This commit is contained in:
kevinz000
2017-08-29 09:59:57 -07:00
1535 changed files with 71790 additions and 86062 deletions
+1 -1
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@@ -22,7 +22,7 @@
#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) {Datum.isprocessing = TRUE;Processor.processing += Datum}
#define STOP_PROCESSING(Processor, Datum) Datum.isprocessing = FALSE;Processor.processing -= Datum
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
//SubSystem flags_1 (Please design any new flags_1 so that the default is off, to make adding flags_1 to subsystems easier)
//subsystem does not initialize.
#define SS_NO_INIT 1
+3 -3
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@@ -1,6 +1,6 @@
//A set of constants used to determine which type of mute an admin wishes to apply:
//Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO etc = (MUTE_IC << 1)
//Therefore there needs to be a gap between the flags for the automute flags
//Therefore there needs to be a gap between the flags_1 for the automute flags_1
#define MUTE_IC 1
#define MUTE_OOC 2
#define MUTE_PRAY 4
@@ -39,7 +39,7 @@
#error Remove the flag below , its been long enough
#endif
//legacy , remove post 512, it was replaced by R_POLL
#define R_REJUVINATE 2
#define R_REJUVINATE 2
#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
@@ -50,7 +50,7 @@
#define ADMIN_SM(user) "(<a href='?_src_=holder;subtlemessage=\ref[user]'>SM</a>)"
#define ADMIN_TP(user) "(<a href='?_src_=holder;traitor=\ref[user]'>TP</a>)"
#define ADMIN_KICK(user) "(<a href='?_src_=holder;boot2=\ref[user]'>KICK</a>)"
#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentComReply=\ref[user]'>RPLY</a>)"
#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentComReply=\ref[user]'>RPLY</a>)"
#define ADMIN_SYNDICATE_REPLY(user) "(<a href='?_src_=holder;SyndicateReply=\ref[user]'>RPLY</a>)"
#define ADMIN_SC(user) "(<a href='?_src_=holder;adminspawncookie=\ref[user]'>SC</a>)"
#define ADMIN_SMITE(user) "(<a href='?_src_=holder;adminsmite=\ref[user]'>SMITE</a>)"
+2
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@@ -14,3 +14,5 @@
#define COMSIG_COMPONENT_ADDED "component_added" //when a component is added to a datum: (datum/component)
#define COMSIG_COMPONENT_REMOVING "component_removing" //before a component is removed from a datum because of RemoveComponent: (datum/component)
#define COMSIG_PARENT_QDELETED "parent_qdeleted" //before a datum's Destroy() is called: ()
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (atom/movable, atom)
#define COMSIG_MOVABLE_CROSSED "movable_crossed" //from base of atom/movable/Crossed(): (atom/movable)
+35 -37
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@@ -1,5 +1,5 @@
/*
These defines are specific to the atom/flags bitmask
These defines are specific to the atom/flags_1 bitmask
*/
#define ALL ~0 //For convenience.
#define NONE 0
@@ -7,58 +7,58 @@
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
#define STOPSPRESSUREDMAGE_1 1 //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CHECK_RICOCHET 32 // Projectiels will check ricochet on things impacted that have this.
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED 256 //atom queued to SSoverlay
#define ON_BORDER 512 // item has priority to check when entering or leaving
#define NODROP_1 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON_1 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS_1 8 // mask allows internals
#define HEAR_1 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CHECK_RICOCHET_1 32 // Projectiels will check ricochet on things impacted that have this.
#define CONDUCT_1 64 // conducts electricity (metal etc.)
#define ABSTRACT_1 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define NODECONSTRUCT_1 128 // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED_1 256 // atom queued to SSoverlay
#define ON_BORDER_1 512 // item has priority to check when entering or leaving
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
#define CLEAN_ON_MOVE 2048
#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc
#define CLEAN_ON_MOVE_1 2048
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define DROPDEL 16384 // When dropped, it calls qdel on itself
#define PREVENT_CLICK_UNDER 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define THICKMATERIAL_1 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define DROPDEL_1 16384 // When dropped, it calls qdel on itself
#define PREVENT_CLICK_UNDER_1 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
/* Secondary atom flags, access using the SECONDARY_FLAG macros */
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
#define SLOWS_WHILE_IN_HAND "slows_while_in_hand"
#define NO_EMP_WIRES "no_emp_wires"
#define HOLOGRAM "hologram"
#define FROZEN "frozen"
#define STATIONLOVING "stationloving"
#define INFORM_ADMINS_ON_RELOCATE "inform_admins_on_relocate"
#define BANG_PROTECT "bang_protect"
#define SLOWS_WHILE_IN_HAND_2 1
#define NO_EMP_WIRES_2 2
#define HOLOGRAM_2 4
#define FROZEN_2 8
#define STATIONLOVING_2 16
#define INFORM_ADMINS_ON_RELOCATE_2 32
#define BANG_PROTECT_2 64
// An item worn in the ear slot with HEALS_EARS will heal your ears each
// Life() tick, even if normally your ears would be too damaged to heal.
#define HEALS_EARS "heals_ears"
#define HEALS_EARS_2 128
// A mob with OMNITONGUE has no restriction in the ability to speak
// languages that they know. So even if they wouldn't normally be able to
// through mob or tongue restrictions, this flag allows them to ignore
// those restrictions.
#define OMNITONGUE "omnitongue"
#define OMNITONGUE_2 256
// TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define TESLA_IGNORE "tesla_ignore"
#define TESLA_IGNORE_2 512
//turf-only flags
#define NOJAUNT 1
#define UNUSED_TRANSIT_TURF 2
#define CAN_BE_DIRTY 4 //If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_DEATHRATTLE 16 // Do not notify deadchat about any deaths that occur on this turf.
//#define CHECK_RICOCHET 32 //Same thing as atom flag.
#define NOJAUNT_1 1
#define UNUSED_TRANSIT_TURF_1 2
#define CAN_BE_DIRTY_1 4 // If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_DEATHRATTLE_1 16 // Do not notify deadchat about any deaths that occur on this turf.
//#define CHECK_RICOCHET_1 32 //Same thing as atom flag.
/*
These defines are used specifically with the atom/pass_flags bitmask
@@ -90,5 +90,3 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
#define INDESTRUCTIBLE 64 //doesn't take damage
#define FREEZE_PROOF 128 //can't be frozen
// language secondary flags for atoms
+12
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@@ -0,0 +1,12 @@
#define MEAT 1
#define VEGETABLES 2
#define RAW 4
#define JUNKFOOD 8
#define GRAIN 16
#define FRUIT 32
#define DAIRY 64
#define FRIED 128
#define ALCOHOL 256
#define SUGAR 512
#define GROSS 1024
#define TOXIC 2048
+6 -6
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@@ -86,7 +86,7 @@
. = SLOT_POCKET
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
//Bit flags_1 for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
#define HIDEGLOVES 1
#define HIDESUITSTORAGE 2
#define HIDEJUMPSUIT 4 //these first four are only used in exterior suits
@@ -134,17 +134,17 @@
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
//flags_1 for female outfits: How much the game can safely "take off" the uniform without it looking weird
#define NO_FEMALE_UNIFORM 0
#define FEMALE_UNIFORM_FULL 1
#define FEMALE_UNIFORM_TOP 2
//flags for alternate styles: These are hard sprited so don't set this if you didn't put the effort in
//flags_1 for alternate styles: These are hard sprited so don't set this if you didn't put the effort in
#define NORMAL_STYLE 0
#define ALT_STYLE 1
#define DIGITIGRADE_STYLE 2
//flags for outfits that have mutantrace variants (try not to use this): Currently only needed if you're trying to add tight fitting bootyshorts
//flags_1 for outfits that have mutantrace variants (try not to use this): Currently only needed if you're trying to add tight fitting bootyshorts
#define NO_MUTANTRACE_VARIATION 0
#define MUTANTRACE_VARIATION 1
@@ -152,9 +152,9 @@
#define FULL_DIGITIGRADE 1
#define SQUISHED_DIGITIGRADE 2
//flags for covering body parts
//flags_1 for covering body parts
#define GLASSESCOVERSEYES 1
#define MASKCOVERSEYES 2 // get rid of some of the other retardation in these flags
#define MASKCOVERSEYES 2 // get rid of some of the other retardation in these flags_1
#define HEADCOVERSEYES 4 // feel free to realloc these numbers for other purposes
#define MASKCOVERSMOUTH 8 // on other items, these are just for mask/head
#define HEADCOVERSMOUTH 16
+4 -4
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@@ -137,10 +137,10 @@
#define isorgan(A) (istype(A, /obj/item/organ))
GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
/obj/item/weapon/pen,
/obj/item/weapon/screwdriver,
/obj/item/weapon/reagent_containers/syringe,
/obj/item/weapon/kitchen/fork)))
/obj/item/pen,
/obj/item/screwdriver,
/obj/item/reagent_containers/syringe,
/obj/item/kitchen/fork)))
#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types))
+5
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@@ -441,3 +441,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define BEAT_NONE 0
#define BEAT_CHANNEL 150
//http://www.byond.com/docs/ref/info.html#/atom/var/mouse_opacity
#define MOUSE_OPACITY_TRANSPARENT 0
#define MOUSE_OPACITY_ICON 1
#define MOUSE_OPACITY_OPAQUE 2
+10 -6
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@@ -65,6 +65,12 @@
#define NUTRITION_LEVEL_HUNGRY 250
#define NUTRITION_LEVEL_STARVING 150
//Disgust levels for humans
#define DISGUST_LEVEL_MAXEDOUT 150
#define DISGUST_LEVEL_DISGUSTED 75
#define DISGUST_LEVEL_VERYGROSS 50
#define DISGUST_LEVEL_GROSS 25
//Slime evolution threshold. Controls how fast slimes can split/grow
#define SLIME_EVOLUTION_THRESHOLD 10
@@ -91,13 +97,11 @@
#define AI_IDLE 2
#define AI_OFF 3
//determines if a mob can smash through it
#define ENVIRONMENT_SMASH_NONE 0
#define ENVIRONMENT_SMASH_STRUCTURES 1
#define ENVIRONMENT_SMASH_WALLS 2
#define ENVIRONMENT_SMASH_RWALLS 3
#define ENVIRONMENT_SMASH_STRUCTURES 1 //crates, lockers, ect
#define ENVIRONMENT_SMASH_WALLS 2 //walls
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
//SNPCs
+4 -4
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@@ -2,10 +2,10 @@
#define LIQUID 2
#define GAS 3
#define INJECTABLE 1024 //Makes reagents addable through droppers and syringes
#define DRAWABLE 2048 //If a syringe can draw from it
#define OPENCONTAINER 4096 //Is an open container for chemistry purposes
#define TRANSPARENT 8192 //Used for non-open containers which you still want to be able to see the reagents off.
#define INJECTABLE_1 1024 //Makes reagents addable through droppers and syringes
#define DRAWABLE_1 2048 //If a syringe can draw from it
#define OPENCONTAINER_1 4096 //Is an open container for chemistry purposes
#define TRANSPARENT_1 8192 //Used for non-open containers which you still want to be able to see the reagents off.
#define TOUCH 1 //splashing
#define INGEST 2 //ingestion
+1 -1
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@@ -53,7 +53,7 @@
#define ENGINE_COEFF_MAX 2
#define ENGINE_DEFAULT_MAXSPEED_ENGINES 5
//Docking error flags
//Docking error flags_1
#define DOCKING_SUCCESS 0
#define DOCKING_COMPLETE 1
#define DOCKING_BLOCKED 2
+1 -1
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@@ -25,6 +25,6 @@
//for clothing visor toggles, these determine which vars to toggle
#define VISOR_FLASHPROTECT 1
#define VISOR_TINT 2
#define VISOR_VISIONFLAGS 4 //all following flags only matter for glasses
#define VISOR_VISIONFLAGS 4 //all following flags_1 only matter for glasses
#define VISOR_DARKNESSVIEW 8
#define VISOR_INVISVIEW 16
+2
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@@ -42,6 +42,8 @@
#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
#define STATUS_EFFECT_GEISTRACKER /datum/status_effect/geis_tracker //if you're using geis, this tracks that and keeps you from using scripture
#define STATUS_EFFECT_MANIAMOTOR /datum/status_effect/maniamotor //disrupts, damages, and confuses the affected as long as they're in range of the motor
#define MAX_MANIA_SEVERITY 100 //how high the mania severity can go
#define MANIA_DAMAGE_TO_CONVERT 90 //how much damage is required before it'll convert affected targets
+1 -2
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@@ -97,8 +97,7 @@
WRITE_FILE(GLOB.world_game_log, "\[[time_stamp()]]CHAT: [text]")
/proc/log_sql(text)
if(config.sql_enabled)
WRITE_FILE(GLOB.world_game_log, "\[[time_stamp()]]SQL: [text]")
WRITE_FILE(GLOB.sql_error_log, "\[[time_stamp()]]SQL: [text]")
//This replaces world.log so it displays both in DD and the file
/proc/log_world(text)
-4
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@@ -1,4 +0,0 @@
#define HAS_SECONDARY_FLAG(atom, sflag) (atom.secondary_flags ? atom.secondary_flags[sflag] : FALSE)
#define SET_SECONDARY_FLAG(atom, sflag) if(!atom.secondary_flags) { atom.secondary_flags = list(); } atom.secondary_flags[sflag] = TRUE;
#define CLEAR_SECONDARY_FLAG(atom, sflag) if(atom.secondary_flags) atom.secondary_flags[sflag] = null
#define TOGGLE_SECONDARY_FLAG(atom, sflag) if(HAS_SECONDARY_FLAG(atom, sflag)) { CLEAR_SECONDARY_FLAG(atom, sflag); } else {SET_SECONDARY_FLAG(atom, sflag) ; }
+1 -1
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@@ -164,7 +164,7 @@
. = list()
while(processing_list.len)
var/atom/A = processing_list[1]
if(A.flags & HEAR)
if(A.flags_1 & HEAR_1)
. += A
processing_list.Cut(1, 2)
processing_list += A.contents
+1 -1
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@@ -20,7 +20,7 @@
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
To see an example of a diagonal wall, see '/turf/closed/wall/shuttle' and its subtypes.
To see an example of a diagonal wall, see '/turf/closed/wall/mineral/titanium' and its subtypes.
*/
//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
+4 -4
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@@ -978,19 +978,19 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
// Used to make the frozen item visuals for Freon.
if(resistance_flags & FREEZE_PROOF)
return
if(!HAS_SECONDARY_FLAG(src, FROZEN))
if(!(flags_2 & FROZEN_2))
name = "frozen [name]"
add_atom_colour(list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)), TEMPORARY_COLOUR_PRIORITY)
alpha -= 25
SET_SECONDARY_FLAG(src, FROZEN)
flags_2 |= FROZEN_2
//Assumes already frozed
/obj/proc/make_unfrozen()
if(HAS_SECONDARY_FLAG(src, FROZEN))
if(flags_2 & FROZEN_2)
name = replacetext(name, "frozen ", "")
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)))
alpha += 25
CLEAR_SECONDARY_FLAG(src, FROZEN)
flags_2 &= ~FROZEN_2
#undef FROZEN_RED_COLOR
#undef FROZEN_GREEN_COLOR
+1 -1
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@@ -40,7 +40,7 @@
for(var/obj/machinery/computer/communications/C in GLOB.machines)
if(!(C.stat & (BROKEN|NOPOWER)) && C.z == ZLEVEL_STATION)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(C.loc)
var/obj/item/paper/P = new /obj/item/paper(C.loc)
P.name = "paper - '[title]'"
P.info = text
C.messagetitle.Add("[title]")
+4 -2
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@@ -72,7 +72,9 @@
return .
//Splits the text of a file at seperator and returns them in a list.
/world/proc/file2list(filename, seperator="\n")
/world/proc/file2list(filename, seperator="\n", trim = TRUE)
if (trim)
return splittext(trim(file2text(filename)),seperator)
return splittext(file2text(filename),seperator)
//Turns a direction into text
@@ -551,4 +553,4 @@
return /atom
else
return /datum
return text2path(copytext(string_type, 1, last_slash))
return text2path(copytext(string_type, 1, last_slash))
+13 -1
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@@ -605,6 +605,18 @@ Turf and target are separate in case you want to teleport some distance from a t
GLOB.sortedAreas.Add(src)
sortTim(GLOB.sortedAreas, /proc/cmp_name_asc)
//Takes: Area type as a text string from a variable.
//Returns: Instance for the area in the world.
/proc/get_area_instance_from_text(areatext)
var/areainstance = null
if(istext(areatext))
areatext = text2path(areatext)
for(var/V in GLOB.sortedAreas)
var/area/A = V
if(A.type == areatext)
areainstance = V
return areainstance
//Takes: Area type as text string or as typepath OR an instance of the area.
//Returns: A list of all areas of that type in the world.
/proc/get_areas(areatype, subtypes=TRUE)
@@ -797,7 +809,7 @@ GLOBAL_LIST_INIT(WALLITEMS, typecacheof(list(
/obj/machinery/status_display, /obj/machinery/requests_console, /obj/machinery/light_switch, /obj/structure/sign,
/obj/machinery/newscaster, /obj/machinery/firealarm, /obj/structure/noticeboard, /obj/machinery/button,
/obj/machinery/computer/security/telescreen, /obj/machinery/embedded_controller/radio/simple_vent_controller,
/obj/item/weapon/storage/secure/safe, /obj/machinery/door_timer, /obj/machinery/flasher, /obj/machinery/keycard_auth,
/obj/item/storage/secure/safe, /obj/machinery/door_timer, /obj/machinery/flasher, /obj/machinery/keycard_auth,
/obj/structure/mirror, /obj/structure/fireaxecabinet, /obj/machinery/computer/security/telescreen/entertainment,
/obj/structure/sign/picture_frame
)))
+2 -2
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@@ -52,7 +52,7 @@
#define AI_CAMERA_LUMINOSITY 5
#define AI_VOX 1 // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
//Additional code for the above flags.
//Additional code for the above flags_1.
#ifdef TESTING
#warn compiling in TESTING mode. testing() debug messages will be visible.
#endif
@@ -69,7 +69,7 @@
#error You need version 511 or higher
#endif
//Update this whenever the db schema changes
//Update this whenever the db schema changes
//make sure you add an update to the schema_version stable in the db changelog
#define DB_MAJOR_VERSION 3
#define DB_MINOR_VERSION 0
+38 -38
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@@ -45,7 +45,7 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/device/multitool = 2,
/obj/item/device/radio/off = 2,
/obj/item/device/t_scanner = 5,
/obj/item/weapon/airlock_painter = 1,
/obj/item/airlock_painter = 1,
/obj/item/stack/cable_coil/random = 4,
/obj/item/stack/cable_coil/random/five = 6,
/obj/item/stack/medical/bruise_pack = 1,
@@ -56,54 +56,54 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/stack/sheet/metal/twenty = 1,
/obj/item/stack/sheet/mineral/plasma = 1,
/obj/item/stack/sheet/rglass = 1,
/obj/item/weapon/book/manual/wiki/engineering_construction = 1,
/obj/item/weapon/book/manual/wiki/engineering_hacking = 1,
/obj/item/book/manual/wiki/engineering_construction = 1,
/obj/item/book/manual/wiki/engineering_hacking = 1,
/obj/item/clothing/head/cone = 1,
/obj/item/weapon/coin/silver = 1,
/obj/item/weapon/coin/twoheaded = 1,
/obj/item/weapon/poster/random_contraband = 1,
/obj/item/weapon/poster/random_official = 1,
/obj/item/weapon/crowbar = 1,
/obj/item/weapon/crowbar/red = 1,
/obj/item/weapon/extinguisher = 11,
//obj/item/weapon/gun/ballistic/revolver/russian = 1, //disabled until lootdrop is a proper world proc.
/obj/item/weapon/hand_labeler = 1,
/obj/item/weapon/paper/crumpled = 1,
/obj/item/weapon/pen = 1,
/obj/item/weapon/reagent_containers/spray/pestspray = 1,
/obj/item/weapon/reagent_containers/glass/rag = 3,
/obj/item/weapon/stock_parts/cell = 3,
/obj/item/weapon/storage/belt/utility = 2,
/obj/item/weapon/storage/box = 2,
/obj/item/weapon/storage/box/cups = 1,
/obj/item/weapon/storage/box/donkpockets = 1,
/obj/item/weapon/storage/box/lights/mixed = 3,
/obj/item/weapon/storage/box/hug/medical = 1,
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco = 1,
/obj/item/weapon/storage/toolbox/mechanical = 1,
/obj/item/weapon/screwdriver = 3,
/obj/item/weapon/tank/internals/emergency_oxygen = 2,
/obj/item/weapon/vending_refill/cola = 1,
/obj/item/weapon/weldingtool = 3,
/obj/item/weapon/wirecutters = 1,
/obj/item/weapon/wrench = 4,
/obj/item/weapon/relic = 3,
/obj/item/coin/silver = 1,
/obj/item/coin/twoheaded = 1,
/obj/item/poster/random_contraband = 1,
/obj/item/poster/random_official = 1,
/obj/item/crowbar = 1,
/obj/item/crowbar/red = 1,
/obj/item/extinguisher = 11,
//obj/item/gun/ballistic/revolver/russian = 1, //disabled until lootdrop is a proper world proc.
/obj/item/hand_labeler = 1,
/obj/item/paper/crumpled = 1,
/obj/item/pen = 1,
/obj/item/reagent_containers/spray/pestspray = 1,
/obj/item/reagent_containers/glass/rag = 3,
/obj/item/stock_parts/cell = 3,
/obj/item/storage/belt/utility = 2,
/obj/item/storage/box = 2,
/obj/item/storage/box/cups = 1,
/obj/item/storage/box/donkpockets = 1,
/obj/item/storage/box/lights/mixed = 3,
/obj/item/storage/box/hug/medical = 1,
/obj/item/storage/fancy/cigarettes/dromedaryco = 1,
/obj/item/storage/toolbox/mechanical = 1,
/obj/item/screwdriver = 3,
/obj/item/tank/internals/emergency_oxygen = 2,
/obj/item/vending_refill/cola = 1,
/obj/item/weldingtool = 3,
/obj/item/wirecutters = 1,
/obj/item/wrench = 4,
/obj/item/relic = 3,
/obj/item/weaponcrafting/receiver = 2,
/obj/item/clothing/head/cone = 2,
/obj/item/weapon/grenade/smokebomb = 2,
/obj/item/grenade/smokebomb = 2,
/obj/item/device/geiger_counter = 3,
/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/orange = 1,
/obj/item/reagent_containers/food/snacks/grown/citrus/orange = 1,
/obj/item/device/radio/headset = 1,
/obj/item/device/assembly/infra = 1,
/obj/item/device/assembly/igniter = 2,
/obj/item/device/assembly/signaler = 2,
/obj/item/device/assembly/mousetrap = 2,
/obj/item/weapon/reagent_containers/syringe = 2,
/obj/item/reagent_containers/syringe = 2,
/obj/item/clothing/gloves/color/random = 8,
/obj/item/clothing/shoes/laceup = 1,
/obj/item/weapon/storage/secure/briefcase = 3,
/obj/item/weapon/storage/toolbox/artistic = 2,
/obj/item/storage/secure/briefcase = 3,
/obj/item/storage/toolbox/artistic = 2,
/obj/item/toy/eightball = 1,
/obj/item/weapon/storage/daki = 3,
/obj/item/storage/daki = 3,
"" = 3
))
+1
View File
@@ -6,5 +6,6 @@
#define POLL_IGNORE_ALIEN_LARVA "alien_larva"
#define POLL_IGNORE_CLOCKWORK_MARAUDER "clockwork_marauder"
#define POLL_IGNORE_SYNDICATE "syndicate"
#define POLL_IGNORE_HOLOPARASITE "holoparasite"
GLOBAL_LIST_EMPTY(poll_ignore)
+2
View File
@@ -12,6 +12,8 @@ GLOBAL_VAR(round_id)
GLOBAL_PROTECT(round_id)
GLOBAL_VAR(config_error_log)
GLOBAL_PROTECT(config_error_log)
GLOBAL_VAR(sql_error_log)
GLOBAL_PROTECT(sql_error_log)
GLOBAL_LIST_EMPTY(bombers)
GLOBAL_PROTECT(bombers)
+2 -2
View File
@@ -85,7 +85,7 @@
/*
This checks if you there is uninterrupted airspace between that turf and this one.
This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW.
This is defined as any dense ON_BORDER_1 object, or any dense object without LETPASSTHROW.
The border_only flag allows you to not objects (for source and destination squares)
*/
/turf/proc/ClickCross(target_dir, border_only, target_atom = null, atom/movable/mover = null)
@@ -95,7 +95,7 @@
if(O == target_atom || (O.pass_flags & LETPASSTHROW)) //check if there's a dense object present on the turf
continue // LETPASSTHROW is used for anything you can click through (or the firedoor special case, see above)
if( O.flags&ON_BORDER) // windows are on border, check them first
if( O.flags_1&ON_BORDER_1) // windows are on border, check them first
if( O.dir & target_dir || O.dir & (O.dir-1) ) // full tile windows are just diagonals mechanically
return 0 //O.dir&(O.dir-1) is false for any cardinal direction, but true for diagonal ones
+2 -2
View File
@@ -55,10 +55,10 @@
/obj/item
var/canMouseDown = FALSE
/obj/item/weapon/gun
/obj/item/gun
var/automatic = 0 //can gun use it, 0 is no, anything above 0 is the delay between clicks in ds
/obj/item/weapon/gun/CanItemAutoclick(object, location, params)
/obj/item/gun/CanItemAutoclick(object, location, params)
. = automatic
/atom/proc/IsAutoclickable()
+5 -5
View File
@@ -144,7 +144,7 @@
else
RangedAttack(A,params)
//Is the atom obscured by a PREVENT_CLICK_UNDER object above it
//Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
/atom/proc/IsObscured()
if(!isturf(loc)) //This only makes sense for things directly on turfs for now
return FALSE
@@ -152,13 +152,13 @@
if(!T)
return FALSE
for(var/atom/movable/AM in T)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer)
if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/atom/movable/AM in src)
if(AM.flags & PREVENT_CLICK_UNDER && AM.density)
if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density)
return TRUE
return FALSE
@@ -180,7 +180,7 @@
/atom/proc/CanReachStorage(atom/target,user,depth)
return FALSE
/obj/item/weapon/storage/CanReachStorage(atom/target,user,depth)
/obj/item/storage/CanReachStorage(atom/target,user,depth)
while(target && depth > 0)
target = target.loc
depth--
@@ -434,7 +434,7 @@
icon = 'icons/mob/screen_gen.dmi'
icon_state = "flash"
plane = CLICKCATCHER_PLANE
mouse_opacity = 2
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
/obj/screen/click_catcher/proc/UpdateGreed(view_size_x = 7, view_size_y = 7)
+16 -1
View File
@@ -92,7 +92,7 @@
icon_state = "default"
name = "Alert"
desc = "Something seems to have gone wrong with this alert, so report this bug please"
mouse_opacity = 1
mouse_opacity = MOUSE_OPACITY_ICON
var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
var/severity = 0
var/alerttooltipstyle = ""
@@ -166,6 +166,21 @@
desc = "You're severely malnourished. The hunger pains make moving around a chore."
icon_state = "starving"
/obj/screen/alert/gross
name = "Grossed out."
desc = "That was kind of gross..."
icon_state = "gross"
/obj/screen/alert/verygross
name = "Very grossed out."
desc = "I'm not feeling very well.."
icon_state = "gross2"
/obj/screen/alert/disgusted
name = "DISGUSTED"
desc = "ABSOLUTELY DISGUSTIN'"
icon_state = "gross3"
/obj/screen/alert/hot
name = "Too Hot"
desc = "You're flaming hot! Get somewhere cooler and take off any insulating clothing like a fire suit."
+1 -1
View File
@@ -130,7 +130,7 @@
blobpwrdisplay.name = "blob power"
blobpwrdisplay.icon_state = "block"
blobpwrdisplay.screen_loc = ui_health
blobpwrdisplay.mouse_opacity = 0
blobpwrdisplay.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
blobpwrdisplay.layer = ABOVE_HUD_LAYER
blobpwrdisplay.plane = ABOVE_HUD_PLANE
infodisplay += blobpwrdisplay
+1 -1
View File
@@ -67,7 +67,7 @@
screen_loc = "CENTER-7,CENTER-7"
layer = FULLSCREEN_LAYER
plane = FULLSCREEN_PLANE
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/severity = 0
var/show_when_dead = FALSE
+1 -1
View File
@@ -243,7 +243,7 @@
blend_mode = BLEND_ADD
plane = PLANE_SPACE_PARALLAX
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/parallax_layer/Initialize(mapload, view)
+2 -2
View File
@@ -26,13 +26,13 @@
name = "lighting plane master"
plane = LIGHTING_PLANE
blend_mode = BLEND_MULTIPLY
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/plane_master/parallax
name = "parallax plane master"
plane = PLANE_SPACE_PARALLAX
blend_mode = BLEND_MULTIPLY
mouse_opacity = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/plane_master/parallax_white
name = "parallax whitifier plane master"
+1 -1
View File
@@ -13,7 +13,7 @@
if(..())
return
var/mob/living/silicon/robot/R = usr
if(R.module.type != /obj/item/weapon/robot_module)
if(R.module.type != /obj/item/robot_module)
R.hud_used.toggle_show_robot_modules()
return 1
R.pick_module()
+16 -16
View File
@@ -33,7 +33,7 @@
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
@@ -182,8 +182,8 @@
name = "close"
/obj/screen/close/Click()
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
if(istype(master, /obj/item/storage))
var/obj/item/storage/S = master
S.close(usr)
return 1
@@ -258,31 +258,31 @@
var/obj/item/clothing/mask/M = C.wear_mask
if(M.mask_adjusted) // if mask on face but pushed down
M.adjustmask(C) // adjust it back
if( !(M.flags & MASKINTERNALS) )
if( !(M.flags_1 & MASKINTERNALS_1) )
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
return
var/obj/item/I = C.is_holding_item_of_type(/obj/item/weapon/tank)
var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank)
if(I)
to_chat(C, "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>")
C.internal = I
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
if(istype(H.s_store, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>")
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
else if(istype(H.belt, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>")
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
else if(istype(H.l_store, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>")
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
else if(istype(H.r_store, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
H.internal = H.r_store
//Separate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
if(!C.internal && istype(C.back, /obj/item/tank))
to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
C.internal = C.back
@@ -468,7 +468,7 @@
name = "dmg"
blend_mode = BLEND_MULTIPLY
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
@@ -494,7 +494,7 @@
name = "blob health"
icon_state = "block"
screen_loc = ui_internal
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/healths/blob/naut
name = "health"
@@ -511,13 +511,13 @@
icon = 'icons/mob/guardian.dmi'
icon_state = "base"
screen_loc = ui_health
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/healths/clock
icon = 'icons/mob/actions.dmi'
icon_state = "bg_clock"
screen_loc = ui_health
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/healths/clock/gear
icon = 'icons/mob/clockwork_mobs.dmi'
@@ -529,13 +529,13 @@
icon = 'icons/mob/actions.dmi'
icon_state = "bg_revenant"
screen_loc = ui_health
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/healths/construct
icon = 'icons/mob/screen_construct.dmi'
icon_state = "artificer_health0"
screen_loc = ui_construct_health
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/healthdoll
name = "health doll"
+2 -2
View File
@@ -35,7 +35,7 @@
/obj/item/proc/attack(mob/living/M, mob/living/user)
if(flags & NOBLUDGEON)
if(flags_1 & NOBLUDGEON_1)
return
if(!force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
@@ -54,7 +54,7 @@
//the equivalent of the standard version of attack() but for object targets.
/obj/item/proc/attack_obj(obj/O, mob/living/user)
if(flags & NOBLUDGEON)
if(flags_1 & NOBLUDGEON_1)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(O)
+1 -1
View File
@@ -82,7 +82,7 @@
else
to_chat(user, "[src] has no destination.")
/obj/item/weapon/storage/attack_ghost(mob/user)
/obj/item/storage/attack_ghost(mob/user)
orient2hud(user)
show_to(user)
+1 -1
View File
@@ -68,7 +68,7 @@
desc = "Magic"
icon = 'icons/obj/magic.dmi'//Needs sprites
icon_state = "2"
flags = NOBLUDGEON | ABSTRACT | DROPDEL
flags_1 = NOBLUDGEON_1 | ABSTRACT_1 | DROPDEL_1
//item_state = null
w_class = WEIGHT_CLASS_GIGANTIC
layer = ABOVE_HUD_LAYER
+1 -1
View File
@@ -57,7 +57,7 @@ GLOBAL_LIST_EMPTY(cock_shapes_icons) //Associated list for names->icon_states fo
GLOBAL_LIST_EMPTY(breasts_size_list)
GLOBAL_LIST_EMPTY(breasts_shapes_list)
GLOBAL_LIST_EMPTY(vagina_shapes_list)
GLOBAL_LIST_INIT(cum_into_containers_list, list(/obj/item/weapon/reagent_containers/food/snacks/pie)) //Yer fuggin snowflake name list jfc
GLOBAL_LIST_INIT(cum_into_containers_list, list(/obj/item/reagent_containers/food/snacks/pie)) //Yer fuggin snowflake name list jfc
GLOBAL_LIST_INIT(dick_nouns, list("dick","cock","member","shaft"))
GLOBAL_LIST_INIT(cum_id_list,"semen")
GLOBAL_LIST_INIT(milk_id_list,"milk")
+339 -199
View File
@@ -181,224 +181,364 @@
else
to_chat(src, "<span class='notice'>You aren't aroused enough for that.</span>")
//These are various procs that we'll use later, split up for readability instead of having one, huge proc.
//For all of these, we assume the arguments given are proper and have been checked beforehand.
/mob/living/carbon/human/proc/mob_masturbate(obj/item/organ/genital/G, mb_time = 30) //Masturbation, keep it gender-neutral
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(mb_time)
src.visible_message("<span class='danger'>[src] starts to [G.masturbation_verb] [p_their()] [G.name].</span>", \
"<span class='green'>You start to [G.masturbation_verb] your [G.name].</span>", \
"<span class='green'>You start to [G.masturbation_verb] your [G.name].</span>")
if(do_after(src, mb_time, target = src))
if(total_fluids > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
var/total_fluids = 0
var/datum/reagents/fluid_source = null
var/unable_to_come = FALSE
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
total_fluids = fluid_source.total_volume
else
if(!G.linked_organ)
unable_to_come = TRUE
else
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(unable_to_come)
src.visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
else
total_fluids = fluid_source.total_volume
if(mb_time) //as long as it's not instant, give a warning
src.visible_message("<span class='danger'>[src] looks like they're about to cum.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>")
if(do_after(src, mb_time, target = src))
if(total_fluids > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms[istype(src.loc, /turf/open/floor) ? ", spilling onto [src.loc]" : ""], using [p_their()] [G.name]!</span>", \
"<span class='green'>You climax[istype(src.loc, /turf/open/floor) ? ", spilling onto [src.loc]" : ""] with your [G.name].</span>", \
"<span class='green'>You climax using your [G.name].</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(mb_time) //Skip warning if this is an instant climax.
src.visible_message("[src] is about to climax with [L]!", \
"You're about to climax with [L]!", \
"<span class='danger'>You're preparing to climax with someone!</span>")
if(spillage)
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids*G.fluid_transfer_factor)
total_fluids -= total_fluids*G.fluid_transfer_factor
if(total_fluids > 5)
fluid_source.reaction(L.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] climaxes with [L][spillage ? ", overflowing and spilling":""], using [p_their()] [G.name]!</span>", \
"<span class='green'>You orgasm with [L][spillage ? ", spilling out of them":""], using your [G.name].</span>", \
"<span class='green'>You have climaxed with someone[spillage ? ", spilling out of them":""], using your [G.name].</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
else //knots and other non-spilling orgasms
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids)
total_fluids = 0
src.visible_message("<span class='danger'>[src] climaxes with [L], [p_their()] [G.name] spilling nothing!</span>", \
"<span class='green'>You ejaculate with [L], your [G.name] spilling nothing.</span>", \
"<span class='green'>You have climaxed inside someone, your [G.name] spilling nothing.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
//if(!container) //Something weird happened
// to_chat(src, "<span class='warning'>You need a container to do this!</span>")
// return
src.visible_message("<span class='danger'>[src] starts to [G.masturbation_verb] their [G.name] over [container].</span>", \
"<span class='userdanger'>You start to [G.masturbation_verb] your [G.name] over [container].</span>", \
"<span class='userdanger'>You start to [G.masturbation_verb] your [G.name] over something.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, container))
fluid_source.trans_to(container, total_fluids)
src.visible_message("<span class='danger'>[src] uses [p_their()] [G.name] to fill [container]!</span>", \
"<span class='green'>You used your [G.name] to fill [container].</span>", \
"<span class='green'>You have relieved some pressure.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/pick_masturbate_genitals()
var/obj/item/organ/genital/ret_organ
var/list/genitals_list = list()
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
genitals_list += G
if(genitals_list.len)
ret_organ = input(src, "with what?", "Masturbate", null) as null|obj in genitals_list
return ret_organ
return null //error stuff
/mob/living/carbon/human/proc/pick_climax_genitals()
var/obj/item/organ/genital/ret_organ
var/list/genitals_list = list()
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_climax) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
genitals_list += G
if(genitals_list.len)
ret_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
return ret_organ
return null //error stuff
/mob/living/carbon/human/proc/pick_partner()
var/list/partners = list()
if(src.pulling)
partners += src.pulling //Yes, even objects for now
if(src.pulledby)
partners += src.pulledby
//Now we got both of them, let's check if they're proper
for(var/I in partners)
if(isliving(I))
if(iscarbon(I))
var/mob/living/carbon/C = I
if(!C.exposed_genitals.len) //Nothing through_clothing
if(!C.is_groin_exposed()) //No pants undone
if(!C.is_chest_exposed()) //No chest exposed
partners -= I //Then not proper, remove them
else
partners -= I //No fucking objects
//NOW the list should only contain correct partners
if(!partners.len)
return null //No one left.
return input(src, "With whom?", "Sexual partner", null) in partners //pick one, default to null
/mob/living/carbon/human/proc/pick_climax_container()
var/obj/item/reagent_containers/SC = null
var/list/containers_list = list()
for(var/obj/item/reagent_containers/container in held_items)
if(container.is_open_container() || istype(container, /obj/item/reagent_containers/food/snacks))
containers_list += container
if(containers_list.len)
SC = input(src, "Into or onto what?(Cancel for nowhere)", null) as null|obj in containers_list
if(SC)
if(in_range(src, SC))
return SC
return null //If nothing correct, give null.
//Here's the main proc itself
/mob/living/carbon/human/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>")
return
mb_cd_timer = (world.time + mb_cd_length)
var/list/genitals_list = list()
var/obj/item/organ/genital/SG = null//originally selected_genital
var/list/containers_list = list()
var/obj/item/weapon/reagent_containers/SC = null
var/datum/reagents/fluid_source = null
var/into_container = 0
var/free_hands = get_num_arms() //arms was only used to know if we had ANY at all
var/total_cum = 0
var/finished = 0
var/mb_time = 30
if(canbearoused && has_dna())
if(stat==2)
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
return
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with) //All capable genitals will orgasm with this
var/unable_to_come = FALSE
switch(G.type)
if(/obj/item/organ/genital/penis)
var/obj/item/organ/genital/penis/P = G
if(!P.linked_balls)
unable_to_come = TRUE
else
fluid_source = P.linked_balls.reagents
for(var/obj/item/organ/O in internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(!G.can_climax) //Skip things like wombs and testicles
continue
var/mob/living/partner
var/check_target
var/list/worn_stuff = get_equipped_items()
if(G.is_exposed(worn_stuff))
if(src.pulling) //Are we pulling someone? Priority target, we can't be making option menus for this, has to be quick
if(isliving(src.pulling)) //Don't fuck objects
check_target = src.pulling
if(src.pulledby && !check_target) //prioritise pulled over pulledby
if(isliving(src.pulledby))
check_target = src.pulledby
//Now we should have a partner, or else we have to come alone
if(check_target)
if(iscarbon(check_target)) //carbons can have clothes
var/mob/living/carbon/C = check_target
if(C.exposed_genitals.len || C.is_groin_exposed() || C.is_chest_exposed()) //Are they naked enough?
partner = C
else //A cat is fine too
partner = check_target
if(partner) //Did they pass the clothing checks?
mob_climax_partner(G, partner, mb_time = 0) //Instant climax due to forced
continue //You've climaxed once with this organ, continue on
//not exposed OR if no partner was found while exposed, climax alone
mob_climax_outside(G, mb_time = 0) //removed climax timer for sudden, forced orgasms
//Now all genitals that could climax, have.
//Since this was a forced climax, we do not need to continue with the other stuff
return
//If we get here, then this is not a forced climax and we gotta check a few things.
if(/obj/item/organ/genital/vagina)
var/obj/item/organ/genital/vagina/V = G
if(!V.linked_womb)
unable_to_come = TRUE
else
fluid_source = V.linked_womb.reagents
else //Weird, undefined genitalia behaviour
unable_to_come = TRUE
if(unable_to_come)
src.visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
else
if(fluid_source)
total_cum = fluid_source.total_volume
src.visible_message("<span class='danger'>[src] looks like they're about to cum.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>")
if(do_after(src, mb_time, target = src))
if(total_cum > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
fluid_source = null //cleanup so this can be used for the next genitalia
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You're forced to cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""] with your [G].</span>", \
"<span class='green'>Your [G] have been forced to climax.</span>")
finished = 1
if(finished)
setArousalLoss(min_arousal)
return //Do not proceed to masturbating if all genitals have been forced to orgasm.
if(stat==1) //Sleeping people can be forced chemically or with electrical stimulants, for example.
if(stat==1) //No sleep-masturbation, you're unconscious.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
if(restrained())
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
if(getArousalLoss() < 33)//flat number instead of percentage
if(getArousalLoss() < 33) //flat number instead of percentage
to_chat(src, "<span class='warning'>You aren't aroused enough for that!</span>")
return
if(!is_groin_exposed())
to_chat(src, "<span class='warning'>You need to undress, first!</span>")
return
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You need at least one free hand.</span>")
return
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with)//filter out what you can't masturbate with
genitals_list += G
if(genitals_list.len)
SG = input(src, "with what?", "Masturbate") as null|obj in genitals_list
if(SG)
for(var/obj/item/weapon/reagent_containers/container in held_items)
if(container.is_open_container() || istype(container, /obj/item/weapon/reagent_containers/food/snacks/pie))
containers_list += container
if(containers_list.len)
SC = input(src, "Into or onto what?(Cancel for nowhere)", "Masturbate") as null|obj in containers_list
if(SC)
if(in_range(src, SC))
into_container = 1
SG.update()
switch(SG.type)
//Penis
if(/obj/item/organ/genital/penis)
var/obj/item/organ/genital/penis/P = SG
if(!P.linked_balls)
to_chat(src, "<span class='warning'>You need a pair of testicles to do this.</span>")
return
fluid_source = P.linked_balls.reagents
total_cum = fluid_source.total_volume
if(into_container)//into a glass or beaker or whatever
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG.name] over [SC].</span>", \
"<span class='userdanger'>You start jerking off over [SC.name].</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, SC))
fluid_source.trans_to(SC, total_cum)
src.visible_message("<span class='danger'>[src] orgasms, [pick("cumming into", "emptying themself into")] [SC]!</span>", \
"<span class='green'>You cum into [SC].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
else //Not in a container
if(src.pulling)
if(iscarbon(src.pulling))
var/mob/living/carbon/C = src.pulling
if(!C.is_groin_exposed())
to_chat(src, "<span class='warning'>You must undress someone to climax inside them.</span>")
return
if(isliving(src.pulling)) //Gotta be alive to fuck it, don't wanna have to code fucking objects that ain't containers...
var/mob/living/partner = src.pulling
src.visible_message("[src] is about to climax inside [partner]!", \
"You're about to climax inside [partner]!", \
"<span class='danger'>You're preparing to climax inside someone!</span>")
switch(grab_state)
if(GRAB_PASSIVE)
if(do_after(src, mb_time, target = src) && in_range(src, partner))
var/spillage = 0.5 //Leaks a bit on passive grab
var/did_spill = FALSE
fluid_source.trans_to(partner, total_cum*(1-spillage))
total_cum = total_cum*spillage
if(total_cum > 5)
fluid_source.reaction(partner.loc, TOUCH, 1, 0)
did_spill = TRUE
fluid_source.clear_reagents()
//Ok, now we check what they want to do.
var/choice = input(src, "Select sexual activity", "Sexual activity:") in list("Masturbate", "Climax alone", "Climax with partner", "Fill container")
src.visible_message("<span class='danger'>[src] ejaculates inside [partner][did_spill ? ", overflowing and spilling":""]!</span>", \
"<span class='green'>You ejaculate inside [partner][did_spill ? ", spilling out of them":""].</span>", \
"<span class='green'>You have climaxed inside someone[did_spill ? ", spilling out of them":""].</span>")
finished = 1
else //Aggressive or higher
if(do_after(src, mb_time, target = src) && in_range(src, partner))
var/spillage = 0.0 //Leakproofing seals
fluid_source.trans_to(partner, total_cum*(1-spillage))
total_cum = total_cum*spillage
if(total_cum > 5)
fluid_source.reaction(partner.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
switch(choice)
if("Masturbate")
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_masturbate_genitals()
if(picked_organ)
mob_masturbate(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot masturbate without choosing genitals.</span>")
return
src.visible_message("<span class='danger'>[src] ejaculates inside [partner], spilling nothing!</span>", \
"<span class='green'>You ejaculate inside [partner], spilling nothing.</span>", \
"<span class='green'>You have climaxed inside someone, spilling nothing.</span>")
finished = 1
//Don't care, not coding you fucking a unanchored girder
else //No pulling, or pulling non-living things
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG].</span>", \
"<span class='green'>You start masturbating.</span>", \
"<span class='green'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src))
if(total_cum > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
if("Climax alone")
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
mob_climax_outside(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
if("Climax with partner")
//We need no hands, we can be restrained and so on, so let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
var/mob/living/partner = pick_partner() //Get someone
if(partner)
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as anything in list("Yes", "No")
if(spillage == "Yes")
mob_climax_partner(picked_organ, partner, TRUE)
else
mob_climax_partner(picked_organ, partner, FALSE)
return
else
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
if(/obj/item/organ/genital/vagina)
var/obj/item/organ/genital/vagina/V = SG
if(!V.linked_womb)
to_chat(src, "<span class='warning'>You need a womb to do this.</span>")
return
fluid_source = V.linked_womb.reagents
total_cum = fluid_source.total_volume
if(into_container)//into a glass or beaker or whatever
src.visible_message("<span class='danger'>[src] starts fingering their [SG.name] over [SC].</span>", \
"<span class='userdanger'>You start fingering over [SC.name].</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, SC))
fluid_source.trans_to(SC, total_cum)
src.visible_message("<span class='danger'>[src] orgasms, [pick("cumming into", "emptying themself into")] [SC]!</span>", \
"<span class='green'>You cum into [SC].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
else//not into a container
src.visible_message("<span class='danger'>[src] starts fingering their vagina.</span>", \
"<span class='userdanger'>You start fingering your vagina.</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src))
if(total_cum > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
else//backup message, just in case
src.visible_message("<span class='danger'>[src] starts masturbating!</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src))
src.visible_message("<span class='danger'>[src] [pick("relieves themself!", "shudders and moans in orgasm!")]</span>", \
"<span class='userdanger'>You have relieved yourself.</span>")
finished = 1
if(finished)
setArousalLoss(min_arousal)
else
to_chat(src, "<span class='warning'>You have no genitals!</span>")
return
if("Fill container")
//We'll need hands and no restraints.
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
if(fluid_container)
mob_fill_container(picked_organ, fluid_container)
return
else
to_chat(src, "<span class='warning'>You cannot do this without anything to fill.</span>")
return
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing genitals.</span>")
return
else //Somehow another option was taken, maybe something interrupted the selection or it was cancelled
return //Just end it in that case.
+3 -3
View File
@@ -1,9 +1,9 @@
//Will include consumable gene mods in the future.
/obj/item/weapon/genemod
/obj/item/genemod
name = "genetic modifier"
desc = "Microbodies which can grow, morph, or otherwise change an organism into something else."
icon = 'icons/obj/items.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "dnainjector"
throw_speed = 3
throw_range = 5
@@ -18,5 +18,5 @@
var/used = 0
/obj/item/weapon/genemod/proc/use(mob/living/carbon/human/target)
/obj/item/genemod/proc/use(mob/living/carbon/human/target)
return
+5 -5
View File
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/laser/carbine
/obj/item/gun/energy/laser/carbine
name = "laser carbine"
desc = "A ruggedized laser carbine featuring much higher capacity and improved handling when compared to a normal laser gun."
icon = 'icons/obj/guns/cit_guns.dmi'
@@ -8,13 +8,13 @@
force = 10
throwforce = 10
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
cell_type = /obj/item/weapon/stock_parts/cell/lascarbine
cell_type = /obj/item/stock_parts/cell/lascarbine
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/weapon/gun/energy/laser/carbine/nopin
/obj/item/gun/energy/laser/carbine/nopin
pin = null
/obj/item/weapon/stock_parts/cell/lascarbine
/obj/item/stock_parts/cell/lascarbine
name = "laser carbine power supply"
maxcharge = 2500
@@ -25,5 +25,5 @@
req_tech = list("combat" = 5, "magnets" = 5, "powerstorage" = 4)
build_type = PROTOLATHE
materials = list(MAT_GOLD = 2500, MAT_METAL = 5000, MAT_GLASS = 5000)
build_path = /obj/item/weapon/gun/energy/laser/carbine/nopin
build_path = /obj/item/gun/energy/laser/carbine/nopin
category = list("Weapons")
+3 -6
View File
@@ -153,14 +153,13 @@
if(prob(33))
if(M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
var/mob/living/carbon/human/H = M
to_chat(H, "<span class='love'>Your libido is going haywire!</span>")
H.mob_climax(forced_climax=TRUE)
if(prob(50)) //Less spam
to_chat(H, "<span class='love'>Your libido is going haywire!</span>")
H.mob_climax(forced_climax=TRUE)
if(M.min_arousal < 50)
M.min_arousal += 1
to_chat(M, "<span class='love'>You're having a hard time thinkin about things other than sex!</span>")
if(M.min_arousal < M.max_arousal)
M.min_arousal += 1
to_chat(M, "<span class='love'>You feel your libido permanently increasing.</span>")
M.adjustArousalLoss(2)
..()
@@ -197,10 +196,8 @@
if(prob(33))
if(M.min_arousal > 0)
M.min_arousal -= 1
to_chat(M, "<span class='notice'>You feel your libido returning to more normal levels.</span>")
if(M.min_arousal > 50)
M.min_arousal -= 1
to_chat(M, "<span class='notice'>You feel like your overactive libido is calming down.</span>")
M.adjustArousalLoss(-2)
..()
+11 -11
View File
@@ -13,15 +13,15 @@
/obj/item/clothing/under/maid = 5,
/obj/item/clothing/under/stripper_pink = 5,
/obj/item/clothing/under/stripper_green = 5,
/obj/item/weapon/dildo/custom = 5
/obj/item/dildo/custom = 5
)
contraband = list(/obj/item/weapon/restraints/handcuffs/fake/kinky = 5,
contraband = list(/obj/item/restraints/handcuffs/fake/kinky = 5,
/obj/item/clothing/neck/petcollar = 5,
/obj/item/clothing/under/mankini = 1,
/obj/item/weapon/dildo/flared/huge = 1
/obj/item/dildo/flared/huge = 1
)
premium = list()
refill_canister = /obj/item/weapon/vending_refill/kink
refill_canister = /obj/item/vending_refill/kink
/obj/machinery/vending/nazivend
name = "Nazivend"
@@ -42,11 +42,11 @@
/obj/item/clothing/suit/officercoat = 10,
/obj/item/clothing/under/officeruniform = 10,
/obj/item/clothing/suit/space/hardsuit/nazi = 3,
/obj/item/weapon/gun/energy/plasma/MP40k = 4
/obj/item/gun/energy/plasma/MP40k = 4
)
premium = list()
refill_canister = /obj/item/weapon/vending_refill/nazi
refill_canister = /obj/item/vending_refill/nazi
/obj/machinery/vending/sovietvend
name = "KomradeVendtink"
@@ -70,11 +70,11 @@
/obj/item/clothing/suit/russofurcoat = 4,
/obj/item/clothing/head/russofurhat = 4,
/obj/item/clothing/suit/space/hardsuit/soviet = 3,
/obj/item/weapon/gun/energy/laser/LaserAK = 4
/obj/item/gun/energy/laser/LaserAK = 4
)
premium = list()
refill_canister = /obj/item/weapon/vending_refill/soviet
refill_canister = /obj/item/vending_refill/soviet
#undef STANDARD_CHARGE
@@ -82,19 +82,19 @@
#undef COIN_CHARGE
/obj/item/weapon/vending_refill/kink
/obj/item/vending_refill/kink
machine_name = "KinkMate"
icon_state = "refill_kink"
charges = list(8, 5, 0)// of 20 standard, 12 contraband, 0 premium
init_charges = list(8, 5, 0)
/obj/item/weapon/vending_refill/nazi
/obj/item/vending_refill/nazi
machine_name = "nazivend"
icon_state = "refill_nazi"
charges = list(33, 13, 0)
init_charges = list(33, 13, 0)
/obj/item/weapon/vending_refill/soviet
/obj/item/vending_refill/soviet
machine_name = "sovietvend"
icon_state = "refill_soviet"
charges = list(47, 7, 0)
+34 -34
View File
@@ -1,42 +1,42 @@
/obj/item/weapon/robot_module/loader
/obj/item/robot_module/loader
name = "loader robot module"
/obj/item/weapon/robot_module/loader/New()
/obj/item/robot_module/loader/New()
..()
emag = new /obj/item/borg/stun(src)
modules += new /obj/item/weapon/extinguisher(src)
modules += new /obj/item/weapon/weldingtool/largetank/cyborg(src)
modules += new /obj/item/weapon/screwdriver(src)
modules += new /obj/item/weapon/wrench(src)
modules += new /obj/item/weapon/crowbar(src)
modules += new /obj/item/weapon/wirecutters(src)
modules += new /obj/item/extinguisher(src)
modules += new /obj/item/weldingtool/largetank/cyborg(src)
modules += new /obj/item/screwdriver(src)
modules += new /obj/item/wrench(src)
modules += new /obj/item/crowbar(src)
modules += new /obj/item/wirecutters(src)
modules += new /obj/item/device/multitool(src)
modules += new /obj/item/device/t_scanner(src)
modules += new /obj/item/device/analyzer(src)
modules += new /obj/item/device/assembly/signaler
modules += new /obj/item/weapon/soap/nanotrasen(src)
modules += new /obj/item/soap/nanotrasen(src)
fix_modules()
/obj/item/weapon/robot_module/k9
/obj/item/robot_module/k9
name = "Security K-9 Unit module"
/obj/item/weapon/robot_module/k9/New()
/obj/item/robot_module/k9/New()
..()
modules += new /obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg/dog(src)
modules += new /obj/item/weapon/dogborg/jaws/big(src)
modules += new /obj/item/weapon/dogborg/pounce(src)
modules += new /obj/item/restraints/handcuffs/cable/zipties/cyborg/dog(src)
modules += new /obj/item/dogborg/jaws/big(src)
modules += new /obj/item/dogborg/pounce(src)
modules += new /obj/item/clothing/mask/gas/sechailer/cyborg(src)
modules += new /obj/item/weapon/soap/tongue(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/analyzer/nose(src)
modules += new /obj/item/weapon/storage/bag/borgdelivery(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
//modules += new /obj/item/device/assembly/signaler(src)
//modules += new /obj/item/device/detective_scanner(src)
modules += new /obj/item/weapon/gun/energy/disabler/cyborg(src)
emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
modules += new /obj/item/gun/energy/disabler/cyborg(src)
emag = new /obj/item/gun/energy/laser/cyborg(src)
fix_modules()
/obj/item/weapon/robot_module/security/respawn_consumable(mob/living/silicon/robot/R, coeff = 1)
/obj/item/robot_module/security/respawn_consumable(mob/living/silicon/robot/R, coeff = 1)
..()
var/obj/item/weapon/gun/energy/gun/advtaser/cyborg/T = locate(/obj/item/weapon/gun/energy/gun/advtaser/cyborg) in get_usable_modules()
var/obj/item/gun/energy/gun/advtaser/cyborg/T = locate(/obj/item/gun/energy/gun/advtaser/cyborg) in get_usable_modules()
if(T)
if(T.power_supply.charge < T.power_supply.maxcharge)
var/obj/item/ammo_casing/energy/S = T.ammo_type[T.select]
@@ -46,31 +46,31 @@
T.charge_tick = 0
fix_modules()
/obj/item/weapon/robot_module/borgi
/obj/item/robot_module/borgi
name = "Borgi module"
/obj/item/weapon/robot_module/borgi/New()
/obj/item/robot_module/borgi/New()
..()
modules += new /obj/item/weapon/dogborg/jaws/small(src)
modules += new /obj/item/weapon/storage/bag/borgdelivery(src)
modules += new /obj/item/weapon/soap/tongue(src)
modules += new /obj/item/dogborg/jaws/small(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/healthanalyzer(src)
modules += new /obj/item/device/analyzer/nose(src)
emag = new /obj/item/weapon/dogborg/pounce(src)
emag = new /obj/item/dogborg/pounce(src)
fix_modules()
/obj/item/weapon/robot_module/medihound
/obj/item/robot_module/medihound
name = "MediHound module"
/obj/item/weapon/robot_module/medihound/New()
/obj/item/robot_module/medihound/New()
..()
modules += new /obj/item/weapon/dogborg/jaws/small(src)
modules += new /obj/item/weapon/storage/bag/borgdelivery(src)
modules += new /obj/item/dogborg/jaws/small(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
modules += new /obj/item/device/analyzer/nose(src)
modules += new /obj/item/weapon/soap/tongue(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/healthanalyzer(src)
modules += new /obj/item/weapon/dogborg/sleeper(src)
modules += new /obj/item/weapon/twohanded/shockpaddles/hound(src)
modules += new /obj/item/dogborg/sleeper(src)
modules += new /obj/item/twohanded/shockpaddles/hound(src)
modules += new /obj/item/device/sensor_device(src)
emag = new /obj/item/weapon/dogborg/pounce(src)
emag = new /obj/item/dogborg/pounce(src)
fix_modules()
+92 -68
View File
@@ -1,9 +1,9 @@
/obj/item/weapon/dogborg/jaws/big
/obj/item/dogborg/jaws/big
name = "combat jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "jaws"
desc = "The jaws of the law."
flags = CONDUCT
flags_1 = CONDUCT_1
force = 12
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
@@ -11,12 +11,12 @@
w_class = 3
sharpness = IS_SHARP
/obj/item/weapon/dogborg/jaws/small
/obj/item/dogborg/jaws/small
name = "puppy jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "smalljaws"
desc = "The jaws of a small dog."
flags = CONDUCT
flags_1 = CONDUCT_1
force = 6
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
@@ -25,11 +25,11 @@
sharpness = IS_SHARP
var/emagged = 0
/obj/item/weapon/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
..()
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
/obj/item/weapon/dogborg/jaws/small/attack_self(mob/user)
/obj/item/dogborg/jaws/small/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
if(R.emagged)
emagged = !emagged
@@ -38,7 +38,7 @@
icon = 'icons/mob/dogborg.dmi'
icon_state = "jaws"
desc = "The jaws of the law."
flags = CONDUCT
flags_1 = CONDUCT_1
force = 12
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
@@ -50,7 +50,7 @@
icon = 'icons/mob/dogborg.dmi'
icon_state = "smalljaws"
desc = "The jaws of a small dog."
flags = CONDUCT
flags_1 = CONDUCT_1
force = 5
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
@@ -62,20 +62,20 @@
//Cuffs
/obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg/dog/attack(mob/living/carbon/C, mob/user)
/obj/item/restraints/handcuffs/cable/zipties/cyborg/dog/attack(mob/living/carbon/C, mob/user)
if(!C.handcuffed)
playsound(loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
C.visible_message("<span class='danger'>[user] is trying to put zipties on [C]!</span>", \
"<span class='userdanger'>[user] is trying to put zipties on [C]!</span>")
if(do_mob(user, C, 30))
if(!C.handcuffed)
C.handcuffed = new /obj/item/weapon/restraints/handcuffs/cable/zipties/used(C)
C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
C.update_inv_handcuffed(0)
user << "<span class='notice'>You handcuff [C].</span>"
to_chat(user,"<span class='notice'>You handcuff [C].</span>")
playsound(loc, pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg'), 50, 0)
add_logs(user, C, "handcuffed")
else
user << "<span class='warning'>You fail to handcuff [C]!</span>"
to_chat(user,"<span class='warning'>You fail to handcuff [C]!</span>")
//Boop
@@ -85,7 +85,7 @@
icon = 'icons/mob/dogborg.dmi'
icon_state = "nose"
desc = "The BOOP module"
flags = CONDUCT
flags_1 = CONDUCT_1
force = 0
throwforce = 0
attack_verb = list("nuzzled", "nosed", "booped")
@@ -149,7 +149,7 @@
//Delivery
/obj/item/weapon/storage/bag/borgdelivery
/obj/item/storage/bag/borgdelivery
name = "fetching storage"
desc = "Fetch the thing!"
icon = 'icons/mob/dogborg.dmi'
@@ -161,12 +161,12 @@
storage_slots = 1
collection_mode = 0
can_hold = list() // any
cant_hold = list(/obj/item/weapon/disk/nuclear)
cant_hold = list(/obj/item/disk/nuclear)
//Tongue stuff
/obj/item/weapon/soap/tongue
/obj/item/soap/tongue
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
@@ -175,9 +175,9 @@
cleanspeed = 80
var/emagged = 0
/obj/item/weapon/soap/tongue/New()
/obj/item/soap/tongue/New()
..()
flags |= NOBLUDGEON //No more attack messages
flags_1 |= NOBLUDGEON_1 //No more attack messages
/obj/item/trash/rkibble
name = "robo kibble"
@@ -185,7 +185,7 @@
icon = 'icons/mob/dogborg.dmi'
icon_state= "kibble"
/obj/item/weapon/soap/tongue/attack_self(mob/user)
/obj/item/soap/tongue/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
if(R.emagged)
emagged = !emagged
@@ -203,15 +203,17 @@
cleanspeed = 80
update_icon()
/obj/item/weapon/soap/tongue/afterattack(atom/target, mob/user, proximity)
/obj/item/soap/tongue/afterattack(atom/target, mob/user, proximity)
if(!proximity || !check_allowed_items(target))
return
if(user.client && (target in user.client.screen))
user << "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>"
to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(istype(target,/obj/effect/decal/cleanable))
user.visible_message("[user] begins to lick off \the [target.name].", "<span class='warning'>You begin to lick off \the [target.name]...</span>")
if(do_after(user, src.cleanspeed, target = target))
user << "<span class='notice'>You finish licking off \the [target.name].</span>"
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(user, "<span class='notice'>You finish licking off \the [target.name].</span>")
qdel(target)
var/mob/living/silicon/robot.R = user
R.cell.give(50)
@@ -219,17 +221,21 @@
if(istype(target,/obj/item/trash))
user.visible_message("[user] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
if(do_after(user, src.cleanspeed, target = target))
user << "<span class='notice'>You finish off \the [target.name].</span>"
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(target)
var/mob/living/silicon/robot.R = user
R.cell.give(250)
return
if(istype(target,/obj/item/weapon/stock_parts/cell))
if(istype(target,/obj/item/stock_parts/cell))
user.visible_message("[user] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
if(do_after(user, 50, target = target))
user << "<span class='notice'>You finish off \the [target.name].</span>"
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
var/mob/living/silicon/robot.R = user
var/obj/item/weapon/stock_parts/cell.C = target
var/obj/item/stock_parts/cell.C = target
R.cell.charge = R.cell.charge + (C.charge / 3) //Instant full cell upgrades op idgaf
qdel(target)
return
@@ -237,15 +243,19 @@
if(!I.anchored && src.emagged)
user.visible_message("[user] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
if(do_after(user, 100, target = I)) //Nerf dat time yo
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check. Even emags don't make you magically eat things at range.
return //If they moved away, you can't eat them.
visible_message("<span class='warning'>[user] chews up \the [target.name] and cleans off the debris!</span>")
user << "<span class='notice'>You finish off \the [target.name].</span>"
to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(I)
var/mob/living/silicon/robot.R = user
R.cell.give(500)
return
user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
user << "<span class='notice'>You clean \the [target.name].</span>"
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(user,"<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.clean_blood()
@@ -269,12 +279,16 @@
else if(istype(target, /obj/structure/window))
user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
user << "<span class='notice'>You clean \the [target.name].</span>"
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.color = initial(target.color)
else
user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
user << "<span class='notice'>You clean \the [target.name].</span>"
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.clean_blood()
@@ -284,7 +298,7 @@
//Defibs
/obj/item/weapon/twohanded/shockpaddles/hound
/obj/item/twohanded/shockpaddles/hound
name = "defibrillator paws"
desc = "MediHound specific shock paws."
icon = 'icons/mob/dogborg.dmi'
@@ -293,7 +307,7 @@
req_defib = 0
wielded = 1
/obj/item/weapon/twohanded/shockpaddles/hound/attack(mob/M, mob/user)
/obj/item/twohanded/shockpaddles/hound/attack(mob/M, mob/user)
var/mob/living/silicon/robot.R = user
if(R.cell.charge < 1000)
user.visible_message("<span class='warning'>You don't have enough charge for this operation!</span class>")
@@ -322,17 +336,17 @@
var/eject_port = "ingestion"
var/list/items_preserved = list()
var/list/important_items = list(
/obj/item/weapon/hand_tele,
/obj/item/weapon/card/id/captains_spare,
/obj/item/hand_tele,
/obj/item/card/id/captains_spare,
/obj/item/device/aicard,
/obj/item/device/paicard,
/obj/item/weapon/gun,
/obj/item/weapon/pinpointer,
/obj/item/gun,
/obj/item/pinpointer,
/obj/item/clothing/shoes/magboots,
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/suit/space,
/obj/item/weapon/reagent_containers/hypospray/CMO,
/obj/item/weapon/tank/jetpack/oxygen/captain,
/obj/item/reagent_containers/hypospray/CMO,
/obj/item/tank/jetpack/oxygen/captain,
/obj/item/clothing/accessory/medal/gold/captain,
/obj/item/clothing/suit/armor,
/obj/item/documents,
@@ -340,11 +354,11 @@
/obj/item/nuke_core_container,
/obj/item/areaeditor/blueprints,
/obj/item/documents/syndicate,
/obj/item/weapon/disk/nuclear)
/obj/item/disk/nuclear)
/obj/item/device/dogborg/sleeper/New()
..()
flags |= NOBLUDGEON //No more attack messages
flags_1 |= NOBLUDGEON_1 //No more attack messages
/obj/item/device/dogborg/sleeper/Exit(atom/movable/O)
return 0
@@ -355,16 +369,20 @@
return
if(!ishuman(target))
return
if(!target.devourable)
to_chat(user, "<span class='warning'>This person is incompatible with our equipment.</span>")
return
if(target.buckled)
user << "<span class='warning'>The user is buckled and can not be put into your [src.name].</span>"
to_chat(user, "<span class='warning'>The user is buckled and can not be put into your [src.name].</span>")
return
if(patient)
user << "<span class='warning'>Your [src.name] is already occupied.</span>"
to_chat(user, "<span class='warning'>Your [src.name] is already occupied.</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [target.name] into their [src.name].</span>", "<span class='notice'>You start ingesting [target] into your [src]...</span>")
if(!patient && ishuman(target) && !target.buckled && do_after (user, 50, target))
if(!patient && ishuman(target) && !target.buckled && do_after (user, 50, target = target))
if(!proximity) return //If they moved away, you can't eat them.
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
if(patient) return //If you try to eat two people at once, you can only eat one.
@@ -526,7 +544,7 @@
START_PROCESSING(SSobj, src)
sleeperUI(usr)
if(patient)
patient << "<span class='danger'>[hound.name]'s [src.name] fills with caustic enzymes around you!</span>"
to_chat(patient, "<span class='danger'>[hound.name]'s [src.name] fills with caustic enzymes around you!</span>")
return
if(cleaning)
sleeperUI(usr)
@@ -544,9 +562,9 @@
if(href_list["inject"] == "epinephrine" || patient.health > min_health)
inject_chem(usr, href_list["inject"])
else
usr << "<span class='notice'>ERROR: Subject is not in stable condition for injections.</span>"
to_chat(usr, "<span class='notice'>ERROR: Subject is not in stable condition for injections.</span>")
else
usr << "<span class='notice'>ERROR: Subject cannot metabolise chemicals.</span>"
to_chat(usr,"<span class='notice'>ERROR: Subject cannot metabolise chemicals.</span>")
src.updateUsrDialog()
sleeperUI(usr) //Needs a callback to boop the page to refresh.
@@ -556,15 +574,15 @@
if(patient && patient.reagents)
if(chem in injection_chems + "epinephrine")
if(hound.cell.charge < 800) //This is so borgs don't kill themselves with it.
hound << "<span class='notice'>You don't have enough power to synthesize fluids.</span>"
to_chat(hound, "<span class='notice'>You don't have enough power to synthesize fluids.</span>")
return
else if(patient.reagents.get_reagent_amount(chem) + 10 >= 20) //Preventing people from accidentally killing themselves by trying to inject too many chemicals!
hound << "<span class='notice'>Your stomach is currently too full of fluids to secrete more fluids of this kind.</span>"
to_chat(hound, "<span class='notice'>Your stomach is currently too full of fluids to secrete more fluids of this kind.</span>")
else if(patient.reagents.get_reagent_amount(chem) + 10 <= 20) //No overdoses for you
patient.reagents.add_reagent(chem, inject_amount)
drain(750) //-750 charge per injection
var/units = round(patient.reagents.get_reagent_amount(chem))
hound << "<span class='notice'>Injecting [units] unit\s of [injection_chems[chem]] into occupant.</span>" //If they were immersed, the reagents wouldn't leave with them.
to_chat(hound, "<span class='notice'>Injecting [units] unit\s of [injection_chems[chem]] into occupant.</span>") //If they were immersed, the reagents wouldn't leave with them.
/obj/item/device/dogborg/sleeper/process()
@@ -651,11 +669,11 @@
//Belly is entirely empty
if(!length(contents))
hound << "<span class='notice'>Your [src.name] is now clean. Ending self-cleaning cycle.</span>"
to_chat(hound, "<span class='notice'>Your [src.name] is now clean. Ending self-cleaning cycle.</span>")
cleaning = 0
update_patient()
return
//sound effects
for(var/mob/living/M in contents)
if(prob(20))
@@ -663,7 +681,7 @@
playsound(get_turf(hound),"digest_pred",75,0,-6,0,channel=CHANNEL_PRED)
M.stop_sound_channel(CHANNEL_PRED)
M.playsound_local("digest_prey",60)
//If the timing is right, and there are items to be touched
if(SSmobs.times_fired%6==1 && length(touchable_items))
@@ -716,8 +734,8 @@
qdel(T)
//Special case for IDs to make them digested
//else if (istype(T, /obj/item/weapon/card/id))
//var/obj/item/weapon/card/id/ID = T
//else if (istype(T, /obj/item/card/id))
//var/obj/item/card/id/ID = T
//ID.digest() //Need the digest proc, first.
//Anything not perserved, PDA, or ID
@@ -742,9 +760,9 @@
min_health = -100
injection_chems = null //So they don't have all the same chems as the medihound!
/obj/item/weapon/storage/attackby(obj/item/device/dogborg/sleeper/K9, mob/user, proximity)
/obj/item/storage/attackby(obj/item/device/dogborg/sleeper/K9, mob/user, proximity)
K9.afterattack(src, user ,1)
/obj/item/device/dogborg/sleeper/K9/afterattack(var/atom/movable/target, mob/living/silicon/user, proximity)
hound = loc
@@ -766,16 +784,18 @@
to_chat(user,"<span class='warning'>[brigman] is buckled and can not be put into your [src.name].</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [brigman] into their [src.name].</span>", "<span class='notice'>You start ingesting [brigman] into your [src.name]...</span>")
if(do_after(user, 30, brigman) && !patient && !brigman.buckled)
if(do_after(user, 30, target = brigman) && !patient && !brigman.buckled)
if(!in_range(src, brigman)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
brigman.forceMove(src)
brigman.reset_perspective(src)
update_patient()
START_PROCESSING(SSobj, src)
user.visible_message("<span class='warning'>[hound.name]'s mobile brig clunks in series as [brigman] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [brigman] slips inside.</span>")
user.visible_message("<span class='warning'>[hound.name]'s mobile brig clunks in series as [brigman] slips inside.</span>", "<span class='notice'>Your mobile brig groans lightly as [brigman] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1) // Really don't need ERP sound effects for robots
return
return
/obj/item/device/dogborg/sleeper/compactor //Janihound gut.
name = "garbage processor"
desc = "A mounted garbage compactor unit with fuel processor."
@@ -786,7 +806,7 @@
injection_chems = null //So they don't have all the same chems as the medihound!
var/max_item_count = 32
/obj/item/weapon/storage/attackby(obj/item/device/dogborg/sleeper/compactor, mob/user, proximity) //GIT CIRCUMVENTED YO!
/obj/item/storage/attackby(obj/item/device/dogborg/sleeper/compactor, mob/user, proximity) //GIT CIRCUMVENTED YO!
compactor.afterattack(src, user ,1)
/obj/item/device/dogborg/sleeper/compactor/afterattack(var/atom/movable/target, mob/living/silicon/user, proximity)//GARBO NOMS
@@ -810,7 +830,9 @@
to_chat(user,"<span class='warning'>\The [target] is too large to fit into your [src.name]</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [target.name] into their [src.name].</span>", "<span class='notice'>You start ingesting [target] into your [src.name]...</span>")
if(do_after(user, 30, target) && length(contents) < max_item_count)
if(do_after(user, 30, target = target) && length(contents) < max_item_count)
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them. This still applies to items, don't magically eat things I picked up already.
target.forceMove(src)
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [target.name] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [target] slips inside.</span>")
playsound(hound, 'sound/machines/disposalflush.ogg', 50, 1)
@@ -822,7 +844,7 @@
else if(ishuman(target))
var/mob/living/carbon/human/trashman = target
if (!trashman.devourable)
to_chat(user, "The target registers an error code.")
to_chat(user, "<span class='warning'>\The [target] registers an error code to your [src.name]</span>")
return
if(patient)
to_chat(user,"<span class='warning'>Your [src.name] is already occupied.</span>")
@@ -831,7 +853,9 @@
to_chat(user,"<span class='warning'>[trashman] is buckled and can not be put into your [src.name].</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [trashman] into their [src.name].</span>", "<span class='notice'>You start ingesting [trashman] into your [src.name]...</span>")
if(do_after(user, 30, trashman) && !patient && !trashman.buckled && length(contents) < max_item_count)
if(do_after(user, 30, target = trashman) && !patient && !trashman.buckled && length(contents) < max_item_count)
if(!in_range(src, trashman)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
trashman.forceMove(src)
trashman.reset_perspective(src)
update_patient()
@@ -844,7 +868,7 @@
// Pounce stuff for K-9
/obj/item/weapon/dogborg/pounce
/obj/item/dogborg/pounce
name = "pounce"
icon = 'icons/mob/dogborg.dmi'
icon_state = "pounce"
@@ -852,9 +876,9 @@
force = 0
throwforce = 0
/obj/item/weapon/dogborg/pounce/New()
/obj/item/dogborg/pounce/New()
..()
flags |= NOBLUDGEON
flags_1 |= NOBLUDGEON_1
/mob/living/silicon/robot
var/leaping = 0
@@ -868,7 +892,7 @@
#define MAX_K9_LEAP_DIST 4 //because something's definitely borked the pounce functioning from a distance.
/obj/item/weapon/dogborg/pounce/afterattack(atom/A, mob/user)
/obj/item/dogborg/pounce/afterattack(atom/A, mob/user)
var/mob/living/silicon/robot.R = user
R.leap_at(A)
+12 -2
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/breasts
name = "Breasts"
name = "breasts"
desc = "Female milk producing organs."
icon_state = "breasts"
icon = 'code/citadel/icons/breasts.dmi'
@@ -11,6 +11,10 @@
var/amount = 2
producing = TRUE
shape = "pair"
can_masturbate_with = TRUE
masturbation_verb = "massage"
can_climax = TRUE
fluid_transfer_factor =0.5
/obj/item/organ/genital/breasts/Initialize()
. = ..()
@@ -54,4 +58,10 @@
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["breasts_color"]]"
color = "#[owner.dna.features["breasts_color"]]"
/obj/item/organ/genital/breasts/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_chest_exposed()
+1 -1
View File
@@ -7,7 +7,7 @@
slot = "testicles"
color = null //don't use the /genital color since it already is colored
w_class = 3
var/internal = TRUE
internal = TRUE
var/egg_girth = EGG_GIRTH_DEF
var/cum_mult = CUM_RATE_MULT
var/cum_rate = CUM_RATE
+76 -23
View File
@@ -3,7 +3,10 @@
var/shape = "human"
var/sensitivity = 1
var/list/genital_flags = list()
var/can_masturbate_with = 0
var/can_masturbate_with = FALSE
var/masturbation_verb = "masturbate"
var/can_climax = FALSE
var/fluid_transfer_factor = 0.0 //How much would a partner get in them if they climax using this?
var/size = 2 //can vary between num or text, just used in icon_state strings
var/fluid_id = null
var/fluid_max_volume = 50
@@ -13,6 +16,9 @@
var/producing = FALSE
var/aroused_state = FALSE //Boolean used in icon_state strings
var/aroused_amount = 50 //This is a num from 0 to 100 for arousal percentage for when to use arousal state icons.
var/obj/item/organ/genital/linked_organ
var/through_clothes = FALSE
var/internal = FALSE
/obj/item/organ/genital/Initialize()
. = ..()
@@ -34,6 +40,52 @@
update_appearance()
update_link()
//exposure and through-clothing code
/mob/living/carbon
var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
/obj/item/organ/genital/proc/is_exposed()
if(!owner)
return FALSE
if(internal)
return FALSE
if(through_clothes)
return TRUE
/obj/item/organ/genital/proc/toggle_through_clothes()
if(through_clothes)
through_clothes = FALSE
owner.exposed_genitals -= src
else
through_clothes = TRUE
owner.exposed_genitals += src
if(ishuman(owner)) //recast to use update genitals proc
var/mob/living/carbon/human/H = owner
H.update_genitals()
/mob/living/carbon/verb/toggle_genitals()
set category = "IC"
set name = "Expose/Hide genitals"
set desc = "Allows you to toggle which genitals should show through clothes or not."
var/list/genital_list = list()
for(var/obj/item/organ/O in internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(!G.internal)
genital_list += G
if(!genital_list.len) //There is nothing to expose
return
//Full list of exposable genitals created
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Expose/Hide genitals", "Choose which genitalia to expose/hide", null) in genital_list
if(picked_organ)
picked_organ.toggle_through_clothes()
return
/obj/item/organ/genital/proc/update_size()
/obj/item/organ/genital/proc/update_appearance()
@@ -41,6 +93,9 @@
/obj/item/organ/genital/proc/update_link()
/obj/item/organ/genital/proc/remove_ref()
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/Insert(mob/living/carbon/M, special = 0)
..()
@@ -58,21 +113,21 @@
var/obj/item/organ/genital/GtoClean
for(GtoClean in internal_organs)
qdel(GtoClean)
if(dna.features["has_cock"])
give_penis()
if(dna.features["has_balls"])
give_balls()
else if(dna.features["has_ovi"])
give_ovipositor()
if(dna.features["has_eggsack"])
give_eggsack()
//Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
if(dna.features["has_breasts"])
give_breasts()
if(dna.features["has_vag"])
give_vagina()
if(dna.features["has_womb"])
give_womb()
if(dna.features["has_womb"])
give_womb()
if(dna.features["has_balls"])
give_balls()
if(dna.features["has_cock"])
give_penis()
if(dna.features["has_ovi"])
give_ovipositor()
if(dna.features["has_eggsack"])
give_eggsack()
/mob/living/carbon/human/proc/give_penis()
if(!dna)
@@ -208,17 +263,15 @@
if(H.disabilities & HUSK)
return
//start scanning for genitals
var/list/worn_stuff = H.get_equipped_items()//cache this list so it's not built again
if(H.is_groin_exposed(worn_stuff))
//ORDER is important here. Vaginas first, theoretical testes after, and penis LAST.
//The latter is always drawn on top of the former.
if(H.has_vagina())
genitals_to_add += H.getorganslot("vagina")
if(H.has_penis())
genitals_to_add += H.getorganslot("penis")
if(H.is_chest_exposed(worn_stuff))
if(H.has_breasts())
genitals_to_add += H.getorganslot("breasts")
//var/list/worn_stuff = H.get_equipped_items()//cache this list so it's not built again
for(var/obj/item/organ/O in H.internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
genitals_to_add += H.getorganslot(G.slot)
//Now we added all genitals that aren't internal and should be rendered
var/image/I
//start applying overlays
for(var/layer in relevant_layers)
+29 -26
View File
@@ -1,21 +1,23 @@
/obj/item/organ/genital/penis
name = "Penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "penis"
w_class = 3
can_masturbate_with = 1
size = 2 //arbitrary value derived from length and girth for sprites.
var/length = 6 //inches
name = "penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "penis"
w_class = 3
can_masturbate_with = TRUE
masturbation_verb = "stroke"
can_climax = TRUE
fluid_transfer_factor = 0.5
size = 2 //arbitrary value derived from length and girth for sprites.
var/length = 6 //inches
var/cached_length //used to detect a change in length
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //0.73; check citadel_defines.dm
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/dickflags = list()
var/list/knotted_types = list("knotted", "barbknot")
var/obj/item/organ/genital/testicles/linked_balls
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //0.73; check citadel_defines.dm
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/dickflags = list()
var/list/knotted_types = list("knotted", "barbknot")
/obj/item/organ/genital/penis/update_size()
if(length == cached_length)
@@ -55,15 +57,16 @@
/obj/item/organ/genital/penis/update_link()
if(owner)
linked_balls = (owner.getorganslot("testicles"))
if(linked_balls)
linked_balls.linked_penis = src
linked_organ = (owner.getorganslot("testicles"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_balls)
linked_balls.linked_penis = null
linked_balls = null
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/penis/remove_ref()
if(linked_balls)
linked_balls.linked_penis = null
linked_balls = null
/obj/item/organ/genital/penis/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_groin_exposed()
+9 -10
View File
@@ -1,18 +1,17 @@
/obj/item/organ/genital/testicles
name = "Testicles"
name = "testicles"
desc = "A male reproductive organ."
icon_state = "testicles"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "testicles"
w_class = 3
var/internal = FALSE
internal = TRUE
size = BALLS_SIZE_DEF
var/sack_size = BALLS_SACK_SIZE_DEF
fluid_id = "semen"
producing = TRUE
var/sent_full_message = 1 //defaults to 1 since they're full to start
var/obj/item/organ/genital/penis/linked_penis
/obj/item/organ/genital/testicles/Initialize()
. = ..()
@@ -33,20 +32,20 @@
return FALSE
sent_full_message = 0
update_link()
if(!linked_penis)
if(!linked_organ)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/testicles/update_link()
if(owner && !QDELETED(src))
linked_penis = (owner.getorganslot("penis"))
if(linked_penis)
linked_penis.linked_balls = src
linked_organ = (owner.getorganslot("penis"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_penis)
linked_penis.linked_balls = null
linked_penis = null
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/testicles/proc/send_full_message(msg = "Your balls finally feel full, again.")
if(owner && istext(msg))
+16 -13
View File
@@ -1,12 +1,15 @@
/obj/item/organ/genital/vagina
name = "Vagina"
name = "vagina"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "vagina"
zone = "groin"
slot = "vagina"
size = 1 //There is only 1 size right now
can_masturbate_with = 1
can_masturbate_with = TRUE
masturbation_verb = "finger"
can_climax = TRUE
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
w_class = 3
var/cap_length = 8//D E P T H (cap = capacity)
var/cap_girth = 12
@@ -15,7 +18,6 @@
var/clit_diam = 0.25
var/clit_len = 0.25
var/list/vag_types = list("tentacle", "dentata", "hairy")
var/obj/item/organ/genital/womb/linked_womb
/obj/item/organ/genital/vagina/update_appearance()
@@ -56,15 +58,16 @@
/obj/item/organ/genital/vagina/update_link()
if(owner)
linked_womb = (owner.getorganslot("womb"))
if(linked_womb)
linked_womb.linked_vag = src
linked_organ = (owner.getorganslot("womb"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_womb)
linked_womb.linked_vag = null
linked_womb = null
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/vagina/remove_ref()
if(linked_womb)
linked_womb.linked_vag = null
linked_womb = null
/obj/item/organ/genital/vagina/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_groin_exposed()
+10 -15
View File
@@ -1,15 +1,15 @@
/obj/item/organ/genital/womb
name = "Womb"
name = "womb"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "womb"
zone = "groin"
slot = "womb"
w_class = 3
var/internal = FALSE
internal = TRUE
fluid_id = "femcum"
producing = TRUE
var/obj/item/organ/genital/vagina/linked_vag
/obj/item/organ/genital/womb/Initialize()
. = ..()
@@ -24,25 +24,20 @@
/obj/item/organ/genital/womb/proc/generate_femcum()
reagents.maximum_volume = fluid_max_volume
update_link()
if(!linked_vag)
if(!linked_organ)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/womb/update_link()
if(owner)
linked_vag = (owner.getorganslot("vagina"))
if(linked_vag)
linked_vag.linked_womb = src
linked_organ = (owner.getorganslot("vagina"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_vag)
linked_vag.linked_womb = null
linked_vag = null
/obj/item/organ/genital/womb/remove_ref()
if(linked_vag)
linked_vag.linked_womb = null
linked_vag = null
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/womb/Destroy()
return ..()
+2 -2
View File
@@ -90,7 +90,7 @@
icon = 'icons/mob/pokemon.dmi'
var/pokeball
pixel_x = -16
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab = 5)
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 5)
ventcrawler = 2
health = 100
maxHealth = 100
@@ -132,7 +132,7 @@
/mob/living/simple_animal/pokemon/leg
icon = 'icons/mob/legendary.dmi'
pixel_x = -32
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab = 12)
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 12)
health = 200
maxHealth = 200
+13 -13
View File
@@ -1,7 +1,7 @@
//////////
//DILDOS//
//////////
obj/item/weapon/dildo
obj/item/dildo
name = "dildo"
desc = "Floppy!"
icon = 'code/citadel/icons/dildo.dmi'
@@ -19,7 +19,7 @@ obj/item/weapon/dildo
var/random_shape = FALSE
//Lists moved to _cit_helpers.dm as globals so they're not instanced individually
obj/item/weapon/dildo/proc/update_appearance()
obj/item/dildo/proc/update_appearance()
icon_state = "[dildo_type]_[dildo_shape]_[dildo_size]"
var/sizeword = ""
switch(dildo_size)
@@ -34,7 +34,7 @@ obj/item/weapon/dildo/proc/update_appearance()
name = "[sizeword][dildo_shape] [can_customize ? "custom " : ""][dildo_type]"
obj/item/weapon/dildo/AltClick(mob/living/user)
obj/item/dildo/AltClick(mob/living/user)
if(QDELETED(src))
return
if(!isliving(user))
@@ -45,7 +45,7 @@ obj/item/weapon/dildo/AltClick(mob/living/user)
return
customize(user)
obj/item/weapon/dildo/proc/customize(mob/living/user)
obj/item/dildo/proc/customize(mob/living/user)
if(!can_customize)
return FALSE
if(src && !user.incapacitated() && in_range(user,src))
@@ -74,7 +74,7 @@ obj/item/weapon/dildo/proc/customize(mob/living/user)
update_appearance()
return TRUE
obj/item/weapon/dildo/Initialize()
obj/item/dildo/Initialize()
. = ..()
if(random_color == TRUE)
var/randcolor = pick(GLOB.dildo_colors)
@@ -90,40 +90,40 @@ obj/item/weapon/dildo/Initialize()
pixel_y = rand(-7,7)
pixel_x = rand(-7,7)
obj/item/weapon/dildo/examine(mob/user)
obj/item/dildo/examine(mob/user)
..()
if(can_customize)
user << "<span class='notice'>Alt-Click \the [src.name] to customize it.</span>"
obj/item/weapon/dildo/random//totally random
obj/item/dildo/random//totally random
name = "random dildo"//this name will show up in vendors and shit so you know what you're vending(or don't, i guess :^))
random_color = TRUE
random_shape = TRUE
random_size = TRUE
obj/item/weapon/dildo/knotted
obj/item/dildo/knotted
dildo_shape = "knotted"
name = "knotted dildo"
obj/item/weapon/dildo/human
obj/item/dildo/human
dildo_shape = "human"
name = "human dildo"
obj/item/weapon/dildo/plain
obj/item/dildo/plain
dildo_shape = "plain"
name = "plain dildo"
obj/item/weapon/dildo/flared
obj/item/dildo/flared
dildo_shape = "flared"
name = "flared dildo"
obj/item/weapon/dildo/flared/huge
obj/item/dildo/flared/huge
name = "literal horse cock"
desc = "THIS THING IS HUGE!"
dildo_size = 4
obj/item/weapon/dildo/custom
obj/item/dildo/custom
name = "customizable dildo"
desc = "Thanks to significant advances in synthetic nanomaterials, this dildo is capable of taking on many different forms to fit the user's preferences! Pricy!"
can_customize = TRUE
+2 -2
View File
@@ -68,14 +68,14 @@
/**
* Employee reassignment hook.
* Called in card.dm when someone's card is reassigned at the HoP's desk.
* Parameters: var/obj/item/weapon/card/id
* Parameters: var/obj/item/card/id
*/
/hook/reassign_employee
/**
* Employee terminated hook.
* Called in card.dm when someone's card is terminated at the HoP's desk.
* Parameters: var/obj/item/weapon/card/id
* Parameters: var/obj/item/card/id
*/
/hook/terminate_employee
+7 -7
View File
@@ -53,7 +53,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
var/static/restart_clear = 0
var/static/restart_timeout = 0
var/static/restart_count = 0
//current tick limit, assigned before running a subsystem.
//used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
var/static/current_ticklimit = TICK_LIMIT_RUNNING
@@ -131,7 +131,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
FireHim = TRUE
if(3)
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
BadBoy.flags |= SS_NO_FIRE
BadBoy.flags_1 |= SS_NO_FIRE
if(msg)
to_chat(GLOB.admins, "<span class='boldannounce'>[msg]</span>")
log_world(msg)
@@ -167,7 +167,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
// Initialize subsystems.
current_ticklimit = config.tick_limit_mc_init
for (var/datum/controller/subsystem/SS in subsystems)
if (SS.flags & SS_NO_INIT)
if (SS.flags_1 & SS_NO_INIT)
continue
SS.Initialize(REALTIMEOFDAY)
CHECK_TICK
@@ -232,13 +232,13 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
var/timer = world.time
for (var/thing in subsystems)
var/datum/controller/subsystem/SS = thing
if (SS.flags & SS_NO_FIRE)
if (SS.flags_1 & SS_NO_FIRE)
continue
SS.queued_time = 0
SS.queue_next = null
SS.queue_prev = null
SS.state = SS_IDLE
if (SS.flags & SS_TICKER)
if (SS.flags_1 & SS_TICKER)
tickersubsystems += SS
timer += world.tick_lag * rand(1, 5)
SS.next_fire = timer
@@ -371,7 +371,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
continue
if (SS.next_fire > world.time)
continue
SS_flags = SS.flags
SS_flags = SS.flags_1
if (SS_flags & SS_NO_FIRE)
subsystemstocheck -= SS
continue
@@ -408,7 +408,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
if (ran && world.tick_usage > TICK_LIMIT_RUNNING)
break
queue_node_flags = queue_node.flags
queue_node_flags = queue_node.flags_1
queue_node_priority = queue_node.queued_priority
//super special case, subsystems where we can't make them pause mid way through
+6 -6
View File
@@ -6,7 +6,7 @@
var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/priority = 50 //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep
var/flags = 0 //see MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again)
var/flags_1 = 0 //see MC.dm in __DEFINES Most flags_1 must be set on world start to take full effect. (You can also restart the mc to force them to process again)
//set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
@@ -61,13 +61,13 @@
//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
//Sleeping in here prevents future fires until returned.
/datum/controller/subsystem/proc/fire(resumed = 0)
flags |= SS_NO_FIRE
flags_1 |= SS_NO_FIRE
throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
/datum/controller/subsystem/Destroy()
dequeue()
can_fire = 0
flags |= SS_NO_FIRE
flags_1 |= SS_NO_FIRE
Master.subsystems -= src
@@ -76,14 +76,14 @@
// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
/datum/controller/subsystem/proc/enqueue()
var/SS_priority = priority
var/SS_flags = flags
var/SS_flags = flags_1
var/datum/controller/subsystem/queue_node
var/queue_node_priority
var/queue_node_flags
for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
queue_node_priority = queue_node.queued_priority
queue_node_flags = queue_node.flags
queue_node_flags = queue_node.flags_1
if (queue_node_flags & SS_TICKER)
if (!(SS_flags & SS_TICKER))
@@ -170,7 +170,7 @@
if(can_fire && !(SS_NO_FIRE in flags))
if(can_fire && !(SS_NO_FIRE in flags_1))
msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]"
else
msg = "OFFLINE\t[msg]"
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(acid)
name = "Acid"
priority = 40
flags = SS_NO_INIT|SS_BACKGROUND
flags_1 = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
+1 -1
View File
@@ -11,7 +11,7 @@ SUBSYSTEM_DEF(air)
init_order = INIT_ORDER_AIR
priority = 20
wait = 5
flags = SS_BACKGROUND
flags_1 = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cost_turfs = 0
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(assets)
name = "Assets"
init_order = INIT_ORDER_ASSETS
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/list/cache = list()
var/list/preload = list()
+7 -7
View File
@@ -6,7 +6,7 @@
SUBSYSTEM_DEF(atoms)
name = "Atoms"
init_order = INIT_ORDER_ATOMS
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/initialized = INITIALIZATION_INSSATOMS
var/old_initialized
@@ -30,7 +30,7 @@ SUBSYSTEM_DEF(atoms)
initialized = INITIALIZATION_INNEW_MAPLOAD
LAZYINITLIST(late_loaders)
var/count
var/list/mapload_arg = list(TRUE)
if(atoms)
@@ -60,10 +60,10 @@ SUBSYSTEM_DEF(atoms)
A.LateInitialize()
testing("Late initialized [late_loaders.len] atoms")
late_loaders.Cut()
if(atoms)
. = created_atoms + atoms
created_atoms = null
created_atoms = null
/datum/controller/subsystem/atoms/proc/InitAtom(atom/A, list/arguments)
var/the_type = A.type
@@ -77,7 +77,7 @@ SUBSYSTEM_DEF(atoms)
if(start_tick != world.time)
BadInitializeCalls[the_type] |= BAD_INIT_SLEPT
var/qdeleted = FALSE
if(result != INITIALIZE_HINT_NORMAL)
@@ -92,12 +92,12 @@ SUBSYSTEM_DEF(atoms)
qdeleted = TRUE
else
BadInitializeCalls[the_type] |= BAD_INIT_NO_HINT
if(!A) //possible harddel
qdeleted = TRUE
else if(!A.initialized)
BadInitializeCalls[the_type] |= BAD_INIT_DIDNT_INIT
return qdeleted || QDELING(A)
/datum/controller/subsystem/atoms/proc/map_loader_begin()
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(augury)
name = "Augury"
flags = SS_NO_INIT
flags_1 = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/watchers = list()
+11 -13
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(blackbox)
name = "Blackbox"
wait = 6000
flags = SS_NO_TICK_CHECK | SS_NO_INIT
flags_1 = SS_NO_TICK_CHECK | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
init_order = INIT_ORDER_BLACKBOX
@@ -250,21 +250,19 @@ SUBSYSTEM_DEF(blackbox)
return 0
return value
/datum/feedback_variable/proc/get_variable()
/datum/feedback_variable/proc/get_variable()
return variable
/datum/feedback_variable/proc/set_details(text)
if (istext(text))
details = text
/datum/feedback_variable/proc/set_details(deets)
details = "\"[deets]\""
/datum/feedback_variable/proc/add_details(deets)
if (!details)
set_details(deets)
else
details += " | \"[deets]\""
/datum/feedback_variable/proc/add_details(text)
if (istext(text))
if (!details)
details = "\"[text]\""
else
details += " | \"[text]\""
/datum/feedback_variable/proc/get_details()
/datum/feedback_variable/proc/get_details()
return details
/datum/feedback_variable/proc/get_parsed()
+3 -3
View File
@@ -1,9 +1,9 @@
#define COMMUNICATION_COOLDOWN 600
#define COMMUNICATION_COOLDOWN_AI 600
#define COMMUNICATION_COOLDOWN 300
#define COMMUNICATION_COOLDOWN_AI 300
SUBSYSTEM_DEF(communications)
name = "Communications"
flags = SS_NO_INIT | SS_NO_FIRE
flags_1 = SS_NO_INIT | SS_NO_FIRE
var/silicon_message_cooldown
var/nonsilicon_message_cooldown
+3 -3
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(dbcore)
name = "Database"
flags = SS_NO_INIT|SS_NO_FIRE
flags_1 = SS_NO_INIT|SS_NO_FIRE
init_order = INIT_ORDER_DBCORE
var/const/FAILED_DB_CONNECTION_CUTOFF = 5
@@ -251,7 +251,7 @@ Delayed insert mode was removed in mysql 7 and only works with MyISAM type table
var/table
var/position //1-based index into item data
var/sql_type
var/flags
var/flags_1
var/length
var/max_length
//types
@@ -275,7 +275,7 @@ Delayed insert mode was removed in mysql 7 and only works with MyISAM type table
table = table_handler
position = position_handler
sql_type = type_handler
flags = flag_handler
flags_1 = flag_handler
length = length_handler
max_length = max_length_handler
+2 -2
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(disease)
name = "Disease"
flags = SS_NO_FIRE
flags = SS_NO_FIRE | SS_NO_INIT
var/list/active_diseases = list() //List of Active disease in all mobs; purely for quick referencing.
var/list/diseases
@@ -20,4 +20,4 @@ SUBSYSTEM_DEF(disease)
if(A.name)
return A.name
else
return "Unknown"
return "Unknown"
+9 -9
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(explosion)
priority = 99
wait = 1
flags = SS_TICKER|SS_NO_INIT
flags_1 = SS_TICKER|SS_NO_INIT
var/list/explosions
@@ -49,12 +49,12 @@ SUBSYSTEM_DEF(explosion)
flame_cap = SSexplosion.flame_cap
dyn_ex_scale = SSexplosion.dyn_ex_scale
/datum/controller/subsystem/explosion/fire()
/datum/controller/subsystem/explosion/fire()
var/list/cached_explosions = explosions
var/num_explosions = cached_explosions.len
if(!num_explosions)
return
//figure exactly how many tick splits are required
var/num_splits
if(rebuild_tick_split_count)
@@ -216,7 +216,7 @@ SUBSYSTEM_DEF(explosion)
started_at = REALTIMEOFDAY
tick_started = world.time
gathered_turfs = list()
calculated_turfs = list()
unsafe_turfs = list()
@@ -332,13 +332,13 @@ SUBSYSTEM_DEF(explosion)
for(var/obj/structure/blob/B in T)
current_exp_block += B.explosion_block
L[T] = current_exp_block
if(MC_TICK_CHECK)
E.gathered_turfs.Cut(1, cut_to)
return FALSE
E.gathered_turfs.Cut()
return done_gathering_turfs
@@ -358,7 +358,7 @@ SUBSYSTEM_DEF(explosion)
var/throw_range_max = E.extent
var/turf/epi = E.epicenter
var/x0 = epi.x
var/y0 = epi.y
@@ -407,7 +407,7 @@ SUBSYSTEM_DEF(explosion)
var/throw_range = rand(throw_dist, throw_range_max)
var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Resets when it finishes throwing, regardless of hitting anything)
I.throw_at(throw_at, throw_range, 4)
I.throw_at(throw_at, throw_range, 4)
if(MC_TICK_CHECK)
var/circumference = (PI * (init_dist + 4) * 2) //+4 to radius to prevent shit gaps
@@ -432,7 +432,7 @@ SUBSYSTEM_DEF(explosion)
E.finished_at = REALTIMEOFDAY
E.tick_finished = world.time
return TRUE
/client/proc/check_bomb_impacts()
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(fire_burning)
name = "Fire Burning"
priority = 40
flags = SS_NO_INIT|SS_BACKGROUND
flags_1 = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
+9 -9
View File
@@ -1,8 +1,8 @@
SUBSYSTEM_DEF(garbage)
name = "Garbage"
priority = 15
wait = 5
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
wait = 20
flags_1 = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
var/collection_timeout = 3000// deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
@@ -67,9 +67,9 @@ SUBSYSTEM_DEF(garbage)
HandleToBeQueued()
if(state == SS_RUNNING)
HandleQueue()
if (state == SS_PAUSED) //make us wait again before the next run.
state = SS_RUNNING
state = SS_RUNNING
//If you see this proc high on the profile, what you are really seeing is the garbage collection/soft delete overhead in byond.
//Don't attempt to optimize, not worth the effort.
@@ -114,7 +114,7 @@ SUBSYSTEM_DEF(garbage)
var/type = A.type
testing("GC: -- \ref[A] | [type] was unable to be GC'd and was deleted --")
didntgc["[type]"]++
HardDelete(A)
++delslasttick
@@ -149,12 +149,12 @@ SUBSYSTEM_DEF(garbage)
var/time = world.timeofday
var/tick = world.tick_usage
var/ticktime = world.time
var/type = A.type
var/refID = "\ref[A]"
del(A)
tick = (world.tick_usage-tick+((world.time-ticktime)/world.tick_lag*100))
if (tick > highest_del_tickusage)
highest_del_tickusage = tick
@@ -167,7 +167,7 @@ SUBSYSTEM_DEF(garbage)
log_game("Error: [type]([refID]) took longer than 1 second to delete (took [time/10] seconds to delete)")
message_admins("Error: [type]([refID]) took longer than 1 second to delete (took [time/10] seconds to delete).")
postpone(time/5)
/datum/controller/subsystem/garbage/proc/HardQueue(datum/A)
if (istype(A) && A.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
tobequeued += A
+1 -1
View File
@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(icon_smooth)
init_order = INIT_ORDER_ICON_SMOOTHING
wait = 1
priority = 35
flags = SS_TICKER
flags_1 = SS_TICKER
var/list/smooth_queue = list()
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(inbounds)
name = "Inbounds"
priority = 40
flags = SS_NO_INIT
flags_1 = SS_NO_INIT
runlevels = RUNLEVEL_GAME
var/list/processing = list()
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(ipintel)
name = "XKeyScore"
init_order = INIT_ORDER_XKEYSCORE
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/enabled = 0 //disable at round start to avoid checking reconnects
var/throttle = 0
var/errors = 0
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(job)
name = "Jobs"
init_order = INIT_ORDER_JOBS
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/list/occupations = list() //List of all jobs
var/list/name_occupations = list() //Dict of all jobs, keys are titles
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(language)
name = "Language"
init_order = INIT_ORDER_LANGUAGE
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
/datum/controller/subsystem/language/Initialize(timeofday)
for(var/L in subtypesof(/datum/language))
+2 -2
View File
@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(lighting)
name = "Lighting"
wait = 2
init_order = INIT_ORDER_LIGHTING
flags = SS_TICKER
flags_1 = SS_TICKER
var/initialized = FALSE
@@ -24,7 +24,7 @@ SUBSYSTEM_DEF(lighting)
create_all_lighting_objects()
initialized = TRUE
fire(FALSE, TRUE)
..()
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(machines)
name = "Machines"
init_order = INIT_ORDER_MACHINES
flags = SS_KEEP_TIMING
flags_1 = SS_KEEP_TIMING
var/list/processing = list()
var/list/currentrun = list()
var/list/powernets = list()
+2 -2
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(mapping)
name = "Mapping"
init_order = INIT_ORDER_MAPPING
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/list/nuke_tiles = list()
var/list/nuke_threats = list()
@@ -84,7 +84,7 @@ SUBSYSTEM_DEF(mapping)
C.update_icon()
/datum/controller/subsystem/mapping/Recover()
flags |= SS_NO_INIT
flags_1 |= SS_NO_INIT
map_templates = SSmapping.map_templates
ruins_templates = SSmapping.ruins_templates
space_ruins_templates = SSmapping.space_ruins_templates
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(minimap)
name = "Minimap"
init_order = INIT_ORDER_MINIMAP
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/const/MINIMAP_SIZE = 2048
var/const/TILE_SIZE = 8
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(mobs)
name = "Mobs"
priority = 100
flags = SS_KEEP_TIMING|SS_NO_INIT
flags_1 = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
+3 -3
View File
@@ -5,7 +5,7 @@
SUBSYSTEM_DEF(npcpool)
name = "NPC Pool"
flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
flags_1 = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
priority = 20
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -134,12 +134,12 @@ SUBSYSTEM_DEF(npcpool)
if(facCount == 1 && helpProb)
helpProb = 100
if(prob(helpProb) && candidate.takeDelegate(check,FALSE))
--canBeUsed.len
candidate.eye_color = "yellow"
candidate.update_icons()
if(!currentrun.len || MC_TICK_CHECK) //don't change SS state if it isn't necessary
return
+1 -1
View File
@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(orbit)
name = "Orbits"
priority = 35
wait = 2
flags = SS_NO_INIT|SS_TICKER
flags_1 = SS_NO_INIT|SS_TICKER
var/list/currentrun = list()
var/list/processing = list()
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(pai)
name = "pAI"
flags = SS_NO_INIT|SS_NO_FIRE
flags_1 = SS_NO_INIT|SS_NO_FIRE
var/list/candidates = list()
var/ghost_spam = FALSE
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(parallax)
name = "Parallax"
wait = 2
flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
flags_1 = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
priority = 65
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun
+5 -5
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(persistence)
name = "Persistence"
init_order = INIT_ORDER_PERSISTENCE
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/savefile/secret_satchels
var/list/satchel_blacklist = list() //this is a typecache
var/list/new_secret_satchels = list() //these are objects
@@ -22,7 +22,7 @@ SUBSYSTEM_DEF(persistence)
/datum/controller/subsystem/persistence/proc/LoadSatchels()
secret_satchels = new /savefile("data/npc_saves/SecretSatchels.sav")
satchel_blacklist = typecacheof(list(/obj/item/stack/tile/plasteel, /obj/item/weapon/crowbar))
satchel_blacklist = typecacheof(list(/obj/item/stack/tile/plasteel, /obj/item/crowbar))
secret_satchels[SSmapping.config.map_name] >> old_secret_satchels
var/list/expanded_old_satchels = list()
@@ -38,7 +38,7 @@ SUBSYSTEM_DEF(persistence)
var/list/free_satchels = list()
for(var/turf/T in shuffle(block(locate(TRANSITIONEDGE,TRANSITIONEDGE,ZLEVEL_STATION), locate(world.maxx-TRANSITIONEDGE,world.maxy-TRANSITIONEDGE,ZLEVEL_STATION)))) //Nontrivially expensive but it's roundstart only
if(isfloorturf(T) && !istype(T, /turf/open/floor/plating/))
free_satchels += new /obj/item/weapon/storage/backpack/satchel/flat/secret(T)
free_satchels += new /obj/item/storage/backpack/satchel/flat/secret(T)
if(!isemptylist(free_satchels) && ((free_satchels.len + placed_satchels) >= (50 - expanded_old_satchels.len) * 0.1)) //up to six tiles, more than enough to kill anything that moves
break
@@ -59,7 +59,7 @@ SUBSYSTEM_DEF(persistence)
if(!path)
return 0
var/obj/item/weapon/storage/backpack/satchel/flat/F = new()
var/obj/item/storage/backpack/satchel/flat/F = new()
F.x = text2num(chosen_satchel[1])
F.y = text2num(chosen_satchel[2])
F.z = ZLEVEL_STATION
@@ -157,7 +157,7 @@ SUBSYSTEM_DEF(persistence)
/datum/controller/subsystem/persistence/proc/CollectSecretSatchels()
for(var/A in new_secret_satchels)
var/obj/item/weapon/storage/backpack/satchel/flat/F = A
var/obj/item/storage/backpack/satchel/flat/F = A
if(QDELETED(F) || F.z != ZLEVEL_STATION || F.invisibility != INVISIBILITY_MAXIMUM)
continue
var/list/savable_obj = list()
+1 -1
View File
@@ -3,7 +3,7 @@
SUBSYSTEM_DEF(ping)
name = "Ping"
wait = 6
flags = SS_POST_FIRE_TIMING|SS_FIRE_IN_LOBBY
flags_1 = SS_POST_FIRE_TIMING|SS_FIRE_IN_LOBBY
priority = 10
var/list/currentrun
@@ -2,5 +2,5 @@ PROCESSING_SUBSYSTEM_DEF(fields)
name = "Fields"
wait = 2
priority = 40
flags = SS_KEEP_TIMING | SS_NO_INIT
flags_1 = SS_KEEP_TIMING | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -3,7 +3,7 @@ PROCESSING_SUBSYSTEM_DEF(flightpacks)
priority = 30
wait = 2
stat_tag = "FM"
flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
flags_1 = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
var/flightsuit_processing = FLIGHTSUIT_PROCESSING_FULL
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(obj)
name = "Objects"
priority = 40
flags = SS_NO_INIT
flags_1 = SS_NO_INIT
var/list/processing = list()
var/list/currentrun = list()
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(overlays)
name = "Overlay"
flags = SS_TICKER
flags_1 = SS_TICKER
wait = 1
priority = 500
init_order = INIT_ORDER_OVERLAY
@@ -55,7 +55,7 @@ PROCESSING_SUBSYSTEM_DEF(overlays)
overlays = po
else
overlays.Cut()
flags &= ~OVERLAY_QUEUED
flags_1 &= ~OVERLAY_QUEUED_1
/proc/iconstate2appearance(icon, iconstate)
var/static/image/stringbro = new()
@@ -102,8 +102,8 @@ PROCESSING_SUBSYSTEM_DEF(overlays)
new_overlays[i] = appearance_bro.appearance
return new_overlays
#define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED))
#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.processing += src;
#define NOT_QUEUED_ALREADY (!(flags_1 & OVERLAY_QUEUED_1))
#define QUEUE_FOR_COMPILE flags_1 |= OVERLAY_QUEUED_1; SSoverlays.processing += src;
/atom/proc/cut_overlays(priority = FALSE)
var/list/cached_overlays = our_overlays
var/list/cached_priority = priority_overlays
@@ -3,7 +3,7 @@
SUBSYSTEM_DEF(processing)
name = "Processing"
priority = 25
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
flags_1 = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
wait = 10
var/stat_tag = "P" //Used for logging
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(radio)
name = "Radio"
flags = SS_NO_FIRE|SS_NO_INIT
flags_1 = SS_NO_FIRE|SS_NO_INIT
var/list/datum/radio_frequency/frequencies = list()
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(religion)
name = "Religion"
flags = SS_NO_FIRE|SS_NO_INIT
flags_1 = SS_NO_FIRE|SS_NO_INIT
var/religion
var/deity
+1 -1
View File
@@ -3,7 +3,7 @@
SUBSYSTEM_DEF(server_maint)
name = "Server Tasks"
wait = 6
flags = SS_POST_FIRE_TIMING
flags_1 = SS_POST_FIRE_TIMING
priority = 10
init_order = INIT_ORDER_SERVER_MAINT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
+6 -6
View File
@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(shuttle)
name = "Shuttle"
wait = 10
init_order = INIT_ORDER_SHUTTLE
flags = SS_KEEP_TIMING|SS_NO_TICK_CHECK
flags_1 = SS_KEEP_TIMING|SS_NO_TICK_CHECK
runlevels = RUNLEVEL_SETUP | RUNLEVEL_GAME
var/list/mobile = list()
@@ -84,7 +84,7 @@ SUBSYSTEM_DEF(shuttle)
var/turf/T = i
T.ChangeTurf(/turf/open/space)
transit_turfs += T
T.flags |= UNUSED_TRANSIT_TURF
T.flags_1 |= UNUSED_TRANSIT_TURF_1
#ifdef HIGHLIGHT_DYNAMIC_TRANSIT
/datum/controller/subsystem/shuttle/proc/color_space()
@@ -412,13 +412,13 @@ SUBSYSTEM_DEF(shuttle)
for(var/i in transit_turfs)
CHECK_TICK
var/turf/topleft = i
if(!(topleft.flags & UNUSED_TRANSIT_TURF))
if(!(topleft.flags_1 & UNUSED_TRANSIT_TURF_1))
continue
var/turf/bottomright = locate(topleft.x + transit_width,
topleft.y + transit_height, topleft.z)
if(!bottomright)
continue
if(!(bottomright.flags & UNUSED_TRANSIT_TURF))
if(!(bottomright.flags_1 & UNUSED_TRANSIT_TURF_1))
continue
proposed_zone = block(topleft, bottomright)
@@ -428,7 +428,7 @@ SUBSYSTEM_DEF(shuttle)
var/turf/T = j
if(!T)
continue base
if(!(T.flags & UNUSED_TRANSIT_TURF))
if(!(T.flags_1 & UNUSED_TRANSIT_TURF_1))
continue base
//to_chat(world, "[COORD(topleft)] and [COORD(bottomright)]")
break base
@@ -500,7 +500,7 @@ SUBSYSTEM_DEF(shuttle)
for(var/i in new_transit_dock.assigned_turfs)
var/turf/T = i
T.ChangeTurf(transit_path)
T.flags &= ~(UNUSED_TRANSIT_TURF)
T.flags_1 &= ~(UNUSED_TRANSIT_TURF_1)
M.assigned_transit = new_transit_dock
return TRUE
+1 -1
View File
@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(spacedrift)
name = "Space Drift"
priority = 30
wait = 5
flags = SS_NO_INIT|SS_KEEP_TIMING
flags_1 = SS_NO_INIT|SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
+1 -1
View File
@@ -5,7 +5,7 @@
SUBSYSTEM_DEF(squeak)
name = "Squeak"
init_order = INIT_ORDER_SQUEAK
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/list/exposed_wires = list()
+2 -2
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(stickyban)
name = "Sticky Ban"
init_order = INIT_ORDER_STICKY_BAN
flags = SS_NO_FIRE
flags_1 = SS_NO_FIRE
var/list/cache = list()
@@ -27,6 +27,6 @@ SUBSYSTEM_DEF(stickyban)
ban["existing_user_matches_this_round"] = list()
ban["admin_matches_this_round"] = list()
cache[ckey] = ban
for (var/bannedckey in cache)
world.SetConfig("ban", bannedckey, list2stickyban(cache[bannedckey]))
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(sun)
name = "Sun"
wait = 600
flags = SS_NO_TICK_CHECK|SS_NO_INIT
flags_1 = SS_NO_TICK_CHECK|SS_NO_INIT
var/angle
var/dx
var/dy
+1 -1
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(tgui)
name = "tgui"
wait = 9
flags = SS_NO_INIT
flags_1 = SS_NO_INIT
priority = 110
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT

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