Merge branch 'Poojawa_How_Do_I_Update_My_Shit' into Just-in-case-pls

This commit is contained in:
Trilbyspaceclone
2019-06-23 02:54:02 -04:00
committed by GitHub
141 changed files with 4724 additions and 4096 deletions
+1 -1
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@@ -102,7 +102,7 @@
#define CAT_SANDWICH "Sandwiches"
#define CAT_SOUP "Soups"
#define CAT_SPAGHETTI "Spaghettis"
#define CAT_SUSHI "Fish"
#define CAT_FISH "Fish"
#define CAT_ICE "Frozen"
#define RCD_FLOORWALL 1
+4
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@@ -54,6 +54,10 @@
#define BODYPART_ORGANIC 1
#define BODYPART_ROBOTIC 2
#define BODYPART_NOT_DISABLED 0
#define BODYPART_DISABLED_DAMAGE 1
#define BODYPART_DISABLED_PARALYSIS 2
#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
+7
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@@ -108,7 +108,13 @@
#define TRAIT_NOHARDCRIT "nohardcrit"
#define TRAIT_NOSOFTCRIT "nosoftcrit"
#define TRAIT_MINDSHIELD "mindshield"
#define TRAIT_PARALYSIS_L_ARM "para-l-arm" //These are used for brain-based paralysis, where replacing the limb won't fix it
#define TRAIT_PARALYSIS_R_ARM "para-r-arm"
#define TRAIT_PARALYSIS_L_LEG "para-l-leg"
#define TRAIT_PARALYSIS_R_LEG "para-r-leg"
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
@@ -130,6 +136,7 @@
#define TRAIT_CROCRIN_IMMUNE "crocin_immune"
#define TRAIT_NYMPHO "nymphomania"
#define TRAIT_MASO "masochism"
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_ASSBLASTUSA "assblastusa"
+2
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@@ -86,6 +86,8 @@
newA.contents += thing
thing.change_area(old_area, newA)
newA.reg_in_areas_in_z()
var/list/firedoors = oldA.firedoors
for(var/door in firedoors)
var/obj/machinery/door/firedoor/FD = door
+13 -5
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@@ -256,10 +256,13 @@ GLOBAL_LIST_EMPTY(the_station_areas)
/datum/controller/subsystem/mapping/proc/generate_station_area_list()
var/list/station_areas_blacklist = typecacheof(list(/area/space, /area/mine, /area/ruin, /area/asteroid/nearstation))
for(var/area/A in world)
var/turf/picked = safepick(get_area_turfs(A.type))
if(picked && is_station_level(picked.z))
if(!(A.type in GLOB.the_station_areas) && !is_type_in_typecache(A, station_areas_blacklist))
GLOB.the_station_areas.Add(A.type)
if (is_type_in_typecache(A, station_areas_blacklist))
continue
if (!A.contents.len || !A.unique)
continue
var/turf/picked = A.contents[1]
if (is_station_level(picked.z))
GLOB.the_station_areas += A.type
if(!GLOB.the_station_areas.len)
log_world("ERROR: Station areas list failed to generate!")
@@ -495,4 +498,9 @@ GLOBAL_LIST_EMPTY(the_station_areas)
clearing |= used_turfs //used turfs is an associative list, BUT, reserve_turfs() can still handle it. If the code above works properly, this won't even be needed as the turfs would be freed already.
unused_turfs.Cut()
used_turfs.Cut()
reserve_turfs(clearing)
reserve_turfs(clearing)
/datum/controller/subsystem/mapping/proc/reg_in_areas_in_z(list/areas)
for(var/B in areas)
var/area/A = B
A.reg_in_areas_in_z()
+57 -7
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@@ -60,18 +60,68 @@
/datum/brain_trauma/severe/paralysis
name = "Paralysis"
desc = "Patient's brain can no longer control its motor functions."
desc = "Patient's brain can no longer control part of its motor functions."
scan_desc = "cerebral paralysis"
gain_text = "<span class='warning'>You can't feel your body anymore!</span>"
lose_text = "<span class='notice'>You can feel your limbs again!</span>"
gain_text = ""
lose_text = ""
var/paralysis_type
var/list/paralysis_traits = list()
//for descriptions
/datum/brain_trauma/severe/paralysis/on_life()
owner.Knockdown(200, ignore_canknockdown = TRUE)
/datum/brain_trauma/severe/paralysis/New(specific_type)
if(specific_type)
paralysis_type = specific_type
if(!paralysis_type)
paralysis_type = pick("full","left","right","arms","legs","r_arm","l_arm","r_leg","l_leg")
var/subject
switch(paralysis_type)
if("full")
subject = "your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("left")
subject = "the left side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_L_LEG)
if("right")
subject = "the right side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_R_LEG)
if("arms")
subject = "your arms"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM)
if("legs")
subject = "your legs"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("r_arm")
subject = "your right arm"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM)
if("l_arm")
subject = "your left arm"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM)
if("r_leg")
subject = "your right leg"
paralysis_traits = list(TRAIT_PARALYSIS_R_LEG)
if("l_leg")
subject = "your left leg"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG)
gain_text = "<span class='warning'>You can't feel [subject] anymore!</span>"
lose_text = "<span class='notice'>You can feel [subject] again!</span>"
/datum/brain_trauma/severe/paralysis/on_gain()
..()
for(var/X in paralysis_traits)
ADD_TRAIT(owner, X, "trauma_paralysis")
owner.update_disabled_bodyparts()
/datum/brain_trauma/severe/paralysis/on_lose()
owner.SetKnockdown(0)
..()
for(var/X in paralysis_traits)
REMOVE_TRAIT(owner, X, "trauma_paralysis")
owner.update_disabled_bodyparts()
/datum/brain_trauma/severe/paralysis/paraplegic
//can_gain = FALSE maybe breaks.
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
@@ -203,4 +253,4 @@
/datum/brain_trauma/severe/pacifism/on_lose()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
..()
+2 -2
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@@ -86,13 +86,13 @@
return 0
/datum/martial_art/krav_maga/proc/leg_sweep(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(D.stat || D.IsKnockdown())
if(D.lying || D.IsKnockdown())
return 0
D.visible_message("<span class='warning'>[A] leg sweeps [D]!</span>", \
"<span class='userdanger'>[A] leg sweeps you!</span>")
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE)
D.Knockdown(40)
D.Knockdown(40, override_hardstun = 0.01, 25)
log_combat(A, D, "leg sweeped")
return 1
+1 -1
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@@ -229,4 +229,4 @@
/datum/mutation/human/stoner/on_losing(mob/living/carbon/human/owner)
..()
owner.grant_language(/datum/language/common)
owner.remove_language(/datum/language/beachbum)
owner.remove_language(/datum/language/beachbum)
+18
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@@ -281,3 +281,21 @@
suffix = "cloning_facility.dmm"
name = "Ancient Cloning Lab"
description = "An experimental cloning lab snapped off from an ancient ship. The cloner model inside lacks many modern functionalities and security measures."
/datum/map_template/ruin/space/augmentation
id = "augmentationfacility"
suffix = "augmentationfacility.dmm"
name = "Roboticst Augmentation Facility"
description = "A mysterious lab in the depths of space containing robotics supplies and a one use autosurgeon."
/datum/map_template/ruin/space/harambe
id = "bigape"
suffix = "bigape.dmm"
name = "Big Ape"
description = "A gorilla? Out here? But why."
/datum/map_template/ruin/space/space_arcade
id = "arcade"
suffix = "arcade.dmm"
name = "Space Arcade"
description = "A lonely arcade in the depths of space."
+40 -1
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@@ -187,6 +187,41 @@
to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused you to renounce your pacifism.</span>")
qdel(src)
/datum/quirk/paraplegic
name = "Paraplegic"
desc = "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!"
value = -3
mob_trait = TRAIT_PARA
human_only = TRUE
gain_text = null // Handled by trauma.
lose_text = null
medical_record_text = "Patient has an untreatable impairment in motor function in the lower extremities."
/datum/quirk/paraplegic/add()
var/datum/brain_trauma/severe/paralysis/paraplegic/T = new()
var/mob/living/carbon/human/H = quirk_holder
H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
/datum/quirk/paraplegic/on_spawn()
if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
quirk_holder.buckled.unbuckle_mob(quirk_holder)
var/turf/T = get_turf(quirk_holder)
var/obj/structure/chair/spawn_chair = locate() in T
var/obj/vehicle/ridden/wheelchair/wheels = new(T)
if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
wheels.setDir(spawn_chair.dir)
wheels.buckle_mob(quirk_holder)
// During the spawning process, they may have dropped what they were holding, due to the paralysis
// So put the things back in their hands.
for(var/obj/item/I in T)
if(I.fingerprintslast == quirk_holder.ckey)
quirk_holder.put_in_hands(I)
/datum/quirk/poor_aim
name = "Poor Aim"
desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
@@ -208,8 +243,12 @@
var/slot_string = "limb"
/datum/quirk/prosthetic_limb/on_spawn()
var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/mob/living/carbon/human/H = quirk_holder
var/limb_slot
if(HAS_TRAIT(H, TRAIT_PARA))//Prevent paraplegic legs being replaced
limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)
else
limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
var/obj/item/bodypart/prosthetic
switch(limb_slot)
+11 -6
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@@ -76,7 +76,9 @@ GLOBAL_LIST_EMPTY(teleportlocs)
continue
if(GLOB.teleportlocs[AR.name])
continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if (!AR.contents.len)
continue
var/turf/picked = AR.contents[1]
if (picked && is_station_level(picked.z))
GLOB.teleportlocs[AR.name] = AR
@@ -120,6 +122,14 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!IS_DYNAMIC_LIGHTING(src))
add_overlay(/obj/effect/fullbright)
reg_in_areas_in_z()
return INITIALIZE_HINT_LATELOAD
/area/LateInitialize()
power_change() // all machines set to current power level, also updates icon
/area/proc/reg_in_areas_in_z()
if(contents.len)
var/list/areas_in_z = SSmapping.areas_in_z
var/z
@@ -137,11 +147,6 @@ GLOBAL_LIST_EMPTY(teleportlocs)
areas_in_z["[z]"] = list()
areas_in_z["[z]"] += src
return INITIALIZE_HINT_LATELOAD
/area/LateInitialize()
power_change() // all machines set to current power level, also updates icon
/area/Destroy()
if(GLOB.areas_by_type[type] == src)
GLOB.areas_by_type[type] = null
+3 -3
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@@ -542,6 +542,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
return checking.researched_nodes.len >= target_amount
/datum/objective/capture
var/captured_amount = 0
/datum/objective/capture/proc/gen_amount_goal()
target_amount = rand(5,10)
@@ -549,8 +550,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
return target_amount
/datum/objective/capture/check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/centcom/holding/A = GLOB.areas_by_type[/area/centcom/holding]
/*var/area/centcom/holding/A = GLOB.areas_by_type[/area/centcom/holding]
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat == DEAD)//Dead folks are worth less.
captured_amount+=0.5
@@ -573,7 +573,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if(M.stat == DEAD)
captured_amount+=1
continue
captured_amount+=2
captured_amount+=2*/ //Removed in favour of adding points on capture, in energy_net_nets.dm
return captured_amount >= target_amount
+2 -1
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@@ -1,6 +1,7 @@
#define ARCADE_WEIGHT_TRICK 4
#define ARCADE_WEIGHT_USELESS 2
#define ARCADE_WEIGHT_RARE 1
#define ARCADE_WEIGHT_PLUSH 3
/obj/machinery/computer/arcade
@@ -26,7 +27,7 @@
/obj/item/toy/katana = ARCADE_WEIGHT_TRICK,
/obj/item/toy/minimeteor = ARCADE_WEIGHT_TRICK,
/obj/item/toy/nuke = ARCADE_WEIGHT_TRICK,
/obj/item/toy/plush/random = ARCADE_WEIGHT_USELESS,
/obj/item/toy/plush/random = ARCADE_WEIGHT_PLUSH,
/obj/item/toy/redbutton = ARCADE_WEIGHT_TRICK,
/obj/item/toy/spinningtoy = ARCADE_WEIGHT_TRICK,
/obj/item/toy/sword = ARCADE_WEIGHT_TRICK,
@@ -173,14 +173,15 @@
var/obj/machinery/shuttle_manipulator/M = locate() in GLOB.machines
if(M)
SSshuttle.shuttle_purchased = TRUE
M.unload_preview()
M.load_template(S)
M.existing_shuttle = SSshuttle.emergency
M.action_load(S)
SSshuttle.points -= S.credit_cost
minor_announce("[usr.real_name] has purchased [S.name] for [S.credit_cost] credits." , "Shuttle Purchase")
message_admins("[ADMIN_LOOKUPFLW(usr)] purchased [S.name].")
SSblackbox.record_feedback("text", "shuttle_purchase", 1, "[S.name]")
M.unload_preview()
M.load_template(S)
M.existing_shuttle = SSshuttle.emergency
M.action_load(S)
message_admins("[S.name] loaded, purchased by [usr]")
else
to_chat(usr, "Something went wrong! The shuttle exchange system seems to be down.")
else
+1
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@@ -51,6 +51,7 @@
/obj/machinery/suit_storage_unit/security
suit_type = /obj/item/clothing/suit/space/hardsuit/security
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/jetpack/oxygen/security
/obj/machinery/suit_storage_unit/hos
suit_type = /obj/item/clothing/suit/space/hardsuit/security/hos
+1
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@@ -109,6 +109,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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!
/obj/item/Initialize()
materials = typelist("materials", materials)
@@ -0,0 +1,127 @@
/obj/item/compressionkit
name = "bluespace compression kit"
desc = "An illegally modified BSRPED, capable of reducing the size of most items."
icon = 'icons/obj/tools.dmi'
icon_state = "compression_c"
item_state = "RPED"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
var/charges = 5
// var/damage_multiplier = 0.2 Not in use yet.
var/mode = 0
/obj/item/compressionkit/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It has [charges] charges left. Recharge with bluespace crystals.</span>")
to_chat(user, "<span class='notice'>Use in-hand to swap toggle compress/expand mode (expand mode not yet implemented).</span>")
/obj/item/compressionkit/attack_self(mob/user)
if(mode == 0)
mode = 1
icon_state = "compression_e"
to_chat(user, "<span class='notice'>You switch the compressor to expand mode. This isn't implemented yet, so right now it wont do anything different!</span>")
return
if(mode == 1)
mode = 0
icon_state = "compression_c"
to_chat(user, "<span class='notice'>You switch the compressor to compress mode. Usage will now reduce the size of objects.</span>")
return
else
mode = 0
icon_state = "compression_c"
to_chat(user, "<span class='notice'>Some coder cocked up or an admin broke your compressor. It's been set back to compress mode..</span>")
/obj/item/compressionkit/proc/sparks()
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, get_turf(src))
s.start()
/obj/item/compressionkit/suicide_act(mob/living/carbon/M)
M.visible_message("<span class='suicide'>[M] is sticking their head in [src] and turning it on! [M.p_theyre(TRUE)] going to compress their own skull!</span>")
var/obj/item/bodypart/head = M.get_bodypart("head")
if(!head)
return
var/turf/T = get_turf(M)
var/list/organs = M.getorganszone("head") + M.getorganszone("eyes") + M.getorganszone("mouth")
for(var/internal_organ in organs)
var/obj/item/organ/I = internal_organ
I.Remove(M)
I.forceMove(T)
head.drop_limb()
qdel(head)
new M.gib_type(T,1,M.get_static_viruses())
M.add_splatter_floor(T)
playsound(M, 'sound/weapons/flash.ogg', 50, 1)
playsound(M, 'sound/effects/splat.ogg', 50, 1)
return OXYLOSS
/obj/item/compressionkit/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity || !target)
return
else
if(charges == 0)
playsound(get_turf(src), 'sound/machines/buzz-two.ogg', 50, 1)
to_chat(user, "<span class='notice'>The bluespace compression kit is out of charges! Recharge it with bluespace crystals.</span>")
return
if(istype(target, /obj/item))
var/obj/item/O = target
if(O.w_class == 1)
playsound(get_turf(src), 'sound/machines/buzz-two.ogg', 50, 1)
to_chat(user, "<span class='notice'>[target] cannot be compressed smaller!.</span>")
return
if(O.GetComponent(/datum/component/storage))
to_chat(user, "<span class='notice'>You feel like compressing an item that stores other items would be counterproductive.</span>")
return
if(O.w_class > 1)
playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 1)
user.visible_message("<span class='warning'>[user] is compressing [O] with their bluespace compression kit!</span>")
if(do_mob(user, O, 40) && charges > 0 && O.w_class > 1)
playsound(get_turf(src), 'sound/weapons/emitter2.ogg', 50, 1)
sparks()
flash_lighting_fx(3, 3, LIGHT_COLOR_CYAN)
O.w_class -= 1
// O.force_mult -= damage_multiplier
charges -= 1
to_chat(user, "<span class='notice'>You successfully compress [target]! The compressor now has [charges] charges.</span>")
else
to_chat(user, "<span class='notice'>Anomalous error. Summon a coder.</span>")
if(istype(target, /mob/living))
var/mob/living/victim = target
if(istype(victim, /mob/living/carbon/human))
if(user.zone_selected == "groin") // pp smol. There's probably a smarter way to do this but im retarded. If you have a simpler method let me know.
var/list/organs = victim.getorganszone("groin")
for(var/internal_organ in organs)
if(istype(internal_organ, /obj/item/organ/genital/penis))
var/obj/item/organ/genital/penis/O = internal_organ
playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 1)
victim.visible_message("<span class='warning'>[user] is preparing to shrink [victim]\'s [O.name] with their bluespace compression kit!</span>")
if(do_mob(user, victim, 40) && charges > 0 && O.length > 0)
victim.visible_message("<span class='warning'>[user] has shrunk [victim]\'s [O.name]!</span>")
playsound(get_turf(src), 'sound/weapons/emitter2.ogg', 50, 1)
sparks()
flash_lighting_fx(3, 3, LIGHT_COLOR_CYAN)
charges -= 1
O.length -= 5
if(O.length < 1)
victim.visible_message("<span class='warning'>[user]\'s [O.name] vanishes!</span>")
qdel(O) // no pp for you
else
O.update_size()
O.update_appearance()
/obj/item/compressionkit/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/ore/bluespace_crystal))
var/obj/item/stack/ore/bluespace_crystal/B = I
charges += 2
to_chat(user, "<span class='notice'>You insert [I] into [src]. It now has [charges] charges.</span>")
if(B.amount > 1)
B.amount -= 1
else
qdel(I)
+32
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@@ -0,0 +1,32 @@
/obj/item/syndie_glue
name = "bottle of super glue"
desc = "A black market brand of high strength adhesive, rarely sold to the public. Do not ingest."
icon = 'icons/obj/tools.dmi'
icon_state = "glue"
w_class = WEIGHT_CLASS_SMALL
var/uses = 1
/obj/item/syndie_glue/suicide_act(mob/living/carbon/M)
return //todo
/obj/item/syndie_glue/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity || !target)
return
else
if(uses == 0)
to_chat(user, "<span class='warning'>The bottle of glue is empty!</span>")
return
if(istype(target, /obj/item))
var/obj/item/I = target
if(I.item_flags & NODROP)
to_chat(user, "<span class='warning'>[I] is already sticky!</span>")
return
uses -= 1
I.item_flags |= NODROP
I.desc += " It looks sticky."
to_chat(user, "<span class='notice'>You smear the [I] with glue, making it incredibly sticky!</span>")
if(uses == 0)
icon_state = "glue_used"
name = "empty bottle of super glue"
return
+2 -2
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@@ -110,7 +110,7 @@
to_chat(user, "The safety is [safety ? "on" : "off"].")
if(reagents.total_volume)
to_chat(user, "<span class='notice'>Alt-click to empty it.</span>")
to_chat(user, "<span class='notice'>You can loose its <b>screws</b> to empty it.</span>")
/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
if(istype(target, tanktype) && target.Adjacent(user))
@@ -244,7 +244,7 @@
var/turf/open/theturf = T
theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] using its release valve.</span>")
user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] by loosing the release valve's screws.</span>")
//firebot assembly
/obj/item/extinguisher/attackby(obj/O, mob/user, params)
+27
View File
@@ -87,6 +87,33 @@
active = FALSE
UpdateButtonIcon()
/obj/item/book/granter/action/origami
granted_action = /datum/action/innate/origami
name = "The Art of Origami"
desc = "A meticulously in-depth manual explaining the art of paper folding."
icon_state = "origamibook"
actionname = "origami"
oneuse = TRUE
remarks = list("Dead-stick stability...", "Symmetry seems to play a rather large factor...", "Accounting for crosswinds... really?", "Drag coefficients of various paper types...", "Thrust to weight ratios?", "Positive dihedral angle?", "Center of gravity forward of the center of lift...")
/datum/action/innate/origami
name = "Origami Folding"
desc = "Toggles your ability to fold and catch robust paper airplanes."
button_icon_state = "origami_off"
check_flags = NONE
/datum/action/innate/origami/Activate()
to_chat(owner, "<span class='notice'>You will now fold origami planes.</span>")
button_icon_state = "origami_on"
active = TRUE
UpdateButtonIcon()
/datum/action/innate/origami/Deactivate()
to_chat(owner, "<span class='notice'>You will no longer fold origami planes.</span>")
button_icon_state = "origami_off"
active = FALSE
UpdateButtonIcon()
///SPELLS///
/obj/item/book/granter/spell
+1
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@@ -576,6 +576,7 @@
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
reach = 2
attack_verb = list("whipped", "lashed")
hitsound = 'sound/weapons/chainhit.ogg'
@@ -33,7 +33,7 @@
/obj/item/implant/adrenalin/activate()
. = ..()
uses--
imp_in.do_adrenaline(150, TRUE, 0, 0, TRUE, list("inaprovaline" = 3, "synaptizine" = 10, "omnizine" = 10, "stimulants" = 10), "<span class='boldnotice'>You feel a sudden surge of energy!</span>")
imp_in.do_adrenaline(150, TRUE, 0, 0, TRUE, list("inaprovaline" = 3, "synaptizine" = 10, "regen_jelly" = 10, "stimulants" = 10), "<span class='boldnotice'>You feel a sudden surge of energy!</span>")
to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
if(!uses)
qdel(src)
+1
View File
@@ -20,6 +20,7 @@
slot_flags = ITEM_SLOT_BELT
force = 14
throwforce = 10
reach = 2
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
+11 -1
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@@ -20,7 +20,6 @@
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/melee/baton))
if(cooldown < world.time - 25)
@@ -166,3 +165,14 @@
block_chance = 25
force = 5
throwforce = 7
/obj/item/shield/riot/tower
name = "tower shield"
desc = "A massive shield that can block a lot of attacks, can take a lot of abuse before braking."
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
icon_state = "metal"
block_chance = 75 //1/4 shots will hit*
force = 10
slowdown = 2
throwforce = 15 //Massive pice of metal
w_class = WEIGHT_CLASS_HUGE
@@ -409,8 +409,10 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
new/datum/stack_recipe("brass pinion airlock - windowed", /obj/machinery/door/airlock/clockwork/brass, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass windoor", /obj/machinery/door/window/clockwork, 2, time = 30, on_floor = TRUE, window_checks = TRUE), \
null,
new/datum/stack_recipe("directional brass window", /obj/structure/window/reinforced/clockwork/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile brass window", /obj/structure/window/reinforced/clockwork/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("brass reflector", /obj/structure/destructible/clockwork/reflector, 10, time = 100, one_per_turf = TRUE, on_floor = TRUE, window_checks = TRUE), \
null,
new/datum/stack_recipe("brass window - directional", /obj/structure/window/reinforced/clockwork/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("brass window - fulltile", /obj/structure/window/reinforced/clockwork/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("brass chair", /obj/structure/chair/brass, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 5, one_per_turf = TRUE, on_floor = TRUE), \
null,
+5 -5
View File
@@ -722,7 +722,7 @@
new /obj/item/ammo_casing/shotgun/rubbershot(src)
/obj/item/storage/box/lethalshot
name = "box of lethal shotgun shots"
name = "box of buckshot (Lethal)"
desc = "A box full of lethal shots, designed for riot shotguns."
icon_state = "lethalshot_box"
illustration = null
@@ -749,7 +749,7 @@
/obj/item/storage/box/lethalslugs/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/projectile/bullet/shotgun_slug(src)
new /obj/item/ammo_casing/shotgun(src)
/obj/item/storage/box/stunslug
name = "box of stun slugs"
@@ -759,7 +759,7 @@
/obj/item/storage/box/stunslug/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/projectile/bullet/shotgun_stunslug(src)
new /obj/item/ammo_casing/shotgun/stunslug(src)
/obj/item/storage/box/techsslug
name = "box of tech shotgun shells"
@@ -773,11 +773,11 @@
/obj/item/storage/box/fireshot
name = "box of incendiary ammo"
desc = "A box full of tech incendiary ammo."
desc = "A box full of incendiary ammo."
icon_state = "fireshot_box"
illustration = null
/obj/item/storage/box/techsslug/PopulateContents()
/obj/item/storage/box/fireshot/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/ammo_casing/shotgun/incendiary(src)
+10 -1
View File
@@ -38,7 +38,7 @@
/obj/item/storage/briefcase/lawyer
folder_path = /obj/item/folder/blue
/obj/item/storage/briefcase/lawyer/family
/obj/item/storage/briefcase/lawyer/family
name = "battered briefcase"
desc = "An old briefcase, this one has seen better days in its time. It's clear they don't make them nowadays as good as they used to. Comes with an added belt clip!"
slot_flags = ITEM_SLOT_BELT
@@ -80,3 +80,12 @@
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/suppressor/specialoffer(src)
/obj/item/storage/briefcase/medical
name = "medical briefcase"
icon_state = "medbriefcase"
desc = "A white with a blue cross brieface, this is ment to hold medical gear that would not be able to normally fit in a bag."
/obj/item/storage/briefcase/medical/PopulateContents()
new /obj/item/clothing/neck/stethoscope(src)
new /obj/item/healthanalyzer(src)
..() //In case of paperwork
@@ -320,3 +320,46 @@
/obj/item/storage/pill_bottle/penis_enlargement/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/pill/penis_enlargement(src)
/////////////
//Organ Box//
/////////////
/obj/item/storage/belt/organbox
name = "Organ Storge"
desc = "A compact box that helps hold massive amounts of implants, organs, and some tools. Has a belt clip for easy carrying"
w_class = WEIGHT_CLASS_BULKY
icon = 'icons/obj/mysterybox.dmi'
icon_state = "organbox_open"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 1
throw_range = 1
/obj/item/storage/belt/organbox/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
STR.max_items = 16
STR.max_w_class = WEIGHT_CLASS_BULKY
STR.max_combined_w_class = 20
STR.can_hold = typecacheof(list(
/obj/item/storage/pill_bottle,
/obj/item/reagent_containers/hypospray,
/obj/item/healthanalyzer,
/obj/item/reagent_containers/syringe,
/obj/item/clothing/glasses/hud/health,
/obj/item/hemostat,
/obj/item/scalpel,
/obj/item/retractor,
/obj/item/cautery,
/obj/item/surgical_drapes,
/obj/item/autosurgeon,
/obj/item/organ,
/obj/item/implant,
/obj/item/implantpad,
/obj/item/implantcase,
/obj/item/implanter,
/obj/item/circuitboard/computer/operating,
/obj/item/stack/sheet/mineral/silver,
/obj/item/organ_storage
))
@@ -183,6 +183,22 @@
slab_type = /obj/item/clockwork/slab/debug
fabricator_type = /obj/item/clockwork/replica_fabricator/scarab/debug
/obj/item/storage/toolbox/durasteel
name = "durasteel toolbox"
desc = "A toolbox made out of durasteel. Probably packs a massive punch."
total_mass = 5
icon_state = "blue"
item_state = "toolbox_blue"
w_class = WEIGHT_CLASS_HUGE //heyo no bohing this!
force = 18 //spear damage
/obj/item/storage/toolbox/durasteel/afterattack(atom/A, mob/user, proximity)
. = ..()
if(proximity && isobj(A) && !isitem(A))
var/obj/O = A
//50 total object damage but split up for stuff like damage deflection.
O.take_damage(22)
O.take_damage(10)
/obj/item/storage/toolbox/artistic
name = "artistic toolbox"
+239 -237
View File
@@ -1,237 +1,239 @@
/obj/item/tank/jetpack
name = "jetpack (empty)"
desc = "A tank of compressed gas for use as propulsion in zero-gravity areas. Use with caution."
icon_state = "jetpack"
item_state = "jetpack"
lefthand_file = 'icons/mob/inhands/equipment/jetpacks_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/jetpacks_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
distribute_pressure = ONE_ATMOSPHERE * O2STANDARD
actions_types = list(/datum/action/item_action/set_internals, /datum/action/item_action/toggle_jetpack, /datum/action/item_action/jetpack_stabilization)
var/gas_type = /datum/gas/oxygen
var/on = FALSE
var/stabilizers = FALSE
var/full_speed = TRUE // If the jetpack will have a speedboost in space/nograv or not
var/datum/effect_system/trail_follow/ion/ion_trail
/obj/item/tank/jetpack/New()
..()
if(gas_type)
air_contents.gases[gas_type] = (6 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C)
ion_trail = new
ion_trail.set_up(src)
/obj/item/tank/jetpack/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/toggle_jetpack))
cycle(user)
else if(istype(action, /datum/action/item_action/jetpack_stabilization))
if(on)
stabilizers = !stabilizers
to_chat(user, "<span class='notice'>You turn the jetpack stabilization [stabilizers ? "on" : "off"].</span>")
else
toggle_internals(user)
/obj/item/tank/jetpack/proc/cycle(mob/user)
if(user.incapacitated())
return
if(!on)
turn_on()
to_chat(user, "<span class='notice'>You turn the jetpack on.</span>")
else
turn_off()
to_chat(user, "<span class='notice'>You turn the jetpack off.</span>")
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/tank/jetpack/proc/turn_on()
on = TRUE
icon_state = "[initial(icon_state)]-on"
ion_trail.start()
/obj/item/tank/jetpack/proc/turn_off()
on = FALSE
stabilizers = FALSE
icon_state = initial(icon_state)
ion_trail.stop()
/obj/item/tank/jetpack/proc/allow_thrust(num, mob/living/user)
if(!on)
return
if((num < 0.005 || air_contents.total_moles() < num))
turn_off()
return
var/datum/gas_mixture/removed = air_contents.remove(num)
if(removed.total_moles() < 0.005)
turn_off()
return
var/turf/T = get_turf(user)
T.assume_air(removed)
return 1
/obj/item/tank/jetpack/suicide_act(mob/user)
if (istype(user, /mob/living/carbon/human/))
var/mob/living/carbon/human/H = user
H.forcesay("WHAT THE FUCK IS CARBON DIOXIDE?")
H.visible_message("<span class='suicide'>[user] is suffocating [user.p_them()]self with [src]! It looks like [user.p_they()] didn't read what that jetpack says!</span>")
return (OXYLOSS)
else
..()
/obj/item/tank/jetpack/improvised
name = "improvised jetpack"
desc = "A jetpack made from two air tanks, a fire extinguisher and some atmospherics equipment. It doesn't look like it can hold much."
icon_state = "jetpack-improvised"
item_state = "jetpack-sec"
volume = 30 //normal jetpacks have 70 volume
gas_type = null //it starts empty
full_speed = FALSE //moves at hardsuit jetpack speeds
/obj/item/tank/jetpack/improvised/allow_thrust(num, mob/living/user)
if(!on)
return
if((num < 0.005 || air_contents.total_moles() < num))
turn_off()
return
if(rand(0,250) == 0)
to_chat(user, "<span class='notice'>You feel your jetpack's engines cut out.</span>")
turn_off()
return
var/datum/gas_mixture/removed = air_contents.remove(num)
if(removed.total_moles() < 0.005)
turn_off()
return
var/turf/T = get_turf(user)
T.assume_air(removed)
return 1
/obj/item/tank/jetpack/void
name = "void jetpack (oxygen)"
desc = "It works well in a void."
volume = 60
icon_state = "jetpack-void"
item_state = "jetpack-void"
full_speed = FALSE //Old pre-hardsuit tech
/obj/item/tank/jetpack/oxygen
name = "jetpack (oxygen)"
desc = "A tank of compressed oxygen for use as propulsion in zero-gravity areas. Use with caution."
icon_state = "jetpack"
item_state = "jetpack"
/obj/item/tank/jetpack/oxygen/harness
name = "jet harness (oxygen)"
desc = "A lightweight tactical harness, used by those who don't want to be weighed down by traditional jetpacks."
icon_state = "jetpack-mini"
item_state = "jetpack-mini"
volume = 50
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
/obj/item/tank/jetpack/oxygen/captain
name = "\improper Captain's jetpack"
desc = "A compact, lightweight jetpack containing a high amount of compressed oxygen."
icon_state = "jetpack-captain"
item_state = "jetpack-captain"
w_class = WEIGHT_CLASS_NORMAL
volume = 90
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //steal objective items are hard to destroy.
/obj/item/tank/jetpack/oxygen/security
name = "security jetpack (oxygen)"
desc = "A tank of compressed oxygen for use as propulsion in zero-gravity areas by security forces."
icon_state = "jetpack-sec"
item_state = "jetpack-sec"
/obj/item/tank/jetpack/carbondioxide
name = "jetpack (carbon dioxide)"
desc = "A tank of compressed carbon dioxide for use as propulsion in zero-gravity areas. Painted black to indicate that it should not be used as a source for internals."
icon_state = "jetpack-black"
item_state = "jetpack-black"
distribute_pressure = 0
gas_type = /datum/gas/carbon_dioxide
/obj/item/tank/jetpack/suit
name = "hardsuit jetpack upgrade"
desc = "A modular, compact set of thrusters designed to integrate with a hardsuit. It is fueled by a tank inserted into the suit's storage compartment."
icon_state = "jetpack-mining"
item_state = "jetpack-black"
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/toggle_jetpack, /datum/action/item_action/jetpack_stabilization)
volume = 1
slot_flags = null
gas_type = null
full_speed = FALSE
var/datum/gas_mixture/temp_air_contents
var/obj/item/tank/internals/tank = null
/obj/item/tank/jetpack/suit/New()
..()
STOP_PROCESSING(SSobj, src)
temp_air_contents = air_contents
/obj/item/tank/jetpack/suit/attack_self()
return
/obj/item/tank/jetpack/suit/cycle(mob/user)
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit))
to_chat(user, "<span class='warning'>\The [src] must be connected to a hardsuit!</span>")
return
var/mob/living/carbon/human/H = user
if(!istype(H.s_store, /obj/item/tank/internals))
to_chat(user, "<span class='warning'>You need a tank in your suit storage!</span>")
return
..()
/obj/item/tank/jetpack/suit/turn_on()
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit) || !ishuman(loc.loc))
return
var/mob/living/carbon/human/H = loc.loc
tank = H.s_store
air_contents = tank.air_contents
START_PROCESSING(SSobj, src)
..()
/obj/item/tank/jetpack/suit/turn_off()
tank = null
air_contents = temp_air_contents
STOP_PROCESSING(SSobj, src)
..()
/obj/item/tank/jetpack/suit/process()
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit) || !ishuman(loc.loc))
turn_off()
return
var/mob/living/carbon/human/H = loc.loc
if(!tank || tank != H.s_store)
turn_off()
return
..()
//Return a jetpack that the mob can use
//Back worn jetpacks, hardsuit internal packs, and so on.
//Used in Process_Spacemove() and wherever you want to check for/get a jetpack
/mob/proc/get_jetpack()
return
/mob/living/carbon/get_jetpack()
var/obj/item/tank/jetpack/J = back
if(istype(J))
return J
/mob/living/carbon/human/get_jetpack()
var/obj/item/tank/jetpack/J = ..()
if(!istype(J) && istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
J = C.jetpack
return J
/obj/item/tank/jetpack
name = "jetpack (empty)"
desc = "A tank of compressed gas for use as propulsion in zero-gravity areas. Use with caution."
icon_state = "jetpack"
item_state = "jetpack"
lefthand_file = 'icons/mob/inhands/equipment/jetpacks_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/jetpacks_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
distribute_pressure = ONE_ATMOSPHERE * O2STANDARD
actions_types = list(/datum/action/item_action/set_internals, /datum/action/item_action/toggle_jetpack, /datum/action/item_action/jetpack_stabilization)
var/gas_type = /datum/gas/oxygen
var/on = FALSE
var/stabilizers = FALSE
var/full_speed = TRUE // If the jetpack will have a speedboost in space/nograv or not
var/datum/effect_system/trail_follow/ion/ion_trail
/obj/item/tank/jetpack/New()
..()
if(gas_type)
air_contents.gases[gas_type] = (6 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C)
ion_trail = new
ion_trail.set_up(src)
/obj/item/tank/jetpack/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/toggle_jetpack))
cycle(user)
else if(istype(action, /datum/action/item_action/jetpack_stabilization))
if(on)
stabilizers = !stabilizers
to_chat(user, "<span class='notice'>You turn the jetpack stabilization [stabilizers ? "on" : "off"].</span>")
else
toggle_internals(user)
/obj/item/tank/jetpack/proc/cycle(mob/user)
if(user.incapacitated())
return
if(!on)
turn_on()
to_chat(user, "<span class='notice'>You turn the jetpack on.</span>")
else
turn_off()
to_chat(user, "<span class='notice'>You turn the jetpack off.</span>")
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/tank/jetpack/proc/turn_on()
on = TRUE
icon_state = "[initial(icon_state)]-on"
ion_trail.start()
/obj/item/tank/jetpack/proc/turn_off()
on = FALSE
stabilizers = FALSE
icon_state = initial(icon_state)
ion_trail.stop()
/obj/item/tank/jetpack/proc/allow_thrust(num, mob/living/user)
if(!on)
return
if((num < 0.005 || air_contents.total_moles() < num))
turn_off()
return
var/datum/gas_mixture/removed = air_contents.remove(num)
if(removed.total_moles() < 0.005)
turn_off()
return
var/turf/T = get_turf(user)
T.assume_air(removed)
return 1
/obj/item/tank/jetpack/suicide_act(mob/user)
if (istype(user, /mob/living/carbon/human/))
var/mob/living/carbon/human/H = user
H.forcesay("WHAT THE FUCK IS CARBON DIOXIDE?")
H.visible_message("<span class='suicide'>[user] is suffocating [user.p_them()]self with [src]! It looks like [user.p_they()] didn't read what that jetpack says!</span>")
return (OXYLOSS)
else
..()
/obj/item/tank/jetpack/improvised
name = "improvised jetpack"
desc = "A jetpack made from two air tanks, a fire extinguisher and some atmospherics equipment. It doesn't look like it can hold much."
icon_state = "jetpack-improvised"
item_state = "jetpack-sec"
volume = 30 //normal jetpacks have 70 volume
gas_type = null //it starts empty
full_speed = FALSE //moves at hardsuit jetpack speeds
/obj/item/tank/jetpack/improvised/allow_thrust(num, mob/living/user)
if(!on)
return
if((num < 0.005 || air_contents.total_moles() < num))
turn_off()
return
if(rand(0,250) == 0)
to_chat(user, "<span class='notice'>You feel your jetpack's engines cut out.</span>")
turn_off()
return
var/datum/gas_mixture/removed = air_contents.remove(num)
if(removed.total_moles() < 0.005)
turn_off()
return
var/turf/T = get_turf(user)
T.assume_air(removed)
return 1
/obj/item/tank/jetpack/void
name = "void jetpack (oxygen)"
desc = "It works well in a void."
volume = 60
icon_state = "jetpack-void"
item_state = "jetpack-void"
full_speed = FALSE //Old pre-hardsuit tech
/obj/item/tank/jetpack/oxygen
name = "jetpack (oxygen)"
desc = "A tank of compressed oxygen for use as propulsion in zero-gravity areas. Use with caution."
icon_state = "jetpack"
item_state = "jetpack"
/obj/item/tank/jetpack/oxygen/harness
name = "jet harness (oxygen)"
desc = "A lightweight tactical harness, used by those who don't want to be weighed down by traditional jetpacks."
icon_state = "jetpack-mini"
item_state = "jetpack-mini"
volume = 50
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
/obj/item/tank/jetpack/oxygen/captain
name = "\improper Captain's jetpack"
desc = "A compact, lightweight jetpack containing a high amount of compressed oxygen."
icon_state = "jetpack-captain"
item_state = "jetpack-captain"
w_class = WEIGHT_CLASS_NORMAL
volume = 90
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //steal objective items are hard to destroy.
/obj/item/tank/jetpack/oxygen/security
name = "security jetpack (oxygen)"
desc = "A tank of compressed oxygen for use as propulsion in zero-gravity areas by security forces."
icon_state = "jetpack-sec"
item_state = "jetpack-sec"
full_speed = FALSE
/obj/item/tank/jetpack/carbondioxide
name = "jetpack (carbon dioxide)"
desc = "A tank of compressed carbon dioxide for use as propulsion in zero-gravity areas. Painted black to indicate that it should not be used as a source for internals."
icon_state = "jetpack-black"
item_state = "jetpack-black"
distribute_pressure = 0
gas_type = /datum/gas/carbon_dioxide
/obj/item/tank/jetpack/suit
name = "hardsuit jetpack upgrade"
desc = "A modular, compact set of thrusters designed to integrate with a hardsuit. It is fueled by a tank inserted into the suit's storage compartment."
icon_state = "jetpack-mining"
item_state = "jetpack-black"
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/toggle_jetpack, /datum/action/item_action/jetpack_stabilization)
volume = 1
slot_flags = null
gas_type = null
full_speed = FALSE
var/datum/gas_mixture/temp_air_contents
var/obj/item/tank/internals/tank = null
/obj/item/tank/jetpack/suit/New()
..()
STOP_PROCESSING(SSobj, src)
temp_air_contents = air_contents
/obj/item/tank/jetpack/suit/attack_self()
return
/obj/item/tank/jetpack/suit/cycle(mob/user)
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit))
to_chat(user, "<span class='warning'>\The [src] must be connected to a hardsuit!</span>")
return
var/mob/living/carbon/human/H = user
if(!istype(H.s_store, /obj/item/tank/internals))
to_chat(user, "<span class='warning'>You need a tank in your suit storage!</span>")
return
..()
/obj/item/tank/jetpack/suit/turn_on()
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit) || !ishuman(loc.loc))
return
var/mob/living/carbon/human/H = loc.loc
tank = H.s_store
air_contents = tank.air_contents
START_PROCESSING(SSobj, src)
..()
/obj/item/tank/jetpack/suit/turn_off()
tank = null
air_contents = temp_air_contents
STOP_PROCESSING(SSobj, src)
..()
/obj/item/tank/jetpack/suit/process()
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit) || !ishuman(loc.loc))
turn_off()
return
var/mob/living/carbon/human/H = loc.loc
if(!tank || tank != H.s_store)
turn_off()
return
..()
//Return a jetpack that the mob can use
//Back worn jetpacks, hardsuit internal packs, and so on.
//Used in Process_Spacemove() and wherever you want to check for/get a jetpack
/mob/proc/get_jetpack()
return
/mob/living/carbon/get_jetpack()
var/obj/item/tank/jetpack/J = back
if(istype(J))
return J
/mob/living/carbon/human/get_jetpack()
var/obj/item/tank/jetpack/J = ..()
if(!istype(J) && istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
J = C.jetpack
return J
@@ -106,6 +106,7 @@
new /obj/item/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/head/warden/drill(src)
new /obj/item/clothing/head/beret/sec/navywarden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/under/rank/warden/navyblue(src)
+6
View File
@@ -101,6 +101,12 @@
icon_state = "festivus_pole"
desc = "During last year's Feats of Strength the Research Director was able to suplex this passing immobile rod into a planter."
/obj/structure/festivus/anchored
name = "suplexed rod"
desc = "A true feat of strength, almost as good as last year."
icon_state = "anchored_rod"
anchored = TRUE
/obj/structure/flora/tree/dead/Initialize()
icon_state = "tree_[rand(1, 6)]"
. = ..()
@@ -77,6 +77,14 @@
return ..()
/turf/closed/wall/clockwork/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(heated && the_rcd.canRturf)
return ..()
/turf/closed/wall/clockwork/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
if(heated && the_rcd.canRturf)
return ..()
/turf/closed/wall/clockwork/try_destroy(obj/item/I, mob/user, turf/T)
if(!heated)
return ..()
@@ -12,5 +12,5 @@
//Recover from stuns.
/obj/effect/proc_holder/changeling/adrenaline/sting_action(mob/living/user)
user.do_adrenaline(100, FALSE, 70, 0, TRUE, list("epinephrine" = 3, "changelingmeth" = 10, "mannitol" = 10, "omnizine" = 10, "changelingadrenaline" = 5), "<span class='notice'>Energy rushes through us.</span>")
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list("epinephrine" = 3, "changelingmeth" = 10, "mannitol" = 10, "regen_jelly" = 10, "changelingadrenaline" = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
return TRUE
@@ -0,0 +1,86 @@
/obj/structure/destructible/clockwork/reflector
name = "reflector"
desc = "A large lantern-shaped machine made of thin brass. It looks fragile."
clockwork_desc = "A lantern-shaped generator that produces power when near starlight."
icon_state = "reflector"
unanchored_icon = "reflector_unwrenched"
max_integrity = 40
construction_value = 5
layer = WALL_OBJ_LAYER
break_message = "<span class='warning'>The reflectors's fragile shield shatters into pieces!</span>"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
light_color = "#DAAA18"
var/list/allowed_projectile_typecache = list(
/obj/item/projectile/beam
)
var/ini_dir = null
/obj/structure/destructible/clockwork/reflector/Initialize()
. = ..()
allowed_projectile_typecache = typecacheof(allowed_projectile_typecache)
/obj/structure/destructible/clockwork/reflector/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS ,null,CALLBACK(src, .proc/can_be_rotated),CALLBACK(src,.proc/after_rotation))
/obj/structure/destructible/clockwork/reflector/bullet_act(obj/item/projectile/P)
if(!anchored || !allowed_projectile_typecache[P.type] || !(P.dir in GLOB.cardinals))
return ..()
if(auto_reflect(P, P.dir, get_turf(P), P.Angle) != -1)
return ..()
return -1
/obj/structure/destructible/clockwork/reflector/proc/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
//Yell at me if this exists already.
var/real_angle = 0
switch(dir)
if(NORTH)
real_angle = 0
if(EAST)
real_angle = 90
if(SOUTH)
real_angle = 180
if(WEST)
real_angle = 270
var/incidence = GET_ANGLE_OF_INCIDENCE(real_angle, (P.Angle + 180))
if(abs(incidence) > 90 && abs(incidence) < 270)
return FALSE
var/new_angle = SIMPLIFY_DEGREES(real_angle + incidence)
P.setAngle(new_angle)
P.ignore_source_check = TRUE
P.range = P.decayedRange
P.decayedRange = max(P.decayedRange--, 0)
return -1
/obj/structure/destructible/clockwork/reflector/proc/can_be_rotated(mob/user,rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
return TRUE
/obj/structure/destructible/clockwork/reflector/Move()
. = ..()
setDir(ini_dir)
/obj/structure/destructible/clockwork/reflector/proc/after_rotation(mob/user,rotation_type)
ini_dir = dir
add_fingerprint(user)
/obj/structure/destructible/clockwork/reflector/wrench_act(mob/living/user, obj/item/I)
if(!is_servant_of_ratvar(user))
return ..()
anchored = !anchored
to_chat(user, "<span class='notice'>You [anchored ? "secure" : "unsecure"] \the [src].</span>")
I.play_tool_sound(src)
return TRUE
+2
View File
@@ -361,6 +361,7 @@
reshape.Shift(EAST, 1)
reshape.Crop(7,4,26,31)
reshape.Crop(-5,-3,26,30)
return reshape
/mob/living/carbon/human/get_sac_image()
var/datum/job/sacjob = SSjob.GetJob(mind.assigned_role)
@@ -370,6 +371,7 @@
reshape.Shift(EAST, 1)
reshape.Crop(7,4,26,31)
reshape.Crop(-5,-3,26,30)
return reshape
/datum/objective/sacrifice
var/sacced = FALSE
+20 -6
View File
@@ -516,14 +516,16 @@
/datum/supply_pack/security/armory/ballistic
name = "Combat Shotguns Crate"
desc = "For when the enemy absolutely needs to be replaced with lead. Contains three Aussec-designed Combat Shotguns, and three Shotgun Bandoliers. Requires Armory access to open."
desc = "For when the enemy absolutely needs to be replaced with lead. Contains three Aussec-designed Combat Shotguns, with three Shotgun Bandoliers, as well as seven buchshot and 12g shotgun slugs. Requires Armory access to open."
cost = 8000
contains = list(/obj/item/gun/ballistic/shotgun/automatic/combat,
/obj/item/gun/ballistic/shotgun/automatic/combat,
/obj/item/gun/ballistic/shotgun/automatic/combat,
/obj/item/storage/belt/bandolier,
/obj/item/storage/belt/bandolier,
/obj/item/storage/belt/bandolier)
/obj/item/storage/belt/bandolier,
/obj/item/storage/box/lethalshot,
/obj/item/storage/box/lethalslugs)
crate_name = "combat shotguns crate"
/datum/supply_pack/security/armory/dragnetgun
@@ -567,7 +569,7 @@
/datum/supply_pack/security/armory/fire
name = "Incendiary Weapons Crate"
desc = "Burn, baby burn. Contains three incendiary grenades, three plasma canisters, and a flamethrower. Requires Brige access to open."
desc = "Burn, baby burn. Contains three incendiary grenades, seven incendiary slugs, three plasma canisters, and a flamethrower. Requires Brige access to open."
cost = 1500
access = ACCESS_HEADS
contains = list(/obj/item/flamethrower/full,
@@ -576,7 +578,8 @@
/obj/item/tank/internals/plasma,
/obj/item/grenade/chem_grenade/incendiary,
/obj/item/grenade/chem_grenade/incendiary,
/obj/item/grenade/chem_grenade/incendiary)
/obj/item/grenade/chem_grenade/incendiary,
/obj/item/storage/box/fireshot)
crate_name = "incendiary weapons crate"
crate_type = /obj/structure/closet/crate/secure/plasma
dangerous = TRUE
@@ -629,11 +632,13 @@
/datum/supply_pack/security/armory/riotshotguns
name = "Riot Shotgun Crate"
desc = "For when the greytide gets really uppity. Contains three riot Shotguns. Requires Armory access to open."
desc = "For when the greytide gets really uppity. Contains three riot shotguns, seven rubber shot and beanbag shells. Requires Armory access to open."
cost = 6000
contains = list(/obj/item/gun/ballistic/shotgun/riot,
/obj/item/gun/ballistic/shotgun/riot,
/obj/item/gun/ballistic/shotgun/riot)
/obj/item/gun/ballistic/shotgun/riot,
/obj/item/storage/box/rubbershot,
/obj/item/storage/box/beanbag)
crate_name = "riot shotgun crate"
/datum/supply_pack/security/armory/swat
@@ -1540,6 +1545,15 @@
crate_type = /obj/structure/closet/crate/secure/science
dangerous = TRUE
/datum/supply_pack/science/tech_slugs
name = "Tech Slug Ammo Shells"
desc = "A new type of shell that is able to be made into a few different dangerous types. Contains two boxes of tech slugs, 14 shells in all."
cost = 1000
contains = list(/obj/item/storage/box/techsslug,
/obj/item/storage/box/techsslug)
crate_name = "tech slug crate"
//////////////////////////////////////////////////////////////////////////////
/////////////////////////////// Service //////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
+3
View File
@@ -2236,8 +2236,11 @@ GLOBAL_LIST_EMPTY(preferences_datums)
character.hair_style = hair_style
character.facial_hair_style = facial_hair_style
character.underwear = underwear
character.saved_underwear = underwear
character.undershirt = undershirt
character.saved_undershirt = undershirt
character.socks = socks
character.saved_socks = socks
character.backbag = backbag
+69
View File
@@ -1,3 +1,8 @@
//defines the drill hat's yelling setting
#define DRILL_DEFAULT "default"
#define DRILL_SHOUTING "shouting"
#define DRILL_YELLING "yelling"
#define DRILL_CANADIAN "canadian"
//Chef
/obj/item/clothing/head/chefhat
@@ -148,6 +153,65 @@
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/warden/drill
name = "warden's campaign hat"
desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side."
icon_state = "wardendrill"
item_state = "wardendrill"
dog_fashion = null
var/mode = DRILL_DEFAULT
/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
if(..())
return TRUE
switch(mode)
if(DRILL_DEFAULT)
to_chat(user, "<span class='notice'>You set the voice circuit to the middle position.</span>")
mode = DRILL_SHOUTING
if(DRILL_SHOUTING)
to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
mode = DRILL_YELLING
if(DRILL_YELLING)
to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
mode = DRILL_DEFAULT
if(DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
return TRUE
/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
if(mode != DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
mode = DRILL_CANADIAN
return TRUE
/obj/item/clothing/head/warden/drill/speechModification(M)
if(copytext(M, 1, 2) != "*")
if(mode == DRILL_DEFAULT)
M = " [M]"
return trim(M)
if(mode == DRILL_SHOUTING)
M = " [M]!"
return trim(M)
if(mode == DRILL_YELLING)
M = " [M]!!"
return trim(M)
if(mode == DRILL_CANADIAN)
M = " [M]"
var/list/canadian_words = strings("canadian_replacement.json", "canadian")
for(var/key in canadian_words)
var/value = canadian_words[key]
if(islist(value))
value = pick(value)
M = replacetextEx(M, " [uppertext(key)]", " [uppertext(value)]")
M = replacetextEx(M, " [capitalize(key)]", " [capitalize(value)]")
M = replacetextEx(M, " [key]", " [value]")
if(prob(30))
M += pick(", eh?", ", EH?")
return trim(M)
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
@@ -201,3 +265,8 @@
name = "quartermaster's beret"
desc = "This headwear shows off your Cargonian leadership"
icon_state = "qmberet"
#undef DRILL_DEFAULT
#undef DRILL_SHOUTING
#undef DRILL_YELLING
#undef DRILL_CANADIAN
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -21,7 +21,7 @@
CAT_BURGER,
CAT_CAKE,
CAT_EGG,
CAT_SUSHI, //Called Fish
CAT_FISH,
CAT_ICE, //Called Frozen
CAT_MEAT,
CAT_MISCFOOD,
+31 -22
View File
@@ -365,28 +365,6 @@
parts = list(/obj/item/camera = 1)
category = CAT_MISC
/datum/crafting_recipe/lizardhat
name = "Lizard Cloche Hat"
result = /obj/item/clothing/head/lizard
time = 10
reqs = list(/obj/item/organ/tail/lizard = 1)
category = CAT_MISC
/datum/crafting_recipe/lizardhat_alternate
name = "Lizard Cloche Hat"
result = /obj/item/clothing/head/lizard
time = 10
reqs = list(/obj/item/stack/sheet/animalhide/lizard = 1)
category = CAT_MISC
/datum/crafting_recipe/kittyears
name = "Kitty Ears"
result = /obj/item/clothing/head/kitty/genuine
time = 10
reqs = list(/obj/item/organ/tail/cat = 1,
/obj/item/organ/ears/cat = 1)
category = CAT_MISC
/datum/crafting_recipe/skateboard
name = "Skateboard"
result = /obj/vehicle/ridden/scooter/skateboard
@@ -641,6 +619,15 @@
/obj/item/assembly/igniter = 1)
category = CAT_MISC
/datum/crafting_recipe/wheelchair
name = "Wheelchair"
result = /obj/vehicle/ridden/wheelchair
reqs = list(/obj/item/stack/sheet/plasteel = 2,
/obj/item/stack/rods = 8)
time = 100
category = CAT_MISC
/datum/crafting_recipe/rcl
name = "Makeshift Rapid Cable Layer"
result = /obj/item/twohanded/rcl/ghetto
@@ -672,6 +659,28 @@
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
category = CAT_MISC
/datum/crafting_recipe/lizardhat
name = "Lizard Cloche Hat"
result = /obj/item/clothing/head/lizard
time = 10
reqs = list(/obj/item/organ/tail/lizard = 1)
category = CAT_CLOTHING
/datum/crafting_recipe/lizardhat_alternate
name = "Lizard Cloche Hat"
result = /obj/item/clothing/head/lizard
time = 10
reqs = list(/obj/item/stack/sheet/animalhide/lizard = 1)
category = CAT_CLOTHING
/datum/crafting_recipe/kittyears
name = "Kitty Ears"
result = /obj/item/clothing/head/kitty/genuine
time = 10
reqs = list(/obj/item/organ/tail/cat = 1,
/obj/item/organ/ears/cat = 1)
category = CAT_CLOTHING
/datum/crafting_recipe/hudsunsec
name = "Security HUDsunglasses"
result = /obj/item/clothing/glasses/hud/security/sunglasses
+21
View File
@@ -45,6 +45,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
throwforce = 100
density = TRUE
anchored = TRUE
var/mob/living/wizard
var/z_original = 0
var/destination
var/notify = TRUE
@@ -140,3 +141,23 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
H.adjustBruteLoss(160)
if(L && (L.density || prob(10)))
L.ex_act(EXPLODE_HEAVY)
obj/effect/immovablerod/attack_hand(mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(U.job in list("Research Director"))
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
for(var/mob/M in urange(8, src))
if(!M.stat)
shake_camera(M, 2, 3)
if(wizard)
U.visible_message("<span class='boldwarning'>[src] transforms into [wizard] as [U] suplexes them!</span>", "<span class='warning'>As you grab [src], it suddenly turns into [wizard] as you suplex them!</span>")
to_chat(wizard, "<span class='boldwarning'>You're suddenly jolted out of rod-form as [U] somehow manages to grab you, slamming you into the ground!</span>")
wizard.Stun(60)
wizard.apply_damage(25, BRUTE)
qdel(src)
else
U.visible_message("<span class='boldwarning'>[U] suplexes [src] into the ground!</span>", "<span class='warning'>You suplex [src] into the ground!</span>")
new /obj/structure/festivus/anchored(drop_location())
new /obj/effect/anomaly/flux(drop_location())
qdel(src)
@@ -269,3 +269,24 @@
bonus_reagents = list("nutriment" = 4, "vitamin" = 6)
tastes = list("mint" = 1, "pie" = 1)
foodtype = GRAIN | FRUIT | SUGAR
/obj/item/reagent_containers/food/snacks/pie/baklava
name = "baklava"
desc = "A delightful healthy snake made of nut layers with thin bread."
icon_state = "baklava"
slice_path = /obj/item/reagent_containers/food/snacks/baklavaslice
slices_num = 6
bonus_reagents = list("nutriment" = 2, "vitamin" = 6)
tastes = list("nuts" = 1, "pie" = 1)
foodtype = GRAIN
/obj/item/reagent_containers/food/snacks/baklavaslice
name = "baklava dish"
desc = "A portion delightful healthy snake made of nut layers with thin bread"
icon = 'icons/obj/food/piecake.dmi'
icon_state = "baklavaslice"
trash = /obj/item/trash/plate
filling_color = "#1E90FF"
list_reagents = list("nutriment" = 2, "vitamins" = 4)
tastes = list("nuts" = 1, "pie" = 1)
foodtype = GRAIN
@@ -38,37 +38,6 @@
// see code/module/crafting/table.dm
////////////////////////////////////////////////FISH////////////////////////////////////////////////
/datum/crafting_recipe/food/cubancarp
name = "Cuban carp"
reqs = list(
/datum/reagent/consumable/flour = 5,
/obj/item/reagent_containers/food/snacks/grown/chili = 1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/cubancarp
subcategory = CAT_MEAT
/datum/crafting_recipe/food/fishandchips
name = "Fish and chips"
reqs = list(
/obj/item/reagent_containers/food/snacks/fries = 1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishandchips
subcategory = CAT_MEAT
/datum/crafting_recipe/food/fishfingers
name = "Fish fingers"
reqs = list(
/datum/reagent/consumable/flour = 5,
/obj/item/reagent_containers/food/snacks/bun = 1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishfingers
subcategory = CAT_MEAT
////////////////////////////////////////////////MR SPIDER////////////////////////////////////////////////
/datum/crafting_recipe/food/spidereggsham
@@ -22,7 +22,7 @@
)
result = /obj/item/reagent_containers/food/snacks/donut
subcategory = CAT_PASTRY
/datum/crafting_recipe/food/donut
time = 15
name = "Semen donut"
@@ -205,16 +205,6 @@ datum/crafting_recipe/food/donut/meat
////////////////////////////////////////////OTHER////////////////////////////////////////////
/datum/crafting_recipe/food/hotdog
name = "Hot dog"
reqs = list(
/datum/reagent/consumable/ketchup = 5,
/obj/item/reagent_containers/food/snacks/bun = 1,
/obj/item/reagent_containers/food/snacks/sausage = 1
)
result = /obj/item/reagent_containers/food/snacks/hotdog
subcategory = CAT_PASTRY
/datum/crafting_recipe/food/meatbun
name = "Meat bun"
reqs = list(
@@ -159,3 +159,13 @@
)
result = /obj/item/reagent_containers/food/snacks/pie/frostypie
subcategory = CAT_PIE
/datum/crafting_recipe/food/baklava
name = "Baklava pie"
reqs = list(
/obj/item/reagent_containers/food/snacks/butter = 1,
/obj/item/reagent_containers/food/snacks/tortilla = 4, //Layers
/obj/item/seeds/wheat/oat = 3
)
result = /obj/item/reagent_containers/food/snacks/pie/baklava
subcategory = CAT_PIE
@@ -52,7 +52,7 @@
result = /obj/item/reagent_containers/food/snacks/notasandwich
subcategory = CAT_SANDWICH
/datum/crafting_recipe/food/notasandwich
/datum/crafting_recipe/food/tunasandwich
name = "Tuna sandwich"
reqs = list(
/obj/item/reagent_containers/food/snacks/breadslice/plain = 2,
@@ -62,3 +62,13 @@
)
result = /obj/item/reagent_containers/food/snacks/tuna_sandwich
subcategory = CAT_SANDWICH
/datum/crafting_recipe/food/hotdog
name = "Hot dog"
reqs = list(
/datum/reagent/consumable/ketchup = 5,
/obj/item/reagent_containers/food/snacks/bun = 1,
/obj/item/reagent_containers/food/snacks/sausage = 1
)
result = /obj/item/reagent_containers/food/snacks/hotdog
subcategory = CAT_SANDWICH
@@ -7,7 +7,7 @@
/datum/reagent/consumable/rice = 10
)
result = /obj/item/reagent_containers/food/snacks/sushi_rice
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/sea_weed
name = "Sea Weed Sheet"
@@ -17,7 +17,7 @@
/obj/item/reagent_containers/food/snacks/grown/kudzupod = 1,
)
result = /obj/item/reagent_containers/food/snacks/sea_weed
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/tuna_can
name = "Can of Tuna"
@@ -27,7 +27,7 @@
/obj/item/reagent_containers/food/snacks/carpmeat = 1,
)
result = /obj/item/reagent_containers/food/snacks/tuna
subcategory = CAT_SUSHI
subcategory = CAT_FISH
//////////////////////////Sushi/////////////////////////////////
@@ -39,7 +39,7 @@
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/sashimi
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/riceball
name = "Onigiri"
@@ -49,7 +49,7 @@
/obj/item/reagent_containers/food/snacks/sushi_rice = 1
)
result = /obj/item/reagent_containers/food/snacks/riceball
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/sushie_egg
name = "Tobiko"
@@ -59,7 +59,7 @@
/obj/item/reagent_containers/food/snacks/sea_weed = 2,
)
result = /obj/item/reagent_containers/food/snacks/tobiko
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/sushie_basic
name = "Funa Hosomaki"
@@ -70,7 +70,7 @@
/obj/item/reagent_containers/food/snacks/sea_weed = 3,
)
result = /obj/item/reagent_containers/food/snacks/sushie_basic
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/sushie_adv
name = "Funa Nigiri"
@@ -80,7 +80,7 @@
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/sushie_adv
subcategory = CAT_SUSHI
subcategory = CAT_FISH
/datum/crafting_recipe/food/sushie_pro
name = "Well made Funa Nigiri"
@@ -91,4 +91,35 @@
/obj/item/reagent_containers/food/snacks/sea_weed = 1
)
result = /obj/item/reagent_containers/food/snacks/sushie_pro
subcategory = CAT_SUSHI
subcategory = CAT_FISH
///////////////Gaijin junk/////////////////////////////////////
/datum/crafting_recipe/food/fishfingers
name = "Fish fingers"
reqs = list(
/datum/reagent/consumable/flour = 5,
/obj/item/reagent_containers/food/snacks/bun = 1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishfingers
subcategory = CAT_FISH
/datum/crafting_recipe/food/cubancarp
name = "Cuban carp"
reqs = list(
/datum/reagent/consumable/flour = 5,
/obj/item/reagent_containers/food/snacks/grown/chili = 1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/cubancarp
subcategory = CAT_FISH
/datum/crafting_recipe/food/fishandchips
name = "Fish and chips"
reqs = list(
/obj/item/reagent_containers/food/snacks/fries = 1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishandchips
subcategory = CAT_FISH
@@ -471,15 +471,6 @@ function ehjaxCallback(data) {
handleClientData(data.clientData.ckey, data.clientData.ip, data.clientData.compid);
}
sendVolumeUpdate();
} else if (data.firebug) {
if (data.trigger) {
internalOutput('<span class="internal boldnshit">Loading firebug console, triggered by '+data.trigger+'...</span>', 'internal');
} else {
internalOutput('<span class="internal boldnshit">Loading firebug console...</span>', 'internal');
}
var firebugEl = document.createElement('script');
firebugEl.src = 'https://getfirebug.com/firebug-lite-debug.js';
document.body.appendChild(firebugEl);
} else if (data.adminMusic) {
if (typeof data.adminMusic === 'string') {
var adminMusic = byondDecode(data.adminMusic);
+3
View File
@@ -29,6 +29,7 @@
var/list/obj/machinery/atmospherics/atmos_machines = list()
var/list/obj/structure/cable/cables = list()
var/list/atom/atoms = list()
var/list/area/areas = list()
var/list/turfs = block( locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]),
locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ]))
@@ -37,6 +38,7 @@
for(var/L in turfs)
var/turf/B = L
atoms += B
areas |= B.loc
for(var/A in B)
atoms += A
if(istype(A, /obj/structure/cable))
@@ -48,6 +50,7 @@
var/turf/T = L
T.air_update_turf(TRUE) //calculate adjacent turfs along the border to prevent runtimes
SSmapping.reg_in_areas_in_z(areas)
SSatoms.InitializeAtoms(atoms)
SSmachines.setup_template_powernets(cables)
SSair.setup_template_machinery(atmos_machines)
@@ -144,7 +144,12 @@ GLOBAL_LIST(labor_sheet_values)
points += inp.point_value * inp.amount
..()
/obj/machinery/mineral/stacking_machine/laborstacker/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/stack/sheet) && user.canUnEquip(I))
var/obj/item/stack/sheet/inp = I
points += inp.point_value * inp.amount
return ..()
/**********************Point Lookup Console**************************/
/obj/machinery/mineral/labor_points_checker
name = "points checking console"
+5
View File
@@ -895,6 +895,11 @@
var/obj/item/organ/I = X
I.Insert(src)
/mob/living/carbon/proc/update_disabled_bodyparts()
for(var/B in bodyparts)
var/obj/item/bodypart/BP = B
BP.update_disabled()
/mob/living/carbon/vv_get_dropdown()
. = ..()
. += "---"
@@ -48,18 +48,27 @@
if(affecting && affecting.dismemberable && affecting.get_damage() >= (affecting.max_damage - P.dismemberment))
affecting.dismember(P.damtype)
/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
. = FALSE
if(!skip_throw_mode_check && !in_throw_mode)
return
if(get_active_held_item())
return
if(restrained())
return
return TRUE
/mob/living/carbon/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE)
if(!skipcatch) //ugly, but easy
if(in_throw_mode && !get_active_held_item()) //empty active hand and we're in throw mode
if(canmove && !restrained())
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(isturf(I.loc))
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
throw_mode_off()
return 1
if(can_catch_item())
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(isturf(I.loc))
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
throw_mode_off()
return 1
..()
@@ -294,7 +294,7 @@
if(mood.sanity <= SANITY_DISTURBED)
msg += "[t_He] seem[p_s()] distressed.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
if(mood.mood >= 5) //So roundstart people aren't all "happy"
if(mood.shown_mood >= 6) //So roundstart people aren't all "happy" and that antags don't show their true happiness.
msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src)
if (HAS_TRAIT(src, TRAIT_BLIND))
@@ -8,6 +8,7 @@
/mob/living/carbon/human/Initialize()
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
verbs += /mob/living/carbon/human/proc/underwear_toggle //fwee
//initialize limbs first
create_bodyparts()
@@ -851,7 +852,7 @@
/mob/living/carbon/human/MouseDrop_T(mob/living/target, mob/living/user)
//If they dragged themselves and we're currently aggressively grabbing them try to piggyback
if(user == target && can_piggyback(target) && pulling == target && grab_state >= GRAB_AGGRESSIVE && stat == CONSCIOUS)
if(user == target && can_piggyback(target) && pulling == target && (HAS_TRAIT(src, TRAIT_PACIFISM) || grab_state >= GRAB_AGGRESSIVE) && stat == CONSCIOUS)
buckle_mob(target,TRUE,TRUE)
. = ..()
@@ -861,9 +862,11 @@
return TRUE
return FALSE
/mob/living/carbon/human/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
/mob/living/carbon/human/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, bypass_piggybacking = FALSE)
if(!force)//humans are only meant to be ridden through piggybacking and special cases
return
if(bypass_piggybacking)
return ..()
if(!is_type_in_typecache(M, can_ride_typecache))
M.visible_message("<span class='warning'>[M] really can't seem to mount [src]...</span>")
return
@@ -876,7 +879,7 @@
if(can_piggyback(M))
riding_datum.ride_check_ridden_incapacitated = TRUE
visible_message("<span class='notice'>[M] starts to climb onto [src]...</span>")
if(do_after(M, 15, target = src))
if(force || do_after(M, 15, target = src))
if(can_piggyback(M))
if(M.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
M.visible_message("<span class='warning'>[M] can't hang onto [src]!</span>")
@@ -490,11 +490,19 @@ GLOBAL_LIST_EMPTY(roundstart_races)
//Underwear, Undershirts & Socks
if(!(NO_UNDERWEAR in species_traits))
if(H.underwear)
if(H.hidden_underwear)
H.underwear = "Nude"
else
H.underwear = H.saved_underwear
var/datum/sprite_accessory/underwear/underwear = GLOB.underwear_list[H.underwear]
if(underwear)
standing += mutable_appearance(underwear.icon, underwear.icon_state, -BODY_LAYER)
if(H.undershirt)
if(H.hidden_undershirt)
H.undershirt = "Nude"
else
H.undershirt = H.saved_undershirt
var/datum/sprite_accessory/undershirt/undershirt = GLOB.undershirt_list[H.undershirt]
if(undershirt)
if(H.dna.species.sexes && H.gender == FEMALE)
@@ -503,6 +511,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
standing += mutable_appearance(undershirt.icon, undershirt.icon_state, -BODY_LAYER)
if(H.socks && H.get_num_legs(FALSE) >= 2)
if(H.hidden_socks)
H.socks = "Nude"
else
H.socks = H.saved_socks
var/datum/sprite_accessory/socks/socks = GLOB.socks_list[H.socks]
if(socks)
if(DIGITIGRADE in species_traits)
+10 -3
View File
@@ -1189,9 +1189,13 @@
clamp_unconscious_to = 0,
clamp_immobility_to = 0,
reset_misc = TRUE,
healing_chems = list("inaprovaline" = 3, "synaptizine" = 10, "omnizine" = 10, "stimulants" = 10),
message = "<span class='boldnotice'>You feel a surge of energy!</span>"
healing_chems = list("inaprovaline" = 3, "synaptizine" = 10, "regen_jelly" = 10, "stimulants" = 10),
message = "<span class='boldnotice'>You feel a surge of energy!</span>",
stamina_buffer_boost = 0, //restores stamina buffer rather than just health
scale_stamina_loss_recovery, //defaults to null. if this is set, restores loss * this stamina. make sure it's a fraction.
stamina_loss_recovery_bypass = 0 //amount of stamina loss to ignore during calculation
)
to_chat(src, message)
if(AmountSleeping() > clamp_unconscious_to)
SetSleeping(clamp_unconscious_to)
if(AmountUnconscious() > clamp_unconscious_to)
@@ -1200,7 +1204,10 @@
SetStun(clamp_immobility_to)
if(AmountKnockdown() > clamp_immobility_to)
SetKnockdown(clamp_immobility_to)
adjustStaminaLoss(max(0, -stamina_boost))
adjustStaminaLoss(min(0, -stamina_boost))
adjustStaminaLossBuffered(min(0, -stamina_buffer_boost))
if(scale_stamina_loss_recovery)
adjustStaminaLoss(min(-((getStaminaLoss() - stamina_loss_recovery_bypass) * scale_stamina_loss_recovery), 0))
if(put_on_feet)
resting = FALSE
lying = FALSE
+2
View File
@@ -37,6 +37,8 @@
var/mindrain = 200
var/maxdrain = 400
var/stunforce = 140 //Same as stunbaton, adjustable.
/obj/item/clothing/gloves/space_ninja/Touch(atom/A,proximity)
if(!candrain || draining)
@@ -14,7 +14,7 @@ It is possible to destroy the net by the occupant or someone else.
mouse_opacity = MOUSE_OPACITY_ICON//So you can hit it with stuff.
anchored = TRUE//Can't drag/grab the net.
layer = ABOVE_ALL_MOB_LAYER
max_integrity = 25 //How much health it has.
max_integrity = 50 //How much health it has.
can_buckle = 1
buckle_lying = 0
buckle_prevents_pull = TRUE
@@ -59,6 +59,41 @@ It is possible to destroy the net by the occupant or someone else.
continue
H.dropItemToGround(W)
var/datum/antagonist/antag_datum
for(var/datum/antagonist/ninja/AD in GLOB.antagonists) //Because only ninjas get capture objectives; They're not doable without the suit.
if(AD.owner == master)
antag_datum = AD
break
for(var/datum/objective/capture/capture in antag_datum)
if(istype(affecting, /mob/living/carbon/human)) //Humans.
if(affecting.stat == DEAD)//Dead folks are worth less.
capture.captured_amount+=0.5
continue
capture.captured_amount+=1
if(istype(affecting, /mob/living/carbon/monkey)) //Monkeys are almost worthless, you failure.
capture.captured_amount+=0.1
if(istype(affecting, /mob/living/carbon/alien/larva)) //Larva are important for research.
if(affecting.stat == DEAD)
capture.captured_amount+=0.5
continue
capture.captured_amount+=1
if(istype(affecting, /mob/living/carbon/alien/humanoid)) //Aliens are worth twice as much as humans.
if(istype(affecting, /mob/living/carbon/alien/humanoid/royal/queen)) //Queens are worth three times as much as humans.
if(affecting.stat == DEAD)
capture.captured_amount+=1.5
else
capture.captured_amount+=3
continue
if(affecting.stat == DEAD)
capture.captured_amount+=1
continue
capture.captured_amount+=2
affecting.revive(1, 1) //Basically a revive and full heal, including limbs/organs
//In case people who have been captured dead want to hang out at the holding area
playsound(affecting, 'sound/effects/sparks4.ogg', 50, 1)
new /obj/effect/temp_visual/dir_setting/ninja/phase/out(affecting.drop_location(), affecting.dir)
@@ -73,8 +108,9 @@ It is possible to destroy the net by the occupant or someone else.
playsound(affecting, 'sound/effects/sparks2.ogg', 50, 1)
new /obj/effect/temp_visual/dir_setting/ninja/phase(affecting.drop_location(), affecting.dir)
/obj/structure/energy_net/attack_paw(mob/user)
return attack_hand()
/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
if(attack_generic(user, 15, BRUTE, "melee", 0)) //Aliens normally deal 60 damage to structures. They'd one-shot nets without this.
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
/obj/structure/energy_net/user_buckle_mob(mob/living/M, mob/living/user)
return//We only want our target to be buckled
@@ -2,21 +2,34 @@
//Allows the ninja to kidnap people
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet()
var/mob/living/carbon/human/H = affecting
var/mob/living/carbon/C = input("Select who to capture:","Capture who?",null) as null|mob in oview(H)
var/mob/living/carbon/C
//If there's only one valid target, let's actually try to capture it, rather than forcing
//the user to fiddle with the dialog displaying a list of one
//Also, let's make this smarter and not list mobs you can't currently net.
var/Candidates[]
for(var/mob/mob in oview(H))
if(!mob.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
//to_chat(H, "<span class='warning'>[C.p_they(TRUE)] will bring no honor to your Clan!</span>")
continue
if(locate(/obj/structure/energy_net) in get_turf(mob))//Check if they are already being affected by an energy net.
//to_chat(H, "<span class='warning'>[C.p_they(TRUE)] are already trapped inside an energy net!</span>")
continue
for(var/turf/T in getline(get_turf(H), get_turf(mob)))
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
//to_chat(H, "<span class='warning'>You may not use an energy net through solid obstacles!</span>")
continue
Candidates+=mob
if(Candidates.len == 1)
C = Candidates[1]
else
C = input("Select who to capture:","Capture who?",null) as null|mob in Candidates
if(QDELETED(C)||!(C in oview(H)))
return 0
if(!C.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
to_chat(H, "<span class='warning'>[C.p_they(TRUE)] will bring no honor to your Clan!</span>")
return
if(locate(/obj/structure/energy_net) in get_turf(C))//Check if they are already being affected by an energy net.
to_chat(H, "<span class='warning'>[C.p_they(TRUE)] are already trapped inside an energy net!</span>")
return
for(var/turf/T in getline(get_turf(H), get_turf(C)))
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
to_chat(H, "<span class='warning'>You may not use an energy net through solid obstacles!</span>")
return
if(!ninjacost(200,N_STEALTH_CANCEL))
H.Beam(C,"n_beam",time=15)
H.say("Get over here!", forced = "ninja net")
+16 -1
View File
@@ -261,4 +261,19 @@ They *could* go in their appropriate files, but this is supposed to be modular
spark_system.set_up(5, 0, loc)
playsound(src, "sparks", 50, 1)
visible_message("<span class='danger'>[H] electrocutes [src] with [H.p_their()] touch!</span>", "<span class='userdanger'>[H] electrocutes you with [H.p_their()] touch!</span>")
electrocute_act(25, H)
electrocute_act(15, H)
Knockdown(G.stunforce)
adjustStaminaLoss(G.stunforce*0.1, affected_zone = (istype(H) ? H.zone_selected : BODY_ZONE_CHEST))
apply_effect(EFFECT_STUTTER, G.stunforce)
SEND_SIGNAL(src, COMSIG_LIVING_MINOR_SHOCK)
lastattacker = H.real_name
lastattackerckey = H.ckey
log_combat(H, src, "stunned")
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
if(ishuman(src))
var/mob/living/carbon/human/Hsrc = src
Hsrc.forcesay(GLOB.hit_appends)
+33 -8
View File
@@ -1,3 +1,4 @@
/obj/item/paperplane
name = "paper plane"
desc = "Paper, folded in the shape of a plane."
@@ -10,8 +11,14 @@
resistance_flags = FLAMMABLE
max_integrity = 50
var/hit_probability = 2//%
var/obj/item/paper/internalPaper
/obj/item/paperplane/origami
desc = "Paper, masterfully folded in the shape of a plane."
throwforce = 20 //same as throwing stars, but no chance of embedding.
hit_probability = 100 //guaranteed to cause eye damage when it hits a mob.
/obj/item/paperplane/Initialize(mapload, obj/item/paper/newPaper)
. = ..()
pixel_y = rand(-8, 8)
@@ -22,13 +29,18 @@
color = newPaper.color
newPaper.forceMove(src)
else
internalPaper = new /obj/item/paper(src)
internalPaper = new(src)
update_icon()
/obj/item/paperplane/Destroy()
if(internalPaper)
qdel(internalPaper)
/obj/item/paperplane/handle_atom_del(atom/A)
if(A == internalPaper)
internalPaper = null
if(!QDELETED(src))
qdel(src)
return ..()
/obj/item/paperplane/Destroy()
QDEL_NULL(internalPaper)
return ..()
/obj/item/paperplane/suicide_act(mob/living/user)
@@ -48,7 +60,7 @@
/obj/item/paperplane/attack_self(mob/user)
to_chat(user, "<span class='notice'>You unfold [src].</span>")
var/atom/movable/internal_paper_tmp = internalPaper
var/obj/item/paper/internal_paper_tmp = internalPaper
internal_paper_tmp.forceMove(loc)
internalPaper = null
qdel(src)
@@ -86,11 +98,18 @@
. = ..(target, range, speed, thrower, FALSE, diagonals_first, callback)
/obj/item/paperplane/throw_impact(atom/hit_atom)
if(iscarbon(hit_atom))
var/mob/living/carbon/C = hit_atom
if(C.can_catch_item(TRUE))
var/datum/action/innate/origami/origami_action = locate() in C.actions
if(origami_action?.active) //if they're a master of origami and have the ability turned on, force throwmode on so they'll automatically catch the plane.
C.throw_mode_on()
if(..() || !ishuman(hit_atom))//if the plane is caught or it hits a nonhuman
return
var/mob/living/carbon/human/H = hit_atom
if(prob(2))
if((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES))
if(prob(hit_probability))
if(H.is_eyes_covered())
return
visible_message("<span class='danger'>\The [src] hits [H] in the eye!</span>")
H.adjust_blurriness(6)
@@ -107,5 +126,11 @@
return
to_chat(user, "<span class='notice'>You fold [src] into the shape of a plane!</span>")
user.temporarilyRemoveItemFromInventory(src)
I = new /obj/item/paperplane(user, src)
var/obj/item/paperplane/plane_type = /obj/item/paperplane
//Origami Master
var/datum/action/innate/origami/origami_action = locate() in user.actions
if(origami_action?.active)
plane_type = /obj/item/paperplane/origami
I = new plane_type(user, src)
user.put_in_hands(I)
@@ -24,4 +24,4 @@
e_cost = 40
fire_sound = 'sound/weapons/taser2.ogg'
harmful = FALSE
click_cooldown_override = 3
click_cooldown_override = 3.5
@@ -9,7 +9,6 @@
interaction_flags_machine = INTERACT_MACHINE_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
resistance_flags = FIRE_PROOF | ACID_PROOF
circuit = /obj/item/circuitboard/machine/chem_dispenser
var/cell_type = /obj/item/stock_parts/cell/high
var/obj/item/stock_parts/cell/cell
var/powerefficiency = 0.1
var/amount = 30
@@ -79,7 +78,6 @@
/obj/machinery/chem_dispenser/Initialize()
. = ..()
cell = new cell_type
dispensable_reagents = sortList(dispensable_reagents)
update_icon()
@@ -172,6 +172,16 @@
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/organbox
name = "Empty Organ Box"
desc = "A large cool box that can hold large amouts of medical tools or organs."
id = "organbox"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_SILVER= 3500, MAT_GOLD = 3500, MAT_PLASTIC = 5000)
build_path = /obj/item/storage/belt/organbox
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
////////////////////////////////////////
//////////Defibrillator Tech////////////
////////////////////////////////////////
+517 -475
View File
@@ -1,475 +1,517 @@
/////////////////////////////////////////
/////////////////HUDs////////////////////
/////////////////////////////////////////
/datum/design/health_hud
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
id = "health_hud"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/hud/health
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/health_hud_prescription
name = "Prescription Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. This one has a prescription lens."
id = "health_hud_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/hud/health/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/health_hud_night
name = "Night Vision Health Scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
id = "health_hud_night"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_URANIUM = 1000, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/hud/health/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/security_hud
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status."
id = "security_hud"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/hud/security
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/security_hud_prescription
name = "Prescription Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status. This one has a prescription lens."
id = "security_hud_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/hud/security/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/security_hud_night
name = "Night Vision Security HUD"
desc = "A heads-up display which provides id data and vision in complete darkness."
id = "security_hud_night"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_URANIUM = 1000, MAT_GOLD = 350)
build_path = /obj/item/clothing/glasses/hud/security/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/diagnostic_hud
name = "Diagnostic HUD"
desc = "A HUD used to analyze and determine faults within robotic machinery."
id = "diagnostic_hud"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/hud/diagnostic
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/diagnostic_hud_prescription
name = "Prescription Diagnostic HUD"
desc = "A HUD used to analyze and determine faults within robotic machinery. This one has a prescription lens."
id = "diagnostic_hud_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_GOLD = 350)
build_path = /obj/item/clothing/glasses/hud/diagnostic/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/diagnostic_hud_night
name = "Night Vision Diagnostic HUD"
desc = "Upgraded version of the diagnostic HUD designed to function during a power failure."
id = "diagnostic_hud_night"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_URANIUM = 1000, MAT_PLASMA = 300)
build_path = /obj/item/clothing/glasses/hud/diagnostic/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/sci_goggles
name = "Science Goggles"
desc = "Goggles fitted with a portable analyzer capable of determining the research worth of an item or components of a machine."
id = "scigoggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/science
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/mesons
name = "Optical Meson Scanners"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition."
id = "mesons"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/meson
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_CARGO | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/mesons_prescription
name = "Prescription Optical Meson Scanners"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition. Prescription lens has been added into this design."
id = "mesons_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/meson/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_CARGO | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/engine_goggles
name = "Engineering Scanner Goggles"
desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes."
id = "engine_goggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100)
build_path = /obj/item/clothing/glasses/meson/engine
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/engine_goggles_prescription
name = "Prescription Engineering Scanner Goggles"
desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes. Prescription lens has been added into this design."
id = "engine_goggles_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/meson/engine/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/tray_goggles
name = "Optical T-Ray Scanners"
desc = "Used by engineering staff to see underfloor objects such as cables and pipes."
id = "tray_goggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/meson/engine/tray
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/tray_goggles_prescription
name = "Prescription Optical T-Ray Scanners"
desc = "Used by engineering staff to see underfloor objects such as cables and pipes. Prescription lens has been added into this design."
id = "tray_goggles_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 150)
build_path = /obj/item/clothing/glasses/meson/engine/tray/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/nvgmesons
name = "Night Vision Optical Meson Scanners"
desc = "Prototype meson scanners fitted with an extra sensor which amplifies the visible light spectrum and overlays it to the UHD display."
id = "nvgmesons"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/meson/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_CARGO
/datum/design/night_vision_goggles
name = "Night Vision Goggles"
desc = "Goggles that let you see through darkness unhindered."
id = "night_visision_goggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_SECURITY
/datum/design/night_vision_goggles_glasses
name = "Prescription Night Vision Goggles"
desc = "Goggles that let you see through darkness unhindered. Corrects vision."
id = "night_visision_goggles_glasses"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/night/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
//////////////////Misc///////////////////
/////////////////////////////////////////
/datum/design/welding_mask
name = "Welding Gas Mask"
desc = "A gas mask with built in welding goggles and face shield. Looks like a skull, clearly designed by a nerd."
id = "weldingmask"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000)
build_path = /obj/item/clothing/mask/gas/welding
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/portaseeder
name = "Portable Seed Extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
id = "portaseeder"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1000, MAT_GLASS = 400)
build_path = /obj/item/storage/bag/plants/portaseeder
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/air_horn
name = "Air Horn"
desc = "Damn son, where'd you find this?"
id = "air_horn"
build_type = PROTOLATHE
materials = list(MAT_METAL = 4000, MAT_BANANIUM = 1000)
build_path = /obj/item/bikehorn/airhorn
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ALL //HONK!
/datum/design/magboots
name = "Magnetic Boots"
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
id = "magboots"
build_type = PROTOLATHE
materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
build_path = /obj/item/clothing/shoes/magboots
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/diskplantgene
name = "Plant Data Disk"
desc = "A disk for storing plant genetic data."
id = "diskplantgene"
build_type = PROTOLATHE
materials = list(MAT_METAL=200, MAT_GLASS=100)
build_path = /obj/item/disk/plantgene
category = list("Electronics")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/roastingstick
name = "Advanced roasting stick"
desc = "A roasting stick for cooking sausages in exotic ovens."
id = "roastingstick"
build_type = PROTOLATHE
materials = list(MAT_METAL=1000, MAT_GLASS=500, MAT_BLUESPACE = 250)
build_path = /obj/item/melee/roastingstick
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/locator
name = "Bluespace locator"
desc = "Used to track portable teleportation beacons and targets with embedded tracking implants."
id = "locator"
build_type = PROTOLATHE
materials = list(MAT_METAL=1000, MAT_GLASS=500, MAT_SILVER = 500)
build_path = /obj/item/locator
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/////////////////////////////////////////
////////////Janitor Designs//////////////
/////////////////////////////////////////
/datum/design/advmop
name = "Advanced Mop"
desc = "An upgraded mop with a large internal capacity for holding water or other cleaning chemicals."
id = "advmop"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2500, MAT_GLASS = 200)
build_path = /obj/item/mop/advanced
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/blutrash
name = "Trashbag of Holding"
desc = "An advanced trash bag with bluespace properties; capable of holding a plethora of garbage."
id = "blutrash"
build_type = PROTOLATHE
materials = list(MAT_GOLD = 1500, MAT_URANIUM = 250, MAT_PLASMA = 1500)
build_path = /obj/item/storage/bag/trash/bluespace
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/buffer
name = "Floor Buffer Upgrade"
desc = "A floor buffer that can be attached to vehicular janicarts."
id = "buffer"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_GLASS = 200)
build_path = /obj/item/janiupgrade
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/////////////////////////////////////////
////////////Holosign Designs/////////////
/////////////////////////////////////////
/datum/design/holosign
name = "Holographic Sign Projector"
desc = "A holograpic projector used to project various warning signs."
id = "holosign"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/holosign_creator
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/holosignsec
name = "Security Holobarrier Projector"
desc = "A holographic projector that creates holographic security barriers."
id = "holosignsec"
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_SILVER = 1000)
build_path = /obj/item/holosign_creator/security
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/holosignengi
name = "Engineering Holobarrier Projector"
desc = "A holographic projector that creates holographic engineering barriers."
id = "holosignengi"
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_SILVER = 1000)
build_path = /obj/item/holosign_creator/engineering
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/holosignatmos
name = "ATMOS Holofan Projector"
desc = "A holographic projector that creates holographic barriers that prevent changes in atmospheric conditions."
id = "holosignatmos"
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_SILVER = 1000)
build_path = /obj/item/holosign_creator/atmos
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/forcefield_projector
name = "Forcefield Projector"
desc = "A device which can project temporary forcefields to seal off an area."
id = "forcefield_projector"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2500, MAT_GLASS = 1000)
build_path = /obj/item/forcefield_projector
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
///////////////////////////////
////////////Tools//////////////
///////////////////////////////
/datum/design/exwelder
name = "Experimental Welding Tool"
desc = "An experimental welder capable of self-fuel generation."
id = "exwelder"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_PLASMA = 1500, MAT_URANIUM = 200)
build_path = /obj/item/weldingtool/experimental
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/handdrill
name = "Hand Drill"
desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit"
id = "handdrill"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3500, MAT_SILVER = 1500, MAT_TITANIUM = 2500)
build_path = /obj/item/screwdriver/power
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/jawsoflife
name = "Jaws of Life"
desc = "A small, compact Jaws of Life with an interchangeable pry jaws and cutting jaws"
id = "jawsoflife" // added one more requirment since the Jaws of Life are a bit OP
build_path = /obj/item/crowbar/power
build_type = PROTOLATHE
materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienwrench
name = "Alien Wrench"
desc = "An advanced wrench obtained through Abductor technology."
id = "alien_wrench"
build_path = /obj/item/wrench/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienwirecutters
name = "Alien Wirecutters"
desc = "Advanced wirecutters obtained through Abductor technology."
id = "alien_wirecutters"
build_path = /obj/item/wirecutters/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienscrewdriver
name = "Alien Screwdriver"
desc = "An advanced screwdriver obtained through Abductor technology."
id = "alien_screwdriver"
build_path = /obj/item/screwdriver/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/aliencrowbar
name = "Alien Crowbar"
desc = "An advanced crowbar obtained through Abductor technology."
id = "alien_crowbar"
build_path = /obj/item/crowbar/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienwelder
name = "Alien Welding Tool"
desc = "An advanced welding tool obtained through Abductor technology."
id = "alien_welder"
build_path = /obj/item/weldingtool/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 5000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienmultitool
name = "Alien Multitool"
desc = "An advanced multitool obtained through Abductor technology."
id = "alien_multitool"
build_path = /obj/item/multitool/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 5000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/anomaly_neutralizer
name = "Anomaly Neutralizer"
desc = "An advanced tool capable of instantly neutralizing anomalies, designed to capture the fleeting aberrations created by the engine."
id = "anomaly_neutralizer"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2000, MAT_GOLD = 2000, MAT_PLASMA = 5000, MAT_URANIUM = 2000)
build_path = /obj/item/anomaly_neutralizer
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
////////////Armour///////////////////////
/////////////////////////////////////////
/datum/design/reactive_armour
name = "Reactive Armour Shell"
desc = "An experimental suit of armour capable of utilizing an implanted anomaly core to protect the user."
id = "reactive_armour"
build_type = PROTOLATHE
materials = list(MAT_METAL = 10000, MAT_DIAMOND = 5000, MAT_URANIUM = 8000, MAT_SILVER = 4500, MAT_GOLD = 5000)
build_path = /obj/item/reactive_armour_shell
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
/////////////////HUDs////////////////////
/////////////////////////////////////////
/datum/design/health_hud
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
id = "health_hud"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/hud/health
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/health_hud_prescription
name = "Prescription Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. This one has a prescription lens."
id = "health_hud_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/hud/health/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/health_hud_night
name = "Night Vision Health Scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
id = "health_hud_night"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_URANIUM = 1000, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/hud/health/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/security_hud
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status."
id = "security_hud"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/hud/security
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/security_hud_prescription
name = "Prescription Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status. This one has a prescription lens."
id = "security_hud_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/hud/security/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/security_hud_night
name = "Night Vision Security HUD"
desc = "A heads-up display which provides id data and vision in complete darkness."
id = "security_hud_night"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_URANIUM = 1000, MAT_GOLD = 350)
build_path = /obj/item/clothing/glasses/hud/security/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/diagnostic_hud
name = "Diagnostic HUD"
desc = "A HUD used to analyze and determine faults within robotic machinery."
id = "diagnostic_hud"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/hud/diagnostic
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/diagnostic_hud_prescription
name = "Prescription Diagnostic HUD"
desc = "A HUD used to analyze and determine faults within robotic machinery. This one has a prescription lens."
id = "diagnostic_hud_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_GOLD = 350)
build_path = /obj/item/clothing/glasses/hud/diagnostic/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/diagnostic_hud_night
name = "Night Vision Diagnostic HUD"
desc = "Upgraded version of the diagnostic HUD designed to function during a power failure."
id = "diagnostic_hud_night"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_URANIUM = 1000, MAT_PLASMA = 300)
build_path = /obj/item/clothing/glasses/hud/diagnostic/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/sci_goggles
name = "Science Goggles"
desc = "Goggles fitted with a portable analyzer capable of determining the research worth of an item or components of a machine."
id = "scigoggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/science
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/mesons
name = "Optical Meson Scanners"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition."
id = "mesons"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/meson
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_CARGO | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/mesons_prescription
name = "Prescription Optical Meson Scanners"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition. Prescription lens has been added into this design."
id = "mesons_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/meson/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_CARGO | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/engine_goggles
name = "Engineering Scanner Goggles"
desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes."
id = "engine_goggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100)
build_path = /obj/item/clothing/glasses/meson/engine
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/engine_goggles_prescription
name = "Prescription Engineering Scanner Goggles"
desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes. Prescription lens has been added into this design."
id = "engine_goggles_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100, MAT_SILVER = 350)
build_path = /obj/item/clothing/glasses/meson/engine/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/tray_goggles
name = "Optical T-Ray Scanners"
desc = "Used by engineering staff to see underfloor objects such as cables and pipes."
id = "tray_goggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/meson/engine/tray
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/tray_goggles_prescription
name = "Prescription Optical T-Ray Scanners"
desc = "Used by engineering staff to see underfloor objects such as cables and pipes. Prescription lens has been added into this design."
id = "tray_goggles_prescription"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 150)
build_path = /obj/item/clothing/glasses/meson/engine/tray/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/nvgmesons
name = "Night Vision Optical Meson Scanners"
desc = "Prototype meson scanners fitted with an extra sensor which amplifies the visible light spectrum and overlays it to the UHD display."
id = "nvgmesons"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/meson/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_CARGO
/datum/design/night_vision_goggles
name = "Night Vision Goggles"
desc = "Goggles that let you see through darkness unhindered."
id = "night_visision_goggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/night
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_SECURITY
/datum/design/night_vision_goggles_glasses
name = "Prescription Night Vision Goggles"
desc = "Goggles that let you see through darkness unhindered. Corrects vision."
id = "night_visision_goggles_glasses"
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/night/prescription
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
//////////////////Misc///////////////////
/////////////////////////////////////////
/datum/design/welding_mask
name = "Welding Gas Mask"
desc = "A gas mask with built in welding goggles and face shield. Looks like a skull, clearly designed by a nerd."
id = "weldingmask"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000)
build_path = /obj/item/clothing/mask/gas/welding
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/portaseeder
name = "Portable Seed Extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
id = "portaseeder"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1000, MAT_GLASS = 400)
build_path = /obj/item/storage/bag/plants/portaseeder
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/air_horn
name = "Air Horn"
desc = "Damn son, where'd you find this?"
id = "air_horn"
build_type = PROTOLATHE
materials = list(MAT_METAL = 4000, MAT_BANANIUM = 1000)
build_path = /obj/item/bikehorn/airhorn
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ALL //HONK!
/datum/design/magboots
name = "Magnetic Boots"
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
id = "magboots"
build_type = PROTOLATHE
materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
build_path = /obj/item/clothing/shoes/magboots
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/sci_goggles
name = "Science Goggles"
desc = "Goggles fitted with a portable analyzer capable of determining the research worth of an item or components of a machine."
id = "scigoggles"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/glasses/science
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/diskplantgene
name = "Plant Data Disk"
desc = "A disk for storing plant genetic data."
id = "diskplantgene"
build_type = PROTOLATHE
materials = list(MAT_METAL=200, MAT_GLASS=100)
build_path = /obj/item/disk/plantgene
category = list("Electronics")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/roastingstick
name = "Advanced roasting stick"
desc = "A roasting stick for cooking sausages in exotic ovens."
id = "roastingstick"
build_type = PROTOLATHE
materials = list(MAT_METAL=1000, MAT_GLASS=500, MAT_BLUESPACE = 250)
build_path = /obj/item/melee/roastingstick
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/locator
name = "Bluespace locator"
desc = "Used to track portable teleportation beacons and targets with embedded tracking implants."
id = "locator"
build_type = PROTOLATHE
materials = list(MAT_METAL=1000, MAT_GLASS=500, MAT_SILVER = 500)
build_path = /obj/item/locator
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/////////////////////////////////////////
////////////Janitor Designs//////////////
/////////////////////////////////////////
/datum/design/advmop
name = "Advanced Mop"
desc = "An upgraded mop with a large internal capacity for holding water or other cleaning chemicals."
id = "advmop"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2500, MAT_GLASS = 200)
build_path = /obj/item/mop/advanced
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/blutrash
name = "Trashbag of Holding"
desc = "An advanced trash bag with bluespace properties; capable of holding a plethora of garbage."
id = "blutrash"
build_type = PROTOLATHE
materials = list(MAT_GOLD = 1500, MAT_URANIUM = 250, MAT_PLASMA = 1500)
build_path = /obj/item/storage/bag/trash/bluespace
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/buffer
name = "Floor Buffer Upgrade"
desc = "A floor buffer that can be attached to vehicular janicarts."
id = "buffer"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_GLASS = 200)
build_path = /obj/item/janiupgrade
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/////////////////////////////////////////
////////////Holosign Designs//////////////
/////////////////////////////////////////
/datum/design/holosign
name = "Holographic Sign Projector"
desc = "A holograpic projector used to project various warning signs."
id = "holosign"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/holosign_creator
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/holosignsec
name = "Security Holobarrier Projector"
desc = "A holographic projector that creates holographic security barriers."
id = "holosignsec"
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_SILVER = 1000)
build_path = /obj/item/holosign_creator/security
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/holosignengi
name = "Engineering Holobarrier Projector"
desc = "A holographic projector that creates holographic engineering barriers."
id = "holosignengi"
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_SILVER = 1000)
build_path = /obj/item/holosign_creator/engineering
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/holosignatmos
name = "ATMOS Holofan Projector"
desc = "A holographic projector that creates holographic barriers that prevent changes in atmospheric conditions."
id = "holosignatmos"
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_SILVER = 1000)
build_path = /obj/item/holosign_creator/atmos
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/forcefield_projector
name = "Forcefield Projector"
desc = "A device which can project temporary forcefields to seal off an area."
id = "forcefield_projector"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2500, MAT_GLASS = 1000)
build_path = /obj/item/forcefield_projector
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
///////////////////////////////
////////////Tools//////////////
///////////////////////////////
/datum/design/exwelder
name = "Experimental Welding Tool"
desc = "An experimental welder capable of self-fuel generation."
id = "exwelder"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_PLASMA = 1500, MAT_URANIUM = 200)
build_path = /obj/item/weldingtool/experimental
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/handdrill
name = "Hand Drill"
desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit"
id = "handdrill"
build_type = PROTOLATHE
materials = list(MAT_METAL = 3500, MAT_SILVER = 1500, MAT_TITANIUM = 2500)
build_path = /obj/item/screwdriver/power
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/jawsoflife
name = "Jaws of Life"
desc = "A small, compact Jaws of Life with an interchangeable pry jaws and cutting jaws"
id = "jawsoflife" // added one more requirment since the Jaws of Life are a bit OP
build_path = /obj/item/crowbar/power
build_type = PROTOLATHE
materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienwrench
name = "Alien Wrench"
desc = "An advanced wrench obtained through Abductor technology."
id = "alien_wrench"
build_path = /obj/item/wrench/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienwirecutters
name = "Alien Wirecutters"
desc = "Advanced wirecutters obtained through Abductor technology."
id = "alien_wirecutters"
build_path = /obj/item/wirecutters/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienscrewdriver
name = "Alien Screwdriver"
desc = "An advanced screwdriver obtained through Abductor technology."
id = "alien_screwdriver"
build_path = /obj/item/screwdriver/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/aliencrowbar
name = "Alien Crowbar"
desc = "An advanced crowbar obtained through Abductor technology."
id = "alien_crowbar"
build_path = /obj/item/crowbar/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienwelder
name = "Alien Welding Tool"
desc = "An advanced welding tool obtained through Abductor technology."
id = "alien_welder"
build_path = /obj/item/weldingtool/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 5000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/alienmultitool
name = "Alien Multitool"
desc = "An advanced multitool obtained through Abductor technology."
id = "alien_multitool"
build_path = /obj/item/multitool/abductor
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 5000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000)
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/anomaly_neutralizer
name = "Anomaly Neutralizer"
desc = "An advanced tool capable of instantly neutralizing anomalies, designed to capture the fleeting aberrations created by the engine."
id = "anomaly_neutralizer"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2000, MAT_GOLD = 2000, MAT_PLASMA = 5000, MAT_URANIUM = 2000)
build_path = /obj/item/anomaly_neutralizer
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
////////////Armour///////////////////////
/////////////////////////////////////////
/datum/design/reactive_armour
name = "Reactive Armour Shell"
desc = "An experimental suit of armour capable of utilizing an implanted anomaly core to protect the user."
id = "reactive_armour"
build_type = PROTOLATHE
materials = list(MAT_METAL = 10000, MAT_DIAMOND = 5000, MAT_URANIUM = 8000, MAT_SILVER = 4500, MAT_GOLD = 5000)
build_path = /obj/item/reactive_armour_shell
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
////////////Meteor///////////////////////
/////////////////////////////////////////
/datum/design/meteor_defence
name = "Meteor Defence"
desc = "A blue print of a early model of the Meteor defence turret."
id = "meteor_defence"
build_type = PROTOLATHE
materials = list(MAT_METAL = 50000, MAT_GLASS = 50000, MAT_SILVER = 8500, MAT_GOLD = 8500, MAT_TITANIUM = 7500, MAT_URANIUM = 7500)
build_path = /obj/machinery/satellite/meteor_shield/sci
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/meteor_disk
name = "Meteor Defence Upgrade Disk"
desc = "A disk containing debugging programming to solve and monitor meteors more effectively."
id = "meteor_disk"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1500, MAT_GLASS = 1500, MAT_SILVER = 2500, MAT_GOLD = 1000)
build_path = /obj/item/disk/meteor
category = list("Electronics")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/board/meteor_console
name = "Computer Design (Meteor Satellite Console)"
desc = "Allows for the construction of circuit boards used to build a new Meteor Satellite monitor console."
id = "meteor_console"
build_path = /obj/item/circuitboard/computer/sat_control
category = list("Computer Boards")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+19 -1
View File
@@ -115,7 +115,7 @@
display_name = "Advanced Surgery"
description = "When simple medicine doesn't cut it."
prereq_ids = list("adv_biotech")
design_ids = list("surgery_lobotomy", "surgery_reconstruction")
design_ids = list("surgery_lobotomy", "surgery_reconstruction", "organbox")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
export_price = 5000
@@ -203,6 +203,24 @@
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 3000)
export_price = 5000
/datum/techweb_node/basic_meteor_defense
id = "basic_meteor_defense"
display_name = "Meteor Defense Research"
description = "Unlock the potential of the mysterious of why CC decided to not build these around the station themselves."
prereq_ids = list("adv_engi", "high_efficiency")
design_ids = list("meteor_defence", "meteor_console")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000)
export_price = 5000
//datum/techweb_node/adv_meteor_defense
//id = "adv_meteor_defense"
//display_name = "Meteor Defense Research"
//description = "New and improved coding and lock on tech for meteor defence!"
//prereq_ids = list("basic_meteor_defense", "adv_datatheory", "emp_adv")
//design_ids = list("meteor_disk")
//research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1500)
//export_price = 5000
/////////////////////////Bluespace tech/////////////////////////
/datum/techweb_node/bluespace_basic //Bluespace-memery
id = "bluespace_basic"
@@ -28,7 +28,6 @@
/obj/effect/immovablerod/wizard
var/max_distance = 13
var/damage_bonus = 0
var/mob/living/wizard
var/turf/start_turf
notify = FALSE
+26 -1
View File
@@ -134,6 +134,31 @@
speed_process = TRUE
var/kill_range = 14
/obj/machinery/satellite/meteor_shield/sci
name = "\improper Meteor Shield Satellite"
desc = "A station made meteor point-defense satellite."
mode = "M-SHIELD"
/obj/item/disk/meteor
name = "Meteor Shield Upgrade Disk"
desc = "A floppy disk that allows meteor shields to fire at longer ranges and lowers meteor drawing from gravitational fields.."
/obj/machinery/satellite/meteor_shield/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/disk/meteor))
to_chat(user, "<span class='notice'>The disk uploads better tracking and rang modification software.</span>")
kill_range = 17
else
return ..()
/obj/machinery/satellite/meteor_shield/sci/toggle(user)
if(!..(user))
return FALSE
if(obj_flags & EMAGGED)
if(active)
change_meteor_chance(8)
else
change_meteor_chance(0.125)
/obj/machinery/satellite/meteor_shield/proc/space_los(meteor)
for(var/turf/T in getline(src,meteor))
if(!isspaceturf(T))
@@ -177,4 +202,4 @@
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You access the satellite's debug mode, increasing the chance of meteor strikes.</span>")
if(active)
change_meteor_chance(2)
change_meteor_chance(4)
+97 -25
View File
@@ -21,7 +21,7 @@
var/held_index = 0 //are we a hand? if so, which one!
var/is_pseudopart = FALSE //For limbs that don't really exist, eg chainsaws
var/disabled = FALSE //If TRUE, limb is as good as missing
var/disabled = BODYPART_NOT_DISABLED //If disabled, limb is as good as missing
var/body_damage_coeff = 1 //Multiplier of the limb's damage that gets applied to the mob
var/stam_damage_coeff = 0.5
var/brutestate = 0
@@ -189,7 +189,7 @@
if(stamina > DAMAGE_PRECISION)
owner.update_stamina()
consider_processing()
check_disabled()
update_disabled()
return update_bodypart_damage_state()
//Heals brute and burn damage for the organ. Returns 1 if the damage-icon states changed at all.
@@ -209,7 +209,7 @@
if(owner && updating_health)
owner.updatehealth()
consider_processing()
check_disabled()
update_disabled()
return update_bodypart_damage_state()
//Returns total damage.
@@ -220,7 +220,24 @@
return total
//Checks disabled status thresholds
/obj/item/bodypart/proc/check_disabled()
//Checks disabled status thresholds
/obj/item/bodypart/proc/update_disabled()
set_disabled(is_disabled())
/obj/item/bodypart/proc/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS))
return BODYPART_DISABLED_PARALYSIS
if(can_dismember() && !HAS_TRAIT(owner, TRAIT_NODISMEMBER))
. = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled
if((get_damage(TRUE) >= max_damage))
return BODYPART_DISABLED_DAMAGE
if(disabled && (get_damage(TRUE) <= (max_damage * 0.5)))
return BODYPART_NOT_DISABLED
else
return BODYPART_NOT_DISABLED
/obj/item/bodypart/proc/check_disabled() //This might be depreciated and should be safe to remove.
if(!can_dismember() || HAS_TRAIT(owner, TRAIT_NODISMEMBER))
return
if(!disabled && (get_damage(TRUE) >= max_damage))
@@ -228,7 +245,8 @@
else if(disabled && (get_damage(TRUE) <= (max_damage * 0.5)))
set_disabled(FALSE)
/obj/item/bodypart/proc/set_disabled(new_disabled = TRUE)
/obj/item/bodypart/proc/set_disabled(new_disabled)
if(disabled == new_disabled)
return
disabled = new_disabled
@@ -601,13 +619,27 @@
px_y = 0
stam_heal_tick = 2
/obj/item/bodypart/l_arm/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/l_arm/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/l_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"]
if(L)
@@ -652,18 +684,33 @@
stam_heal_tick = 2
max_stamina_damage = 50
/obj/item/bodypart/r_arm/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/r_arm/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/r_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"]
if(R)
R.update_icon()
/obj/item/bodypart/r_arm/monkey
icon = 'icons/mob/animal_parts.dmi'
icon_state = "default_monkey_r_arm"
@@ -700,11 +747,24 @@
stam_heal_tick = 2
max_stamina_damage = 50
/obj/item/bodypart/l_leg/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/l_leg/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/l_leg/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
/obj/item/bodypart/l_leg/digitigrade
name = "left digitigrade leg"
@@ -747,11 +807,23 @@
max_stamina_damage = 50
stam_heal_tick = 2
/obj/item/bodypart/r_leg/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/r_leg/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/r_leg/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
/obj/item/bodypart/r_leg/digitigrade
name = "right digitigrade leg"
+23
View File
@@ -1262,6 +1262,23 @@ datum/uplink_item/stealthy_tools/taeclowndo_shoes
item = /obj/item/codespeak_manual/unlimited
cost = 3
/datum/uplink_item/device_tools/compressionkit
name = "Bluespace Compression Kit"
desc = "A modified version of a BSRPED that can be used to reduce the size of most items while retaining their original functions! \
Does not work on storage items. \
Recharge using bluespace crystals. \
Comes with 5 charges."
item = /obj/item/compressionkit
cost = 5
/datum/uplink_item/device_tools/syndie_glue
name = "Glue"
desc = "A cheap bottle of one use syndicate brand super glue. \
Use on any item to make it undroppable. \
Be careful not to glue an item you're already holding!"
item = /obj/item/syndie_glue
cost = 2
// Implants
/datum/uplink_item/implants
category = "Implants"
@@ -1595,6 +1612,12 @@ datum/uplink_item/stealthy_tools/taeclowndo_shoes
cost = 20
cant_discount = TRUE
/datum/uplink_item/badass/durasteel_toolbox
name = "Durasteel Toolbox"
desc = "A very high impact toolbox. Excels at destroying stationary structures."
item = /obj/item/storage/toolbox/durasteel
cost = 2 //18 damage on mobs, 50 on objects, 4.5 stam/hit
/datum/uplink_item/badass/costumes
surplus = 0
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
+13
View File
@@ -31,6 +31,19 @@
occupant_actions = list()
generate_actions()
/obj/vehicle/examine(mob/user)
..()
if(resistance_flags & ON_FIRE)
to_chat(user, "<span class='warning'>It's on fire!</span>")
var/healthpercent = obj_integrity/max_integrity * 100
switch(healthpercent)
if(50 to 99)
to_chat(user, "It looks slightly damaged.")
if(25 to 50)
to_chat(user, "It appears heavily damaged.")
if(0 to 25)
to_chat(user, "<span class='warning'>It's falling apart!</span>")
/obj/vehicle/proc/is_key(obj/item/I)
return I? (key_type_exact? (I.type == key_type) : istype(I, key_type)) : FALSE
+5 -2
View File
@@ -4,8 +4,8 @@
max_buckled_mobs = 1
buckle_lying = FALSE
default_driver_move = FALSE
var/legs_required = 2
var/arms_requires = 0 //why not?
var/legs_required = 1
var/arms_required = 0 //why not?
/obj/vehicle/ridden/Initialize()
. = ..()
@@ -31,6 +31,9 @@
/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
add_occupant(M)
if(M.get_num_legs() < legs_required)
to_chat(M, "<span class='warning'>You don't have enough legs to operate the pedals!</span>")
unbuckle_mob(M)
return ..()
/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
+110
View File
@@ -0,0 +1,110 @@
/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic) Then ported by Fermis from tg!
name = "wheelchair"
desc = "A chair with big wheels. It looks like you can move in this on your own."
icon = 'icons/obj/vehicles.dmi'
icon_state = "wheelchair"
layer = OBJ_LAYER
max_integrity = 100
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo
legs_required = 0 //You'll probably be using this if you don't have legs
canmove = TRUE
density = FALSE //Thought I couldn't fix this one easily, phew
arms_required = 1
/obj/vehicle/ridden/wheelchair/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 0
D.set_vehicle_dir_layer(SOUTH, OBJ_LAYER)
D.set_vehicle_dir_layer(NORTH, ABOVE_MOB_LAYER)
D.set_vehicle_dir_layer(EAST, OBJ_LAYER)
D.set_vehicle_dir_layer(WEST, OBJ_LAYER)
/obj/vehicle/ridden/wheelchair/ComponentInitialize() //Since it's technically a chair I want it to have chair properties
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate),CALLBACK(src, .proc/can_be_rotated),null)
/obj/vehicle/ridden/wheelchair/obj_destruction(damage_flag)
new /obj/item/stack/rods(drop_location(), 1)
new /obj/item/stack/sheet/metal(drop_location(), 1)
..()
/obj/vehicle/ridden/wheelchair/Destroy()
if(has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]
unbuckle_mob(H)
return ..()
/obj/vehicle/ridden/wheelchair/driver_move(mob/living/user, direction)
if(istype(user))
if(canmove && (user.get_num_arms() < arms_required))
to_chat(user, "<span class='warning'>You don't have enough arms to operate the wheels!</span>")
canmove = FALSE
addtimer(VARSET_CALLBACK(src, canmove, TRUE), 20)
return FALSE
var/datum/component/riding/D = GetComponent(/datum/component/riding)
//1.5 (movespeed as of this change) multiplied by 6.7 gets ABOUT 10 (rounded), the old constant for the wheelchair that gets divided by how many arms they have
//if that made no sense this simply makes the wheelchair speed change along with movement speed delay
D.vehicle_move_delay = round(CONFIG_GET(number/movedelay/run_delay) * 6.7) / min(user.get_num_arms(), 2)
return ..()
/obj/vehicle/ridden/wheelchair/Moved()
. = ..()
cut_overlays()
playsound(src, 'sound/effects/roll.ogg', 75, 1)
if(has_buckled_mobs())
handle_rotation_overlayed()
/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
. = ..()
handle_rotation_overlayed()
/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
. = ..()
cut_overlays()
/obj/vehicle/ridden/wheelchair/setDir(newdir)
..()
handle_rotation(newdir)
/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon
to_chat(user, "<span class='notice'>You begin to detach the wheels...</span>")
if(I.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You detach the wheels and deconstruct the chair.</span>")
new /obj/item/stack/rods(drop_location(), 6)
new /obj/item/stack/sheet/metal(drop_location(), 4)
qdel(src)
return TRUE
/obj/vehicle/ridden/wheelchair/proc/handle_rotation(direction)
if(has_buckled_mobs())
handle_rotation_overlayed()
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.setDir(direction)
/obj/vehicle/ridden/wheelchair/proc/handle_rotation_overlayed()
cut_overlays()
var/image/V = image(icon = icon, icon_state = "wheelchair_overlay", layer = FLY_LAYER, dir = src.dir)
add_overlay(V)
/obj/vehicle/ridden/wheelchair/proc/can_be_rotated(mob/living/user)
return TRUE
/obj/vehicle/ridden/wheelchair/proc/can_user_rotate(mob/living/user)
var/mob/living/L = user
if(istype(L))
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return FALSE
if(isobserver(user) && CONFIG_GET(flag/ghost_interaction))
return TRUE
return FALSE
/obj/vehicle/ridden/wheelchair/the_whip/driver_move(mob/living/user, direction)
if(istype(user))
var/datum/component/riding/D = GetComponent(/datum/component/riding)
D.vehicle_move_delay = round(CONFIG_GET(number/movedelay/run_delay) * 6.7) / user.get_num_arms()
return ..()
+5 -3
View File
@@ -23,14 +23,16 @@
/obj/item/reagent_containers/glass/bottle/salglu_solution = 3,
/obj/item/reagent_containers/glass/bottle/morphine = 4,
/obj/item/reagent_containers/glass/bottle/toxin = 3,
/obj/item/reagent_containers/syringe/antiviral = 6)
/obj/item/reagent_containers/syringe/antiviral = 6,
/obj/item/storage/briefcase/medical = 2)
contraband = list(/obj/item/reagent_containers/pill/tox = 3,
/obj/item/reagent_containers/pill/morphine = 4,
/obj/item/reagent_containers/pill/charcoal = 6)
premium = list(/obj/item/storage/box/hug/medical = 1,
/obj/item/reagent_containers/hypospray/medipen = 3,
/obj/item/storage/belt/medical = 3,
/obj/item/wrench/medical = 1)
/obj/item/wrench/medical = 1,
/obj/item/storage/briefcase/medical = 2)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
@@ -41,4 +43,4 @@
/obj/machinery/vending/medical/syndicate_access
name = "\improper SyndiMed Plus"
req_access = list(ACCESS_SYNDICATE)
req_access = list(ACCESS_SYNDICATE)