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
@@ -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)