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
@@ -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)