Merge remote-tracking branch 'citadel/master' into combat_v7

This commit is contained in:
silicons
2021-06-13 15:37:35 -07:00
180 changed files with 78539 additions and 75395 deletions
@@ -341,6 +341,9 @@
return TRUE
. = ..()
/obj/structure/foamedmetal/resin/BlockSuperconductivity()
return TRUE
#undef ALUMINUM_FOAM
#undef IRON_FOAM
#undef RESIN_FOAM
@@ -378,6 +378,12 @@
icon_state = "shieldsparkles"
duration = 6
/obj/effect/temp_visual/impact_effect/judgement_cut
name = "judgement cut impact"
icon = 'icons/effects/effects.dmi'
icon_state = "impact_judgement"
duration = 6
/obj/effect/temp_visual/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
@@ -535,3 +541,7 @@
/obj/effect/temp_visual/slime_puddle/reverse
icon_state = "from_puddle"
duration = 7
/obj/effect/temp_visual/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
+13 -7
View File
@@ -21,7 +21,7 @@
var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/shockpaddles/paddles
var/obj/item/stock_parts/cell/cell
var/combat = FALSE //can we revive through space suits?
var/combat = FALSE //if true, revive through hardsuits, allow for combat shocking, and tint paddles syndicate colors
var/grab_ghost = FALSE // Do we pull the ghost back into their body?
var/healdisk = FALSE // Does the unit have the healdisk upgrade?
var/pullshocksafely = FALSE // Will we shock people dragging the body?
@@ -176,7 +176,9 @@
A.UpdateButtonIcon()
/obj/item/defibrillator/proc/make_paddles()
return new /obj/item/shockpaddles(src)
if(!combat)
return new /obj/item/shockpaddles(src)
return new /obj/item/shockpaddles/syndicate(src)
/obj/item/defibrillator/equipped(mob/user, slot)
..()
@@ -245,6 +247,8 @@
/obj/item/defibrillator/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
icon_state = "defibcombat" //needs defib inhand sprites
item_state = "defibcombat"
combat = TRUE
safety = FALSE
always_emagged = TRUE
@@ -279,6 +283,7 @@
var/combat = FALSE //If it penetrates armor and gives additional functionality
var/grab_ghost = FALSE
var/tlimit = DEFIB_TIME_LIMIT * 10
var/base_icon_state = "defibpaddles"
var/disarm_shock_time = 10
var/wielded = FALSE // track wielded status on item
@@ -352,10 +357,10 @@
return (OXYLOSS)
/obj/item/shockpaddles/update_icon_state()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
icon_state = "[base_icon_state][wielded]"
item_state = icon_state
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
icon_state = "[base_icon_state][wielded]_cooldown"
/obj/item/shockpaddles/dropped(mob/user)
if(!req_defib)
@@ -704,8 +709,9 @@
desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively."
combat = TRUE
icon = 'icons/obj/defibrillators.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
icon_state = "syndiepaddles0"
item_state = "syndiepaddles0"
base_icon_state = "syndiepaddles"
req_defib = FALSE
///////////////////////////////////////////
@@ -77,8 +77,11 @@
return
if(!iscarbon(target))
return
if(!(target?.client?.prefs?.cit_toggles & MEDIHOUND_SLEEPER))
to_chat(user, "<span class='warning'>The user has opted out of the use of your [src].")
return
var/voracious = TRUE
if(!target.client || !(target.client.prefs.cit_toggles & MEDIHOUND_SLEEPER) || !hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
if(!hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
voracious = FALSE
if(target.buckled)
to_chat(user, "<span class='warning'>The user is buckled and can not be put into your [src].</span>")
+2 -2
View File
@@ -381,8 +381,8 @@ GENETICS SCANNER
else if (S.mutantstomach != initial(S.mutantstomach))
mutant = TRUE
msg += "\t<span class='info'>Reported Species: [H.dna.custom_species ? H.dna.custom_species : S.name]</span>\n"
msg += "\t<span class='info'>Base Species: [S.name]</span>\n"
msg += "\t<span class='info'>Reported Species: [H.spec_trait_examine_font()][H.dna.custom_species ? H.dna.custom_species : S.name]</font></span>\n"
msg += "\t<span class='info'>Base Species: [H.spec_trait_examine_font()][S.name]</font></span>\n"
if(mutant)
msg += "\t<span class='info'>Subject has mutations present.</span>\n"
msg += "\t<span class='info'>Body temperature: [round(M.bodytemperature-T0C,0.1)] &deg;C ([round(M.bodytemperature*1.8-459.67,0.1)] &deg;F)</span>\n"
+3 -3
View File
@@ -1,7 +1,7 @@
/obj/item/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
icon_state = "singularity_hammer0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
@@ -25,7 +25,7 @@
/obj/item/singularityhammer/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_multiplier=4, icon_wielded="mjollnir1")
AddComponent(/datum/component/two_handed, force_multiplier=4, icon_wielded="singularity_hammer1")
/// triggered on wield of two handed item
/obj/item/singularityhammer/proc/on_wield(obj/item/source, mob/user)
@@ -36,7 +36,7 @@
wielded = FALSE
/obj/item/singularityhammer/update_icon_state()
icon_state = "mjollnir0"
icon_state = "singularity_hammer0"
/obj/item/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
@@ -593,7 +593,7 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \
return
var/turf/T = get_turf(user) //we may have moved. adjust as needed...
var/area/A = get_area(user)
if((!is_station_level(T.z) && !is_mining_level(T.z)) || (A && !(A.flags_1 & CULT_PERMITTED_1)))
if((!is_station_level(T.z) && !is_mining_level(T.z)) || !(A?.area_flags & CULT_PERMITTED))
to_chat(user, "<span class='warning'>The veil is not weak enough here.</span>")
return FALSE
return ..()
+1
View File
@@ -85,6 +85,7 @@
name = "trash bag of holding"
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
item_state = "bluetrashbag"
item_flags = NO_MAT_REDEMPTION
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
+2 -2
View File
@@ -211,8 +211,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
"<span class='userdanger'>YOU FEEL THE POWER OF VALHALLA FLOWING THROUGH YOU! <i>THERE CAN BE ONLY ONE!!!</i></span>")
user.update_icons()
new_name = "GORE-DRENCHED CLAYMORE OF [pick("THE WHIMSICAL SLAUGHTER", "A THOUSAND SLAUGHTERED CATTLE", "GLORY AND VALHALLA", "ANNIHILATION", "OBLITERATION")]"
icon_state = "claymore_valhalla"
item_state = "cultblade"
icon_state = "claymore_gold"
item_state = "claymore_gold"
remove_atom_colour(ADMIN_COLOUR_PRIORITY)
name = new_name
@@ -13,15 +13,16 @@
return 0
. = ..()
// Exists to work around the minimum 700 cr price for goodies / small items
/obj/structure/closet/secure_closet/goodies
// Exists to work around the minimum 700 cr price for goodies / small items / materials
/obj/structure/closet/secure_closet/cargo
name = "cargo locker"
icon_state = "goodies"
desc = "A sturdier card-locked storage unit used for bulky shipments."
max_integrity = 500 // Same as crates.
melee_min_damage = 25 // Idem.
/obj/structure/closet/secure_closet/goodies/owned
name = "private locker"
/obj/structure/closet/secure_closet/cargo/owned
name = "private cargo locker"
desc = "A locker designed to only open for who purchased its contents."
///Account of the person buying the crate if private purchasing.
var/datum/bank_account/buyer_account
@@ -32,18 +33,18 @@
///Is the crate being bought by a person, or a budget card?
var/department_purchase = FALSE
/obj/structure/closet/secure_closet/goodies/owned/examine(mob/user)
/obj/structure/closet/secure_closet/cargo/owned/examine(mob/user)
. = ..()
. += "<span class='notice'>It's locked with a privacy lock, and can only be unlocked by the buyer's ID.</span>"
/obj/structure/closet/secure_closet/goodies/owned/Initialize(mapload, datum/bank_account/_buyer_account)
/obj/structure/closet/secure_closet/cargo/owned/Initialize(mapload, datum/bank_account/_buyer_account)
. = ..()
buyer_account = _buyer_account
if(istype(buyer_account, /datum/bank_account/department))
department_purchase = TRUE
department_account = buyer_account
/obj/structure/closet/secure_closet/goodies/owned/togglelock(mob/living/user, silent)
/obj/structure/closet/secure_closet/cargo/owned/togglelock(mob/living/user, silent)
if(privacy_lock)
if(!broken)
var/obj/item/card/id/id_card = user.get_idcard(TRUE)
+97 -17
View File
@@ -21,6 +21,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME
var/reinf = FALSE
var/extra_reinforced = FALSE
var/heat_resistance = 800
var/decon_speed = 30
var/wtype = "glass"
@@ -65,6 +66,20 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
. += "<span class='notice'>The window is out of the frame, but could be <i>pried</i> in. It is <b>screwed</b> to the floor.</span>"
else if(!anchored)
. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
switch(state)
if(PRWINDOW_SECURE)
if(extra_reinforced)
. += "It's been screwed in with one way screws, you'd need to <b>heat their solder cover</b> to have any chance of backing them out."
else
. += "It's been screwed in with solid screws, you'd need to <b>screw them</b> out to unsecure the window."
if(PRWINDOW_BOLTS_HEATED)
. += "The solder cover melts away, and you'll likely be able to <b>unscrew them</b> now."
if(PRWINDOW_BOLTS_OUT)
. += "The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in."
if(PRWINDOW_POPPED)
. += "The main plate of the window has popped out of the frame, exposing some bars that look like they can be <b>cut</b>."
if(PRWINDOW_BARS_CUT)
. += "The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in."
else
if(anchored)
. += "<span class='notice'>The window is <b>screwed</b> to the floor.</span>"
@@ -75,8 +90,13 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
. = ..()
if(direct)
setDir(direct)
if(reinf && anchored)
if(extra_reinforced && anchored)
state = PRWINDOW_SECURE
else if(reinf && anchored)
state = WINDOW_SCREWED_TO_FRAME
if(mapload && electrochromatic_id && electrochromatic_id[1] == "!")
electrochromatic_id = SSmapping.get_obfuscated_id(electrochromatic_id)
@@ -230,29 +250,26 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
make_electrochromatic(K.id)
qdel(K)
if(!(flags_1&NODECONSTRUCT_1))
if(!(flags_1 & NODECONSTRUCT_1) && !(state >= PRWINDOW_FRAME_BOLTED))
if(I.tool_behaviour == TOOL_SCREWDRIVER)
I.play_tool_sound(src, 75)
if(reinf)
if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME && anchored)
to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
if(extra_reinforced && state == WINDOW_IN_FRAME)
state = PRWINDOW_SECURE
else
state = (state == WINDOW_IN_FRAME ? WINDOW_SCREWED_TO_FRAME : WINDOW_IN_FRAME)
to_chat(user, "<span class='notice'>You [state == WINDOW_IN_FRAME ? "unfasten the window from":"fasten the window to"] the frame.</span>")
else if(state == WINDOW_OUT_OF_FRAME)
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the frame from":"screw the frame to"] the floor...</span>")
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
setAnchored(!anchored)
to_chat(user, "<span class='notice'>You [anchored ? "fasten the frame to":"unfasten the frame from"] the floor.</span>")
else //if we're not reinforced, we don't need to check or update state
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
to_chat(user, "<span class='notice'>You [state == WINDOW_IN_FRAME ? "unfasten the window from":"fasten the window to"] the frame.</span>")
else if(state == WINDOW_OUT_OF_FRAME)
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the frame from":"screw the frame to"] the floor...</span>")
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
setAnchored(!anchored)
to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
to_chat(user, "<span class='notice'>You [anchored ? "fasten the frame to":"unfasten the frame from"] the floor.</span>")
return
else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME) && anchored)
to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
I.play_tool_sound(src, 75)
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
@@ -270,8 +287,67 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
qdel(src)
return
if(!reinf || !anchored)
return ..()
switch(state)
if(PRWINDOW_SECURE)
if(extra_reinforced)
if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM)
user.visible_message("<span class='notice'>[user] holds \the [I] to the security screws on \the [src]...</span>",
"<span class='notice'>You begin heating the security screws on \the [src]...</span>")
if(I.use_tool(src, user, 180, volume = 100))
to_chat(user, "<span class='notice'>The security bolts are glowing white hot and look ready to be removed.</span>")
state = PRWINDOW_BOLTS_HEATED
addtimer(CALLBACK(src, .proc/cool_bolts), 300)
return
else
if(I.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message("<span class='notice'>[user] digs into the screws and starts removing them...</span>",
"<span class='notice'>You dig into the screws hard and they start turning...</span>")
if(I.use_tool(src, user, 80, volume = 50))
state = PRWINDOW_BOLTS_OUT
to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
return
if(PRWINDOW_BOLTS_HEATED)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message("<span class='notice'>[user] digs into the security screws and starts removing them...</span>",
"<span class='notice'>You dig into the screws hard and they start turning...</span>")
if(I.use_tool(src, user, 80, volume = 50))
state = PRWINDOW_BOLTS_OUT
to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
return
if(PRWINDOW_BOLTS_OUT)
if(I.tool_behaviour == TOOL_CROWBAR)
user.visible_message("<span class='notice'>[user] wedges \the [I] into the gap in the frame and starts prying...</span>",
"<span class='notice'>You wedge \the [I] into the gap in the frame and start prying...</span>")
if(I.use_tool(src, user, 50, volume = 50))
state = PRWINDOW_POPPED
to_chat(user, "<span class='notice'>The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.</span>")
return
if(PRWINDOW_POPPED)
if(I.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message("<span class='notice'>[user] starts cutting the exposed bars on \the [src]...</span>",
"<span class='notice'>You start cutting the exposed bars on \the [src]</span>")
if(I.use_tool(src, user, 30, volume = 50))
state = PRWINDOW_BARS_CUT
to_chat(user, "<span class='notice'>The panels falls out of the way exposing the frame bolts.</span>")
return
if(PRWINDOW_BARS_CUT)
if(I.tool_behaviour == TOOL_WRENCH)
user.visible_message("<span class='notice'>[user] starts unfastening \the [src] from the frame...</span>",
"<span class='notice'>You start unfastening the bolts from the frame...</span>")
if(I.use_tool(src, user, 50, volume = 50))
to_chat(user, "<span class='notice'>You unscrew the bolts from the frame and the window pops loose.</span>")
state = WINDOW_OUT_OF_FRAME
setAnchored(FALSE)
return
return ..()
/obj/structure/window/proc/cool_bolts()
if(state == PRWINDOW_BOLTS_HEATED)
state = PRWINDOW_SECURE
visible_message("<span class='notice'>The bolts on \the [src] look like they've cooled off...</span>")
/obj/structure/window/setAnchored(anchorvalue)
..()
air_update_turf(TRUE)
@@ -577,6 +653,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof."
icon_state = "plasmarwindow"
reinf = TRUE
extra_reinforced = TRUE
heat_resistance = 50000
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
max_integrity = 500
@@ -642,6 +719,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
icon_state = "rplasmawindow"
dir = FULLTILE_WINDOW_DIR
state = PRWINDOW_SECURE
max_integrity = 1000
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
@@ -726,6 +804,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
extra_reinforced = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
smooth = SMOOTH_TRUE
@@ -758,6 +837,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
wave_explosion_multiply = EXPLOSION_DAMPEN_BOROSILICATE_WINDOW
decon_speed = 40
extra_reinforced = TRUE
glass_type = /obj/item/stack/tile/brass
glass_amount = 1
reinf = FALSE