Merge remote-tracking branch 'upstream/master' into rp-markings-attempt-two
This commit is contained in:
@@ -25957,7 +25957,7 @@
|
||||
/area/medical/paramedic)
|
||||
"bkd" = (
|
||||
/obj/machinery/camera{
|
||||
c_tag = "Medbay Morgue";
|
||||
c_tag = "Paramedic Disbatch";
|
||||
dir = 8;
|
||||
network = list("ss13","medbay")
|
||||
},
|
||||
@@ -26360,7 +26360,7 @@
|
||||
req_access_txt = "6"
|
||||
},
|
||||
/turf/open/floor/plasteel/dark,
|
||||
/area/medical/morgue)
|
||||
/area/maintenance/department/medical/morgue)
|
||||
"blb" = (
|
||||
/obj/machinery/door/airlock/command{
|
||||
name = "Captain's Quarters";
|
||||
@@ -33974,12 +33974,12 @@
|
||||
},
|
||||
/obj/machinery/bloodbankgen,
|
||||
/obj/machinery/camera{
|
||||
c_tag = "Medbay Recovery Room";
|
||||
c_tag = "Medbay Surgery Storage";
|
||||
dir = 6;
|
||||
network = list("ss13","medbay")
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bCD" = (
|
||||
/obj/machinery/computer/operating,
|
||||
/turf/open/floor/plasteel/white/side,
|
||||
@@ -34354,11 +34354,14 @@
|
||||
/area/engineering/storage/tech)
|
||||
"bDA" = (
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
dir = 4
|
||||
/obj/structure/cable{
|
||||
icon_state = "4-8"
|
||||
},
|
||||
/obj/machinery/atmospherics/pipe/manifold/supply/hidden{
|
||||
dir = 1
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bDB" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
dir = 4
|
||||
@@ -34366,6 +34369,9 @@
|
||||
/obj/structure/cable{
|
||||
icon_state = "1-4"
|
||||
},
|
||||
/obj/structure/cable{
|
||||
icon_state = "4-8"
|
||||
},
|
||||
/turf/open/floor/plasteel/white/side{
|
||||
dir = 4
|
||||
},
|
||||
@@ -35118,7 +35124,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/turf/closed/wall,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bFn" = (
|
||||
/obj/structure/disposalpipe/segment{
|
||||
dir = 5
|
||||
@@ -35130,12 +35136,12 @@
|
||||
/obj/structure/disposalpipe/segment{
|
||||
dir = 10
|
||||
},
|
||||
/obj/machinery/light/small{
|
||||
dir = 1
|
||||
},
|
||||
/obj/effect/decal/cleanable/blood/old,
|
||||
/obj/machinery/airalarm{
|
||||
pixel_y = 23
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bFp" = (
|
||||
/obj/structure/closet/crate/freezer,
|
||||
/obj/item/reagent_containers/blood/random,
|
||||
@@ -35162,8 +35168,11 @@
|
||||
dir = 8;
|
||||
sortType = 6
|
||||
},
|
||||
/obj/machinery/light/small{
|
||||
dir = 1
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bFq" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden,
|
||||
/obj/effect/turf_decal/tile/yellow,
|
||||
@@ -35187,8 +35196,11 @@
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/obj/structure/closet/crate/freezer/surplus_limbs,
|
||||
/obj/item/reagent_containers/glass/beaker/synthflesh,
|
||||
/obj/machinery/atmospherics/components/unary/vent_pump/on{
|
||||
dir = 1
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bFu" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
dir = 4
|
||||
@@ -35222,8 +35234,9 @@
|
||||
"bFx" = (
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/obj/machinery/limbgrower,
|
||||
/obj/machinery/atmospherics/components/unary/vent_scrubber/on,
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bFy" = (
|
||||
/obj/machinery/atmospherics/components/unary/vent_pump/on{
|
||||
dir = 1
|
||||
@@ -35809,7 +35822,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/turf/closed/wall,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bGR" = (
|
||||
/obj/structure/table,
|
||||
/obj/item/storage/belt/medical{
|
||||
@@ -35860,11 +35873,9 @@
|
||||
/area/medical/medbay/central)
|
||||
"bGW" = (
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/obj/machinery/atmospherics/pipe/manifold/scrubbers/hidden{
|
||||
dir = 1
|
||||
},
|
||||
/obj/machinery/atmospherics/pipe/manifold4w/scrubbers,
|
||||
/turf/closed/wall,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bGX" = (
|
||||
/obj/machinery/light{
|
||||
dir = 8
|
||||
@@ -37012,7 +37023,7 @@
|
||||
dir = 9
|
||||
},
|
||||
/turf/closed/wall,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"bJB" = (
|
||||
/obj/machinery/atmospherics/pipe/manifold4w/scrubbers,
|
||||
/turf/open/floor/plasteel,
|
||||
@@ -52309,7 +52320,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/turf/open/floor/plating,
|
||||
/area/science/robotics/mechbay)
|
||||
/area/maintenance/department/medical/morgue)
|
||||
"cHF" = (
|
||||
/obj/machinery/button/door{
|
||||
id = "Skynet_launch";
|
||||
@@ -54428,7 +54439,7 @@
|
||||
"fvk" = (
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/turf/closed/wall,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"fvY" = (
|
||||
/obj/machinery/computer/cryopod{
|
||||
pixel_y = 26
|
||||
@@ -55768,6 +55779,9 @@
|
||||
req_access_txt = "45"
|
||||
},
|
||||
/obj/machinery/door/firedoor,
|
||||
/obj/structure/cable{
|
||||
icon_state = "4-8"
|
||||
},
|
||||
/turf/open/floor/plasteel,
|
||||
/area/medical/surgery)
|
||||
"iVJ" = (
|
||||
@@ -60411,6 +60425,9 @@
|
||||
/obj/effect/spawner/structure/window/reinforced,
|
||||
/turf/open/floor/plating,
|
||||
/area/engineering/atmos)
|
||||
"tBV" = (
|
||||
/turf/closed/wall,
|
||||
/area/medical/storage)
|
||||
"tCa" = (
|
||||
/obj/structure/table/wood,
|
||||
/obj/item/instrument/guitar{
|
||||
@@ -61009,8 +61026,17 @@
|
||||
dir = 4
|
||||
},
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/obj/machinery/power/apc{
|
||||
areastring = "/area/medical/storage";
|
||||
name = "Medbay Surgery Storage";
|
||||
pixel_x = 1;
|
||||
pixel_y = -24
|
||||
},
|
||||
/obj/structure/cable{
|
||||
icon_state = "0-4"
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/medbay/central)
|
||||
/area/medical/storage)
|
||||
"uFZ" = (
|
||||
/obj/structure/closet/emcloset,
|
||||
/obj/effect/turf_decal/stripes/line{
|
||||
@@ -61336,6 +61362,16 @@
|
||||
/obj/structure/pool/Lboard,
|
||||
/turf/open/pool,
|
||||
/area/commons/fitness/pool)
|
||||
"voZ" = (
|
||||
/obj/structure/disposalpipe/segment,
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
dir = 4
|
||||
},
|
||||
/obj/structure/cable{
|
||||
icon_state = "4-8"
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/medical/storage)
|
||||
"vpY" = (
|
||||
/obj/structure/closet/lasertag/blue,
|
||||
/obj/item/clothing/under/misc/pj/blue,
|
||||
@@ -95226,10 +95262,10 @@ aJq
|
||||
bHt
|
||||
bBz
|
||||
bzs
|
||||
bof
|
||||
tBV
|
||||
bFm
|
||||
bGI
|
||||
bof
|
||||
tBV
|
||||
cBD
|
||||
bKD
|
||||
bLO
|
||||
@@ -95483,7 +95519,7 @@ bwu
|
||||
kPj
|
||||
bBB
|
||||
eBX
|
||||
bof
|
||||
tBV
|
||||
bFp
|
||||
uFV
|
||||
fvk
|
||||
@@ -95740,7 +95776,7 @@ aJq
|
||||
bAj
|
||||
aJq
|
||||
aKG
|
||||
bof
|
||||
tBV
|
||||
bFo
|
||||
bDA
|
||||
bFt
|
||||
@@ -95997,9 +96033,9 @@ byX
|
||||
aXh
|
||||
bmE
|
||||
bCA
|
||||
bof
|
||||
tBV
|
||||
bCC
|
||||
bDA
|
||||
voZ
|
||||
bFx
|
||||
bGW
|
||||
bKI
|
||||
|
||||
@@ -13232,7 +13232,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/turf/open/floor/plasteel,
|
||||
/area/hallway/secondary/service)
|
||||
/area/maintenance/port/fore)
|
||||
"aYA" = (
|
||||
/obj/structure/cable/white{
|
||||
icon_state = "4-8"
|
||||
@@ -33522,7 +33522,7 @@
|
||||
dir = 1
|
||||
},
|
||||
/turf/open/floor/plasteel,
|
||||
/area/security/range)
|
||||
/area/maintenance/starboard)
|
||||
"cqi" = (
|
||||
/obj/structure/cable/white,
|
||||
/obj/effect/spawner/structure/window/reinforced,
|
||||
@@ -49101,7 +49101,7 @@
|
||||
icon_state = "1-2"
|
||||
},
|
||||
/turf/open/floor/plasteel,
|
||||
/area/science/misc_lab)
|
||||
/area/maintenance/port)
|
||||
"dhU" = (
|
||||
/obj/structure/sign/nanotrasen,
|
||||
/turf/closed/wall/r_wall,
|
||||
@@ -71534,6 +71534,9 @@
|
||||
},
|
||||
/turf/open/floor/plasteel/dark,
|
||||
/area/command/heads_quarters/hos)
|
||||
"emZ" = (
|
||||
/turf/closed/wall,
|
||||
/area/hallway/primary/port)
|
||||
"enl" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden,
|
||||
/obj/effect/turf_decal/stripes/corner,
|
||||
@@ -106478,7 +106481,7 @@
|
||||
dir = 1
|
||||
},
|
||||
/turf/open/floor/plasteel,
|
||||
/area/commons/dorms)
|
||||
/area/maintenance/starboard)
|
||||
"qtk" = (
|
||||
/obj/structure/table/wood,
|
||||
/obj/item/reagent_containers/food/drinks/soda_cans/dr_gibb,
|
||||
@@ -156429,7 +156432,7 @@ pzz
|
||||
kRu
|
||||
iio
|
||||
aMN
|
||||
alf
|
||||
emZ
|
||||
bqm
|
||||
bsp
|
||||
bug
|
||||
@@ -156686,7 +156689,7 @@ vgS
|
||||
xnz
|
||||
iio
|
||||
aMO
|
||||
alf
|
||||
emZ
|
||||
bqn
|
||||
bsq
|
||||
buh
|
||||
@@ -156943,7 +156946,7 @@ lNq
|
||||
skw
|
||||
iio
|
||||
aMN
|
||||
alf
|
||||
emZ
|
||||
bqo
|
||||
bsr
|
||||
fzc
|
||||
|
||||
@@ -25521,6 +25521,9 @@
|
||||
/obj/effect/turf_decal/tile/purple{
|
||||
dir = 4
|
||||
},
|
||||
/obj/item/paicard{
|
||||
pixel_x = -8
|
||||
},
|
||||
/turf/open/floor/plasteel/white,
|
||||
/area/science/research)
|
||||
"cav" = (
|
||||
@@ -74083,7 +74086,7 @@
|
||||
},
|
||||
/obj/machinery/door/firedoor,
|
||||
/turf/open/floor/plating,
|
||||
/area/science/circuit)
|
||||
/area/maintenance/starboard/aft)
|
||||
"sFR" = (
|
||||
/obj/structure/cable{
|
||||
icon_state = "2-8"
|
||||
@@ -76385,7 +76388,7 @@
|
||||
icon_state = "1-2"
|
||||
},
|
||||
/turf/open/floor/plating,
|
||||
/area/service/library)
|
||||
/area/maintenance/port)
|
||||
"ubJ" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
|
||||
/obj/structure/cable/yellow{
|
||||
@@ -80256,7 +80259,7 @@
|
||||
},
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden,
|
||||
/turf/open/floor/plating,
|
||||
/area/commons/vacant_room/office)
|
||||
/area/maintenance/port)
|
||||
"wxP" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
dir = 10
|
||||
@@ -97479,8 +97482,8 @@ dne
|
||||
aip
|
||||
dne
|
||||
dne
|
||||
dne
|
||||
dne
|
||||
aRA
|
||||
aRA
|
||||
dne
|
||||
baf
|
||||
bbK
|
||||
|
||||
@@ -705,7 +705,7 @@
|
||||
icon_state = "4-8"
|
||||
},
|
||||
/turf/open/floor/plating,
|
||||
/area/commons/fitness/pool)
|
||||
/area/maintenance/department/crew_quarters/dorms)
|
||||
"abG" = (
|
||||
/obj/structure/cable{
|
||||
icon_state = "1-2"
|
||||
@@ -3392,6 +3392,10 @@
|
||||
/obj/vehicle/ridden/secway,
|
||||
/obj/item/key/security,
|
||||
/obj/effect/turf_decal/bot,
|
||||
/obj/machinery/airalarm{
|
||||
dir = 1;
|
||||
pixel_y = -22
|
||||
},
|
||||
/turf/open/floor/plasteel/showroomfloor,
|
||||
/area/security/office)
|
||||
"ais" = (
|
||||
@@ -4891,6 +4895,10 @@
|
||||
/obj/effect/turf_decal/tile/red{
|
||||
dir = 8
|
||||
},
|
||||
/obj/machinery/airalarm{
|
||||
dir = 4;
|
||||
pixel_x = -23
|
||||
},
|
||||
/turf/open/floor/plasteel,
|
||||
/area/security/brig)
|
||||
"alz" = (
|
||||
@@ -37279,7 +37287,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/turf/open/floor/plating,
|
||||
/area/science/mixing)
|
||||
/area/maintenance/department/science)
|
||||
"bGB" = (
|
||||
/obj/machinery/light/small,
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
@@ -45936,14 +45944,8 @@
|
||||
/turf/open/floor/engine,
|
||||
/area/maintenance/disposal/incinerator)
|
||||
"bZV" = (
|
||||
/obj/effect/mapping_helpers/airlock/cyclelink_helper{
|
||||
dir = 8
|
||||
},
|
||||
/obj/machinery/door/airlock/external{
|
||||
req_access_txt = "13"
|
||||
},
|
||||
/turf/open/floor/plating,
|
||||
/area/maintenance/department/cargo)
|
||||
/turf/closed/wall,
|
||||
/area/hallway/primary/fore)
|
||||
"bZY" = (
|
||||
/turf/closed/wall,
|
||||
/area/service/chapel/office)
|
||||
@@ -61261,8 +61263,14 @@
|
||||
/turf/open/floor/plating,
|
||||
/area/maintenance/department/science)
|
||||
"vtT" = (
|
||||
/obj/effect/mapping_helpers/airlock/cyclelink_helper{
|
||||
dir = 8
|
||||
},
|
||||
/obj/machinery/door/airlock/external{
|
||||
req_access_txt = "13"
|
||||
},
|
||||
/turf/open/floor/plating,
|
||||
/area/maintenance/solars/port)
|
||||
/area/maintenance/department/cargo)
|
||||
"vuP" = (
|
||||
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
|
||||
dir = 4
|
||||
@@ -62179,7 +62187,7 @@
|
||||
"xuv" = (
|
||||
/obj/item/broken_bottle,
|
||||
/turf/open/floor/plating,
|
||||
/area/maintenance/solars/port)
|
||||
/area/maintenance/department/security/brig)
|
||||
"xvO" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
|
||||
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
|
||||
@@ -79788,11 +79796,11 @@ atp
|
||||
aus
|
||||
aiu
|
||||
wxb
|
||||
axC
|
||||
aiu
|
||||
xuv
|
||||
azN
|
||||
vtT
|
||||
vtT
|
||||
aoe
|
||||
ajD
|
||||
ajD
|
||||
aiu
|
||||
apB
|
||||
aiu
|
||||
@@ -82360,8 +82368,8 @@ apE
|
||||
avq
|
||||
apE
|
||||
ajM
|
||||
aiu
|
||||
aiu
|
||||
bZV
|
||||
bZV
|
||||
gSH
|
||||
xJy
|
||||
sJr
|
||||
@@ -106255,7 +106263,7 @@ aaF
|
||||
aaF
|
||||
aaF
|
||||
abF
|
||||
aaF
|
||||
aiS
|
||||
aiS
|
||||
atn
|
||||
awC
|
||||
@@ -107807,8 +107815,8 @@ aaa
|
||||
aaa
|
||||
aaa
|
||||
aaa
|
||||
aEl
|
||||
aFi
|
||||
aEj
|
||||
vtT
|
||||
aEj
|
||||
aaa
|
||||
aEj
|
||||
@@ -108064,9 +108072,9 @@ aaa
|
||||
aaa
|
||||
aaa
|
||||
aaa
|
||||
aEj
|
||||
bZV
|
||||
aEj
|
||||
cdm
|
||||
cdm
|
||||
cdm
|
||||
aaa
|
||||
aaa
|
||||
aaa
|
||||
@@ -108321,9 +108329,9 @@ aaa
|
||||
aaa
|
||||
aaa
|
||||
aaa
|
||||
ahi
|
||||
ahi
|
||||
ahi
|
||||
bBW
|
||||
bBW
|
||||
bBW
|
||||
aaa
|
||||
aaa
|
||||
aaa
|
||||
|
||||
@@ -51,3 +51,4 @@
|
||||
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
|
||||
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
|
||||
#define ORGAN_EDIBLE (1<<7) //is a snack? :D
|
||||
#define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time.
|
||||
|
||||
@@ -136,3 +136,6 @@
|
||||
|
||||
// paintings
|
||||
#define VV_HK_REMOVE_PAINTING "remove_painting"
|
||||
|
||||
//outfits
|
||||
#define VV_HK_TO_OUTFIT_EDITOR "outfit_editor"
|
||||
|
||||
@@ -68,6 +68,7 @@
|
||||
for(var/spath in subtypesof(/datum/species))
|
||||
var/datum/species/S = new spath()
|
||||
GLOB.species_list[S.id] = spath
|
||||
GLOB.species_datums[S.id] = S
|
||||
|
||||
//Surgeries
|
||||
for(var/path in subtypesof(/datum/surgery))
|
||||
|
||||
@@ -1051,7 +1051,7 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
|
||||
return 0
|
||||
|
||||
//For creating consistent icons for human looking simple animals
|
||||
/proc/get_flat_human_icon(icon_id, datum/job/J, datum/preferences/prefs, dummy_key, showDirs = GLOB.cardinals, outfit_override = null)
|
||||
/proc/get_flat_human_icon(icon_id, datum/job/J, datum/preferences/prefs, dummy_key, showDirs = GLOB.cardinals, outfit_override = null, no_anim = FALSE)
|
||||
var/static/list/humanoid_icon_cache = list()
|
||||
if(!icon_id || !humanoid_icon_cache[icon_id])
|
||||
var/mob/living/carbon/human/dummy/body = generate_or_wait_for_human_dummy(dummy_key)
|
||||
@@ -1065,10 +1065,9 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
|
||||
|
||||
|
||||
var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
|
||||
COMPILE_OVERLAYS(body)
|
||||
for(var/D in showDirs)
|
||||
body.setDir(D)
|
||||
COMPILE_OVERLAYS(body)
|
||||
var/icon/partial = getFlatIcon(body)
|
||||
var/icon/partial = getFlatIcon(body, defdir = D, no_anim = no_anim)
|
||||
out_icon.Insert(partial,dir=D)
|
||||
|
||||
humanoid_icon_cache[icon_id] = out_icon
|
||||
|
||||
@@ -320,6 +320,8 @@ GLOBAL_LIST_INIT(nonstandard_skin_tones, list("orange"))
|
||||
|
||||
GLOBAL_LIST_EMPTY(species_list)
|
||||
|
||||
GLOBAL_LIST_EMPTY(species_datums)
|
||||
|
||||
/proc/age2agedescription(age)
|
||||
switch(age)
|
||||
if(0 to 1)
|
||||
|
||||
@@ -95,3 +95,9 @@
|
||||
if("I'm feeling lucky")
|
||||
chosen_id = pick(subtypesof(/datum/reagent))
|
||||
return chosen_id
|
||||
|
||||
/proc/find_reagent_object_from_type(input)
|
||||
if(GLOB.chemical_reagents_list[input]) //prefer IDs!
|
||||
return GLOB.chemical_reagents_list[input]
|
||||
else
|
||||
return null
|
||||
|
||||
@@ -49,7 +49,12 @@ GLOBAL_LIST_INIT(bitfields, list(
|
||||
"UNIQUE_RENAME" = UNIQUE_RENAME,
|
||||
"USES_TGUI" = USES_TGUI,
|
||||
"FROZEN" = FROZEN,
|
||||
"SHOVABLE_ONTO" = SHOVABLE_ONTO
|
||||
"SHOVABLE_ONTO" = SHOVABLE_ONTO,
|
||||
"BLOCK_Z_OUT_DOWN" = BLOCK_Z_OUT_DOWN,
|
||||
"BLOCK_Z_OUT_UP" = BLOCK_Z_OUT_UP,
|
||||
"BLOCK_Z_IN_DOWN" = BLOCK_Z_IN_DOWN,
|
||||
"BLOCK_Z_IN_UP" = BLOCK_Z_IN_UP,
|
||||
"EXAMINE_SKIP" = EXAMINE_SKIP
|
||||
),
|
||||
"datum_flags" = list(
|
||||
"DF_USE_TAG" = DF_USE_TAG,
|
||||
|
||||
@@ -61,14 +61,14 @@ SUBSYSTEM_DEF(activity)
|
||||
for(var/threat in threat_history)
|
||||
. = max(threat_history[threat], .)
|
||||
|
||||
/datum/controller/subsystem/activity/proc/on_explosion(atom/epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
|
||||
/datum/controller/subsystem/activity/proc/on_explosion(datum/source, atom/epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
|
||||
if(!("explosions" in deferred_threats))
|
||||
deferred_threats["explosions"] = 0
|
||||
var/area/A = get_area(epicenter)
|
||||
if(is_station_level(epicenter.z) && (A.area_flags & BLOBS_ALLOWED) && !istype(A, /area/asteroid))
|
||||
deferred_threats["explosions"] += devastation_range**2 + heavy_impact_range**2 / 4 + light_impact_range**2 / 8 // 75 for a maxcap
|
||||
|
||||
/datum/controller/subsystem/activity/proc/on_death(mob/M, gibbed)
|
||||
/datum/controller/subsystem/activity/proc/on_death(datum/source, mob/M, gibbed)
|
||||
if(!("crew_deaths" in deferred_threats))
|
||||
deferred_threats["crew_deaths"] = 0
|
||||
if(M?.mind && SSjob.GetJob(M.mind.assigned_role))
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
return
|
||||
strength -= strength / hl3_release_date
|
||||
if(strength <= RAD_BACKGROUND_RADIATION)
|
||||
return PROCESS_KILL
|
||||
qdel(src)
|
||||
|
||||
|
||||
/datum/component/radioactive/proc/glow_loop(atom/movable/master)
|
||||
|
||||
+3
-2
@@ -329,12 +329,13 @@
|
||||
uni_identity = generate_uni_identity()
|
||||
unique_enzymes = generate_unique_enzymes()
|
||||
|
||||
/datum/dna/proc/initialize_dna(newblood_type)
|
||||
/datum/dna/proc/initialize_dna(newblood_type, skip_index = FALSE)
|
||||
if(newblood_type)
|
||||
blood_type = newblood_type
|
||||
unique_enzymes = generate_unique_enzymes()
|
||||
uni_identity = generate_uni_identity()
|
||||
generate_dna_blocks()
|
||||
if(!skip_index) //I hate this
|
||||
generate_dna_blocks()
|
||||
features = random_features(species?.id, holder?.gender)
|
||||
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
/datum/mutation/human/space_adaptation/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
|
||||
..()
|
||||
if(!(type in visual_indicators))
|
||||
visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "fire", -MUTATIONS_LAYER))
|
||||
visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "space_adapt", -MUTATIONS_LAYER))
|
||||
|
||||
/datum/mutation/human/space_adaptation/get_visual_indicator()
|
||||
return visual_indicators[type][1]
|
||||
|
||||
+294
-57
@@ -1,71 +1,185 @@
|
||||
/**
|
||||
* # Outfit datums
|
||||
*
|
||||
* This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
|
||||
* this is the way to do it cleanly and properly.
|
||||
*
|
||||
* You can also specify an outfit datum on a job to have it auto equipped to the mob on join
|
||||
*
|
||||
* /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit
|
||||
* and you pass it the relevant datum outfit
|
||||
*
|
||||
* outfits can also be saved as json blobs downloadable by a client and then can be uploaded
|
||||
* by that user to recreate the outfit, this is used by admins to allow for custom event outfits
|
||||
* that can be restored at a later date
|
||||
*/
|
||||
/datum/outfit
|
||||
///Name of the outfit (shows up in the equip admin verb)
|
||||
var/name = "Naked"
|
||||
|
||||
var/uniform = null
|
||||
var/suit = null
|
||||
var/toggle_helmet = TRUE
|
||||
var/back = null
|
||||
var/belt = null
|
||||
var/gloves = null
|
||||
var/shoes = null
|
||||
var/head = null
|
||||
var/mask = null
|
||||
var/neck = null
|
||||
var/ears = null
|
||||
var/glasses = null
|
||||
/// Type path of item to go in the idcard slot
|
||||
var/id = null
|
||||
var/l_pocket = null
|
||||
var/r_pocket = null
|
||||
|
||||
/// Type path of item to go in uniform slot
|
||||
var/uniform = null
|
||||
|
||||
/// Type path of item to go in suit slot
|
||||
var/suit = null
|
||||
|
||||
/**
|
||||
* Type path of item to go in suit storage slot
|
||||
*
|
||||
* (make sure it's valid for that suit)
|
||||
*/
|
||||
var/suit_store = null
|
||||
var/r_hand = null
|
||||
|
||||
/// Type path of item to go in back slot
|
||||
var/back = null
|
||||
|
||||
/**
|
||||
* list of items that should go in the backpack of the user
|
||||
*
|
||||
* Format of this list should be: list(path=count,otherpath=count)
|
||||
*/
|
||||
var/list/backpack_contents = null
|
||||
|
||||
/// Type path of item to go in belt slot
|
||||
var/belt = null
|
||||
|
||||
/// Type path of item to go in ears slot
|
||||
var/ears = null
|
||||
|
||||
/// Type path of item to go in the glasses slot
|
||||
var/glasses = null
|
||||
|
||||
/// Type path of item to go in gloves slot
|
||||
var/gloves = null
|
||||
|
||||
/// Type path of item to go in head slot
|
||||
var/head = null
|
||||
|
||||
/// Type path of item to go in mask slot
|
||||
var/mask = null
|
||||
|
||||
/// Type path of item to go in neck slot
|
||||
var/neck = null
|
||||
|
||||
/// Type path of item to go in shoes slot
|
||||
var/shoes = null
|
||||
|
||||
/// Type path of item for left pocket slot
|
||||
var/l_pocket = null
|
||||
|
||||
/// Type path of item for right pocket slot
|
||||
var/r_pocket = null
|
||||
|
||||
///Type path of item to go in the right hand
|
||||
var/l_hand = null
|
||||
var/internals_slot = null //ID of slot containing a gas tank
|
||||
var/list/backpack_contents = null // In the list(path=count,otherpath=count) format
|
||||
var/box // Internals box. Will be inserted at the start of backpack_contents
|
||||
var/list/implants = null
|
||||
|
||||
//Type path of item to go in left hand
|
||||
var/r_hand = null
|
||||
|
||||
/// Any clothing accessory item
|
||||
var/accessory = null
|
||||
|
||||
var/can_be_admin_equipped = TRUE // Set to FALSE if your outfit requires runtime parameters
|
||||
var/list/chameleon_extras //extra types for chameleon outfit changes, mostly guns
|
||||
/// Internals box. Will be inserted at the start of backpack_contents
|
||||
var/box
|
||||
|
||||
/**
|
||||
* extra types for chameleon outfit changes, mostly guns
|
||||
*
|
||||
* Format of this list is (typepath, typepath, typepath)
|
||||
*
|
||||
* These are all added and returns in the list for get_chamelon_diguise_info proc
|
||||
*/
|
||||
var/list/chameleon_extras
|
||||
|
||||
/**
|
||||
* Any implants the mob should start implanted with
|
||||
*
|
||||
* Format of this list is (typepath, typepath, typepath)
|
||||
*/
|
||||
var/list/implants = null
|
||||
|
||||
///ID of the slot containing a gas tank
|
||||
var/internals_slot = null
|
||||
|
||||
/// Should the toggle helmet proc be called on the helmet during equip
|
||||
var/toggle_helmet = TRUE
|
||||
|
||||
/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
|
||||
var/datum/sprite_accessory/undershirt = null
|
||||
|
||||
/**
|
||||
* Called at the start of the equip proc
|
||||
*
|
||||
* Override to change the value of the slots depending on client prefs, species and
|
||||
* other such sources of change
|
||||
*
|
||||
* Extra Arguments
|
||||
* * visualsOnly true if this is only for display (in the character setup screen)
|
||||
*
|
||||
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
|
||||
*/
|
||||
/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
|
||||
//to be overridden for customization depending on client prefs,species etc
|
||||
return
|
||||
|
||||
/**
|
||||
* Called after the equip proc has finished
|
||||
*
|
||||
* All items are on the mob at this point, use this proc to toggle internals
|
||||
* fiddle with id bindings and accesses etc
|
||||
*
|
||||
* Extra Arguments
|
||||
* * visualsOnly true if this is only for display (in the character setup screen)
|
||||
*
|
||||
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
|
||||
*/
|
||||
/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
|
||||
//to be overridden for toggling internals, id binding, access etc
|
||||
return
|
||||
|
||||
/**
|
||||
* Equips all defined types and paths to the mob passed in
|
||||
*
|
||||
* Extra Arguments
|
||||
* * visualsOnly true if this is only for display (in the character setup screen)
|
||||
*
|
||||
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
|
||||
*/
|
||||
/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
|
||||
pre_equip(H, visualsOnly, preference_source)
|
||||
|
||||
//Start with uniform,suit,backpack for additional slots
|
||||
if(uniform)
|
||||
H.equip_to_slot_or_del(new uniform(H),SLOT_W_UNIFORM)
|
||||
H.equip_to_slot_or_del(new uniform(H), SLOT_W_UNIFORM, TRUE)
|
||||
if(suit)
|
||||
H.equip_to_slot_or_del(new suit(H),SLOT_WEAR_SUIT)
|
||||
H.equip_to_slot_or_del(new suit(H), SLOT_WEAR_SUIT, TRUE)
|
||||
if(back)
|
||||
H.equip_to_slot_or_del(new back(H),SLOT_BACK)
|
||||
H.equip_to_slot_or_del(new back(H), SLOT_BACK, TRUE)
|
||||
if(belt)
|
||||
H.equip_to_slot_or_del(new belt(H),SLOT_BELT)
|
||||
H.equip_to_slot_or_del(new belt(H), SLOT_BELT, TRUE)
|
||||
if(gloves)
|
||||
H.equip_to_slot_or_del(new gloves(H),SLOT_GLOVES)
|
||||
H.equip_to_slot_or_del(new gloves(H), SLOT_GLOVES, TRUE)
|
||||
if(shoes)
|
||||
H.equip_to_slot_or_del(new shoes(H),SLOT_SHOES)
|
||||
H.equip_to_slot_or_del(new shoes(H), SLOT_SHOES, TRUE)
|
||||
if(head)
|
||||
H.equip_to_slot_or_del(new head(H),SLOT_HEAD)
|
||||
H.equip_to_slot_or_del(new head(H), SLOT_HEAD, TRUE)
|
||||
if(mask)
|
||||
H.equip_to_slot_or_del(new mask(H),SLOT_WEAR_MASK)
|
||||
H.equip_to_slot_or_del(new mask(H), SLOT_WEAR_MASK, TRUE)
|
||||
if(neck)
|
||||
H.equip_to_slot_or_del(new neck(H),SLOT_NECK)
|
||||
H.equip_to_slot_or_del(new neck(H), SLOT_NECK, TRUE)
|
||||
if(ears)
|
||||
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
|
||||
H.equip_to_slot_or_del(new ears(H), SLOT_EARS, TRUE)
|
||||
if(glasses)
|
||||
H.equip_to_slot_or_del(new glasses(H),SLOT_GLASSES)
|
||||
H.equip_to_slot_or_del(new glasses(H), SLOT_GLASSES, TRUE)
|
||||
if(id)
|
||||
H.equip_to_slot_or_del(new id(H),SLOT_WEAR_ID)
|
||||
H.equip_to_slot_or_del(new id(H), SLOT_WEAR_ID, TRUE)
|
||||
if(suit_store)
|
||||
H.equip_to_slot_or_del(new suit_store(H),SLOT_S_STORE)
|
||||
H.equip_to_slot_or_del(new suit_store(H), SLOT_S_STORE, TRUE)
|
||||
if(undershirt)
|
||||
H.undershirt = initial(undershirt.name)
|
||||
|
||||
if(accessory)
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
@@ -81,9 +195,9 @@
|
||||
|
||||
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
|
||||
if(l_pocket)
|
||||
H.equip_to_slot_or_del(new l_pocket(H),SLOT_L_STORE)
|
||||
H.equip_to_slot_or_del(new l_pocket(H), SLOT_L_STORE, TRUE)
|
||||
if(r_pocket)
|
||||
H.equip_to_slot_or_del(new r_pocket(H),SLOT_R_STORE)
|
||||
H.equip_to_slot_or_del(new r_pocket(H), SLOT_R_STORE, TRUE)
|
||||
|
||||
if(box)
|
||||
if(!backpack_contents)
|
||||
@@ -97,7 +211,7 @@
|
||||
if(!isnum(number))//Default to 1
|
||||
number = 1
|
||||
for(var/i in 1 to number)
|
||||
H.equip_to_slot_or_del(new path(H),SLOT_IN_BACKPACK)
|
||||
H.equip_to_slot_or_del(new path(H), SLOT_IN_BACKPACK, TRUE)
|
||||
|
||||
if(!H.head && toggle_helmet && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
|
||||
var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
|
||||
@@ -112,55 +226,178 @@
|
||||
H.update_action_buttons_icon()
|
||||
if(implants)
|
||||
for(var/implant_type in implants)
|
||||
var/obj/item/implant/I = new implant_type
|
||||
var/obj/item/implant/I = new implant_type(H)
|
||||
I.implant(H, null, TRUE)
|
||||
|
||||
H.update_body()
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* Apply a fingerprint from the passed in human to all items in the outfit
|
||||
*
|
||||
* Used for forensics setup when the mob is first equipped at roundstart
|
||||
* essentially calls add_fingerprint to every defined item on the human
|
||||
*
|
||||
*/
|
||||
/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H)
|
||||
if(!istype(H))
|
||||
return
|
||||
if(H.back)
|
||||
H.back.add_fingerprint(H,1) //The 1 sets a flag to ignore gloves
|
||||
H.back.add_fingerprint(H, ignoregloves = TRUE)
|
||||
for(var/obj/item/I in H.back.contents)
|
||||
I.add_fingerprint(H,1)
|
||||
I.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.wear_id)
|
||||
H.wear_id.add_fingerprint(H,1)
|
||||
H.wear_id.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.w_uniform)
|
||||
H.w_uniform.add_fingerprint(H,1)
|
||||
H.w_uniform.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.wear_suit)
|
||||
H.wear_suit.add_fingerprint(H,1)
|
||||
H.wear_suit.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.wear_mask)
|
||||
H.wear_mask.add_fingerprint(H,1)
|
||||
H.wear_mask.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.wear_neck)
|
||||
H.wear_neck.add_fingerprint(H,1)
|
||||
H.wear_neck.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.head)
|
||||
H.head.add_fingerprint(H,1)
|
||||
H.head.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.shoes)
|
||||
H.shoes.add_fingerprint(H,1)
|
||||
H.shoes.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.gloves)
|
||||
H.gloves.add_fingerprint(H,1)
|
||||
H.gloves.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.ears)
|
||||
H.ears.add_fingerprint(H,1)
|
||||
H.ears.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.glasses)
|
||||
H.glasses.add_fingerprint(H,1)
|
||||
H.glasses.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.belt)
|
||||
H.belt.add_fingerprint(H,1)
|
||||
H.belt.add_fingerprint(H, ignoregloves = TRUE)
|
||||
for(var/obj/item/I in H.belt.contents)
|
||||
I.add_fingerprint(H,1)
|
||||
I.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.s_store)
|
||||
H.s_store.add_fingerprint(H,1)
|
||||
H.s_store.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.l_store)
|
||||
H.l_store.add_fingerprint(H,1)
|
||||
H.l_store.add_fingerprint(H, ignoregloves = TRUE)
|
||||
if(H.r_store)
|
||||
H.r_store.add_fingerprint(H,1)
|
||||
H.r_store.add_fingerprint(H, ignoregloves = TRUE)
|
||||
for(var/obj/item/I in H.held_items)
|
||||
I.add_fingerprint(H,1)
|
||||
return 1
|
||||
I.add_fingerprint(H, ignoregloves = TRUE)
|
||||
return TRUE
|
||||
|
||||
/// Return a list of all the types that are required to disguise as this outfit type
|
||||
/datum/outfit/proc/get_chameleon_disguise_info()
|
||||
var/list/types = list(uniform, suit, back, belt, gloves, shoes, head, mask, neck, ears, glasses, id, l_pocket, r_pocket, suit_store, r_hand, l_hand)
|
||||
types += chameleon_extras
|
||||
listclearnulls(types)
|
||||
return types
|
||||
|
||||
/// Return a json list of this outfit
|
||||
/datum/outfit/proc/get_json_data()
|
||||
. = list()
|
||||
.["outfit_type"] = type
|
||||
.["name"] = name
|
||||
.["uniform"] = uniform
|
||||
.["suit"] = suit
|
||||
.["toggle_helmet"] = toggle_helmet
|
||||
.["back"] = back
|
||||
.["belt"] = belt
|
||||
.["gloves"] = gloves
|
||||
.["shoes"] = shoes
|
||||
.["head"] = head
|
||||
.["mask"] = mask
|
||||
.["neck"] = neck
|
||||
.["ears"] = ears
|
||||
.["glasses"] = glasses
|
||||
.["id"] = id
|
||||
.["l_pocket"] = l_pocket
|
||||
.["r_pocket"] = r_pocket
|
||||
.["suit_store"] = suit_store
|
||||
.["r_hand"] = r_hand
|
||||
.["l_hand"] = l_hand
|
||||
.["internals_slot"] = internals_slot
|
||||
.["backpack_contents"] = backpack_contents
|
||||
.["box"] = box
|
||||
.["implants"] = implants
|
||||
.["accessory"] = accessory
|
||||
|
||||
/// Copy most vars from another outfit to this one
|
||||
/datum/outfit/proc/copy_from(datum/outfit/target)
|
||||
name = target.name
|
||||
uniform = target.uniform
|
||||
suit = target.suit
|
||||
toggle_helmet = target.toggle_helmet
|
||||
back = target.back
|
||||
belt = target.belt
|
||||
gloves = target.gloves
|
||||
shoes = target.shoes
|
||||
head = target.head
|
||||
mask = target.mask
|
||||
neck = target.neck
|
||||
ears = target.ears
|
||||
glasses = target.glasses
|
||||
id = target.id
|
||||
l_pocket = target.l_pocket
|
||||
r_pocket = target.r_pocket
|
||||
suit_store = target.suit_store
|
||||
r_hand = target.r_hand
|
||||
l_hand = target.l_hand
|
||||
internals_slot = target.internals_slot
|
||||
backpack_contents = target.backpack_contents
|
||||
box = target.box
|
||||
implants = target.implants
|
||||
accessory = target.accessory
|
||||
|
||||
/// Prompt the passed in mob client to download this outfit as a json blob
|
||||
/datum/outfit/proc/save_to_file(mob/admin)
|
||||
var/stored_data = get_json_data()
|
||||
var/json = json_encode(stored_data)
|
||||
//Kinda annoying but as far as i can tell you need to make actual file.
|
||||
var/f = file("data/TempOutfitUpload")
|
||||
fdel(f)
|
||||
WRITE_FILE(f,json)
|
||||
admin << ftp(f,"[name].json")
|
||||
|
||||
/// Create an outfit datum from a list of json data
|
||||
/datum/outfit/proc/load_from(list/outfit_data)
|
||||
//This could probably use more strict validation
|
||||
name = outfit_data["name"]
|
||||
uniform = text2path(outfit_data["uniform"])
|
||||
suit = text2path(outfit_data["suit"])
|
||||
toggle_helmet = outfit_data["toggle_helmet"]
|
||||
back = text2path(outfit_data["back"])
|
||||
belt = text2path(outfit_data["belt"])
|
||||
gloves = text2path(outfit_data["gloves"])
|
||||
shoes = text2path(outfit_data["shoes"])
|
||||
head = text2path(outfit_data["head"])
|
||||
mask = text2path(outfit_data["mask"])
|
||||
neck = text2path(outfit_data["neck"])
|
||||
ears = text2path(outfit_data["ears"])
|
||||
glasses = text2path(outfit_data["glasses"])
|
||||
id = text2path(outfit_data["id"])
|
||||
l_pocket = text2path(outfit_data["l_pocket"])
|
||||
r_pocket = text2path(outfit_data["r_pocket"])
|
||||
suit_store = text2path(outfit_data["suit_store"])
|
||||
r_hand = text2path(outfit_data["r_hand"])
|
||||
l_hand = text2path(outfit_data["l_hand"])
|
||||
internals_slot = outfit_data["internals_slot"]
|
||||
var/list/backpack = outfit_data["backpack_contents"]
|
||||
backpack_contents = list()
|
||||
for(var/item in backpack)
|
||||
var/itype = text2path(item)
|
||||
if(itype)
|
||||
backpack_contents[itype] = backpack[item]
|
||||
box = text2path(outfit_data["box"])
|
||||
var/list/impl = outfit_data["implants"]
|
||||
implants = list()
|
||||
for(var/I in impl)
|
||||
var/imptype = text2path(I)
|
||||
if(imptype)
|
||||
implants += imptype
|
||||
accessory = text2path(outfit_data["accessory"])
|
||||
return TRUE
|
||||
|
||||
/datum/outfit/vv_get_dropdown()
|
||||
. = ..()
|
||||
VV_DROPDOWN_OPTION("", "---")
|
||||
VV_DROPDOWN_OPTION(VV_HK_TO_OUTFIT_EDITOR, "Outfit Editor")
|
||||
|
||||
/datum/outfit/vv_do_topic(list/href_list)
|
||||
. = ..()
|
||||
if(href_list[VV_HK_TO_OUTFIT_EDITOR])
|
||||
usr.client.open_outfit_editor(src)
|
||||
|
||||
+234
-195
@@ -1,9 +1,5 @@
|
||||
#define LIMBGROWER_MAIN_MENU 1
|
||||
#define LIMBGROWER_CATEGORY_MENU 2
|
||||
#define LIMBGROWER_CHEMICAL_MENU 3
|
||||
//use these for the menu system
|
||||
|
||||
|
||||
/// The limbgrower. Makes organd and limbs with synthflesh and chems.
|
||||
/// See [limbgrower_designs.dm] for everything we can make.
|
||||
/obj/machinery/limbgrower
|
||||
name = "limb grower"
|
||||
desc = "It grows new limbs using Synthflesh."
|
||||
@@ -15,161 +11,235 @@
|
||||
active_power_usage = 100
|
||||
circuit = /obj/item/circuitboard/machine/limbgrower
|
||||
|
||||
var/operating = FALSE
|
||||
var/disabled = FALSE
|
||||
/// The category of limbs we're browing in our UI.
|
||||
var/selected_category = "human"
|
||||
/// If we're currently printing something.
|
||||
var/busy = FALSE
|
||||
var/prod_coeff = 1
|
||||
/// How efficient our machine is. Better parts = less chemicals used and less power used. Range of 1 to 0.25.
|
||||
var/production_coefficient = 1
|
||||
/// How long it takes for us to print a limb. Affected by production_coefficient.
|
||||
var/production_speed = 3 SECONDS
|
||||
/// The design we're printing currently.
|
||||
var/datum/design/being_built
|
||||
/// Our internal techweb for limbgrower designs.
|
||||
var/datum/techweb/stored_research
|
||||
var/selected_category
|
||||
var/screen = 1
|
||||
/// All the categories of organs we can print.
|
||||
var/list/categories = list(
|
||||
"human" = /datum/species/human,
|
||||
"lizard" = /datum/species/lizard,
|
||||
"mammal" = /datum/species/mammal,
|
||||
"insect" = /datum/species/insect,
|
||||
"fly" = /datum/species/fly,
|
||||
"plasmaman" = /datum/species/plasmaman,
|
||||
"xeno" = /datum/species/xeno,
|
||||
"other" = /datum/species,
|
||||
)
|
||||
var/list/stored_species = list()
|
||||
"human",
|
||||
"lizard",
|
||||
"mammal",
|
||||
"insect",
|
||||
"fly",
|
||||
"plasmaman",
|
||||
"xeno",
|
||||
"other",
|
||||
)
|
||||
var/obj/item/disk/data/dna_disk
|
||||
|
||||
/obj/machinery/limbgrower/Initialize()
|
||||
create_reagents(100, OPENCONTAINER)
|
||||
stored_research = new /datum/techweb/specialized/autounlocking/limbgrower
|
||||
for(var/i in categories)
|
||||
var/species = categories[i]
|
||||
stored_species[i] = new species()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/plumbing/simple_demand)
|
||||
AddComponent(/datum/component/simple_rotation, ROTATION_WRENCH | ROTATION_CLOCKWISE, null, CALLBACK(src, .proc/can_be_rotated))
|
||||
|
||||
/obj/machinery/limbgrower/ui_interact(mob/user)
|
||||
/obj/machinery/limbgrower/ui_interact(mob/user, datum/tgui/ui)
|
||||
. = ..()
|
||||
if(!is_operational())
|
||||
return
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "Limbgrower", src)
|
||||
ui.open()
|
||||
|
||||
var/dat = main_win(user)
|
||||
/obj/machinery/limbgrower/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
switch(screen)
|
||||
if(LIMBGROWER_MAIN_MENU)
|
||||
dat = main_win(user)
|
||||
if(LIMBGROWER_CATEGORY_MENU)
|
||||
dat = category_win(user,selected_category)
|
||||
if(LIMBGROWER_CHEMICAL_MENU)
|
||||
dat = chemical_win(user)
|
||||
for(var/datum/reagent/reagent_id in reagents.reagent_list)
|
||||
var/list/reagent_data = list(
|
||||
reagent_name = reagent_id.name,
|
||||
reagent_amount = reagent_id.volume,
|
||||
reagent_type = reagent_id.type
|
||||
)
|
||||
data["reagents"] += list(reagent_data)
|
||||
|
||||
var/datum/browser/popup = new(user, "Limb Grower", name, 400, 500)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
data["total_reagents"] = reagents.total_volume
|
||||
data["max_reagents"] = reagents.maximum_volume
|
||||
data["busy"] = busy
|
||||
var/list/disk_data = list()
|
||||
disk_data["disk"] = dna_disk //Do i, the machine, have a disk?
|
||||
disk_data["name"] = dna_disk?.fields["name"] //Name for the human saved if there is one
|
||||
data["disk"] = disk_data
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/limbgrower/ui_static_data(mob/user)
|
||||
var/list/data = list()
|
||||
data["categories"] = list()
|
||||
|
||||
var/species_categories = categories.Copy()
|
||||
for(var/species in species_categories)
|
||||
species_categories[species] = list()
|
||||
for(var/design_id in stored_research.researched_designs)
|
||||
var/datum/design/limb_design = SSresearch.techweb_design_by_id(design_id)
|
||||
for(var/found_category in species_categories)
|
||||
if(found_category in limb_design.category)
|
||||
species_categories[found_category] += limb_design
|
||||
|
||||
for(var/category in species_categories)
|
||||
var/list/category_data = list(
|
||||
name = category,
|
||||
designs = list(),
|
||||
)
|
||||
for(var/datum/design/found_design in species_categories[category])
|
||||
var/list/all_reagents = list()
|
||||
for(var/reagent_typepath in found_design.reagents_list)
|
||||
var/datum/reagent/reagent_id = find_reagent_object_from_type(reagent_typepath)
|
||||
var/list/reagent_data = list(
|
||||
name = reagent_id.name,
|
||||
amount = (found_design.reagents_list[reagent_typepath] * production_coefficient),
|
||||
)
|
||||
all_reagents += list(reagent_data)
|
||||
|
||||
category_data["designs"] += list(list(
|
||||
parent_category = category,
|
||||
name = found_design.name,
|
||||
id = found_design.id,
|
||||
needed_reagents = all_reagents,
|
||||
))
|
||||
|
||||
data["categories"] += list(category_data)
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/limbgrower/on_deconstruction()
|
||||
for(var/obj/item/reagent_containers/glass/G in component_parts)
|
||||
reagents.trans_to(G, G.reagents.maximum_volume)
|
||||
for(var/obj/item/reagent_containers/glass/our_beaker in component_parts)
|
||||
reagents.trans_to(our_beaker, our_beaker.reagents.maximum_volume)
|
||||
..()
|
||||
|
||||
/obj/machinery/limbgrower/attackby(obj/item/O, mob/user, params)
|
||||
if(busy)
|
||||
/obj/machinery/limbgrower/attackby(obj/item/user_item, mob/living/user, params)
|
||||
if (busy)
|
||||
to_chat(user, "<span class=\"alert\">\The [src] is busy. Please wait for completion of previous operation.</span>")
|
||||
return
|
||||
|
||||
if(default_deconstruction_screwdriver(user, "limbgrower_panelopen", "limbgrower_idleoff", O))
|
||||
updateUsrDialog()
|
||||
if(default_deconstruction_screwdriver(user, "limbgrower_panelopen", "limbgrower_idleoff", user_item))
|
||||
ui_close(user)
|
||||
return
|
||||
|
||||
if(panel_open && default_deconstruction_crowbar(O))
|
||||
return
|
||||
|
||||
if(user.a_intent == INTENT_HARM) //so we can hit the machine
|
||||
if(user_item.tool_behaviour == TOOL_WRENCH && panel_open)
|
||||
return ..()
|
||||
|
||||
if(istype(O, /obj/item/disk))
|
||||
if(panel_open && default_deconstruction_crowbar(user_item))
|
||||
return
|
||||
|
||||
if(istype(user_item, /obj/item/disk))
|
||||
if(dna_disk)
|
||||
to_chat(user, "<span class='warning'>\The [src] already has a dna disk, take it out first!</span>")
|
||||
return
|
||||
else
|
||||
O.forceMove(src)
|
||||
dna_disk = O
|
||||
to_chat(user, "<span class='notice'>You insert \the [O] into \the [src].</span>")
|
||||
user_item.forceMove(src)
|
||||
dna_disk = user_item
|
||||
to_chat(user, "<span class='notice'>You insert \the [user_item] into \the [src].</span>")
|
||||
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
|
||||
return
|
||||
|
||||
/obj/machinery/limbgrower/Topic(href, href_list)
|
||||
if(..())
|
||||
if(user.a_intent != INTENT_HELP)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/limbgrower/proc/can_be_rotated()
|
||||
if(panel_open)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/limbgrower/ui_act(action, list/params)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
if (!busy)
|
||||
if(href_list["menu"])
|
||||
screen = text2num(href_list["menu"])
|
||||
|
||||
if(href_list["category"])
|
||||
selected_category = href_list["category"]
|
||||
if (busy)
|
||||
to_chat(usr, "<span class='danger'>\The [src] is busy. Please wait for completion of previous operation.</span>")
|
||||
return
|
||||
|
||||
if(href_list["disposeI"]) //Get rid of a reagent incase you add the wrong one by mistake
|
||||
reagents.del_reagent(text2path(href_list["disposeI"]))
|
||||
switch(action)
|
||||
|
||||
if(href_list["make"])
|
||||
if("empty_reagent")
|
||||
reagents.del_reagent(text2path(params["reagent_type"]))
|
||||
. = TRUE
|
||||
|
||||
/////////////////
|
||||
//href protection
|
||||
being_built = stored_research.isDesignResearchedID(href_list["make"]) //check if it's a valid design
|
||||
if("eject_disk")
|
||||
eject_disk(usr)
|
||||
|
||||
if("make_limb")
|
||||
being_built = stored_research.isDesignResearchedID(params["design_id"])
|
||||
if(!being_built)
|
||||
return
|
||||
CRASH("[src] was passed an invalid design id!")
|
||||
|
||||
/// All the reagents we're using to make our organ.
|
||||
var/list/consumed_reagents_list = being_built.reagents_list.Copy()
|
||||
/// The amount of power we're going to use, based on how much reagent we use.
|
||||
var/power = 0
|
||||
|
||||
var/synth_cost = being_built.reagents_list[/datum/reagent/medicine/synthflesh]*prod_coeff
|
||||
var/power = max(2000, synth_cost/5)
|
||||
for(var/reagent_id in consumed_reagents_list)
|
||||
consumed_reagents_list[reagent_id] *= production_coefficient
|
||||
if(!reagents.has_reagent(reagent_id, consumed_reagents_list[reagent_id]))
|
||||
audible_message("<span class='notice'>\The [src] buzzes.</span>")
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
|
||||
return
|
||||
|
||||
if(reagents.has_reagent(/datum/reagent/medicine/synthflesh, being_built.reagents_list[/datum/reagent/medicine/synthflesh]*prod_coeff))
|
||||
busy = TRUE
|
||||
use_power(power)
|
||||
flick("limbgrower_fill",src)
|
||||
icon_state = "limbgrower_idleon"
|
||||
addtimer(CALLBACK(src, .proc/build_item),32*prod_coeff)
|
||||
power = max(2000, (power + consumed_reagents_list[reagent_id]))
|
||||
|
||||
if(href_list["dna_disk"])
|
||||
var/mob/living/carbon/user = usr
|
||||
if(istype(user))
|
||||
if(!dna_disk)
|
||||
var/obj/item/disk/diskette = user.get_active_held_item()
|
||||
if(istype(diskette))
|
||||
diskette.forceMove(src)
|
||||
dna_disk = diskette
|
||||
to_chat(user, "<span class='notice'>You insert \the [diskette] into \the [src].</span>")
|
||||
else
|
||||
dna_disk.forceMove(src.loc)
|
||||
user.put_in_active_hand(dna_disk)
|
||||
to_chat(user, "<span class='notice'>You remove \the [dna_disk] from \the [src].</span>")
|
||||
dna_disk = null
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You are unable to grasp \the [dna_disk] disk from \the [src].</span>")
|
||||
else
|
||||
to_chat(usr, "<span class=\"alert\">\The [src] is busy. Please wait for completion of previous operation.</span>")
|
||||
busy = TRUE
|
||||
use_power(power)
|
||||
flick("limbgrower_fill",src)
|
||||
icon_state = "limbgrower_idleon"
|
||||
selected_category = params["active_tab"]
|
||||
addtimer(CALLBACK(src, .proc/build_item, consumed_reagents_list), production_speed * production_coefficient)
|
||||
. = TRUE
|
||||
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/limbgrower/proc/build_item()
|
||||
if(reagents.has_reagent(/datum/reagent/medicine/synthflesh, being_built.reagents_list[/datum/reagent/medicine/synthflesh]*prod_coeff)) //sanity check, if this happens we are in big trouble
|
||||
reagents.remove_reagent(/datum/reagent/medicine/synthflesh, being_built.reagents_list[/datum/reagent/medicine/synthflesh]*prod_coeff)
|
||||
var/buildpath = being_built.build_path
|
||||
if(ispath(buildpath, /obj/item/bodypart)) //This feels like spaghetti code, but i need to initiliaze a limb somehow
|
||||
build_limb(buildpath)
|
||||
else if(ispath(buildpath, /obj/item/organ/genital)) //genitals are uhh... customizable
|
||||
build_genital(buildpath)
|
||||
else
|
||||
//Just build whatever it is
|
||||
new buildpath(loc)
|
||||
else
|
||||
src.visible_message("<span class=\"error\"> Something went very wrong and there isnt enough synthflesh anymore!</span>")
|
||||
busy = FALSE
|
||||
flick("limbgrower_unfill",src)
|
||||
icon_state = "limbgrower_idleoff"
|
||||
updateUsrDialog()
|
||||
/*
|
||||
* The process of beginning to build a limb or organ.
|
||||
* Goes through and sanity checks that we actually have enough reagent to build our item.
|
||||
* Then, remove those reagents from our reagents datum.
|
||||
*
|
||||
* After the reagents are handled, we can proceede with making the limb or organ. (Limbs are handled in a separate proc)
|
||||
*
|
||||
* modified_consumed_reagents_list - the list of reagents we will consume on build, modified by the production coefficient.
|
||||
*/
|
||||
/obj/machinery/limbgrower/proc/build_item(list/modified_consumed_reagents_list)
|
||||
for(var/reagent_id in modified_consumed_reagents_list)
|
||||
if(!reagents.has_reagent(reagent_id, modified_consumed_reagents_list[reagent_id]))
|
||||
audible_message("<span class='notice'>\The [src] buzzes.</span>")
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
|
||||
break
|
||||
|
||||
/obj/machinery/limbgrower/proc/build_limb(buildpath)
|
||||
reagents.remove_reagent(reagent_id, modified_consumed_reagents_list[reagent_id])
|
||||
|
||||
var/built_typepath = being_built.build_path
|
||||
// If we have a bodypart, we need to initialize the limb on its own. Otherwise we can build it here.
|
||||
if(ispath(built_typepath, /obj/item/bodypart))
|
||||
build_limb(built_typepath)
|
||||
else if(ispath(built_typepath, /obj/item/organ/genital)) //genitals are uhh... customizable
|
||||
build_genital(built_typepath)
|
||||
else
|
||||
new built_typepath(loc)
|
||||
|
||||
busy = FALSE
|
||||
flick("limbgrower_unfill", src)
|
||||
icon_state = "limbgrower_idleoff"
|
||||
|
||||
/*
|
||||
* The process of putting together a limb.
|
||||
* This is called from after we remove the reagents, so this proc is just initializing the limb type.
|
||||
*
|
||||
* This proc handles skin / mutant color, greyscaling, names and descriptions, and various other limb creation steps.
|
||||
*
|
||||
* built_typepath - the path of the bodypart we're building.
|
||||
*/
|
||||
/obj/machinery/limbgrower/proc/build_limb(built_typepath)
|
||||
//i need to create a body part manually using a set icon (otherwise it doesnt appear)
|
||||
var/obj/item/bodypart/limb
|
||||
var/datum/species/selected = stored_species[selected_category]
|
||||
limb = new buildpath(loc)
|
||||
var/datum/species/selected = GLOB.species_datums[selected_category]
|
||||
limb = new built_typepath(loc)
|
||||
limb.base_bp_icon = selected.icon_limbs || DEFAULT_BODYPART_ICON_ORGANIC
|
||||
limb.species_id = selected.limbs_id
|
||||
limb.color_src = (MUTCOLORS in selected.species_traits ? MUTCOLORS : (selected.use_skintones ? SKINTONE : FALSE))
|
||||
@@ -189,135 +259,103 @@
|
||||
BP.name = "\improper synthetic [lowertext(selected.name)] [limb.name]"
|
||||
BP.desc = "A synthetic [selected_category] limb that will morph on its first use in surgery. This one is for the [parse_zone(limb.body_zone)]."
|
||||
|
||||
/obj/machinery/limbgrower/proc/build_genital(buildpath)
|
||||
/*
|
||||
* Builds genitals, modifies to be the same
|
||||
* as the person's cloning data on the data disk
|
||||
*/
|
||||
/obj/machinery/limbgrower/proc/build_genital(built_typepath)
|
||||
//i needed to create a way to customize gene tools using dna
|
||||
var/list/features = dna_disk?.fields["features"]
|
||||
if(length(features))
|
||||
switch(buildpath)
|
||||
switch(built_typepath)
|
||||
if(/obj/item/organ/genital/penis)
|
||||
var/obj/item/organ/genital/penis/penis = new(loc)
|
||||
if(features["has_cock"])
|
||||
penis.shape = features["cock_shape"]
|
||||
penis.length = features["cock_shape"]
|
||||
penis.diameter_ratio = features["cock_diameter_ratio"]
|
||||
penis.color = sanitize_hexcolor(features["cock_color"], 6)
|
||||
penis.update_icon()
|
||||
penis.color = sanitize_hexcolor(features["cock_color"], 6, TRUE)
|
||||
penis.update()
|
||||
if(/obj/item/organ/genital/testicles)
|
||||
var/obj/item/organ/genital/testicles/balls = new(loc)
|
||||
if(features["has_balls"])
|
||||
balls.color = sanitize_hexcolor(features["balls_color"], 6)
|
||||
balls.color = sanitize_hexcolor(features["balls_color"], 6, TRUE)
|
||||
balls.shape = features["balls_shape"]
|
||||
balls.size = features["balls_size"]
|
||||
balls.fluid_rate = features["balls_cum_rate"]
|
||||
balls.fluid_mult = features["balls_cum_mult"]
|
||||
balls.fluid_efficiency = features["balls_efficiency"]
|
||||
balls.update()
|
||||
if(/obj/item/organ/genital/vagina)
|
||||
var/obj/item/organ/genital/vagina/vegana = new(loc)
|
||||
if(features["has_vagina"])
|
||||
vegana.color = sanitize_hexcolor(features["vag_color"], 6)
|
||||
if(features["has_vag"])
|
||||
vegana.color = sanitize_hexcolor(features["vag_color"], 6, TRUE)
|
||||
vegana.shape = features["vag_shape"]
|
||||
vegana.update()
|
||||
if(/obj/item/organ/genital/breasts)
|
||||
var/obj/item/organ/genital/breasts/boobs = new(loc)
|
||||
if(features["has_breasts"])
|
||||
boobs.color = sanitize_hexcolor(features["breasts_color"], 6)
|
||||
boobs.color = sanitize_hexcolor(features["breasts_color"], 6, TRUE)
|
||||
boobs.size = features["breasts_size"]
|
||||
boobs.shape = features["breasts_shape"]
|
||||
if(!features["breasts_producing"])
|
||||
boobs.genital_flags &= ~(GENITAL_FUID_PRODUCTION|CAN_CLIMAX_WITH|CAN_MASTURBATE_WITH)
|
||||
boobs.update()
|
||||
else
|
||||
new buildpath(loc)
|
||||
new built_typepath(loc)
|
||||
else
|
||||
new buildpath(loc)
|
||||
new built_typepath(loc)
|
||||
|
||||
/obj/machinery/limbgrower/RefreshParts()
|
||||
reagents.maximum_volume = 0
|
||||
for(var/obj/item/reagent_containers/glass/G in component_parts)
|
||||
reagents.maximum_volume += G.volume
|
||||
G.reagents.trans_to(src, G.reagents.total_volume)
|
||||
var/T=1.2
|
||||
for(var/obj/item/stock_parts/manipulator/M in component_parts)
|
||||
T -= M.rating*0.2
|
||||
prod_coeff = min(1,max(0,T)) // Coeff going 1 -> 0,8 -> 0,6 -> 0,4
|
||||
for(var/obj/item/reagent_containers/glass/our_beaker in component_parts)
|
||||
reagents.maximum_volume += our_beaker.volume
|
||||
our_beaker.reagents.trans_to(src, our_beaker.reagents.total_volume)
|
||||
production_coefficient = 1.2
|
||||
for(var/obj/item/stock_parts/manipulator/our_manipulator in component_parts)
|
||||
production_coefficient -= our_manipulator.rating * 0.2
|
||||
production_coefficient = clamp(production_coefficient, 0, 1) // coefficient goes from 1 -> 0.8 -> 0.6 -> 0.4
|
||||
|
||||
/obj/machinery/limbgrower/examine(mob/user)
|
||||
. = ..()
|
||||
if(!panel_open)
|
||||
. += "<span class='notice'>It looks like as if the panel were open you could rotate it with a <b>wrench</b>.</span>"
|
||||
else
|
||||
. += "<span class='notice'>The panel is open.</span>"
|
||||
if(in_range(user, src) || isobserver(user))
|
||||
. += "<span class='notice'>The status display reads: Storing up to <b>[reagents.maximum_volume]u</b> of synthflesh.<br>Synthflesh consumption at <b>[prod_coeff*100]%</b>.<span>"
|
||||
. += "<span class='notice'>The status display reads: Storing up to <b>[reagents.maximum_volume]u</b> of reagents.<br>Reagent consumption rate at <b>[production_coefficient * 100]%</b>.</span>"
|
||||
|
||||
/obj/machinery/limbgrower/proc/main_win(mob/user)
|
||||
var/dat = "<div class='statusDisplay'><h3>[src] Menu:</h3><br>"
|
||||
dat += "<A href='?src=[REF(src)];dna_disk=1'>[dna_disk ? "Remove" : "Insert"] cloning data disk</A>"
|
||||
dat += "<hr>"
|
||||
dat += "<A href='?src=[REF(src)];menu=[LIMBGROWER_CHEMICAL_MENU]'>Chemical Storage</A>"
|
||||
dat += materials_printout()
|
||||
dat += "<table style='width:100%' align='center'><tr>"
|
||||
|
||||
for(var/C in categories)
|
||||
dat += "<td><A href='?src=[REF(src)];category=[C];menu=[LIMBGROWER_CATEGORY_MENU]'>[C]</A></td>"
|
||||
dat += "</tr><tr>"
|
||||
//one category per line
|
||||
|
||||
dat += "</tr></table></div>"
|
||||
return dat
|
||||
|
||||
/obj/machinery/limbgrower/proc/category_win(mob/user,selected_category)
|
||||
var/dat = "<A href='?src=[REF(src)];menu=[LIMBGROWER_MAIN_MENU]'>Return to main menu</A>"
|
||||
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><br>"
|
||||
dat += materials_printout()
|
||||
|
||||
for(var/v in stored_research.researched_designs)
|
||||
var/datum/design/D = SSresearch.techweb_design_by_id(v)
|
||||
if(!(selected_category in D.category))
|
||||
continue
|
||||
if(disabled || !can_build(D))
|
||||
dat += "<span class='linkOff'>[D.name]</span>"
|
||||
else
|
||||
dat += "<a href='?src=[REF(src)];make=[D.id];multiplier=1'>[D.name]</a>"
|
||||
dat += "[get_design_cost(D)]<br>"
|
||||
|
||||
dat += "</div>"
|
||||
return dat
|
||||
|
||||
|
||||
/obj/machinery/limbgrower/proc/chemical_win(mob/user)
|
||||
var/dat = "<A href='?src=[REF(src)];menu=[LIMBGROWER_MAIN_MENU]'>Return to main menu</A>"
|
||||
dat += "<div class='statusDisplay'><h3>Browsing Chemical Storage:</h3><br>"
|
||||
dat += materials_printout()
|
||||
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
dat += "[R.name]: [R.volume]"
|
||||
dat += "<A href='?src=[REF(src)];disposeI=[R]'>Purge</A><BR>"
|
||||
|
||||
dat += "</div>"
|
||||
return dat
|
||||
|
||||
/obj/machinery/limbgrower/proc/materials_printout()
|
||||
var/dat = "<b>Total amount:></b> [reagents.total_volume] / [reagents.maximum_volume] cm<sup>3</sup><br>"
|
||||
return dat
|
||||
|
||||
/obj/machinery/limbgrower/proc/can_build(datum/design/D)
|
||||
return (reagents.has_reagent(/datum/reagent/medicine/synthflesh, D.reagents_list[/datum/reagent/medicine/synthflesh]*prod_coeff)) //Return whether the machine has enough synthflesh to produce the design
|
||||
|
||||
/obj/machinery/limbgrower/proc/get_design_cost(datum/design/D)
|
||||
var/dat
|
||||
if(D.reagents_list[/datum/reagent/medicine/synthflesh])
|
||||
dat += "[D.reagents_list[/datum/reagent/medicine/synthflesh] * prod_coeff] Synthetic flesh "
|
||||
return dat
|
||||
/*
|
||||
* Checks our reagent list to see if a design can be built.
|
||||
*
|
||||
* limb_design - the design we're checking for buildability.
|
||||
*
|
||||
* returns TRUE if we have enough reagent to build it. Returns FALSE if we do not.
|
||||
*/
|
||||
/obj/machinery/limbgrower/proc/can_build(datum/design/limb_design)
|
||||
for(var/datum/reagent/reagent_id in limb_design.reagents_list)
|
||||
if(!reagents.has_reagent(reagent_id, limb_design.reagents_list[reagent_id] * production_coefficient))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/// Emagging a limbgrower allows you to build synthetic armblades.
|
||||
/obj/machinery/limbgrower/emag_act(mob/user)
|
||||
. = ..()
|
||||
if(obj_flags & EMAGGED)
|
||||
return
|
||||
for(var/id in SSresearch.techweb_designs)
|
||||
var/datum/design/D = SSresearch.techweb_design_by_id(id)
|
||||
if((D.build_type & LIMBGROWER) && ("emagged" in D.category))
|
||||
stored_research.add_design(D)
|
||||
for(var/design_id in SSresearch.techweb_designs)
|
||||
var/datum/design/found_design = SSresearch.techweb_design_by_id(design_id)
|
||||
if((found_design.build_type & LIMBGROWER) && ("emagged" in found_design.category))
|
||||
stored_research.add_design(found_design)
|
||||
to_chat(user, "<span class='warning'>A warning flashes onto the screen, stating that safety overrides have been deactivated!</span>")
|
||||
obj_flags |= EMAGGED
|
||||
return TRUE
|
||||
update_static_data(user)
|
||||
|
||||
/obj/machinery/limbgrower/AltClick(mob/living/user)
|
||||
. = ..()
|
||||
eject_disk(user)
|
||||
|
||||
/obj/machinery/limbgrower/proc/eject_disk(mob/user)
|
||||
if(istype(user) && user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
if(busy)
|
||||
to_chat(user, "<span class=\"alert\">\The [src] is busy. Please wait for completion of previous operation.</span>")
|
||||
@@ -326,6 +364,7 @@
|
||||
dna_disk.forceMove(src.loc)
|
||||
user.put_in_active_hand(dna_disk)
|
||||
to_chat(user, "<span class='notice'>You remove \the [dna_disk] from \the [src].</span>")
|
||||
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
|
||||
dna_disk = null
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] has doesn't have a disk on it!")
|
||||
|
||||
@@ -157,7 +157,7 @@
|
||||
to_chat(user, "<span class='notice'>You need to get closer!</span>")
|
||||
return
|
||||
if(use_paint(user) && isturf(F))
|
||||
F.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, turn(stored_dir, -dir2angle(F.dir)), CLEAN_STRONG, color, null, null, alpha)
|
||||
F.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, CLEAN_STRONG, color, null, null, alpha)
|
||||
|
||||
/obj/item/airlock_painter/decal/attack_self(mob/user)
|
||||
if((ink) && (ink.charges >= 1))
|
||||
@@ -180,6 +180,11 @@
|
||||
stored_decal_total = "[stored_decal][yellow_fix][stored_color]"
|
||||
return
|
||||
|
||||
/obj/item/airlock_painter/decal/ui_assets(mob/user)
|
||||
return list(
|
||||
get_asset_datum(/datum/asset/spritesheet/decals)
|
||||
)
|
||||
|
||||
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
@@ -189,6 +194,7 @@
|
||||
/obj/item/airlock_painter/decal/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
data["decal_direction"] = stored_dir
|
||||
data["decal_dir_text"] = dir2text(stored_dir)
|
||||
data["decal_color"] = stored_color
|
||||
data["decal_style"] = stored_decal
|
||||
data["decal_list"] = list()
|
||||
|
||||
@@ -75,18 +75,3 @@
|
||||
desc = "A chromosome that reduces action based mutation cooldowns by by 50%."
|
||||
icon_state = "energy"
|
||||
energy_coeff = 0.5
|
||||
|
||||
/obj/item/chromosome/reinforcer
|
||||
name = "reinforcement chromosome"
|
||||
desc = "A chromosome that renders mutations immune to mutadone."
|
||||
icon_state = "reinforcer"
|
||||
weight = 3
|
||||
|
||||
/obj/item/chromosome/reinforcer/can_apply(datum/mutation/human/HM)
|
||||
if(!HM || !(HM.can_chromosome == CHROMOSOME_NONE))
|
||||
return FALSE
|
||||
return !HM.mutadone_proof
|
||||
|
||||
/obj/item/chromosome/reinforcer/apply(datum/mutation/human/HM)
|
||||
HM.mutadone_proof = TRUE
|
||||
..()
|
||||
|
||||
@@ -135,8 +135,8 @@
|
||||
/obj/item/organ/cyberimp/arm/toolset,
|
||||
/obj/item/organ/cyberimp/arm/surgery,
|
||||
/obj/item/organ/cyberimp/chest/thrusters,
|
||||
/obj/item/organ/lungs/cybernetic,
|
||||
/obj/item/organ/liver/cybernetic) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
|
||||
/obj/item/organ/lungs/cybernetic/tier3,
|
||||
/obj/item/organ/liver/cybernetic/tier3) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
|
||||
for(var/V in templist)
|
||||
var/atom/A = V
|
||||
augment_list[initial(A.name)] = A
|
||||
|
||||
@@ -93,7 +93,7 @@ GLOBAL_PROTECT(admin_verbs_ban)
|
||||
GLOBAL_LIST_INIT(admin_verbs_sounds, list(/client/proc/play_local_sound, /client/proc/play_sound, /client/proc/manual_play_web_sound, /client/proc/set_round_end_sound))
|
||||
GLOBAL_PROTECT(admin_verbs_sounds)
|
||||
GLOBAL_LIST_INIT(admin_verbs_fun, list(
|
||||
/client/proc/cmd_admin_dress,
|
||||
/client/proc/cmd_select_equipment,
|
||||
/client/proc/cmd_admin_gib_self,
|
||||
/client/proc/drop_bomb,
|
||||
/client/proc/set_dynex_scale,
|
||||
@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
|
||||
/client/proc/play_local_sound,
|
||||
/client/proc/play_sound,
|
||||
/client/proc/set_round_end_sound,
|
||||
/client/proc/cmd_admin_dress,
|
||||
/client/proc/cmd_select_equipment,
|
||||
/client/proc/cmd_admin_gib_self,
|
||||
/client/proc/drop_bomb,
|
||||
/client/proc/drop_dynex_bomb,
|
||||
|
||||
@@ -0,0 +1,196 @@
|
||||
|
||||
/client/proc/open_outfit_editor(datum/outfit/target)
|
||||
var/datum/outfit_editor/ui = new(usr, target)
|
||||
ui.ui_interact(usr)
|
||||
|
||||
#define OUTFIT_EDITOR_NAME "Outfit-O-Tron 9000"
|
||||
/datum/outfit_editor
|
||||
var/client/owner
|
||||
|
||||
var/dummy_key
|
||||
|
||||
var/datum/outfit/drip
|
||||
|
||||
/datum/outfit_editor/New(user, datum/outfit/target)
|
||||
owner = CLIENT_FROM_VAR(user)
|
||||
|
||||
if(ispath(target))
|
||||
drip = new /datum/outfit
|
||||
drip.copy_from(new target)
|
||||
else if(istype(target))
|
||||
drip = target
|
||||
else
|
||||
drip = new /datum/outfit
|
||||
drip.name = "New Outfit"
|
||||
|
||||
/datum/outfit_editor/ui_state(mob/user)
|
||||
return GLOB.admin_state
|
||||
|
||||
/datum/outfit_editor/ui_status(mob/user, datum/ui_state/state)
|
||||
if(QDELETED(drip))
|
||||
return UI_CLOSE
|
||||
return ..()
|
||||
|
||||
/datum/outfit_editor/ui_close(mob/user)
|
||||
clear_human_dummy(dummy_key)
|
||||
qdel(src)
|
||||
|
||||
/datum/outfit_editor/proc/init_dummy()
|
||||
dummy_key = "outfit_editor_[owner]"
|
||||
generate_dummy_lookalike(dummy_key, owner.mob)
|
||||
unset_busy_human_dummy(dummy_key)
|
||||
|
||||
/datum/outfit_editor/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "OutfitEditor", OUTFIT_EDITOR_NAME)
|
||||
ui.open()
|
||||
ui.set_autoupdate(FALSE)
|
||||
|
||||
/datum/outfit_editor/proc/entry(data)
|
||||
if(ispath(data, /obj/item))
|
||||
var/obj/item/item = data
|
||||
return list(
|
||||
"path" = item,
|
||||
"name" = initial(item.name),
|
||||
"desc" = initial(item.desc),
|
||||
// at this point initializing the item is probably faster tbh
|
||||
"sprite" = icon2base64(icon(initial(item.icon), initial(item.icon_state))),
|
||||
)
|
||||
|
||||
return data
|
||||
|
||||
/datum/outfit_editor/proc/serialize_outfit()
|
||||
var/list/outfit_slots = drip.get_json_data()
|
||||
. = list()
|
||||
for(var/key in outfit_slots)
|
||||
var/val = outfit_slots[key]
|
||||
. += list("[key]" = entry(val))
|
||||
|
||||
/datum/outfit_editor/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
data["outfit"] = serialize_outfit()
|
||||
data["saveable"] = !GLOB.custom_outfits.Find(drip)
|
||||
|
||||
if(!dummy_key)
|
||||
init_dummy()
|
||||
var/icon/dummysprite = get_flat_human_icon(null,
|
||||
dummy_key = dummy_key,
|
||||
showDirs = list(SOUTH),
|
||||
outfit_override = drip)
|
||||
data["dummy64"] = icon2base64(dummysprite)
|
||||
|
||||
return data
|
||||
|
||||
|
||||
/datum/outfit_editor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
||||
if(..())
|
||||
return
|
||||
. = TRUE
|
||||
|
||||
var/slot = params["slot"]
|
||||
switch(action)
|
||||
if("click")
|
||||
choose_item(slot)
|
||||
if("ctrlClick")
|
||||
choose_any_item(slot)
|
||||
if("clear")
|
||||
if(drip.vars.Find(slot))
|
||||
drip.vars[slot] = null
|
||||
|
||||
if("rename")
|
||||
var/newname = stripped_input(owner, "What do you want to name this outfit?", OUTFIT_EDITOR_NAME)
|
||||
if(newname)
|
||||
drip.name = newname
|
||||
if("save")
|
||||
GLOB.custom_outfits |= drip
|
||||
SStgui.update_user_uis(owner.mob)
|
||||
if("delete")
|
||||
GLOB.custom_outfits -= drip
|
||||
SStgui.update_user_uis(owner.mob)
|
||||
if("vv")
|
||||
owner.debug_variables(drip)
|
||||
|
||||
|
||||
/datum/outfit_editor/proc/set_item(slot, obj/item/choice)
|
||||
if(!choice)
|
||||
return
|
||||
if(!ispath(choice))
|
||||
alert(owner, "Invalid item", OUTFIT_EDITOR_NAME, "oh no")
|
||||
return
|
||||
if(initial(choice.icon_state) == null) //hacky check copied from experimentor code
|
||||
var/msg = "Warning: This item's icon_state is null, indicating it is very probably not actually a usable item."
|
||||
if(alert(owner, msg, OUTFIT_EDITOR_NAME, "Use it anyway", "Cancel") != "Use it anyway")
|
||||
return
|
||||
|
||||
if(drip.vars.Find(slot))
|
||||
drip.vars[slot] = choice
|
||||
|
||||
/datum/outfit_editor/proc/choose_any_item(slot)
|
||||
var/obj/item/choice = pick_closest_path(FALSE)
|
||||
|
||||
if(!choice)
|
||||
return
|
||||
|
||||
set_item(slot, choice)
|
||||
|
||||
//this proc will try to give a good selection of items that the user can choose from
|
||||
//it does *not* give a selection of all items that can fit in a slot because lag;
|
||||
//most notably the hand and pocket slots because they accept pretty much anything
|
||||
//also stuff that fits in the belt and back slots are scattered pretty much all over the place
|
||||
/datum/outfit_editor/proc/choose_item(slot)
|
||||
var/list/options = list()
|
||||
|
||||
switch(slot)
|
||||
if("head")
|
||||
options = typesof(/obj/item/clothing/head)
|
||||
if("glasses")
|
||||
options = typesof(/obj/item/clothing/glasses)
|
||||
if("ears")
|
||||
options = typesof(/obj/item/radio/headset)
|
||||
|
||||
if("neck")
|
||||
options = typesof(/obj/item/clothing/neck)
|
||||
if("mask")
|
||||
options = typesof(/obj/item/clothing/mask)
|
||||
|
||||
if("uniform")
|
||||
options = typesof(/obj/item/clothing/under)
|
||||
if("suit")
|
||||
options = typesof(/obj/item/clothing/suit)
|
||||
if("gloves")
|
||||
options = typesof(/obj/item/clothing/gloves)
|
||||
|
||||
if("suit_store")
|
||||
var/obj/item/clothing/suit/suit = drip.suit
|
||||
if(suit)
|
||||
suit = new suit //initial() doesn't like lists
|
||||
options = suit.allowed
|
||||
if(!options.len) //nothing will happen, but don't let the user think it's broken
|
||||
to_chat(owner, "<span class='warning'>No options available for the current suit.</span>")
|
||||
|
||||
if("belt")
|
||||
options = typesof(/obj/item/storage/belt)
|
||||
if("id")
|
||||
options = typesof(/obj/item/card/id)
|
||||
|
||||
if("l_hand")
|
||||
choose_any_item(slot)
|
||||
if("back")
|
||||
options = typesof(/obj/item/storage/backpack)
|
||||
if("r_hand")
|
||||
choose_any_item(slot)
|
||||
|
||||
if("l_pocket")
|
||||
choose_any_item(slot)
|
||||
if("shoes")
|
||||
options = typesof(/obj/item/clothing/shoes)
|
||||
if("r_pocket")
|
||||
choose_any_item(slot)
|
||||
|
||||
if(length(options))
|
||||
set_item(slot, tgui_input_list(owner, "Choose an item", OUTFIT_EDITOR_NAME, options))
|
||||
|
||||
|
||||
#undef OUTFIT_EDITOR_NAME
|
||||
@@ -0,0 +1,73 @@
|
||||
/client/proc/outfit_manager()
|
||||
set category = "Debug"
|
||||
set name = "Outfit Manager"
|
||||
|
||||
if(!check_rights(R_DEBUG))
|
||||
return
|
||||
var/datum/outfit_manager/ui = new(usr)
|
||||
ui.ui_interact(usr)
|
||||
|
||||
|
||||
/datum/outfit_manager
|
||||
var/client/owner
|
||||
|
||||
/datum/outfit_manager/New(user)
|
||||
owner = CLIENT_FROM_VAR(user)
|
||||
|
||||
/datum/outfit_manager/ui_state(mob/user)
|
||||
return GLOB.admin_state
|
||||
|
||||
/datum/outfit_manager/ui_close(mob/user)
|
||||
qdel(src)
|
||||
|
||||
/datum/outfit_manager/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "OutfitManager")
|
||||
ui.open()
|
||||
|
||||
/datum/outfit_manager/proc/entry(datum/outfit/outfit)
|
||||
var/vv = FALSE
|
||||
var/datum/outfit/varedit/varoutfit = outfit
|
||||
if(istype(varoutfit))
|
||||
vv = length(varoutfit.vv_values)
|
||||
return list(
|
||||
"name" = "[outfit.name] [vv ? "(VV)" : ""]",
|
||||
"ref" = REF(outfit),
|
||||
)
|
||||
|
||||
/datum/outfit_manager/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
var/list/outfits = list()
|
||||
for(var/datum/outfit/custom_outfit in GLOB.custom_outfits)
|
||||
outfits += list(entry(custom_outfit))
|
||||
data["outfits"] = outfits
|
||||
|
||||
return data
|
||||
|
||||
/datum/outfit_manager/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
||||
if(..())
|
||||
return
|
||||
. = TRUE
|
||||
|
||||
switch(action)
|
||||
if("new")
|
||||
owner.open_outfit_editor(new /datum/outfit)
|
||||
if("load")
|
||||
owner.holder.load_outfit(owner.mob)
|
||||
if("copy")
|
||||
var/datum/outfit/outfit = tgui_input_list(owner, "Pick an outfit to copy from", "Outfit Manager", subtypesof(/datum/outfit))
|
||||
if(ispath(outfit))
|
||||
owner.open_outfit_editor(new outfit)
|
||||
|
||||
var/datum/outfit/target_outfit = locate(params["outfit"])
|
||||
if(!istype(target_outfit))
|
||||
return
|
||||
switch(action) //wow we're switching through action again this is horrible optimization smh
|
||||
if("edit")
|
||||
owner.open_outfit_editor(target_outfit)
|
||||
if("save")
|
||||
owner.holder.save_outfit(owner.mob, target_outfit)
|
||||
if("delete")
|
||||
owner.holder.delete_outfit(owner.mob, target_outfit)
|
||||
@@ -0,0 +1,32 @@
|
||||
GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
|
||||
|
||||
/datum/admins/proc/save_outfit(mob/admin, datum/outfit/O)
|
||||
O.save_to_file(admin)
|
||||
SStgui.update_user_uis(admin)
|
||||
|
||||
/datum/admins/proc/delete_outfit(mob/admin, datum/outfit/O)
|
||||
GLOB.custom_outfits -= O
|
||||
qdel(O)
|
||||
to_chat(admin,"<span class='notice'>Outfit deleted.</span>")
|
||||
SStgui.update_user_uis(admin)
|
||||
|
||||
/datum/admins/proc/load_outfit(mob/admin)
|
||||
var/outfit_file = input("Pick outfit json file:", "File") as null|file
|
||||
if(!outfit_file)
|
||||
return
|
||||
var/filedata = file2text(outfit_file)
|
||||
var/json = json_decode(filedata)
|
||||
if(!json)
|
||||
to_chat(admin,"<span class='warning'>JSON decode error.</span>")
|
||||
return
|
||||
var/otype = text2path(json["outfit_type"])
|
||||
if(!ispath(otype,/datum/outfit))
|
||||
to_chat(admin,"<span class='warning'>Malformed/Outdated file.</span>")
|
||||
return
|
||||
var/datum/outfit/O = new otype
|
||||
if(!O.load_from(json))
|
||||
to_chat(admin,"<span class='warning'>Malformed/Outdated file.</span>")
|
||||
return
|
||||
GLOB.custom_outfits += O
|
||||
SStgui.update_user_uis(admin)
|
||||
|
||||
@@ -484,74 +484,52 @@
|
||||
set name = "Test Areas (ALL)"
|
||||
cmd_admin_areatest(FALSE)
|
||||
|
||||
/client/proc/cmd_admin_dress(mob/M in GLOB.mob_list)
|
||||
set category = "Admin.Events"
|
||||
set name = "Select equipment"
|
||||
if(!(ishuman(M) || isobserver(M)))
|
||||
alert("Invalid mob")
|
||||
return
|
||||
|
||||
var/dresscode = robust_dress_shop()
|
||||
|
||||
if(!dresscode)
|
||||
return
|
||||
|
||||
var/delete_pocket
|
||||
var/mob/living/carbon/human/H
|
||||
if(isobserver(M))
|
||||
H = M.change_mob_type(/mob/living/carbon/human, null, null, TRUE)
|
||||
else
|
||||
H = M
|
||||
if(alert("Drop Items in Pockets? No will delete them.", "Robust quick dress shop", "Yes", "No") == "No")
|
||||
delete_pocket = TRUE
|
||||
|
||||
SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
for (var/obj/item/I in H.get_equipped_items(delete_pocket))
|
||||
qdel(I)
|
||||
if(dresscode != "Naked")
|
||||
H.equipOutfit(dresscode)
|
||||
|
||||
H.regenerate_icons()
|
||||
|
||||
log_admin("[key_name(usr)] changed the equipment of [key_name(H)] to [dresscode].")
|
||||
message_admins("<span class='adminnotice'>[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(H)] to [dresscode].</span>")
|
||||
|
||||
/client/proc/robust_dress_shop()
|
||||
var/list/outfits = list("Cancel","Naked","Custom","As Job...")
|
||||
var/list/paths = subtypesof(/datum/outfit) - typesof(/datum/outfit/job)
|
||||
|
||||
var/list/baseoutfits = list("Naked","Custom","As Job...", "As Plasmaman...")
|
||||
var/list/outfits = list()
|
||||
var/list/paths = subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman)
|
||||
|
||||
for(var/path in paths)
|
||||
var/datum/outfit/O = path //not much to initalize here but whatever
|
||||
if(initial(O.can_be_admin_equipped))
|
||||
outfits[initial(O.name)] = path
|
||||
outfits[initial(O.name)] = path
|
||||
|
||||
var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in outfits
|
||||
var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in baseoutfits + sortList(outfits)
|
||||
if (isnull(dresscode))
|
||||
return
|
||||
|
||||
if (outfits[dresscode])
|
||||
dresscode = outfits[dresscode]
|
||||
|
||||
if(dresscode == "Cancel")
|
||||
return
|
||||
|
||||
if (dresscode == "As Job...")
|
||||
var/list/job_paths = subtypesof(/datum/outfit/job)
|
||||
var/list/job_outfits = list()
|
||||
for(var/path in job_paths)
|
||||
var/datum/outfit/O = path
|
||||
if(initial(O.can_be_admin_equipped))
|
||||
job_outfits[initial(O.name)] = path
|
||||
job_outfits[initial(O.name)] = path
|
||||
|
||||
dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in job_outfits
|
||||
dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in sortList(job_outfits)
|
||||
dresscode = job_outfits[dresscode]
|
||||
if(isnull(dresscode))
|
||||
return
|
||||
|
||||
if (dresscode == "As Plasmaman...")
|
||||
var/list/plasmaman_paths = typesof(/datum/outfit/plasmaman)
|
||||
var/list/plasmaman_outfits = list()
|
||||
for(var/path in plasmaman_paths)
|
||||
var/datum/outfit/O = path
|
||||
plasmaman_outfits[initial(O.name)] = path
|
||||
|
||||
dresscode = input("Select plasmeme equipment", "Robust quick dress shop") as null|anything in sortList(plasmaman_outfits)
|
||||
dresscode = plasmaman_outfits[dresscode]
|
||||
if(isnull(dresscode))
|
||||
return
|
||||
|
||||
if (dresscode == "Custom")
|
||||
var/list/custom_names = list()
|
||||
for(var/datum/outfit/D in GLOB.custom_outfits)
|
||||
custom_names[D.name] = D
|
||||
var/selected_name = input("Select outfit", "Robust quick dress shop") as null|anything in custom_names
|
||||
var/selected_name = input("Select outfit", "Robust quick dress shop") as null|anything in sortList(custom_names)
|
||||
dresscode = custom_names[selected_name]
|
||||
if(isnull(dresscode))
|
||||
return
|
||||
|
||||
@@ -879,8 +879,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
|
||||
message_admins("[ADMIN_LOOKUPFLW(usr)] [N.timing ? "activated" : "deactivated"] a nuke at [ADMIN_VERBOSEJMP(N)].")
|
||||
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Nuke", "[N.timing]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
|
||||
|
||||
/client/proc/create_outfits()
|
||||
set category = "Debug"
|
||||
set name = "Create Custom Outfit"
|
||||
|
||||
@@ -0,0 +1,227 @@
|
||||
/client/proc/cmd_select_equipment(mob/target in GLOB.mob_list)
|
||||
set category = "Admin.Events"
|
||||
set name = "Select equipment"
|
||||
|
||||
|
||||
var/datum/select_equipment/ui = new(usr, target)
|
||||
ui.ui_interact(usr)
|
||||
|
||||
/*
|
||||
* This is the datum housing the select equipment UI.
|
||||
*
|
||||
* You may notice some oddities about the way outfits are passed to the UI and vice versa here.
|
||||
* That's because it handles both outfit typepaths (for normal outfits) *and* outfit objects (for custom outfits).
|
||||
*
|
||||
* Custom outfits need to be objects as they're created in runtime.
|
||||
* "Then just handle the normal outfits as objects too and simplify the handling" - you may say.
|
||||
* There are about 300 outfit types at the time of writing this. Initializing all of these to objects would be a huge waste.
|
||||
*
|
||||
*/
|
||||
|
||||
/datum/select_equipment
|
||||
var/client/user
|
||||
var/mob/target_mob
|
||||
|
||||
var/dummy_key
|
||||
|
||||
//static list to share all the outfit typepaths between all instances of this datum.
|
||||
var/static/list/cached_outfits
|
||||
|
||||
//a typepath if the selected outfit is a normal outfit;
|
||||
//an object if the selected outfit is a custom outfit
|
||||
var/datum/outfit/selected_outfit = /datum/outfit
|
||||
//serializable string for the UI to keep track of which outfit is selected
|
||||
var/selected_identifier = "/datum/outfit"
|
||||
|
||||
/datum/select_equipment/New(_user, mob/target)
|
||||
user = CLIENT_FROM_VAR(_user)
|
||||
|
||||
if(!ishuman(target) && !isobserver(target))
|
||||
alert("Invalid mob")
|
||||
return
|
||||
target_mob = target
|
||||
|
||||
/datum/select_equipment/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "SelectEquipment", "Select Equipment")
|
||||
ui.open()
|
||||
ui.set_autoupdate(FALSE)
|
||||
|
||||
/datum/select_equipment/ui_state(mob/user)
|
||||
return GLOB.admin_state
|
||||
|
||||
/datum/select_equipment/ui_status(mob/user, datum/ui_state/state)
|
||||
if(QDELETED(target_mob))
|
||||
return UI_CLOSE
|
||||
return ..()
|
||||
|
||||
/datum/select_equipment/ui_close(mob/user)
|
||||
clear_human_dummy(dummy_key)
|
||||
qdel(src)
|
||||
|
||||
/datum/select_equipment/proc/init_dummy()
|
||||
dummy_key = "selectequipmentUI_[target_mob]"
|
||||
generate_dummy_lookalike(dummy_key, target_mob)
|
||||
unset_busy_human_dummy(dummy_key)
|
||||
return
|
||||
|
||||
/**
|
||||
* Packs up data about an outfit as an assoc list to send to the UI as an outfit entry.
|
||||
*
|
||||
* Args:
|
||||
* * category (string) - The tab it will be under
|
||||
*
|
||||
* * identifier (typepath or ref) - This will sent this back to ui_act to preview or spawn in an outfit.
|
||||
* * Must be unique between all entries.
|
||||
*
|
||||
* * name (string) - Will be the text on the button
|
||||
*
|
||||
* * priority (bool)(optional) - If True, the UI will sort the entry to the top, right below favorites.
|
||||
*
|
||||
* * custom_entry (bool)(optional) - Send the identifier with a "ref" keyword instead of "path",
|
||||
* * for the UI to tell apart custom outfits from normal ones.
|
||||
*
|
||||
* Returns (list) An outfit entry
|
||||
*/
|
||||
|
||||
/datum/select_equipment/proc/outfit_entry(category, identifier, name, priority=FALSE, custom_entry=FALSE)
|
||||
if(custom_entry)
|
||||
return list("category" = category, "ref" = identifier, "name" = name, "priority" = priority)
|
||||
return list("category" = category, "path" = identifier, "name" = name, "priority" = priority)
|
||||
|
||||
/datum/select_equipment/proc/make_outfit_entries(category="General", list/outfit_list)
|
||||
var/list/entries = list()
|
||||
for(var/path as anything in outfit_list)
|
||||
var/datum/outfit/outfit = path
|
||||
entries += list(outfit_entry(category, path, initial(outfit.name)))
|
||||
return entries
|
||||
|
||||
//GLOB.custom_outfits lists outfit *objects* so we'll need to do some custom handling for it
|
||||
/datum/select_equipment/proc/make_custom_outfit_entries(list/outfit_list)
|
||||
var/list/entries = list()
|
||||
for(var/datum/outfit/outfit as anything in outfit_list)
|
||||
entries += list(outfit_entry("Custom", REF(outfit), outfit.name, custom_entry=TRUE)) //it's either this or special handling on the UI side
|
||||
return entries
|
||||
|
||||
/datum/select_equipment/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
if(!dummy_key)
|
||||
init_dummy()
|
||||
|
||||
var/icon/dummysprite = get_flat_human_icon(null,
|
||||
dummy_key = dummy_key,
|
||||
outfit_override = selected_outfit,
|
||||
no_anim = TRUE)
|
||||
data["icon64"] = icon2base64(dummysprite)
|
||||
data["name"] = target_mob
|
||||
|
||||
var/datum/preferences/prefs = user?.client?.prefs
|
||||
data["favorites"] = list()
|
||||
if(prefs)
|
||||
data["favorites"] = prefs.favorite_outfits
|
||||
|
||||
var/list/custom
|
||||
custom += make_custom_outfit_entries(GLOB.custom_outfits)
|
||||
data["custom_outfits"] = custom
|
||||
data["current_outfit"] = selected_identifier
|
||||
return data
|
||||
|
||||
|
||||
/datum/select_equipment/ui_static_data(mob/user)
|
||||
var/list/data = list()
|
||||
if(!cached_outfits)
|
||||
cached_outfits = list()
|
||||
cached_outfits += list(outfit_entry("General", /datum/outfit, "Naked", priority=TRUE))
|
||||
cached_outfits += make_outfit_entries("General", subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman))
|
||||
cached_outfits += make_outfit_entries("Jobs", typesof(/datum/outfit/job))
|
||||
cached_outfits += make_outfit_entries("Plasmamen Outfits", typesof(/datum/outfit/plasmaman))
|
||||
|
||||
data["outfits"] = cached_outfits
|
||||
return data
|
||||
|
||||
|
||||
/datum/select_equipment/proc/resolve_outfit(text)
|
||||
|
||||
var/path = text2path(text)
|
||||
if(ispath(path, /datum/outfit))
|
||||
return path
|
||||
|
||||
else //don't bail yet - could be a custom outfit
|
||||
var/datum/outfit/custom_outfit = locate(text)
|
||||
if(istype(custom_outfit))
|
||||
return custom_outfit
|
||||
|
||||
|
||||
/datum/select_equipment/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
. = TRUE
|
||||
switch(action)
|
||||
if("preview")
|
||||
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
|
||||
|
||||
if(ispath(new_outfit)) //got a typepath - that means we're dealing with a normal outfit
|
||||
selected_identifier = new_outfit //these are keyed by type
|
||||
//by the way, no, they can't be keyed by name because many of them have duplicate names
|
||||
|
||||
else if(istype(new_outfit)) //got an initialized object - means it's a custom outfit
|
||||
selected_identifier = REF(new_outfit) //and the outfit will be keyed by its ref (cause its type will always be /datum/outfit)
|
||||
|
||||
else //we got nothing and should bail
|
||||
return
|
||||
|
||||
selected_outfit = new_outfit
|
||||
|
||||
if("applyoutfit")
|
||||
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
|
||||
if(new_outfit && ispath(new_outfit)) //initialize it
|
||||
new_outfit = new new_outfit
|
||||
if(!istype(new_outfit))
|
||||
return
|
||||
user.admin_apply_outfit(target_mob, new_outfit)
|
||||
|
||||
if("customoutfit")
|
||||
user.outfit_manager()
|
||||
|
||||
if("togglefavorite")
|
||||
var/datum/outfit/outfit_path = resolve_outfit(params["path"])
|
||||
if(!ispath(outfit_path)) //we do *not* want custom outfits (i.e objects) here, they're not even persistent
|
||||
return
|
||||
|
||||
if(user.prefs.favorite_outfits.Find(outfit_path)) //already there, remove it
|
||||
user.prefs.favorite_outfits -= outfit_path
|
||||
else //not there, add it
|
||||
user.prefs.favorite_outfits += outfit_path
|
||||
user.prefs.save_preferences()
|
||||
|
||||
/client/proc/admin_apply_outfit(mob/target, dresscode)
|
||||
if(!ishuman(target) && !isobserver(target))
|
||||
alert("Invalid mob")
|
||||
return
|
||||
|
||||
if(!dresscode)
|
||||
return
|
||||
|
||||
var/delete_pocket
|
||||
var/mob/living/carbon/human/human_target
|
||||
if(isobserver(target))
|
||||
human_target = target.change_mob_type(/mob/living/carbon/human, delete_old_mob = TRUE)
|
||||
else
|
||||
human_target = target
|
||||
if(human_target.l_store || human_target.r_store || human_target.s_store) //saves a lot of time for admins and coders alike
|
||||
if(alert("Drop Items in Pockets? No will delete them.", "Robust quick dress shop", "Yes", "No") == "No")
|
||||
delete_pocket = TRUE
|
||||
|
||||
SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
for(var/obj/item/item in human_target.get_equipped_items(delete_pocket))
|
||||
qdel(item)
|
||||
if(dresscode != "Naked")
|
||||
human_target.equipOutfit(dresscode)
|
||||
|
||||
human_target.regenerate_icons()
|
||||
|
||||
log_admin("[key_name(usr)] changed the equipment of [key_name(human_target)] to [dresscode].")
|
||||
message_admins("<span class='adminnotice'>[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(human_target)] to [dresscode].</span>")
|
||||
|
||||
return dresscode
|
||||
@@ -345,6 +345,14 @@
|
||||
InsertAll("", each, GLOB.alldirs)
|
||||
..()
|
||||
|
||||
/datum/asset/spritesheet/decals
|
||||
name = "decals"
|
||||
|
||||
/datum/asset/spritesheet/decals/register()
|
||||
for(var/each in list('icons/turf/decals.dmi'))
|
||||
InsertAll("", each, GLOB.alldirs)
|
||||
..()
|
||||
|
||||
/datum/asset/spritesheet/supplypods
|
||||
name = "supplypods"
|
||||
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
cost = 250
|
||||
unit_name = "heart"
|
||||
export_types = list(/obj/item/organ/heart)
|
||||
exclude_types = list(/obj/item/organ/heart/cursed, /obj/item/organ/heart/cybernetic)
|
||||
exclude_types = list(/obj/item/organ/heart/cursed, /obj/item/organ/heart/cybernetic/tier2, /obj/item/organ/heart/cybernetic/tier3)
|
||||
|
||||
/datum/export/organs/tongue
|
||||
cost = 75
|
||||
@@ -92,29 +92,30 @@
|
||||
cost = 50 //can be replaced
|
||||
unit_name = "stomach"
|
||||
export_types = list(/obj/item/organ/stomach)
|
||||
exclude_types = list(/obj/item/organ/stomach/cybernetic/tier2, /obj/item/organ/stomach/cybernetic/tier3)
|
||||
|
||||
/datum/export/organs/lungs
|
||||
cost = 150
|
||||
unit_name = "lungs"
|
||||
export_types = list(/obj/item/organ/lungs)
|
||||
exclude_types = list(/obj/item/organ/lungs/cybernetic, /obj/item/organ/lungs/cybernetic/upgraded)
|
||||
export_types = list(/obj/item/organ/lungs,)
|
||||
exclude_types = list(/obj/item/organ/lungs/cybernetic/tier2, /obj/item/organ/lungs/cybernetic/tier3)
|
||||
|
||||
/datum/export/organs/liver
|
||||
cost = 175
|
||||
unit_name = "liver"
|
||||
export_types = list(/obj/item/organ/liver)
|
||||
exclude_types = list(/obj/item/organ/liver/cybernetic, /obj/item/organ/liver/cybernetic/upgraded)
|
||||
exclude_types = list(/obj/item/organ/liver/cybernetic/tier2, /obj/item/organ/liver/cybernetic/tier3)
|
||||
|
||||
/datum/export/organs/cybernetic
|
||||
cost = 225
|
||||
unit_name = "cybernetic organ"
|
||||
export_types = list(/obj/item/organ/liver/cybernetic, /obj/item/organ/lungs/cybernetic, /obj/item/organ/eyes/robotic, /obj/item/organ/heart/cybernetic)
|
||||
exclude_types = list(/obj/item/organ/lungs/cybernetic/upgraded, /obj/item/organ/liver/cybernetic/upgraded)
|
||||
export_types = list(/obj/item/organ/liver/cybernetic/tier2, /obj/item/organ/lungs/cybernetic/tier2, /obj/item/organ/eyes/robotic/shield, /obj/item/organ/eyes/robotic/glow, /obj/item/organ/stomach/cybernetic/tier2, /obj/item/organ/heart/cybernetic/tier2)
|
||||
exclude_types = list(/obj/item/organ/liver/cybernetic/tier3, /obj/item/organ/lungs/cybernetic/tier3, /obj/item/organ/eyes/robotic/xray, /obj/item/organ/eyes/robotic/thermals, /obj/item/organ/stomach/cybernetic/tier3, /obj/item/organ/heart/cybernetic/tier3)
|
||||
|
||||
/datum/export/organs/upgraded
|
||||
cost = 275
|
||||
unit_name = "upgraded cybernetic organ"
|
||||
export_types = list(/obj/item/organ/lungs/cybernetic/upgraded, /obj/item/organ/liver/cybernetic/upgraded)
|
||||
export_types = list(/obj/item/organ/liver/cybernetic/tier3, /obj/item/organ/lungs/cybernetic/tier3, /obj/item/organ/eyes/robotic/xray, /obj/item/organ/eyes/robotic/thermals, /obj/item/organ/stomach/cybernetic/tier3, /obj/item/organ/heart/cybernetic/tier3)
|
||||
|
||||
/datum/export/organs/tail // yeah have fun pulling this off someone without catching a bwoink
|
||||
cost = 500
|
||||
|
||||
@@ -80,15 +80,15 @@
|
||||
|
||||
/datum/supply_pack/security/russianclothing
|
||||
name = "Russian Surplus Clothing"
|
||||
desc = "An old russian crate full of surplus armor that they used to use! Has two sets of bulletproff armor, a few union suits and some warm hats!"
|
||||
desc = "An old russian crate full of surplus armor that they used to use! Has two sets of bulletproof armor, a few union suits and some warm hats!"
|
||||
contraband = TRUE
|
||||
cost = 5750 // Its basicly sec suits, good boots/gloves
|
||||
contains = list(/obj/item/clothing/suit/armor/navyblue/russian,
|
||||
/obj/item/clothing/suit/armor/navyblue/russian,
|
||||
contains = list(/obj/item/clothing/under/syndicate/rus_army,
|
||||
/obj/item/clothing/under/syndicate/rus_army,
|
||||
/obj/item/clothing/shoes/combat,
|
||||
/obj/item/clothing/shoes/combat,
|
||||
/obj/item/clothing/head/ushanka,
|
||||
/obj/item/clothing/head/ushanka,
|
||||
/obj/item/clothing/head/helmet/rus_helmet,
|
||||
/obj/item/clothing/head/helmet/rus_helmet,
|
||||
/obj/item/clothing/suit/armor/bulletproof,
|
||||
/obj/item/clothing/suit/armor/bulletproof,
|
||||
/obj/item/clothing/head/helmet/alt,
|
||||
@@ -98,23 +98,21 @@
|
||||
/obj/item/clothing/mask/gas,
|
||||
/obj/item/clothing/mask/gas)
|
||||
crate_name = "surplus russian clothing"
|
||||
crate_type = /obj/structure/closet/crate/internals
|
||||
|
||||
/datum/supply_pack/security/russian_partisan
|
||||
name = "Russian Partisan Gear"
|
||||
desc = "An old russian partisan equipment crate, comes with a full russian outfit, a loaded surplus rifle and a second magazine."
|
||||
contraband = TRUE
|
||||
access = FALSE
|
||||
cost = 6500
|
||||
contains = list(/obj/item/clothing/suit/armor/navyblue/russian,
|
||||
/obj/item/clothing/shoes/combat,
|
||||
/obj/item/clothing/head/ushanka,
|
||||
/obj/item/clothing/head/helmet/rus_helmet,
|
||||
/obj/item/clothing/suit/armor/bulletproof,
|
||||
/obj/item/clothing/head/helmet/alt,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated,
|
||||
/obj/item/clothing/under/syndicate/rus_army,
|
||||
/obj/item/clothing/mask/gas)
|
||||
crate_name = "surplus russian gear"
|
||||
crate_type = /obj/structure/closet/crate/internals
|
||||
|
||||
/datum/supply_pack/security/russian_partisan/fill(obj/structure/closet/crate/C)
|
||||
..()
|
||||
@@ -241,7 +239,7 @@
|
||||
access = FALSE
|
||||
access_any = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
|
||||
contains = list(/obj/item/ammo_box/c38/dumdum)
|
||||
crate_name = ".38 match crate"
|
||||
crate_name = ".38 dumdum crate"
|
||||
|
||||
/datum/supply_pack/security/match
|
||||
name = ".38 Match Grade Speedloader"
|
||||
|
||||
@@ -227,6 +227,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
var/persistent_scars = TRUE
|
||||
///If we want to broadcast deadchat connect/disconnect messages
|
||||
var/broadcast_login_logout = TRUE
|
||||
///What outfit typepaths we've favorited in the SelectEquipment menu
|
||||
var/list/favorite_outfits = list()
|
||||
/// We have 5 slots for persistent scars, if enabled we pick a random one to load (empty by default) and scars at the end of the shift if we survived as our original person
|
||||
var/list/scars_list = list("1" = "", "2" = "", "3" = "", "4" = "", "5" = "")
|
||||
/// Which of the 5 persistent scar slots we randomly roll to load for this round, if enabled. Actually rolled in [/datum/preferences/proc/load_character(slot)]
|
||||
|
||||
@@ -406,6 +406,15 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
S["auto_ooc"] >> auto_ooc
|
||||
S["no_tetris_storage"] >> no_tetris_storage
|
||||
|
||||
//favorite outfits
|
||||
S["favorite_outfits"] >> favorite_outfits
|
||||
|
||||
var/list/parsed_favs = list()
|
||||
for(var/typetext in favorite_outfits)
|
||||
var/datum/outfit/path = text2path(typetext)
|
||||
if(ispath(path)) //whatever typepath fails this check probably doesn't exist anymore
|
||||
parsed_favs += path
|
||||
favorite_outfits = uniqueList(parsed_favs)
|
||||
|
||||
//try to fix any outdated data if necessary
|
||||
if(needs_update >= 0)
|
||||
@@ -455,6 +464,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
no_tetris_storage = sanitize_integer(no_tetris_storage, 0, 1, initial(no_tetris_storage))
|
||||
key_bindings = sanitize_islist(key_bindings, list())
|
||||
modless_key_bindings = sanitize_islist(modless_key_bindings, list())
|
||||
favorite_outfits = SANITIZE_LIST(favorite_outfits)
|
||||
|
||||
verify_keybindings_valid() // one of these days this will runtime and you'll be glad that i put it in a different proc so no one gets their saves wiped
|
||||
|
||||
@@ -556,6 +566,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
WRITE_FILE(S["pda_skin"], pda_skin)
|
||||
WRITE_FILE(S["key_bindings"], key_bindings)
|
||||
WRITE_FILE(S["modless_key_bindings"], modless_key_bindings)
|
||||
WRITE_FILE(S["favorite_outfits"], favorite_outfits)
|
||||
|
||||
//citadel code
|
||||
WRITE_FILE(S["screenshake"], screenshake)
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
set desc = "Authorizes your account in the panic bunker of any servers connected to this function."
|
||||
set category = "OOC"
|
||||
|
||||
if(!(prefs.db_flags & DB_FLAG_AGE_CONFIRMATION_INCOMPLETE))
|
||||
if(prefs.db_flags & DB_FLAG_AGE_CONFIRMATION_INCOMPLETE)
|
||||
to_chat(src, "<span class='danger'>You are not age verified.</span>")
|
||||
return
|
||||
|
||||
|
||||
@@ -83,8 +83,7 @@
|
||||
standard_outfit_options = list()
|
||||
for(var/path in subtypesof(/datum/outfit/job))
|
||||
var/datum/outfit/O = path
|
||||
if(initial(O.can_be_admin_equipped))
|
||||
standard_outfit_options[initial(O.name)] = path
|
||||
standard_outfit_options[initial(O.name)] = path
|
||||
sortTim(standard_outfit_options, /proc/cmp_text_asc)
|
||||
outfit_options = standard_outfit_options
|
||||
|
||||
|
||||
@@ -358,6 +358,12 @@
|
||||
..()
|
||||
user.cure_blind("blindfold_[REF(src)]")
|
||||
|
||||
/obj/item/clothing/glasses/fakeblindfold
|
||||
name = "thin blindfold"
|
||||
desc = "Covers the eyes, but not thick enough to obscure vision. Mostly for aesthetic."
|
||||
icon_state = "blindfoldwhite"
|
||||
item_state = "blindfoldwhite"
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/blindfold/white
|
||||
name = "blind personnel blindfold"
|
||||
desc = "Indicates that the wearer suffers from blindness."
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
/obj/item/clothing/suit/armor/riot
|
||||
name = "riot suit"
|
||||
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters."
|
||||
icon_state = "riot"
|
||||
icon_state = "swat"
|
||||
item_state = "swat_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
@@ -24,7 +24,12 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
|
||||
/mob/living/carbon/human/dummy/proc/wipe_state()
|
||||
delete_equipment()
|
||||
icon_render_key = null
|
||||
cut_overlays()
|
||||
cut_overlays(TRUE)
|
||||
|
||||
/mob/living/carbon/human/dummy/setup_human_dna()
|
||||
create_dna(src)
|
||||
randomize_human(src)
|
||||
dna.initialize_dna(skip_index = TRUE) //Skip stuff that requires full round init.
|
||||
|
||||
//Inefficient pooling/caching way.
|
||||
GLOBAL_LIST_EMPTY(human_dummy_list)
|
||||
@@ -42,13 +47,48 @@ GLOBAL_LIST_EMPTY(dummy_mob_list)
|
||||
D = new
|
||||
GLOB.human_dummy_list[slotkey] = D
|
||||
GLOB.dummy_mob_list += D
|
||||
else
|
||||
D.regenerate_icons() //they were cut in wipe_state()
|
||||
D.in_use = TRUE
|
||||
return D
|
||||
|
||||
/proc/unset_busy_human_dummy(slotnumber)
|
||||
if(!slotnumber)
|
||||
/proc/generate_dummy_lookalike(slotkey, mob/target)
|
||||
if(!istype(target))
|
||||
return generate_or_wait_for_human_dummy(slotkey)
|
||||
|
||||
var/mob/living/carbon/human/dummy/copycat = generate_or_wait_for_human_dummy(slotkey)
|
||||
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/carbon_target = target
|
||||
carbon_target.dna.transfer_identity(copycat, transfer_SE = TRUE)
|
||||
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/human_target = target
|
||||
human_target.copy_clothing_prefs(copycat)
|
||||
|
||||
copycat.updateappearance(icon_update=TRUE, mutcolor_update=TRUE, mutations_overlay_update=TRUE)
|
||||
else
|
||||
//even if target isn't a carbon, if they have a client we can make the
|
||||
//dummy look like what their human would look like based on their prefs
|
||||
target?.client?.prefs?.copy_to(copycat, icon_updates=TRUE, roundstart_checks=FALSE)
|
||||
|
||||
return copycat
|
||||
|
||||
/proc/unset_busy_human_dummy(slotkey)
|
||||
if(!slotkey)
|
||||
return
|
||||
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
|
||||
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotkey]
|
||||
if(istype(D))
|
||||
D.wipe_state()
|
||||
D.in_use = FALSE
|
||||
|
||||
/proc/clear_human_dummy(slotkey)
|
||||
if(!slotkey)
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/dummy/dummy = GLOB.human_dummy_list[slotkey]
|
||||
|
||||
GLOB.human_dummy_list -= slotkey
|
||||
if(istype(dummy))
|
||||
GLOB.dummy_mob_list -= dummy
|
||||
qdel(dummy)
|
||||
|
||||
@@ -14,10 +14,7 @@
|
||||
//initialize limbs first
|
||||
create_bodyparts()
|
||||
|
||||
//initialize dna. for spawned humans; overwritten by other code
|
||||
create_dna(src)
|
||||
randomize_human(src)
|
||||
dna.initialize_dna()
|
||||
setup_human_dna()
|
||||
|
||||
if(dna.species)
|
||||
set_species(dna.species.type)
|
||||
@@ -36,6 +33,11 @@
|
||||
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
|
||||
GLOB.human_list += src
|
||||
|
||||
/mob/living/carbon/human/proc/setup_human_dna()
|
||||
//initialize dna. for spawned humans; overwritten by other code
|
||||
create_dna(src)
|
||||
randomize_human(src)
|
||||
dna.initialize_dna()
|
||||
|
||||
/mob/living/carbon/human/ComponentInitialize()
|
||||
. = ..()
|
||||
|
||||
@@ -176,3 +176,9 @@
|
||||
|
||||
/mob/living/carbon/human/get_biological_state()
|
||||
return dna.species.get_biological_state()
|
||||
|
||||
///copies over clothing preferences like underwear to another human
|
||||
/mob/living/carbon/human/proc/copy_clothing_prefs(mob/living/carbon/human/destination)
|
||||
destination.underwear = underwear
|
||||
destination.undershirt = undershirt
|
||||
destination.socks = socks
|
||||
|
||||
@@ -23,7 +23,7 @@ Difficulty: Hard
|
||||
*/
|
||||
|
||||
/mob/living/simple_animal/hostile/megafauna/bubblegum
|
||||
name = "bubblegum"
|
||||
name = "Bubblegum"
|
||||
desc = "In what passes for a hierarchy among slaughter demons, this one is king."
|
||||
health = 2500
|
||||
maxHealth = 2500
|
||||
@@ -443,7 +443,7 @@ Difficulty: Hard
|
||||
charge(chargeat, delay, chargepast)
|
||||
|
||||
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination
|
||||
name = "bubblegum's hallucination"
|
||||
name = "Bubblegum's hallucination"
|
||||
desc = "Is that really just a hallucination?"
|
||||
health = 1
|
||||
maxHealth = 1
|
||||
|
||||
@@ -64,7 +64,6 @@
|
||||
friendly_verb_simple = "groom"
|
||||
mob_size = MOB_SIZE_SMALL
|
||||
movement_type = FLYING
|
||||
gold_core_spawnable = FRIENDLY_SPAWN
|
||||
|
||||
var/parrot_damage_upper = 10
|
||||
var/parrot_state = PARROT_WANDER //Hunt for a perch when created
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
/obj/item/ammo_casing/chemgun
|
||||
name = "dart synthesiser"
|
||||
desc = "A high-power spring, linked to an energy-based dart synthesiser."
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
||||
projectile_type = /obj/item/projectile/bullet/dart/piercing
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
@@ -35,7 +35,7 @@
|
||||
var/obj/item/gun/chem/CG = loc
|
||||
if(CG.syringes_left <= 0)
|
||||
return
|
||||
CG.reagents.trans_to(BB, 15)
|
||||
CG.reagents.trans_to(BB, 10)
|
||||
BB.name = "chemical dart"
|
||||
CG.syringes_left--
|
||||
..()
|
||||
|
||||
@@ -407,11 +407,11 @@
|
||||
fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
mag_type = /obj/item/ammo_box/magazine/m10mm/rifle
|
||||
fire_delay = 30
|
||||
fire_delay = 10
|
||||
burst_size = 1
|
||||
can_unsuppress = TRUE
|
||||
can_suppress = TRUE
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
automatic_burst_overlay = FALSE
|
||||
actions_types = list()
|
||||
|
||||
@@ -13,9 +13,9 @@
|
||||
custom_materials = list(/datum/material/iron=2000)
|
||||
clumsy_check = FALSE
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/time_per_syringe = 250
|
||||
var/syringes_left = 4
|
||||
var/max_syringes = 4
|
||||
var/time_per_syringe = 300
|
||||
var/syringes_left = 5
|
||||
var/max_syringes = 5
|
||||
var/last_synth = 0
|
||||
|
||||
/obj/item/gun/chem/Initialize()
|
||||
|
||||
@@ -644,66 +644,109 @@
|
||||
//Cybernetic organs
|
||||
|
||||
/datum/design/cybernetic_liver
|
||||
name = "Cybernetic Liver"
|
||||
desc = "A cybernetic liver"
|
||||
name = "Basic Cybernetic Liver"
|
||||
desc = "A basic cybernetic liver."
|
||||
id = "cybernetic_liver"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
construction_time = 40
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/liver/cybernetic
|
||||
category = list("Misc","Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_heart
|
||||
name = "Cybernetic Heart"
|
||||
desc = "A cybernetic heart"
|
||||
id = "cybernetic_heart"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/heart/cybernetic
|
||||
category = list("Misc","Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_heart_u
|
||||
name = "Upgraded Cybernetic Heart"
|
||||
desc = "An upgraded cybernetic heart"
|
||||
id = "cybernetic_heart_u"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
construction_time = 50
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500)
|
||||
build_path = /obj/item/organ/heart/cybernetic/upgraded
|
||||
category = list("Misc", "Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_liver_u
|
||||
name = "Upgraded Cybernetic Liver"
|
||||
desc = "An upgraded cybernetic liver"
|
||||
id = "cybernetic_liver_u"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
/datum/design/cybernetic_liver/tier2
|
||||
name = "Cybernetic Liver"
|
||||
desc = "A cybernetic liver."
|
||||
id = "cybernetic_liver_tier2"
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/liver/cybernetic/upgraded
|
||||
category = list("Misc","Medical Designs")
|
||||
build_path = /obj/item/organ/liver/cybernetic/tier2
|
||||
|
||||
/datum/design/cybernetic_liver/tier3
|
||||
name = "Upgraded Cybernetic Liver"
|
||||
desc = "An upgraded cybernetic liver."
|
||||
id = "cybernetic_liver_tier3"
|
||||
construction_time = 50
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
|
||||
build_path = /obj/item/organ/liver/cybernetic/tier3
|
||||
|
||||
/datum/design/cybernetic_heart
|
||||
name = "Basic Cybernetic Heart"
|
||||
desc = "A basic cybernetic heart."
|
||||
id = "cybernetic_heart"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
construction_time = 40
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/heart/cybernetic
|
||||
category = list("Misc", "Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_heart/tier2
|
||||
name = "Cybernetic Heart"
|
||||
desc = "A cybernetic heart."
|
||||
id = "cybernetic_heart_tier2"
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/heart/cybernetic/tier2
|
||||
|
||||
/datum/design/cybernetic_heart/tier3
|
||||
name = "Upgraded Cybernetic Heart"
|
||||
desc = "An upgraded cybernetic heart."
|
||||
id = "cybernetic_heart_tier3"
|
||||
construction_time = 50
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
|
||||
build_path = /obj/item/organ/heart/cybernetic/tier3
|
||||
|
||||
/datum/design/cybernetic_lungs
|
||||
name = "Cybernetic Lungs"
|
||||
desc = "A pair of cybernetic lungs."
|
||||
name = "Basic Cybernetic Lungs"
|
||||
desc = "A basic pair of cybernetic lungs."
|
||||
id = "cybernetic_lungs"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
construction_time = 40
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/lungs/cybernetic
|
||||
category = list("Misc","Medical Designs")
|
||||
category = list("Misc", "Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_lungs_u
|
||||
/datum/design/cybernetic_lungs/tier2
|
||||
name = "Cybernetic Lungs"
|
||||
desc = "A pair of cybernetic lungs."
|
||||
id = "cybernetic_lungs_tier2"
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/lungs/cybernetic/tier2
|
||||
|
||||
/datum/design/cybernetic_lungs/tier3
|
||||
name = "Upgraded Cybernetic Lungs"
|
||||
desc = "A pair of upgraded cybernetic lungs."
|
||||
id = "cybernetic_lungs_u"
|
||||
id = "cybernetic_lungs_tier3"
|
||||
construction_time = 50
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
|
||||
build_path = /obj/item/organ/lungs/cybernetic/tier3
|
||||
|
||||
/datum/design/cybernetic_stomach
|
||||
name = "Basic Cybernetic Stomach"
|
||||
desc = "A basic cybernetic stomach."
|
||||
id = "cybernetic_stomach"
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500)
|
||||
build_path = /obj/item/organ/lungs/cybernetic/upgraded
|
||||
category = list("Misc","Medical Designs")
|
||||
construction_time = 40
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/stomach/cybernetic
|
||||
category = list("Misc", "Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_stomach/tier2
|
||||
name = "Cybernetic Stomach"
|
||||
desc = "A cybernetic stomach."
|
||||
id = "cybernetic_stomach_tier2"
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/stomach/cybernetic/tier2
|
||||
|
||||
/datum/design/cybernetic_stomach/tier3
|
||||
name = "Upgraded Cybernetic Stomach"
|
||||
desc = "An upgraded cybernetic stomach."
|
||||
id = "cybernetic_stomach_tier3"
|
||||
construction_time = 50
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
|
||||
build_path = /obj/item/organ/stomach/cybernetic/tier3
|
||||
|
||||
/datum/design/cybernetic_tongue
|
||||
name = "Cybernetic tongue"
|
||||
desc = "A fancy cybernetic tongue."
|
||||
@@ -711,7 +754,7 @@
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
|
||||
build_path = /obj/item/organ/tongue/cybernetic
|
||||
category = list("Misc","Medical Designs")
|
||||
category = list("Misc", "Medical Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
|
||||
|
||||
/datum/design/cybernetic_ears
|
||||
|
||||
@@ -67,20 +67,27 @@
|
||||
design_ids = list("implanter", "implantcase", "implant_chem", "implant_tracking", "locator", "c38_trac")
|
||||
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
|
||||
|
||||
/datum/techweb_node/basic_cyber_organs
|
||||
id = "basic_cyber_organs"
|
||||
starting_node = TRUE
|
||||
display_name = "Basic Cybernetic Organs"
|
||||
description = "We have the techinology to force him to live a disgusting halflife."
|
||||
design_ids = list("cybernetic_liver", "cybernetic_heart", "cybernetic_lungs", "cybernetic_stomach")
|
||||
|
||||
/datum/techweb_node/cyber_organs
|
||||
id = "cyber_organs"
|
||||
display_name = "Cybernetic Organs"
|
||||
description = "We have the technology to rebuild him."
|
||||
prereq_ids = list("adv_biotech")
|
||||
design_ids = list("cybernetic_ears", "cybernetic_heart", "cybernetic_liver", "cybernetic_lungs", "cybernetic_tongue")
|
||||
prereq_ids = list("biotech")
|
||||
design_ids = list("cybernetic_ears", "cybernetic_heart_tier2", "cybernetic_liver_tier2", "cybernetic_lungs_tier2", "cybernetic_stomach_tier2")
|
||||
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1000)
|
||||
|
||||
/datum/techweb_node/cyber_organs_upgraded
|
||||
id = "cyber_organs_upgraded"
|
||||
display_name = "Upgraded Cybernetic Organs"
|
||||
description = "We have the technology to upgrade him."
|
||||
prereq_ids = list("cyber_organs")
|
||||
design_ids = list("cybernetic_ears_u", "cybernetic_heart_u", "cybernetic_liver_u", "cybernetic_lungs_u", "ipc_stomach")
|
||||
prereq_ids = list("adv_biotech", "cyber_organs")
|
||||
design_ids = list("cybernetic_ears_u", "cybernetic_heart_tier3", "cybernetic_liver_tier3", "cybernetic_lungs_tier3", "cybernetic_stomach_tier3")
|
||||
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1500)
|
||||
|
||||
/datum/techweb_node/cyber_implants
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
id = "advanced_illegal_ballistics"
|
||||
display_name = "Advanced Non-Standard Ballistics"
|
||||
description = "Ballistic ammunition for non-standard firearms. Usually the ones you don't have nor want to be involved with."
|
||||
design_ids = list("10mm","10mmap","10mminc","10mmhp","sl357","sl357ap","pistolm9mm","m45","bolt_clip")
|
||||
design_ids = list("10mm","10mmap","10mminc","10mmhp","sl357","sl357ap","pistolm9mm","m45","bolt_clip","m10apbox","m10firebox","m10hpbox")
|
||||
prereq_ids = list("ballistic_weapons","syndicate_basic","explosive_weapons")
|
||||
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 25000) //This gives sec lethal mags/clips for guns from traitors, space, or anything in between.
|
||||
|
||||
|
||||
@@ -197,45 +197,67 @@
|
||||
colour = "red"
|
||||
|
||||
/obj/item/organ/heart/cybernetic
|
||||
name = "cybernetic heart"
|
||||
desc = "An electronic device designed to mimic the functions of an organic human heart. Offers no benefit over an organic heart other than being easy to make."
|
||||
name = "basic cybernetic heart"
|
||||
desc = "A basic electronic device designed to mimic the functions of an organic human heart."
|
||||
icon_state = "heart-c"
|
||||
organ_flags = ORGAN_SYNTHETIC
|
||||
maxHealth = STANDARD_ORGAN_THRESHOLD*0.75 //This also hits defib timer, so a bit higher than its less important counterparts
|
||||
|
||||
var/dose_available = FALSE
|
||||
var/rid = /datum/reagent/medicine/epinephrine
|
||||
var/ramount = 10
|
||||
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
|
||||
|
||||
/obj/item/organ/heart/cybernetic/tier2
|
||||
name = "cybernetic heart"
|
||||
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma."
|
||||
icon_state = "heart-c-u"
|
||||
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
|
||||
dose_available = TRUE
|
||||
emp_vulnerability = 2
|
||||
|
||||
/obj/item/organ/heart/cybernetic/tier3
|
||||
name = "upgraded cybernetic heart"
|
||||
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
|
||||
icon_state = "heart-c-u2"
|
||||
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
|
||||
dose_available = TRUE
|
||||
rid = /datum/reagent/medicine/atropine
|
||||
ramount = 5
|
||||
emp_vulnerability = 3
|
||||
|
||||
/obj/item/organ/heart/cybernetic/emp_act(severity)
|
||||
. = ..()
|
||||
|
||||
// If the owner doesn't need a heart, we don't need to do anything with it.
|
||||
if(!owner.needs_heart())
|
||||
return
|
||||
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
Stop()
|
||||
addtimer(CALLBACK(src, .proc/Restart), 0.2*severity SECONDS)
|
||||
damage += severity
|
||||
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
|
||||
owner.Dizzy(10)
|
||||
owner.losebreath += 10
|
||||
COOLDOWN_START(src, severe_cooldown, 20 SECONDS)
|
||||
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
|
||||
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
|
||||
Stop()
|
||||
owner.visible_message("<span class='danger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>", \
|
||||
"<span class='userdanger'>You feel a terrible pain in your chest, as if your heart has stopped!</span>")
|
||||
addtimer(CALLBACK(src, .proc/Restart), 10 SECONDS)
|
||||
|
||||
/obj/item/organ/heart/cybernetic/upgraded
|
||||
name = "upgraded cybernetic heart"
|
||||
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
|
||||
icon_state = "heart-c-u"
|
||||
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
|
||||
|
||||
//I put it on upgraded for now.
|
||||
var/dose_available = TRUE
|
||||
var/rid = /datum/reagent/medicine/epinephrine
|
||||
var/ramount = 10
|
||||
|
||||
/obj/item/organ/heart/cybernetic/upgraded/on_life()
|
||||
/obj/item/organ/heart/cybernetic/on_life(delta_time, times_fired)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
if(dose_available && owner.health <= owner.crit_threshold && !owner.reagents.has_reagent(rid))
|
||||
owner.reagents.add_reagent(rid, ramount)
|
||||
used_dose()
|
||||
if(ramount < 10) //eats your nutrition to regen epinephrine
|
||||
var/regen_amount = owner.nutrition/2000
|
||||
owner.adjust_nutrition(-regen_amount)
|
||||
ramount += regen_amount
|
||||
|
||||
/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
|
||||
/obj/item/organ/heart/cybernetic/proc/used_dose()
|
||||
owner.reagents.add_reagent(rid, ramount)
|
||||
dose_available = FALSE
|
||||
|
||||
/obj/item/organ/heart/cybernetic/tier3/used_dose()
|
||||
. = ..()
|
||||
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
|
||||
ramount = 0
|
||||
|
||||
/obj/item/organ/heart/ipc
|
||||
name = "IPC heart"
|
||||
|
||||
@@ -98,23 +98,41 @@
|
||||
icon_state = "liver-c"
|
||||
|
||||
/obj/item/organ/liver/cybernetic
|
||||
name = "cybernetic liver"
|
||||
name = "basic cybernetic liver"
|
||||
icon_state = "liver-c"
|
||||
desc = "An electronic device designed to mimic the functions of a human liver. It has no benefits over an organic liver, but is easy to produce."
|
||||
desc = "A very basic device designed to mimic the functions of a human liver. Handles toxins slightly worse than an organic liver."
|
||||
organ_flags = ORGAN_SYNTHETIC
|
||||
maxHealth = 1.1 * STANDARD_ORGAN_THRESHOLD
|
||||
toxTolerance = 0.3 * LIVER_DEFAULT_TOX_TOLERANCE //little less than 1u of toxin purging
|
||||
toxLethality = 1.1 * LIVER_DEFAULT_TOX_LETHALITY
|
||||
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
|
||||
|
||||
/obj/item/organ/liver/cybernetic/upgraded
|
||||
name = "upgraded cybernetic liver"
|
||||
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
|
||||
|
||||
/obj/item/organ/liver/cybernetic/tier2
|
||||
name = "cybernetic liver"
|
||||
icon_state = "liver-c-u"
|
||||
desc = "An upgraded version of the cybernetic liver, designed to improve upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
|
||||
desc = "An electronic device designed to mimic the functions of a human liver. Handles toxins slightly better than an organic liver."
|
||||
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
|
||||
toxTolerance = 2 * LIVER_DEFAULT_TOX_TOLERANCE //6 units of toxin purging
|
||||
toxLethality = 0.8 * LIVER_DEFAULT_TOX_LETHALITY //20% less damage than a normal liver
|
||||
emp_vulnerability = 2
|
||||
|
||||
/obj/item/organ/liver/cybernetic/tier3
|
||||
name = "upgraded cybernetic liver"
|
||||
icon_state = "liver-c-u2"
|
||||
desc = "An upgraded version of the cybernetic liver, designed to improve further upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
|
||||
alcohol_tolerance = 0.001
|
||||
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
|
||||
toxTolerance = 15 //can shrug off up to 15u of toxins
|
||||
toxLethality = 0.008 //20% less damage than a normal liver
|
||||
toxTolerance = 5 * LIVER_DEFAULT_TOX_TOLERANCE //15 units of toxin purging
|
||||
toxLethality = 0.4 * LIVER_DEFAULT_TOX_LETHALITY //60% less damage than a normal liver
|
||||
emp_vulnerability = 3
|
||||
|
||||
/obj/item/organ/liver/cybernetic/emp_act(severity)
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
damage += severity
|
||||
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
|
||||
owner.adjustToxLoss(10)
|
||||
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
|
||||
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
|
||||
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
|
||||
|
||||
@@ -547,33 +547,52 @@
|
||||
maxHealth = INFINITY//I don't understand how plamamen work, so I'm not going to try t give them special lungs atm
|
||||
|
||||
/obj/item/organ/lungs/cybernetic
|
||||
name = "cybernetic lungs"
|
||||
desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement."
|
||||
name = "basic cybernetic lungs"
|
||||
desc = "A basic cybernetic version of the lungs found in traditional humanoid entities."
|
||||
icon_state = "lungs-c"
|
||||
organ_flags = ORGAN_SYNTHETIC
|
||||
maxHealth = 400
|
||||
safe_oxygen_min = 13
|
||||
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
|
||||
|
||||
/obj/item/organ/lungs/cybernetic/emp_act()
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
owner.losebreath = 20
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_LUNGS, 25)
|
||||
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
|
||||
|
||||
/obj/item/organ/lungs/cybernetic/upgraded
|
||||
name = "upgraded cybernetic lungs"
|
||||
desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
|
||||
/obj/item/organ/lungs/cybernetic/tier2
|
||||
name = "cybernetic lungs"
|
||||
desc = "A cybernetic version of the lungs found in traditional humanoid entities. Allows for greater intakes of oxygen than organic lungs, requiring slightly less pressure."
|
||||
icon_state = "lungs-c-u"
|
||||
safe_toxins_max = 20
|
||||
safe_co2_max = 20
|
||||
safe_oxygen_max = 250
|
||||
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
|
||||
safe_oxygen_min = 13
|
||||
safe_oxygen_max = 100
|
||||
emp_vulnerability = 2
|
||||
|
||||
/obj/item/organ/lungs/cybernetic/tier3
|
||||
name = "upgraded cybernetic lungs"
|
||||
desc = "A more advanced version of the stock cybernetic lungs. Features the ability to filter out various airbourne toxins and carbon dioxide even at heavy levels."
|
||||
icon_state = "lungs-c-u2"
|
||||
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
|
||||
safe_oxygen_min = 4 //You could literally be breathing the thinnest amount of oxygen and be fine
|
||||
safe_oxygen_max = 250 //Or be in an enriched oxygen room for that matter
|
||||
safe_toxins_max = 30
|
||||
safe_co2_max = 30
|
||||
SA_para_min = 30
|
||||
SA_sleep_min = 50
|
||||
BZ_trip_balls_min = 30
|
||||
emp_vulnerability = 3
|
||||
|
||||
cold_level_1_threshold = 200
|
||||
cold_level_2_threshold = 140
|
||||
cold_level_3_threshold = 100
|
||||
maxHealth = 550
|
||||
|
||||
/obj/item/organ/lungs/cybernetic/emp_act(severity)
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
|
||||
owner.losebreath += 20
|
||||
COOLDOWN_START(src, severe_cooldown, 30 SECONDS)
|
||||
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
|
||||
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
|
||||
|
||||
/obj/item/organ/lungs/ashwalker
|
||||
name = "ash lungs"
|
||||
desc = "blackened lungs identical from specimens recovered from lavaland, unsuited to higher air pressures."
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
var/decay_factor = 0 //same as above but when without a living owner, set to 0 for generic organs
|
||||
var/high_threshold = STANDARD_ORGAN_THRESHOLD * 0.45 //when severe organ damage occurs
|
||||
var/low_threshold = STANDARD_ORGAN_THRESHOLD * 0.1 //when minor organ damage occurs
|
||||
var/severe_cooldown //cooldown for severe effects, used for synthetic organ emp effects.
|
||||
|
||||
///Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
|
||||
var/prev_damage = 0
|
||||
@@ -153,6 +154,9 @@
|
||||
/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing or synthetic
|
||||
if(organ_flags & ORGAN_FAILING || !owner)
|
||||
return FALSE
|
||||
if(organ_flags & ORGAN_SYNTHETIC_EMP) //Synthetic organ has been emped, is now failing.
|
||||
applyOrganDamage(maxHealth * decay_factor)
|
||||
return
|
||||
if(!is_cold() && damage)
|
||||
///Damage decrements by a percent of its maxhealth
|
||||
var/healing_amount = -(maxHealth * healing_factor)
|
||||
|
||||
@@ -93,6 +93,40 @@
|
||||
icon_state = "stomach-p"
|
||||
desc = "A strange crystal that is responsible for metabolizing the unseen energy force that feeds plasmamen."
|
||||
|
||||
/obj/item/organ/stomach/cybernetic
|
||||
name = "basic cybernetic stomach"
|
||||
icon_state = "stomach-c"
|
||||
desc = "A basic device designed to mimic the functions of a human stomach"
|
||||
organ_flags = ORGAN_SYNTHETIC
|
||||
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
|
||||
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
|
||||
|
||||
/obj/item/organ/stomach/cybernetic/tier2
|
||||
name = "cybernetic stomach"
|
||||
icon_state = "stomach-c-u"
|
||||
desc = "An electronic device designed to mimic the functions of a human stomach. Handles disgusting food a bit better."
|
||||
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
|
||||
disgust_metabolism = 2
|
||||
emp_vulnerability = 2
|
||||
|
||||
/obj/item/organ/stomach/cybernetic/tier3
|
||||
name = "upgraded cybernetic stomach"
|
||||
icon_state = "stomach-c-u2"
|
||||
desc = "An upgraded version of the cybernetic stomach, designed to improve further upon organic stomachs. Handles disgusting food very well."
|
||||
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
|
||||
disgust_metabolism = 3
|
||||
emp_vulnerability = 3
|
||||
|
||||
/obj/item/organ/stomach/cybernetic/emp_act(severity)
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
|
||||
owner.vomit(stun = FALSE)
|
||||
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
|
||||
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
|
||||
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
|
||||
|
||||
/obj/item/organ/stomach/ipc
|
||||
name = "ipc cell"
|
||||
icon_state = "stomach-ipc"
|
||||
|
||||
@@ -208,9 +208,10 @@
|
||||
|
||||
/datum/uplink_item/role_restricted/chemical_gun
|
||||
name = "Reagent Dartgun"
|
||||
desc = "A heavily modified syringe gun which is capable of synthesizing its own chemical darts using input reagents. Can hold 100u of reagents."
|
||||
desc = "A heavily modified syringe gun which is capable of synthesizing its own chemical darts using input reagents. \
|
||||
Synthesizes one piercing 10 unit dart every 30 seconds up to a maximum of five. Can hold 100u of reagents."
|
||||
item = /obj/item/gun/chem
|
||||
cost = 12
|
||||
cost = 10
|
||||
restricted_roles = list("Chemist", "Chief Medical Officer")
|
||||
|
||||
/datum/uplink_item/role_restricted/reverse_bear_trap
|
||||
@@ -257,4 +258,4 @@
|
||||
item = /obj/item/storage/toolbox/emergency/turret
|
||||
cost = 11
|
||||
restricted_roles = list("Station Engineer")
|
||||
|
||||
|
||||
|
||||
+71
-159
@@ -50,6 +50,77 @@
|
||||
-->
|
||||
<div class="commit sansserif">
|
||||
|
||||
<h2 class="date">01 May 2021</h2>
|
||||
<h3 class="author">qweq12yt updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Restores the sprite for the Riot Suit.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">30 April 2021</h2>
|
||||
<h3 class="author">DrPainis updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="spellcheck">Bubblegum's hallucinations are capitalized.</li>
|
||||
</ul>
|
||||
<h3 class="author">Melbert, SandPoot updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="refactor">TGUI Limbgrower</li>
|
||||
<li class="refactor">Refactored the limbgrower to modernize the code and allow for more types of designs.</li>
|
||||
<li class="rscadd">The limbgrower now supports plumbing ducts.</li>
|
||||
<li class="bugfix">Fixes genitals not actually getting data from disks.</li>
|
||||
<li class="code_imp">Adds two special helpers.</li>
|
||||
</ul>
|
||||
<h3 class="author">SandPoot updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">The decal painter now has visible previews for your tile painting funs.</li>
|
||||
<li class="bugfix">Fixes decal painter painting in the opposite direction.</li>
|
||||
</ul>
|
||||
<h3 class="author">TheObserver-sys updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Restores the access lock on crates that should have them, given the goods inside.</li>
|
||||
<li class="bugfix">Makes the 10MM Surplus Rifle a less awful thing to use.</li>
|
||||
<li class="bugfix">replaces unarmored things with their armored versions.</li>
|
||||
<li class="balance">Illegal Tech Ammo actually is fucking reasonable, now.</li>
|
||||
<li class="balance">Expensive Illegal Tech Ammo Boxes are now constructible, with actually justifiable prices.</li>
|
||||
</ul>
|
||||
<h3 class="author">WanderingFox95 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">There's finally a reason for the reagent dart gun to exist and be used!</li>
|
||||
</ul>
|
||||
<h3 class="author">akada updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="imageadd">Changes the space adaptation sprite to something less intrusive and more subtle.</li>
|
||||
</ul>
|
||||
<h3 class="author">necromanceranne updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Basic cybernetic organs: they're worse than organic! Basic stomachs, hearts, lungs and livers! For when you hate someone enough to not bother harvesting organs from a monkeyhuman!</li>
|
||||
<li class="rscadd">Cybernetic organs have been adjusted into three tiers: 1 (basic), 2 (standard, better than organic) and 3 (absolutely better than organic but expensive to print)</li>
|
||||
<li class="rscadd">Cybernetic organs that are emp'd instead suffer different effects based on the severity of the emp. The bigger the emp, the worse the effect is.</li>
|
||||
<li class="rscadd">Rather than outright bricking, severely emp'd cyberorgans degrade over time very quickly, requiring replacement in the near future.</li>
|
||||
<li class="rscadd">Fake blindfolds in the loadout. They don't obscure vision, for better or worse.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">29 April 2021</h2>
|
||||
<h3 class="author">Putnam3145 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Fixed a couple runtimes in activity (threat) tracking</li>
|
||||
</ul>
|
||||
<h3 class="author">keronshb updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">Removes the Reinforcement Chromosome from Genetics.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">26 April 2021</h2>
|
||||
<h3 class="author">Trigg, stylemistake and SandPoot updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="admin">Admins just got a new TGUI Select Equipment menu tweak: Prevents the window from creating sprites for any animated version there might be. (this guarantees consistant sprite size/amount)</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">25 April 2021</h2>
|
||||
<h3 class="author">DrPainis updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="spellcheck">Bubblegum is now capitalized.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">22 April 2021</h2>
|
||||
<h3 class="author">Whoneedspacee updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
@@ -722,165 +793,6 @@
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">cursed rice hat right in front of the jungle gateway's entrance is now removed from this dimensional plane</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">28 February 2021</h2>
|
||||
<h3 class="author">Putnam3145 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Polychromic windbreaker's alt-click message is now coherent</li>
|
||||
<li class="code_imp">Toggleable suits now have an on_toggle proc to be overridden.</li>
|
||||
</ul>
|
||||
<h3 class="author">R3dtail updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">doubled max belly name length and quadrupled belly description length</li>
|
||||
</ul>
|
||||
<h3 class="author">SandPoot updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Body rejuvenation surgery will loop until the patient is completely healed.</li>
|
||||
</ul>
|
||||
<h3 class="author">dzahlus updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">fixes toxinlovers dying from heretic stuff that should heal them instead</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">27 February 2021</h2>
|
||||
<h3 class="author">Hatterhat updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">Lingfists (trait_mauler) now deal no stam damage and lost their 15(!!!) armor penetration.</li>
|
||||
</ul>
|
||||
<h3 class="author">Putnam3145 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Tablets now protect their contents from rads.</li>
|
||||
</ul>
|
||||
<h3 class="author">TheObserver-sys updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Chems that should have been usable are now usable, try some cryoxadone on a plant today!!!</li>
|
||||
</ul>
|
||||
<h3 class="author">kappa-sama updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">cards and card binders are now small-class items</li>
|
||||
</ul>
|
||||
<h3 class="author">keronshb updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">16 > 10 unlock cost for stronger abilities</li>
|
||||
<li class="balance">Made nearly all other abilities for free.</li>
|
||||
</ul>
|
||||
<h3 class="author">kiwedespars updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">reverted the pr that absolutely gutted pugilism and made it worse than base unarmed, also gives it a second long stagger</li>
|
||||
<li class="balance">removed the ability to parry while horizontal, because that's dumb and makes it easy to just time the parries right.</li>
|
||||
</ul>
|
||||
<h3 class="author">silicons updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">chaplain arrythmic knives can no longer be abused for infinite speed.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">26 February 2021</h2>
|
||||
<h3 class="author">DeltaFire15 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="code_imp">All machine-frame based tool-use actions now have state-checking callbacks.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">25 February 2021</h2>
|
||||
<h3 class="author">DeltaFire15 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Traitor / Ling objective amount should now be correct again.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">24 February 2021</h2>
|
||||
<h3 class="author">SandPoot updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Regular crowbars no longer open powered airlocks.</li>
|
||||
</ul>
|
||||
<h3 class="author">silicons updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">xeno cube makes hostile xenos now, and drops a sentinel instead of a drone.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">23 February 2021</h2>
|
||||
<h3 class="author">keronshb updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Hyperblade to uplink with poplock</li>
|
||||
<li class="balance">Removes combination of two Dragon Tooth Swords while keeping it for regular eutactics.</li>
|
||||
</ul>
|
||||
<h3 class="author">timothyteakettle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">banning panel prioritises mobs with clients now when trying to find them if they're in the game</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">22 February 2021</h2>
|
||||
<h3 class="author">Putnam3145 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">(Hexa)crocin</li>
|
||||
<li class="rscadd">(Hexa)camphor</li>
|
||||
<li class="rscadd">Nymphomaniac quirk</li>
|
||||
<li class="admin">All climaxes and arousals are now logged, as well as genital exposure.</li>
|
||||
</ul>
|
||||
<h3 class="author">SandPoot updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Cyborg tablets and it's special app for self-management.</li>
|
||||
<li class="bugfix">In the case of a doomsday device being created outside of an AI it will delete itself.</li>
|
||||
<li class="imageadd">Some sprites for it have been added and the borg's hud light toggles been changed to only on-off (made by yours truly)</li>
|
||||
<li class="refactor">A lot of borg code was changed</li>
|
||||
<li class="refactor">Tools no longer use istype checks and actually check for their behavior.</li>
|
||||
</ul>
|
||||
<h3 class="author">Vynzill updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">cursed rice hat that's hard to find and obtain, along with a couple other hats</li>
|
||||
<li class="rscadd">a replacement toy gun for donksoft lmg</li>
|
||||
<li class="rscadd">gorillas to the jungle gateway, friendly, even when attacked.</li>
|
||||
<li class="bugfix">couple mapping errors I noticed, most importantly a missing window in the chapel.</li>
|
||||
<li class="balance">shotgun and donksoft lmg removed, captain coat nerfed armor values.</li>
|
||||
<li class="balance">leaper healthpool from 450 to 550 hopefully making it more of a struggle, and gives it a name.</li>
|
||||
<li class="tweak">leaper pit is more wider. The hidden room south is now more obvious to find</li>
|
||||
</ul>
|
||||
<h3 class="author">dzahlus updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Added pain emote to getting wounded</li>
|
||||
<li class="soundadd">added a new pain emote sounds</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">21 February 2021</h2>
|
||||
<h3 class="author">Hatterhat updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">Anomaly announcements and brand intelligence now always announce instead of having some ham-fisted chance of being a command report.</li>
|
||||
</ul>
|
||||
<h3 class="author">IronEleven updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">Raises Space Vine Population Requirement from 10 to 20</li>
|
||||
</ul>
|
||||
<h3 class="author">MrJWhit updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Removes an unnecessary % on the seed extractor.</li>
|
||||
</ul>
|
||||
<h3 class="author">timothyteakettle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">the query for checking mentors now gets properly deleted</li>
|
||||
<li class="rscadd">vampires no longer burn in the chapel if they signed up as the chaplain</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">20 February 2021</h2>
|
||||
<h3 class="author">Adelphon updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">polychromic pants</li>
|
||||
<li class="tweak">urban coat made polychromic</li>
|
||||
</ul>
|
||||
<h3 class="author">Chiirno updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Synthflesh now unhusks with 100u instead of requiring 101u.</li>
|
||||
</ul>
|
||||
<h3 class="author">SmArtKar updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Added some QoL changes to TCG</li>
|
||||
<li class="bugfix">Fixed TCG cards not saving</li>
|
||||
</ul>
|
||||
<h3 class="author">TyrianTyrell updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">fixed the signed language so that you can actually use it, and that it's unusable when it's meant to be.</li>
|
||||
</ul>
|
||||
<h3 class="author">timothyteakettle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">stops people using Message All on PDAs when their cartridge doesn't allow it</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<b>GoonStation 13 Development Team</b>
|
||||
|
||||
@@ -29164,3 +29164,58 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
|
||||
- balance: triple fire breath for the lava swoop only happens below half health
|
||||
now
|
||||
- bugfix: The arena attack not making safespots when you fight it in a mech
|
||||
2021-04-25:
|
||||
DrPainis:
|
||||
- spellcheck: Bubblegum is now capitalized.
|
||||
2021-04-26:
|
||||
Trigg, stylemistake and SandPoot:
|
||||
- admin: 'Admins just got a new TGUI Select Equipment menu tweak: Prevents the window
|
||||
from creating sprites for any animated version there might be. (this guarantees
|
||||
consistant sprite size/amount)'
|
||||
2021-04-29:
|
||||
Putnam3145:
|
||||
- bugfix: Fixed a couple runtimes in activity (threat) tracking
|
||||
keronshb:
|
||||
- balance: Removes the Reinforcement Chromosome from Genetics.
|
||||
2021-04-30:
|
||||
DrPainis:
|
||||
- spellcheck: Bubblegum's hallucinations are capitalized.
|
||||
Melbert, SandPoot:
|
||||
- refactor: TGUI Limbgrower
|
||||
- refactor: Refactored the limbgrower to modernize the code and allow for more types
|
||||
of designs.
|
||||
- rscadd: The limbgrower now supports plumbing ducts.
|
||||
- bugfix: Fixes genitals not actually getting data from disks.
|
||||
- code_imp: Adds two special helpers.
|
||||
SandPoot:
|
||||
- rscadd: The decal painter now has visible previews for your tile painting funs.
|
||||
- bugfix: Fixes decal painter painting in the opposite direction.
|
||||
TheObserver-sys:
|
||||
- bugfix: Restores the access lock on crates that should have them, given the goods
|
||||
inside.
|
||||
- bugfix: Makes the 10MM Surplus Rifle a less awful thing to use.
|
||||
- bugfix: replaces unarmored things with their armored versions.
|
||||
- balance: Illegal Tech Ammo actually is fucking reasonable, now.
|
||||
- balance: Expensive Illegal Tech Ammo Boxes are now constructible, with actually
|
||||
justifiable prices.
|
||||
WanderingFox95:
|
||||
- balance: There's finally a reason for the reagent dart gun to exist and be used!
|
||||
akada:
|
||||
- imageadd: Changes the space adaptation sprite to something less intrusive and
|
||||
more subtle.
|
||||
necromanceranne:
|
||||
- rscadd: 'Basic cybernetic organs: they''re worse than organic! Basic stomachs,
|
||||
hearts, lungs and livers! For when you hate someone enough to not bother harvesting
|
||||
organs from a monkeyhuman!'
|
||||
- rscadd: 'Cybernetic organs have been adjusted into three tiers: 1 (basic), 2 (standard,
|
||||
better than organic) and 3 (absolutely better than organic but expensive to
|
||||
print)'
|
||||
- rscadd: Cybernetic organs that are emp'd instead suffer different effects based
|
||||
on the severity of the emp. The bigger the emp, the worse the effect is.
|
||||
- rscadd: Rather than outright bricking, severely emp'd cyberorgans degrade over
|
||||
time very quickly, requiring replacement in the near future.
|
||||
- rscadd: Fake blindfolds in the loadout. They don't obscure vision, for better
|
||||
or worse.
|
||||
2021-05-01:
|
||||
qweq12yt:
|
||||
- bugfix: Restores the sprite for the Riot Suit.
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
author: "TripleShades"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "Added two air alarms to Pubby Security, one in the evidence locker room and one in the main equipment back room"
|
||||
- rscadd: "pAI Card back to outside Research in Meta Station"
|
||||
- bugfix: "Pubby Disposals now shunts to space"
|
||||
- bugfix: "Maintinence Areas being not applied to certain airlocks as well as stealing minor walls"
|
||||
- bugfix: "Box Surgery Storage camera is now renamed to be on the network"
|
||||
- bugfix: "Box Paramedic Station camera is now renamed to be on the network, and no longer steals the Morgue's cam
|
||||
tweak: Box Surgery Storage is now it's own proper room"
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 23 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 44 KiB After Width: | Height: | Size: 44 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 55 KiB After Width: | Height: | Size: 55 KiB |
@@ -6,6 +6,10 @@
|
||||
name = "Blindfold"
|
||||
path = /obj/item/clothing/glasses/sunglasses/blindfold
|
||||
|
||||
/datum/gear/glasses/fakeblindfold
|
||||
name = "Fake Blindfold"
|
||||
path = /obj/item/clothing/glasses/fakeblindfold
|
||||
|
||||
/datum/gear/glasses/cold
|
||||
name = "Cold goggles"
|
||||
path = /obj/item/clothing/glasses/cold
|
||||
|
||||
+38
-10
@@ -3,10 +3,9 @@
|
||||
desc = "A gun magazine. Loaded with rounds which ignite the target.."
|
||||
id = "10mminc"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/plasma = 50000, /datum/material/iron = 18000)
|
||||
reagents_list = list(/datum/reagent/toxin/plasma = 120, /datum/reagent/napalm = 240)
|
||||
materials = list(/datum/material/plasma = 5000, /datum/material/iron = 7500)
|
||||
build_path = /obj/item/ammo_box/magazine/m10mm/fire
|
||||
category = list("Weapons")
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
/datum/design/m10mm
|
||||
@@ -14,7 +13,7 @@
|
||||
desc = "A gun magazine."
|
||||
id = "10mm"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 55000)
|
||||
materials = list(/datum/material/iron = 6000)
|
||||
build_path = /obj/item/ammo_box/magazine/m10mm
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
@@ -24,8 +23,7 @@
|
||||
desc = "A gun magazine. Loaded with hollow-point rounds, extremely effective against unarmored targets, but nearly useless against protective clothing."
|
||||
id = "10mmhp"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 40000, /datum/material/glass = 50000)
|
||||
reagents_list = list(/datum/reagent/sonic_powder = 280)
|
||||
materials = list(/datum/material/iron = 7500, /datum/material/glass = 5000)
|
||||
build_path = /obj/item/ammo_box/magazine/m10mm/hp
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
@@ -35,7 +33,7 @@
|
||||
desc = "A gun magazine. Loaded with rounds which penetrate armour, but are less effective against normal targets."
|
||||
id = "10mmap"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 40000, /datum/material/titanium = 60000)
|
||||
materials = list(/datum/material/iron = 7500, /datum/material/titanium = 6500)
|
||||
build_path = /obj/item/ammo_box/magazine/m10mm/ap
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
@@ -54,7 +52,7 @@
|
||||
name = "handgun magazine (.45)"
|
||||
id = "m45"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 80000)
|
||||
materials = list(/datum/material/iron = 8000)
|
||||
build_path = /obj/item/ammo_box/magazine/m45
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
@@ -64,7 +62,7 @@
|
||||
desc = "A gun magazine."
|
||||
id = "pistolm9mm"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 80000)
|
||||
materials = list(/datum/material/iron = 7500)
|
||||
build_path = /obj/item/ammo_box/magazine/pistolm9mm
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
@@ -84,7 +82,37 @@
|
||||
desc = "A revolver speedloader. Cuts through like a hot knife through butter."
|
||||
id = "sl357ap"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 30000, /datum/material/titanium = 45000)
|
||||
materials = list(/datum/material/iron = 30000, /datum/material/titanium = 5000)
|
||||
build_path = /obj/item/ammo_box/a357/ap
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
/datum/design/m10apbox
|
||||
name = "ammo box (10mm Armour Piercing)"
|
||||
desc = "A box of ammo containing 20 rounds designed to penetrate armor, at the cost of raw damage."
|
||||
id = "m10apbox"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 30000, /datum/material/titanium = 6000)
|
||||
build_path = /obj/item/ammo_box/c10mm/ap
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
/datum/design/m10firebox
|
||||
name = "ammo box (10mm Incendiary)"
|
||||
desc = "A box of ammo containing 20 rounds designed to set people ablaze, at the cost of raw damage."
|
||||
id = "m10firebox"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 30000, /datum/material/plasma = 6000)
|
||||
build_path = /obj/item/ammo_box/c10mm/fire
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
/datum/design/m10hpbox
|
||||
name = "ammo box (10mm Hollowpoint)"
|
||||
desc = "A box of ammo containing 20 rounds designed to tear through unarmored opponents, while being completely ineffective against armor."
|
||||
id = "m10hpbox"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/iron = 30000, /datum/material/glass = 6000)
|
||||
build_path = /obj/item/ammo_box/c10mm/hp
|
||||
category = list("Ammo")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
@@ -1416,6 +1416,9 @@
|
||||
#include "code\modules\admin\ipintel.dm"
|
||||
#include "code\modules\admin\IsBanned.dm"
|
||||
#include "code\modules\admin\NewBan.dm"
|
||||
#include "code\modules\admin\outfit_editor.dm"
|
||||
#include "code\modules\admin\outfit_manager.dm"
|
||||
#include "code\modules\admin\outfits.dm"
|
||||
#include "code\modules\admin\permissionedit.dm"
|
||||
#include "code\modules\admin\player_panel.dm"
|
||||
#include "code\modules\admin\sound_emitter.dm"
|
||||
@@ -1456,6 +1459,7 @@
|
||||
#include "code\modules\admin\verbs\randomverbs.dm"
|
||||
#include "code\modules\admin\verbs\reestablish_db_connection.dm"
|
||||
#include "code\modules\admin\verbs\secrets.dm"
|
||||
#include "code\modules\admin\verbs\selectequipment.dm"
|
||||
#include "code\modules\admin\verbs\shuttlepanel.dm"
|
||||
#include "code\modules\admin\verbs\spawnobjasmob.dm"
|
||||
#include "code\modules\admin\verbs\tripAI.dm"
|
||||
|
||||
@@ -171,6 +171,8 @@ export const sortBy = (...iterateeFns) => array => {
|
||||
return mappedArray;
|
||||
};
|
||||
|
||||
export const sort = sortBy();
|
||||
|
||||
/**
|
||||
* A fast implementation of reduce.
|
||||
*/
|
||||
@@ -235,6 +237,8 @@ export const uniqBy = iterateeFn => array => {
|
||||
return result;
|
||||
};
|
||||
|
||||
export const uniq = uniqBy();
|
||||
|
||||
/**
|
||||
* Creates an array of grouped elements, the first of which contains
|
||||
* the first elements of the given arrays, the second of which contains
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { useBackend } from '../backend';
|
||||
import { Button, Section } from '../components';
|
||||
import { Box, Button, Section } from '../components';
|
||||
import { Window } from '../layouts';
|
||||
import { classes } from 'common/react';
|
||||
|
||||
export const DecalPainter = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
@@ -16,11 +17,25 @@ export const DecalPainter = (props, context) => {
|
||||
{decal_list.map(decal => (
|
||||
<Button
|
||||
key={decal.decal}
|
||||
content={decal.name}
|
||||
style={{
|
||||
width: '48px',
|
||||
height: '48px',
|
||||
padding: 0,
|
||||
}}
|
||||
selected={decal.decal === data.decal_style}
|
||||
tooltip={decal.name}
|
||||
onClick={() => act('select decal', {
|
||||
decals: decal.decal,
|
||||
})} />
|
||||
})}>
|
||||
<Box
|
||||
className={classes([
|
||||
'decals32x32',
|
||||
data.decal_dir_text + '-' + decal.decal + (data.decal_color ? '_' + data.decal_color : ''),
|
||||
])}
|
||||
style={{
|
||||
transform: 'scale(1.5) translate(17%, 17%)',
|
||||
}} />
|
||||
</Button>
|
||||
))}
|
||||
</Section>
|
||||
<Section title="Decal Color">
|
||||
@@ -28,7 +43,12 @@ export const DecalPainter = (props, context) => {
|
||||
return (
|
||||
<Button
|
||||
key={color.colors}
|
||||
content={color.colors === "red"
|
||||
style={{
|
||||
width: '48px',
|
||||
height: '48px',
|
||||
padding: 0,
|
||||
}}
|
||||
tooltip={color.colors === "red"
|
||||
? "Red"
|
||||
: color.colors === "white"
|
||||
? "White"
|
||||
@@ -36,7 +56,16 @@ export const DecalPainter = (props, context) => {
|
||||
selected={color.colors === data.decal_color}
|
||||
onClick={() => act('select color', {
|
||||
colors: color.colors,
|
||||
})} />
|
||||
})}>
|
||||
<Box
|
||||
className={classes([
|
||||
'decals32x32',
|
||||
data.decal_dir_text + '-' + data.decal_style + (color.colors ? '_' + color.colors : ''),
|
||||
])}
|
||||
style={{
|
||||
transform: 'scale(1.5) translate(17%, 17%)',
|
||||
}} />
|
||||
</Button>
|
||||
);
|
||||
})}
|
||||
</Section>
|
||||
@@ -45,7 +74,12 @@ export const DecalPainter = (props, context) => {
|
||||
return (
|
||||
<Button
|
||||
key={dir.dirs}
|
||||
content={dir.dirs === 1
|
||||
style={{
|
||||
width: '48px',
|
||||
height: '48px',
|
||||
padding: 0,
|
||||
}}
|
||||
tooltip={dir.dirs === 1
|
||||
? "North"
|
||||
: dir.dirs === 2
|
||||
? "South"
|
||||
@@ -55,7 +89,23 @@ export const DecalPainter = (props, context) => {
|
||||
selected={dir.dirs === data.decal_direction}
|
||||
onClick={() => act('selected direction', {
|
||||
dirs: dir.dirs,
|
||||
})} />
|
||||
})}>
|
||||
<Box
|
||||
className={classes([
|
||||
'decals32x32',
|
||||
(dir.dirs === 1
|
||||
? "north"
|
||||
: dir.dirs === 2
|
||||
? "south"
|
||||
: dir.dirs === 4
|
||||
? "east"
|
||||
: "west")
|
||||
+ '-' + data.decal_style + (data.decal_color ? '_' + data.decal_color : ''),
|
||||
])}
|
||||
style={{
|
||||
transform: 'scale(1.5) translate(17%, 17%)',
|
||||
}} />
|
||||
</Button>
|
||||
);
|
||||
})}
|
||||
</Section>
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
import { useBackend, useSharedState } from '../backend';
|
||||
import { Box, Button, Dimmer, Icon, LabeledList, Section, Tabs } from '../components';
|
||||
import { Window } from '../layouts';
|
||||
|
||||
export const Limbgrower = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const {
|
||||
reagents = [],
|
||||
total_reagents,
|
||||
max_reagents,
|
||||
categories = [],
|
||||
busy,
|
||||
disk = [],
|
||||
} = data;
|
||||
const [tab, setTab] = useSharedState(
|
||||
context, 'category', categories[0]?.name);
|
||||
const designList = categories
|
||||
.find(category => category.name === tab)
|
||||
?.designs;
|
||||
|
||||
return (
|
||||
<Window
|
||||
title="Limb Grower"
|
||||
width={500}
|
||||
height={550}>
|
||||
{!!busy && (
|
||||
<Dimmer fontSize="32px">
|
||||
<Icon name="cog" spin={1} />
|
||||
{' Building...'}
|
||||
</Dimmer>
|
||||
)}
|
||||
<Window.Content scrollable>
|
||||
<Section title="Data Disk" buttons={
|
||||
<Button
|
||||
content="Eject Disk"
|
||||
icon="eject"
|
||||
onClick={() => act('eject_disk')}
|
||||
disabled={!disk['disk']}
|
||||
/>
|
||||
}>
|
||||
{disk['name'] ? (
|
||||
<div>
|
||||
Containing data for {disk['name']},<br />
|
||||
Attempting to create genitalia will use the disk's data.
|
||||
</div>
|
||||
) : disk['disk'] ? "No data." : "No disk."}
|
||||
</Section>
|
||||
<Section title="Reagents">
|
||||
<Box mb={1}>
|
||||
{total_reagents} / {max_reagents} reagent capacity used.
|
||||
</Box>
|
||||
<LabeledList>
|
||||
{reagents.map(reagent => (
|
||||
<LabeledList.Item
|
||||
key={reagent.reagent_name}
|
||||
label={reagent.reagent_name}
|
||||
buttons={(
|
||||
<Button.Confirm
|
||||
textAlign="center"
|
||||
content="Remove Reagent"
|
||||
icon="fill-drip"
|
||||
color="bad"
|
||||
onClick={() => act('empty_reagent', {
|
||||
reagent_type: reagent.reagent_type,
|
||||
})} />
|
||||
)}>
|
||||
{reagent.reagent_amount}u
|
||||
</LabeledList.Item>
|
||||
))}
|
||||
</LabeledList>
|
||||
</Section>
|
||||
<Section title="Designs">
|
||||
<Tabs>
|
||||
{categories.map(category => (
|
||||
<Tabs.Tab
|
||||
fluid
|
||||
key={category.name}
|
||||
selected={tab === category.name}
|
||||
onClick={() => setTab(category.name)}>
|
||||
{category.name}
|
||||
</Tabs.Tab>
|
||||
))}
|
||||
</Tabs>
|
||||
<LabeledList>
|
||||
{designList.map(design => (
|
||||
<LabeledList.Item
|
||||
key={design.name}
|
||||
label={design.name}
|
||||
buttons={(
|
||||
<Button
|
||||
content="Make"
|
||||
onClick={() => act('make_limb', {
|
||||
design_id: design.id,
|
||||
active_tab: design.parent_category,
|
||||
})} />
|
||||
)}>
|
||||
{design.needed_reagents.map(reagent => (
|
||||
<Box key={reagent.name}>
|
||||
{reagent.name}: {reagent.amount}u
|
||||
</Box>
|
||||
))}
|
||||
</LabeledList.Item>
|
||||
))}
|
||||
</LabeledList>
|
||||
</Section>
|
||||
</Window.Content>
|
||||
</Window>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,206 @@
|
||||
/**
|
||||
* @file
|
||||
* @copyright 2020 watermelon914 (https://github.com/watermelon914)
|
||||
* @license MIT
|
||||
*/
|
||||
|
||||
import { clamp01 } from 'common/math';
|
||||
import { useBackend, useLocalState } from '../backend';
|
||||
import { Box, Button, Section, Input, Stack } from '../components';
|
||||
import { Window } from '../layouts';
|
||||
|
||||
const ARROW_KEY_UP = 38;
|
||||
const ARROW_KEY_DOWN = 40;
|
||||
|
||||
let lastScrollTime = 0;
|
||||
|
||||
export const ListInput = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const {
|
||||
title,
|
||||
message,
|
||||
buttons,
|
||||
timeout,
|
||||
} = data;
|
||||
|
||||
// Search
|
||||
const [showSearchBar, setShowSearchBar] = useLocalState(
|
||||
context, 'search_bar', false);
|
||||
const [displayedArray, setDisplayedArray] = useLocalState(
|
||||
context, 'displayed_array', buttons);
|
||||
|
||||
// KeyPress
|
||||
const [searchArray, setSearchArray] = useLocalState(
|
||||
context, 'search_array', []);
|
||||
const [searchIndex, setSearchIndex] = useLocalState(
|
||||
context, 'search_index', 0);
|
||||
const [lastCharCode, setLastCharCode] = useLocalState(
|
||||
context, 'last_char_code', null);
|
||||
|
||||
// Selected Button
|
||||
const [selectedButton, setSelectedButton] = useLocalState(
|
||||
context, 'selected_button', buttons[0]);
|
||||
|
||||
const handleKeyDown = e => {
|
||||
e.preventDefault();
|
||||
if (lastScrollTime > performance.now()) {
|
||||
return;
|
||||
}
|
||||
lastScrollTime = performance.now() + 125;
|
||||
|
||||
if (e.keyCode === ARROW_KEY_UP || e.keyCode === ARROW_KEY_DOWN) {
|
||||
let direction = 1;
|
||||
if (e.keyCode === ARROW_KEY_UP) direction = -1;
|
||||
|
||||
let index = 0;
|
||||
for (index; index < buttons.length; index++) {
|
||||
if (buttons[index] === selectedButton) break;
|
||||
}
|
||||
index += direction;
|
||||
if (index < 0) index = buttons.length - 1;
|
||||
else if (index >= buttons.length) index = 0;
|
||||
setSelectedButton(buttons[index]);
|
||||
setLastCharCode(null);
|
||||
document.getElementById(buttons[index]).focus();
|
||||
return;
|
||||
}
|
||||
|
||||
const charCode = String.fromCharCode(e.keyCode).toLowerCase();
|
||||
if (!charCode) return;
|
||||
|
||||
let foundValue;
|
||||
if (charCode === lastCharCode && searchArray.length > 0) {
|
||||
const nextIndex = searchIndex + 1;
|
||||
|
||||
if (nextIndex < searchArray.length) {
|
||||
foundValue = searchArray[nextIndex];
|
||||
setSearchIndex(nextIndex);
|
||||
}
|
||||
else {
|
||||
foundValue = searchArray[0];
|
||||
setSearchIndex(0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
const resultArray = displayedArray.filter(value =>
|
||||
value.substring(0, 1).toLowerCase() === charCode
|
||||
);
|
||||
|
||||
if (resultArray.length > 0) {
|
||||
setSearchArray(resultArray);
|
||||
setSearchIndex(0);
|
||||
foundValue = resultArray[0];
|
||||
}
|
||||
}
|
||||
|
||||
if (foundValue) {
|
||||
setLastCharCode(charCode);
|
||||
setSelectedButton(foundValue);
|
||||
document.getElementById(foundValue).focus();
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<Window
|
||||
title={title}
|
||||
width={325}
|
||||
height={325}>
|
||||
{timeout !== undefined && <Loader value={timeout} />}
|
||||
<Window.Content>
|
||||
<Stack fill vertical>
|
||||
<Stack.Item grow>
|
||||
<Section
|
||||
fill
|
||||
scrollable
|
||||
className="ListInput__Section"
|
||||
title={message}
|
||||
tabIndex={0}
|
||||
onKeyDown={handleKeyDown}
|
||||
buttons={(
|
||||
<Button
|
||||
compact
|
||||
icon="search"
|
||||
color="transparent"
|
||||
selected={showSearchBar}
|
||||
tooltip="Search Bar"
|
||||
tooltipPosition="left"
|
||||
onClick={() => {
|
||||
setShowSearchBar(!showSearchBar);
|
||||
setDisplayedArray(buttons);
|
||||
}}
|
||||
/>
|
||||
)}>
|
||||
{displayedArray.map(button => (
|
||||
<Button
|
||||
key={button}
|
||||
fluid
|
||||
color="transparent"
|
||||
id={button}
|
||||
selected={selectedButton === button}
|
||||
onClick={() => {
|
||||
if (selectedButton === button) {
|
||||
act("choose", { choice: button });
|
||||
}
|
||||
else {
|
||||
setSelectedButton(button);
|
||||
}
|
||||
setLastCharCode(null);
|
||||
}}>
|
||||
{button}
|
||||
</Button>
|
||||
))}
|
||||
</Section>
|
||||
</Stack.Item>
|
||||
{showSearchBar && (
|
||||
<Stack.Item>
|
||||
<Input
|
||||
fluid
|
||||
onInput={(e, value) => setDisplayedArray(
|
||||
buttons.filter(val => (
|
||||
val.toLowerCase().search(value.toLowerCase()) !== -1
|
||||
))
|
||||
)}
|
||||
/>
|
||||
</Stack.Item>
|
||||
)}
|
||||
<Stack.Item>
|
||||
<Stack textAlign="center">
|
||||
<Stack.Item grow basis={0}>
|
||||
<Button
|
||||
fluid
|
||||
color="good"
|
||||
lineHeight={2}
|
||||
content="Confirm"
|
||||
disabled={selectedButton === null}
|
||||
onClick={() => act("choose", { choice: selectedButton })}
|
||||
/>
|
||||
</Stack.Item>
|
||||
<Stack.Item grow basis={0}>
|
||||
<Button
|
||||
fluid
|
||||
color="bad"
|
||||
lineHeight={2}
|
||||
content="Cancel"
|
||||
onClick={() => act("cancel")}
|
||||
/>
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
</Window.Content>
|
||||
</Window>
|
||||
);
|
||||
};
|
||||
|
||||
export const Loader = props => {
|
||||
const { value } = props;
|
||||
return (
|
||||
<div className="ListInput__Loader">
|
||||
<Box
|
||||
className="ListInput__LoaderProgress"
|
||||
style={{
|
||||
width: clamp01(value) * 100 + '%',
|
||||
}} />
|
||||
</div>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,146 @@
|
||||
import { useBackend } from '../backend';
|
||||
import { Box, Button, Icon, Section, Stack } from '../components';
|
||||
import { Window } from '../layouts';
|
||||
|
||||
export const OutfitEditor = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const { outfit, saveable, dummy64 } = data;
|
||||
return (
|
||||
<Window
|
||||
width={380}
|
||||
height={600}>
|
||||
<Window.Content>
|
||||
<Box
|
||||
as="img"
|
||||
fillPositionedParent
|
||||
width="100%"
|
||||
height="100%"
|
||||
opacity={0.5}
|
||||
py={3}
|
||||
src={`data:image/jpeg;base64,${dummy64}`}
|
||||
style={{
|
||||
'-ms-interpolation-mode': 'nearest-neighbor',
|
||||
}} />
|
||||
<Section
|
||||
fill
|
||||
title={
|
||||
<Stack>
|
||||
<Stack.Item grow={1}
|
||||
style={{
|
||||
'overflow': 'hidden',
|
||||
'white-space': 'nowrap',
|
||||
'text-overflow': 'ellipsis',
|
||||
}}>
|
||||
<Button
|
||||
ml={0.5}
|
||||
color="transparent"
|
||||
icon="pencil-alt"
|
||||
title="Rename this outfit"
|
||||
onClick={() => act("rename", {})} />
|
||||
{outfit.name}
|
||||
</Stack.Item>
|
||||
<Stack.Item align="end" shrink={0}>
|
||||
<Button
|
||||
color="transparent"
|
||||
icon="info"
|
||||
tooltip="Ctrl-click a button to select *any* item instead of what will probably fit in that slot."
|
||||
tooltipPosition="bottom-left" />
|
||||
<Button
|
||||
icon="code"
|
||||
tooltip="Edit this outfit on a VV window"
|
||||
tooltipPosition="bottom-left"
|
||||
onClick={() => act("vv")} />
|
||||
<Button
|
||||
color={!saveable && "bad"}
|
||||
icon={saveable ? "save" : "trash-alt"}
|
||||
tooltip={saveable
|
||||
? "Save this outfit to the custom outfit list"
|
||||
: "Remove this outfit from the custom outfit list"}
|
||||
tooltipPosition="bottom-left"
|
||||
onClick={() => act(saveable ? "save" : "delete")} />
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
}>
|
||||
<Box textAlign="center">
|
||||
<Stack mb={2}>
|
||||
<OutfitSlot name="Headgear" icon="hard-hat" slot="head" />
|
||||
<OutfitSlot name="Glasses" icon="glasses" slot="glasses" />
|
||||
<OutfitSlot name="Ears" icon="headphones-alt" slot="ears" />
|
||||
</Stack>
|
||||
<Stack mb={2}>
|
||||
<OutfitSlot name="Neck" icon="stethoscope" slot="neck" />
|
||||
<OutfitSlot name="Mask" icon="theater-masks" slot="mask" />
|
||||
</Stack>
|
||||
<Stack mb={2}>
|
||||
<OutfitSlot name="Uniform" icon="tshirt" slot="uniform" />
|
||||
<OutfitSlot name="Suit" icon="user-tie" slot="suit" />
|
||||
<OutfitSlot name="Gloves" icon="mitten" slot="gloves" />
|
||||
</Stack>
|
||||
<Stack mb={2}>
|
||||
<OutfitSlot name="Suit Storage" icon="briefcase-medical" slot="suit_store" />
|
||||
<OutfitSlot name="Back" icon="shopping-bag" slot="back" />
|
||||
<OutfitSlot name="ID" icon="id-card-o" slot="id" />
|
||||
</Stack>
|
||||
<Stack mb={2}>
|
||||
<OutfitSlot name="Belt" icon="band-aid" slot="belt" />
|
||||
<OutfitSlot name="Left Hand" icon="hand-paper" slot="l_hand" />
|
||||
<OutfitSlot name="Right Hand" icon="hand-paper" slot="r_hand" />
|
||||
</Stack>
|
||||
<Stack mb={2}>
|
||||
<OutfitSlot name="Shoes" icon="socks" slot="shoes" />
|
||||
<OutfitSlot name="Left Pocket" icon="envelope-open-o" iconRot={180} slot="l_pocket" />
|
||||
<OutfitSlot name="Right Pocket" icon="envelope-open-o" iconRot={180} slot="r_pocket" />
|
||||
</Stack>
|
||||
</Box>
|
||||
</Section>
|
||||
</Window.Content>
|
||||
</Window>
|
||||
);
|
||||
};
|
||||
|
||||
const OutfitSlot = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const { name, icon, iconRot, slot } = props;
|
||||
const { outfit } = data;
|
||||
const currItem = outfit[slot];
|
||||
return (
|
||||
<Stack.Item grow={1} basis={0}>
|
||||
<Button fluid height={2}
|
||||
bold
|
||||
// todo: intuitive way to clear items
|
||||
onClick={e => act(e.ctrlKey ? "ctrlClick" : "click", { slot })} >
|
||||
<Icon name={icon} rotation={iconRot} />
|
||||
{name}
|
||||
</Button>
|
||||
<Box height="32px">
|
||||
{currItem?.sprite && (
|
||||
<>
|
||||
<Box
|
||||
as="img"
|
||||
src={`data:image/jpeg;base64,${currItem?.sprite}`}
|
||||
title={currItem?.desc}
|
||||
style={{
|
||||
'-ms-interpolation-mode': 'nearest-neighbor',
|
||||
}} />
|
||||
<Icon
|
||||
position="absolute"
|
||||
name="times"
|
||||
color="label"
|
||||
style={{ cursor: 'pointer' }}
|
||||
onClick={() => act("clear", { slot })} />
|
||||
</>
|
||||
)}
|
||||
</Box>
|
||||
<Box
|
||||
color="label"
|
||||
style={{
|
||||
'overflow': 'hidden',
|
||||
'white-space': 'nowrap',
|
||||
'text-overflow': 'ellipsis',
|
||||
}}
|
||||
title={currItem?.path}>
|
||||
{currItem?.name || "Empty"}
|
||||
</Box>
|
||||
</Stack.Item>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,81 @@
|
||||
import { useBackend } from '../backend';
|
||||
import { Button, Section, Stack } from '../components';
|
||||
import { Window } from '../layouts';
|
||||
|
||||
export const OutfitManager = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const { outfits } = data;
|
||||
return (
|
||||
<Window
|
||||
title="Outfit Manager"
|
||||
width={300}
|
||||
height={300}>
|
||||
<Window.Content>
|
||||
<Section
|
||||
fill
|
||||
scrollable
|
||||
title="Custom Outfit Manager"
|
||||
buttons={
|
||||
<>
|
||||
<Button
|
||||
icon="file-upload"
|
||||
tooltip="Load an outfit from a file"
|
||||
tooltipPosition="left"
|
||||
onClick={() => act("load")} />
|
||||
<Button
|
||||
icon="copy"
|
||||
tooltip="Copy an already existing outfit"
|
||||
tooltipPosition="left"
|
||||
onClick={() => act("copy")} />
|
||||
<Button
|
||||
icon="plus"
|
||||
tooltip="Create a new outfit"
|
||||
tooltipPosition="left"
|
||||
onClick={() => act("new")} />
|
||||
</>
|
||||
}>
|
||||
<Stack vertical>
|
||||
{outfits?.map(outfit => (
|
||||
<Stack.Item key={outfit.ref}>
|
||||
<Stack>
|
||||
<Stack.Item grow={1} shrink={1}
|
||||
style={{
|
||||
'overflow': 'hidden',
|
||||
'white-space': 'nowrap',
|
||||
'text-overflow': 'ellipsis',
|
||||
}}>
|
||||
<Button
|
||||
fluid
|
||||
style={{
|
||||
'overflow': 'hidden',
|
||||
'white-space': 'nowrap',
|
||||
'text-overflow': 'ellipsis',
|
||||
}}
|
||||
content={outfit.name}
|
||||
onClick={() => act("edit", { outfit: outfit.ref })} />
|
||||
</Stack.Item>
|
||||
<Stack.Item ml={0.5}>
|
||||
<Button
|
||||
icon="save"
|
||||
tooltip="Save this outfit to a file"
|
||||
tooltipPosition="left"
|
||||
onClick={() => act("save", { outfit: outfit.ref })} />
|
||||
</Stack.Item>
|
||||
<Stack.Item ml={0.5}>
|
||||
<Button
|
||||
color="bad"
|
||||
icon="trash-alt"
|
||||
tooltip="Delete this outfit"
|
||||
tooltipPosition="left"
|
||||
onClick={() => act("delete", { outfit: outfit.ref })} />
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
</Stack.Item>
|
||||
))}
|
||||
</Stack>
|
||||
</Section>
|
||||
</Window.Content>
|
||||
</Window>
|
||||
);
|
||||
};
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
import { filter, map, sortBy, uniq } from 'common/collections';
|
||||
import { flow } from 'common/fp';
|
||||
import { createSearch } from 'common/string';
|
||||
import { useBackend, useLocalState } from '../backend';
|
||||
import { Box, Button, Icon, Input, Section, Stack, Tabs } from '../components';
|
||||
import { Window } from '../layouts';
|
||||
|
||||
// here's an important mental define:
|
||||
// custom outfits give a ref keyword instead of path
|
||||
const getOutfitKey = outfit => outfit.path || outfit.ref;
|
||||
|
||||
const useOutfitTabs = (context, categories) => {
|
||||
return useLocalState(context, 'selected-tab', categories[0]);
|
||||
};
|
||||
|
||||
export const SelectEquipment = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const {
|
||||
name,
|
||||
icon64,
|
||||
current_outfit,
|
||||
favorites,
|
||||
} = data;
|
||||
|
||||
const isFavorited = entry => favorites?.includes(entry.path);
|
||||
|
||||
const outfits = map(entry => ({
|
||||
...entry,
|
||||
favorite: isFavorited(entry),
|
||||
}))([
|
||||
...data.outfits,
|
||||
...data.custom_outfits,
|
||||
]);
|
||||
|
||||
// even if no custom outfits were sent, we still want to make sure there's
|
||||
// at least a 'Custom' tab so the button to create a new one pops up
|
||||
const categories = uniq([
|
||||
...outfits.map(entry => entry.category),
|
||||
'Custom',
|
||||
]);
|
||||
const [tab] = useOutfitTabs(context, categories);
|
||||
|
||||
const [searchText, setSearchText] = useLocalState(
|
||||
context, 'searchText', '');
|
||||
const searchFilter = createSearch(searchText, entry => (
|
||||
entry.name + entry.path
|
||||
));
|
||||
|
||||
const visibleOutfits = flow([
|
||||
filter(entry => entry.category === tab),
|
||||
filter(searchFilter),
|
||||
sortBy(
|
||||
entry => !entry.favorite,
|
||||
entry => !entry.priority,
|
||||
entry => entry.name
|
||||
),
|
||||
])(outfits);
|
||||
|
||||
const getOutfitEntry = current_outfit => outfits.find(outfit => (
|
||||
getOutfitKey(outfit) === current_outfit
|
||||
));
|
||||
|
||||
const currentOutfitEntry = getOutfitEntry(current_outfit);
|
||||
|
||||
return (
|
||||
<Window
|
||||
width={650}
|
||||
height={415}>
|
||||
<Window.Content>
|
||||
<Stack fill>
|
||||
<Stack.Item>
|
||||
<Stack fill vertical>
|
||||
<Stack.Item>
|
||||
<Input
|
||||
fluid
|
||||
autoFocus
|
||||
placeholder="Search"
|
||||
value={searchText}
|
||||
onInput={(e, value) => setSearchText(value)} />
|
||||
</Stack.Item>
|
||||
<Stack.Item>
|
||||
<DisplayTabs categories={categories} />
|
||||
</Stack.Item>
|
||||
<Stack.Item mt={0} grow={1} basis={0}>
|
||||
<OutfitDisplay
|
||||
entries={visibleOutfits}
|
||||
currentTab={tab} />
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
</Stack.Item>
|
||||
<Stack.Item grow={1} basis={0}>
|
||||
<Stack fill vertical>
|
||||
<Stack.Item>
|
||||
<Section>
|
||||
<CurrentlySelectedDisplay entry={currentOutfitEntry} />
|
||||
</Section>
|
||||
</Stack.Item>
|
||||
<Stack.Item grow={1}>
|
||||
<Section
|
||||
fill
|
||||
title={name}
|
||||
textAlign="center">
|
||||
<Box
|
||||
as="img"
|
||||
m={0}
|
||||
src={`data:image/jpeg;base64,${icon64}`}
|
||||
height="100%"
|
||||
style={{
|
||||
'-ms-interpolation-mode': 'nearest-neighbor',
|
||||
}} />
|
||||
</Section>
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
</Window.Content>
|
||||
</Window>
|
||||
);
|
||||
};
|
||||
|
||||
const DisplayTabs = (props, context) => {
|
||||
const { categories } = props;
|
||||
const [tab, setTab] = useOutfitTabs(context, categories);
|
||||
return (
|
||||
<Tabs textAlign="center">
|
||||
{categories.map(category => (
|
||||
<Tabs.Tab
|
||||
key={category}
|
||||
selected={tab === category}
|
||||
onClick={() => setTab(category)}>
|
||||
{category}
|
||||
</Tabs.Tab>
|
||||
))}
|
||||
</Tabs>
|
||||
);
|
||||
};
|
||||
|
||||
const OutfitDisplay = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const { current_outfit } = data;
|
||||
const { entries, currentTab } = props;
|
||||
return (
|
||||
<Section fill scrollable>
|
||||
{entries.map(entry => (
|
||||
<Button
|
||||
key={getOutfitKey(entry)}
|
||||
fluid
|
||||
ellipsis
|
||||
icon={entry.favorite && 'star'}
|
||||
iconColor="gold"
|
||||
content={entry.name}
|
||||
title={entry.path || entry.name}
|
||||
selected={getOutfitKey(entry) === current_outfit}
|
||||
onClick={() => act('preview', { path: getOutfitKey(entry) })} />
|
||||
))}
|
||||
{currentTab === "Custom" && (
|
||||
<Button
|
||||
color="transparent"
|
||||
icon="plus"
|
||||
fluid
|
||||
onClick={() => act('customoutfit')}>
|
||||
Create a custom outfit...
|
||||
</Button>
|
||||
)}
|
||||
</Section>
|
||||
);
|
||||
};
|
||||
|
||||
const CurrentlySelectedDisplay = (props, context) => {
|
||||
const { act, data } = useBackend(context);
|
||||
const { current_outfit } = data;
|
||||
const { entry } = props;
|
||||
return (
|
||||
<Stack align="center">
|
||||
{entry?.path && (
|
||||
<Stack.Item>
|
||||
<Icon
|
||||
size={1.6}
|
||||
name={entry.favorite ? 'star' : 'star-o'}
|
||||
color="gold"
|
||||
style={{ cursor: 'pointer' }}
|
||||
onClick={() => act('togglefavorite', {
|
||||
path: entry.path,
|
||||
})} />
|
||||
</Stack.Item>
|
||||
)}
|
||||
<Stack.Item grow={1} basis={0}>
|
||||
<Box color="label">
|
||||
Currently selected:
|
||||
</Box>
|
||||
<Box
|
||||
title={entry?.path}
|
||||
style={{
|
||||
'overflow': 'hidden',
|
||||
'white-space': 'nowrap',
|
||||
'text-overflow': 'ellipsis',
|
||||
}}>
|
||||
{entry?.name}
|
||||
</Box>
|
||||
</Stack.Item>
|
||||
<Stack.Item>
|
||||
<Button
|
||||
mr={0.8}
|
||||
lineHeight={2}
|
||||
color="green"
|
||||
onClick={() => act('applyoutfit', {
|
||||
path: current_outfit,
|
||||
})}>
|
||||
Confirm
|
||||
</Button>
|
||||
</Stack.Item>
|
||||
</Stack>
|
||||
);
|
||||
};
|
||||
Reference in New Issue
Block a user