This commit is contained in:
Ghommie
2020-03-21 15:04:35 +01:00
120 changed files with 152058 additions and 1702 deletions

View File

@@ -27,7 +27,7 @@
INVOKE_ASYNC(B, /obj/effect/mine/pickup/bloodbath/.proc/mineEffect, H) //could use moving out from the mine
for(var/mob/living/carbon/human/P in GLOB.player_list)
if(P == H)
if(P == H || HAS_TRAIT(P, TRAIT_NO_MIDROUND_ANTAG))
continue
to_chat(P, "<span class='userdanger'>You have an overwhelming desire to kill [H]. [H.p_theyve(TRUE)] been marked red! Whoever [H.p_they()] [H.p_were()], friend or foe, go kill [H.p_them()]!</span>")
P.put_in_hands(new /obj/item/kitchen/knife/butcher(P), TRUE)

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@@ -6,7 +6,7 @@
/datum/traitor_class/human/freeform/forge_objectives(datum/antagonist/traitor/T)
var/datum/objective/escape/O = new
O.explanation_text = "You have no goals! Whatever you can do do antagonize Nanotrasen, do it! The gimmickier, the better! Make sure to escape alive, though!"
O.explanation_text = "You have no explicit goals! While we don't approve of mindless slaughter, you may antagonize nanotrasen any way you wish! Make sure to escape alive and not in custody, though!"
O.owner = T.owner
T.add_objective(O)
return

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@@ -125,28 +125,14 @@ GLOBAL_LIST_EMPTY(preferences_datums)
"cock_length" = COCK_SIZE_DEF,
"cock_diameter_ratio" = COCK_DIAMETER_RATIO_DEF,
"cock_color" = "fff",
"has_sheath" = FALSE,
"sheath_color" = "fff",
"has_balls" = FALSE,
"balls_internal" = FALSE,
"balls_color" = "fff",
"balls_amount" = 2,
"balls_sack_size" = BALLS_SACK_SIZE_DEF,
"balls_shape" = DEF_BALLS_SHAPE,
"balls_size" = BALLS_SIZE_DEF,
"balls_cum_rate" = CUM_RATE,
"balls_cum_mult" = CUM_RATE_MULT,
"balls_efficiency" = CUM_EFFICIENCY,
"has_ovi" = FALSE,
"ovi_shape" = "knotted",
"ovi_length" = 6,
"ovi_color" = "fff",
"has_eggsack" = FALSE,
"eggsack_internal" = TRUE,
"eggsack_color" = "fff",
"eggsack_size" = BALLS_SACK_SIZE_DEF,
"eggsack_egg_color" = "fff",
"eggsack_egg_size" = EGG_GIRTH_DEF,
"has_breasts" = FALSE,
"breasts_color" = "fff",
"breasts_size" = BREASTS_SIZE_DEF,
@@ -1924,6 +1910,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
new_dors = input(user, "Choose your character's dorsal tube type:", "Character Preference") as null|anything in GLOB.xeno_dorsal_list
if(new_dors)
features["xenodorsal"] = new_dors
//Genital code
if("cock_color")
var/new_cockcolor = input(user, "Penis color:", "Character Preference") as color|null
@@ -1964,22 +1951,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(new_shape)
features["balls_shape"] = new_shape
if("egg_size")
var/new_size
var/list/egg_sizes = list(1,2,3)
new_size = input(user, "Egg Diameter(inches):", "Egg Size") as null|anything in egg_sizes
if(new_size)
features["eggsack_egg_size"] = new_size
if("egg_color")
var/new_egg_color = input(user, "Egg Color:", "Character Preference") as color|null
if(new_egg_color)
var/temp_hsv = RGBtoHSV(new_egg_color)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#202020")[3])
features["eggsack_egg_color"] = sanitize_hexcolor(new_egg_color)
else
to_chat(user,"<span class='danger'>Invalid color. Your color is not bright enough.</span>")
if("breasts_size")
var/new_size
new_size = input(user, "Breast Size", "Character Preference") as null|anything in GLOB.breasts_size_list
@@ -2113,14 +2084,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
features["has_balls"] = FALSE
if("has_balls")
features["has_balls"] = !features["has_balls"]
if("has_ovi")
features["has_ovi"] = !features["has_ovi"]
if("has_eggsack")
features["has_eggsack"] = !features["has_eggsack"]
if("balls_internal")
features["balls_internal"] = !features["balls_internal"]
if("eggsack_internal")
features["eggsack_internal"] = !features["eggsack_internal"]
if("has_breasts")
features["has_breasts"] = !features["has_breasts"]
if(features["has_breasts"] == FALSE)

View File

@@ -452,7 +452,6 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["feature_balls_color"] >> features["balls_color"]
S["feature_balls_size"] >> features["balls_size"]
S["feature_balls_shape"] >> features["balls_shape"]
S["feature_balls_sack_size"] >> features["balls_sack_size"]
//breasts features
S["feature_has_breasts"] >> features["has_breasts"]
S["feature_breasts_size"] >> features["breasts_size"]

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@@ -447,7 +447,7 @@
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
var/vchange = 1
var/voice_change = 1 ///This determines if the voice changer is on or off.
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -470,15 +470,14 @@
chameleon_action.emp_randomise(INFINITY)
/obj/item/clothing/mask/chameleon/attack_self(mob/user)
vchange = !vchange
to_chat(user, "<span class='notice'>The voice changer is now [vchange ? "on" : "off"]!</span>")
voice_change = !voice_change
to_chat(user, "<span class='notice'>The voice changer is now [voice_change ? "on" : "off"]!</span>")
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
// Can drones use the voice changer part? Let's not find out.
vchange = 0
voice_change = 0
/obj/item/clothing/mask/chameleon/drone/Initialize()
. = ..()

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@@ -194,7 +194,7 @@
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
desc = "Cheap sterile gloves made from latex."
desc = "Cheap sterile gloves made from latex. Transfers basic paramedical knowledge to the wearer via the use of nanochips."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.3
@@ -202,14 +202,34 @@
item_color="mime"
transfer_prints = TRUE
resistance_flags = NONE
var/carrytrait = TRAIT_QUICK_CARRY
/obj/item/clothing/gloves/color/latex/equipped(mob/user, slot)
..()
if(slot == SLOT_GLOVES)
ADD_TRAIT(user, carrytrait, CLOTHING_TRAIT)
/obj/item/clothing/gloves/color/latex/dropped(mob/user)
..()
REMOVE_TRAIT(user, carrytrait, CLOTHING_TRAIT)
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
desc = "Pricy sterile gloves that are stronger than latex."
desc = "Pricy sterile gloves that are stronger than latex. Transfers advanced paramedical knowledge to the wearer via the use of nanochips."
icon_state = "nitrile"
item_state = "nitrilegloves"
item_color = "cmo"
transfer_prints = FALSE
carrytrait = TRAIT_QUICKER_CARRY
/obj/item/clothing/gloves/color/latex/nitrile/infiltrator
name = "insidious combat gloves"
desc = "Specialized combat gloves for carrying people around. Transfers tactical kidnapping knowledge to the user via the use of nanochips."
icon_state = "infiltrator"
item_state = "infiltrator"
siemens_coefficient = 0
permeability_coefficient = 0.3
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/gloves/color/white
name = "white gloves"

View File

@@ -256,6 +256,21 @@
strip_delay = 100
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/helmet/infiltrator
name = "insidious helmet"
desc = "An insidious armored combat helmet signed with Syndicate insignia. The visor is coated with a resistant paste guaranteed to withstand bright flashes perfectly."
icon_state = "infiltrator"
item_state = "infiltrator"
armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
flash_protect = 2
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
strip_delay = 80
mutantrace_variation = STYLE_MUZZLE
//LightToggle
/obj/item/clothing/head/helment/ComponentInitialize()

View File

@@ -12,6 +12,20 @@
/obj/item/clothing/mask/balaclava/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/infiltrator
name = "insidious balaclava"
desc = "An incredibly suspicious balaclava made with Syndicate nanofibers to absorb impacts slightly while obfuscating the voice and face using a garbled vocoder."
icon_state = "syndicate_balaclava"
item_state = "syndicate_balaclava"
clothing_flags = ALLOWINTERNALS
flags_cover = HEADCOVERSEYES
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 100, "acid" = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/voice_unknown = TRUE ///This makes it so that your name shows up as unknown when wearing the mask.
/obj/item/clothing/mask/luchador
name = "Luchador Mask"
desc = "Worn by robust fighters, flying high to defeat their foes!"

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@@ -19,6 +19,14 @@
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
/obj/item/clothing/shoes/combat/sneakboots
name = "insidious sneakboots"
desc = "A pair of insidious boots with special noise muffling soles which very slightly drown out your footsteps. They would be absolutely perfect for stealth operations were it not for the iconic Syndicate flairs."
icon_state = "sneakboots"
item_state = "sneakboots"
resistance_flags = FIRE_PROOF | ACID_PROOF
clothing_flags = TRAIT_SILENT_STEP
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT boots"
desc = "High speed, no drag combat boots."

View File

@@ -191,6 +191,15 @@
. = ..()
allowed = GLOB.detective_vest_allowed
/obj/item/clothing/suit/armor/vest/infiltrator
name = "insidious combat vest"
desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts."
icon_state = "infiltrator"
item_state = "infiltrator"
armor = list("melee" = 30, "bullet" = 40, "laser" = 20, "energy" = 30, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 80
//All of the armor below is mostly unused
/obj/item/clothing/suit/armor/centcom

View File

@@ -12,6 +12,7 @@
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/dummy_thick = FALSE // is able to hold accessories on its item
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = STYLE_DIGITIGRADE
@@ -82,6 +83,10 @@
if(user)
to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
return
if(dummy_thick)
if(user)
to_chat(user, "<span class='warning'>[src] is too bulky and cannot have accessories attached to it!</span>")
return
else
if(user && !user.temporarilyRemoveItemFromInventory(I))
return

View File

@@ -19,6 +19,25 @@
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/syndicate/bloodred
name = "blood-red sneaksuit"
desc = "An insidious armored jumpsuit lined with Syndicate nanofibers and prototype platings, slightly resistant to most forms of damage, but is far too bulky to have anything attached to it. It still counts as stealth if there are no witnesses."
icon_state = "bloodred_pajamas"
item_state = "bl_suit"
item_color = "bloodred_pajamas"
dummy_thick = TRUE
armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
can_adjust = FALSE
/obj/item/clothing/under/syndicate/bloodred/sleepytime
name = "blood-red pajamas"
desc = "Do operatives dream of nuclear sheep?"
icon_state = "bloodred_pajamas"
item_state = "bl_suit"
item_color = "bloodred_pajamas"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
@@ -75,7 +94,7 @@
item_color = "rus_under"
can_adjust = FALSE
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
resistance_flags = NONE
/obj/item/clothing/under/syndicate/baseball
name = "major league, number unknown"

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@@ -16,13 +16,14 @@
..()
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
H.put_in_hands(new /obj/item/valentine)
var/obj/item/storage/backpack/b = locate() in H.contents
new /obj/item/reagent_containers/food/snacks/candyheart(b)
new /obj/item/storage/fancy/heart_box(b)
var/obj/item/storage/backpack/B = locate() in H.contents
if(B)
new /obj/item/reagent_containers/food/snacks/candyheart(B)
new /obj/item/storage/fancy/heart_box(B)
var/list/valentines = list()
for(var/mob/living/M in GLOB.player_list)
if(!M.stat && M.client && M.mind)
if(!M.stat && M.client && M.mind && !HAS_TRAIT(M, TRAIT_NO_MIDROUND_ANTAG))
valentines |= M

View File

@@ -4,11 +4,26 @@
weight = 10
max_occurrences = 2
min_players = 1
var/forced_hallucination
/datum/round_event_control/mass_hallucination/admin_setup()
if(!check_rights(R_FUN))
return
forced_hallucination = input(usr, "Choose the hallucination to apply","Send Hallucination") as null|anything in subtypesof(/datum/hallucination)
/datum/round_event/mass_hallucination
fakeable = FALSE
/datum/round_event/mass_hallucination/start()
var/datum/round_event_control/mass_hallucination/M = control
if(M.forced_hallucination)
for(var/mob/living/carbon/C in GLOB.alive_mob_list)
if (HAS_TRAIT(C,TRAIT_EXEMPT_HEALTH_EVENTS))
continue
new M.forced_hallucination(C, TRUE)
return
switch(rand(1,4))
if(1) //same sound for everyone
var/sound = pick("airlock","airlock_pry","console","explosion","far_explosion","mech","glass","alarm","beepsky","mech","wall_decon","door_hack","tesla")
@@ -37,4 +52,4 @@
for(var/mob/living/carbon/C in GLOB.alive_mob_list)
if (HAS_TRAIT(C,TRAIT_EXEMPT_HEALTH_EVENTS))
continue
new picked_hallucination(C, TRUE)
new picked_hallucination(C, TRUE)

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@@ -49,6 +49,10 @@
to_chat(user, "<span class='notice'>You place [I] into [src] to start the fermentation process.</span>")
addtimer(CALLBACK(src, .proc/makeWine, fruit), rand(80, 120) * speed_multiplier)
return TRUE
var/obj/item/W = I
if(W)
if(W.is_refillable())
return FALSE //so we can refill them via their afterattack.
else
return ..()

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@@ -136,7 +136,7 @@
desc = "A device which causes kinetic accelerators to permanently gain damage against creature types killed with it."
id = "bountymod"
materials = list(/datum/material/iron = 4000, /datum/material/silver = 4000, /datum/material/gold = 4000, /datum/material/bluespace = 4000)
reagents_list = list("blood" = 40)
reagents_list = list(/datum/reagent/blood = 40)
build_path = /obj/item/borg/upgrade/modkit/bounty
//Spooky special loot

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@@ -237,7 +237,7 @@
return /datum/reagent/blood/jellyblood
if(dna?.species?.exotic_blood)
return dna.species.exotic_blood
else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE)))
else if((dna && (NOBLOOD in dna.species.species_traits)) || HAS_TRAIT(src, TRAIT_NOCLONE))
return
else
return /datum/reagent/blood

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@@ -880,10 +880,20 @@
return (ishuman(target) && !CHECK_MOBILITY(target, MOBILITY_STAND))
/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
if(can_be_firemanned(target))
visible_message("<span class='notice'>[src] starts lifting [target] onto their back...</span>",
"<span class='notice'>You start lifting [target] onto your back...</span>")
if(do_after(src, 30, TRUE, target))
var/carrydelay = 50 //if you have latex you are faster at grabbing
var/skills_space = "" //cobby told me to do this
if(HAS_TRAIT(src, TRAIT_QUICKER_CARRY))
carrydelay = 30
skills_space = "expertly"
else if(HAS_TRAIT(src, TRAIT_QUICK_CARRY))
carrydelay = 40
skills_space = "quickly"
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
visible_message("<span class='notice'>[src] starts [skills_space] lifting [target] onto their back..</span>",
//Joe Medic starts quickly/expertly lifting Grey Tider onto their back..
"<span class='notice'>[carrydelay < 35 ? "Using your gloves' nanochips, you" : "You"] [skills_space] start to lift [target] onto your back[carrydelay == 40 ? ", while assisted by the nanochips in your gloves.." : "..."]</span>")
//(Using your gloves' nanochips, you/You) ( /quickly/expertly) start to lift Grey Tider onto your back(, while assisted by the nanochips in your gloves../...)
if(do_after(src, carrydelay, TRUE, target))
//Second check to make sure they're still valid to be carried
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
target.set_resting(FALSE, TRUE)

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@@ -13,7 +13,7 @@
/mob/living/carbon/human/GetVoice()
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
var/obj/item/clothing/mask/chameleon/V = wear_mask
if(V.vchange && wear_id)
if(V.voice_change && wear_id)
var/obj/item/card/id/idcard = wear_id.GetID()
if(istype(idcard))
return idcard.registered_name
@@ -21,6 +21,12 @@
return real_name
else
return real_name
if(istype(wear_mask, /obj/item/clothing/mask/infiltrator))
var/obj/item/clothing/mask/infiltrator/V = wear_mask
if(V.voice_unknown)
return ("Unknown")
else
return real_name
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.mimicing )

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@@ -24,7 +24,7 @@
id = "spaceskeleton"
limbs_id = "skeleton"
blacklisted = 1
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT, TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
/datum/species/skeleton/space/check_roundstart_eligible()
return FALSE

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@@ -913,8 +913,8 @@
/obj/item/crowbar/cyborg,
/obj/item/reagent_containers/borghypo/syndicate,
/obj/item/twohanded/shockpaddles/syndicate,
/obj/item/healthanalyzer,
/obj/item/surgical_drapes,
/obj/item/healthanalyzer/advanced,
/obj/item/surgical_drapes/advanced,
/obj/item/retractor,
/obj/item/hemostat,
/obj/item/cautery,

View File

@@ -204,7 +204,7 @@
w_class = WEIGHT_CLASS_NORMAL
name = "energy dagger"
hitsound = 'sound/weapons/blade1.ogg'
embedding = embedding.setRating(embed_chance = 100) //rule of cool
embedding = list("embed_chance" = 100, "embedded_fall_chance" = 0)//rule of cool
throwforce = 35
playsound(user, 'sound/weapons/saberon.ogg', 5, 1)
to_chat(user, "<span class='warning'>[src] is now active.</span>")

View File

@@ -28,6 +28,16 @@
/datum/duel/New()
id = next_id++
/datum/duel/Destroy()
if(gun_A)
gun_A.duel = null
gun_A = null
if(gun_B)
gun_B.duel = null
gun_B = null
STOP_PROCESSING(SSobj, src)
. = ..()
/datum/duel/proc/try_begin()
//Check if both guns are held and if so begin.
var/mob/living/A = get_duelist(gun_A)
@@ -45,13 +55,13 @@
message_duelists("<span class='notice'>Set your gun setting and move [required_distance] steps away from your opponent.</span>")
START_PROCESSING(SSobj,src)
START_PROCESSING(SSobj, src)
/datum/duel/proc/get_duelist(obj/gun)
var/mob/living/G = gun.loc
if(!istype(G) || !G.is_holding(gun))
return null
return G
/datum/duel/proc/get_duelist(obj/item/gun/energy/dueling/G)
var/mob/living/L = G.loc
if(!istype(L) || !L.is_holding(G))
return
return L
/datum/duel/proc/message_duelists(message)
var/mob/living/LA = get_duelist(gun_A)
@@ -66,7 +76,7 @@
/datum/duel/proc/end()
message_duelists("<span class='notice'>Duel finished. Re-engaging safety.</span>")
STOP_PROCESSING(SSobj,src)
STOP_PROCESSING(SSobj, src)
state = DUEL_IDLE
/datum/duel/process()
@@ -129,10 +139,11 @@
return FALSE
if(!isturf(A.loc) || !isturf(B.loc))
return FALSE
if(get_dist(A,B) != required_distance)
if(get_dist(A, B) != required_distance)
return FALSE
for(var/turf/T in getline(get_turf(A),get_turf(B)))
if(is_blocked_turf(T,TRUE))
for(var/i in getline(A.loc, B.loc))
var/turf/T = i
if(is_blocked_turf(T, TRUE))
return FALSE
return TRUE
@@ -180,7 +191,6 @@
return "duel_red"
/obj/item/gun/energy/dueling/attack_self(mob/living/user)
. = ..()
if(duel.state == DUEL_IDLE)
duel.try_begin()
else
@@ -205,12 +215,9 @@
add_overlay(setting_overlay)
/obj/item/gun/energy/dueling/Destroy()
. = ..()
if(duel.gun_A == src)
duel.gun_A = null
if(duel.gun_B == src)
duel.gun_B = null
duel = null
if(duel)
qdel(duel)
return ..()
/obj/item/gun/energy/dueling/can_trigger_gun(mob/living/user)
. = ..()
@@ -234,10 +241,8 @@
if(duel.state == DUEL_READY)
duel.confirmations[src] = TRUE
to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
return
else if(!is_duelist(target)) //I kinda want to leave this out just to see someone shoot a bystander or missing.
to_chat(user,"<span class='warning'>[src] safety system prevents shooting anyone but your designated opponent.</span>")
return
else
duel.fired[src] = TRUE
. = ..()

View File

@@ -181,13 +181,6 @@
listeningTo = null
return ..()
/obj/item/gun/energy/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chambered = null
recharge_newshot()
/obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE)
var/diff = abs(aiming_lastangle - lastangle)
if(!check_user())
@@ -302,7 +295,7 @@
if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
return
process_aim()
if(aiming_time_left <= aiming_time_fire_threshold && check_user() && ((lastfire + delay) <= world.time))
if(fire_check())
sync_ammo()
do_fire(M.client.mouseObject, M, FALSE, M.client.mouseParams, M.zone_selected)
stop_aiming()
@@ -310,11 +303,16 @@
return ..()
/obj/item/gun/energy/beam_rifle/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
if(!fire_check())
return
. = ..()
if(.)
lastfire = world.time
stop_aiming()
/obj/item/gun/energy/beam_rifle/proc/fire_check()
return (aiming_time_left <= aiming_time_fire_threshold) && check_user() && ((lastfire + delay) <= world.time)
/obj/item/gun/energy/beam_rifle/proc/sync_ammo()
for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
AC.sync_stats()
@@ -531,21 +529,15 @@
tracer_type = /obj/effect/projectile/tracer/tracer/beam_rifle
var/constant_tracer = FALSE
/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, highlander)
set waitfor = FALSE
if(isnull(highlander))
highlander = constant_tracer
if(highlander && istype(gun))
QDEL_LIST(gun.current_tracers)
for(var/datum/point/p in beam_segments)
gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, generation, highlander = constant_tracer)
if(!highlander)
return ..()
else
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
if(cleanup)
QDEL_LIST(beam_segments)
beam_segments = null
QDEL_NULL(beam_index)
duration = 0
. = ..()
if(!generation) //first one
QDEL_LIST(gun.current_tracers)
gun.current_tracers += .
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam
tracer_type = /obj/effect/projectile/tracer/tracer/aiming
@@ -560,4 +552,5 @@
hitscan_light_color_override = "#99ff99"
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
qdel(src)
return FALSE

View File

@@ -0,0 +1,169 @@
// this is all shitcode never ever add it to the game it's for debugging only.
/datum/action/item_action/chameleon/change/gun/update_look(mob/user, obj/item/picked_item)
. = ..()
var/obj/item/gun/energy/laser/chameleon/CG = target
CG.get_chameleon_projectile(picked_item)
/obj/item/gun/energy/laser/chameleon
name = "practice laser gun"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/chameleon)
clumsy_check = 0
item_flags = NONE
pin = /obj/item/firing_pin
cell_type = /obj/item/stock_parts/cell/bluespace
var/datum/action/item_action/chameleon/change/gun/chameleon_action
var/list/chameleon_projectile_vars
var/list/chameleon_ammo_vars
var/list/chameleon_gun_vars
var/list/projectile_copy_vars
var/list/ammo_copy_vars
var/list/gun_copy_vars
var/badmin_mode = FALSE
var/can_hitscan = FALSE
var/hitscan_mode = FALSE
/obj/item/gun/energy/laser/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/gun
chameleon_action.chameleon_name = "Gun"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/gun/magic, ignore_root_path = FALSE)
chameleon_action.initialize_disguises()
projectile_copy_vars = list("name", "icon", "icon_state", "item_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags", "tracer_type", "muzzle_type", "impact_type")
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser")
gun_copy_vars = list("fire_sound", "burst_size", "fire_delay")
chameleon_gun_vars = list()
ammo_copy_vars = list("firing_effect_type")
chameleon_ammo_vars = list()
recharge_newshot()
get_chameleon_projectile(/obj/item/gun/energy/laser)
/obj/item/gun/energy/laser/chameleon/emp_act(severity)
return
/obj/item/gun/energy/laser/chameleon/proc/reset_chameleon_vars()
chameleon_ammo_vars = list()
chameleon_gun_vars = list()
chameleon_projectile_vars = list()
var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z", "parent_type", "type", "vars")
if(chambered)
for(var/v in ammo_copy_vars)
if(v in blacklisted_vars) //Just in case admins go crazy.
continue
chambered.vv_edit_var(v, initial(chambered.vars[v]))
for(var/v in gun_copy_vars)
if(v in blacklisted_vars)
continue
vv_edit_var(v, initial(vars[v]))
vars[v] = initial(vars[v])
QDEL_NULL(chambered.BB)
chambered.newshot()
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_ammo(obj/item/ammo_casing/AC, passthrough = TRUE, reset = FALSE)
if(!istype(AC))
CRASH("[AC] is not /obj/item/ammo_casing!")
return FALSE
for(var/V in ammo_copy_vars)
if(AC.vars.Find(V))
chameleon_ammo_vars[V] = AC.vars[V]
chambered?.vv_edit_var(V, AC.vars[V])
if(passthrough)
var/obj/item/projectile/P = AC.BB
set_chameleon_projectile(P)
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_projectile(obj/item/projectile/P)
if(!istype(P))
CRASH("[P] is not /obj/item/projectile!")
return FALSE
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser", "nodamage" = TRUE)
for(var/V in projectile_copy_vars)
if(P.vars.Find(V))
chameleon_projectile_vars[V] = P.vars[V]
if(istype(chambered, /obj/item/ammo_casing/energy/chameleon))
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.projectile_vars = chameleon_projectile_vars.Copy()
if(!P.tracer_type)
can_hitscan = FALSE
set_hitscan(FALSE)
else
can_hitscan = TRUE
if(badmin_mode)
qdel(chambered.BB)
chambered.projectile_type = P.type
chambered.newshot()
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_gun(obj/item/gun/G , passthrough = TRUE)
if(!istype(G))
CRASH("[G] is not /obj/item/gun!")
return FALSE
for(var/V in gun_copy_vars)
if(vars.Find(V) && G.vars.Find(V))
chameleon_gun_vars[V] = G.vars[V]
vv_edit_var(V, G.vars[V])
if(passthrough)
if(istype(G, /obj/item/gun/ballistic))
var/obj/item/gun/ballistic/BG = G
var/obj/item/ammo_box/AB = new BG.mag_type(G)
qdel(BG)
if(!istype(AB)||!AB.ammo_type)
qdel(AB)
return FALSE
var/obj/item/ammo_casing/AC = new AB.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/magic))
var/obj/item/gun/magic/MG = G
var/obj/item/ammo_casing/AC = new MG.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/energy))
var/obj/item/gun/energy/EG = G
if(islist(EG.ammo_type) && EG.ammo_type.len)
var/obj/item/ammo_casing/AC = EG.ammo_type[1]
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/syringe))
var/obj/item/ammo_casing/AC = new /obj/item/ammo_casing/syringegun(src)
set_chameleon_ammo(AC)
/obj/item/gun/energy/laser/chameleon/attack_self(mob/user)
. = ..()
if(!can_hitscan)
to_chat(user, "<span class='warning'>[src]'s current disguised gun does not allow it to enable high velocity mode!</span>")
return
if(!chambered)
to_chat(user, "<span class='warning'>Unknown error in energy lens: Please reset chameleon disguise and try again.</span>")
return
set_hitscan(!hitscan_mode)
to_chat(user, "<span class='notice'>You toggle [src]'s high velocity beam mode to [hitscan_mode? "on" : "off"].</span>")
/obj/item/gun/energy/laser/chameleon/proc/set_hitscan(hitscan)
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.hitscan_mode = hitscan
hitscan_mode = hitscan
/obj/item/gun/energy/laser/chameleon/proc/get_chameleon_projectile(guntype)
reset_chameleon_vars()
var/obj/item/gun/G = new guntype(src)
set_chameleon_gun(G)
qdel(G)
/obj/item/ammo_casing/energy/chameleon
projectile_type = /obj/item/projectile/energy/chameleon
e_cost = 0
var/hitscan_mode = FALSE
var/list/projectile_vars = list()
/obj/item/ammo_casing/energy/chameleon/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
. = ..()
if(!BB)
newshot()
for(var/V in projectile_vars)
if(BB.vars.Find(V))
BB.vv_edit_var(V, projectile_vars[V])
if(hitscan_mode)
BB.hitscan = TRUE
/obj/item/projectile/energy/chameleon
nodamage = TRUE

View File

@@ -52,6 +52,8 @@
var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
var/datum/point/beam_index
/// Used in generate_hitscan_tracers to determine which "cycle" we're on.
var/hitscan_effect_generation = 0
var/tracer_type
var/muzzle_type
var/impact_type
@@ -89,10 +91,10 @@
var/decayedRange //stores original range
var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
var/is_reflectable = FALSE // Can it be reflected or not?
/// factor to multiply by for zone accuracy percent.
var/zone_accuracy_factor = 1
//Effects
var/stun = 0
var/knockdown = 0
@@ -656,18 +658,20 @@
if(trajectory && beam_index)
var/datum/point/pcache = trajectory.copy_to()
beam_segments[beam_index] = pcache
generate_hitscan_tracers(null, null, impacting)
generate_hitscan_tracers(null, null, impacting, hitscan_effect_generation++)
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE, generation)
if(!length(beam_segments))
return
. = list()
if(tracer_type)
var/tempref = REF(src)
var/list/turfs = list()
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref)
. += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, turfs)
if(muzzle_type && duration > 0)
var/datum/point/p = beam_segments[1]
var/atom/movable/thing = new muzzle_type
. += thing
p.move_atom_to_src(thing)
var/matrix/M = new
M.Turn(original_angle)
@@ -678,6 +682,7 @@
if(impacting && impact_type && duration > 0)
var/datum/point/p = beam_segments[beam_segments[beam_segments.len]]
var/atom/movable/thing = new impact_type
. += thing
p.move_atom_to_src(thing)
var/matrix/M = new
M.Turn(Angle)

View File

@@ -9,7 +9,8 @@
stutter = 10
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
range = 14
speed = 0.6
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
@@ -42,9 +43,9 @@
knockdown_stamoverride = 0
knockdown_stam_max = 0
strong_tase = FALSE
range = 12
/obj/item/projectile/energy/electrode/security/hos
knockdown = 100
knockdown_stamoverride = 30
knockdown_stam_max = null
tase_duration = 10

View File

@@ -356,7 +356,6 @@
replace_beaker(user, B)
to_chat(user, "<span class='notice'>You add [B] to [src].</span>")
updateUsrDialog()
update_icon()
else if(user.a_intent != INTENT_HARM && !istype(I, /obj/item/card/emag))
to_chat(user, "<span class='warning'>You can't load [I] into [src]!</span>")
return ..()

View File

@@ -55,6 +55,10 @@ Nothing else in the console has ID requirements.
if (istype(ID, /datum/material))
var/datum/material/material = ID
return material.name
else if(GLOB.chemical_reagents_list[ID])
var/datum/reagent/reagent = GLOB.chemical_reagents_list[ID]
return reagent.name
return ID
/obj/machinery/computer/rdconsole/proc/SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any).

View File

@@ -705,8 +705,9 @@
desc = "A miraculous chemical mix that grants human like intelligence to living beings. It has been modified with Syndicate technology to also grant an internal radio implant to the target and authenticate with identification systems."
/obj/item/slimepotion/slime/sentience/nuclear/after_success(mob/living/user, mob/living/simple_animal/SM)
var/obj/item/implant/radio/syndicate/imp = new
imp.implant(SM, user)
if(SM.can_be_implanted())
var/obj/item/implant/radio/syndicate/imp = new
imp.implant(SM, user)
SM.access_card = new /obj/item/card/id/syndicate(SM)
ADD_TRAIT(SM.access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
@@ -961,11 +962,12 @@
icon_state = "potgrey"
/obj/item/slimepotion/slime/slimeradio/attack(mob/living/M, mob/user)
if(!ismob(M))
return
if(!isanimal(M))
to_chat(user, "<span class='warning'>[M] is too complex for the potion!</span>")
return
if(!M.can_be_implanted())
to_chat(user, "<span class='warning'>[M] is incompatible with the potion!</span>")
return
if(M.stat)
to_chat(user, "<span class='warning'>[M] is dead!</span>")
return

View File

@@ -163,7 +163,7 @@ GLOBAL_VAR_INIT(summon_magic_triggered, FALSE)
for(var/mob/living/carbon/human/H in GLOB.player_list)
var/turf/T = get_turf(H)
if(T && is_away_level(T.z))
if((T && is_away_level(T.z)) || HAS_TRAIT(H, TRAIT_NO_MIDROUND_ANTAG))
continue
if(summon_type == SUMMON_MAGIC)
give_magic(H)

View File

@@ -289,7 +289,7 @@
/obj/item/surgical_drapes/advanced
name = "smart surgical drapes"
desc = "A quite quirky set of drapes with wireless synchronization to the station's research networks, with an integrated display allowing users to execute advanced surgeries without the aid of an operating computer."
desc = "A smart set of drapes with wireless synchronization to the station's research networks, with an integrated display allowing users to execute advanced surgeries without the aid of an operating computer."
var/datum/techweb/linked_techweb
/obj/item/surgical_drapes/advanced/Initialize(mapload)

View File

@@ -75,3 +75,20 @@
item = /obj/item/storage/fancy/cigarettes/cigpack_syndicate
cost = 2
illegal_tech = FALSE
/datum/uplink_item/badass/tactical_naptime
name = "Sleepy Time Pajama Bundle"
desc = "Even soldiers need to get a good nights rest. Comes with some cozy as heck sleeping wear, a blankie to keep yourself warm in deep space, a hot mug of cocoa for you and your fuzzy friend."
item = /obj/item/storage/box/syndie_kit/sleepytime
cost = 4
limited_stock = 1
cant_discount = TRUE
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/badass/shades
name = "Big Sunglasses"
desc = "Prevents flashes and looks badbass with some Smokes."
item = /obj/item/clothing/glasses/sunglasses/big
cost = 1
surplus = 5
illegal_tech = FALSE

View File

@@ -9,18 +9,28 @@
/datum/uplink_item/suits/turtlenck
name = "Tactical Turtleneck"
desc = "A slightly armored suit that has no sensor on them, if someone sees you in this hope they think its a fake."
desc = "A slightly armored conspicious jumpsuit that has no suit sensors attached to them, if someone sees you in this hope they think its a fake."
item = /obj/item/clothing/under/syndicate
cost = 1
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops) //They already get these
/datum/uplink_item/suits/turtlenck_skirt
name = "Tactical Skirtleneck"
desc = "A slightly armored suit that has no sensor on them, if someone sees you in this hope they think its a fake."
desc = "A slightly armored conspicious jumpsuit that has no suit sensors attached to them, if someone sees you in this hope they think its a fake."
item = /obj/item/clothing/under/syndicate/skirt
cost = 1
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops) //They already get these
/datum/uplink_item/suits/infiltrator_bundle
name = "Insidious Infiltration Gear Case"
desc = "Developed by Roseus Galactic in conjunction with the Gorlex Marauders to produce a functional suit for urban operations, \
this suit proves to be cheaper than your standard issue hardsuit, with none of the movement restrictions (or the space proofing) of the outdated spacesuits employed by the company. \
Comes with an armored vest, helmet, blood-red sneaksuit, sneakboots, specialized combat gloves and a high-tech balaclava which obfuscates both your voice and your face. The case is also rather useful as a storage container and bludgeoning implement."
item = /obj/item/storage/toolbox/infiltrator
cost = 3
limited_stock = 1 //you only get one so you don't end up with too many gun cases
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/suits/padding
name = "Soft Padding"
desc = "An inconspicious soft padding meant to be worn underneath jumpsuits, will cushion the user from melee harm."

View File

@@ -147,9 +147,9 @@
/datum/uplink_item/dangerous/rapier
name = "Rapier"
desc = "A fancy rapier with a diamond tip piercing anything that it comes into contack with. \
The rapier comes with its own sheath, this is rather noticeable as only the captain is known to carry a sheath. \
The sheath itself can be used to block melee attacks only. Its also jet black colours."
desc = "An elegant plastitanium rapier with a diamond tip and coated in a specialized knockout poison. \
The rapier comes with its own sheath, and is capable of puncturing through almost any defense. \
However, due to the size of the blade and obvious nature of the sheath, the weapon stands out as being obviously nefarious."
item = /obj/item/storage/belt/sabre/rapier
cost = 8
exclude_modes = list(/datum/game_mode/nuclear/clown_ops)

View File

@@ -139,7 +139,7 @@
name = "Headset Upgrader"
desc = "A device that can be used to make one headset immune to flashbangs."
item = /obj/item/headsetupgrader
cost = 3
cost = 1
/datum/uplink_item/device_tools/medgun
name = "Medbeam Gun"