Merge remote-tracking branch 'citadel/master' into unarmed_parry

This commit is contained in:
silicons
2020-07-07 21:07:58 -07:00
99 changed files with 2195 additions and 1778 deletions
@@ -69,7 +69,7 @@
/turf/open/floor/plasteel/white,
/area/ruin/space/has_grav/powered/ancient_shuttle)
"j" = (
/obj/machinery/computer/prototype_cloning,
/obj/machinery/computer/cloning/prototype,
/obj/machinery/light{
dir = 1
},
File diff suppressed because it is too large Load Diff
+71
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@@ -0,0 +1,71 @@
//// COOLDOWN SYSTEMS
/*
* We have 2 cooldown systems: timer cooldowns (divided between stoppable and regular) and world.time cooldowns.
*
* When to use each?
*
* * Adding a commonly-checked cooldown, like on a subsystem to check for processing
* * * Use the world.time ones, as they are cheaper.
*
* * Adding a rarely-used one for special situations, such as giving an uncommon item a cooldown on a target.
* * * Timer cooldown, as adding a new variable on each mob to track the cooldown of said uncommon item is going too far.
*
* * Triggering events at the end of a cooldown.
* * * Timer cooldown, registering to its signal.
*
* * Being able to check how long left for the cooldown to end.
* * * Either world.time or stoppable timer cooldowns, depending on the other factors. Regular timer cooldowns do not support this.
*
* * Being able to stop the timer before it ends.
* * * Either world.time or stoppable timer cooldowns, depending on the other factors. Regular timer cooldowns do not support this.
*/
/*
* Cooldown system based on an datum-level associative lazylist using timers.
*/
//INDEXES
#define COOLDOWN_EMPLOYMENT_CABINET "employment cabinet"
//TIMER COOLDOWN MACROS
#define COMSIG_CD_STOP(cd_index) "cooldown_[cd_index]"
#define COMSIG_CD_RESET(cd_index) "cd_reset_[cd_index]"
#define TIMER_COOLDOWN_START(cd_source, cd_index, cd_time) LAZYSET(cd_source.cooldowns, cd_index, addtimer(CALLBACK(GLOBAL_PROC, /proc/end_cooldown, cd_source, cd_index), cd_time))
#define TIMER_COOLDOWN_CHECK(cd_source, cd_index) LAZYACCESS(cd_source.cooldowns, cd_index)
#define TIMER_COOLDOWN_END(cd_source, cd_index) LAZYREMOVE(cd_source.cooldowns, cd_index)
/*
* Stoppable timer cooldowns.
* Use indexes the same as the regular tiemr cooldowns.
* They make use of the TIMER_COOLDOWN_CHECK() and TIMER_COOLDOWN_END() macros the same, just not the TIMER_COOLDOWN_START() one.
* A bit more expensive than the regular timers, but can be reset before they end and the time left can be checked.
*/
#define S_TIMER_COOLDOWN_START(cd_source, cd_index, cd_time) LAZYSET(cd_source.cooldowns, cd_index, addtimer(CALLBACK(GLOBAL_PROC, /proc/end_cooldown, cd_source, cd_index), cd_time, TIMER_STOPPABLE))
#define S_TIMER_COOLDOWN_RESET(cd_source, cd_index) reset_cooldown(cd_source, cd_index)
#define S_TIMER_COOLDOWN_TIMELEFT(cd_source, cd_index) (timeleft(TIMER_COOLDOWN_CHECK(cd_source, cd_index)))
/*
* Cooldown system based on storing world.time on a variable, plus the cooldown time.
* Better performance over timer cooldowns, lower control. Same functionality.
*/
#define COOLDOWN_DECLARE(cd_index) var/##cd_index = 0
#define COOLDOWN_START(cd_source, cd_index, cd_time) (cd_source.cd_index = world.time + cd_time)
//Returns true if the cooldown has run its course, false otherwise
#define COOLDOWN_FINISHED(cd_source, cd_index) (cd_source.cd_index < world.time)
#define COOLDOWN_RESET(cd_source, cd_index) cd_source.cd_index = 0
#define COOLDOWN_TIMELEFT(cd_source, cd_index) (max(0, cd_source.cd_index - world.time))
+5
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@@ -224,6 +224,11 @@
#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
#define COMSIG_LIVING_GET_BLOCKING_ITEMS "get_blocking_items" //from base of mob/living/get_blocking_items(): (list/items)
#define COMSIG_LIVING_ACTIVE_BLOCK_START "active_block_start" //from base of mob/living/keybind_start_active_blocking(): (obj/item/blocking_item, list/backup_items)
#define COMPONENT_PREVENT_BLOCK_START 1
#define COMSIG_LIVING_ACTIVE_PARRY_START "active_parry_start" //from base of mob/living/initiate_parry_sequence(): (parrying_method, datum/parrying_item_mob_or_art, list/backup_items)
#define COMPONENT_PREVENT_PARRY_START 1
//ALL OF THESE DO NOT TAKE INTO ACCOUNT WHETHER AMOUNT IS 0 OR LOWER AND ARE SENT REGARDLESS!
#define COMSIG_LIVING_STATUS_STUN "living_stun" //from base of mob/living/Stun() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_KNOCKDOWN "living_knockdown" //from base of mob/living/Knockdown() (amount, update, ignore)
+4
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@@ -115,3 +115,7 @@
//these flags are used to tell the DNA modifier if a plant gene cannot be extracted or modified.
#define PLANT_GENE_REMOVABLE (1<<0)
#define PLANT_GENE_EXTRACTABLE (1<<1)
#define CLONEPOD_GET_MIND 1
#define CLONEPOD_POLL_MIND 2
#define CLONEPOD_NO_MIND 3
+7 -6
View File
@@ -8,12 +8,6 @@
/// Levels
#define SKILL_PROGRESSION_LEVEL 4
/// Max value of skill for numerical skills
#define SKILL_NUMERICAL_MAX 100
/// Min value of skill for numerical skills
#define SKILL_NUMERICAL_MIN 0
// Standard values for job starting skills
#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
@@ -26,6 +20,13 @@
#define DEF_SKILL_GAIN 1
#define SKILL_GAIN_SURGERY_PER_STEP 0.25
#define STD_USE_TOOL_MULT 1
#define EASY_USE_TOOL_MULT 0.75
#define TRIVIAL_USE_TOOL_MULT 0.5
#define BARE_USE_TOOL_MULT 0.25
//multiplier of the difference of max_value and min_value. Mostly for balance purposes between numerical and level-based skills.
#define STD_NUM_SKILL_ITEM_GAIN_MULTI 0.002
//An extra point for each few seconds of delay when using a tool. Before the multiplier.
#define SKILL_GAIN_DELAY_DIVISOR 3 SECONDS
+4 -3
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@@ -123,7 +123,7 @@
if(totitemdamage)
totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
if(!(SKILL_TRAIN_ATTACK_OBJ in I.used_skills[skill]))
continue
user.mind.auto_gain_experience(skill, I.skill_gain)
@@ -192,9 +192,10 @@
if(.)
. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_trait)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
if(!(SKILL_TRAIN_ATTACK_MOB in I.used_skills[skill]))
continue
user.mind.auto_gain_experience(skill, I.skill_gain)
var/datum/skill/S = GLOB.skill_datums[skill]
user.mind.auto_gain_experience(skill, I.skill_gain*S.item_skill_gain_multi)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
+1 -2
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@@ -102,9 +102,8 @@
//stops TK grabs being equipped anywhere but into hands
/obj/item/tk_grab/equipped(mob/user, slot)
if(slot == SLOT_HANDS)
return
return ..()
qdel(src)
return
/obj/item/tk_grab/examine(user)
if (focus)
@@ -25,4 +25,23 @@
/datum/config_entry/string/medal_hub_address
/datum/config_entry/string/medal_hub_password
protection = CONFIG_ENTRY_HIDDEN
protection = CONFIG_ENTRY_HIDDEN
/datum/config_entry/keyed_list/cross_server_bunker_override
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_TEXT
protection = CONFIG_ENTRY_LOCKED
/datum/config_entry/keyed_list/cross_server_bunker_override/ValidateAndSet(str_val)
. = ..()
if(.)
var/list/newv = list()
for(var/I in config_entry_value)
newv[replacetext(I, "+", " ")] = config_entry_value[I]
config_entry_value = newv
/datum/config_entry/keyed_list/cross_server_bunker_override/ValidateListEntry(key_name, key_value)
return key_value != "byond:\\address:port" && ..()
/datum/config_entry/flag/allow_cross_server_bunker_override
protection = CONFIG_ENTRY_LOCKED
+11 -51
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@@ -1,4 +1,4 @@
k// PARTS //
// PARTS //
/obj/item/weaponcrafting
icon = 'icons/obj/improvised.dmi'
@@ -8,61 +8,33 @@ k// PARTS //
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6)
icon_state = "riflestock"
/obj/item/weaponcrafting/durathread_string
name = "durathread string"
desc = "A long piece of durathread with some resemblance to cable coil."
/obj/item/weaponcrafting/string
name = "wound thread"
desc = "A long piece of thread with some resemblance to cable coil."
icon_state = "durastring"
////////////////////////////////
// KAT IMPROVISED WEAPON PARTS//
// IMPROVISED WEAPON PARTS//
////////////////////////////////
/obj/item/weaponcrafting/improvised_parts
name = "Eerie bunch of coloured dots."
desc = "You feel the urge to report to Central that the parent type of guncrafting, which should never appear in this reality, has appeared. Whatever that means."
name = "Debug Improvised Gun Part"
desc = "A badly coded gun part. You should report coders if you see this."
icon = 'icons/obj/guns/gun_parts.dmi'
icon_state = "palette"
// BARRELS
/obj/item/weaponcrafting/improvised_parts/barrel_rifle
name = "rifle barrel"
desc = "A pipe with a diameter just the right size to fire 7.62 rounds out of."
icon_state = "barrel_rifle"
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun
name = "shotgun barrel"
desc = "A twenty bore shotgun barrel."
icon_state = "barrel_shotgun"
/obj/item/weaponcrafting/improvised_parts/barrel_pistol
name = "pistol barrel"
desc = "A pipe with a small diameter and some holes finely cut into it. It fits .32 ACP bullets. Probably."
icon_state = "barrel_pistol"
w_class = WEIGHT_CLASS_SMALL
// RECEIVERS
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
name = "bolt action receiver"
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle. It's generic enough to modify to create other rifles, potentially."
name = "rifle receiver"
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle." // removed some text implying that the item had more uses than it does
icon_state = "receiver_rifle"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/pistol_receiver
name = "pistol receiver"
desc = "A receiver to connect house and connects all the parts to make an improvised pistol."
icon_state = "receiver_pistol"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/laser_receiver
name = "energy emitter assembly"
desc = "A mixture of components haphazardly wired together to form an energy emitter."
icon_state = "laser_assembly"
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
name = "break-action assembly"
desc = "An improvised receiver to create a break-action breechloaded shotgun. Parts of this are still useful if you want to make another type of shotgun, however."
name = "shotgun reciever"
desc = "An improvised receiver to create a break-action breechloaded shotgun." // removed some text implying that the item had more uses than it does
icon_state = "receiver_shotgun"
w_class = WEIGHT_CLASS_SMALL
@@ -78,15 +50,3 @@ k// PARTS //
name = "wooden firearm body"
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
icon_state = "wooden_body"
/obj/item/weaponcrafting/improvised_parts/wooden_grip
name = "wooden pistol grip"
desc = "A nice wooden grip hollowed out for pistol magazines."
icon_state = "wooden_pistolgrip"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/makeshift_lens
name = "makeshift focusing lens"
desc = "A properly made lens made with actual glassworking tools would perform much better, but this will have to do."
icon_state = "focusing_lens"
w_class = WEIGHT_CLASS_TINY
@@ -103,7 +103,7 @@
/datum/crafting_recipe/bone_bow
name = "Bone Bow"
result = /obj/item/gun/ballistic/bow/ashen
time = 200
time = 120 // 80+120 = 200
always_availible = FALSE
reqs = list(/obj/item/stack/sheet/bone = 8,
/obj/item/stack/sheet/sinew = 4)
@@ -112,7 +112,7 @@
/datum/crafting_recipe/bow_tablet
name = "Sandstone Bow Making Manual"
result = /obj/item/book/granter/crafting_recipe/bone_bow
time = 600 //Scribing
time = 200 //Scribing // don't care
always_availible = FALSE
reqs = list(/obj/item/stack/rods = 1,
/obj/item/stack/sheet/mineral/sandstone = 4)
@@ -192,8 +192,8 @@
result = /obj/item/gun/ballistic/bow/pipe
reqs = list(/obj/item/pipe = 5,
/obj/item/stack/sheet/plastic = 15,
/obj/item/weaponcrafting/durathread_string = 5)
time = 450
/obj/item/weaponcrafting/string = 5)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
@@ -248,10 +248,10 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ishotgun
/datum/crafting_recipe/ishotgun // smaller and more versatile gun requires some better materials
name = "Improvised Shotgun"
result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 1,
reqs = list(/obj/item/pipe = 2, // putting a large amount of meaningless timegates by forcing people to turn base resources into upgraded resources kinda sucks
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
@@ -262,10 +262,10 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/irifle
/datum/crafting_recipe/irifle // larger and less versatile gun, but a bit easier to make
name = "Improvised Rifle (7.62mm)"
result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 1,
reqs = list(/obj/item/pipe = 2, // above
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
@@ -276,49 +276,6 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ipistol
name = "Improvised Pistol (.32)"
result = /obj/item/gun/ballistic/automatic/pistol/improvised/nomag
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 1,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_grip = 1,
/obj/item/stack/sheet/plastic = 15,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_WIRECUTTER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ilaser
name = "Improvised Energy Gun"
result = /obj/item/gun/energy/e_gun/old/improvised
reqs = list(/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 1,
/obj/item/stock_parts/cell = 1,
/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 5,
/obj/item/stack/cable_coil = 10)
tools = list(TOOL_SCREWDRIVER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ilaser/upgraded
name = "Improvised Energy Gun Upgrade"
result = /obj/item/gun/energy/e_gun/old/improvised/upgraded
reqs = list(/obj/item/gun/energy/e_gun/old/improvised = 1,
/obj/item/glasswork/glass_base/lens = 1,
/obj/item/stock_parts/capacitor/quadratic = 2,
/obj/item/stock_parts/micro_laser/ultra = 1,
/obj/item/stock_parts/cell/bluespace = 1,
/obj/item/stack/cable_coil = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
//////////////////
///AMMO CRAFTING//
//////////////////
@@ -326,9 +283,9 @@
/datum/crafting_recipe/arrow
name = "Arrow"
result = /obj/item/ammo_casing/caseless/arrow/wood
time = 30
time = 5 // these only do 15 damage
reqs = list(/obj/item/stack/sheet/mineral/wood = 1,
/obj/item/stack/sheet/durathread = 1,
/obj/item/stack/sheet/cloth = 1,
/obj/item/stack/rods = 1) // 1 metal sheet = 2 rods = 2 arrows
category = CAT_WEAPONRY
subcategory = CAT_AMMO
@@ -336,7 +293,7 @@
/datum/crafting_recipe/bone_arrow
name = "Bone Arrow"
result = /obj/item/ammo_casing/caseless/arrow/bone
time = 30
time = 5
always_availible = FALSE
reqs = list(/obj/item/stack/sheet/bone = 1,
/obj/item/stack/sheet/sinew = 1,
@@ -348,7 +305,7 @@
name = "Ashen Arrow"
result = /obj/item/ammo_casing/caseless/arrow/ash
tools = list(TOOL_WELDER)
time = 30
time = 10 // 1.5 seconds minimum per actually worthwhile arrow excluding interface lag
always_availible = FALSE
reqs = list(/obj/item/ammo_casing/caseless/arrow/wood = 1)
category = CAT_WEAPONRY
@@ -442,92 +399,28 @@
category = CAT_WEAPONRY
subcategory = CAT_AMMO
/datum/crafting_recipe/m32acp
name = ".32ACP Empty Magazine"
result = /obj/item/ammo_box/magazine/m32acp/empty
reqs = list(/obj/item/stack/sheet/metal = 3,
/obj/item/stack/sheet/plasteel = 1,
/obj/item/stack/packageWrap = 1)
tools = list(TOOL_WELDER,TOOL_SCREWDRIVER)
time = 5
category = CAT_WEAPONRY
subcategory = CAT_AMMO
////////////////////
// PARTS CRAFTING //
////////////////////
// BARRELS
/datum/crafting_recipe/rifle_barrel
name = "Improvised Rifle Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_rifle
reqs = list(/obj/item/pipe = 2)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/shotgun_barrel
name = "Improvised Shotgun Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_shotgun
reqs = list(/obj/item/pipe = 2)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/pistol_barrel
name = "Improvised Pistol Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_pistol
reqs = list(/obj/item/pipe = 1,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// RECEIVERS
/datum/crafting_recipe/rifle_receiver
name = "Improvised Rifle Receiver"
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
reqs = list(/obj/item/stack/sheet/metal = 15) // you can carry multiple shotguns
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 50
time = 25
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/shotgun_receiver
name = "Improvised Shotgun Receiver"
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Dual wielding has been removed, plasteel is a soft timesink to obtain for most to make mass production harder.
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/pistol_receiver
name = "Improvised Pistol Receiver"
result = /obj/item/weaponcrafting/improvised_parts/pistol_receiver
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_SAW)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/laser_receiver
name = "Energy Weapon Assembly"
result = /obj/item/weaponcrafting/improvised_parts/laser_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/assembly/prox_sensor = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL, TOOL_WELDER) // Prox sensor and multitool for the circuit board, welder for extremely ghetto soldering.
time = 150
reqs = list(/obj/item/stack/sheet/metal = 15,
/obj/item/stack/sheet/plasteel = 1) // requires access or hacking since shotgun is better
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 25
category = CAT_WEAPONRY
subcategory = CAT_PARTS
@@ -539,16 +432,6 @@
reqs = list(/obj/item/stack/sheet/metal = 3,
/obj/item/assembly/igniter = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/makeshift_lens
name = "Makeshift Lens"
result = /obj/item/weaponcrafting/improvised_parts/makeshift_lens
reqs = list(/obj/item/stack/sheet/metal = 1,
/obj/item/stack/sheet/glass = 2)
tools = list(TOOL_WELDER) // Glassmaking lets you make non-makeshift lenses.
time = 50
time = 25
category = CAT_WEAPONRY
subcategory = CAT_PARTS
+34
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@@ -39,6 +39,9 @@
/// A weak reference to another datum
var/datum/weakref/weak_reference
///Lazy associative list of currently active cooldowns.
var/list/cooldowns
#ifdef TESTING
var/running_find_references
var/last_find_references = 0
@@ -201,3 +204,34 @@
qdel(D)
else
return returned
/**
* Callback called by a timer to end an associative-list-indexed cooldown.
*
* Arguments:
* * source - datum storing the cooldown
* * index - string index storing the cooldown on the cooldowns associative list
*
* This sends a signal reporting the cooldown end.
*/
/proc/end_cooldown(datum/source, index)
if(QDELETED(source))
return
SEND_SIGNAL(source, COMSIG_CD_STOP(index))
TIMER_COOLDOWN_END(source, index)
/**
* Proc used by stoppable timers to end a cooldown before the time has ran out.
*
* Arguments:
* * source - datum storing the cooldown
* * index - string index storing the cooldown on the cooldowns associative list
*
* This sends a signal reporting the cooldown end, passing the time left as an argument.
*/
/proc/reset_cooldown(datum/source, index)
if(QDELETED(source))
return
SEND_SIGNAL(source, COMSIG_CD_RESET(index), S_TIMER_COOLDOWN_TIMELEFT(source, index))
TIMER_COOLDOWN_END(source, index)
+1 -1
View File
@@ -678,7 +678,7 @@
holder.update_transform()
var/danger = CONFIG_GET(number/threshold_body_size_slowdown)
if(features["body_size"] < danger)
var/slowdown = 1 + round(danger/features["body_size"], 0.1) * CONFIG_GET(number/body_size_slowdown_multiplier)
var/slowdown = (1 - round(features["body_size"] / danger, 0.1)) * CONFIG_GET(number/body_size_slowdown_multiplier)
holder.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/small_stride, TRUE, slowdown)
else if(old_size < danger)
holder.remove_movespeed_modifier(/datum/movespeed_modifier/small_stride)
+2 -4
View File
@@ -58,12 +58,10 @@
var/datum/martial_art/boxing/style = new
/obj/item/clothing/gloves/boxing/equipped(mob/user, slot)
if(!ishuman(user))
return
if(slot == SLOT_GLOVES)
. = ..()
if(ishuman(user) && slot == SLOT_GLOVES)
var/mob/living/carbon/human/H = user
style.teach(H,TRUE)
return
/obj/item/clothing/gloves/boxing/dropped(mob/user)
. = ..()
+2 -3
View File
@@ -196,9 +196,8 @@
var/datum/martial_art/krav_maga/style = new
/obj/item/clothing/gloves/krav_maga/equipped(mob/user, slot)
if(!ishuman(user))
return
if(slot == SLOT_GLOVES)
. = ..()
if(ishuman(user) && slot == SLOT_GLOVES)
var/mob/living/carbon/human/H = user
style.teach(H,1)
+3 -5
View File
@@ -377,7 +377,7 @@
var/turf/ST = null
var/falling = 0
var/damage = damage_roll(A,D)
for (var/obj/O in oview(1, A))
if (O.density == 1)
if (O == A)
@@ -472,12 +472,10 @@
var/datum/martial_art/wrestling/style = new
/obj/item/storage/belt/champion/wrestling/equipped(mob/user, slot)
if(!ishuman(user))
return
if(slot == SLOT_BELT)
. = ..()
if(ishuman(user) && slot == SLOT_BELT)
var/mob/living/carbon/human/H = user
style.teach(H,1)
return
/obj/item/storage/belt/champion/wrestling/dropped(mob/user)
. = ..()
+1 -1
View File
@@ -40,7 +40,7 @@
. = list()
.["playername"] = owner.name
.["see_skill_mods"] = see_skill_mods
.["admin"] = check_rights(R_DEBUG)
.["admin"] = check_rights(R_DEBUG, FALSE)
/datum/skill_holder/ui_act(action, params)
. = ..()
+8
View File
@@ -33,6 +33,10 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
var/base_multiplier = 1
/// Value added to the base multiplier depending on overall competency compared to maximum value/level.
var/competency_multiplier = 1
/// Experience gain multiplier gained from using items.
var/item_skill_gain_multi = 1
/// Skill gain quantisation
var/skill_gain_quantisation = 0.1
/// A list of ways this skill can affect or be affected through actions and skill modifiers.
var/list/skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE)
/// Index of this skill in the UI
@@ -108,6 +112,10 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
/// Min value of this skill
var/min_value = 0
/datum/skill/numerical/New()
..()
skill_gain_quantisation = item_skill_gain_multi = item_skill_gain_multi * (max_value - min_value) * STD_NUM_SKILL_ITEM_GAIN_MULTI
/datum/skill/numerical/sanitize_value(new_value)
return clamp(new_value, min_value, max_value)
+4 -6
View File
@@ -91,10 +91,10 @@
CRASH("Invalid set_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
var/datum/skill/S = GLOB.skill_datums[skill]
value = S.sanitize_value(value)
skill_holder.need_static_data_update = TRUE
if(!isnull(value))
LAZYINITLIST(skill_holder.skills)
S.set_skill_value(skill_holder, value, src, silent)
skill_holder.need_static_data_update = TRUE
return TRUE
return FALSE
@@ -120,11 +120,9 @@
CRASH("You cannot auto increment a non numerical(experience skill!")
var/current = get_skill_value(skill, FALSE)
var/affinity = get_skill_affinity(skill)
var/target_value = current + (value * affinity)
if(maximum)
target_value = min(target_value, maximum)
if(target_value == maximum) //no more experience to gain, early return.
return
var/target_value = round(current + (value * affinity), S.skill_gain_quantisation)
if(maximum && target_value >= maximum) //no more experience to gain, early return.
return
boost_skill_value_to(skill, target_value, silent, current)
/**
+19
View File
@@ -74,6 +74,25 @@
for(var/client/C in GLOB.clients)
C.AnnouncePR(final_composed)
/datum/world_topic/auto_bunker_passthrough
keyword = "auto_bunker_override"
require_comms_key = TRUE
/datum/world_topic/auto_bunker_passthrough/Run(list/input)
if(!CONFIG_GET(flag/allow_cross_server_bunker_override))
return "Function Disabled"
var/ckeytobypass = input["ckey"]
var/is_new_ckey = !(ckey(ckeytobypass) in GLOB.bunker_passthrough)
var/sender = input["source"] || "UNKNOWN"
GLOB.bunker_passthrough |= ckey(ckeytobypass)
GLOB.bunker_passthrough[ckey(ckeytobypass)] = world.realtime
SSpersistence.SavePanicBunker() //we can do this every time, it's okay
if(!is_new_ckey)
log_admin("AUTO BUNKER: [ckeytobypass] given access (incoming comms from [sender]).")
message_admins("AUTO BUNKER: [ckeytobypass] given access (incoming comms from [sender]).")
send2irc("Panic Bunker", "AUTO BUNKER: [ckeytobypass] given access (incoming comms from [sender]).")
return "Success"
/datum/world_topic/ahelp_relay
keyword = "Ahelp"
require_comms_key = TRUE
+21 -31
View File
@@ -436,7 +436,7 @@
var/blood_id = get_blood_id()
if(!(blood_id in GLOB.blood_reagent_types))
return
return list("color" = list(BLOOD_COLOR_HUMAN), "ANIMAL DNA" = "Y-")
return list("color" = BLOOD_COLOR_HUMAN, "ANIMAL DNA" = "Y-")
/mob/living/carbon/get_blood_dna_list()
var/blood_id = get_blood_id()
@@ -444,15 +444,15 @@
return
var/list/blood_dna = list()
if(dna)
blood_dna["color"] = list(dna.species.exotic_blood_color) //so when combined, the list grows with the number of colors
blood_dna["color"] = dna.species.exotic_blood_color //so when combined, the list grows with the number of colors
blood_dna[dna.unique_enzymes] = dna.blood_type
else
blood_dna["color"] = list(BLOOD_COLOR_HUMAN)
blood_dna["color"] = BLOOD_COLOR_HUMAN
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
/mob/living/carbon/alien/get_blood_dna_list()
return list("color" = list(BLOOD_COLOR_XENO), "UNKNOWN DNA" = "X*")
return list("color" = BLOOD_COLOR_XENO, "UNKNOWN DNA" = "X*")
//to add a mob's dna info into an object's blood_DNA list.
/atom/proc/transfer_mob_blood_dna(mob/living/L)
@@ -461,25 +461,35 @@
if(!new_blood_dna)
return FALSE
LAZYINITLIST(blood_DNA) //if our list of DNA doesn't exist yet, initialise it.
LAZYINITLIST(blood_DNA["color"])
var/old_length = blood_DNA.len
blood_DNA |= new_blood_dna
blood_DNA["color"] += new_blood_dna["color"]
var/changed = FALSE
if(!blood_DNA["color"])
blood_DNA["color"] = new_blood_dna["color"]
changed = TRUE
else
var/old = blood_DNA["color"]
blood_DNA["color"] = BlendRGB(blood_DNA["color"], new_blood_dna["color"])
changed = old != blood_DNA["color"]
if(blood_DNA.len == old_length)
return FALSE
return TRUE
return changed
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
LAZYINITLIST(blood_DNA)
LAZYINITLIST(blood_dna["color"])
var/old_length = blood_DNA.len
blood_DNA |= blood_dna
if(blood_DNA.len > old_length)
blood_DNA["color"] += blood_dna["color"]
return TRUE
. = TRUE
//some new blood DNA was added
if(!blood_dna["color"])
return
if(!blood_DNA["color"])
blood_DNA["color"] = blood_dna["color"]
else
blood_DNA["color"] = BlendRGB(blood_DNA["color"], blood_dna["color"])
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
@@ -548,27 +558,7 @@
return TRUE
/atom/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/blood_color in blood_DNA["color"])
if(colors[blood_color])
colors[blood_color]++
else
colors[blood_color] = 1
var/final_rgb = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
final_rgb = colors[1]
sum = colors[colors[1]]
if(colors.len > 1)
var/i = 2
while(i <= colors.len)
var/tmp = colors[colors[i]]
final_rgb = BlendRGB(final_rgb, colors[i], tmp/(tmp+sum))
sum += tmp
i++
return final_rgb
return (blood_DNA && blood_DNA["color"]) || BLOOD_COLOR_HUMAN
/atom/proc/clean_blood()
. = blood_DNA? TRUE : FALSE
+4 -1
View File
@@ -201,10 +201,13 @@ GLOBAL_LIST_EMPTY(objectives)
return won || ..()
/datum/objective/assassinate/once/process()
won = check_completion()
won = check_midround_completion()
if(won)
STOP_PROCESSING(SSprocessing,src)
/datum/objective/assassinate/once/proc/check_midround_completion()
return won || !considered_alive(target) //The target afking / logging off for a bit during the round doesn't complete it, but them being afk at roundend does.
/datum/objective/assassinate/internal
var/stolen = 0 //Have we already eliminated this target?
+46 -26
View File
@@ -26,6 +26,7 @@
var/efficiency
var/datum/mind/clonemind
var/get_clone_mind = CLONEPOD_GET_MIND
var/grab_ghost_when = CLONER_MATURE_CLONE
var/internal_radio = TRUE
@@ -134,43 +135,44 @@
return examine(user)
//Start growing a human clone in the pod!
/obj/machinery/clonepod/proc/growclone(ckey, clonename, ui, mutation_index, mindref, datum/species/mrace, list/features, factions, list/quirks, datum/bank_account/insurance, list/traumas)
/obj/machinery/clonepod/proc/growclone(ckey, clonename, ui, mutation_index, mindref, blood_type, datum/species/mrace, list/features, factions, list/quirks, datum/bank_account/insurance, list/traumas)
if(panel_open)
return FALSE
if(mess || attempting)
return FALSE
clonemind = locate(mindref) in SSticker.minds
if(!istype(clonemind)) //not a mind
return FALSE
if(!QDELETED(clonemind.current))
if(clonemind.current.stat != DEAD) //mind is associated with a non-dead body
if(get_clone_mind == CLONEPOD_GET_MIND)
clonemind = locate(mindref) in SSticker.minds
if(!istype(clonemind)) //not a mind
return FALSE
if(clonemind.current.suiciding) // Mind is associated with a body that is suiciding.
if(!QDELETED(clonemind.current))
if(clonemind.current.stat != DEAD) //mind is associated with a non-dead body
return FALSE
if(clonemind.current.suiciding) // Mind is associated with a body that is suiciding.
return FALSE
if(AmBloodsucker(clonemind.current)) //If the mind is a bloodsucker
return FALSE
if(clonemind.active) //somebody is using that mind
if( ckey(clonemind.key)!=ckey )
return FALSE
else
// get_ghost() will fail if they're unable to reenter their body
var/mob/dead/observer/G = clonemind.get_ghost()
if(!G)
return FALSE
if(G.suiciding) // The ghost came from a body that is suiciding.
return FALSE
if(clonemind.damnation_type) //Can't clone the damned.
INVOKE_ASYNC(src, .proc/horrifyingsound)
mess = TRUE
update_icon()
return FALSE
if(AmBloodsucker(clonemind.current)) //If the mind is a bloodsucker
return FALSE
if(clonemind.active) //somebody is using that mind
if( ckey(clonemind.key)!=ckey )
return FALSE
else
// get_ghost() will fail if they're unable to reenter their body
var/mob/dead/observer/G = clonemind.get_ghost()
if(!G)
return FALSE
if(G.suiciding) // The ghost came from a body that is suiciding.
return FALSE
if(clonemind.damnation_type) //Can't clone the damned.
INVOKE_ASYNC(src, .proc/horrifyingsound)
mess = TRUE
update_icon()
return FALSE
current_insurance = insurance
attempting = TRUE //One at a time!!
countdown.start()
var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
H.hardset_dna(ui, mutation_index, H.real_name, null, mrace, features)
H.hardset_dna(ui, mutation_index, H.real_name, blood_type, mrace, features)
H.easy_randmut(NEGATIVE+MINOR_NEGATIVE) //100% bad mutation. Can be cured with mutadone.
@@ -192,7 +194,14 @@
ADD_TRAIT(H, TRAIT_NOCRITDAMAGE, CLONING_POD_TRAIT)
H.Unconscious(80)
clonemind.transfer_to(H)
if(clonemind)
clonemind.transfer_to(H)
else if(get_clone_mind == CLONEPOD_POLL_MIND)
var/list/candidates = pollCandidatesForMob("Do you want to play as [clonename]'s defective clone? (Don't ERP without permission from the original)", null, null, null, 100, H, POLL_IGNORE_CLONE)
if(LAZYLEN(candidates))
var/mob/C = pick(candidates)
H.key = C.key
if(grab_ghost_when == CLONER_FRESH_CLONE)
H.grab_ghost()
@@ -549,6 +558,17 @@
. += "cover-on"
. += "panel"
//Experimental cloner; clones a body regardless of the owner's status, letting a ghost control it instead
/obj/machinery/clonepod/experimental
name = "experimental cloning pod"
desc = "An ancient cloning pod. It seems to be an early prototype of the experimental cloners used in Nanotrasen Stations."
icon = 'icons/obj/machines/cloning.dmi'
icon_state = "pod_0"
req_access = null
circuit = /obj/item/circuitboard/machine/clonepod/experimental
internal_radio = FALSE
get_clone_mind = CLONEPOD_POLL_MIND
/*
* Manual -- A big ol' manual.
*/
+167 -89
View File
@@ -8,6 +8,7 @@
circuit = /obj/item/circuitboard/computer/cloning
req_access = list(ACCESS_HEADS) //ONLY USED FOR RECORD DELETION RIGHT NOW.
var/obj/machinery/dna_scannernew/scanner = null //Linked scanner. For scanning.
var/clonepod_type = /obj/machinery/clonepod
var/list/pods //Linked cloning pods
var/temp = "Inactive"
var/scantemp_ckey
@@ -17,6 +18,7 @@
var/obj/item/disk/data/diskette = null //Mostly so the geneticist can steal everything.
var/loading = 0 // Nice loading text
var/autoprocess = 0
var/use_records = TRUE // Old experimental cloner.
var/list/records = list()
light_color = LIGHT_COLOR_BLUE
@@ -36,29 +38,32 @@
return ..()
/obj/machinery/computer/cloning/proc/GetAvailablePod(mind = null)
if(pods)
for(var/P in pods)
var/obj/machinery/clonepod/pod = P
if(pod.occupant && pod.clonemind == mind)
return null
if(pod.is_operational() && !(pod.occupant || pod.mess))
return pod
if(!pods)
return
for(var/P in pods)
var/obj/machinery/clonepod/pod = P
if(pod.occupant && pod.get_clone_mind == CLONEPOD_GET_MIND && pod.clonemind == mind)
return null
if(pod.is_operational() && !(pod.occupant || pod.mess))
return pod
/obj/machinery/computer/cloning/proc/HasEfficientPod()
if(pods)
for(var/P in pods)
var/obj/machinery/clonepod/pod = P
if(pod.is_operational() && pod.efficiency > 5)
return TRUE
if(!pods)
return
for(var/P in pods)
var/obj/machinery/clonepod/pod = P
if(pod.is_operational() && pod.efficiency > 5)
return TRUE
/obj/machinery/computer/cloning/proc/GetAvailableEfficientPod(mind = null)
if(pods)
for(var/P in pods)
var/obj/machinery/clonepod/pod = P
if(pod.occupant && pod.clonemind == mind)
return pod
else if(!. && pod.is_operational() && !(pod.occupant || pod.mess) && pod.efficiency > 5)
. = pod
if(!pods)
return
for(var/P in pods)
var/obj/machinery/clonepod/pod = P
if(pod.occupant && pod.clonemind == mind)
return pod
else if(!. && pod.is_operational() && !(pod.occupant || pod.mess) && pod.efficiency > 5)
. = pod
/obj/machinery/computer/cloning/process()
if(!(scanner && LAZYLEN(pods) && autoprocess))
@@ -73,7 +78,7 @@
if(pod.occupant)
continue //how though?
if(pod.growclone(R.fields["ckey"], R.fields["name"], R.fields["UI"], R.fields["SE"], R.fields["mind"], R.fields["mrace"], R.fields["features"], R.fields["factions"], R.fields["quirks"], R.fields["bank_account"], R.fields["traumas"]))
if(pod.growclone(R.fields["ckey"], R.fields["name"], R.fields["UI"], R.fields["SE"], R.fields["mind"], R.fields["blood_type"], R.fields["mrace"], R.fields["features"], R.fields["factions"], R.fields["quirks"], R.fields["bank_account"], R.fields["traumas"]))
temp = "[R.fields["name"]] => <font class='good'>Cloning cycle in progress...</font>"
records -= R
@@ -103,12 +108,10 @@
return null
/obj/machinery/computer/cloning/proc/findcloner()
var/obj/machinery/clonepod/podf = null
var/obj/machinery/clonepod/podf
for(var/direction in GLOB.cardinals)
podf = locate(/obj/machinery/clonepod, get_step(src, direction))
if (!isnull(podf) && podf.is_operational())
podf = locate(clonepod_type, get_step(src, direction))
if(podf?.is_operational())
AttachCloner(podf)
/obj/machinery/computer/cloning/proc/AttachCloner(obj/machinery/clonepod/pod)
@@ -132,7 +135,7 @@
else if(istype(W, /obj/item/multitool))
var/obj/item/multitool/P = W
if(istype(P.buffer, /obj/machinery/clonepod))
if(istype(P.buffer, clonepod_type))
if(get_area(P.buffer) != get_area(src))
to_chat(user, "<font color = #666633>-% Cannot link machines across power zones. Buffer cleared %-</font color>")
P.buffer = null
@@ -157,13 +160,14 @@
var/dat = ""
dat += "<a href='byond://?src=[REF(src)];refresh=1'>Refresh</a>"
if(scanner && HasEfficientPod() && scanner.scan_level >= AUTOCLONING_MINIMAL_LEVEL)
if(!autoprocess)
dat += "<a href='byond://?src=[REF(src)];task=autoprocess'>Autoclone</a>"
if(use_records)
if(scanner && HasEfficientPod() && scanner.scan_level >= AUTOCLONING_MINIMAL_LEVEL)
if(!autoprocess)
dat += "<a href='byond://?src=[REF(src)];task=autoprocess'>Autoclone</a>"
else
dat += "<a href='byond://?src=[REF(src)];task=stopautoprocess'>Stop autoclone</a>"
else
dat += "<a href='byond://?src=[REF(src)];task=stopautoprocess'>Stop autoclone</a>"
else
dat += "<span class='linkOff'>Autoclone</span>"
dat += "<span class='linkOff'>Autoclone</span>"
dat += "<h3>Cloning Pod Status</h3>"
dat += "<div class='statusDisplay'>[temp]&nbsp;</div>"
@@ -190,26 +194,29 @@
else if(loading)
dat += "[scanner_occupant] => Scanning..."
else
if(scanner_occupant.ckey != scantemp_ckey)
scantemp = "Ready to Scan"
scantemp_ckey = scanner_occupant.ckey
if(use_records)
if(scanner_occupant.ckey != scantemp_ckey)
scantemp = "Ready to Scan"
scantemp_ckey = scanner_occupant.ckey
else
scantemp = "Ready to Clone"
dat += "[scanner_occupant] => [scantemp]"
dat += "</div>"
if(scanner_occupant)
dat += "<a href='byond://?src=[REF(src)];scan=1'>Start Scan</a>"
dat += "<br><a href='byond://?src=[REF(src)];lock=1'>[src.scanner.locked ? "Unlock Scanner" : "Lock Scanner"]</a>"
dat += "<a href='byond://?src=[REF(src)];scan=1'>[use_records ? "Start Scan" : "Clone"]</a>"
dat += "<br><a href='byond://?src=[REF(src)];lock=1'>[scanner.locked ? "Unlock Scanner" : "Lock Scanner"]</a>"
else
dat += "<span class='linkOff'>Start Scan</span>"
// Database
dat += "<h3>Database Functions</h3>"
if (src.records.len && src.records.len > 0)
dat += "<a href='byond://?src=[REF(src)];menu=2'>View Records ([src.records.len])</a><br>"
else
dat += "<span class='linkOff'>View Records (0)</span><br>"
if (src.diskette)
dat += "<a href='byond://?src=[REF(src)];disk=eject'>Eject Disk</a><br>"
dat += "<span class='linkOff'>[use_records ? "Start Scan" : "Clone"]</span>"
if(use_records)
// Database
dat += "<h3>Database Functions</h3>"
if (src.records.len && src.records.len > 0)
dat += "<a href='byond://?src=[REF(src)];menu=2'>View Records ([src.records.len])</a><br>"
else
dat += "<span class='linkOff'>View Records (0)</span><br>"
if (src.diskette)
dat += "<a href='byond://?src=[REF(src)];disk=eject'>Eject Disk</a><br>"
@@ -290,24 +297,19 @@
autoprocess = FALSE
STOP_PROCESSING(SSmachines, src)
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
. = TRUE
else if ((href_list["scan"]) && !isnull(scanner) && scanner.is_operational())
scantemp = ""
loading = 1
loading = TRUE
src.updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt.ogg', 50, 0)
say("Initiating scan...")
var/prev_locked = scanner.locked
scanner.locked = TRUE
spawn(20)
src.scan_occupant(scanner.occupant)
loading = 0
src.updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
scanner.locked = prev_locked
addtimer(CALLBACK(src, .proc/finish_scan, scanner.occupant, prev_locked), 2 SECONDS)
. = TRUE
//No locking an open scanner.
else if ((href_list["lock"]) && !isnull(scanner) && scanner.is_operational())
@@ -317,8 +319,17 @@
else
scanner.locked = FALSE
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
. = TRUE
else if(href_list["view_rec"])
else if (href_list["refresh"])
src.updateUsrDialog()
playsound(src, "terminal_type", 25, 0)
. = TRUE
if(. || !use_records)
return
if(href_list["view_rec"])
playsound(src, "terminal_type", 25, 0)
src.active_record = find_record("id", href_list["view_rec"], records)
if(active_record)
@@ -330,6 +341,7 @@
src.menu = 3
else
src.temp = "Record missing."
. = TRUE
else if (href_list["del_rec"])
if ((!src.active_record) || (src.menu < 3))
@@ -353,8 +365,9 @@
else
src.temp = "<font class='bad'>Access Denied.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
. = TRUE
else if (href_list["disk"]) //Load or eject.
else if (href_list["disk"] && use_records) //Load or eject.
switch(href_list["disk"])
if("load")
if (!diskette || !istype(diskette.fields) || !diskette.fields["name"] || !diskette.fields)
@@ -392,10 +405,7 @@
diskette.name = "data disk - '[src.diskette.fields["name"]]'"
src.temp = "Save successful."
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
else if (href_list["refresh"])
src.updateUsrDialog()
playsound(src, "terminal_type", 25, 0)
. = TRUE
else if (href_list["clone"])
var/datum/data/record/C = find_record("id", href_list["clone"], records)
@@ -415,7 +425,7 @@
else if(pod.occupant)
temp = "<font class='bad'>Cloning cycle already in progress.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(pod.growclone(C.fields["ckey"], C.fields["name"], C.fields["UI"], C.fields["SE"], C.fields["mind"], C.fields["mrace"], C.fields["features"], C.fields["factions"], C.fields["quirks"], C.fields["bank_account"]))
else if(pod.growclone(C.fields["ckey"], C.fields["name"], C.fields["UI"], C.fields["SE"], C.fields["mind"], C.fields["blood_type"], C.fields["mrace"], C.fields["features"], C.fields["factions"], C.fields["quirks"], C.fields["bank_account"], C.fields["traumas"]))
temp = "[C.fields["name"]] => <font class='good'>Cloning cycle in progress...</font>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
records.Remove(C)
@@ -429,14 +439,28 @@
else
temp = "<font class='bad'>Data corruption.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
. = TRUE
else if (href_list["menu"])
src.menu = text2num(href_list["menu"])
else if (href_list["menu"] && use_records)
menu = text2num(href_list["menu"])
playsound(src, "terminal_type", 25, 0)
. = TRUE
/obj/machinery/computer/cloning/proc/finish_scan(mob/living/L, prev_locked)
if(!scanner || !L)
return
src.add_fingerprint(usr)
src.updateUsrDialog()
return
if(use_records)
scan_occupant(L)
else
clone_occupant(L)
loading = FALSE
src.updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
scanner.locked = prev_locked
/obj/machinery/computer/cloning/proc/scan_occupant(occupant)
var/mob/living/mob_occupant = get_mob_or_brainmob(occupant)
@@ -455,30 +479,9 @@
if(isbrain(mob_occupant))
dna = B.stored_dna
if(!istype(dna))
scantemp = "<font class='bad'>Unable to locate valid genetic data.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if(mob_occupant.suiciding || mob_occupant.hellbound)
scantemp = "<font class='bad'>Subject's brain is not responding to scanning stimuli.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if((HAS_TRAIT(mob_occupant, TRAIT_NOCLONE)) && (src.scanner.scan_level < 2))
scantemp = "<font class='bad'>Subject no longer contains the fundamental materials required to create a living clone.</font>"
playsound(src, 'sound/machines/terminal_alert.ogg', 50, 0)
return
if ((!mob_occupant.ckey) || (!mob_occupant.client))
scantemp = "<font class='bad'>Mental interface failure.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if (find_record("ckey", mob_occupant.ckey, records))
scantemp = "<font class='average'>Subject already in database.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if(SSeconomy.full_ancap && !has_bank_account)
scantemp = "<font class='average'>Subject is either missing an ID card with a bank account on it, or does not have an account to begin with. Please ensure the ID card is on the body before attempting to scan.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
if(!can_scan(dna, mob_occupant, FALSE, has_bank_account))
return
var/datum/data/record/R = new()
if(dna.species)
// We store the instance rather than the path, because some
@@ -529,3 +532,78 @@
board.records = records
scantemp = "Subject successfully scanned."
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
//Used by the experimental cloning computer.
/obj/machinery/computer/cloning/proc/clone_occupant(occupant)
var/mob/living/mob_occupant = get_mob_or_brainmob(occupant)
var/datum/dna/dna
if(ishuman(mob_occupant))
var/mob/living/carbon/C = mob_occupant
dna = C.has_dna()
if(isbrain(mob_occupant))
var/mob/living/brain/B = mob_occupant
dna = B.stored_dna
if(!can_scan(dna, mob_occupant, TRUE))
return
var/clone_species
if(dna.species)
clone_species = dna.species
else
var/datum/species/rando_race = pick(GLOB.roundstart_races)
clone_species = rando_race.type
var/obj/machinery/clonepod/pod = GetAvailablePod()
//Can't clone without someone to clone. Or a pod. Or if the pod is busy. Or full of gibs.
if(!LAZYLEN(pods))
temp = "<font class='bad'>No Clonepods detected.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(!pod)
temp = "<font class='bad'>No Clonepods available.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(pod.occupant)
temp = "<font class='bad'>Cloning cycle already in progress.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
pod.growclone(null, mob_occupant.real_name, dna.uni_identity, dna.mutation_index, null, dna.blood_type, clone_species, dna.features, mob_occupant.faction)
temp = "[mob_occupant.real_name] => <font class='good'>Cloning data sent to pod.</font>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
/obj/machinery/computer/cloning/proc/can_scan(datum/dna/dna, mob/living/mob_occupant, experimental = FALSE, datum/bank_account/account)
if(!istype(dna))
scantemp = "<font class='bad'>Unable to locate valid genetic data.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if(!experimental)
if(mob_occupant.suiciding || mob_occupant.hellbound)
scantemp = "<font class='bad'>Subject's brain is not responding to scanning stimuli.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if((HAS_TRAIT(mob_occupant, TRAIT_NOCLONE)) && (src.scanner.scan_level < 2))
scantemp = "<font class='bad'>Subject no longer contains the fundamental materials required to create a living clone.</font>"
playsound(src, 'sound/machines/terminal_alert.ogg', 50, 0)
return
if (!experimental)
if(!mob_occupant.ckey || !mob_occupant.client)
scantemp = "<font class='bad'>Mental interface failure.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if (find_record("ckey", mob_occupant.ckey, records))
scantemp = "<font class='average'>Subject already in database.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if(SSeconomy.full_ancap && !account)
scantemp = "<font class='average'>Subject is either missing an ID card with a bank account on it, or does not have an account to begin with. Please ensure the ID card is on the body before attempting to scan.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
return TRUE
//Prototype cloning console, much more rudimental and lacks modern functions such as saving records, autocloning, or safety checks.
/obj/machinery/computer/cloning/prototype
name = "prototype cloning console"
desc = "Used to operate an experimental cloner."
icon_screen = "dna"
icon_keyboard = "med_key"
circuit = /obj/item/circuitboard/computer/cloning/prototype
clonepod_type = /obj/machinery/clonepod/experimental
-298
View File
@@ -1,298 +0,0 @@
//Experimental cloner; clones a body regardless of the owner's status, letting a ghost control it instead
/obj/machinery/clonepod/experimental
name = "experimental cloning pod"
desc = "An ancient cloning pod. It seems to be an early prototype of the experimental cloners used in Nanotrasen Stations."
icon = 'icons/obj/machines/cloning.dmi'
icon_state = "pod_0"
req_access = null
circuit = /obj/item/circuitboard/machine/clonepod/experimental
internal_radio = FALSE
//Start growing a human clone in the pod!
/obj/machinery/clonepod/experimental/growclone(clonename, ui, mutation_index, mindref, last_death, blood_type, datum/species/mrace, list/features, factions, list/quirks)
if(panel_open)
return FALSE
if(mess || attempting)
return FALSE
attempting = TRUE //One at a time!!
countdown.start()
var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
H.hardset_dna(ui, mutation_index, H.real_name, blood_type, mrace, features)
if(efficiency > 2)
var/list/unclean_mutations = (GLOB.not_good_mutations|GLOB.bad_mutations)
H.dna.remove_mutation_group(unclean_mutations)
if(efficiency > 5 && prob(20))
H.easy_randmut(POSITIVE)
if(efficiency < 3 && prob(50))
var/mob/M = H.easy_randmut(NEGATIVE+MINOR_NEGATIVE)
if(ismob(M))
H = M
H.silent = 20 //Prevents an extreme edge case where clones could speak if they said something at exactly the right moment.
occupant = H
if(!clonename) //to prevent null names
clonename = "clone ([rand(1,999)])"
H.real_name = clonename
icon_state = "pod_1"
//Get the clone body ready
maim_clone(H)
ADD_TRAIT(H, TRAIT_STABLEHEART, "cloning")
ADD_TRAIT(H, TRAIT_EMOTEMUTE, "cloning")
ADD_TRAIT(H, TRAIT_MUTE, "cloning")
ADD_TRAIT(H, TRAIT_NOBREATH, "cloning")
ADD_TRAIT(H, TRAIT_NOCRITDAMAGE, "cloning")
H.Unconscious(80)
var/list/candidates = pollCandidatesForMob("Do you want to play as [clonename]'s defective clone?", null, null, null, 100, H)
if(LAZYLEN(candidates))
var/mob/C = pick(candidates)
H.key = C.key
if(grab_ghost_when == CLONER_FRESH_CLONE)
H.grab_ghost()
to_chat(H, "<span class='notice'><b>Consciousness slowly creeps over you as your body regenerates.</b><br><i>So this is what cloning feels like?</i></span>")
if(grab_ghost_when == CLONER_MATURE_CLONE)
H.ghostize(TRUE) //Only does anything if they were still in their old body and not already a ghost
to_chat(H.get_ghost(TRUE), "<span class='notice'>Your body is beginning to regenerate in a cloning pod. You will become conscious when it is complete.</span>")
if(H)
H.faction |= factions
H.set_cloned_appearance()
H.suiciding = FALSE
attempting = FALSE
return TRUE
//Prototype cloning console, much more rudimental and lacks modern functions such as saving records, autocloning, or safety checks.
/obj/machinery/computer/prototype_cloning
name = "prototype cloning console"
desc = "Used to operate an experimental cloner."
icon_screen = "dna"
icon_keyboard = "med_key"
circuit = /obj/item/circuitboard/computer/prototype_cloning
var/obj/machinery/dna_scannernew/scanner = null //Linked scanner. For scanning.
var/list/pods //Linked experimental cloning pods
var/temp = "Inactive"
var/scantemp = "Ready to Scan"
var/loading = FALSE // Nice loading text
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/prototype_cloning/Initialize()
. = ..()
updatemodules(TRUE)
/obj/machinery/computer/prototype_cloning/Destroy()
if(pods)
for(var/P in pods)
DetachCloner(P)
pods = null
return ..()
/obj/machinery/computer/prototype_cloning/proc/GetAvailablePod(mind = null)
if(pods)
for(var/P in pods)
var/obj/machinery/clonepod/experimental/pod = P
if(pod.is_operational() && !(pod.occupant || pod.mess))
return pod
/obj/machinery/computer/prototype_cloning/proc/updatemodules(findfirstcloner)
scanner = findscanner()
if(findfirstcloner && !LAZYLEN(pods))
findcloner()
/obj/machinery/computer/prototype_cloning/proc/findscanner()
var/obj/machinery/dna_scannernew/scannerf = null
// Loop through every direction
for(var/direction in GLOB.cardinals)
// Try to find a scanner in that direction
scannerf = locate(/obj/machinery/dna_scannernew, get_step(src, direction))
// If found and operational, return the scanner
if (!isnull(scannerf) && scannerf.is_operational())
return scannerf
// If no scanner was found, it will return null
return null
/obj/machinery/computer/prototype_cloning/proc/findcloner()
var/obj/machinery/clonepod/experimental/podf = null
for(var/direction in GLOB.cardinals)
podf = locate(/obj/machinery/clonepod/experimental, get_step(src, direction))
if (!isnull(podf) && podf.is_operational())
AttachCloner(podf)
/obj/machinery/computer/prototype_cloning/proc/AttachCloner(obj/machinery/clonepod/experimental/pod)
if(!pod.connected)
pod.connected = src
LAZYADD(pods, pod)
/obj/machinery/computer/prototype_cloning/proc/DetachCloner(obj/machinery/clonepod/experimental/pod)
pod.connected = null
LAZYREMOVE(pods, pod)
/obj/machinery/computer/prototype_cloning/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
var/obj/item/multitool/P = W
if(istype(P.buffer, /obj/machinery/clonepod/experimental))
if(get_area(P.buffer) != get_area(src))
to_chat(user, "<font color = #666633>-% Cannot link machines across power zones. Buffer cleared %-</font color>")
P.buffer = null
return
to_chat(user, "<font color = #666633>-% Successfully linked [P.buffer] with [src] %-</font color>")
var/obj/machinery/clonepod/experimental/pod = P.buffer
if(pod.connected)
pod.connected.DetachCloner(pod)
AttachCloner(pod)
else
P.buffer = src
to_chat(user, "<font color = #666633>-% Successfully stored [REF(P.buffer)] [P.buffer.name] in buffer %-</font color>")
return
else
return ..()
/obj/machinery/computer/prototype_cloning/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(..())
return
interact(user)
/obj/machinery/computer/prototype_cloning/interact(mob/user)
user.set_machine(src)
add_fingerprint(user)
if(..())
return
updatemodules(TRUE)
var/dat = ""
dat += "<a href='byond://?src=[REF(src)];refresh=1'>Refresh</a>"
dat += "<h3>Cloning Pod Status</h3>"
dat += "<div class='statusDisplay'>[temp]&nbsp;</div>"
if (isnull(src.scanner) || !LAZYLEN(pods))
dat += "<h3>Modules</h3>"
//dat += "<a href='byond://?src=[REF(src)];relmodules=1'>Reload Modules</a>"
if (isnull(src.scanner))
dat += "<font class='bad'>ERROR: No Scanner detected!</font><br>"
if (!LAZYLEN(pods))
dat += "<font class='bad'>ERROR: No Pod detected</font><br>"
// Scan-n-Clone
if (!isnull(src.scanner))
var/mob/living/scanner_occupant = get_mob_or_brainmob(scanner.occupant)
dat += "<h3>Cloning</h3>"
dat += "<div class='statusDisplay'>"
if(!scanner_occupant)
dat += "Scanner Unoccupied"
else if(loading)
dat += "[scanner_occupant] => Scanning..."
else
scantemp = "Ready to Clone"
dat += "[scanner_occupant] => [scantemp]"
dat += "</div>"
if(scanner_occupant)
dat += "<a href='byond://?src=[REF(src)];clone=1'>Clone</a>"
dat += "<br><a href='byond://?src=[REF(src)];lock=1'>[src.scanner.locked ? "Unlock Scanner" : "Lock Scanner"]</a>"
else
dat += "<span class='linkOff'>Clone</span>"
var/datum/browser/popup = new(user, "cloning", "Prototype Cloning System Control")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/prototype_cloning/Topic(href, href_list)
if(..())
return
if(loading)
return
else if ((href_list["clone"]) && !isnull(scanner) && scanner.is_operational())
scantemp = ""
loading = TRUE
updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt.ogg', 50, 0)
say("Initiating scan...")
spawn(20)
clone_occupant(scanner.occupant)
loading = FALSE
updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
//No locking an open scanner.
else if ((href_list["lock"]) && !isnull(scanner) && scanner.is_operational())
if ((!scanner.locked) && (scanner.occupant))
scanner.locked = TRUE
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
scanner.locked = FALSE
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
else if (href_list["refresh"])
updateUsrDialog()
playsound(src, "terminal_type", 25, 0)
add_fingerprint(usr)
updateUsrDialog()
return
/obj/machinery/computer/prototype_cloning/proc/clone_occupant(occupant)
var/mob/living/mob_occupant = get_mob_or_brainmob(occupant)
var/datum/dna/dna
if(ishuman(mob_occupant))
var/mob/living/carbon/C = mob_occupant
dna = C.has_dna()
if(isbrain(mob_occupant))
var/mob/living/brain/B = mob_occupant
dna = B.stored_dna
if(!istype(dna))
scantemp = "<font class='bad'>Unable to locate valid genetic data.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if((HAS_TRAIT(mob_occupant, TRAIT_NOCLONE)) && (src.scanner.scan_level < 2))
scantemp = "<font class='bad'>Subject no longer contains the fundamental materials required to create a living clone.</font>"
playsound(src, 'sound/machines/terminal_alert.ogg', 50, 0)
return
var/clone_species
if(dna.species)
clone_species = dna.species
else
var/datum/species/rando_race = pick(GLOB.roundstart_races)
clone_species = rando_race.type
var/obj/machinery/clonepod/pod = GetAvailablePod()
//Can't clone without someone to clone. Or a pod. Or if the pod is busy. Or full of gibs.
if(!LAZYLEN(pods))
temp = "<font class='bad'>No Clonepods detected.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(!pod)
temp = "<font class='bad'>No Clonepods available.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(pod.occupant)
temp = "<font class='bad'>Cloning cycle already in progress.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
pod.growclone(mob_occupant.real_name, dna.uni_identity, dna.mutation_index, null, null, dna.blood_type, clone_species, dna.features, mob_occupant.faction)
temp = "[mob_occupant.real_name] => <font class='good'>Cloning data sent to pod.</font>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
+5 -19
View File
@@ -666,28 +666,18 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10,
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 13,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 13,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 12,
)
/obj/effect/spawner/lootdrop/weapon_parts
name = "random weapon parts spawner 25%"
name = "random weapon parts spawner 20%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 75,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
loot = list("" = 80,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 2,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
)
/obj/effect/spawner/lootdrop/ammo
@@ -695,8 +685,6 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 25,
/obj/item/ammo_box/c32mm = 15,
/obj/item/ammo_box/r32mm = 15,
/obj/item/ammo_box/magazine/wt550m9 = 1,
/obj/item/ammo_casing/shotgun/buckshot = 7,
/obj/item/ammo_casing/shotgun/rubbershot = 7,
@@ -709,8 +697,6 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/ammo_box/c32mm = 7,
/obj/item/ammo_box/r32mm = 7,
/obj/item/ammo_box/magazine/wt550m9 = 2,
/obj/item/ammo_casing/shotgun/buckshot = 10,
/obj/item/ammo_casing/shotgun/rubbershot = 10,
+22 -3
View File
@@ -68,6 +68,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/click_delay = CLICK_CD_MELEE
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/current_equipped_slot
pass_flags = PASSTABLE
pressure_resistance = 4
var/obj/item/master = null
@@ -179,6 +180,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(damtype == "brute")
hitsound = "swing_hit"
if(used_skills)
for(var/path in used_skills)
var/datum/skill/S = GLOB.skill_datums[path]
LAZYADD(used_skills[path], S.skill_traits)
/obj/item/Destroy()
item_flags &= ~DROPDEL //prevent reqdels
if(ismob(loc))
@@ -315,6 +321,10 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
@@ -336,7 +346,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
C.update_damage_overlays()
return
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
if(acid_level > 20 && ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
if(istype(C))
if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
@@ -379,6 +389,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
@@ -423,6 +438,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
/obj/item/proc/dropped(mob/user)
SHOULD_CALL_PARENT(TRUE)
current_equipped_slot = null
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
@@ -470,7 +486,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(mob/user, slot)
SHOULD_CALL_PARENT(TRUE)
. = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
current_equipped_slot = slot
if(!(. & COMPONENT_NO_GRANT_ACTIONS))
for(var/X in actions)
var/datum/action/A = X
@@ -835,7 +853,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
// Called when a mob tries to use the item as a tool.
// Handles most checks.
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = 1, max_level = INFINITY)
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = STD_USE_TOOL_MULT)
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
// Run the start check here so we wouldn't have to call it manually.
if(!delay && !tool_start_check(user, amount))
@@ -880,7 +898,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
for(var/skill in used_skills)
if(!(SKILL_TRAINING_TOOL in used_skills[skill]))
continue
user.mind.auto_gain_experience(skill, gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
var/datum/skill/S = GLOB.skill_datums[skill]
user.mind.auto_gain_experience(skill, gain*skill_gain_mult*S.item_skill_gain_multi)
return TRUE
+1
View File
@@ -794,6 +794,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
reagents.clear_reagents()
/obj/item/clothing/mask/vape/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_WEAR_MASK)
if(!screw)
to_chat(user, "<span class='notice'>You start puffing on the vape.</span>")
@@ -116,9 +116,9 @@
build_path = /obj/machinery/computer/cloning
var/list/records = list()
/obj/item/circuitboard/computer/prototype_cloning
/obj/item/circuitboard/computer/cloning/prototype
name = "Prototype Cloning (Computer Board)"
build_path = /obj/machinery/computer/prototype_cloning
build_path = /obj/machinery/computer/cloning/prototype
/obj/item/circuitboard/computer/arcade/battle
name = "Arcade Battle (Computer Board)"
@@ -97,7 +97,7 @@
to_chat(user, "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>")
else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
if (I.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
if (I.use_tool(src, user, 0, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
det_time = 50 // In case the cable_coil was removed and readded.
stage_change(WIRED)
to_chat(user, "<span class='notice'>You rig the [initial(name)] assembly.</span>")
@@ -355,6 +355,7 @@
emaggedhitdamage = 0
/obj/item/borg/lollipop/equipped()
. = ..()
check_amount()
/obj/item/borg/lollipop/dropped(mob/user)
+2 -2
View File
@@ -26,7 +26,7 @@
/datum/block_parry_data/shield
block_damage_multiplier = 0.25
block_stamina_efficiency = 2.5
block_stamina_cost_per_second = 3.5
block_stamina_cost_per_second = 2.5
block_slowdown = 0
block_lock_attacking = FALSE
block_lock_sprinting = TRUE
@@ -386,7 +386,7 @@ obj/item/shield/riot/bullet_proof
max_integrity = 100
obj_integrity = 100
can_shatter = FALSE
item_flags = SLOWS_WHILE_IN_HAND
item_flags = SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK
var/recharge_timerid
var/recharge_delay = 15 SECONDS
@@ -69,7 +69,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
if (get_amount() < 1 || CC.get_amount() < 5)
to_chat(user, "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass!</span>")
return
CC.use_tool(src, user, 0, 5, max_level = JOB_SKILL_BASIC)
CC.use_tool(src, user, 0, 5, skill_gain_mult = TRIVIAL_USE_TOOL_MULT)
use(1)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
var/obj/item/stack/light_w/new_tile = new(user.loc)
@@ -240,9 +240,8 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
)),
null, \
new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("pistol grip", /obj/item/weaponcrafting/improvised_parts/wooden_grip, 5, time = 40), \
new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 20), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 20), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
@@ -382,6 +381,7 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
new/datum/stack_recipe("chemistry bag", /obj/item/storage/bag/chemistry, 4), \
new/datum/stack_recipe("bio bag", /obj/item/storage/bag/bio, 4), \
null, \
new/datum/stack_recipe("string", /obj/item/weaponcrafting/string, 1, time = 10), \
new/datum/stack_recipe("improvised gauze", /obj/item/stack/medical/gauze/improvised, 1, 2, 6), \
new/datum/stack_recipe("rag", /obj/item/reagent_containers/rag, 1), \
new/datum/stack_recipe("towel", /obj/item/reagent_containers/rag/towel, 3), \
@@ -429,7 +429,6 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
new/datum/stack_recipe("durathread beret", /obj/item/clothing/head/beret/durathread, 2, time = 40), \
new/datum/stack_recipe("durathread beanie", /obj/item/clothing/head/beanie/durathread, 2, time = 40), \
new/datum/stack_recipe("durathread bandana", /obj/item/clothing/mask/bandana/durathread, 1, time = 25), \
new/datum/stack_recipe("durathread string", /obj/item/weaponcrafting/durathread_string, 1, time = 40), \
))
/obj/item/stack/sheet/durathread
+4 -4
View File
@@ -207,18 +207,18 @@
cig_position++
/obj/item/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!ismob(M))
return
if(M != user || !istype(M))
return ..()
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(M == user && contents.len > 0 && !user.wear_mask)
if(!user.wear_mask && !(SLOT_WEAR_MASK in M.check_obscured_slots()))
var/obj/item/clothing/mask/cigarette/W = cig
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, M)
M.equip_to_slot_if_possible(W, SLOT_WEAR_MASK)
contents -= W
to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
else
..()
return ..()
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
-47
View File
@@ -1,47 +0,0 @@
/obj/item/hatchet/saw
name = "handsaw"
desc = "A very sharp handsaw, it's compact."
icon = 'icons/obj/tools.dmi'
icon_state = "saw"
item_state = "sawhandle_greyscale"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
tool_behaviour = TOOL_SAW
force = 10
throwforce = 8
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = 5000)
attack_verb = list("sawed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool.
var/static/list/saw_colors = list(
"blue" = rgb(24, 97, 213),
"red" = rgb(255, 0, 0),
"pink" = rgb(213, 24, 141),
"brown" = rgb(160, 82, 18),
"green" = rgb(14, 127, 27),
"cyan" = rgb(24, 162, 213),
"yellow" = rgb(255, 165, 0)
)
/obj/item/hatchet/saw/Initialize()
. = ..()
if(random_color)
icon_state = "sawhandle_greyscale"
var/our_color = pick(saw_colors)
add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY)
update_icon()
if(prob(75))
pixel_y = rand(-8, 8)
/obj/item/hatchet/saw/update_overlays()
. = ..()
if(!random_color) //icon override
return
var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade")
base_overlay.appearance_flags = RESET_COLOR
. += base_overlay
// END
+3 -5
View File
@@ -450,8 +450,7 @@
sharpness = IS_BLUNT
/obj/item/dualsaber/toy/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg')
AddComponent(/datum/component/two_handed, force_unwielded=0, force_wielded=0, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg')
/obj/item/dualsaber/toy/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
return BLOCK_NONE
@@ -469,9 +468,8 @@
slowdown_wielded = 0
sharpness = IS_BLUNT
/obj/item/dualsaber/toy/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg')
/obj/item/dualsaber/hypereutactic/toy/ComponentInitialize()
AddComponent(/datum/component/two_handed, force_unwielded=0, force_wielded=0, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg')
/obj/item/dualsaber/hypereutactic/toy/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
return BLOCK_NONE
@@ -108,8 +108,7 @@
//Life, Stat, Hud Updates, and Say
/mob/living/simple_animal/revenant/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
. = ..()
if(stasis)
return
if(revealed && essence <= 0)
@@ -189,6 +189,8 @@
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans! You should leave it alone.</span>")
user.dropItemToGround(src)
return
return ..()
/obj/item/dice/d20/fate/proc/effect(var/mob/living/carbon/human/user,roll)
+2
View File
@@ -19,6 +19,8 @@
///Next tick to reset the total message counter
var/total_count_reset = 0
var/ircreplyamount = 0
/// last time they tried to do an autobunker auth
var/autobunker_last_try = 0
/////////
//OTHER//
+6 -4
View File
@@ -2322,14 +2322,16 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/min = CONFIG_GET(number/body_size_min)
var/max = CONFIG_GET(number/body_size_max)
var/danger = CONFIG_GET(number/threshold_body_size_slowdown)
var/new_body_size = input(user, "Choose your desired sprite size:\n([min*100]%-[max*100]%), Warning: May make your character look distorted[danger > min ? ", and an exponential slowdown will occur for those smaller than [danger*100]%!" : "!"]", "Character Preference", features["body_size"]*100) as num|null
var/new_body_size = input(user, "Choose your desired sprite size: ([min*100]%-[max*100]%)\nWarning: This may make your character look distorted[danger > min ? "! Additionally, a proportional movement speed penalty will be applied to characters smaller than [danger*100]%." : "!"]", "Character Preference", features["body_size"]*100) as num|null
if (new_body_size)
new_body_size = clamp(new_body_size * 0.01, min, max)
var/dorfy
if(danger > new_body_size)
dorfy = alert(user, "The chosen size appears to be smaller than the threshold of [danger*100]%, which will lead to an added exponential slowdown. Are you sure about that?", "Dwarfism Alert", "Yes", "Move it to the threshold", "No")
if(!dorfy || dorfy == "Move it above the threshold")
if((new_body_size + 0.01) < danger) // Adding 0.01 as a dumb fix to prevent the warning message from appearing when exactly at threshold... Not sure why that happens in the first place.
dorfy = alert(user, "You have chosen a size below the slowdown threshold of [danger*100]%. For balancing purposes, the further you go below this percentage, the slower your character will be. Do you wish to keep this size?", "Speed Penalty Alert", "Yes", "Move it to the threshold", "No")
if(dorfy == "Move it to the threshold")
new_body_size = danger
if(!dorfy) //Aborts if this var is somehow empty
return
if(dorfy != "No")
features["body_size"] = new_body_size
if("tongue")
+37
View File
@@ -0,0 +1,37 @@
/client/verb/bunker_auto_authorize()
set name = "Auto Authorize Panic Bunker"
set desc = "Authorizes your account in the panic bunker of any servers connected to this function."
set category = "OOC"
if(autobunker_last_try + 5 SECONDS > world.time)
to_chat(src, "<span class='danger'>Function on cooldown, try again in 5 seconds.</span>")
return
autobunker_last_try = world.time
world.send_cross_server_bunker_overrides(key, src)
/world/proc/send_cross_server_bunker_overrides(key, client/C)
var/comms_key = CONFIG_GET(string/comms_key)
if(!comms_key)
return
var/list/message = list()
message["ckey"] = key
message["source"] = "[CONFIG_GET(string/cross_comms_name)]"
message["key"] = comms_key
message["auto_bunker_override"] = TRUE
var/list/servers = CONFIG_GET(keyed_list/cross_server_bunker_override)
if(!length(servers))
to_chat(C, "<span class='boldwarning'>AUTOBUNKER: No servers are configured to receive from this one.</span>")
return
log_admin("[key] ([key_name(C)]) has initiated an autobunker authentication with linked servers.")
for(var/name in servers)
var/returned = world.Export("[servers[name]]?[list2params(message)]")
switch(returned)
if("Bad Key")
to_chat(C, "<span class='boldwarning'>AUTOBuNKER: [name] failed to authenticate with this server.</span>")
if("Function Disabled")
to_chat(C, "<span class='boldwarning'>AUTOBUNKER: [name] has autobunker receive disabled.</span>")
if("Success")
to_chat(C, "<span class='boldwarning'>AUTOBUNKER: Successfully authenticated with [name]. Panic bunker bypass granted to [key].</span>.")
else
to_chat(C, "<span class='boldwarning'>AUTOBUNKER: Unknown error ([name]).</span>")
+3 -2
View File
@@ -23,14 +23,15 @@
if(iscarbon(target) && proximity)
var/mob/living/carbon/C = target
var/mob/living/carbon/U = user
var/success = C.equip_to_slot_if_possible(new /obj/item/clothing/gloves/color/yellow/sprayon, ITEM_SLOT_GLOVES, TRUE, TRUE)
var/success = C.equip_to_slot_if_possible(new /obj/item/clothing/gloves/color/yellow/sprayon, ITEM_SLOT_GLOVES, TRUE, TRUE, clothing_check = TRUE)
if(success)
if(C == user)
C.visible_message("<span class='notice'>[U] sprays their hands with glittery rubber!</span>")
else
C.visible_message("<span class='warning'>[U] sprays glittery rubber on the hands of [C]!</span>")
else
C.visible_message("<span class='warning'>The rubber fails to stick to [C]'s hands!</span>")
user.visible_message("<span class='warning'>The rubber fails to stick to [C]'s hands!</span>",
"<span class='warning'>The rubber fails to stick to [C]'s [(SLOT_GLOVES in C.check_obscured_slots()) ? "unexposed" : ""] hands!</span>")
qdel(src)
+13 -7
View File
@@ -164,7 +164,7 @@
RemoveHelmet()
..()
/obj/item/clothing/suit/space/hardsuit/proc/RemoveHelmet()
/obj/item/clothing/suit/space/hardsuit/proc/RemoveHelmet(message = TRUE)
if(!helmet)
return
suittoggled = FALSE
@@ -174,16 +174,18 @@
helmet.attack_self(H)
H.transferItemToLoc(helmet, src, TRUE)
H.update_inv_wear_suit()
to_chat(H, "<span class='notice'>The helmet on the hardsuit disengages.</span>")
if(message)
to_chat(H, "<span class='notice'>The helmet on the hardsuit disengages.</span>")
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
else
helmet.forceMove(src)
return TRUE
/obj/item/clothing/suit/space/hardsuit/dropped(mob/user)
..()
RemoveHelmet()
/obj/item/clothing/suit/space/hardsuit/proc/ToggleHelmet()
/obj/item/clothing/suit/space/hardsuit/proc/ToggleHelmet(message = TRUE)
var/mob/living/carbon/human/H = loc
if(!helmettype)
return
@@ -192,15 +194,19 @@
if(!suittoggled)
if(ishuman(src.loc))
if(H.wear_suit != src)
to_chat(H, "<span class='warning'>You must be wearing [src] to engage the helmet!</span>")
if(message)
to_chat(H, "<span class='warning'>You must be wearing [src] to engage the helmet!</span>")
return
if(H.head)
to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
if(message)
to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
return
else if(H.equip_to_slot_if_possible(helmet,SLOT_HEAD,0,0,1))
to_chat(H, "<span class='notice'>You engage the helmet on the hardsuit.</span>")
if(message)
to_chat(H, "<span class='notice'>You engage the helmet on the hardsuit.</span>")
suittoggled = TRUE
H.update_inv_wear_suit()
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
return TRUE
else
RemoveHelmet()
return RemoveHelmet(message)
+1 -1
View File
@@ -46,4 +46,4 @@
icon_state = "lewdcap"
item_state = "lewdcap"
can_adjust = FALSE
mutantrace_variation = USE_TAUR_CLIP_MASK
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
+1 -1
View File
@@ -22,7 +22,7 @@
icon_state = "cmoturtle"
item_state = "w_suit"
alt_covers_chest = TRUE
mutantrace_variation = USE_TAUR_CLIP_MASK
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
/obj/item/clothing/under/rank/medical/geneticist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
@@ -83,6 +83,7 @@
/obj/item/reagent_containers/food/snacks/meat/slab/chicken
name = "chicken meat"
desc = "A slab of raw chicken. Remember to wash your hands!"
icon_state = "chickenbreast"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/chicken
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/chicken
tastes = list("chicken" = 1)
@@ -341,8 +342,14 @@
/obj/item/reagent_containers/food/snacks/meat/steak/chicken
name = "chicken steak" //Can you have chicken steaks? Maybe this should be renamed once it gets new sprites.
icon_state = "chickenbreast_cooked"
tastes = list("chicken" = 1)
/obj/item/reagent_containers/food/snacks/meat/steak/fish
name = "fish fillet"
icon_state = "grilled_carp_slice"
tastes = list("charred sushi" = 1)
/obj/item/reagent_containers/food/snacks/meat/steak/plain
foodtype = MEAT
@@ -361,6 +368,7 @@
/obj/item/reagent_containers/food/snacks/meat/steak/bear
name = "bear steak"
icon_state = "bearcook"
tastes = list("meat" = 1, "salmon" = 1)
/obj/item/reagent_containers/food/snacks/meat/steak/xeno
@@ -22,6 +22,7 @@
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/toxin/carpotoxin = 2, /datum/reagent/consumable/nutriment/vitamin = 2)
bitesize = 6
filling_color = "#FA8072"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/fish
tastes = list("fish" = 1)
foodtype = MEAT
@@ -136,6 +136,17 @@
tastes = list("fries" = 3, "cheese" = 1)
foodtype = VEGETABLES | GRAIN
/obj/item/reagent_containers/food/snacks/chilicheesefries
name = "chili cheese fries"
desc = "Fries smothered in cheese -and- chilli."
icon_state = "chilicheesefries"
trash = /obj/item/trash/plate
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 7, /datum/reagent/consumable/nutriment/vitamin = 1)
filling_color = "#FFD700"
tastes = list("fries" = 3, "cheese" = 1)
foodtype = VEGETABLES | GRAIN
/obj/item/reagent_containers/food/snacks/badrecipe
name = "burned mess"
desc = "Someone should be demoted from cook for this."
@@ -537,6 +548,15 @@
tastes = list("butter" = 1)
foodtype = DAIRY
/obj/item/reagent_containers/food/snacks/butter/margarine
name = "stick of margarine"
desc = "A stick of lightly salted vegetable oil."
icon_state = "marge"
list_reagents = list(/datum/reagent/consumable/nutriment = 4, /datum/reagent/consumable/cornoil = 2, /datum/reagent/consumable/sodiumchloride = 1)
filling_color = "#FFD700"
tastes = list("butter" = 1)
foodtype = JUNKFOOD
/obj/item/reagent_containers/food/snacks/onionrings
name = "onion rings"
desc = "Onion slices coated in batter."
@@ -21,6 +21,17 @@
tastes = list("toast" = 1)
foodtype = GRAIN
/obj/item/reagent_containers/food/snacks/baconlettucetomato
name = "blt sandwich"
desc = "The classic bacon, lettuce tomato sandwich."
icon = 'icons/obj/food/burgerbread.dmi'
icon_state = "blt"
trash = /obj/item/trash/plate
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 1)
list_reagents = list(/datum/reagent/consumable/nutriment = 8, /datum/reagent/consumable/nutriment/vitamin = 2)
tastes = list("bacon" = 1, "lettuce" = 1, "tomato" = 1, "mayo" = 1)
foodtype = GRAIN | MEAT | VEGETABLES
/obj/item/reagent_containers/food/snacks/grilledcheese
name = "grilled cheese sandwich"
desc = "Goes great with Tomato soup!"
@@ -136,8 +147,9 @@
/obj/item/reagent_containers/food/snacks/tuna_sandwich
name = "tuna sandwich"
desc = "Both a salad and a sandwich in one."
icon = 'icons/obj/food/burgerbread.dmi'
icon_state = "tunasandwich"
trash = /obj/item/trash/plate
list_reagents = list(/datum/reagent/consumable/nutriment = 12, /datum/reagent/consumable/nutriment/vitamin = 4)
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 3)
tastes = list("tuna" = 4, "mayonnaise" = 2, "bread" = 2)
foodtype = GRAIN | MEAT
@@ -179,3 +179,14 @@
id = /datum/reagent/consumable/bbqsauce
results = list(/datum/reagent/consumable/bbqsauce = 5)
required_reagents = list(/datum/reagent/ash = 1, /datum/reagent/consumable/tomatojuice = 1, /datum/reagent/medicine/salglu_solution = 3, /datum/reagent/consumable/blackpepper = 1)
/datum/chemical_reaction/margarine
name = "Margarine"
id = "margarine"
required_reagents = list(/datum/reagent/consumable/cornoil = 5, /datum/reagent/consumable/soymilk = 5, /datum/reagent/consumable/sodiumchloride = 1)
mix_message = "The ingredients solidify into a stick of margarine."
/datum/chemical_reaction/margarine/on_reaction(datum/reagents/holder, multiplier)
var/location = get_turf(holder.my_atom)
for(var/i = 1, i <= multiplier, i++)
new /obj/item/reagent_containers/food/snacks/butter/margarine(location)
@@ -22,6 +22,15 @@
result = /obj/item/reagent_containers/food/snacks/baconegg
subcategory = CAT_EGG
/datum/crafting_recipe/food/wrap
name = "Egg Wrap"
reqs = list(/datum/reagent/consumable/soysauce = 10,
/obj/item/reagent_containers/food/snacks/friedegg = 1,
/obj/item/reagent_containers/food/snacks/grown/cabbage = 1,
)
result = /obj/item/reagent_containers/food/snacks/eggwrap
subcategory = CAT_EGG
/datum/crafting_recipe/food/omelette
name = "Omelette"
reqs = list(
@@ -14,15 +14,6 @@
result = /obj/item/reagent_containers/food/snacks/chawanmushi
subcategory = CAT_MISCFOOD
/datum/crafting_recipe/food/wrap
name = "Egg Wrap"
reqs = list(/datum/reagent/consumable/soysauce = 10,
/obj/item/reagent_containers/food/snacks/friedegg = 1,
/obj/item/reagent_containers/food/snacks/grown/cabbage = 1,
)
result = /obj/item/reagent_containers/food/snacks/eggwrap
subcategory = CAT_MISCFOOD
/datum/crafting_recipe/food/khachapuri
name = "Khachapuri"
reqs = list(
@@ -93,6 +84,16 @@
result = /obj/item/reagent_containers/food/snacks/cheesyfries
subcategory = CAT_MISCFOOD
/datum/crafting_recipe/food/chilicheesefries
name = "Chilli cheese fries"
reqs = list(
/obj/item/reagent_containers/food/snacks/fries = 1,
/obj/item/reagent_containers/food/snacks/cheesewedge = 1,
/obj/item/reagent_containers/food/snacks/grown/chili = 1
)
result = /obj/item/reagent_containers/food/snacks/chilicheesefries
subcategory = CAT_MISCFOOD
/datum/crafting_recipe/food/eggplantparm
name ="Eggplant parmigiana"
reqs = list(
@@ -25,6 +25,17 @@
result = /obj/item/reagent_containers/food/snacks/grilledcheese
subcategory = CAT_SANDWICH
/datum/crafting_recipe/food/baconlettucetomato
name = "BLT sandwich"
reqs = list(
/obj/item/reagent_containers/food/snacks/meat/bacon = 2,
/obj/item/reagent_containers/food/snacks/grown/cabbage = 1,
/obj/item/reagent_containers/food/snacks/grown/tomato = 1,
/datum/reagent/consumable/mayonnaise = 5
)
result = /obj/item/reagent_containers/food/snacks/baconlettucetomato
subcategory = CAT_SANDWICH
/datum/crafting_recipe/food/slimesandwich
name = "Jelly sandwich"
reqs = list(
@@ -99,7 +110,7 @@
/obj/item/reagent_containers/food/snacks/breadslice/plain = 2,
/obj/item/reagent_containers/food/snacks/tuna = 1,
/obj/item/reagent_containers/food/snacks/grown/onion = 1,
/obj/item/reagent_containers/food/condiment/mayonnaise = 5
/datum/reagent/consumable/mayonnaise = 5
)
result = /obj/item/reagent_containers/food/snacks/tuna_sandwich
subcategory = CAT_SANDWICH
+8 -8
View File
@@ -277,7 +277,7 @@
growing_icon = 'icons/obj/hydroponics/growing_flowers.dmi'
icon_grow = "bee_balm-grow"
icon_dead = "bee_balm-dead"
mutatelist = list(/obj/item/seeds/poppy/geranium, /obj/item/seeds/bee_balm/honey) //Lower odds of becoming honey
mutatelist = list(/obj/item/seeds/poppy/geranium, /obj/item/seeds/bee_balm/honey_balm) //Lower odds of becoming honey
reagents_add = list(/datum/reagent/medicine/spaceacillin = 0.1, /datum/reagent/space_cleaner/sterilizine = 0.05)
/obj/item/reagent_containers/food/snacks/grown/bee_balm
@@ -291,11 +291,11 @@
foodtype = GROSS
// Beebalm
/obj/item/seeds/bee_balm/honey
/obj/item/seeds/bee_balm/honey_balm
name = "pack of Honey Balm seeds"
desc = "These seeds grow into Honey Balms."
icon_state = "seed-bee_balmalt"
species = "seed-bee_balm_alt"
icon_state = "seed-honey_balm"
species = "honey_balm"
plantname = "Honey Balm Pods"
product = /obj/item/reagent_containers/food/snacks/grown/bee_balm/honey
endurance = 1
@@ -304,16 +304,16 @@
potency = 1
growthstages = 3
growing_icon = 'icons/obj/hydroponics/growing_flowers.dmi'
icon_grow = "bee_balmalt-grow"
icon_dead = "bee_balmalt-dead"
icon_grow = "honey_balm-grow"
icon_dead = "honey_balm-dead"
reagents_add = list(/datum/reagent/consumable/honey = 0.1, /datum/reagent/lye = 0.3) //To make wax
rarity = 30
/obj/item/reagent_containers/food/snacks/grown/bee_balm/honey
seed = /obj/item/seeds/bee_balm/honey
seed = /obj/item/seeds/bee_balm/honey_balm
name = "honey balm"
desc = "A large honey filled pod of a flower."
icon_state = "bee_balmalt"
icon_state = "honey_balm"
filling_color = "#FF6347"
bitesize_mod = 8
tastes = list("wax" = 1)
+1 -1
View File
@@ -392,7 +392,7 @@
/datum/plant_gene/trait/battery/on_attackby(obj/item/reagent_containers/food/snacks/grown/G, obj/item/I, mob/user)
if(istype(I, /obj/item/stack/cable_coil))
if(I.use_tool(src, user, 0, 5, max_level = JOB_SKILL_EXPERT))
if(I.use_tool(src, user, 0, 5, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
to_chat(user, "<span class='notice'>You add some cable to [G] and slide it inside the battery encasing.</span>")
var/obj/item/stock_parts/cell/potato/pocell = new /obj/item/stock_parts/cell/potato(user.loc)
pocell.icon_state = G.icon_state
@@ -25,6 +25,17 @@
var/mob/living/L = user.mob
L.keybind_stop_active_blocking()
/datum/keybinding/living/active_block_toggle
name = "active_block_toggle"
full_name = "Block (Toggle)"
category = CATEGORY_COMBAT
description = "Toggles active blocking system using currenet in hand object, or any found object if applicable."
/datum/keybinding/living/active_block_toggle/down(client/user)
var/mob/living/L = user.mob
L.keybind_toggle_active_blocking()
return TRUE
/datum/keybinding/living/active_parry
hotkey_keys = list("Insert", "G")
name = "active_parry"
+1 -1
View File
@@ -390,7 +390,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
return
if (W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
if (W.use_tool(src, user, 0, 1, skill_gain_mult = BARE_USE_TOOL_MULT))
add_overlay("coin_string_overlay")
string_attached = 1
to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
@@ -1,5 +0,0 @@
/mob/living/carbon/alien/humanoid/doUnEquip(obj/item/I)
. = ..()
if(!. || !I)
return
@@ -88,6 +88,7 @@
Die()
/obj/item/clothing/mask/facehugger/equipped(mob/M)
. = ..()
Attach(M)
/obj/item/clothing/mask/facehugger/Crossed(atom/target)
@@ -254,7 +255,7 @@
return FALSE
if(AmBloodsucker(M))
return FALSE
if(ismonkey(M))
return 1
@@ -227,19 +227,21 @@
SEND_SIGNAL(src, COMSIG_CARBON_EMBED_RIP, I, L)
return
if(href_list["toggle_helmet"])
var/hardsuit_head = head && istype(head, /obj/item/clothing/head/helmet/space/hardsuit)
if(!istype(head, /obj/item/clothing/head/helmet/space/hardsuit))
return
var/obj/item/clothing/head/helmet/space/hardsuit/hardsuit_head = head
visible_message("<span class='danger'>[usr] tries to [hardsuit_head ? "retract" : "extend"] [src]'s helmet.</span>", \
"<span class='userdanger'>[usr] tries to [hardsuit_head ? "retract" : "extend"] [src]'s helmet.</span>", \
target = usr, target_message = "<span class='danger'>You try to [hardsuit_head ? "retract" : "extend"] [src]'s helmet.</span>")
if(!do_mob(usr, src, POCKET_STRIP_DELAY))
if(!do_mob(usr, src, hardsuit_head ? head.strip_delay : POCKET_STRIP_DELAY))
return
visible_message("<span class='danger'>[usr] [hardsuit_head ? "retract" : "extend"] [src]'s helmet</span>", \
"<span class='userdanger'>[usr] [hardsuit_head ? "retract" : "extend"] [src]'s helmet</span>", \
target = usr, target_message = "<span class='danger'>You [hardsuit_head ? "retract" : "extend"] [src]'s helmet.</span>")
if(!istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
if(!istype(wear_suit, /obj/item/clothing/suit/space/hardsuit) || (hardsuit_head ? (!head || head != hardsuit_head) : head))
return
var/obj/item/clothing/suit/space/hardsuit/hardsuit = wear_suit //This should be an hardsuit given all our checks
hardsuit.ToggleHelmet()
if(hardsuit.ToggleHelmet(FALSE))
visible_message("<span class='danger'>[usr] [hardsuit_head ? "retract" : "extend"] [src]'s helmet</span>", \
"<span class='userdanger'>[usr] [hardsuit_head ? "retract" : "extend"] [src]'s helmet</span>", \
target = usr, target_message = "<span class='danger'>You [hardsuit_head ? "retract" : "extend"] [src]'s helmet.</span>")
return
if(href_list["item"])
var/slot = text2num(href_list["item"])
@@ -85,8 +85,11 @@
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
if(S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
FP.blood_DNA["color"] += S.last_blood_color
FP.blood_DNA[S.last_blood_DNA] = S.last_bloodtype
if(!FP.blood_DNA["color"])
FP.blood_DNA["color"] = S.last_blood_color
else
FP.blood_DNA["color"] = BlendRGB(FP.blood_DNA["color"], S.last_blood_color)
FP.update_icon()
update_inv_shoes()
//End bloody footprints
+13 -6
View File
@@ -14,14 +14,14 @@
changeNext_move(data.block_end_click_cd_add)
return TRUE
/mob/living/proc/start_active_blocking(obj/item/I)
/mob/living/proc/ACTIVE_BLOCK_START(obj/item/I)
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
return FALSE
if(!(I in held_items))
return FALSE
var/datum/block_parry_data/data = I.get_block_parry_data()
if(!istype(data)) //Typecheck because if an admin/coder screws up varediting or something we do not want someone being broken forever, the CRASH logs feedback so we know what happened.
CRASH("start_active_blocking called with an item with no valid data: [I] --> [I.block_parry_data]!")
CRASH("ACTIVE_BLOCK_START called with an item with no valid data: [I] --> [I.block_parry_data]!")
combat_flags |= COMBAT_FLAG_ACTIVE_BLOCKING
active_block_item = I
if(data.block_lock_attacking)
@@ -83,9 +83,15 @@
return FALSE
// QOL: Instead of trying to just block with held item, grab first available item.
var/obj/item/I = find_active_block_item()
if(!I)
to_chat(src, "<span class='warning'>You can't block with your bare hands!</span>")
var/list/other_items = list()
if(SEND_SIGNAL(src, COMSIG_LIVING_ACTIVE_BLOCK_START, I, other_items) & COMPONENT_PREVENT_BLOCK_START)
to_chat(src, "<span class='warning'>Something is preventing you from blocking!</span>")
return
if(!I)
if(!length(other_items))
to_chat(src, "<span class='warning'>You can't block with your bare hands!</span>")
return
I = other_items[1]
if(!I.can_active_block())
to_chat(src, "<span class='warning'>[I] is either not capable of being used to actively block, or is not currently in a state that can! (Try wielding it if it's twohanded, for example.)</span>")
return
@@ -104,7 +110,7 @@
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, FALSE, SINE_EASING | EASE_IN, ANIMATION_END_NOW)
return
combat_flags &= ~(COMBAT_FLAG_ACTIVE_BLOCK_STARTING)
start_active_blocking(I)
ACTIVE_BLOCK_START(I)
/**
* Gets the first item we can that can block, but if that fails, default to active held item.COMSIG_ENABLE_COMBAT_MODE
@@ -115,7 +121,8 @@
for(var/obj/item/I in held_items - held)
if(I.can_active_block())
return I
return held
else
return held
/**
* Proc called by keybindings to stop active blocking.
+19 -5
View File
@@ -24,25 +24,39 @@
// yanderedev else if time
var/obj/item/using_item = get_active_held_item()
var/datum/block_parry_data/data
var/datum/tool
var/method
if(using_item?.can_active_parry())
data = using_item.block_parry_data
method = ITEM_PARRY
tool = using_item
else if(mind?.martial_art?.can_martial_parry)
data = mind.martial_art.block_parry_data
method = MARTIAL_PARRY
tool = mind.martial_art
else if(combat_flags & COMBAT_FLAG_UNARMED_PARRY)
data = block_parry_data
method = UNARMED_PARRY
tool = src
else
// QOL: If none of the above work, try to find another item.
var/obj/item/backup = find_backup_parry_item()
if(!backup)
to_chat(src, "<span class='warning'>You have nothing to parry with!</span>")
return FALSE
data = backup.block_parry_data
using_item = backup
if(backup)
tool = backup
data = backup.block_parry_data
using_item = backup
method = ITEM_PARRY
var/list/other_items = list()
if(SEND_SIGNAL(src, COMSIG_LIVING_ACTIVE_PARRY_START, method, tool, other_items) & COMPONENT_PREVENT_PARRY_START)
to_chat(src, "<span class='warning'>Something is preventing you from parrying!</span>")
return
if(!using_item && !method && length(other_items))
using_item = other_items[1]
method = ITEM_PARRY
data = using_item.block_parry_data
if(!method)
to_chat(src, "<span class='warning'>You have nothing to parry with!</span>")
return FALSE
//QOL: Try to enable combat mode if it isn't already
SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
if(!SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
@@ -315,7 +315,7 @@
if (getFireLoss() > 0 || getToxLoss() > 0)
if(src == user)
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!W.use_tool(src, user, 50, 1, max_level = JOB_SKILL_TRAINED))
if(!W.use_tool(src, user, 50, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustFireLoss(-10)
+1 -1
View File
@@ -227,7 +227,7 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
var/obj/item/W = get_active_held_item()
if(istype(W))
if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, TRUE))
if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, FALSE, TRUE))
return TRUE
if(!W)
+9 -11
View File
@@ -186,9 +186,8 @@
GLOBAL_LIST_EMPTY(employmentCabinets)
/obj/structure/filingcabinet/employment
var/cooldown = 0
icon_state = "employmentcabinet"
var/virgin = 1
var/virgin = TRUE
/obj/structure/filingcabinet/employment/Initialize()
. = ..()
@@ -213,13 +212,12 @@ GLOBAL_LIST_EMPTY(employmentCabinets)
new /obj/item/paper/contract/employment(src, employee)
/obj/structure/filingcabinet/employment/interact(mob/user)
if(!cooldown)
if(virgin)
fillCurrent()
virgin = 0
cooldown = 1
sleep(100) // prevents the devil from just instantly emptying the cabinet, ensuring an easy win.
cooldown = 0
else
if(TIMER_COOLDOWN_CHECK(src, COOLDOWN_EMPLOYMENT_CABINET))
to_chat(user, "<span class='warning'>[src] is jammed, give it a few seconds.</span>")
..()
return ..()
TIMER_COOLDOWN_START(src, COOLDOWN_EMPLOYMENT_CABINET, 10 SECONDS) // prevents the devil from just instantly emptying the cabinet, ensuring an easy win.
if(virgin)
fillCurrent()
virgin = FALSE
return ..()
+1 -1
View File
@@ -118,7 +118,7 @@
return
if(istype(W, /obj/item/stack/cable_coil))
if(W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_TRAINED))
if(W.use_tool(src, user, 0, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
icon_state = "[fixture_type]-construct-stage2"
stage = 2
user.visible_message("[user.name] adds wires to [src].", \
@@ -51,17 +51,3 @@
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/a50AE
// .32 ACP (Improvised Pistol)
/obj/item/ammo_casing/c32acp
name = ".32 bullet casing"
desc = "A .32 bullet casing."
caliber = "c32acp"
projectile_type = /obj/item/projectile/bullet/c32acp
/obj/item/ammo_casing/r32acp
name = ".32 rubber bullet casing"
desc = "A .32 rubber bullet casing."
caliber = "c32acp"
projectile_type = /obj/item/projectile/bullet/r32acp
@@ -12,15 +12,6 @@
e_cost = 200
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun/improvised
projectile_type = /obj/item/projectile/beam/weak/improvised
e_cost = 200
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun/improvised/upgraded
projectile_type = /obj/item/projectile/beam/weak
e_cost = 100
/obj/item/ammo_casing/energy/laser/hos
e_cost = 100
@@ -55,18 +55,6 @@
desc = "Designed to quickly reload revolvers. These rounds are manufactured within extremely tight tolerances, making them easy to show off trickshots with."
ammo_type = /obj/item/ammo_casing/c38/match
/obj/item/ammo_box/c32mm
name = "ammo box (.32 acp)"
desc = "Lethal .32 acp bullets, there's forty in the box."
ammo_type = /obj/item/ammo_casing/c32acp
max_ammo = 40
/obj/item/ammo_box/r32mm
name = "ammo box (rubber .32 acp)"
desc = "Non-lethal .32 acp bullets, there's forty in the box."
ammo_type = /obj/item/ammo_casing/r32acp
max_ammo = 40
/obj/item/ammo_box/c9mm
name = "ammo box (9mm)"
icon_state = "9mmbox"
@@ -66,15 +66,3 @@
caliber = ".50"
max_ammo = 7
multiple_sprites = 1
/obj/item/ammo_box/magazine/m32acp
name = "pistol magazine (.32)"
desc = "A crudely construction pistol magazine that holds .32 ACP rounds. It looks like it can only fit eight bullets."
icon_state = "32acp"
ammo_type = /obj/item/ammo_casing/c32acp
caliber = "c32acp"
max_ammo = 8
multiple_sprites = 2
/obj/item/ammo_box/magazine/m32acp/empty
start_empty = 1
@@ -59,7 +59,7 @@
/obj/item/gun/ballistic/bow/pipe
name = "pipe bow"
desc = "Some sort of pipe made projectile weapon made of a durathread string and lots of bending. Used to fire arrows."
desc = "Some sort of pipe-based projectile weapon made of string and lots of bending. Used to fire arrows."
icon_state = "pipebow"
item_state = "pipebow"
force = 0
force = 2
@@ -156,19 +156,3 @@
name = "Syndicate Anti Tank Pistol"
desc = "A massively impractical and silly monstrosity of a pistol that fires .50 calliber rounds. The recoil is likely to dislocate a variety of joints without proper bracing."
pin = /obj/item/firing_pin/implant/pindicate
////////////Improvised Pistol////////////
/obj/item/gun/ballistic/automatic/pistol/improvised
name = "Improvised Pistol"
desc = "An improvised pocket-sized pistol that fires .32 calibre rounds. It looks incredibly flimsy."
icon_state = "ipistol"
item_state = "pistol"
mag_type = /obj/item/ammo_box/magazine/m32acp
fire_delay = 7.5
can_suppress = FALSE
w_class = WEIGHT_CLASS_SMALL
spread = 15 // Keep the spread between 15 and 20. This hardlocks it into being a mid-range pistol, the magazine size means you're allowed to miss. Fills the mid-range niche that slugs/rifle and buckshot doesn't fill.
/obj/item/gun/ballistic/automatic/pistol/improvised/nomag
spawnwithmagazine = FALSE // For crafting as you shouldn't get eight bullets for free otherwise people will reaper reload.
@@ -319,11 +319,11 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun."
desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction shows in its lesser effectiveness."
icon_state = "ishotgun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands
force = 10
slot_flags = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
@@ -331,12 +331,11 @@
unique_reskin = null
projectile_damage_multiplier = 0.9
var/slung = FALSE
weapon_weight = WEAPON_HEAVY
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
slung = TRUE
@@ -358,7 +357,7 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You still need two hands to fire this, if you value unbroken wrists."
desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You wont want to shoot two of these at once if you value your wrists."
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
@@ -156,7 +156,7 @@
/obj/item/gun/ballistic/shotgun/boltaction/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the rifle, making a sling.</span>")
slung = TRUE
@@ -240,20 +240,3 @@
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
////////////////
// IMPROVISED //
////////////////
/obj/item/gun/energy/e_gun/old/improvised
name = "improvised energy rifle"
desc = "A crude imitation of an energy gun. It works, however the beams are poorly focused and most of the energy is wasted before it reaches the target. Welp, it still burns things."
icon_state = "improvised"
ammo_x_offset = 1
shaded_charge = 1
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised)
/obj/item/gun/energy/e_gun/old/improvised/upgraded
name = "makeshift energy rifle"
desc = "The new lens and upgraded parts gives this a higher capacity and more energy output, however, the shoddy construction still leaves it inferior to Nanotrasen's own energy weapons."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised/upgraded)
@@ -39,9 +39,6 @@
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/improvised
damage = 10
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
@@ -48,15 +48,3 @@
L.Sleeping(300)
else
L.adjustStaminaLoss(25)
// .32 ACP (Improvised Pistol)
/obj/item/projectile/bullet/c32acp
name = ".32 bullet"
damage = 13
/obj/item/projectile/bullet/r32acp
name = ".32 rubber bullet"
damage = 3
eyeblur = 1
stamina = 20
@@ -258,9 +258,9 @@
var/amount = text2num(params["amount"])
if(amount == null)
amount = text2num(input(usr,
"Max 10. Buffer content will be split evenly.",
"Max 20. Buffer content will be split evenly.",
"How many to make?", 1))
amount = clamp(round(amount), 0, 10)
amount = clamp(round(amount), 0, 20)
if (amount <= 0)
return FALSE
// Get units per item
@@ -132,8 +132,8 @@
"<span class='userdanger'>You're covered in boiling oil!</span>")
M.emote("scream")
playsound(M, 'sound/machines/fryer/deep_fryer_emerge.ogg', 25, TRUE)
var/oil_damage = (holder.chem_temp / fry_temperature) * 0.33 //Damage taken per unit
M.adjustFireLoss(min(35, oil_damage * reac_volume)) //Damage caps at 35
var/oil_damage = max((holder.chem_temp / fry_temperature) * 0.33,1) //Damage taken per unit
M.adjustFireLoss(oil_damage * max(reac_volume,20)) //Damage caps at 20
else
..()
return TRUE
@@ -866,4 +866,4 @@
taste_mult = 2
taste_description = "fizzy sweetness"
value = REAGENT_VALUE_COMMON
@@ -71,7 +71,9 @@
if(data["blood_DNA"])
B.blood_DNA[data["blood_DNA"]] = data["blood_type"]
if(!B.blood_DNA["color"])
B.blood_DNA["color"] = list(data["bloodcolor"])
B.blood_DNA["color"] = data["bloodcolor"]
else
B.blood_DNA["color"] = BlendRGB(B.blood_DNA["color"], data["bloodcolor"])
if(B.reagents)
B.reagents.add_reagent(type, reac_volume)
B.update_icon()
@@ -30,14 +30,6 @@
build_path = /obj/item/ammo_box/c38
category = list("initial", "Security")
/datum/design/r32acp
name = "Rubber Pistol Bullet (.32)"
id = "r32acp"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 250)
build_path = /obj/item/ammo_casing/r32acp
category = list("initial", "Security")
/////////////////
///Hacked Gear //
/////////////////
@@ -206,22 +198,3 @@
build_path = /obj/item/clothing/head/foilhat
category = list("hacked", "Misc")
/datum/design/c32acp
name = "Pistol Bullet (.32)"
id = "c32acp"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 500)
build_path = /obj/item/ammo_casing/c32acp
category = list("hacked", "Security")
/////////////////
// Magazines //
/////////////////
/datum/design/m32acp
name = "Empty .32 Magazine"
id = "m32acp"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 10000)
build_path = /obj/item/ammo_box/magazine/m32acp/empty
category = list("hacked", "Security")
@@ -289,11 +289,3 @@
materials = list(/datum/material/iron = 6500, /datum/material/glass = 50)
build_path = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
category = list("initial", "Misc")
/datum/design/focusing_lens
name = "Makeshift Lens"
id = "makeshift_lens"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/glass = 4000)
build_path = /obj/item/weaponcrafting/improvised_parts/makeshift_lens
category = list("initial", "Misc")
@@ -158,11 +158,3 @@
materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
build_path = /obj/item/geiger_counter
category = list("initial", "Tools")
/datum/design/saw
name = "Hand Saw"
id = "handsaw"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 500)
build_path = /obj/item/hatchet/saw
category = list("initial", "Tools")
+20 -2
View File
@@ -132,6 +132,7 @@
"<span class='notice'>You extend [holder] from your [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm.</span>",
"<span class='italics'>You hear a short mechanical noise.</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
return TRUE
/obj/item/organ/cyberimp/arm/ui_action_click()
if(crit_fail || (organ_flags & ORGAN_FAILING) || (!holder && !contents.len))
@@ -273,12 +274,29 @@
desc = "A deployable riot shield to help deal with civil unrest."
contents = newlist(/obj/item/shield/riot/implant)
/obj/item/organ/cyberimp/arm/shield/Extend(obj/item/I)
/obj/item/organ/cyberimp/arm/shield/Extend(obj/item/I, silent = FALSE)
if(I.obj_integrity == 0) //that's how the shield recharge works
to_chat(owner, "<span class='warning'>[I] is still too unstable to extend. Give it some time!</span>")
if(!silent)
to_chat(owner, "<span class='warning'>[I] is still too unstable to extend. Give it some time!</span>")
return FALSE
return ..()
/obj/item/organ/cyberimp/arm/shield/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = TRUE)
. = ..()
if(.)
RegisterSignal(M, COMSIG_LIVING_ACTIVE_BLOCK_START, .proc/on_signal)
/obj/item/organ/cyberimp/arm/shield/Remove(special = FALSE)
UnregisterSignal(owner, COMSIG_LIVING_ACTIVE_BLOCK_START)
return ..()
/obj/item/organ/cyberimp/arm/shield/proc/on_signal(datum/source, obj/item/blocking_item, list/other_items)
if(!blocking_item) //if they don't have something
var/obj/item/shield/S = locate() in contents
if(!Extend(S, TRUE))
return
other_items += S
/obj/item/organ/cyberimp/arm/shield/emag_act()
. = ..()
if(obj_flags & EMAGGED)
+81
View File
@@ -50,6 +50,87 @@
-->
<div class="commit sansserif">
<h2 class="date">08 July 2020</h2>
<h3 class="author">DeltaFire15 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">The kill-once objective now works properly.</li>
</ul>
<h3 class="author">EmeraldSundisk updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">CogStation now has an apothecary</li>
<li class="rscdel">Removes an outdated note on sleepers</li>
<li class="tweak">Readjusts CogStation's chemistry lab</li>
<li class="tweak">Slight area designation adjustments for Robotics</li>
<li class="bugfix">The arrivals plaque should be readable now</li>
</ul>
<h3 class="author">Owai-Seek updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Margarine, Chili Cheese Fries.</li>
<li class="tweak">Egg Wraps are now categorized under egg foods.</li>
<li class="bugfix">Tuna Sandwich crafting/sprite is now visible.</li>
<li class="imageadd">Icons for chicken, cooked chicken, steak, grilled carp, corndogs</li>
<li class="imageadd">Icons for chili cheese fries, margarine, BLT sandwich</li>
<li class="imageadd">(Unused) icons for raw meatballs, and lard</li>
</ul>
<h2 class="date">07 July 2020</h2>
<h3 class="author">KasparoVy updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Fixes misaligned south-facing silver legwraps sprite.</li>
</ul>
<h3 class="author">Owai-Seek updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Bee Balm is now visible.</li>
</ul>
<h3 class="author">Weblure updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed the slowdown formula for small character sprites; you guys don't use custom sprite sizes so just ignore these changes.</li>
<li class="bugfix">Fixed the "Move it to the threshold" button; it now does what it says.</li>
<li class="tweak">Reworded some text to be clearer.</li>
</ul>
<h2 class="date">05 July 2020</h2>
<h3 class="author">Ghommie updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">You can now actually gain wiring experience from using cable coils.</li>
<li class="bugfix">Opening the View Skill Panel shouldn't trigger messages about insufficient admin priviledges anymore.</li>
</ul>
<h3 class="author">Yakumo Chen, kappa-sama updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removes improvised handguns</li>
<li class="rscdel">removed handsaws, improvised gun barrels (you can use atmos pipes again)</li>
<li class="balance">Guncrafting is less time and resource intensive</li>
<li class="tweak">Item names in guncrafting are user-friendly.</li>
</ul>
<h3 class="author">kappa-sama updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">cloth string to replace durathread string</li>
<li class="rscdel">durathread string</li>
<li class="balance">All bows and arrows have had crafting times significantly reduced, coming out at up to 6 times faster crafting speeds. Improvised bows no longer require durathread; instead, they use cloth materials.</li>
</ul>
<h3 class="author">silicons updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">active blocking now has a toggle keybind</li>
<li class="rscadd">auto bunker override verb has been added</li>
<li class="balance">shields take 2.5 stam instead of 3.5 stam per second to maintain block</li>
<li class="rscadd">Cybernetic implant shields will auto-extend and be used to block if the user has no item to block with</li>
</ul>
<h3 class="author">timothyteakettle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">cooking oil is now far less lethal, requiring a higher volume of the reagent to deal more damage</li>
</ul>
<h2 class="date">04 July 2020</h2>
<h3 class="author">Sonic121x updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">crushed Soldry sodacan</li>
<li class="rscadd">digitigrade version of chief medical officer's turtleneck and captain's female formal outfit.</li>
</ul>
<h3 class="author">silicons updated:</h3>
<ul class="changes bgimages16">
<li class="refactor">blood_DNA["color"] is now a single variable instead of a list</li>
</ul>
<h2 class="date">03 July 2020</h2>
<h3 class="author">Arturlang updated:</h3>
<ul class="changes bgimages16">
+58
View File
@@ -26232,3 +26232,61 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- tweak: Witchhunter hat no longer obscures mask ears ,eyes, face and mouth
timothyteakettle:
- bugfix: bloodpacks initialise correctly now
2020-07-04:
Sonic121x:
- rscadd: crushed Soldry sodacan
- rscadd: digitigrade version of chief medical officer's turtleneck and captain's
female formal outfit.
silicons:
- refactor: blood_DNA["color"] is now a single variable instead of a list
2020-07-05:
Ghommie:
- bugfix: You can now actually gain wiring experience from using cable coils.
- bugfix: Opening the View Skill Panel shouldn't trigger messages about insufficient
admin priviledges anymore.
Yakumo Chen, kappa-sama:
- rscdel: Removes improvised handguns
- rscdel: removed handsaws, improvised gun barrels (you can use atmos pipes again)
- balance: Guncrafting is less time and resource intensive
- tweak: Item names in guncrafting are user-friendly.
kappa-sama:
- rscadd: cloth string to replace durathread string
- rscdel: durathread string
- balance: All bows and arrows have had crafting times significantly reduced, coming
out at up to 6 times faster crafting speeds. Improvised bows no longer require
durathread; instead, they use cloth materials.
silicons:
- tweak: active blocking now has a toggle keybind
- rscadd: auto bunker override verb has been added
- balance: shields take 2.5 stam instead of 3.5 stam per second to maintain block
- rscadd: Cybernetic implant shields will auto-extend and be used to block if the
user has no item to block with
timothyteakettle:
- tweak: cooking oil is now far less lethal, requiring a higher volume of the reagent
to deal more damage
2020-07-07:
KasparoVy:
- tweak: Fixes misaligned south-facing silver legwraps sprite.
Owai-Seek:
- bugfix: Bee Balm is now visible.
Weblure:
- bugfix: Fixed the slowdown formula for small character sprites; you guys don't
use custom sprite sizes so just ignore these changes.
- bugfix: Fixed the "Move it to the threshold" button; it now does what it says.
- tweak: Reworded some text to be clearer.
2020-07-08:
DeltaFire15:
- bugfix: The kill-once objective now works properly.
EmeraldSundisk:
- rscadd: CogStation now has an apothecary
- rscdel: Removes an outdated note on sleepers
- tweak: Readjusts CogStation's chemistry lab
- tweak: Slight area designation adjustments for Robotics
- bugfix: The arrivals plaque should be readable now
Owai-Seek:
- rscadd: Margarine, Chili Cheese Fries.
- tweak: Egg Wraps are now categorized under egg foods.
- bugfix: Tuna Sandwich crafting/sprite is now visible.
- imageadd: Icons for chicken, cooked chicken, steak, grilled carp, corndogs
- imageadd: Icons for chili cheese fries, margarine, BLT sandwich
- imageadd: (Unused) icons for raw meatballs, and lard
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@@ -63,7 +63,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
startHunger = M.nutrition
if(pollStarted == FALSE)
pollStarted = TRUE
candies = pollGhostCandidates("Do you want and agree to play as a clone of [M], respect their character and not engage in ERP without permission from the original?", ignore_category = POLL_IGNORE_CLONE)
candies = pollGhostCandidates("Do you want to play as [M]'s defective clone? (Don't ERP without permission from the original)", ignore_category = POLL_IGNORE_CLONE)
log_reagent("FERMICHEM: [M] ckey: [M.key] has taken SDGF, and ghosts have been polled.")
if(20 to INFINITY)
if(LAZYLEN(candies) && playerClone == FALSE) //If there's candidates, clone the person and put them in there!
+2 -3
View File
@@ -38,6 +38,7 @@
#include "code\__DEFINES\configuration.dm"
#include "code\__DEFINES\construction.dm"
#include "code\__DEFINES\contracts.dm"
#include "code\__DEFINES\cooldowns.dm"
#include "code\__DEFINES\cult.dm"
#include "code\__DEFINES\diseases.dm"
#include "code\__DEFINES\DNA.dm"
@@ -743,7 +744,6 @@
#include "code\game\machinery\dna_scanner.dm"
#include "code\game\machinery\doppler_array.dm"
#include "code\game\machinery\droneDispenser.dm"
#include "code\game\machinery\exp_cloner.dm"
#include "code\game\machinery\firealarm.dm"
#include "code\game\machinery\flasher.dm"
#include "code\game\machinery\gulag_item_reclaimer.dm"
@@ -1150,7 +1150,6 @@
#include "code\game\objects\items\tanks\tanks.dm"
#include "code\game\objects\items\tanks\watertank.dm"
#include "code\game\objects\items\tools\crowbar.dm"
#include "code\game\objects\items\tools\saw.dm"
#include "code\game\objects\items\tools\screwdriver.dm"
#include "code\game\objects\items\tools\weldingtool.dm"
#include "code\game\objects\items\tools\wirecutters.dm"
@@ -1805,6 +1804,7 @@
#include "code\modules\client\preferences_toggles.dm"
#include "code\modules\client\preferences_vr.dm"
#include "code\modules\client\verbs\aooc.dm"
#include "code\modules\client\verbs\autobunker.dm"
#include "code\modules\client\verbs\etips.dm"
#include "code\modules\client\verbs\looc.dm"
#include "code\modules\client\verbs\minimap.dm"
@@ -2415,7 +2415,6 @@
#include "code\modules\mob\living\carbon\alien\humanoid\death.dm"
#include "code\modules\mob\living\carbon\alien\humanoid\humanoid.dm"
#include "code\modules\mob\living\carbon\alien\humanoid\humanoid_defense.dm"
#include "code\modules\mob\living\carbon\alien\humanoid\inventory.dm"
#include "code\modules\mob\living\carbon\alien\humanoid\life.dm"
#include "code\modules\mob\living\carbon\alien\humanoid\queen.dm"
#include "code\modules\mob\living\carbon\alien\humanoid\update_icons.dm"