[MIRROR] Adds the Ancient Cloning Lab ruin (#5814)

* Adds the Ancient Cloning Lab ruin

* fixes conflicts
This commit is contained in:
CitadelStationBot
2018-03-05 15:20:49 -06:00
committed by Poojawa
parent 032511a03e
commit 766b85908e
24 changed files with 1221 additions and 368 deletions
+12 -13
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@@ -82,19 +82,18 @@
#define NOBLOOD 6
#define NOTRANSSTING 7
#define MUTCOLORS_PARTSONLY 8 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
#define NOCRITDAMAGE 9
#define NOZOMBIE 10
#define DIGITIGRADE 11 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
#define NO_UNDERWEAR 12
#define NOLIVER 13
#define NOSTOMACH 14
#define NO_DNA_COPY 15
#define DRINKSBLOOD 16
#define SPECIES_ORGANIC 17
#define SPECIES_INORGANIC 18
#define SPECIES_UNDEAD 19
#define SPECIES_ROBOTIC 20
#define NOEYES 21
#define NOZOMBIE 9
#define DIGITIGRADE 10 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
#define NO_UNDERWEAR 11
#define NOLIVER 12
#define NOSTOMACH 13
#define NO_DNA_COPY 14
#define DRINKSBLOOD 15
#define SPECIES_ORGANIC 16
#define SPECIES_INORGANIC 17
#define SPECIES_UNDEAD 18
#define SPECIES_ROBOTIC 19
#define NOEYES 20
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
+55 -55
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@@ -1,55 +1,55 @@
// Radios use a large variety of predefined frequencies.
#define MIN_FREE_FREQ 1201 // -------------------------------------------------
// Frequencies are always odd numbers and range from 1201 to 1599.
#define FREQ_SYNDICATE 1213 // Nuke op comms frequency, dark brown
#define FREQ_CTF_RED 1215 // CTF red team comms frequency, red
#define FREQ_CTF_BLUE 1217 // CTF blue team comms frequency, blue
#define FREQ_CENTCOM 1337 // CentCom comms frequency, gray
#define FREQ_SUPPLY 1347 // Supply comms frequency, light brown
#define FREQ_SERVICE 1349 // Service comms frequency, green
#define FREQ_SCIENCE 1351 // Science comms frequency, plum
#define FREQ_COMMAND 1353 // Command comms frequency, gold
#define FREQ_MEDICAL 1355 // Medical comms frequency, soft blue
#define FREQ_ENGINEERING 1357 // Engineering comms frequency, orange
#define FREQ_SECURITY 1359 // Security comms frequency, red
#define FREQ_STATUS_DISPLAYS 1435
#define FREQ_ATMOS_ALARMS 1437 // air alarms <-> alert computers
#define FREQ_ATMOS_CONTROL 1439 // air alarms <-> vents and scrubbers
#define MIN_FREQ 1441 // ------------------------------------------------------
// Only the 1441 to 1489 range is freely available for general conversation.
// This represents 1/8th of the available spectrum.
#define FREQ_ATMOS_STORAGE 1441
#define FREQ_NAV_BEACON 1445
#define FREQ_AI_PRIVATE 1447 // AI private comms frequency, magenta
#define FREQ_PRESSURE_PLATE 1447
#define FREQ_AIRLOCK_CONTROL 1449
#define FREQ_ELECTROPACK 1449
#define FREQ_MAGNETS 1449
#define FREQ_LOCATOR_IMPLANT 1451
#define FREQ_SIGNALER 1457 // the default for new signalers
#define FREQ_COMMON 1459 // Common comms frequency, dark green
#define MAX_FREQ 1489 // ------------------------------------------------------
#define MAX_FREE_FREQ 1599 // -------------------------------------------------
// Transmission types.
#define TRANSMISSION_WIRE 0 // some sort of wired connection, not used
#define TRANSMISSION_RADIO 1 // electromagnetic radiation (default)
#define TRANSMISSION_SUBSPACE 2 // subspace transmission (headsets only)
#define TRANSMISSION_SUPERSPACE 3 // reaches independent (CentCom) radios only
// Filter types, used as an optimization to avoid unnecessary proc calls.
#define RADIO_TO_AIRALARM "to_airalarm"
#define RADIO_FROM_AIRALARM "from_airalarm"
#define RADIO_SIGNALER "signaler"
#define RADIO_ATMOSIA "atmosia"
#define RADIO_AIRLOCK "airlock"
#define RADIO_MAGNETS "magnets"
#define DEFAULT_SIGNALER_CODE 30
// Radios use a large variety of predefined frequencies.
#define MIN_FREE_FREQ 1201 // -------------------------------------------------
// Frequencies are always odd numbers and range from 1201 to 1599.
#define FREQ_SYNDICATE 1213 // Nuke op comms frequency, dark brown
#define FREQ_CTF_RED 1215 // CTF red team comms frequency, red
#define FREQ_CTF_BLUE 1217 // CTF blue team comms frequency, blue
#define FREQ_CENTCOM 1337 // CentCom comms frequency, gray
#define FREQ_SUPPLY 1347 // Supply comms frequency, light brown
#define FREQ_SERVICE 1349 // Service comms frequency, green
#define FREQ_SCIENCE 1351 // Science comms frequency, plum
#define FREQ_COMMAND 1353 // Command comms frequency, gold
#define FREQ_MEDICAL 1355 // Medical comms frequency, soft blue
#define FREQ_ENGINEERING 1357 // Engineering comms frequency, orange
#define FREQ_SECURITY 1359 // Security comms frequency, red
#define FREQ_STATUS_DISPLAYS 1435
#define FREQ_ATMOS_ALARMS 1437 // air alarms <-> alert computers
#define FREQ_ATMOS_CONTROL 1439 // air alarms <-> vents and scrubbers
#define MIN_FREQ 1441 // ------------------------------------------------------
// Only the 1441 to 1489 range is freely available for general conversation.
// This represents 1/8th of the available spectrum.
#define FREQ_ATMOS_STORAGE 1441
#define FREQ_NAV_BEACON 1445
#define FREQ_AI_PRIVATE 1447 // AI private comms frequency, magenta
#define FREQ_PRESSURE_PLATE 1447
#define FREQ_AIRLOCK_CONTROL 1449
#define FREQ_ELECTROPACK 1449
#define FREQ_MAGNETS 1449
#define FREQ_LOCATOR_IMPLANT 1451
#define FREQ_SIGNALER 1457 // the default for new signalers
#define FREQ_COMMON 1459 // Common comms frequency, dark green
#define MAX_FREQ 1489 // ------------------------------------------------------
#define MAX_FREE_FREQ 1599 // -------------------------------------------------
// Transmission types.
#define TRANSMISSION_WIRE 0 // some sort of wired connection, not used
#define TRANSMISSION_RADIO 1 // electromagnetic radiation (default)
#define TRANSMISSION_SUBSPACE 2 // subspace transmission (headsets only)
#define TRANSMISSION_SUPERSPACE 3 // reaches independent (CentCom) radios only
// Filter types, used as an optimization to avoid unnecessary proc calls.
#define RADIO_TO_AIRALARM "to_airalarm"
#define RADIO_FROM_AIRALARM "from_airalarm"
#define RADIO_SIGNALER "signaler"
#define RADIO_ATMOSIA "atmosia"
#define RADIO_AIRLOCK "airlock"
#define RADIO_MAGNETS "magnets"
#define DEFAULT_SIGNALER_CODE 30
+30 -30
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@@ -1,30 +1,30 @@
#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
#define BORGMATERIAL 8
//for clothing visor toggles, these determine which vars to toggle
#define VISOR_FLASHPROTECT 1
#define VISOR_TINT 2
#define VISOR_VISIONFLAGS 4 //all following flags only matter for glasses
#define VISOR_DARKNESSVIEW 8
#define VISOR_INVISVIEW 16
#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
#define BORGMATERIAL 8
//for clothing visor toggles, these determine which vars to toggle
#define VISOR_FLASHPROTECT 1
#define VISOR_TINT 2
#define VISOR_VISIONFLAGS 4 //all following flags only matter for glasses
#define VISOR_DARKNESSVIEW 8
#define VISOR_INVISVIEW 16
+3 -1
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@@ -21,6 +21,7 @@
#define TRAIT_SLEEPIMMUNE "sleep_immunity"
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
#define TRAIT_STABLEHEART "stable_heart"
#define TRAIT_RESISTHEAT "resist_heat"
#define TRAIT_RESISTCOLD "resist_cold"
#define TRAIT_RESISTHIGHPRESSURE "resist_high_pressure"
@@ -38,6 +39,7 @@
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_ANTIMAGIC "anti_magic"
#define TRAIT_HOLY "holy"
#define TRAIT_NOCRITDAMAGE "no_crit"
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
@@ -71,4 +73,4 @@
#define TRAIT_HULK "hulk"
#define STASIS_MUTE "stasis"
#define GENETICS_SPELL "genetics_spell"
#define EYES_COVERED "eyes_covered"
#define EYES_COVERED "eyes_covered"
+7 -1
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@@ -280,4 +280,10 @@
suffix = "mrow_thats_right.dmm"
name = "Feline-Human Combination Den"
description = "With heated debates over the legality of the catperson and their status in the workforce, there's always a place for the blackmarket to slip in for some cash. Whether the results \
are morally sound or not is another issue entirely."
are morally sound or not is another issue entirely."
/datum/map_template/ruin/space/cloning_facility
id = "cloning_facility"
suffix = "cloning_facility.dmm"
name = "Ancient Cloning Lab"
description = "An experimental cloning lab snapped off from an ancient ship. The cloner model inside lacks many modern functionalities and security measures."
+4
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@@ -466,4 +466,8 @@
/area/ruin/space/has_grav/powered/scp_294
name = "Abandoned SCP-294 Containment"
icon_state = "yellow"
/area/ruin/space/has_grav/powered/ancient_shuttle
name = "Ancient Shuttle"
icon_state = "yellow"
+23 -29
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@@ -29,6 +29,7 @@
var/datum/mind/clonemind
var/grab_ghost_when = CLONER_MATURE_CLONE
var/internal_radio = TRUE
var/obj/item/device/radio/radio
var/radio_key = /obj/item/device/encryptionkey/headset_med
var/radio_channel = "Medical"
@@ -38,24 +39,17 @@
var/list/unattached_flesh
var/flesh_number = 0
// The "brine" is the reagents that are automatically added in small
// amounts to the occupant.
var/static/list/brine_types = list(
"salbutamol", // anti-oxyloss
"bicaridine", // NOBREATHE species take brute in crit
"corazone", // prevents cardiac arrest and liver failure damage
"mimesbane", // stops them gasping from lack of air.
"mutetoxin") // stops them from killing themselves BY DEATHWHISPERING INSIDE A CLONE POD NICE JOB BREAKING IT HERO
/obj/machinery/clonepod/Initialize()
. = ..()
countdown = new(src)
radio = new(src)
radio.keyslot = new radio_key
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
if(internal_radio)
radio = new(src)
radio.keyslot = new radio_key
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
/obj/machinery/clonepod/Destroy()
go_out()
@@ -116,7 +110,7 @@
/obj/machinery/clonepod/return_air()
// We want to simulate the clone not being in contact with
// the atmosphere, so we'll put them in a constant pressure
// nitrogen. They'll breathe through the chemicals we pump into them.
// nitrogen. They don't need to breathe while cloning anyway.
var/static/datum/gas_mixture/immutable/cloner/GM //global so that there's only one instance made for all cloning pods
if(!GM)
GM = new
@@ -184,7 +178,11 @@
icon_state = "pod_1"
//Get the clone body ready
maim_clone(H)
check_brine() // put in chemicals NOW to stop death via cardiac arrest
H.add_trait(TRAIT_STABLEHEART, "cloning")
H.add_trait(TRAIT_EMOTEMUTE, "cloning")
H.add_trait(TRAIT_MUTE, "cloning")
H.add_trait(TRAIT_NOBREATH, "cloning")
H.add_trait(TRAIT_NOCRITDAMAGE, "cloning")
H.Unconscious(80)
clonemind.transfer_to(H)
@@ -219,8 +217,9 @@
else if(mob_occupant && (mob_occupant.loc == src))
if((mob_occupant.stat == DEAD) || (mob_occupant.suiciding) || mob_occupant.hellbound) //Autoeject corpses and suiciding dudes.
connected_message("Clone Rejected: Deceased.")
SPEAK("The cloning of [mob_occupant.real_name] has been \
aborted due to unrecoverable tissue failure.")
if(internal_radio)
SPEAK("The cloning of [mob_occupant.real_name] has been \
aborted due to unrecoverable tissue failure.")
go_out()
mob_occupant.apply_vore_prefs()
@@ -248,13 +247,12 @@
//Premature clones may have brain damage.
mob_occupant.adjustBrainLoss(-((speed_coeff / 2) * dmg_mult))
check_brine()
use_power(7500) //This might need tweaking.
else if((mob_occupant.cloneloss <= (100 - heal_level)))
connected_message("Cloning Process Complete.")
SPEAK("The cloning cycle of [mob_occupant.real_name] is complete.")
if(internal_radio)
SPEAK("The cloning cycle of [mob_occupant.real_name] is complete.")
// If the cloner is upgraded to debugging high levels, sometimes
// organs and limbs can be missing.
@@ -356,6 +354,11 @@
if(!mob_occupant)
return
mob_occupant.remove_trait(TRAIT_STABLEHEART, "cloning")
mob_occupant.remove_trait(TRAIT_EMOTEMUTE, "cloning")
mob_occupant.remove_trait(TRAIT_MUTE, "cloning")
mob_occupant.remove_trait(TRAIT_NOCRITDAMAGE, "cloning")
mob_occupant.remove_trait(TRAIT_NOBREATH, "cloning")
if(grab_ghost_when == CLONER_MATURE_CLONE)
mob_occupant.grab_ghost()
@@ -459,15 +462,6 @@
flesh_number = unattached_flesh.len
/obj/machinery/clonepod/proc/check_brine()
// Clones are in a pickled bath of mild chemicals, keeping
// them alive, despite their lack of internal organs
for(var/bt in brine_types)
if(bt == "corazone" && occupant.reagents.get_reagent_amount(bt) < 2)
occupant.reagents.add_reagent(bt, 2)//pump it full of extra corazone as a safety, you can't OD on corazone.
else if(occupant.reagents.get_reagent_amount(bt) < 1)
occupant.reagents.add_reagent(bt, 1)
/*
* Manual -- A big ol' manual.
*/
+297
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@@ -0,0 +1,297 @@
//Experimental cloner; clones a body regardless of the owner's status, letting a ghost control it instead
/obj/machinery/clonepod/experimental
name = "experimental cloning pod"
desc = "An ancient cloning pod. It seems to be an early prototype of the experimental cloners used in Nanotrasen Stations."
icon = 'icons/obj/machines/cloning.dmi'
icon_state = "pod_0"
req_access = null
circuit = /obj/item/circuitboard/machine/clonepod/experimental
internal_radio = FALSE
//Start growing a human clone in the pod!
/obj/machinery/clonepod/experimental/growclone(clonename, ui, se, datum/species/mrace, list/features, factions)
if(panel_open)
return FALSE
if(mess || attempting)
return FALSE
attempting = TRUE //One at a time!!
countdown.start()
var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
H.hardset_dna(ui, se, H.real_name, null, mrace, features)
if(efficiency > 2)
var/list/unclean_mutations = (GLOB.not_good_mutations|GLOB.bad_mutations)
H.dna.remove_mutation_group(unclean_mutations)
if(efficiency > 5 && prob(20))
H.randmutvg()
if(efficiency < 3 && prob(50))
var/mob/M = H.randmutb()
if(ismob(M))
H = M
H.silent = 20 //Prevents an extreme edge case where clones could speak if they said something at exactly the right moment.
occupant = H
if(!clonename) //to prevent null names
clonename = "clone ([rand(0,999)])"
H.real_name = clonename
icon_state = "pod_1"
//Get the clone body ready
maim_clone(H)
H.add_trait(TRAIT_STABLEHEART, "cloning")
H.add_trait(TRAIT_EMOTEMUTE, "cloning")
H.add_trait(TRAIT_MUTE, "cloning")
H.add_trait(TRAIT_NOBREATH, "cloning")
H.add_trait(TRAIT_NOCRITDAMAGE, "cloning")
H.Unconscious(80)
var/list/candidates = pollCandidatesForMob("Do you want to play as [clonename]'s defective clone?", null, null, null, 100, H)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
H.key = C.key
if(grab_ghost_when == CLONER_FRESH_CLONE)
H.grab_ghost()
to_chat(H, "<span class='notice'><b>Consciousness slowly creeps over you as your body regenerates.</b><br><i>So this is what cloning feels like?</i></span>")
if(grab_ghost_when == CLONER_MATURE_CLONE)
H.ghostize(TRUE) //Only does anything if they were still in their old body and not already a ghost
to_chat(H.get_ghost(TRUE), "<span class='notice'>Your body is beginning to regenerate in a cloning pod. You will become conscious when it is complete.</span>")
if(H)
H.faction |= factions
H.set_cloned_appearance()
H.suiciding = FALSE
attempting = FALSE
return TRUE
//Prototype cloning console, much more rudimental and lacks modern functions such as saving records, autocloning, or safety checks.
/obj/machinery/computer/prototype_cloning
name = "prototype cloning console"
desc = "Used to operate an experimental cloner."
icon_screen = "dna"
icon_keyboard = "med_key"
circuit = /obj/item/circuitboard/computer/prototype_cloning
var/obj/machinery/dna_scannernew/scanner = null //Linked scanner. For scanning.
var/list/pods //Linked experimental cloning pods
var/temp = "Inactive"
var/scantemp = "Ready to Scan"
var/loading = FALSE // Nice loading text
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/prototype_cloning/Initialize()
. = ..()
updatemodules(TRUE)
/obj/machinery/computer/prototype_cloning/Destroy()
if(pods)
for(var/P in pods)
DetachCloner(P)
pods = null
return ..()
/obj/machinery/computer/prototype_cloning/proc/GetAvailablePod(mind = null)
if(pods)
for(var/P in pods)
var/obj/machinery/clonepod/experimental/pod = P
if(pod.is_operational() && !(pod.occupant || pod.mess))
return pod
/obj/machinery/computer/prototype_cloning/proc/updatemodules(findfirstcloner)
scanner = findscanner()
if(findfirstcloner && !LAZYLEN(pods))
findcloner()
/obj/machinery/computer/prototype_cloning/proc/findscanner()
var/obj/machinery/dna_scannernew/scannerf = null
// Loop through every direction
for(var/direction in GLOB.cardinals)
// Try to find a scanner in that direction
scannerf = locate(/obj/machinery/dna_scannernew, get_step(src, direction))
// If found and operational, return the scanner
if (!isnull(scannerf) && scannerf.is_operational())
return scannerf
// If no scanner was found, it will return null
return null
/obj/machinery/computer/prototype_cloning/proc/findcloner()
var/obj/machinery/clonepod/experimental/podf = null
for(var/direction in GLOB.cardinals)
podf = locate(/obj/machinery/clonepod/experimental, get_step(src, direction))
if (!isnull(podf) && podf.is_operational())
AttachCloner(podf)
/obj/machinery/computer/prototype_cloning/proc/AttachCloner(obj/machinery/clonepod/experimental/pod)
if(!pod.connected)
pod.connected = src
LAZYADD(pods, pod)
/obj/machinery/computer/prototype_cloning/proc/DetachCloner(obj/machinery/clonepod/experimental/pod)
pod.connected = null
LAZYREMOVE(pods, pod)
/obj/machinery/computer/prototype_cloning/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/device/multitool))
var/obj/item/device/multitool/P = W
if(istype(P.buffer, /obj/machinery/clonepod/experimental))
if(get_area(P.buffer) != get_area(src))
to_chat(user, "<font color = #666633>-% Cannot link machines across power zones. Buffer cleared %-</font color>")
P.buffer = null
return
to_chat(user, "<font color = #666633>-% Successfully linked [P.buffer] with [src] %-</font color>")
var/obj/machinery/clonepod/experimental/pod = P.buffer
if(pod.connected)
pod.connected.DetachCloner(pod)
AttachCloner(pod)
else
P.buffer = src
to_chat(user, "<font color = #666633>-% Successfully stored [REF(P.buffer)] [P.buffer.name] in buffer %-</font color>")
return
else
return ..()
/obj/machinery/computer/prototype_cloning/attack_hand(mob/user)
if(..())
return
interact(user)
/obj/machinery/computer/prototype_cloning/interact(mob/user)
user.set_machine(src)
add_fingerprint(user)
if(..())
return
updatemodules(TRUE)
var/dat = ""
dat += "<a href='byond://?src=[REF(src)];refresh=1'>Refresh</a>"
dat += "<h3>Cloning Pod Status</h3>"
dat += "<div class='statusDisplay'>[temp]&nbsp;</div>"
if (isnull(src.scanner) || !LAZYLEN(pods))
dat += "<h3>Modules</h3>"
//dat += "<a href='byond://?src=[REF(src)];relmodules=1'>Reload Modules</a>"
if (isnull(src.scanner))
dat += "<font class='bad'>ERROR: No Scanner detected!</font><br>"
if (!LAZYLEN(pods))
dat += "<font class='bad'>ERROR: No Pod detected</font><br>"
// Scan-n-Clone
if (!isnull(src.scanner))
var/mob/living/scanner_occupant = get_mob_or_brainmob(scanner.occupant)
dat += "<h3>Cloning</h3>"
dat += "<div class='statusDisplay'>"
if(!scanner_occupant)
dat += "Scanner Unoccupied"
else if(loading)
dat += "[scanner_occupant] => Scanning..."
else
scantemp = "Ready to Clone"
dat += "[scanner_occupant] => [scantemp]"
dat += "</div>"
if(scanner_occupant)
dat += "<a href='byond://?src=[REF(src)];clone=1'>Clone</a>"
dat += "<br><a href='byond://?src=[REF(src)];lock=1'>[src.scanner.locked ? "Unlock Scanner" : "Lock Scanner"]</a>"
else
dat += "<span class='linkOff'>Clone</span>"
var/datum/browser/popup = new(user, "cloning", "Prototype Cloning System Control")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/prototype_cloning/Topic(href, href_list)
if(..())
return
if(loading)
return
else if ((href_list["clone"]) && !isnull(scanner) && scanner.is_operational())
scantemp = ""
loading = TRUE
updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt.ogg', 50, 0)
say("Initiating scan...")
spawn(20)
clone_occupant(scanner.occupant)
loading = FALSE
updateUsrDialog()
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
//No locking an open scanner.
else if ((href_list["lock"]) && !isnull(scanner) && scanner.is_operational())
if ((!scanner.locked) && (scanner.occupant))
scanner.locked = TRUE
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
scanner.locked = FALSE
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
else if (href_list["refresh"])
updateUsrDialog()
playsound(src, "terminal_type", 25, 0)
add_fingerprint(usr)
updateUsrDialog()
return
/obj/machinery/computer/prototype_cloning/proc/clone_occupant(occupant)
var/mob/living/mob_occupant = get_mob_or_brainmob(occupant)
var/datum/dna/dna
if(ishuman(mob_occupant))
var/mob/living/carbon/C = mob_occupant
dna = C.has_dna()
if(isbrain(mob_occupant))
var/mob/living/brain/B = mob_occupant
dna = B.stored_dna
if(!istype(dna))
scantemp = "<font class='bad'>Unable to locate valid genetic data.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
if((mob_occupant.has_trait(TRAIT_NOCLONE)) && (src.scanner.scan_level < 2))
scantemp = "<font class='bad'>Subject no longer contains the fundamental materials required to create a living clone.</font>"
playsound(src, 'sound/machines/terminal_alert.ogg', 50, 0)
return
var/clone_species
if(dna.species)
clone_species = dna.species
else
var/datum/species/rando_race = pick(GLOB.roundstart_races)
clone_species = rando_race.type
var/obj/machinery/clonepod/pod = GetAvailablePod()
//Can't clone without someone to clone. Or a pod. Or if the pod is busy. Or full of gibs.
if(!LAZYLEN(pods))
temp = "<font class='bad'>No Clonepods detected.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(!pod)
temp = "<font class='bad'>No Clonepods available.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(pod.occupant)
temp = "<font class='bad'>Cloning cycle already in progress.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
pod.growclone(mob_occupant.real_name, dna.uni_identity, dna.struc_enzymes, clone_species, dna.features, mob_occupant.faction)
temp = "[mob_occupant.real_name] => <font class='good'>Cloning data sent to pod.</font>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
@@ -111,6 +111,10 @@
name = "Cloning (Computer Board)"
build_path = /obj/machinery/computer/cloning
/obj/item/circuitboard/computer/prototype_cloning
name = "Prototype Cloning (Computer Board)"
build_path = /obj/machinery/computer/prototype_cloning
/obj/item/circuitboard/computer/arcade/battle
name = "Arcade Battle (Computer Board)"
build_path = /obj/machinery/computer/arcade/battle
@@ -31,6 +31,10 @@
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/clonepod/experimental
name = "Experimental Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod/experimental
/obj/item/circuitboard/machine/abductor
name = "alien board (Report This)"
icon_state = "abductor_mod"
@@ -1,65 +1,65 @@
/obj/structure/closet/athletic_mixed
name = "athletic wardrobe"
desc = "It's a storage unit for athletic wear."
icon_door = "mixed"
/obj/structure/closet/athletic_mixed/PopulateContents()
..()
new /obj/item/clothing/under/shorts/purple(src)
new /obj/item/clothing/under/shorts/grey(src)
new /obj/item/clothing/under/shorts/black(src)
new /obj/item/clothing/under/shorts/red(src)
new /obj/item/clothing/under/shorts/blue(src)
new /obj/item/clothing/under/shorts/green(src)
new /obj/item/clothing/under/jabroni(src)
/obj/structure/closet/boxinggloves
name = "boxing gloves"
desc = "It's a storage unit for gloves for use in the boxing ring."
/obj/structure/closet/boxinggloves/PopulateContents()
..()
new /obj/item/clothing/gloves/boxing/blue(src)
new /obj/item/clothing/gloves/boxing/green(src)
new /obj/item/clothing/gloves/boxing/yellow(src)
new /obj/item/clothing/gloves/boxing(src)
/obj/structure/closet/masks
name = "mask closet"
desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"
/obj/structure/closet/masks/PopulateContents()
..()
new /obj/item/clothing/mask/luchador(src)
new /obj/item/clothing/mask/luchador/rudos(src)
new /obj/item/clothing/mask/luchador/tecnicos(src)
/obj/structure/closet/lasertag/red
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_door = "red"
/obj/structure/closet/lasertag/red/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/gun/energy/laser/redtag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/head/helmet/redtaghelm(src)
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_door = "blue"
/obj/structure/closet/lasertag/blue/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/gun/energy/laser/bluetag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/bluetag(src)
/obj/structure/closet/athletic_mixed
name = "athletic wardrobe"
desc = "It's a storage unit for athletic wear."
icon_door = "mixed"
/obj/structure/closet/athletic_mixed/PopulateContents()
..()
new /obj/item/clothing/under/shorts/purple(src)
new /obj/item/clothing/under/shorts/grey(src)
new /obj/item/clothing/under/shorts/black(src)
new /obj/item/clothing/under/shorts/red(src)
new /obj/item/clothing/under/shorts/blue(src)
new /obj/item/clothing/under/shorts/green(src)
new /obj/item/clothing/under/jabroni(src)
/obj/structure/closet/boxinggloves
name = "boxing gloves"
desc = "It's a storage unit for gloves for use in the boxing ring."
/obj/structure/closet/boxinggloves/PopulateContents()
..()
new /obj/item/clothing/gloves/boxing/blue(src)
new /obj/item/clothing/gloves/boxing/green(src)
new /obj/item/clothing/gloves/boxing/yellow(src)
new /obj/item/clothing/gloves/boxing(src)
/obj/structure/closet/masks
name = "mask closet"
desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"
/obj/structure/closet/masks/PopulateContents()
..()
new /obj/item/clothing/mask/luchador(src)
new /obj/item/clothing/mask/luchador/rudos(src)
new /obj/item/clothing/mask/luchador/tecnicos(src)
/obj/structure/closet/lasertag/red
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_door = "red"
/obj/structure/closet/lasertag/red/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/gun/energy/laser/redtag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/head/helmet/redtaghelm(src)
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_door = "blue"
/obj/structure/closet/lasertag/blue/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/gun/energy/laser/bluetag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/head/helmet/bluetaghelm(src)
+142 -142
View File
@@ -1,142 +1,142 @@
/obj/item/device/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
materials = list(MAT_METAL=100)
attachable = 1
var/armed = 0
/obj/item/device/assembly/mousetrap/examine(mob/user)
..()
if(armed)
to_chat(user, "The mousetrap is armed!")
else
to_chat(user, "The mousetrap is not armed.")
/obj/item/device/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
pulse(0)
update_icon()
if(usr)
playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
/obj/item/device/assembly/mousetrap/describe()
return "The pressure switch is [armed?"primed":"safe"]."
/obj/item/device/assembly/mousetrap/update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
/obj/item/device/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.has_trait(TRAIT_PIERCEIMMUNE))
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
return 0
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_bodypart(pick("l_leg", "r_leg"))
H.Knockdown(60)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_bodypart(type)
H.Stun(60)
if(affecting)
if(affecting.receive_damage(1, 0))
H.update_damage_overlays()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
M.splat()
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
/obj/item/device/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, "<span class='notice'>You arm [src].</span>")
else
if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
var/which_hand = "l_hand"
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
update_icon()
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
/obj/item/device/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
if(armed)
if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
var/which_hand = "l_hand"
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
..()
/obj/item/device/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(ismouse(MM))
triggered(MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
/obj/item/device/assembly/mousetrap/on_found(mob/finder)
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, (finder.active_hand_index % 2 == 0) ? "r_hand" : "l_hand")
return 1 //end the search!
return 0
/obj/item/device/assembly/mousetrap/hitby(A as mob|obj)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [A].</span>")
triggered(null)
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
/obj/item/device/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
materials = list(MAT_METAL=100)
attachable = 1
var/armed = 0
/obj/item/device/assembly/mousetrap/examine(mob/user)
..()
if(armed)
to_chat(user, "The mousetrap is armed!")
else
to_chat(user, "The mousetrap is not armed.")
/obj/item/device/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
pulse(0)
update_icon()
if(usr)
playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
/obj/item/device/assembly/mousetrap/describe()
return "The pressure switch is [armed?"primed":"safe"]."
/obj/item/device/assembly/mousetrap/update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
/obj/item/device/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.has_trait(TRAIT_PIERCEIMMUNE))
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
return 0
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_bodypart(pick("l_leg", "r_leg"))
H.Knockdown(60)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_bodypart(type)
H.Stun(60)
if(affecting)
if(affecting.receive_damage(1, 0))
H.update_damage_overlays()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
M.splat()
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
/obj/item/device/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, "<span class='notice'>You arm [src].</span>")
else
if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
var/which_hand = "l_hand"
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
update_icon()
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
/obj/item/device/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
if(armed)
if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
var/which_hand = "l_hand"
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
..()
/obj/item/device/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(ismouse(MM))
triggered(MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
/obj/item/device/assembly/mousetrap/on_found(mob/finder)
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, (finder.active_hand_index % 2 == 0) ? "r_hand" : "l_hand")
return 1 //end the search!
return 0
/obj/item/device/assembly/mousetrap/hitby(A as mob|obj)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [A].</span>")
triggered(null)
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
+3 -3
View File
@@ -97,7 +97,7 @@
if(!L)
if(health >= HEALTH_THRESHOLD_CRIT)
adjustOxyLoss(HUMAN_MAX_OXYLOSS + 1)
else if(!(NOCRITDAMAGE in dna.species.species_traits))
else if(!has_trait(TRAIT_NOCRITDAMAGE))
adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
failed_last_breath = 1
@@ -337,8 +337,8 @@
if(!undergoing_cardiac_arrest())
return
// Cardiac arrest, unless corazone
if(reagents.get_reagent_amount("corazone"))
// Cardiac arrest, unless heart is stabilized
if(has_trait(TRAIT_STABLEHEART))
return
if(we_breath)
@@ -866,7 +866,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
H.setOxyLoss(0)
H.losebreath = 0
var/takes_crit_damage = (!(NOCRITDAMAGE in species_traits))
var/takes_crit_damage = (!H.has_trait(TRAIT_NOCRITDAMAGE))
if((H.health < HEALTH_THRESHOLD_CRIT) && takes_crit_damage)
H.adjustBruteLoss(1)
@@ -1,20 +1,20 @@
/datum/species/corporate
name = "Corporate Agent"
id = "agent"
hair_alpha = 0
say_mod = "declares"
speedmod = -2//Fast
brutemod = 0.7//Tough against firearms
burnmod = 0.65//Tough against lasers
coldmod = 0
heatmod = 0.5//it's a little tough to burn them to death not as hard though.
punchdamagelow = 20
punchdamagehigh = 30//they are inhumanly strong
punchstunthreshold = 25
attack_verb = "smash"
attack_sound = 'sound/weapons/resonator_blast.ogg'
blacklisted = 1
use_skintones = 0
species_traits = list(SPECIES_ORGANIC,NOBLOOD,EYECOLOR)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOHUNGER)
sexes = 0
/datum/species/corporate
name = "Corporate Agent"
id = "agent"
hair_alpha = 0
say_mod = "declares"
speedmod = -2//Fast
brutemod = 0.7//Tough against firearms
burnmod = 0.65//Tough against lasers
coldmod = 0
heatmod = 0.5//it's a little tough to burn them to death not as hard though.
punchdamagelow = 20
punchdamagehigh = 30//they are inhumanly strong
punchstunthreshold = 25
attack_verb = "smash"
attack_sound = 'sound/weapons/resonator_blast.ogg'
blacklisted = 1
use_skintones = 0
species_traits = list(SPECIES_ORGANIC,NOBLOOD,EYECOLOR)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOHUNGER)
sexes = 0
+3 -3
View File
@@ -436,10 +436,10 @@
L.damage += d
/mob/living/carbon/proc/liver_failure()
if(reagents.get_reagent_amount("corazone"))//corazone is processed here an not in the liver because a failing liver can't metabolize reagents
reagents.remove_reagent("corazone", 0.4) //corazone slowly deletes itself.
reagents.metabolize(src, can_overdose=FALSE, liverless = TRUE)
if(has_trait(TRAIT_STABLEHEART))
return
adjustToxLoss(8, TRUE, TRUE)
adjustToxLoss(8, TRUE, TRUE)
if(prob(30))
to_chat(src, "<span class='notice'>You feel confused and nauseous...</span>")//actual symptoms of liver failure
+3 -1
View File
@@ -251,7 +251,7 @@
R.handle_reactions()
return amount
/datum/reagents/proc/metabolize(mob/living/carbon/C, can_overdose = 0)
/datum/reagents/proc/metabolize(mob/living/carbon/C, can_overdose = FALSE, liverless = FALSE)
var/list/cached_reagents = reagent_list
var/list/cached_addictions = addiction_list
if(C)
@@ -261,6 +261,8 @@
var/datum/reagent/R = reagent
if(QDELETED(R.holder))
continue
if(liverless && !R.self_consuming) //need to be metabolized
continue
if(!C)
C = R.holder.my_atom
if(C && R)
@@ -31,6 +31,7 @@
var/addiction_threshold = 0
var/addiction_stage = 0
var/overdosed = 0 // You fucked up and this is now triggering its overdose effects, purge that shit quick.
var/self_consuming = FALSE
/datum/reagent/Destroy() // This should only be called by the holder, so it's already handled clearing its references
. = ..()
@@ -1192,6 +1192,7 @@
id = "corazone"
description = "A medication used to treat pain, fever, and inflammation, along with heart attacks."
color = "#F5F5F5"
self_consuming = TRUE
/datum/reagent/medicine/muscle_stimulant
name = "Muscle Stimulant"
@@ -808,6 +808,7 @@
toxpwr = 1
var/acidpwr = 10 //the amount of protection removed from the armour
taste_description = "acid"
self_consuming = TRUE
/datum/reagent/toxin/acid/reaction_mob(mob/living/carbon/C, method=TOUCH, reac_volume)
if(!istype(C))
@@ -0,0 +1,35 @@
/obj/item/paper/fluff/ruins/exp_cloning/manual
name = "paper - 'H-11 Cloning Apparatus Manual"
info = {"<h4>Getting Started</h4>
Congratulations, you are testing the H-11 experimental cloning device!<br>
Using the H-11 is almost as simple as brain surgery! Simply insert the target humanoid into the scanning chamber and select the clone option to initiate cloning!<br>
<b>That's all there is to it!</b><br>
<i>Notice, cloning system cannot scan inorganic life or small primates. Scan may fail if subject has suffered extreme brain damage.</i><br>
<p>The provided CLONEPOD SYSTEM will produce the desired clone. Standard clone maturation times are roughly 90 seconds.
The cloning pod may be unlocked early after initial maturation is complete.</p><br>
<i>Please note that resulting clones will have a DEVELOPMENTAL DEFECT as a result of genetic drift. We hope to reduce this through further testing.<br>
Clones may also experience memory loss and radical changes in personality as a result of the cloning process.</i><br>
<br>
<font size=1>This technology produced under license from Thinktronic Systems, LTD.</font>"}
/obj/item/paper/fluff/ruins/exp_cloning/log
name = "experiment log"
info = {"<h4>Day 1</h4>
We are very excited to be part of the first crew of the SC Irmanda!<br>
This ship is made to test an innovative FTL technology. I had some concerns at first, \
but the engineers assure me that it is safe and there is absolutely no risk of the external wings breaking off from the acceleration.<br>
We've been tasked with testing the latest model of the Thinktronic Cloning Pod. We'll stay in dock for a week before launching, but we're going to get started right away. \
If the engine is as fast as they say, we might not have the time to run all the routine tests on the cloned subject!<br>
<br>
<h4>Day 2</h4>
We cloned an unknown corpse that was given to us by the medical crew. The genetic replication is good enough to let the subject survive outside of the pod, \
but the cellular damage remains a concern for his long-term survival. For safety we will be keeping him in quarantine.<br>
We left him some books, but clearly we were too optimistic about his mental faculties. His brain seems to suffer from the same cloning decay that was caused by \
the previous models. We will run further tests to see if there are improvements.<br>
<h4>Day 4</h4>
It seems we'll be launching even sooner than expected! Apparently the press is starting to lose interest, so we have to cut short the pre-flight checks \
and give them something to talk about. Hopefully this will end up with increased funding...<br>
The crew has all been invited to the main hall, where we have seats for the initial FTL acceleration. Unfortunately the clone cannot leave the quarantine room \
without risking infection, so we will strap him into the bed and hope for the best. We can grow another clone if anything goes wrong, anyway.
<br>
<i>Professor Galen Linkovich</i>"}
+3 -5
View File
@@ -68,17 +68,15 @@
/obj/item/organ/lungs/proc/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H)
if((H.status_flags & GODMODE))
return
var/species_traits = list()
if(H && H.dna && H.dna.species && H.dna.species.species_traits)
species_traits = H.dna.species.species_traits
if(H.has_trait(TRAIT_NOBREATH))
return
if(!breath || (breath.total_moles() == 0))
if(H.reagents.has_reagent(crit_stabilizing_reagent))
return
if(H.health >= HEALTH_THRESHOLD_CRIT)
H.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
else if(!(NOCRITDAMAGE in species_traits))
else if(!H.has_trait(TRAIT_NOCRITDAMAGE))
H.adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
H.failed_last_breath = TRUE