Merge branch 'master' into Spookytime
This commit is contained in:
@@ -158,7 +158,7 @@
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//Returns if a certain item can be equipped to a certain slot.
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// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
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/mob/proc/can_equip(obj/item/I, slot, disable_warning = 0)
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/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
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return FALSE
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/mob/proc/can_put_in_hand(I, hand_index)
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@@ -865,7 +865,7 @@
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piggyback(target)
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return
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//If you dragged them to you and you're aggressively grabbing try to fireman carry them
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else if(user != target && can_be_firemanned(target))
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else if(user != target)
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fireman_carry(target)
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return
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. = ..()
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@@ -9,9 +9,29 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/name // this is the fluff name. these will be left generic (such as 'Lizardperson' for the lizard race) so servers can change them to whatever
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var/default_color = "#FFF" // if alien colors are disabled, this is the color that will be used by that race
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var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
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var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
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var/list/offset_features = list(OFFSET_UNIFORM = list(0,0), OFFSET_ID = list(0,0), OFFSET_GLOVES = list(0,0), OFFSET_GLASSES = list(0,0), OFFSET_EARS = list(0,0), OFFSET_SHOES = list(0,0), OFFSET_S_STORE = list(0,0), OFFSET_FACEMASK = list(0,0), OFFSET_HEAD = list(0,0), OFFSET_FACE = list(0,0), OFFSET_BELT = list(0,0), OFFSET_BACK = list(0,0), OFFSET_SUIT = list(0,0), OFFSET_NECK = list(0,0))
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//Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner
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var/list/offset_features = list(
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OFFSET_UNIFORM = list(0,0),
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OFFSET_ID = list(0,0),
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OFFSET_GLOVES = list(0,0),
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OFFSET_GLASSES = list(0,0),
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OFFSET_EARS = list(0,0),
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OFFSET_SHOES = list(0,0),
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OFFSET_S_STORE = list(0,0),
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OFFSET_FACEMASK = list(0,0),
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OFFSET_HEAD = list(0,0),
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OFFSET_EYES = list(0,0),
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OFFSET_LIPS = list(0,0),
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OFFSET_BELT = list(0,0),
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OFFSET_BACK = list(0,0),
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OFFSET_HAIR = list(0,0),
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OFFSET_FHAIR = list(0,0),
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OFFSET_SUIT = list(0,0),
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OFFSET_NECK = list(0,0),
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OFFSET_MUTPARTS = list(0,0)
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)
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var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color
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var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent.
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@@ -401,6 +421,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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facial_overlay.alpha = hair_alpha
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if(OFFSET_FHAIR in H.dna.species.offset_features)
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facial_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FHAIR][1]
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facial_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FHAIR][2]
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standing += facial_overlay
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if(H.head)
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@@ -458,9 +482,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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hair_overlay.color = forced_colour
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hair_overlay.alpha = hair_alpha
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if(OFFSET_FACE in H.dna.species.offset_features)
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hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
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hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
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if(OFFSET_HAIR in H.dna.species.offset_features)
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hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_HAIR][1]
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hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_HAIR][2]
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if(hair_overlay.icon)
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standing += hair_overlay
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@@ -481,9 +507,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(H.lip_style && (LIPS in species_traits))
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var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[H.lip_style]", -BODY_LAYER)
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lip_overlay.color = H.lip_color
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if(OFFSET_FACE in H.dna.species.offset_features)
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lip_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
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lip_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
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if(OFFSET_LIPS in H.dna.species.offset_features)
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lip_overlay.pixel_x += H.dna.species.offset_features[OFFSET_LIPS][1]
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lip_overlay.pixel_y += H.dna.species.offset_features[OFFSET_LIPS][2]
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standing += lip_overlay
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// eyes
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@@ -496,9 +524,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
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if((EYECOLOR in species_traits) && has_eyes)
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eye_overlay.color = "#" + H.eye_color
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if(OFFSET_FACE in H.dna.species.offset_features)
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eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
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eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
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if(OFFSET_EYES in H.dna.species.offset_features)
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eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_EYES][1]
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eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_EYES][2]
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standing += eye_overlay
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//Underwear, Undershirts & Socks
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@@ -851,6 +881,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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for(var/index=1, index<=husklist.len, index++)
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husklist[index] = husklist[index]/255
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accessory_overlay.color = husklist
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if(OFFSET_MUTPARTS in H.dna.species.offset_features)
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accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
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accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
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standing += accessory_overlay
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if(S.hasinner)
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@@ -863,6 +898,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(S.center)
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inner_accessory_overlay = center_image(inner_accessory_overlay, S.dimension_x, S.dimension_y)
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if(OFFSET_MUTPARTS in H.dna.species.offset_features)
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inner_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
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inner_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
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standing += inner_accessory_overlay
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if(S.extra) //apply the extra overlay, if there is one
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@@ -903,6 +942,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(HORNCOLOR)
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extra_accessory_overlay.color = "#[H.horn_color]"
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if(OFFSET_MUTPARTS in H.dna.species.offset_features)
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extra_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
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extra_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
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standing += extra_accessory_overlay
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if(S.extra2) //apply the extra overlay, if there is one
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@@ -937,6 +981,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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extra2_accessory_overlay.color = "#[H.hair_color]"
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if(HORNCOLOR)
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extra2_accessory_overlay.color = "#[H.horn_color]"
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if(OFFSET_MUTPARTS in H.dna.species.offset_features)
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extra2_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
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extra2_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
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standing += extra2_accessory_overlay
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@@ -1343,9 +1392,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/obj/item/organ/cyberimp/chest/thrusters/T = H.getorganslot(ORGAN_SLOT_THRUSTERS)
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if(!istype(J) && istype(C))
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J = C.jetpack
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if(istype(J) && J.full_speed && J.allow_thrust(0.005, H)) //Prevents stacking
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if(istype(J) && J.full_speed && J.allow_thrust(0.01, H)) //Prevents stacking
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. -= 0.4
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else if(istype(T) && T.allow_thrust(0.005, H))
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else if(istype(T) && T.allow_thrust(0.01, H))
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. -= 0.4
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if(!ignoreslow && gravity)
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@@ -709,9 +709,9 @@ generate/load female uniform sprites matching all previously decided variables
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if(lip_style && (LIPS in dna.species.species_traits))
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var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER)
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lip_overlay.color = lip_color
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if(OFFSET_FACE in dna.species.offset_features)
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lip_overlay.pixel_x += dna.species.offset_features[OFFSET_FACE][1]
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lip_overlay.pixel_y += dna.species.offset_features[OFFSET_FACE][2]
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if(OFFSET_LIPS in dna.species.offset_features)
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lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
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lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2]
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add_overlay(lip_overlay)
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// eyes
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@@ -724,9 +724,9 @@ generate/load female uniform sprites matching all previously decided variables
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eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
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if((EYECOLOR in dna.species.species_traits) && has_eyes)
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eye_overlay.color = "#" + eye_color
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if(OFFSET_FACE in dna.species.offset_features)
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eye_overlay.pixel_x += dna.species.offset_features[OFFSET_FACE][1]
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eye_overlay.pixel_y += dna.species.offset_features[OFFSET_FACE][2]
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if(OFFSET_EYES in dna.species.offset_features)
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eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
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eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
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add_overlay(eye_overlay)
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dna.species.handle_hair(src)
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@@ -1,4 +1,4 @@
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/mob/living/carbon/monkey/can_equip(obj/item/I, slot, disable_warning = 0)
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/mob/living/carbon/monkey/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
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switch(slot)
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if(SLOT_HANDS)
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if(get_empty_held_indexes())
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@@ -290,7 +290,7 @@
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to_chat(user, "<span class='warning'>Access denied.</span>")
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else if(istype(W, /obj/item/paicard))
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insertpai(user, W)
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else if(istype(W, /obj/item/hemostat) && paicard)
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else if(W.tool_behaviour == TOOL_HEMOSTAT && paicard)
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if(open)
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to_chat(user, "<span class='warning'>Close the access panel before manipulating the personality slot!</span>")
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else
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@@ -19,7 +19,7 @@
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return 0
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/mob/living/simple_animal/drone/can_equip(obj/item/I, slot)
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/mob/living/simple_animal/drone/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
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switch(slot)
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if(SLOT_HEAD)
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if(head)
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@@ -52,7 +52,7 @@
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return 1
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return 0
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/mob/living/simple_animal/hostile/guardian/dextrous/can_equip(obj/item/I, slot)
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/mob/living/simple_animal/hostile/guardian/dextrous/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
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switch(slot)
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if(SLOT_GENERC_DEXTROUS_STORAGE)
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if(internal_storage)
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@@ -0,0 +1,35 @@
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#define GOOSE_SATIATED 50
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/mob/living/simple_animal/hostile/retaliate/goose
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name = "goose"
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desc = "It's loose"
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icon_state = "goose" // sprites by cogwerks from goonstation, used with permission
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icon_living = "goose"
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icon_dead = "goose_dead"
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mob_biotypes = list(MOB_ORGANIC, MOB_BEAST)
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speak_chance = 0
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turns_per_move = 5
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butcher_results = list(/obj/item/reagent_containers/food/snacks/meat = 2)
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response_help = "pets"
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response_disarm = "gently pushes aside"
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response_harm = "kicks"
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emote_taunt = list("hisses")
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taunt_chance = 30
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speed = 0
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maxHealth = 25
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health = 25
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harm_intent_damage = 5
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melee_damage_lower = 5
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melee_damage_upper = 5
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attacktext = "pecks"
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attack_sound = "goose"
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speak_emote = list("honks")
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faction = list("neutral")
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attack_same = TRUE
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gold_core_spawnable = HOSTILE_SPAWN
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var/random_retaliate = TRUE
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/mob/living/simple_animal/hostile/retaliate/goose/handle_automated_movement()
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. = ..()
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if(prob(5) && random_retaliate == TRUE)
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Retaliate()
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