Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into crewobjectivesandmiscreants

This commit is contained in:
deathride58
2017-09-27 23:44:22 -04:00
619 changed files with 12516 additions and 11883 deletions
+5 -5
View File
@@ -31,7 +31,7 @@ obj/item/construction
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>"
/obj/item/construction/Initialize()
..()
. = ..()
desc = "A [src]. It currently holds [matter]/[max_matter] matter-units."
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
@@ -144,7 +144,7 @@ obj/item/construction
set category = "Object"
set src in usr // What does this do?
var window_type_name
var/window_type_name
if (window_type == /obj/structure/window/fulltile)
window_type = /obj/structure/window/reinforced/fulltile
@@ -240,11 +240,11 @@ obj/item/construction
set category = "Object"
set src in usr
var airlockcat = input(usr, "Select whether the airlock is solid or glass.") in list("Solid", "Glass")
var/airlockcat = input(usr, "Select whether the airlock is solid or glass.") in list("Solid", "Glass")
switch(airlockcat)
if("Solid")
if(advanced_airlock_setting == 1)
var airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
var/airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
switch(airlockpaint)
if("Default")
airlock_type = /obj/machinery/door/airlock
@@ -275,7 +275,7 @@ obj/item/construction
if("Glass")
if(advanced_airlock_setting == 1)
var airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
var/airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
switch(airlockpaint)
if("Default")
airlock_type = /obj/machinery/door/airlock/glass
+2 -1
View File
@@ -79,13 +79,14 @@ GLOBAL_LIST_INIT(disposalpipeID2State, list(
//find these defines in code\game\machinery\pipe\consruction.dm
GLOBAL_LIST_INIT(RPD_recipes, list(
"Regular Pipes" = list(
"Pipes" = list(
"Pipe" = new /datum/pipe_info(PIPE_SIMPLE, 1, PIPE_BENDABLE),
//"Bent Pipe" = new /datum/pipe_info(PIPE_SIMPLE, 5, PIPE_BENT),
"Manifold" = new /datum/pipe_info(PIPE_MANIFOLD, 1, PIPE_TRINARY),
"Manual Valve" = new /datum/pipe_info(PIPE_MVALVE, 1, PIPE_BINARY),
"Digital Valve" = new /datum/pipe_info(PIPE_DVALVE, 1, PIPE_BINARY),
"4-Way Manifold" = new /datum/pipe_info(PIPE_4WAYMANIFOLD, 1, PIPE_QUAD),
"Bluespace Pipe" = new /datum/pipe_info(PIPE_BLUESPACE, 1, PIPE_UNARY),
),
"Devices"=list(
"Connector" = new /datum/pipe_info(PIPE_CONNECTOR, 1, PIPE_UNARY),
+9 -9
View File
@@ -160,7 +160,7 @@ update_label("John Doe", "Clowny")
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/card/id/syndicate/Initialize()
..()
. = ..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/card/id
chameleon_action.chameleon_name = "ID Card"
@@ -180,14 +180,14 @@ update_label("John Doe", "Clowny")
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
var/t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
return
registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
var/u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
@@ -220,7 +220,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
. = ..()
/obj/item/card/id/centcom
name = "\improper CentCom ID"
@@ -231,7 +231,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/centcom/Initialize()
access = get_all_centcom_access()
..()
. = ..()
/obj/item/card/id/ert
name = "\improper CentCom ID"
@@ -242,7 +242,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-ACCESS_CHANGE_IDS
..()
. = ..()
/obj/item/card/id/ert/Security
registered_name = "Security Response Officer"
@@ -250,7 +250,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
..()
. = ..()
/obj/item/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
@@ -258,7 +258,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-ACCESS_CHANGE_IDS
..()
. = ..()
/obj/item/card/id/ert/Medical
registered_name = "Medical Response Officer"
@@ -266,7 +266,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-ACCESS_CHANGE_IDS
..()
. = ..()
/obj/item/card/id/prisoner
name = "prisoner ID card"
+1 -1
View File
@@ -59,7 +59,7 @@
to_chat(user, "Your name has been sent to your employers for approval.")
// Autoapproves after a certain time
response_timer_id = addtimer(CALLBACK(src, .proc/rename_station, new_name, user.name, user.real_name, key_name(user)), approval_time, TIMER_STOPPABLE)
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [new_name] (will autoapprove in [approval_time / 10] seconds). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;reject_custom_name=\ref[src]'>REJECT</A>) [ADMIN_CENTCOM_REPLY(user)]</span>")
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [new_name] (will autoapprove in [DisplayTimeText(approval_time)]). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;[HrefToken(TRUE)];reject_custom_name=\ref[src]'>REJECT</A>) [ADMIN_CENTCOM_REPLY(user)]</span>")
/obj/item/station_charter/proc/reject_proposed(user)
if(!user)
+16 -30
View File
@@ -107,39 +107,26 @@
throw_speed = 3
throw_range = 7
attack_verb = list("HONKED")
var/next_usable = 0
var/honksound = 'sound/items/bikehorn.ogg'
var/cooldowntime = 20
/obj/item/bikehorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
/obj/item/bikehorn/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] solemnly points the horn at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src.loc, honksound, 50, 1)
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
return (BRUTELOSS)
/obj/item/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!(next_usable > world.time))
playsound(loc, honksound, 50, 1, -1) //plays instead of tap.ogg!
return ..()
/obj/item/bikehorn/attack_self(mob/user)
if(!(next_usable > world.time))
next_usable = world.time + cooldowntime
playsound(src.loc, honksound, 50, 1)
src.add_fingerprint(user)
/obj/item/bikehorn/Crossed(mob/living/L)
if(isliving(L))
playsound(loc, honksound, 50, 1, -1)
..()
/obj/item/bikehorn/airhorn
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
honksound = 'sound/items/airhorn2.ogg'
cooldowntime = 50
origin_tech = "materials=4;engineering=4"
/obj/item/bikehorn/airhorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/airhorn2.ogg'=1), 50)
/obj/item/bikehorn/golden
name = "golden bike horn"
desc = "Golden? Clearly, it's made with bananium! Honk!"
@@ -155,14 +142,13 @@
..()
/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
if(!(next_usable > world.time))
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
if(ishuman(M) && M.can_hear())
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
M.emote("flip")
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
if(ishuman(M) && M.can_hear())
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
M.emote("flip")
/obj/item/reagent_containers/food/drinks/soda_cans/canned_laughter
name = "Canned Laughter"
+189 -186
View File
@@ -1,186 +1,189 @@
/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/random
name = "lipstick"
/obj/item/lipstick/random/New()
..()
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected == "mouth")
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
if(location == "mouth")
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, 1)
/obj/item/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if(location == "mouth")
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves his facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == "head")
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves his head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
..()
/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/random
name = "lipstick"
/obj/item/lipstick/random/New()
..()
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected == "mouth")
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
if(location == "mouth")
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, 1)
/obj/item/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if((location in list("eyes", "mouth", "head")) && !H.get_bodypart("head"))
to_chat(user, "<span class='warning'>[H] doesn't have a head!</span>")
return
if(location == "mouth")
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves his facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == "head")
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves his head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
..()
+3 -3
View File
@@ -4,13 +4,13 @@
*/
//Child of carpplushie because this should do everything the toy does and more
/obj/item/toy/carpplushie/dehy_carp
/obj/item/toy/plush/carpplushie/dehy_carp
var/mob/owner = null //Carp doesn't attack owner, set when using in hand
var/owned = 0 //Boolean, no owner to begin with
var/mobtype = /mob/living/simple_animal/hostile/carp //So admins can change what mob spawns via var fuckery
//Attack self
/obj/item/toy/carpplushie/dehy_carp/attack_self(mob/user)
/obj/item/toy/plush/carpplushie/dehy_carp/attack_self(mob/user)
src.add_fingerprint(user) //Anyone can add their fingerprints to it with this
if(!owned)
to_chat(user, "<span class='notice'>You pet [src]. You swear it looks up at you.</span>")
@@ -18,7 +18,7 @@
owned = 1
else return ..()
/obj/item/toy/carpplushie/dehy_carp/proc/Swell()
/obj/item/toy/plush/carpplushie/dehy_carp/proc/Swell()
desc = "It's growing!"
visible_message("<span class='notice'>[src] swells up!</span>")
+7 -6
View File
@@ -538,7 +538,7 @@ GLOBAL_LIST_EMPTY(PDAs)
P.show_recieved_message(msg,src)
if(!multiple)
show_to_ghosts(user,msg)
log_talk(user,"[user] (PDA: [name]) sent \"[message]\" to [P.name]",LOGPDA)
log_talk(user,"[key_name(user)] (PDA: [name]) sent \"[message]\" to [key_name(P,null,TRUE)]",LOGPDA)
else
if(!multiple)
to_chat(user, "<span class='notice'>ERROR: Server isn't responding.</span>")
@@ -856,9 +856,6 @@ GLOBAL_LIST_EMPTY(PDAs)
var/list/plist = list()
var/list/namecounts = list()
if(user.stat == DEAD)
return //won't work if dead
if(src.aiPDA.toff)
to_chat(user, "Turn on your receiver in order to send messages.")
return
@@ -883,6 +880,10 @@ GLOBAL_LIST_EMPTY(PDAs)
if(add_photo=="Yes")
var/datum/picture/Pic = aicamera.selectpicture(aicamera)
src.aiPDA.photo = Pic.fields["img"]
if(incapacitated())
return
src.aiPDA.create_message(src, selected)
@@ -910,8 +911,8 @@ GLOBAL_LIST_EMPTY(PDAs)
to_chat(usr, "You do not have a PDA. You should make an issue report about this.")
/mob/living/silicon/ai/proc/cmd_show_message_log(mob/user)
if(user.stat == DEAD)
return //won't work if dead
if(incapacitated())
return
if(!isnull(aiPDA))
var/HTML = "<html><head><title>AI PDA Message Log</title></head><body>[aiPDA.tnote]</body></html>"
user << browse(HTML, "window=log;size=400x444;border=1;can_resize=1;can_close=1;can_minimize=0")
@@ -0,0 +1,65 @@
//Used by engineering cyborgs in place of generic circuits.
/obj/item/device/electroadaptive_pseudocircuit
name = "electroadaptive pseudocircuit"
desc = "An all-in-one circuit imprinter, designer, synthesizer, outfitter, creator, and chef. It can be used in place of any generic circuit board during construction."
icon = 'icons/obj/module.dmi'
icon_state = "boris"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 50, MAT_GLASS = 300)
origin_tech = "engineering=4"
var/recharging = FALSE
var/circuits = 5 //How many circuits the pseudocircuit has left
var/static/recycleable_circuits = typecacheof(list(/obj/item/electronics/firelock, /obj/item/electronics/airalarm, /obj/item/electronics/firealarm, \
/obj/item/electronics/apc))//A typecache of circuits consumable for material
/obj/item/device/electroadaptive_pseudocircuit/Initialize()
. = ..()
maptext = "[circuits]"
/obj/item/device/electroadaptive_pseudocircuit/examine(mob/user)
..()
if(iscyborg(user))
to_chat(user, "<span class='notice'>It has material for <b>[circuits]</b> circuit[circuits == 1 ? "" : "s"]. Use the pseudocircuit on existing circuits to gain material.</span>")
to_chat(user, "<span class='notice'>Serves as a substitute for <b>fire/air alarm</b>, <b>firelock</b>, and <b>APC</b> electronics.</span>")
to_chat(user, "<span class='notice'>It can also be used on an APC with no power cell to <b>fabricate a low-capacity cell</b> at a high power cost.</span>")
/obj/item/device/electroadaptive_pseudocircuit/proc/adapt_circuit(mob/living/silicon/robot/R, circuit_cost = 0)
if(QDELETED(R) || !istype(R))
return
if(!R.cell)
to_chat(R, "<span class='warning'>You need a power cell installed for that.</span>")
return
if(!R.cell.use(circuit_cost))
to_chat(R, "<span class='warning'>You don't have the power for that (you need [DisplayPower(circuit_cost)].)</span>")
return
if(recharging)
to_chat(R, "<span class='warning'>[src] needs some time to recharge first.</span>")
return
if(!circuits)
to_chat(R, "<span class='warning'>You need more material. Use [src] on existing simple circuits to break them down.</span>")
return
playsound(R, 'sound/items/rped.ogg', 50, TRUE)
recharging = TRUE
circuits--
maptext = "[circuits]"
icon_state = "[initial(icon_state)]_recharging"
var/recharge_time = min(600, circuit_cost * 5) //40W of cost for one fabrication = 20 seconds of recharge time; this is to prevent spamming
addtimer(CALLBACK(src, .proc/recharge), recharge_time)
return TRUE //The actual circuit magic itself is done on a per-object basis
/obj/item/device/electroadaptive_pseudocircuit/afterattack(atom/target, mob/living/user, proximity)
if(!proximity)
return
if(!is_type_in_typecache(target, recycleable_circuits))
return
circuits++
maptext = "[circuits]"
user.visible_message("<span class='notice'>User breaks down [target] with [src].</span>", \
"<span class='notice'>You recycle [target] into [src]. It now has material for <b>[circuits]</b> circuits.</span>")
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
qdel(target)
/obj/item/device/electroadaptive_pseudocircuit/proc/recharge()
playsound(src, 'sound/machines/chime.ogg', 25, TRUE)
recharging = FALSE
icon_state = initial(icon_state)
@@ -1,3 +1,4 @@
GLOBAL_LIST_INIT(pipe_paint_colors, list("grey"=rgb(255,255,255), "red"=rgb(255,0,0), "blue"=rgb(0,0,255), "cyan"=rgb(0,256,249), "green"=rgb(30,255,0), "yellow"=rgb(255,198,0), "purple"=rgb(130,43,255)))
/obj/item/device/pipe_painter
name = "pipe painter"
@@ -5,16 +6,7 @@
icon_state = "labeler1"
item_state = "flight"
flags_1 = NOBLUDGEON_1
var/list/modes = list(
"grey" = rgb(255,255,255),
"red" = rgb(255,0,0),
"blue" = rgb(0,0,255),
"cyan" = rgb(0,256,249),
"green" = rgb(30,255,0),
"yellow" = rgb(255,198,0),
"purple" = rgb(130,43,255)
)
var/mode = "grey"
var/paint_color = "grey"
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
@@ -27,14 +19,13 @@
return
var/obj/machinery/atmospherics/pipe/P = A
P.add_atom_colour(modes[mode], FIXED_COLOUR_PRIORITY)
P.pipe_color = modes[mode]
user.visible_message("<span class='notice'>[user] paints \the [P] [mode].</span>","<span class='notice'>You paint \the [P] [mode].</span>")
P.update_node_icon() //updates the neighbors
if(P.paint(GLOB.pipe_paint_colors[paint_color]))
playsound(src, 'sound/machines/click.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] paints \the [P] [paint_color].</span>","<span class='notice'>You paint \the [P] [paint_color].</span>")
/obj/item/device/pipe_painter/attack_self(mob/user)
mode = input("Which colour do you want to use?","Pipe painter") in modes
paint_color = input("Which colour do you want to use?","Pipe painter") in GLOB.pipe_paint_colors
/obj/item/device/pipe_painter/examine()
/obj/item/device/pipe_painter/examine(mob/user)
..()
to_chat(usr, "It is set to [mode].")
to_chat(user, "<span class='notice'>It is set to [paint_color].</span>")
+1 -1
View File
@@ -138,7 +138,7 @@
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = TRUE
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
@@ -4,13 +4,13 @@
icon = 'icons/obj/radio.dmi'
icon_state = "electropack0"
item_state = "electropack"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
materials = list(MAT_METAL=10000, MAT_GLASS=2500)
var/on = TRUE
var/on = TRUE
var/code = 2
var/frequency = 1449
var/shock_cooldown = 0
@@ -20,11 +20,11 @@
return (FIRELOSS)
/obj/item/device/electropack/Initialize()
..()
. = ..()
SSradio.add_object(src, frequency, GLOB.RADIO_CHAT)
/obj/item/device/electropack/Destroy()
SSradio.remove_object(src, frequency)
SSradio.remove_object(src, frequency)
return ..()
/obj/item/device/electropack/attack_hand(mob/user)
@@ -52,8 +52,8 @@
user.put_in_hands(A)
A.add_fingerprint(user)
if(src.flags_1 & NODROP_1)
A.flags_1 |= NODROP_1
if(src.flags_1 & NODROP_1)
A.flags_1 |= NODROP_1
else
return ..()
@@ -108,7 +108,7 @@
spawn(100)
shock_cooldown = 0
var/mob/living/L = loc
step(L, pick(GLOB.cardinals))
step(L, pick(GLOB.cardinals))
to_chat(L, "<span class='danger'>You feel a sharp shock!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
@@ -143,4 +143,4 @@ Code:
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
return
+1 -1
View File
@@ -181,7 +181,7 @@ MASS SPECTROMETER
to_chat(user, "<span class='info'>Time of Death:</span> [M.tod]")
var/tdelta = round(world.time - M.timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
to_chat(user, "<span class='danger'>Subject died [tdelta / 10] seconds ago, defibrillation may be possible!</span>")
to_chat(user, "<span class='danger'>Subject died [DisplayTimeText(tdelta)] ago, defibrillation may be possible!</span>")
for(var/thing in M.viruses)
var/datum/disease/D = thing
@@ -111,7 +111,6 @@ effective or pretty fucking useless.
/obj/item/device/healthanalyzer/rad_laser/interact(mob/user)
user.set_machine(src)
var/cooldown = GetCooldown()
var/dat = "Irradiation: <A href='?src=\ref[src];rad=1'>[irradiate ? "On" : "Off"]</A><br>"
dat += "Stealth Mode (NOTE: Deactivates automatically while Irradiation is off): <A href='?src=\ref[src];stealthy=[TRUE]'>[stealth ? "On" : "Off"]</A><br>"
dat += "Scan Mode: <a href='?src=\ref[src];mode=1'>"
@@ -133,7 +132,7 @@ effective or pretty fucking useless.
<A href='?src=\ref[src];radwav=-5'>-</A><A href='?src=\ref[src];radwav=-1'>-</A>
[(wavelength+(intensity*4))]
<A href='?src=\ref[src];radwav=1'>+</A><A href='?src=\ref[src];radwav=5'>+</A><BR>
Laser Cooldown: [cooldown] Seconds<BR>
Laser Cooldown: [DisplayTimeText(GetCooldown())]<BR>
"}
var/datum/browser/popup = new(user, "radlaser", "Radioactive Microlaser Interface", 400, 240)
+203 -203
View File
@@ -1,213 +1,213 @@
/obj/item/device/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
/obj/item/device/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
desc = "Regulates the transfer of air between two tanks"
var/obj/item/tank/tank_one
var/obj/item/tank/tank_two
desc = "Regulates the transfer of air between two tanks"
var/obj/item/tank/tank_one
var/obj/item/tank/tank_two
var/obj/item/device/assembly/attached_device
var/mob/attacher = null
var/mob/attacher = null
var/valve_open = FALSE
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/device/transfer_valve/IsAssemblyHolder()
return 1
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/device/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user
return
/obj/item/device/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/device/transfer_valve/Topic(href, href_list)
..()
if ( usr.stat || usr.restrained() )
return
if (src.loc == usr)
if(tank_one && href_list["tankone"])
split_gases()
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/device/transfer_valve/IsAssemblyHolder()
return 1
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/device/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user
return
/obj/item/device/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/device/transfer_valve/Topic(href, href_list)
..()
if ( usr.stat || usr.restrained() )
return
if (src.loc == usr)
if(tank_one && href_list["tankone"])
split_gases()
valve_open = FALSE
tank_one.loc = get_turf(src)
tank_one = null
update_icon()
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(tank_two && href_list["tanktwo"])
split_gases()
tank_one.loc = get_turf(src)
tank_one = null
update_icon()
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = FALSE
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.forceMove(get_turf(src))
attached_device.holder = null
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
return
/obj/item/device/transfer_valve/proc/process_activation(obj/item/device/D)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
/obj/item/device/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
/obj/item/device/transfer_valve/proc/merge_gases()
tank_two.air_contents.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.merge(temp)
/obj/item/device/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/device/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
return
/obj/item/device/transfer_valve/proc/process_activation(obj/item/device/D)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
/obj/item/device/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
/obj/item/device/transfer_valve/proc/merge_gases()
tank_two.air_contents.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.merge(temp)
/obj/item/device/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/device/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = TRUE
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/attachment = "no device"
if(attached_device)
if(istype(attached_device, /obj/item/device/assembly/signaler))
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/attacher_name = ""
if(!attacher)
attacher_name = "Unknown"
else
attacher_name = "[key_name_admin(attacher)]"
var/log_str1 = "Bomb valve opened in "
var/log_str2 = "with [attachment] attacher: [attacher_name]"
var/log_attacher = ""
if(attacher)
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
var/last_touch_info = ""
if(mob)
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
GLOB.bombers += bomb_message
message_admins(bomb_message, 0, 1)
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
merge_gases()
spawn(20) // In case one tank bursts
for (var/i=0,i<5,i++)
src.update_icon()
sleep(10)
src.update_icon()
else if(valve_open && tank_one && tank_two)
split_gases()
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/attachment = "no device"
if(attached_device)
if(istype(attached_device, /obj/item/device/assembly/signaler))
attachment = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/attacher_name = ""
if(!attacher)
attacher_name = "Unknown"
else
attacher_name = "[key_name_admin(attacher)]"
var/log_str1 = "Bomb valve opened in "
var/log_str2 = "with [attachment] attacher: [attacher_name]"
var/log_attacher = ""
if(attacher)
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
var/last_touch_info = ""
if(mob)
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
GLOB.bombers += bomb_message
message_admins(bomb_message, 0, 1)
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
merge_gases()
spawn(20) // In case one tank bursts
for (var/i=0,i<5,i++)
src.update_icon()
sleep(10)
src.update_icon()
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = FALSE
src.update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/device/transfer_valve/proc/c_state()
return
src.update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/device/transfer_valve/proc/c_state()
return
+192 -193
View File
@@ -1,193 +1,192 @@
/obj/item/storage/pill_bottle/dice
name = "bag of dice"
desc = "Contains all the luck you'll ever need."
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
/obj/item/storage/pill_bottle/dice/New()
..()
var/special_die = pick("1","2","fudge","space","00","8bd20","4dd6","100")
if(special_die == "1")
new /obj/item/dice/d1(src)
if(special_die == "2")
new /obj/item/dice/d2(src)
new /obj/item/dice/d4(src)
new /obj/item/dice/d6(src)
if(special_die == "fudge")
new /obj/item/dice/fudge(src)
if(special_die == "space")
new /obj/item/dice/d6/space(src)
new /obj/item/dice/d8(src)
new /obj/item/dice/d10(src)
if(special_die == "00")
new /obj/item/dice/d00(src)
new /obj/item/dice/d12(src)
new /obj/item/dice/d20(src)
if(special_die == "8bd20")
new /obj/item/dice/eightbd20(src)
if(special_die == "4dd6")
new /obj/item/dice/fourdd6(src)
if(special_die == "100")
new /obj/item/dice/d100(src)
/obj/item/dice //depreciated d6, use /obj/item/dice/d6 if you actually want a d6
name = "die"
desc = "A die with six sides. Basic and servicable."
icon = 'icons/obj/dice.dmi'
icon_state = "d6"
w_class = WEIGHT_CLASS_TINY
var/sides = 6
var/result = null
var/list/special_faces = list() //entries should match up to sides var if used
var/can_be_rigged = TRUE
var/rigged = FALSE
/obj/item/dice/New()
result = rand(1, sides)
update_icon()
..()
/obj/item/dice/d1
name = "d1"
desc = "A die with one side. Deterministic!"
icon_state = "d1"
sides = 1
/obj/item/dice/d2
name = "d2"
desc = "A die with two sides. Coins are undignified!"
icon_state = "d2"
sides = 2
/obj/item/dice/d4
name = "d4"
desc = "A die with four sides. The nerd's caltrop."
icon_state = "d4"
sides = 4
/obj/item/dice/d6
name = "d6"
/obj/item/dice/d6/space
name = "space cube"
desc = "A die with six sides. 6 TIMES 255 TIMES 255 TILE TOTAL EXISTENCE, SQUARE YOUR MIND OF EDUCATED STUPID: 2 DOES NOT EXIST."
icon_state = "spaced6"
/obj/item/dice/d6/space/New()
..()
if(prob(10))
name = "spess cube"
/obj/item/dice/fudge
name = "fudge die"
desc = "A die with six sides but only three results. Is this a plus or a minus? Your mind is drawing a blank..."
sides = 3 //shhh
icon_state = "fudge"
special_faces = list("minus","blank","plus")
/obj/item/dice/d8
name = "d8"
desc = "A die with eight sides. It feels... lucky."
icon_state = "d8"
sides = 8
/obj/item/dice/d10
name = "d10"
desc = "A die with ten sides. Useful for percentages."
icon_state = "d10"
sides = 10
/obj/item/dice/d00
name = "d00"
desc = "A die with ten sides. Works better for d100 rolls than a golfball."
icon_state = "d00"
sides = 10
/obj/item/dice/d12
name = "d12"
desc = "A die with twelve sides. There's an air of neglect about it."
icon_state = "d12"
sides = 12
/obj/item/dice/d20
name = "d20"
desc = "A die with twenty sides. The prefered die to throw at the GM."
icon_state = "d20"
sides = 20
/obj/item/dice/d100
name = "d100"
desc = "A die with one hundred sides! Probably not fairly weighted..."
icon_state = "d100"
sides = 100
/obj/item/dice/d100/update_icon()
return
/obj/item/dice/eightbd20
name = "strange d20"
desc = "A weird die with raised text printed on the faces. Everything's white on white so reading it is a struggle. What poor design!"
icon_state = "8bd20"
sides = 20
special_faces = list("It is certain","It is decidedly so","Without a doubt","Yes, definitely","You may rely on it","As I see it, yes","Most likely","Outlook good","Yes","Signs point to yes","Reply hazy try again","Ask again later","Better not tell you now","Cannot predict now","Concentrate and ask again","Don't count on it","My reply is no","My sources say no","Outlook not so good","Very doubtful")
/obj/item/dice/eightbd20/update_icon()
return
/obj/item/dice/fourdd6
name = "4d d6"
desc = "A die that exists in four dimensional space. Properly interpreting them can only be properly done with the help of a mathematician, a physicist, and a priest."
icon_state = "4dd6"
sides = 48
special_faces = list("Cube-Side: 1-1","Cube-Side: 1-2","Cube-Side: 1-3","Cube-Side: 1-4","Cube-Side: 1-5","Cube-Side: 1-6","Cube-Side: 2-1","Cube-Side: 2-2","Cube-Side: 2-3","Cube-Side: 2-4","Cube-Side: 2-5","Cube-Side: 2-6","Cube-Side: 3-1","Cube-Side: 3-2","Cube-Side: 3-3","Cube-Side: 3-4","Cube-Side: 3-5","Cube-Side: 3-6","Cube-Side: 4-1","Cube-Side: 4-2","Cube-Side: 4-3","Cube-Side: 4-4","Cube-Side: 4-5","Cube-Side: 4-6","Cube-Side: 5-1","Cube-Side: 5-2","Cube-Side: 5-3","Cube-Side: 5-4","Cube-Side: 5-5","Cube-Side: 5-6","Cube-Side: 6-1","Cube-Side: 6-2","Cube-Side: 6-3","Cube-Side: 6-4","Cube-Side: 6-5","Cube-Side: 6-6","Cube-Side: 7-1","Cube-Side: 7-2","Cube-Side: 7-3","Cube-Side: 7-4","Cube-Side: 7-5","Cube-Side: 7-6","Cube-Side: 8-1","Cube-Side: 8-2","Cube-Side: 8-3","Cube-Side: 8-4","Cube-Side: 8-5","Cube-Side: 8-6")
/obj/item/dice/fourdd6/update_icon()
return
/obj/item/dice/attack_self(mob/user)
diceroll(user)
/obj/item/dice/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
if(!..())
return
diceroll(thrower)
/obj/item/dice/proc/diceroll(mob/user)
result = rand(1, sides)
if(rigged && result != rigged)
if(prob(Clamp(1/(sides - 1) * 100, 25, 80)))
result = rigged
var/fake_result = rand(1, sides)//Daredevil isn't as good as he used to be
var/comment = ""
if(sides == 20 && result == 20)
comment = "Nat 20!"
else if(sides == 20 && result == 1)
comment = "Ouch, bad luck."
update_icon()
if(initial(icon_state) == "d00")
result = (result - 1)*10
if(special_faces.len == sides)
result = special_faces[result]
if(user != null) //Dice was rolled in someone's hand
user.visible_message("[user] has thrown [src]. It lands on [result]. [comment]", \
"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
else if(!src.throwing) //Dice was thrown and is coming to rest
visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
/obj/item/dice/d4/Crossed(mob/living/carbon/human/H)
if(istype(H) && !H.shoes)
if(PIERCEIMMUNE in H.dna.species.species_traits)
return 0
to_chat(H, "<span class='userdanger'>You step on the D4!</span>")
H.apply_damage(4,BRUTE,(pick("l_leg", "r_leg")))
H.Knockdown(60)
/obj/item/dice/update_icon()
cut_overlays()
add_overlay("[src.icon_state][src.result]")
/obj/item/dice/microwave_act(obj/machinery/microwave/M)
if(can_be_rigged)
rigged = result
..(M)
/obj/item/storage/pill_bottle/dice
name = "bag of dice"
desc = "Contains all the luck you'll ever need."
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
/obj/item/storage/pill_bottle/dice/New()
..()
var/special_die = pick("1","2","fudge","space","00","8bd20","4dd6","100")
if(special_die == "1")
new /obj/item/dice/d1(src)
if(special_die == "2")
new /obj/item/dice/d2(src)
new /obj/item/dice/d4(src)
new /obj/item/dice/d6(src)
if(special_die == "fudge")
new /obj/item/dice/fudge(src)
if(special_die == "space")
new /obj/item/dice/d6/space(src)
new /obj/item/dice/d8(src)
new /obj/item/dice/d10(src)
if(special_die == "00")
new /obj/item/dice/d00(src)
new /obj/item/dice/d12(src)
new /obj/item/dice/d20(src)
if(special_die == "8bd20")
new /obj/item/dice/eightbd20(src)
if(special_die == "4dd6")
new /obj/item/dice/fourdd6(src)
if(special_die == "100")
new /obj/item/dice/d100(src)
/obj/item/dice //depreciated d6, use /obj/item/dice/d6 if you actually want a d6
name = "die"
desc = "A die with six sides. Basic and servicable."
icon = 'icons/obj/dice.dmi'
icon_state = "d6"
w_class = WEIGHT_CLASS_TINY
var/sides = 6
var/result = null
var/list/special_faces = list() //entries should match up to sides var if used
var/can_be_rigged = TRUE
var/rigged = FALSE
/obj/item/dice/New()
result = rand(1, sides)
update_icon()
..()
/obj/item/dice/d1
name = "d1"
desc = "A die with one side. Deterministic!"
icon_state = "d1"
sides = 1
/obj/item/dice/d2
name = "d2"
desc = "A die with two sides. Coins are undignified!"
icon_state = "d2"
sides = 2
/obj/item/dice/d4
name = "d4"
desc = "A die with four sides. The nerd's caltrop."
icon_state = "d4"
sides = 4
/obj/item/dice/d6
name = "d6"
/obj/item/dice/d6/space
name = "space cube"
desc = "A die with six sides. 6 TIMES 255 TIMES 255 TILE TOTAL EXISTENCE, SQUARE YOUR MIND OF EDUCATED STUPID: 2 DOES NOT EXIST."
icon_state = "spaced6"
/obj/item/dice/d6/space/New()
..()
if(prob(10))
name = "spess cube"
/obj/item/dice/fudge
name = "fudge die"
desc = "A die with six sides but only three results. Is this a plus or a minus? Your mind is drawing a blank..."
sides = 3 //shhh
icon_state = "fudge"
special_faces = list("minus","blank","plus")
/obj/item/dice/d8
name = "d8"
desc = "A die with eight sides. It feels... lucky."
icon_state = "d8"
sides = 8
/obj/item/dice/d10
name = "d10"
desc = "A die with ten sides. Useful for percentages."
icon_state = "d10"
sides = 10
/obj/item/dice/d00
name = "d00"
desc = "A die with ten sides. Works better for d100 rolls than a golfball."
icon_state = "d00"
sides = 10
/obj/item/dice/d12
name = "d12"
desc = "A die with twelve sides. There's an air of neglect about it."
icon_state = "d12"
sides = 12
/obj/item/dice/d20
name = "d20"
desc = "A die with twenty sides. The prefered die to throw at the GM."
icon_state = "d20"
sides = 20
/obj/item/dice/d100
name = "d100"
desc = "A die with one hundred sides! Probably not fairly weighted..."
icon_state = "d100"
sides = 100
/obj/item/dice/d100/update_icon()
return
/obj/item/dice/eightbd20
name = "strange d20"
desc = "A weird die with raised text printed on the faces. Everything's white on white so reading it is a struggle. What poor design!"
icon_state = "8bd20"
sides = 20
special_faces = list("It is certain","It is decidedly so","Without a doubt","Yes, definitely","You may rely on it","As I see it, yes","Most likely","Outlook good","Yes","Signs point to yes","Reply hazy try again","Ask again later","Better not tell you now","Cannot predict now","Concentrate and ask again","Don't count on it","My reply is no","My sources say no","Outlook not so good","Very doubtful")
/obj/item/dice/eightbd20/update_icon()
return
/obj/item/dice/fourdd6
name = "4d d6"
desc = "A die that exists in four dimensional space. Properly interpreting them can only be properly done with the help of a mathematician, a physicist, and a priest."
icon_state = "4dd6"
sides = 48
special_faces = list("Cube-Side: 1-1","Cube-Side: 1-2","Cube-Side: 1-3","Cube-Side: 1-4","Cube-Side: 1-5","Cube-Side: 1-6","Cube-Side: 2-1","Cube-Side: 2-2","Cube-Side: 2-3","Cube-Side: 2-4","Cube-Side: 2-5","Cube-Side: 2-6","Cube-Side: 3-1","Cube-Side: 3-2","Cube-Side: 3-3","Cube-Side: 3-4","Cube-Side: 3-5","Cube-Side: 3-6","Cube-Side: 4-1","Cube-Side: 4-2","Cube-Side: 4-3","Cube-Side: 4-4","Cube-Side: 4-5","Cube-Side: 4-6","Cube-Side: 5-1","Cube-Side: 5-2","Cube-Side: 5-3","Cube-Side: 5-4","Cube-Side: 5-5","Cube-Side: 5-6","Cube-Side: 6-1","Cube-Side: 6-2","Cube-Side: 6-3","Cube-Side: 6-4","Cube-Side: 6-5","Cube-Side: 6-6","Cube-Side: 7-1","Cube-Side: 7-2","Cube-Side: 7-3","Cube-Side: 7-4","Cube-Side: 7-5","Cube-Side: 7-6","Cube-Side: 8-1","Cube-Side: 8-2","Cube-Side: 8-3","Cube-Side: 8-4","Cube-Side: 8-5","Cube-Side: 8-6")
/obj/item/dice/fourdd6/update_icon()
return
/obj/item/dice/attack_self(mob/user)
diceroll(user)
/obj/item/dice/throw_impact(atom/target)
diceroll(thrownby)
. = ..()
/obj/item/dice/proc/diceroll(mob/user)
result = rand(1, sides)
if(rigged && result != rigged)
if(prob(Clamp(1/(sides - 1) * 100, 25, 80)))
result = rigged
var/fake_result = rand(1, sides)//Daredevil isn't as good as he used to be
var/comment = ""
if(sides == 20 && result == 20)
comment = "Nat 20!"
else if(sides == 20 && result == 1)
comment = "Ouch, bad luck."
update_icon()
if(initial(icon_state) == "d00")
result = (result - 1)*10
if(special_faces.len == sides)
result = special_faces[result]
if(user != null) //Dice was rolled in someone's hand
user.visible_message("[user] has thrown [src]. It lands on [result]. [comment]", \
"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
else if(!src.throwing) //Dice was thrown and is coming to rest
visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
/obj/item/dice/d4/Crossed(mob/living/carbon/human/H)
if(istype(H) && !H.shoes)
if(PIERCEIMMUNE in H.dna.species.species_traits)
return 0
to_chat(H, "<span class='userdanger'>You step on the D4!</span>")
H.apply_damage(4,BRUTE,(pick("l_leg", "r_leg")))
H.Knockdown(60)
/obj/item/dice/update_icon()
cut_overlays()
add_overlay("[src.icon_state][src.result]")
/obj/item/dice/microwave_act(obj/machinery/microwave/M)
if(can_be_rigged)
rigged = result
..(M)
+4 -4
View File
@@ -37,10 +37,10 @@
"Very doubtful")
/obj/item/toy/eightball/Initialize(mapload)
..()
. = ..()
if(prob(1))
new /obj/item/toy/eightball/haunted(get_turf(src))
qdel(src)
return INITIALIZE_HINT_QDEL
/obj/item/toy/eightball/attack_self(mob/user)
if(shaking)
@@ -81,7 +81,7 @@
var/fixed_answer
/obj/item/toy/eightball/broken/Initialize(mapload)
..()
. = ..()
fixed_answer = pick(possible_answers)
/obj/item/toy/eightball/broken/get_answer()
@@ -97,7 +97,7 @@
var/list/votes
/obj/item/toy/eightball/haunted/Initialize(mapload)
..()
. = ..()
votes = list()
GLOB.poi_list |= src
@@ -292,7 +292,7 @@
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;[HrefToken()];adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;[HrefToken()];adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
else
addtimer(CALLBACK(src, .proc/prime), det_time)
+2 -2
View File
@@ -253,7 +253,7 @@
var/trap_damage = 20
/obj/item/restraints/legcuffs/beartrap/Initialize()
..()
. = ..()
icon_state = "[initial(icon_state)][armed]"
/obj/item/restraints/legcuffs/beartrap/suicide_act(mob/user)
@@ -369,4 +369,4 @@
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(hit_atom))
B.Crossed(hit_atom)
qdel(src)
..()
..()
+5 -5
View File
@@ -9,6 +9,7 @@
throw_speed = 3
throw_range = 4
throwforce = 10
unique_rename = TRUE
w_class = WEIGHT_CLASS_TINY
var/reskinned = FALSE
@@ -244,6 +245,7 @@
S.name = name
S.ckey = theghost.ckey
S.status_flags |= GODMODE
S.language_holder = user.language_holder.copy(S)
var/input = stripped_input(S,"What are you named?", ,"", MAX_NAME_LEN)
if(src && input)
@@ -381,12 +383,10 @@
flags_2 = SLOWS_WHILE_IN_HAND_2
/obj/item/nullrod/tribal_knife/Initialize(mapload)
..()
/obj/item/nullrod/tribal_knife/New()
..()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/nullrod/tribal_knife/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
@@ -408,7 +408,7 @@
/obj/item/nullrod/egyptian
name = "egyptian staff"
desc = "A tutorial in mummification is carved into the staff. You could probably follow the steps yourself if you had some bandages."
desc = "A tutorial in mummification is carved into the staff. You could probably craft the wraps if you had some cloth."
icon = 'icons/obj/guns/magic.dmi'
icon_state = "pharoah_sceptre"
item_state = "pharoah_sceptre"
@@ -26,21 +26,15 @@
if(..())
var/obj/machinery/abductor/console/console
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.dna.species.id == "abductor")
var/datum/species/abductor/S = H.dna.species
console = get_team_console(S.team)
var/datum/antagonist/abductor/A = target.mind.has_antag_datum(ANTAG_DATUM_ABDUCTOR)
if(A)
console = get_abductor_console(A.team.team_number)
home = console.pad
if(!home)
console = get_team_console(pick(1, 2, 3, 4))
var/list/consoles = list()
for(var/obj/machinery/abductor/console/C in GLOB.machines)
consoles += C
console = pick(consoles)
home = console.pad
return 1
/obj/item/implant/abductor/proc/get_team_console(var/team)
var/obj/machinery/abductor/console/console
for(var/obj/machinery/abductor/console/c in GLOB.machines)
if(c.team == team)
console = c
break
return console
return TRUE
@@ -26,7 +26,7 @@
qdel(src)
return 0
if(target.mind in SSticker.mode.revolutionaries)
SSticker.mode.remove_revolutionary(target.mind)
SSticker.mode.remove_revolutionary(target.mind, FALSE, user)
if(!silent)
if(target.mind in SSticker.mode.cult)
to_chat(target, "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>")
@@ -61,7 +61,7 @@
return ..()
/obj/item/implantcase/Initialize(mapload)
..()
. = ..()
if(imp_type)
imp = new imp_type(src)
update_icon()
@@ -80,4 +80,4 @@
/obj/item/implantcase/adrenaline
name = "implant case - 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
imp_type = /obj/item/implant/adrenalin
imp_type = /obj/item/implant/adrenalin
@@ -20,7 +20,7 @@
var/special = FALSE
var/special_name = "special function"
var/message_cooldown
var/breakout_time = 1
var/breakout_time = 600
/obj/machinery/implantchair/Initialize()
. = ..()
@@ -85,10 +85,17 @@
update_icon()
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
var/obj/item/implant/I = new implant_type
if(I.implant(M))
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
return 1
var/obj/item/I = new implant_type
if(istype(I, /obj/item/implant))
var/obj/item/implant/P = I
if(P.implant(M))
visible_message("<span class='warning'>[M] has been implanted by [src].</span>")
return TRUE
else if(istype(I, /obj/item/organ))
var/obj/item/organ/P = I
P.Insert(M, drop_if_replaced = FALSE)
visible_message("<span class='warning'>[M] has been implanted by [src].</span>")
return TRUE
/obj/machinery/implantchair/update_icon()
icon_state = initial(icon_state)
@@ -117,9 +124,9 @@
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
@@ -59,7 +59,7 @@
return ..()
/obj/item/implanter/Initialize(mapload)
..()
. = ..()
if(imp_type)
imp = new imp_type(src)
update_icon()
@@ -70,4 +70,4 @@
/obj/item/implanter/emp
name = "implanter (EMP)"
imp_type = /obj/item/implant/emp
imp_type = /obj/item/implant/emp
+230 -229
View File
@@ -1,229 +1,230 @@
/obj/item/melee/transforming/energy
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/melee/transforming/energy/Initialize()
. = ..()
if(active)
set_light(brightness_on)
START_PROCESSING(SSobj, src)
/obj/item/melee/transforming/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/melee/transforming/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
return 0
/obj/item/melee/transforming/energy/is_sharp()
return active * sharpness
/obj/item/melee/transforming/energy/process()
open_flame()
/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(.)
if(active)
if(item_color)
icon_state = "sword[item_color]"
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
STOP_PROCESSING(SSobj, src)
set_light(0)
/obj/item/melee/transforming/energy/is_hot()
return active * heat
/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
if(!active)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask == src)
in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
/obj/item/melee/transforming/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
armour_penetration = 100
origin_tech = "combat=4;magnets=3"
attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(. && active && item_color)
icon_state = "sword[item_color]"
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
/obj/item/melee/transforming/energy/sword/cyborg
var/hitcost = 50
/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
var/obj/item/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
return ..()
/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
icon_state = "esaw"
force_on = 30
force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
var/set_color = pick(possible_colors)
item_color = set_color
light_color = possible_colors[set_color]
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
if(hacked)
var/set_color = pick(possible_colors)
light_color = possible_colors[set_color]
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
/obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN)
/obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/obj/item/melee/transforming/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/melee/transforming/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
return
/obj/item/melee/transforming/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
/obj/item/melee/transforming/energy
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/melee/transforming/energy/Initialize()
. = ..()
if(active)
set_light(brightness_on)
START_PROCESSING(SSobj, src)
/obj/item/melee/transforming/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/melee/transforming/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
return 0
/obj/item/melee/transforming/energy/is_sharp()
return active * sharpness
/obj/item/melee/transforming/energy/process()
open_flame()
/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(.)
if(active)
if(item_color)
icon_state = "sword[item_color]"
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
STOP_PROCESSING(SSobj, src)
set_light(0)
/obj/item/melee/transforming/energy/is_hot()
return active * heat
/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
if(!active)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask == src)
in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
/obj/item/melee/transforming/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
armour_penetration = 100
origin_tech = "combat=4;magnets=3"
attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(. && active && item_color)
icon_state = "sword[item_color]"
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
/obj/item/melee/transforming/energy/sword/cyborg
item_color = "red"
var/hitcost = 50
/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
var/obj/item/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
return ..()
/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
force_on = 30
force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
item_color = null //stops icon from breaking when turned on.
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
var/set_color = pick(possible_colors)
item_color = set_color
light_color = possible_colors[set_color]
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
if(hacked)
var/set_color = pick(possible_colors)
light_color = possible_colors[set_color]
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
/obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN)
/obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/obj/item/melee/transforming/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/melee/transforming/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
return
/obj/item/melee/transforming/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
+74
View File
@@ -0,0 +1,74 @@
/obj/item/toy/plush
name = "plush"
desc = "this is the special coder plush, do not steal"
icon = 'icons/obj/plushes.dmi'
icon_state = "debug"
attack_verb = list("thumped", "whomped", "bumped")
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
var/list/squeak_override //Weighted list; If you want your plush to have different squeak sounds use this
/obj/item/toy/plush/Initialize()
. = ..()
AddComponent(/datum/component/squeak, squeak_override)
/obj/item/toy/plush/attack_self(mob/user)
. = ..()
to_chat(user, "<span class='notice'>You pet [src]. D'awww.</span>")
/obj/item/toy/plush/carpplushie
name = "space carp plushie"
desc = "An adorable stuffed toy that resembles a space carp."
icon_state = "carpplush"
item_state = "carp_plushie"
attack_verb = list("bitten", "eaten", "fin slapped")
squeak_override = list('sound/weapons/bite.ogg'=1)
/obj/item/toy/plush/bubbleplush
name = "bubblegum plushie"
desc = "The friendly red demon that gives good miners gifts."
icon_state = "bubbleplush"
attack_verb = list("rends")
squeak_override = list('sound/magic/demon_attack1.ogg'=1)
/obj/item/toy/plush/plushvar
name = "ratvar plushie"
desc = "An adorable plushie of the clockwork justiciar himself with new and improved spring arm action."
icon_state = "plushvar"
/obj/item/toy/plush/narplush
name = "nar'sie plushie"
desc = "A small stuffed doll of the elder god nar'sie. Who thought this was a good children's toy?"
icon_state = "narplush"
/obj/item/toy/plush/lizardplushie
name = "lizard plushie"
desc = "An adorable stuffed toy that resembles a lizardperson."
icon_state = "plushie_lizard"
item_state = "plushie_lizard"
attack_verb = list("clawed", "hissed", "tail slapped")
squeak_override = list('sound/weapons/slash.ogg' = 1)
/obj/item/toy/plush/snakeplushie
name = "snake plushie"
desc = "An adorable stuffed toy that resembles a snake. Not to be mistaken for the real thing."
icon_state = "plushie_snake"
item_state = "plushie_snake"
attack_verb = list("bitten", "hissed", "tail slapped")
squeak_override = list('sound/weapons/bite.ogg' = 1)
/obj/item/toy/plush/nukeplushie
name = "operative plushie"
desc = "An stuffed toy that resembles a syndicate nuclear operative. The tag claims operatives to be purely fictitious."
icon_state = "plushie_nuke"
item_state = "plushie_nuke"
attack_verb = list("shot", "nuked", "detonated")
squeak_override = list('sound/effects/hit_punch.ogg' = 1)
/obj/item/toy/plush/slimeplushie
name = "slime plushie"
desc = "An adorable stuffed toy that resembles a slime. It is practically just a hacky sack."
icon_state = "plushie_slime"
item_state = "plushie_slime"
attack_verb = list("blorbled", "slimed", "absorbed")
squeak_override = list('sound/effects/blobattack.ogg' = 1)
@@ -113,7 +113,7 @@
/obj/item/borg/upgrade/thrusters
name = "ion thruster upgrade"
desc = "A energy-operated thruster system for cyborgs."
desc = "An energy-operated thruster system for cyborgs."
icon_state = "cyborg_upgrade3"
origin_tech = "engineering=4;powerstorage=4"
+3 -4
View File
@@ -149,7 +149,7 @@
if(!building_checks(R, multiplier))
return
var/atom/O = new R.result_type( usr.loc )
var/obj/O = new R.result_type()
O.setDir(usr.dir)
use(R.req_amount * multiplier)
@@ -168,11 +168,10 @@
new_item.amount = R.res_amount*multiplier
new_item.update_icon()
if(new_item.amount <= 0)//if the stack is empty, i.e it has been merged with an existing stack and has been garbage collected
return
if (isitem(O))
usr.put_in_hands(O)
else
O.forceMove(usr.drop_location())
O.add_fingerprint(usr)
//BubbleWrap - so newly formed boxes are empty
+2 -2
View File
@@ -289,7 +289,7 @@
icon_state = initial(icon_state)
/obj/item/storage/backpack/satchel/flat/Initialize(mapload)
..()
. = ..()
SSpersistence.new_secret_satchels += src
/obj/item/storage/backpack/satchel/flat/PopulateContents()
@@ -306,7 +306,7 @@
var/revealed = 0
/obj/item/storage/backpack/satchel/flat/secret/Initialize()
..()
. = ..()
if(isfloorturf(loc) && !istype(loc, /turf/open/floor/plating/))
hide(1)
+17 -16
View File
@@ -731,17 +731,18 @@
/obj/item/storage/box/ingredients //This box is for the randomely chosen version the chef spawns with, it shouldn't actually exist.
name = "ingredients box"
illustration = "donk_kit"
illustration = "fruit"
var/theme_name
/obj/item/storage/box/ingredients/Initialize()
..()
if(icon_state)
name = "[name] ([icon_state])"
desc = "A box containing supplementary ingredients for the aspiring chef. This box's theme is '[icon_state]'."
. = ..()
if(theme_name)
name = "[name] ([theme_name])"
desc = "A box containing supplementary ingredients for the aspiring chef. The box's theme is '[theme_name]'."
item_state = "syringe_kit"
/obj/item/storage/box/ingredients/wildcard
icon_state = "wildcard"
theme_name = "wildcard"
/obj/item/storage/box/ingredients/wildcard/PopulateContents()
for(var/i in 1 to 7)
@@ -762,7 +763,7 @@
new randomFood(src)
/obj/item/storage/box/ingredients/fiesta
icon_state = "fiesta"
theme_name = "fiesta"
/obj/item/storage/box/ingredients/fiesta/PopulateContents()
new /obj/item/reagent_containers/food/snacks/tortilla(src)
@@ -772,7 +773,7 @@
new /obj/item/reagent_containers/food/snacks/grown/chili(src)
/obj/item/storage/box/ingredients/italian
icon_state = "italian"
theme_name = "italian"
/obj/item/storage/box/ingredients/italian/PopulateContents()
for(var/i in 1 to 3)
@@ -781,7 +782,7 @@
new /obj/item/reagent_containers/food/drinks/bottle/wine(src)
/obj/item/storage/box/ingredients/vegetarian
icon_state = "vegetarian"
theme_name = "vegetarian"
/obj/item/storage/box/ingredients/vegetarian/PopulateContents()
for(var/i in 1 to 2)
@@ -793,7 +794,7 @@
new /obj/item/reagent_containers/food/snacks/grown/tomato(src)
/obj/item/storage/box/ingredients/american
icon_state = "american"
theme_name = "american"
/obj/item/storage/box/ingredients/american/PopulateContents()
for(var/i in 1 to 2)
@@ -803,7 +804,7 @@
new /obj/item/reagent_containers/food/snacks/faggot(src)
/obj/item/storage/box/ingredients/fruity
icon_state = "fruity"
theme_name = "fruity"
/obj/item/storage/box/ingredients/fruity/PopulateContents()
for(var/i in 1 to 2)
@@ -814,7 +815,7 @@
new /obj/item/reagent_containers/food/snacks/grown/watermelon(src)
/obj/item/storage/box/ingredients/sweets
icon_state = "sweets"
theme_name = "sweets"
/obj/item/storage/box/ingredients/sweets/PopulateContents()
for(var/i in 1 to 2)
@@ -825,7 +826,7 @@
new /obj/item/reagent_containers/food/snacks/grown/apple(src)
/obj/item/storage/box/ingredients/delights
icon_state = "delights"
theme_name = "delights"
/obj/item/storage/box/ingredients/delights/PopulateContents()
for(var/i in 1 to 2)
@@ -836,7 +837,7 @@
new /obj/item/reagent_containers/food/snacks/grown/berries(src)
/obj/item/storage/box/ingredients/grains
icon_state = "grains"
theme_name = "grains"
/obj/item/storage/box/ingredients/grains/PopulateContents()
for(var/i in 1 to 3)
@@ -847,7 +848,7 @@
new /obj/item/seeds/poppy(src)
/obj/item/storage/box/ingredients/carnivore
icon_state = "carnivore"
theme_name = "carnivore"
/obj/item/storage/box/ingredients/carnivore/PopulateContents()
new /obj/item/reagent_containers/food/snacks/meat/slab/bear(src)
@@ -859,7 +860,7 @@
new /obj/item/reagent_containers/food/snacks/faggot(src)
/obj/item/storage/box/ingredients/exotic
icon_state = "exotic"
theme_name = "exotic"
/obj/item/storage/box/ingredients/exotic/PopulateContents()
for(var/i in 1 to 2)
+56 -57
View File
@@ -1,57 +1,56 @@
/obj/item/storage/briefcase
name = "briefcase"
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
icon_state = "briefcase"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
flags_1 = CONDUCT_1
force = 8
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
max_integrity = 150
var/folder_path = /obj/item/folder //this is the path of the folder that gets spawned in New()
/obj/item/storage/briefcase/PopulateContents()
new /obj/item/pen(src)
var/obj/item/folder/folder = new folder_path(src)
for(var/i in 1 to 6)
new /obj/item/paper(folder)
/obj/item/storage/briefcase/lawyer
folder_path = /obj/item/folder/blue
/obj/item/storage/briefcase/lawyer/PopulateContents()
new /obj/item/stamp/law(src)
..()
/obj/item/storage/briefcase/sniperbundle
name = "briefcase"
desc = "It's label reads genuine hardened Captain leather, but suspiciously has no other tags or branding. Smells like L'Air du Temps."
icon_state = "briefcase"
flags_1 = CONDUCT_1
force = 10
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
max_integrity = 150
/obj/item/storage/briefcase/sniperbundle/PopulateContents()
..() // in case you need any paperwork done after your rampage
new /obj/item/gun/ballistic/automatic/sniper_rifle/syndicate(src)
new /obj/item/clothing/neck/tie/red(src)
new /obj/item/clothing/under/syndicate/sniper(src)
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/ammo_box/magazine/sniper_rounds/haemorrhage(src)
new /obj/item/suppressor/specialoffer(src)
/obj/item/storage/briefcase
name = "briefcase"
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
icon_state = "briefcase"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
flags_1 = CONDUCT_1
force = 8
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
max_integrity = 150
var/folder_path = /obj/item/folder //this is the path of the folder that gets spawned in New()
/obj/item/storage/briefcase/PopulateContents()
new /obj/item/pen(src)
var/obj/item/folder/folder = new folder_path(src)
for(var/i in 1 to 6)
new /obj/item/paper(folder)
/obj/item/storage/briefcase/lawyer
folder_path = /obj/item/folder/blue
/obj/item/storage/briefcase/lawyer/PopulateContents()
new /obj/item/stamp/law(src)
..()
/obj/item/storage/briefcase/sniperbundle
name = "briefcase"
desc = "It's label reads genuine hardened Captain leather, but suspiciously has no other tags or branding. Smells like L'Air du Temps."
icon_state = "briefcase"
flags_1 = CONDUCT_1
force = 10
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
max_integrity = 150
/obj/item/storage/briefcase/sniperbundle/PopulateContents()
..() // in case you need any paperwork done after your rampage
new /obj/item/gun/ballistic/automatic/sniper_rifle/syndicate(src)
new /obj/item/clothing/neck/tie/red(src)
new /obj/item/clothing/under/syndicate/sniper(src)
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/suppressor/specialoffer(src)
+1 -1
View File
@@ -56,7 +56,7 @@
item_state = "firstaid-ointment"
/obj/item/storage/firstaid/fire/Initialize(mapload)
..()
. = ..()
icon_state = pick("ointment","firefirstaid")
/obj/item/storage/firstaid/fire/PopulateContents()
+2 -2
View File
@@ -19,7 +19,7 @@
var/has_latches = TRUE
/obj/item/storage/toolbox/Initialize()
..()
. = ..()
if(has_latches)
if(prob(10))
latches = "double_latch"
@@ -183,4 +183,4 @@
new/obj/item/stack/cable_coil/pink(src)
new/obj/item/stack/cable_coil/orange(src)
new/obj/item/stack/cable_coil/cyan(src)
new/obj/item/stack/cable_coil/white(src)
new/obj/item/stack/cable_coil/white(src)
+1 -5
View File
@@ -74,7 +74,7 @@
if (icon == src) to_chat(user, "<span class='notice'>If you want any more information you'll need to get closer.</span>")
return
to_chat(user, "<span class='notice'>The pressure gauge reads [src.air_contents.return_pressure()] kPa.</span>")
to_chat(user, "<span class='notice'>The pressure gauge reads [round(src.air_contents.return_pressure(),0.01)] kPa.</span>")
var/celsius_temperature = src.air_contents.temperature-T0C
var/descriptive
@@ -236,7 +236,6 @@
if(!istype(src.loc, /obj/item/device/transfer_valve))
message_admins("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
log_game("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
//to_chat(world, "\blue[x],[y] tank is exploding: [pressure] kPa")
//Give the gas a chance to build up more pressure through reacting
air_contents.react()
air_contents.react()
@@ -245,7 +244,6 @@
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
var/turf/epicenter = get_turf(loc)
//to_chat(world, "\blue Exploding Pressure: [pressure] kPa, intensity: [range]")
explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5))
if(istype(src.loc, /obj/item/device/transfer_valve))
@@ -254,7 +252,6 @@
qdel(src)
else if(pressure > TANK_RUPTURE_PRESSURE)
//to_chat(world, "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]")
if(integrity <= 0)
var/turf/T = get_turf(src)
if(!T)
@@ -266,7 +263,6 @@
integrity--
else if(pressure > TANK_LEAK_PRESSURE)
//to_chat(world, "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]")
if(integrity <= 0)
var/turf/T = get_turf(src)
if(!T)
+1 -28
View File
@@ -14,7 +14,6 @@
* Cards
* Toy nuke
* Fake meteor
* Carp plushie
* Foam armblade
* Toy big red button
* Beach ball
@@ -40,7 +39,7 @@
icon = 'icons/obj/toy.dmi'
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/balloon/New()
create_reagents(10)
@@ -987,32 +986,6 @@
shake_camera(M, 3, 1)
qdel(src)
/*
* Carp plushie
*/
/obj/item/toy/carpplushie
name = "space carp plushie"
desc = "An adorable stuffed toy that resembles a space carp."
icon = 'icons/obj/toy.dmi'
icon_state = "carpplushie"
item_state = "carp_plushie"
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("bitten", "eaten", "fin slapped")
resistance_flags = FLAMMABLE
var/bitesound = 'sound/weapons/bite.ogg'
//Attack mob
/obj/item/toy/carpplushie/attack(mob/M, mob/user)
playsound(loc, bitesound, 20, 1) //Play bite sound in local area
return ..()
//Attack self
/obj/item/toy/carpplushie/attack_self(mob/user)
playsound(src.loc, bitesound, 20, 1)
to_chat(user, "<span class='notice'>You pet [src]. D'awww.</span>")
return ..()
/*
* Toy big red button
*/