Merge remote-tracking branch 'upstream/master' into embed-changes

This commit is contained in:
Timothy Teakettle
2020-06-15 22:48:26 +01:00
180 changed files with 5227 additions and 1997 deletions
@@ -22,6 +22,8 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
//FLAGS BITMASK
///This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define HEAR_1 (1<<3)
///Projectiles will use default chance-based ricochet handling on things with this.
#define DEFAULT_RICOCHET_1 (1<<4)
///Conducts electricity (metal etc.).
#define CONDUCT_1 (1<<5)
///For machines and structures that should not break into parts, eg, holodeck stuff.
@@ -44,11 +46,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
/// Early returns mob.face_atom()
#define BLOCK_FACE_ATOM_1 (1<<17)
/// If the thing can reflect light (lasers/energy)
#define RICOCHET_SHINY (1<<0)
/// If the thing can reflect matter (bullets/bomb shrapnel)
#define RICOCHET_HARD (1<<1)
//turf-only flags
#define NOJAUNT_1 (1<<0)
#define UNUSED_RESERVATION_TURF_1 (1<<1)
@@ -140,3 +137,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_RESIST)
#define MOBILITY_FLAGS_ANY_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
// melee_attack_chain() attackchain_flags
/// The attack is from a parry counterattack.
#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
@@ -1,20 +1,3 @@
// Flags for the obj_flags var on /obj
#define EMAGGED (1<<0)
#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
#define FROZEN (1<<8)
#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define BLOCK_Z_FALL (1<<10)
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
@@ -41,6 +24,10 @@
#define NO_UNIFORM_REQUIRED (1<<11)
///Damage when attacking people is not affected by combat mode.
#define NO_COMBAT_MODE_FORCE_MODIFIER (1<<12)
/// This item can be used to parry. Only a basic check used to determine if we should proceed with parry chain at all.
#define ITEM_CAN_PARRY (1<<13)
/// This item can be used in the directional blocking system. Only a basic check used to determine if we should proceed with directional block handling at all.
#define ITEM_CAN_BLOCK (1<<14)
// Flags for the clothing_flags var on /obj/item/clothing
+15
View File
@@ -0,0 +1,15 @@
// Flags for the obj_flags var on /obj
#define EMAGGED (1<<0)
#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
#define FROZEN (1<<8)
#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define BLOCK_Z_FALL (1<<10)
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
+14 -99
View File
@@ -29,10 +29,11 @@
#define EFFECT_DROWSY "drowsy"
#define EFFECT_JITTER "jitter"
// mob/living/var/combat_flags variable.
/// Default combat flags for those affected by sprinting (combat mode has been made into its own component)
#define COMBAT_FLAGS_DEFAULT NONE
#define COMBAT_FLAGS_DEFAULT (COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE)
/// Default combat flags for everyone else (so literally everyone but humans).
#define COMBAT_FLAGS_SPRINT_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED)
#define COMBAT_FLAGS_SPRINT_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED | COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE)
/// The user wants sprint mode on
#define COMBAT_FLAG_SPRINT_TOGGLED (1<<0)
@@ -50,6 +51,16 @@
#define COMBAT_FLAG_SOFT_STAMCRIT (1<<6)
/// Force sprint mode on at all times, overrides everything including sprint disable traits.
#define COMBAT_FLAG_SPRINT_FORCED (1<<7)
/// This mob is capable of using the active parrying system.
#define COMBAT_FLAG_PARRY_CAPABLE (1<<8)
/// This mob is capable of using the active blocking system.
#define COMBAT_FLAG_BLOCK_CAPABLE (1<<9)
/// This mob is capable of unarmed parrying
#define COMBAT_FLAG_UNARMED_PARRY (1<<10)
/// This mob is currently actively blocking
#define COMBAT_FLAG_ACTIVE_BLOCKING (1<<11)
/// This mob is currently starting an active block
#define COMBAT_FLAG_ACTIVE_BLOCK_STARTING (1<<12)
// Helpers for getting someone's stamcrit state. Cast to living.
#define NOT_STAMCRIT 0
@@ -112,18 +123,6 @@
#define GRAB_NECK 2
#define GRAB_KILL 3
/// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
#define ATTACK_TYPE_PROJECTILE (1<<1)
/// Attack was unarmed.. this usually means hand to hand combat.
#define ATTACK_TYPE_UNARMED (1<<2)
/// Attack was a thrown atom hitting the victim.
#define ATTACK_TYPE_THROWN (1<<3)
/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
#define ATTACK_TYPE_TACKLE (1<<4)
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
#define ATTACK_EFFECT_KICK "kick"
@@ -176,15 +175,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 150 //A Time in ticks, total removal time = (this/item.w_class)
#define EMBEDDED_JOSTLE_CHANCE 5 //Chance for embedded objects to cause pain every time they move (jostle)
#define EMBEDDED_JOSTLE_PAIN_MULTIPLIER 1 //Coefficient of multiplication for the damage the item does while
#define EMBEDDED_PAIN_STAM_PCT 0.0 //This percentage of all pain will be dealt as stam damage rather than brute (0-1)
#define EMBED_CHANCE_TURF_MOD -15 //You are this many percentage points less likely to embed into a turf (good for things glass shards and spears vs walls)
#define EMBED_HARMLESS list("pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE)
#define EMBED_HARMLESS_SUPERIOR list("pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE, "embed_chance" = 100, "fall_chance" = 0.1)
#define EMBED_POINTY list("ignore_throwspeed_threshold" = TRUE)
#define EMBED_POINTY_SUPERIOR list("embed_chance" = 100, "ignore_throwspeed_threshold" = TRUE)
//Gun weapon weight
#define WEAPON_LIGHT 1
@@ -199,11 +189,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EGUN_SELFCHARGE 1
#define EGUN_SELFCHARGE_BORG 2
//suppression defines
#define SUPPRESSED_NONE 0
#define SUPPRESSED_QUIET 1 ///standard suppressed
#define SUPPRESSED_VERY 2 /// no message
///Time to spend without clicking on other things required for your shots to become accurate.
#define GUN_AIMING_TIME (2 SECONDS)
@@ -287,74 +272,4 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
* should the current-attack-damage be lower than the item force multiplied by this value,
* a "inefficiently" prefix will be added to the message.
*/
#define INEFFICIENT_ATTACK_MSG_THRESHOLD 0.7
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle
/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Bitflags for check_block() and run_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_WEAR_SUIT 75
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
#define FEEBLE_ATTACK_MSG_THRESHOLD 0.5
+32
View File
@@ -0,0 +1,32 @@
// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
#define ATTACK_TYPE_PROJECTILE (1<<1)
/// Attack was unarmed.. this usually means hand to hand combat.
#define ATTACK_TYPE_UNARMED (1<<2)
/// Attack was a thrown atom hitting the victim.
#define ATTACK_TYPE_THROWN (1<<3)
/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
#define ATTACK_TYPE_TACKLE (1<<4)
/// Attack was from a parry counterattack. Do not attempt to parry-this!
#define ATTACK_TYPE_PARRY_COUNTERATTACK (1<<5)
// Requires for datum definitions to not error with must be a constant statement when used in lists as text associative keys.
// KEEP IN SYNC WITH ABOVE!
#define TEXT_ATTACK_TYPE_MELEE "1"
#define TEXT_ATTACK_TYPE_PROJECTILE "2"
#define TEXT_ATTACK_TYPE_UNARMED "4"
#define TEXT_ATTACK_TYPE_THROWN "8"
#define TEXT_ATTACK_TYPE_TACKLE "16"
#define TEXT_ATTACK_TYPE_PARRY_COUNTERATTACK "32"
GLOBAL_LIST_INIT(attack_type_names, list(
TEXT_ATTACK_TYPE_MELEE = "Melee",
TEXT_ATTACK_TYPE_PROJECTILE = "Projectile",
TEXT_ATTACK_TYPE_UNARMED = "Unarmed",
TEXT_ATTACK_TYPE_THROWN = "Thrown",
TEXT_ATTACK_TYPE_TACKLE = "Tackle",
TEXT_ATTACK_TYPE_PARRY_COUNTERATTACK = "Parry Counterattack"
))
+80
View File
@@ -0,0 +1,80 @@
/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
// Don't ask why there's block_parry.dm and this. This is for the run_block() system, which is the "parent" system of the directional block and parry systems.
/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// Attack should change the amount of damage incurred. This means something calling run_block() has to handle it!
#define BLOCK_SHOULD_CHANGE_DAMAGE (1<<9)
/// Attack should scale by this percent, 0 for no block and 100 for full blocked
#define BLOCK_SHOULD_PARTIAL_MITIGATE (1<<10)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Tells the caller we got blocked by active directional block.
#define BLOCK_RETURN_ACTIVE_BLOCK "active_block"
/// Tells the caller our damage mitigation for their attack.
#define BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED "damage_mitigated"
/// For [BLOCK_CHANGE_DAMAGE]. Set damage to this.
#define BLOCK_RETURN_SET_DAMAGE_TO "set_damage_to"
/// For [BLOCK_SHOULD_PARTIAL_MITIGATE]. Percentage mitigation.
#define BLOCK_RETURN_MITIGATION_PERCENT "partial_mitigation"
/// Used internally by run_parry proc, use on an on_active_parry() proc to override parrying efficiency.
#define BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY "override_parry_efficiency"
/// Always set to 100 by run_block() if BLOCK_SUCCESS is in return value. Otherwise, defaults to mitigation percent if not set. Used by projectile/proc/on_hit().
#define BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE "projectile_block_percentage"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities. Higher means it's checked sooner.
// THESE MUST NEVER BE 0! Block code uses ! instead of isnull for the speed boost.
#define BLOCK_PRIORITY_ACTIVE_BLOCK 200
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_WEAR_SUIT 75
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
+72
View File
@@ -0,0 +1,72 @@
// We can't determine things like NORTHEAST vs NORTH *and* EAST without making our own flags :(
#define BLOCK_DIR_NORTH (1<<0)
#define BLOCK_DIR_NORTHEAST (1<<1)
#define BLOCK_DIR_NORTHWEST (1<<2)
#define BLOCK_DIR_WEST (1<<3)
#define BLOCK_DIR_EAST (1<<4)
#define BLOCK_DIR_SOUTH (1<<5)
#define BLOCK_DIR_SOUTHEAST (1<<6)
#define BLOCK_DIR_SOUTHWEST (1<<7)
#define BLOCK_DIR_ONTOP (1<<8)
GLOBAL_LIST_INIT(dir2blockdir, list(
"[NORTH]" = BLOCK_DIR_NORTH,
"[NORTHEAST]" = BLOCK_DIR_NORTHEAST,
"[NORTHWEST]" = BLOCK_DIR_NORTHWEST,
"[WEST]" = BLOCK_DIR_WEST,
"[EAST]" = BLOCK_DIR_EAST,
"[SOUTH]" = BLOCK_DIR_SOUTH,
"[SOUTHEAST]" = BLOCK_DIR_SOUTHEAST,
"[SOUTHWEST]" = BLOCK_DIR_SOUTHWEST,
"[NONE]" = BLOCK_DIR_ONTOP
))
#define DIR2BLOCKDIR(d) (GLOB.dir2blockdir["[d]"])
GLOBAL_LIST_INIT(block_direction_names, list(
"[BLOCK_DIR_NORTH]" = "Front",
"[BLOCK_DIR_NORTHEAST]" = "Front Right",
"[BLOCK_DIR_NORTHWEST]" = "Front Left",
"[BLOCK_DIR_WEST]" = "Left",
"[BLOCK_DIR_EAST]" = "Right",
"[BLOCK_DIR_SOUTH]" = "Behind",
"[BLOCK_DIR_SOUTHEAST]" = "Behind Right",
"[BLOCK_DIR_SOUTHWEST]" = "Behind Left",
"[BLOCK_DIR_ONTOP]" = "Ontop"
))
/// If this is the value of active_block_starting it signals we want to interrupt the start
#define ACTIVE_BLOCK_STARTING_INTERRUPT "INTERRUPT"
/// ""types"" of parry "items"
#define UNARMED_PARRY "unarmed"
#define MARTIAL_PARRY "martial"
#define ITEM_PARRY "item"
/// Parry phase we're in
#define NOT_PARRYING 0
#define PARRY_WINDUP 1
#define PARRY_ACTIVE 2
#define PARRY_SPINDOWN 3
// /datum/block_parry_data/var/parry_flags
/// Default handling for audio/visual feedback
#define PARRY_DEFAULT_HANDLE_FEEDBACK (1<<0)
/// Lock sprinting while parrying
#define PARRY_LOCK_SPRINTING (1<<1)
/// Lock attacking while parrying
#define PARRY_LOCK_ATTACKING (1<<2)
/// Parry effects.
/// Automatically melee attacks back normally, LMB equivalent action of an harm intent attack. List association should be defaulting to 1, being the attack damage multiplier for said counterattack
#define PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN "melee_counterattack_chain"
/// List association should be TRUE.
#define PARRY_DISARM_ATTACKER "disarm_attacker"
/// List association should be duration or null for just plain knockdown.
#define PARRY_KNOCKDOWN_ATTACKER "knockdown_attacker"
/// List association should be duration.
#define PARRY_STAGGER_ATTACKER "stagger_attacker"
/// List association should be amount of time to daze attacker.
#define PARRY_DAZE_ATTACKER "daze_attacker"
/// Set to TRUE in list association to ignore adjacency checks
#define PARRY_COUNTERATTACK_IGNORE_ADJACENCY "ignore_adjacency"
+3 -1
View File
@@ -67,7 +67,9 @@
//tablecrafting defines
#define CAT_NONE ""
#define CAT_WEAPONRY "Weaponry"
#define CAT_WEAPON "Weapons"
#define CAT_WEAPON "Ranged Weapons"
#define CAT_MELEE "Melee Weapons"
#define CAT_OTHER "Misc"
#define CAT_AMMO "Ammunition"
#define CAT_PARTS "Weapon Parts"
#define CAT_ROBOT "Robots"
+32
View File
@@ -0,0 +1,32 @@
/// Requires absolute stillness from the user
#define DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER (1<<0)
/// Requires absolute stillness from the target
#define DO_AFTER_DISALLOW_MOVING_ABSOLUTE_TARGET (1<<1)
/// Requires that the user is on a turf.
#define DO_AFTER_REQUIRES_USER_ON_TURF (1<<2)
/// Requires relative stillness to our target via dx and dy coordinate difference but only if both are spacedrifting. Specify DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY to say otherwise.
#define DO_AFTER_DISALLOW_MOVING_RELATIVE (1<<3)
/// Breaks if active hand item changes. Requires a tool be specified, otherwise defaults to active item
#define DO_AFTER_DISALLOW_ACTIVE_ITEM_CHANGE (1<<4)
/// Breaks if the user has no free hands. If a tool is specified, allows that as well.
#define DO_AFTER_REQUIRE_FREE_HAND_OR_TOOL (1<<5)
/// Do not display progressbar.
#define DO_AFTER_NO_PROGRESSBAR (1<<6)
/// Do not check do_after_coefficient()
#define DO_AFTER_NO_COEFFICIENT (1<<7)
/// For relative stillness, allow non spacedrift relative movement
#define DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY (1<<8)
/// Ignores checks.
#define DO_AFTER_PROCEED "PROCEED"
/// Uses all other checks
#define DO_AFTER_CONTINUE "CONTINUE"
/// Breaks
#define DO_AFTER_STOP "STOP"
/// Stage - initiating a do_after
#define DO_AFTER_STARTING 1
/// Stage - main loop of a do_after
#define DO_AFTER_PROGRESSING 2
/// Stage - Last check of a do_after
#define DO_AFTER_FINISHING 3
+3
View File
@@ -1,3 +1,6 @@
/// Checks if something is a BYOND object datatype rather than a primitive, or whatever's closest to one.
#define is_object_datatype(object) (object && !ispath(object) && !istext(object) && !isnum(object))
// simple is_type and similar inline helpers
#define in_range(source, user) (get_dist(source, user) <= 1 && (get_step(source, 0)?:z) == (get_step(user, 0)?:z))
+64 -1
View File
@@ -8,5 +8,68 @@
//ids
#define MOVESPEED_ID_SANITY "mood_sanity"
#define MOVESPEED_ID_MOB_GRAB_STATE "mob_grab_state"
#define MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED "MOB_WALK_RUN"
#define MOVESPEED_ID_MOB_GRAB_STATE "MOB_GRAB_STATE"
#define MOVESPEED_ID_MOB_EQUIPMENT "MOB_EQUIPMENT"
#define MOVESPEED_ID_MOB_GRAVITY "MOB_GRAVITY"
#define MOVESPEED_ID_CONFIG_SPEEDMOD "MOB_CONFIG_MODIFIER"
#define MOVESPEED_ID_SLIME_REAGENTMOD "SLIME_REAGENT_MODIFIER"
#define MOVESPEED_ID_SLIME_HEALTHMOD "SLIME_HEALTH_MODIFIER"
#define MOVESPEED_ID_SLIME_TEMPMOD "SLIME_TEMPERATURE_MODIFIER"
#define MOVESPEED_ID_SLIME_STATUS "SLIME_STATUS"
#define MOVESPEED_ID_TARANTULA_WEB "TARANTULA_WEB"
#define MOVESPEED_ID_LIVING_TURF_SPEEDMOD "LIVING_TURF_SPEEDMOD"
#define MOVESPEED_ID_LIVING_LIMBLESS "LIVING_LIMBLESS"
#define MOVESPEED_ID_CARBON_SOFTCRIT "CARBON_SOFTCRIT"
#define MOVESPEED_ID_CARBON_OLDSPEED "CARBON_DEPRECATED_SPEED"
#define MOVESPEED_ID_DNA_VAULT "DNA_VAULT"
#define MOVESPEED_ID_YELLOW_ORB "YELLOW_ORB"
#define MOVESPEED_ID_TARFOOT "TARFOOT"
#define MOVESPEED_ID_SEPIA "SEPIA"
#define MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD "MONKEY_REAGENT_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_TEMPERATURE_SPEEDMOD "MONKEY_TEMPERATURE_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_HEALTH_SPEEDMOD "MONKEY_HEALTH_SPEEDMOD"
#define MOVESPEED_ID_CHANGELING_MUSCLES "CHANGELING_MUSCLES"
#define MOVESPEED_ID_SIMPLEMOB_VARSPEED "SIMPLEMOB_VARSPEED_MODIFIER"
#define MOVESPEED_ID_ADMIN_VAREDIT "ADMIN_VAREDIT_MODIFIER"
#define MOVESPEED_ID_PAI_SPACEWALK_SPEEDMOD "PAI_SPACEWALK_MODIFIER"
#define MOVESPEED_ID_SPECIES "SPECIES_SPEED_MOD"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
#define MOVESPEED_ID_SLAUGHTER "SLAUGHTER"
#define MOVESPEED_ID_CYBER_THRUSTER "CYBER_IMPLANT_THRUSTER"
#define MOVESPEED_ID_JETPACK "JETPACK"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_FAT "FAT"
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_ACTIVE_BLOCK "ACTIVE_BLOCK"
#define MOVESPEED_ID_MOB_WALK_RUN "mob_walk_run"
+14
View File
@@ -0,0 +1,14 @@
/// This atom should be ricocheted off of from its inherent properties using standard % chance handling.
#define PROJECTILE_RICOCHET_YES 1
/// This atom should not be ricocheted off of from its inherent properties.
#define PROJECTILE_RICOCHET_NO 2
/// This atom should prevent any kind of projectile ricochet from its inherent properties.
#define PROJECTILE_RICOCHET_PREVENT 3
/// This atom should force a projectile ricochet from its inherent properties.
#define PROJECTILE_RICOCHET_FORCE 4
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
+1 -1
View File
@@ -24,7 +24,7 @@ GLOBAL_LIST_INIT(default_weight_class_to_volume, list(
// Let's keep all of this in one place. given what we put above anyways..
// volume amount for items
#define ITEM_VOLUME_DISK DEFAULT_VOLUME_TINY
#define ITEM_VOLUME_DISK 1
// #define SAMPLE_VOLUME_AMOUNT 2
+2
View File
@@ -39,6 +39,8 @@ When using time2text(), please use "DDD" to find the weekday. Refrain from using
#define SATURDAY "Sat"
#define SUNDAY "Sun"
#define WEEKDAY2NUM(D) (D == SUNDAY ? 1 : D == MONDAY ? 2 : D == TUESDAY ? 3 : D == WEDNESDAY ? 4 : D == THURSDAY ? 5 : D == FRIDAY ? 6 : 7) //this looks ugly, but switch statements can't be used as vars, so *shrug
#define SECONDS *10
#define MINUTES SECONDS*60
+7 -3
View File
@@ -67,6 +67,8 @@
#define TRAIT_BLIND "blind"
#define TRAIT_MUTE "mute"
#define TRAIT_EMOTEMUTE "emotemute"
#define TRAIT_LOOC_MUTE "looc_mute" //Just like unconsciousness, it disables LOOC salt.
#define TRAIT_AOOC_MUTE "aooc_mute" //Same as above but for AOOC.
#define TRAIT_DEAF "deaf"
#define TRAIT_NEARSIGHT "nearsighted"
#define TRAIT_FAT "fat"
@@ -157,7 +159,6 @@
#define TRAIT_PASSTABLE "passtable"
#define TRAIT_GIANT "giant"
#define TRAIT_DWARF "dwarf"
#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
@@ -255,7 +256,7 @@
#define BOOK_TRAIT "granter (book)" // knowledge is power
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define STATUE_TRAIT "statue"
#define CLONING_POD_TRAIT "cloning-pod"
#define VIRTUAL_REALITY_TRAIT "vr_trait"
#define CHANGELING_DRAIN "drain"
@@ -296,4 +297,7 @@
#define CLOWNOP_TRAIT "clown-op"
#define MEGAFAUNA_TRAIT "megafauna"
#define DEATHSQUAD_TRAIT "deathsquad"
#define STICKY_NODROP "sticky-nodrop" //sticky nodrop sounds like a bad soundcloud rapper's name
/// This trait is added by the active directional block system.
#define ACTIVE_BLOCK_TRAIT "active_block"
/// This trait is added by the parry system.
#define ACTIVE_PARRY_TRAIT "active_parry"
+1 -1
View File
@@ -104,7 +104,7 @@ GLOBAL_VAR_INIT(cmp_field, "name")
var/a_sign = num2sign(initial(A.value) * -1)
var/b_sign = num2sign(initial(B.value) * -1)
// Neutral traits go last.
// Neutral traits go last
if(a_sign == 0)
a_sign = 2
if(b_sign == 0)
+323
View File
@@ -0,0 +1,323 @@
/**
* Higher overhead "advanced" version of do_after.
* @params
* - atom/user is the atom doing the action or the "physical" user
* - delay is time in deciseconds
* - atom/target is the atom the action is being done to, defaults to user
* - do_after_flags see __DEFINES/flags/do_after.dm for details.
* - datum/callback/extra_checks - Every time this ticks, extra_checks() is invoked with (user, delay, target, time_left, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool).
* Stage can be DO_AFTER_STARTING, DO_AFTER_PROGRESSING, DO_AFTER_FINISHING
* If it returns DO_AFTER_STOP, this breaks.
* If it returns nothing, all other checks are done.
* If it returns DO_AFTER_PROCEED, all other checks are ignored.
* - required_mobility_flags is checked with CHECK_ALL_MOBILITY. Will immediately fail if the user isn't a mob.
* - requried_combat_flags is checked with CHECK_MULTIPLE_BITFIELDS. Will immediately fail if the user isn't a mob.
* - mob/living/mob_redirect - advanced option: If this is specified, movement and mobility/combat flag checks will use this instead of user. Progressbars will also go to this.
* - obj/item/tool - The tool we're using. See do_after flags for details.
*/
#define INVOKE_CALLBACK cb_return = extra_checks?.Invoke(user, delay, target, world.time - starttime, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool)
#define CHECK_FLAG_FAILURE ((required_mobility_flags || required_combat_flags) && (!living_user || (required_mobility_flags && !CHECK_ALL_MOBILITY(living_user, required_mobility_flags)) || (required_combat_flags && !CHECK_MULTIPLE_BITFIELDS(living_user.combat_flags, required_combat_flags))))
#define TIMELEFT (world.time - starttime)
/proc/do_after_advanced(atom/user, delay, atom/target, do_after_flags, datum/callback/extra_checks, required_mobility_flags, required_combat_flags, mob/living/mob_redirect, obj/item/tool)
// CHECK AND SET VARIABLES
if(!user)
return FALSE
if(!target)
target = user
if((user.loc == null) || (target.loc == null))
return FALSE
var/mob/living/living_user = mob_redirect
if(!living_user && isliving(user))
living_user = user
var/stage = DO_AFTER_STARTING
var/startlocuser = user.loc
var/startloctarget = target.loc
var/turf/userturf = get_turf(user)
var/turf/targetturf = get_turf(target)
if(!userturf || !targetturf)
return FALSE
if((do_after_flags & DO_AFTER_REQUIRES_USER_ON_TURF) && !isturf(user.loc))
return FALSE
var/starttime = world.time
var/endtime = world.time + delay
var/obj/item/initially_held_item = mob_redirect?.get_active_held_item()
if(!(do_after_flags & DO_AFTER_NO_COEFFICIENT) && living_user)
delay *= living_user.do_after_coefficent()
var/atom/movable/AM_user = ismovable(user) && user
var/drifting = AM_user?.Process_Spacemove(NONE) && AM_user.inertia_dir
var/initial_dx = targetturf.x - userturf.x
var/initial_dy = targetturf.y - userturf.y
var/dx = initial_dx
var/dy = initial_dy
// DO OUR STARTING CHECKS
var/cb_return
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
return FALSE
else if(cb_return != DO_AFTER_PROCEED)
if(CHECK_FLAG_FAILURE)
return FALSE
// SETUP LOOP
var/datum/progressbar/progbar
if(living_user)
if(!(do_after_flags & DO_AFTER_NO_PROGRESSBAR))
progbar = new(living_user, delay, target)
// MAIN LOOP
. = TRUE
if(!delay)
return
var/obj/item/held
var/locchanged
var/ctu
var/ctt
while(world.time < endtime)
stoplag(1)
progbar?.update(TIMELEFT)
if(QDELETED(user) || QDELETED(target) || (user.loc == null) || (target.loc == null))
. = FALSE
break
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
. = FALSE
break
else if(cb_return == DO_AFTER_PROCEED)
continue
// otherwise, go through our normal checks.
if(((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER) && (user.loc != startlocuser)) || ((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_TARGET) && (target.loc != startloctarget)))
. = FALSE
break
else if(do_after_flags & DO_AFTER_DISALLOW_MOVING_RELATIVE)
ctu = get_turf(user)
ctt = get_turf(target)
locchanged = (userturf != ctu) || (targetturf != ctt)
userturf = ctu
targetturf = ctt
dx = targetturf.x - userturf.x
dy = targetturf.y - userturf.y
if((dx != initial_dx) || (dy != initial_dy))
. = FALSE
break
if(locchanged && !drifting && !(do_after_flags & DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY))
. = FALSE
break
if(!AM_user.inertia_dir)
drifting = FALSE
if((do_after_flags & DO_AFTER_REQUIRES_USER_ON_TURF) && !isturf(user.loc))
return FALSE
if(CHECK_FLAG_FAILURE)
. = FALSE
break
held = living_user?.get_active_held_item()
if((do_after_flags & DO_AFTER_DISALLOW_ACTIVE_ITEM_CHANGE) && (held != (tool || initially_held_item)))
. = FALSE
break
if((do_after_flags & DO_AFTER_REQUIRE_FREE_HAND_OR_TOOL) && (!living_user?.is_holding(tool) && !length(living_user?.get_empty_held_indexes())))
. = FALSE
break
// CLEANUP
qdel(progbar)
// If we failed, just return.
if(!.)
return FALSE
// DO FINISHING CHECKS
if(QDELETED(user) || QDELETED(target))
return FALSE
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
return FALSE
else if(cb_return == DO_AFTER_PROCEED)
return TRUE
if(CHECK_FLAG_FAILURE)
return FALSE
if(((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER) && (user.loc != startlocuser)) || ((do_after_flags & DO_AFTER_DISALLOW_MOVING_ABSOLUTE_TARGET) && (target.loc != startloctarget)))
return FALSE
else if(do_after_flags & DO_AFTER_DISALLOW_MOVING_RELATIVE)
ctu = get_turf(user)
ctt = get_turf(target)
locchanged = (userturf != ctu) || (targetturf != ctt)
userturf = ctu
targetturf = ctt
dx = targetturf.x - userturf.x
dy = targetturf.y - userturf.y
if((dx != initial_dx) || (dy != initial_dy))
return FALSE
if(locchanged && !drifting && !(do_after_flags & DO_AFTER_ALLOW_NONSPACEDRIFT_RELATIVITY))
return FALSE
if((do_after_flags & DO_AFTER_REQUIRES_USER_ON_TURF) && !isturf(user.loc))
return FALSE
held = living_user?.get_active_held_item()
if((do_after_flags & DO_AFTER_DISALLOW_ACTIVE_ITEM_CHANGE) && (held != (tool || initially_held_item)))
return FALSE
if((do_after_flags & DO_AFTER_REQUIRE_FREE_HAND_OR_TOOL) && (!living_user?.is_holding(tool) && !length(living_user?.get_empty_held_indexes())))
return FALSE
#undef INVOKE_CALLBACK
#undef CHECK_FLAG_FAILURE
/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks = null, ignorehelditem = FALSE, resume_time = 0 SECONDS)
if(!user || !target)
return 0
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/target_loc = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, time, target)
var/endtime = world.time+time
var/starttime = world.time
. = 1
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(QDELETED(user) || QDELETED(target))
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
if((!drifting && user.loc != user_loc) || target.loc != target_loc || (!ignorehelditem && user.get_active_held_item() != holding) || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if (progress)
qdel(progbar)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null, required_mobility_flags = (MOBILITY_USE|MOBILITY_MOVE), resume_time = 0 SECONDS)
if(!user)
return 0
var/atom/Tloc = null
if(target && !isturf(target))
Tloc = target.loc
var/atom/Uloc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/holding = user.get_active_held_item()
var/holdingnull = 1 //User's hand started out empty, check for an empty hand
if(holding)
holdingnull = 0 //Users hand started holding something, check to see if it's still holding that
delay *= user.do_after_coefficent()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, delay, target)
var/endtime = world.time + delay
var/starttime = world.time
. = 1
var/mob/living/L = isliving(user) && user //evals to last thing eval'd
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(drifting && !user.inertia_dir)
drifting = 0
Uloc = user.loc
if(L && !CHECK_ALL_MOBILITY(L, required_mobility_flags))
. = 0
break
if(QDELETED(user) || user.stat || (!drifting && user.loc != Uloc) || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if(!QDELETED(Tloc) && (QDELETED(target) || Tloc != target.loc))
if((Uloc != Tloc || Tloc != user) && !drifting)
. = 0
break
if(needhand)
//This might seem like an odd check, but you can still need a hand even when it's empty
//i.e the hand is used to pull some item/tool out of the construction
if(!holdingnull)
if(!holding)
. = 0
break
if(user.get_active_held_item() != holding)
. = 0
break
if (progress)
qdel(progbar)
/mob/proc/do_after_coefficent() // This gets added to the delay on a do_after, default 1
. = 1
return
/proc/do_after_mob(mob/user, var/list/targets, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks)
if(!user || !targets)
return 0
if(!islist(targets))
targets = list(targets)
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/list/originalloc = list()
for(var/atom/target in targets)
originalloc[target] = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if(progress)
progbar = new(user, time, targets[1])
var/endtime = world.time + time
var/starttime = world.time
. = 1
mainloop:
while(world.time < endtime)
stoplag(1)
if(progress)
progbar.update(world.time - starttime)
if(QDELETED(user) || !targets)
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
for(var/atom/target in targets)
if((!drifting && user_loc != user.loc) || QDELETED(target) || originalloc[target] != target.loc || user.get_active_held_item() != holding || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break mainloop
if(progbar)
qdel(progbar)
-167
View File
@@ -320,173 +320,6 @@ GLOBAL_LIST_EMPTY(species_list)
else
return "unknown"
/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks = null, ignorehelditem = FALSE, resume_time = 0 SECONDS)
if(!user || !target)
return 0
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/target_loc = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, time, target)
var/endtime = world.time+time
var/starttime = world.time
. = 1
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(QDELETED(user) || QDELETED(target))
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
if((!drifting && user.loc != user_loc) || target.loc != target_loc || (!ignorehelditem && user.get_active_held_item() != holding) || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if (progress)
qdel(progbar)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null, required_mobility_flags = (MOBILITY_USE|MOBILITY_MOVE), resume_time = 0 SECONDS)
if(!user)
return 0
var/atom/Tloc = null
if(target && !isturf(target))
Tloc = target.loc
var/atom/Uloc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/holding = user.get_active_held_item()
var/holdingnull = 1 //User's hand started out empty, check for an empty hand
if(holding)
holdingnull = 0 //Users hand started holding something, check to see if it's still holding that
delay *= user.do_after_coefficent()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, delay, target)
var/endtime = world.time + delay
var/starttime = world.time
. = 1
var/mob/living/L = isliving(user) && user //evals to last thing eval'd
while (world.time + resume_time < endtime)
stoplag(1)
if (progress)
progbar.update(world.time - starttime + resume_time)
if(drifting && !user.inertia_dir)
drifting = 0
Uloc = user.loc
if(L && !CHECK_ALL_MOBILITY(L, required_mobility_flags))
. = 0
break
if(QDELETED(user) || user.stat || (!drifting && user.loc != Uloc) || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if(!QDELETED(Tloc) && (QDELETED(target) || Tloc != target.loc))
if((Uloc != Tloc || Tloc != user) && !drifting)
. = 0
break
if(needhand)
//This might seem like an odd check, but you can still need a hand even when it's empty
//i.e the hand is used to pull some item/tool out of the construction
if(!holdingnull)
if(!holding)
. = 0
break
if(user.get_active_held_item() != holding)
. = 0
break
if (progress)
qdel(progbar)
/mob/proc/do_after_coefficent() // This gets added to the delay on a do_after, default 1
. = 1
return
/proc/do_after_mob(mob/user, var/list/targets, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks)
if(!user || !targets)
return 0
if(!islist(targets))
targets = list(targets)
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/list/originalloc = list()
for(var/atom/target in targets)
originalloc[target] = target.loc
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if(progress)
progbar = new(user, time, targets[1])
var/endtime = world.time + time
var/starttime = world.time
. = 1
mainloop:
while(world.time < endtime)
stoplag(1)
if(progress)
progbar.update(world.time - starttime)
if(QDELETED(user) || !targets)
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
for(var/atom/target in targets)
if((!drifting && user_loc != user.loc) || QDELETED(target) || originalloc[target] != target.loc || user.get_active_held_item() != holding || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break mainloop
if(progbar)
qdel(progbar)
/proc/is_species(A, species_datum)
. = FALSE
if(ishuman(A))
+3 -4
View File
@@ -49,6 +49,8 @@ GLOBAL_LIST_INIT(bitfields, list(
"DROPDEL" = DROPDEL,
"NOBLUDGEON" = NOBLUDGEON,
"ABSTRACT" = ABSTRACT,
"ITEM_CAN_BLOCK" = ITEM_CAN_BLOCK,
"ITEM_CAN_PARRY" = ITEM_CAN_PARRY
),
"admin_flags" = list(
"BUILDMODE" = R_BUILDMODE,
@@ -123,6 +125,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"UNUSED_RESERVATION_TURF_1" = UNUSED_RESERVATION_TURF_1,
"CAN_BE_DIRTY_1" = CAN_BE_DIRTY_1,
"HEAR_1" = HEAR_1,
"DEFAULT_RICOCHET_1" = DEFAULT_RICOCHET_1,
"CONDUCT_1" = CONDUCT_1,
"NO_LAVA_GEN_1" = NO_LAVA_GEN_1,
"NODECONSTRUCT_1" = NODECONSTRUCT_1,
@@ -137,10 +140,6 @@ GLOBAL_LIST_INIT(bitfields, list(
"BLOCK_FACE_ATOM_1" = BLOCK_FACE_ATOM_1,
"PREVENT_CONTENTS_EXPLOSION_1" = PREVENT_CONTENTS_EXPLOSION_1
),
"flags_ricochet" = list(
"RICOCHET_SHINY" = RICOCHET_SHINY,
"RICOCHET_HARD" = RICOCHET_HARD
),
"clothing_flags" = list(
"LAVAPROTECT" = LAVAPROTECT,
"STOPSPRESSUREDAMAGE" = STOPSPRESSUREDAMAGE,
+3
View File
@@ -17,6 +17,9 @@
// eg: 10*0.5 = 5 deciseconds of delay
// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/proc/timeToNextMove()
return max(0, next_move - world.time)
/mob/proc/changeNext_move(num)
next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
+17 -15
View File
@@ -7,17 +7,17 @@
*and lastly
*afterattack. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params, flags, damage_multiplier = 1)
if(isliving(user))
var/mob/living/L = user
if(!CHECK_MOBILITY(L, MOBILITY_USE))
if(!CHECK_MOBILITY(L, MOBILITY_USE) && !(flags & ATTACKCHAIN_PARRY_COUNTERATTACK))
to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
return
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return
if(pre_attack(target, user, params))
return
if(target.attackby(src,user, params))
if(target.attackby(src, user, params, flags, damage_multiplier))
return
if(QDELETED(src) || QDELETED(target))
return
@@ -52,15 +52,15 @@
/obj/attackby(obj/item/I, mob/living/user, params)
return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
/mob/living/attackby(obj/item/I, mob/living/user, params)
/mob/living/attackby(obj/item/I, mob/living/user, params, attackchain_flags, damage_multiplier)
if(..())
return TRUE
I.attack_delay_done = FALSE //Should be set TRUE in pre_attacked_by()
. = I.attack(src, user)
. = I.attack(src, user, attackchain_flags, damage_multiplier)
if(!I.attack_delay_done) //Otherwise, pre_attacked_by() should handle it.
user.changeNext_move(I.click_delay)
/obj/item/proc/attack(mob/living/M, mob/living/user)
/obj/item/proc/attack(mob/living/M, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
return
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user)
@@ -79,7 +79,7 @@
M.lastattackerckey = user.ckey
user.do_attack_animation(M)
M.attacked_by(src, user)
M.attacked_by(src, user, attackchain_flags, damage_multiplier)
log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
@@ -104,8 +104,8 @@
/atom/movable/proc/attacked_by()
return
/obj/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = I.force
/obj/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = I.force * damage_multiplier
var/bad_trait
var/stamloss = user.getStaminaLoss()
@@ -134,10 +134,12 @@
take_damage(totitemdamage, I.damtype, "melee", 1)
return TRUE
/mob/living/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = pre_attacked_by(I, user)
if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, null, null) & BLOCK_SUCCESS)
/mob/living/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/list/block_return = list()
var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, null, block_return) & BLOCK_SUCCESS)
return FALSE
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
send_item_attack_message(I, user, null, totitemdamage)
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
@@ -151,7 +153,7 @@
user.add_mob_blood(src)
return TRUE //successful attack
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(I.force < force_threshold || I.damtype == STAMINA)
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), 1, -1)
user.changeNext_move(I.click_delay) //pre_attacked_by not called
@@ -211,8 +213,8 @@
var/message_verb = "attacked"
if(I.attack_verb && I.attack_verb.len)
message_verb = "[pick(I.attack_verb)]"
if(current_force < I.force * INEFFICIENT_ATTACK_MSG_THRESHOLD)
message_verb = "inefficiently [message_verb]"
if(current_force < I.force * FEEBLE_ATTACK_MSG_THRESHOLD)
message_verb = "[pick("feebly", "limply", "saplessly")] [message_verb]"
else if(!I.force)
return
var/message_hit_area = ""
+5
View File
@@ -117,6 +117,11 @@
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/spinesnapped
random_gain = FALSE
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_LOBOTOMY
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
desc = "Patient may involuntarily fall asleep during normal activities."
+2
View File
@@ -119,6 +119,8 @@
if(hud_icon)
hud_icon.combat_on = FALSE
hud_icon.update_icon()
source.stop_active_blocking()
source.end_parry_sequence()
///Changes the user direction to (try) keep match the pointer.
/datum/component/combat_mode/proc/on_move(atom/movable/source, dir, atom/oldloc, forced)
+30 -2
View File
@@ -35,17 +35,34 @@ k// PARTS //
desc = "A twenty bore shotgun barrel."
icon_state = "barrel_shotgun"
/obj/item/weaponcrafting/improvised_parts/barrel_pistol
name = "pistol barrel"
desc = "A pipe with a small diameter and some holes finely cut into it. It fits .32 ACP bullets. Probably."
icon_state = "barrel_pistol"
w_class = WEIGHT_CLASS_SMALL
// RECEIVERS
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
name = "bolt action receiver"
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle."
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle. It's generic enough to modify to create other rifles, potentially."
icon_state = "receiver_rifle"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/pistol_receiver
name = "pistol receiver"
desc = "A receiver to connect house and connects all the parts to make an improvised pistol."
icon_state = "receiver_pistol"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/laser_receiver
name = "energy emitter assembly"
desc = "A mixture of components haphazardly wired together to form an energy emitter."
icon_state = "laser_assembly"
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
name = "break-action assembly"
desc = "An improvised receiver to create a break-action breechloaded shotgun."
desc = "An improvised receiver to create a break-action breechloaded shotgun. Parts of this are still useful if you want to make another type of shotgun, however."
icon_state = "receiver_shotgun"
w_class = WEIGHT_CLASS_SMALL
@@ -62,3 +79,14 @@ k// PARTS //
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
icon_state = "wooden_body"
/obj/item/weaponcrafting/improvised_parts/wooden_grip
name = "wooden pistol grip"
desc = "A nice wooden grip hollowed out for pistol magazines."
icon_state = "wooden_pistolgrip"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/makeshift_lens
name = "makeshift focusing lens"
desc = "A properly made lens made with actual glassworking tools would perform much better, but this will have to do."
icon_state = "focusing_lens"
w_class = WEIGHT_CLASS_TINY
@@ -6,7 +6,7 @@
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/pin_removal/check_requirements(mob/user, list/collected_requirements)
var/obj/item/gun/G = collected_requirements[/obj/item/gun][1]
@@ -22,7 +22,7 @@
/obj/item/shield/riot = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/strobeshield/New()
..()
@@ -38,7 +38,7 @@
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/spear
name = "Spear"
@@ -49,7 +49,7 @@
parts = list(/obj/item/shard = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/stunprod
name = "Stunprod"
@@ -59,7 +59,7 @@
/obj/item/assembly/igniter = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/teleprod
name = "Teleprod"
@@ -70,7 +70,7 @@
/obj/item/stack/ore/bluespace_crystal = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/bola
name = "Bola"
@@ -88,7 +88,7 @@
/obj/item/stack/sheet/metal = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/tailwhip
name = "Liz O' Nine Tails"
@@ -97,7 +97,7 @@
/obj/item/stack/cable_coil = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/catwhip
name = "Cat O' Nine Tails"
@@ -106,7 +106,7 @@
/obj/item/stack/cable_coil = 1)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
/datum/crafting_recipe/chainsaw
name = "Chainsaw"
@@ -117,7 +117,7 @@
tools = list(TOOL_WELDER)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
//////////////////
///BOMB CRAFTING//
@@ -134,7 +134,7 @@
parts = list(/obj/item/stock_parts/matter_bin = 1, /obj/item/grenade/chem_grenade = 2)
time = 30
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/chemical_payload2
name = "Chemical Payload (Gibtonite)"
@@ -147,7 +147,7 @@
parts = list(/obj/item/stock_parts/matter_bin = 1, /obj/item/grenade/chem_grenade = 2)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/molotov
name = "Molotov"
@@ -169,7 +169,7 @@
parts = list(/obj/item/reagent_containers/food/drinks/soda_cans = 1)
time = 15
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_OTHER
/datum/crafting_recipe/lance
name = "Explosive Lance (Grenade)"
@@ -180,7 +180,7 @@
/obj/item/grenade = 1)
time = 15
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
//////////////////
///GUNS CRAFTING//
@@ -276,6 +276,49 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ipistol
name = "Improvised Pistol (.32)"
result = /obj/item/gun/ballistic/automatic/pistol/improvised/nomag
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 1,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_grip = 1,
/obj/item/stack/sheet/plastic = 15,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_WIRECUTTER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ilaser
name = "Improvised Energy Gun"
result = /obj/item/gun/energy/e_gun/old/improvised
reqs = list(/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 1,
/obj/item/stock_parts/cell = 1,
/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 5,
/obj/item/stack/cable_coil = 10)
tools = list(TOOL_SCREWDRIVER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ilaser/upgraded
name = "Improvised Energy Gun Upgrade"
result = /obj/item/gun/energy/e_gun/old/improvised/upgraded
reqs = list(/obj/item/gun/energy/e_gun/old/improvised = 1,
/obj/item/glasswork/glass_base/lens = 1,
/obj/item/stock_parts/capacitor/quadratic = 2,
/obj/item/stock_parts/micro_laser/ultra = 1,
/obj/item/stock_parts/cell/bluespace = 1,
/obj/item/stack/cable_coil = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
//////////////////
///AMMO CRAFTING//
//////////////////
@@ -399,6 +442,17 @@
category = CAT_WEAPONRY
subcategory = CAT_AMMO
/datum/crafting_recipe/m32acp
name = ".32ACP Empty Magazine"
result = /obj/item/ammo_box/magazine/m32acp/empty
reqs = list(/obj/item/stack/sheet/metal = 3,
/obj/item/stack/sheet/plasteel = 1,
/obj/item/stack/packageWrap = 1)
tools = list(TOOL_WELDER,TOOL_SCREWDRIVER)
time = 5
category = CAT_WEAPONRY
subcategory = CAT_AMMO
////////////////////
// PARTS CRAFTING //
////////////////////
@@ -423,13 +477,24 @@
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/pistol_barrel
name = "Improvised Pistol Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_pistol
reqs = list(/obj/item/pipe = 1,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// RECEIVERS
/datum/crafting_recipe/rifle_receiver
name = "Improvised Rifle Receiver"
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
reqs = list(/obj/item/stack/sheet/metal = 20)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Rifle is the easiest to craft and can be made at an autolathe, this is a very light kick in the shin for dual-wielding ishotguns.
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
@@ -439,11 +504,33 @@
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Increased cost is to stop dual-wield alpha striking. ishotgun is a rvolver and can be duel-wielded
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Dual wielding has been removed, plasteel is a soft timesink to obtain for most to make mass production harder.
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/pistol_receiver
name = "Improvised Pistol Receiver"
result = /obj/item/weaponcrafting/improvised_parts/pistol_receiver
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_SAW)
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/laser_receiver
name = "Energy Weapon Assembly"
result = /obj/item/weaponcrafting/improvised_parts/laser_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/assembly/prox_sensor = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL, TOOL_WELDER) // Prox sensor and multitool for the circuit board, welder for extremely ghetto soldering.
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// MISC
/datum/crafting_recipe/trigger_assembly
@@ -455,3 +542,13 @@
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/makeshift_lens
name = "Makeshift Lens"
result = /obj/item/weaponcrafting/improvised_parts/makeshift_lens
reqs = list(/obj/item/stack/sheet/metal = 1,
/obj/item/stack/sheet/glass = 2)
tools = list(TOOL_WELDER) // Glassmaking lets you make non-makeshift lenses.
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
+11
View File
@@ -11,6 +11,17 @@
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/join_swarm)
RegisterSignal(parent, COMSIG_MOVABLE_UNCROSSED, .proc/leave_swarm)
/datum/component/swarming/Destroy()
if(is_swarming)
for(var/A in swarm_members)
var/datum/component/swarming/other_swarm = A
other_swarm.swarm_members -= src
swarm_members -= other_swarm
if(!length(other_swarm.swarm_members))
other_swarm.unswarm()
unswarm()
return ..()
/datum/component/swarming/proc/join_swarm(datum/source, atom/movable/AM)
var/datum/component/swarming/other_swarm = AM.GetComponent(/datum/component/swarming)
if(!other_swarm)
+1 -1
View File
@@ -354,7 +354,7 @@
playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
user.gain_trauma(/datum/brain_trauma/severe/paralysis/spinesnapped) // oopsie indeed!
shake_camera(user, 7, 7)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.clear_fullscreen("flash", 4.5)
+2 -2
View File
@@ -117,9 +117,9 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
return FALSE
var/lower_name = lowertext(flavor_name)
var/new_text = stripped_multiline_input(user, "Set the [lower_name] displayed on 'examine'. [addendum]", flavor_name, texts_by_atom[usr], max_len, TRUE)
var/new_text = stripped_multiline_input(user, "Set the [lower_name] displayed on 'examine'. [addendum]", flavor_name, html_decode(texts_by_atom[usr]), max_len, TRUE)
if(!isnull(new_text) && (user in texts_by_atom))
texts_by_atom[user] = html_decode(new_text)
texts_by_atom[user] = new_text
to_chat(src, "Your [lower_name] has been updated.")
return TRUE
return FALSE
+5 -1
View File
@@ -10,6 +10,10 @@
var/help_verb
var/pacifism_check = TRUE //are the martial arts combos/attacks unable to be used by pacifist.
var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
/// Can we be used to unarmed parry?
var/can_martial_parry = FALSE
/// Set this variable to something not null, this'll be the preferred unarmed parry in most cases if [can_martial_parry] is TRUE. YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
var/datum/block_parry_data/block_parry_data
var/pugilist = FALSE
/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
@@ -91,4 +95,4 @@
///Gets called when a projectile hits the owner. Returning anything other than BULLET_ACT_HIT will stop the projectile from hitting the mob.
/datum/martial_art/proc/on_projectile_hit(mob/living/carbon/human/A, obj/item/projectile/P, def_zone)
return BULLET_ACT_HIT
return BULLET_ACT_HIT
+1 -1
View File
@@ -66,9 +66,9 @@
return
/obj/item/clothing/gloves/boxing/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(SLOT_GLOVES) == src)
style.remove(H)
return
+1
View File
@@ -203,6 +203,7 @@
style.teach(H,1)
/obj/item/clothing/gloves/krav_maga/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
+1 -1
View File
@@ -480,12 +480,12 @@
return
/obj/item/storage/belt/champion/wrestling/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(SLOT_BELT) == src)
style.remove(H)
return
//Subtype of wrestling, reserved for the wrestling belts found in the holodeck
/datum/martial_art/wrestling/holodeck
+12 -22
View File
@@ -6,14 +6,6 @@
var/flags_1 = NONE
var/interaction_flags_atom = NONE
var/flags_ricochet = NONE
///When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
var/ricochet_chance_mod = 1
///When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
var/ricochet_damage_mod = 0.33
var/datum/reagents/reagents = null
//This atom's HUD (med/sec, etc) images. Associative list.
@@ -149,20 +141,18 @@
return ..()
/atom/proc/handle_ricochet(obj/item/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
var/a_incidence_s = abs(incidence_s)
if(a_incidence_s > 90 && a_incidence_s < 270)
return FALSE
if((P.flag in list("bullet", "bomb")) && P.ricochet_incidence_leeway)
if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway))
return
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
return TRUE
/**
* Checks if a projectile should ricochet off of us. Projectiles get final say.
* [__DEFINES/projectiles.dm] for return values.
*/
/atom/proc/check_projectile_ricochet(obj/item/projectile/P)
return (flags_1 & DEFAULT_RICOCHET_1)? PROJECTILE_RICOCHET_YES : PROJECTILE_RICOCHET_NO
/**
* Handle a projectile ricochet. Return TRUE if we did something to the projectile like reflecting it/whatnot.
*/
/atom/proc/handle_projectile_ricochet(obj/item/projectile/P)
return FALSE
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
+2 -2
View File
@@ -145,7 +145,7 @@
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
add_fingerprint(user)
return ..()
@@ -240,4 +240,4 @@
#undef DOM_BLOCKED_SPAM_CAP
#undef DOM_REQUIRED_TURFS
#undef DOM_HULK_HITS_REQUIRED
#undef DOM_HULK_HITS_REQUIRED
@@ -70,7 +70,7 @@
else
return ..()
/obj/machinery/porta_turret_cover/attacked_by(obj/item/I, mob/user)
/obj/machinery/porta_turret_cover/attacked_by(obj/item/I, mob/user, attackchain_flags = NONE, damage_multiplier = 1)
return parent_turret.attacked_by(I, user)
/obj/machinery/porta_turret_cover/attack_alien(mob/living/carbon/alien/humanoid/user)
+1 -1
View File
@@ -282,7 +282,7 @@
else
return ..()
/obj/mecha/attacked_by(obj/item/I, mob/living/user)
/obj/mecha/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
mecha_log_message("Attacked by [I]. Attacker - [user]")
return ..()
+89 -2
View File
@@ -611,13 +611,13 @@
/obj/item/clothing/mask/breath = 5,
/obj/item/clothing/mask/breath/medical = 1
)
/obj/effect/spawner/lootdrop/welder_tools/no_turf
spawn_on_turf = FALSE
/obj/effect/spawner/lootdrop/low_tools/no_turf
spawn_on_turf = FALSE
/obj/effect/spawner/lootdrop/breathing_tanks/no_turf
spawn_on_turf = FALSE
@@ -644,3 +644,90 @@
/obj/effect/spawner/lootdrop/glowstick/no_turf
spawn_on_turf = FALSE
// Random Parts
/obj/effect/spawner/lootdrop/stock_parts
name = "random stock parts spawner"
lootcount = 1
loot = list(
/obj/item/stock_parts/capacitor,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/manipulator,
/obj/item/stock_parts/micro_laser,
/obj/item/stock_parts/matter_bin,
/obj/item/stock_parts/cell
)
// Random Weapon Parts
/obj/effect/spawner/lootdrop/weapon_parts
name = "random weapon parts spawner 50%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10,
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 3,
/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
)
/obj/effect/spawner/lootdrop/weapon_parts
name = "random weapon parts spawner 25%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 75,
/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5,
/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 2,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
)
/obj/effect/spawner/lootdrop/ammo
name = "random ammo 75%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 25,
/obj/item/ammo_box/c32mm = 15,
/obj/item/ammo_box/r32mm = 15,
/obj/item/ammo_box/magazine/wt550m9 = 1,
/obj/item/ammo_casing/shotgun/buckshot = 7,
/obj/item/ammo_casing/shotgun/rubbershot = 7,
/obj/item/ammo_casing/a762 = 15,
/obj/item/ammo_box/a762 = 15,
)
/obj/effect/spawner/lootdrop/ammo/fiftypercent
name = "random ammo 50%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/ammo_box/c32mm = 7,
/obj/item/ammo_box/r32mm = 7,
/obj/item/ammo_box/magazine/wt550m9 = 2,
/obj/item/ammo_casing/shotgun/buckshot = 10,
/obj/item/ammo_casing/shotgun/rubbershot = 10,
/obj/item/ammo_casing/a762 = 7,
/obj/item/ammo_box/a762 = 7,
)
/obj/effect/spawner/lootdrop/ammo/shotgun
name = "random ammo 50%"
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/ammo_box/shotgun/loaded/buckshot = 5,
/obj/item/ammo_box/shotgun/loaded/beanbag = 5,
/obj/item/ammo_box/shotgun/loaded/incendiary = 5,
/obj/item/ammo_casing/shotgun/buckshot = 8,
/obj/item/ammo_casing/shotgun/rubbershot = 9,
/obj/item/ammo_casing/shotgun = 8,
/obj/item/ammo_casing/shotgun/incendiary = 10,
)
+13 -3
View File
@@ -144,6 +144,13 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
/* Our block parry data. Should be set in init, or something if you are using it.
* This won't be accessed without ITEM_CAN_BLOCK or ITEM_CAN_PARRY so do not set it unless you have to to save memory.
* If you decide it's a good idea to leave this unset while turning the flags on, you will runtime. Enjoy.
* If this is set to a path, it'll run get_block_parry_data(path). YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
*/
var/datum/block_parry_data/block_parry_data
///Skills vars
//list of skill PATHS exercised when using this item. An associated bitfield can be set to indicate additional ways the skill is used by this specific item.
var/list/datum/skill/used_skills
@@ -250,9 +257,10 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
. += "[src] is made of cold-resistant materials."
if(resistance_flags & FIRE_PROOF)
. += "[src] is made of fire-retardant materials."
if(item_flags & (ITEM_CAN_BLOCK | ITEM_CAN_PARRY))
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
. += "[src] has the capacity to be used to block and/or parry. <a href='?src=[REF(data)];name=[name];block=[item_flags & ITEM_CAN_BLOCK];parry=[item_flags & ITEM_CAN_PARRY];render=1'>\[Show Stats\]</a>"
if(!user.research_scanner)
return
@@ -414,6 +422,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return ITALICS | REDUCE_RANGE
/obj/item/proc/dropped(mob/user)
SHOULD_CALL_PARENT(TRUE)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
@@ -426,6 +435,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
item_flags |= IN_INVENTORY
+9
View File
@@ -187,6 +187,15 @@
if(ID_LOCKED_BANK_ACCOUNT)
registered_account = new /datum/bank_account/remote/non_transferable(pick(GLOB.redacted_strings))
/obj/item/card/id/Destroy()
if(bank_support == ID_LOCKED_BANK_ACCOUNT)
QDEL_NULL(registered_account)
else
registered_account = null
if(my_store)
my_store.my_card = null
my_store = null
return ..()
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
+1
View File
@@ -803,6 +803,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
to_chat(user, "<span class='warning'>You need to close the cap first!</span>")
/obj/item/clothing/mask/vape/dropped(mob/user)
. = ..()
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_WEAR_MASK) == src)
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
+3 -2
View File
@@ -655,9 +655,10 @@ GENETICS SCANNER
amount += inaccurate
return DisplayTimeText(max(1,amount))
/proc/atmosanalyzer_scan(mixture, mob/living/user, atom/target = src)
/proc/atmosanalyzer_scan(mixture, mob/living/user, atom/target = src, visible = TRUE)
var/icon = target
user.visible_message("[user] has used the analyzer on [icon2html(icon, viewers(user))] [target].", "<span class='notice'>You use the analyzer on [icon2html(icon, user)] [target].</span>")
if(visible)
user.visible_message("[user] has used the analyzer on [icon2html(icon, viewers(user))] [target].", "<span class='notice'>You use the analyzer on [icon2html(icon, user)] [target].</span>")
to_chat(user, "<span class='boldnotice'>Results of analysis of [icon2html(icon, user)] [target].</span>")
var/list/airs = islist(mixture) ? mixture : list(mixture)
+20 -1
View File
@@ -105,9 +105,28 @@
sharpness = IS_SHARP
embedding = list("embed_chance" = 75, "impact_pain_mult" = 10)
armour_penetration = 35
block_chance = 50
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/energy_sword
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
/datum/block_parry_data/energy_sword
parry_time_windup = 0
parry_time_active = 25
parry_time_spindown = 0
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 12
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while
parry_time_perfect = 2.5 // first ds isn't perfect
parry_time_perfect_leeway = 1.5
parry_imperfect_falloff_percent = 5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 65 // VERY generous
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 4 SECONDS
parry_cooldown = 0.5 SECONDS
/obj/item/melee/transforming/energy/sword/Initialize(mapload)
. = ..()
set_sword_color()
+51 -10
View File
@@ -61,13 +61,25 @@
force = 18
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = IS_SHARP
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
total_mass = 3.4
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/captain_saber
/datum/block_parry_data/captain_saber
parry_time_windup = 0.5
parry_time_active = 4
parry_time_spindown = 1
parry_time_perfect = 0.75
parry_time_perfect_leeway = 0.75
parry_imperfect_falloff_percent = 30
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 2 SECONDS
/obj/item/melee/sabre/Initialize()
. = ..()
@@ -150,7 +162,6 @@
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 15
throwforce = 25
block_chance = 50
armour_penetration = 200 //Apparently this gives it the ability to pierce block
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
@@ -159,16 +170,47 @@
attack_verb = list("stabs", "punctures", "pierces", "pokes")
hitsound = 'sound/weapons/rapierhit.ogg'
total_mass = 0.4
item_flags = ITEM_CAN_PARRY | NEEDS_PERMIT
block_parry_data = /datum/block_parry_data/traitor_rapier
// Fast, efficient parry.
/datum/block_parry_data/traitor_rapier
parry_time_windup = 0.5
parry_time_active = 5
parry_time_spindown = 0
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 2
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
parry_time_perfect = 0
parry_time_perfect_leeway = 3
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1
)
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 50 // useless after 3rd decisecond
)
parry_imperfect_falloff_percent = 30
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 1
parry_efficiency_perfect = 100
parry_data = list(
PARRY_DISARM_ATTACKER = TRUE,
PARRY_KNOCKDOWN_ATTACKER = 10
)
parry_failed_stagger_duration = 2 SECONDS
parry_failed_clickcd_duration = CLICK_CD_RANGE
parry_cooldown = 0
/obj/item/melee/rapier/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
. = ..()
if((attack_type & ATTACK_TYPE_PROJECTILE) && (parry_efficiency >= 100))
. |= BLOCK_SHOULD_REDIRECT
return_list[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
/obj/item/melee/rapier/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 20, 65, 0)
/obj/item/melee/rapier/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type == ATTACK_TYPE_PROJECTILE)
final_block_chance = 0
return ..()
/obj/item/melee/rapier/on_exit_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/rapier/B = S.parent
if(istype(B))
@@ -191,10 +233,9 @@
. = ..()
if(iscarbon(target))
var/mob/living/carbon/H = target
var/loss = H.getStaminaLoss()
H.Dizzy(10)
H.adjustStaminaLoss(30)
if((loss > 40) && prob(loss)) // if above 40, roll for sleep using 1% every 1 stamina damage
if(CHECK_STAMCRIT(H) != NOT_STAMCRIT)
H.Sleeping(180)
/obj/item/melee/classic_baton
@@ -664,4 +705,4 @@
. = ..()
overlay = mutable_appearance(icon, overlay_state)
overlay.appearance_flags = RESET_COLOR
add_overlay(overlay)
add_overlay(overlay)
+2 -1
View File
@@ -140,7 +140,8 @@
if(jsonlist["icon_state"])
icon_state = jsonlist["icon_state"]
item_state = jsonlist["item_state"]
icon = 'config/plushies/sprites.dmi'
var/static/config_sprites = file("config/plushies/sprites.dmi")
icon = config_sprites
if(jsonlist["attack_verb"])
attack_verb = jsonlist["attack_verb"]
if(jsonlist["squeak_override"])
@@ -358,6 +358,7 @@
check_amount()
/obj/item/borg/lollipop/dropped(mob/user)
. = ..()
check_amount()
/obj/item/borg/lollipop/proc/check_amount() //Doesn't even use processing ticks.
+44 -29
View File
@@ -1,7 +1,8 @@
/obj/item/shield
name = "shield"
icon = 'icons/obj/shields.dmi'
block_chance = 50
item_flags = ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/shield
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/// Shield flags
var/shield_flags = SHIELD_FLAGS_DEFAULT
@@ -22,6 +23,18 @@
/// Shield bashing push distance
var/shieldbash_push_distance = 1
/datum/block_parry_data/shield
block_damage_multiplier = 0.25
block_stamina_efficiency = 2.5
block_stamina_cost_per_second = 3.5
block_slowdown = 0
block_lock_attacking = FALSE
block_lock_sprinting = TRUE
block_start_delay = 1.5
block_damage_absorption = 5
block_resting_stamina_penalty_multiplier = 2
block_projectile_mitigation = 75
/obj/item/shield/examine(mob/user)
. = ..()
if(shield_flags & SHIELD_CAN_BASH)
@@ -154,6 +167,22 @@
icon_state = "shield_bash"
duration = 3
/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/obj/item/shield/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance)
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
@@ -172,20 +201,7 @@
var/repair_material = /obj/item/stack/sheet/mineral/titanium
var/can_shatter = TRUE
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
max_integrity = 75
/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
max_integrity = 450
/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/melee/baton))
@@ -238,13 +254,13 @@
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55 //Weak
max_integrity = 300
obj/item/shield/riot/bullet_proof
name = "bullet resistant shield"
desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
max_integrity = 55 //Weaker
max_integrity = 300
/obj/item/shield/riot/roman
name = "\improper Roman shield"
@@ -255,13 +271,13 @@ obj/item/shield/riot/bullet_proof
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
repair_material = /obj/item/stack/sheet/mineral/wood
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 65
max_integrity = 250
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
block_chance = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
max_integrity = 30
max_integrity = 40
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/grillehit.ogg', 100)
@@ -279,7 +295,7 @@ obj/item/shield/riot/bullet_proof
repair_material = /obj/item/stack/sheet/mineral/wood
block_chance = 30
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55
max_integrity = 150
/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/bang.ogg', 50)
@@ -297,13 +313,16 @@ obj/item/shield/riot/bullet_proof
throw_speed = 3
throw_range = 4
w_class = WEIGHT_CLASS_NORMAL
var/active = 0
var/active = FALSE
/obj/item/shield/riot/tele/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!active)
return BLOCK_NONE
return ..()
/obj/item/shield/riot/tele/can_active_block()
return ..() && active
/obj/item/shield/riot/tele/attack_self(mob/living/user)
active = !active
icon_state = "teleriot[active]"
@@ -335,8 +354,7 @@ obj/item/shield/riot/bullet_proof
icon_state = "makeshift_shield"
custom_materials = list(/datum/material/iron = 18000)
slot_flags = null
block_chance = 35
max_integrity = 100 //Made of metal welded together its strong but not unkillable
max_integrity = 300 //Made of metal welded together its strong but not unkillable
force = 10
throwforce = 7
@@ -346,7 +364,6 @@ obj/item/shield/riot/bullet_proof
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
item_state = "metal"
icon_state = "metal"
block_chance = 75 //1/4 shots will hit*
force = 16
slowdown = 2
throwforce = 15 //Massive pice of metal
@@ -357,19 +374,17 @@ obj/item/shield/riot/bullet_proof
/obj/item/shield/riot/tower/swat
name = "swat shield"
desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
max_integrity = 175
block_chance = 50
max_integrity = 250
/obj/item/shield/riot/implant
name = "telescoping shield implant"
desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant."
item_state = "metal"
icon_state = "metal"
block_chance = 50
slowdown = 1
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 60
obj_integrity = 60
max_integrity = 100
obj_integrity = 100
can_shatter = FALSE
item_flags = SLOWS_WHILE_IN_HAND
var/recharge_timerid
@@ -242,6 +242,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
null, \
new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("pistol grip", /obj/item/weaponcrafting/improvised_parts/wooden_grip, 5, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
+3 -1
View File
@@ -170,10 +170,12 @@
return disarming || (user.a_intent != INTENT_HARM)
/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, disarming = FALSE)
if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; check_shields() handles that
var/list/return_list = list()
if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
var/stunpwr = stamforce
stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
var/obj/item/stock_parts/cell/our_cell = get_cell()
if(!our_cell)
switch_status(FALSE)
+4
View File
@@ -153,6 +153,10 @@
return (BRUTELOSS)
/obj/item/tank/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(air_contents, O, src, FALSE)
/obj/item/tank/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/assembly_holder))
+1
View File
@@ -446,6 +446,7 @@
throw_range = 5
force_unwielded = 0
force_wielded = 0
block_parry_data = null
attack_verb = list("attacked", "struck", "hit")
total_mass_on = TOTAL_MASS_TOY_SWORD
sharpness = IS_BLUNT
+95 -16
View File
@@ -30,6 +30,8 @@
var/wieldsound = null
var/unwieldsound = null
var/slowdown_wielded = 0
/// Do we need to be wielded to actively block/parry?
var/requires_wield_to_block_parry = TRUE
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/twohanded/proc/unwield(mob/living/carbon/user, show_message = TRUE)
@@ -90,6 +92,12 @@
user.put_in_inactive_hand(O)
set_slowdown(slowdown + slowdown_wielded)
/obj/item/twohanded/can_active_block()
return ..() && (!requires_wield_to_block_parry || wielded)
/obj/item/twohanded/can_active_parry()
return ..() && (!requires_wield_to_block_parry || wielded)
/obj/item/twohanded/dropped(mob/user)
. = ..()
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
@@ -129,6 +137,7 @@
return ..()
/obj/item/twohanded/offhand/dropped(mob/living/user, show_message = TRUE) //Only utilized by dismemberment since you can't normally switch to the offhand to drop it.
. = ..()
var/obj/I = user.get_active_held_item()
if(I && istype(I, /obj/item/twohanded))
var/obj/item/twohanded/thw = I
@@ -274,6 +283,8 @@
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/w_class_on = WEIGHT_CLASS_BULKY
item_flags = ITEM_CAN_PARRY | SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/dual_esword
force_unwielded = 3
force_wielded = 34
wieldsound = 'sound/weapons/saberon.ogg'
@@ -284,7 +295,6 @@
var/saber_color = "green"
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
@@ -298,6 +308,42 @@
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
var/total_mass_on = 3.4
/datum/block_parry_data/dual_esword
block_damage_absorption = 2
block_damage_multiplier = 0.15
block_damage_multiplier_override = list(
ATTACK_TYPE_MELEE = 0.25
)
block_start_delay = 0 // instantaneous block
block_stamina_cost_per_second = 2.5
block_stamina_efficiency = 3
block_lock_sprinting = TRUE
// no attacking while blocking
block_lock_attacking = TRUE
block_projectile_mitigation = 75
parry_time_windup = 0
parry_time_active = 8
parry_time_spindown = 0
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 4
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while parrying.
parry_time_perfect = 2 // first ds isn't perfect
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 10
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 25 // VERY generous
parry_efficiency_perfect = 90
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = CLICK_CD_MELEE
// more efficient vs projectiles
block_stamina_efficiency_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 4
)
/obj/item/twohanded/dualsaber/suicide_act(mob/living/carbon/user)
if(wielded)
user.visible_message("<span class='suicide'>[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -849,6 +895,7 @@
return (BRUTELOSS)
/obj/item/twohanded/pitchfork/demonic/pickup(mob/living/user)
. = ..()
if(isliving(user) && user.mind && user.owns_soul() && !is_devil(user))
var/mob/living/U = user
U.visible_message("<span class='warning'>As [U] picks [src] up, [U]'s arms briefly catch fire.</span>", \
@@ -1030,13 +1077,12 @@
force_wielded = 10
throwforce = 15 //if you are a madman and finish someone off with this, power to you.
throw_speed = 1
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND
block_chance = 30
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/electrostaff
attack_verb = list("struck", "beaten", "thwacked", "pulped")
total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
var/on = FALSE
var/can_block_projectiles = FALSE //can't block guns
var/lethal_cost = 400 //10000/400*20 = 500. decent enough?
var/lethal_damage = 20
var/lethal_stam_cost = 4
@@ -1046,6 +1092,43 @@
var/stun_status_duration = 25
var/stun_stam_cost = 3.5
// haha security desword time /s
/datum/block_parry_data/electrostaff
block_damage_absorption = 0
block_damage_multiplier = 1
can_block_attack_types = ~ATTACK_TYPE_PROJECTILE // only able to parry non projectiles
block_damage_multiplier_override = list(
TEXT_ATTACK_TYPE_MELEE = 0.5, // only useful on melee and unarmed
TEXT_ATTACK_TYPE_UNARMED = 0.3
)
block_start_delay = 0.5 // near instantaneous block
block_stamina_cost_per_second = 3
block_stamina_efficiency = 2 // haha this is a horrible idea
// more slowdown that deswords because security
block_slowdown = 2
// no attacking while blocking
block_lock_attacking = TRUE
parry_time_windup = 1
parry_time_active = 5
parry_time_spindown = 0
parry_time_spindown_visual_override = 1
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
parry_time_perfect = 0
parry_time_perfect_leeway = 0.5
parry_efficiency_perfect = 100
parry_imperfect_falloff_percent = 1
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
)
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
)
// not extremely punishing to fail, but no spamming the parry.
parry_cooldown = 2.5 SECONDS
parry_failed_stagger_duration = 1.5 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/obj/item/twohanded/electrostaff/Initialize(mapload)
. = ..()
if(ispath(cell))
@@ -1061,11 +1144,6 @@
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/twohanded/electrostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!on || (!can_block_projectiles && (attack_type & ATTACK_TYPE_PROJECTILE)))
return BLOCK_NONE
return ..()
/obj/item/twohanded/electrostaff/proc/min_hitcost()
return min(stun_cost, lethal_cost)
@@ -1183,22 +1261,23 @@
return
if(iscyborg(target))
return ..()
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; run_block() handles that
var/list/return_list = list()
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; run_block() handles that
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
if(user.a_intent != INTENT_HARM)
if(stun_act(target, user))
if(stun_act(target, user, null, return_list))
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(stun_stam_cost)
return
else if(!harm_act(target, user))
else if(!harm_act(target, user, null, return_list))
return ..() //if you can't fry them just beat them with it
else //we did harm act them
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(lethal_stam_cost)
/obj/item/twohanded/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
var/stunforce = stun_stamdmg
/obj/item/twohanded/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
var/stunforce = block_calculate_resultant_damage(stun_stamdmg, block_return)
if(!no_charge_and_force)
if(!on)
target.visible_message("<span class='warning'>[user] has bapped [target] with [src]. Luckily it was off.</span>", \
@@ -1228,8 +1307,8 @@
H.forcesay(GLOB.hit_appends)
return TRUE
/obj/item/twohanded/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
var/lethal_force = lethal_damage
/obj/item/twohanded/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
var/lethal_force = block_calculate_resultant_damage(lethal_damage, block_return)
if(!no_charge_and_force)
if(!on)
return FALSE //standard item attack
+2
View File
@@ -122,11 +122,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander/pickup(mob/living/user)
. = ..()
to_chat(user, "<span class='notice'>The power of Scotland protects you! You are shielded from all stuns and knockdowns.</span>")
user.add_stun_absorption("highlander", INFINITY, 1, " is protected by the power of Scotland!", "The power of Scotland absorbs the stun!", " is protected by the power of Scotland!")
user.ignore_slowdown(HIGHLANDER)
/obj/item/claymore/highlander/dropped(mob/living/user)
. = ..()
user.unignore_slowdown(HIGHLANDER)
if(!QDELETED(src))
qdel(src) //If this ever happens, it's because you lost an arm
@@ -4,11 +4,13 @@
icon_state = "human_male"
density = TRUE
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
max_integrity = 200
var/timer = 240 //eventually the person will be freed
var/timer = 8 MINUTES //eventually the person will be freed
var/mob/living/petrified_mob
/obj/structure/statue/petrified/New(loc, mob/living/L, statue_timer)
/obj/structure/statue/petrified/Initialize(mapload, mob/living/L, statue_timer)
. = ..()
if(statue_timer)
timer = statue_timer
if(L)
@@ -17,25 +19,18 @@
L.buckled.unbuckle_mob(L,force=1)
L.visible_message("<span class='warning'>[L]'s skin rapidly turns to marble!</span>", "<span class='userdanger'>Your body freezes up! Can't... move... can't... think...</span>")
L.forceMove(src)
ADD_TRAIT(L, TRAIT_MUTE, STATUE_MUTE)
ADD_TRAIT(L, TRAIT_MUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_EMOTEMUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_LOOC_MUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_AOOC_MUTE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_MOBILITY_NOMOVE, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_MOBILITY_NOPICKUP, STATUE_TRAIT)
ADD_TRAIT(L, TRAIT_MOBILITY_NOUSE, STATUE_TRAIT)
L.faction += "mimic" //Stops mimics from instaqdeling people in statues
L.status_flags |= GODMODE
obj_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
max_integrity = obj_integrity
START_PROCESSING(SSobj, src)
..()
/obj/structure/statue/petrified/process()
if(!petrified_mob)
STOP_PROCESSING(SSobj, src)
timer--
petrified_mob.Stun(40) //So they can't do anything while petrified
if(timer <= 0)
STOP_PROCESSING(SSobj, src)
qdel(src)
/obj/structure/statue/petrified/contents_explosion(severity, target)
return
QDEL_IN(src, timer)
/obj/structure/statue/petrified/handle_atom_del(atom/A)
if(A == petrified_mob)
@@ -59,7 +54,13 @@
if(petrified_mob)
petrified_mob.status_flags &= ~GODMODE
petrified_mob.forceMove(loc)
REMOVE_TRAIT(petrified_mob, TRAIT_MUTE, STATUE_MUTE)
REMOVE_TRAIT(petrified_mob, TRAIT_MUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_EMOTEMUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_LOOC_MUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_AOOC_MUTE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_MOBILITY_NOMOVE, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_MOBILITY_NOPICKUP, STATUE_TRAIT)
REMOVE_TRAIT(petrified_mob, TRAIT_MOBILITY_NOUSE, STATUE_TRAIT)
petrified_mob.take_overall_damage((petrified_mob.health - obj_integrity + 100)) //any new damage the statue incurred is transfered to the mob
petrified_mob.faction -= "mimic"
petrified_mob = null
@@ -191,8 +191,7 @@
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "map-shuttle"
explosion_block = 3
flags_1 = CAN_BE_DIRTY_1
flags_ricochet = RICOCHET_SHINY | RICOCHET_HARD
flags_1 = CAN_BE_DIRTY_1 | DEFAULT_RICOCHET_1
sheet_type = /obj/item/stack/sheet/mineral/titanium
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
@@ -303,4 +302,4 @@
/turf/closed/wall/mineral/plastitanium/copyTurf(turf/T)
. = ..()
T.transform = transform
T.transform = transform
+12 -4
View File
@@ -12,10 +12,7 @@
baseturfs = /turf/open/floor/plating
flags_ricochet = RICOCHET_HARD
///lower numbers are harder. Used to determine the probability of a hulk smashing through. Also, (hardness - 40) is used as a modifier for objects trying to embed in this (hardness of 30 results in a -10% chance)
var/hardness = 40
var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
var/slicing_duration = 100 //default time taken to slice the wall
var/sheet_type = /obj/item/stack/sheet/metal
var/sheet_amount = 2
@@ -44,6 +41,17 @@
/turf/closed/wall/attack_tk()
return
/turf/closed/wall/handle_projectile_ricochet(obj/item/projectile/P) //A huge pile of shitcode!
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
return TRUE
/turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0)
if(devastated)
devastate_wall()
+70 -45
View File
@@ -346,7 +346,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
//print the key
if(islist(key))
recursive_list_print(output, key, datum_handler, atom_handler)
else if(is_proper_datum(key) && (datum_handler || (isatom(key) && atom_handler)))
else if(is_object_datatype(key) && (datum_handler || (isatom(key) && atom_handler)))
if(isatom(key) && atom_handler)
output += atom_handler.Invoke(key)
else
@@ -360,7 +360,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/value = input[key]
if(islist(value))
recursive_list_print(output, value, datum_handler, atom_handler)
else if(is_proper_datum(value) && (datum_handler || (isatom(value) && atom_handler)))
else if(is_object_datatype(value) && (datum_handler || (isatom(value) && atom_handler)))
if(isatom(value) && atom_handler)
output += atom_handler.Invoke(value)
else
@@ -498,7 +498,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if(length(select_text))
var/text = islist(select_text)? select_text.Join() : select_text
var/static/result_offset = 0
showmob << browse(text, "window=SDQL-result-[result_offset++]")
showmob << browse(text, "window=SDQL-result-[result_offset++];size=800x1200")
show_next_to_key = null
if(qdel_on_finish)
qdel(src)
@@ -646,7 +646,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
switch(query_tree[1])
if("call")
for(var/i in found)
if(!is_proper_datum(i))
if(!is_object_datatype(i))
continue
world.SDQL_var(i, query_tree["call"][1], null, i, superuser, src)
obj_count_finished++
@@ -664,7 +664,10 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/list/text_list = list()
var/print_nulls = !(options & SDQL2_OPTION_SELECT_OUTPUT_SKIP_NULLS)
obj_count_finished = select_refs
var/n = 0
for(var/i in found)
if(++n == 20000)
text_list += "<br><font color='red'><b>TRUNCATED - 20000 OBJECT LIMIT HIT</b></font>"
SDQL_print(i, text_list, print_nulls)
select_refs[REF(i)] = TRUE
SDQL2_TICK_CHECK
@@ -675,7 +678,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if("set" in query_tree)
var/list/set_list = query_tree["set"]
for(var/d in found)
if(!is_proper_datum(d))
if(!is_object_datatype(d))
continue
SDQL_internal_vv(d, set_list)
obj_count_finished++
@@ -685,47 +688,72 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
obj_count_finished = length(obj_count_finished)
state = SDQL2_STATE_SWITCHING
/datum/SDQL2_query/proc/SDQL_print(object, list/text_list, print_nulls = TRUE)
if(is_proper_datum(object))
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>[REF(object)]</A> : [object]"
if(istype(object, /atom))
var/atom/A = object
var/turf/T = A.loc
var/area/a
if(istype(T))
text_list += " <font color='gray'>at</font> [T] [ADMIN_COORDJMP(T)]"
a = T.loc
else
var/turf/final = get_turf(T) //Recursive, hopefully?
if(istype(final))
text_list += " <font color='gray'>at</font> [final] [ADMIN_COORDJMP(final)]"
a = final.loc
/**
* Recursively prints out an object to text list for SDQL2 output to admins, with VV links and all.
* Recursion limit: 50
* Limit imposed by callers should be around 10000 objects
* Seriously, if you hit those limits, you're doing something wrong.
*/
/datum/SDQL2_query/proc/SDQL_print(datum/object, list/text_list, print_nulls = TRUE, recursion = 1, linebreak = TRUE)
if(recursion > 50)
text_list += "<br><font color='red'><b>RECURSION LIMIT REACHED.</font></b><br>"
return
if(is_object_datatype(object))
if(!islist(object))
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>[object.type] [REF(object)]</A>: [object]"
if(istype(object, /atom))
if(istype(object, /turf))
var/turf/T = object
text_list += " [ADMIN_COORDJMP(T)] <font color='gray'>at</font> [T.loc]"
else
text_list += " <font color='gray'>at</font> nonexistant location"
if(a)
text_list += " <font color='gray'>in</font> area [a]"
if(T.loc != a)
text_list += " <font color='gray'>inside</font> [T]"
text_list += "<br>"
else if(islist(object))
var/list/L = object
var/first = TRUE
text_list += "\["
for (var/x in L)
if (!first)
text_list += ", "
first = FALSE
SDQL_print(x, text_list)
if (!isnull(x) && !isnum(x) && L[x] != null)
text_list += " -> "
SDQL_print(L[L[x]], text_list)
text_list += "]<br>"
var/atom/A = object
var/atom/container = A.loc
if(isturf(container))
text_list += " <font color='gray'>in</font> [container] [ADMIN_COORDJMP(container)] <font color='gray'>at</font> [container.loc]"
else if(container)
var/turf/T = get_turf(container)
var/cref = REF(container)
text_list += " <font color='gray'>in</font> <A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[cref]'>[container]([cref])</A>"
if(T)
text_list += " <font color='gray'>on</font> [T] [ADMIN_COORDJMP(T)] <font color='gray'>at</font>[T.loc]"
else
text_list += " <font color='gray'>in</font> nullspace"
else // lists are snowflake and get special treatment.
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>/list [REF(object)]</A> \[<br>"
var/list/L = object
if(length(L))
for(var/key in object)
if(islist(key))
text_list += "<span style='margin-left: [min(10, recursion) * 2]em;'>"
SDQL_print(key, text_list, TRUE, recursion + 1, FALSE)
text_list += "</span>"
else
SDQL_print(key, text_list, TRUE, recursion, FALSE)
if(IS_VALID_ASSOC_KEY(key) && !isnull(L[key]))
var/value = L[key]
text_list += " --> "
if(islist(value))
text_list += "<span style='margin-left: [min(10, recursion) * 2]em;'>"
SDQL_print(value, text_list, TRUE, recursion + 1, FALSE)
text_list += "</span>"
else
SDQL_print(value, text_list, TRUE, recursion, FALSE)
text_list += "<br>"
text_list += "\]"
if(linebreak)
text_list += "<br>"
else
if(isnull(object))
if(print_nulls)
text_list += "NULL<br>"
text_list += "NULL"
else if(istext(object))
text_list += "\"[object]\""
else if(isnum(object) || ispath(object))
text_list += "[object]"
else
text_list += "[object]<br>"
text_list += "UNKNOWN: [object]"
if(linebreak)
text_list += "<br>"
/datum/SDQL2_query/CanProcCall()
if(!allow_admin_interact)
@@ -957,7 +985,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/static/list/exclude = list("usr", "src", "marked", "global")
var/long = start < expression.len
var/datum/D
if(is_proper_datum(object))
if(is_object_datatype(object))
D = object
if (object == world && (!long || expression[start + 1] == ".") && !(expression[start] in exclude)) //3 == length("SS") + 1
@@ -1161,9 +1189,6 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
query_list += word
return query_list
/proc/is_proper_datum(thing)
return istype(thing, /datum) || istype(thing, /client)
/obj/effect/statclick/SDQL2_delete/Click()
var/datum/SDQL2_query/Q = target
Q.delete_click()
@@ -16,11 +16,19 @@
header = "<li>"
var/item
var/name_part = VV_HTML_ENCODE(name)
if(level > 0 || islist(D)) //handling keys in assoc lists
if(istype(name,/datum))
name_part = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(name)]'>[VV_HTML_ENCODE(name)] [REF(name)]</a>"
else if(islist(name))
var/list/L = name
name_part = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(name)]'> /list ([length(L)]) [REF(name)]</a>"
if (isnull(value))
item = "[VV_HTML_ENCODE(name)] = <span class='value'>null</span>"
item = "[name_part] = <span class='value'>null</span>"
else if (istext(value))
item = "[VV_HTML_ENCODE(name)] = <span class='value'>\"[VV_HTML_ENCODE(value)]\"</span>"
item = "[name_part] = <span class='value'>\"[VV_HTML_ENCODE(value)]\"</span>"
else if (isicon(value))
#ifdef VARSICON
@@ -28,33 +36,31 @@
var/rnd = rand(1,10000)
var/rname = "tmp[REF(I)][rnd].png"
usr << browse_rsc(I, rname)
item = "[VV_HTML_ENCODE(name)] = (<span class='value'>[value]</span>) <img class=icon src=\"[rname]\">"
item = "[name_part] = (<span class='value'>[value]</span>) <img class=icon src=\"[rname]\">"
#else
item = "[VV_HTML_ENCODE(name)] = /icon (<span class='value'>[value]</span>)"
item = "[name_part] = /icon (<span class='value'>[value]</span>)"
#endif
else if (isfile(value))
item = "[VV_HTML_ENCODE(name)] = <span class='value'>'[value]'</span>"
item = "[name_part] = <span class='value'>'[value]'</span>"
else if(istype(value, /matrix)) // Needs to be before datum
else if(istype(value,/matrix)) // Needs to be before datum
var/matrix/M = value
item = {"[VV_HTML_ENCODE(name)] = <span class='value'>
<table class='matrixbrak'><tbody><tr>
<td class='lbrak'>&nbsp;</td>
<td><table class='matrix'><tbody>
<tr><td>[M.a]</td><td>[M.d]</td><td>0</td></tr>
<tr><td>[M.b]</td><td>[M.e]</td><td>0</td></tr>
<tr><td>[M.c]</td><td>[M.f]</td><td>1</td></tr>
</tbody></table></td>
<td class='rbrak'>&nbsp;</td>
</tr></tbody></table></span>"} //TODO link to modify_transform wrapper for all matrices
item = {"[name_part] = <span class='value'>
<table class='matrixbrak'><tbody><tr><td class='lbrak'>&nbsp;</td><td>
<table class='matrix'>
<tbody>
<tr><td>[M.a]</td><td>[M.d]</td><td>0</td></tr>
<tr><td>[M.b]</td><td>[M.e]</td><td>0</td></tr>
<tr><td>[M.c]</td><td>[M.f]</td><td>1</td></tr>
</tbody>
</table></td><td class='rbrak'>&nbsp;</td></tr></tbody></table></span>"} //TODO link to modify_transform wrapper for all matrices
else if (istype(value, /datum))
var/datum/DV = value
if ("[DV]" != "[DV.type]") //if the thing as a name var, lets use it.
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] [REF(value)]</a> = [DV] [DV.type]"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[DV] [DV.type] [REF(value)]</a>"
else
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] [REF(value)]</a> = [DV.type]"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[DV.type] [REF(value)]</a>"
else if (islist(value))
var/list/L = value
@@ -72,19 +78,19 @@
items += debug_variable(key, val, level + 1, sanitize = sanitize)
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] = /list ([L.len])</a><ul>[items.Join()]</ul>"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>/list ([L.len])</a><ul>[items.Join()]</ul>"
else
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] = /list ([L.len])</a>"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>/list ([L.len])</a>"
else if (name in GLOB.bitfields)
var/list/flags = list()
for (var/i in GLOB.bitfields[name])
if (value & GLOB.bitfields[name][i])
flags += i
item = "[VV_HTML_ENCODE(name)] = [VV_HTML_ENCODE(jointext(flags, ", "))]"
item = "[name_part] = [VV_HTML_ENCODE(jointext(flags, ", "))]"
else
item = "[VV_HTML_ENCODE(name)] = <span class='value'>[VV_HTML_ENCODE(value)]</span>"
item = "[name_part] = <span class='value'>[VV_HTML_ENCODE(value)]</span>"
return "[header][item]</li>"
#undef VV_HTML_ENCODE
#undef VV_HTML_ENCODE
@@ -45,8 +45,22 @@
desc = "A solid wall of slightly twitching tendrils with a reflective glow."
damaged_desc = "A wall of twitching tendrils with a reflective glow."
icon_state = "blob_glow"
flags_ricochet = RICOCHET_SHINY
point_return = 8
max_integrity = 100
brute_resist = 1
explosion_block = 2
/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
return PROJECTILE_RICOCHET_FORCE
/obj/structure/blob/shield/reflective/handle_projectile_ricochet(obj/item/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
visible_message("<span class='warning'>[P] reflects off [src]!</span>")
return TRUE
@@ -167,4 +167,4 @@
///obj/item/pipe = 2)
time = 80
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
@@ -432,15 +432,18 @@
/obj/item/shield/changeling
name = "shield-like mass"
desc = "A mass of tough, boney tissue. You can still see the fingers as a twisted pattern in the shield."
item_flags = ABSTRACT | DROPDEL
item_flags = ABSTRACT | DROPDEL | ITEM_CAN_BLOCK
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "ling_shield"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
block_chance = 50
block_parry_data = /datum/block_parry_data/shield/changeling
var/remaining_uses //Set by the changeling ability.
/datum/block_parry_data/shield/changeling
block_slowdown = 0
/obj/item/shield/changeling/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
@@ -451,7 +454,7 @@
block_return[BLOCK_RETURN_BLOCK_CAPACITY] = (block_return[BLOCK_RETURN_BLOCK_CAPACITY] || 0) + remaining_uses
return ..()
/obj/item/shield/changeling/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
/obj/item/shield/changeling/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
. = ..()
if(--remaining_uses < 1)
if(ishuman(loc))
@@ -101,7 +101,7 @@
return 1
return ..()
/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user)
/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
@@ -273,6 +273,7 @@
knockdown = 20
/obj/item/restraints/legcuffs/bola/cult/pickup(mob/living/user)
. = ..()
if(!iscultist(user))
to_chat(user, "<span class='warning'>The bola seems to take on a life of its own!</span>")
ensnare(user)
@@ -116,8 +116,7 @@
/mob/living/carbon/true_devil/get_ear_protection()
return 2
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone)
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = pre_attacked_by(I, user)
totitemdamage *= check_weakness(I, user)
apply_damage(totitemdamage, I.damtype, def_zone)
@@ -162,6 +162,9 @@
to_chat(user, "<span class='danger'>Access denied.</span>")
return UI_CLOSE
/obj/machinery/atmospherics/components/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(airs, O, src, FALSE)
// Tool acts
@@ -111,3 +111,10 @@
pipe_color = paint_color
update_node_icon()
return TRUE
/obj/machinery/atmospherics/pipe/attack_ghost(mob/dead/observer/O)
. = ..()
if(parent)
atmosanalyzer_scan(parent.air, O, src, FALSE)
else
to_chat(O, "<span class='warning'>[src] doesn't have a pipenet, which is probably a bug.</span>")
@@ -147,10 +147,14 @@
/obj/machinery/portable_atmospherics/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(air_contents, user, src)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user, attackchain_flags = NONE, damage_multiplier = 1)
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()
/obj/machinery/portable_atmospherics/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(air_contents, O, src, FALSE)
+3
View File
@@ -133,3 +133,6 @@
var/parallax_movedir = 0
var/parallax_layers_max = 3
var/parallax_animate_timer
//world.time of when the crew manifest can be accessed
var/crew_manifest_delay
+6 -6
View File
@@ -1638,19 +1638,19 @@ GLOBAL_LIST_EMPTY(preferences_datums)
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
if("flavor_text")
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Flavor Text", features["flavor_text"], MAX_FLAVOR_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Flavor Text", html_decode(features["flavor_text"]), MAX_FLAVOR_LEN, TRUE)
if(!isnull(msg))
features["flavor_text"] = html_decode(msg)
features["flavor_text"] = msg
if("silicon_flavor_text")
var/msg = stripped_multiline_input(usr, "Set the silicon flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Silicon Flavor Text", features["silicon_flavor_text"], MAX_FLAVOR_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set the silicon flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Silicon Flavor Text", html_decode(features["silicon_flavor_text"]), MAX_FLAVOR_LEN, TRUE)
if(!isnull(msg))
features["silicon_flavor_text"] = html_decode(msg)
features["silicon_flavor_text"] = msg
if("ooc_notes")
var/msg = stripped_multiline_input(usr, "Set always-visible OOC notes related to content preferences. THIS IS NOT FOR CHARACTER DESCRIPTIONS!", "OOC notes", features["ooc_notes"], MAX_FLAVOR_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set always-visible OOC notes related to content preferences. THIS IS NOT FOR CHARACTER DESCRIPTIONS!", "OOC notes", html_decode(features["ooc_notes"]), MAX_FLAVOR_LEN, TRUE)
if(!isnull(msg))
features["ooc_notes"] = html_decode(msg)
features["ooc_notes"] = msg
if("hair")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference","#"+hair_color) as color|null
+6 -1
View File
@@ -5,7 +5,7 @@
// You do not need to raise this if you are adding new values that have sane defaults.
// Only raise this value when changing the meaning/format/name/layout of an existing value
// where you would want the updater procs below to run
#define SAVEFILE_VERSION_MAX 32
#define SAVEFILE_VERSION_MAX 33
/*
SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
@@ -194,6 +194,11 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(current_version < 31)
S["wing_color"] >> features["wings_color"]
S["horn_color"] >> features["horns_color"]
if(current_version < 33)
features["flavor_text"] = html_encode(features["flavor_text"])
features["silicon_flavor_text"] = html_encode(features["silicon_flavor_text"])
features["ooc_notes"] = html_encode(features["ooc_notes"])
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
if(!ckey)
+28 -11
View File
@@ -13,21 +13,38 @@ GLOBAL_VAR_INIT(normal_aooc_colour, "#ce254f")
if(!mob)
return
if(!(prefs.toggles & CHAT_OOC))
to_chat(src, "<span class='danger'> You have OOC muted.</span>")
return
if(jobban_isbanned(mob, "OOC"))
to_chat(src, "<span class='danger'>You have been banned from OOC.</span>")
return
if(!holder)
if(mob.stat == DEAD)
to_chat(usr, "<span class='danger'>You cannot use AOOC while dead.</span>")
return
if(!is_special_character(mob))
to_chat(usr, "<span class='danger'>You aren't an antagonist!</span>")
if(prefs.muted & MUTE_OOC)
to_chat(src, "<span class='danger'>You cannot use AOOC (muted).</span>")
return
if(jobban_isbanned(src.mob, "OOC"))
to_chat(src, "<span class='danger'>You are banned from OOC.</span>")
return
if(!GLOB.aooc_allowed)
to_chat(src, "<span class='danger'>AOOC is currently muted.</span>")
return
if(prefs.muted & MUTE_OOC)
to_chat(src, "<span class='danger'>You cannot use AOOC (muted).</span>")
return
if(!is_special_character(mob))
to_chat(usr, "<span class='danger'>You aren't an antagonist!</span>")
if(handle_spam_prevention(msg,MUTE_OOC))
return
if(findtext(msg, "byond://"))
to_chat(src, "<B>Advertising other servers is not allowed.</B>")
log_admin("[key_name(src)] has attempted to advertise in LOOC: [msg]")
return
if(mob.stat)
to_chat(usr, "<span class='danger'>You cannot use AOOC while unconscious or dead.</span>")
return
if(isdead(mob))
to_chat(src, "<span class='danger'>You cannot use AOOC while ghosting.</span>")
return
if(HAS_TRAIT(mob, TRAIT_AOOC_MUTE))
to_chat(src, "<span class='danger'>You cannot use AOOC right now.</span>")
return
if(QDELETED(src))
return
+6 -2
View File
@@ -38,11 +38,15 @@ GLOBAL_VAR_INIT(normal_looc_colour, "#6699CC")
log_admin("[key_name(src)] has attempted to advertise in LOOC: [msg]")
return
if(mob.stat)
to_chat(src, "<span class='danger'>You cannot salt in LOOC while unconscious or dead.</span>")
to_chat(src, "<span class='danger'>You cannot use LOOC while unconscious or dead.</span>")
return
if(istype(mob, /mob/dead))
if(isdead(mob))
to_chat(src, "<span class='danger'>You cannot use LOOC while ghosting.</span>")
return
if(HAS_TRAIT(mob, TRAIT_LOOC_MUTE))
to_chat(src, "<span class='danger'>You cannot use LOOC right now.</span>")
return
msg = emoji_parse(msg)
@@ -469,7 +469,7 @@ Contains:
desc = "Voices echo from the hardsuit, driving the user insane. This one is pretty battle-worn, but still fearsome."
armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60)
slowdown = 0.8
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old
charges = 6
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old
+2 -2
View File
@@ -330,8 +330,8 @@
if(!override)
qdel(src)
/obj/structure/spacevine/attacked_by(obj/item/I, mob/living/user)
var/damage_dealt = I.force
/obj/structure/spacevine/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/damage_dealt = I.force * damage_multiplier
if(I.get_sharpness())
damage_dealt *= 4
if(I.damtype == BURN)
@@ -54,6 +54,15 @@
tastes = list("fish" = 1, "chips" = 1)
foodtype = MEAT | VEGETABLES | FRIED
/obj/item/reagent_containers/food/snacks/fishfry
name = "fish fry"
desc = "All that and no bag of chips..."
icon_state = "fish_fry"
list_reagents = list (/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 3)
filling_color = "#ee7676"
tastes = list("fish" = 1, "pan seared vegtables" = 1)
foodtype = MEAT | VEGETABLES | FRIED
/obj/item/reagent_containers/food/snacks/sushi_basic
name = "funa hosomaki"
desc = "A small cylindrical kudzu skin, filled with rice and fish."
@@ -144,6 +144,15 @@
is_decorated = TRUE
filling_color = "#879630"
/obj/item/reagent_containers/food/snacks/donut/laugh
name = "sweet pea donut"
desc = "Goes great with a glass of Bastion Burbon!"
icon_state = "donut_laugh"
bonus_reagents = list(/datum/reagent/consumable/laughter = 3)
tastes = list("donut" = 3, "fizzy tutti frutti" = 1,)
is_decorated = TRUE
filling_color = "#803280"
//////////////////////JELLY DONUTS/////////////////////////
/obj/item/reagent_containers/food/snacks/donut/jelly
@@ -234,6 +243,15 @@
is_decorated = TRUE
filling_color = "#879630"
/obj/item/reagent_containers/food/snacks/donut/jelly/laugh
name = "sweet pea jelly donut"
desc = "Goes great with a glass of Bastion Burbon!"
icon_state = "jelly_laugh"
bonus_reagents = list(/datum/reagent/consumable/laughter = 3)
tastes = list("jelly" = 3, "donut" = 1, "fizzy tutti frutti" = 1)
is_decorated = TRUE
filling_color = "#803280"
//////////////////////////SLIME DONUTS/////////////////////////
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly
@@ -315,6 +333,15 @@
is_decorated = TRUE
filling_color = "#879630"
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/laugh
name = "sweet pea jelly donut"
desc = "Goes great with a glass of Bastion Burbon!"
icon_state = "jelly_laugh"
bonus_reagents = list(/datum/reagent/consumable/laughter = 3)
tastes = list("jelly" = 3, "donut" = 1, "fizzy tutti frutti" = 1)
is_decorated = TRUE
filling_color = "#803280"
/obj/item/reagent_containers/food/snacks/donut/glaze
name = "glazed donut"
desc = "A sugar glazed donut."
@@ -124,4 +124,22 @@
trash = /obj/item/kitchen/knife
bonus_reagents = list(/datum/reagent/medicine/earthsblood = 1, /datum/reagent/iron = 4)
tastes = list("iron" = 1, "conspiracy" = 1)
foodtype = VEGETABLES
foodtype = VEGETABLES
/obj/item/reagent_containers/food/snacks/salad/edensalad
name = "\improper Salad of Eden"
desc = "A salad brimming with untapped potential."
icon_state = "eden_salad"
trash = /obj/item/reagent_containers/glass/bowl
list_reagents = list(/datum/reagent/consumable/nutriment = 7, /datum/reagent/consumable/nutriment/vitamin = 5, /datum/reagent/medicine/earthsblood = 3, /datum/reagent/medicine/omnizine = 5, /datum/reagent/drug/happiness = 2)
tastes = list("hope" = 1)
foodtype = VEGETABLES
/obj/item/reagent_containers/food/snacks/salad/gumbo
name = "black eyed gumbo"
desc = "A spicy and savory meat and rice dish."
icon_state = "gumbo"
trash = /obj/item/reagent_containers/glass/bowl
list_reagents = list(/datum/reagent/consumable/capsaicin = 2, /datum/reagent/consumable/nutriment/vitamin = 3, /datum/reagent/consumable/nutriment = 5)
tastes = list("building heat" = 2, "savory meat and vegtables" = 1)
foodtype = GRAIN | MEAT | VEGETABLES
@@ -262,3 +262,13 @@
tastes = list("bungo" = 2, "hot curry" = 4, "tropical sweetness" = 1)
filling_color = "#E6A625"
foodtype = VEGETABLES | FRUIT | DAIRY
/obj/item/reagent_containers/food/snacks/soup/peasoup
name = "pea soup"
desc = "A humble split pea soup."
icon_state = "peasoup"
bonus_reagents = list (/datum/reagent/consumable/nutriment/vitamin = 6, /datum/reagent/medicine/oculine = 2)
list_reagents = list (/datum/reagent/consumable/nutriment = 8)
tastes = list("creamy peas"= 2, "parsnip" = 1)
filling_color = "#9dc530"
foodtype = VEGETABLES
@@ -1,5 +1,5 @@
#define STORAGE_CAPACITY 30
#define LIQUID_CAPACIY 200
#define LIQUID_CAPACITY 200
#define MIXER_CAPACITY 100
/obj/machinery/food_cart
@@ -19,7 +19,7 @@
/obj/machinery/food_cart/Initialize()
. = ..()
create_reagents(LIQUID_CAPACIY, OPENCONTAINER | NO_REACT)
create_reagents(LIQUID_CAPACITY, OPENCONTAINER | NO_REACT)
mixer = new /obj/item/reagent_containers(src, MIXER_CAPACITY)
mixer.name = "Mixer"
@@ -60,6 +60,9 @@
return food_stored >= STORAGE_CAPACITY
/obj/machinery/food_cart/attackby(obj/item/O, mob/user, params)
if(O.tool_behaviour == TOOL_WRENCH)
default_unfasten_wrench(user, O, 0)
return TRUE
if(istype(O, /obj/item/reagent_containers/food/drinks/drinkingglass))
var/obj/item/reagent_containers/food/drinks/drinkingglass/DG = O
if(!DG.reagents.total_volume) //glass is empty
@@ -106,7 +109,7 @@
return
if(href_list["disposeI"])
reagents.del_reagent(href_list["disposeI"])
reagents.del_reagent(text2path(href_list["disposeI"]))
if(href_list["dispense"])
if(stored_food[href_list["dispense"]]-- <= 0)
@@ -116,9 +119,13 @@
if(sanitize(O.name) == href_list["dispense"])
O.forceMove(drop_location())
break
log_combat(usr, src, "dispensed [O] from", null, "with [stored_food[href_list["dispense"]]] remaining")
if(href_list["portion"])
portion = clamp(input("How much drink do you want to dispense per glass?") as num, 0, 50)
portion = clamp(input("How much drink do you want to dispense per glass?") as num|null, 0, 50)
if (isnull(portion))
return
if(href_list["pour"] || href_list["m_pour"])
if(glasses-- <= 0)
@@ -127,16 +134,16 @@
else
var/obj/item/reagent_containers/food/drinks/drinkingglass/DG = new(loc)
if(href_list["pour"])
reagents.trans_id_to(DG, href_list["pour"], portion)
reagents.trans_id_to(DG, text2path(href_list["pour"]), portion)
if(href_list["m_pour"])
mixer.reagents.trans_id_to(DG, href_list["m_pour"], portion)
mixer.reagents.trans_id_to(DG, text2path(href_list["m_pour"]), portion)
if(href_list["mix"])
if(reagents.trans_id_to(mixer, href_list["mix"], portion) == 0)
if(reagents.trans_id_to(mixer, text2path(href_list["mix"]), portion) == 0)
to_chat(usr, "<span class='warning'>[mixer] is full!</span>")
if(href_list["transfer"])
if(mixer.reagents.trans_id_to(src, href_list["transfer"], portion) == 0)
if(mixer.reagents.trans_id_to(src, text2path(href_list["transfer"]), portion) == 0)
to_chat(usr, "<span class='warning'>[src] is full!</span>")
updateDialog()
@@ -152,5 +159,5 @@
qdel(src)
#undef STORAGE_CAPACITY
#undef LIQUID_CAPACIY
#undef LIQUID_CAPACITY
#undef MIXER_CAPACITY
@@ -121,6 +121,15 @@ datum/crafting_recipe/food/donut/meat
)
result = /obj/item/reagent_containers/food/snacks/donut/matcha
/datum/crafting_recipe/food/donut/laugh
name = "Sweet Pea Donut"
reqs = list(
/datum/reagent/consumable/laughsyrup = 3,
/obj/item/reagent_containers/food/snacks/donut/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/laugh
////////////////////////////////////////////////////JELLY DONUTS///////////////////////////////////////////////////////
/datum/crafting_recipe/food/donut/jelly/apple
@@ -187,6 +196,14 @@ datum/crafting_recipe/food/donut/meat
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/trumpet
/datum/crafting_recipe/food/donut/jelly/laugh
name = "Sweet Pea Jelly Donut"
reqs = list(
/datum/reagent/consumable/laughsyrup = 3,
/obj/item/reagent_containers/food/snacks/donut/jelly/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/laugh
////////////////////////////////////////////////////SLIME DONUTS///////////////////////////////////////////////////////
/datum/crafting_recipe/food/donut/slimejelly/apple
@@ -253,3 +270,11 @@ datum/crafting_recipe/food/donut/meat
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/matcha
/datum/crafting_recipe/food/donut/slimejelly/laugh
name = "Sweet Pea Jelly Donut"
reqs = list(
/datum/reagent/consumable/laughsyrup = 3,
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/laugh
@@ -171,3 +171,14 @@
)
result = /obj/item/reagent_containers/food/snacks/salad/ricepork
subcategory = CAT_MEAT
/datum/crafting_recipe/food/gumbo
name = "Black eyed gumbo"
reqs = list(
/obj/item/reagent_containers/food/snacks/salad/boiledrice = 1,
/obj/item/reagent_containers/food/snacks/grown/peas = 1,
/obj/item/reagent_containers/food/snacks/grown/chili = 1,
/obj/item/reagent_containers/food/snacks/meat/cutlet = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/gumbo
subcategory = CAT_MEAT
@@ -93,4 +93,17 @@
/obj/item/reagent_containers/food/snacks/grown/cabbage = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/caesar
subcategory = CAT_SALAD
subcategory = CAT_SALAD
/datum/crafting_recipe/food/edensalad
name = "Salad of Eden"
reqs = list(
/obj/item/reagent_containers/glass/bowl =1,
/obj/item/reagent_containers/food/snacks/grown/ambrosia/vulgaris = 1,
/obj/item/reagent_containers/food/snacks/grown/ambrosia/deus = 1,
/obj/item/reagent_containers/food/snacks/grown/ambrosia/gaia = 1,
/obj/item/reagent_containers/food/snacks/grown/peace = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/edensalad
subcategory = CAT_SALAD
@@ -135,4 +135,14 @@
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishandchips
subcategory = CAT_SEAFOOD
subcategory = CAT_SEAFOOD
/datum/crafting_recipe/food/fishfry
name = "Fish fry"
reqs = list(
/obj/item/reagent_containers/food/snacks/grown/corn = 1,
/obj/item/reagent_containers/food/snacks/grown/peas =1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishfry
subcategory = CAT_SEAFOOD
@@ -255,4 +255,16 @@
/obj/item/reagent_containers/glass/bowl = 1
)
result= /obj/item/reagent_containers/food/snacks/soup/wish
subcategory = CAT_SOUP
subcategory = CAT_SOUP
/datum/crafting_recipe/food/peasoup
name = "Pea soup"
reqs = list(
/datum/reagent/water = 10,
/obj/item/reagent_containers/food/snacks/grown/peas = 2,
/obj/item/reagent_containers/food/snacks/grown/parsnip = 1,
/obj/item/reagent_containers/food/snacks/grown/carrot = 1
)
result = /obj/item/reagent_containers/food/snacks/soup/peasoup
subcategory = CAT_SOUP
+86 -1
View File
@@ -189,6 +189,14 @@
begin_day = 22
begin_month = APRIL
/datum/holiday/lesbianvisibility
name = "Lesbian Visibility Day"
begin_day = 26
begin_month = APRIL
/datum/holiday/lesbianvisibility/greet()
return "Today is Lesbian Visibility Day!"
/datum/holiday/labor
name = "Labor Day"
begin_day = 1
@@ -292,6 +300,14 @@
/datum/holiday/programmers/getStationPrefix()
return pick("span>","DEBUG: ","null","/list","EVENT PREFIX NOT FOUND") //Portability
/datum/holiday/bivisibility
name = "Bisexual Visibility Day"
begin_day = 23
begin_month = SEPTEMBER
/datum/holiday/bivisibility/greet()
return "Today is Bisexual Visibility Day!"
/datum/holiday/questions
name = "Stupid-Questions Day"
begin_day = 28
@@ -314,12 +330,25 @@
begin_month = OCTOBER
drone_hat = /obj/item/clothing/head/papersack/smiley
/datum/holiday/comingoutday
name = "Coming Out Day"
begin_day = 11
begin_month = OCTOBER
/datum/holiday/boss
name = "Boss' Day"
begin_day = 16
begin_month = OCTOBER
drone_hat = /obj/item/clothing/head/that
/datum/holiday/intersexawareness
name = "Intersex Awareness Day"
begin_day = 26
begin_month = OCTOBER
/datum/holiday/intersexawareness/greet()
return "Today is Intersex Awareness Day! It has been [text2num(time2text(world.timeofday, "YYYY")) - 1996] years since the first public protest speaking out against the human rights issues faced by intersex people."
/datum/holiday/halloween
name = HALLOWEEN
begin_day = 28
@@ -359,6 +388,23 @@
begin_month = NOVEMBER
drone_hat = /obj/item/reagent_containers/food/snacks/grown/moonflower
/datum/holiday/transawareness
name = "Transgender Awareness Week"
begin_day = 13
begin_month = NOVEMBER
end_day = 19
/datum/holiday/transawareness/greet()
return "This week is Transgender Awareness Week!"
/datum/holiday/transremembrance
name = "Transgender Day of Remembrance"
begin_day = 20
begin_month = NOVEMBER
/datum/holiday/transremembrance/greet()
return "Today is the Transgender Day of Remembrance."
/datum/holiday/hello
name = "Saying-'Hello' Day"
begin_day = 21
@@ -397,6 +443,26 @@
begin_month = OCTOBER
begin_weekday = MONDAY
/datum/holiday/aceawareness
name = "Asexual Awareness Week"
begin_month = OCTOBER
/datum/holiday/aceawareness/greet()
return "This week is Asexual Awareness Week!"
/datum/holiday/aceawareness/shouldCelebrate(dd, mm, yy, ww, ddd) //Ace awareness week falls on the last full week of October.
if(mm != begin_month)
return FALSE //it's not even the right month
var/daypointer = world.timeofday - ((WEEKDAY2NUM(ddd) - 1) * 24 HOURS)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //it's the beginning of the month and it isn't even a full week
daypointer += (24 HOURS * 6)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //this is the end of the month, and it is not a full week.
daypointer += (24 HOURS * 7)
if(text2num(time2text(daypointer, "MM")) != mm)
return TRUE //the end of next week falls on a different month, meaning that the current week is the last full week
/datum/holiday/mother
name = "Mother's Day"
begin_week = 2
@@ -421,11 +487,30 @@
/datum/holiday/pride/getStationPrefix()
return pick("Pride", "Gay", "Bi", "Trans", "Lesbian", "Ace", "Aro", "Agender", pick("Enby", "Enbie"), "Pan", "Intersex", "Demi", "Poly", "Closeted", "Genderfluid")
/datum/holiday/stonewall
name = "Stonewall Riots Anniversary"
begin_day = 28
begin_month = JUNE
/datum/holiday/stonewall/greet() //Not gonna lie, I was fairly tempted to make this use the IC year instead of the IRL year, but I was worried that it would have caused too much confusion.
return "Today marks the [text2num(time2text(world.timeofday, "YYYY")) - 1969]\th anniversary of the riots at the Stonewall Inn!"
/datum/holiday/moth
name = "Moth Week"
begin_month = JULY
/datum/holiday/moth/shouldCelebrate(dd, mm, yy, ww, ddd) //National Moth Week falls on the last full week of July
return mm == JULY && (ww == 4 || (ww == 5 && ddd == SUNDAY))
if(mm != begin_month)
return FALSE //it's not even the right month
var/daypointer = world.timeofday - ((WEEKDAY2NUM(ddd) - 1) * 24 HOURS)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //it's the beginning of the month and it isn't even a full week
daypointer += (24 HOURS * 6)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //this is the end of the month, and it is not a full week.
daypointer += (24 HOURS * 7)
if(text2num(time2text(daypointer, "MM")) != mm)
return TRUE //the end of next week falls on a different month, meaning that the current week is the last full week
/datum/holiday/moth/getStationPrefix()
return pick("Mothball","Lepidopteran","Lightbulb","Moth","Giant Atlas","Twin-spotted Sphynx","Madagascan Sunset","Luna","Death's Head","Emperor Gum","Polyphenus","Oleander Hawk","Io","Rosy Maple","Cecropia","Noctuidae","Giant Leopard","Dysphania Militaris","Garden Tiger")
@@ -8,6 +8,7 @@
#define CATEGORY_MISC "MISC"
#define CATEGORY_MOVEMENT "MOVEMENT"
#define CATEGORY_TARGETING "TARGETING"
#define CATEGORY_COMBAT "COMBAT"
#define WEIGHT_HIGHEST 0
#define WEIGHT_ADMIN 10
@@ -0,0 +1,38 @@
/datum/keybinding/living/toggle_combat_mode
hotkey_keys = list("C")
name = "toggle_combat_mode"
full_name = "Toggle combat mode"
category = CATEGORY_COMBAT
description = "Toggles whether or not you're in combat mode."
/datum/keybinding/living/toggle_combat_mode/down(client/user)
SEND_SIGNAL(user.mob, COMSIG_TOGGLE_COMBAT_MODE)
return TRUE
/datum/keybinding/living/active_block
hotkey_keys = list("Northwest", "F") // HOME
name = "active_block"
full_name = "Block (Hold)"
category = CATEGORY_COMBAT
description = "Hold down to actively block with your currently in-hand object."
/datum/keybinding/living/active_block/down(client/user)
var/mob/living/L = user.mob
L.keybind_start_active_blocking()
return TRUE
/datum/keybinding/living/active_block/up(client/user)
var/mob/living/L = user.mob
L.keybind_stop_active_blocking()
/datum/keybinding/living/active_parry
hotkey_keys = list("Insert", "G")
name = "active_parry"
full_name = "Parry"
category = CATEGORY_COMBAT
description = "Press to initiate a parry sequence with your currently in-hand object."
/datum/keybinding/living/active_parry/down(client/user)
var/mob/living/L = user.mob
L.keybind_parry()
return TRUE
@@ -16,16 +16,6 @@
L.resist()
return TRUE
/datum/keybinding/living/toggle_combat_mode
hotkey_keys = list("C")
name = "toggle_combat_mode"
full_name = "Toggle combat mode"
description = "Toggles whether or not you're in combat mode."
/datum/keybinding/living/toggle_combat_mode/down(client/user)
SEND_SIGNAL(user.mob, COMSIG_TOGGLE_COMBAT_MODE)
return TRUE
/datum/keybinding/living/toggle_resting
hotkey_keys = list("V")
name = "toggle_resting"
+2 -2
View File
@@ -17,7 +17,7 @@
return TRUE
/datum/keybinding/mob/cycle_intent_right
hotkey_keys = list("Northwest", "F") // HOME
hotkey_keys = list("Unbound")
name = "cycle_intent_right"
full_name = "Cycle Action Intent Right"
description = ""
@@ -28,7 +28,7 @@
return TRUE
/datum/keybinding/mob/cycle_intent_left
hotkey_keys = list("Insert", "G")
hotkey_keys = list("Unbound")
name = "cycle_intent_left"
full_name = "Cycle Action Intent Left"
description = ""
@@ -11,6 +11,7 @@
plane = EMISSIVE_BLOCKER_PLANE
layer = EMISSIVE_BLOCKER_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
rad_flags = RAD_NO_CONTAMINATE | RAD_PROTECT_CONTENTS
//Why?
//render_targets copy the transform of the target as well, but vis_contents also applies the transform
//to what's in it. Applying RESET_TRANSFORM here makes vis_contents not apply the transform.
@@ -176,9 +176,6 @@
SSticker.queue_delay = 4
qdel(src)
if(!ready && href_list["preference"])
if(client)
client.prefs.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
@@ -582,6 +579,12 @@
qdel(src)
/mob/dead/new_player/proc/ViewManifest()
if(!client)
return
if(world.time < client.crew_manifest_delay)
return
client.crew_manifest_delay = world.time + (1 SECONDS)
var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'></head><body>"
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest(OOC = 1)
@@ -717,6 +717,12 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set name = "View Crew Manifest"
set category = "Ghost"
if(!client)
return
if(world.time < client.crew_manifest_delay)
return
client.crew_manifest_delay = world.time + (1 SECONDS)
var/dat
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest()
+1
View File
@@ -333,6 +333,7 @@
I.moveToNullspace()
else
I.forceMove(newloc)
on_item_dropped(I)
if(I.dropped(src) == ITEM_RELOCATED_BY_DROPPED)
return FALSE
return TRUE
@@ -77,20 +77,18 @@
return TRUE
/mob/living/carbon/alien/humanoid/get_standard_pixel_y_offset(lying = 0)
. = ..()
if(leaping)
return -32
else if(custom_pixel_y_offset)
return custom_pixel_y_offset
else
return initial(pixel_y)
. -= 32
if(custom_pixel_y_offset)
. += custom_pixel_y_offset
/mob/living/carbon/alien/humanoid/get_standard_pixel_x_offset(lying = 0)
. = ..()
if(leaping)
return -32
else if(custom_pixel_x_offset)
return custom_pixel_x_offset
else
return initial(pixel_x)
. -= 32
if(custom_pixel_x_offset)
. += custom_pixel_x_offset
/mob/living/carbon/alien/humanoid/get_permeability_protection(list/target_zones)
return 0.8
+2 -3
View File
@@ -440,10 +440,9 @@
return
/mob/living/carbon/get_standard_pixel_y_offset(lying = 0)
. = ..()
if(lying)
return -6
else
return initial(pixel_y)
. -= 6
/mob/living/carbon/proc/accident(obj/item/I)
if(!I || (I.item_flags & ABSTRACT) || HAS_TRAIT(I, TRAIT_NODROP))
@@ -76,11 +76,13 @@
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = pre_attacked_by(I, user)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, null) & BLOCK_SUCCESS))
var/list/block_return = list()
if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, block_return) & BLOCK_SUCCESS))
return FALSE
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
var/obj/item/bodypart/affecting = get_bodypart(impacting_zone)
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
@@ -20,7 +20,7 @@
if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
return 1
/mob/living/carbon/Move(NewLoc, direct)
/mob/living/carbon/Moved()
. = ..()
if(. && (movement_type & FLOATING)) //floating is easy
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
@@ -1,8 +1,11 @@
/mob/living/carbon/human/get_blocking_items()
. = ..()
if(wear_suit)
. |= wear_suit
if(!.[wear_suit])
.[wear_suit] = wear_suit.block_priority
if(w_uniform)
. |= w_uniform
if(!.[w_uniform])
.[w_uniform] = w_uniform.block_priority
if(wear_neck)
. |= wear_neck
if(!.[wear_neck])
.[wear_neck] = wear_neck.block_priority
@@ -73,7 +73,7 @@
..()
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user)
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(!I || !user)
return 0
@@ -90,7 +90,7 @@
SSblackbox.record_feedback("tally", "zone_targeted", 1, target_area)
// the attacked_by code varies among species
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src, attackchain_flags, damage_multiplier)
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
if(user.a_intent == INTENT_HARM)
@@ -209,7 +209,7 @@
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/damage = .
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return TRUE
@@ -1700,12 +1700,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if("disarm")
disarm(M, H, attacker_style)
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
var/totitemdamage = H.pre_attacked_by(I, user)
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = H.pre_attacked_by(I, user) * damage_multiplier
// Allows you to put in item-specific reactions based on species
if(user != H)
if(H.mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, null) & BLOCK_SUCCESS)
var/list/block_return = list()
if(H.mob_run_block(I, totitemdamage, "the [I.name]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, block_return) & BLOCK_SUCCESS)
return 0
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
if(H.check_martial_melee_block())
H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
return 0
@@ -1720,6 +1722,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
var/weakness = H.check_weakness(I, user)
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
@@ -459,8 +459,18 @@
/datum/action/innate/slime_change/proc/change_form()
var/mob/living/carbon/human/H = owner
var/select_alteration = input(owner, "Select what part of your form to alter", "Form Alteration", "cancel") in list("Hair Style", "Genitals", "Tail", "Snout", "Markings", "Ears", "Taur body", "Penis", "Vagina", "Penis Length", "Breast Size", "Breast Shape", "Cancel")
if(select_alteration == "Hair Style")
var/select_alteration = input(owner, "Select what part of your form to alter", "Form Alteration", "cancel") in list("Body Color","Hair Style", "Genitals", "Tail", "Snout", "Markings", "Ears", "Taur body", "Penis", "Vagina", "Penis Length", "Breast Size", "Breast Shape", "Cancel")
if(select_alteration == "Body Color")
var/new_color = input(owner, "Choose your skin color:", "Race change","#"+H.dna.features["mcolor"]) as color|null
if(new_color)
var/temp_hsv = RGBtoHSV(new_color)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_color)
H.update_body()
else
to_chat(H, "<span class='notice'>Invalid color. Your color is not bright enough.</span>")
else if(select_alteration == "Hair Style")
if(H.gender == MALE)
var/new_style = input(owner, "Select a facial hair style", "Hair Alterations") as null|anything in GLOB.facial_hair_styles_list
if(new_style)

Some files were not shown because too many files have changed in this diff Show More