/PopulateContents()
new /obj/item/clothing/mask/gas/syndicate(src)
if(!isplasmaman(loc))
new /obj/item/tank/internals/emergency_oxygen/engi(src)
else
new /obj/item/tank/internals/plasmaman/belt(src)
/obj/item/storage/box/survival/syndie //why is this its own thing if it's just the engi box with a syndie mask and medipen?
name = "extended-capacity survival box"
desc = "A box with the bare essentials of ensuring the survival of you and others. This one is labelled to contain an extended-capacity tank."
illustration = "extendedtank"
mask_type = /obj/item/clothing/mask/gas/syndicate
internal_type = /obj/item/tank/internals/emergency_oxygen/engi
medipen_type = null
// Security survival box
/obj/item/storage/box/security/PopulateContents()
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/reagent_containers/hypospray/medipen(src)
/obj/item/storage/box/survival/security
mask_type = /obj/item/clothing/mask/gas/sechailer
if(!isplasmaman(loc))
new /obj/item/tank/internals/emergency_oxygen(src)
else
new /obj/item/tank/internals/plasmaman/belt(src)
/obj/item/storage/box/security/radio/PopulateContents()
/obj/item/storage/box/survival/security/radio/PopulateContents()
..() // we want the regular stuff too
new /obj/item/radio/off(src)
@@ -1244,6 +1248,26 @@
icon_state = "box_pink"
illustration = null
/obj/item/storage/box/emergencytank
name = "emergency oxygen tank box"
desc = "A box of emergency oxygen tanks."
illustration = "emergencytank"
/obj/item/storage/box/emergencytank/PopulateContents()
..()
for(var/i in 1 to 7)
new /obj/item/tank/internals/emergency_oxygen(src) //in case anyone ever wants to do anything with spawning them, apart from crafting the box
/obj/item/storage/box/engitank
name = "extended-capacity emergency oxygen tank box"
desc = "A box of extended-capacity emergency oxygen tanks."
illustration = "extendedtank"
/obj/item/storage/box/engitank/PopulateContents()
..()
for(var/i in 1 to 7)
new /obj/item/tank/internals/emergency_oxygen/engi(src) //in case anyone ever wants to do anything with spawning them, apart from crafting the box
/obj/item/storage/box/mre //base MRE type.
name = "Nanotrasen MRE Ration Kit Menu 0"
desc = "A package containing food suspended in an outdated bluespace pocket which lasts for centuries. If you're lucky you may even be able to enjoy the meal without getting food poisoning."
@@ -7,7 +7,7 @@
new /obj/item/clothing/neck/petcollar(src) //I considered removing the pet stuff too but eh, who knows. We might get Renault back. Plus I guess you could use that collar for... other means. Aren't you supposed to be guarding the disk?
new /obj/item/pet_carrier(src)
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
new /obj/item/clothing/suit/toggle/captains_parade(src)
new /obj/item/clothing/head/crown/fancy(src)
new /obj/item/cartridge/captain(src)
new /obj/item/storage/box/silver_ids(src)
@@ -56,6 +56,7 @@
/obj/structure/closet/secure_closet/hos/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hos(src)
new /obj/item/clothing/suit/toggle/armor/hos/hos_formal(src)
new /obj/item/cartridge/hos(src)
new /obj/item/radio/headset/heads/hos(src)
new /obj/item/clothing/under/rank/security/head_of_security/parade/female(src)
@@ -0,0 +1,44 @@
/**
* ## catwalk flooring
*
* They show what's underneath their catwalk flooring (pipes and the like)
* you can crowbar it to interact with the underneath stuff without destroying the tile...
* unless you want to!
*/
/turf/open/floor/plating/catwalk_floor
icon = 'icons/turf/floors/catwalk_plating.dmi'
icon_state = "catwalk_below"
floor_tile = /obj/item/stack/tile/catwalk
name = "catwalk floor"
desc = "Flooring that shows its contents underneath. Engineers love it!"
baseturfs = /turf/open/floor/plating
footstep = FOOTSTEP_CATWALK
barefootstep = FOOTSTEP_CATWALK
clawfootstep = FOOTSTEP_CATWALK
heavyfootstep = FOOTSTEP_CATWALK
var/covered = TRUE
/turf/open/floor/plating/catwalk_floor/Initialize()
. = ..()
layer = CATWALK_LAYER
update_icon(UPDATE_OVERLAYS)
/turf/open/floor/plating/catwalk_floor/update_overlays()
. = ..()
var/static/catwalk_overlay
if(isnull(catwalk_overlay))
catwalk_overlay = iconstate2appearance(icon, "catwalk_above")
if(covered)
. += catwalk_overlay
/turf/open/floor/plating/catwalk_floor/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
covered = !covered
to_chat(user, span_notice("[!covered ? "You removed the cover!" : "You added the cover!"]"))
update_icon(UPDATE_OVERLAYS)
/turf/open/floor/plating/catwalk_floor/pry_tile(obj/item/crowbar, mob/user, silent)
if(covered)
to_chat(user, span_notice("You need to remove the cover first!"))
return FALSE
. = ..()
+3
View File
@@ -75,6 +75,9 @@
/obj/machinery/vr_sleeper/MouseDrop_T(mob/target, mob/user)
if(user.lying || !iscarbon(target) || !Adjacent(target) || !user.canUseTopic(src, BE_CLOSE, TRUE, NO_TK))
return
if(occupant)
to_chat(user, "<span class='boldnotice'>The VR Sleeper is already occupied!</span>")
return
close_machine(target)
ui_interact(user)
@@ -260,7 +260,7 @@
if((IS_HERETIC(local_user) || IS_HERETIC_MONSTER(local_user)) && HAS_TRAIT(src,TRAIT_NODROP))
REMOVE_TRAIT(src, TRAIT_NODROP, CLOTHING_TRAIT)
for(var/mob/living/carbon/human/human_in_range in spiral_range(9,local_user))
for(var/mob/living/carbon/human/human_in_range in viewers(9,local_user))
if(IS_HERETIC(human_in_range) || IS_HERETIC_MONSTER(human_in_range))
continue
@@ -129,13 +129,12 @@
/mob/living/simple_animal/slaughter/proc/release_victims()
if(!consumed_mobs)
return
var/turf/T = get_turf(src)
if(!T)
T = find_safe_turf()
for(var/mob/living/M in consumed_mobs)
if(!M)
continue
var/turf/T = find_safe_turf()
if(!T)
T = get_turf(src)
M.forceMove(T)
/mob/living/simple_animal/slaughter/proc/refresh_consumed_buff()
@@ -263,12 +262,12 @@
if(!consumed_mobs)
return
var/turf/T = get_turf(src)
if(!T)
T = find_safe_turf()
for(var/mob/living/M in consumed_mobs)
if(!M)
continue
var/turf/T = find_safe_turf()
if(!T)
T = get_turf(src)
continue
M.forceMove(T)
if(M.revive(full_heal = TRUE, admin_revive = TRUE))
M.grab_ghost(force = TRUE)
@@ -45,5 +45,5 @@ GLOBAL_LIST_EMPTY(traitor_classes)
/datum/traitor_class/proc/clean_up_traitor(datum/antagonist/traitor/T)
// Any effects that need to be cleaned up if traitor class is being swapped.
/datum/traitor_class/proc/on_process(/datum/antagonist/traitor/T)
/datum/traitor_class/proc/on_process(datum/antagonist/traitor/T)
// only for processing traitor classes; runs once an SSprocessing tick
@@ -157,6 +157,8 @@
id = GAS_METHANE
specific_heat = 30
name = "Methane"
powerloss_inhibition = 1
heat_resistance = 3
breath_results = GAS_METHYL_BROMIDE
fire_products = list(GAS_CO2 = 1, GAS_H2O = 2)
fire_burn_rate = 0.5
@@ -177,6 +179,8 @@
id = GAS_METHYL_BROMIDE
specific_heat = 42
name = "Methyl Bromide"
powermix = 1
heat_penalty = -1
flags = GAS_FLAG_DANGEROUS
breath_alert_info = list(
not_enough_alert = list(
@@ -32,6 +32,11 @@
if(!blocks_air)
air = new(2500,src)
air.copy_from_turf(src)
if(planetary_atmos && !(initial_gas_mix in SSair.planetary))
var/datum/gas_mixture/mix = new
mix.parse_gas_string(initial_gas_mix)
mix.mark_immutable()
SSair.planetary[initial_gas_mix] = mix
update_air_ref(planetary_atmos ? 1 : 2)
. = ..()
@@ -261,6 +261,8 @@ we use a hook instead
return 1
/datum/gas_mixture/parse_gas_string(gas_string)
gas_string = SSair.preprocess_gas_string(gas_string)
var/list/gas = params2list(gas_string)
if(gas["TEMP"])
var/temp = text2num(gas["TEMP"])
@@ -648,7 +648,7 @@
//Replace miasma with oxygen
var/cleaned_air = min(air.get_moles(GAS_MIASMA), 20 + (air.return_temperature() - FIRE_MINIMUM_TEMPERATURE_TO_EXIST - 70) / 20)
air.adjust_moles(GAS_MIASMA, -cleaned_air)
air.adjust_moles(GAS_O2, cleaned_air)
air.adjust_moles(GAS_METHANE, cleaned_air)
//Possibly burning a bit of organic matter through maillard reaction, so a *tiny* bit more heat would be understandable
air.set_temperature(air.return_temperature() + cleaned_air * 0.002)
@@ -75,6 +75,9 @@
/obj/machinery/atmospherics/pipe/setPipenet(datum/pipeline/P)
parent = P
/obj/machinery/atmospherics/pipe/zap_act(power, zap_flags)
return 0 // they're not really machines in the normal sense, probably shouldn't explode
/obj/machinery/atmospherics/pipe/Destroy()
QDEL_NULL(parent)
+6
View File
@@ -70,6 +70,12 @@
cost = 1500
contains = list(/obj/item/toy/plush/beeplushie)
/datum/supply_pack/goody/dyespray
name = "Hair Dye Spray"
desc = "A cool spray to dye your hair with awesome colors!"
cost = PAYCHECK_EASY * 2
contains = list(/obj/item/dyespray)
/datum/supply_pack/goody/beach_ball
name = "Beach Ball"
desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
+38
View File
@@ -60,6 +60,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
//autocorrected this round, not that you'd need to check that.
var/UI_style = null
var/outline_enabled = TRUE
var/outline_color = COLOR_BLUE_GRAY
var/buttons_locked = FALSE
var/hotkeys = FALSE
@@ -117,6 +119,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/hair_color = "000000" //Hair color
var/facial_hair_style = "Shaved" //Face hair type
var/facial_hair_color = "000000" //Facial hair color
var/grad_style //Hair gradient style
var/grad_color = "FFFFFF" //Hair gradient color
var/skin_tone = "caucasian1" //Skin color
var/use_custom_skin_tone = FALSE
var/left_eye_color = "000000" //Eye color
@@ -503,6 +507,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<a href='?_src_=prefs;preference=previous_facehair_style;task=input'>&lt;</a> <a href='?_src_=prefs;preference=next_facehair_style;task=input'>&gt;</a><BR>"
dat += "<span style='border: 1px solid #161616; background-color: #[facial_hair_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a><BR>"
dat += "<h3>Hair Gradient</h3>"
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=grad_style;task=input'>[grad_style]</a>"
dat += "<a href='?_src_=prefs;preference=previous_grad_style;task=input'>&lt;</a> <a href='?_src_=prefs;preference=next_grad_style;task=input'>&gt;</a><BR>"
dat += "<span style='border: 1px solid #161616; background-color: #[grad_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=grad_color;task=input'>Change</a><BR>"
dat += "</td>"
//Mutant stuff
var/mutant_category = 0
@@ -774,6 +784,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>General Settings</h2>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;task=input;preference=ui'>[UI_style]</a><br>"
dat += "<b>Outline:</b> <a href='?_src_=prefs;preference=outline_enabled'>[outline_enabled ? "Enabled" : "Disabled"]</a><br>"
dat += "<b>Outline Color:</b> <span style='border:1px solid #161616; background-color: [outline_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=outline_color'>Change</a><BR>"
dat += "<b>tgui Monitors:</b> <a href='?_src_=prefs;preference=tgui_lock'>[(tgui_lock) ? "Primary" : "All"]</a><br>"
dat += "<b>tgui Style:</b> <a href='?_src_=prefs;preference=tgui_fancy'>[(tgui_fancy) ? "Fancy" : "No Frills"]</a><br>"
dat += "<b>Show Runechat Chat Bubbles:</b> <a href='?_src_=prefs;preference=chat_on_map'>[chat_on_map ? "Enabled" : "Disabled"]</a><br>"
@@ -1707,6 +1719,23 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if("previous_facehair_style")
facial_hair_style = previous_list_item(facial_hair_style, GLOB.facial_hair_styles_list)
if("grad_color")
var/new_grad_color = input(user, "Choose your character's gradient colour:", "Character Preference","#"+grad_color) as color|null
if(new_grad_color)
grad_color = sanitize_hexcolor(new_grad_color, 6)
if("grad_style")
var/new_grad_style
new_grad_style = input(user, "Choose your character's hair gradient style:", "Character Preference") as null|anything in GLOB.hair_gradients_list
if(new_grad_style)
grad_style = new_grad_style
if("next_grad_style")
grad_style = next_list_item(grad_style, GLOB.hair_gradients_list)
if("previous_grad_style")
grad_style = previous_list_item(grad_style, GLOB.hair_gradients_list)
if("cycle_bg")
bgstate = next_list_item(bgstate, bgstate_options)
@@ -2706,6 +2735,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
buttons_locked = !buttons_locked
if("tgui_fancy")
tgui_fancy = !tgui_fancy
if("outline_enabled")
outline_enabled = !outline_enabled
if("outline_color")
var/pickedOutlineColor = input(user, "Choose your outline color.", "General Preference", outline_color) as color|null
if(pickedOutlineColor)
outline_color = pickedOutlineColor
if("tgui_lock")
tgui_lock = !tgui_lock
if("winflash")
@@ -3006,6 +3041,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
character.dna.skin_tone_override = use_custom_skin_tone ? skin_tone : null
character.hair_style = hair_style
character.facial_hair_style = facial_hair_style
character.grad_style = grad_style
character.grad_color = grad_color
character.underwear = underwear
character.saved_underwear = underwear
@@ -3070,6 +3107,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(additional_language && additional_language != "None")
var/language_entry = GLOB.roundstart_languages[additional_language]
if(language_entry)
character.additional_language = language_entry
character.grant_language(language_entry, TRUE, TRUE)
//limb stuff, only done when initially spawning in
@@ -45,6 +45,9 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(current_version < 46) //If you remove this, remove force_reset_keybindings() too.
force_reset_keybindings_direct(TRUE)
addtimer(CALLBACK(src, .proc/force_reset_keybindings), 30) //No mob available when this is run, timer allows user choice.
if(current_version < 30)
outline_enabled = TRUE
outline_color = COLOR_BLUE_GRAY
/datum/preferences/proc/update_character(current_version, savefile/S)
if(current_version < 19)
@@ -377,6 +380,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["ooccolor"] >> ooccolor
S["lastchangelog"] >> lastchangelog
S["UI_style"] >> UI_style
S["outline_color"] >> outline_color
S["outline_enabled"] >> outline_enabled
S["hotkeys"] >> hotkeys
S["chat_on_map"] >> chat_on_map
S["max_chat_length"] >> max_chat_length
@@ -555,6 +560,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["ooccolor"], ooccolor)
WRITE_FILE(S["lastchangelog"], lastchangelog)
WRITE_FILE(S["UI_style"], UI_style)
WRITE_FILE(S["outline_enabled"], outline_enabled)
WRITE_FILE(S["outline_color"], outline_color)
WRITE_FILE(S["hotkeys"], hotkeys)
WRITE_FILE(S["chat_on_map"], chat_on_map)
WRITE_FILE(S["max_chat_length"], max_chat_length)
@@ -676,6 +683,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["skin_tone"] >> skin_tone
S["hair_style_name"] >> hair_style
S["facial_style_name"] >> facial_hair_style
S["grad_style"] >> grad_style
S["grad_color"] >> grad_color
S["underwear"] >> underwear
S["undie_color"] >> undie_color
S["undershirt"] >> undershirt
@@ -868,6 +877,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
hair_color = sanitize_hexcolor(hair_color, 6, FALSE)
facial_hair_color = sanitize_hexcolor(facial_hair_color, 6, FALSE)
grad_style = sanitize_inlist(grad_style, GLOB.hair_gradients_list)
grad_color = sanitize_hexcolor(grad_color, 6, FALSE)
eye_type = sanitize_inlist(eye_type, GLOB.eye_types, DEFAULT_EYES_TYPE)
left_eye_color = sanitize_hexcolor(left_eye_color, 6, FALSE)
right_eye_color = sanitize_hexcolor(right_eye_color, 6, FALSE)
@@ -1037,6 +1048,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["skin_tone"] , skin_tone)
WRITE_FILE(S["hair_style_name"] , hair_style)
WRITE_FILE(S["facial_style_name"] , facial_hair_style)
WRITE_FILE(S["grad_style"] , grad_style)
WRITE_FILE(S["grad_color"] , grad_color)
WRITE_FILE(S["underwear"] , underwear)
WRITE_FILE(S["undie_color"] , undie_color)
WRITE_FILE(S["undershirt"] , undershirt)
+2
View File
@@ -83,6 +83,7 @@
icon_state = "clown"
item_state = "clown_hat"
dye_color = "clown"
w_class = WEIGHT_CLASS_SMALL
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
@@ -131,6 +132,7 @@
clothing_flags = ALLOWINTERNALS
icon_state = "mime"
item_state = "mime"
w_class = WEIGHT_CLASS_SMALL
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
+17 -17
View File
@@ -30,7 +30,7 @@
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
back = /obj/item/storage/backpack/captain
belt = /obj/item/storage/belt/security/full
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun=1)
@@ -50,7 +50,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert
glasses = /obj/item/clothing/glasses/thermal/eyepatch
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/e_gun=1)
@@ -58,7 +58,7 @@
/datum/outfit/ert/commander/alert/red
name = "ERT Commander - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1)
@@ -71,7 +71,7 @@
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
belt = /obj/item/storage/belt/security/full
back = /obj/item/storage/backpack/security
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun/stun=1,\
@@ -91,7 +91,7 @@
name = "ERT Security - Amber Alert"
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert/sec
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/melee/baton/loaded=1,\
@@ -99,7 +99,7 @@
/datum/outfit/ert/security/alert/red
name = "ERT Security - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/melee/baton/loaded=1,\
@@ -114,7 +114,7 @@
back = /obj/item/storage/backpack/satchel/med
belt = /obj/item/storage/belt/medical
r_hand = /obj/item/storage/firstaid/regular
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -135,7 +135,7 @@
name = "ERT Medic - Amber Alert"
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert/med
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -144,7 +144,7 @@
/datum/outfit/ert/medic/alert/red
name = "ERT Medic - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1,\
@@ -161,7 +161,7 @@
belt = /obj/item/storage/belt/utility/full
l_pocket = /obj/item/rcd_ammo/large
r_hand = /obj/item/storage/firstaid/regular
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -181,7 +181,7 @@
name = "ERT Engineer - Amber Alert"
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert/engi
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -189,7 +189,7 @@
/datum/outfit/ert/engineer/alert/red
name = "ERT Engineer - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1,\
@@ -260,7 +260,7 @@
name = "Inquisition Commander"
r_hand = /obj/item/nullrod/scythe/talking/chainsword
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun=1)
@@ -269,7 +269,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/handcuffs=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun/stun=1,
@@ -281,7 +281,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun=1,
@@ -307,7 +307,7 @@
glasses = /obj/item/clothing/glasses/hud/health
back = /obj/item/storage/backpack/cultpack
belt = /obj/item/storage/belt/soulstone
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/nullrod=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun=1,
@@ -319,7 +319,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
belt = /obj/item/storage/belt/soulstone/full/chappy
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/grenade/chem_grenade/holy=1,
/obj/item/nullrod=1,
/obj/item/clothing/mask/gas/sechailer=1,
+1 -1
View File
@@ -28,7 +28,7 @@
id = /obj/item/card/id/syndicate/locked_banking
belt = /obj/item/gun/ballistic/automatic/pistol
l_pocket = /obj/item/paper/fluff/vr/fluke_ops
backpack_contents = list(/obj/item/storage/box/syndie=1,\
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/kitchen/knife/combat/survival)
starting_funds = 0 //Should be operating, not shopping.
+34 -1
View File
@@ -136,11 +136,18 @@
icon_state = "syndievest"
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/suit/armor/vest/capcarapace/alt
/obj/item/clothing/suit/toggle/captains_parade
name = "captain's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
icon_state = "capformal"
item_state = "capspacesuit"
body_parts_covered = CHEST|GROIN|ARMS
armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10)
togglename = "buttons"
/obj/item/clothing/suit/toggle/captains_parade/Initialize()
. = ..()
allowed = GLOB.security_wintercoat_allowed
/obj/item/clothing/suit/armor/riot
name = "riot suit"
@@ -319,3 +326,29 @@
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10)
/obj/item/clothing/suit/toggle/armor/vest/centcom_formal
name = "\improper CentCom formal coat"
desc = "A stylish coat given to CentCom Commanders. Perfect for sending ERTs to suicide missions with style!"
icon_state = "centcom_formal"
item_state = "centcom"
body_parts_covered = CHEST|GROIN|ARMS
armor = list("melee" = 35, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 35, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 60)
togglename = "buttons"
/obj/item/clothing/suit/toggle/armor/vest/centcom_formal/Initialize()
. = ..()
allowed = GLOB.security_wintercoat_allowed
/obj/item/clothing/suit/toggle/armor/hos/hos_formal
name = "\improper Head of Security's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
icon_state = "hosformal"
item_state = "hostrench"
body_parts_covered = CHEST|GROIN|ARMS
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10)
togglename = "buttons"
/obj/item/clothing/suit/toggle/armor/hos/hos_formal/Initialize()
. = ..()
allowed = GLOB.security_wintercoat_allowed
+18 -4
View File
@@ -27,13 +27,27 @@
if(prob(low_threat_perc))
severity = "low; the supermatter should return to normal operation shortly."
else
severity = "medium; the supermatter should return to normal operation, but check NT CIMS to ensure this."
severity = "medium; the supermatter should return to normal operation, but regardless, check if the emitters may need to be turned off temporarily."
else
severity = "high; if the supermatter's cooling is not fortified, coolant may need to be added."
severity = "high; the emitters likely need to be turned off, and if the supermatter's cooling loop is not fortified, pre-cooled gas may need to be added."
if(100000 to INFINITY)
severity = "extreme; emergency action is likely to be required even if coolant loop is fine."
severity = "extreme; emergency action is likely to be required even if coolant loop is fine. Turn off the emitters and make sure the loop is properly cooling gases."
if(power > 20000 || prob(round(power/200)))
priority_announce("Supermatter surge detected. Estimated severity is [severity]", "Anomaly Alert")
/datum/round_event/supermatter_surge/start()
GLOB.main_supermatter_engine.matter_power += power
var/obj/machinery/power/supermatter_crystal/supermatter = GLOB.main_supermatter_engine
var/power_proportion = supermatter.powerloss_inhibitor/2 // what % of the power goes into matter power, at most 50%
// we reduce the proportion that goes into actual matter power based on powerloss inhibitor
// primarily so the supermatter doesn't tesla the instant these happen
supermatter.matter_power += power * power_proportion
var/datum/gas_mixture/methane_puff = new
var/selected_gas = pick(4;GAS_CO2, 10;GAS_METHANE, 4;GAS_H2O, 1;GAS_BZ, 1;GAS_METHYL_BROMIDE)
methane_puff.set_moles(selected_gas, 500)
methane_puff.set_temperature(500)
var/energy_ratio = (power * 500 * (1-power_proportion)) / methane_puff.thermal_energy()
if(energy_ratio < 1) // energy output we want is lower than current energy, reduce the amount of gas we puff out
methane_puff.set_moles(GAS_METHANE, energy_ratio * 500)
else // energy output we want is higher than current energy, increase its actual heat
methane_puff.set_temperature(energy_ratio * 500)
supermatter.assume_air(methane_puff)
@@ -39,7 +39,7 @@
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
box = /obj/item/storage/box/survival/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
@@ -54,7 +54,7 @@
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
box = /obj/item/storage/box/survival/engineer
pda_slot = SLOT_L_STORE
chameleon_extras = /obj/item/stamp/ce
@@ -58,7 +58,7 @@
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
box = /obj/item/storage/box/survival/security
implants = list(/obj/item/implant/mindshield)
@@ -133,7 +133,7 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
box = /obj/item/storage/box/survival/security
implants = list(/obj/item/implant/mindshield)
+1 -1
View File
@@ -45,7 +45,7 @@
backpack = /obj/item/storage/backpack/explorer
satchel = /obj/item/storage/backpack/satchel/explorer
duffelbag = /obj/item/storage/backpack/duffelbag
box = /obj/item/storage/box/survival_mining
box = /obj/item/storage/box/survival/mining
chameleon_extras = /obj/item/gun/energy/kinetic_accelerator
@@ -42,7 +42,7 @@
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
box = /obj/item/storage/box/survival/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
+1 -1
View File
@@ -54,7 +54,7 @@
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
box = /obj/item/storage/box/survival/security
implants = list(/obj/item/implant/mindshield)
@@ -1058,3 +1058,58 @@
/datum/sprite_accessory/hair/zone
name = "Zone"
icon_state = "hair_zone"
/datum/sprite_accessory/hair_gradient
icon = 'icons/mob/hair_gradients.dmi'
/datum/sprite_accessory/hair_gradient/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/hair_gradient/fadeup
name = "Fade Up"
icon_state = "fadeup"
/datum/sprite_accessory/hair_gradient/fadedown
name = "Fade Down"
icon_state = "fadedown"
/datum/sprite_accessory/hair_gradient/vertical_split
name = "Vertical Split"
icon_state = "vsplit"
/datum/sprite_accessory/hair_gradient/_split
name = "Horizontal Split"
icon_state = "bottomflat"
/datum/sprite_accessory/hair_gradient/reflected
name = "Reflected"
icon_state = "reflected_high"
/datum/sprite_accessory/hair_gradient/reflected_inverse
name = "Reflected Inverse"
icon_state = "reflected_inverse_high"
/datum/sprite_accessory/hair_gradient/wavy
name = "Wavy"
icon_state = "wavy"
/datum/sprite_accessory/hair_gradient/long_fade_up
name = "Long Fade Up"
icon_state = "long_fade_up"
/datum/sprite_accessory/hair_gradient/long_fade_down
name = "Long Fade Down"
icon_state = "long_fade_down"
/datum/sprite_accessory/hair_gradient/short_fade_up
name = "Short Fade Up"
icon_state = "short_fade_up"
/datum/sprite_accessory/hair_gradient/short_fade_down
name = "Short Fade Down"
icon_state = "short_fade_down"
/datum/sprite_accessory/hair_gradient/wavy_spike
name = "Spiked Wavy"
icon_state = "wavy_spiked"
@@ -38,14 +38,14 @@
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Pecs Light"
icon_state = "synthlizpecslight"
covered_limbs = list("Chest" = MATRIX_GREEN_BLUE)
covered_limbs = list("Chest" = MATRIX_GREEN_BLUE, "Left Arm" = MATRIX_BLUE, "Right Arm" = MATRIX_BLUE, "Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN)
/datum/sprite_accessory/mam_body_markings/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Plates"
icon_state = "synthlizscutes"
covered_limbs = list("Chest" = MATRIX_GREEN)
covered_limbs = list("Chest" = MATRIX_GREEN, "Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN)
//Synth tails
/datum/sprite_accessory/tails/mam_tails/synthliz
@@ -542,6 +542,20 @@
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails/human/takahiro_kitsune
name = "Takahiro Kitsune Tails" //takahiro had five tails i just wanted to follow the 'T' naming convention vs. tamamo and triple
icon_state = "7sune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails_animated/human/takahiro_kitsune
name = "Takahiro Kitsune Tails"
icon_state = "7sune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails/human/tentacle
name = "Tentacle"
icon_state = "tentacle"
+1 -1
View File
@@ -176,7 +176,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
* Hair will always update its dir, so if your sprite has no dirs the haircut will go all over the place.
* |- Ricotez
*/
/mob/dead/observer/update_icon(new_form)
/mob/dead/observer/update_icon(updates=ALL, new_form=null)
. = ..()
if(client) //We update our preferences in case they changed right before update_icon was called.
ghost_accs = client.prefs.ghost_accs
@@ -20,6 +20,11 @@
var/hair_color = "000"
var/hair_style = "Bald"
///Colour used for the hair gradient.
var/grad_color = "000"
///Style used for the hair gradient.
var/grad_style
//Facial hair colour and style
var/facial_hair_color = "000"
var/facial_hair_style = "Shaved"
@@ -81,6 +86,8 @@
tooltips = TRUE
var/additional_language //the additional language this human can speak from their preference selection
/// Unarmed parry data for human
/datum/block_parry_data/unarmed/human
parry_respect_clickdelay = TRUE
@@ -52,6 +52,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/hair_color
///The alpha used by the hair. 255 is completely solid, 0 is invisible.
var/hair_alpha = 255
///The gradient style used for the mob's hair.
var/grad_style
///The gradient color used to color the gradient.
var/grad_color
///Does the species use skintones or not? As of now only used by humans.
var/use_skintones = FALSE
@@ -678,6 +682,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!hair_hidden || dynamic_hair_suffix)
var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
var/mutable_appearance/gradient_overlay = mutable_appearance(layer = -HAIR_LAYER)
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
if(!(NOBLOOD in species_traits))
hair_overlay.icon = 'icons/mob/human_parts.dmi'
@@ -713,8 +718,21 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
hair_overlay.color = "#" + hair_color
else
hair_overlay.color = "#" + H.hair_color
//Gradients
grad_style = H.grad_style
grad_color = H.grad_color
if(grad_style)
var/datum/sprite_accessory/gradient = GLOB.hair_gradients_list[grad_style]
var/icon/temp = icon(gradient.icon, gradient.icon_state)
var/icon/temp_hair = icon(hair_file, hair_state)
temp.Blend(temp_hair, ICON_ADD)
gradient_overlay.icon = temp
gradient_overlay.color = "#" + grad_color
else
hair_overlay.color = forced_colour
hair_overlay.alpha = hair_alpha
if(OFFSET_HAIR in H.dna.species.offset_features)
@@ -723,6 +741,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(hair_overlay.icon)
standing += hair_overlay
standing += gradient_overlay
if(standing.len)
H.overlays_standing[HAIR_LAYER] = standing
@@ -98,6 +98,16 @@
qdel(bigcheese)
evolve()
return
for(var/obj/item/trash/garbage in range(1, src))
if(prob(2))
qdel(garbage)
evolve_plague()
return
for(var/obj/effect/decal/cleanable/blood/gibs/leftovers in range(1, src))
if(prob(2))
qdel(leftovers)
evolve_plague()
return
/**
*Checks the mouse cap, if it's above the cap, doesn't spawn a mouse. If below, spawns a mouse and adds it to cheeserats.
@@ -123,6 +133,13 @@
mind.transfer_to(regalrat)
qdel(src)
/mob/living/simple_animal/mouse/proc/evolve_plague()
var/mob/living/simple_animal/hostile/plaguerat = new /mob/living/simple_animal/hostile/plaguerat(loc)
visible_message("<span class='warning'>[src] devours the food! He rots into something worse!</span>")
if(mind)
mind.transfer_to(plaguerat)
qdel(src)
/*
* Mouse types
*/
@@ -169,3 +186,16 @@ GLOBAL_VAR(tom_existed)
/obj/item/reagent_containers/food/snacks/deadmouse/on_grind()
reagents.clear_reagents()
/mob/living/simple_animal/mouse/proc/miasma(datum/gas_mixture/environment, check_temp = FALSE)
if(isturf(src.loc) && isopenturf(src.loc))
var/turf/open/ST = src.loc
var/miasma_moles = ST.air.get_moles(GAS_MIASMA)
if(prob(5) && miasma_moles >= 5)
evolve_plague()
else if(miasma_moles >= 20)
evolve_plague()
return
/mob/living/simple_animal/mouse/handle_environment(datum/gas_mixture/environment)
. = ..()
miasma()
@@ -0,0 +1,254 @@
#define GREMLIN_VENT_CHANCE 1.75
//Gremlins
//Small monsters that don't attack humans or other animals. Instead they mess with electronics, computers and machinery
//List of objects that gremlins can't tamper with (because nobody coded an interaction for it)
//List starts out empty. Whenever a gremlin finds a machine that it couldn't tamper with, the machine's type is added here, and all machines of such type are ignored from then on (NOT SUBTYPES)
GLOBAL_LIST(bad_gremlin_items)
/mob/living/simple_animal/hostile/gremlin
name = "gremlin"
desc = "This tiny creature finds great joy in discovering and using technology. Nothing excites it more than pushing random buttons on a computer to see what it might do."
icon = 'icons/mob/mob.dmi'
icon_state = "gremlin"
icon_living = "gremlin"
icon_dead = "gremlin_dead"
var/in_vent = FALSE
health = 20
maxHealth = 20
search_objects = 3 //Completely ignore mobs
//Tampering is handled by the 'npc_tamper()' obj proc
wanted_objects = list(
/obj/machinery,
/obj/item/reagent_containers/food,
/obj/structure/sink
)
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/obj/machinery/atmospherics/components/unary/vent_pump/exit_vent
dextrous = TRUE
possible_a_intents = list(INTENT_HELP, INTENT_GRAB, INTENT_DISARM, INTENT_HARM)
faction = list("meme", "gremlin")
speed = 0.5
gold_core_spawnable = 2
unique_name = TRUE
//Ensure gremlins don't attack other mobs
melee_damage_upper = 0
melee_damage_lower = 0
attack_sound = null
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
//List of objects that we don't even want to try to tamper with
//Subtypes of these are calculated too
var/list/unwanted_objects = list(/obj/machinery/atmospherics/pipe, /turf, /obj/structure) //ensure gremlins dont try to fuck with walls / normal pipes / glass / etc
var/min_next_vent = 0
//Amount of ticks spent pathing to the target. If it gets above a certain amount, assume that the target is unreachable and stop
var/time_chasing_target = 0
//If you're going to make gremlins slower, increase this value - otherwise gremlins will abandon their targets too early
var/max_time_chasing_target = 2
var/next_eat = 0
//Last 20 heard messages are remembered by gremlins, and will be used to generate messages for comms console tampering, etc...
var/list/hear_memory = list()
var/const/max_hear_memory = 20
/mob/living/simple_animal/hostile/gremlin/Initialize()
. = ..()
AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
access_card = new /obj/item/card/id(src)
var/datum/job/captain/C = new /datum/job/captain
access_card.access = C.get_access()
/mob/living/simple_animal/hostile/gremlin/AttackingTarget()
var/is_hungry = world.time >= next_eat || prob(25)
if(istype(target, /obj/item/reagent_containers/food) && is_hungry) //eat food if we're hungry or bored
visible_message("<span class='danger'>[src] hungrily devours [target]!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
qdel(target)
LoseTarget()
next_eat = world.time + rand(700, 3000) //anywhere from 70 seconds to 5 minutes until the gremlin is hungry again
return
if(istype(target, /obj))
var/obj/M = target
tamper(M)
if(prob(50)) //50% chance to move to the next machine
LoseTarget()
/mob/living/simple_animal/hostile/gremlin/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(message)
hear_memory.Insert(1, raw_message)
if(hear_memory.len > max_hear_memory)
hear_memory.Cut(hear_memory.len)
/mob/living/simple_animal/hostile/gremlin/proc/generate_markov_input()
var/result = ""
for(var/memory in hear_memory)
result += memory + " "
return result
/mob/living/simple_animal/hostile/gremlin/proc/generate_markov_chain()
return markov_chain(generate_markov_input(), rand(2,5), rand(100,700)) //The numbers are chosen arbitarily
/mob/living/simple_animal/hostile/gremlin/proc/tamper(obj/M)
switch(M.npc_tamper_act(src))
if(NPC_TAMPER_ACT_FORGET)
visible_message(pick(
"<span class='notice'>\The [src] plays around with \the [M], but finds it rather boring.</span>",
"<span class='notice'>\The [src] tries to think of some more ways to screw \the [M] up, but fails miserably.</span>",
"<span class='notice'>\The [src] decides to ignore \the [M], and starts looking for something more fun.</span>"))
LAZYADD(GLOB.bad_gremlin_items,M.type)
return FALSE
if(NPC_TAMPER_ACT_NOMSG)
//Don't create a visible message
return TRUE
else
visible_message(pick(
"<span class='danger'>\The [src]'s eyes light up as \he tampers with \the [M].</span>",
"<span class='danger'>\The [src] twists some knobs around on \the [M] and bursts into laughter!</span>",
"<span class='danger'>\The [src] presses a few buttons on \the [M] and giggles mischievously.</span>",
"<span class='danger'>\The [src] rubs its hands devilishly and starts messing with \the [M].</span>",
"<span class='danger'>\The [src] turns a small valve on \the [M].</span>"))
//Add a clue for detectives to find. The clue is only added if no such clue already existed on that machine
return TRUE
/mob/living/simple_animal/hostile/gremlin/CanAttack(atom/new_target)
if(LAZYFIND(GLOB.bad_gremlin_items,new_target.type))
return FALSE
if(is_type_in_list(new_target, unwanted_objects))
return FALSE
if(istype(new_target, /obj/machinery))
var/obj/machinery/M = new_target
if(M.stat) //Unpowered or broken
return FALSE
else if(istype(new_target, /obj/machinery/door/firedoor))
var/obj/machinery/door/firedoor/F = new_target
//Only tamper with firelocks that are closed, opening them!
if(!F.density)
return FALSE
return ..()
/mob/living/simple_animal/hostile/gremlin/death(gibbed)
walk(src,0)
QDEL_NULL(access_card)
return ..()
/mob/living/simple_animal/hostile/gremlin/Life()
. = ..()
if(!health || stat == DEAD)
return
//Don't try to path to one target for too long. If it takes longer than a certain amount of time, assume it can't be reached and find a new one
if(!client) //don't do this shit if there's a client, they're capable of ventcrawling manually
if(in_vent)
target = null
if(entry_vent && get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.parents[1]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in entry_vent_parent.other_atmosmch)
vents += temp_vent
if(!vents.len)
entry_vent = null
in_vent = FALSE
return
exit_vent = pick(vents)
visible_message("<span class='notice'>[src] crawls into the ventilation ducts!</span>")
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
addtimer(CALLBACK(src, .proc/exit_vents), travel_time) //come out at exit vent in 2 to 20 seconds
if(world.time > min_next_vent && !entry_vent && !in_vent && prob(GREMLIN_VENT_CHANCE)) //small chance to go into a vent
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
in_vent = TRUE
walk_to(src, entry_vent)
break
if(!target)
time_chasing_target = 0
else
if(++time_chasing_target > max_time_chasing_target)
LoseTarget()
time_chasing_target = 0
. = ..()
/mob/living/simple_animal/hostile/gremlin/EscapeConfinement()
if(istype(loc, /obj) && CanAttack(loc)) //If we're inside a machine, screw with it
var/obj/M = loc
tamper(M)
return ..()
/mob/living/simple_animal/hostile/gremlin/proc/exit_vents()
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
exit_vent = null
in_vent = FALSE
var/area/new_area = get_area(loc)
message_admins("[src] came out at [new_area][ADMIN_JMP(loc)]!")
if(new_area)
new_area.Entered(src)
visible_message("<span class='notice'>[src] climbs out of the ventilation ducts!</span>")
min_next_vent = world.time + 900 //90 seconds between ventcrawls
//This allows player-controlled gremlins to tamper with machinery
/mob/living/simple_animal/hostile/gremlin/UnarmedAttack(var/atom/A)
if(istype(A, /obj/machinery) || istype(A, /obj/structure))
tamper(A)
if(istype(target, /obj/item/reagent_containers/food)) //eat food
visible_message("<span class='danger'>[src] hungrily devours [target]!</span>", "<span class='danger'>You hungrily devour [target]!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
qdel(target)
LoseTarget()
next_eat = world.time + rand(700, 3000) //anywhere from 70 seconds to 5 minutes until the gremlin is hungry again
return ..()
/mob/living/simple_animal/hostile/gremlin/IsAdvancedToolUser()
return 1
/mob/living/simple_animal/hostile/gremlin/proc/divide()
//Health is halved and then reduced by 2. A new gremlin is spawned with the same health as the parent
//Need to have at least 6 health for this, otherwise resulting health would be less than 1
if(health < 7.5)
return
visible_message("<span class='notice'>\The [src] splits into two!</span>")
var/mob/living/simple_animal/hostile/gremlin/G = new /mob/living/simple_animal/hostile/gremlin(get_turf(src))
if(mind)
mind.transfer_to(G)
health = round(health * 0.5) - 2
maxHealth = health
resize *= 0.9
G.health = health
G.maxHealth = maxHealth
/mob/living/simple_animal/hostile/gremlin/traitor
health = 85
maxHealth = 85
gold_core_spawnable = 0
@@ -0,0 +1,214 @@
/obj/proc/npc_tamper_act(mob/living/L)
return NPC_TAMPER_ACT_FORGET
/obj/machinery/atmospherics/components/binary/passive_gate/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
target_pressure = rand(0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/pump/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
target_pressure = rand(0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/volume_pump/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
transfer_rate = rand(0, MAX_TRANSFER_RATE)
investigate_log("was set to [transfer_rate] L/s by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/valve/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/space_heater/npc_tamper_act(mob/living/L)
var/list/choose_modes = list("standby", "heat", "cool")
if(prob(50))
choose_modes -= mode
mode = pick(choose_modes)
else
on = !on
update_icon()
/obj/machinery/shield_gen/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/firealarm/npc_tamper_act(mob/living/L)
alarm()
/obj/machinery/airalarm/npc_tamper_act(mob/living/L)
if(panel_open)
wires.npc_tamper(L)
else
panel_open = !panel_open
/obj/machinery/ignition_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/flasher_button/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/crema_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/camera/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/atmospherics/components/unary/cryo_cell/npc_tamper_act(mob/living/L)
if(prob(50))
if(beaker)
beaker.forceMove(loc)
beaker = null
else
if(occupant)
if(state_open)
if (close_machine() == usr)
on = TRUE
else
open_machine()
/obj/machinery/door_control/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/door/airlock/npc_tamper_act(mob/living/L)
//Open the firelocks as well, otherwise they block the way for our gremlin which isn't fun
for(var/obj/machinery/door/firedoor/F in get_turf(src))
if(F.density)
F.npc_tamper_act(L)
if(prob(40)) //40% - mess with wires
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
else //60% - just open it
open()
/obj/machinery/gibber/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/light_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/turretid/npc_tamper_act(mob/living/L)
enabled = rand(0, 1)
lethal = rand(0, 1)
updateTurrets()
/obj/machinery/vending/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/shower/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/deepfryer/npc_tamper_act(mob/living/L)
//Deepfry a random nearby item
var/list/pickable_items = list()
for(var/obj/item/I in range(1, L))
pickable_items.Add(I)
if(!pickable_items.len)
return
var/obj/item/I = pick(pickable_items)
attackby(I, L) //shove the item in, even if it can't be deepfried normally
/obj/machinery/power/apc/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/power/rad_collector/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/power/emitter/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/particle_accelerator/control_box/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/computer/communications/npc_tamper_act(mob/living/user)
if(!authenticated)
if(prob(20)) //20% chance to log in
authenticated = TRUE
else //Already logged in
if(prob(50)) //50% chance to log off
authenticated = FALSE
else if(istype(user, /mob/living/simple_animal/hostile/gremlin)) //make a hilarious public message
var/mob/living/simple_animal/hostile/gremlin/G = user
var/result = G.generate_markov_chain()
if(result)
if(prob(85))
SScommunications.make_announcement(G, FALSE, result)
var/turf/T = get_turf(G)
log_say("[key_name(usr)] ([ADMIN_JMP(T)]) has made a captain announcement: [result]")
message_admins("[key_name_admin(G)] has made a captain announcement.", 1)
else
if(SSshuttle.emergency.mode == SHUTTLE_IDLE)
SSshuttle.requestEvac(G, result)
else if(SSshuttle.emergency.mode == SHUTTLE_ESCAPE)
SSshuttle.cancelEvac(G)
/obj/machinery/button/door/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/sleeper/npc_tamper_act(mob/living/L)
if(prob(75))
inject_chem(pick(available_chems))
else
if(state_open)
close_machine()
else
open_machine()
/obj/machinery/power/smes/npc_tamper_act(mob/living/L)
if(prob(50)) //mess with input
input_level = rand(0, input_level_max)
else //mess with output
output_level = rand(0, output_level_max)
/obj/machinery/syndicatebomb/npc_tamper_act(mob/living/L) //suicide bomber gremlins
if(!open_panel)
open_panel = !open_panel
if(wires)
wires.npc_tamper(L)
/obj/machinery/computer/bank_machine/npc_tamper_act(mob/living/L)
siphoning = !siphoning
/obj/machinery/computer/slot_machine/npc_tamper_act(mob/living/L)
spin(L)
/obj/structure/sink/npc_tamper_act(mob/living/L)
if(istype(L, /mob/living/simple_animal/hostile/gremlin))
visible_message("<span class='danger'>\The [L] climbs into \the [src] and turns the faucet on!</span>")
var/mob/living/simple_animal/hostile/gremlin/G = L
G.divide()
return NPC_TAMPER_ACT_NOMSG
@@ -0,0 +1,44 @@
/datum/round_event_control/gremlin
name = "Spawn Gremlins"
typepath = /datum/round_event/gremlin
weight = 15
max_occurrences = 2
earliest_start = 20 MINUTES
min_players = 5
/datum/round_event/gremlin
var/static/list/acceptable_spawns = list("xeno_spawn", "generic event spawn", "blobstart", "Assistant")
/datum/round_event/gremlin/announce()
priority_announce("Bioscans indicate that some gremlins entered through the vents. Deal with them!", "Gremlin Alert", 'sound/announcer/classic/attention.ogg')
/datum/round_event/gremlin/start()
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(isturf(L.loc) && !isspaceturf(L.loc))
if(L.name in acceptable_spawns)
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find any gremlin spawns, try the xeno spawns
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("Assistant")
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return MAP_ERROR
var/gremlins_to_spawn = rand(2,5)
var/list/gremlin_areas = list()
for(var/i = 0, i <= gremlins_to_spawn, i++)
var/spawnat = pick(spawn_locs)
spawn_locs -= spawnat
gremlin_areas += get_area(spawnat)
new /mob/living/simple_animal/hostile/gremlin(spawnat)
var/grems = gremlin_areas.Join(", ")
message_admins("Gremlins have been spawned at the areas: [grems]")
log_game("Gremlins have been spawned at the areas: [grems]")
return SUCCESSFUL_SPAWN
@@ -0,0 +1,131 @@
/mob/living/simple_animal/hostile/plaguerat
name = "plague rat"
desc = "A large decaying rat. It spreads its filth and emits a putrid odor to create more of its kind."
icon_state = "plaguerat"
icon_living = "plaguerat"
icon_dead = "plaguerat_dead"
speak = list("Skree!","SKREEE!","Squeak?")
speak_emote = list("squeaks")
emote_hear = list("Hisses.")
emote_see = list("runs in a circle.", "stands on its hind legs.")
gender = NEUTER
speak_chance = 1
turns_per_move = 5
maxHealth = 15
health = 15
see_in_dark = 6
obj_damage = 10
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 1)
response_help_continuous = "glares at"
response_help_simple = "glare at"
response_disarm_continuous = "skoffs at"
response_disarm_simple = "skoff at"
response_harm_continuous = "slashes"
response_harm_simple = "slash"
melee_damage_lower = 5
melee_damage_upper = 7
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/punch1.ogg'
faction = list("rat")
density = FALSE
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
mob_size = MOB_SIZE_TINY
mob_biotypes = MOB_ORGANIC|MOB_BEAST
var/datum/action/cooldown/scavenge
var/last_spawn_time = 0
///Number assigned to rats and mice, checked when determining infighting.
/mob/living/simple_animal/hostile/plaguerat/Initialize()
. = ..()
SSmobs.cheeserats += src
AddComponent(/datum/component/swarming)
AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
scavenge = new /datum/action/cooldown/scavenge
scavenge.Grant(src)
/mob/living/simple_animal/hostile/plaguerat/Destroy()
SSmobs.cheeserats -= src
return ..()
/mob/living/simple_animal/hostile/plaguerat/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(isopenturf(loc))
var/turf/open/T = src.loc
if(T.air)
T.atmos_spawn_air("miasma=5;TEMP=293.15")
if(prob(40))
scavenge.Trigger()
if(prob(50))
var/turf/open/floor/F = get_turf(src)
if(istype(F) && !F.intact)
var/obj/structure/cable/C = locate() in F
if(C && C.avail())
visible_message("<span class='warning'>[src] chews through the [C]. It looks unharmed!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, TRUE)
C.deconstruct()
for(var/obj/O in range(1,src))
if(istype(O, /obj/item/trash) || istype(O, /obj/effect/decal/cleanable/blood/gibs))
qdel(O)
be_fruitful()
/mob/living/simple_animal/hostile/plaguerat/CanAttack(atom/the_target)
if(istype(the_target,/mob/living/simple_animal))
var/mob/living/A = the_target
if(istype(the_target, /mob/living/simple_animal/hostile/plaguerat) && A.stat == CONSCIOUS)
var/mob/living/simple_animal/hostile/plaguerat/R = the_target
if(R.faction_check_mob(src, TRUE))
return FALSE
else
return TRUE
return ..()
/**
*Checks the mouse cap, if it's above the cap, doesn't spawn a mouse. If below, spawns a mouse and adds it to cheeserats.
*/
/mob/living/simple_animal/hostile/plaguerat/proc/be_fruitful()
var/cap = CONFIG_GET(number/ratcap)
if(LAZYLEN(SSmobs.cheeserats) >= cap)
visible_message("<span class='warning'>[src] gnaws into its food, [cap] rats are now on the station!</span>")
return
var/mob/living/newmouse = new /mob/living/simple_animal/hostile/plaguerat(loc)
SSmobs.cheeserats += newmouse
visible_message("<span class='notice'>[src] gnaws into its food, attracting another rat!</span>")
/**
*Creates a chance to spawn more trash or gibs to repopulate. Otherwise, spawns a corpse or dirt.
*/
/datum/action/cooldown/scavenge
name = "Scavenge"
desc = "Spread the plague, scavenge for trash and fresh meat to reproduce."
icon_icon = 'icons/mob/actions/actions_animal.dmi'
background_icon_state = "bg_clock"
button_icon_state = "coffer"
cooldown_time = 50
/datum/action/cooldown/scavenge/Trigger()
. = ..()
if(!.)
return
var/turf/T = get_turf(owner)
var/loot = rand(1,100)
switch(loot)
if(1 to 3)
var/pickedtrash = pick(GLOB.ratking_trash)
to_chat(owner, "<span class='notice'>Excellent, you find more trash to spread your filth!</span>")
new /obj/effect/decal/cleanable/dirt(T)
new pickedtrash(T)
if(4 to 6)
to_chat(owner, "<span class='notice'>You find blood and gibs to feed your young!</span>")
new /obj/effect/decal/cleanable/blood/gibs(T)
new /obj/effect/decal/cleanable/blood/(T)
if(7 to 18)
to_chat(owner, "<span class='notice'>A corpse rises from the ground. Best to leave it alone.</span>")
new /obj/effect/mob_spawn/human/corpse/assistant(T)
if(19 to 100)
to_chat(owner, "<span class='notice'>Drat. Nothing.</span>")
new /obj/effect/decal/cleanable/dirt(T)
StartCooldown()
@@ -109,7 +109,7 @@
continue
playsound(src, 'sound/effects/splat.ogg', 50, TRUE)
visible_message("<span class='danger'>[src] vomits up [consumed_mob]!</span>")
consumed_mob.forceMove(loc)
consumed_mob.forceMove(get_turf(src))
consumed_mob.Paralyze(50)
if((rifts_charged == 3 || (SSshuttle.emergency.mode == SHUTTLE_DOCKED && rifts_charged > 0)) && !objective_complete)
victory()
@@ -123,6 +123,7 @@
to_chat(src, "<span class='boldwarning'>You've failed to summon the rift in a timely manner! You're being pulled back from whence you came!</span>")
destroy_rifts()
playsound(src, 'sound/magic/demon_dies.ogg', 100, TRUE)
empty_contents()
QDEL_NULL(src)
/mob/living/simple_animal/hostile/space_dragon/AttackingTarget()
@@ -351,7 +352,7 @@
*/
/mob/living/simple_animal/hostile/space_dragon/proc/empty_contents()
for(var/atom/movable/AM in src)
AM.forceMove(loc)
AM.forceMove(get_turf(src))
if(prob(90))
step(AM, pick(GLOB.alldirs))
@@ -529,7 +530,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift_carpspawn"
@@ -636,7 +637,7 @@
icon_state = "carp_rift_charged"
light_color = LIGHT_COLOR_YELLOW
update_light()
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3 && !dragon.objective_complete)
+1
View File
@@ -238,6 +238,7 @@
if(istype(W))
if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, FALSE, TRUE))
W.apply_outline()
return TRUE
if(!W)
+12 -6
View File
@@ -39,7 +39,8 @@
#define DAMAGE_INCREASE_MULTIPLIER 0.25
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_MODIFIER 350 //Higher == more heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_CAP_MODIFIER 250 //Higher == lower cap on how much heat can be released per tick--currently 1.3x old value
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
@@ -500,7 +501,8 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling + clamp(powerloss_inhibition_gas - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
else
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling - 0.05, 0, 1)
//Ranges from 0 to 1(1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
//Ranges from 0 to 1 (1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
//0 means full inhibition, 1 means no inhibition
//We take the mol count, and scale it to be our inhibitor
powerloss_inhibitor = clamp(1-(powerloss_dynamic_scaling * clamp(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD, 1, 1.5)), 0, 1)
@@ -536,15 +538,19 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
//Power * 0.55 * a value between 1 and 0.8
var/device_energy = power * REACTION_POWER_MODIFIER
removed.set_temperature(removed.return_temperature() + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER))
//We don't want our output to be too hot
removed.set_temperature(max(0, min(removed.return_temperature(), 2500 * dynamic_heat_modifier)))
var/effective_temperature = min(removed.return_temperature(), 2500 * dynamic_heat_modifier)
var/max_temp_increase = effective_temperature + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_CAP_MODIFIER)
//Calculate how much gas to release
//Varies based on power and gas content
removed.adjust_moles(GAS_PLASMA, max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0))
//Varies based on power, gas content, and heat
removed.adjust_moles(GAS_O2, max(((device_energy + removed.return_temperature() * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
removed.adjust_moles(GAS_O2, max(((device_energy + effective_temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
if(removed.return_temperature() < max_temp_increase)
removed.adjust_heat(device_energy * dynamic_heat_modifier * THERMAL_RELEASE_MODIFIER)
removed.set_temperature(min(removed.return_temperature(), max_temp_increase))
if(produces_gas)
env.merge(removed)
+5 -5
View File
@@ -44,7 +44,7 @@
cell.use(round(cell.charge * severity/100))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
update_appearance()
/obj/item/gun/energy/get_cell()
return cell
@@ -61,7 +61,7 @@
recharge_newshot(TRUE)
if(selfcharge)
START_PROCESSING(SSobj, src)
update_icon()
update_appearance()
/obj/item/gun/energy/ComponentInitialize()
. = ..()
@@ -74,7 +74,7 @@
/obj/item/gun/energy/handle_atom_del(atom/A)
if(A == cell)
cell = null
update_icon()
update_appearance()
return ..()
/obj/item/gun/energy/examine(mob/user)
@@ -100,7 +100,7 @@
cell.give(100)
if(!chambered) //if empty chamber we try to charge a new shot
recharge_newshot(TRUE)
update_icon()
update_appearance()
// ATTACK SELF IGNORING PARENT RETURN VALUE
/obj/item/gun/energy/attack_self(mob/living/user)
@@ -174,7 +174,7 @@
if(user_for_feedback)
to_chat(user_for_feedback, "<span class='notice'>[src] is now set to [C.select_name || C].</span>")
post_set_firemode()
update_icon(TRUE)
update_appearance()
/obj/item/gun/energy/proc/post_set_firemode(recharge_newshot = TRUE)
if(recharge_newshot)
@@ -58,6 +58,7 @@
name = "combat stimulant injector"
desc = "A modified air-needle autoinjector, used by support operatives to quickly heal injuries in combat and get people back in the fight."
amount_per_transfer_from_this = 10
item_state = "combat_hypo"
icon_state = "combat_hypo"
volume = 100
ignore_flags = 1 // So they can heal their comrades.
@@ -69,17 +70,27 @@
list_reagents = list(/datum/reagent/medicine/epinephrine = 30, /datum/reagent/medicine/omnizine = 30, /datum/reagent/medicine/leporazine = 15, /datum/reagent/medicine/atropine = 15)
/obj/item/reagent_containers/hypospray/combat/nanites
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with experimental medical compounds for rapid healing."
name = "experimental combat stimulant injector"
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with experimental medical nanites and a stimulant for rapid healing and a combat boost."
item_state = "nanite_hypo"
icon_state = "nanite_hypo"
volume = 100
list_reagents = list(/datum/reagent/medicine/adminordrazine/quantum_heal = 80, /datum/reagent/medicine/synaptizine = 20)
/obj/item/reagent_containers/hypospray/magillitis
name = "experimental autoinjector"
desc = "A modified air-needle autoinjector with a small single-use reservoir. It contains an experimental serum."
icon_state = "combat_hypo"
volume = 5
reagent_flags = NONE
list_reagents = list(/datum/reagent/magillitis = 5)
/obj/item/reagent_containers/hypospray/combat/nanites/update_icon()
if(reagents.total_volume > 0)
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)]0"
/obj/item/reagent_containers/hypospray/combat/heresypurge
name = "holy water piercing injector"
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with 5 doses of a holy water and pacifier mixture. Not for use on your teammates."
item_state = "holy_hypo"
icon_state = "holy_hypo"
volume = 250
list_reagents = list(/datum/reagent/water/holywater = 150, /datum/reagent/peaceborg_tire = 50, /datum/reagent/peaceborg_confuse = 50)
amount_per_transfer_from_this = 50
//MediPens
@@ -136,6 +147,8 @@
/obj/item/reagent_containers/hypospray/medipen/ekit
name = "emergency first-aid autoinjector"
desc = "An epinephrine medipen with extra coagulant and antibiotics to help stabilize bad cuts and burns."
icon_state = "firstaid"
item_state = "firstaid"
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/epinephrine = 12, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/medicine/spaceacillin = 0.5)
@@ -143,15 +156,19 @@
/obj/item/reagent_containers/hypospray/medipen/blood_loss
name = "hypovolemic-response autoinjector"
desc = "A medipen designed to stabilize and rapidly reverse severe bloodloss."
icon_state = "hypovolemic"
item_state = "hypovolemic"
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/epinephrine = 5, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/iron = 3.5, /datum/reagent/medicine/salglu_solution = 4)
/obj/item/reagent_containers/hypospray/medipen/stimulants
name = "illegal stimpack medipen"
desc = "A highly illegal medipen due to its load and small injections, allow for five uses before being drained"
name = "stimpack medipen"
desc = "Contains stimulants."
icon_state = "syndipen"
item_state = "syndipen"
volume = 50
amount_per_transfer_from_this = 10
amount_per_transfer_from_this = 50
list_reagents = list(/datum/reagent/medicine/stimulants = 50)
/obj/item/reagent_containers/hypospray/medipen/stimulants/baseball
@@ -166,6 +183,7 @@
name = "stimpack medipen"
desc = "A rapid way to stimulate your body's adrenaline, allowing for freer movement in restrictive armor."
icon_state = "stimpen"
item_state = "stimpen"
volume = 20
amount_per_transfer_from_this = 20
list_reagents = list(/datum/reagent/medicine/ephedrine = 10, /datum/reagent/consumable/coffee = 10)
@@ -177,20 +195,79 @@
/obj/item/reagent_containers/hypospray/medipen/morphine
name = "morphine medipen"
desc = "A rapid way to get you out of a tight situation and fast! You'll feel rather drowsy, though."
icon_state = "morphen"
item_state = "morphen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/morphine = 10)
/obj/item/reagent_containers/hypospray/medipen/penacid
name = "pentetic acid medipen"
desc = "A autoinjector containing pentetic acid, used to reduce high levels of radiations and moderate toxins."
icon_state = "penacid"
item_state = "penacid"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/pen_acid = 10)
/obj/item/reagent_containers/hypospray/medipen/atropine
name = "atropine autoinjector"
desc = "A rapid way to save a person from a critical injury state!"
icon_state = "atropen"
item_state = "atropen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/atropine = 10)
/obj/item/reagent_containers/hypospray/medipen/salacid
name = "salicyclic acid medipen"
desc = "A autoinjector containing salicyclic acid, used to treat severe brute damage."
icon_state = "salacid"
item_state = "salacid"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/sal_acid = 10)
/obj/item/reagent_containers/hypospray/medipen/oxandrolone
name = "oxandrolone medipen"
desc = "A autoinjector containing oxandrolone, used to treat severe burns."
icon_state = "oxapen"
item_state = "oxapen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/oxandrolone = 10)
/obj/item/reagent_containers/hypospray/medipen/salbutamol
name = "salbutamol medipen"
desc = "A autoinjector containing salbutamol, used to heal oxygen damage quickly."
icon_state = "salpen"
item_state = "salpen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/salbutamol = 10)
/obj/item/reagent_containers/hypospray/medipen/tuberculosiscure
name = "BVAK autoinjector"
desc = "Bio Virus Antidote Kit autoinjector. Has a two use system for yourself, and someone else. Inject when infected."
icon_state = "stimpen"
icon_state = "tbpen"
item_state = "tbpen"
volume = 60
amount_per_transfer_from_this = 30
list_reagents = list(/datum/reagent/medicine/atropine = 10, /datum/reagent/medicine/epinephrine = 10, /datum/reagent/medicine/salbutamol = 20, /datum/reagent/medicine/spaceacillin = 20)
/obj/item/reagent_containers/hypospray/medipen/tuberculosiscure/update_icon()
if(reagents.total_volume > 30)
icon_state = initial(icon_state)
else if (reagents.total_volume > 0)
icon_state = "[initial(icon_state)]1"
else
icon_state = "[initial(icon_state)]0"
/obj/item/reagent_containers/hypospray/medipen/survival
name = "survival medipen"
desc = "A medipen for surviving in the harshest of environments, heals and protects from environmental hazards. WARNING: Do not inject more than one pen in quick succession."
icon_state = "stimpen"
icon_state = "minepen"
item_state = "minepen"
volume = 52
amount_per_transfer_from_this = 52
list_reagents = list(/datum/reagent/medicine/salbutamol = 10, /datum/reagent/medicine/leporazine = 15, /datum/reagent/medicine/neo_jelly = 15, /datum/reagent/medicine/epinephrine = 10, /datum/reagent/medicine/lavaland_extract = 2)
@@ -198,16 +275,21 @@
/obj/item/reagent_containers/hypospray/medipen/firelocker
name = "fire treatment medipen"
desc = "A medipen that has been fulled with burn healing chemicals for personnel without advanced medical knowledge."
icon_state = "firepen"
item_state = "firepen"
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/oxandrolone = 5, /datum/reagent/medicine/kelotane = 10)
/obj/item/reagent_containers/hypospray/combat/heresypurge
name = "holy water autoinjector"
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with 5 doses of a holy water mixture."
volume = 250
list_reagents = list(/datum/reagent/water/holywater = 150, /datum/reagent/peaceborg_tire = 50, /datum/reagent/peaceborg_confuse = 50)
amount_per_transfer_from_this = 50
/obj/item/reagent_containers/hypospray/medipen/magillitis
name = "experimental autoinjector"
desc = "A custom-frame needle injector with a small single-use reservoir, containing an experimental serum. Unlike the more common medipen frame, it cannot pierce through protective armor or hardsuits, nor can the chemical inside be extracted."
icon_state = "gorillapen"
item_state = "gorillapen"
volume = 5
ignore_flags = 0
reagent_flags = NONE
list_reagents = list(/datum/reagent/magillitis = 5)
#define HYPO_SPRAY 0
#define HYPO_INJECT 1
@@ -573,6 +573,10 @@
if(batteries.len)
var/obj/item/stock_parts/cell/ToCharge = pick(batteries)
ToCharge.charge += min(ToCharge.maxcharge - ToCharge.charge, ToCharge.maxcharge/10) //10% of the cell, or to maximum.
ToCharge.update_appearance() //make sure the cell gets their appearance updated.
var/atom/l = ToCharge.loc
if(isgun(l)) //updates the gun appearance as well if the cell is inside one.
l.update_appearance()
to_chat(owner, "<span class='notice'>[linked_extract] discharges some energy into a device you have.</span>")
return ..()
+2 -2
View File
@@ -63,10 +63,10 @@
name = "DNA Sampler"
desc = "Can be used to take chemical and genetic samples of pretty much anything."
icon = 'icons/obj/syringe.dmi'
item_state = "hypo"
item_state = "sampler"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
icon_state = "hypo"
icon_state = "sampler"
item_flags = NOBLUDGEON
var/list/animals = list()
var/list/plants = list()
+27 -5
View File
@@ -54,7 +54,8 @@
var/SA_para_min = 1 //nitrous values
var/SA_sleep_min = 5
var/BZ_trip_balls_min = 1 //BZ gas
var/BZ_trip_balls_min = 0.1 //BZ gas
var/BZ_brain_damage_min = 1
var/gas_stimulation_min = 0.002 //Nitryl and Stimulum
var/cold_message = "your face freezing and an icicle forming"
@@ -269,13 +270,13 @@
// BZ
var/bz_pp = PP(breath, GAS_BZ)
if(bz_pp > BZ_trip_balls_min)
if(bz_pp > BZ_brain_damage_min)
H.hallucination += 10
H.reagents.add_reagent(/datum/reagent/bz_metabolites,5)
if(prob(33))
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
else if(bz_pp > 0.01)
else if(bz_pp > BZ_trip_balls_min)
H.hallucination += 5
H.reagents.add_reagent(/datum/reagent/bz_metabolites,1)
@@ -476,7 +477,7 @@
)
SA_para_min = 30
SA_sleep_min = 50
BZ_trip_balls_min = 30
BZ_brain_damage_min = 30
emp_vulnerability = 3
cold_level_1_threshold = 200
@@ -509,8 +510,29 @@
heat_level_2_threshold = 600 // up 200 from level 1, 1000 is silly but w/e for level 3
/obj/item/organ/lungs/ashwalker/populate_gas_info()
// humans usually breathe 21 but require 16/17, so 80% - 1, which is more lenient but it's fine
#define SAFE_THRESHOLD_RATIO 0.8
var/datum/gas_mixture/breath = SSair.planetary[LAVALAND_DEFAULT_ATMOS] // y'all know
var/pressure = breath.return_pressure()
var/total_moles = breath.total_moles()
for(var/id in breath.get_gases())
var/this_pressure = PP(breath, id)
var/req_pressure = (this_pressure * SAFE_THRESHOLD_RATIO) - 1
if(req_pressure > 0)
gas_min[id] = req_pressure
if(id in gas_max)
gas_max[id] += this_pressure
var/bz = breath.get_moles(GAS_BZ)
if(bz)
BZ_trip_balls_min += bz
BZ_brain_damage_min += bz
gas_max[GAS_N2] = PP(breath, GAS_N2) + 5
var/o2_pp = PP(breath, GAS_O2)
safe_breath_min = 0.3 * o2_pp
safe_breath_max = 1.3 * o2_pp
..()
gas_max[GAS_N2] = 28
#undef SAFE_THRESHOLD_RATIO
/obj/item/organ/lungs/slime
name = "vacuole"
+1 -1
View File
@@ -137,7 +137,7 @@ Notes:
/atom/movable/MouseEntered(location, control, params)
. = ..()
if(tooltips)
if(!QDELETED(src))
if(!QDELETED(src) && usr.client.prefs.enable_tips)
var/list/tooltip_data = get_tooltip_data()
if(length(tooltip_data))
var/examine_data = tooltip_data.Join("<br />")
@@ -213,7 +213,7 @@
name = "Stimpack"
desc = "Stimpacks, the tool of many great heroes. Makes you nearly immune to non-lethal weaponry for about \
5 minutes after injection."
item = /obj/item/reagent_containers/syringe/stimulants
item = /obj/item/reagent_containers/hypospray/medipen/stimulants
cost = 5
surplus = 90
@@ -195,7 +195,7 @@
name = "Magillitis Serum Autoinjector"
desc = "A single-use autoinjector which contains an experimental serum that causes rapid muscular growth in Hominidae. \
Side-affects may include hypertrichosis, violent outbursts, and an unending affinity for bananas."
item = /obj/item/reagent_containers/hypospray/magillitis
item = /obj/item/reagent_containers/hypospray/medipen/magillitis
cost = 8
restricted_roles = list("Geneticist", "Chief Medical Officer")
+1
View File
@@ -9,6 +9,7 @@
/obj/item/toy/cards/deck/cas/black = 3,
/obj/item/toy/cards/deck/unum = 3,
/obj/item/cardpack/series_one = 10,
/obj/item/dyespray=3,
/obj/item/tcgcard_binder = 5)
contraband = list(/obj/item/dice/fudge = 9)
premium = list(/obj/item/melee/skateboard/pro = 3,