more work

This commit is contained in:
Metis
2024-09-13 01:50:58 -04:00
parent 8fd779ef02
commit 7b0780804f
320 changed files with 12185 additions and 161 deletions

View File

@@ -10,7 +10,7 @@
"**/.pnp.*": true
},
"editor.codeActionsOnSave": {
"source.fixAll.eslint": true
"source.fixAll.eslint": "explicit"
},
"workbench.editorAssociations": {
"*.dmi": "dmiEditor.dmiEditor"

View File

@@ -9,10 +9,10 @@
if(!weight_gain_rate_modifier)
return FALSE
if(!iscarbon(wearer) || slot != SLOT_NECK || !wearer?.client?.prefs?.weight_gain_items)
if(!iscarbon(wearer) || slot !=ITEM_SLOT_NECK || !wearer?.client?.prefs?.weight_gain_items)
return FALSE
wearer.weight_gain_rate = wearer.weight_gain_rate * weight_gain_rate_modifier
wearer.weight_gain_rate = wearer.weight_gain_rate * weight_gain_rate_modifier
/obj/item/clothing/neck/dropped(mob/user)
. = ..()
@@ -22,7 +22,7 @@
if(!iscarbon(wearer) || !(wearer.get_item_by_slot(SLOT_NECK) == src) || !wearer?.client?.prefs?.weight_gain_items)
return FALSE
wearer.weight_gain_rate = (wearer.weight_gain_rate / weight_gain_rate_modifier)

View File

@@ -8,7 +8,7 @@
/obj/item/clothing/mask/gas/fattening/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_WEAR_MASK)
if (slot ==ITEM_SLOT_WEAR_MASK)
if(iscarbon(M))
C = M
START_PROCESSING(SSobj, src)

View File

@@ -8,7 +8,7 @@
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 25, "fire" = 25, "acid" = 25)
item_color = "white"
slowdown = 0
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
actions_types = list()
/obj/item/clothing/suit/space/hardsuit/engine/haydee
@@ -23,7 +23,7 @@
actions_types = list(/datum/action/item_action/toggle_helmet)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/haydee
slowdown = 0
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
var/icon_location = 'GainStation13/icons/obj/clothing/haydee_modular.dmi'
var/mob/living/carbon/U

View File

@@ -4,25 +4,22 @@
name = "GATO Hardsuit Helmet"
desc = "Exclusive version of a hardsuit helmet, usually reserved for GATO CC personnel."
icon = 'GainStation13/icons/mob/head.dmi'
alternate_worn_icon = 'GainStation13/icons/mob/head.dmi'
icon_state = "hardsuit0-gato"
item_state = "hardsuit0-gato"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/head/HoS/beret/gato
name = "GT-CC Beret"
desc = "A robust beret for the CC personnel, for looking stylish while not sacrificing protection."
icon = 'GainStation13/icons/mob/head.dmi'
alternate_worn_icon = 'GainStation13/icons/mob/head.dmi'
icon_state = "gato_beret"
item_state = "gato_beret"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/head/HoS/gato
name = "GT-CC Cap"
desc = "The robust standard-issue cap of the CC personnel."
icon = 'GainStation13/icons/mob/head.dmi'
alternate_worn_icon = 'GainStation13/icons/mob/head.dmi'
icon_state = "gato_cap"
item_state = "gato_cap"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE

View File

@@ -8,7 +8,7 @@
alternate_worn_icon = 'GainStation13/icons/mob/suits.dmi'
icon_state = "letterman_gato"
item_state = "letterman_gato"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/armor/vest/capcarapace/cc
name = "Elegant Carapace"
@@ -17,7 +17,7 @@
alternate_worn_icon = 'GainStation13/icons/mob/suits.dmi'
icon_state = "cc_carapace"
item_state = "cc_carapace"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/armor/vest/capcarapace/gato
name = "CC-GT Carapace"
@@ -26,7 +26,7 @@
alternate_worn_icon = 'GainStation13/icons/mob/suits.dmi'
icon_state = "gato_carapace"
item_state = "gato_carapace"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/armor/vest/capcarapace/moka
name = "Hellcat Overcoat"
@@ -35,7 +35,7 @@
alternate_worn_icon = 'GainStation13/icons/mob/suits.dmi'
icon_state = "hellcat_overcoat"
item_state = "hellcat_overcoat"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/armor/vest/capcarapace/paradeblack
name = "CC Parade Jacket"
@@ -44,7 +44,7 @@
alternate_worn_icon = 'GainStation13/icons/mob/suits.dmi'
icon_state = "paradejacket_black"
item_state = "paradejacket_black"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/armor/vest/capcarapace/paradepurple
name = "CC Parade Jacket"
@@ -53,7 +53,7 @@
alternate_worn_icon = 'GainStation13/icons/mob/suits.dmi'
icon_state = "paradejacket_purple"
item_state = "paradejacket_purple"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/space/hardsuit/ert/alert/gato
name = "GATO Hardsuit"
@@ -63,4 +63,4 @@
icon_state = "gato_hardsuit"
item_state = "gato_hardsuit"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/gato
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE

View File

@@ -15,7 +15,6 @@
prereq_ids = list("adv_engi", "adv_bluespace")
design_ids = list("arcd_design")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 7000)
export_price = 7000
/obj/item/borg/upgrade/arcd
name = "cyborg ARCD"

View File

@@ -4,7 +4,6 @@
value = 0 //ERP quirk
gain_text = "<span class='notice'>Your body feels like it could grow at any moment.</span>"
lose_text = "<span class='notice'>The feeling of impending growth is gone...</span>"
category = CATEGORY_SEXUAL
mob_trait = TRAIT_FATROUSAL
/datum/quirk/fatrousal/add()
@@ -23,7 +22,7 @@
return C.getArousalLoss()*35
return FALSE
///mob/living/adjustArousalLoss(amount, updating_arousal=1)
///mob/living/adjust_arousal(amount, updating_arousal=1)
// if(HAS_TRAIT(src, TRAIT_FATROUSAL))
// amount = amount * 0.2
// ..()

View File

@@ -5,15 +5,15 @@
return ..()
/datum/species/can_equip(obj/item/I, slot, disable_warning, mob/living/carbon/human/H, bypass_equip_delay_self)
if(HAS_TRAIT(H, TRAIT_NO_BACKPACK) && slot == SLOT_BACK)
if(HAS_TRAIT(H, TRAIT_NO_BACKPACK) && slot ==ITEM_SLOT_BACK)
to_chat(H, "<span class='warning'>You are too fat to wear anything on your back.</span>")
return FALSE
if(!istype(I, /obj/item/clothing/under/color/grey/modular) && HAS_TRAIT(H, TRAIT_NO_JUMPSUIT) && slot == SLOT_W_UNIFORM)
if(!istype(I, /obj/item/clothing/under/color/grey/modular) && HAS_TRAIT(H, TRAIT_NO_JUMPSUIT) && slot ==ITEM_SLOT_W_UNIFORM)
to_chat(H, "<span class='warning'>You are too fat to wear [I].</span>")
return FALSE
if(HAS_TRAIT(H, TRAIT_NO_MISC) && (slot == SLOT_SHOES || slot == SLOT_GLOVES || slot == SLOT_WEAR_SUIT))
if(HAS_TRAIT(H, TRAIT_NO_MISC) && (slot ==ITEM_SLOT_SHOES || slot ==ITEM_SLOT_GLOVES || slot ==ITEM_SLOT_WEAR_SUIT))
to_chat(H, "<span class='warning'>You are too fat to wear [I].</span>")
return FALSE

View File

@@ -7,32 +7,32 @@
min_players = 6
/datum/round_event/dessert_infestation
announceWhen = 100
var/static/list/dessert_station_areas_blacklist = typecacheof(/area/space,
announce_when = 100
var/static/list/dessert_station_areas_blacklist = typecacheof(/area/space,
/area/shuttle,
/area/mine,
/area/holodeck,
/area/ruin,
/area/hallway,
/area/hallway/primary,
/area/hallway/secondary,
/area/mine,
/area/holodeck,
/area/ruin,
/area/hallway,
/area/hallway/primary,
/area/hallway/secondary,
/area/hallway/secondary/entry,
/area/engine/supermatter,
/area/engine/atmospherics_engine,
/area/engine/engineering/reactor_core,
/area/engine/engineering/reactor_control,
/area/engine/supermatter,
/area/engine/atmospherics_engine,
/area/engine/engineering/reactor_core,
/area/engine/engineering/reactor_control,
/area/ai_monitored/turret_protected,
/area/layenia/cloudlayer,
/area/asteroid/nearstation,
/area/science/server,
/area/science/explab,
/area/layenia/cloudlayer,
/area/asteroid/nearstation,
/area/science/server,
/area/science/explab,
/area/science/xenobiology,
/area/security/processing)
var/spawncount = 1
fakeable = FALSE
/datum/round_event/dessert_infestation/setup()
announceWhen = rand(announceWhen, announceWhen + 50)
announce_when = rand(announce_when, announce_when + 50)
spawncount = rand(4, 7)
/datum/round_event/dessert_infestation/announce(fake)
@@ -67,11 +67,6 @@
pickedArea = pick_n_take(eligible_areas)
var/list/turf/t = get_area_turfs(pickedArea, SSmapping.station_start)
for(var/turf/thisTurf in t) // now we check if it's a closed turf, cold turf or occupied turf and yeet it
if(isopenturf(thisTurf))
var/turf/open/tempGet = thisTurf
if(tempGet.air.temperature <= T0C)
t -= thisTurf
continue
if(isclosedturf(thisTurf))
t -= thisTurf
else

View File

@@ -4,7 +4,6 @@
value = 0 //ERP quirk
gain_text = "<span class='notice'>You feel like you could eat steel.</span>"
lose_text = "<span class='notice'>Your teeth hurt too much...</span>"
category = CATEGORY_FOOD
mob_trait = TRAIT_METAL_CRUNCHER
/obj/item/stack

View File

@@ -4,7 +4,6 @@
value = 0 //ERP quirk
gain_text = "<span class='notice'>You feel absorbant.</span>"
lose_text = "<span class='notice'>You don't feel absorbant anymore.</span>"
category = CATEGORY_FOOD
mob_trait = TRAIT_WATER_SPONGE
/datum/reagent/water/on_mob_add(mob/living/L, amount)
@@ -28,7 +27,7 @@
M.reagents.add_reagent(/datum/reagent/water, reac_volume/2)
if(method == VAPOR)
M.reagents.add_reagent(/datum/reagent/water, reac_volume/3)
/datum/reagent/water/proc/fat_hide(mob/living/carbon/user)
return volume * 3.5
@@ -67,7 +66,7 @@
add_fingerprint(usr)
attached = target
START_PROCESSING(SSobj, src)
/obj/structure/sink/process()
if(!(get_dist(src, attached) <= 1 && isturf(attached.loc)))
to_chat(attached, "<span class='userdanger'>[attached] is ripped from the sink!</span>") // GS13
@@ -78,7 +77,7 @@
attached.reagents.add_reagent(/datum/reagent/water, 5)
else
return PROCESS_KILL
/obj/structure/sink/attack_hand(mob/living/user)
if(attached)
visible_message("[attached] is detached from [src]")

View File

@@ -4,7 +4,6 @@
value = 0 //ERP quirk
gain_text = "<span class='notice'>You find yourself able to weave webs.</span>"
lose_text = "<span class='notice'>You are no longer able to weave webs.</span>"
category = CATEGORY_SEXUAL
mob_trait = TRAIT_WEB_WEAVER
///What action is linked with this quirk?
var/datum/action/innate/wrap_target/linked_action1
@@ -20,7 +19,7 @@
linked_action1.Remove(quirk_holder)
linked_action2.Remove(quirk_holder)
return ..()
/datum/action/innate/wrap_target
name = "wrap"
desc = "encases a humanoid in a web cocoon."
@@ -32,14 +31,14 @@
var/mob/living/carbon/user = owner
if(!user || !ishuman(user))
return FALSE
var/mob/living/carbon/human/target = user.pulling
if(!target || !ishuman(target) || user.grab_state < GRAB_AGGRESSIVE) //Add a check for a bondage pref whenever that gets added in.
to_chat(user, "<span class='warning'>You need to aggressively grab a humanoid to use this.</span>")
return FALSE
if(target.wear_suit)
var/obj/item/clothing/suit = target.wear_suit
var/obj/item/clothing/suit = target.wear_suit
if(istype(suit, /obj/item/clothing/suit/straight_jacket/web))
user.visible_message("<span class='warning'>[user] begins to fully encase [target] in a cocoon!</span>", "<span class='warning'>You begin to fully encase [target] in a cocoon.</span>")
if(!do_after_mob(user, target, 30 SECONDS))
@@ -58,7 +57,7 @@
new_matrix.Translate(0,16 * (cocoon_size-1))
spawned_cocoon.transform = new_matrix
return TRUE
return TRUE
user.visible_message("<span class='warning'>[user] attempts to remove [target]'s [target.wear_suit]!</span>", "<span class='warning'>You attempt to remove [target]'s [target.wear_suit].</span>")
if(!do_after_mob(user, target, 10 SECONDS) || !target.dropItemToGround(suit))
@@ -69,7 +68,7 @@
return FALSE
user.visible_message("<span class='warning'>[user] attempts to wrap [target] inside of [wrapping]!</span>", "<span class='warning'>You attempt to wrap [target] inside of [wrapping].</span>")
if(!do_after_mob(user, target, 20 SECONDS) || !target.equip_to_slot_if_possible(wrapping, SLOT_WEAR_SUIT, TRUE, TRUE))
if(!do_after_mob(user, target, 20 SECONDS) || !target.equip_to_slot_if_possible(wrapping,ITEM_SLOT_WEAR_SUIT, TRUE, TRUE))
user.visible_message("<span class='warning'>[user] fails to wrap [target] inside of [wrapping]!</span>", "<span class='warning'>You fail to wrap [target] inside of [wrapping].</span>")
return FALSE
@@ -86,10 +85,10 @@
breakouttime = 600 //1 minute is reasonable.
equip_delay_other = 0
equip_delay_self = 0
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/straight_jacket/web/equipped(mob/user, slot)
. = ..()
. = ..()
if((user.get_item_by_slot(SLOT_WEAR_SUIT)) != src && !QDELETED(src))
qdel(src)

View File

@@ -0,0 +1,2 @@
/datum/emote/proc/get_sound(mob/living/user)
return sound //by default just return this var.

View File

@@ -6,13 +6,13 @@
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/flatulose = 4, /datum/reagent/consumable/sodiumchloride = 0.5)
filling_color = "#74291b"
tastes = list("refried beans","grease" = 1)
foodtype = MEAT
foodtype = MEAT
price = 3
//these have been ported from CHOMPstation / Virgo
/obj/item/reagent_containers/food/snacks/doner_kebab
name = "doner kebab"
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
desc = "A delicious sandwich-like food from ancient Earth. The meat is typically cooked on a vertical rotisserie."
icon_state = "doner_kebab"
trash = null
@@ -24,7 +24,7 @@
/obj/item/reagent_containers/food/snacks/lasagna
name = "lasagna"
desc = "Meaty, tomato-y, and ready to eat-y. Favorite of cats."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "lasagna"
list_reagents = list(/datum/reagent/consumable/nutriment = 10)
filling_color = "#872020"
@@ -34,7 +34,7 @@
/obj/item/reagent_containers/food/snacks/corndog
name = "corn dog"
desc = "A cornbread covered sausage deepfried in oil."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "corndog"
list_reagents = list(/datum/reagent/consumable/nutriment = 5)
filling_color = "#df9745"
@@ -44,7 +44,7 @@
/obj/item/reagent_containers/food/snacks/turkey
name = "turkey"
desc = "Tastes like chicken. It can be sliced!"
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "turkey"
slice_path = /obj/item/reagent_containers/food/snacks/turkey_leg
slices_num = 4
@@ -56,61 +56,61 @@
/obj/item/reagent_containers/food/snacks/turkey_leg
name = "turkey leg"
desc = "Tastes like chicken."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "turkey_slice"
list_reagents = list(/datum/reagent/consumable/nutriment = 5)
filling_color = "#ae6941"
tastes = list("turkey" = 1)
foodtype = MEAT
foodtype = MEAT
/obj/item/reagent_containers/food/snacks/brownies
name = "brownies"
desc = "Halfway to fudge, or halfway to cake? Who cares!"
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "brownies"
slice_path = /obj/item/reagent_containers/food/snacks/brownies_slice
slices_num = 6
list_reagents = list(/datum/reagent/consumable/nutriment = 30)
filling_color = "#392f27"
tastes = list("chocolate" = 1)
foodtype = GRAIN | SUGAR | DAIRY
foodtype = GRAIN | SUGAR | DAIRY
/obj/item/reagent_containers/food/snacks/brownies_slice
name = "brownie"
desc = "a dense, decadent chocolate brownie."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "browniesslice"
list_reagents = list(/datum/reagent/consumable/nutriment = 5)
filling_color = "#392f27"
tastes = list("chocolate" = 1)
foodtype = GRAIN | SUGAR | DAIRY
foodtype = GRAIN | SUGAR | DAIRY
/obj/item/reagent_containers/food/snacks/brownies_cosmic
name = "cosmic brownies"
desc = "The power of cosmos likes within your hand."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "cosmicbrownies"
slice_path = /obj/item/reagent_containers/food/snacks/brownies_slice_cosmic
slices_num = 6
list_reagents = list(/datum/reagent/consumable/nutriment = 25, /datum/reagent/medicine/omnizine = 5)
filling_color = "#392f27"
tastes = list("chocolate" = 1)
foodtype = GRAIN | SUGAR | DAIRY
foodtype = GRAIN | SUGAR | DAIRY
/obj/item/reagent_containers/food/snacks/brownies_slice_cosmic
name = "cosmic brownie"
desc = "a dense, decadent and fun-looking chocolate brownie."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "cosmicbrownieslice"
list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/medicine/omnizine = 1)
filling_color = "#392f27"
tastes = list("chocolate" = 1)
foodtype = GRAIN | SUGAR | DAIRY
foodtype = GRAIN | SUGAR | DAIRY
/obj/item/reagent_containers/food/snacks/bacon_and_eggs
name = "bacon and eggs"
desc = "A staple of every breakfast."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "bacon_and_eggs"
list_reagents = list(/datum/reagent/consumable/nutriment = 8)
filling_color = "#e9e6e3"
@@ -120,7 +120,7 @@
/obj/item/reagent_containers/food/snacks/eggmuffin
name = "egg muffin"
desc = "A staple of every breakfast."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "eggmuffin"
list_reagents = list(/datum/reagent/consumable/nutriment = 8)
filling_color = "#e9e6e3"
@@ -130,7 +130,7 @@
/obj/item/reagent_containers/food/snacks/cinammonbun
name = "cinammon bun"
desc = "Careful not to have it stolen."
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
icon_state = "cinammonbun"
list_reagents = list(/datum/reagent/consumable/nutriment = 5)
filling_color = "#e9e6e3"

View File

@@ -9,7 +9,7 @@
/obj/item/reagent_containers/food/snacks/pizza/framewrecker
name = "Framewrecker Pizza"
desc = "You feel your arteries clogging just by merely looking at this monster. Is this even real, or a mere hallucination?"
icon = 'icons/obj/food/food64x64.dmi'
icon = 'GainStation13/icons/obj/food/food64x64.dmi'
icon_state = "theonepizza"
pixel_x = -16
pixel_y = -16
@@ -32,7 +32,7 @@
/obj/item/reagent_containers/food/snacks/pizzaslice/framewrecker
name = "Framewrecker Pizza Slice"
desc = "This mere slice is the size of pizza on its own!"
icon = 'icons/obj/food/ported_meals.dmi'
icon = 'GainStation13/icons/obj/food/ported_meals.dmi'
list_reagents = list(/datum/reagent/consumable/nutriment = 60)
icon_state = "big_mushroom_slice"
filling_color = "#FFA500"

View File

@@ -87,11 +87,11 @@
/datum/reagent/consumable/caloriteblessing/on_mob_metabolize(mob/living/L)
..()
ADD_TRAIT(L, TRAIT_GOTTAGOFAST, type)
L.add_movespeed_modifier(/datum/movespeed_modifier/reagent/stimulants)
/datum/reagent/consumable/caloriteblessing/on_mob_end_metabolize(mob/living/L)
REMOVE_TRAIT(L, TRAIT_GOTTAGOFAST, type)
L.remove_movespeed_modifier(/datum/movespeed_modifier/reagent/stimulants)
..()

View File

@@ -11,7 +11,6 @@
glass_name = "belly bloats"
glass_desc = "The perfect mix to be big and merry with."
shot_glass_icon_state = "shotglassbrown"
hydration = 3
/datum/reagent/consumable/ethanol/belly_bloats/on_mob_life(mob/living/carbon/M)
if(M && M?.client?.prefs.weight_gain_food) // GS13
@@ -31,7 +30,6 @@
glass_name = "blobby mary"
glass_desc = "For the morbidly obese ladies and gentlemen."
shot_glass_icon_state = "shotglassred"
hydration = 4
/datum/reagent/consumable/ethanol/blobby_mary/on_mob_life(mob/living/carbon/M)
if(M && M?.client?.prefs.weight_gain_food) // GS13
@@ -51,7 +49,6 @@
glass_name = "beltbuster mead"
glass_desc = "The ambrosia of the blubbery gods."
shot_glass_icon_state = "shotglassgold"
hydration = 4
/datum/reagent/consumable/ethanol/beltbuster_mead/on_mob_life(mob/living/carbon/M)
if(M && M?.client?.prefs.weight_gain_food) // GS13
@@ -70,7 +67,6 @@
glass_name = "heavy cafe"
glass_desc = "To enjoy slow mornings with."
shot_glass_icon_state = "shotglassbrown"
hydration = 3
/datum/reagent/consumable/heavy_cafe/on_mob_life(mob/living/carbon/M)
M.dizziness = max(0,M.dizziness-5)
@@ -96,7 +92,6 @@
glass_name = "fruits tea"
glass_desc = "Goes down really easy and stays there for a long time."
shot_glass_icon_state = "shotglassgold"
hydration = 4
/datum/reagent/consumable/fruits_tea/on_mob_life(mob/living/carbon/M)
M.dizziness = max(0,M.dizziness-2)
@@ -123,7 +118,6 @@
glass_name = "snakebite"
glass_desc = "Won't hurt like a real bite, but you'll still regert drinking this."
shot_glass_icon_state = "shotglassgreen"
hydration = 4
/datum/reagent/consumable/snakebite/on_mob_life(mob/living/carbon/M)
if(M && M?.client?.prefs.weight_gain_food) // GS13
@@ -143,7 +137,6 @@
glass_name = "vanilla milkshake"
glass_desc = "Guess they fixed the milkshake machine after all, huh?"
shot_glass_icon_state = "shotglasscream"
hydration = 3
/datum/reagent/consumable/milkshake_chocolate
name = "Chocolate Milkshake"
@@ -156,4 +149,3 @@
glass_name = "chocolate milkshake"
glass_desc = "Nothing better than cream AND cocoa!"
shot_glass_icon_state = "shotglassbrown"
hydration = 3

View File

@@ -46,7 +46,7 @@
/obj/item/reagent_containers/barrel_tank/equipped(mob/user, slot)
..()
if(slot != SLOT_BACK && U != null)
if(slot !=ITEM_SLOT_BACK && U != null)
to_chat(user, "<span class='warning'>The barrel's tube slips out of your mouth!</span>")
U = null

View File

@@ -8,7 +8,6 @@
design_ids = list("calorite_collar", "ci-nutrimentturbo", "bluespace_belt", "adipoelectric_transformer", "cookie_synthesizer", "borg_upgrade_cookiesynthesizer", "borg_upgrade_feedingtube", "ci-fatmobility")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
boost_item_paths = list(/obj/item/gun/energy/fatoray, /obj/item/gun/energy/fatoray/cannon, /obj/item/trash/fatoray_scrap1, /obj/item/trash/fatoray_scrap2)
export_price = 5000
hidden = TRUE
/datum/techweb_node/nutritech_weapons
@@ -19,5 +18,4 @@
design_ids = list("fatoray_weak", "fatoray_cannon_weak", "alter_ray_metabolism", "alter_ray_reverser", "borg_upgrade_fatoray", "bwomf_nanites")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000)
boost_item_paths = list(/obj/item/gun/energy/fatoray, /obj/item/gun/energy/fatoray/cannon, /obj/item/trash/fatoray_scrap1, /obj/item/trash/fatoray_scrap2)
export_price = 10000
hidden = TRUE

View File

@@ -5,10 +5,8 @@
desc = "This implant was meant to prevent people from going hungry, but due to a flaw in its designs, it permanently produces a small amount of nutriment overtime."
icon_state = "chest_implant"
implant_color = "#006607"
nutrition_amount = 20 //somewhere around 5 pounds
hunger_threshold = NUTRITION_LEVEL_FULL
poison_amount = 10
message = "" //no message cuz spam is annoying
/obj/item/organ/cyberimp/chest/mobility
name = "Mobility Nanite Core"
@@ -16,10 +14,11 @@
icon_state = "chest_implant"
implant_color = "#9034db"
/obj/item/organ/cyberimp/chest/mobility/Insert(mob/living/carbon/M, special = 0)
/obj/item/organ/cyberimp/chest/mobility/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
ADD_TRAIT(M, TRAIT_NO_FAT_SLOWDOWN, src)
/obj/item/organ/cyberimp/chest/mobility/Remove(mob/living/carbon/M, special = 0)
/obj/item/organ/cyberimp/chest/mobility/Remove(special = FALSE)
var/mob/living/carbon/human/M = owner
REMOVE_TRAIT(M, TRAIT_NO_FAT_SLOWDOWN, src)
..()

View File

@@ -1,7 +1,7 @@
/obj/machinery/vending/gato
name = "GATO Vending Machine"
desc = "A GATO branded cola machine, a cute little cat is plastered onto it."
icon = 'icons/obj/vending.dmi'
icon = 'GainStation13/icons/obj/vending.dmi'
icon_state = "cola_black"
product_slogans = "Meow~, time for some cola!"
vend_reply = "Meow~ Meow~"

View File

@@ -1,7 +1,7 @@
/obj/machinery/vending/mealdor
name = "Meal Vendor"
desc = "The vending machine used by starving people. Looks like they've changed the shell, it looks cuter."
icon = 'icons/obj/vending.dmi'
icon = 'GainStation13/icons/obj/vending.dmi'
icon_state = "mealdor"
product_slogans = "Are you hungry? Eat some of my food!;Be sure to eat one of our tasty treats!;Was that your stomach? Go ahead, get some food!"
vend_reply = "Enjoy your meal."
@@ -40,8 +40,6 @@
/obj/item/reagent_containers/food/snacks/cookie = 10,
/obj/item/reagent_containers/food/snacks/salad/fruit = 15,
/obj/item/reagent_containers/food/snacks/salad = 20,
/obj/item/reagent_containers/food/snacks/salad/hellcobb = 10,
/obj/item/clothing/under/cowkini = 5,
/obj/item/reagent_containers/food/snacks/blueberry_gum = 5
)
premium = list(

View File

@@ -5,16 +5,16 @@
icon_state = "bluespace_belt"
item_state = "bluespace_belt"
slot_flags = ITEM_SLOT_BELT
equip_sound = 'sound/items/equip/toolbelt_equip.ogg'
drop_sound = 'sound/items/handling/toolbelt_drop.ogg'
pickup_sound = 'sound/items/handling/toolbelt_pickup.ogg'
equip_sound = 'GainStation13/sound/items/equip/toolbelt_equip.ogg'
drop_sound = 'GainStation13/sound/items/handling/toolbelt_drop.ogg'
pickup_sound = 'GainStation13/sound/items/handling/toolbelt_pickup.ogg'
/obj/item/bluespace_belt/equipped(mob/user, slot)
..()
if(!iscarbon(user))
return
var/mob/living/carbon/U = user
if(slot == SLOT_BELT)
if(slot ==ITEM_SLOT_BELT)
to_chat(U, "<span class='notice'>You put the belt around your waist and your mass begins to shrink...</span>")
U.hider_add(src)
else

View File

@@ -1,47 +0,0 @@
/obj/item/clothing/accessory/pride_pin
name = "pride pin"
desc = "A pride pin."
icon_state = "pride"
item_color = "pride"
/obj/item/clothing/accessory/pride_pin/bi
name = "bisexual pride pin"
desc = "A bisexual pride pin."
icon_state = "pride_bi"
item_color = "pride_bi"
/obj/item/clothing/accessory/pride_pin/trans
name = "transgender pride pin"
desc = "A transgender pride pin."
icon_state = "pride_trans"
item_color = "pride_trans"
/obj/item/clothing/accessory/pride_pin/ace
name = "asexual pride pin"
desc = "A asexual pride pin."
icon_state = "pride_ace"
item_color = "pride_ace"
/obj/item/clothing/accessory/pride_pin/enby
name = "non-binary pride pin"
desc = "A non-binary pride pin."
icon_state = "pride_enby"
item_color = "pride_enby"
/obj/item/clothing/accessory/pride_pin/pan
name = "pansexual pride pin"
desc = "A pansexual pride pin."
icon_state = "pride_pan"
item_color = "pride_pan"
/obj/item/clothing/accessory/pride_pin/lesbian
name = "lesbian pride pin"
desc = "A lesbian pride pin."
icon_state = "pride_lesbian"
item_color = "pride_lesbian"
/obj/item/clothing/accessory/pride_pin/intersex
name = "intersex pride pin"
desc = "A intersex pride pin."
icon_state = "pride_intersex"
item_color = "pride_intersex"

View File

@@ -1,7 +1,7 @@
/obj/item/gun/fatbeam // GS13
name = "Fatbeam Gun"
desc = "Apparently used to treat malnourished patients from a safe distance... But we all know what it will truly be used for."
icon = 'icons/obj/fatbeam.dmi'
icon = 'GainStation13/icons/obj/weapons/fatbeam.dmi'
icon_state = "fatbeam"
item_state = "fatbeam"
w_class = WEIGHT_CLASS_NORMAL
@@ -41,7 +41,7 @@
on_beam_release(current_target)
current_target = null
/obj/item/gun/fatbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/fatbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stan_cost = 0)
if(isliving(user))
add_fingerprint(user)

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@@ -54,6 +54,9 @@
#define CRYOKINESIS /datum/mutation/human/cryokinesis
#define SPIDER_WEB /datum/mutation/human/webbing
#define CLUWNEMUT /datum/mutation/human/cluwne
// GS13 DEFINES
#define FATFANG /datum/mutation/human/fatfang
#define RADFAT /datum/mutation/human/radfat
#define UI_CHANGED "ui changed"
#define UE_CHANGED "ue changed"

View File

@@ -261,6 +261,14 @@
#define TRAIT_NO_FAT_SLOWDOWN "no_fat_slowdown"
#define HELPLESSNESS_TRAIT "helplessness"
#define TRAIT_RADRESONANCE "radresonance" //FIX THIS LATER
#define COMSIG_MICRO_PICKUP_FEET "micro_force_grabbed" //From /datum/element/mob_holder/micro
#define COMSIG_MOBSIZE_CHANGED "mobsize_changed" //Adding this in so items and whatnot can check when someone changes size. -Cap'n
#define TRAIT_MACROPHILE "macrophile" //likes the big
#define TRAIT_MICROPHILE "microphile" //likes the small
#define TRAIT_APATHETIC "apathetic" //doesn't care
#define TRAIT_FATTER "fatter"
#define TRAIT_VERYFAT "veryfat"
#define TRAIT_OBESE "obese"

76
code/modules/hud/alert.dm Normal file
View File

@@ -0,0 +1,76 @@
/obj/screen/alert/blob
name = "Fatty Blob"
desc = "Every last piece of your corpulent body is now plush and bloated with vast rolls of blubber. Your corpulence is such that you are akin to a gigantic, towering wad of dough."
icon_state = "blob"
/obj/screen/alert/immobile
name = "Immobile"
desc = "Fat has taken over your body, now colossal in size and loaded with cumbersome flab. You are having a lot difficulty with moving the bulk that has set upon your body."
icon_state = "immobile"
/obj/screen/alert/barelymobile
name = "Barely Mobile"
desc = "Your fat legs barely allow you to waddle, continuing to slow your pace with each pound that you gain. If you continue gaining weight, you might find yourself unable to move at all."
icon_state = "barelymobile"
/obj/screen/alert/extremelyobese
name = "Extremely Obese"
desc = "In your journey through crossing further borders of obesity, your movement continues to get more and more restricted, body overcome with overwhelming amounts of adipose."
icon_state = "extremelyobese"
/obj/screen/alert/morbidlyobese
name = "Morbidly Obese"
desc = "Every inch of you is beginning to pack away lard, making your movements awkward and clunky. If your weight gain continues, walking might become a real issue."
icon_state = "morbobese"
/obj/screen/alert/obese
name = "Obese"
desc = "Your body is swollen with lard, and your movement is starting to be slightly hindered by your weight."
icon_state = "obese"
/obj/screen/alert/veryfat
name = "Very fat"
desc = "You're beginning to inch closer and closer to proper obesity. Your body is starting to slightly jiggle when you move around."
icon_state = "veryfat"
/obj/screen/alert/fatter
name = "Fat"
desc = "Clothes begin to cling onto your frame tighter and tighter, as your body begins to display first signs of fatness."
icon_state = "fatter"
/obj/screen/alert/fat
name = "Rounded"
desc = "Your body's beginning to display the first signs of softened curves, though they're barely noticeable."
icon_state = "fat"
//GS13 - fullness alerts
/obj/screen/alert/bloated
name = "Bloated"
desc = "Your stomach is starting to feel packed."
icon_state = "Stuffed"
/obj/screen/alert/stuffed
name = "Stuffed"
desc = "Whatever you ate, you ate too much. Your stomach has stretched to accomodate its contents, forming a very obvious stuffed belly."
icon_state = "Bloated"
/obj/screen/alert/beegbelly
name = "Overfilled"
desc = "You've somehow managed to fit even more in your stomach, barely allowing for any more room inside."
icon_state = "beegbelly"
/obj/screen/alert/sated
name = "Sated"
desc = "You're perfectly rather sated right now."
icon_state = "sated"
/obj/screen/alert/full
name = "Full"
desc = "You're rather full right now. Eating more food would result in weight gain."
icon_state = "full"
/obj/screen/alert/hungry
name = "Hungry"
desc = "Some food would be good right about now."
icon_state = "hungry"

View File

@@ -1225,7 +1225,7 @@
- tweak: Air alarm All clear color changed from green to blue
- balance: APCs are harder to destroy.
- rscadd: Added Digitigrade versions of everything appliciable in suit.dmi
- imageadd: Snowflake Icons weren't modified, and were given NO_MUTANTRACE_VARIATION
- imageadd: Snowflake Icons weren't modified, and were given NONE
- imageadd: naga and quad Taurs literally don't freeze their ass off in space anymore.
- bugfix: Digitigrade legs will toggle on/off properly on character menue
- bugfix: The misleading "normal" has been removed from species options

View File

@@ -165,7 +165,7 @@
Putnam3145:
- rscadd: Configurable weekly high-chaos days
SandPoot:
- refactor: Kills off SLOT_ in favor of ITEM_SLOT_
- refactor: Kills offITEM_SLOT_ in favor of ITEM_SLOT_
SandPoot and Crowbar764:
- rscadd: TGUI for the player playtimes menu.
bunny232:

View File

@@ -0,0 +1,6 @@
#define STARTING_PAYCHECK 50
//ID bank account support defines.
#define ID_NO_BANK_ACCOUNT 0
#define ID_FREE_BANK_ACCOUNT 1
#define ID_LOCKED_BANK_ACCOUNT 2

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@@ -0,0 +1 @@
GLOBAL_LIST_EMPTY(wendigo_soul_storages)

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@@ -0,0 +1,10 @@
SUBSYSTEM_DEF(economy)
name = "Economy"
wait = 5 MINUTES
init_order = INIT_ORDER_ECONOMY
runlevels = RUNLEVEL_GAME
flags = SS_NO_FIRE //Let's not forget this. This subsystem does not use fire and was needlessly using CPU.
var/roundstart_paychecks = 5
var/budget_pool = 35000
var/list/generated_accounts = list()
var/list/bank_accounts = list() //List of normal accounts (not department accounts)

View File

@@ -0,0 +1,67 @@
//Small Sprite for borgs --Cyanosis
//Basically the same as /small_sprite, but i'm screaming for modularization
/datum/action/cyborg_small_sprite
name = "Toggle Giant Sprite"
desc = "Others will continue to see you giant."
icon_icon = 'icons/obj/plushes.dmi'
button_icon_state = "securityk9"
background_icon_state = "bg_default_on" //looks techy enough
var/designated_module as text
var/small = FALSE
var/small_icon = null
var/small_icon_state = null
var/image/icon_image
var/i_am_wide = FALSE //transform stuff so we appear in the middle of a tile instead of between two WHEN PLUSHIE
/datum/action/cyborg_small_sprite/k9 //turns you into a marketable plushie
designated_module = "Security K-9 Unit"
small_icon = 'icons/obj/plushes.dmi'
small_icon_state = "securityk9"
i_am_wide = TRUE
/datum/action/cyborg_small_sprite/medihound
designated_module = "MediHound"
small_icon = 'icons/obj/plushes.dmi'
small_icon_state = "medihound"
i_am_wide = TRUE
/datum/action/cyborg_small_sprite/scrubpup
designated_module = "Scrub Pup"
small_icon = 'icons/obj/plushes.dmi'
small_icon_state = "scrubpuppy"
i_am_wide = TRUE
/datum/action/cyborg_small_sprite/Grant(mob/M)
..()
if(!owner)
return
update_image()
RegisterSignal(owner, COMSIG_CYBORG_MODULE_CHANGE,PROC_REF(update_image))
/datum/action/cyborg_small_sprite/Remove(mob/M)
UnregisterSignal(owner, COMSIG_CYBORG_MODULE_CHANGE)
..()
/datum/action/cyborg_small_sprite/Trigger()
if(!icon_image)
update_image()
if(!small)
owner.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic, "cyborg_smallsprite", icon_image)
else
owner.remove_alt_appearance("cyborg_smallsprite")
small = !small
return TRUE
/datum/action/cyborg_small_sprite/proc/update_image()
var/image/I
if(small_icon && small_icon_state)
I = image(icon=small_icon,icon_state=small_icon_state,loc=owner,layer=owner.layer,pixel_x=owner.pixel_x,pixel_y=owner.pixel_y)
else
I = image(icon=owner.icon,icon_state=owner.icon_state,loc=owner,layer=owner.layer,pixel_x=owner.pixel_x,pixel_y=owner.pixel_y)
I.overlays = owner.overlays
var/matrix/M = matrix() //I don't understand why, I don't want to know why, but this matrix is needed
M.Scale(0.5) //If you ever change the borg's size, be sure to change this too
M.Translate(8*i_am_wide, -8) //x position is for WIDE borgs. If they're not wide, this doesn't matter
I.transform = M //also why do images have transforms
I.override = TRUE
icon_image = I

View File

@@ -0,0 +1,105 @@
//Jay Sparrow
//The base for this datum is found in reagent.dm
/datum/bounty/lewd
var/required_volume = 10
var/shipped_volume = 0
var/datum/reagent/wanted_reagent
/datum/bounty/lewd/completion_string()
return {"[round(shipped_volume)]/[required_volume] Units"}
/datum/bounty/lewd/can_claim()
return ..() && shipped_volume >= required_volume
/datum/bounty/lewd/applies_to(obj/O)
if(!istype(O, /obj/item/reagent_containers))
return FALSE
if(!O.reagents || !O.reagents.has_reagent(wanted_reagent.type))
return FALSE
if(O.flags_1 & HOLOGRAM_1)
return FALSE
return shipped_volume < required_volume
/datum/bounty/lewd/ship(obj/O)
if(!applies_to(O))
return
shipped_volume += O.reagents.get_reagent_amount(wanted_reagent.type)
if(shipped_volume > required_volume)
shipped_volume = required_volume
/datum/bounty/lewd/compatible_with(other_bounty)
return TRUE //Not a lot of different reagents right now, so no sense in closing these off.
/datum/bounty/lewd/fluid
name = "Discretionary Bounty"
reward = 1500
datum/bounty/lewd/fluid/New() //GS13 made some edits here that changes stuff into fatty-related junk
var/reagent_type
switch(rand(1, 20)) //So we can set probabilities for each kind
if(1,2,3,4,5)//Nutriment bounty
required_volume = 200
reagent_type = /datum/reagent/consumable/nutriment
wanted_reagent = new reagent_type
name = wanted_reagent.name
description = "CentCom's food lab requires more nutriment to experiment with."
reward += rand(2, 7) * 500
if(6,7) //Big nutriment bounty
required_volume = 1000
reagent_type = /datum/reagent/consumable/nutriment
wanted_reagent = new reagent_type
name = wanted_reagent.name
description = "CentCom's food lab have requested vast amounts of nutriment for undisclosed purposes."
reward += rand(10, 17) * 500
if(8,9,10,11,12) //Milk
required_volume = 200
reagent_type = /datum/reagent/consumable/milk
wanted_reagent = new reagent_type
name = wanted_reagent.name
description = "CentCom's kitchen is low on dairy, and this station always seems to have plenty for some reason. Mind sending us some?"
reward += rand(2, 7) * 500
if(13,14) //Mega Milk
required_volume = 1000
reagent_type = /datum/reagent/consumable/milk
wanted_reagent = new reagent_type
name = wanted_reagent.name
description = "The GATO annual bake sale is soon, and all of our milk has expired. Help us out."
reward += rand(10, 17) * 500 //Milk is generally easier to get. Make the reward a little lower.
if(15,16) //A little romance
var/static/list/possible_reagents = list(\
/datum/reagent/drug/aphrodisiac,\
/datum/reagent/consumable/ethanol/between_the_sheets,\
/datum/reagent/drug/aphrodisiacplus,\
/datum/reagent/lube)
required_volume = 30
reagent_type = pick(possible_reagents)
wanted_reagent = new reagent_type
name = wanted_reagent.name
description = "A CentCom official wants something to spice up the bedroom. We told them this was a misuse of their power. It went through anyways."
reward += rand(0, 5) * 500
if(17,18,19,20) //Not as popular of a fluid, so we will leave it the lowest chance.
required_volume = 50
reagent_type = /datum/reagent/consumable/lipoifier
wanted_reagent = new reagent_type
name = wanted_reagent.name
description = "The quality of GATO's meat-related products have diminished. Send us some lipoifier to help with meat production."
reward += rand(2, 7) * 500
/* //Just not getting this to work.
//Freeform sales
/datum/export/lewd/reagent_container
cost = 0 //Base cost of canister. We only care about what's inside.
unit_name = "Fluid Container"
export_types = list(/obj/item/reagent_containers/)
/datum/export/lewd/reagent_containers/get_cost(obj/O)
var/obj/item/reagent_containers/C = O
var/worth = 0
var/fluids = C.reagents.reagent_list
worth += fluids[/datum/reagent/consumable/semen]*2
worth += fluids[/datum/reagent/consumable/milk]*2
worth += fluids[/datum/reagent/consumable/femcum]*5
return worth
*/

View File

@@ -0,0 +1,46 @@
/datum/crafting_recipe/milking_machine
name = "Milking Machine"
reqs = list(/obj/item/stack/cable_coil = 5, /obj/item/stack/rods = 2, /obj/item/stack/sheet/cardboard = 1, /obj/item/reagent_containers/glass/beaker = 2, /obj/item/stock_parts/manipulator = 1)
result = /obj/item/milking_machine
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
category = CAT_MISC
/datum/crafting_recipe/milking_machine/penis
name = "Penis Milking Machine"
reqs = list(/obj/item/stack/cable_coil = 5, /obj/item/stack/rods = 1, /obj/item/stack/sheet/cardboard = 1, /obj/item/reagent_containers/glass/beaker/large = 1, /obj/item/stock_parts/manipulator = 1)
result = /obj/item/milking_machine/penis
//to do: put carpentry in it's own crafting tab
/datum/crafting_recipe/weak_metal
name = "Heated Metal"
reqs = list(/obj/item/stack/sheet/metal = 5)
tools = list(TOOL_WELDER)
category = CAT_CARPENTRY
result = /obj/item/processed/metal
/datum/crafting_recipe/processed_wood
name = "Processable Wood"
reqs = list(/obj/item/stack/sheet/mineral/wood = 5)
tools = list(TOOL_WIRECUTTER, TOOL_WELDER)
category = CAT_CARPENTRY
result = /obj/item/processed/wood/plank
/datum/crafting_recipe/stool_base
name = "Stool Base"
reqs = list(/obj/item/processed/wood/seat = 1, /obj/item/processed/wood/gluepeg = 4)
category = CAT_CARPENTRY
result = /obj/item/processed/wood/stool1
/datum/crafting_recipe/clothcushion
name = "Cloth Cushion"
reqs = list(/obj/item/stack/sheet/cloth = 2, /obj/item/stack/sheet/cotton = 5)
tools = list(TOOL_WIRECUTTER)
category = CAT_CARPENTRY
result = /obj/item/cushion
/datum/crafting_recipe/silkcushion
name = "Silk Cushion"
reqs = list(/obj/item/stack/sheet/silk = 2, /obj/item/stack/sheet/cotton = 5)
tools = list(TOOL_WIRECUTTER)
category = CAT_CARPENTRY
result = /obj/item/cushion/silk

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/datum/element/mob_holder/micro
/datum/element/mob_holder/micro/Attach(datum/target, _worn_state, _alt_worn, _right_hand, _left_hand, _inv_slots = NONE, _proctype)
. = ..()
if(!isliving(target))
return ELEMENT_INCOMPATIBLE
worn_state = _worn_state
alt_worn = _alt_worn
right_hand = _right_hand
left_hand = _left_hand
inv_slots = _inv_slots
proctype = _proctype
RegisterSignal(target, COMSIG_CLICK_ALT,PROC_REF(mob_try_pickup_micro), override = TRUE)
RegisterSignal(target, COMSIG_PARENT_EXAMINE,PROC_REF(on_examine), override = TRUE)
RegisterSignal(target, COMSIG_MICRO_PICKUP_FEET,PROC_REF(mob_pickup_micro_feet))
/datum/element/mob_holder/micro/Detach(datum/source, force)
. = ..()
UnregisterSignal(source, COMSIG_CLICK_ALT)
UnregisterSignal(source, COMSIG_PARENT_EXAMINE)
UnregisterSignal(source, COMSIG_MICRO_PICKUP_FEET)
/datum/element/mob_holder/micro/proc/mob_pickup_micro(mob/living/source, mob/user)
var/obj/item/clothing/head/mob_holder/micro/holder = new(get_turf(source), source, worn_state, alt_worn, right_hand, left_hand, inv_slots)
if(!holder)
return
user.put_in_hands(holder)
return
//shoehorned (get it?) and lazy way to do instant foot pickups cause haha funny.
/datum/element/mob_holder/micro/proc/mob_pickup_micro_feet(mob/living/source, mob/user)
var/obj/item/clothing/head/mob_holder/micro/holder = new(get_turf(source), source, worn_state, alt_worn, right_hand, left_hand, inv_slots)
if(!holder)
return
user.equip_to_slot(holder,ITEM_SLOT_SHOES)
return
/datum/element/mob_holder/micro/proc/mob_try_pickup_micro(mob/living/source, mob/user)
if(!ishuman(user) || !user.Adjacent(source) || user.incapacitated())
return FALSE
if(abs(user.get_effective_size()/source.get_effective_size()) < 2.0 )
to_chat(user, "<span class='warning'>They're too big to pick up!</span>")
return FALSE
if(user.get_active_held_item())
to_chat(user, "<span class='warning'>Your hands are full!</span>")
return FALSE
if(source.buckled)
to_chat(user, "<span class='warning'>[source] is buckled to something!</span>")
return FALSE
if(source == user)
to_chat(user, "<span class='warning'>You can't pick yourself up.</span>")
return FALSE
source.visible_message("<span class='warning'>[user] starts picking up [source].</span>", \
"<span class='userdanger'>[user] starts picking you up!</span>")
var/p = abs(source.get_effective_size()/user.get_effective_size() * 40) //Scale how fast the pickup will be depending on size difference
if(!do_after(user, p, target = source))
return FALSE
if(user.get_active_held_item()||source.buckled)
return FALSE
source.visible_message("<span class='warning'>[user] picks up [source]!</span>", \
"<span class='userdanger'>[user] picks you up!</span>")
to_chat(user, "<span class='notice'>You pick [source] up.</span>")
source.drop_all_held_items()
mob_pickup_micro(source, user)
return TRUE
/obj/item/clothing/head/mob_holder/micro
name = "micro"
desc = "Another person, small enough to fit in your hand."
icon = null
icon_state = ""
slot_flags = ITEM_SLOT_FEET | ITEM_SLOT_HEAD | ITEM_SLOT_ID | ITEM_SLOT_BACK | ITEM_SLOT_NECK
w_class = null //handled by their size
can_head = TRUE
/obj/item/clothing/head/mob_holder/micro/Initialize(mapload, mob/living/M, _worn_state, alt_worn, lh_icon, rh_icon, _can_head_override = FALSE)
. = ..()
if(M)
M.setDir(SOUTH)
held_mob = M
M.forceMove(src)
appearance = M.appearance
name = M.name
desc = M.desc
assimilate(M)
if(_can_head_override)
can_head = _can_head_override
if(alt_worn)
alternate_worn_icon = alt_worn
if(_worn_state)
item_state = _worn_state
icon_state = _worn_state
if(lh_icon)
lefthand_file = lh_icon
if(rh_icon)
righthand_file = rh_icon
/obj/item/clothing/head/mob_holder/micro/Destroy()
if(held_mob)
release()
return ..()
/obj/item/clothing/head/mob_holder/micro/dropped()
..()
if(isturf(loc))//don't release on soft-drops
release()
/obj/item/clothing/head/mob_holder/micro/relaymove(mob/user)
return
//TODO: add a timer to escape someone's grip dependant on size diff
/obj/item/clothing/head/mob_holder/micro/container_resist(mob/living/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't escape while you're restrained like this!</span>")
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
var/mob/living/L = loc
visible_message("<span class='warning'>[src] begins to squirm in [L]'s grasp!</span>")
if(!do_after(user, 100, target = src))
to_chat(loc, "<span class='warning'>[src] stops resisting.</span>")
return
visible_message("<span class='warning'>[src] escapes [L]!")
release()
/obj/item/clothing/head/mob_holder/micro/assume_air(datum/gas_mixture/env)
var/atom/location = loc
if(!loc)
return //null
var/turf/T = get_turf(loc)
while(location != T)
location = location.loc
if(ismob(location))
return location.loc.assume_air(env)
return location.assume_air(env)
/obj/item/clothing/head/mob_holder/micro/remove_air(amount)
var/atom/location = loc
if(!loc)
return //null
var/turf/T = get_turf(loc)
while(location != T)
location = location.loc
if(ismob(location))
return location.loc.remove_air(amount)
return location.remove_air(amount)
/obj/item/clothing/head/mob_holder/micro/examine(var/mob/user)
for(var/mob/living/M in contents)
M.examine(user)
/obj/item/clothing/head/mob_holder/micro/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(!Adjacent(usr)) return
if(istype(M,/mob/living/silicon/ai)) return
for(var/mob/living/carbon/human/O in contents)
O.show_inv(usr)
/obj/item/clothing/head/mob_holder/micro/attack_self(var/mob/living/user)
if(cooldown < world.time)
for(var/mob/living/carbon/human/M in contents)
cooldown = world.time + 15
if(user.a_intent == "harm") //TO:DO, rework all of these interactions to be a lot more in depth
visible_message("<span class='danger'> [user] slams their fist down on [M]!</span>")
playsound(loc, 'sound/weapons/punch1.ogg', 50, 1)
M.adjustBruteLoss(5)
return
if(user.a_intent == "disarm")
visible_message("<span class='danger'> [user] pins [M] down with a finger!</span>")
playsound(loc, 'sound/effects/bodyfall1.ogg', 50, 1)
M.adjustStaminaLoss(10)
return
if(user.a_intent == "grab")
visible_message("<span class='danger'> [user] squeezes their fist around [M]!</span>")
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1)
M.adjustOxyLoss(5)
return
M.help_shake_act(user)
/obj/item/clothing/head/mob_holder/micro/attacked_by(obj/item/I, mob/living/user)
for(var/mob/living/carbon/human/M in contents)
M.attacked_by(I, user)

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//This file contains everything to spawn ERT for cleaning up a nuclear reactor meltdown, if those things could actually explode
//ERT
/datum/ert/cleanup
rename_team = "Emergency Cleanup Crew"
code = "Blue" //CC probably wouldn't know if it was sabotage or not, but nuclear waste is a hazard to personnel
mission = "Remove all nuclear residue from X station"
enforce_human = FALSE
opendoors = FALSE
polldesc = "a Sanitation Expert in nuclear waste"
teamsize = 3 //2 is not enough for such a big area, 4 is too much
leader_role = /datum/antagonist/ert/cleanup
roles = list(/datum/antagonist/ert/cleanup)
/datum/ert/cleanup/New()
mission = "Remove all nuclear waste on [station_name()]."
//Antag mind & team (for objectives on what to do)
/datum/antagonist/ert/cleanup
name = "Nuclear Waste Expert"
role = "Nuclear Waste Expert"
ert_team = /datum/team/ert/cleanup
outfit = /datum/outfit/ert/cleanup
/datum/antagonist/ert/cleanup/greet()
//\an [name] because modularization is nice
to_chat(owner, "You are \an [name].\n\
Your job is to remove all nuclear waste and residue contaminants from [station_name()], \
under orders of GATO's Crew Health and Safety Division, as formerly as possible.\n\
You are not required to repair any construction damages, as you are not equipped for such.")
/datum/team/ert/cleanup
mission = "Remove all nuclear waste aboard the station."
objectives = list("Remove all nuclear waste aboard the station.")
//Outfit
/datum/outfit/ert/cleanup
name = "Emergency Cleanup Technician"
id = /obj/item/card/id/ert/Engineer/cleanup
uniform = /obj/item/clothing/under/rank/chief_engineer
suit = /obj/item/clothing/suit/space/hardsuit/rd/hev/no_sound/nuclear_sanitation
glasses = /obj/item/clothing/glasses/meson/engine
back = /obj/item/storage/backpack/industrial
gloves = /obj/item/clothing/gloves/color/yellow/nuclear_sanitation
shoes = /obj/item/clothing/shoes/jackboots/nuclear_sanitation
suit_store = /obj/item/tank/internals/emergency_oxygen/engi
belt = /obj/item/gun/energy/e_gun/advtaser
backpack_contents = list(/obj/item/storage/firstaid/radbgone=2,
/obj/item/storage/firstaid/toxin=1,
/obj/item/jawsoflife=1,
/obj/item/shovel=1,
/obj/item/geiger_counter=1)
/datum/outfit/ert/cleanup/New()
if(prob(30))
l_hand = /obj/item/inducer/sci/combat //A whole engine gets destroyed, so add a nice inducer to help charge areas back up
. = ..()
//Clothes
/obj/item/radio/headset/headset_cent/cleanup
icon_state = "rob_headset" //cause it looks fancy
keyslot = new /obj/item/encryptionkey/headset_eng
/obj/item/card/id/ert/Engineer/cleanup
registered_name = "Waste Expert"
assignment = "Emergency Cleanup Technician"
/obj/item/card/id/ert/Engineer/cleanup/Initialize(mapload)
access = get_ert_access("eng")+get_region_accesses(1)+get_region_accesses(5)+get_region_accesses(7) //CC eng, general, engineering, and command
/obj/item/clothing/gloves/color/yellow/nuclear_sanitation
name = "thick gloves"
desc = "A pair of yellow gloves. They help protect from radiation."
siemens_coefficient = 0.85
permeability_coefficient = 0.7
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 20, "rad" = 100, "fire" = 0, "acid" = 50)
item_color = "chief"
/obj/item/clothing/shoes/jackboots/nuclear_sanitation
desc = "A pair of jackboots, sewn with special material to help protect from radiation."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 5, "bomb" = 5, "bio" = 0, "rad" = 100, "fire" = 10, "acid" = 70)
item_color = "chief"
/obj/item/clothing/suit/space/hardsuit/rd/hev/no_sound/nuclear_sanitation
name = "improved radiation suit"
desc = "A radiation suit that's been manufactured for being a hardsuit. It provides complete protection from radiation and bio contaminants."
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd/hev/no_scanner/nuclear_sanitation
slowdown = 0.7 //removes 30% of the slowness. This is actually a considerable amount
/obj/item/clothing/head/helmet/space/hardsuit/rd/hev/no_scanner/nuclear_sanitation
name = "improved radiation hood"
desc = "It protects from radiation and bio contaminants."

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/datum/mood_event/heatneed
description = "<span class='warning'>I need someone to satisfy me, my heat is driving me crazy.</span>\n"
mood_change = -3
timeout = 2 MINUTES
/datum/mood_event/heat
description = "<span class='userlove'>I have satisfied my heat, and I'm filled with happiness!</span>\n"
mood_change = 3
timeout = 5 MINUTES
/datum/mood_event/kiss
description = "<span class='nicegreen'>Someone kissed me, I feel happy!</span>\n"
mood_change = 2
timeout = 3 MINUTES
/datum/mood_event/deathsaw
description = "<span class='boldwarning'>I saw someone die!</span>\n"
mood_change = -5
timeout = 20 MINUTES //May be fine tuned in the future.
/datum/mood_event/healsbadman
description = "<span class='warning'>I feel like I'm held together by flimsy string, and could fall apart at any moment!</span>\n"
mood_change = -4
timeout = 2 MINUTES
/datum/mood_event/copium
description = "<span class='nicegreen'>Things are going to be okay, right?</span>\n"
mood_change = 3
timeout = 3 MINUTES

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/datum/map_template/ruin/lavaland/duohermit
name = "Makeshift Big Shelter"
id = "duohermitcave"
description = "A place of shelter for a couple of stranded hermits, scraping by to live another day."
suffix = "lavaland_surface_duohermit.dmm"
allow_duplicates = FALSE
never_spawn_with = list(/datum/map_template/ruin/lavaland/hermit)
cost = 5

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/datum/quirk/narsianspeaker
name = "Nar-Sian speaker"
desc = "Obsessed with forbidden knowledge regarding the blood cult, you've learned how to speak their ancient language."
value = 1
category = CATEGORY_LANGUAGES
gain_text = "<span class='notice'>Your mind feels sensitive to the slurred, ancient language of Nar'Sian cultists.</span>"
lose_text = "<span class='notice'>You forget how to speak Nar'Sian!</span>"
/datum/quirk/narsianspeaker/add()
var/mob/living/M = quirk_holder
M.grant_language(/datum/language/narsie)
/datum/quirk/narsianspeaker/remove()
if(quirk_holder)
quirk_holder.remove_language(/datum/language/ratvar)
/datum/quirk/ratvarianspeaker
name = "Ratvarian speaker"
desc = "Obsessed with the inner workings of the clock cult, you've learned how to speak their language."
value = 1
category = CATEGORY_LANGUAGES
gain_text = "<span class='notice'>Your mind feels sensitive to the ancient language of Ratvarian cultists.</span>"
lose_text = "<span class='notice'>You forget how to speak Ratvarian!</span>"
/datum/quirk/ratvarianspeaker/add()
var/mob/living/M = quirk_holder
M.grant_language(/datum/language/ratvar)
/datum/quirk/ratvarianspeaker/remove()
if(quirk_holder)
quirk_holder.remove_language(/datum/language/ratvar)
/datum/quirk/encodedspeaker
name = "Encoded Audio speaker"
desc = "You've been augmented with language encoders, allowing you to understand encoded audio."
value = 1
category = CATEGORY_LANGUAGES
gain_text = "<span class='notice'>Your mouth feels a little weird for a moment as your language encoder kicks in.</span>"
lose_text = "<span class='notice'>You feel your encoded audio chip malfunction. You can no longer speak or understand the language of fax machines.</span>"
/datum/quirk/encodedspeaker/add()
var/mob/living/M = quirk_holder
M.grant_language(/datum/language/machine)
/datum/quirk/encodedspeaker/remove()
if(quirk_holder)
quirk_holder.remove_language(/datum/language/ratvar)
/datum/quirk/xenospeaker
name = "Xenocommon speaker"
desc = "Through time observing and interacting with xenos and xeno hybrids, you've learned the intricate hissing patterns of their language."
value = 1
category = CATEGORY_LANGUAGES
gain_text = "<span class='notice'>You feel that you are now able to hiss in the same way xenomorphs do.</span>"
lose_text = "<span class='notice'>You seem to no longer know how to speak xenocommon.</span>"
/datum/quirk/xenospeaker/add()
var/mob/living/M = quirk_holder
M.grant_language(/datum/language/xenocommon)
/datum/quirk/xenospeaker/remove()
if(quirk_holder)
quirk_holder.remove_language(/datum/language/ratvar)

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//Skyrat port start
/datum/quirk/alcohol_lightweight
name = "Alcoholic Lightweight"
desc = "Alcohol really goes straight to your head, gotta be careful with what you drink."
value = 0
category = CATEGORY_ALCOHOL
mob_trait = TRAIT_ALCOHOL_LIGHTWEIGHT
gain_text = "<span class='notice'>You feel woozy thinking of alcohol.</span>"
lose_text = "<span class='notice'>You regain your stomach for drinks.</span>"
//Skyrat port stop
/datum/quirk/cursed_blood
name = "Cursed Blood"
desc = "Your lineage is cursed with the paleblood curse. Best to stay away from holy water... Hell water, on the other hand..."
value = 0
category = CATEGORY_GAMEPLAY
mob_trait = TRAIT_CURSED_BLOOD
gain_text = "<span class='notice'>A curse from a land where men return as beasts runs deep in your blood. Best to stay away from holy water... Hell water, on the other hand...</span>"
lose_text = "<span class='notice'>You feel the weight of the curse in your blood finally gone.</span>"
medical_record_text = "Patient suffers from an unknown type of aversion to holy reagents. Keep them away from a chaplain."
/datum/quirk/inheat
name = "In Heat"
desc = "Your system burns with the desire to be bred, your body will betray you and alert others' to your desire when examining you. Satisfying your lust will make you happy, but ignoring it may cause you to become sad and needy."
value = 0
category = CATEGORY_SEXUAL
mob_trait = TRAIT_HEAT
gain_text = "<span class='notice'>You body burns with the desire to be bred.</span>"
lose_text = "<span class='notice'>You feel more in control of your body and thoughts.</span>"
/datum/quirk/macrophile
name = "Macrophile"
desc = "You are attracted to larger people, and being stepped on by them."
value = 0
category = CATEGORY_SEXUAL
mob_trait = TRAIT_MACROPHILE
gain_text = "<span class='notice'>You feel attracted to people larger than you."
lose_text = "<span class='notice'>You feel less attracted to people larger than you."
/datum/quirk/microphile
name = "Microphile"
desc = "You are attracted to smaller people, and stepping on them."
value = 0
category = CATEGORY_SEXUAL
mob_trait = TRAIT_MICROPHILE
gain_text = "<span class='notice'>You feel attracted to people smaller than you."
lose_text = "<span class='notice'>You feel less attracted to people smaller than you."

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//GS13 Edit
/*
/datum/weather/oxygen_rain
name = "oxygen rain"
desc = "The weather of Layenia can be quite unpredictable. Given the natural low temperature of Layenia, the formation of natural croxygenic liquid gases is possible."
telegraph_duration = 300
telegraph_message = "<span class='boldwarning'>Oxygen clouds condense above and around the station...</span>"
telegraph_overlay = "rain_med"
weather_message = "<span class='userdanger'><i>Liquid oxygen pours down around you! It's freezing!</i></span>"
weather_overlay = "rain_high"
weather_duration_lower = 1200
weather_duration_upper = 4000
end_duration = 300
end_message = "<span class='boldannounce'>The downpour gradually slows to a light shower before fading away...</span>"
end_overlay = "rain_low"
area_type = /area/layenia
target_trait = ZTRAIT_STATION
immunity_type = "storm" // temp
probability = 2 //The chances of this happening are very low after all. We'll rarely see it, but it's worth it.
barometer_predictable = TRUE
var/datum/looping_sound/weak_outside_oxygenrain/sound_wo = new(list(), FALSE, TRUE)
var/datum/looping_sound/weak_inside_oxygenrain/sound_wi = new(list(), FALSE, TRUE)
/datum/weather/oxygen_rain/telegraph()
. = ..()
priority_announce("[station_name()]: A large quantity of condensed low temperature oxygen clouds has been detected around and above the station. A liquid oxygen downpour is expected.",
sound = 'sound/misc/notice2.ogg',
sender_override = "GATO Meteorology Division")
for(var/V in GLOB.player_list)
var/mob/M = V
if((M.client?.prefs?.toggles & SOUND_MIDI) && is_station_level(M.z))
M.playsound_local(M, 'hyperstation/sound/ambience/embrace.ogg', 40, FALSE, pressure_affected = FALSE)
/*
"Sappheiros - Embrace" is under a Creative Commons license (CC BY 3.0)
https://www.youtube.com/channel/UCxLKyBhC6igFhLEb0gxvQNg
Music promoted by BreakingCopyright: https://youtu.be/DzYp5uqixz0
*/
var/list/inside_areas = list()
var/list/outside_areas = list()
var/list/eligible_areas = list()
for (var/z in impacted_z_levels)
eligible_areas += SSmapping.areas_in_z["[z]"]
for(var/i in 1 to eligible_areas.len)
var/area/place = eligible_areas[i]
if(place.outdoors)
outside_areas += place
else
inside_areas += place
CHECK_TICK
sound_wo.output_atoms = outside_areas
sound_wi.output_atoms = inside_areas
sound_wo.start()
sound_wi.start()
/datum/weather/oxygen_rain/end()
. = ..()
sound_wo.stop()
sound_wi.stop()
/datum/weather/oxygen_rain/weather_act(mob/living/L)
//This is liquid oxygen after all. (-180C give or take)
L.adjust_bodytemperature(-rand(5,10))
/datum/looping_sound/weak_outside_oxygenrain
mid_sounds = list(
'sound/weather/oxygenrain/outside/weak_mid1.ogg'=1,
'sound/weather/oxygenrain/outside/weak_mid2.ogg'=1
)
mid_length = 80
start_sound = 'sound/weather/oxygenrain/outside/weak_start.ogg'
start_length = 130
end_sound = 'sound/weather/oxygenrain/outside/weak_end.ogg'
volume = 50
/datum/looping_sound/weak_inside_oxygenrain
mid_sounds = list(
'sound/weather/oxygenrain/inside/weak_mid1.ogg'=1,
'sound/weather/oxygenrain/inside/weak_mid2.ogg'=1
)
mid_length = 80
start_sound = 'sound/weather/oxygenrain/inside/weak_start.ogg'
start_length = 130
end_sound = 'sound/weather/oxygenrain/inside/weak_end.ogg'
volume = 30
*/

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/obj/effect/light/
name = "bloom"
icon = 'hyperstation/icons/effects/lighting.dmi'
icon_state = "light"
plane = ABOVE_LIGHTING_PLANE
blend_mode = BLEND_ADD
mouse_opacity = 0
anchored = TRUE //no more flying around.
/obj/effect/light/medium
icon = 'hyperstation/icons/effects/lightingmed.dmi'
pixel_x = -16
pixel_y = -16
/obj/effect/light/large
icon = 'hyperstation/icons/effects/lightinglarge.dmi'
pixel_x = -48
pixel_y = -48

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@@ -0,0 +1,296 @@
GLOBAL_DATUM_INIT(lore_terminal_controller, /datum/lore_controller, new)
/obj/machinery/computer/lore_terminal
name = "Staff info-link terminal"
desc = "A small CRT display with an inbuilt microcomputer which is loaded with an extensive database. These terminals contain eveyrthing from information about historical events to instruction manuals for common ship appliances."
icon = 'nsv13/icons/obj/computers.dmi'
icon_state = "terminal"
pixel_y = 26 //So they snap to walls correctly
density = FALSE
anchored = TRUE
idle_power_usage = 15
var/access_tag = "kncommon" //Every subtype of this type will be readable by this console. Use this for away terms as seen here \/
var/list/entries = list() //Every entry that we've got.
var/in_use = FALSE //Stops sound spam
var/datum/looping_sound/computer_click/soundloop
/obj/machinery/computer/lore_terminal/command //Put sensitive information on this one
name = "Command info-link terminal"
access_tag = "kncommand"
req_access = list(ACCESS_HEADS)
/obj/machinery/computer/lore_terminal/security
name = "Security info-link terminal"
access_tag = "knsecurity"
req_access = list(ACCESS_SECURITY)
/obj/machinery/computer/lore_terminal/awaymission //Example for having a terminal preloaded with only a set list of files.
access_tag = "awaymission_default"
/obj/machinery/computer/lore_terminal/Initialize(mapload)
. = ..()
get_entries()
soundloop = new(list(src), FALSE)
/datum/looping_sound/computer_click
mid_sounds = list('nsv13/sound/effects/computer/scroll1.ogg','nsv13/sound/effects/computer/scroll2.ogg','nsv13/sound/effects/computer/scroll3.ogg','nsv13/sound/effects/computer/scroll5.ogg')
mid_length = 0.8 SECONDS
volume = 30
/obj/machinery/computer/lore_terminal/proc/get_entries()
for(var/X in GLOB.lore_terminal_controller.entries)
var/datum/lore_entry/instance = X
if(instance.access_tag == access_tag || instance.access_tag == "all")
entries += instance
/obj/machinery/computer/lore_terminal/attack_hand(mob/user)
. = ..()
if(!allowed(user))
var/sound = pick('nsv13/sound/effects/computer/error.ogg','nsv13/sound/effects/computer/error2.ogg','nsv13/sound/effects/computer/error3.ogg')
playsound(src, sound, 100, 1)
to_chat(user, "<span class='warning'>Access denied</span>")
return
playsound(src, 'nsv13/sound/effects/computer/scroll_start.ogg', 100, 1)
user.set_machine(src)
var/dat
if(!entries.len)
get_entries()
for(var/X in entries) //Allows you to remove things individually
var/datum/lore_entry/content = X
dat += "<a href='?src=[REF(src)];selectitem=\ref[content]'>[content.name]</a><br>"
var/datum/browser/popup = new(user, "cd C:/entries/local", name, 300, 500)
popup.set_content(dat)
popup.open()
/obj/machinery/computer/lore_terminal/Topic(href, href_list)
if(!in_range(src, usr))
return
if(in_use)
var/sound = 'nsv13/sound/effects/computer/buzz2.ogg'
playsound(src, sound, 100, 1)
to_chat(usr, "<span class='warning'>ERROR: I/O function busy. A file is still loading...</span>")
return
var/datum/lore_entry/content = locate(href_list["selectitem"])
if(!content || !content?.content)
return
var/clicks = length(content.content) //Split the content into characters. 1 character = 1 click
var/dat = "<!DOCTYPE html>\
<html>\
<body background='https://cdn.discordapp.com/attachments/573966558548721665/612306341612093489/static.png'>\
\
<body onload='typeWriter()'>\
\
<h4>ACCESS FILE: C:/entries/local/[content.name]</h4>\
<h3><i>Classification: [content.classified]</i></h3>\
<h6>- <20> Seegson systems inc, 2257</h6>\
<hr style='border-top: dotted 1px;' />\
<h2>[content.title]</h2>\
\
<p id='demo'></p>\
\
<script>\
var i = 0;\
var txt = \"[content.content]\";\
var speed = 10;\
\
function typeWriter() {\
if (i < txt.length) {\
var char = txt.charAt(i);\
if (char == '`') {\
document.getElementById('demo').innerHTML += '<br>';\
}\
else {\
document.getElementById('demo').innerHTML += txt.charAt(i);\
}\
i++;\
setTimeout(typeWriter, speed);\
}\
}\
</script>\
\
\
<style>\
body {\
background-color: black;\
background-image: radial-gradient(\
rgba(0, 20, 0, 0.75), black 120%\
);\
height: 100vh;\
margin: 0;\
overflow: hidden;\
padding: 2rem;\
color: #36f891;\
font: 1.3rem Lucida Console, monospace;\
text-shadow: 0 0 5px #355732;\
&::after {\
content: '';\
position: absolute;\
top: 0;\
left: 0;\
width: 100vw;\
height: 100vh;\
background: repeating-linear-gradient(\
0deg,\
rgba(black, 0.15),\
rgba(black, 0.15) 1px,\
transparent 1px,\
transparent 2px\
);\
pointer-events: none;\
}\
}\
::selection {\
background: #0080FF;\
text-shadow: none;\
}\
pre {\
margin: 0;\
}\
</style>\
</body>\
</html>"
usr << browse(dat, "window=lore_console[content.name];size=600x600")
playsound(src, pick('nsv13/sound/effects/computer/buzz.ogg','nsv13/sound/effects/computer/buzz2.ogg'), 100, TRUE)
in_use = TRUE //Stops you from crashing the server with infinite sounds
icon_state = "terminal_scroll"
clicks = clicks/3
var/loops = clicks/3 //Each click sound has 4 clicks in it, so we only need to click 1/4th of the time per character yeet.
addtimer(CALLBACK(src,PROC_REF(stop_clicking)), loops)
soundloop?.start()
/obj/machinery/computer/lore_terminal/proc/stop_clicking()
soundloop?.stop()
icon_state = "terminal"
in_use = FALSE
/datum/lore_controller
var/name = "Lore archive controller"
var/list/entries = list() //All the lore entries we have.
/datum/lore_controller/New()
. = ..()
instantiate_lore_entries()
/datum/lore_controller/proc/instantiate_lore_entries()
for(var/instance in subtypesof(/datum/lore_entry))
var/datum/lore_entry/S = new instance
entries += S
/datum/lore_entry
var/name = "Loredoc.txt" //"File display name" that the term shows (C://blah/yourfile.bmp)
var/title = null //What it's all about
var/classified = "Declassified" //Fluff, is this a restricted file or not?
var/content = null //You may choose to set this here, or via a .txt. file if it's long. Newlines / Enters will break it!
var/path = null //The location at which we're stored. If you don't have this, you don't get content
var/access_tag = "placeholder" //Set this to match the terminals that you want to be able to access it. EG "ntcommon" for declassified shit.
/datum/lore_entry/New()
. = ..()
if(path)
content = file2text("[path]")
/*
TO GET THE COOL TYPEWRITER EFFECT, I HAD TO STRIP OUT THE HTML FORMATTING STUFF.
SPECIAL KEYS RESPOND AS FOLLOWS:
` = newline (br) (AKA when you press enter)
~ = horizontal line (hr)
<EFBFBD> = bullet point //Bullet points are not working? - archie
*/
/datum/lore_entry/station
name = "new_employees_memo.mail"
title = "Intercepted message"
path = "lore_entries/welcome.txt"
access_tag = "kncommon"
/datum/lore_entry/all
name = "nuclear_authdisk_instructions.mail"
title = "Handling the Nuclear Authentication Disk and You!"
content = "SYSADMIN -> allcrew@seegnet.kin. RE: The Nuclear Authentication Disk. ` Greetings staff members! We're aware of the questions you have in regards to the Nuclear Authentication disk. The disk itself contains the codes needed to unlock nuclear devices used in a Nuclear Emergency and trigger a station self-destruction sequence. ` It is the duty of every member of this crew to take responsibility for the disk in the off chance that station command is currently absent. ` Even though Layenia itself is a mobile facility and prevents Disk Triangulation in most circumstances, it is still important to hold onto the disk even when not needed- it is a good formality and keeps things secure! ` If the disk location is unknown, look for a red pinpointer, the Head of Security and the Captain should always have one in their offices or lockers. These will help you locate the disk. ` If the disk is in enemy hands, call all hands on deck immediately and order a red alert. ` ` Protect the disk with your life, for the lives of the station's crew depend on it. Stay safe through vigilance."
access_tag = "all"
/datum/lore_entry/all/meltdown_proceedures
name = "meltdown_proceedures.mail"
title = "Emergency proceedures regarding nuclear meltdowns:"
path = "lore_entries/meltdowns.txt"
/datum/lore_entry/command
name = "command_memo.mail"
title = "Intercepted Message"
access_tag = "kncommand"
classified = "Restricted"
content = "SYSADMIN -> command@seegnet.kin. RE: Orientation. ` Greetings station command staff, congratulations on your placement! It is now company policy to attend all briefings as issued by centcom staff. Please speak to your centcom officer for clarification on the new procedures."
/datum/lore_entry/command/xeno
name = "outpost_27.mail"
title = "Investigation Closed"
classified = "Classified"
content = "SYSADMIN -> command@seegnet.kin. RE: Outpost 27 Investigation. ` Until further notice, all communications, visits and trade with Outpost 27 must be denied. It is recommended that the subject is avoided. Stay safe through vigilance."
/datum/lore_entry/away_example
title = "Intercepted log file"
access_tag = "awayexample"
/datum/lore_entry/away_example/pilot_log
name = "pilot_log.txt"
content = "They're coming in hot! Prepare for flip and bur']###<23>$55%%% -=File Access Terminated=-"
/datum/lore_entry/away_example/weapons_log
name = "weapon_systems_dump2259/11/25.txt"
content = "Life support systems terminated. Railgun system status: A6E3. Torpedo system status: ~@##6#6#^^6 -=File Access Terminated=-"
/datum/lore_entry/security
name = "usage_and_terms.memo"
title = "Usage and Terms"
access_tag = "knsecurity"
path = "lore_entries/security/usageandterms.txt"
/datum/lore_entry/security/introduction
name = "introduction.memo"
title = "Security Introduction"
path = "lore_entries/security/introduction.txt"
/datum/lore_entry/security/basicgearandyou
name = "gearbasics.memo"
title = "Basic Gear and You"
path = "lore_entries/security/basicgearandyou.txt"
/datum/lore_entry/security/advancedgearandyou
name = "gearadvanced.memo"
title = "Advanced Gear and You"
path = "lore_entries/security/advancedgearandyou.txt"
/datum/lore_entry/security/defensivegearandyou
name = "geardefensive.memo"
title = "Defensive Gear and You"
path = "lore_entries/security/defensivegearandyou.txt"
/datum/lore_entry/security/sop
name = "standard_operating_procedure.txt"
title = "Standard Operating Procedure"
path = "lore_entries/security/wip.txt"
/datum/lore_entry/security/lowcrime
name = "low_infractions.txt"
title = "Minor Infractions"
path = "lore_entries/security/wip.txt"
/datum/lore_entry/security/mediumcrime
name = "medium_infractions.txt"
title = "Medium-risk Infractions"
path = "lore_entries/security/wip.txt"
/datum/lore_entry/security/highcrime
name = "high_infractions.txt"
title = "Dangerous Infractions"
path = "lore_entries/security/wip.txt"
/datum/lore_entry/security/deltacrime
name = "delta_infractions.txt"
title = "Zealot-class Notice and Warning"
path = "lore_entries/security/wip.txt"

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//hyperstation 13 nail polish
/obj/item/nailpolish
name = "nail polish"
desc = "Paint with a fine brush to do your nails, or someone elses."
icon = 'hyperstation/icons/obj/cosmetic.dmi'
icon_state = "nailcap"
item_state = "nailpolish"
w_class = WEIGHT_CLASS_SMALL
var/paint = "black"
price = 5
var/mutable_appearance/bottle //show the colour on the bottle.
/obj/item/nailpolish/red
name = "red nail polish"
paint = "red"
/obj/item/nailpolish/blue
name = "blue nail polish"
paint = "blue"
/obj/item/nailpolish/aqua
name = "cyan nail polish"
paint = "aqua"
/obj/item/nailpolish/black
name = "black nail polish"
paint = "black"
/obj/item/nailpolish/white
name = "white nail polish"
paint = "white"
/obj/item/nailpolish/navy
name = "navy nail polish"
paint = "navy"
/obj/item/nailpolish/yellow
name = "yellow nail polish"
paint = "yellow"
/obj/item/nailpolish/purple
name = "purple nail polish"
paint = "purple"
/obj/item/nailpolish/Initialize(mapload)
. = ..()
bottle = mutable_appearance('hyperstation/icons/obj/cosmetic.dmi', "nailpolish")
bottle.color = paint
add_overlay(bottle)
/obj/item/nailpolish/attack(mob/M, mob/user)
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.nail_style) //to stop stacking bugs
to_chat(user, "<span class='warning'>Remove the old nail polish first!</span>")
if(H == user)
user.visible_message("<span class='notice'>[user] does [user.p_their()] nails with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.nail_style = "nails"
H.nail_color = paint
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s nails with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s nails...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s nails with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s nails.</span>")
H.nail_style = "nails"
H.nail_color = paint
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the nail on that?</span>")

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/obj/item/storage/backpack/gigantic
name = "enormous backpack"
desc = "An absolutely massive backpack for particularly large crewmen."
icon_state = "explorerpack"
item_state = "explorerpack"
/obj/item/storage/backpack/gigantic/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.allow_big_nesting = TRUE
STR.max_combined_w_class = 35
STR.max_w_class = WEIGHT_CLASS_HUGE
/obj/item/storage/backpack/gigantic/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning, bypass_equip_delay_self)
if(!..())
return FALSE
if(M.size_multiplier >= 2.0)
return ..()
else
return FALSE
/obj/item/storage/backpack/gigantic/proc/fallOff(mob/living/wearer)
wearer.dropItemToGround(src, TRUE)
playsound(src.loc, 'sound/items/handling/cloth_drop.ogg', 50, TRUE)
playsound(src.loc, 'sound/items/handling/toolbelt_drop.ogg', 50, TRUE)
wearer.visible_message("<span class='warning'>The [src.name] slips off [wearer]'s now too-small body and falls to the ground!'</span>", "<span class='warning'>The [src.name] slips off your now too-small body and falls to the ground!'</span>")
/obj/item/storage/backpack/gigantic/equipped(mob/equipper, slot)
. = ..()
if(slot ==ITEM_SLOT_BACK)
RegisterSignal(equipper, COMSIG_MOBSIZE_CHANGED,PROC_REF(fallOff))
else
UnregisterSignal(equipper, COMSIG_MOBSIZE_CHANGED)
/obj/item/storage/backpack/gigantic/dropped(mob/user, silent)
UnregisterSignal(user, COMSIG_MOBSIZE_CHANGED)
/obj/item/storage/backpack/gigantic/satchel
name = "enormous satchel"
desc = "An absolutely massive satchel for particularly large crewmen."
icon_state = "satchel-explorer"
item_state = "securitypack"

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//ported from virgo
/obj/structure/railing
name = "railing"
desc = "A railing to stop people from falling"
icon = 'hyperstation/icons/obj/railings.dmi'
var/icon_modifier = "grey_"
icon_state = "grey_railing0"
density = FALSE
layer = 4
anchored = TRUE
flags_1 = ON_BORDER_1
max_integrity = 250
var/heat_resistance = 800
var/health = 70
var/maxhealth = 70
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
var/hitsound = 'sound/effects/Glasshit.ogg'
rad_insulation = RAD_VERY_LIGHT_INSULATION
rad_flags = RAD_PROTECT_CONTENTS
var/check = 0
var/static/list/freepass = typecacheof(list(
/obj/singularity,
/obj/effect/projectile,
/obj/effect/portal,
/obj/effect/abstract,
/obj/effect/hotspot,
/obj/effect/landmark,
/obj/effect/temp_visual,
/obj/effect/light_emitter/tendril,
/obj/effect/collapse,
/obj/effect/particle_effect/ion_trails,
/obj/effect/dummy/phased_mob,
/obj/effect/immovablerod,
/obj/effect/crystalline_reentry
)) //Gotta make sure certain things can phase through it otherwise the railings also block them.
/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGLASS) || is_type_in_typecache(mover, freepass))
return TRUE
if(get_dir(loc, target) == dir)
return FALSE
return TRUE
/obj/structure/railing/CheckExit(atom/movable/O, turf/target)
if(istype(O) && (O.pass_flags & PASSGLASS) || is_type_in_typecache(O, freepass))
return TRUE
if(get_dir(O.loc, target) == dir)
return FALSE
return TRUE
/obj/structure/railing/Initialize(mapload)
. = ..()
if(src.anchored)
update_icon(0)
/obj/structure/railing/proc/NeighborsCheck(var/UpdateNeighbors = 1)
check = 0
//if (!anchored) return
var/Rturn = turn(src.dir, -90)
var/Lturn = turn(src.dir, 90)
for(var/obj/structure/railing/R in src.loc)
if ((R.dir == Lturn) && R.anchored)
check |= 32
if (UpdateNeighbors)
R.update_icon(0)
if ((R.dir == Rturn) && R.anchored)
check |= 2
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, Lturn))
if ((R.dir == src.dir) && R.anchored)
check |= 16
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, Rturn))
if ((R.dir == src.dir) && R.anchored)
check |= 1
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, (Lturn + src.dir)))
if ((R.dir == Rturn) && R.anchored)
check |= 64
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, (Rturn + src.dir)))
if ((R.dir == Lturn) && R.anchored)
check |= 4
if (UpdateNeighbors)
R.update_icon(0)
/obj/structure/railing/update_icon(var/UpdateNeighgors = 1)
NeighborsCheck(UpdateNeighgors)
overlays.Cut()
if (!check || !anchored)//|| !anchored
icon_state = "[icon_modifier]railing0"
else
icon_state = "[icon_modifier]railing1"
if (check & 32)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]corneroverlay")
if ((check & 16) || !(check & 32) || (check & 64))
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]frontoverlay_l")
if (!(check & 2) || (check & 1) || (check & 4))
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]frontoverlay_r")
if(check & 4)
switch (src.dir)
if (NORTH)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = 32)
if (SOUTH)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = -32)
if (EAST)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = -32)
if (WEST)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = 32)
/obj/structure/railing/examine(mob/user)
. = ..()
if(health < maxhealth)
switch(health / maxhealth)
if(0.0 to 0.5)
. += "<span class='warning'>It looks severely damaged!</span>"
if(0.25 to 0.5)
. += "<span class='warning'>It looks damaged!</span>"
if(0.5 to 1.0)
. += "<span class='notice'>It has a few scrapes and dents.</span>"
/obj/structure/railing/take_damage(amount)
health -= amount
if(health <= 0)
visible_message("<span class='warning'>\The [src] breaks down!</span>")
playsound(src, 'sound/effects/grillehit.ogg', 50, 1)
new /obj/item/stack/rods(get_turf(src))
qdel(src)
/obj/structure/railing/MouseDrop_T(mob/living/M, mob/living/user)
if(!istype(user))
return
if(!isliving(user))
return
usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
if(!do_after(user, 20))
return
if(get_turf(user) == get_turf(src))
usr.forceMove(get_step(src, src.dir))
else
usr.forceMove(get_turf(src))
usr.visible_message("<span class='warning'>[user] climbed over \the [src]!</span>")

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/obj/structure/chair/bench
name = "wooden bench"
icon_state = "bench_middle"
icon = 'hyperstation/icons/obj/bench.dmi'
buildstackamount = 1
buildstacktype = /obj/item/stack/sheet/mineral/wood
/obj/structure/chair/bench/left
icon_state = "bench_left"
/obj/structure/chair/bench/right
icon_state = "bench_right"

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//Duo malfunctioning cryostasis sleepers: Spawns in big makeshift shelters in lavaland.
/obj/effect/mob_spawn/human/duohermit
name = "malfunctioning cryostasis sleeper"
desc = "A humming sleeper with a silhouetted occupant inside. Its stasis function is broken and it's likely being used as a bed."
mob_name = "a stranded hermit"
job_description = "Lavaland Hermit"
icon = 'icons/obj/lavaland/spawners.dmi'
icon_state = "cryostasis_sleeper"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
short_desc = "You are lost."
flavour_text = "You and another have been stranded in this planet for quite some time now. 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 and your friend got here... "
assignedrole = "Hermit"
mirrorcanloadappearance = TRUE
/obj/effect/mob_spawn/human/duohermit/Initialize(mapload)
. = ..()
var/arrpee = rand(1,3)
switch(arrpee)
if(1)
flavour_text += "you were an intern at a rather odd deep space facility. You weren't quite sure how things worked or what they were doing there, but it was your first day on the \
job. A day that was abruptly interrupted by gunfire and alarms. Luckily enough, your handy crowbar skills managed to get you to an escape pod before it was too late.</b>"
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 were a volunteer test subject for a state of the art deep space facility. You didn't care much about who you were working with, but in the end, the paycheck \
was really, really good. To this day, you're not quite sure which sort of prototype implants were used on you, as you seem to remember little but the headache that struck you once \
the escape pod finally hit the ground and your seatbelt failed to keep you buckled.</b>"
outfit.uniform = /obj/item/clothing/under/rank/scientist
outfit.suit = /obj/item/clothing/suit/toggle/labcoat
outfit.shoes = /obj/item/clothing/shoes/sneakers/black
outfit.back = /obj/item/storage/backpack
if(3)
flavour_text += "you were a doctor at a state of the art deep space facility. For who exactly you were conducting research for, not even you are quite sure. Only that the paycheck \
at the end of the month was good enough. In the end, when said facility was attacked by Nanotransen, you and another were the only ones to have made it out alive. Or so it seemed.</b>"
outfit.uniform = /obj/item/clothing/under/rank/medical
outfit.suit = /obj/item/clothing/suit/toggle/labcoat
outfit.back = /obj/item/storage/backpack/medic
outfit.shoes = /obj/item/clothing/shoes/sneakers/black
/obj/effect/mob_spawn/human/duohermit/Destroy()
new/obj/structure/fluff/empty_cryostasis_sleeper(get_turf(src))
return ..()
/obj/effect/mob_spawn/human/duohermit/special(mob/living/carbon/human/new_spawn)
ADD_TRAIT(new_spawn,TRAIT_EXEMPT_HEALTH_EVENTS,GHOSTROLE_TRAIT)
//Exiles: Stranded exiles that have been left in Snowdin. Can be easily adapted for other roles as well.
/obj/effect/mob_spawn/human/exiled
name = "used bed"
desc = "Still warm."
mob_name = "exiled"
job_description = "Exiles"
icon = 'icons/obj/objects.dmi'
icon_state = "bed"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
short_desc = "You've been left behind."
flavour_text = "As the last escape shuttle left the sector, you were left for dead, stranded in a cold hell where you make do, until hopefully someone finds you. \
Every day, you pause and recollect your memories from before it all happened... "
assignedrole = "Arctic Exile"
mirrorcanloadappearance = TRUE
/obj/effect/mob_spawn/human/exiled/Initialize(mapload)
. = ..()
var/arrpee = rand(1,1)
switch(arrpee)
if(1)
flavour_text += "You were a lowly engineer, hired by GATO to make sure the turbines from their mining operation remained functional. \
You remember the day the mining team descended for the very last time into the depths of the shafts, only to never return. \
The agonizing screams from whatever now haunts those mines still brings a shiver down your spine."
outfit.uniform = /obj/item/clothing/under/assistantformal
outfit.suit = /obj/item/clothing/suit/hooded/wintercoat
outfit.shoes = /obj/item/clothing/shoes/winterboots
outfit.back = /obj/item/storage/backpack
outfit.implants = list(/obj/item/implant/exile) //Made it so they cannot simply exit through the gateway at will.
/obj/effect/mob_spawn/human/exiled/Destroy()
new/obj/structure/bed(get_turf(src))
return ..()
/obj/effect/mob_spawn/human/exiled/special(mob/living/carbon/human/new_spawn)
ADD_TRAIT(new_spawn,TRAIT_EXEMPT_HEALTH_EVENTS,GHOSTROLE_TRAIT)
//Villagers: Once a group of servants that worshiped their 'Gods-Kings', but now finally free after their overlords have abandoned the planet.
/obj/effect/mob_spawn/human/villager
name = "used bed"
desc = "Still warm."
mob_name = "villager"
job_description = "Villagers"
icon = 'icons/obj/objects.dmi'
icon_state = "bed"
roundstart = FALSE
death = FALSE
mob_species = /datum/species/human
short_desc = "You're finally free."
flavour_text = "After the God-Kings have abandoned the land, your people are finally free from their oppression. \
Still, the reasons for their departure are a mystery, and now your people need to work together to survive in this world."
assignedrole = "Free villager"
mirrorcanloadappearance = TRUE
/obj/effect/mob_spawn/human/villager/Initialize(mapload)
. = ..()
var/arrpee = rand(1,3)
switch(arrpee)
if(1)
flavour_text += "You were a guard, serving your gods to keep control of you own people. \
Now that they left, you work to defend the village."
outfit.head = /obj/item/clothing/head/pharaoh
outfit.uniform = /obj/item/clothing/under/tunic
outfit.shoes = /obj/item/clothing/shoes/sandal
outfit.back = /obj/item/storage/backpack/satchel/leather
outfit.implants = list(/obj/item/implant/exile) //Made it so they cannot simply exit through the gateway at will.
if(2)
flavour_text += "You were a farmer, working extensively for years in the field to feed your people. \
The work hasn't changed much since the departure of the gods..."
outfit.head = /obj/item/clothing/head/rice_hat
outfit.uniform = /obj/item/clothing/under/tunic
outfit.shoes = /obj/item/clothing/shoes/sandal
outfit.back = /obj/item/storage/backpack/satchel/leather
outfit.implants = list(/obj/item/implant/exile) //Made it so they cannot simply exit through the gateway at will.
if(3)
flavour_text += "You were a servant, doing any necessary work that was thrown at you. \
At least it gave you experience in a bit of everything, which can be useful in these new times."
outfit.uniform = /obj/item/clothing/under/mummy
outfit.uniform = /obj/item/clothing/under/tunic
outfit.shoes = /obj/item/clothing/shoes/sandal
outfit.back = /obj/item/storage/backpack/satchel/leather
outfit.implants = list(/obj/item/implant/exile) //Made it so they cannot simply exit through the gateway at will.
/obj/effect/mob_spawn/human/villager/Destroy()
new/obj/structure/bed(get_turf(src))
return ..()
/obj/effect/mob_spawn/human/villager/special(mob/living/carbon/human/new_spawn)
ADD_TRAIT(new_spawn,TRAIT_EXEMPT_HEALTH_EVENTS,GHOSTROLE_TRAIT)

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#define SAUNA_H2O_TEMP T20C + 20
#define SAUNA_LOG_FUEL 150
#define SAUNA_PAPER_FUEL 5
#define SAUNA_MAXIMUM_FUEL 3000
#define SAUNA_WATER_PER_WATER_UNIT 5
/obj/structure/sauna_oven
name = "sauna oven"
desc = "A modest sauna oven with rocks. Add some fuel, pour some water and enjoy the moment."
icon = 'hyperstation/icons/obj/structures/sauna_oven.dmi'
icon_state = "sauna_oven"
density = TRUE
anchored = TRUE
resistance_flags = FIRE_PROOF
var/lit = FALSE
var/fuel_amount = 0
var/water_amount = 0
/obj/structure/sauna_oven/examine(mob/user)
. = ..()
. += "<span class='notice'>The rocks are [water_amount ? "moist" : "dry"].</span>"
. += "<span class='notice'>There's [fuel_amount ? "some fuel" : "no fuel"] in the oven.</span>"
/obj/structure/sauna_oven/Destroy()
if(lit)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/sauna_oven/attack_hand(mob/user)
. = ..()
if(.)
return
if(lit)
lit = FALSE
STOP_PROCESSING(SSobj, src)
user.visible_message("<span class='notice'>[user] turns on [src].</span>", "<span class='notice'>You turn on [src].</span>")
else if (fuel_amount)
lit = TRUE
START_PROCESSING(SSobj, src)
user.visible_message("<span class='notice'>[user] turns off [src].</span>", "<span class='notice'>You turn off [src].</span>")
update_icon()
/obj/structure/sauna_oven/update_overlays()
. = ..()
if(lit)
. += "sauna_oven_on_overlay"
/obj/structure/sauna_oven/update_icon()
..()
icon_state = "[lit ? "sauna_oven_on" : initial(icon_state)]"
/obj/structure/sauna_oven/attackby(obj/item/T, mob/user)
if(T.tool_behaviour == TOOL_WRENCH)
to_chat(user, "<span class='notice'>You begin to deconstruct [src].</span>")
if(T.use_tool(src, user, 60, volume=50))
to_chat(user, "<span class='notice'>You successfully deconstructed [src].</span>")
new /obj/item/stack/sheet/mineral/wood(get_turf(src), 30)
qdel(src)
return TRUE
else if(istype(T, /obj/item/reagent_containers))
var/obj/item/reagent_containers/reagent_container = T
if(!reagent_container.is_open_container())
return ..()
if(reagent_container.reagents.has_reagent(/datum/reagent/water))
reagent_container.reagents.remove_reagent(/datum/reagent/water, 5)
user.visible_message("<span class='notice'>[user] pours some \
water into [src].</span>", "<span class='notice'>You pour \
some water to [src].</span>")
water_amount += 5 * SAUNA_WATER_PER_WATER_UNIT
return TRUE
else
to_chat(user, "<span class='warning'>There's no water in [reagent_container]</span>")
return FALSE
else if(istype(T, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/wood = T
if(fuel_amount > SAUNA_MAXIMUM_FUEL)
to_chat(user, "<span class='warning'>You can't fit any more of [T] in [src]!</span>")
return FALSE
fuel_amount += SAUNA_LOG_FUEL * wood.amount
wood.use(wood.amount)
user.visible_message("<span class='notice'>[user] tosses some \
wood into [src].</span>", "<span class='notice'>You add \
some fuel to [src].</span>")
return TRUE
else if(istype(T, /obj/item/paper_bin))
var/obj/item/paper_bin/paper_bin = T
user.visible_message("<span class='notice'>[user] throws [T] into \
[src].</span>", "<span class='notice'>You add [T] to [src].\
</span>")
fuel_amount += SAUNA_PAPER_FUEL * paper_bin.total_paper
qdel(paper_bin)
return TRUE
else if(istype(T, /obj/item/paper))
user.visible_message("<span class='notice'>[user] throws [T] into \
[src].</span>", "<span class='notice'>You throw [T] into [src].\
</span>")
fuel_amount += SAUNA_PAPER_FUEL
qdel(T)
return TRUE
return ..()
/obj/structure/sauna_oven/process()
if(water_amount)
water_amount--
var/turf/pos = get_turf(src)
if(pos)
pos.atmos_spawn_air("water_vapor=10;TEMP=[SAUNA_H2O_TEMP]")
fuel_amount--
if(fuel_amount <= 0)
lit = FALSE
STOP_PROCESSING(SSobj, src)
update_icon()
#undef SAUNA_H2O_TEMP
#undef SAUNA_LOG_FUEL
#undef SAUNA_PAPER_FUEL
#undef SAUNA_MAXIMUM_FUEL
#undef SAUNA_WATER_PER_WATER_UNIT

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//Jay Sparrow
/datum/game_mode
var/list/datum/mind/lewd = list()
/datum/mind/
var/sexed = FALSE //General flag for completion check
//TODO - Move this somewhere else
GLOBAL_LIST_INIT(hyper_special_roles, list(
ROLE_LEWD_TRAITOR = /datum/game_mode/traitor/lewd
))
/datum/game_mode/traitor/lewd
name = "lewd traitor"
config_tag = "lewd traitor"
antag_flag = ROLE_LEWD_TRAITOR
false_report_weight = 20 //Reports of traitors are pretty common.
restricted_jobs = list("Cyborg")
protected_jobs = list() //Anyone can be lewd op. Even heads.
required_players = 0
required_enemies = 0
announce_span = "danger"
announce_text = "There are lewd agents on the station!\n\
<span class='danger'>Traitors</span>: Accomplish your objectives.\n\
<span class='notice'>Crew</span>: Do not let the traitors succeed!"
//var/list/datum/mind/lewd
traitors_possible = 10 //hard limit on traitors if scaling is turned off //Let it be high for now. Testing phase.
num_modifier = 0 // Used for gamemodes, that are a child of traitor, that need more than the usual.
antag_datum = /datum/antagonist/traitor/lewd //what type of antag to create
/datum/antagonist/traitor/lewd
name = "Lewd Traitor"
roundend_category = "traitors"
antagpanel_category = "Traitor"
job_rank = ROLE_LEWD_TRAITOR
//antag_moodlet = /datum/mood_event/focused //No special moodlet yet
special_role = ROLE_LEWD_TRAITOR
employer = "An interested voyeur"
give_objectives = TRUE
should_give_codewords = FALSE
should_equip = TRUE
traitor_kind = TRAITOR_HUMAN //Set on initial assignment
can_hijack = HIJACK_NEUTRAL
//Custom uplink list - aaaaaaaaaaaaaa
var/list/lewd_uplink_list = list()
var/list/lewd_uplink_list_raw = list(
/datum/uplink_item/bundles_TC/random,
/datum/uplink_item/bundles_TC/telecrystal,
/datum/uplink_item/bundles_TC/telecrystal/five,
/datum/uplink_item/bundles_TC/telecrystal/twenty,
/datum/uplink_item/dangerous/foamsmg,
/datum/uplink_item/dangerous/foammachinegun,
/datum/uplink_item/dangerous/foampistol,
/datum/uplink_item/dangerous/phantomthief,
/datum/uplink_item/stealthy_weapons/dart_pistol,
/datum/uplink_item/stealthy_weapons/crossbow,
/datum/uplink_item/stealthy_weapons/sleepy_pen,
/datum/uplink_item/stealthy_weapons/suppressor,
/datum/uplink_item/stealthy_weapons/soap,
/datum/uplink_item/stealthy_weapons/soap_clusterbang,
/datum/uplink_item/ammo/pistolzzz,
/datum/uplink_item/ammo/shotgun/stun,
/datum/uplink_item/ammo/toydarts,
/datum/uplink_item/stealthy_tools/ai_detector,
/datum/uplink_item/stealthy_tools/chameleon,
/datum/uplink_item/stealthy_tools/chameleon_proj,
/datum/uplink_item/stealthy_tools/emplight,
/datum/uplink_item/stealthy_tools/syndigaloshes,
/datum/uplink_item/stealthy_tools/jammer,
/datum/uplink_item/stealthy_tools/smugglersatchel,
/datum/uplink_item/device_tools/binary,
/datum/uplink_item/device_tools/compressionkit,
/datum/uplink_item/device_tools/briefcase_launchpad,
/datum/uplink_item/device_tools/camera_bug,
/datum/uplink_item/device_tools/military_belt,
/datum/uplink_item/device_tools/frame,
/datum/uplink_item/device_tools/toolbox,
/datum/uplink_item/device_tools/medkit,
/datum/uplink_item/device_tools/surgerybag,
/datum/uplink_item/device_tools/encryptionkey,
/datum/uplink_item/device_tools/thermal,
/datum/uplink_item/implants/radio,
/datum/uplink_item/implants/reviver,
/datum/uplink_item/implants/stealthimplant,
/datum/uplink_item/implants/thermals,
/datum/uplink_item/implants/uplink,
/datum/uplink_item/implants/xray,
/datum/uplink_item/role_restricted/goldenbox,
/datum/uplink_item/role_restricted/chemical_gun,
/datum/uplink_item/badass/syndiecash,
/datum/uplink_item/badass/phantomthief,
/datum/uplink_item/badass/syndiecards,
/datum/uplink_item/badass/syndiecigs)
/datum/game_mode/traitor/lewd/generate_report()
return "Although more specific threats are commonplace, you should always remain vigilant for Syndicate agents aboard your station. Syndicate communications have implied that many \
GATO employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
/datum/mind/proc/make_LewdTraitor()
if(!(has_antag_datum(/datum/antagonist/traitor/lewd)))
add_antag_datum(/datum/antagonist/traitor/lewd)
/datum/admins/proc/makeLewdtraitors()
to_chat(GLOB.admins, "makeLewd_traitors called")
var/datum/game_mode/traitor/lewd/temp = new
//if(CONFIG_GET(flag/protect_roles_from_antagonist))
//continue
//if(CONFIG_GET(flag/protect_assistant_from_antagonist))
//continue
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
var/list/mob/living/carbon/human/targets = list()
//var/mob/living/carbon/human/T = null
for(var/mob/living/carbon/human/applicant in GLOB.player_list)
if(isReadytoRumble(applicant, ROLE_LEWD_TRAITOR))
if(temp.age_check(applicant.client))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
for(var/mob/living/carbon/human/target in GLOB.player_list)
if(target.client?.prefs?.noncon)
if(!(target.job in temp.restricted_jobs))
targets += target
if(candidates.len)
var/numTraitors = min(candidates.len, targets.len, 1) //This number affects the maximum number of traitors. We want 1 for right now.
if(numTraitors == 0)
to_chat(GLOB.admins, "No lewd traitors created. Are there any valid targets?")
return FALSE
for(var/i = 0, i<numTraitors, i++)
H = pick(candidates)
H.mind.make_LewdTraitor()
candidates.Remove(H)
return TRUE
return FALSE
/datum/antagonist/traitor/lewd/proc/forge_objectives()
forge_single_objective()
/datum/antagonist/traitor/lewd/forge_human_objectives()
forge_single_objective()
/datum/antagonist/traitor/lewd/forge_single_objective()
var/datum/objective/noncon/noncon_objective = new
noncon_objective.owner = owner
noncon_objective.target = noncon_objective.find_target()
add_objective(noncon_objective)
return
/datum/antagonist/traitor/lewd/greet()
to_chat(owner.current, "<span class='userlove'>You are the [owner.special_role].</span>")
owner.announce_objectives()
if(should_give_codewords)
give_codewords()
/datum/antagonist/traitor/lewd/on_gain()
if(owner.current && isAI(owner.current))
traitor_kind = TRAITOR_AI
SSticker.mode.traitors += owner
owner.special_role = special_role
if(give_objectives)
forge_objectives()
finalize_traitor()
/datum/antagonist/traitor/lewd/finalize_traitor()
switch(traitor_kind)
if(TRAITOR_AI)
add_law_zero()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
owner.current.grant_language(/datum/language/codespeak)
if(TRAITOR_HUMAN)
if(should_equip)
equip(silent)
for(var/obj/I in owner.current.GetAllContents())
var/datum/component/uplink/hidden_uplink = I.GetComponent(/datum/component/uplink)
if(hidden_uplink)
lewd_uplink_list = get_custom_uplink_items(lewd_uplink_list_raw, /datum/game_mode/traitor/lewd, TRUE, FALSE)
hidden_uplink.uplink_items = lewd_uplink_list
hidden_uplink.telecrystals = 12
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/tatoralert.ogg', 100, FALSE, pressure_affected = FALSE)
greet()
/datum/objective/noncon/New(var/datum/mind/_owner)
GLOB.objectives += src // CITADEL EDIT FOR CRYOPODS
if(_owner)
owner = _owner
//GS13 - this shit's just fucking weird lol, gtfo
// /datum/objective/noncon/find_target()
// //..()
// //to_chat(world, "<span class='boldannounce'>TEST: noncon/find_target() called</span>")
// var/list/datum/mind/targets = list()
// var/list/datum/mind/owners = get_owners()
// for(var/datum/mind/candidate in SSticker.minds)
// if (!(candidate in owners) && ishuman(candidate.current) && (candidate.current.client))
// if(candidate.current.client?.prefs?.noncon == 1)
// targets += candidate
// if(targets.len > 0)
// target = pick(targets)
// else
// target = null
// update_explanation_text()
// return target
// /datum/objective/noncon/check_completion()
// if(!target)
// return TRUE
// else
// return target.sexed
// /datum/objective/noncon/update_explanation_text()
// if(target)
// explanation_text = "Locate [target.name], and sate your lust."
// else
// explanation_text = "Free Lewd Objective"
/datum/antagonist/traitor/lewd/roundend_report()
var/list/result = list()
var/traitorwin = TRUE
result += printplayer(owner)
var/TC_uses = 0
var/uplink_true = FALSE
var/purchases = ""
LAZYINITLIST(GLOB.uplink_purchase_logs_by_key)
var/datum/uplink_purchase_log/H = GLOB.uplink_purchase_logs_by_key[owner.key]
if(H)
TC_uses = H.total_spent
uplink_true = TRUE
purchases += H.generate_render(FALSE)
var/objectives_text = ""
if(objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
else
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
traitorwin = FALSE
count++
if(uplink_true)
var/uplink_text = "(used [TC_uses] TC) [purchases]"
if(TC_uses==0 && traitorwin)
var/static/icon/badass = icon('icons/badass.dmi', "badass")
uplink_text += "<BIG>[icon2html(badass, world)]</BIG>"
result += uplink_text
result += objectives_text
var/special_role_text = lowertext(name)
if(traitorwin)
result += "<span class='greentext'>The [special_role_text] was successful!</span>"
else
result += "<span class='redtext'>The [special_role_text] has failed!</span>"
SEND_SOUND(owner.current, 'sound/ambience/ambifailure.ogg')
return result.Join("<br>")
/proc/get_custom_uplink_items(var/list/custom_uplink_list = null, var/datum/game_mode/gamemode = null, allow_sales = TRUE, allow_restricted = TRUE)
var/list/filtered_uplink_items = list()
var/list/sale_items = list()
if(!custom_uplink_list)
for(var/path in GLOB.uplink_items)
custom_uplink_list += new path
for(var/path in custom_uplink_list)
var/datum/uplink_item/I = new path
if(!I.item)
continue
if(I.include_modes.len)
if(!gamemode && SSticker.mode && !(SSticker.mode.type in I.include_modes))
continue
if(gamemode && !(gamemode in I.include_modes))
continue
if(I.exclude_modes.len)
if(!gamemode && SSticker.mode && (SSticker.mode.type in I.exclude_modes))
continue
if(gamemode && (gamemode in I.exclude_modes))
continue
if(I.player_minimum && I.player_minimum > GLOB.joined_player_list.len)
continue
if (I.restricted && !allow_restricted)
continue
if(!filtered_uplink_items[I.category])
filtered_uplink_items[I.category] = list()
filtered_uplink_items[I.category][I.name] = I
if(I.limited_stock < 0 && !I.cant_discount && I.item && I.cost > 1)
sale_items += I
if(allow_sales)
for(var/i in 1 to 2) //Smaller list, fewer discounts
var/datum/uplink_item/I = pick_n_take(sale_items)
var/datum/uplink_item/A = new I.type
var/discount = A.get_discount()
var/list/disclaimer = list("Void where prohibited.", "Not recommended for children.", "Contains small parts.", "Check local laws for legality in region.", "Do not taunt.", "Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.", "Keep away from fire or flames.", "Product is provided \"as is\" without any implied or expressed warranties.", "As seen on TV.", "For recreational use only.", "Use only as directed.", "16% sales tax will be charged for orders originating within Space Nebraska.")
A.limited_stock = 1
I.refundable = FALSE //THIS MAN USES ONE WEIRD TRICK TO GAIN FREE TC, CODERS HATES HIM!
A.refundable = FALSE
if(A.cost >= 20) //Tough love for nuke ops
discount *= 0.5
A.cost = max(round(A.cost * discount),1)
A.category = "Discounted Gear"
A.name += " ([round(((initial(A.cost)-A.cost)/initial(A.cost))*100)]% off!)"
A.desc += " Normally costs [initial(A.cost)] TC. All sales final. [pick(disclaimer)]"
A.item = I.item
if(!filtered_uplink_items[A.category])
filtered_uplink_items[A.category] = list()
filtered_uplink_items[A.category][A.name] = A
return filtered_uplink_items

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//Jay Sparrow
//A less murder traitor for low chaos dynamic rounds.
/datum/game_mode/traitor/thief
name = "thief traitor"
config_tag = "thief traitor"
antag_flag = ROLE_TRAITOR
false_report_weight = 20 //Reports of traitors are pretty common.
restricted_jobs = list("AI","Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 0
required_enemies = 0
announce_span = "danger"
announce_text = "There are enemy agents on the station!\n\
<span class='danger'>Traitors</span>: Accomplish your objectives.\n\
<span class='notice'>Crew</span>: Do not let the traitors succeed!"
traitors_possible = 3 //hard limit on traitors if scaling is turned off //Let it be high for now. Testing phase.
num_modifier = 0 // Used for gamemodes, that are a child of traitor, that need more than the usual.
antag_datum = /datum/antagonist/traitor/thief //what type of antag to create
/datum/antagonist/traitor/thief
name = "Thief Traitor"
roundend_category = "traitors"
antagpanel_category = "Traitor"
job_rank = ROLE_TRAITOR
antag_moodlet = /datum/mood_event/focused
special_role = ROLE_TRAITOR
employer = "The Syndicate"
give_objectives = TRUE
should_give_codewords = TRUE
should_equip = TRUE
traitor_kind = TRAITOR_HUMAN //Set on initial assignment
can_hijack = HIJACK_NEUTRAL
/datum/game_mode/traitor/thief/generate_report()
return "Although more specific threats are commonplace, you should always remain vigilant for Syndicate agents aboard your station. Syndicate communications have implied that many \
GATO employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
/datum/mind/proc/make_ThiefTraitor()
if(!(has_antag_datum(/datum/antagonist/traitor/thief)))
add_antag_datum(/datum/antagonist/traitor/thief)
/datum/antagonist/traitor/thief/proc/forge_objectives()
forge_single_objective()
forge_single_objective()
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
/datum/antagonist/traitor/thief/forge_human_objectives()
forge_single_objective()
forge_single_objective()
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
/datum/antagonist/traitor/thief/forge_single_objective()
if(prob(15) && !(locate(/datum/objective/download) in owner.objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
var/datum/objective/download/download_objective = new
download_objective.owner = owner
download_objective.gen_amount_goal()
add_objective(download_objective)
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
add_objective(steal_objective)
return
/datum/antagonist/traitor/thief/on_gain()
if(owner.current && isAI(owner.current))
traitor_kind = TRAITOR_AI
SSticker.mode.traitors += owner
owner.special_role = special_role
if(give_objectives)
forge_objectives()
finalize_traitor()

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//mob based off the game Carrion.
//replica sprite made by quotefox
/mob/living/simple_animal/hostile/carrion
name = "mass of red tentacles"
desc = "A creature composed of tentacles and teeth, you aren't sure where it starts and where it ends."
icon = 'hyperstation/icons/mobs/carrion.dmi'
icon_state = "c_idle"
icon_living = "c_idle"
icon_dead = "idle"
gender = NEUTER
speak_chance = 0
turns_per_move = 2
turns_per_move = 3
maxHealth = 300
health = 300
see_in_dark = 7
response_help = "pets"
response_disarm = "pushes aside"
response_harm = "attacks"
melee_damage_lower = 12
melee_damage_upper = 20
attacktext = "attacks"
attack_sound = 'sound/weapons/bite.ogg'
faction = list("hostile")
ranged = 1
harm_intent_damage = 5
obj_damage = 60
a_intent = INTENT_HARM
ventcrawler = 1
death_sound = 'sound/voice/ed209_20sec.ogg'
deathmessage = "lets out scream and its tentacles shrivel away..."
move_to_delay = 4
loot = list(/obj/effect/gibspawner/human)
atmos_requirements = list("min_oxy" = 5, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 150
maxbodytemp = 500
do_footstep = TRUE
/mob/living/simple_animal/hostile/carrion/OpenFire(atom/the_target)
var/dist = get_dist(src,the_target)
Beam(the_target, "tentacle", time=dist*2, maxdistance=dist, beam_sleep_time = 5)
the_target.attack_animal(src)
/mob/living/simple_animal/hostile/carrion/Initialize(mapload)
//Move the sprite into position, cant use Pixel_X and Y, causes issues with the tenticle sprite!
..()
var/matrix/M = src.transform
src.transform = M.Translate(-32,-32)

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/mob/living/dancercaptain
name = "Captain Beats"
desc = "A captain cursed to dance for all eternity!"
icon = 'hyperstation/icons/mobs/dancer/captain.dmi'
icon_state = "idle"
var/danceaction = 1
var/lastaction = 0 //when the last action was!
var/actiontime = 4
var/list/dancefloor_turfs
var/list/dancefloor_turfs_types
var/dancefloor_exists = FALSE
/mob/living/dancercaptain/Move(atom/newloc, direct)
if(!danceaction)
if(!(world.time > lastaction))
return // no move for you!
animate(src, pixel_x, pixel_y = pixel_y + 10, time = 0.7, 0)
. = ..()
danceaction = 0 //you did your move
lastaction = world.time+actiontime //next action time
sleep(1)
animate(src, pixel_x, pixel_y = pixel_y - 10, time = 0.7, 0)
sleep(1)
LAZYINITLIST(dancefloor_turfs)
LAZYINITLIST(dancefloor_turfs_types)
if(dancefloor_exists) //remove the old one!
dancefloor_exists = FALSE
for(var/i in 1 to dancefloor_turfs.len)
var/turf/T = dancefloor_turfs[i]
T.ChangeTurf(dancefloor_turfs_types[i])
var/list/funky_turfs = RANGE_TURFS(2, src)
dancefloor_exists = TRUE
var/i = 1
dancefloor_turfs.len = funky_turfs.len
dancefloor_turfs_types.len = funky_turfs.len
for(var/t in funky_turfs)
if(!(istype(t, /turf/closed))) //dont change walls
var/turf/T = t
dancefloor_turfs[i] = T
dancefloor_turfs_types[i] = T.type
T.ChangeTurf((i % 2 == 0) ? /turf/open/floor/light/colour_cycle/dancefloor_a : /turf/open/floor/light/colour_cycle/dancefloor_b)
i++
/mob/living/dancercaptain/Initialize(mapload)
. = ..()
lastaction = round(world.time) //round to the nearest second! to keep in beat!
/mob/living/dancercaptain/proc/mtimer()

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/datum/emote/living/chirp
key = "chirp"
key_third_person = "chirps!"
message = "chirps!"
emote_type = EMOTE_AUDIBLE
muzzle_ignore = FALSE
restraint_check = FALSE
mob_type_allowed_typecache = list(/mob/living/carbon, /mob/living/silicon/pai)
/datum/emote/living/chirp/run_emote(mob/living/user, params)
if(!(. = ..()))
return
if(user.nextsoundemote >= world.time)
return
user.nextsoundemote = world.time + 7
playsound(user, 'sound/voice/chirp.ogg', 50, 1, -1)
/datum/emote/living/caw
key = "caw"
key_third_person = "caws!"
message = "caws!"
emote_type = EMOTE_AUDIBLE
muzzle_ignore = FALSE
restraint_check = FALSE
mob_type_allowed_typecache = list(/mob/living/carbon, /mob/living/silicon/pai)
/datum/emote/living/caw/run_emote(mob/living/user, params)
if(!(. = ..()))
return
if(user.nextsoundemote >= world.time)
return
user.nextsoundemote = world.time + 7
playsound(user, 'sound/voice/caw.ogg', 50, 1, -1)

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//HUGBOT
//HUGBOT PATHFINDING
//HUGBOT ASSEMBLY
/mob/living/simple_animal/bot/hugbot
name = "\improper Hugbot"
desc = "A little cudly robot. He looks excited."
icon = 'hyperstation/icons/mobs/aibots.dmi'
icon_state = "hugbot0"
density = FALSE
anchored = FALSE
health = 20
maxHealth = 20
pass_flags = PASSMOB
status_flags = (CANPUSH | CANSTUN)
bot_type = HUG_BOT
model = "Hugbot"
bot_core_type = /obj/machinery/bot_core/hugbot
window_id = "autohug"
window_name = "Automatic Hugging Unit v1.0 Alpha"
path_image_color = "#FFDDDD"
base_speed = 4
var/stationary_mode = 0 //If enabled, the Hugbot will not move automatically.
var/mob/living/carbon/patient = null
var/mob/living/carbon/oldpatient = null
var/last_found = 0
/mob/living/simple_animal/bot/hugbot/update_icon()
cut_overlays()
if(!on)
icon_state = "hugbot0"
return
if(IsStun())
icon_state = "hugbota"
return
if(mode == BOT_HEALING)
icon_state = "hugbots[stationary_mode]"
return
else if(stationary_mode) //Bot has yellow light to indicate stationary mode.
icon_state = "hugbot2"
else
icon_state = "hugbot1"
/mob/living/simple_animal/bot/medbot/Initialize(mapload, new_skin)
. = ..()
update_icon()
/mob/living/simple_animal/bot/hugbot/update_canmove()
. = ..()
update_icon()
/mob/living/simple_animal/bot/hugbot/bot_reset()
..()
update_icon()
/mob/living/simple_animal/bot/hugbot/proc/soft_reset() //Allows the medibot to still actively perform its medical duties without being completely halted as a hard reset does.
path = list()
patient = null
mode = BOT_IDLE
last_found = world.time
update_icon()
/mob/living/simple_animal/bot/hugbot/set_custom_texts()
text_hack = "You bypass [name]'s manipulator pressure sensors."
text_dehack = "You rewire [name]'s manipulator pressure sensors."
text_dehack_fail = "[name] seems damaged and does not respond to reprogramming!"
/mob/living/simple_animal/bot/hugbot/attack_paw(mob/user)
return attack_hand(user)
/mob/living/simple_animal/bot/hugbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += "<TT><B>Hugging Unit Controls v1.0 Alpha</B></TT><BR><BR>"
dat += "Status: <A href='?src=[REF(src)];power=1'>[on ? "On" : "Off"]</A><BR>"
dat += "Maintenance panel panel is [open ? "opened" : "closed"]<BR>"
dat += "Behaviour controls are [locked ? "locked" : "unlocked"]<hr>"
if(!locked || issilicon(user) || IsAdminGhost(user))
dat += "Patrol Station: <a href='?src=[REF(src)];operation=patrol'>[auto_patrol ? "Yes" : "No"]</a><br>"
dat += "Stationary Mode: <a href='?src=[REF(src)];stationary=1'>[stationary_mode ? "Yes" : "No"]</a><br>"
return dat
/mob/living/simple_animal/bot/hugbot/Topic(href, href_list)
if(..())
return TRUE
update_controls()
return
/mob/living/simple_animal/bot/hugbot/attackby(obj/item/W as obj, mob/user as mob, params)
var/current_health = health
..()
if(health < current_health) //if medbot took some damage
step_to(src, (get_step_away(src,user)))
/mob/living/simple_animal/bot/hugbot/emag_act(mob/user)
..()
if(emagged == 2)
if(user)
to_chat(user, "<span class='notice'>You short out [src]'s manipulator pressure sensors.</span>")
audible_message("<span class='danger'>[src]'s arm twitches violently!</span>")
flick("medibot_spark", src)
playsound(src, "sparks", 75, 1)
/mob/living/simple_animal/bot/hugbot/proc/assess_patient(mob/living/carbon/C)
//Time to see if they need medical help!
if(C.stat == DEAD || (HAS_TRAIT(C, TRAIT_FAKEDEATH)))
return FALSE //welp too late for them!
if(!(loc == C.loc) && !(isturf(C.loc) && isturf(loc)))
return FALSE
if(ishuman(C))
var/mob/living/carbon/human/H = C
var/datum/component/mood/mood = H.GetComponent(/datum/component/mood)
if(emagged != 2) // EVERYONE GETS HUGS!
for(var/datum/mood_event/i in mood.mood_events)
if (i.description == "<span class='nicegreen'>Hugs are nice.</span>\n" )
return FALSE
else if (C.IsKnockdown())
return FALSE
return TRUE
return FALSE
/mob/living/simple_animal/bot/hugbot/process_scan(mob/living/carbon/human/H)
if(H.stat == DEAD)
return
if((H == oldpatient) && (world.time < last_found + 200))
return
if(assess_patient(H))
last_found = world.time
return H
else
return
/mob/living/simple_animal/bot/hugbot/handle_automated_action()
if(!..())
return
if(mode == BOT_HEALING)
medicate_patient(patient)
return
if(IsStun())
oldpatient = patient
patient = null
mode = BOT_IDLE
update_icon()
return
if(frustration > 8)
oldpatient = patient
soft_reset()
if(QDELETED(patient))
var/scan_range = (stationary_mode ? 1 : DEFAULT_SCAN_RANGE) //If in stationary mode, scan range is limited to adjacent patients.
patient = scan(/mob/living/carbon/human, oldpatient, scan_range)
oldpatient = patient
if(patient && (get_dist(src,patient) <= 1)) //Patient is next to us, begin treatment!
if(mode != BOT_HEALING)
mode = BOT_HEALING
update_icon()
frustration = 0
medicate_patient(patient)
return
//Patient has moved away from us!
else if(patient && path.len && (get_dist(patient,path[path.len]) > 2))
path = list()
mode = BOT_IDLE
last_found = world.time
else if(stationary_mode && patient) //Since we cannot move in this mode, ignore the patient and wait for another.
soft_reset()
return
if(patient && path.len == 0 && (get_dist(src,patient) > 1))
path = get_path_to(src, get_turf(patient), /turf/proc/Distance_cardinal, 0, 30,id=access_card)
mode = BOT_MOVING
if(!path.len) //try to get closer if you can't reach the patient directly
path = get_path_to(src, get_turf(patient), /turf/proc/Distance_cardinal, 0, 30,1,id=access_card)
if(!path.len) //Do not chase a patient we cannot reach.
soft_reset()
if(path.len > 0 && patient)
if(!bot_move(path[path.len]))
oldpatient = patient
soft_reset()
return
if(path.len > 8 && patient)
frustration++
if(auto_patrol && !stationary_mode && !patient)
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
if(mode == BOT_PATROL)
bot_patrol()
return
/mob/living/simple_animal/bot/hugbot/UnarmedAttack(atom/A)
if(iscarbon(A))
var/mob/living/carbon/C = A
patient = C
mode = BOT_HEALING
update_icon()
medicate_patient(C)
update_icon()
else
..()
/mob/living/simple_animal/bot/hugbot/proc/medicate_patient(mob/living/carbon/C)
if(!on)
return
if(!istype(C))
oldpatient = patient
soft_reset()
return
if(C.stat == DEAD || (HAS_TRAIT(C, TRAIT_FAKEDEATH)))
oldpatient = patient
soft_reset()
return
visible_message("<span class='notice'>[src] hugs [C] to make [C.p_them()] feel better!</span>", \
"<span class='notice'>You hug [C] to make [C.p_them()] feel better!</span>")
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
if (emagged != 2)
C.AdjustStun(-60)
C.AdjustKnockdown(-60)
C.AdjustUnconscious(-60)
C.AdjustSleeping(-100)
if(recoveringstam)
C.adjustStaminaLoss(-15)
else if(resting)
C.resting = 0
C.update_canmove()
else
C.Knockdown(100)
C.Stun(100)
C.update_canmove()
playsound(C.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
oldpatient = patient
patient = null
mode = BOT_IDLE
update_icon()
return
/mob/living/simple_animal/bot/hugbot/explode()
on = FALSE
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
do_sparks(3, TRUE, src)
..()
/obj/machinery/bot_core/hugbot
req_one_access = list(ACCESS_ROBOTICS)
/obj/item/bot_assembly/hugbot
desc = "It's a box of hugs with an arm attached."
name = "incomplete hugbot assembly"
icon = 'hyperstation/icons/mobs/aibots.dmi'
icon_state = "hugbot_arm"
created_name = "Hugbot"
/obj/item/bot_assembly/hugbot/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/assembly/prox_sensor))
if(!can_finish_build(W, user))
return
var/mob/living/simple_animal/bot/hugbot/A = new(drop_location())
A.name = created_name
A.robot_arm = W.type
to_chat(user, "<span class='notice'>You add [W] to [src]. Beep boop!</span>")
qdel(W)
qdel(src)
/obj/item/storage/box/hug/attackby(obj/item/I, mob/user, params)
if((istype(I, /obj/item/bodypart/l_arm/robot)) || (istype(I, /obj/item/bodypart/r_arm/robot)))
if(contents.len) //prevent accidently deleting contents
to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(I))
return
qdel(I)
to_chat(user, "<span class='notice'>You add [I] to the [src]! You've got a hugbot assembly now!</span>")
var/obj/item/bot_assembly/hugbot/A = new
qdel(src)
user.put_in_hands(A)
else
return ..()

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/mob/living/simple_animal/hostile/hs13mimic
name = "Mimic"
icon = 'hyperstation/icons/mobs/mimic.dmi'
desc = "A writhing mass of black flesh, unlikely to be happy to see you."
icon_state = "mimic"
icon_living = "mimic"
icon_dead = "mimic_dead"
gender = NEUTER
speak_chance = 0
maxHealth = 35
health = 35
turns_per_move = 5
move_to_delay = 1
speed = 0
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
pass_flags = PASSTABLE
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 2)
response_help = "prods"
response_disarm = "pushes aside"
response_harm = "smacks"
melee_damage_lower = 8
melee_damage_upper = 12
attacktext = "stings"
attack_sound = 'hyperstation/sound/creatures/mimic/mimic_attack.ogg'
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
ventcrawler = VENTCRAWLER_ALWAYS
blood_volume = 0
faction = list("mimic")
gold_core_spawnable = NO_SPAWN
vision_range = 1
aggro_vision_range = 9
wander = TRUE
minbodytemp = 250 //weak to cold
maxbodytemp = 1500
pressure_resistance = 1200
sight = SEE_MOBS
var/stealthed = TRUE
var/knockdown_people = 1
var/playerTransformCD = 50
var/playerTfTime
var/static/mimic_blacklisted_transform_items = typecacheof(list(
/obj/item/projectile,
/obj/item/radio/intercom,
/mob/living/simple_animal/bot))
var/transformsound = 'hyperstation/sound/creatures/mimic/mimic_transform.ogg'
var/playstyle_string = "<span class='boldannounce'>You are a mimic</span></b>, a tricky creature that can take the form of \
almost any item nearby by shift-clicking it. While morphed, you move slowly and do less damage. \
Finally, you can restore yourself to your original form while morphed by shift-clicking yourself. \
Attacking carbon lifeforms will heal you at the cost of destructuring their DNA. \
You can also change your form to that of simple animals, but be wary that anyone examining you can \
find out.</b>"
/mob/living/simple_animal/hostile/hs13mimic/Initialize(mapload)
. = ..()
trytftorandomobject() // When initialized, make sure they take the form of something.
/mob/living/simple_animal/hostile/hs13mimic/Login()
. = ..()
SEND_SOUND(src, sound('sound/ambience/antag/ling_aler.ogg'))
to_chat(src, src.playstyle_string)
/mob/living/simple_animal/hostile/hs13mimic/attack_hand(mob/living/carbon/human/M)
. = ..()
if(stealthed && stat == CONSCIOUS)
if(M.a_intent == INTENT_HELP)//They're trying to pick us up! We tricked them boys! *plays runescape sea shanty*
target = M
guaranteedknockdown(M)
trigger() // Bring our friends if any!
/mob/living/simple_animal/hostile/hs13mimic/AttackingTarget()
. = ..()
if(iscarbon(target))
var/mob/living/carbon/C = target
if(.)
if(stealthed && knockdown_people) //Guaranteed knockdown if we get the first hit while disguised. Typically, only players can do this since NPC mimics transform first before attacking.
restore()
C.Knockdown(40)
C.visible_message("<span class='danger'>\The [src] knocks down \the [C]!</span>", \
"<span class='userdanger'>\The [src] knocks you down!</span>")
else if(knockdown_people && prob(15))
C.Knockdown(40)
C.visible_message("<span class='danger'>\The [src] knocks down \the [C]!</span>", \
"<span class='userdanger'>\The [src] knocks you down!</span>")
if(C.nutrition >= 15)
C.nutrition -= (rand(7,15)) //They lose 7-15 nutrition
adjustBruteLoss(-3) //We heal 3 damage
C.adjustCloneLoss(rand(2,4)) //They also take a bit of cellular damage.
if(isanimal(target))
var/mob/living/simple_animal/A = target
if(.)
if(stealthed)
restore()
if(A.stat == CONSCIOUS)
adjustBruteLoss(-3) //We heal 3 damage
/mob/living/simple_animal/hostile/hs13mimic/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
trigger()
. = ..()
/mob/living/simple_animal/hostile/hs13mimic/FindTarget()
. = ..()
if(.)
trigger() //We have a target! Trigger!
else if(!target && !stealthed) //Has no target, isn't stealthed, let's search for an object to transform
trytftorandomobject()
/mob/living/simple_animal/hostile/hs13mimic/death(gibbed)
restore() //We died. Restore form.
. = ..()
/mob/living/simple_animal/hostile/hs13mimic/med_hud_set_health()
if(stealthed)
var/image/holder = hud_list[HEALTH_HUD]
holder.icon_state = null
return //we hide medical hud while morphed
..()
/mob/living/simple_animal/hostile/hs13mimic/med_hud_set_status()
if(stealthed)
var/image/holder = hud_list[STATUS_HUD]
holder.icon_state = null
return //we hide medical hud while morphed
..()
/mob/living/simple_animal/hostile/hs13mimic/proc/mimicTransformList() //The list of default things to transform needs to be bigger, consider this in the future.
var/transformitem = rand(1,100)
medhudupdate()
wander = FALSE
vision_range = initial(vision_range)
switch(transformitem)
if(1 to 10)
name = "drinking glass"
icon = 'icons/obj/drinks.dmi'
icon_state = "glass_empty"
desc = "Your standard drinking glass."
if(11 to 20)
name = "insulated gloves"
icon = 'icons/obj/clothing/gloves.dmi'
icon_state = "yellow"
desc = "These gloves will protect the wearer from electric shock."
if(21 to 30)
name = "stunbaton"
desc = "A stun baton for incapacitating people with."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "stunbaton"
if(31 to 40)
name = "pen"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
desc = "It's a black ink pen, modified for use with both paper and Nanotransen-brand Digital-Readpads™!"
if(41 to 50)
name = "newspaper"
desc = "An issue of The Catpaw, the newspaper circulating aboard GATO stations."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "newspaper"
if(51 to 60)
name = "stechkin pistol" //greytider bait
desc = "A small, easily concealable 10mm handgun. Has a threaded barrel for suppressors."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "pistol"
if(61 to 70)
name = "emergency oxygen tank"
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
icon = 'icons/obj/tank.dmi'
icon_state = "emergency"
if(71 to 80)
name = "drinking glass"
icon = 'icons/obj/drinks.dmi'
icon_state = "glass_empty"
desc = "Your standard drinking glass."
if(81 to 90)
name = "fleshlight"
icon = 'hyperstation/icons/obj/fleshlight.dmi'
icon_state = "fleshlight_totallynotamimic"
desc = "A sex toy disguised as a flashlight, used to stimulate someones penis, complete with colour changing sleeve."
if(91 to 100)
icon = 'modular_citadel/icons/obj/genitals/dildo.dmi'
switch(rand(1,3)) //switch within a switch hmmmmmmmmmm
if(1)
icon_state = "dildo_knotted_2"
name = "small knotted dildo"
if(2)
icon_state = "dildo_flared_4"
name = "huge flared dildo"
if(3)
icon_state = "dildo_knotted_3"
name = "big knotted dildo"
desc = "Floppy!"
/mob/living/simple_animal/hostile/hs13mimic/proc/guaranteedknockdown(mob/living/carbon/human/M)
M.Knockdown(40)
M.visible_message("<span class='danger'>\The [src] knocks down \the [M]!</span>", \
"<span class='userdanger'>\The [src] tricks you, knocking you down!</span>")
/mob/living/simple_animal/hostile/hs13mimic/proc/medhudupdate()
med_hud_set_health()
med_hud_set_status()
/mob/living/simple_animal/hostile/hs13mimic/proc/restore()
//back to normal mimic sprite
stealthed = FALSE
medhudupdate()
name = initial(name)
icon = 'hyperstation/icons/mobs/mimic.dmi'
icon_state = "mimic"
desc = initial(desc)
speed = initial(speed)
wander = TRUE
vision_range = 9
/mob/living/simple_animal/hostile/hs13mimic/proc/trigger()
if(stealthed && stat == CONSCIOUS)
visible_message("<span class='danger'>The [src] Reveals itself to be a Mimic!</span>")
restore()
playsound(loc, transformsound, 75, TRUE)
triggerOthers(target) // Friends too!
/mob/living/simple_animal/hostile/hs13mimic/proc/triggerOthers(passtarget) //
for(var/mob/living/simple_animal/hostile/hs13mimic/C in oview(5, src.loc))
if(passtarget && C.target == null && !(isdead(target)))
C.target = passtarget
C.trigger()
/mob/living/simple_animal/hostile/hs13mimic/proc/trytftorandomobject()
stealthed = TRUE
medhudupdate()
var/list/obj/item/listItems = list()
for(var/obj/item/I in oview(9,src.loc))
if(allowed(I))
listItems += I
if(LAZYLEN(listItems))
var/obj/item/changedReference = pick(listItems)
wander = FALSE
vision_range = initial(vision_range)
name = changedReference.name
icon = changedReference.icon
icon_state = changedReference.icon_state
desc = changedReference.desc
else
mimicTransformList() //Couldn't find any valid items, let's go for the default list then.
/mob/living/simple_animal/hostile/hs13mimic/proc/allowed(atom/movable/A)
return !is_type_in_typecache(A, mimic_blacklisted_transform_items) && (isitem(A) || isanimal(A))
//One leader mimic spawns per mimic event spawn, they are able to consume and transform themselves into the station's dead pets. Buckle up.
/mob/living/simple_animal/hostile/hs13mimic/leader
var/mob/living/consumptionTarget = null
var/consuming = FALSE
health = 38 //They have a teeeny tiny more health.
maxHealth = 38
/mob/living/simple_animal/hostile/hs13mimic/leader/Life()
. = ..()
if(!consuming)
if(!consumptionTarget)
for(var/mob/living/simple_animal/pet/A in oview(5, src))
if(A.stat == DEAD)
consumptionTarget = A
break
if(!target && consumptionTarget) //Don't try to consume anything if we're currently attacking something.
var/target_distance = get_dist(targets_from, consumptionTarget)
if(target_distance > minimum_distance)
Goto(consumptionTarget,move_to_delay,minimum_distance)
else
tryConsume(consumptionTarget)
/mob/living/simple_animal/hostile/hs13mimic/leader/proc/tryConsume(var/mob/living/simple_animal/pet/A)
src.visible_message("<span class='warning'>[A] is being consumed...</span>",
"<span class='notice'>You start to consume the dead [A]...</span>", "You hear strange fleshy sounds.")
consuming = TRUE
if(do_after(src, 100, target = A))
stealthed = TRUE
speed = 5
wander = TRUE
name = A.name
desc = A.desc
icon = A.icon
icon_state = A.icon_living
desc += "<span class='warning'> But something about it seems wrong...</span>"
qdel(A)
consuming = FALSE
consumptionTarget = FALSE
return TRUE
consuming = FALSE
return FALSE
//Player control code
/mob/living/simple_animal/hostile/hs13mimic/ShiftClickOn(atom/movable/A)
if(playerTfTime <= world.time && stat == CONSCIOUS)
if(A == src)
restore()
playerTfTime = world.time + playerTransformCD
return
if(istype(A) && allowed(A))
stealthed = TRUE
SEND_SOUND(src, sound(transformsound,volume=50))
name = A.name
icon = A.icon
icon_state = A.icon_state
desc = A.desc
speed = 5
playerTfTime = world.time + playerTransformCD
if(isanimal(A))
var/mob/living/simple_animal/animal = A
icon_state = animal.icon_living
desc += "<span class='warning'> But something about it seems wrong...</span>"
else
to_chat(src, "<span class='warning'>You need to wait a little longer before you can shift into something else!</span>")
..()
//Event control
/datum/round_event_control/mimic_infestation
name = "Mimic Infestation"
typepath = /datum/round_event/mimic_infestation
weight = 5
max_occurrences = 1
min_players = 15
/datum/round_event/mimic_infestation
announceWhen = 200
var/static/list/mimic_station_areas_blacklist = typecacheof(/area/space,
/area/shuttle,
/area/mine,
/area/holodeck,
/area/ruin,
/area/hallway,
/area/hallway/primary,
/area/hallway/secondary,
/area/hallway/secondary/entry,
/area/engine/supermatter,
/area/engine/atmospherics_engine,
/area/engine/engineering/reactor_core,
/area/engine/engineering/reactor_control,
/area/ai_monitored/turret_protected,
/area/layenia/cloudlayer,
/area/asteroid/nearstation,
/area/science/server,
/area/science/explab,
/area/science/xenobiology,
/area/security/processing)
var/spawncount = 1
fakeable = FALSE
/datum/round_event/mimic_infestation/setup()
announceWhen = rand(announceWhen, announceWhen + 50)
spawncount = rand(4, 7)
/datum/round_event/mimic_infestation/announce(fake)
priority_announce("Unidentified lifesigns detected aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert", 'sound/ai/aliens.ogg')
/datum/round_event/mimic_infestation/start()
var/list/area/stationAreas = list()
var/list/area/eligible_areas = list()
for(var/area/A in world) // Get the areas in the Z level
if(A.z == SSmapping.station_start)
stationAreas += A
for(var/area/place in stationAreas) // first we check if it's a valid area
if(place.outdoors)
continue
if(place.areasize < 16)
continue
if(is_type_in_typecache(place, mimic_station_areas_blacklist))
continue
eligible_areas += place
for(var/area/place in eligible_areas) // now we check if there are people in that area
var/numOfPeople
for(var/mob/living/carbon/H in place)
numOfPeople++
break
if(numOfPeople > 0)
eligible_areas -= place
var/validFound = FALSE
var/list/turf/validTurfs = list()
var/area/pickedArea
while(!validFound || !eligible_areas.len)
pickedArea = pick_n_take(eligible_areas)
var/list/turf/t = get_area_turfs(pickedArea, SSmapping.station_start)
for(var/turf/thisTurf in t) // now we check if it's a closed turf, cold turf or occupied turf and yeet it
if(isopenturf(thisTurf))
var/turf/open/tempGet = thisTurf
if(tempGet.air.temperature <= T0C)
t -= thisTurf
continue
if(isclosedturf(thisTurf))
t -= thisTurf
else
for(var/obj/O in thisTurf)
if(O.density && !(istype(O, /obj/structure/table)))
t -= thisTurf
break
if(t.len >= spawncount) //Is the number of available turfs equal or bigger than spawncount?
validFound = TRUE
validTurfs = t
if(!eligible_areas.len)
message_admins("No eligible areas for spawning mimics.")
return WAITING_FOR_SOMETHING
notify_ghosts("A group of mimics has spawned in [pickedArea]!", source=pickedArea, action=NOTIFY_ATTACK, flashwindow = FALSE)
while(spawncount > 0 && validTurfs.len)
spawncount--
var/turf/pickedTurf = pick_n_take(validTurfs)
if(spawncount != 0)
var/spawn_type = /mob/living/simple_animal/hostile/hs13mimic
spawn_atom_to_turf(spawn_type, pickedTurf, 1, FALSE)
else
var/spawn_type = /mob/living/simple_animal/hostile/hs13mimic/leader
spawn_atom_to_turf(spawn_type, pickedTurf, 1, FALSE)
return SUCCESSFUL_SPAWN

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/client/proc/spawn_floor_cluwne()
set category = "Fun"
set name = "Unleash Targeted Floor Cluwne"
set desc = "Pick a specific target. Be warned: spawning more than one may cause issues!"
var/target
if(!check_rights(R_FUN))
return
target = input("Any specific target in mind? Please note only live, non cluwned, human targets are valid.", "Target", target) as null|anything in GLOB.player_list
if(target && ishuman(target))
var/mob/living/carbon/human/H = target
var/mob/living/simple_animal/hostile/floor_cluwne/FC = new /mob/living/simple_animal/hostile/floor_cluwne(H.loc)
FC.forced = TRUE
FC.Acquire_Victim(H)
FC.target = H
FC.current_victim = H
log_admin("[key_name(usr)] spawned floor cluwne.")
message_admins("[key_name(usr)] spawned floor cluwne.")
deadchat_broadcast("<span class='deadsay'><b>Floor Cluwne</b> has just been spawned!</span>")
/client/proc/spawn_random_floor_cluwne()
set category = "Fun"
set name = "Unleash Random Floor Cluwne"
set desc = "Goes after a random player in your Z level. Be warned: spawning more than one may cause issues!"
if(!check_rights(R_FUN))
return
var/turf/T = get_turf(usr)
new /mob/living/simple_animal/hostile/floor_cluwne(T)
log_admin("[key_name(usr)] spawned a random target floor cluwne.")
message_admins("[key_name(usr)] spawned a random target floor cluwne.")
/client/proc/spawn_twitch_plays_clowncar()
set category = "Fun"
set name = "Spawn Twich Plays: Clown Car Edition"
set desc = "A clown car that weights the direction it goes based on the keys ghosts are pushing. Terrible idea? Maybe."
if(!check_rights(R_FUN))
return
var/turf/T = get_turf(usr)
var/obj/vehicle/sealed/car/clowncar/twitch_plays/G = new /obj/vehicle/sealed/car/clowncar/twitch_plays(T)
var/area/A = get_area(G)
log_admin("[key_name(usr)] spawned a twitch plays clown car.")
message_admins("[key_name(usr)] spawned a twitch plays clown car. Some soundtrack is likely recommended for the fuckshit that's about to unfold.")
notify_ghosts("A Ghost Controlled Clown Car has been spawned at \the [A.name]! Double click it to orbit and wrestle its direction with other ghosts!", 'yogstation/sound/misc/bikehorn_creepy.ogg', source = G, action = NOTIFY_JUMP, flashwindow = FALSE)

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/*
Holds things like antag datums, game modes, abilities, and everything
related to the antag that could be a datum
*/
//ANTAGONIST
/datum/antagonist/wendigo
name = "wendigo"
antagpanel_category = "Wendigo"
/datum/antagonist/wendigo/on_gain()
if(istype(owner.current, /mob/living/carbon/human))
var/mob/living/carbon/wendigo/new_owner = new/mob/living/carbon/wendigo(get_turf(owner.current))
var/mob/current_body = owner.current
current_body.transfer_ckey(new_owner)
current_body.Destroy()
owner = new_owner.mind
owner.current = new_owner
..()
//HUD
//Contents: Intentions, Hands, Dropping/Throwing/Pulling, Inventory Equip
// Health + Souls on the bottom of screen
//TODO: Health doll, Soul counter (not devil)
/datum/hud/wendigo/New(mob/living/carbon/wendigo/owner)
..()
var/obj/screen/using
var/obj/screen/inventory/inv_box
var/widescreenlayout = FALSE //adds support for different hud layouts depending on widescreen pref
if(owner.client && owner.client.prefs && owner.client?.prefs?.widescreenpref)
widescreenlayout = FALSE
//CRAFTING
using = new /obj/screen/craft
using.icon = ui_style
if(!widescreenlayout)
using.screen_loc = ui_boxcraft
static_inventory += using
//LANG MENU
using = new/obj/screen/language_menu
using.icon = ui_style
if(!widescreenlayout)
using.screen_loc = ui_boxlang
static_inventory += using
//AREA EDITOR
using = new /obj/screen/area_creator
using.icon = ui_style
if(!widescreenlayout)
using.screen_loc = ui_boxarea
static_inventory += using
using = new /obj/screen/voretoggle()
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.screen_loc = ui_voremode
if(!widescreenlayout)
using.screen_loc = ui_boxvore
static_inventory += using
//INTENTS & ACTIONS
action_intent = new /obj/screen/act_intent/segmented
action_intent.icon_state = mymob.a_intent
static_inventory += action_intent
using = new /obj/screen/human/equip()
using.icon = ui_style
using.screen_loc = ui_equip_position(mymob)
static_inventory += using
using = new /obj/screen/mov_intent
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
using.screen_loc = ui_movi
static_inventory += using
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_overridden_resist
hotkeybuttons += using
using = new /obj/screen/restbutton()
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.screen_loc = ui_pull_resist
static_inventory += using
using = new /obj/screen/combattoggle()
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.screen_loc = ui_combat_toggle
static_inventory += using
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
static_inventory += using
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.screen_loc = ui_pull_resist
static_inventory += pull_icon
throw_icon = new /obj/screen/throw_catch()
throw_icon.icon = ui_style
throw_icon.screen_loc = ui_drop_throw
hotkeybuttons += throw_icon
//////
//INVENTORY
//////
build_hand_slots()
using = new /obj/screen/human/toggle()
using.icon = ui_style
using.screen_loc = ui_inventory
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand_position(owner,1)
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "neck"
inv_box.icon = ui_style
inv_box.icon_state = "neck"
inv_box.screen_loc = ui_neck
inv_box.slot_id =ITEM_SLOT_NECK
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_back
inv_box.slot_id =ITEM_SLOT_BACK
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "gloves"
inv_box.icon = ui_style
inv_box.icon_state = "gloves"
inv_box.screen_loc = ui_gloves
inv_box.slot_id =ITEM_SLOT_GLOVES
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "eyes"
inv_box.icon = ui_style
inv_box.icon_state = "glasses"
inv_box.screen_loc = ui_glasses
inv_box.slot_id =ITEM_SLOT_GLASSES
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "ears"
inv_box.icon = ui_style
inv_box.icon_state = "ears"
inv_box.screen_loc = ui_ears
inv_box.slot_id =ITEM_SLOT_EARS
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
inv_box.screen_loc = ui_head
inv_box.slot_id =ITEM_SLOT_HEAD
toggleable_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "belt"
inv_box.icon = ui_style
inv_box.icon_state = "belt"
inv_box.screen_loc = ui_belt
inv_box.slot_id =ITEM_SLOT_BELT
static_inventory += inv_box
//INFO DISPLAY
internals = new /obj/screen/internals()
infodisplay += internals
healths = new /obj/screen/healths()
infodisplay += healths
healthdoll = new /obj/screen/healthdoll()
infodisplay += healthdoll
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.update_icon(mymob)
static_inventory += zone_select
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
inv.hud = src
inv_slots[inv.slot_id] = inv
inv.update_icon()
/datum/hud/wendigo/hidden_inventory_update(mob/viewer)
if(!mymob)
return
var/mob/living/carbon/wendigo/W = mymob
var/mob/screenmob = viewer || W
if(screenmob.hud_used.inventory_shown && screenmob.hud_used.hud_shown)
if(W.gloves)
W.gloves.screen_loc = ui_gloves
screenmob.client.screen += W.gloves
if(W.ears)
W.ears.screen_loc = ui_ears
screenmob.client.screen += W.ears
if(W.glasses)
W.glasses.screen_loc = ui_glasses
screenmob.client.screen += W.glasses
if(W.wear_neck)
W.wear_neck.screen_loc = ui_neck
screenmob.client.screen += W.wear_neck
if(W.head)
W.head.screen_loc = ui_head
screenmob.client.screen += W.head
else
if(W.gloves) screenmob.client.screen -= W.gloves
if(W.ears) screenmob.client.screen -= W.ears
if(W.glasses) screenmob.client.screen -= W.glasses
if(W.wear_neck) screenmob.client.screen -= W.wear_neck
if(W.head) screenmob.client.screen -= W.head
/datum/hud/wendigo/persistent_inventory_update(mob/viewer)
if(!mymob)
return
..()
var/mob/living/carbon/wendigo/W = mymob
var/mob/screenmob = viewer || W
if(screenmob.hud_used)
if(screenmob.hud_used.hud_shown)
if(W.belt)
W.belt.screen_loc = ui_belt
screenmob.client.screen += W.belt
if(W.back)
W.back.screen_loc = ui_back
screenmob.client.screen += W.back
else
if(W.belt)
screenmob.client.screen -= W.belt
if(W.back)
screenmob.client.screen -= W.back
if(hud_version != HUD_STYLE_NOHUD)
for(var/obj/item/I in W.held_items)
I.screen_loc = ui_hand_position(W.get_held_index_of_item(I))
screenmob.client.screen += I
else
for(var/obj/item/I in W.held_items)
I.screen_loc = null
screenmob.client.screen -= I
/datum/hud/wendigo/show_hud(version = 0,mob/viewmob)
. = ..()
if(!.)
return
var/mob/screenmob = viewmob || mymob
hidden_inventory_update(screenmob)

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/obj/structure/soul_storage
name = "soul storage"
desc = "Stores souls!"
var/list/souls = list()
//This is a big WIP. I don't even want it having the name "soul storage" but it'll do for now
/obj/structure/soul_storage/Initialize(mapload)
. = ..()
GLOB.wendigo_soul_storages += src
/obj/structure/soul_storage/Destroy()
GLOB.wendigo_soul_storages -= src
return ..()

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/mob/living/carbon/wendigo/UnarmedAttack(atom/A, proximity)
A.attack_hand(src)
/mob/living/carbon/wendigo/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
if(incapacitated() || lying)
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
return FALSE
if(be_close && !in_range(M, src))
to_chat(src, "<span class='warning'>You are too far away!</span>")
return FALSE
return TRUE

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#define DEFAULT_MOVESPEED 1.5
//The mob itself
/mob/living/carbon/wendigo
name = "wendigo"
gender = FEMALE
unique_name = FALSE
hud_possible = list(HEALTH_HUD,STATUS_HUD,ID_HUD,WANTED_HUD,IMPLOYAL_HUD,IMPCHEM_HUD,IMPTRACK_HUD, NANITE_HUD, DIAG_NANITE_FULL_HUD,ANTAG_HUD,GLAND_HUD,SENTIENT_DISEASE_HUD)
hud_type = /datum/hud/wendigo
possible_a_intents = list(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM)
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
status_flags = CANSTUN //cant be knocked down, unconscious, or be pushed
maxHealth = 200
icon = 'hyperstation/icons/mobs/wendigo.dmi'
icon_state = "reference"
bodyparts = list(/obj/item/bodypart/chest/wendigo, /obj/item/bodypart/head/wendigo,
/obj/item/bodypart/l_arm/wendigo, /obj/item/bodypart/r_arm/wendigo,
/obj/item/bodypart/l_leg/wendigo, /obj/item/bodypart/r_leg/wendigo)
var/obj/item/belt = null
var/datum/physiology/physiology
var/obj/structure/soul_storage/connected_link
var/fake_breast_size = 5 //She doesn't actually have the organ, but we cache her breast size for rp reasons
var/fake_penis_size = 8
/mob/living/carbon/wendigo/Initialize(mapload)
. = ..()
/* //TODO: Uncomment when objectives + forest get finished
if(!connected_link)
if(!GLOB.wendigo_soul_storages.len)
connected_link = new /obj/structure/soul_storage(get_turf(src))
else
connected_link = pick(GLOB.wendigo_soul_storages)
gender = pick(FEMALE, MALE)
*/
if(gender == MALE)
fake_breast_size = 0
else
fake_penis_size = 0
real_name = name
//DAMAGE RESISTANCE
physiology = new()
physiology.brute_mod = 0.7
physiology.burn_mod = 1.25
physiology.tox_mod = -1
physiology.oxy_mod = 1
physiology.clone_mod = 0
physiology.stamina_mod = 0 //Running and attacking, prods
physiology.heat_mod = 2 //IM MELTIIINNNGGGG-!
physiology.cold_mod = 0
physiology.siemens_coeff = 0.2
physiology.stun_mod = 0 //prods n aggressive grab
//physiology.bleed_mod = 2
physiology.speed_mod = 0.9 //Should be faster than a normal person's walking speed
physiology.hunger_mod = 2 //We're gonna have a FEAST TONIGHT!
physiology.do_after_speed = 1
//Traits & Bodyparts
create_bodyparts()
create_internal_organs()
ADD_TRAIT(src, TRAIT_NOCLONE, "initialize")
add_verb(src, /mob/living/proc/mob_sleep)
add_verb(src, /mob/living/proc/lay_down)
add_movespeed_modifier("MOVESPEED_DEFAULT", multiplicative_slowdown=DEFAULT_MOVESPEED)
update_body_parts()
/mob/living/carbon/wendigo/Destroy()
QDEL_NULL(physiology)
return ..()
/mob/living/carbon/wendigo/update_body_parts()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
BP.update_limb()
/mob/living/carbon/wendigo/update_move_intent_slowdown()
var/mod = 0
if(m_intent == MOVE_INTENT_WALK)
mod = (CONFIG_GET(number/movedelay/walk_delay) / 2) //complete copy besides this part
else
mod = 1.30
if(!isnum(mod))
mod = 1
add_movespeed_modifier(MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED, TRUE, 100, override = TRUE, multiplicative_slowdown = mod)
/mob/living/carbon/wendigo/update_movespeed(resort=TRUE)
return (..() * physiology.speed_mod)
/mob/living/carbon/wendigo/can_hold_items()
return TRUE
/mob/living/carbon/wendigo/IsAdvancedToolUser()
return TRUE
/mob/living/carbon/wendigo/can_be_pulled()
return FALSE
/mob/living/carbon/wendigo/is_literate()
return TRUE
/mob/living/carbon/wendigo/canBeHandcuffed()
return TRUE
/mob/living/carbon/wendigo/update_inv_handcuffed()
return
/mob/living/carbon/wendigo/update_inv_legcuffed()
return
//
//ORGANS
//
/mob/living/carbon/wendigo/create_internal_organs()
internal_organs += new /obj/item/organ/eyes/wendigo
internal_organs += new /obj/item/organ/liver/wendigo
internal_organs += new /obj/item/organ/tongue
internal_organs += new /obj/item/organ/lungs
internal_organs += new /obj/item/organ/heart
internal_organs += new /obj/item/organ/stomach
internal_organs += new /obj/item/organ/ears
..()

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/mob/living/carbon/wendigo/examine(mob/user)
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
var/t_his = p_their()
var/t_him = p_them()
. = list("<span class='info'>*---------*\nThis is [icon2html(src, user)] \a <EM>[src]</EM>!")
if(handcuffed)
. += "<span class='warning'>[t_He] is [icon2html(handcuffed, user)] handcuffed!</span>"
if(legcuffed)
. += "<span class='warning'>[t_He] has [icon2html(legcuffed, user)] leg cuffs!</span>"
if(head)
. += "[t_He] is wearing [head.get_examine_string(user)] on [t_his] head."
if(wear_neck)
. += "[t_He] is wearing [wear_neck.get_examine_string(user)] around [t_his] neck."
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
. += "[t_He] is holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))]."
if(back)
. += "[t_He] has [back.get_examine_string(user)] on [t_his] back."
if(stat == DEAD)
. += "<span class='deadsay'>[t_He] is limp and unresponsive, with no signs of life.</span>"
var/list/msg = ("<span class='warning'>")
var/temp_hp = getBruteLoss()
if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY))
if(temp_hp)
if(temp_hp <= 25) msg += "[t_He] has minor bruising.\n"
else if(temp_hp <= 75) msg += "[t_He] has <B>moderate</B> bruising!\n"
else msg += "<B>[t_He] has severe bruising!</B>\n"
temp_hp = getFireLoss()
if(temp_hp)
if(temp_hp <= 25) msg += "[t_He] has minor burns.\n"
else if(temp_hp <= 50) msg += "[t_He] has <B>moderate</B> burns!\n"
else msg += "<B>[t_He] has severe burns!</B>\n"
if(fire_stacks > 0)
msg += "[t_He] is covered in something flammable.\n"
if(fire_stacks < 0)
msg += "[t_He] looks a little soaked.\n"
if(pulledby)
if(pulledby.grab_state)
msg += "[t_He] is restrained by [pulledby]'s grip.\n"
msg += "</span>"
. += msg
if(stat == UNCONSCIOUS)
. += "[t_He] isn't responding to anything around [t_him] and seems to be asleep."
else if(InCritical())
. += "[t_His] breathing is shallow and labored."
if(fake_breast_size < 16)
. += "You see a pair of breasts. You estimate them to be [ascii2text(round(fake_breast_size)+63)]-cups."
else if(!fake_breast_size && gender == FEMALE)
. += "You see a pair of breasts. They're small and flatchested, however."
else
. += "You see [pick("some serious honkers", "a real set of badonkers", "some dobonhonkeros", "massive dohoonkabhankoloos", "two big old tonhongerekoogers", "a couple of giant bonkhonagahoogs", "a pair of humongous hungolomghnonoloughongous")]. Their volume is way beyond cupsize now, measuring in about [round(fake_breast_size)]cm in diameter."
if(fake_penis_size)
. += "You see a flaccid human penis. You estimate it's about [round(fake_penis_size, 0.25)] inch[round(fake_penis_size, 0.25) != 1 ? "es" : ""] long." //would put girth here but lazy
if(connected_link)
if(connected_link.souls.len > 5)
. += "<span class='warning'><B>[t_His] eyes are glowing a deadly red.</B></span>"
else
var/A = "<span class='deadsay'>"
switch(connected_link.souls.len)
if(0)
A += "[t_He] looks malnourished and weak."
if(1)
A += "[t_He] looks hungry."
if(2 to 4)
A += "[t_He] is salivating."
if(5)
A += "[t_His] eyes are glowing red."
. += "[A]</span>"
else
. += "<span class='deadsay'>[t_He] looks lost.</span>"
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, .)
. += "*---------*</span>"

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//Snowflake metabolization with naughty organ manipulation
/mob/living/carbon/wendigo/proc/metabolize_hunger()
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
return
if(connected_link)
if(connected_link.souls.len > 3)
nutrition = min(800, nutrition + (HUNGER_FACTOR*connected_link.souls.len))
nutrition = max(0, nutrition - (HUNGER_FACTOR / (physiology.hunger_mod / (connected_link.souls.len + 1))))
else
nutrition = max(0, nutrition - (HUNGER_FACTOR / physiology.hunger_mod))
switch(nutrition)
if(NUTRITION_LEVEL_WELL_FED to INFINITY)
throw_alert("nutrition", /obj/screen/alert/full)
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
throw_alert("nutrition", /obj/screen/alert/sated)
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
throw_alert("nutrition", /obj/screen/alert/hungry)
if(0 to NUTRITION_LEVEL_STARVING)
throw_alert("nutrition", /obj/screen/alert/starving)
/mob/living/carbon/wendigo/reagent_check(datum/reagent/R)
if(istype(R, /datum/reagent/fermi))
var/had_changed = FALSE
if(R.type == /datum/reagent/fermi/penis_enlarger)
fake_penis_size += 0.25
had_changed = "penis_enlarger"
if(R.type == /datum/reagent/fermi/PEsmaller)
fake_penis_size = max(0, fake_penis_size - 0.25)
had_changed = "PEsmaller"
if(R.type == /datum/reagent/fermi/breast_enlarger)
fake_breast_size += 0.25
had_changed = "breast_enlarger"
if(R.type == /datum/reagent/fermi/BEsmaller)
fake_breast_size = max(0, fake_breast_size - 0.25)
had_changed = "BEsmaller"
if(had_changed)
R.volume -= R.metabolization_rate
if(round(fake_penis_size, 1) == fake_penis_size && fake_penis_size)
switch(had_changed)
if("penis_enlarger")
to_chat(src, "<span class='warning'>Your [pick(GLOB.gentlemans_organ_names)] [pick("swells up to", "flourishes into", "expands into", "bursts forth into", "grows eagerly into", "amplifys into")] a [fake_penis_size] inch penis.</b></span>")
if("PEsmaller")
if(fake_penis_size > 0)
to_chat(src, "<span class='warning'>Your [pick(GLOB.gentlemans_organ_names)] [pick("shrinks down to", "decreases into", "diminishes into", "deflates into", "shrivels regretfully into", "contracts into")] a [fake_penis_size] inch penis.</b></span>")
else if(round(fake_breast_size, 1) == fake_breast_size && fake_breast_size)
switch(had_changed)
if("breast_enlarger")
to_chat(src, "<span class='warning'>Your breasts [pick("swell up to", "flourish into", "expand into", "burst forth into", "grow eagerly into", "amplify into")] a [ascii2text(round(fake_breast_size)+63)]-cup.</b></span>")
if("BEsmaller)")
if(fake_breast_size > 0)
to_chat(src, "<span class='warning'>Your breasts [pick("shrink down to", "decrease into", "diminish into", "deflate into", "shrivel regretfully into", "contracts into")] a [ascii2text(round(fake_breast_size)+63)]-cup.</b></span>")
return TRUE

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/mob/living/carbon/wendigo/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/loc_temp = get_temperature(environment)
if(stat != DEAD)
adjust_bodytemperature(natural_bodytemperature_stabilization())
if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
if(loc_temp < bodytemperature)
adjust_bodytemperature(max((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
else
adjust_bodytemperature(min((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTHEAT))
switch(bodytemperature)
if(280 to 300)
throw_alert("temp", /obj/screen/alert/hot, 1)
apply_damage(HEAT_DAMAGE_LEVEL_1*physiology.heat_mod, BURN)
if(300 to 350)
throw_alert("temp", /obj/screen/alert/hot, 2)
apply_damage(HEAT_DAMAGE_LEVEL_2*physiology.heat_mod, BURN)
if(350 to INFINITY)
throw_alert("temp", /obj/screen/alert/hot, 3)
if(on_fire)
apply_damage(HEAT_DAMAGE_LEVEL_3*physiology.heat_mod, BURN)
else
apply_damage(HEAT_DAMAGE_LEVEL_2*physiology.heat_mod, BURN)
else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTCOLD))
if(!istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
switch(bodytemperature)
if(200 to 260)
throw_alert("temp", /obj/screen/alert/cold, 1)
apply_damage(COLD_DAMAGE_LEVEL_1*physiology.cold_mod, BURN)
if(0 to 120)
throw_alert("temp", /obj/screen/alert/cold, 2)
apply_damage(COLD_DAMAGE_LEVEL_2*physiology.cold_mod, BURN)
if(-INFINITY to 0)
throw_alert("temp", /obj/screen/alert/cold, 3)
apply_damage(COLD_DAMAGE_LEVEL_3*physiology.cold_mod, BURN)
else
clear_alert("temp")
else
clear_alert("temp")
//Account for massive pressure differences
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
switch(adjusted_pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
adjustBruteLoss(min((((adjusted_pressure / HAZARD_HIGH_PRESSURE)-1)*PRESSURE_DAMAGE_COEFFICIENT)*physiology.pressure_mod, MAX_HIGH_PRESSURE_DAMAGE))
throw_alert("pressure", /obj/screen/alert/highpressure, 2)
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
throw_alert("pressure", /obj/screen/alert/highpressure, 1)
if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
clear_alert("pressure")
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
else
adjustBruteLoss( LOW_PRESSURE_DAMAGE*physiology.pressure_mod )
throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
return
/mob/living/carbon/wendigo/handle_breath_temperature(datum/gas_mixture/breath)
if(abs(BODYTEMP_NORMAL - breath.temperature) > 50)
switch(breath.temperature)
if(-INFINITY to 0)
adjustFireLoss(3)
if(0 to 120) //We flourish in a cold environment
adjustFireLoss(1.5)
if(298 to 350) //But hoo boy do we not like the heat
adjustFireLoss(2)
if(350 to 800)
adjustFireLoss(3)
if(800 to INFINITY)
adjustFireLoss(8)
/mob/living/carbon/wendigo/handle_fire()
if(..())
return
adjust_bodytemperature(BODYTEMP_HEATING_MAX*physiology.heat_mod)
return
/mob/living/carbon/wendigo/adjustBruteLoss(amount, updating_health, forced)
return ..(amount*physiology.brute_mod, updating_health, forced)
/mob/living/carbon/wendigo/adjustFireLoss(amount, updating_health, forced)
return ..(amount*physiology.burn_mod, updating_health, forced)
/mob/living/carbon/wendigo/adjustToxLoss(amount, updating_health, forced)
return ..(amount*physiology.tox_mod, updating_health, forced)
/mob/living/carbon/wendigo/adjustOxyLoss(amount, updating_health, forced)
return ..(amount*physiology.oxy_mod, updating_health, forced)
/mob/living/carbon/wendigo/adjustCloneLoss(amount, updating_health, forced)
return ..(amount*physiology.clone_mod, updating_health, forced)
/mob/living/carbon/wendigo/adjustStaminaLoss(amount, updating_health, forced)
return ..(amount*physiology.stamina_mod, updating_health, forced)
/mob/living/carbon/wendigo/do_after_coefficent()
. = ..()
. *= physiology.do_after_speed
/mob/living/carbon/wendigo/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
return ..(shock_damage, source, physiology.siemens_coeff, safety, override, tesla_shock, illusion, stun)
/mob/living/carbon/wendigo/Stun(amount, updating, ignore_canstun)
return ..(amount*physiology.stun_mod, updating, ignore_canstun)
/mob/living/carbon/wendigo/Knockdown(amount, updating, ignore_canknockdown, override_hardstun, override_stamdmg)
return ..(amount*physiology.stun_mod, updating, ignore_canknockdown, override_hardstun, override_stamdmg)
/mob/living/carbon/wendigo/Unconscious(amount, updating, ignore_canunconscious)
return ..(amount*physiology.stun_mod, updating, ignore_canunconscious)
/mob/living/carbon/wendigo/bleed(amt)
return ..(amt*physiology.bleed_mod)

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/mob/living/carbon/wendigo/can_equip(obj/item/I, slot, disable_warning)
switch(slot)
if(SLOT_HANDS)
if(get_empty_held_indexes())
return TRUE
return FALSE
if(SLOT_GLASSES)
if(glasses)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_EYES))
return FALSE
return TRUE
if(SLOT_NECK)
if(wear_neck)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_NECK))
return FALSE
return TRUE
if(SLOT_EARS)
if(ears)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_EARS))
return FALSE
return TRUE
if(SLOT_GLOVES)
if(gloves)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_GLOVES))
return FALSE
return TRUE
if(SLOT_BACK)
if(back)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_BACK))
return FALSE
return TRUE
if(SLOT_IN_BACKPACK)
if(back)
if(SEND_SIGNAL(back, COMSIG_TRY_STORAGE_CAN_INSERT, I, src, TRUE))
return TRUE
return FALSE
if(SLOT_HEAD)
if(head)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_HEAD))
return FALSE
return TRUE
if(SLOT_BELT)
if(belt)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_BELT))
return FALSE
return TRUE
return FALSE
/mob/living/carbon/wendigo/equip_to_slot(obj/item/I, slot)
if(!..())
return
switch(slot)
if(SLOT_GLASSES)
glasses = I
update_inv_glasses()
if(SLOT_EARS)
ears = I
update_inv_ears()
if(SLOT_GLOVES)
gloves = I
update_inv_gloves()
return TRUE
/mob/living/carbon/wendigo/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
. = ..()
if(!. || !I)
return
else if(I == gloves)
gloves = null
if(!QDELETED(src))
update_inv_gloves()
else if(I == glasses)
glasses = null
var/obj/item/clothing/glasses/G = I
if(G.tint)
update_tint()
if(G.vision_correction)
if(HAS_TRAIT(src, TRAIT_NEARSIGHT))
overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
adjust_eye_damage(0)
if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
update_sight()
if(!QDELETED(src))
update_inv_glasses()
else if(I == ears)
ears = null
if(!QDELETED(src))
update_inv_ears()
else if(I == belt)
belt = null
if(!QDELETED(src))
update_inv_belt()

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/obj/item/organ/liver/wendigo
name = "rotten liver"
desc = "A liver from a wendigo. It looks like a spoiled tomato."
decay_factor = 0
/obj/item/organ/liver/wendigo/on_life()
var/mob/living/carbon/C = owner
if(istype(C))
damage = initial(maxHealth)
if(filterToxins && !HAS_TRAIT(owner, TRAIT_TOXINLOVER))
//handle liver toxin filtration
for(var/datum/reagent/toxin/T in C.reagents.reagent_list)
var/thisamount = C.reagents.get_reagent_amount(T.type)
if (thisamount && thisamount <= toxTolerance)
C.reagents.remove_reagent(T.type, 1)
C.reagents.metabolize(C, can_overdose=FALSE)
if(istype(C, /mob/living/carbon/wendigo))
var/mob/living/carbon/wendigo/A = C
A.metabolize_hunger()
/obj/item/organ/eyes/wendigo
sight_flags = SEE_MOBS
/obj/item/bodypart/head/wendigo
dismemberable = FALSE
max_damage = INFINITY
animal_origin = WENDIGO_BODYPART
/obj/item/bodypart/chest/wendigo
dismemberable = FALSE
max_damage = INFINITY
animal_origin = WENDIGO_BODYPART
/obj/item/bodypart/l_arm/wendigo
dismemberable = FALSE
max_damage = INFINITY
attack_verb = list("slashed", "clawed", "mauled")
animal_origin = WENDIGO_BODYPART
/obj/item/bodypart/r_arm/wendigo
dismemberable = FALSE
max_damage = INFINITY
attack_verb = list("slashed", "clawed", "mauled")
animal_origin = WENDIGO_BODYPART
/obj/item/bodypart/l_leg/wendigo
dismemberable = FALSE
max_damage = INFINITY
attack_verb = list("pounded", "stomped", "stamped", "kicked")
animal_origin = WENDIGO_BODYPART
/obj/item/bodypart/r_leg/wendigo
dismemberable = FALSE
max_damage = INFINITY
attack_verb = list("pounded", "stomped", "stamped", "kicked")
animal_origin = WENDIGO_BODYPART

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#define HEAD_X_OFFSET_NORTH 2
#define HEAD_Y_OFFSET_NORTH 8
#define HEAD_X_OFFSET_EAST 2
#define HEAD_Y_OFFSET_EAST 8
#define HEAD_X_OFFSET_SOUTH 8
#define HEAD_Y_OFFSET_SOUTH 2
#define HEAD_X_OFFSET_WEST 8
#define HEAD_Y_OFFSET_WEST -2
#define LHAND_X_OFFSET_NORTH -5
#define LHAND_Y_OFFSET_NORTH 3
#define LHAND_X_OFFSET_EAST -2
#define LHAND_Y_OFFSET_EAST 3
#define LHAND_X_OFFSET_SOUTH 8
#define LHAND_Y_OFFSET_SOUTH 3
#define LHAND_X_OFFSET_WEST -2
#define LHAND_Y_OFFSET_WEST 3
#define RHAND_X_OFFSET_NORTH 8
#define RHAND_Y_OFFSET_NORTH 3
#define RHAND_X_OFFSET_EAST 2
#define RHAND_Y_OFFSET_EAST 3
#define RHAND_X_OFFSET_SOUTH -5
#define RHAND_Y_OFFSET_SOUTH 3
#define RHAND_X_OFFSET_WEST 2
#define RHAND_Y_OFFSET_WEST 3
#define EARS_X_OFFSET_NORTH 0
#define EARS_Y_OFFSET_NORTH 0
#define EARS_X_OFFSET_EAST 0
#define EARS_Y_OFFSET_EAST 0
#define EARS_X_OFFSET_SOUTH 0
#define EARS_Y_OFFSET_SOUTH 0
#define EARS_X_OFFSET_WEST 0
#define EARS_Y_OFFSET_WEST 0
#define GLASSES_X_OFFSET_NORTH 5
#define GLASSES_Y_OFFSET_NORTH 10
#define GLASSES_X_OFFSET_EAST 1
#define GLASSES_Y_OFFSET_EAST 10
#define GLASSES_X_OFFSET_SOUTH -2
#define GLASSES_Y_OFFSET_SOUTH 10
#define GLASSES_X_OFFSET_WEST -1
#define GLASSES_Y_OFFSET_WEST 10
#define BELT_X_OFFSET_NORTH 0
#define BELT_Y_OFFSET_NORTH 10
#define BELT_X_OFFSET_EAST 0
#define BELT_Y_OFFSET_EAST 0
#define BELT_X_OFFSET_SOUTH 0
#define BELT_Y_OFFSET_SOUTH 0
#define BELT_X_OFFSET_WEST 0
#define BELT_Y_OFFSET_WEST 0
#define BACK_X_OFFSET_NORTH 1
#define BACK_Y_OFFSET_NORTH 8
#define BACK_X_OFFSET_EAST 0
#define BACK_Y_OFFSET_EAST 8
#define BACK_X_OFFSET_SOUTH 1
#define BACK_Y_OFFSET_SOUTH 8
#define BACK_X_OFFSET_WEST 0
#define BACK_Y_OFFSET_WEST 8
#define NECK_X_OFFSET_NORTH 2
#define NECK_Y_OFFSET_NORTH 10
#define NECK_X_OFFSET_EAST 0
#define NECK_Y_OFFSET_EAST 10
#define NECK_X_OFFSET_SOUTH 2
#define NECK_Y_OFFSET_SOUTH 10
#define NECK_X_OFFSET_WEST 0
#define NECK_Y_OFFSET_WEST 10
/mob/living/carbon/wendigo/setDir(newdir, ismousemovement)
if(dir == newdir)
return //Don't spend time regenerating icons when we don't move
. = ..()
regenerate_icons()
/mob/living/carbon/wendigo/regenerate_icons()
if(!..())
update_inv_head()
update_inv_gloves()
update_inv_ears()
update_inv_glasses()
update_inv_belt()
update_inv_back()
update_inv_neck()
update_transform()
/mob/living/carbon/wendigo/update_inv_gloves()
if(gloves)
gloves.screen_loc = ui_gloves
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += gloves
//GLASSES
/mob/living/carbon/wendigo/update_inv_glasses()
if(glasses)
glasses.screen_loc = ui_glasses
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += glasses
//EARS
/mob/living/carbon/wendigo/update_inv_ears()
remove_overlay(EARS_LAYER)
if(ears)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
inv.update_icon()
ears.screen_loc = ui_ears //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += ears
overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = ((ears.alternate_worn_icon) ? ears.alternate_worn_icon : 'icons/mob/ears.dmi'))
var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER]
switch(dir)
if(NORTH)
ears_overlay.pixel_x += EARS_X_OFFSET_NORTH
ears_overlay.pixel_y += EARS_Y_OFFSET_NORTH
if(EAST)
ears_overlay.pixel_x += EARS_X_OFFSET_EAST
ears_overlay.pixel_y += EARS_Y_OFFSET_EAST
if(SOUTH)
ears_overlay.pixel_x += EARS_X_OFFSET_SOUTH
ears_overlay.pixel_y += EARS_Y_OFFSET_SOUTH
if(WEST)
ears_overlay.pixel_x += EARS_X_OFFSET_WEST
ears_overlay.pixel_y += EARS_Y_OFFSET_WEST
overlays_standing[EARS_LAYER] = ears_overlay
apply_overlay(EARS_LAYER)
//BELT
/mob/living/carbon/wendigo/update_inv_belt()
remove_overlay(BELT_LAYER)
if(belt)
belt.screen_loc = ui_belt
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += belt
var/t_state = belt.item_state
if(!t_state)
t_state = belt.icon_state
overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = ((belt.alternate_worn_icon) ? belt.alternate_worn_icon : 'icons/mob/belt.dmi'))
var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER]
switch(dir)
if(NORTH)
belt_overlay.pixel_x += BELT_X_OFFSET_NORTH
belt_overlay.pixel_y += BELT_Y_OFFSET_NORTH
if(EAST)
belt_overlay.pixel_x += BELT_X_OFFSET_EAST
belt_overlay.pixel_y += BELT_Y_OFFSET_EAST
if(SOUTH)
belt_overlay.pixel_x += BELT_X_OFFSET_SOUTH
belt_overlay.pixel_y += BELT_Y_OFFSET_SOUTH
if(WEST)
belt_overlay.pixel_x += BELT_X_OFFSET_WEST
belt_overlay.pixel_y += BELT_Y_OFFSET_WEST
overlays_standing[BELT_LAYER] = belt_overlay
apply_overlay(BELT_LAYER)
//BACK
/mob/living/carbon/wendigo/update_inv_back()
..()
if(back)
back.screen_loc = ui_back
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += back
var/mutable_appearance/back_overlay = overlays_standing[BACK_LAYER]
if(back_overlay)
remove_overlay(BACK_LAYER)
switch(dir)
if(NORTH)
back_overlay.pixel_x += BACK_X_OFFSET_NORTH
back_overlay.pixel_y += BACK_Y_OFFSET_NORTH
if(EAST)
back_overlay.pixel_x += BACK_X_OFFSET_EAST
back_overlay.pixel_y += BACK_Y_OFFSET_EAST
if(SOUTH)
back_overlay.pixel_x += BACK_X_OFFSET_SOUTH
back_overlay.pixel_y += BACK_Y_OFFSET_SOUTH
if(WEST)
back_overlay.pixel_x += BACK_X_OFFSET_WEST
back_overlay.pixel_y += BACK_Y_OFFSET_WEST
overlays_standing[BACK_LAYER] = back_overlay
apply_overlay(BACK_LAYER)
//NECK
/mob/living/carbon/wendigo/update_inv_neck()
..()
if(wear_neck)
wear_neck.screen_loc = ui_neck
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_neck
var/mutable_appearance/neck_overlay = overlays_standing[NECK_LAYER]
if(neck_overlay)
remove_overlay(NECK_LAYER)
switch(dir)
if(NORTH)
neck_overlay.pixel_x += NECK_X_OFFSET_NORTH
neck_overlay.pixel_y += NECK_Y_OFFSET_NORTH
if(EAST)
neck_overlay.pixel_x += NECK_X_OFFSET_EAST
neck_overlay.pixel_y += NECK_Y_OFFSET_EAST
if(SOUTH)
neck_overlay.pixel_x += NECK_X_OFFSET_SOUTH
neck_overlay.pixel_y += NECK_Y_OFFSET_SOUTH
if(WEST)
neck_overlay.pixel_x += NECK_X_OFFSET_WEST
neck_overlay.pixel_y += NECK_Y_OFFSET_WEST
overlays_standing[NECK_LAYER] = neck_overlay
apply_overlay(NECK_LAYER)
//HANDS
/mob/living/carbon/wendigo/update_inv_hands()
remove_overlay(HANDS_LAYER)
if (handcuffed)
drop_all_held_items()
return
var/list/hands = list()
for(var/obj/item/I in held_items)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
I.screen_loc = ui_hand_position(get_held_index_of_item(I))
client.screen += I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
var/t_state = I.item_state
if(!t_state)
t_state = I.icon_state
var/icon_file = I.lefthand_file
var/righthand = 0
if(get_held_index_of_item(I) % 2 == 0)
icon_file = I.righthand_file
righthand = 1
var/mutable_appearance/thing = I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
if(righthand)
switch(dir)
if(NORTH)
thing.pixel_x += RHAND_X_OFFSET_NORTH
thing.pixel_y += RHAND_Y_OFFSET_NORTH
if(EAST)
thing = null //ghetto
if(SOUTH)
thing.pixel_x += RHAND_X_OFFSET_SOUTH
thing.pixel_y += RHAND_Y_OFFSET_SOUTH
if(WEST)
thing.pixel_x += RHAND_X_OFFSET_WEST
thing.pixel_y += RHAND_Y_OFFSET_WEST
else
switch(dir)
if(NORTH)
thing.pixel_x += LHAND_X_OFFSET_NORTH
thing.pixel_y += LHAND_Y_OFFSET_NORTH
if(EAST)
thing.pixel_x += LHAND_X_OFFSET_EAST
thing.pixel_y += LHAND_Y_OFFSET_EAST
if(SOUTH)
thing.pixel_x += LHAND_X_OFFSET_SOUTH
thing.pixel_y += LHAND_Y_OFFSET_SOUTH
if(WEST)
thing = null //ghetto
hands += thing
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
//HEAD
/mob/living/carbon/wendigo/update_inv_head()
remove_overlay(HEAD_LAYER)
if(head)
head.screen_loc = ui_head
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += head
var/mutable_appearance/head_icon = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi')
switch(dir)
if(NORTH)
head_icon.pixel_x += HEAD_X_OFFSET_NORTH
head_icon.pixel_y += HEAD_Y_OFFSET_NORTH
if(EAST)
head_icon.pixel_x += HEAD_X_OFFSET_EAST
head_icon.pixel_y += HEAD_Y_OFFSET_EAST
if(SOUTH)
head_icon.pixel_x += HEAD_X_OFFSET_SOUTH
head_icon.pixel_y += HEAD_Y_OFFSET_SOUTH
if(WEST)
head_icon.pixel_x += HEAD_X_OFFSET_WEST
head_icon.pixel_y += HEAD_Y_OFFSET_WEST
overlays_standing[SLOT_HEAD] = head_icon
update_hud_head(head)
apply_overlay(HEAD_LAYER)
#undef LHAND_X_OFFSET_NORTH
#undef LHAND_Y_OFFSET_NORTH
#undef LHAND_X_OFFSET_EAST
#undef LHAND_Y_OFFSET_EAST
#undef LHAND_X_OFFSET_SOUTH
#undef LHAND_Y_OFFSET_SOUTH
#undef LHAND_X_OFFSET_WEST
#undef LHAND_Y_OFFSET_WEST
#undef RHAND_X_OFFSET_NORTH
#undef RHAND_Y_OFFSET_NORTH
#undef RHAND_X_OFFSET_EAST
#undef RHAND_Y_OFFSET_EAST
#undef RHAND_X_OFFSET_SOUTH
#undef RHAND_Y_OFFSET_SOUTH
#undef RHAND_X_OFFSET_WEST
#undef RHAND_Y_OFFSET_WEST
#undef EARS_X_OFFSET_NORTH
#undef EARS_Y_OFFSET_NORTH
#undef EARS_X_OFFSET_EAST
#undef EARS_Y_OFFSET_EAST
#undef EARS_X_OFFSET_SOUTH
#undef EARS_Y_OFFSET_SOUTH
#undef EARS_X_OFFSET_WEST
#undef EARS_Y_OFFSET_WEST
#undef GLASSES_X_OFFSET_NORTH
#undef GLASSES_Y_OFFSET_NORTH
#undef GLASSES_X_OFFSET_EAST
#undef GLASSES_Y_OFFSET_EAST
#undef GLASSES_X_OFFSET_SOUTH
#undef GLASSES_Y_OFFSET_SOUTH
#undef GLASSES_X_OFFSET_WEST
#undef GLASSES_Y_OFFSET_WEST
#undef BELT_X_OFFSET_NORTH
#undef BELT_Y_OFFSET_NORTH
#undef BELT_X_OFFSET_EAST
#undef BELT_Y_OFFSET_EAST
#undef BELT_X_OFFSET_SOUTH
#undef BELT_Y_OFFSET_SOUTH
#undef BELT_X_OFFSET_WEST
#undef BELT_Y_OFFSET_WEST
#undef BACK_X_OFFSET_NORTH
#undef BACK_Y_OFFSET_NORTH
#undef BACK_X_OFFSET_EAST
#undef BACK_Y_OFFSET_EAST
#undef BACK_X_OFFSET_SOUTH
#undef BACK_Y_OFFSET_SOUTH
#undef BACK_X_OFFSET_WEST
#undef BACK_Y_OFFSET_WEST
#undef NECK_X_OFFSET_NORTH
#undef NECK_Y_OFFSET_NORTH
#undef NECK_X_OFFSET_EAST
#undef NECK_Y_OFFSET_EAST
#undef NECK_X_OFFSET_SOUTH
#undef NECK_Y_OFFSET_SOUTH
#undef NECK_X_OFFSET_WEST
#undef NECK_Y_OFFSET_WEST

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//Hyperstation Arousal hud
//This needs alot of attention, im a bad coder. a shitty attempt at making a more user friendly/modern hud
//if you wanna use this on your own server go ahead, but alittle credit would always be nice! -quotefox
//This still uses alot of cits arousal system!
/obj/screen/arousal/ui_interact(mob/user)
. = ..()
var/dat = {"<B>Genitals</B><BR><HR>"}
var/mob/living/carbon/U = user
for(var/obj/item/organ/genital/G in U.internal_organs)
if(!G.nochange)
if(!G.dontlist)
// GS13: Fix spelling
dat += "<a href='byond://?src=[REF(src)];hide[G.name]=1'>[G.mode == "hidden" ? "[G.name] <font color='red'>(Hidden)</font>" : (G.mode == "clothes" ? "[G.name] <font color='yellow'>(Hidden by Clothes)</font>" : (G.mode == "visible" ? "[G.name] <font color='green'>(Visible)</font>" : "[G.name] <font color='green'>(Visible)</font>"))]</a><BR>"
dat += {"<BR><B>Contexual Options</B><BR><HR>"}
var/obj/item/organ/genital/penis/P = user.getorganslot("penis")
//Options
dat += "<a href='byond://?src=[REF(src)];masturbate=1'>Masturbate</A>"
dat += "(Stimulate a sexual organ with your hands.)<BR>"
dat += "<a href='byond://?src=[REF(src)];climax=1'>Climax</A>"
dat += "(Orgasm from a sexual organ.)<BR>"
dat += "<a href='byond://?src=[REF(src)];container=1'>Fill container</A>"
dat += "(Use a container in your hand to collect your seminal fluid.)<BR>"
var/mob/living/carbon/human/C = usr
if(C && C.w_uniform || C.wear_suit) //if they are wearing cloths
dat += "<a href='byond://?src=[REF(src)];clothesplosion=1'>Explode out of clothes</A>"
dat += "(Flex your body to cause your clothes to burst apart.)<BR>"
if(user.pulling)
dat += "<a href='byond://?src=[REF(src)];kiss=1'>Kiss [user.pulling]</A>"
dat += "(Kiss a partner, or object.)<BR>"
dat += "<a href='byond://?src=[REF(src)];feed=1'>Feed [user.pulling]</A>"
dat += "(Feed a partner.)<BR>"
dat += "<a href='byond://?src=[REF(src)];feedfrom=1'>Feed from [user.pulling]</A>"
dat += "(Feed a partner.)<BR>"
else
dat += "<span class='linkOff'>Kiss</span></A>"
dat += "(Requires a partner)<BR>"
dat += "<span class='linkOff'>Feed others</span></A>"
dat += "(Requires a partner)<BR>"
dat += "<span class='linkOff'>Feed from others</span></A>"
dat += "(Requires a partner)<BR>"
dat += "<a href='byond://?src=[REF(src)];feedyourself=1'>Feed yourself</A>"
dat += "(Feed yourself with your own genitals)<BR>"
var/obj/item/organ/genital/belly/Belly = user.getorganslot("belly")
if(Belly)
if(Belly.inflatable)
// GS13: Fix description
dat += "<a href='byond://?src=[REF(src)];shrink_belly=1'>Decrease belly size</A>"
dat += "(Shrink your belly down a size)<BR>"
dat += "<a href='byond://?src=[REF(src)];inflate_belly=1'>Increase belly size</A>"
dat += "(Bloat your belly up a size)<BR>"
if(user.pulling)
dat += "<a href='byond://?src=[REF(src)];climaxover=1'>Climax over [user.pulling]</A>" //you can cum on objects if you really want...
dat += "(Orgasm over a person or object.)<BR>"
if(isliving(user.pulling))
if(iscarbon(user.pulling))
dat += "<a href='byond://?src=[REF(src)];climaxwith=1'>Climax with [user.pulling]</A>"
dat += {"(Orgasm with another person.)<BR>"}
var/mob/living/carbon/human/H = user.pulling
if(H.breedable && P && H)
dat += "<a href='byond://?src=[REF(src)];impreg=1'>Impregnate [U.pulling] ([clamp(U.impregchance,0,100)]%)</A>"
dat += "(Climax inside another person, and attempt to knock them up.)<BR>"
else
dat += "<span class='linkOff'>Climax over</span></A>"
dat += "(Requires a partner)<BR>"
dat += "<span class='linkOff'>Climax with</span></A>"
dat += "(Requires a partner)<BR>"
//old code needs to be cleaned
if(P)
if(P.condom == 1)
dat += "<a href='byond://?src=[REF(src)];removecondom=1'>Remove condom (penis)</A><BR>"
if(P.sounding == 1)
dat += "<a href='byond://?src=[REF(src)];removesound=1'>Remove sounding rod (penis)</A><BR>"
for(var/obj/item/organ/genital/G in U.internal_organs)
if(G.equipment) //they have equipment
dat += "<a href='byond://?src=[REF(src)];removeequipment[G.name]=1;'>Remove [G.equipment.name] ([G.name])</A><BR>"
dat += {"<HR>"}//Newline for the objects
//bottom options
dat += "<a href='byond://?src=[REF(src)];refresh=1'>Refresh</A>"
dat += "<a href='byond://?src=[REF(src)];omenu=1'>Old Menu</A>"
dat += "<a href='byond://?src=[REF(src)];underwear=1'>Toggle Undergarments </A>"
dat += "<BR>"
var/datum/browser/popup = new(user, "arousal", "Arousal Panel")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state), 500,600)
popup.open()
/obj/screen/arousal/Topic(href, href_list)
. = ..() //Sanity checks.
if(..())
return
var/mob/living/carbon/human/H = usr
if (!H)
return
if(usr.stat==1) //No sleep-masturbation, you're unconscious.
to_chat(usr, "<span class='warning'>You must be conscious to do that!</span>")
usr << browse(null, "window=arousal") //closes the window
return
if(usr.stat==3)
to_chat(usr, "<span class='warning'>You must be alive to do that!</span>")
usr << browse(null, "window=arousal") //closes the window
return
if(href_list["hidepenis"])
var/obj/item/organ/genital/penis/P = usr.getorganslot("penis")
var/picked_visibility = input(usr, "Choose visibility", "Expose/Hide genitals", "Hidden by clothes") in list("Always visible", "Hidden by clothes", "Always hidden")
P.toggle_visibility(picked_visibility)
if(href_list["hidevagina"])
var/obj/item/organ/genital/vagina/V = usr.getorganslot("vagina")
var/picked_visibility = input(usr, "Choose visibility", "Expose/Hide genitals", "Hidden by clothes") in list("Always visible", "Hidden by clothes", "Always hidden")
V.toggle_visibility(picked_visibility)
if(href_list["hidebreasts"])
var/obj/item/organ/genital/breasts/B = usr.getorganslot("breasts")
var/picked_visibility = input(usr, "Choose visibility", "Expose/Hide genitals", "Hidden by clothes") in list("Always visible", "Hidden by clothes", "Always hidden")
B.toggle_visibility(picked_visibility)
if(href_list["hidebelly"])
var/obj/item/organ/genital/belly/E = usr.getorganslot("belly")
var/picked_visibility = input(usr, "Choose visibility", "Expose/Hide genitals", "Hidden by clothes") in list("Always visible", "Hidden by clothes", "Always hidden")
E.toggle_visibility(picked_visibility)
if(href_list["hideanus"])
var/obj/item/organ/genital/anus/A = usr.getorganslot("anus")
var/picked_visibility = input(usr, "Choose visibility", "Expose/Hide genitals", "Hidden by clothes") in list("Always visible", "Hidden by clothes", "Always hidden")
A.toggle_visibility(picked_visibility)
if(href_list["hidetesticles"])
var/obj/item/organ/genital/testicles/T = usr.getorganslot("testicles")
var/picked_visibility = input(usr, "Choose visibility", "Expose/Hide genitals", "Hidden by clothes") in list("Always visible", "Hidden by clothes", "Always hidden")
T.toggle_visibility(picked_visibility)
if(href_list["masturbate"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //requires 33% arousal.
H.solomasturbate()
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["container"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //requires 33% arousal.
H.cumcontainer()
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["clothesplosion"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //Requires 33% arousal.
H.clothesplosion()
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["climax"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //requires 33% arousal.
H.climaxalone(FALSE)
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["climaxover"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //requires 33% arousal.
H.climaxover(usr.pulling)
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["climaxwith"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //requires 33% arousal.
H.climaxwith(usr.pulling)
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["impreg"])
if (H.arousalloss >= (H.max_arousal / 100) * 33) //requires 33% arousal.
H.impregwith(usr.pulling)
return
else
to_chat(usr, "<span class='warning'>You aren't aroused enough for that! </span>")
return
if(href_list["kiss"])
if(usr.pulling)
kiss()
else
to_chat(usr, "<span class='warning'>You cannot do this alone!</span>")
return
if(href_list["feed"])
if(usr.pulling)
feed()
else
to_chat(usr, "<span class='warning'>You cannot do this alone!</span>")
return
if(href_list["feedfrom"])
if(usr.pulling)
feedfrom()
else
to_chat(usr, "<span class='warning'>You cannot do this alone!</span>")
return
if(href_list["feedyourself"])
feedyourself()
return
if(href_list["shrink_belly"])
var/obj/item/organ/genital/belly/E = usr.getorganslot("belly")
if(E.size > 0)
to_chat(usr, "<span class='userlove'>You feel your belly diminish.</span>")
E.size -= 1
H.update_genitals()
else
to_chat(usr, "<span class='warning'>Your belly is already at the minimum size! </span>")
if(href_list["inflate_belly"])
var/obj/item/organ/genital/belly/E = usr.getorganslot("belly")
if(E.size < 11)
to_chat(usr, "<span class='userlove'>You feel your belly bloat out..</span>")
E.size += 1
H.update_genitals()
else
to_chat(usr, "<span class='warning'>Your belly is already at the maximum size! </span>")
if(href_list["removecondom"])
H.menuremovecondom()
if(href_list["removesound"])
H.menuremovesounding()
if(href_list["removeequipmentpenis"])
var/obj/item/organ/genital/penis/O = usr.getorganslot("penis")
var/obj/item/I = O.equipment
usr.put_in_hands(I)
O.equipment = null
if(href_list["removeequipmentbreasts"])
var/obj/item/organ/genital/breasts/O = usr.getorganslot("breasts")
var/obj/item/I = O.equipment
usr.put_in_hands(I)
O.equipment = null
if(href_list["removeequipmentvagina"])
var/obj/item/organ/genital/vagina/O = usr.getorganslot("vagina")
var/obj/item/I = O.equipment
usr.put_in_hands(I)
if(istype(I, /obj/item/portalpanties))
var/obj/item/portalpanties/P = I
P.remove()
O.equipment = null
if(href_list["removeequipmentbelly"])
var/obj/item/organ/genital/belly/O = usr.getorganslot("belly")
var/obj/item/I = O.equipment
usr.put_in_hands(I)
O.equipment = null
if(href_list["removeequipmentanus"])
var/obj/item/organ/genital/anus/O = usr.getorganslot("anus")
var/obj/item/I = O.equipment
usr.put_in_hands(I)
O.equipment = null
if(href_list["omenu"])
usr << browse(null, "window=arousal") //closes the window
H.mob_climax()
return
if(href_list["underwear"])
H.underwear_toggle()
return
src.ui_interact(usr)
obj/screen/arousal/proc/kiss()
if(usr.restrained(TRUE))
to_chat(usr, "<span class='warning'>You can't do that while restrained!</span>")
return
var/mob/living/carbon/human/H = usr
if (H)
H.kisstarget(H.pulling)
obj/screen/arousal/proc/feed()
if(usr.restrained(TRUE))
to_chat(usr, "<span class='warning'>You can't do that while restrained!</span>")
return
var/mob/living/carbon/human/H = usr
if (H)
H.genitalfeed(H.pulling)
obj/screen/arousal/proc/feedfrom()
if(usr.restrained(TRUE))
to_chat(usr, "<span class='warning'>You can't do that while restrained!</span>")
return
var/mob/living/carbon/human/H = usr
if (H)
H.genitalfeedfrom(H.pulling)
obj/screen/arousal/proc/feedyourself()
if(usr.restrained(TRUE))
to_chat(usr, "<span class='warning'>You can't do that while restrained!</span>")
return
var/mob/living/carbon/human/H = usr
if (H)
H.genitalfeedyourself()
/mob/living/carbon/human/proc/menuremovecondom()
if(restrained(TRUE))
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
var/obj/item/organ/genital/penis/P = getorganslot("penis")
if(!P.condom)
to_chat(src, "<span class='warning'>You don't have a condom on!</span>")
return
if(P.condom)
to_chat(src, "<span class='warning'>You tug the condom off the end of your penis!</span>")
removecondom()
src.ui_interact(usr) //reopen dialog
return
return
/mob/living/carbon/human/proc/menuremovesounding()
if(restrained(TRUE))
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
var/obj/item/organ/genital/penis/P = getorganslot("penis")
if(!P.sounding)
to_chat(src, "<span class='warning'>You don't have a rod inside!</span>")
return
if(P.sounding)
to_chat(src, "<span class='warning'>You pull the rod off from the tip of your penis!</span>")
removesounding()
src.ui_interact(usr) //reopen dialog
return
return
/mob/living/carbon/human/proc/solomasturbate()
if(restrained(TRUE))
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_masturbate_genitals()
if(picked_organ)
src << browse(null, "window=arousal") //closes the window
mob_masturbate(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
//Kissing target proc
/mob/living/carbon/human/proc/kisstarget(mob/living/L)
src << browse(null, "window=arousal") //closes the arousal window, if its open, mainly to stop spam
if(isliving(L)) //is your target living? Living people can resist your advances if they want to via moving.
if(iscarbon(L))
src.visible_message("<span class='notice'>[src] is about to kiss [L]!</span>", \
"<span class='notice'>You're attempting to kiss [L]!</span>", \
"<span class='notice'>You're attempting to kiss with something!</span>")
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "kissed", /datum/mood_event/kiss) //how cute, affection is nice.
//Well done you kissed it/them!
src.visible_message("<span class='notice'>[src] kisses [L]!</span>", \
"<span class='notice'>You kiss [L]!</span>", \
"<span class='notice'>You kiss something!</span>")
/mob/living/carbon/human/proc/climaxalone()
//we dont need hands to climax alone, its hands free!
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
src << browse(null, "window=arousal") //closes the window
mob_climax_outside(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
/mob/living/carbon/human/proc/climaxwith(mob/living/T)
var/mob/living/carbon/human/L = pick_partner()
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
var/mob/living/partner = L
if(partner)
src << browse(null, "window=arousal") //alls fine, we can close the window now.
var/obj/item/organ/genital/penis/P = picked_organ
var/spillage = "No" //default to no, just incase player has items on to prevent climax
if(!P.condom == 1&&!P.sounding == 1) //you cant climax with a condom on or sounding in.
spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as anything in list("Yes", "No")
if(spillage == "Yes")
mob_climax_partner(picked_organ, partner, TRUE, FALSE, FALSE)
else
mob_climax_partner(picked_organ, partner, FALSE, FALSE, FALSE)
else
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
/mob/living/carbon/human/proc/climaxover(mob/living/T)
var/mob/living/carbon/human/L = T
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
src << browse(null, "window=arousal") //alls fine, we can close the window now.
var/mob/living/partner = L
if(partner)
var/obj/item/organ/genital/penis/P = picked_organ
if(P.condom == 1)
to_chat(src, "<span class='warning'>You cannot do this action with a condom on.</span>")
return
if(P.sounding == 1)
to_chat(src, "<span class='warning'>You cannot do this action with a sounding in.</span>")
return
mob_climax_partner(picked_organ, partner, FALSE, FALSE, TRUE)
else
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
/mob/living/carbon/human/proc/clothesplosion()
if(usr.restrained(TRUE))
to_chat(usr, "<span class='warning'>You can't do that while restrained!</span>")
return
var/mob/living/carbon/human/H = src
var/items = H.get_contents()
for(var/obj/item/W in items)
if(W == H.w_uniform || W == H.wear_suit)
H.dropItemToGround(W, TRUE)
playsound(H.loc, 'sound/items/poster_ripped.ogg', 50, 1)
H.visible_message("<span class='boldnotice'>[H] explodes out of their clothes!'</span>")
/mob/living/carbon/human/proc/impregwith(mob/living/T)
var/mob/living/carbon/human/L = pick_partner()
var/obj/item/organ/genital/picked_organ
picked_organ = src.getorganslot("penis") //Impregnation must be done with a penis.
if(picked_organ)
var/mob/living/partner = L
if(partner)
if(!partner.breedable)//check if impregable.
to_chat(src, "<span class='warning'>Your partner cannot be impregnated.</span>")//some fuckary happening, you shouldnt even get to this point tbh.
return
var/obj/item/organ/genital/penis/P = picked_organ
//you cant impreg with a condom on or sounding in.
if(P.condom == 1)
to_chat(src, "<span class='warning'>You cannot do this action with a condom on.</span>")
return
if(P.sounding == 1)
to_chat(src, "<span class='warning'>You cannot do this action with a sounding in.</span>")
return
src << browse(null, "window=arousal") //alls fine, we can close the window now.
//Keeping this for messy fun
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as anything in list("Yes", "No")
if(spillage == "Yes")
mob_climax_partner(picked_organ, partner, TRUE, TRUE, FALSE)
else
mob_climax_partner(picked_organ, partner, FALSE, TRUE, FALSE)
else
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return
else //no penis :(
to_chat(src, "<span class='warning'>You cannot impregnate without a penis.</span>")
return
/mob/living/carbon/human/proc/cumcontainer(mob/living/T)
//We'll need hands and no restraints.
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
src << browse(null, "window=arousal")
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
if(fluid_container)
mob_fill_container(picked_organ, fluid_container)
return
else
to_chat(src, "<span class='warning'>You cannot do this without anything to fill.</span>")
return
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing genitals.</span>")
return
/atom/proc/add_cum_overlay() //This can go in a better spot, for now its here.
cum_splatter_icon = icon(initial(icon), initial(icon_state), , 1)
cum_splatter_icon.Blend("#fff", ICON_ADD)
cum_splatter_icon.Blend(icon('hyperstation/icons/effects/cumoverlay.dmi', "cum_obj"), ICON_MULTIPLY)
add_overlay(cum_splatter_icon)
/atom/proc/wash_cum()
cut_overlay(mutable_appearance('hyperstation/icons/effects/cumoverlay.dmi', "cum_normal"))
cut_overlay(mutable_appearance('hyperstation/icons/effects/cumoverlay.dmi', "cum_large"))
if(cum_splatter_icon)
cut_overlay(cum_splatter_icon)
return TRUE
/mob/living/carbon/human/proc/genitalfeed(mob/living/L, mb_time = 30)
if(isliving(L)) //is your target living? Living people can resist your advances if they want to via moving.
if(iscarbon(L))
var/obj/item/organ/genital/picked_organ
var/total_fluids = 0
var/datum/reagents/fluid_source = null
src << browse(null, "window=arousal")
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
if(picked_organ.name == "penis")//if the select organ is a penis
var/obj/item/organ/genital/penis/P = src.getorganslot("penis")
if(P.condom) //if the penis is condomed
to_chat(src, "<span class='warning'>You cannot feed someone when there is a condom over your [picked_organ.name].</span>")
return
if(P.sounding) //if the penis is sounded
to_chat(src, "<span class='warning'>You cannot feed someone when there is a rod inside your [picked_organ.name].</span>")
return
if(picked_organ.producing) //Can it produce its own fluids, such as breasts?
fluid_source = picked_organ.reagents
else
if(!picked_organ.linked_organ)
to_chat(src, "<span class='warning'>Your [picked_organ.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = picked_organ.linked_organ.reagents
total_fluids = fluid_source.total_volume
src.visible_message("<span class='love'>[src] starts to feed [L.name] with their [picked_organ.name].</span>", \
"<span class='userlove'>You feed [L.name] with your [picked_organ.name].</span>")
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids)
src.visible_message("<span class='love'>[src] uses [p_their()] [picked_organ.name] to feed [L.name]!</span>", \
"<span class='userlove'>You used your [picked_organ.name] to feed [L.name] a total of [total_fluids]u's.</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
if(picked_organ.can_climax)
setArousalLoss(min_arousal)
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing exposed genitals.</span>")
return
/mob/living/carbon/human/proc/genitalfeedfrom(mob/living/target, mb_time = 30)
var/mob/living/carbon/human/L = target
var/obj/item/organ/genital/picked_organ
var/total_fluids = 0
var/datum/reagents/fluid_source = null
src << browse(null, "window=arousal")
var/list/genitals_list = list()
var/list/worn_stuff = L.get_equipped_items()
for(var/obj/item/organ/genital/G in L.internal_organs)
if(G.can_climax) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
if(!G.dontlist)
genitals_list += G
if(genitals_list.len)
picked_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
else
return
if(picked_organ)
//Good, got an organ, time to pick a container
if(picked_organ.name == "penis")//if the select organ is a penis
var/obj/item/organ/genital/penis/P = L.getorganslot("penis")
if(P.condom) //if the penis is condomed
to_chat(src, "<span class='warning'>You cannot feed from [picked_organ.name] when there is a condom over it.</span>")
return
if(P.sounding) //if the penis is sounded
to_chat(src, "<span class='warning'>You cannot feed from [picked_organ.name] when there is a rod inside it.</span>")
return
if(picked_organ.producing) //Can it produce its own fluids, such as breasts?
fluid_source = picked_organ.reagents
else
if(!picked_organ.linked_organ)
to_chat(src, "<span class='warning'>The [picked_organ.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = picked_organ.linked_organ.reagents
total_fluids = fluid_source.total_volume
src.visible_message("<span class='love'>[src] starts to feed from [L.name]'s [picked_organ.name].</span>", \
"<span class='userlove'>You feed from [L.name]'s '[picked_organ.name].</span>")
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(src, total_fluids)
src.visible_message("<span class='love'>[src] feeds from [L.name]'s [picked_organ.name]!</span>", \
"<span class='userlove'>You used [L.name]'s [picked_organ.name] to feed with a total of [total_fluids]u's.</span>")
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
if(picked_organ.can_climax)
L.setArousalLoss(min_arousal)
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing exposed genitals.</span>")
return
/mob/living/carbon/human/proc/genitalfeedyourself(mb_time = 30)
var/obj/item/organ/genital/picked_organ
var/total_fluids = 0
var/datum/reagents/fluid_source = null
src << browse(null, "window=arousal")
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
if(picked_organ.name == "penis")//if the select organ is a penis
var/obj/item/organ/genital/penis/P = src.getorganslot("penis")
if(P.condom) //if the penis is condomed
to_chat(src, "<span class='warning'>You cannot feed yourself when there is a condom over your [picked_organ.name].</span>")
return
if(P.sounding) //if the penis is sounded
to_chat(src, "<span class='warning'>You cannot feed yourself when there is a rod inside your [picked_organ.name].</span>")
return
if(picked_organ.producing) //Can it produce its own fluids, such as breasts?
fluid_source = picked_organ.reagents
else
if(!picked_organ.linked_organ)
to_chat(src, "<span class='warning'>Your [picked_organ.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = picked_organ.linked_organ.reagents
total_fluids = fluid_source.total_volume
src.visible_message("<span class='love'>[src] starts to feed themselves with their [picked_organ.name].</span>", \
"<span class='userlove'>You feed yourself with your [picked_organ.name].</span>")
if(do_after(src, mb_time))
fluid_source.trans_to(src, total_fluids)
src.visible_message("<span class='love'>[src] uses [p_their()] [picked_organ.name] to feed themselves!</span>", \
"<span class='userlove'>You used your [picked_organ.name] to feed yourself a total of [total_fluids]u's.</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
if(picked_organ.can_climax)
setArousalLoss(min_arousal)
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing exposed genitals.</span>")
return

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/mob/living/carbon/human/handle_creampie()
if(NOBLOOD in dna.species.species_traits)
cumdrip_rate = 0
return
if(cumdrip_rate < 0)
cumdrip_rate = 0
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE)))
cumdrip_rate = cumdrip_rate - 1
cumdrip()
/mob/living/carbon/human/proc/cumdrip()
if(isturf(loc))
new/obj/effect/decal/cleanable/semendrip(get_turf(src))

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/datum/export/plutonium_rod
cost = 20000
unit_name = "Plutonium Rod"
export_types = list(/obj/item/twohanded/required/fuel_rod/plutonium)

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/datum/export/sweatshop/stool
cost = 850
unit_name = "custom stool"
export_types = list(/obj/item/processed/wood/stool)
/datum/export/sweatshop/cushion
cost = 300
unit_name = "cloth cushion"
export_types = list(/obj/item/cushion)
/datum/export/sweatshop/cushionsilk
cost = 500
unit_name = "silk cushion"
export_types = list(/obj/item/cushion)
/datum/export/sweatshop/stool/cushioncloth
cost = 1800
unit_name = "cushioned stool (cloth)"
export_types = list(/obj/item/processed/wood/stoolcloth)
/datum/export/sweatshop/stool/cushionsilk
cost = 2400
unit_name = "cushioned stool (cloth)"
export_types = list(/obj/item/processed/wood/stoolsilk)

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/datum/supply_pack/service/stripperpole
name = "Stripper Pole Crate"
desc = "No private bar is complete without a stripper pole, show off the goods! Comes with a ready-to-assemble stripper pole, and a complementary wrench to get things set up!"
cost = 3550
contains = list(/obj/item/polepack/,
/obj/item/wrench/)
crate_name = "stripper pole crate"

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/obj/item/processed/metal
name = "Heated Metal"
desc = "A malleable metal, able to be cut into nails."
icon = 'hyperstation/icons/obj/cargo/sweatshop/metal.dmi'
icon_state = "metal"
sharpness = TRUE

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//THE TOOLS
/obj/item/carpentry
name = "carpentry"
desc = "You shouldn't be seeing this!"
icon = 'hyperstation/icons/obj/cargo/sweatshop/sweatshop.dmi'
usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg')
/obj/item/carpentry/handsaw
name = "handsaw"
desc = "A shoddy tool used to process wood into smaller segments."
icon_state = "handsaw"
slot_flags = ITEM_SLOT_BACK
force = 8
sharpness = TRUE
w_class = WEIGHT_CLASS_HUGE
materials = list(MAT_METAL=50)
attack_verb = list("slashed", "sawed")
/obj/item/carpentry/hammer
name = "hammer"
desc = "A tool used to manually bash nails into place."
icon_state = "hammer"
slot_flags = ITEM_SLOT_BELT
force = 7
sharpness = FALSE
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=100)
attack_verb = list("bonked", "nailed")
/obj/item/carpentry/glue
name = "glue"
desc = "Used to haphazardly stick things together; secured by the toughest Monkey Glue(TM)."
icon_state = "glue"
force = 0
sharpness = FALSE
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_PLASTIC=25)
attack_verb = list("glued", "coughed")
/obj/item/carpentry/borer
name = "manual borer"
desc = "An incredibly awful tool used to manually drill holes into something... Surely there's a better option."
icon_state = "borer"
force = 3
sharpness = TRUE
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=25)
attack_verb = list("bored", "drilled")
/obj/item/carpentry/sandpaper
name = "sandpaper strip"
desc = "A strip of sandpaper, commonly used for sanding down rough surfaces into a more smooth shape."
icon_state = "sandpaper"
force = 1
sharpness = FALSE
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_GLASS=1) //lmao
attack_verb = list("sanded", "licked")
/obj/item/nails
name = "metal nails"
desc = "A bunch of nails, used for hammering into things."
icon = 'hyperstation/icons/obj/cargo/sweatshop/sweatshop.dmi'
icon_state = "nails"
force = 0
sharpness = TRUE
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=10)
attack_verb = list("nailed", "screwed")
/obj/item/cushion
name = "basic cushion"
desc = "Beats sitting on the floor."
icon = 'hyperstation/icons/obj/cargo/sweatshop/cloth.dmi'
icon_state = "clothcushion"
force = 0
sharpness = FALSE
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("thomped", "thwacked")
/obj/item/cushion/silk
name = "silk cushion"
desc = "How'd it turn red?!"
icon_state = "silkcushion"
//BASIC RECIPES - To do, add sound. As well as refactor everything in a more smart way so we can add the possibility of multiple wood types in the future.
//saw a plank into two platforms
/obj/item/processed/wood/plank/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/handsaw))
to_chat(user,"<span class='notice'> You begin to saw [src] in half...</span>")
if(do_after(user, 40) && isturf(loc))
new src.sawobj(loc)
new src.sawobj(loc) //send help i dont know how to make two in the same line lmfao
to_chat(user, "<span class='notice'> You saw [src] in half.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to saw [src]!</span>")
else
..()
//saw a platform into four blocks
/obj/item/processed/wood/platform/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/handsaw))
to_chat(user,"<span class='notice'> You begin cut [src] into smaller pieces...</span>")
if(do_after(user, 20) && isturf(loc))
new src.sawobj(loc)
new src.sawobj(loc)
new src.sawobj(loc)
new src.sawobj(loc)
to_chat(user, "<span class='notice'> You cut [src] into four pieces.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to saw [src]!</span>")
else
..()
//sand a block into a peg
/obj/item/processed/wood/block/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/sandpaper))
to_chat(user,"<span class='notice'> You carefully begin to sand down [src]...</span>")
if(do_after(user, 50) && isturf(loc))
new src.sandobj(loc)
to_chat(user, "<span class='notice'> You smooth [src] into a peg.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to sand [src]!</span>")
else
..()
//cut heated metal into nails
/obj/item/processed/metal/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WIRECUTTER)
to_chat(user,"<span class='notice'> You tediously begin to cut [src] into several nails...</span>")
if(do_after(user, 80) && isturf(loc))
new /obj/item/nails(loc)
new /obj/item/nails(loc)
to_chat(user, "<span class='notice'> You make some crude metal nails.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to process [src]!</span>")
else
..()
//Covered in glue
//cover a wooden block in glue
/obj/item/processed/wood/block/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/glue))
to_chat(user,"<span class='notice'> You begin to glue down one end of [src]...</span>")
if(do_after(user, 10) && isturf(loc))
new src.glueobj(loc)
to_chat(user, "<span class='notice'> You slap some glue onto [src].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to glue [src]!</span>")
else
..()
//cover a wooden peg in glue
/obj/item/processed/wood/peg/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/glue))
to_chat(user,"<span class='notice'> You begin to glue down one end of the [src]...</span>")
if(do_after(user, 10) && isturf(loc))
new src.glueobj(loc)
to_chat(user, "<span class='notice'> You slap some glue onto [src].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to glue [src]!</span>")
else
..()
//Seats
//bore a platform into a seat
/obj/item/processed/wood/platform/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/borer))
to_chat(user,"<span class='notice'> You begin to cut four holes into [src]...</span>")
if(do_after(user, 40) && isturf(loc))
new src.boreobj(loc)
to_chat(user, "<span class='notice'> You drill four holes into [src].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
else
..()
//Stools - Further crafting
/obj/item/processed/wood/stool1/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/nails))
to_chat(user,"<span class='notice'> You place nails into [src]...</span>")
if(do_after(user, 20) && isturf(loc))
new /obj/item/processed/wood/stool2(loc)
to_chat(user, "<span class='notice'> The nails are ready to be hammered.</span>")
qdel(src)
qdel(I)
else
to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
else
..()
/obj/item/processed/wood/stool2/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/hammer))
to_chat(user,"<span class='notice'> You begin to hammer the [src]...</span>")
if(do_after(user, 30) && isturf(loc))
new /obj/item/processed/wood/stool3(loc)
to_chat(user, "<span class='notice'> The nails are hammered into place.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
else
..()
/obj/item/processed/wood/stool3/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/carpentry/sandpaper))
to_chat(user,"<span class='notice'> You begin to sand the [src]...</span>")
if(do_after(user, 30) && isturf(loc))
new /obj/item/processed/wood/stool4(loc)
to_chat(user, "<span class='notice'> You sand down the [src].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
else
..()
/obj/item/processed/wood/stool4/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/processed/wood/glueblock))
to_chat(user,"<span class='notice'> You add some finishing touches to the [src]...</span>")
if(do_after(user, 30) && isturf(loc))
new /obj/item/processed/wood/stool(loc)
to_chat(user, "<span class='notice'> You complete the [src].</span>")
qdel(src)
qdel(I)
else
to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
else
..()
/obj/item/processed/wood/stool/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/cushion))
to_chat(user,"<span class='notice'> You secure a cloth cushion to [src]...</span>")
if(do_after(user, 30) && isturf(loc))
new /obj/item/processed/wood/stoolcloth(loc)
to_chat(user, "<span class='notice'> You add a cushion to [src].</span>")
qdel(src)
qdel(I)
else
to_chat(user, "<span class='warning'>You need to hold still to detail [src]!</span>")
else
..()
/obj/item/processed/wood/stool/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/cushion/silk))
to_chat(user,"<span class='notice'> You secure a silk cushion to [src]...</span>")
if(do_after(user, 30) && isturf(loc))
new /obj/item/processed/wood/stoolsilk(loc)
to_chat(user, "<span class='notice'> You add a cushion to [src].</span>")
qdel(src)
qdel(I)
else
to_chat(user, "<span class='warning'>You need to hold still to detail [src]!</span>")
else
..()

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@@ -0,0 +1,128 @@
//WOODEN COMPONENTS. honestly i need to move some shit around to allow for easier material swapping, but that's for a later date.
/obj/item/processed/wood
name = "Wooden Processed Item"
desc = "You shouldn't see this!"
icon = 'hyperstation/icons/obj/cargo/sweatshop/wooden.dmi'
sharpness = FALSE
attack_verb = list("slapped", "thunked")
var/sawobj = /obj/item/condom
var/glueobj = /obj/item/dildo
var/sandobj = /obj/item/carpentry/sandpaper
var/boreobj = /obj/item/carpentry/borer
/obj/item/processed/wood/plank
name = "processable wooden plank"
desc = "A somewhat sturdy refined plank. This can be used in various applications."
icon_state = "plank"
force = 3
w_class = WEIGHT_CLASS_HUGE
sawobj = /obj/item/processed/wood/platform
/obj/item/processed/wood/platform
name = "wood platform"
desc = "A somewhat sturdy cropping of a plank. This one is an alright foundation for chairs and stools."
icon_state = "platform"
force = 3
w_class = WEIGHT_CLASS_NORMAL
sawobj = /obj/item/processed/wood/block
boreobj = /obj/item/processed/wood/seat
/obj/item/processed/wood/block
name = "wood block"
desc = "A chopped platform into a wooden block. This one can be used for sanded into pegs, or used as a base on it's own."
icon_state = "block"
force = 2
w_class = WEIGHT_CLASS_SMALL
sandobj = /obj/item/processed/wood/peg
glueobj = /obj/item/processed/wood/glueblock
/obj/item/processed/wood/peg
name = "wood peg"
desc = "A wooden peg. Useful for fitting into holes."
icon_state = "peg"
force = 1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("donked", "thunked")
glueobj = /obj/item/processed/wood/gluepeg
//glue
/obj/item/processed/wood/gluepeg
name = "glued wood peg"
desc = "A wooden peg. With a bunch of glue used for securing."
icon_state = "gluepeg"
force = 1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("pegged", "thunked")
/obj/item/processed/wood/glueblock
name = "glued wood block"
desc = "A wooden block. With a bunch of glue used for securing."
icon_state = "glueblock"
force = 2
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("blocked", "thunked")
//seat
/obj/item/processed/wood/seat
name = "wood seat"
desc = "A baseline for crafting seats. Not exactly that comfortable to sit on..."
icon_state = "seat"
force = 2
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("slapped", "thunked")
//Stool steps. There's probably an easier way to do this, but I cannot be assed rn, I'll refine after PR
/obj/item/processed/wood/stool1
name = "stool base"
desc = "A haphazardly made base for a stool. It's not even secured with any nails."
icon_state = "stool1"
force = 4
w_class = WEIGHT_CLASS_BULKY
/obj/item/processed/wood/stool2
name = "nailed stool base"
desc = "Nails are in position"
icon_state = "stool2"
force = 4
w_class = WEIGHT_CLASS_BULKY
/obj/item/processed/wood/stool3
name = "hammered stool base"
desc = "A vaguely stool-shaped... Thing. Could use some sandpaper."
icon_state = "stool3"
force = 4
w_class = WEIGHT_CLASS_BULKY
/obj/item/processed/wood/stool4
name = "bland stool"
desc = "A rather bland stool."
icon_state = "stool4"
force = 4
w_class = WEIGHT_CLASS_BULKY
//The finished product
/obj/item/processed/wood/stool
name = "custom stool"
desc = "An intricite, custom stool."
icon_state = "stool"
force = 10
w_class = WEIGHT_CLASS_BULKY
//Let's make it soft and more expensive
/obj/item/processed/wood/stoolcloth
name = "cloth-cushioned stool"
desc = "A custom stool with a cloth cushion."
icon_state = "stoolcloth"
force = 10
w_class = WEIGHT_CLASS_BULKY
/obj/item/processed/wood/stoolsilk
name = "cloth-cushioned stool"
desc = "A custom stool with a silk cushion."
icon_state = "stoolsilk"
force = 11 //lol
w_class = WEIGHT_CLASS_BULKY

View File

@@ -0,0 +1,11 @@
/datum/gear/glasses/garb
name = "polychromic gar glasses"
category =ITEM_SLOT_GLASSES
path = /obj/item/clothing/glasses/polychromic/garpoly
cost = 2
/datum/gear/glasses/gigagarb
name = "polychromic giga gar glasses"
category =ITEM_SLOT_GLASSES
path = /obj/item/clothing/glasses/polychromic/supergarpoly
cost = 2

View File

@@ -0,0 +1,11 @@
/datum/gear/syntech/ring
name = "Normalizer Ring"
category =ITEM_SLOT_GLOVES
path = /obj/item/clothing/gloves/ring/syntech
cost = 6
/datum/gear/syntech/band
name = "Normalizer Band"
category =ITEM_SLOT_GLOVES
path = /obj/item/clothing/gloves/ring/syntech/band
cost = 6

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