yeehaw it's done

This commit is contained in:
Seris02
2020-02-05 16:54:57 +08:00
633 changed files with 38003 additions and 6217 deletions
+1 -1
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@@ -128,7 +128,7 @@
if (smooth & SMOOTH_DIAGONAL)
for (var/O in overlays)
var/image/I = O
if (copytext(I.icon_state, 1, 3) == "d-")
if(copytext(I.icon_state, 1, 3) == "d-") //3 == length("d-") + 1
return
var/stuff_on_wall = 0
@@ -29,13 +29,19 @@
var/list/diseases = list()
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
var/direction = pick(directions)
for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
sleep(2)
if(i > 0)
var/dist = 0
if(prob(50)) //yes this and the one below are different for a reason.
if(prob(25))
dist = 2
else
dist = 1
if(dist)
for(var/i in 1 to dist)
sleep(2)
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
splat.transfer_blood_dna(blood_DNA, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/xeno/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
@@ -5,6 +5,7 @@
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
bloodiness = 0 //This isn't supposed to be bloody.
var/body_colors = "#e3ba84" //a default color just in case.
var/gibs_reagent_id = /datum/reagent/liquidgibs
var/gibs_bloodtype = "A+"
@@ -19,7 +20,6 @@
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
update_icon()
/obj/effect/decal/cleanable/blood/gibs/update_icon()
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
cut_overlays()
@@ -44,13 +44,18 @@
var/list/diseases = list()
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
var/direction = pick(directions)
for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
sleep(2)
if(i > 0)
var/dist = 0
if(prob(50)) //yes this and the one below are different for a reason.
if(prob(25))
dist = 2
else
dist = 1
if(dist)
for(var/i in 1 to dist)
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
splat.transfer_blood_dna(blood_DNA, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
@@ -5,12 +5,12 @@
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_BLOOD
bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
blood_DNA |= C.blood_DNA
update_icon()
..()
+21
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@@ -273,6 +273,27 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
GLOB.newplayer_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nuclear_equipment
name = "bomb or clown beacon spawner"
var/nukie_path = /obj/item/sbeacondrop/bomb
var/clown_path = /obj/item/sbeacondrop/clownbomb
/obj/effect/landmark/start/nuclear_equipment/after_round_start()
var/npath = nukie_path
if(istype(SSticker.mode, /datum/game_mode/nuclear/clown_ops))
npath = clown_path
else if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/D = SSticker.mode
if(locate(/datum/dynamic_ruleset/roundstart/nuclear/clown_ops) in D.current_rules)
npath = clown_path
new npath(loc)
return ..()
/obj/effect/landmark/start/nuclear_equipment/minibomb
name = "minibomb or bombanana spawner"
nukie_path = /obj/item/storage/box/minibombs
clown_path = /obj/item/storage/box/bombananas
/obj/effect/landmark/latejoin
name = "JoinLate"
+1 -1
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@@ -109,4 +109,4 @@
/obj/effect/abstract/proximity_checker/Crossed(atom/movable/AM)
set waitfor = FALSE
monitor.hasprox_receiver.HasProximity(AM)
monitor?.hasprox_receiver.HasProximity(AM)
+3 -4
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@@ -249,7 +249,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
assets.send(user)
ui = new(user, src, ui_key, "rpd", name, 425, 515, master_ui, state)
ui = new(user, src, ui_key, "rpd", name, 425, 472, master_ui, state)
ui.open()
/obj/item/pipe_dispenser/ui_data(mob/user)
@@ -316,9 +316,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
playeffect = FALSE
if("mode")
var/n = text2num(params["mode"])
if(n == 2 && !(mode&1) && !(mode&2))
mode |= 3
else if(mode&n)
if(mode & n)
mode &= ~n
else
mode |= n
@@ -327,6 +325,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
spark_system.start()
effectcooldown = world.time + 100
playsound(get_turf(src), 'sound/effects/pop.ogg', 50, 0)
return TRUE
/obj/item/pipe_dispenser/pre_attack(atom/A, mob/user)
var/turf/T = get_turf(A)
+3 -6
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@@ -269,14 +269,11 @@ update_label("John Doe", "Clowny")
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var/t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
var/input_name = reject_bad_name(stripped_input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN), TRUE)
if(!input_name)
return
registered_name = t
var/u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
var/u = stripped_input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant", MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
+1 -1
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@@ -407,7 +407,7 @@
to_chat(user, "<span class='notice'>You spray a [temp] on \the [target.name]</span>")
if(length(text_buffer) > 1)
text_buffer = copytext(text_buffer,2)
text_buffer = copytext(text_buffer, length(text_buffer[1]) + 1)
SStgui.update_uis(src)
if(post_noise)
+3 -3
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@@ -292,7 +292,7 @@ GLOBAL_LIST_EMPTY(PDAs)
dat += text("ID: <a href='?src=[REF(src)];choice=Authenticate'>[id ? "[id.registered_name], [id.assignment]" : "----------"]")
dat += text("<br><a href='?src=[REF(src)];choice=UpdateInfo'>[id ? "Update PDA Info" : ""]</A><br><br>")
dat += "[STATION_TIME_TIMESTAMP("hh:mm:ss")]<br>" //:[world.time / 100 % 6][world.time / 100 % 10]"
dat += "[STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)]<br>" //:[world.time / 100 % 6][world.time / 100 % 10]"
dat += "[time2text(world.realtime, "MMM DD")] [GLOB.year_integer]"
dat += "<br><br>"
@@ -641,13 +641,13 @@ GLOBAL_LIST_EMPTY(PDAs)
if("Clear")//Clears messages
tnote = null
if("Ringtone")
var/t = input(U, "Please enter new ringtone", name, ttone) as text
var/t = stripped_input(U, "Please enter new ringtone", name, ttone, 20)
if(in_range(src, U) && loc == U && t)
if(SEND_SIGNAL(src, COMSIG_PDA_CHANGE_RINGTONE, U, t) & COMPONENT_STOP_RINGTONE_CHANGE)
U << browse(null, "window=pda")
return
else
ttone = copytext(sanitize(t), 1, 20)
ttone = t
else
U << browse(null, "window=pda")
return
+7 -2
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@@ -309,9 +309,14 @@ Code:
var/list/S = list(" Off","AOff"," On", " AOn")
var/list/chg = list("N","C","F")
//Neither copytext nor copytext_char is appropriate here; neither 30 UTF-8 code units nor 30 code points equates to 30 columns of output.
//Some glyphs are very tall or very wide while others are small or even take up no space at all.
//Emojis can take modifiers which are many characters but render as only one glyph.
//A proper solution here (as far as Unicode goes, maybe not ideal as far as markup goes, a table would be better)
//would be to use <span style="width: NNNpx; overflow: none;">[A.area.name]</span>
for(var/obj/machinery/power/apc/A in L)
menu += copytext(add_tspace(A.area.name, 30), 1, 30)
menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_lspace(DisplayPower(A.lastused_total), 6)] [A.cell ? "[add_lspace(round(A.cell.percent()), 3)]% [chg[A.charging+1]]" : " N/C"]<BR>"
menu += copytext_char(add_trailing(A.area.name, 30, " "), 1, 30)
menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_leading(DisplayPower(A.lastused_total), 6, " ")] [A.cell ? "[add_leading(round(A.cell.percent()), 3, " ")]% [chg[A.charging+1]]" : " N/C"]<BR>"
menu += "</FONT></PRE>"
+7 -9
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@@ -73,8 +73,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
return
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/gps_window_height = 300 + GLOB.GPS_list.len * 20 // Variable window height, depending on how many GPS units there are to show
ui = new(user, src, ui_key, "gps", "Global Positioning System", 600, gps_window_height, master_ui, state) //width, height
// Variable window height, depending on how many GPS units there are
// to show, clamped to relatively safe range.
var/gps_window_height = CLAMP(325 + GLOB.GPS_list.len * 14, 325, 700)
ui = new(user, src, ui_key, "gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
ui.open()
ui.set_autoupdate(state = updating)
@@ -91,6 +93,8 @@ GLOBAL_LIST_EMPTY(GPS_list)
var/turf/curr = get_turf(src)
data["current"] = "[get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
data["currentArea"] = "[get_area_name(curr, TRUE)]"
data["currentCoords"] = "[curr.x], [curr.y], [curr.z]"
var/list/signals = list()
data["signals"] = list()
@@ -104,16 +108,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
continue
var/list/signal = list()
signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
signal["area"] = get_area_name(G, TRUE)
signal["coord"] = "[pos.x], [pos.y], [pos.z]"
signal["coords"] = "[pos.x], [pos.y], [pos.z]"
if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
var/direction = uppertext(dir2text(get_dir(curr, pos))) //Direction text (East, etc). Not as precise, but still helpful.
if(!direction)
direction = "CENTER"
signal["degrees"] = "N/A"
signal["direction"] = direction
signals += list(signal) //Add this signal to the list of signals
data["signals"] = signals
+1 -1
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@@ -101,7 +101,7 @@
if(href_list["reset_radio_short"])
pai.unshort_radio()
if(href_list["setlaws"])
var/newlaws = copytext(sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.laws.supplied[1]) as message),1,MAX_MESSAGE_LEN)
var/newlaws = stripped_multiline_input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", MAX_MESSAGE_LEN)
if(newlaws && pai)
pai.add_supplied_law(0,newlaws)
if(href_list["toggle_holo"])
@@ -61,7 +61,7 @@
var/mob/living/carbon/C = usr
if(usr.stat || usr.restrained() || C.back == src)
return
if(!usr.canUseTopic(src, BE_CLOSE))
usr << browse(null, "window=radio")
onclose(usr, "radio")
@@ -127,7 +127,7 @@
/obj/item/electropack/ui_interact(mob/user)
if(!ishuman(user))
return
user.set_machine(src)
var/dat = {"
<TT>
@@ -200,14 +200,14 @@ Code:
/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
if(istype(W, /obj/item/pen))
var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
var/t = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot", MAX_NAME_LEN)
if(t)
tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
tagname = t
name = "[initial(name)] - [t]"
else
return ..()
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
var/dat = {"
<TT>
<B>Frequency/Code</B> for shock collar:<BR>
@@ -112,7 +112,14 @@
. = ..()
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "radio", name, 370, 220 + channels.len * 22, master_ui, state)
var/ui_width = 360
var/ui_height = 106
if(subspace_transmission)
if(channels.len > 0)
ui_height += 6 + channels.len * 21
else
ui_height += 24
ui = new(user, src, ui_key, "radio", name, ui_width, ui_height, master_ui, state)
ui.open()
/obj/item/radio/ui_data(mob/user)
+5 -7
View File
@@ -28,7 +28,7 @@ SLIME SCANNER
/obj/item/t_scanner/attack_self(mob/user)
on = !on
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
icon_state = copytext_char(icon_state, 1, -1) + "[on]"
if(on)
START_PROCESSING(SSobj, src)
@@ -407,19 +407,17 @@ SLIME SCANNER
// Blood Level
if(M.has_dna())
var/mob/living/carbon/C = M
var/blood_id = C.get_blood_id()
if(blood_id)
var/blood_typepath = C.get_blood_id()
if(blood_typepath)
if(ishuman(C))
if(H.bleed_rate)
msg += "<span class='danger'>Subject is bleeding!</span>\n"
var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
var/blood_type = C.dna.blood_type
if(blood_id != ("blood" || "jellyblood"))//special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(!(blood_typepath in GLOB.blood_reagent_types))
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_typepath]
if(R)
blood_type = R.name
else
blood_type = blood_id
if(C.scan_blood_volume() <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.scan_blood_volume() > (BLOOD_VOLUME_OKAY*C.blood_ratio))
msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl,</span> <span class='info'>type: [blood_type]</span>\n"
else if(C.scan_blood_volume() <= (BLOOD_VOLUME_OKAY*C.blood_ratio))
+66 -47
View File
@@ -54,7 +54,7 @@
to_chat(user, "<span class='warning'>[src] was shaken recently, it needs time to settle.</span>")
return
user.visible_message("<span class='notice'>[user] starts shaking [src].</span>", "<span class='notice'>You start shaking [src].</span>", "<span class='italics'>You hear shaking and sloshing.</span>")
user.visible_message("<span class='notice'>[user] starts shaking [src].</span>", "<span class='notice'>You start shaking [src].</span>", "<span class='hear'>You hear shaking and sloshing.</span>")
shaking = TRUE
@@ -95,16 +95,47 @@
// except it actually ASKS THE DEAD (wooooo)
/obj/item/toy/eightball/haunted
shake_time = 150
cooldown_time = 1800
shake_time = 30 SECONDS
cooldown_time = 3 MINUTES
flags_1 = HEAR_1
var/last_message
var/selected_message
var/list/votes
//these kind of store the same thing but one is easier to work with.
var/list/votes = list()
var/list/voted = list()
var/static/list/haunted_answers = list(
"yes" = list(
"It is certain",
"It is decidedly so",
"Without a doubt",
"Yes definitely",
"You may rely on it",
"As I see it, yes",
"Most likely",
"Outlook good",
"Yes",
"Signs point to yes"
),
"maybe" = list(
"Reply hazy try again",
"Ask again later",
"Better not tell you now",
"Cannot predict now",
"Concentrate and ask again"
),
"no" = list(
"Don't count on it",
"My reply is no",
"My sources say no",
"Outlook not so good",
"Very doubtful"
)
)
/obj/item/toy/eightball/haunted/Initialize(mapload)
. = ..()
votes = list()
for (var/answer in haunted_answers)
votes[answer] = 0
GLOB.poi_list |= src
/obj/item/toy/eightball/haunted/Destroy()
@@ -122,7 +153,7 @@
interact(user)
return ..()
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, message_mode, atom/movable/source)
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, message_mode)
. = ..()
last_message = raw_message
@@ -137,38 +168,31 @@
if(isobserver(usr))
interact(usr)
/obj/item/toy/eightball/haunted/proc/get_vote_tallies()
var/list/answers = list()
for(var/ckey in votes)
var/selected = votes[ckey]
if(selected in answers)
answers[selected]++
else
answers[selected] = 1
return answers
/obj/item/toy/eightball/haunted/get_answer()
if(!votes.len)
return pick(possible_answers)
var/top_amount = 0
var/top_vote
var/list/tallied_votes = get_vote_tallies()
for(var/vote in votes)
var/amount_of_votes = length(votes[vote])
if(amount_of_votes > top_amount)
top_vote = vote
top_amount = amount_of_votes
//If one option actually has votes and there's a tie, pick between them 50/50
else if(top_amount && amount_of_votes == top_amount && prob(50))
top_vote = vote
top_amount = amount_of_votes
// I miss python sorting, then I wouldn't have to muck about with
// all this
var/most_popular_answer
var/most_amount = 0
// yes, if there is a tie, there is an arbitary decision
// but we never said the spirit world was fair
for(var/A in tallied_votes)
var/amount = tallied_votes[A]
if(amount > most_amount)
most_popular_answer = A
if(isnull(top_vote))
top_vote = pick(votes)
return most_popular_answer
for(var/vote in votes)
votes[vote] = 0
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.observer_state)
voted.Cut()
return top_vote
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -179,21 +203,13 @@
var/list/data = list()
data["shaking"] = shaking
data["question"] = selected_message
var/list/tallied_votes = get_vote_tallies()
data["answers"] = list()
for(var/pa in possible_answers)
for(var/pa in haunted_answers)
var/list/L = list()
L["answer"] = pa
var/amount = 0
if(pa in tallied_votes)
amount = tallied_votes[pa]
L["amount"] = amount
var/selected = FALSE
if(votes[user.ckey] == pa)
selected = TRUE
L["selected"] = selected
L["amount"] = votes[pa]
L["selected"] = voted[user.ckey]
data["answers"] += list(L)
return data
@@ -206,8 +222,11 @@
switch(action)
if("vote")
var/selected_answer = params["answer"]
if(!(selected_answer in possible_answers))
if(!(selected_answer in haunted_answers))
return
if(user.ckey in voted)
return
else
votes[user.ckey] = selected_answer
. = TRUE
votes[selected_answer] += 1
voted[user.ckey] = selected_answer
. = TRUE
+3 -3
View File
@@ -34,12 +34,12 @@
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
if(prob(50))
if(clumsy)
if(clumsy_check == GRENADE_CLUMSY_FUMBLE && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
preprime(user, 5, FALSE)
return FALSE
else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
else if(clumsy_check == GRENADE_NONCLUMSY_FUMBLE && !(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY)))
to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
preprime(user, 5, FALSE)
return FALSE
@@ -92,6 +92,14 @@
creation_time = 0
max_signs = 3
/obj/item/holosign_creator/combifan
name = "ATMOS holo-combifan projector"
desc = "A holographic projector that creates holographic combi-fans that prevent changes in atmosphere and temperature conditions. Somehow."
icon_state = "signmaker_atmos"
holosign_type = /obj/structure/holosign/barrier/combifan
creation_time = 0
max_signs = 3
/obj/item/holosign_creator/medical
name = "\improper PENLITE barrier projector"
desc = "A holographic projector that creates PENLITE holobarriers. Useful during quarantines since they halt those with malicious diseases."
+4 -3
View File
@@ -72,20 +72,21 @@
display_names += list(initial(A.name) = A)
var/choice = input(M,"What holy armor kit would you like to order?","Holy Armor Theme") as null|anything in display_names
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
var/turf/T = get_turf(M)
if(!T || QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
return
var/index = display_names.Find(choice)
var/A = holy_armor_list[index]
GLOB.holy_armor_type = A
var/holy_armor_box = new A
var/holy_armor_box = new A(T)
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
if(holy_armor_box)
qdel(src)
M.put_in_active_hand(holy_armor_box)///YOU COMPILED
M.put_in_hands(holy_armor_box)
/obj/item/storage/box/holy
name = "Templar Kit"
@@ -77,7 +77,10 @@
return TRUE
if (user.get_active_held_item())
return
object.attack_ai(imp_in)
if (user.CanReach(object))
object.attack_robot(imp_in)
else
object.attack_ai(imp_in)
return TRUE
/obj/item/implant/hijack/proc/hijack_remotely(obj/machinery/power/apc/apc)
@@ -87,6 +90,9 @@
if (!do_after(imp_in, 4 SECONDS,target=apc))
to_chat(imp_in, "<span class='warning'>Aborting.</span>")
return TRUE
if (LAZYLEN(imp_in.siliconaccessareas) >= HIJACK_APC_MAX_AMOUNT)
to_chat(src,"<span class='warning'>You are connected to too many APCs! Too many more will fry your brain.</span>")
return TRUE
imp_in.light_power = 2
imp_in.light_range = 2
imp_in.light_color = COLOR_YELLOW
@@ -99,7 +105,7 @@
apc.set_hijacked_lighting()
imp_in.toggleSiliconAccessArea(apc.area)
apc.update_icon()
stealthcooldown = world.time + 3 MINUTES
stealthcooldown = world.time + 1 MINUTES + 30 SECONDS
toggle_eyes()
else
to_chat(imp_in, "<span class='warning'>Aborting.</span>")
@@ -154,6 +154,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
GLOBAL_LIST_INIT(plasteel_recipes, list ( \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = TRUE), \
new/datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50), \
new/datum/stack_recipe("crate", /obj/structure/closet/crate, 5, time = 90, one_per_turf = TRUE), \
null, \
new /datum/stack_recipe_list("airlock assemblies", list( \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 6, time = 50, one_per_turf = 1, on_floor = 1), \
+8 -5
View File
@@ -399,11 +399,14 @@
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
blood_DNA = from.blood_DNA
fingerprints = from.fingerprints
fingerprintshidden = from.fingerprintshidden
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
if(from.blood_DNA)
blood_DNA = from.blood_DNA.Copy()
if(from.fingerprints)
fingerprints = from.fingerprints.Copy()
if(from.fingerprintshidden)
fingerprintshidden = from.fingerprintshidden.Copy()
if(from.fingerprintslast)
fingerprintslast = from.fingerprintslast
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
if(istype(M) && M.dirty < 100)
+21 -1
View File
@@ -322,6 +322,26 @@
for(var/i in 1 to 5)
new /obj/item/grenade/empgrenade(src)
/obj/item/storage/box/minibombs
name = "box of syndicate minibombs"
desc = "A box containing 2 highly explosive syndicate minibombs."
icon_state = "syndiebox"
illustration = "frag"
/obj/item/storage/box/minibombs/PopulateContents()
new /obj/item/grenade/syndieminibomb(src)
new /obj/item/grenade/syndieminibomb(src)
/obj/item/storage/box/bombananas
name = "box of bombananas"
desc = "A box containing 2 highly explosive bombananas. Discard peel at enemy after consumption."
icon_state = "syndiebox"
illustration = "frag"
/obj/item/storage/box/bombananas/PopulateContents()
new /obj/item/reagent_containers/food/snacks/grown/banana/bombanana(src)
new /obj/item/reagent_containers/food/snacks/grown/banana/bombanana(src)
/obj/item/storage/box/trackimp
name = "boxed tracking implant kit"
desc = "Box full of scum-bag tracking utensils."
@@ -1267,4 +1287,4 @@
/obj/item/storage/box/marshmallow/PopulateContents()
for (var/i in 1 to 5)
new /obj/item/reagent_containers/food/snacks/marshmallow(src)
new /obj/item/reagent_containers/food/snacks/marshmallow(src)
+31
View File
@@ -12,6 +12,7 @@
* Cigarette Box
* Cigar Case
* Heart Shaped Box w/ Chocolates
* Ring Box
*/
/obj/item/storage/fancy
@@ -352,3 +353,33 @@
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 8
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
/*
* Ring Box
*/
/obj/item/storage/fancy/ringbox
name = "ring box"
desc = "A tiny box covered in soft red felt made for holding rings."
icon = 'icons/obj/ring.dmi'
icon_state = "gold ringbox"
icon_type = "gold ring"
w_class = WEIGHT_CLASS_TINY
spawn_type = /obj/item/clothing/gloves/ring
/obj/item/storage/fancy/ringbox/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 1
STR.can_hold = typecacheof(list(/obj/item/clothing/gloves/ring))
/obj/item/storage/fancy/ringbox/diamond
icon_state = "diamond ringbox"
icon_type = "diamond ring"
spawn_type = /obj/item/clothing/gloves/ring/diamond
/obj/item/storage/fancy/ringbox/silver
icon_state = "silver ringbox"
icon_type = "silver ring"
spawn_type = /obj/item/clothing/gloves/ring/silver
+2 -6
View File
@@ -35,7 +35,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/storage/toolbox/update_icon()
..()
cut_overlays()
if(blood_DNA && blood_DNA.len)
if(length(blood_DNA))
add_blood_overlay()
if(has_latches)
var/icon/I = icon('icons/obj/storage.dmi', latches)
@@ -251,16 +251,12 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
/obj/item/storage/toolbox/gold_real
/obj/item/storage/toolbox/plastitanium/gold_real
name = "golden toolbox"
desc = "A larger then normal toolbox made of gold plated plastitanium."
icon_state = "gold"
item_state = "toolbox_gold"
has_latches = FALSE
force = 16 // Less then a spear
throwforce = 14
throw_speed = 5
throw_range = 10
/obj/item/storage/toolbox/gold_real/PopulateContents()
new /obj/item/screwdriver/nuke(src)
+1 -1
View File
@@ -156,7 +156,7 @@
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "tanks", name, 420, 200, master_ui, state)
ui = new(user, src, ui_key, "tanks", name, 400, 120, master_ui, state)
ui.open()
/obj/item/tank/ui_data(mob/user)
+1 -1
View File
@@ -1244,7 +1244,7 @@
/obj/item/toy/clockwork_watch/examine(mob/user)
. = ..()
. += "<span class='info'>Station Time: [STATION_TIME_TIMESTAMP("hh:mm:ss")]"
. += "<span class='info'>Station Time: [STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)]"
/*
* Toy Dagger
+2 -3
View File
@@ -38,9 +38,9 @@
wielded = 0
if(!isnull(force_unwielded))
force = force_unwielded
var/sf = findtext(name," (Wielded)")
var/sf = findtext(name, " (Wielded)", -10)//10 == length(" (Wielded)")
if(sf)
name = copytext(name,1,sf)
name = copytext(name, 1, sf)
else //something wrong
name = "[initial(name)]"
update_icon()
@@ -347,7 +347,6 @@
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
clean_blood()
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
+2 -2
View File
@@ -60,8 +60,8 @@
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if (findtext(flag,"!",1,2))
flag = copytext(flag,1-(length(flag))) // Get all but the initial !
if(flag[1] == "!")
flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
@@ -126,8 +126,10 @@
new /obj/item/clothing/mask/bandana/black(src)
if(prob(40))
new /obj/item/clothing/under/assistantformal(src)
new /obj/item/clothing/suit/hooded/wintercoat/aformal(src)
if(prob(40))
new /obj/item/clothing/under/assistantformal(src)
new /obj/item/clothing/suit/hooded/wintercoat/aformal(src)
if(prob(30))
new /obj/item/clothing/suit/hooded/wintercoat(src)
new /obj/item/clothing/shoes/winterboots(src)
@@ -169,4 +171,6 @@
if(prob(30))
new /obj/item/clothing/suit/hooded/wintercoat(src)
new /obj/item/clothing/shoes/winterboots(src)
if (prob(30))
new /obj/item/clothing/suit/hooded/wintercoat/polychromic(src)
return
@@ -13,6 +13,8 @@
climb_time = 10 //real fast, because let's be honest stepping into or onto a crate is easy
climb_stun = 0 //climbing onto crates isn't hard, guys
delivery_icon = "deliverycrate"
material_drop = /obj/item/stack/sheet/plasteel
material_drop_amount = 5
var/obj/item/paper/fluff/jobs/cargo/manifest/manifest
/obj/structure/closet/crate/New()
@@ -142,6 +144,9 @@
new /obj/item/reagent_containers/blood/OMinus(src)
new /obj/item/reagent_containers/blood/OPlus(src)
new /obj/item/reagent_containers/blood/lizard(src)
new /obj/item/reagent_containers/blood/jellyblood(src)
new /obj/item/reagent_containers/blood/insect(src)
new /obj/item/reagent_containers/blood/synthetics(src)
for(var/i in 1 to 3)
new /obj/item/reagent_containers/blood/random(src)
@@ -12,9 +12,11 @@
roundstart = FALSE
death = FALSE
mob_species = /datum/species/pod
flavour_text = "<span class='big bold'>You are a sentient ecosystem,</span><b> an example of the mastery over life that your creators possessed. Your masters, benevolent as they were, created uncounted \
seed vaults and spread them across the universe to every planet they could chart. You are in one such seed vault. Your goal is to cultivate and spread life wherever it will go while waiting \
for contact from your creators. Estimated time of last contact: Deployment, 5x10^3 millennia ago.</b>"
short_desc = "You are a sentient ecosystem, an example of the mastery over life that your creators possessed."
flavour_text = "Your masters, benevolent as they were, created uncounted seed vaults and spread them across \
the universe to every planet they could chart. You are in one such seed vault. \
Your goal is to cultivate and spread life wherever it will go while waiting for contact from your creators. \
Estimated time of last contact: Deployment, 5000 millennia ago."
assignedrole = "Lifebringer"
/obj/effect/mob_spawn/human/seed_vault/special(mob/living/new_spawn)
@@ -48,8 +50,10 @@
anchored = FALSE
move_resist = MOVE_FORCE_NORMAL
density = FALSE
flavour_text = "<span class='big bold'>You are an ash walker.</span><b> Your tribe worships <span class='danger'>the Necropolis</span>. The wastes are sacred ground, its monsters a blessed bounty. You would never leave its beautiful expanse. \
You have seen lights in the distance... they foreshadow the arrival of outsiders that seek to tear apart the Necropolis and its domain. Fresh sacrifices for your nest.</b>"
short_desc = "You are an ash walker. Your tribe worships the Necropolis."
flavour_text = "The wastes are sacred ground, its monsters a blessed bounty. You would never leave its sacred ground. \
You have seen lights in the distance... they foreshadow the arrival of outsiders that seek to tear apart the Necropolis and its domain. \
Fresh sacrifices for your nest."
assignedrole = "Ash Walker"
/obj/effect/mob_spawn/human/ash_walker/special(mob/living/new_spawn)
@@ -88,8 +92,9 @@
roundstart = FALSE
death = FALSE
mob_species = /datum/species/shadow
flavour_text = "<span class='big bold'>You are cursed.</span><b> Years ago, you sacrificed the lives of your trusted friends and the humanity of yourself to reach the Wish Granter. Though you \
did so, it has come at a cost: your very body rejects the light, dooming you to wander endlessly in this horrible wasteland.</b>"
short_desc = "You are cursed."
flavour_text = "Years ago, you sacrificed the lives of your trusted friends and the humanity of yourself to reach the Wish Granter. Though you \
did so, it has come at a cost: your very body rejects the light, dooming you to wander endlessly in this horrible wasteland."
assignedrole = "Exile"
/obj/effect/mob_spawn/human/exile/Destroy()
@@ -126,9 +131,10 @@
var/has_owner = FALSE
var/can_transfer = TRUE //if golems can switch bodies to this new shell
var/mob/living/owner = null //golem's owner if it has one
flavour_text = "<span class='big bold'>You are a Free Golem.</span><b> Your family worships <span class='danger'>The Liberator</span>. In his infinite and divine wisdom, he set your clan free to \
short_desc = "You are a Free Golem. Your family worships The Liberator."
flavour_text = "In his infinite and divine wisdom, he set your clan free to \
travel the stars with a single declaration: \"Yeah go do whatever.\" Though you are bound to the one who created you, it is customary in your society to repeat those same words to newborn \
golems, so that no golem may ever be forced to serve again.</b>"
golems, so that no golem may ever be forced to serve again."
/obj/effect/mob_spawn/human/golem/Initialize(mapload, datum/species/golem/species = null, mob/creator = null)
if(species) //spawners list uses object name to register so this goes before ..()
@@ -139,8 +145,9 @@
if(!mapload && A)
notify_ghosts("\A [initial(species.prefix)] golem shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_GOLEM, ignore_dnr_observers = TRUE)
if(has_owner && creator)
flavour_text = "<span class='big bold'>You are a Golem.</span><b> You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools. \
Serve [creator], and assist [creator.p_them()] in completing [creator.p_their()] goals at any cost.</b>"
short_desc = "You are a golem."
flavour_text = "You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools."
important_info = "Serve [creator], and assist [creator.p_them()] in completing [creator.p_their()] goals at any cost."
owner = creator
/obj/effect/mob_spawn/human/golem/special(mob/living/new_spawn, name)
@@ -213,8 +220,9 @@
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You've been stranded in this godless prison of a planet for longer than you can remember.</span><b> Each day you barely scrape by, and between the terrible \
conditions of your makeshift shelter, the hostile creatures, and the ash drakes swooping down from the cloudless skies, all you can wish for is the feel of soft grass between your toes and \
short_desc = "You've been stranded in this godless prison of a planet for longer than you can remember."
flavour_text = "Each day you barely scrape by, and between the terrible conditions of your makeshift shelter, \
the hostile creatures, and the ash drakes swooping down from the cloudless skies, all you can wish for is the feel of soft grass between your toes and \
the fresh air of Earth. These thoughts are dispelled by yet another recollection of how you got here... "
assignedrole = "Hermit"
@@ -225,20 +233,20 @@
if(1)
flavour_text += "you were a [pick("arms dealer", "shipwright", "docking manager")]'s assistant on a small trading station several sectors from here. Raiders attacked, and there was \
only one pod left when you got to the escape bay. You took it and launched it alone, and the crowd of terrified faces crowding at the airlock door as your pod's engines burst to \
life and sent you to this hell are forever branded into your memory.</b>"
life and sent you to this hell are forever branded into your memory."
outfit.uniform = /obj/item/clothing/under/assistantformal
outfit.shoes = /obj/item/clothing/shoes/sneakers/black
outfit.back = /obj/item/storage/backpack
if(2)
flavour_text += "you're an exile from the Tiger Cooperative. Their technological fanaticism drove you to question the power and beliefs of the Exolitics, and they saw you as a \
heretic and subjected you to hours of horrible torture. You were hours away from execution when a high-ranking friend of yours in the Cooperative managed to secure you a pod, \
scrambled its destination's coordinates, and launched it. You awoke from stasis when you landed and have been surviving - barely - ever since.</b>"
scrambled its destination's coordinates, and launched it. You awoke from stasis when you landed and have been surviving - barely - ever since."
outfit.uniform = /obj/item/clothing/under/rank/prisoner
outfit.shoes = /obj/item/clothing/shoes/sneakers/orange
outfit.back = /obj/item/storage/backpack
if(3)
flavour_text += "you were a doctor on one of Nanotrasen's space stations, but you left behind that damn corporation's tyranny and everything it stood for. From a metaphorical hell \
to a literal one, you find yourself nonetheless missing the recycled air and warm floors of what you left behind... but you'd still rather be here than there.</b>"
to a literal one, you find yourself nonetheless missing the recycled air and warm floors of what you left behind... but you'd still rather be here than there."
outfit.uniform = /obj/item/clothing/under/rank/medical
outfit.suit = /obj/item/clothing/suit/toggle/labcoat
outfit.back = /obj/item/storage/backpack/medic
@@ -246,7 +254,7 @@
if(4)
flavour_text += "you were always joked about by your friends for \"not playing with a full deck\", as they so <i>kindly</i> put it. It seems that they were right when you, on a tour \
at one of Nanotrasen's state-of-the-art research facilities, were in one of the escape pods alone and saw the red button. It was big and shiny, and it caught your eye. You pressed \
it, and after a terrifying and fast ride for days, you landed here. You've had time to wisen up since then, and you think that your old friends wouldn't be laughing now.</b>"
it, and after a terrifying and fast ride for days, you landed here. You've had time to wisen up since then, and you think that your old friends wouldn't be laughing now."
outfit.uniform = /obj/item/clothing/under/color/grey/glorf
outfit.shoes = /obj/item/clothing/shoes/sneakers/black
outfit.back = /obj/item/storage/backpack
@@ -264,9 +272,10 @@
desc = "A small sleeper typically used to instantly restore minor wounds. This one seems broken, and its occupant is comatose."
job_description = "Lavaland Veterinarian"
mob_name = "a translocated vet"
flavour_text = "<span class='big bold'>What...?</span><b> Where are you? Where are the others? This is still the animal hospital - you should know, you've been an intern here for weeks - but \
everyone's gone. One of the cats scratched you just a few minutes ago. That's why you were in the pod - to heal the scratch. The scabs are still fresh; you see them right now. So where is \
everyone? Where did they go? What happened to the hospital? And is that <i>smoke</i> you smell? You need to find someone else. Maybe they can tell you what happened.</b>"
short_desc = "You are a animal doctor who just woke up in lavaland"
flavour_text = "What...? Where are you? Where are the others? This is still the animal hospital - you should know, you've been an intern here for weeks - but \
you see them right now. So where is \
everyone? Where did they go? What happened to the hospital? And is that <i>smoke</i> you smell? You need to find someone else. Maybe they c everyone's gone. One of the cats scratched you just a few minutes ago. That's why you were in the pod - to heal the scratch. The scabs are still fresh; an tell you what happened."
assignedrole = "Translocated Vet"
/obj/effect/mob_spawn/human/doctor/alive/lavaland/Destroy()
@@ -285,8 +294,9 @@
outfit = /datum/outfit/lavalandprisoner
roundstart = FALSE
death = FALSE
flavour_text = "<b>Good. It seems as though your ship crashed. <span class='big bold'>You're a prisoner,</span> sentenced to hard work in one of Nanotrasen's labor camps, but it seems as \
though fate has other plans for you. You remember that you were convicted of "
short_desc = "You're a prisoner, sentenced to hard work in one of Nanotrasen's labor camps, but it seems as \
though fate has other plans for you."
flavour_text = "Good. It seems as though your ship crashed. You remember that you were convicted of "
assignedrole = "Escaped Prisoner"
/obj/effect/mob_spawn/human/prisoner_transport/special(mob/living/L)
@@ -298,7 +308,7 @@
var/list/crimes = list("murder", "larceny", "embezzlement", "unionization", "dereliction of duty", "kidnapping", "gross incompetence", "grand theft", "collaboration with the Syndicate", \
"worship of a forbidden deity", "interspecies relations", "mutiny")
flavour_text += "[pick(crimes)]. but regardless of that, it seems like your crime doesn't matter now. You don't know where you are, but you know that it's out to kill you, and you're not going \
to lose this opportunity. Find a way to get out of this mess and back to where you rightfully belong - your [pick("house", "apartment", "spaceship", "station")]</b>."
to lose this opportunity. Find a way to get out of this mess and back to where you rightfully belong - your [pick("house", "apartment", "spaceship", "station")]."
/datum/outfit/lavalandprisoner
name = "Lavaland Prisoner"
@@ -325,8 +335,9 @@
roundstart = FALSE
random = TRUE
outfit = /datum/outfit/hotelstaff
flavour_text = "<span class='big bold'>You are a staff member of a top-of-the-line space hotel!</span><b> Cater to guests and <font size=6><b>DON'T</b></font> leave the hotel, lest the manager fire you for\
dereliction of duty!</b>"
short_desc = "You are a staff member of a top-of-the-line space hotel!"
flavour_text = "You are a staff member of a top-of-the-line space hotel! Cater to guests and make sure the manager doesn't fire you."
important_info = "DON'T leave the hotel"
assignedrole = "Hotel Staff"
/datum/outfit/hotelstaff
@@ -343,8 +354,10 @@
mob_name = "hotel security member"
job_description = "Hotel Security"
outfit = /datum/outfit/hotelstaff/security
flavour_text = "<span class='big bold'>You are a peacekeeper</span><b> assigned to this hotel to protect the interests of the company while keeping the peace between \
guests and the staff. Do <font size=6>NOT</font> leave the hotel, as that is grounds for contract termination.</b>"
short_desc = "You are a peacekeeper."
flavour_text = "You have been assigned to this hotel to protect the interests of the company while keeping the peace between \
guests and the staff."
important_info = "Do NOT leave the hotel, as that is grounds for contract termination."
objectives = "Do not leave your assigned hotel. Try and keep the peace between staff and guests, non-lethal force heavily advised if possible."
/datum/outfit/hotelstaff/security
@@ -383,7 +396,8 @@
/obj/effect/mob_spawn/human/demonic_friend/Initialize(mapload, datum/mind/owner_mind, obj/effect/proc_holder/spell/targeted/summon_friend/summoning_spell)
. = ..()
owner = owner_mind
flavour_text = "<span class='big bold'>You have been given a reprieve from your eternity of torment, to be [owner.name]'s friend for [owner.p_their()] short mortal coil.</span><b> Be aware that if you do not live up to [owner.name]'s expectations, they can send you back to hell with a single thought. [owner.name]'s death will also return you to hell.</b>"
flavour_text = "You have been given a reprieve from your eternity of torment, to be [owner.name]'s friend for [owner.p_their()] short mortal coil."
important_info = "Be aware that if you do not live up to [owner.name]'s expectations, they can send you back to hell with a single thought. [owner.name]'s death will also return you to hell."
var/area/A = get_area(src)
if(!mapload && A)
notify_ghosts("\A friendship shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_dnr_observers = TRUE)
@@ -441,9 +455,9 @@
/obj/effect/mob_spawn/human/syndicate/battlecruiser
name = "Syndicate Battlecruiser Ship Operative"
flavour_text = "<span class='big bold'>You are a crewmember aboard the syndicate flagship: the SBC Starfury.</span><span class='big'> <span class='danger'><b>Your job is to follow your captain's orders, maintain the ship, and keep the engine running.</b></span> If you are not familiar with how the supermatter engine functions: <b>do not attempt to start it.</b><br>\
<br>\
<span class='danger'><b>The armory is not a candy store, and your role is not to assault the station directly, leave that work to the assault operatives.</b></span></font>"
short_desc = "You are a crewmember aboard the syndicate flagship: the SBC Starfury."
flavour_text = "Your job is to follow your captain's orders, maintain the ship, and keep the engine running. If you are not familiar with how the supermatter engine functions: do not attempt to start it."
important_info = "The armory is not a candy store, and your role is not to assault the station directly, leave that work to the assault operatives."
outfit = /datum/outfit/syndicate_empty/SBC
/datum/outfit/syndicate_empty/SBC
@@ -453,10 +467,9 @@
belt = /obj/item/storage/belt/military/assault
/obj/effect/mob_spawn/human/syndicate/battlecruiser/assault
name = "Syndicate Battlecruiser Assault Operative"
flavour_text = "<span class='big bold'>You are an assault operative aboard the syndicate flagship: the SBC Starfury.</span><span class='big'> <span class='danger'><b>Your job is to follow your captain's orders, keep intruders out of the ship, and assault Space Station 13.</b></span> There is an armory, multiple assault ships, and beam cannons to attack the station with.<br>\
<br>\
<span class='danger'><b>Work as a team with your fellow operatives and work out a plan of attack. If you are overwhelmed, escape back to your ship!</b></span></span>"
short_desc = "You are an assault operative aboard the syndicate flagship: the SBC Starfury."
flavour_text = "Your job is to follow your captain's orders, keep intruders out of the ship, and assault Space Station 13. There is an armory, multiple assault ships, and beam cannons to attack the station with."
important_info = "Work as a team with your fellow operatives and work out a plan of attack. If you are overwhelmed, escape back to your ship!"
outfit = /datum/outfit/syndicate_empty/SBC/assault
/datum/outfit/syndicate_empty/SBC/assault
@@ -472,9 +485,9 @@
/obj/effect/mob_spawn/human/syndicate/battlecruiser/captain
name = "Syndicate Battlecruiser Captain"
flavour_text = "<span class='big bold'>You are the captain aboard the syndicate flagship: the SBC Starfury.</span><span class='big'> <span class='danger'><b>Your job is to oversee your crew, defend the ship, and destroy Space Station 13.</b></span> The ship has an armory, multiple ships, beam cannons, and multiple crewmembers to accomplish this goal.<br>\
<br>\
<span class='danger'><b>As the captain, this whole operation falls on your shoulders.</b></span> You do not need to nuke the station, causing sufficient damage and preventing your ship from being destroyed will be enough.</span>"
short_desc = "You are the captain aboard the syndicate flagship: the SBC Starfury."
flavour_text = "Your job is to oversee your crew, defend the ship, and destroy Space Station 13. The ship has an armory, multiple ships, beam cannons, and multiple crewmembers to accomplish this goal."
important_info = "As the captain, this whole operation falls on your shoulders. You do not need to nuke the station, causing sufficient damage and preventing your ship from being destroyed will be enough."
outfit = /datum/outfit/syndicate_empty/SBC/assault/captain
id_access_list = list(150,151)
@@ -500,10 +513,11 @@
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are a security officer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
Work as a team with your fellow survivors and do not abandon them.</b>"
short_desc = "You are a security officer working for Nanotrasen, stationed onboard a state of the art research station."
flavour_text = "You vaguely recall rushing into a cryogenics pod due to an oncoming radiation storm. \
The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod."
important_info = "Work as a team with your fellow survivors and do not abandon them."
uniform = /obj/item/clothing/under/rank/security
shoes = /obj/item/clothing/shoes/jackboots
id = /obj/item/card/id/away/old/sec
@@ -527,10 +541,11 @@
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are an engineer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
Work as a team with your fellow survivors and do not abandon them.</b>"
short_desc = "You are an engineer working for Nanotrasen, stationed onboard a state of the art research station."
flavour_text = "You vaguely recall rushing into a cryogenics pod due to an oncoming radiation storm. The last thing \
you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod."
important_info = "Work as a team with your fellow survivors and do not abandon them."
uniform = /obj/item/clothing/under/rank/engineer
shoes = /obj/item/clothing/shoes/workboots
id = /obj/item/card/id/away/old/eng
@@ -552,10 +567,11 @@
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are a scientist working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
Work as a team with your fellow survivors and do not abandon them.</b>"
short_desc = "You are a scientist working for Nanotrasen, stationed onboard a state of the art research station."
flavour_text = "You vaguely recall rushing into a cryogenics pod due to an oncoming radiation storm. \
The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod."
important_info = "Work as a team with your fellow survivors and do not abandon them."
uniform = /obj/item/clothing/under/rank/scientist
shoes = /obj/item/clothing/shoes/laceup
id = /obj/item/card/id/away/old/sci
@@ -582,7 +598,8 @@
anchored = TRUE
density = FALSE
show_flavour = FALSE //Flavour only exists for spawners menu
flavour_text = "<span class='big bold'>You are a space pirate.</span><b> The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.</b>"
short_desc = "You are a space pirate."
flavour_text = "The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot."
assignedrole = "Space Pirate"
var/rank = "Mate"
@@ -617,7 +634,8 @@
density = FALSE
death = FALSE
assignedrole = "Ghost Cafe Visitor"
flavour_text = "Is this what life after death is like?"
short_desc = "You are a Ghost Cafe Visitor!"
flavour_text = "You know one thing for sure. You arent actually alive. Are you in a simulation?"
skip_reentry_check = TRUE
banType = ROLE_GHOSTCAFE
+18
View File
@@ -93,6 +93,24 @@
/obj/structure/holosign/barrier/firelock/blocksTemperature()
return TRUE
/obj/structure/holosign/barrier/combifan
name = "holo combifan"
desc = "A holographic barrier resembling a blue-accented tiny fan. Though it does not prevent solid objects from passing through, gas and temperature changes are kept out."
icon_state = "holo_combifan"
max_integrity = 30
density = FALSE
anchored = TRUE
alpha = 150
CanAtmosPass = ATMOS_PASS_NO
resistance_flags = FIRE_PROOF
/obj/structure/holosign/barrier/combolock/blocksTemperature()
return TRUE
/obj/structure/holosign/barrier/combolock/Initialize()
. = ..()
air_update_turf(TRUE)
/obj/structure/holosign/barrier/cyborg
name = "Energy Field"
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
+1 -1
View File
@@ -133,7 +133,7 @@
switch(choice)
if("name")
var/newname = copytext(sanitize(input(H, "Who are we again?", "Name change", H.name) as null|text),1,MAX_NAME_LEN)
var/newname = reject_bad_name(stripped_input(H, "Who are we again?", "Name change", H.name, MAX_NAME_LEN))
if(!newname)
return
+12 -11
View File
@@ -109,8 +109,10 @@
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue
for(var/i=2 to length(note))
var/ni = copytext(note,i,i+1)
var/notelen = length(note)
var/ni = ""
for(var/i = length(note[1]) + 1, i <= notelen, i += length(ni))
ni = note[i]
if(!text2num(ni))
if(ni == "#" || ni == "b" || ni == "n")
cur_acc[cur_note] = ni
@@ -199,9 +201,10 @@
//split into lines
lines = splittext(text, "\n")
if(lines.len)
if(copytext(lines[1],1,6) == "BPM: ")
tempo = sanitize_tempo(600 / text2num(copytext(lines[1],6)))
lines.Cut(1,2)
var/bpm_string = "BPM: "
if(findtext(lines[1], bpm_string, 1, length(bpm_string) + 1))
tempo = sanitize_tempo(600 / text2num(copytext(lines[1], length(bpm_string) + 1)))
lines.Cut(1, 2)
else
tempo = sanitize_tempo(5) // default 120 BPM
if(lines.len > MUSIC_MAXLINES)
@@ -209,7 +212,7 @@
lines.Cut(MUSIC_MAXLINES + 1)
var/linenum = 1
for(var/l in lines)
if(length(l) > MUSIC_MAXLINECHARS)
if(length_char(l) > MUSIC_MAXLINECHARS)
to_chat(usr, "Line [linenum] too long!")
lines.Remove(l)
else
@@ -236,11 +239,11 @@
if(!in_range(instrumentObj, usr))
return
if(length(t) >= MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
if(length_char(t) >= MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
while(length(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
while(length_char(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
ParseSong(t)
else if(href_list["help"])
@@ -284,11 +287,9 @@
else if(href_list["modifyline"])
var/num = round(text2num(href_list["modifyline"]),1)
var/content = html_encode(input("Enter your line: ", instrumentObj.name, lines[num]) as text|null)
var/content = stripped_input(usr, "Enter your line: ", instrumentObj.name, lines[num], MUSIC_MAXLINECHARS)
if(!content || !in_range(instrumentObj, usr))
return
if(length(content) > MUSIC_MAXLINECHARS)
content = copytext(content, 1, MUSIC_MAXLINECHARS)
if(num > lines.len || num < 1)
return
lines[num] = content
@@ -71,7 +71,7 @@
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "tank_dispenser", name, 275, 100, master_ui, state)
ui = new(user, src, ui_key, "tank_dispenser", name, 275, 103, master_ui, state)
ui.open()
/obj/structure/tank_dispenser/ui_data(mob/user)