Merge remote-tracking branch 'citadel/master' into combat_rework
This commit is contained in:
@@ -99,7 +99,7 @@
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if(href_list["reset_radio_short"])
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pai.unshort_radio()
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if(href_list["setlaws"])
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var/newlaws = stripped_multiline_input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", MAX_MESSAGE_LEN)
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var/newlaws = stripped_multiline_input(usr, "Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", "", MAX_MESSAGE_LEN)
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if(newlaws && pai)
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pai.add_supplied_law(0,newlaws)
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if(href_list["toggle_holo"])
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@@ -5,36 +5,30 @@
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icon_state = "implant"
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activated = 1
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var/obj/machinery/abductor/pad/home
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var/cooldown = 30
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var/next_use = 0
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/obj/item/implant/abductor/activate()
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. = ..()
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if(cooldown == initial(cooldown))
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if(next_use <= world.time)
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home.Retrieve(imp_in,1)
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cooldown = 0
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START_PROCESSING(SSobj, src)
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next_use = world.time + 60 SECONDS
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else
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to_chat(imp_in, "<span class='warning'>You must wait [30 - cooldown] seconds to use [src] again!</span>")
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/obj/item/implant/abductor/process()
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if(cooldown < initial(cooldown))
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cooldown++
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if(cooldown == initial(cooldown))
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STOP_PROCESSING(SSobj, src)
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to_chat(imp_in, "<span class='warning'>You must wait [DisplayTimeText(next_use - world.time)] to use [src] again!</span>")
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/obj/item/implant/abductor/implant(mob/living/target, mob/user)
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if(..())
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var/obj/machinery/abductor/console/console
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if(ishuman(target))
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var/datum/antagonist/abductor/A = target.mind.has_antag_datum(/datum/antagonist/abductor)
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if(A)
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console = get_abductor_console(A.team.team_number)
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home = console.pad
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if(!home)
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var/list/consoles = list()
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for(var/obj/machinery/abductor/console/C in GLOB.machines)
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consoles += C
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console = pick(consoles)
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. = ..()
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if(!.)
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return
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var/obj/machinery/abductor/console/console
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if(ishuman(target))
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var/datum/antagonist/abductor/A = target.mind.has_antag_datum(/datum/antagonist/abductor)
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if(A)
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console = get_abductor_console(A.team.team_number)
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home = console.pad
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return TRUE
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if(!home)
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var/list/consoles = list()
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for(var/obj/machinery/abductor/console/C in GLOB.machines)
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consoles += C
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console = pick(consoles)
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home = console.pad
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@@ -115,6 +115,20 @@
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new /obj/item/toy/crayon/spraycan(src)
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new /obj/item/clothing/shoes/sandal(src)
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/obj/item/choice_beacon/hosgun
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name = "personal weapon beacon"
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desc = "Use this to summon your personal Head of Security issued firearm!"
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/obj/item/choice_beacon/hosgun/generate_display_names()
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var/static/list/hos_gun_list
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if(!hos_gun_list)
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hos_gun_list = list()
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var/list/templist = subtypesof(/obj/item/storage/secure/briefcase/hos/) //we have to convert type = name to name = type, how lovely!
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for(var/V in templist)
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var/atom/A = V
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hos_gun_list[initial(A.name)] = A
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return hos_gun_list
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/obj/item/skub
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desc = "It's skub."
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name = "skub"
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@@ -240,6 +240,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
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new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
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)),
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null, \
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new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
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new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
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new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
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new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
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@@ -404,8 +405,6 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
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resistance_flags = FLAMMABLE
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force = 0
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throwforce = 0
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pull_effort = 90
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is_fabric = TRUE
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merge_type = /obj/item/stack/sheet/cloth
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/obj/item/stack/sheet/cloth/get_main_recipes()
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@@ -426,7 +425,7 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
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new/datum/stack_recipe("durathread beret", /obj/item/clothing/head/beret/durathread, 2, time = 40), \
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new/datum/stack_recipe("durathread beanie", /obj/item/clothing/head/beanie/durathread, 2, time = 40), \
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new/datum/stack_recipe("durathread bandana", /obj/item/clothing/mask/bandana/durathread, 1, time = 25), \
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new/datum/stack_recipe("durathread string", /obj/item/weaponcrafting/durathread_string, 1, time = 40) \
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new/datum/stack_recipe("durathread string", /obj/item/weaponcrafting/durathread_string, 1, time = 40), \
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))
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/obj/item/stack/sheet/durathread
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@@ -818,13 +817,12 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
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max_amount = 80
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singular_name = "raw cotton ball"
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icon_state = "sheet-cotton"
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is_fabric = TRUE
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resistance_flags = FLAMMABLE
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force = 0
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throwforce = 0
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merge_type = /obj/item/stack/sheet/cotton
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pull_effort = 30
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loom_result = /obj/item/stack/sheet/cloth
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var/pull_effort = 30
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var/loom_result = /obj/item/stack/sheet/cloth
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/obj/item/stack/sheet/cotton/ten
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amount = 10
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@@ -13,9 +13,6 @@
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mats_per_stack = MINERAL_MATERIAL_AMOUNT
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var/sheettype = null //this is used for girders in the creation of walls/false walls
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var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity
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var/is_fabric = FALSE //is this a valid material for the loom?
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var/loom_result //result from pulling on the loom
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var/pull_effort = 0 //amount of delay when pulling on the loom
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var/shard_type // the shard debris typepath left over by solar panels and windows etc.
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/obj/item/stack/sheet/Initialize(mapload, new_amount, merge)
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@@ -147,6 +147,35 @@
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for(var/i = 0, i < STR.max_items - 2, i++)
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new /obj/item/stack/spacecash/c1000(src)
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/obj/item/storage/secure/briefcase/mws_pack
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name = "\improper \'MWS\' gun kit"
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desc = "A storage case for a multi-purpose handgun. Variety hour!"
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/obj/item/storage/secure/briefcase/mws_pack/PopulateContents()
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new /obj/item/gun/ballistic/revolver/mws(src)
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new /obj/item/ammo_box/magazine/mws_mag(src)
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for(var/path in subtypesof(/obj/item/ammo_casing/mws_batt))
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new path(src)
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/obj/item/storage/secure/briefcase/hos/mws_pack_hos
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name = "\improper \'MWS\' gun kit"
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desc = "A storage case for a multi-purpose handgun. Variety hour!"
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/obj/item/storage/secure/briefcase/hos/mws_pack_hos/PopulateContents()
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new /obj/item/gun/ballistic/revolver/mws(src)
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new /obj/item/ammo_box/magazine/mws_mag(src)
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new /obj/item/ammo_casing/mws_batt/lethal(src)
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new /obj/item/ammo_casing/mws_batt/lethal(src)
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new /obj/item/ammo_casing/mws_batt/stun(src)
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new /obj/item/ammo_casing/mws_batt/stun(src)
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new /obj/item/ammo_casing/mws_batt/ion(src)
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/obj/item/storage/secure/briefcase/hos/multiphase_box
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name = "\improper X-01 Multiphase energy gun box"
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desc = "A storage case for a high-tech energy firearm."
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/obj/item/storage/secure/briefcase/mws_pack_hos/PopulateContents()
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new /obj/item/gun/energy/e_gun/hos(src)
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// -----------------------------
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// Secure Safe
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@@ -183,4 +212,4 @@
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return attack_self(user)
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/obj/item/storage/secure/safe/HoS
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name = "head of security's safe"
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name = "head of security's safe"
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@@ -0,0 +1,47 @@
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/obj/item/hatchet/saw
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name = "handsaw"
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desc = "A very sharp handsaw, it's compact."
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icon = 'icons/obj/tools.dmi'
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icon_state = "saw"
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item_state = "sawhandle_greyscale"
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lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
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tool_behaviour = TOOL_SAW
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force = 10
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throwforce = 8
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = 5000)
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attack_verb = list("sawed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP
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var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool.
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var/static/list/saw_colors = list(
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"blue" = rgb(24, 97, 213),
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"red" = rgb(255, 0, 0),
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"pink" = rgb(213, 24, 141),
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"brown" = rgb(160, 82, 18),
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"green" = rgb(14, 127, 27),
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"cyan" = rgb(24, 162, 213),
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"yellow" = rgb(255, 165, 0)
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)
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/obj/item/hatchet/saw/Initialize()
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. = ..()
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if(random_color)
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icon_state = "sawhandle_greyscale"
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var/our_color = pick(saw_colors)
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add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY)
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update_icon()
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if(prob(75))
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pixel_y = rand(-8, 8)
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/obj/item/hatchet/saw/update_overlays()
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. = ..()
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if(!random_color) //icon override
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return
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var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade")
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base_overlay.appearance_flags = RESET_COLOR
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. += base_overlay
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// END
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@@ -777,6 +777,7 @@
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var/cooldown = 0
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var/obj/machinery/computer/holodeck/holo = null // Holodeck cards should not be infinite
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var/list/cards = list()
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var/original_size = 52
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/obj/item/toy/cards/deck/Initialize()
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. = ..()
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@@ -834,11 +835,11 @@
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/obj/item/toy/cards/deck/update_icon_state()
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switch(cards.len)
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if(27 to INFINITY)
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if(INFINITY to original_size/2)
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icon_state = "deck_[deckstyle]_full"
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if(11 to 27)
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if(original_size/2 to original_size/4)
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icon_state = "deck_[deckstyle]_half"
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if(1 to 11)
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if(original_size/4 to 1)
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icon_state = "deck_[deckstyle]_low"
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else
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icon_state = "deck_[deckstyle]_empty"
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@@ -76,12 +76,13 @@
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new /obj/item/storage/box/flashbangs(src)
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new /obj/item/shield/riot/tele(src)
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new /obj/item/storage/belt/security/full(src)
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new /obj/item/gun/energy/e_gun/hos(src)
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new /obj/item/choice_beacon/hosgun(src)
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new /obj/item/flashlight/seclite(src)
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new /obj/item/pinpointer/nuke(src)
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new /obj/item/circuitboard/machine/techfab/department/security(src)
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new /obj/item/storage/photo_album/HoS(src)
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new /obj/item/clothing/suit/hooded/wintercoat/hos(src)
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/obj/structure/closet/secure_closet/warden
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name = "\proper warden's locker"
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req_access = list(ACCESS_ARMORY)
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@@ -21,21 +21,21 @@
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return TRUE
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///Handles the weaving.
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/obj/structure/loom/proc/weave(obj/item/stack/sheet/S, mob/user)
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if(!istype(S) || !S.is_fabric)
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/obj/structure/loom/proc/weave(obj/item/stack/sheet/cotton/W, mob/user)
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if(!istype(W))
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return FALSE
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if(!anchored)
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user.show_message("<span class='notice'>The loom needs to be wrenched down.</span>", MSG_VISUAL)
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return FALSE
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if(S.amount < FABRIC_PER_SHEET)
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user.show_message("<span class='notice'>You need at least [FABRIC_PER_SHEET] units of fabric before using this.</span>", 1)
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if(W.amount < FABRIC_PER_SHEET)
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user.show_message("<span class='notice'>You need at least [FABRIC_PER_SHEET] units of fabric before using this.</span>", MSG_VISUAL)
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return FALSE
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user.show_message("<span class='notice'>You start weaving \the [S.name] through the loom..</span>", MSG_VISUAL)
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if(S.use_tool(src, user, S.pull_effort))
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if(S.amount >= FABRIC_PER_SHEET)
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new S.loom_result(drop_location())
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S.use(FABRIC_PER_SHEET)
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user.show_message("<span class='notice'>You weave \the [S.name] into a workable fabric.</span>", MSG_VISUAL)
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user.show_message("<span class='notice'>You start weaving \the [W.name] through the loom..</span>", MSG_VISUAL)
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if(W.use_tool(src, user, W.pull_effort))
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if(W.amount >= FABRIC_PER_SHEET)
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new W.loom_result(drop_location())
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W.use(FABRIC_PER_SHEET)
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user.show_message("<span class='notice'>You weave \the [W.name] into a workable fabric.</span>", MSG_VISUAL)
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return TRUE
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#undef FABRIC_PER_SHEET
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Reference in New Issue
Block a user