Merge pull request #10530 from kappa-sama/modularer

deletes modular items but this time i don't get cucked
This commit is contained in:
Ghom
2020-01-15 00:47:38 +01:00
committed by GitHub
20 changed files with 152 additions and 179 deletions

View File

@@ -378,3 +378,11 @@
/obj/item/circuitboard/computer/apc_control,
/obj/item/circuitboard/computer/robotics
)
/obj/effect/spawner/lootdrop/keg
name = "random keg spawner"
lootcount = 1
loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
/obj/structure/reagent_dispensers/keg/aphro = 2,
/obj/structure/reagent_dispensers/keg/aphro/strong = 2,
/obj/structure/reagent_dispensers/keg/gargle = 1)

View File

@@ -10,6 +10,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/item_state = null
var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
var/list/alternate_screams = list() //REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
//Dimensions of the icon file used when this item is worn, eg: hats.dmi
//eg: 32x32 sprite, 64x64 sprite, etc.

View File

@@ -89,4 +89,4 @@
resistance_flags = ACID_PROOF
/datum/action/item_action/squeeze
name = "Squeak!"
name = "Squeak!"

View File

@@ -144,3 +144,80 @@ Code:
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/electropack/shockcollar
name = "shock collar"
desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
icon_state = "shockcollar"
item_state = "shockcollar"
body_parts_covered = NECK
slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
w_class = WEIGHT_CLASS_SMALL
strip_delay = 60
equip_delay_other = 60
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
var/tagname = null
/datum/design/electropack/shockcollar
name = "Shockcollar"
id = "shockcollar"
build_type = AUTOLATHE
build_path = /obj/item/electropack/shockcollar
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
category = list("hacked", "Misc")
/obj/item/electropack/shockcollar/attack_hand(mob/user)
if(loc == user && user.get_item_by_slot(SLOT_NECK))
to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
return
return ..()
/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
if(!signal || signal.data["code"] != code)
return
if(isliving(loc) && on)
if(shock_cooldown == TRUE)
return
shock_cooldown = TRUE
addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
var/mob/living/L = loc
step(L, pick(GLOB.cardinals))
to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, L)
s.start()
L.Knockdown(100)
if(master)
master.receive_signal()
return
/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
if(istype(W, /obj/item/pen))
var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
if(t)
tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
else
return ..()
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
var/dat = {"
<TT>
<B>Frequency/Code</B> for shock collar:<BR>
Frequency:
[format_frequency(src.frequency)]
<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
Code:
[src.code]
<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return

View File

@@ -92,7 +92,13 @@
/obj/item/encryptionkey/heads/hop
name = "\proper the head of personnel's encryption key"
icon_state = "hop_cypherkey"
channels = list(RADIO_CHANNEL_SUPPLY = 1, RADIO_CHANNEL_SERVICE = 1, RADIO_CHANNEL_COMMAND = 1)
channels = list(RADIO_CHANNEL_SERVICE = 1, RADIO_CHANNEL_COMMAND = 1)
/obj/item/encryptionkey/heads/qm
name = "\proper the quartermaster's encryption key"
desc = "An encryption key for a radio headset. Channels are as follows: :u - supply, :c - command."
icon_state = "hop_cypherkey"
channels = list(RADIO_CHANNEL_SUPPLY = 1, RADIO_CHANNEL_COMMAND = 1)
/obj/item/encryptionkey/headset_cargo
name = "supply radio encryption key"

View File

@@ -206,6 +206,12 @@ GLOBAL_LIST_INIT(channel_tokens, list(
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/hop
/obj/item/radio/headset/heads/qm
name = "\proper the quartermaster's headset"
desc = "The headset of the king (or queen) of paperwork."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/qm
/obj/item/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves."

View File

@@ -122,3 +122,6 @@
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return TRUE //It hit the grenade, not them
/obj/item/proc/grenade_prime_react(obj/item/grenade/nade)
return

View File

@@ -223,6 +223,46 @@
if(!iscyborg(loc))
deductcharge(1000 / severity, TRUE, FALSE)
/obj/item/melee/baton/stunsword
name = "stunsword"
desc = "not actually sharp, this sword is functionally identical to a stunbaton"
icon = 'modular_citadel/icons/obj/stunsword.dmi'
icon_state = "stunsword"
item_state = "sword"
lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
/obj/item/melee/baton/stunsword/get_belt_overlay()
if(istype(loc, /obj/item/storage/belt/sabre))
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "stunsword")
return ..()
/obj/item/melee/baton/stunsword/get_worn_belt_overlay(icon_file)
return mutable_appearance(icon_file, "-stunsword")
/obj/item/ssword_kit
name = "stunsword kit"
desc = "a modkit for making a stunbaton into a stunsword"
icon = 'icons/obj/vending_restock.dmi'
icon_state = "refill_donksoft"
var/product = /obj/item/melee/baton/stunsword //what it makes
var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs
afterattack(obj/O, mob/user as mob)
if(istype(O, product))
to_chat(user,"<span class='warning'>[O] is already modified!")
else if(O.type in fromitem) //makes sure O is the right thing
var/obj/item/melee/baton/B = O
if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out
new product(usr.loc) //spawns the product
user.visible_message("<span class='warning'>[user] modifies [O]!","<span class='warning'>You modify the [O]!")
qdel(O) //Gets rid of the baton
qdel(src) //gets rid of the kit
else
to_chat(user,"<span class='warning'>Remove the powercell first!</span>") //We make this check because the stunsword starts without a battery.
else
to_chat(user, "<span class='warning'> You can't modify [O] with this kit!</span>")
//Makeshift stun baton. Replacement for stun gloves.
/obj/item/melee/baton/cattleprod
name = "stunprod"
@@ -249,5 +289,6 @@
sparkler?.activate()
. = ..()
#undef STUNBATON_CHARGE_LENIENCY
#undef STUNBATON_DEPLETION_RATE

View File

@@ -34,10 +34,12 @@ GLOBAL_LIST(topic_status_cache)
#endif
load_admins()
load_mentors()
LoadVerbs(/datum/verbs/menu)
if(CONFIG_GET(flag/usewhitelist))
load_whitelist()
LoadBans()
initialize_global_loadout_items()
reload_custom_roundstart_items_list()//Cit change - loads donator items. Remind me to remove when I port over bay's loadout system
GLOB.timezoneOffset = text2num(time2text(0,"hh")) * 36000
@@ -49,8 +51,6 @@ GLOBAL_LIST(topic_status_cache)
if(NO_INIT_PARAMETER in params)
return
cit_initialize()
Master.Initialize(10, FALSE, TRUE)
if(TEST_RUN_PARAMETER in params)

View File

@@ -178,6 +178,7 @@
icon_state = "xenos"
item_state = "xenos_helm"
desc = "A helmet made out of chitinous alien hide."
alternate_screams = list('sound/voice/hiss6.ogg')
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
/obj/item/clothing/head/fedora
@@ -421,4 +422,4 @@
name = "security cowboy hat"
desc = "A security cowboy hat, perfect for any true lawman"
icon_state = "cowboyhat_sec"
item_state= "cowboyhat_sec"
item_state= "cowboyhat_sec"

View File

@@ -86,6 +86,7 @@
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
item_state = "ushankadown"
alternate_screams = list('sound/voice/human/cyka1.ogg', 'sound/voice/human/cheekibreeki.ogg')
flags_inv = HIDEEARS|HIDEHAIR
var/earflaps = 1
cold_protection = HEAD
@@ -164,6 +165,7 @@
icon_state = "cardborg_h"
item_state = "cardborg_h"
flags_cover = HEADCOVERSEYES
alternate_screams = list('modular_citadel/sound/voice/scream_silicon.ogg')
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
dog_fashion = /datum/dog_fashion/head/cardborg

View File

@@ -1,7 +0,0 @@
/obj/effect/spawner/lootdrop/keg
name = "random keg spawner"
lootcount = 1
loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
/obj/structure/reagent_dispensers/keg/aphro = 2,
/obj/structure/reagent_dispensers/keg/aphro/strong = 2,
/obj/structure/reagent_dispensers/keg/gargle = 1)

View File

@@ -1,15 +0,0 @@
/obj/item
var/list/alternate_screams = list() //REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
// lazy for screaming.
/obj/item/clothing/head/xenos
alternate_screams = list('sound/voice/hiss6.ogg')
/obj/item/clothing/head/cardborg
alternate_screams = list('modular_citadel/sound/voice/scream_silicon.ogg')
/obj/item/clothing/head/ushanka
alternate_screams = list('sound/voice/human/cyka1.ogg', 'sound/voice/human/cheekibreeki.ogg')
/obj/item/proc/grenade_prime_react(obj/item/grenade/nade)
return

View File

@@ -1,10 +0,0 @@
/obj/item/encryptionkey/heads/qm
name = "\proper the quartermaster's encryption key"
desc = "An encryption key for a radio headset. Channels are as follows: :u - supply, :c - command."
icon_state = "hop_cypherkey"
channels = list("Supply" = 1, "Command" = 1)
/obj/item/encryptionkey/heads/hop
desc = "An encryption key for a radio headset. Channels are as follows: :v - service, :c - command."
channels = list("Service" = 1, "Command" = 1)

View File

@@ -1,10 +0,0 @@
/obj/item/radio/headset/heads/qm
name = "\proper the quartermaster's headset"
desc = "The headset of the king (or queen) of paperwork.\nChannels are as follows: :u - supply, :c - command."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/qm
/obj/item/radio/headset/heads/hop
desc = "The headset of the guy who will one day be captain.\nChannels are as follows: :v - service, :c - command."
keyslot = new /obj/item/encryptionkey/heads/hop

View File

@@ -1,77 +0,0 @@
/obj/item/electropack/shockcollar
name = "shock collar"
desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
icon_state = "shockcollar"
item_state = "shockcollar"
body_parts_covered = NECK
slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
w_class = WEIGHT_CLASS_SMALL
strip_delay = 60
equip_delay_other = 60
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
var/tagname = null
/datum/design/electropack/shockcollar
name = "Shockcollar"
id = "shockcollar"
build_type = AUTOLATHE
build_path = /obj/item/electropack/shockcollar
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
category = list("hacked", "Misc")
/obj/item/electropack/shockcollar/attack_hand(mob/user)
if(loc == user && user.get_item_by_slot(SLOT_NECK))
to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
return
return ..()
/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
if(!signal || signal.data["code"] != code)
return
if(isliving(loc) && on)
if(shock_cooldown == TRUE)
return
shock_cooldown = TRUE
addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
var/mob/living/L = loc
step(L, pick(GLOB.cardinals))
to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, L)
s.start()
L.Knockdown(100)
if(master)
master.receive_signal()
return
/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
if(istype(W, /obj/item/pen))
var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
if(t)
tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
else
return ..()
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
var/dat = {"
<TT>
<B>Frequency/Code</B> for shock collar:<BR>
Frequency:
[format_frequency(src.frequency)]
<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
Code:
[src.code]
<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return

View File

@@ -1,41 +0,0 @@
/obj/item/melee/baton/stunsword
name = "stunsword"
desc = "not actually sharp, this sword is functionally identical to a stunbaton"
icon = 'modular_citadel/icons/obj/stunsword.dmi'
icon_state = "stunsword"
item_state = "sword"
lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
/obj/item/melee/baton/stunsword/get_belt_overlay()
if(istype(loc, /obj/item/storage/belt/sabre))
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "stunsword")
return ..()
/obj/item/melee/baton/stunsword/get_worn_belt_overlay(icon_file)
return mutable_appearance(icon_file, "-stunsword")
/obj/item/ssword_kit
name = "stunsword kit"
desc = "a modkit for making a stunbaton into a stunsword"
icon = 'icons/obj/vending_restock.dmi'
icon_state = "refill_donksoft"
var/product = /obj/item/melee/baton/stunsword //what it makes
var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs
afterattack(obj/O, mob/user as mob)
if(istype(O, product))
to_chat(user,"<span class='warning'>[O] is already modified!")
else if(O.type in fromitem) //makes sure O is the right thing
var/obj/item/melee/baton/B = O
if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out
new product(usr.loc) //spawns the product
user.visible_message("<span class='warning'>[user] modifies [O]!","<span class='warning'>You modify the [O]!")
qdel(O) //Gets rid of the baton
qdel(src) //gets rid of the kit
else
to_chat(user,"<span class='warning'>Remove the powercell first!</span>") //We make this check because the stunsword starts without a battery.
else
to_chat(user, "<span class='warning'> You can't modify [O] with this kit!</span>")

View File

@@ -1,5 +0,0 @@
//init file stolen from hippie
/proc/cit_initialize()
load_mentors()
initialize_global_loadout_items()

View File

@@ -835,9 +835,11 @@
#include "code\game\objects\items\AI_modules.dm"
#include "code\game\objects\items\airlock_painter.dm"
#include "code\game\objects\items\apc_frame.dm"
#include "code\game\objects\items\balls.dm"
#include "code\game\objects\items\blueprints.dm"
#include "code\game\objects\items\body_egg.dm"
#include "code\game\objects\items\bodybag.dm"
#include "code\game\objects\items\boombox.dm"
#include "code\game\objects\items\candle.dm"
#include "code\game\objects\items\cardboard_cutouts.dm"
#include "code\game\objects\items\cards_ids.dm"
@@ -3073,7 +3075,6 @@
#include "interface\interface.dm"
#include "interface\menu.dm"
#include "interface\stylesheet.dm"
#include "modular_citadel\code\init.dm"
#include "modular_citadel\code\__HELPERS\list2list.dm"
#include "modular_citadel\code\__HELPERS\lists.dm"
#include "modular_citadel\code\__HELPERS\mobs.dm"
@@ -3088,15 +3089,7 @@
#include "modular_citadel\code\datums\status_effects\debuffs.dm"
#include "modular_citadel\code\game\machinery\wishgranter.dm"
#include "modular_citadel\code\game\objects\cit_screenshake.dm"
#include "modular_citadel\code\game\objects\items.dm"
#include "modular_citadel\code\game\objects\effects\spawner\spawners.dm"
#include "modular_citadel\code\game\objects\effects\temporary_visuals\souldeath.dm"
#include "modular_citadel\code\game\objects\items\balls.dm"
#include "modular_citadel\code\game\objects\items\boombox.dm"
#include "modular_citadel\code\game\objects\items\stunsword.dm"
#include "modular_citadel\code\game\objects\items\devices\radio\encryptionkey.dm"
#include "modular_citadel\code\game\objects\items\devices\radio\headset.dm"
#include "modular_citadel\code\game\objects\items\devices\radio\shockcollar.dm"
#include "modular_citadel\code\modules\admin\admin.dm"
#include "modular_citadel\code\modules\admin\chat_commands.dm"
#include "modular_citadel\code\modules\admin\holder2.dm"