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
@@ -0,0 +1,49 @@
/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)
@@ -0,0 +1,277 @@
/*
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)
@@ -0,0 +1,14 @@
/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 ..()
@@ -0,0 +1,11 @@
/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
@@ -0,0 +1,115 @@
#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
..()
@@ -0,0 +1,86 @@
/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>"
@@ -0,0 +1,55 @@
//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
@@ -0,0 +1,125 @@
/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)
@@ -0,0 +1,100 @@
/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()
@@ -0,0 +1,58 @@
/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
@@ -0,0 +1,370 @@
#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
@@ -0,0 +1,704 @@
//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
@@ -0,0 +1,15 @@
/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))
@@ -0,0 +1,4 @@
/datum/export/plutonium_rod
cost = 20000
unit_name = "Plutonium Rod"
export_types = list(/obj/item/twohanded/required/fuel_rod/plutonium)
@@ -0,0 +1,24 @@
/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)
@@ -0,0 +1,7 @@
/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"
@@ -0,0 +1,6 @@
/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
@@ -0,0 +1,256 @@
//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
..()
@@ -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
@@ -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
@@ -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
@@ -0,0 +1,17 @@
/datum/gear/syntech/pendant
name = "Normalizer Pendant"
category =ITEM_SLOT_NECK
path = /obj/item/clothing/neck/syntech
cost = 6
/datum/gear/syntech/choker
name = "Normalizer Choker"
category =ITEM_SLOT_NECK
path = /obj/item/clothing/neck/syntech/choker
cost = 6
/datum/gear/syntech/collar
name = "Normalizer Collar"
category =ITEM_SLOT_NECK
path = /obj/item/clothing/neck/syntech/collar
cost = 6
@@ -0,0 +1,5 @@
/datum/gear/backpack/tablet
name = "Tablet Computer"
category =ITEM_SLOT_IN_BACKPACK
path = /obj/item/modular_computer/tablet/preset/cheap/
cost = 3
@@ -0,0 +1,39 @@
/obj/item/clothing/glasses/polychromic
name = "polychromic glasses template"
desc = "You shouldn't be seeing this. Report it if you do."
icon = 'hyperstation/icons/obj/clothing/glasses.dmi'
icon_state = "polygar"
item_color = "polygar"
item_state = "polygar"
alternate_worn_icon = 'hyperstation/icons/mob/eyes.dmi' //Because, as it appears, the item itself is normally not directly aware of its worn overlays, so this is about the easiest way, without adding a new var.
hasprimary = TRUE
primary_color = "#0c0c0c"
vision_correction = 1
/obj/item/clothing/glasses/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/glasses/polychromic/garpoly
name = "polychromic gar glasses"
desc = "Go beyond impossible and kick reason to the curb! Doesn't seem to have flash protection and doesn't seem sharp either. It is made out of bluespace prescription glass though."
/obj/item/clothing/glasses/polychromic/supergarpoly
name = "polychromic giga gar glasses"
desc = "Believe in the you who believes in yourself. Also doesn't seem to have flash protection and doesn't seem sharp either. It is made out of bluespace prescription glass though."
icon_state = "polysupergar"
item_color = "polysupergar"
item_state = "polysupergar"
@@ -0,0 +1,13 @@
/obj/item/clothing/gloves/guncaster
name = "fingerless leather gloves"
desc = "Sturdy leather gloves with no fingertips, buckled at the wrist."
icon_state = "guncaster"
item_state = "guncaster"
icon = 'hyperstation/icons/obj/clothing/gloves.dmi'
alternate_worn_icon = 'hyperstation/icons/mobs/gloves.dmi'
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
@@ -0,0 +1,8 @@
/obj/item/clothing/head/maidband
name = "maid head-band"
desc = "To complete the maid look."
icon_state = "maid_head"
item_state = "maid_head"
icon = 'hyperstation/icons/obj/clothing/head.dmi'
alternate_worn_icon = 'hyperstation/icons/mobs/head.dmi'
mutantrace_variation = NONE
@@ -0,0 +1,116 @@
//Clothing vars and procs
/obj/item/clothing
var/normalize_size = RESIZE_NORMAL //This number is used as the "normal" height people will be given when wearing one of these accessories
var/natural_size = null //The value of the wearer's body_size var in prefs. Unused for now.
var/recorded_size = null //the user's height prior to equipping
//For applying a normalization
/obj/item/clothing/proc/normalize_mob_size(mob/living/carbon/human/H)
if(H.normalized) //First we make a check to see if they're already normalized, from wearing another article of SynTech jewelry
to_chat(H, "<span class='warning'>This accessory buzzes, being overwritten by another.</span>")
playsound(H, 'sound/machines/buzz-sigh.ogg', 50, 1)
return
recorded_size = H.get_effective_size() //If not, grab their current size
playsound(H, 'sound/effects/magic.ogg', 50, 1)
flash_lighting_fx(3, 3, LIGHT_COLOR_PURPLE)
H.visible_message("<span class='warning'>A flash of purple light engulfs [H], before they change to normal!</span>","<span class='notice'>You feel warm for a moment, before everything scales to your size...</span>")
H.resize(normalize_size) //Then apply the size
H.normalized = TRUE //And set normalization
//For removing a normalization, and reverting back to normal
/obj/item/clothing/proc/denormalize_mob_size(mob/living/carbon/human/H)
if(H.normalized) //sanity check
playsound(H,'sound/weapons/emitter2.ogg', 50, 1)
flash_lighting_fx(3, 3, LIGHT_COLOR_YELLOW)
H.visible_message("<span class='warning'>Golden light engulfs [H], and they shoot back to their default height!</span>","<span class='notice'>Energy rushes through your body, and you return to normal.</span>")
H.resize(recorded_size)
H.normalized = FALSE
//For storing normalization on mobs
/mob/living
var/normalized = FALSE
//normalized is a check for instances where more than one accessory of jewelry is worn. For all intensive purposes, only the first worn accessory stores the user's size.
//Anything else is just extra.
//Clothing below. Code could be compressed more, but until I make jewelry slots, this will do. -Dahl
//GLOVE SLOT ITEMS...
//SynTech ring
/obj/item/clothing/gloves/ring/syntech
name = "normalizer ring"
desc = "An expensive, shimmering SynTech ring gilded with golden GATO markings. It will 'normalize' the size of the user to a specified height approved for work-conditions, as long as it is equipped. The artificial violet gem inside twinkles ominously."
icon = 'hyperstation/icons/obj/clothing/sizeaccessories.dmi'
icon_state = "ring"
item_state = "sring" //No use in a unique sprite since it's just one pixel
w_class = WEIGHT_CLASS_TINY
body_parts_covered = 0
transfer_prints = TRUE
strip_delay = 40
//These are already defined under the parent ring, but I wanna leave em here for reference purposes
//For glove slots
/obj/item/clothing/gloves/ring/syntech/equipped(mob/living/user, slot)
if(ishuman(user))
var/mob/living/carbon/human/human_target = user
if(slot ==ITEM_SLOT_GLOVES)
if(human_target.custom_body_size)
normalize_mob_size(human_target)
/obj/item/clothing/gloves/ring/syntech/dropped(mob/living/user, slot)
if(ishuman(user))
var/mob/living/carbon/human/human_target = user
if(human_target.normalized)
denormalize_mob_size(human_target)
//SynTech Wristband
/obj/item/clothing/gloves/ring/syntech/band
name = "normalizer wristband"
desc = "An expensive technological wristband cast in SynTech purples with shimmering GATO hues. It will 'normalize' the size of the user to a specified height for approved work-conditions, as long as it is equipped. There is a small screen buzzing with information."
icon_state = "wristband"
item_state = "syntechband"
//NECK SLOT ITEMS...
//Syntech Pendant
/obj/item/clothing/neck/syntech
name = "normalizer pendant"
desc = "A vibrant violet jewel cast in silvery-gold metals, sporting the elegance of GATO with SynTech prowess. It will 'normalize' the size of the user to a specified height for approved work-conditions, as long as it is equipped. The artificial violet gem inside twinkles ominously."
icon = 'hyperstation/icons/obj/clothing/sizeaccessories.dmi'
icon_state = "pendant"
item_state = "pendant"
w_class = WEIGHT_CLASS_SMALL //Gainstation Edit: Small, not normal sized.
//For neck items
/obj/item/clothing/neck/syntech/equipped(mob/living/user, slot)
if(ishuman(user))
var/mob/living/carbon/human/human_target = user
if(slot ==ITEM_SLOT_NECK)
if(human_target.custom_body_size)
normalize_mob_size(human_target)
/obj/item/clothing/neck/syntech/dropped(mob/living/user, slot)
if(ishuman(user))
var/mob/living/carbon/human/human_target = user
if(human_target.normalized)
denormalize_mob_size(human_target)
//Syntech Choker
/obj/item/clothing/neck/syntech/choker
name = "normalizer choker"
desc = "A sleek, tight-fitting choker embezzled with silver to gold, adorned with vibrant purple studs; combined technology of GATO and SynTech. It will 'normalize' the size of the user to a specified height for approved work-conditions, as long as it is equipped. There is a small screen buzzing with information."
icon_state = "choker"
item_state = "collar"
//Syntech Collar
/obj/item/clothing/neck/syntech/collar
name = "normalizer collar"
desc = "A cute pet collar, technologically designed with vibrant purples and smooth silvers. There is a small gem bordered by gold at the front, reading 'SYNTECH' engraved within the metal. It will 'normalize' the size of the user to a specified height for approved work-conditions, as long as it is equipped. The artificial violet gem inside twinkles ominously."
icon_state = "collar"
item_state = "collar"
@@ -0,0 +1,178 @@
/obj/item/clothing/head/helmet/space/hardsuit/rd/hev
name = "HEV Suit helmet"
desc = "A Hazardous Environment Helmet. It fits snug over the suit and has a heads-up display for researchers. The flashlight seems broken, fitting considering this was made before the start of the milennium."
icon_state = "hev"
item_state = "hev"
item_color = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 5, "bomb" = 80, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 60)
actions_types = list(/datum/action/item_action/toggle_research_scanner)
/obj/item/clothing/head/helmet/space/hardsuit/rd/hev/no_scanner
actions_types = list()
/obj/item/clothing/suit/space/hardsuit/rd/hev
name = "HEV Suit"
desc = "The hazard suit. It was designed to protect scientists from the blunt trauma, radiation, energy discharge that hazardous materials might produce or entail. Fits you like a glove. The automatic medical system seems broken... They're waiting for you, Gordon. In the test chamberrrrrr."
icon_state = "hev"
item_state = "hev"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 5, "bomb" = 80, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 60)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd/hev
tauric = FALSE //Citadel Add for tauric hardsuits
taurmode = NOT_TAURIC
var/firstpickup = TRUE
var/pickupsound = TRUE
/obj/item/clothing/suit/space/hardsuit/rd/hev/no_sound
pickupsound = FALSE
/obj/item/clothing/suit/space/hardsuit/rd/hev/equipped(mob/user, slot)
. = ..()
if(!pickupsound)
return
if(!ishuman(user))
return
if(slot ==ITEM_SLOT_WEAR_SUIT)
if(!firstpickup)
SEND_SOUND(user, sound('hyperstation/sound/halflife/hevsuit_pickup.ogg', volume = 50))
else
firstpickup = FALSE
SEND_SOUND(user, sound('hyperstation/sound/halflife/hevsuit_firstpickup.ogg', volume = 50))
SEND_SOUND(user, sound('hyperstation/sound/halflife/anomalous_materials.ogg', volume = 50))
return
/obj/item/clothing/suit/space/hardsuit/shielded/goldenpa
name = "GATO Power Armor"
desc = "An advanced armor with built in energy shielding, developed by GATO via unknown means. It belongs by only few exclusive members of the corporation."
icon_state = "golden_pa"
item_state = "golden_pa"
max_charges = 4
current_charges = 4
recharge_delay = 15
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/goldenpa
slowdown = 0
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/shielded/goldenpa/Initialize(mapload)
jetpack = new /obj/item/tank/jetpack/suit(src)
. = ..()
/obj/item/clothing/head/helmet/space/hardsuit/shielded/goldenpa
name = "GATO Power Helmet"
desc = "An advanced armor helmet with built in energy shielding, developed by GATO via unknown means. It belongs by only few exclusive members of the corporation."
icon_state = "hardsuit0-goldenpa"
item_state = "hardsuit0-goldenpa"
item_color = "goldenpa"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/teslapa
name = "Tesla Power Armor"
desc = "An advanced power armor, with built-in tesla technology. You're sure this will fry whoever dares attack in close quarters."
icon_state = "tesla_pa"
item_state = "tesla_pa"
item_color = "tesla_pa"
armor = list("melee" = 70, "bullet" = 70, "laser" = 90, "energy" = 90, "bomb" = 70, "bio" = 100, "rad" = 40, "fire" = 100, "acid" = 100)
strip_delay = 300
equip_delay_self = 300
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/teslapahelmet
slowdown = 1
siemens_coefficient = -1
blood_overlay_type = "armor"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
var/teslapa_cooldown = 20
var/teslapa_cooldown_duration = 10
var/tesla_power = 20000
var/tesla_range = 4
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/legacy = FALSE
var/legacy_dmg = 35
/obj/item/clothing/suit/space/hardsuit/teslapa/Initialize(mapload)
jetpack = new /obj/item/tank/jetpack/suit(src)
. = ..()
/obj/item/clothing/suit/space/hardsuit/teslapa/dropped(mob/user)
..()
if(istype(user))
user.flags_1 &= ~TESLA_IGNORE_1
/obj/item/clothing/suit/space/hardsuit/teslapa/equipped(mob/user, slot)
..()
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
user.flags_1 |= TESLA_IGNORE_1
/obj/item/clothing/suit/space/hardsuit/teslapa/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(prob(hit_reaction_chance))
if(world.time < teslapa_cooldown_duration)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s Tesla Power Armor are still recharging! The armor merely emits some sparks.</span>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out arcs of lightning!</span>")
if(!legacy)
tesla_zap(owner, tesla_range, tesla_power, tesla_flags)
else
for(var/mob/living/M in view(2, owner))
if(M == owner)
continue
owner.Beam(M,icon_state="purple_lightning",icon='icons/effects/effects.dmi',time=5)
M.adjustFireLoss(legacy_dmg)
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
teslapa_cooldown = world.time + teslapa_cooldown_duration
return TRUE
/obj/item/clothing/head/helmet/space/hardsuit/teslapahelmet
name = "Tesla Power Armor Helmet"
desc = "An advanced power armor, with built-in tesla technology. You're sure this will fry whoever dares attack in close quarters."
icon_state = "teslaup"
item_state = "teslaup"
armor = list("melee" = 70, "bullet" = 70, "laser" = 90, "energy" = 90, "bomb" = 70, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/advancedpa
name = "Advanced Power Armor"
desc = "An advanced power armor. You're sure this is near to impossible to penetrate in close quarters."
icon_state = "advanced_pa"
item_state = "advanced_pa"
item_color = "advanced_pa"
armor = list("melee" = 95, "bullet" = 95, "laser" = 70, "energy" = 80, "bomb" = 70, "bio" = 100, "rad" = 40, "fire" = 100, "acid" = 100)
strip_delay = 300 //chonky armor means chonky strip
equip_delay_self = 300
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/advancedpahelmet
slowdown = 0
blood_overlay_type = "armor"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/clothing/suit/space/hardsuit/advancedpa/Initialize(mapload)
jetpack = new /obj/item/tank/jetpack/suit(src)
. = ..()
/obj/item/clothing/head/helmet/space/hardsuit/advancedpahelmet
name = "Advanced Power Armor Helmet"
desc = "An advanced power armor. You're sure this is almost impenetrable in close quarters."
icon_state = "adv_pa"
item_state = "adv_pa"
armor = list("melee" = 95, "bullet" = 90, "laser" = 70, "energy" = 80, "bomb" = 70, "bio" = 100, "rad" = 40, "fire" = 100, "acid" = 100)
strip_delay = 300
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -0,0 +1,24 @@
/obj/item/clothing/suit/kaminacape
name = "Kamina's Cape"
desc = "Don't believe in yourself, dumbass. Believe in me. Believe in the Kamina who believes in you."
icon_state = "kaminacape"
item_state = "kaminacape"
body_parts_covered = 0
icon = 'hyperstation/icons/obj/clothing/suits.dmi'
alternate_worn_icon = 'hyperstation/icons/mobs/suits.dmi'
mutantrace_variation = NONE
/obj/item/clothing/suit/gcvest
name = "\improper Guncaster's Vest"
desc = "An open leather vest with battlescarred metal shoulderpads, perfect for hunting interdimensional wazards. Smells of gunpowder and plasma."
icon_state = "guncaster"
item_state = "guncaster"
icon = 'hyperstation/icons/obj/clothing/suits.dmi'
alternate_worn_icon = 'hyperstation/icons/mobs/suits.dmi'
mutantrace_variation = NONE
/obj/item/clothing/suit/gcvest/alt
name = "\improper Hellraider's Vest"
desc = "An open leather vest with battlescarred metal shoulderpads, discovered in a dimensional anomaly. Smells of gunpowder and plasma."
icon_state = "guncaster_alt"
item_state = "guncaster_alt"
@@ -0,0 +1,9 @@
/obj/item/clothing/under/lumberjack
name = "lumberjack outfit"
desc = "I am a lumberjack and I am ok, I sleep all night and I work all day."
icon = 'hyperstation/icons/obj/clothing/suits.dmi'
alternate_worn_icon = 'hyperstation/icons/mobs/suits.dmi'
icon_state = "lumberjack"
item_state = "lumberjack"
can_adjust = FALSE
mutantrace_variation = NONE
@@ -0,0 +1,29 @@
#define DUMPTIME 3000
/datum/bank_account
var/account_holder = "Some pleb"
var/account_balance = 0
var/account_offstation_balance = 0
var/account_pin = 0
var/account_dna = ""
var/datum/job/account_job
var/list/bank_cards = list()
var/add_to_accounts = TRUE
var/transferable = TRUE
var/account_id
var/withdrawDelay = 0
/datum/bank_account/New(newname, job)
if(add_to_accounts)
if(!SSeconomy)
log_world("Wack")
SSeconomy.bank_accounts += src
account_holder = newname
account_job = job
account_id = rand(111111,999999)
/datum/bank_account/Destroy()
if(add_to_accounts)
SSeconomy.bank_accounts -= src
return ..()
@@ -0,0 +1,309 @@
/datum/round_event_control/crystalline_reentry
name = "Crystalline Asteroid"
typepath = /datum/round_event/crystalline_reentry
min_players = 15
max_occurrences = 5
var/atom/special_target
/datum/round_event_control/crystalline_reentry/admin_setup()
if(!check_rights(R_FUN))
return
var/aimed = alert("Aimed at current location?","Snipe", "Yes", "No")
if(aimed == "Yes")
special_target = get_turf(usr)
/datum/round_event/crystalline_reentry
announceWhen = 0
startWhen = 10
fakeable = FALSE
/datum/round_event/crystalline_reentry/announce(fake)
priority_announce("A crystalline asteroid has suffered a violent atmospheric entry. Brace for possible impact.", "General Alert")
/datum/round_event/crystalline_reentry/start()
var/datum/round_event_control/crystalline_reentry/C = control
var/startside = pick(GLOB.cardinals)
var/z = pick(SSmapping.levels_by_trait(ZTRAIT_STATION))
var/turf/startT = spaceDebrisStartLoc(startside, z)
var/turf/endT = spaceDebrisFinishLoc(startside, z)
new /obj/effect/crystalline_reentry(startT, endT, C.special_target)
/datum/round_event_control/crystalline_wave
name = "Catastrophic Crystalline Asteroid Wave"
typepath = /datum/round_event/crystalline_wave
min_players = 35
max_occurrences = 0 //This is only an admin spawn. Ergo, wrath of the gods.
var/atom/special_target
/datum/round_event_control/crystalline_wave/admin_setup()
if(!check_rights(R_FUN))
return
/* No special target for you
var/aimed = alert("Aimed at current location?","Snipe", "Yes", "No")
if(aimed == "Yes")
special_target = get_turf(usr)
*/
var/randselect = pick("https://youtu.be/S0HTqqwZq-o","https://youtu.be/Liv4CvpMdRA","https://youtu.be/9XZyQ12qt7w")
message_admins("A crystalline asteroid wave has been triggered. Maybe you should add some music for the players? Consider this random selection: [randselect]")
/datum/round_event/crystalline_wave
announceWhen = 0
startWhen = 15
endWhen = 60 //45 seconds of pain
fakeable = FALSE
/datum/round_event/crystalline_wave/announce(fake)
priority_announce("Several crystalline asteroids have been detected en route with the station. All hands, brace for impact. Organic signals have been detected contained within some of the asteroids.", title = "Priority Alert", sound = 'sound/misc/voyalert.ogg')
/datum/round_event/crystalline_wave/tick()
if(ISMULTIPLE(activeFor, 3))
spawn_asteroids(rand(4,5)) // A looooot of asteroids...
/datum/round_event/crystalline_wave/proc/spawn_asteroids(number = 5)
var/datum/round_event_control/crystalline_reentry/C = control
for(var/i = 0; i < number; i++)
var/startside = pick(GLOB.cardinals)
var/z = pick(SSmapping.levels_by_trait(ZTRAIT_STATION))
var/turf/startT = spaceDebrisStartLoc(startside, z)
var/turf/endT = spaceDebrisFinishLoc(startside, z)
new /obj/effect/crystalline_reentry/notendrilalert(startT, endT, C.special_target)
/obj/effect/crystalline_reentry
name = "dense ice asteroid"
desc = "Oh shit."
icon = 'icons/obj/meteor.dmi'
icon_state = "ice"
throwforce = 100
move_force = INFINITY
move_resist = INFINITY
pull_force = INFINITY
density = TRUE
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
var/asteroidhealth = 150
var/z_original = 0
var/destination
var/notify = TRUE
var/tendrilnotify = TRUE
var/atom/special_target
var/dropamt = 5
var/droptype = list(/obj/item/stack/ore/bluespace_crystal)
var/meteorsound = 'sound/effects/meteorimpact.ogg'
/obj/effect/crystalline_reentry/New(atom/start, atom/end, aimed_at)
..()
SSaugury.register_doom(src, 2000)
z_original = z
destination = end
special_target = aimed_at
asteroidhealth = rand(150,300)
if(notify)
notify_ghosts("\A [src] is inbound!",
enter_link="<a href=?src=[REF(src)];orbit=1>(Click to orbit)</a>",
source=src, action=NOTIFY_ORBIT)
GLOB.poi_list += src
var/special_target_valid = FALSE
if(special_target)
var/turf/T = get_turf(special_target)
if(T.z == z_original)
special_target_valid = TRUE
if(special_target_valid)
walk_towards(src, special_target, 1)
else if(end && end.z==z_original)
walk_towards(src, destination, 1)
/obj/effect/crystalline_reentry/Topic(href, href_list)
if(href_list["orbit"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
ghost.ManualFollow(src)
/obj/effect/crystalline_reentry/Destroy()
GLOB.poi_list -= src
. = ..()
/obj/effect/crystalline_reentry/Moved()
if((z != z_original) || (loc == destination))
qdel(src)
if(special_target && loc == get_turf(special_target))
complete_trajectory()
return ..()
/obj/effect/crystalline_reentry/proc/complete_trajectory()
//We hit what we wanted to hit, time to go boom!
collision_effect()
/obj/effect/crystalline_reentry/ex_act(severity, target)
return FALSE
/obj/effect/crystalline_reentry/singularity_act()
return
/obj/effect/crystalline_reentry/singularity_pull()
return
/obj/effect/crystalline_reentry/Bump(atom/clong)
if(!special_target)//If it has a special target, THERE ARE NO BRAKES ON THE ADMINBUS, BABY
asteroidhealth = asteroidhealth - rand(7,14)
if(prob(10))
playsound(src, 'sound/effects/bang.ogg', 50, 1)
audible_message("<span class='danger'>You hear a BONK!</span>")
if(clong && prob(25))
x = clong.x
y = clong.y
if(special_target && clong == special_target)
complete_trajectory()
if(isturf(clong) || isobj(clong))
if(clong.density)
clong.ex_act(EXPLODE_HEAVY)
else if(isliving(clong))
penetrate(clong)
else if(istype(clong, type))
var/obj/effect/crystalline_reentry/other = clong
visible_message("<span class='danger'>[src] collides with [other]!\
</span>")
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(2, get_turf(src))
smoke.start()
qdel(src)
qdel(other)
if(asteroidhealth <= 0)
collision_effect()
else
atmos_spawn_air("water_vapor=75;TEMP=0") //brr
/obj/effect/crystalline_reentry/proc/penetrate(mob/living/L)
L.visible_message("<span class='danger'>[L] is smashed by a crystalline asteroid!</span>" , "<span class='userdanger'>The crystalline asteroid smashes you!</span>" , "<span class ='danger'>You hear a BONK!</span>")
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.adjustBruteLoss(160)
if(special_target && loc == get_turf(special_target)) // just in case. Otherwise the asteroid can stop if it penetrates someone that is standing exactly on that spot and that is bad
complete_trajectory()
/obj/effect/crystalline_reentry/proc/make_debris()
for(var/throws = dropamt, throws > 0, throws--)
var/thing_to_spawn = pick(droptype)
new thing_to_spawn(get_turf(src))
/obj/effect/crystalline_reentry/proc/collision_effect()
make_debris()
explosion(src.loc, 0, 0, 5, 3, 1, 0, 0, 0, 0)
var/sound/meteor_sound = sound(meteorsound)
var/random_frequency = get_rand_frequency()
for(var/mob/M in GLOB.player_list)
if((M.orbiting) && (SSaugury.watchers[M]))
continue
var/turf/T = get_turf(M)
if(!T || T.z != src.z)
continue
var/dist = get_dist(M.loc, src.loc)
shake_camera(M, dist > 20 ? 2 : 4, dist > 20 ? 1 : 3)
M.playsound_local(src.loc, null, 50, 1, random_frequency, 10, S = meteor_sound)
atmos_spawn_air("water_vapor=1250;TEMP=0") //brr
switch(rand(1,100))
if(1 to 30)
var/obj/structure/spawner/crystalline/M = new(src.loc)
visible_message("<span class='danger'>A [M] emerges from the asteroid's rubble!</span>")
if(prob(50) && tendrilnotify)
priority_announce("Unknown organic entities have been detected in the vincinity of [station_name()]. General caution is advised.", "General Alert")
if(31 to 99)
visible_message("The asteroid collapses into nothing...")
if(100)
var/mob/living/simple_animal/bot/hugbot/M = new(src.loc)
visible_message("<span class='danger'>A [M] emerges from the asteroid's rubble! Wait... What?</span>")
qdel(src)
/obj/effect/crystalline_reentry/notendrilalert
tendrilnotify = FALSE
/mob/living/simple_animal/hostile/asteroid/basilisk/tendril
fromtendril = TRUE
//Crystalline Tendrils, which spawn crystalline monsters
/obj/structure/spawner/crystalline
name = "crystalline tendril"
desc = "A vile tendril of corruption, originating from gods know where. Terrible monsters are pouring out of it."
icon = 'icons/mob/nest.dmi'
icon_state = "tendril"
faction = list("mining")
max_mobs = 3
max_integrity = 9000 // Don't worry, the value is normalized within Initialize
obj_integrity = 9000 // Same as above
mob_types = list(/mob/living/simple_animal/hostile/asteroid/basilisk/tendril)
move_resist = INFINITY // just killing it tears a massive hole in the ground, let's not move it
anchored = TRUE
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | LAVA_PROOF
var/gps = null
var/obj/effect/light_emitter/tendril/emitted_light
/obj/structure/spawner/crystalline/Initialize(mapload)
. = ..()
emitted_light = new(loc)
for(var/F in RANGE_TURFS(1, src))
if(iswallturf(F))
var/turf/closed/M = F
M.ScrapeAway(null, CHANGETURF_IGNORE_AIR)
if(iscloudturf(F))
var/turf/open/chasm/cloud/M = F
M.TerraformTurf(/turf/open/floor/plating/asteroid/layenia, /turf/open/floor/plating/asteroid/layenia)
gps = new /obj/item/gps/internal(src)
addtimer(CALLBACK(src,PROC_REF(delayedInitialize)), 4 SECONDS)
/obj/structure/spawner/crystalline/deconstruct(disassembled)
new /obj/effect/cloud_collapse(loc)
new /obj/structure/closet/crate/necropolis/tendril(loc)
return ..()
/obj/structure/spawner/crystalline/Destroy()
QDEL_NULL(emitted_light)
QDEL_NULL(gps)
return ..()
/obj/structure/spawner/crystalline/proc/delayedInitialize()
//Why is this needed? Simple, because apparently explosion is so slow that it triggers after the spawner spawns and kills it on the spot. This just makes it killable.
resistance_flags = FIRE_PROOF | LAVA_PROOF
max_integrity = 225
obj_integrity = 225
/obj/effect/light_emitter/crystalline
set_luminosity = 4
set_cap = 2.5
light_color = LIGHT_COLOR_LIGHT_CYAN
/obj/effect/cloud_collapse
name = "collapsing crystalline tendril"
desc = "Get clear!"
layer = TABLE_LAYER
icon = 'icons/mob/nest.dmi'
icon_state = "tendril"
anchored = TRUE
density = TRUE
var/obj/effect/light_emitter/crystalline/emitted_light
/obj/effect/cloud_collapse/Initialize(mapload)
. = ..()
emitted_light = new(loc)
visible_message("<span class='boldannounce'>The tendril writhes in fury as the earth around it begins to crack and break apart! Get back!</span>")
visible_message("<span class='warning'>Something falls free of the tendril!</span>")
playsound(loc,'sound/effects/tendril_destroyed.ogg', 200, 0, 50, 1, 1)
addtimer(CALLBACK(src,PROC_REF(collapse)), 50)
/obj/effect/cloud_collapse/Destroy()
QDEL_NULL(emitted_light)
return ..()
/obj/effect/cloud_collapse/proc/collapse()
for(var/mob/M in range(7,src))
shake_camera(M, 15, 1)
playsound(get_turf(src),'sound/effects/explosionfar.ogg', 200, 1)
visible_message("<span class='boldannounce'>The tendril falls into the clouds below!</span>")
for(var/turf/T in range(1,src))
if(!T.density)
T.TerraformTurf(/turf/open/chasm/cloud, /turf/open/chasm/cloud)
qdel(src)
@@ -0,0 +1,5 @@
/datum/chemical_reaction/pilk
name = "Pilk"
id = /datum/reagent/consumable/pilk
results = list(/datum/reagent/consumable/pilk = 2)
required_reagents = list(/datum/reagent/consumable/milk = 1, /datum/reagent/consumable/space_cola = 1)
@@ -0,0 +1,80 @@
/* Doesnt fucking work, dont know why, everything I add in this game has some kinda of issue.
/obj/item/integrated_circuit/input/gmeasurement
name = "body measurement"
desc = "Used to get a measurement of a refs genitals size and body size."
icon_state = "medscan"
complexity = 5
extended_desc = "Upon activation, the circuit will attempt to measure all body parts on the refs body within one tile away."
inputs = list("target" = IC_PINTYPE_REF)
outputs = list(
"penis length" = IC_PINTYPE_NUMBER,
"breast size" = IC_PINTYPE_NUMBER,
"testicle size" = IC_PINTYPE_NUMBER,
"body size" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
power_draw_per_use = 40
cooldown_per_use = 20
ext_cooldown = 25
/obj/item/integrated_circuit/input/gmeasurement/do_work()
var/mob/living/L = get_pin_data_as_type(IC_INPUT, 1, /mob/living)
if(!istype(L) || !L.Adjacent(get_turf(src)) ) //Invalid input
return
var/obj/item/organ/genital/penis/P = L.getorganslot("penis")
var/obj/item/organ/genital/breasts/B = L.getorganslot("breasts")
var/obj/item/organ/genital/testicles/T = L.getorganslot("testicles")
//reset data, just incase they dont have that genitle
set_pin_data(IC_OUTPUT, 1, 0)
set_pin_data(IC_OUTPUT, 2, 0)
set_pin_data(IC_OUTPUT, 3, 0)
set_pin_data(IC_OUTPUT, 4, 0)
//get sizes
set_pin_data(IC_OUTPUT, 1, P.length)
set_pin_data(IC_OUTPUT, 2, B.cached_size)
set_pin_data(IC_OUTPUT, 3, T.cached_size )
set_pin_data(IC_OUTPUT, 4, L.size_multiplier*100)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/pregtest
name = "pregnancy tester"
desc = "A circuit used to determine whether someone is pregnant or not and if they possess the ability to be impregnated."
icon_state = "medscan"
complexity = 5
inputs = list("target" = IC_PINTYPE_REF)
outputs = list(
"is pregnant" = IC_PINTYPE_BOOLEAN,
"breedable" = IC_PINTYPE_BOOLEAN
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
power_draw_per_use = 40
cooldown_per_use = 20
ext_cooldown = 25
/obj/item/integrated_circuit/input/pregtest/do_work()
var/mob/living/L = get_pin_data_as_type(IC_INPUT, 1, /mob/living)
if(!istype(L) || !L.Adjacent(get_turf(src)) ) //Invalid input
return
var/obj/item/organ/genital/womb/W = L.getorganslot("womb")
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
set_pin_data(IC_OUTPUT, 1, W.pregnant)
set_pin_data(IC_OUTPUT, 2, L.breedable)
push_data()
activate_pin(2)
*/
@@ -0,0 +1,13 @@
/*
Roleplay Jobs, Currently borked.
/datum/job/rpcentral
title = "Central Command Inspector"
faction = "Station"
total_positions = 1
spawn_positions = 1
minimal_player_age = 1
supervisors = "central command"
selection_color = "#ffeef0"
custom_spawn_text = "You are from central command doing a routine inspection of the station, please fill out the provided information and submit it to central command by the end of the shift."
*/
@@ -0,0 +1,8 @@
// yes, I COULD make it a seperate object from the surv capsule but the code needed is indeticle soo...
/obj/item/survivalcapsule/reactor // the not-so-survival capsule
name = "RMBK Reactor Beacon"
desc = "A special bluespace beacon designed to implement a reactor into the hull of the ship or station that it is activated on."
icon = 'icons/obj/device.dmi'
icon_state = "beacon"
template_id = "reactor"
@@ -0,0 +1,7 @@
// yes, I COULD make it a seperate object from the surv capsule but the code needed is indeticle soo...
/datum/map_template/shelter/reactor
name = "RBMK Reactor"
shelter_id = "reactor"
description = "A reactor core, coolant and moderator loop not included."
mappath = "_maps/templates/reactor_1.dmm"
@@ -0,0 +1,163 @@
/*
COSMETIC PARTS
this system allows you to change the _base_ appearance of a limb independent
of species or markings. this, for example, allows us to create "hybrids" like a
mammal with avian legs.
keep in mind that this does not change the species of a leg! in the above example,
the mammal's bird-legs are still mammal legs. this matters in some places, like
body part transplants; mis-matched species will cause extra damage if the surgery
fails and the part is rejected. so you can't attach mammal-bird legs to avians
safely.
*/
/datum/cosmetic_part
/** A unique string that is used to identify this part for save files. Allows name changes without breaking saves */
var/id
/** The name of the cosmetic part. This shows up in the preferences dropdown. */
var/name
var/icon = 'hyperstation/icons/mob/char_parts.dmi'
var/icon_state
/** How colors are determined for this part. MUTCOLORS for base color, MATRIXED to allow multiple channels. */
var/color_src = MUTCOLORS
/** Whether or not this cosmetic part has an alternate form for digitigrade legs. */
var/support_digitigrade = TRUE
/**
WE
HATE
GENDER!!!!!!!!!!
*/
var/support_gender = null
/** Species IDs that support this cosmetic part. Bypassed with "show mismatched markings" option. */
var/list/supported_species
/datum/cosmetic_part/head
/datum/cosmetic_part/chest
/datum/cosmetic_part/arms
/datum/cosmetic_part/legs
// HEADS
// =========================================
/datum/cosmetic_part/head/default
id = "default"
name = "default"
icon = null
/datum/cosmetic_part/head/ipc_round
id = "ipc_round"
name = "round ipc head"
icon_state = "ipc_round"
supported_species = list("ipc")
support_gender = FALSE
// CHESTS
// =========================================
/datum/cosmetic_part/chest/default
id = "default"
name = "default"
icon = null
/datum/cosmetic_part/chest/ipc_sleek
id = "ipc_sleek"
name = "sleek ipc chest"
icon_state = "ipc_sleek"
supported_species = list("ipc")
color_src = MATRIXED
support_gender = FALSE
/datum/cosmetic_part/chest/ipc_jointed
id = "ipc_jointed"
name = "jointed ipc chest"
icon_state = "ipc_jointed"
supported_species = list("ipc")
color_src = MATRIXED
support_gender = FALSE
// ARMS
// =========================================
/datum/cosmetic_part/arms/default
id = "default"
name = "default"
icon = null
/datum/cosmetic_part/arms/avian_alt
id = "avian_alt"
name = "avian claws"
icon_state = "avian_alt"
supported_species = list("mammal", "avian", "aquatic", "insect", "xeno", "synthliz")
/datum/cosmetic_part/arms/insect
id = "insect"
name = "insect arms"
icon = 'modular_citadel/icons/mob/mutant_bodyparts.dmi'
icon_state = "insect"
supported_species = list("mammal", "avian", "aquatic", "insect", "xeno", "synthliz")
/datum/cosmetic_part/arms/ipc_sleek
id = "ipc_sleek"
name = "sleek ipc arms"
icon_state = "ipc_sleek"
supported_species = list("ipc")
color_src = MATRIXED
/datum/cosmetic_part/arms/ipc_jointed
id = "ipc_jointed"
name = "jointed ipc arms"
icon_state = "ipc_jointed"
supported_species = list("ipc")
color_src = MATRIXED
// LEGS
// =========================================
/datum/cosmetic_part/legs/default
id = "default"
name = "default"
icon = null
/datum/cosmetic_part/legs/avian
id = "avian"
name = "avian legs"
icon = 'modular_citadel/icons/mob/mutant_bodyparts.dmi'
icon_state = "avian"
supported_species = list("mammal", "avian", "aquatic", "insect", "xeno", "synthliz")
support_digitigrade = FALSE
/datum/cosmetic_part/legs/mammal
id = "mammal"
name = "mammal legs"
icon = 'modular_citadel/icons/mob/mutant_bodyparts.dmi'
icon_state = "mammal"
supported_species = list("mammal", "avian", "aquatic", "insect", "xeno", "synthliz")
support_digitigrade = TRUE
/datum/cosmetic_part/legs/insect
id = "insect"
name = "insect legs"
icon = 'modular_citadel/icons/mob/mutant_bodyparts.dmi'
icon_state = "insect"
supported_species = list("mammal", "avian", "aquatic", "insect", "xeno", "synthliz")
support_digitigrade = TRUE
/datum/cosmetic_part/legs/ipc_sleek
id = "ipc_sleek"
name = "sleek ipc legs"
icon_state = "ipc_sleek"
supported_species = list("ipc")
color_src = MATRIXED
support_digitigrade = FALSE
/datum/cosmetic_part/legs/ipc_jointed
id = "ipc_jointed"
name = "jointed ipc legs"
icon_state = "ipc_jointed"
supported_species = list("ipc")
color_src = MATRIXED
support_digitigrade = FALSE
@@ -0,0 +1,575 @@
/*
from modular_citadel/code/modules/mob/dead/new_player/sprite_accessories.dm:
/datum/sprite_accessory
var/extra = FALSE
var/extra_color_src = MUTCOLORS2 //The color source for the extra overlay.
var/extra2 = FALSE
var/extra_icon = 'modular_citadel/icons/mob/mam_tails.dmi'
var/extra2_icon = 'modular_citadel/icons/mob/mam_tails.dmi'
var/extra2_color_src = MUTCOLORS3
var/list/ckeys_allowed
we use the "citadel" versions of mutant/species parts, which usually (but not always)
begins with "mam_" somewhere. stuff that's built for only humans/lizards in other parts
of the code are from TG, don't use those.
keep everything in alphabetical order, please!
*/
// TODO: code it so that we don't have to type in "icon = 'hyperstation/icons/mob/etc'"
// manually for hyperstation parts
/*
SNOUTS
==========================================================
*/
/datum/sprite_accessory/mam_snouts/bigmandible // sarcoph @ hyperstation, march 2022
name = "Big Mandibles (Hyper)"
icon_state = "bigmandible"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/proboscis // sarcoph @ hyperstation, march 2022
name = "Proboscis (Hyper)"
icon_state = "proboscis"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/rhinobeetle // sarcoph @ hyperstation, march 2022
name = "Rhino Beetle (Hyper)"
icon_state = "rhinobeetle"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/scarab // sarcoph @ hyperstation, march 2022
name = "Scarab Beetle (Hyper)"
icon_state = "scarab"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/smallmandible // sarcoph @ hyperstation, march 2022
name = "Small Mandibles (Hyper)"
icon_state = "smallmandible"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/spider // sarcoph @ hyperstation, march 2022
name = "Spider (Hyper)"
icon_state = "spider"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/tarantula // sarcoph @ hyperstation, march 2022
name = "Tarantula (Hyper)"
icon_state = "tarantula"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_snouts/easterndragon
name = "Eastern Dragon (Hyper)"
icon_state = "easterndw"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/feasterndragon
name = "Eastern Dragon (Top) (Hyper)"
icon_state = "feasterndw"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/easterndragonnowhiskers
name = "Eastern Dragon - No Whiskers (Hyper)"
icon_state = "easterndnw"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/feasterndragonnowhiskers
name = "Eastern Dragon - No Whiskers (Top) (Hyper)"
icon_state = "feasterndnw"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/knshuttle // Dahlular and Arcstaisia @ hyperstation, april 2022. Feel free to remove comment. Just remember this is snowflakey Kinaris stuff.
name = "Kinaris - Shuttle (Hyper)"
icon_state = "knshuttle"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/fchemlight
name = "RadDog (Top) (Hyper)"
icon_state = "fchemlight"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/chemlight
name = "RadDog (Hyper)"
icon_state = "chemlight"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/pinata
name = "pinata (Hyper)"
icon_state = "pinata"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/datum/sprite_accessory/mam_snouts/pinatasmile
name = "pinata Smile (Hyper)"
icon_state = "pinatasmile"
icon = 'hyperstation/icons/mob/char_snouts.dmi'
/*
EARS
==========================================================
*/
/datum/sprite_accessory/mam_ears/faceant // sarcoph @ hyperstation, march 2022
name = "Face Antennae (Hyper)"
icon_state = "faceant"
icon = 'hyperstation/icons/mob/char_ears.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_ears/faceant2 // sarcoph @ hyperstation, march 2022
name = "Face Antennae 2 (Hyper)"
icon_state = "faceant2"
icon = 'hyperstation/icons/mob/char_ears.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_ears/moth
name = "Moth Antennae (Hyper)"
icon_state = "moth"
icon = 'hyperstation/icons/mob/char_ears.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_ears/plumeant // sarcoph @ hyperstation, march 2022
name = "Plume Antennae (Hyper)"
icon_state = "plumeant"
icon = 'hyperstation/icons/mob/char_ears.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_ears/roundant // sarcoph @ hyperstation, march 2022
name = "Round Antennae (Hyper)"
icon_state = "roundant"
icon = 'hyperstation/icons/mob/char_ears.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_ears/thinant // sarcoph @ hyperstation, march 2022
name = "Thin Antennae (Hyper)"
icon_state = "thinant"
icon = 'hyperstation/icons/mob/char_ears.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_ears/easterndragon
name = "Eastern Dragon (Hyper)"
icon_state = "easternd"
icon = 'hyperstation/icons/mob/char_ears.dmi'
/datum/sprite_accessory/mam_ears/knshuttle // Dahlular and Arcstaisia @ hyperstation, april 2022. Feel free to remove comment. Just remember this is snowflakey Kinaris stuff.
name = "Kinaris - Shuttle (Hyper)"
icon_state = "knshuttle"
icon = 'hyperstation/icons/mob/char_ears.dmi'
/datum/sprite_accessory/mam_ears/chemlight
name = "RadDog (Hyper)"
icon_state = "chemlight"
icon = 'hyperstation/icons/mob/char_ears.dmi'
/*
WINGS
==========================================================
*/
/datum/sprite_accessory/deco_wings/beetle // sarcoph @ hyperstation, march 2022
name = "Beetle (Hyper)"
icon_state = "beetle"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/moth_wings/beetle
name = "Beetle (Hyper)"
icon_state = "beetle"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/deco_wings/beetle2 // sarcoph @ hyperstation, march 2022
name = "Beetle - 2-toned (Hyper)"
icon_state = "beetle2"
icon = 'hyperstation/icons/mob/char_wings.dmi'
color_src = MATRIXED
/datum/sprite_accessory/moth_wings/beetle2
name = "Beetle - 2-toned (Hyper)"
icon_state = "beetle2"
icon = 'hyperstation/icons/mob/char_wings.dmi'
color_src = MATRIXED
/datum/sprite_accessory/deco_wings/insect // sarcoph @ hyperstation, march 2022
name = "Insect (Hyper)"
icon_state = "insect"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/moth_wings/insect
name = "Insect (Hyper)"
icon_state = "insect"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/deco_wings/knshuttle // Dahlular and Arcstaisia @ hyperstation, april 2022. Feel free to remove comment. Just remember this is snowflakey Kinaris stuff.
name = "Kinaris - Shuttle (Hyper)"
icon_state = "knshuttle"
icon = 'hyperstation/icons/mob/char_wings.dmi'
//recommended_species = list("synthliz") need to give synths a deco wing slot
color_src = MATRIXED
/datum/sprite_accessory/deco_wings/minibat // sarcoph @ hyperstation, march 2022
name = "Mini Bat (Hyper)"
icon_state = "minibat"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/deco_wings/minifeather // sarcoph @ hyperstation, march 2022
name = "Mini Feather (Hyper)"
icon_state = "minifeather"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/deco_wings/tinybat // sarcoph @ hyperstation, march 2022
name = "Tiny Bat (Hyper)"
icon_state = "tinybat"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/deco_wings/tinyfeather // sarcoph @ hyperstation, march 2022
name = "Tiny Feather (Hyper)"
icon_state = "tinyfeather"
icon = 'hyperstation/icons/mob/char_wings.dmi'
/datum/sprite_accessory/deco_wings/sylveon // Aphast @ hyperstation, november 2022
name = "Sylveon Ribbons"
icon_state = "sylveon_bow"
icon = 'hyperstation/icons/mob/char_wings.dmi'
color_src = MATRIXED
/datum/sprite_accessory/horns/sylveon // Aphast @ hyperstation, november 2022, best place to put this due to being a pair and no horn slots here
name = "Sylveon Bow"
icon = 'modular_citadel/icons/mob/mutant_bodyparts.dmi'
icon_state = "sylveon_bow"
color_src = MATRIXED
/*
TAILS + ANIMATED TAILS
==========================================================
*/
/datum/sprite_accessory/mam_tails/bee // sarcoph @ hyperstation, march 2022
name = "Bee (Hyper)"
icon_state = "bee"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_tails_animated/bee
name = "Bee (Hyper)"
icon_state = "bee"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_tails/bee2 // sarcoph @ hyperstation, march 2022
name = "Bee w/ Stinger (Hyper)"
icon_state = "bee2"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_tails_animated/bee2
name = "Bee w/ Stinger (Hyper)"
icon_state = "bee2"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
// "fan" bird tail, short
/datum/sprite_accessory/mam_tails/shorthawk // sarcoph @ hyperstation, jan 2022
name = "Hawk - Short (Hyper)"
icon_state = "shorthawk"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/shorthawk
name = "Hawk - Short (Hyper)"
icon_state = "shorthawk"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails/insect // sarcoph @ hyperstation, march 2022
name = "Insect (Hyper)"
icon_state = "insect"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_tails_animated/insect
name = "Insect (Hyper)"
icon_state = "insect"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_tails/bug2tone // sarcoph @ hyperstation, march 2022
name = "Insect - 2-tone (Hyper)"
icon_state = "bug2tone"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_tails_animated/bug2tone
name = "Insect - 2-tone (Hyper)"
icon_state = "bug2tone"
icon = 'hyperstation/icons/mob/char_tails.dmi'
recommended_species = list("insect")
// "narrow" bird tail, long
/datum/sprite_accessory/mam_tails/longpigeon // sarcoph @ hyperstation, jan 2022
name = "Pigeon - Long (Hyper)"
icon_state = "longpigeon"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/longpigeon
name = "Pigeon - Long (Hyper)"
icon_state = "longpigeon"
icon = 'hyperstation/icons/mob/char_tails.dmi'
// "narrow" bird tail, short
/datum/sprite_accessory/mam_tails/shortpigeon // sarcoph @ hyperstation, jan 2022
name = "Pigeon - Short (Hyper)"
icon_state = "shortpigeon"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/shortpigeon
name = "Pigeon - Short (Hyper)"
icon_state = "shortpigeon"
icon = 'hyperstation/icons/mob/char_tails.dmi'
// "forked" bird tail, long
/datum/sprite_accessory/mam_tails/swallow // sarcoph @ hyperstation, jan 2022
name = "Swallow (Hyper)"
icon_state = "swallow"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/swallow
name = "Swallow (Hyper)"
icon_state = "swallow"
icon = 'hyperstation/icons/mob/char_tails.dmi'
// forked bird tail, long; special stripe markings
/datum/sprite_accessory/mam_tails/swallowstriped // sarcoph @ hyperstation, jan 2022
name = "Swallow - Striped (Hyper)"
icon_state = "swallowstriped"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/swallowstriped
name = "Swallow - Striped (Hyper)"
icon_state = "swallowstriped"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails/easterndragon //Pulled base from Virgo, seriously love the server and love you guys, stay lovely.
name = "Eastern Dragon (Hyper)"
icon_state = "easternd"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/easterndragon
name = "Eastern Dragon (Hyper)"
icon_state = "easternd"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails/knshuttle // Dahlular and Arcstaisia @ hyperstation, april 2022. Feel free to remove comment. Just remember this is snowflakey Kinaris stuff.
name = "Kinaris - Shuttle (Hyper)"
icon_state = "knshuttle"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/knshuttle
name = "Kinaris - Shuttle (Hyper)"
icon_state = "knshuttle"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails/chemlight
name = "RadDog (Hyper)"
icon_state = "chemlight"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/chemlight
name = "RadDog (Hyper)"
icon_state = "chemlight"
icon = 'hyperstation/icons/mob/char_tails.dmi'
/*
BODY MARKINGS
==========================================================
*/
/*
from modular_citadel/code/modules/mob/dead/new_player/sprite_accessories.dm:
/datum/sprite_accessory/mam_body_markings
extra = FALSE
extra2 = FALSE
color_src = MATRIXED
gender_specific = 0
icon = 'modular_citadel/icons/mob/mam_markings.dmi'
recommended_species = list("mammal", "xeno", "slimeperson", "podweak", "avian", "aquatic")
*/
/datum/sprite_accessory/mam_body_markings/bee // sarcoph @ hyperstation, march 2022
name = "Bee (Hyper)"
icon_state = "bee"
icon = 'hyperstation/icons/mob/char_markings.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_body_markings/bee_fluff // sarcoph @ hyperstation, march 2022
name = "Bee - Fluffy (Hyper)"
icon_state = "bee_fluff"
icon = 'hyperstation/icons/mob/char_markings.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_body_markings/bug3tone // sarcoph @ hyperstation, march 2022
name = "Beetle - 3-tone (Hyper)"
icon_state = "bug3tone"
icon = 'hyperstation/icons/mob/char_markings.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_body_markings/moth // sarcoph @ hyperstation, jan 2022
name = "Moth (Hyper)"
icon_state = "moth"
icon = 'hyperstation/icons/mob/char_markings.dmi'
recommended_species = list("insect")
/datum/sprite_accessory/mam_body_markings/empty
name = "None (Hyper)"
icon_state = "empty"
recommended_species = list("podweak", /*"mammal",*/ "avian", "aquatic", "insect", "xeno", "synthliz", "slimeperson")
// mammals are cursed to no empty markings until they get their heads fixed.
/datum/sprite_accessory/mam_body_markings/pigeon // sarcoph @ hyperstation, jan 2022
name = "Pigeon (Hyper)"
icon_state = "pigeon"
icon = 'hyperstation/icons/mob/char_markings.dmi'
recommended_species = list("avian")
/datum/sprite_accessory/mam_body_markings/shrike // sarcoph @ hyperstation, jan 2022
name = "Shrike (Hyper)"
icon_state = "shrike"
icon = 'hyperstation/icons/mob/char_markings.dmi'
recommended_species = list("avian")
/datum/sprite_accessory/mam_body_markings/easterndragon
name = "Eastern Dragon (Hyper)"
icon_state = "easternd"
icon = 'hyperstation/icons/mob/char_markings.dmi'
/datum/sprite_accessory/mam_body_markings/knshuttle // Dahlular and Arcstaisia @ hyperstation, april 2022. Feel free to remove comment. Just remember this is snowflakey Kinaris stuff.
name = "Kinaris - Shuttle (Hyper)"
icon_state = "knshuttle"
icon = 'hyperstation/icons/mob/char_markings.dmi'
//doged was here
/datum/sprite_accessory/mam_body_markings/chemlight
name = "RadDog (Hyper)"
icon_state = "chemlight"
icon = 'hyperstation/icons/mob/char_markings.dmi'
//racc do a code maybe it won't explode
/datum/sprite_accessory/mam_body_markings/raccalt
name = "RaccAlt (Hyper)"
icon_state = "raccalt"
icon = 'hyperstation/icons/mob/char_markings.dmi'
/datum/sprite_accessory/mam_body_markings/pinata
name = "pinata (Hyper)"
icon_state = "pinata"
icon = 'hyperstation/icons/mob/char_markings.dmi'
/*
TAUR BODIES
==========================================================
*/
/*
from modular_citadel/code/modules/mob/dead/new_player/sprite_accessories.dm:
/datum/sprite_accessory/taur
icon = 'modular_citadel/icons/mob/mam_taur.dmi'
extra_icon = 'modular_citadel/icons/mob/mam_taur.dmi'
extra = TRUE
extra2_icon = 'modular_citadel/icons/mob/mam_taur.dmi'
extra2 = TRUE
center = TRUE
dimension_x = 64
var/taur_mode = NOT_TAURIC
color_src = MATRIXED
recommended_species = list("human", "lizard", "insect", "mammal", "xeno", "jelly", "slimeperson", "podweak", "avian", "aquatic")
*/
/datum/sprite_accessory/taur/chemnaga //Chemlight experimental sprites for future spriting
name = "RadDog Naga (Hyper)"
icon_state = "chemnaga"
taur_mode = SNEK_TAURIC
ckeys_allowed = list("chemlight")
/datum/sprite_accessory/taur/chemlight
name = "RadDog Taur (Hyper)"
icon_state = "chemlight"
taur_mode = PAW_TAURIC
ckeys_allowed = list("chemlight")
/*
IPCS
==========================================================
*/
/*
from modular_citadel/code/modules/mob/dead/new_player/sprite_accessories.dm:
/datum/sprite_accessory/antenna
icon = 'modular_citadel/icons/mob/ipc_antennas.dmi'
color_src = MUTCOLORS3
recommended_species = list("ipc")
/datum/sprite_accessory/screen
icon = 'modular_citadel/icons/mob/ipc_screens.dmi'
color_src = null
*/
/datum/sprite_accessory/antenna/idog_down
name = "Dog, down (Hyper)"
icon_state = "idog_down"
color_src = MATRIXED
/datum/sprite_accessory/antenna/idog_up
name = "Dog, up (Hyper)"
icon_state = "idog_up"
color_src = MATRIXED
/datum/sprite_accessory/antenna/headset
name = "Headphones (Hyper)"
icon_state = "headset"
color_src = MATRIXED
/datum/sprite_accessory/antenna/aquatic
name = "Fins (Hyper)"
icon_state = "aquatic"
color_src = MATRIXED
/datum/sprite_accessory/screen/ghost
name = "Ghost (Hyper)"
icon_state = "ghost"
/datum/sprite_accessory/screen/heartbeat
name = "Heartbeat (Hyper)"
icon_state = "heartbeat"
/datum/sprite_accessory/screen/ocean
name = "Ocean (Hyper)"
icon_state = "ocean"
/datum/sprite_accessory/antenna/catears
name = "Pointy Ears (Hyper)"
icon_state = "catears"
color_src = MATRIXED
/datum/sprite_accessory/screen/valley
name = "Valley (Hyper)"
icon_state = "valley"
/*
BEARDS
==========================================================
*/
/*
/datum/sprite_accessory/facial_hair
icon = 'icons/mob/human_face.dmi'
gender = MALE // barf (unless you're a dorf, dorfs dig chix w/ beards :P)
*/
/datum/sprite_accessory/facial_hair/mane
name = "Neckfluff (Hyper)"
icon_state = "facial_neckfluff"
@@ -0,0 +1,3 @@
//This file is empty right now, but leaves room for people to put shit here in the future for those who are lazy
/mob/living/silicon/robot
var/datum/action/cyborg_small_sprite/small_sprite_action //This gets replaced every time the cyborg changes modules --Cyanosis
@@ -0,0 +1,18 @@
//This file is empty right now, but leaves room for people to put shit here in the future for those who are lazy
//This proc gets called whenever a new robot module is being applied --Cyanosis
/obj/item/robot_module/proc/handle_sprite_action(mob/living/silicon/robot/R, is_huge = FALSE)
ASSERT(istype(R))
if(R.small_sprite_action)
QDEL_NULL(R.small_sprite_action)
if(!is_huge) //only from the expander upgrade. The borg won't have an action if they don't have the expander upgrade
return
for(var/P in typesof(/datum/action/cyborg_small_sprite))
var/datum/action/cyborg_small_sprite/action = P
if(initial(action.designated_module) == name)
R.small_sprite_action = new action()
R.small_sprite_action.Grant(R)
break
if(!R.small_sprite_action)
R.small_sprite_action = new()
R.small_sprite_action.Grant(R)
@@ -0,0 +1,51 @@
//Ported from virgo, with some touch ups to make it work with our code.
/mob/living
var/list/status_indicators = null // Will become a list as needed.
/mob/living/proc/add_status_indicator(mutable_appearance/thing)
if(get_status_indicator(thing))
return
if(!istype(thing, /mutable_appearance))
thing = mutable_appearance('hyperstation/icons/mob/status_indicators.dmi', icon_state = thing)
LAZYADD(status_indicators, thing)
handle_status_indicators()
/mob/living/proc/remove_status_indicator(mutable_appearance/thing)
thing = get_status_indicator(thing)
cut_overlay(thing)
LAZYREMOVE(status_indicators, thing)
handle_status_indicators()
/mob/living/proc/get_status_indicator(mutable_appearance/thing)
if(!istype(thing, /mutable_appearance))
for(var/mutable_appearance/I in status_indicators)
if(I.icon_state == thing)
return I
return LAZYACCESS(status_indicators, LAZYFIND(status_indicators, thing))
/mob/living/proc/handle_status_indicators()
// First, get rid of all the overlays.
for(var/thing in status_indicators)
cut_overlay(thing)
if(!LAZYLEN(status_indicators))
return
if(stat == DEAD)
return
// Now the indicator row can actually be built.
for(var/thing in status_indicators)
var/mutable_appearance/I = thing
I.appearance_flags = PIXEL_SCALE|KEEP_APART
I.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
I.plane = HUD_PLANE
I.layer = ABOVE_FLY_LAYER
I.pixel_y = 18
I.pixel_x = 18
add_overlay(I)
@@ -0,0 +1,29 @@
mob/proc/checkloadappearance()
var/mob/living/carbon/human/H = src
//This will be where the person gets to select their appearance instead of the random character
if (world.time <= (H.time_initialized + 900) && H.mirrorcanloadappearance == TRUE)
SEND_SOUND(H, 'sound/misc/server-ready.ogg')
to_chat(H, "<span class='boldannounce'>This ghost role allows you to select your loaded character's appearance. Make sure you have your ID in your ID slot, if you have one.</span>")
if(alert(H, "Would you like to load your currently loaded character's appearance?", "This can only be done up until 90s after you spawn.", "Yes", "No") == "Yes" && world.time <= (H.time_initialized + 900))
if(alert(H, "You should only load a character that has not currently died in the round. Do you accept this?", "Warning", "Yes", "No") == "Yes" && world.time <= (H.time_initialized + 900))
H.client?.prefs?.copy_to(H)
if (H.custom_body_size) //Do they have a custom size set?
H.resize(H.custom_body_size * 0.01)
H.real_name = H.client?.prefs?.real_name
H.mind.name = H.real_name //Makes sure to change their mind name to their real name.
SSquirks.AssignQuirks(H, H.client, TRUE, FALSE, H.job, FALSE)//This Assigns the selected character's quirks
H.dna.update_dna_identity() //This makes sure their DNA is updated.
var/obj/item/card/id/idCard = H.get_idcard() //Time to change their ID card as well if they have one.
if (idCard != null)
idCard.update_label(H.real_name, idCard.assignment)
idCard.registered_name = H.real_name
H.mirrorcanloadappearance = FALSE //Prevents them from using the mirror again.
ADD_TRAIT(H,TRAIT_EXEMPT_HEALTH_EVENTS,GHOSTROLE_TRAIT) //Makes sure they are exempt from health events.
SEND_SOUND(H, 'sound/magic/charge.ogg') //Fluff
to_chat(H, "<span class='boldannounce'>Your head aches for a second. You feel like this is how things should have been.</span>")
log_game("[key_name(H)] has loaded their default appearance for a ghost role.")
message_admins("[ADMIN_LOOKUPFLW(H)] has loaded their default appearance for a ghost role.")
return
else
to_chat(H, "<span class='boldannounce'>You either took too long or chose not to change. Alrighty. Remember, you have 90 seconds from spawn to get to a mirror and still do it if you wish.</span>")
return
@@ -0,0 +1,15 @@
#define PATREONFILE "[global.config.directory]/patreons.txt"
GLOBAL_LIST_EMPTY(patreons)
/proc/load_patreons()
GLOB.patreons = list()
for(var/line in world.file2list(PATREONFILE))
if(!line)
continue
GLOB.patreons += ckey(line)
/proc/check_patreons(var/ckey)
if(!GLOB.patreons)
return FALSE
. = (ckey in GLOB.patreons)
+45
View File
@@ -0,0 +1,45 @@
/obj/item/pen/attack(mob/living/M, mob/user,stealth)
if(!istype(M))
return
if(!force)
if(M.can_inject(user, 1))
if(user.a_intent == "harm") //old poke requires harm intent.
to_chat(user, "<span class='warning'>You stab [M] with the pen.</span>")
if(!stealth)
to_chat(M, "<span class='danger'>You feel a tiny prick!</span>")
. = 1
else //writing time
var/mob/living/carbon/human/T = M
if(!T) //not human.
return
if(!T.is_chest_exposed())
to_chat(user, "<span class='warning'>You cannot write on someone with their clothes on.</span>")
return
var/writting = input(user, "Add writing, doesn't replace current text", "Writing on [T]") as text|null
if(!writting)
return
var/obj/item/bodypart/BP = T.get_bodypart(user.zone_selected)
if(!(user==T))
src.visible_message("<span class='notice'>[user] begins to write on [T]'s [BP.name].</span>")
else
to_chat(user, "<span class='notice'>You begin to write on your [BP.name].</span>")
if(do_mob(user, T, 4 SECONDS))
if((length(BP.writtentext))+(length(writting)) < 100) //100 character limmit to stop spamming.
BP.writtentext += html_encode(writting) //you can add to text, not remove it.
else
to_chat(user, "<span class='notice'>There isnt enough space to write that on [T]'s [BP.name].</span>")
return
if(!(user==T))
to_chat(user, "<span class='notice'>You write on [T]'s [BP.name].</span>")
else
to_chat(user, "<span class='notice'>You write on your [BP.name].</span>")
else
. = ..()
@@ -0,0 +1,229 @@
/obj/item/twohanded/required/fuel_rod
var/rad_strength = 500
var/half_life = 2000 // how many depletion ticks are needed to half the fuel_power (1 tick = 1 second)
var/time_created = 0
var/og_fuel_power = 0.20 //the original fuel power value
var/process = FALSE
// The depletion where depletion_final() will be called (and does something)
var/depletion_threshold = 100
// How fast this rod will deplete
var/depletion_speed_modifier = 1
var/depleted_final = FALSE // depletion_final should run only once
var/depletion_conversion_type = "plutonium"
/obj/item/twohanded/required/fuel_rod/Initialize(mapload)
. = ..()
time_created = world.time
AddComponent(/datum/component/radioactive, rad_strength, src) // This should be temporary for it won't make rads go lower than 350
if(process)
START_PROCESSING(SSobj, src)
/obj/item/twohanded/required/fuel_rod/Destroy()
if(process)
STOP_PROCESSING(SSobj, src)
var/obj/machinery/atmospherics/components/trinary/nuclear_reactor/N = loc
if(istype(N))
N.fuel_rods -= src
. = ..()
// This proc will try to convert your fuel rod if you don't override this proc
// So, ideally, you should write an override of this for every fuel rod you want to create
/obj/item/twohanded/required/fuel_rod/proc/depletion_final(result_rod = "")
if(result_rod)
var/obj/machinery/atmospherics/components/trinary/nuclear_reactor/N = loc
// Rod conversion is moot when you can't find the reactor
if(istype(N))
var/obj/item/twohanded/required/fuel_rod/R
// You can add your own depletion scheme and not override this proc if you are going to convert a fuel rod into another type
switch(result_rod)
if("plutonium")
R = new /obj/item/twohanded/required/fuel_rod/plutonium(loc)
R.depletion = depletion
if("depleted")
if(fuel_power < 10)
fuel_power = 0
playsound(loc, 'sound/effects/supermatter.ogg', 100, TRUE)
R = new /obj/item/twohanded/required/fuel_rod/depleted(loc)
R.depletion = depletion
// Finalization of conversion
if(istype(R))
N.fuel_rods += R
qdel(src)
else
depleted_final = FALSE // Maybe try again later?
/obj/item/twohanded/required/fuel_rod/deplete(amount=0.035) // override for the one in rmbk.dm
depletion += amount * depletion_speed_modifier
if(depletion >= depletion_threshold && !depleted_final)
depleted_final = TRUE
depletion_final(depletion_conversion_type)
/obj/item/twohanded/required/fuel_rod/plutonium
fuel_power = 0.20
name = "Plutonium-239 Fuel Rod"
desc = "A highly energetic titanium sheathed rod containing a sizeable measure of weapons grade plutonium, it's highly efficient as nuclear fuel, but will cause the reaction to get out of control if not properly utilised."
icon_state = "inferior"
rad_strength = 1500
process = TRUE // for half life code
depletion_threshold = 300
depletion_conversion_type = "depleted"
/obj/item/twohanded/required/fuel_rod/plutonium/process()
fuel_power = og_fuel_power * 0.5**((world.time - time_created) / half_life SECONDS) // halves the fuel power every half life (33 minutes)
/obj/item/twohanded/required/fuel_rod/depleted
name = "Depleted Fuel Rod"
desc = "A highly radioactive fuel rod which has expended most of it's useful energy."
icon_state = "normal"
rad_strength = 6000 // smelly
depletion_conversion_type = "" // It means that it won't turn into anything
// Master type for material optional (or requiring, wyci) and/or producing rods
/obj/item/twohanded/required/fuel_rod/material
// Whether the rod has been harvested. Should be set in expend().
var/expended = FALSE
// The material that will be inserted and then multiplied (or not). Should be some sort of /obj/item/stack
var/material_type
// The name of material that'll be used for texts
var/material_name
var/material_name_singular
var/initial_amount = 0
// The maximum amount of material the rod can hold
var/max_initial_amount = 10
var/grown_amount = 0
// The multiplier for growth. 1 for the same 2 for double etc etc
var/multiplier = 2
// After this depletion, you won't be able to add new materials
var/material_input_deadline = 25
// Material fuel rods generally don't get converted into another fuel object
depletion_conversion_type = ""
// Called when the rod is fully harvested
/obj/item/twohanded/required/fuel_rod/material/proc/expend()
expended = TRUE
// Basic checks for material rods
/obj/item/twohanded/required/fuel_rod/material/proc/check_material_input(mob/user)
if(depletion >= material_input_deadline)
to_chat(user, "<span class='warning'>The sample slots have sealed themselves shut, it's too late to add [material_name] now!</span>") // no cheesing in crystals at 100%
return FALSE
if(expended)
to_chat(user, "<span class='warning'>\The [src]'s material slots have already been used.</span>")
return FALSE
return TRUE
// The actual growth
/obj/item/twohanded/required/fuel_rod/material/depletion_final(result_rod)
if(result_rod)
..() // So if you put anything into depletion_conversion_type then your fuel rod will be converted (or not) and *won't grow*
else
grown_amount = initial_amount * multiplier
/obj/item/twohanded/required/fuel_rod/material/attackby(obj/item/W, mob/user, params)
var/obj/item/stack/M = W
if(istype(M, material_type))
if(!check_material_input(user))
return
if(initial_amount < max_initial_amount)
var/adding = min((max_initial_amount - initial_amount), M.amount)
M.amount -= adding
initial_amount += adding
if (adding == 1)
to_chat(user, "<span class='notice'>You insert [adding] [material_name_singular] into \the [src].</span>")
else
to_chat(user, "<span class='notice'>You insert [adding] [material_name] into \the [src].</span>")
M.zero_amount()
else
to_chat(user, "<span class='warning'>\The [src]'s material slots are full!</span>")
return
else
return ..()
/obj/item/twohanded/required/fuel_rod/material/attack_self(mob/user)
if(expended)
to_chat(user, "<span class='notice'>You have already removed [material_name] from \the [src].</span>")
return
if(depleted_final)
new material_type(user.loc, grown_amount)
if (grown_amount == 1)
to_chat(user, "<span class='notice'>You harvest [grown_amount] [material_name_singular] from \the [src].</span>") // Unlikely
else
to_chat(user, "<span class='notice'>You harvest [grown_amount] [material_name] from \the [src].</span>")
grown_amount = 0
expend()
else if(depletion)
to_chat(user, "<span class='warning'>\The [src] has not fissiled enough to fully grow the sample. The progress bar shows it is [min(depletion/depletion_threshold*100,100)]% complete.</span>")
else if(initial_amount)
new material_type(user.loc, initial_amount)
if (initial_amount == 1)
to_chat(user, "<span class='notice'>You remove [initial_amount] [material_name_singular] from \the [src].</span>")
else
to_chat(user, "<span class='notice'>You remove [initial_amount] [material_name] from \the [src].</span>")
initial_amount = 0
/obj/item/twohanded/required/fuel_rod/material/examine(mob/user)
. = ..()
if(expended)
. += "<span class='warning'>The material slots have been slagged by the extreme heat, you can't grow [material_name] in this rod again...</span>"
return
else if(depleted_final)
if(grown_amount == 1)
. += "<span class='warning'>This fuel rod's [material_name] are now fully grown, and it currently bears [grown_amount] harvestable [material_name_singular].</span>"
else
. += "<span class='warning'>This fuel rod's [material_name] are now fully grown, and it currently bears [grown_amount] harvestable [material_name].</span>"
return
if(depletion)
. += "<span class='danger'>The sample is [min(depletion/depletion_threshold*100,100)]% fissiled.</span>"
. += "<span class='disarm'>[initial_amount]/[max_initial_amount] of the slots for [material_name] are full.</span>"
/obj/item/twohanded/required/fuel_rod/material/telecrystal
name = "Telecrystal Fuel Rod"
desc = "A disguised titanium sheathed rod containing several small slots infused with uranium dioxide. Permits the insertion of telecrystals to grow more. Fissiles much faster than its standard counterpart"
icon_state = "telecrystal"
fuel_power = 0.30 // twice as powerful as a normal rod, you're going to need some engineering autism if you plan to mass produce TC
depletion_speed_modifier = 3 // headstart, otherwise it takes two hours
rad_strength = 1500
max_initial_amount = 8
multiplier = 3
material_type = /obj/item/stack/telecrystal
material_name = "telecrystals"
material_name_singular = "telecrystal"
/obj/item/twohanded/required/fuel_rod/material/telecrystal/depletion_final(result_rod)
..()
if(!result_rod)
fuel_power = 0.60 // thrice as powerful as plutonium, you'll want to get this one out quick!
name = "Exhausted Telecrystal Fuel Rod"
desc = "A highly energetic, disguised titanium sheathed rod containing a number of slots filled with greatly expanded telecrystals which can be removed by hand. It's extremely efficient as nuclear fuel, but will cause the reaction to get out of control if not properly utilised."
icon_state = "telecrystal_used"
AddComponent(/datum/component/radioactive, 3000, src)
/obj/item/twohanded/required/fuel_rod/material/bananium
name = "Bananium Fuel Rod"
desc = "A hilarious heavy-duty fuel rod which fissiles a bit slower than its cowardly counterparts. However, its cutting-edge cosmic clown technology allows rooms for extraordinarily exhilarating extraterrestrial element called bananium to menacingly multiply."
icon_state = "bananium"
fuel_power = 0.15
depletion_speed_modifier = 3
rad_strength = 350
max_initial_amount = 10
multiplier = 3
material_type = /obj/item/stack/sheet/mineral/bananium
material_name = "sheets of bananium"
material_name_singular = "sheet of bananium"
/obj/item/twohanded/required/fuel_rod/material/bananium/deplete(amount=0.035)
..()
if(initial_amount == max_initial_amount && prob(10))
playsound(src, pick('sound/items/bikehorn.ogg', 'yogstation/sound/misc/bikehorn_creepy.ogg'), 50) // HONK
/obj/item/twohanded/required/fuel_rod/material/bananium/depletion_final(result_rod)
..()
if(!result_rod)
fuel_power = 0.3 // Be warned
name = "Fully Grown Bananium Fuel Rod"
desc = "A hilarious heavy-duty fuel rod which fissiles a bit slower than it cowardly counterparts. Its greatly grimacing grwoth stage is now over, and bananium outgrowth hums as if it's blatantly honking bike horns."
icon_state = "bananium_used"
AddComponent(/datum/component/radioactive, 1250, src)
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,37 @@
// modular shitcode but it works:tm:
/obj/machinery/atmospherics/components/trinary/nuclear_reactor/multitool_act(mob/living/user, obj/item/multitool/I)
if(istype(I))
to_chat(user, "<span class='notice'>You add \the [src]'s ID into the multitool's buffer.</span>")
I.buffer = src.id
return TRUE
/obj/machinery/computer/reactor/multitool_act(mob/living/user, obj/item/multitool/I)
if(istype(I))
to_chat(user, "<span class='notice'>You add the reactor's ID to \the [src]>")
src.id = I.buffer
link_to_reactor()
return TRUE
/obj/machinery/atmospherics/components/trinary/nuclear_reactor/cargo // easier on the brain
/obj/machinery/atmospherics/components/trinary/nuclear_reactor/cargo/New()
. = ..()
id = rand(1, 9999999) // cmon, what are the chances? The chances are... Very low friend... But maybe we can make this a bit better.
// Cargo variants can be wrenched down and don't start linked to the default RMBK reactor
/obj/machinery/computer/reactor/control_rods/cargo
anchored = FALSE
id = null
/obj/machinery/computer/reactor/stats/cargo
anchored = FALSE
id = null
/obj/machinery/computer/reactor/fuel_rods/cargo
anchored = FALSE
id = null
/obj/item/paper/fluff/rbmkcargo
name = "Nuclear Reactor Instructions"
info = "Make sure a 5x5 area is completely clear of pipes, cables and machinery when using the beacon. Those will be provided automatically with the beacon's bluespace decompression. Use a multitool on the reactor then on the computers provided to link them together. Also make sure the reactor has a proper pipeline filled with cooling gas before inserting fuel rods. Good luck!"
@@ -0,0 +1,23 @@
/datum/reagent/consumable/pilk
name = "Pilk"
description = "A forbidden mixture that dates back to the early days of space civilization, its creation is known to have caused at least one or two massacres."
color = "#cf9f6f"
taste_description = "heresy"
glass_icon_state = "whiskeycolaglass"
glass_name = "glass of Pilk"
glass_desc = "Why would you do this to yourself?"
hydration = 3
/datum/reagent/consumable/pilk/on_mob_life(mob/living/carbon/M)
M.drowsyness = max(0,M.drowsyness-3)
M.adjust_bodytemperature(-3 * TEMPERATURE_DAMAGE_COEFFICIENT, BODYTEMP_NORMAL)
if(HAS_TRAIT(M, TRAIT_CALCIUM_HEALER))
M.heal_bodypart_damage(0.75,0, 0)
. = 1
else
if(M.getBruteLoss() && prob(20))
M.heal_bodypart_damage(0.5,0, 0)
. = 1
if(holder.has_reagent(/datum/reagent/consumable/capsaicin))
holder.remove_reagent(/datum/reagent/consumable/capsaicin, 1)
..()
@@ -0,0 +1,8 @@
/datum/reagent/consumable/alienhoney //for players who want bee character bewbs that produce honey.
name = "alien honey"
description = "Sweet honey that came from a alien source. This honey doesn't possess the same healing or nutrition properties as earth-bound bee honey."
color = "#d3a308"
value = 3 //plentiful, so wouldnt be worth as much.
nutriment_factor = 5 * REAGENTS_METABOLISM
metabolization_rate = 1 * REAGENTS_METABOLISM
taste_description = "sweetness"
@@ -0,0 +1,294 @@
/*
* If you ever decide to add more reactions, please remember to keep these
* in alphabetical order, according to reagent names and not their datums.
* It could be hard to find reactions when code diving.
* Due note, unlike before this change, that subtypes will apply to the tray the same as their parents
* -DT
*/
#define DEFAULT_ACT_MUTAGEN switch(rand(100)){\
if(91 to 100){\
T.adjustHealth(-10);\
to_chat(user, "<span class='warning'>The plant shrivels and burns.</span>");}\
if(81 to 90)\
T.mutatespecie();\
if(66 to 80)\
T.hardmutate();\
if(41 to 65)\
T.mutate();\
if(21 to 41)\
to_chat(user, "<span class='notice'>The plants don't seem to react...</span>");\
if(11 to 20)\
T.mutateweed();\
if(1 to 10)\
T.mutatepest(user);\
else\
to_chat(user, "<span class='notice'>Nothing happens...</span>");}
//Ammonia
/datum/reagent/ammonia/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustHealth(round(volume * 0.5))
T.adjustNutri(round(volume * 1))
if(..())
T.myseed.adjust_yield(round(volume * 0.01))
return TRUE
//Ash
/datum/reagent/ash/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
// Ash is used IRL in gardening, as a fertilizer enhancer and weed killer
T.adjustHealth(round(volume * 0.25))
T.adjustNutri(round(volume * 0.5))
T.adjustWeeds(-round(volume / 10))
return TRUE
//Beer
/datum/reagent/consumable/ethanol/beer/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
// Beer is a chemical composition of alcohol and various other things. It's a shitty nutrient but hey, it's still one. Also alcohol is bad, mmmkay?
T.adjustHealth(-round(volume * 0.05))
T.adjustNutri(round(volume * 0.25))
T.adjustWater(round(volume * 0.7))
return TRUE
//Blood
/datum/reagent/blood/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustNutri(round(volume * 0.6))
T.adjustHealth(-round(volume))
T.adjustPests(rand(2,4)) //they HUNGER
return TRUE
//Charcoal
/datum/reagent/medicine/charcoal/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustToxic(-round(volume * 2)) //Antitoxin binds shit pretty well. So the tox goes significantly down
return TRUE
//Chlorine
/datum/reagent/chlorine/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustHealth(-round(volume * 1))
T.adjustToxic(round(volume * 1.5))
T.adjustWater(-round(volume * 0.5))
T.adjustWeeds(-rand(1,volume * 0.125))
return TRUE
//Diethylamine
/datum/reagent/diethylamine/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
//Corrosive to pests, but not to plants
if(..())
T.myseed.adjust_yield(round(volume * 0.02))
T.adjustHealth(round(volume))
T.adjustNutri(round(volume * 2))
T.adjustPests(-rand(1,round(volume / 30)))
return TRUE
//Earthsblood
/datum/reagent/medicine/earthsblood/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.self_sufficiency_progress += volume
if(T.self_sufficiency_progress >= T.self_sufficiency_req)
T.become_self_sufficient()
else
to_chat(user, "<span class='notice'>[T] warms as it might on a spring day under a genuine Sun.</span>")
return TRUE
//Enduro-Grow
/datum/reagent/plantnutriment/endurogrow/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
if(!..())
return -1
T.myseed.adjust_potency(-round(volume / 10))
T.myseed.adjust_yield(-round(volume / 30))
T.myseed.adjust_endurance(round(volume / 30))
return TRUE
//E-Z Nutrient
/datum/reagent/plantnutriment/eznutriment/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.yieldmod = 1
T.mutmod = 1
return ..()
//Flourine
/datum/reagent/fluorine/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
// Fluorine one of the most corrosive and deadly gasses
T.adjustHealth(-round(volume * 2))
T.adjustToxic(round(volume * 2.5))
T.adjustWater(-round(volume * 0.5))
T.adjustWeeds(-rand(1, volume * 0.25))
return TRUE
//Fluorosulfuric acid
/datum/reagent/toxin/acid/fluacid/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustHealth(-round(volume * 2))
T.adjustToxic(round(volume * 3))
T.adjustWeeds(-rand(1,volume * 0.5))
return TRUE
//Holy Water
/datum/reagent/water/holywater/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
//Mostly the same as water, it also heals the plant a little with the power of the spirits~
T.adjustWater(round(volume))
T.adjustHealth(round(volume * 0.1))
return TRUE
//Left-4-Zed
/datum/reagent/plantnutriment/left4zednutriment/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.yieldmod = 0
T.mutmod = 2
return ..()
//Liquid Earthquake
/datum/reagent/plantnutriment/liquidearthquake/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
if(!..())
return -1
T.myseed.adjust_weed_chance(round(volume / 10))
T.myseed.adjust_weed_rate(round(volume / 30))
T.myseed.adjust_production(-round(volume / 30))
return TRUE
//Milk
/datum/reagent/consumable/milk/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustNutri(round(volume * 0.2))
T.adjustWater(round(volume * 0.5))
if(..()) // Milk is good for humans, but bad for plants. The sugars canot be used by plants, and the milk fat fucks up growth.
if(!T.myseed.get_gene(/datum/plant_gene/trait/plant_type/fungal_metabolism)) //Not shrooms though
T.adjustHealth(-round(volume / 2))
return TRUE
//Napalm
/datum/reagent/napalm/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
if(..())
if(T.myseed.resistance_flags & FIRE_PROOF)
return TRUE
T.adjustHealth(-round(volume * 6))
T.adjustToxic(round(volume * 7))
T.adjustWeeds(-rand(5,9))
return TRUE
//Nutriment
/datum/reagent/consumable/nutriment/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
//Compost, effectively
T.adjustHealth(round(volume * 0.5))
T.adjustNutri(round(volume))
return TRUE
//Pest Killer
/datum/reagent/toxin/pestkiller/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustToxic(round(volume * 0.5))
T.adjustPests(-rand(1,volume / 5))
return TRUE
//Phosphorus
/datum/reagent/phosphorus/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
// White Phosphorous + water -> phosphoric acid. That's not a good thing really.
// Phosphoric salts are beneficial though. And even if the plant suffers, in the long run the tray gets some nutrients. The benefit isn't worth that much.
T.adjustHealth(-round(volume * 0.75))
T.adjustNutri(round(volume * 0.1))
T.adjustWater(-round(volume * 0.5))
T.adjustWeeds(-rand(1, volume * 0.1))
return TRUE
//Plant-B-Gone
/datum/reagent/toxin/plantbgone/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustHealth(-round(volume * 5))
T.adjustToxic(round(volume * 6))
T.adjustWeeds(-rand(4,8))
return TRUE
//Plant Base
//For subtypes of /datum/reagent/plantnutriment/
/datum/reagent/plantnutriment/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustNutri(round(volume))
return ..()
//Radium
/datum/reagent/radium/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
if(volume >= 10)
DEFAULT_ACT_MUTAGEN
else if(volume >= 5)
T.hardmutate()
else if(volume >= 2)
T.mutate()
T.adjustHealth(-round(volume))
T.adjustToxic(round(volume * 3)) // Radium is harsher (OOC: also easier to produce)
return TRUE
//Robust Harvest
/datum/reagent/plantnutriment/robustharvestnutriment/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.yieldmod = 1.3
T.mutmod = 0
return ..()
//Saltpetre
/datum/reagent/saltpetre/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
// Saltpetre is used for gardening IRL. To simplify highly, it speeds up growth and strengthens plants
T.adjustHealth(round(volume * 0.25))
if (..())
T.myseed.adjust_production(-round(volume/100)-prob(volume%100))
T.myseed.adjust_potency(round(volume*0.5))
return TRUE
//Soda Water
/datum/reagent/consumable/sodawater/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
// A variety of nutrients are dissolved in club soda, without sugar.
// These nutrients include carbon, oxygen, hydrogen, phosphorous, potassium, sulfur and sodium, all of which are needed for healthy plant growth.
T.adjustWater(round(volume) * 0.9)
T.adjustHealth(round(volume * 0.1))
T.adjustNutri(round(volume * 0.1))
return TRUE
//Sugar
/datum/reagent/consumable/sugar/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustWeeds(round(rand(1, volume / 5)))
T.adjustPests(round(rand(1, volume / 5)))
return TRUE
//Sulphuric Acid
/datum/reagent/toxin/acid/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustHealth(-round(volume * 1))
T.adjustToxic(round(volume * 1.5))
T.adjustWeeds(-rand(1,volume * 0.25))
return TRUE
//Toxin
/datum/reagent/toxin/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustToxic(round(volume * 2))
return TRUE
//Unstable Mutagen
/datum/reagent/toxin/mutagen/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
if(volume >= 5)
DEFAULT_ACT_MUTAGEN
else if(volume >= 2)
T.hardmutate()
else if(volume >= 1)
T.mutate()
return TRUE
//Uranium
/datum/reagent/uranium/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
if(volume >= 10)
DEFAULT_ACT_MUTAGEN
else if(volume >= 5)
T.hardmutate()
else if(volume >= 2)
T.mutate()
T.adjustHealth(-round(volume))
T.adjustToxic(round(volume * 2))
return TRUE
//Virus Food
/datum/reagent/toxin/mutagen/mutagenvirusfood/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustNutri(round(volume * 0.5))
T.adjustHealth(-round(volume * 0.5))
return TRUE
//Water
/datum/reagent/water/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustWater(round(volume))
return TRUE
//Weed Killer
/datum/reagent/toxin/plantbgone/weedkiller/on_tray(obj/machinery/hydroponics/T, volume, mob/user)
T.adjustToxic(round(volume / 2))
T.adjustWeeds(-rand(1,volume / 5))
return TRUE
#undef DEFAULT_ACT_MUTAGEN
@@ -0,0 +1,29 @@
/datum/reagent/medicine/copium
name = "copium"
description = "A heavy scented substance meant to help one deal with loss."
reagent_state = LIQUID
color = "#a8707e"
overdose_threshold = 21
metabolization_rate = 0.75 * REAGENTS_METABOLISM
pH = 4
/datum/reagent/medicine/copium/on_mob_life(mob/living/carbon/M)
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if(mood.sanity <= SANITY_NEUTRAL && current_cycle >= 5)
mood.setSanity(min(mood.sanity+5, SANITY_NEUTRAL))
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "copium", /datum/mood_event/copium)
..()
/datum/reagent/medicine/copium/overdose_process(mob/living/carbon/M) //copious amounts of copium
M.blur_eyes(10)
if(prob(50))
M.adjustToxLoss(1, 0)
if(prob(5))
M.say(pick("That's okay. Things are going to be okay.", "This is fine.", "I'm okay with the events that are unfolding currently.", "World of Spacecraft is still a good game...", "I'm winning.", "Diesels are far more powerful."))
if(prob(5))
M.emote("me", 1, "seems to be crying.")
if(prob(4))
M.emote("me", 1, "falls over, crying.")
M.Knockdown(40)
//To-do: /datum/reagent/medicine/seethium
@@ -0,0 +1,6 @@
/datum/chemical_reaction/copium
name = "copium"
id = /datum/reagent/medicine/copium
results = list(/datum/reagent/medicine/copium = 5)
required_reagents = list(/datum/reagent/medicine/mannitol = 2, /datum/reagent/water = 1, /datum/reagent/medicine/epinephrine = 1, /datum/reagent/consumable/sugar = 1)
required_temp = 266
@@ -0,0 +1,34 @@
//This action is technically a duplicate of /action/small_sprite
//However, we do our own things...
/datum/action/sizecode_resize
name = "Toggle Giant Sprite"
desc = "Others will continue to see you giant."
icon_icon = 'icons/mob/screen_gen_old.dmi'
button_icon_state = "health1" //You can change this if you want
background_icon_state = "bg_alien" //But keep this as a distinct background
var/small = FALSE
var/image/small_icon
/datum/action/sizecode_resize/Grant(mob/M, safety=FALSE)
if(ishuman(M) && !safety) //this probably gets called before a person gets overlays on roundstart, so try again
if(!LAZYLEN(M.overlays))
addtimer(CALLBACK(src,PROC_REF(Grant), M, TRUE), 5) //https://www.youtube.com/watch?v=QQ-aYZzlDeo
return
..()
if(!owner)
return
var/image/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
I.override = TRUE
small_icon = I
/datum/action/sizecode_resize/Trigger()
..()
if(!small)
owner.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic, "sizecode_smallsprite", small_icon)
else
owner.remove_alt_appearance("sizecode_smallsprite")
small = !small
return TRUE
@@ -0,0 +1,271 @@
//I am not a coder. Please fucking tear apart my code, and insult me for how awful I am at coding. Please and thank you. -Dahlular
//alright bet -BoxBoy
#define RESIZE_MACRO 6
#define RESIZE_HUGE 4
#define RESIZE_BIG 2
#define RESIZE_NORMAL 1
#define RESIZE_SMALL 0.75
#define RESIZE_TINY 0.50
#define RESIZE_MICRO 0.25
//Moving these here - Jay
/mob/living
var/size_multiplier = 1 //multiplier for the mob's icon size atm
var/previous_size = 1
//Cyanosis - Action that resizes the sprite for the client but nobody else. Say goodbye to attacking yourself when someone's above you lmao
var/datum/action/sizecode_resize/small_sprite
#define MOVESPEED_ID_SIZE "SIZECODE"
#define MOVESPEED_ID_STOMP "STEPPY"
//averages
#define RESIZE_A_MACROHUGE (RESIZE_MACRO + RESIZE_HUGE) / 2
#define RESIZE_A_HUGEBIG (RESIZE_HUGE + RESIZE_BIG) / 2
#define RESIZE_A_BIGNORMAL (RESIZE_BIG + RESIZE_NORMAL) / 2
#define RESIZE_A_NORMALSMALL (RESIZE_NORMAL + RESIZE_SMALL) / 2
#define RESIZE_A_SMALLTINY (RESIZE_SMALL + RESIZE_TINY) / 2
#define RESIZE_A_TINYMICRO (RESIZE_TINY + RESIZE_MICRO) / 2
//Scale up a mob's icon by the size_multiplier
/mob/living/update_transform()
ASSERT(!iscarbon(src)) //the source isnt carbon should always be true
var/matrix/M = matrix() //matrix (M) variable
M.Scale(size_multiplier)
M.Translate(0, 16*(size_multiplier-1)) //translate by 16 * size_multiplier - 1 on Y axis
src.transform = M //the source of transform is M
/mob/proc/get_effective_size()
return 100000
/mob/living/get_effective_size()
return src.size_multiplier
/datum/movespeed_modifier/size
id = MOVESPEED_ID_SIZE
/mob/living/proc/resize(var/new_size, var/animate = TRUE)
size_multiplier = new_size //This will be passed into update_transform() and used to change health and speed.
if(size_multiplier == previous_size)
return TRUE
src.update_transform() //WORK DAMN YOU
src.update_mobsize()
//Going to change the health and speed values too
src.remove_movespeed_modifier(/datum/movespeed_modifier/size)
src.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/size, multiplicative_slowdown = (abs(size_multiplier - 1) * 0.3 )) //GS Change, reduces speed penalties for size from *.4 to *.3
var/healthmod_old = ((previous_size * 35) - 75) //Get the old value to see what we must change.
var/healthmod_new = ((size_multiplier * 35) - 75) //A size of one would be zero. Big boys get health, small ones lose health. //GS Change, reduces health penalties/buffs for size from *75 to *35
var/healthchange = healthmod_new - healthmod_old //Get ready to apply the new value, and subtract the old one. (Negative values become positive)
src.maxHealth += healthchange
src.health += healthchange
if(iscarbon(src))
var/mob/living/carbon/C = src
for(var/obj/item/organ/genital/G in C.internal_organs)
G.update_appearance()
//if(src.size_multiplier >= RESIZE_A_HUGEBIG || src.size_multiplier <= RESIZE_A_TINYMICRO) Will remove clothing when too big or small. Will do later.
previous_size = size_multiplier //And, change this now that we are finally done.
SEND_SIGNAL(src, COMSIG_MOBSIZE_CHANGED, src) //This SHOULD allow other shit to check when a mob changes size -Capn
//Now check if the mob can get the size action
if(!small_sprite)
small_sprite = new(src)
small_sprite.Remove(src)
if(size_multiplier >= 1.25) //Anything bigger will start to block things
small_sprite.Grant(src)
//handle the big steppy, except nice
/mob/living/proc/handle_micro_bump_helping(var/mob/living/tmob)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(tmob.pulledby == H)
return FALSE
//Micro is on a table.
var/turf/steppyspot = tmob.loc
for(var/thing in steppyspot.contents)
if(istype(thing, /obj/structure/table))
return TRUE
//Both small.
if(H.get_effective_size() <= RESIZE_A_TINYMICRO && tmob.get_effective_size() <= RESIZE_A_TINYMICRO)
now_pushing = 0
H.forceMove(tmob.loc)
return TRUE
//Doing messages
if(abs(get_effective_size()/tmob.get_effective_size()) >= 2) //if the initiator is twice the size of the micro
now_pushing = 0
H.forceMove(tmob.loc)
//Smaller person being stepped on
if(get_effective_size() > tmob.get_effective_size() && iscarbon(src))
// GS13: Import Fat Naga & Alt Naga from VoreStation
if(istype(H) && H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle" || H.dna.features["taur"] == "Fat Naga" || H.dna.features["taur"] == "Alt Naga")
tmob.visible_message("<span class='notice'>[src] carefully slithers around [tmob].</span>", "<span class='notice'>[src]'s huge tail slithers besides you.</span>")
else
tmob.visible_message("<span class='notice'>[src] carefully steps over [tmob].</span>", "<span class='notice'>[src] steps over you carefully.</span>")
return TRUE
//Smaller person stepping under a larger person
if(abs(tmob.get_effective_size()/get_effective_size()) >= 2)
H.forceMove(tmob.loc)
now_pushing = 0
micro_step_under(tmob)
return TRUE
//Stepping on disarm intent -- TO DO, OPTIMIZE ALL OF THIS SHIT
/mob/living/proc/handle_micro_bump_other(var/mob/living/tmob)
ASSERT(isliving(tmob))
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(tmob.pulledby == H)
return FALSE
//If on a table, don't
var/turf/steppyspot = tmob.loc
for(var/thing in steppyspot.contents)
if(istype(thing, /obj/structure/table))
return TRUE
//Both small
if(H.get_effective_size() <= RESIZE_A_TINYMICRO && tmob.get_effective_size() <= RESIZE_A_TINYMICRO)
now_pushing = 0
H.forceMove(tmob.loc)
return TRUE
if(abs(get_effective_size()/tmob.get_effective_size()) >= 2)
if(H.a_intent == "disarm" && H.canmove && !H.buckled)
now_pushing = 0
H.forceMove(tmob.loc)
sizediffStamLoss(tmob)
H.add_movespeed_modifier(MOVESPEED_ID_STOMP, multiplicative_slowdown = 10) //Full stop
addtimer(CALLBACK(H, TYPE_PROC_REF(/mob/, remove_movespeed_modifier), MOVESPEED_ID_STOMP), 3) //0.3 seconds
if(get_effective_size() > tmob.get_effective_size() && iscarbon(H))
if(istype(H) && H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle" || H.dna.features["taur"] == "Fat Naga" || H.dna.features["taur"] == "Alt Naga")
tmob.visible_message("<span class='danger'>[src] carefully rolls their tail over [tmob]!</span>", "<span class='danger'>[src]'s huge tail rolls over you!</span>")
else
tmob.visible_message("<span class='danger'>[src] carefully steps on [tmob]!</span>", "<span class='danger'>[src] steps onto you with force!</span>")
//horny traits
/*
if(HAS_TRAIT(src, TRAIT_MICROPHILE))
src.adjust_arousal(8)
if (src.getArousalLoss() >= 100 && ishuman(tmob) && tmob.has_dna())
src.mob_climax(forced_climax=TRUE)
if(HAS_TRAIT(tmob, TRAIT_MACROPHILE))
tmob.adjust_arousal(10)
if (tmob.getArousalLoss() >= 100 && ishuman(tmob) && tmob.has_dna())
tmob.mob_climax(forced_climax=TRUE)
return TRUE
* commenting out for now.*/
if(H.a_intent == "harm" && H.canmove && !H.buckled)
now_pushing = 0
H.forceMove(tmob.loc)
sizediffStamLoss(tmob)
sizediffBruteloss(tmob)
playsound(loc, 'sound/misc/splort.ogg', 50, 1)
H.add_movespeed_modifier(MOVESPEED_ID_STOMP, multiplicative_slowdown = 10)
addtimer(CALLBACK(H, TYPE_PROC_REF(/mob/, remove_movespeed_modifier), MOVESPEED_ID_STOMP), 10) //1 second
//H.Stun(20)
if(get_effective_size() > tmob.get_effective_size() && iscarbon(H))
if(istype(H) && H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle" || H.dna.features["taur"] == "Fat Naga" || H.dna.features["taur"] == "Alt Naga")
tmob.visible_message("<span class='danger'>[src] mows down [tmob] under their tail!</span>", "<span class='userdanger'>[src] plows their tail over you mercilessly!</span>")
else
tmob.visible_message("<span class='danger'>[src] slams their foot down on [tmob], crushing them!</span>", "<span class='userdanger'>[src] crushes you under their foot!</span>")
//horny traits
/*
if(HAS_TRAIT(src, TRAIT_MICROPHILE))
src.adjust_arousal((get_effective_size()/tmob.get_effective_size()*3))
if (src.getArousalLoss() >= 100 && ishuman(tmob) && tmob.has_dna())
src.mob_climax(forced_climax=TRUE)
if(HAS_TRAIT(tmob, TRAIT_MACROPHILE))
tmob.adjust_arousal((get_effective_size()/tmob.get_effective_size()*3))
if (tmob.getArousalLoss() >= 100 && ishuman(tmob) && tmob.has_dna())
tmob.mob_climax(forced_climax=TRUE)
commenting out for now */
return TRUE
// if(H.a_intent == "grab" && H.canmove && !H.buckled)
// now_pushing = 0
// H.forceMove(tmob.loc)
// sizediffStamLoss(tmob)
// sizediffStun(tmob)
// H.add_movespeed_modifier(MOVESPEED_ID_STOMP, multiplicative_slowdown = 10)
// addtimer(CALLBACK(H, TYPE_PROC_REF(/mob/, remove_movespeed_modifier), MOVESPEED_ID_STOMP), 7)//About 3/4th a second
// if(get_effective_size() > tmob.get_effective_size() && iscarbon(H))
// var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET) || (H.shoes && (H.shoes.body_parts_covered & FEET)))
// if(feetCover)
// if(istype(H) && H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle" || H.dna.features["taur"] == "Fat Naga" || H.dna.features["taur"] == "Alt Naga")
// tmob.visible_message("<span class='danger'>[src] pins [tmob] under their tail!</span>", "<span class='danger'>[src] pins you beneath their tail!</span>")
// else
// tmob.visible_message("<span class='danger'>[src] pins [tmob] helplessly underfoot!</span>", "<span class='danger'>[src] pins you underfoot!</span>")
// return TRUE
// else
// if(istype(H) && H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle" || H.dna.features["taur"] == "Fat Naga" || H.dna.features["taur"] == "Alt Naga")
// tmob.visible_message("<span class='danger'>[src] snatches up [tmob] underneath their tail!</span>", "<span class='userdanger'>[src]'s tail winds around you and snatches you in its coils!</span>")
// //tmob.mob_pickup_micro_feet(H)
// SEND_SIGNAL(tmob, COMSIG_MICRO_PICKUP_FEET, H)
// else
// tmob.visible_message("<span class='danger'>[src] stomps down on [tmob], curling their toes and picking them up!</span>", "<span class='userdanger'>[src]'s toes pin you down and curl around you, picking you up!</span>")
// //tmob.mob_pickup_micro_feet(H)
// SEND_SIGNAL(tmob, COMSIG_MICRO_PICKUP_FEET, H)
// return TRUE
if(abs(tmob.get_effective_size()/get_effective_size()) >= 2)
H.forceMove(tmob.loc)
now_pushing = 0
micro_step_under(tmob)
return TRUE
//smaller person stepping under another person... TO DO, fix and allow special interactions with naga legs to be seen
/mob/living/proc/micro_step_under(var/mob/living/tmob)
if(istype(tmob) && istype(tmob, /datum/sprite_accessory/taur/naga))
src.visible_message("<span class='notice'>[src] bounds over [tmob]'s tail.</span>", "<span class='notice'>You jump over [tmob]'s thick tail.</span>")
else
src.visible_message("<span class='notice'>[src] runs between [tmob]'s legs.</span>", "<span class='notice'>You run between [tmob]'s legs.</span>")
//Proc for scaling stamina damage on size difference
/mob/living/proc/sizediffStamLoss(var/mob/living/tmob)
var/S = (get_effective_size()/tmob.get_effective_size()*25) //macro divided by micro, times 25
tmob.Knockdown(S) //final result in stamina knockdown
//Proc for scaling stuns on size difference (for grab intent)
/mob/living/proc/sizediffStun(var/mob/living/tmob)
var/T = (get_effective_size()/tmob.get_effective_size()*2) //Macro divided by micro, times 2
tmob.Stun(T)
//Proc for scaling brute damage on size difference
/mob/living/proc/sizediffBruteloss(var/mob/living/tmob)
var/B = (get_effective_size()/tmob.get_effective_size()*2) //macro divided by micro, times 3 //GS change, *2
tmob.adjustBruteLoss(B) //final result in brute loss
//Proc for changing mob_size to be grabbed for item weight classes
/mob/living/proc/update_mobsize(var/mob/living/tmob)
if(size_multiplier <= 0.50)
mob_size = 0
else if(size_multiplier < 1)
mob_size = 1
else if(size_multiplier <= 2)
mob_size = 2 //the default human size
else if(size_multiplier > 2)
mob_size = 3
//Proc for instantly grabbing valid size difference. Code optimizations soon(TM)
/*
/mob/living/proc/sizeinteractioncheck(var/mob/living/tmob)
if(abs(get_effective_size()/tmob.get_effective_size())>=2.0 && get_effective_size()>tmob.get_effective_size())
return FALSE
else
return TRUE
*/
//Clothes coming off at different sizes, and health/speed/stam changes as well
@@ -0,0 +1,134 @@
//Size Chemicals, now with better and less cringy names.
//TO DO: USE BETTER FERMICHEM TO MAKE ALL OF THESE CHEMICALS MORE INTERACTIVE
//Sizechem reagent
/datum/reagent/sizechem
name = "Cell-Volume Altering Base"
description = "A stabilized compound liquid, used as a basis for increasing or decreasing the size of living matter with more recipes."
color = "#C900CC"
taste_description = "regret"
can_synth = FALSE
metabolization_rate = 0.25
//Sizechem reaction
/datum/chemical_reaction/sizechem
name = "Cell-Volume Altering Base"
id = /datum/reagent/sizechem
mix_message = "the reaction rapidly alters in size!"
required_reagents = list(/datum/reagent/growthserum = 0.15, /datum/reagent/medicine/clonexadone = 0.15, /datum/reagent/gold = 0.15, /datum/reagent/acetone = 0.15)
results = list(/datum/reagent/sizechem = 0.3)
required_temp = 1
//Fermichem vars
OptimalTempMin = 600 // Lower area of bell curve for determining heat based rate reactions
OptimalTempMax = 630 // Upper end for above
ExplodeTemp = 635 // Temperature at which reaction explodes
OptimalpHMin = 5 // Lowest value of pH determining pH a 1 value for pH based rate reactions (Plateu phase)
OptimalpHMax = 5.5 // Higest value for above
ReactpHLim = 2 // How far out pH wil react, giving impurity place (Exponential phase)
CatalystFact = 0 // How much the catalyst affects the reaction (0 = no catalyst)
CurveSharpT = 4 // How sharp the temperature exponential curve is (to the power of value)
CurveSharppH = 4 // How sharp the pH exponential curve is (to the power of value)
ThermicConstant = -10 // Temperature change per 1u produced
HIonRelease = 0.02 // pH change per 1u reaction (inverse for some reason)
RateUpLim = 1 // Optimal/max rate possible if all conditions are perfect
FermiChem = TRUE // If the chemical uses the Fermichem reaction mechanics
FermiExplode = FALSE // If the chemical explodes in a special way
PurityMin = 0.2
//Growthchem reagent
/datum/reagent/growthchem
name = "Prospacillin"
description = "A stabilized altercation of size-altering liquids, this one appears to increase cell volume."
color = "#E70C0C"
taste_description = "a sharp, fiery and intoxicating flavour"
overdose_threshold = 10
metabolization_rate = 0.25
can_synth = FALSE //DO NOT MAKE THIS SNYTHESIZABLE, THESE CHEMS ARE SUPPOSED TO NOT BE USED COMMONLY
//Growthchem reaction
/datum/chemical_reaction/growthchem
name = "Prospacillin"
id = /datum/reagent/growthchem
mix_message = "the reaction appears to grow!"
required_reagents = list(/datum/reagent/sizechem = 0.15, /datum/reagent/consumable/condensedcapsaicin = 0.15, /datum/reagent/drug/aphrodisiac = 0.30)
results = list(/datum/reagent/growthchem = 0.25)
required_temp = 1
OptimalTempMin = 700 // Lower area of bell curve for determining heat based rate reactions
OptimalTempMax = 730 // Upper end for above
ExplodeTemp = 735 // Temperature at which reaction explodes
OptimalpHMin = 3 // Lowest value of pH determining pH a 1 value for pH based rate reactions (Plateu phase)
OptimalpHMax = 3.5 // Higest value for above
ReactpHLim = 2 // How far out pH wil react, giving impurity place (Exponential phase)
CatalystFact = 0 // How much the catalyst affects the reaction (0 = no catalyst)
CurveSharpT = 4 // How sharp the temperature exponential curve is (to the power of value)
CurveSharppH = 4 // How sharp the pH exponential curve is (to the power of value)
ThermicConstant = -10 // Temperature change per 1u produced
HIonRelease = 0.02 // pH change per 1u reaction (inverse for some reason)
RateUpLim = 1 // Optimal/max rate possible if all conditions are perfect
FermiChem = TRUE // If the chemical uses the Fermichem reaction mechanics
FermiExplode = FALSE // If the chemical explodes in a special way
PurityMin = 0.2
//Growthchem effects
/datum/reagent/growthchem/on_mob_add(mob/living/carbon/M)
. = ..()
if(ishuman(M))
log_game("SIZECODE: [M] ckey: [M.key] has ingested growthchem.")
/datum/reagent/growthchem/on_mob_life(mob/living/carbon/M)
if(!ishuman(M))
return..()
if(M.size_multiplier < RESIZE_MACRO)
M.resize(M.size_multiplier+0.025)
M.visible_message("<span class='danger'>[pick("[M] grows!", "[M] expands in size!", "[M] pushes outwards in stature!")]</span>", "<span class='danger'>[pick("You feel your body fighting for space and growing!", "The world contracts inwards in every direction!", "You feel your muscles expand, and your surroundings shrink!")]</span>")
..()
. = 1
//Shrinkchem reagent
/datum/reagent/shrinkchem
name = "Diminicillin"
description = "A stabilized altercation of size-altering liquids, this one appears to decrease cell volume."
color = "#0C26E7"
taste_description = "a pungent, acidic and jittery flavour"
overdose_threshold = 10
metabolization_rate = 0.50
can_synth = FALSE //SAME STORY AS ABOVE
//Shrinchem reaction
/datum/chemical_reaction/shrinkchem
name = "Diminicillin"
id = /datum/reagent/shrinkchem
mix_message = "the reaction appears to shrink!"
required_reagents = list(/datum/reagent/sizechem = 0.15, /datum/reagent/consumable/frostoil = 0.15, /datum/reagent/drug/aphrodisiac = 0.30)
results = list(/datum/reagent/shrinkchem = 0.25)
required_temp = 1
OptimalTempMin = 100 // Lower area of bell curve for determining heat based rate reactions
OptimalTempMax = 150 // Upper end for above
ExplodeTemp = 350 // Temperature at which reaction explodes
OptimalpHMin = 3 // Lowest value of pH determining pH a 1 value for pH based rate reactions (Plateu phase)
OptimalpHMax = 4.5 // Higest value for above
ReactpHLim = 2 // How far out pH wil react, giving impurity place (Exponential phase)
CatalystFact = 0 // How much the catalyst affects the reaction (0 = no catalyst)
CurveSharpT = 4 // How sharp the temperature exponential curve is (to the power of value)
CurveSharppH = 4 // How sharp the pH exponential curve is (to the power of value)
ThermicConstant = -10 // Temperature change per 1u produced
HIonRelease = 0.02 // pH change per 1u reaction (inverse for some reason)
RateUpLim = 1 // Optimal/max rate possible if all conditions are perfect
FermiChem = TRUE // If the chemical uses the Fermichem reaction mechanics
FermiExplode = FALSE // If the chemical explodes in a special way
PurityMin = 0.2
//Shrinkchem effects
/datum/reagent/shrinkchem/on_mob_add(mob/living/carbon/M)
. = ..()
if(ishuman(M))
log_game("SIZECODE: [M] ckey: [M.key] has ingested shrinkchem.")
/datum/reagent/shrinkchem/on_mob_life(mob/living/carbon/M)
if(!ishuman(M))
return..()
if(M.size_multiplier > RESIZE_MICRO)
M.resize(M.size_multiplier-0.025)
M.visible_message("<span class='danger'>[pick("[M] shrinks down!", "[M] dwindles in size!", "[M] compresses down!")]</span>", "<span class='danger'>[pick("You feel your body compressing in size!", "The world pushes outwards in every direction!", "You feel your muscles contract, and your surroundings grow!")]</span>")
..()
. = 1
@@ -0,0 +1,88 @@
/obj/item/projectile/sizelaser
name = "sizeray laser"
icon_state = "omnilaser"
hitsound = null
damage = 5
damage_type = STAMINA
flag = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
//TO DO: make the size ray have a selection of a minimum size and maximum size, rather than two modes.
/obj/item/projectile/sizelaser/shrinkray
icon_state="bluelaser"
/obj/item/projectile/sizelaser/growthray
icon_state="laser"
/obj/item/projectile/sizelaser/shrinkray/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/M = target
switch(M.size_multiplier)
if(RESIZE_MACRO to INFINITY)
M.resize(RESIZE_HUGE)
if(RESIZE_HUGE to RESIZE_MACRO)
M.resize(RESIZE_BIG)
if(RESIZE_BIG to RESIZE_HUGE)
M.resize(RESIZE_NORMAL)
if(RESIZE_NORMAL to RESIZE_BIG)
M.resize(RESIZE_SMALL)
if(RESIZE_SMALL to RESIZE_NORMAL)
M.resize(RESIZE_TINY)
if(RESIZE_TINY to RESIZE_SMALL)
M.resize(RESIZE_MICRO)
if((0 - INFINITY) to RESIZE_NORMAL)
M.resize(RESIZE_MICRO)
M.update_transform()
return TRUE
/obj/item/projectile/sizelaser/growthray/on_hit(var/atom/target, var/blocked = 0 )
if(istype(target, /mob/living/carbon/human))
var/mob/living/M = target
switch(M.size_multiplier)
if(RESIZE_HUGE to RESIZE_MACRO)
M.resize(RESIZE_MACRO)
if(RESIZE_BIG to RESIZE_HUGE)
M.resize(RESIZE_HUGE)
if(RESIZE_NORMAL to RESIZE_BIG)
M.resize(RESIZE_BIG)
if(RESIZE_SMALL to RESIZE_NORMAL)
M.resize(RESIZE_NORMAL)
if(RESIZE_TINY to RESIZE_SMALL)
M.resize(RESIZE_SMALL)
if(RESIZE_MICRO to RESIZE_TINY)
M.resize(RESIZE_TINY)
if((0 - INFINITY) to RESIZE_MICRO)
M.resize(RESIZE_MICRO)
M.update_transform()
return TRUE
/obj/item/ammo_casing/energy/laser/growthray
projectile_type = /obj/item/projectile/sizelaser/growthray
select_name = "Growth"
/obj/item/ammo_casing/energy/laser/shrinkray
projectile_type = /obj/item/projectile/sizelaser/shrinkray
select_name = "Shrink"
//Gun
/obj/item/gun/energy/laser/sizeray
name = "size ray"
icon = 'icons/obj/guns/energy.dmi'
icon_state = "sizeshrink"
desc = "An extremely-dangerous, almost-illegal size-altering device. You've either stolen this, or have the permits for it."
item_state = null
ammo_type = list(/obj/item/ammo_casing/energy/laser/shrinkray, /obj/item/ammo_casing/energy/laser/growthray)
selfcharge = EGUN_SELFCHARGE
charge_delay = 5
ammo_x_offset = 2
clumsy_check = 1
attackby(obj/item/W, mob/user)
if(W==src)
if(icon_state=="sizeshrink")
icon_state="sizegrow"
ammo_type = list(/obj/item/ammo_casing/energy/laser/growthray)
else
icon_state="sizeshrink"
ammo_type = list(/obj/item/ammo_casing/energy/laser/shrinkray)
return ..()
@@ -0,0 +1,25 @@
/obj/item/organ/cyberimp/arm/mblade
name = "arm-mounted scytheblade"
desc = "An extremely dangerous implant which can be used in a variety of ways. Mostly killing."
contents = newlist(/obj/item/melee/mblade)
/obj/item/organ/cyberimp/arm/mblade/l
zone = BODY_ZONE_L_ARM
/obj/item/melee/mblade
name = "mounted scytheblade"
desc = "An extremely dangerous implant which can be used in a variety of ways. Mostly killing."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "mblade"
item_state = "mblade"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 45
hitsound = 'sound/weapons/bladeslice.ogg'
throwforce = 45
block_chance = 70
armour_penetration = 80
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_BULKY
sharpness = IS_SHARP_ACCURATE
attack_verb = list("slashed", "cut")
+34
View File
@@ -0,0 +1,34 @@
//Jay Sparrow
/datum/quirk/cum_plus
name = "Extra productive genitals"
desc = "Your lower bits produce more and hold more than normal."
value = 0
category = CATEGORY_SEXUAL
mob_trait = TRAIT_CUM_PLUS
gain_text = "<span class='notice'>You feel pressure in your groin.</span>"
lose_text = "<span class='notice'>You feel a weight lifted from your groin.</span>"
medical_record_text = "Patient has greatly increased production of sexual fluids"
/datum/quirk/cum_plus/add()
var/mob/living/carbon/M = quirk_holder
if(M?.getorganslot("testicles"))
var/obj/item/organ/genital/testicles/T = M?.getorganslot("testicles")
T?.fluid_mult = 1.5 //Base is 1
T?.fluid_max_volume = 5
/datum/quirk/cum_plus/remove()
var/mob/living/carbon/M = quirk_holder
if(quirk_holder.getorganslot("testicles"))
var/obj/item/organ/genital/testicles/T = M?.getorganslot("testicles")
T?.fluid_mult = 1 //Base is 1
T?.fluid_max_volume = 3 //Base is 3
/datum/quirk/cum_plus/on_process()
var/mob/living/carbon/M = quirk_holder //If you get balls later, then this will still proc
if(M.getorganslot("testicles"))
var/obj/item/organ/genital/testicles/T = M?.getorganslot("testicles")
if(T?.fluid_max_volume <= 5 || T?.fluid_mult <= 0.2) //INVALID EXPRESSION?
T?.fluid_mult = 1.5 //Base is 0.133
T?.fluid_max_volume = 5
@@ -0,0 +1,8 @@
/datum/uplink_item/device_tools/tc_rod
name = "Telecrystal Fuel Rod"
desc = "This special fuel rod has eight material slots that can be inserted with telecrystals, \
once the rod has been fully depleted, you will be able to harvest the extra telecrystals. \
Please note: This Rod fissiles much faster than it's regular counterpart, it doesn't take \
much to overload the reactor with these..."
item = /obj/item/twohanded/required/fuel_rod/material/telecrystal
cost = 7