Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-27557

This commit is contained in:
LetterJay
2017-05-24 12:13:44 -05:00
62 changed files with 924 additions and 656 deletions
@@ -27,10 +27,10 @@
var/radio_key = /obj/item/device/encryptionkey/headset_med
var/radio_channel = "Medical"
/obj/machinery/atmospherics/components/unary/cryo_cell/New()
..()
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/cryo_tube(null)
var/obj/item/weapon/circuitboard/machine/cryo_tube/B = new
B.apply_default_parts(src)
radio = new(src)
+2 -3
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@@ -65,9 +65,8 @@
backpack_contents = list(/obj/item/weapon/storage/box/engineer=1,\
/obj/item/weapon/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/weapon/gun/energy/e_gun=1,\
/obj/item/weapon/melee/baton/loaded=1,\
/obj/item/weapon/gun/energy/e_gun/advtaser=1)
/obj/item/weapon/gun/energy/e_gun/stun=1,\
/obj/item/weapon/melee/baton/loaded=1)
/datum/outfit/ert/security/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
+6 -6
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@@ -14,14 +14,14 @@
/obj/item/clothing/suit/armor/vest
name = "armor vest"
desc = "A slim armored vest that protects against most types of damage."
desc = "A slim Type I armored vest that provides decent protection against most types of damage."
icon_state = "armoralt"
item_state = "armoralt"
blood_overlay_type = "armor"
dog_fashion = /datum/dog_fashion/back
/obj/item/clothing/suit/armor/vest/alt
desc = "An armored vest that protects against most types of damage."
desc = "A Type I armored vest that provides decent protection against most types of damage."
icon_state = "armor"
item_state = "armor"
@@ -31,7 +31,7 @@
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
desc = "A greatcoat enhanced with a special alloy for some extra protection and style for those with a commanding presence."
icon_state = "hos"
item_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
@@ -77,7 +77,7 @@
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
desc = "An fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = CHEST|GROIN
@@ -93,7 +93,7 @@
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of armor with heavy padding to protect against melee attacks."
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks."
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -115,7 +115,7 @@
/obj/item/clothing/suit/armor/bulletproof
name = "bulletproof armor"
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
desc = "A Type III heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
+2 -2
View File
@@ -270,7 +270,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
if(5)
dat += "<H3>Upload a New Title</H3>"
if(!scanner)
findscanner(9)
scanner = findscanner(9)
if(!scanner)
dat += "<FONT color=red>No scanner found within wireless network range.</FONT><BR>"
else if(!scanner.cache)
@@ -314,7 +314,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
popup.open()
/obj/machinery/computer/libraryconsole/bookmanagement/proc/findscanner(viewrange)
for(var/obj/machinery/libraryscanner/S in range(viewrange))
for(var/obj/machinery/libraryscanner/S in range(viewrange, get_turf(src)))
return S
return null
-557
View File
@@ -1,557 +0,0 @@
/****************Explorer's Suit**************************/
/obj/item/clothing/suit/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/explorer
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining"
visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0, fire = 20, acid = 40)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/gas/explorer/adjustmask(user)
..()
w_class = mask_adjusted ? WEIGHT_CLASS_NORMAL : WEIGHT_CLASS_SMALL
/obj/item/clothing/mask/gas/explorer/folded/New()
..()
adjustmask()
/**********************Mining Equipment Vendor Items**************************/
/**********************Jaunter**********************/
/obj/item/device/wormhole_jaunter
name = "wormhole jaunter"
desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
icon = 'icons/obj/mining.dmi'
icon_state = "Jaunter"
item_state = "electronic"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
origin_tech = "bluespace=2"
slot_flags = SLOT_BELT
/obj/item/device/wormhole_jaunter/attack_self(mob/user)
user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
SSblackbox.add_details("jaunter", "User") // user activated
activate(user)
/obj/item/device/wormhole_jaunter/proc/turf_check(mob/user)
var/turf/device_turf = get_turf(user)
if(!device_turf||device_turf.z==2||device_turf.z>=7)
to_chat(user, "<span class='notice'>You're having difficulties getting the [src.name] to work.</span>")
return FALSE
return TRUE
/obj/item/device/wormhole_jaunter/proc/get_destinations(mob/user)
var/list/destinations = list()
if(isgolem(user))
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(istype(T.loc, /area/ruin/powered/golem_ship))
destinations += B
// In the event golem beacon is destroyed, send to station instead
if(destinations.len)
return destinations
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(T.z == ZLEVEL_STATION)
destinations += B
return destinations
/obj/item/device/wormhole_jaunter/proc/activate(mob/user)
if(!turf_check(user))
return
var/list/L = get_destinations(user)
if(!L.len)
to_chat(user, "<span class='notice'>The [src.name] found no beacons in the world to anchor a wormhole to.</span>")
return
var/chosen_beacon = pick(L)
var/obj/effect/portal/wormhole/jaunt_tunnel/J = new /obj/effect/portal/wormhole/jaunt_tunnel(get_turf(src), chosen_beacon, lifespan=100)
J.target = chosen_beacon
try_move_adjacent(J)
playsound(src,'sound/effects/sparks4.ogg',50,1)
qdel(src)
/obj/item/device/wormhole_jaunter/emp_act(power)
var/triggered = FALSE
if(usr.get_item_by_slot(slot_belt) == src)
if(power == 1)
triggered = TRUE
else if(power == 2 && prob(50))
triggered = TRUE
if(triggered)
usr.visible_message("<span class='warning'>The [src] overloads and activates!</span>")
SSblackbox.add_details("jaunter","EMP") // EMP accidental activation
activate(usr)
/obj/item/device/wormhole_jaunter/proc/chasm_react(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
to_chat(user, "Your [src] activates, saving you from the chasm!</span>")
SSblackbox.add_details("jaunter","Chasm") // chasm automatic activation
activate(user)
else
to_chat(user, "The [src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>")
/obj/effect/portal/wormhole/jaunt_tunnel
name = "jaunt tunnel"
icon = 'icons/effects/effects.dmi'
icon_state = "bhole3"
desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
mech_sized = TRUE //save your ripley
/obj/effect/portal/wormhole/jaunt_tunnel/teleport(atom/movable/M)
if(istype(M, /obj/effect))
return
if(M.anchored)
if(!(istype(M, /obj/mecha) && mech_sized))
return
if(istype(M, /atom/movable))
if(do_teleport(M, target, 6))
// KERPLUNK
playsound(M,'sound/weapons/resonator_blast.ogg',50,1)
if(iscarbon(M))
var/mob/living/carbon/L = M
L.Weaken(3)
if(ishuman(L))
shake_camera(L, 20, 1)
addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)
/**********************Resonator**********************/
/obj/item/weapon/resonator
name = "resonator"
icon = 'icons/obj/mining.dmi'
icon_state = "resonator"
item_state = "resonator"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It's more effective in a vacuum."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
var/burst_time = 30
var/fieldlimit = 4
var/list/fields = list()
var/quick_burst_mod = 0.8
origin_tech = "magnets=3;engineering=3"
/obj/item/weapon/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early."
icon_state = "resonator_u"
item_state = "resonator_u"
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
fieldlimit = 6
quick_burst_mod = 1
/obj/item/weapon/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
/obj/item/weapon/resonator/proc/CreateResonance(target, mob/user)
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/resonance/R = locate(/obj/effect/temp_visual/resonance) in T
if(R)
R.damage_multiplier = quick_burst_mod
R.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(T, user, src, burst_time)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/weapon/resonator/pre_attackby(atom/target, mob/user, params)
if(check_allowed_items(target, 1))
CreateResonance(target, user)
return TRUE
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 50
var/resonance_damage = 20
var/damage_multiplier = 1
var/creator
var/obj/item/weapon/resonator/res
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, set_duration)
duration = set_duration
. = ..()
creator = set_creator
res = set_resonator
if(res)
res.fields += src
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/burst), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(res)
res.fields -= src
res = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
if(!istype(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
resonance_damage = initial(resonance_damage)
if(pressure < 50)
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(T)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(creator)
check_pressure(T)
playsound(T,'sound/weapons/resonator_blast.ogg',50,1)
for(var/mob/living/L in T)
if(creator)
add_logs(creator, L, "used a resonator field on", "resonator")
to_chat(L, "<span class='userdanger'>[src] ruptured with you in it!</span>")
L.apply_damage(resonance_damage, BRUTE)
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize()
. = ..()
transform = matrix()*1.5
animate(src, transform = matrix()*0.1, alpha = 50, time = 4)
/**********************Facehugger toy**********************/
/obj/item/clothing/mask/facehugger/toy
item_state = "facehugger_inactive"
desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
throwforce = 0
real = 0
sterile = 1
tint = 3 //Makes it feel more authentic when it latches on
/obj/item/clothing/mask/facehugger/toy/Die()
return
/**********************Lazarus Injector**********************/
/obj/item/weapon/lazarus_injector
name = "lazarus injector"
desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
icon = 'icons/obj/syringe.dmi'
icon_state = "lazarus_hypo"
item_state = "hypo"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
var/loaded = 1
var/malfunctioning = 0
var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
origin_tech = "biotech=4;magnets=6"
/obj/item/weapon/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
if(!loaded)
return
if(isliving(target) && proximity_flag)
if(istype(target, /mob/living/simple_animal))
var/mob/living/simple_animal/M = target
if(M.sentience_type != revive_type)
to_chat(user, "<span class='info'>[src] does not work on this sort of creature.</span>")
return
if(M.stat == DEAD)
M.faction = list("neutral")
M.revive(full_heal = 1, admin_revive = 1)
if(ishostile(target))
var/mob/living/simple_animal/hostile/H = M
if(malfunctioning)
H.faction |= list("lazarus", "\ref[user]")
H.robust_searching = 1
H.friends += user
H.attack_same = 1
log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
else
H.attack_same = 0
loaded = 0
user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
SSblackbox.add_details("lazarus_injector", "[M.type]")
playsound(src,'sound/effects/refill.ogg',50,1)
icon_state = "lazarus_empty"
return
else
to_chat(user, "<span class='info'>[src] is only effective on the dead.</span>")
return
else
to_chat(user, "<span class='info'>[src] is only effective on lesser beings.</span>")
return
/obj/item/weapon/lazarus_injector/emp_act()
if(!malfunctioning)
malfunctioning = 1
/obj/item/weapon/lazarus_injector/examine(mob/user)
..()
if(!loaded)
to_chat(user, "<span class='info'>[src] is empty.</span>")
if(malfunctioning)
to_chat(user, "<span class='info'>The display on [src] seems to be flickering.</span>")
/**********************Mining Scanners**********************/
/obj/item/device/mining_scanner
desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
name = "manual mining scanner"
icon_state = "mining1"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
origin_tech = "engineering=1;magnets=1"
/obj/item/device/mining_scanner/attack_self(mob/user)
if(!user.client)
return
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
mineral_scan_pulse(get_turf(user))
//Debug item to identify all ore spread quickly
/obj/item/device/mining_scanner/admin
/obj/item/device/mining_scanner/admin/attack_self(mob/user)
for(var/turf/closed/mineral/M in world)
if(M.scan_state)
M.icon_state = M.scan_state
qdel(src)
/obj/item/device/t_scanner/adv_mining_scanner
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. This one has an extended range."
name = "advanced automatic mining scanner"
icon_state = "mining0"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
var/range = 7
origin_tech = "engineering=3;magnets=3"
/obj/item/device/t_scanner/adv_mining_scanner/lesser
name = "automatic mining scanner"
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
range = 4
cooldown = 50
/obj/item/device/t_scanner/adv_mining_scanner/scan()
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
var/turf/t = get_turf(src)
mineral_scan_pulse(t, range)
/proc/mineral_scan_pulse(turf/T, range = world.view)
var/list/minerals = list()
for(var/turf/closed/mineral/M in range(range, T))
if(M.scan_state)
minerals += M
if(LAZYLEN(minerals))
for(var/turf/closed/mineral/M in minerals)
var/obj/effect/temp_visual/mining_overlay/oldC = locate(/obj/effect/temp_visual/mining_overlay) in M
if(oldC)
qdel(oldC)
var/obj/effect/temp_visual/mining_overlay/C = new /obj/effect/temp_visual/mining_overlay(M)
C.icon_state = M.scan_state
/obj/effect/temp_visual/mining_overlay
plane = FULLSCREEN_PLANE
layer = FLASH_LAYER
icon = 'icons/effects/ore_visuals.dmi'
appearance_flags = 0 //to avoid having TILE_BOUND in the flags, so that the 480x480 icon states let you see it no matter where you are
duration = 35
pixel_x = -224
pixel_y = -224
/obj/effect/temp_visual/mining_overlay/Initialize()
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_IN)
/**********************Xeno Warning Sign**********************/
/obj/structure/sign/xeno_warning_mining
name = "DANGEROUS ALIEN LIFE"
desc = "A sign that warns would be travellers of hostile alien life in the vicinity."
icon = 'icons/obj/mining.dmi'
icon_state = "xeno_warning"
/*********************Hivelord stabilizer****************/
/obj/item/weapon/hivelordstabilizer
name = "stabilizing serum"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
desc = "Inject certain types of monster organs with this stabilizer to preserve their healing powers indefinitely."
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=3"
/obj/item/weapon/hivelordstabilizer/afterattack(obj/item/organ/M, mob/user)
var/obj/item/organ/hivelord_core/C = M
if(!istype(C, /obj/item/organ/hivelord_core))
to_chat(user, "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>")
return ..()
C.preserved()
to_chat(user, "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>")
qdel(src)
/*********************Mining Hammer****************/
/obj/item/weapon/twohanded/required/mining_hammer
icon = 'icons/obj/mining.dmi'
icon_state = "mining_hammer1"
item_state = "mining_hammer1"
name = "proto-kinetic crusher"
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club. \
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna.\
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
This weapon is only particularly effective against large creatures.</span>"
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 20 //It's never not wielded so these are the same
force_wielded = 20
throwforce = 5
throw_speed = 4
luminosity = 4
armour_penetration = 10
materials = list(MAT_METAL=1150, MAT_GLASS=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharpness = IS_SHARP
var/charged = TRUE
var/charge_time = 14
/obj/item/projectile/destabilizer
name = "destabilizing force"
icon_state = "pulse1"
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
flag = "bomb"
range = 6
log_override = TRUE
var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced
/obj/item/projectile/destabilizer/Destroy()
hammer_synced = null
return ..()
/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0)
if(isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.apply_status_effect(STATUS_EFFECT_CRUSHERMARK)
CM.hammer_synced = hammer_synced
var/target_turf = get_turf(target)
if(ismineralturf(target_turf))
var/turf/closed/mineral/M = target_turf
new /obj/effect/temp_visual/kinetic_blast(M)
M.gets_drilled(firer)
..()
/obj/item/weapon/twohanded/required/mining_hammer/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag && charged)//Mark a target, or mine a tile.
var/turf/proj_turf = user.loc
if(!isturf(proj_turf))
return
var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf)
D.preparePixelProjectile(target, get_turf(target), user)
D.hammer_synced = src
playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
D.fire()
charged = FALSE
icon_state = "mining_hammer1_uncharged"
addtimer(CALLBACK(src, .proc/Recharge), charge_time)
return
if(proximity_flag && isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
return
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
var/def_check = L.getarmor(type = "bomb")
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
L.apply_damage(80, BRUTE, blocked = def_check)
playsound(user, 'sound/weapons/Kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
else
L.apply_damage(50, BRUTE, blocked = def_check)
/obj/item/weapon/twohanded/required/mining_hammer/proc/Recharge()
if(!charged)
charged = TRUE
icon_state = "mining_hammer1"
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
@@ -0,0 +1,48 @@
/****************Explorer's Suit and Mask****************/
/obj/item/clothing/suit/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/explorer
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining"
visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0, fire = 20, acid = 40)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/gas/explorer/adjustmask(user)
..()
w_class = mask_adjusted ? WEIGHT_CLASS_NORMAL : WEIGHT_CLASS_SMALL
/obj/item/clothing/mask/gas/explorer/folded/New()
..()
adjustmask()
@@ -0,0 +1,86 @@
/*********************Mining Hammer****************/
/obj/item/weapon/twohanded/required/mining_hammer
icon = 'icons/obj/mining.dmi'
icon_state = "mining_hammer1"
item_state = "mining_hammer1"
name = "proto-kinetic crusher"
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club. \
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna.\
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
This weapon is only particularly effective against large creatures.</span>"
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 20 //It's never not wielded so these are the same
force_wielded = 20
throwforce = 5
throw_speed = 4
luminosity = 4
armour_penetration = 10
materials = list(MAT_METAL=1150, MAT_GLASS=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharpness = IS_SHARP
var/charged = TRUE
var/charge_time = 14
/obj/item/projectile/destabilizer
name = "destabilizing force"
icon_state = "pulse1"
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
flag = "bomb"
range = 6
log_override = TRUE
var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced
/obj/item/projectile/destabilizer/Destroy()
hammer_synced = null
return ..()
/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0)
if(isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.apply_status_effect(STATUS_EFFECT_CRUSHERMARK)
CM.hammer_synced = hammer_synced
var/target_turf = get_turf(target)
if(ismineralturf(target_turf))
var/turf/closed/mineral/M = target_turf
new /obj/effect/temp_visual/kinetic_blast(M)
M.gets_drilled(firer)
..()
/obj/item/weapon/twohanded/required/mining_hammer/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag && charged)//Mark a target, or mine a tile.
var/turf/proj_turf = user.loc
if(!isturf(proj_turf))
return
var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf)
D.preparePixelProjectile(target, get_turf(target), user)
D.hammer_synced = src
playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
D.fire()
charged = FALSE
icon_state = "mining_hammer1_uncharged"
addtimer(CALLBACK(src, .proc/Recharge), charge_time)
return
if(proximity_flag && isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
return
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
var/def_check = L.getarmor(type = "bomb")
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
L.apply_damage(80, BRUTE, blocked = def_check)
playsound(user, 'sound/weapons/Kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
else
L.apply_damage(50, BRUTE, blocked = def_check)
/obj/item/weapon/twohanded/required/mining_hammer/proc/Recharge()
if(!charged)
charged = TRUE
icon_state = "mining_hammer1"
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
@@ -0,0 +1,61 @@
/**********************Lazarus Injector**********************/
/obj/item/weapon/lazarus_injector
name = "lazarus injector"
desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
icon = 'icons/obj/syringe.dmi'
icon_state = "lazarus_hypo"
item_state = "hypo"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
var/loaded = 1
var/malfunctioning = 0
var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
origin_tech = "biotech=4;magnets=6"
/obj/item/weapon/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
if(!loaded)
return
if(isliving(target) && proximity_flag)
if(istype(target, /mob/living/simple_animal))
var/mob/living/simple_animal/M = target
if(M.sentience_type != revive_type)
to_chat(user, "<span class='info'>[src] does not work on this sort of creature.</span>")
return
if(M.stat == DEAD)
M.faction = list("neutral")
M.revive(full_heal = 1, admin_revive = 1)
if(ishostile(target))
var/mob/living/simple_animal/hostile/H = M
if(malfunctioning)
H.faction |= list("lazarus", "\ref[user]")
H.robust_searching = 1
H.friends += user
H.attack_same = 1
log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
else
H.attack_same = 0
loaded = 0
user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
SSblackbox.add_details("lazarus_injector", "[M.type]")
playsound(src,'sound/effects/refill.ogg',50,1)
icon_state = "lazarus_empty"
return
else
to_chat(user, "<span class='info'>[src] is only effective on the dead.</span>")
return
else
to_chat(user, "<span class='info'>[src] is only effective on lesser beings.</span>")
return
/obj/item/weapon/lazarus_injector/emp_act()
if(!malfunctioning)
malfunctioning = 1
/obj/item/weapon/lazarus_injector/examine(mob/user)
..()
if(!loaded)
to_chat(user, "<span class='info'>[src] is empty.</span>")
if(malfunctioning)
to_chat(user, "<span class='info'>The display on [src] seems to be flickering.</span>")
@@ -0,0 +1,79 @@
/**********************Mining Scanners**********************/
/obj/item/device/mining_scanner
desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
name = "manual mining scanner"
icon_state = "mining1"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
origin_tech = "engineering=1;magnets=1"
/obj/item/device/mining_scanner/attack_self(mob/user)
if(!user.client)
return
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
mineral_scan_pulse(get_turf(user))
//Debug item to identify all ore spread quickly
/obj/item/device/mining_scanner/admin
/obj/item/device/mining_scanner/admin/attack_self(mob/user)
for(var/turf/closed/mineral/M in world)
if(M.scan_state)
M.icon_state = M.scan_state
qdel(src)
/obj/item/device/t_scanner/adv_mining_scanner
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. This one has an extended range."
name = "advanced automatic mining scanner"
icon_state = "mining0"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
var/range = 7
origin_tech = "engineering=3;magnets=3"
/obj/item/device/t_scanner/adv_mining_scanner/lesser
name = "automatic mining scanner"
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
range = 4
cooldown = 50
/obj/item/device/t_scanner/adv_mining_scanner/scan()
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
var/turf/t = get_turf(src)
mineral_scan_pulse(t, range)
/proc/mineral_scan_pulse(turf/T, range = world.view)
var/list/minerals = list()
for(var/turf/closed/mineral/M in range(range, T))
if(M.scan_state)
minerals += M
if(LAZYLEN(minerals))
for(var/turf/closed/mineral/M in minerals)
var/obj/effect/temp_visual/mining_overlay/oldC = locate(/obj/effect/temp_visual/mining_overlay) in M
if(oldC)
qdel(oldC)
var/obj/effect/temp_visual/mining_overlay/C = new /obj/effect/temp_visual/mining_overlay(M)
C.icon_state = M.scan_state
/obj/effect/temp_visual/mining_overlay
plane = FULLSCREEN_PLANE
layer = FLASH_LAYER
icon = 'icons/effects/ore_visuals.dmi'
appearance_flags = 0 //to avoid having TILE_BOUND in the flags, so that the 480x480 icon states let you see it no matter where you are
duration = 35
pixel_x = -224
pixel_y = -224
/obj/effect/temp_visual/mining_overlay/Initialize()
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_IN)
+120
View File
@@ -0,0 +1,120 @@
/**********************Resonator**********************/
/obj/item/weapon/resonator
name = "resonator"
icon = 'icons/obj/mining.dmi'
icon_state = "resonator"
item_state = "resonator"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It's more effective in a vacuum."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
var/burst_time = 30
var/fieldlimit = 4
var/list/fields = list()
var/quick_burst_mod = 0.8
origin_tech = "magnets=3;engineering=3"
/obj/item/weapon/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early."
icon_state = "resonator_u"
item_state = "resonator_u"
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
fieldlimit = 6
quick_burst_mod = 1
/obj/item/weapon/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
/obj/item/weapon/resonator/proc/CreateResonance(target, mob/user)
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/resonance/R = locate(/obj/effect/temp_visual/resonance) in T
if(R)
R.damage_multiplier = quick_burst_mod
R.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(T, user, src, burst_time)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/weapon/resonator/pre_attackby(atom/target, mob/user, params)
if(check_allowed_items(target, 1))
CreateResonance(target, user)
return TRUE
//resonance field, crushes rock, damages mobs
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 50
var/resonance_damage = 20
var/damage_multiplier = 1
var/creator
var/obj/item/weapon/resonator/res
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, set_duration)
duration = set_duration
. = ..()
creator = set_creator
res = set_resonator
if(res)
res.fields += src
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/burst), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(res)
res.fields -= src
res = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
if(!istype(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
resonance_damage = initial(resonance_damage)
if(pressure < 50)
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(T)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(creator)
check_pressure(T)
playsound(T,'sound/weapons/resonator_blast.ogg',50,1)
for(var/mob/living/L in T)
if(creator)
add_logs(creator, L, "used a resonator field on", "resonator")
to_chat(L, "<span class='userdanger'>[src] ruptured with you in it!</span>")
L.apply_damage(resonance_damage, BRUTE)
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize()
. = ..()
transform = matrix()*1.5
animate(src, transform = matrix()*0.1, alpha = 50, time = 4)
@@ -0,0 +1,33 @@
/**********************Mining Equipment Vendor Items**************************/
//misc stuff you can buy from the vendor that has special code but doesn't really need its own file
/**********************Facehugger toy**********************/
/obj/item/clothing/mask/facehugger/toy
item_state = "facehugger_inactive"
desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
throwforce = 0
real = 0
sterile = 1
tint = 3 //Makes it feel more authentic when it latches on
/obj/item/clothing/mask/facehugger/toy/Die()
return
/*********************Hivelord stabilizer****************/
/obj/item/weapon/hivelordstabilizer
name = "stabilizing serum"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
desc = "Inject certain types of monster organs with this stabilizer to preserve their healing powers indefinitely."
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=3"
/obj/item/weapon/hivelordstabilizer/afterattack(obj/item/organ/M, mob/user)
var/obj/item/organ/hivelord_core/C = M
if(!istype(C, /obj/item/organ/hivelord_core))
to_chat(user, "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>")
return ..()
C.preserved()
to_chat(user, "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>")
qdel(src)
@@ -0,0 +1,109 @@
/**********************Jaunter**********************/
/obj/item/device/wormhole_jaunter
name = "wormhole jaunter"
desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
icon = 'icons/obj/mining.dmi'
icon_state = "Jaunter"
item_state = "electronic"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
origin_tech = "bluespace=2"
slot_flags = SLOT_BELT
/obj/item/device/wormhole_jaunter/attack_self(mob/user)
user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
SSblackbox.add_details("jaunter", "User") // user activated
activate(user)
/obj/item/device/wormhole_jaunter/proc/turf_check(mob/user)
var/turf/device_turf = get_turf(user)
if(!device_turf||device_turf.z==2||device_turf.z>=7)
to_chat(user, "<span class='notice'>You're having difficulties getting the [src.name] to work.</span>")
return FALSE
return TRUE
/obj/item/device/wormhole_jaunter/proc/get_destinations(mob/user)
var/list/destinations = list()
if(isgolem(user))
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(istype(T.loc, /area/ruin/powered/golem_ship))
destinations += B
// In the event golem beacon is destroyed, send to station instead
if(destinations.len)
return destinations
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(T.z == ZLEVEL_STATION)
destinations += B
return destinations
/obj/item/device/wormhole_jaunter/proc/activate(mob/user)
if(!turf_check(user))
return
var/list/L = get_destinations(user)
if(!L.len)
to_chat(user, "<span class='notice'>The [src.name] found no beacons in the world to anchor a wormhole to.</span>")
return
var/chosen_beacon = pick(L)
var/obj/effect/portal/wormhole/jaunt_tunnel/J = new /obj/effect/portal/wormhole/jaunt_tunnel(get_turf(src), chosen_beacon, lifespan=100)
J.target = chosen_beacon
try_move_adjacent(J)
playsound(src,'sound/effects/sparks4.ogg',50,1)
qdel(src)
/obj/item/device/wormhole_jaunter/emp_act(power)
var/triggered = FALSE
if(usr.get_item_by_slot(slot_belt) == src)
if(power == 1)
triggered = TRUE
else if(power == 2 && prob(50))
triggered = TRUE
if(triggered)
usr.visible_message("<span class='warning'>The [src] overloads and activates!</span>")
SSblackbox.add_details("jaunter","EMP") // EMP accidental activation
activate(usr)
/obj/item/device/wormhole_jaunter/proc/chasm_react(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
to_chat(user, "Your [src] activates, saving you from the chasm!</span>")
SSblackbox.add_details("jaunter","Chasm") // chasm automatic activation
activate(user)
else
to_chat(user, "The [src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>")
//jaunter tunnel
/obj/effect/portal/wormhole/jaunt_tunnel
name = "jaunt tunnel"
icon = 'icons/effects/effects.dmi'
icon_state = "bhole3"
desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
mech_sized = TRUE //save your ripley
/obj/effect/portal/wormhole/jaunt_tunnel/teleport(atom/movable/M)
if(istype(M, /obj/effect))
return
if(M.anchored)
if(!(istype(M, /obj/mecha) && mech_sized))
return
if(istype(M, /atom/movable))
if(do_teleport(M, target, 6))
// KERPLUNK
playsound(M,'sound/weapons/resonator_blast.ogg',50,1)
if(iscarbon(M))
var/mob/living/carbon/L = M
L.Weaken(3)
if(ishuman(L))
shake_camera(L, 20, 1)
addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)
@@ -386,7 +386,6 @@
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
button_icon_state = "cult_mark"
var/tracking = FALSE
var/mob/living/simple_animal/hostile/construct/harvester/the_construct
/datum/action/innate/seek_prey/Grant(var/mob/living/C)
@@ -396,12 +395,10 @@
/datum/action/innate/seek_prey/Activate()
if(GLOB.cult_narsie == null)
return
if(tracking)
if(the_construct.seeking)
desc = "None can hide from Nar'Sie, activate to track a survivor attempting to flee the red harvest!"
button_icon_state = "cult_mark"
tracking = FALSE
the_construct.seeking = FALSE
the_construct.master = GLOB.cult_narsie
to_chat(the_construct, "<span class='cultitalic'>You are now tracking Nar'Sie, return to reap the harvest!</span>")
return
else
@@ -413,7 +410,6 @@
return
desc = "Activate to track Nar'Sie!"
button_icon_state = "sintouch"
tracking = TRUE
the_construct.seeking = TRUE
@@ -255,10 +255,8 @@
addtimer(CALLBACK(src, .proc/inert_check), 2400)
/obj/item/organ/hivelord_core/proc/inert_check()
if(!owner && !preserved)
if(!preserved)
go_inert()
else
preserved(implanted = 1)
/obj/item/organ/hivelord_core/proc/preserved(implanted = 0)
inert = FALSE
@@ -278,7 +276,10 @@
update_icon()
/obj/item/organ/hivelord_core/ui_action_click()
owner.revive(full_heal = 1)
if(inert)
to_chat(owner, "<span class='notice'>[src] breaks down as it tries to activate.</span>")
else
owner.revive(full_heal = 1)
qdel(src)
/obj/item/organ/hivelord_core/on_life()
@@ -306,6 +307,18 @@
qdel(src)
..()
/obj/item/organ/hivelord_core/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
. = ..()
if(!preserved && !inert)
preserved(TRUE)
owner.visible_message("<span class='notice'>[src] stabilizes as it's inserted.</span>")
/obj/item/organ/hivelord_core/Remove(mob/living/carbon/M, special = 0)
if(!inert && !special)
owner.visible_message("<span class='notice'>[src] goes inert as it's removed.</span>")
go_inert()
return ..()
/obj/item/organ/hivelord_core/prepare_eat()
return null
@@ -9,14 +9,14 @@
var/allowAtomsOnSpace = FALSE
//Syncs the module up with it's mother
//Syncs the module up with its mother
/datum/mapGeneratorModule/proc/sync(datum/mapGenerator/mum)
mother = null
if(mum)
mother = mum
//Generates it's spawnable atoms and turfs
//Generates its spawnable atoms and turfs
/datum/mapGeneratorModule/proc/generate()
if(!mother)
return
@@ -143,4 +143,4 @@
/datum/mapGeneratorModule/denseLayer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list(/atom = 75)
spawnableTurfs = list(/turf = 75)
spawnableTurfs = list(/turf = 75)
@@ -78,6 +78,9 @@
fire_sound = 'sound/weapons/taser.ogg'
e_cost = 200
/obj/item/ammo_casing/energy/electrode/spec
e_cost = 100
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gunshot.ogg'
e_cost = 100
+2
View File
@@ -86,6 +86,7 @@
if(num_loaded)
if(!silent)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
playsound(user, 'sound/weapons/bulletinsert.ogg', 60, 1)
A.update_icon()
update_icon()
@@ -96,6 +97,7 @@
if(A)
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You remove a round from \the [src]!</span>")
playsound(user, 'sound/weapons/bulletremove.ogg', 60, 1)
update_icon()
/obj/item/ammo_box/update_icon()
@@ -30,16 +30,19 @@
/obj/item/ammo_box/magazine/m10mm/fire
name = "pistol magazine (10mm incendiary)"
icon_state = "9x19pI"
desc = "A gun magazine. Loaded with rounds which ignite the target."
ammo_type = /obj/item/ammo_casing/c10mm/fire
/obj/item/ammo_box/magazine/m10mm/hp
name = "pistol magazine (10mm HP)"
icon_state = "9x19pH"
desc= "A gun magazine. Loaded with hollow-point rounds, extremely effective against unarmored targets, but nearly useless against protective clothing."
ammo_type = /obj/item/ammo_casing/c10mm/hp
/obj/item/ammo_box/magazine/m10mm/ap
name = "pistol magazine (10mm AP)"
icon_state = "9x19pA"
desc= "A gun magazine. Loaded with rounds which penetrate armour, but are less effective against normal targets"
ammo_type = /obj/item/ammo_casing/c10mm/ap
@@ -44,6 +44,8 @@
oldmag.update_icon()
else
to_chat(user, "<span class='notice'>You insert the magazine into \the [src].</span>")
playsound(user, 'sound/weapons/autoguninsert.ogg', 60, 1)
chamber_round()
A.update_icon()
update_icon()
@@ -300,6 +302,10 @@
/obj/item/weapon/gun/ballistic/automatic/l6_saw/attack_self(mob/user)
cover_open = !cover_open
to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
if(cover_open)
playsound(user, 'sound/weapons/sawopen.ogg', 60, 1)
else
playsound(user, 'sound/weapons/sawclose.ogg', 60, 1)
update_icon()
@@ -330,6 +336,7 @@
magazine = null
update_icon()
to_chat(user, "<span class='notice'>You remove the magazine from [src].</span>")
playsound(user, 'sound/weapons/magout.ogg', 60, 1)
/obj/item/weapon/gun/ballistic/automatic/l6_saw/attackby(obj/item/A, mob/user, params)
@@ -28,6 +28,7 @@
var/num_loaded = magazine.attackby(A, user, params, 1)
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src].</span>")
playsound(user, 'sound/weapons/bulletinsert.ogg', 60, 1)
A.update_icon()
update_icon()
chamber_round(0)
@@ -45,6 +46,7 @@
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class='notice'>You unload [num_unloaded] shell\s from [src].</span>")
playsound(user, 'sound/weapons/bulletremove.ogg', 60, 1)
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
@@ -20,6 +20,7 @@
var/num_loaded = magazine.attackby(A, user, params, 1)
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
playsound(user, 'sound/weapons/shotguninsert.ogg', 60, 1)
A.update_icon()
update_icon()
@@ -31,6 +31,12 @@
if(gun_light && gun_light.on)
add_overlay("mini-light")
/obj/item/weapon/gun/energy/e_gun/stun
name = "tactical energy gun"
desc = "Military issue energy gun, is able to fire stun rounds."
ammo_type = list(/obj/item/ammo_casing/energy/electrode/spec, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/e_gun/mini/practice_phaser
name = "practice phaser"
desc = "A modified version of the basic phaser gun, this one fires less concentrated energy bolts designed for target practice."
@@ -28,8 +28,8 @@
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 17
armour_penetration = 10
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/pellet
name = "pellet"
@@ -244,7 +244,7 @@
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/weapon/dnainjector/injector
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = 0)
if(iscarbon(target))
var/mob/living/carbon/M = target
@@ -160,6 +160,12 @@
var/obj/item/toy/carpplushie/dehy_carp/dehy = O
dehy.Swell() // Makes a carp
else if(istype(O, /obj/item/stack/sheet/hairlesshide))
var/obj/item/stack/sheet/hairlesshide/HH = O
var/obj/item/stack/sheet/wetleather/WL = new(get_turf(HH))
WL.amount = HH.amount
qdel(HH)
/*
* Water reaction to a mob
*/
@@ -367,11 +373,15 @@
if(ishuman(M))
var/mob/living/carbon/human/N = M
if(N.dna.species.id == "human") // If they're human, turn em to the "orange" race, and give em spiky black hair
N.hair_style = "Spiky"
N.facial_hair_style = "Shaved"
N.facial_hair_color = "000"
N.hair_color = "000"
if(!(HAIR in N.dna.species.species_traits)) //No hair? No problem!
N.dna.species.species_traits += HAIR
if(N.dna.species.use_skintones)
N.skin_tone = "orange"
N.hair_style = "Spiky"
N.hair_color = "000"
if(MUTCOLORS in N.dna.species.species_traits) //Aliens with custom colors simply get turned orange
else if(MUTCOLORS in N.dna.species.species_traits) //Aliens with custom colors simply get turned orange
N.dna.features["mcolor"] = "f80"
N.regenerate_icons()
if(prob(7))
@@ -380,7 +390,7 @@
else
M.visible_message("<b>[M]</b> flexes [M.p_their()] arms.")
if(prob(10))
M.say(pick("Check these sweet biceps bro!", "Deal with it.", "CHUG! CHUG! CHUG! CHUG!", "Winning!", "NERDS!", "My name is John and I hate every single one of you."))
M.say(pick("Shit was SO cash.", "You are everything bad in the world.", "What sports do you play, other than 'jack off to naked drawn Japanese people?'", "Dont be a stranger. Just hit me with your best shot.", "My name is John and I hate every single one of you."))
..()
return
@@ -1126,7 +1136,7 @@
/datum/reagent/nitrous_oxide/reaction_mob(mob/M, method=TOUCH, reac_volume)
if(method == VAPOR)
M.drowsyness += max(round(reac_volume, 1), 2)
/datum/reagent/nitrous_oxide/on_mob_life(mob/living/M)
M.drowsyness += 2
if(ishuman(M))
@@ -101,7 +101,7 @@
if(C.client)
C.client.images -= remote_eye.user_image
for(var/datum/camerachunk/chunk in remote_eye.visibleCameraChunks)
C.client.images -= chunk.obscured
chunk.remove(remote_eye)
C.remote_control = null
C.unset_machine()
Remove(C)
+7 -5
View File
@@ -203,7 +203,8 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
charge_counter-- //returns the charge if the targets selecting fails
if("holdervar")
adjust_var(user, holder_var_type, holder_var_amount)
if(action)
action.UpdateButtonIcon()
return 1
/obj/effect/proc_holder/spell/proc/invocation(mob/user = usr) //spelling the spell out and setting it on recharge/reducing charges amount
@@ -249,16 +250,13 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
return TRUE
/obj/effect/proc_holder/spell/proc/start_recharge()
if(action)
action.UpdateButtonIcon()
recharging = TRUE
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/process()
if(recharging && charge_type == "recharge" && (charge_counter < charge_max))
charge_counter += 2 //processes 5 times per second instead of 10.
if(charge_counter >= charge_max)
action.UpdateButtonIcon()
charge_counter = charge_max
recharging = FALSE
@@ -276,6 +274,8 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
else
cast(targets,user=user)
after_cast(targets)
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/before_cast(list/targets)
if(overlay)
@@ -332,6 +332,8 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
charge_counter++
if("holdervar")
adjust_var(user, holder_var_type, -holder_var_amount)
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/adjust_var(mob/living/target = usr, type, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types
if (!istype(target))