Merge branch 'master' into upstream-merge-36242

This commit is contained in:
deathride58
2018-03-09 20:38:39 +00:00
committed by GitHub
296 changed files with 5175 additions and 3012 deletions
+1
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@@ -34,6 +34,7 @@
#define R_SOUNDS 0x800
#define R_SPAWN 0x1000
#define R_AUTOLOGIN 0x2000
#define R_DBRANKS 0x4000
#define R_DEFAULT R_AUTOLOGIN
+1 -1
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@@ -3,7 +3,7 @@
//Measurements are in imperial units. Inches, feet, yards, miles. Tsp, tbsp, cups, quarts, gallons, etc
//arousal HUD location
#define ui_arousal "EAST-1:28,CENTER-3:11"//Below the health doll
#define ui_arousal "EAST-1:28,CENTER-4:8"//Below the health doll
//organ defines
+3
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@@ -81,6 +81,9 @@
#define ABOVE_LIGHTING_PLANE 16
#define ABOVE_LIGHTING_LAYER 16
#define BYOND_LIGHTING_PLANE 17
#define BYOND_LIGHTING_LAYER 17
//HUD layer defines
#define FULLSCREEN_PLANE 18
+1 -1
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@@ -52,7 +52,7 @@
#define LIGHT_RANGE_FIRE 3 //How many tiles standard fires glow.
#define LIGHTING_PLANE_ALPHA_VISIBLE 255
#define LIGHTING_PLANE_ALPHA_NV_TRAIT 250
#define LIGHTING_PLANE_ALPHA_NV_TRAIT 245
#define LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE 192
#define LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE 128 //For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
#define LIGHTING_PLANE_ALPHA_INVISIBLE 0
-1
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@@ -26,7 +26,6 @@ require only minor tweaks.
#define MAP_REMOVE_JOB(jobpath) /datum/job/##jobpath/map_check() { return (SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) && ..() }
#define SPACERUIN_MAP_EDGE_PAD 15
#define ZLEVEL_SPACE_RUIN_COUNT 7
// traits
// boolean - marks a level as having that property if present
-3
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@@ -86,8 +86,6 @@
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
<<<<<<< HEAD
=======
//Moods levels for humans
#define MOOD_LEVEL_HAPPY4 15
#define MOOD_LEVEL_HAPPY3 10
@@ -107,7 +105,6 @@
>>>>>>> 0bc8550... Small moodie balance changes (#36242)
//Nutrition levels for humans
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550
+1
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@@ -22,3 +22,4 @@
#define QDELING(X) (X.gc_destroyed)
#define QDELETED(X) (!X || QDELING(X))
#define QDESTROYING(X) (!X || X.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
+5 -9
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@@ -43,15 +43,11 @@
#define RDSCREEN_UI_SNODE_CHECK if(!selected_node) { return RDSCREEN_TEXT_NO_SNODE }
#define RDSCREEN_UI_SDESIGN_CHECK if(!selected_design) { return RDSCREEN_TEXT_NO_SDESIGN }
#define DEPLATHE_SCREEN_PRIMARY 1
#define DEPLATHE_SCREEN_SEARCH 2
#define DEPLATHE_SCREEN_MATERIALS 3
#define DEPLATHE_SCREEN_CHEMICALS 4
#define DEPPRINTER_SCREEN_PRIMARY 1
#define DEPPRINTER_SCREEN_SEARCH 2
#define DEPPRINTER_SCREEN_MATERIALS 3
#define DEPPRINTER_SCREEN_CHEMICALS 4
#define RESEARCH_FABRICATOR_SCREEN_MAIN 1
#define RESEARCH_FABRICATOR_SCREEN_CHEMICALS 2
#define RESEARCH_FABRICATOR_SCREEN_MATERIALS 3
#define RESEARCH_FABRICATOR_SCREEN_SEARCH 4
#define RESEARCH_FABRICATOR_SCREEN_CATEGORYVIEW 5
#define DEPARTMENTAL_FLAG_SECURITY 1
#define DEPARTMENTAL_FLAG_MEDICAL 2
+3 -3
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@@ -1,7 +1,7 @@
//Update this whenever the db schema changes
//make sure you add an update to the schema_version stable in the db changelog
#define DB_MAJOR_VERSION 4
#define DB_MINOR_VERSION 0
#define DB_MINOR_VERSION 1
//Timing subsystem
//Don't run if there is an identical unique timer active
@@ -59,8 +59,8 @@
#define INIT_ORDER_TRAITS 11
#define INIT_ORDER_TICKER 10
#define INIT_ORDER_MAPPING 9
#define INIT_ORDER_ATOMS 8
#define INIT_ORDER_NETWORKS 7
#define INIT_ORDER_NETWORKS 8
#define INIT_ORDER_ATOMS 7
#define INIT_ORDER_LANGUAGE 6
#define INIT_ORDER_MACHINES 5
#define INIT_ORDER_CIRCUIT 4
+2 -3
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@@ -39,13 +39,12 @@
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_ANTIMAGIC "anti_magic"
#define TRAIT_HOLY "holy"
#define TRAIT_DEPRESSION "depression"
#define TRAIT_JOLLY "jolly"
#define TRAIT_NOCRITDAMAGE "no_crit"
<<<<<<< HEAD
=======
>>>>>>> 0bc8550... Small moodie balance changes (#36242)
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
+2 -2
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@@ -13,7 +13,7 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt, GLOB.undershirt_list, GLOB.undershirt_m, GLOB.undershirt_f)
//socks
init_sprite_accessory_subtypes(/datum/sprite_accessory/socks, GLOB.socks_list)
//lizard bodyparts (blizzard intensifies)
//bodypart accessories (blizzard intensifies)
init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard, GLOB.tails_list_lizard)
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails_animated/lizard, GLOB.animated_tails_list_lizard)
@@ -29,7 +29,7 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/spines_animated, GLOB.animated_spines_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.r_wings_list,roundstart = TRUE)
//moffs
init_sprite_accessory_subtypes(/datum/sprite_accessory/caps, GLOB.caps_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
//CIT CHANGES START HERE, ADDS SNOWFLAKE BODYPARTS AND MORE
+13 -1
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@@ -111,6 +111,7 @@
"spines" = pick(GLOB.spines_list),
"body_markings" = pick(GLOB.body_markings_list),
"legs" = "Normal Legs",
"caps" = pick(GLOB.caps_list),
"moth_wings" = pick(GLOB.moth_wings_list),
"taur" = "None",
"mam_body_markings" = "None",
@@ -166,6 +167,7 @@
"womb_efficiency" = CUM_EFFICIENCY,
"womb_fluid" = "femcum",
"flavor_text" = ""))
/proc/random_hair_style(gender)
switch(gender)
if(MALE)
@@ -369,7 +371,7 @@ Proc for attack log creation, because really why not
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
if(!user)
return 0
var/atom/Tloc = null
@@ -392,6 +394,16 @@ Proc for attack log creation, because really why not
if (progress)
progbar = new(user, delay, target)
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
switch(mood.mood) //Alerts do_after delay based on how happy you are
if(-INFINITY to MOOD_LEVEL_SAD2)
delay *= 1.25
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
delay *= 0.95
if(MOOD_LEVEL_HAPPY4 to INFINITY)
delay *= 0.9
var/endtime = world.time + delay
var/starttime = world.time
. = 1
+25
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@@ -500,3 +500,28 @@
objective_parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
count++
return objective_parts.Join("<br>")
/datum/controller/subsystem/ticker/proc/save_admin_data()
if(CONFIG_GET(flag/admin_legacy_system)) //we're already using legacy system so there's nothing to save
return
else if(load_admins()) //returns true if there was a database failure and the backup was loaded from
return
var/datum/DBQuery/query_admin_rank_update = SSdbcore.NewQuery("UPDATE [format_table_name("player")] p INNER JOIN [format_table_name("admin")] a ON p.ckey = a.ckey SET p.lastadminrank = a.rank")
query_admin_rank_update.Execute()
//json format backup file generation stored per server
var/json_file = file("data/admins_backup.json")
var/list/file_data = list("ranks" = list(), "admins" = list())
for(var/datum/admin_rank/R in GLOB.admin_ranks)
file_data["ranks"]["[R.name]"] = list()
file_data["ranks"]["[R.name]"]["include rights"] = R.include_rights
file_data["ranks"]["[R.name]"]["exclude rights"] = R.exclude_rights
file_data["ranks"]["[R.name]"]["can edit rights"] = R.can_edit_rights
for(var/i in GLOB.admin_datums+GLOB.deadmins)
var/datum/admins/A = GLOB.admin_datums[i]
if(!A)
A = GLOB.deadmins[i]
if (!A)
continue
file_data["admins"]["[i]"] = A.rank.name
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
+21 -19
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@@ -182,38 +182,40 @@
return ICON_OVERLAY
//Converts a rights bitfield into a string
/proc/rights2text(rights, seperator="", list/adds, list/subs)
/proc/rights2text(rights, seperator="", prefix = "+")
seperator += prefix
if(rights & R_BUILDMODE)
. += "[seperator]+BUILDMODE"
. += "[seperator]BUILDMODE"
if(rights & R_ADMIN)
. += "[seperator]+ADMIN"
. += "[seperator]ADMIN"
if(rights & R_BAN)
. += "[seperator]+BAN"
. += "[seperator]BAN"
if(rights & R_FUN)
. += "[seperator]+FUN"
. += "[seperator]FUN"
if(rights & R_SERVER)
. += "[seperator]+SERVER"
. += "[seperator]SERVER"
if(rights & R_DEBUG)
. += "[seperator]+DEBUG"
. += "[seperator]DEBUG"
if(rights & R_POSSESS)
. += "[seperator]+POSSESS"
. += "[seperator]POSSESS"
if(rights & R_PERMISSIONS)
. += "[seperator]+PERMISSIONS"
. += "[seperator]PERMISSIONS"
if(rights & R_STEALTH)
. += "[seperator]+STEALTH"
. += "[seperator]STEALTH"
if(rights & R_POLL)
. += "[seperator]+POLL"
. += "[seperator]POLL"
if(rights & R_VAREDIT)
. += "[seperator]+VAREDIT"
. += "[seperator]VAREDIT"
if(rights & R_SOUNDS)
. += "[seperator]+SOUND"
. += "[seperator]SOUND"
if(rights & R_SPAWN)
. += "[seperator]+SPAWN"
for(var/verbpath in adds)
. += "[seperator]+[verbpath]"
for(var/verbpath in subs)
. += "[seperator]-[verbpath]"
. += "[seperator]SPAWN"
if(rights & R_AUTOLOGIN)
. += "[seperator]AUTOLOGIN"
if(rights & R_DBRANKS)
. += "[seperator]DBRANKS"
if(!.)
. = "NONE"
return .
/proc/ui_style2icon(ui_style)
-2
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@@ -1,5 +1,3 @@
#define DEBUG //Enables byond profiling and full runtime logs - note, this may also be defined in your .dme file
//Enables in-depth debug messages to runtime log (used for debugging)
//#define TESTING //By using the testing("message") proc you can create debug-feedback for people with this
//uncommented, but not visible in the release version)
+131 -130
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@@ -1,130 +1,131 @@
//Preferences stuff
//Hairstyles
GLOBAL_LIST_EMPTY(hair_styles_list) //stores /datum/sprite_accessory/hair indexed by name
GLOBAL_LIST_EMPTY(hair_styles_male_list) //stores only hair names
GLOBAL_LIST_EMPTY(hair_styles_female_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_list) //stores /datum/sprite_accessory/facial_hair indexed by name
GLOBAL_LIST_EMPTY(facial_hair_styles_male_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_female_list) //stores only hair names
//Underwear
GLOBAL_LIST_EMPTY(underwear_list) //stores /datum/sprite_accessory/underwear indexed by name
GLOBAL_LIST_EMPTY(underwear_m) //stores only underwear name
GLOBAL_LIST_EMPTY(underwear_f) //stores only underwear name
//Undershirts
GLOBAL_LIST_EMPTY(undershirt_list) //stores /datum/sprite_accessory/undershirt indexed by name
GLOBAL_LIST_EMPTY(undershirt_m) //stores only undershirt name
GLOBAL_LIST_EMPTY(undershirt_f) //stores only undershirt name
//Socks
GLOBAL_LIST_EMPTY(socks_list) //stores /datum/sprite_accessory/socks indexed by name
//Lizard Bits (all datum lists indexed by name)
GLOBAL_LIST_EMPTY(body_markings_list)
GLOBAL_LIST_EMPTY(tails_list_lizard)
GLOBAL_LIST_EMPTY(animated_tails_list_lizard)
GLOBAL_LIST_EMPTY(snouts_list)
GLOBAL_LIST_EMPTY(horns_list)
GLOBAL_LIST_EMPTY(frills_list)
GLOBAL_LIST_EMPTY(spines_list)
GLOBAL_LIST_EMPTY(legs_list)
GLOBAL_LIST_EMPTY(animated_spines_list)
//Mutant Human bits
GLOBAL_LIST_EMPTY(tails_list_human)
GLOBAL_LIST_EMPTY(animated_tails_list_human)
GLOBAL_LIST_EMPTY(ears_list)
GLOBAL_LIST_EMPTY(wings_list)
GLOBAL_LIST_EMPTY(wings_open_list)
GLOBAL_LIST_EMPTY(r_wings_list)
GLOBAL_LIST_EMPTY(moth_wings_list)
GLOBAL_LIST_INIT(ghost_forms_with_directions_list, list("ghost")) //stores the ghost forms that support directional sprites
GLOBAL_LIST_INIT(ghost_forms_with_accessories_list, list("ghost")) //stores the ghost forms that support hair and other such things
GLOBAL_LIST_INIT(security_depts_prefs, list(SEC_DEPT_RANDOM, SEC_DEPT_NONE, SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
//Backpacks
#define GBACKPACK "Grey Backpack"
#define GSATCHEL "Grey Satchel"
#define GDUFFELBAG "Grey Duffel Bag"
#define LSATCHEL "Leather Satchel"
#define DBACKPACK "Department Backpack"
#define DSATCHEL "Department Satchel"
#define DDUFFELBAG "Department Duffel Bag"
GLOBAL_LIST_INIT(backbaglist, list(DBACKPACK, DSATCHEL, DDUFFELBAG, GBACKPACK, GSATCHEL, GDUFFELBAG, LSATCHEL))
//Uplink spawn loc
#define UPLINK_PDA "PDA"
#define UPLINK_RADIO "Radio"
#define UPLINK_PEN "Pen" //like a real spy!
GLOBAL_LIST_INIT(uplink_spawn_loc_list, list(UPLINK_PDA, UPLINK_RADIO, UPLINK_PEN))
//Female Uniforms
GLOBAL_LIST_EMPTY(female_clothing_icons)
//radical shit
GLOBAL_LIST_INIT(hit_appends, list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF"))
GLOBAL_LIST_INIT(scarySounds, list('sound/weapons/thudswoosh.ogg','sound/weapons/taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg','sound/items/welder.ogg','sound/items/welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg'))
// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
// tagged for the Cargo Bay.
/* List of sortType codes for mapping reference
0 Waste
1 Disposals
2 Cargo Bay
3 QM Office
4 Engineering
5 CE Office
6 Atmospherics
7 Security
8 HoS Office
9 Medbay
10 CMO Office
11 Chemistry
12 Research
13 RD Office
14 Robotics
15 HoP Office
16 Library
17 Chapel
18 Theatre
19 Bar
20 Kitchen
21 Hydroponics
22 Janitor
23 Genetics
*/
GLOBAL_LIST_INIT(TAGGERLOCATIONS, list("Disposals",
"Cargo Bay", "QM Office", "Engineering", "CE Office",
"Atmospherics", "Security", "HoS Office", "Medbay",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics"))
GLOBAL_LIST_INIT(guitar_notes, flist("sound/guitar/"))
GLOBAL_LIST_INIT(station_prefixes, world.file2list("strings/station_prefixes.txt") + "")
GLOBAL_LIST_INIT(station_names, world.file2list("strings/station_names.txt" + ""))
GLOBAL_LIST_INIT(station_suffixes, world.file2list("strings/station_suffixes.txt"))
GLOBAL_LIST_INIT(greek_letters, world.file2list("strings/greek_letters.txt"))
GLOBAL_LIST_INIT(phonetic_alphabet, world.file2list("strings/phonetic_alphabet.txt"))
GLOBAL_LIST_INIT(numbers_as_words, world.file2list("strings/numbers_as_words.txt"))
/proc/generate_number_strings()
var/list/L[198]
for(var/i in 1 to 99)
L += "[i]"
L += "\Roman[i]"
return L
GLOBAL_LIST_INIT(station_numerals, greek_letters + phonetic_alphabet + numbers_as_words + generate_number_strings())
GLOBAL_LIST_INIT(admiral_messages, list("Do you know how expensive these stations are?","Stop wasting my time.","I was sleeping, thanks a lot.","Stand and fight you cowards!","You knew the risks coming in.","Stop being paranoid.","Whatever's broken just build a new one.","No.", "<i>null</i>","<i>Error: No comment given.</i>", "It's a good day to die!"))
//Preferences stuff
//Hairstyles
GLOBAL_LIST_EMPTY(hair_styles_list) //stores /datum/sprite_accessory/hair indexed by name
GLOBAL_LIST_EMPTY(hair_styles_male_list) //stores only hair names
GLOBAL_LIST_EMPTY(hair_styles_female_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_list) //stores /datum/sprite_accessory/facial_hair indexed by name
GLOBAL_LIST_EMPTY(facial_hair_styles_male_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_female_list) //stores only hair names
//Underwear
GLOBAL_LIST_EMPTY(underwear_list) //stores /datum/sprite_accessory/underwear indexed by name
GLOBAL_LIST_EMPTY(underwear_m) //stores only underwear name
GLOBAL_LIST_EMPTY(underwear_f) //stores only underwear name
//Undershirts
GLOBAL_LIST_EMPTY(undershirt_list) //stores /datum/sprite_accessory/undershirt indexed by name
GLOBAL_LIST_EMPTY(undershirt_m) //stores only undershirt name
GLOBAL_LIST_EMPTY(undershirt_f) //stores only undershirt name
//Socks
GLOBAL_LIST_EMPTY(socks_list) //stores /datum/sprite_accessory/socks indexed by name
//Lizard Bits (all datum lists indexed by name)
GLOBAL_LIST_EMPTY(body_markings_list)
GLOBAL_LIST_EMPTY(tails_list_lizard)
GLOBAL_LIST_EMPTY(animated_tails_list_lizard)
GLOBAL_LIST_EMPTY(snouts_list)
GLOBAL_LIST_EMPTY(horns_list)
GLOBAL_LIST_EMPTY(frills_list)
GLOBAL_LIST_EMPTY(spines_list)
GLOBAL_LIST_EMPTY(legs_list)
GLOBAL_LIST_EMPTY(animated_spines_list)
//Mutant Human bits
GLOBAL_LIST_EMPTY(tails_list_human)
GLOBAL_LIST_EMPTY(animated_tails_list_human)
GLOBAL_LIST_EMPTY(ears_list)
GLOBAL_LIST_EMPTY(wings_list)
GLOBAL_LIST_EMPTY(wings_open_list)
GLOBAL_LIST_EMPTY(r_wings_list)
GLOBAL_LIST_EMPTY(moth_wings_list)
GLOBAL_LIST_EMPTY(caps_list)
GLOBAL_LIST_INIT(ghost_forms_with_directions_list, list("ghost")) //stores the ghost forms that support directional sprites
GLOBAL_LIST_INIT(ghost_forms_with_accessories_list, list("ghost")) //stores the ghost forms that support hair and other such things
GLOBAL_LIST_INIT(security_depts_prefs, list(SEC_DEPT_RANDOM, SEC_DEPT_NONE, SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
//Backpacks
#define GBACKPACK "Grey Backpack"
#define GSATCHEL "Grey Satchel"
#define GDUFFELBAG "Grey Duffel Bag"
#define LSATCHEL "Leather Satchel"
#define DBACKPACK "Department Backpack"
#define DSATCHEL "Department Satchel"
#define DDUFFELBAG "Department Duffel Bag"
GLOBAL_LIST_INIT(backbaglist, list(DBACKPACK, DSATCHEL, DDUFFELBAG, GBACKPACK, GSATCHEL, GDUFFELBAG, LSATCHEL))
//Uplink spawn loc
#define UPLINK_PDA "PDA"
#define UPLINK_RADIO "Radio"
#define UPLINK_PEN "Pen" //like a real spy!
GLOBAL_LIST_INIT(uplink_spawn_loc_list, list(UPLINK_PDA, UPLINK_RADIO, UPLINK_PEN))
//Female Uniforms
GLOBAL_LIST_EMPTY(female_clothing_icons)
//radical shit
GLOBAL_LIST_INIT(hit_appends, list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF"))
GLOBAL_LIST_INIT(scarySounds, list('sound/weapons/thudswoosh.ogg','sound/weapons/taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg','sound/items/welder.ogg','sound/items/welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg'))
// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
// tagged for the Cargo Bay.
/* List of sortType codes for mapping reference
0 Waste
1 Disposals
2 Cargo Bay
3 QM Office
4 Engineering
5 CE Office
6 Atmospherics
7 Security
8 HoS Office
9 Medbay
10 CMO Office
11 Chemistry
12 Research
13 RD Office
14 Robotics
15 HoP Office
16 Library
17 Chapel
18 Theatre
19 Bar
20 Kitchen
21 Hydroponics
22 Janitor
23 Genetics
*/
GLOBAL_LIST_INIT(TAGGERLOCATIONS, list("Disposals",
"Cargo Bay", "QM Office", "Engineering", "CE Office",
"Atmospherics", "Security", "HoS Office", "Medbay",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics"))
GLOBAL_LIST_INIT(guitar_notes, flist("sound/guitar/"))
GLOBAL_LIST_INIT(station_prefixes, world.file2list("strings/station_prefixes.txt") + "")
GLOBAL_LIST_INIT(station_names, world.file2list("strings/station_names.txt" + ""))
GLOBAL_LIST_INIT(station_suffixes, world.file2list("strings/station_suffixes.txt"))
GLOBAL_LIST_INIT(greek_letters, world.file2list("strings/greek_letters.txt"))
GLOBAL_LIST_INIT(phonetic_alphabet, world.file2list("strings/phonetic_alphabet.txt"))
GLOBAL_LIST_INIT(numbers_as_words, world.file2list("strings/numbers_as_words.txt"))
/proc/generate_number_strings()
var/list/L[198]
for(var/i in 1 to 99)
L += "[i]"
L += "\Roman[i]"
return L
GLOBAL_LIST_INIT(station_numerals, greek_letters + phonetic_alphabet + numbers_as_words + generate_number_strings())
GLOBAL_LIST_INIT(admiral_messages, list("Do you know how expensive these stations are?","Stop wasting my time.","I was sleeping, thanks a lot.","Stand and fight you cowards!","You knew the risks coming in.","Stop being paranoid.","Whatever's broken just build a new one.","No.", "<i>null</i>","<i>Error: No comment given.</i>", "It's a good day to die!"))
+2 -1
View File
@@ -22,5 +22,6 @@ GLOBAL_LIST_EMPTY(player_details) // ckey -> /datum/player_details
GLOBAL_LIST_INIT(bitfields, list(
"obj_flags" = list("EMAGGED" = EMAGGED, "IN_USE" = IN_USE, "CAN_BE_HIT" = CAN_BE_HIT, "BEING_SHOCKED" = BEING_SHOCKED, "DANGEROUS_POSSESSION" = DANGEROUS_POSSESSION, "ON_BLUEPRINTS" = ON_BLUEPRINTS, "UNIQUE_RENAME" = UNIQUE_RENAME),
"datum_flags" = list("DF_USE_TAG" = DF_USE_TAG, "DF_VAR_EDITED" = DF_VAR_EDITED),
"item_flags" = list("BEING_REMOVED" = BEING_REMOVED, "IN_INVENTORY" = IN_INVENTORY, "FORCE_STRING_OVERRIDE" = FORCE_STRING_OVERRIDE, "NEEDS_PERMIT" = NEEDS_PERMIT)
"item_flags" = list("BEING_REMOVED" = BEING_REMOVED, "IN_INVENTORY" = IN_INVENTORY, "FORCE_STRING_OVERRIDE" = FORCE_STRING_OVERRIDE, "NEEDS_PERMIT" = NEEDS_PERMIT),
"admin_flags" = list("BUILDMODE" = R_BUILDMODE, "ADMIN" = R_ADMIN, "BAN" = R_BAN, "FUN" = R_FUN, "SERVER" = R_SERVER, "DEBUG" = R_DEBUG, "POSSESS" = R_POSSESS, "PERMISSIONS" = R_PERMISSIONS, "STEALTH" = R_STEALTH, "POLL" = R_POLL, "VAREDIT" = R_VAREDIT, "SOUNDS" = R_SOUNDS, "SPAWN" = R_SPAWN, "AUTOLOGIN" = R_AUTOLOGIN, "DBRANKS" = R_DBRANKS)
))
+1
View File
@@ -103,6 +103,7 @@
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
#define ui_mood "EAST-1:28,CENTER-3:10"
//borgs
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
+5 -1
View File
@@ -346,7 +346,11 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
icon_state = "runed_sense2"
desc = "You can no longer sense your target's presence."
return
desc = "You are currently tracking [blood_target] in [get_area_name(blood_target)]."
if(isliving(blood_target))
var/mob/living/real_target = blood_target
desc = "You are currently tracking [real_target.real_name] in [get_area_name(blood_target)]."
else
desc = "You are currently tracking [blood_target] in [get_area_name(blood_target)]."
var/target_angle = Get_Angle(Q, P)
var/target_dist = get_dist(P, Q)
cut_overlays()
+5
View File
@@ -106,6 +106,11 @@
layer = BLIND_LAYER
plane = FULLSCREEN_PLANE
/obj/screen/fullscreen/depression
icon_state = "depression"
layer = FLASH_LAYER
plane = FULLSCREEN_PLANE
/obj/screen/fullscreen/curse
icon_state = "curse"
layer = CURSE_LAYER
+3 -1
View File
@@ -43,6 +43,7 @@
var/obj/screen/healths
var/obj/screen/healthdoll
var/obj/screen/internals
var/obj/screen/mood
var/ui_style_icon = 'icons/mob/screen_midnight.dmi'
@@ -103,6 +104,7 @@
healths = null
healthdoll = null
internals = null
mood = null
lingchemdisplay = null
devilsouldisplay = null
lingstingdisplay = null
@@ -268,4 +270,4 @@
show_hud(HUD_STYLE_STANDARD,mymob)
/datum/hud/proc/update_locked_slots()
return
return
+4
View File
@@ -289,6 +289,10 @@
healthdoll = new /obj/screen/healthdoll()
infodisplay += healthdoll
if(!CONFIG_GET(flag/disable_human_mood))
mood = new /obj/screen/mood()
infodisplay += mood
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
+10
View File
@@ -538,6 +538,16 @@
name = "health doll"
screen_loc = ui_healthdoll
/obj/screen/mood
name = "mood"
icon_state = "mood5"
screen_loc = ui_mood
/obj/screen/mood/Click()
GET_COMPONENT_FROM(mood, /datum/component/mood, usr)
if(mood)
mood.print_mood()
/obj/screen/splash
icon = 'icons/blank_title.png'
icon_state = ""
@@ -47,8 +47,10 @@
/datum/config_entry/flag/force_random_names
/datum/config_entry/flag/humans_need_surnames
/datum/config_entry/flag/allow_ai // allow ai job
/datum/config_entry/flag/disable_human_mood
/datum/config_entry/flag/disable_secborg // disallow secborg module to be chosen.
@@ -394,4 +394,4 @@
min_val = 0
/datum/config_entry/string/default_view
config_entry_value = "15x15"
config_entry_value = "15x15"
+4 -13
View File
@@ -3,7 +3,7 @@ GLOBAL_REAL(GLOB, /datum/controller/global_vars)
/datum/controller/global_vars
name = "Global Variables"
var/list/gvars_datum_protected_varlist
var/static/list/gvars_datum_protected_varlist
var/list/gvars_datum_in_built_vars
var/list/gvars_datum_init_order
@@ -20,18 +20,9 @@ GLOBAL_REAL(GLOB, /datum/controller/global_vars)
Initialize()
/datum/controller/global_vars/Destroy(force)
stack_trace("Some fucker qdel'd the global holder!")
if(!force)
return QDEL_HINT_LETMELIVE
QDEL_NULL(statclick)
gvars_datum_protected_varlist.Cut()
gvars_datum_in_built_vars.Cut()
GLOB = null
return ..()
/datum/controller/global_vars/Destroy()
//fuck off kevinz
return QDEL_HINT_IWILLGC
/datum/controller/global_vars/stat_entry()
if(!statclick)
+5 -3
View File
@@ -50,11 +50,13 @@ SUBSYSTEM_DEF(mapping)
preloadTemplates()
#ifndef LOWMEMORYMODE
// Create space ruin levels
while (space_levels_so_far < ZLEVEL_SPACE_RUIN_COUNT)
while (space_levels_so_far < config.space_ruin_levels)
++space_levels_so_far
add_new_zlevel("Empty Area [space_levels_so_far]", ZTRAITS_SPACE)
// and one level with no ruins
empty_space = add_new_zlevel("Empty Area [1 + space_levels_so_far]", list(ZTRAIT_LINKAGE = CROSSLINKED))
for (var/i in 1 to config.space_empty_levels)
++space_levels_so_far
empty_space = add_new_zlevel("Empty Area [space_levels_so_far]", list(ZTRAIT_LINKAGE = CROSSLINKED))
// and the transit level
transit = add_new_zlevel("Transit", list(ZTRAIT_TRANSIT = TRUE))
@@ -175,7 +177,7 @@ SUBSYSTEM_DEF(mapping)
#ifndef LOWMEMORYMODE
// TODO: remove this when the DB is prepared for the z-levels getting reordered
while (world.maxz < (5 - 1) && space_levels_so_far < ZLEVEL_SPACE_RUIN_COUNT)
while (world.maxz < (5 - 1) && space_levels_so_far < config.space_ruin_levels)
++space_levels_so_far
add_new_zlevel("Empty Area [space_levels_so_far]", ZTRAITS_SPACE)
+4
View File
@@ -0,0 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(mood)
name = "Mood"
flags = SS_NO_INIT | SS_BACKGROUND
priority = 20
@@ -171,6 +171,8 @@ SUBSYSTEM_DEF(persistence)
/datum/controller/subsystem/persistence/proc/SetUpTrophies(list/trophy_items)
for(var/A in GLOB.trophy_cases)
var/obj/structure/displaycase/trophy/T = A
if (T.showpiece)
continue
T.added_roundstart = TRUE
var/trophy_data = pick_n_take(trophy_items)
@@ -9,7 +9,7 @@ PROCESSING_SUBSYSTEM_DEF(traits)
wait = 10
runlevels = RUNLEVEL_GAME
var/list/traits = list() //Assoc. list of all roundstart trait datums; "name" = /path/
var/list/traits = list() //Assoc. list of all roundstart trait datum types; "name" = /path/
var/list/trait_points = list() //Assoc. list of trait names and their "point cost"; positive numbers are good traits, and negative ones are bad
var/list/trait_objects = list() //A list of all trait objects in the game, since some may process
@@ -24,11 +24,10 @@ PROCESSING_SUBSYSTEM_DEF(traits)
traits[initial(T.name)] = T
trait_points[initial(T.name)] = initial(T.value)
/datum/controller/subsystem/processing/traits/proc/AssignTraits(mob/living/user, client/cli)
if(!isnewplayer(user))
GenerateTraits(cli)
/datum/controller/subsystem/processing/traits/proc/AssignTraits(mob/living/user, client/cli, spawn_effects)
GenerateTraits(cli)
for(var/V in cli.prefs.character_traits)
user.add_trait_datum(V)
user.add_trait_datum(V, spawn_effects)
/datum/controller/subsystem/processing/traits/proc/GenerateTraits(client/user)
if(user.prefs.character_traits.len)
+2
View File
@@ -387,6 +387,8 @@ SUBSYSTEM_DEF(ticker)
captainless=0
if(player.mind.assigned_role != player.mind.special_role)
SSjob.EquipRank(N, player.mind.assigned_role, 0)
if(CONFIG_GET(flag/roundstart_traits))
SStraits.AssignTraits(player, N.client, TRUE)
CHECK_TICK
if(captainless)
for(var/mob/dead/new_player/N in GLOB.player_list)
+1 -1
View File
@@ -458,7 +458,7 @@ SUBSYSTEM_DEF(timer)
if (wait >= 1 && callback && callback.object && callback.object != GLOBAL_PROC && QDELETED(callback.object))
stack_trace("addtimer called with a callback assigned to a qdeleted object")
wait = max(wait, world.tick_lag)
wait = max(wait, 0)
if(wait >= INFINITY)
CRASH("Attempted to create timer with INFINITY delay")
+7 -1
View File
@@ -43,6 +43,9 @@
/datum/brain_trauma/mild/dumbness/on_gain()
owner.add_trait(TRAIT_DUMB, TRAUMA_TRAIT)
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.add_event("dumb", /datum/mood_event/oblivious)
..()
/datum/brain_trauma/mild/dumbness/on_life()
@@ -56,6 +59,9 @@
/datum/brain_trauma/mild/dumbness/on_lose()
owner.remove_trait(TRAIT_DUMB, TRAUMA_TRAIT)
owner.derpspeech = 0
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.clear_event("dumb")
..()
/datum/brain_trauma/mild/speech_impediment
@@ -211,4 +217,4 @@
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
log_attack("[key_name(owner)] threw [I] due to a Muscle Spasm.")
owner.throw_item(pick(targets))
..()
..()
+21 -17
View File
@@ -223,25 +223,27 @@
/datum/browser/modal/listpicker
var/valueslist = list()
/datum/browser/modal/listpicker/New(User,Message,Title,Button1="Ok",Button2,Button3,StealFocus = 1, Timeout = FALSE,list/values,inputtype="checkbox")
/datum/browser/modal/listpicker/New(User,Message,Title,Button1="Ok",Button2,Button3,StealFocus = 1, Timeout = FALSE,list/values,inputtype="checkbox", width, height, slidecolor)
if (!User)
return
var/output = {"<form><input type="hidden" name="src" value="[REF(src)]"><ul class="sparse">"}
if (inputtype == "checkbox" || inputtype == "radio")
for (var/i in values)
var/div_slider = slidecolor
if(!i["allowed_edit"])
div_slider = "locked"
output += {"<li>
<label class="switch">
<input type="[inputtype]" value="1" name="[i["name"]]"[i["checked"] ? " checked" : ""]>
<div class="slider"></div>
<span>[i["name"]]</span>
</label>
</li>"}
<label class="switch">
<input type="[inputtype]" value="1" name="[i["name"]]"[i["checked"] ? " checked" : ""][i["allowed_edit"] ? "" : " onclick='return false' onkeydown='return false'"]>
<div class="slider [div_slider ? "[div_slider]" : ""]"></div>
<span>[i["name"]]</span>
</label>
</li>"}
else
for (var/i in values)
output += {"<li><input id="name="[i["name"]]"" style="width: 50px" type="[type]" name="[i["name"]]" value="[i["value"]]">
<label for="[i["name"]]">[i["name"]]</label></li>"}
<label for="[i["name"]]">[i["name"]]</label></li>"}
output += {"</ul><div style="text-align:center">
<button type="submit" name="button" value="1" style="font-size:large;float:[( Button2 ? "left" : "right" )]">[Button1]</button>"}
@@ -252,7 +254,7 @@
output += {"<button type="submit" name="button" value="3" style="font-size:large;float:right">[Button3]</button>"}
output += {"</form></div>"}
..(User, ckey("[User]-[Message]-[Title]-[world.time]-[rand(1,10000)]"), Title, 350, 350, src, StealFocus, Timeout)
..(User, ckey("[User]-[Message]-[Title]-[world.time]-[rand(1,10000)]"), Title, width, height, src, StealFocus, Timeout)
set_content(output)
/datum/browser/modal/listpicker/Topic(href,href_list)
@@ -272,30 +274,32 @@
opentime = 0
close()
/proc/presentpicker(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/values, inputtype = "checkbox")
/proc/presentpicker(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/values, inputtype = "checkbox", width, height, slidecolor)
if (!istype(User))
if (istype(User, /client/))
var/client/C = User
User = C.mob
else
return
var/datum/browser/modal/listpicker/A = new(User, Message, Title, Button1, Button2, Button3, StealFocus,Timeout, values, inputtype)
var/datum/browser/modal/listpicker/A = new(User, Message, Title, Button1, Button2, Button3, StealFocus,Timeout, values, inputtype, width, height, slidecolor)
A.open()
A.wait()
if (A.selectedbutton)
return list("button" = A.selectedbutton, "values" = A.valueslist)
/proc/input_bitfield(var/mob/User, title, bitfield, current_value)
/proc/input_bitfield(var/mob/User, title, bitfield, current_value, nwidth = 350, nheight = 350, nslidecolor, allowed_edit_list = null)
if (!User || !(bitfield in GLOB.bitfields))
return
var/list/pickerlist = list()
for (var/i in GLOB.bitfields[bitfield])
var/can_edit = 1
if(!isnull(allowed_edit_list) && !(allowed_edit_list & GLOB.bitfields[bitfield][i]))
can_edit = 0
if (current_value & GLOB.bitfields[bitfield][i])
pickerlist += list(list("checked" = 1, "value" = GLOB.bitfields[bitfield][i], "name" = i))
pickerlist += list(list("checked" = 1, "value" = GLOB.bitfields[bitfield][i], "name" = i, "allowed_edit" = can_edit))
else
pickerlist += list(list("checked" = 0, "value" = GLOB.bitfields[bitfield][i], "name" = i))
var/list/result = presentpicker(User, "", title, Button1="Save", Button2 = "Cancel", Timeout=FALSE, values = pickerlist)
pickerlist += list(list("checked" = 0, "value" = GLOB.bitfields[bitfield][i], "name" = i, "allowed_edit" = can_edit))
var/list/result = presentpicker(User, "", title, Button1="Save", Button2 = "Cancel", Timeout=FALSE, values = pickerlist, width = nwidth, height = nheight, slidecolor = nslidecolor)
if (islist(result))
if (result["button"] == 2) // If the user pressed the cancel button
return
+122
View File
@@ -0,0 +1,122 @@
/datum/component/mood
var/mood //Real happiness
var/shown_mood //Shown happiness, this is what others can see when they try to examine you, prevents antag checking by noticing traitors are always very happy.
var/mood_level //To track what stage of moodies they're on
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/datum/mood_event/list/mood_events = list()
var/mob/living/owner
/datum/component/mood/Initialize()
if(!isliving(parent))
. = COMPONENT_INCOMPATIBLE
CRASH("Some good for nothing loser put a mood component on something that isn't even a living mob.")
START_PROCESSING(SSmood, src)
owner = parent
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
return ..()
/datum/component/mood/proc/print_mood()
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
msg += event.description
to_chat(owner, msg)
/datum/component/mood/proc/update_mood() //Called whenever a mood event is added or removed
mood = 0
shown_mood = 0
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
mood += event.mood_change
if(!event.hidden)
shown_mood += event.mood_change
mood *= mood_modifier
shown_mood *= mood_modifier
switch(mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
mood_level = 1
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
mood_level = 2
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
mood_level = 3
if(MOOD_LEVEL_SAD2 to MOOD_LEVEL_SAD1)
mood_level = 4
if(MOOD_LEVEL_SAD1 to MOOD_LEVEL_HAPPY1)
mood_level = 5
if(MOOD_LEVEL_HAPPY1 to MOOD_LEVEL_HAPPY2)
mood_level = 6
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
mood_level = 7
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
mood_level = 8
if(MOOD_LEVEL_HAPPY4 to INFINITY)
mood_level = 9
if(owner.client && owner.hud_used)
owner.hud_used.mood.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSmood process
switch(mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 3)
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 2)
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 1)
if(MOOD_LEVEL_SAD2 to INFINITY)
owner.clear_fullscreen("depression")
if(owner.has_trait(TRAIT_DEPRESSION))
if(prob(0.1))
add_event("depression", /datum/mood_event/depression)
clear_event("jolly")
if(owner.has_trait(TRAIT_JOLLY))
if(prob(0.1))
add_event("jolly", /datum/mood_event/jolly)
clear_event("depression")
/datum/component/mood/proc/add_event(category, type, param) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
var/datum/mood_event/the_event
if(mood_events[category])
the_event = mood_events[category]
if(the_event.type != type)
clear_event(category)
return .()
else
return 0 //Don't have to update the event.
else
the_event = new type(src, param)
mood_events[category] = the_event
update_mood()
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, category), the_event.timeout)
/datum/component/mood/proc/clear_event(category)
var/datum/mood_event/event = mood_events[category]
if(!event)
return 0
mood_events -= category
qdel(event)
update_mood()
/datum/component/mood/proc/update_beauty(var/area/A)
if(A.outdoors) //if we're outside, we don't care.
clear_event("area_beauty")
return FALSE
switch(A.beauty)
if(-INFINITY to BEAUTY_LEVEL_HORRID)
add_event("area_beauty", /datum/mood_event/disgustingroom)
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
add_event("area_beauty", /datum/mood_event/grossroom)
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_GOOD)
clear_event("area_beauty")
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
add_event("area_beauty", /datum/mood_event/niceroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event("area_beauty", /datum/mood_event/greatroom)
+62 -59
View File
@@ -1,59 +1,62 @@
//Thing meant for allowing datums and objects to access a NTnet network datum.
/datum/proc/ntnet_recieve(datum/netdata/data)
return
/datum/proc/ntnet_send(datum/netdata/data, netid)
GET_COMPONENT(NIC, /datum/component/ntnet_interface)
if(!NIC)
return FALSE
return NIC.__network_send(data, netid)
/datum/component/ntnet_interface
var/hardware_id //text
var/network_name = "" //text
var/list/networks_connected_by_id = list() //id = datum/ntnet
/datum/component/ntnet_interface/Initialize(force_ID, force_name = "NTNet Device", autoconnect_station_network = TRUE) //Don't force ID unless you know what you're doing!
if(!force_ID)
hardware_id = "[SSnetworks.assignment_hardware_id++]"
else
hardware_id = force_ID
network_name = force_name
SSnetworks.register_interface(src)
if(autoconnect_station_network)
register_connection(SSnetworks.station_network)
/datum/component/ntnet_interface/Destroy()
unregister_all_connections()
SSnetworks.unregister_interface(src)
return ..()
/datum/component/ntnet_interface/proc/__network_recieve(datum/netdata/data) //Do not directly proccall!
parent.SendSignal(COMSIG_COMPONENT_NTNET_RECIEVE, data)
parent.ntnet_recieve(data)
/datum/component/ntnet_interface/proc/__network_send(datum/netdata/data, netid) //Do not directly proccall!
if(netid)
if(networks_connected_by_id[netid])
var/datum/ntnet/net = networks_connected_by_id[netid]
return net.process_data_transmit(src, data)
return FALSE
for(var/i in networks_connected_by_id)
var/datum/ntnet/net = networks_connected_by_id[i]
net.process_data_transmit(src, data)
return TRUE
/datum/component/ntnet_interface/proc/register_connection(datum/ntnet/net)
if(net.interface_connect(src))
networks_connected_by_id[net.network_id] = net
return TRUE
/datum/component/ntnet_interface/proc/unregister_all_connections()
for(var/i in networks_connected_by_id)
unregister_connection(networks_connected_by_id[i])
return TRUE
/datum/component/ntnet_interface/proc/unregister_connection(datum/ntnet/net)
net.interface_disconnect(src)
networks_connected_by_id -= net.network_id
return TRUE
//Thing meant for allowing datums and objects to access a NTnet network datum.
/datum/proc/ntnet_recieve(datum/netdata/data)
return
/datum/proc/ntnet_send(datum/netdata/data, netid)
GET_COMPONENT(NIC, /datum/component/ntnet_interface)
if(!NIC)
return FALSE
return NIC.__network_send(data, netid)
/datum/component/ntnet_interface
var/hardware_id //text
var/network_name = "" //text
var/list/networks_connected_by_id = list() //id = datum/ntnet
/datum/component/ntnet_interface/Initialize(force_ID, force_name = "NTNet Device", autoconnect_station_network = TRUE) //Don't force ID unless you know what you're doing!
if(!force_ID)
hardware_id = "[SSnetworks.assignment_hardware_id++]"
else
hardware_id = force_ID
network_name = force_name
SSnetworks.register_interface(src)
if(autoconnect_station_network)
register_connection(SSnetworks.station_network)
/datum/component/ntnet_interface/Destroy()
unregister_all_connections()
SSnetworks.unregister_interface(src)
return ..()
/datum/component/ntnet_interface/proc/__network_recieve(datum/netdata/data) //Do not directly proccall!
parent.SendSignal(COMSIG_COMPONENT_NTNET_RECIEVE, data)
parent.ntnet_recieve(data)
/datum/component/ntnet_interface/proc/__network_send(datum/netdata/data, netid) //Do not directly proccall!
// Process data before sending it
data.pre_send(src)
if(netid)
if(networks_connected_by_id[netid])
var/datum/ntnet/net = networks_connected_by_id[netid]
return net.process_data_transmit(src, data)
return FALSE
for(var/i in networks_connected_by_id)
var/datum/ntnet/net = networks_connected_by_id[i]
net.process_data_transmit(src, data)
return TRUE
/datum/component/ntnet_interface/proc/register_connection(datum/ntnet/net)
if(net.interface_connect(src))
networks_connected_by_id[net.network_id] = net
return TRUE
/datum/component/ntnet_interface/proc/unregister_all_connections()
for(var/i in networks_connected_by_id)
unregister_connection(networks_connected_by_id[i])
return TRUE
/datum/component/ntnet_interface/proc/unregister_connection(datum/ntnet/net)
net.interface_disconnect(src)
networks_connected_by_id -= net.network_id
return TRUE
+1
View File
@@ -109,6 +109,7 @@
return
..()
//Proc to use when you 100% want to try to infect someone (ignoreing protective clothing and such), as long as they aren't immune
/mob/living/proc/ForceContractDisease(datum/disease/D, make_copy = TRUE, del_on_fail = FALSE)
if(!CanContractDisease(D))
+3 -5
View File
@@ -109,6 +109,7 @@
A.symptoms += S.Copy()
A.properties = properties.Copy()
A.id = id
A.mutable = mutable
//this is a new disease starting over at stage 1, so processing is not copied
return A
@@ -166,13 +167,10 @@
var/the_id = GetDiseaseID()
if(!SSdisease.archive_diseases[the_id])
if(new_name)
AssignName()
SSdisease.archive_diseases[the_id] = src // So we don't infinite loop
SSdisease.archive_diseases[the_id] = Copy()
var/datum/disease/advance/A = SSdisease.archive_diseases[the_id]
name = A.name
if(new_name)
AssignName()
//Generate disease properties based on the effects. Returns an associated list.
/datum/disease/advance/proc/GenerateProperties()
+16
View File
@@ -18,6 +18,8 @@
var/map_file = "BoxStation.dmm"
var/traits = null
var/space_ruin_levels = 7
var/space_empty_levels = 1
var/minetype = "lavaland"
@@ -106,6 +108,20 @@
log_world("map_config traits is not a list!")
return
var/temp = json["space_ruin_levels"]
if (isnum(temp))
space_ruin_levels = temp
else if (!isnull(temp))
log_world("map_config space_ruin_levels is not a number!")
return
temp = json["space_empty_levels"]
if (isnum(temp))
space_empty_levels = temp
else if (!isnull(temp))
log_world("map_config space_empty_levels is not a number!")
return
if ("minetype" in json)
minetype = json["minetype"]
+36
View File
@@ -0,0 +1,36 @@
/datum/martial_art/mushpunch
name = "Mushroom Punch"
/datum/martial_art/mushpunch/basic_hit(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/atk_verb
to_chat(A, "<span class='spider'>You begin to wind up an attack...</span>")
if(do_after(A, 25, target = D))
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
atk_verb = pick("punches", "smashes", "ruptures", "cracks")
D.visible_message("<span class='danger'>[A] [atk_verb] [D] with inhuman strength, sending [D.p_them()] flying backwards!</span>", \
"<span class='userdanger'>[A] [atk_verb] you with inhuman strength, sending you flying backwards!</span>")
D.apply_damage(rand(15,30), BRUTE)
playsound(get_turf(D), 'sound/effects/meteorimpact.ogg', 25, 1, -1)
var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
D.Knockdown(20)
if(atk_verb)
add_logs(A, D, "[atk_verb] (Mushroom Punch)")
return TRUE
return FALSE
/obj/item/mushpunch
name = "mysterious mushroom"
desc = "<I>Sapienza Ophioglossoides</I>:An odd mushroom from the flesh of a mushroom person. it has apparently retained some innate power of it's owner, as it quivers with barely-contained POWER!"
icon = 'icons/obj/hydroponics/growing_mushrooms.dmi'
icon_state = "mycelium-angel"
/obj/item/mushpunch/attack_self(mob/living/carbon/human/user)
if(!istype(user) || !user)
return
var/message = "<span class='spider'>You devour [src], and a confluence of skill and power from the mushroom enhances your punches! You do need a short moment to charge these powerful punches.</span>"
to_chat(user, message)
var/datum/martial_art/mushpunch/mush = new(null)
mush.teach(user)
qdel(src)
visible_message("<span class='warning'>[user] devours [src].</span>")
+39
View File
@@ -0,0 +1,39 @@
/datum/mood_event/drugs/high
mood_change = 6
description = "<span class='nicegreen'>Woooow duudeeeeee...I'm tripping baaalls...</span>\n"
/datum/mood_event/drugs/smoked
description = "<span class='nicegreen'>I have had a smoke recently.</span>\n"
mood_change = 2
timeout = 3600
/datum/mood_event/drugs/overdose
mood_change = -8
timeout = 3000
/datum/mood_event/drugs/overdose/add_effects(drug_name)
description = "<span class='warning'>I think I took a bit too much of that [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_light
mood_change = -2
/datum/mood_event/drugs/withdrawal_light/add_effects(drug_name)
description = "<span class='warning'>I could use some [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_medium
mood_change = -5
/datum/mood_event/drugs/withdrawal_medium/add_effects(drug_name)
description = "<span class='warning'>I really need [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_severe
mood_change = -8
/datum/mood_event/drugs/withdrawal_severe/add_effects(drug_name)
description = "<span class='boldwarning'>Oh god I need some [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_critical
mood_change = -10
/datum/mood_event/drugs/withdrawal_critical/add_effects(drug_name)
description = "<span class='boldwarning'>[drug_name]! [drug_name]! [drug_name]!</span>\n"
@@ -0,0 +1,71 @@
/datum/mood_event/hug
description = "<span class='nicegreen'>Hugs are nice.</span>\n"
mood_change = 1
timeout = 1200
/datum/mood_event/arcade
description = "<span class='nicegreen'>I beat the arcade game!</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/blessing
description = "<span class='nicegreen'>I've been blessed.</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/book_nerd
description = "<span class='nicegreen'>I have recently read a book.</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/pet_corgi
description = "<span class='nicegreen'>Corgis are adorable! I can't stop petting them!</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/honk
description = "<span class='nicegreen'>Maybe clowns aren't so bad after all. Honk!</span>\n"
mood_change = 2
timeout = 2400
/datum/mood_event/perform_cpr
description = "<span class='nicegreen'>It feels good to save a life.</span>\n"
mood_change = 6
timeout = 3000
/datum/mood_event/oblivious
description = "<span class='nicegreen'>What a lovely day.</span>\n"
mood_change = 3
/datum/mood_event/happytable
description = "<span class='nicegreen'>They want to play on the table!</span>\n"
mood_change = 2
timeout = 1200
/datum/mood_event/jolly
description = "<span class='nicegreen'>I feel happy for no particular reason.</span>\n"
mood_change = 6
timeout = 1200
/datum/mood_event/focused
description = "<span class='nicegreen'>I have a goal, and I will reach it, whatever it takes!</span>\n" //Used for syndies, nukeops etc so they can focus on their goals
mood_change = 12
hidden = TRUE
/datum/mood_event/revolution
description = "<span class='nicegreen'>VIVA LA REVOLUTION!</span>\n"
mood_change = 3
hidden = TRUE
/datum/mood_event/cult
description = "<span class='nicegreen'>I have seen the truth, praise the almighty one!</span>\n"
mood_change = 40 //maybe being a cultist isnt that bad after all
hidden = TRUE
/datum/mood_event/niceroom
description = "<span class='nicegreen'>This room looks really pretty!</span>\n"
mood_change = 4
/datum/mood_event/greatroom
description = "<span class='nicegreen'>This room is beautiful!</span>\n"
mood_change = 7
+19
View File
@@ -0,0 +1,19 @@
/datum/mood_event
var/description ///For descriptions, use the span classes bold nicegreen, nicegreen, none, warning and boldwarning in order from great to horrible.
var/mood_change = 0
var/timeout = 0
var/hidden = FALSE//Not shown on examine
var/mob/owner
/datum/mood_event/New(mob/M, param)
owner = M
add_effects(param)
/datum/mood_event/Destroy()
remove_effects()
/datum/mood_event/proc/add_effects(param)
return
/datum/mood_event/proc/remove_effects()
return
+54
View File
@@ -0,0 +1,54 @@
//nutrition
/datum/mood_event/nutrition/fat
description = "<span class='warning'><B>I'm so fat..</B></span>\n" //muh fatshaming
mood_change = -4
/datum/mood_event/nutrition/wellfed
description = "<span class='nicegreen'>My belly feels round and full.</span>\n"
mood_change = 6
/datum/mood_event/nutrition/fed
description = "<span class='nicegreen'>I have recently had some food.</span>\n"
mood_change = 3
/datum/mood_event/nutrition/hungry
description = "<span class='warning'>I'm getting a bit hungry.</span>\n"
mood_change = -8
/datum/mood_event/nutrition/starving
description = "<span class='boldwarning'>I'm starving!</span>\n"
mood_change = -15
//Disgust
/datum/mood_event/disgust/gross
description = "<span class='warning'>I saw something gross.</span>\n"
mood_change = -2
/datum/mood_event/disgust/verygross
description = "<span class='warning'>I think I'm going to puke...</span>\n"
mood_change = -5
/datum/mood_event/disgust/disgusted
description = "<span class='boldwarning'>Oh god that's disgusting...</span>\n"
mood_change = -8
//Generic needs events
/datum/mood_event/favorite_food
description = "<span class='nicegreen'>I really enjoyed eating that.</span>\n"
mood_change = 3
timeout = 2400
/datum/mood_event/gross_food
description = "<span class='nicegreen'>I really didn't like that food.</span>\n"
mood_change = -2
timeout = 2400
/datum/mood_event/disgusting_food
description = "<span class='nicegreen'>That food was disgusting!</span>\n"
mood_change = -4
timeout = 2400
/datum/mood_event/nice_shower
description = "<span class='nicegreen'>I have recently had a nice shower.</span>\n"
mood_change = 2
timeout = 1800
+3
View File
@@ -11,6 +11,9 @@
owner.visible_message("<span class='danger'>[owner] starts having a seizure!</span>", "<span class='userdanger'>You have a seizure!</span>")
owner.Unconscious(200)
owner.Jitter(1000)
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.add_event("epilepsy", /datum/mood_event/epilepsy)
addtimer(CALLBACK(src, .proc/jitter_less, owner), 90)
/datum/mutation/human/epilepsy/proc/jitter_less(mob/living/carbon/human/owner)
+7 -1
View File
@@ -14,6 +14,9 @@
owner.add_trait(TRAIT_STUNIMMUNE, TRAIT_HULK)
owner.add_trait(TRAIT_PUSHIMMUNE, TRAIT_HULK)
owner.update_body_parts()
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.add_event("hulk", /datum/mood_event/hulk)
/datum/mutation/human/hulk/on_attack_hand(mob/living/carbon/human/owner, atom/target, proximity)
if(proximity) //no telekinetic hulk attack
@@ -30,7 +33,10 @@
owner.remove_trait(TRAIT_STUNIMMUNE, TRAIT_HULK)
owner.remove_trait(TRAIT_PUSHIMMUNE, TRAIT_HULK)
owner.update_body_parts()
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.clear_event("hulk")
/datum/mutation/human/hulk/say_mod(message)
if(message)
message = "[uppertext(replacetext(message, ".", "!"))]!!"
+2
View File
@@ -85,6 +85,8 @@
if(backpack_contents)
for(var/path in backpack_contents)
var/number = backpack_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i=0,i<number,i++)
H.equip_to_slot_or_del(new path(H),slot_in_backpack)
+22 -3
View File
@@ -11,7 +11,7 @@
var/mob_trait //if applicable, apply and remove this mob trait
var/mob/living/trait_holder
/datum/trait/New(mob/living/trait_mob)
/datum/trait/New(mob/living/trait_mob, spawn_effects)
..()
if(!trait_mob || (human_only && !ishuman(trait_mob)) || trait_mob.has_trait_datum(type))
qdel(src)
@@ -23,9 +23,9 @@
trait_holder.add_trait(mob_trait, ROUNDSTART_TRAIT)
START_PROCESSING(SStraits, src)
add()
if(!SSticker.HasRoundStarted()) //on roundstart or on latejoin; latejoin code is in new_player.dm
if(spawn_effects)
on_spawn()
addtimer(CALLBACK(src, .proc/post_add), 30)
addtimer(CALLBACK(src, .proc/post_add), 30)
/datum/trait/Destroy()
STOP_PROCESSING(SStraits, src)
@@ -38,16 +38,25 @@
SStraits.trait_objects -= src
return ..()
/datum/trait/proc/transfer_mob(mob/living/to_mob)
trait_holder.roundstart_traits -= src
to_mob.roundstart_traits += src
trait_holder = to_mob
on_transfer()
/datum/trait/proc/add() //special "on add" effects
/datum/trait/proc/on_spawn() //these should only trigger when the character is being created for the first time, i.e. roundstart/latejoin
/datum/trait/proc/remove() //special "on remove" effects
/datum/trait/proc/on_process() //process() has some special checks, so this is the actual process
/datum/trait/proc/post_add() //for text, disclaimers etc. given after you spawn in with the trait
/datum/trait/proc/on_transfer() //code called when the trait is transferred to a new mob
/datum/trait/process()
if(QDELETED(trait_holder))
qdel(src)
return
if(trait_holder.stat == DEAD)
return
on_process()
/mob/living/proc/get_trait_string(medical) //helper string. gets a string of all the traits the mob has
@@ -67,6 +76,16 @@
return "None"
return dat.Join("<br>")
/mob/living/proc/cleanse_trait_datums() //removes all trait datums
for(var/V in roundstart_traits)
var/datum/trait/T = V
qdel(T)
/mob/living/proc/transfer_trait_datums(mob/living/to_mob)
for(var/V in roundstart_traits)
var/datum/trait/T = V
T.transfer_mob(to_mob)
/*
Commented version of Nearsighted to help you add your own traits
+24 -1
View File
@@ -26,7 +26,7 @@
desc = "You walk with a gentle step, making stepping on sharp objects quieter and less painful."
value = 1
mob_trait = TRAIT_LIGHT_STEP
gain_text = "<span class='notice'>You walk with a little more lithenessk.</span>"
gain_text = "<span class='notice'>You walk with a little more litheness.</span>"
lose_text = "<span class='danger'>You start tromping around like a barbarian.</span>"
@@ -81,3 +81,26 @@
mob_trait = TRAIT_VORACIOUS
gain_text = "<span class='notice'>You feel HONGRY.</span>"
lose_text = "<span class='danger'>You no longer feel HONGRY.</span>"
/datum/trait/jolly
name = "Jolly"
desc = "You sometimes just feel happy, for no reason at all."
value = 1
mob_trait = TRAIT_JOLLY
/datum/trait/apathetic
name = "Apathetic"
desc = "You just don't care as much as other people, that's nice to have in a place like this, I guess."
value = 1
/datum/trait/apathetic/add()
GET_COMPONENT_FROM(mood, /datum/component/mood, trait_holder)
if(mood)
mood.mood_modifier = 0.8
/datum/trait/apathetic/remove()
GET_COMPONENT_FROM(mood, /datum/component/mood, trait_holder)
if(mood)
mood.mood_modifier = 1 //Change this once/if species get their own mood modifiers.
+10 -1
View File
@@ -114,7 +114,7 @@
if(trait_holder.reagents.has_reagent("mindbreaker"))
trait_holder.hallucination = 0
return
if(prob(1)) //we'll all be mad soon enough
if(prob(2)) //we'll all be mad soon enough
madness()
/datum/trait/insanity/proc/madness(mad_fools)
@@ -154,3 +154,12 @@
else if(prob(0.5) && dumb_thing)
to_chat(H, "<span class='danger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
dumb_thing = FALSE //only once per life
/datum/trait/depression
name = "Depression"
desc = "You sometimes just hate life."
mob_trait = TRAIT_DEPRESSION
value = -1
gain_text = "<span class='danger'>You start feeling depressed.</span>"
lose_text = "<span class='notice'>You no longer feel depressed.</span>" //if only it were that easy!
medical_record_text = "Patient has a severe mood disorder causing them to experience sudden moments of sadness."
+2 -4
View File
@@ -48,17 +48,15 @@
return
if(!A.requiresID() || A.check_access(null))
if(A.density)
A.open()
INVOKE_ASYNC(A, /obj/machinery/door/airlock.proc/open)
else
A.close()
INVOKE_ASYNC(A, /obj/machinery/door/airlock.proc/close)
if(WIRE_BOLTS) // Pulse to toggle bolts (but only raise if power is on).
if(!A.locked)
A.bolt()
A.audible_message("<span class='italics'>You hear a click from the bottom of the door.</span>", null, 1)
else
if(A.hasPower())
A.unbolt()
A.audible_message("<span class='italics'>You hear a click from the bottom of the door.</span>", null, 1)
A.update_icon()
if(WIRE_IDSCAN) // Pulse to disable emergency access and flash red lights.
if(A.hasPower() && A.density)
+15
View File
@@ -31,6 +31,9 @@
var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/beauty = 0 //To see how clean/dirty this area is, only works with indoors areas.
var/areasize = 0 //Size of the area in tiles, only calculated for indoors areas.
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
@@ -145,6 +148,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!areas_in_z["[z]"])
areas_in_z["[z]"] = list()
areas_in_z["[z]"] += src
update_area_size()
return INITIALIZE_HINT_LATELOAD
@@ -497,6 +501,10 @@ GLOBAL_LIST_EMPTY(teleportlocs)
L.client.played = TRUE
addtimer(CALLBACK(L.client, /client/proc/ResetAmbiencePlayed), 600)
GET_COMPONENT_FROM(mood, /datum/component/mood, L)
if(mood)
mood.update_beauty(src)
/client/proc/ResetAmbiencePlayed()
played = FALSE
@@ -524,6 +532,13 @@ GLOBAL_LIST_EMPTY(teleportlocs)
blob_allowed = FALSE
addSorted()
/area/proc/update_area_size()
if(outdoors)
return FALSE
areasize = 0
for(var/turf/T in src.contents)
areasize++
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")
+1 -1
View File
@@ -542,4 +542,4 @@
if(EMERGENCY_ESCAPED_OR_ENDGAMED)
SSticker.news_report = STATION_EVACUATED
if(SSshuttle.emergency.is_hijacked())
SSticker.news_report = SHUTTLE_HIJACK
SSticker.news_report = SHUTTLE_HIJACK
+1 -1
View File
@@ -9,7 +9,7 @@
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 0
var/obj/item/device/radio/beacon/Beacon
var/obj/item/device/beacon/Beacon
/obj/machinery/bluespace_beacon/Initialize()
. = ..()
+1 -1
View File
@@ -131,7 +131,7 @@
flick("autolathe_o",src)//plays metal insertion animation
if (MAT_GLASS)
flick("autolathe_r",src)//plays glass insertion animation
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT * amount_inserted / 100)))
use_power(min(1000, amount_inserted / 100))
updateUsrDialog()
/obj/machinery/autolathe/Topic(href, href_list)
+6 -1
View File
@@ -126,7 +126,7 @@
return examine(user)
//Start growing a human clone in the pod!
/obj/machinery/clonepod/proc/growclone(ckey, clonename, ui, se, mindref, datum/species/mrace, list/features, factions)
/obj/machinery/clonepod/proc/growclone(ckey, clonename, ui, se, mindref, datum/species/mrace, list/features, factions, list/traits)
if(panel_open)
return FALSE
if(mess || attempting)
@@ -198,6 +198,9 @@
if(H)
H.faction |= factions
for(var/V in traits)
new V(H)
H.set_cloned_appearance()
H.suiciding = FALSE
@@ -316,6 +319,7 @@
SPEAK("An emergency ejection of [clonemind.name] has occurred. Survival not guaranteed.")
to_chat(user, "<span class='notice'>You force an emergency ejection. </span>")
go_out()
mob_occupant.apply_vore_prefs()
else
return ..()
@@ -405,6 +409,7 @@
connected_message(Gibberish("EMP-caused Accidental Ejection", 0))
SPEAK(Gibberish("Exposure to electromagnetic fields has caused the ejection of [mob_occupant.real_name] prematurely." ,0))
go_out()
mob_occupant.apply_vore_prefs()
..()
/obj/machinery/clonepod/ex_act(severity, target)
+6 -3
View File
@@ -67,7 +67,10 @@
return INITIALIZE_HINT_QDEL
Reset()
/obj/machinery/computer/arcade/proc/prizevend()
/obj/machinery/computer/arcade/proc/prizevend(mob/user)
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("arcade", /datum/mood_event/arcade)
if(prob(0.0001)) //1 in a million
new /obj/item/gun/energy/pulse/prize(src)
SSmedals.UnlockMedal(MEDAL_PULSE, usr.client)
@@ -237,7 +240,7 @@
Reset()
obj_flags &= ~EMAGGED
else
prizevend()
prizevend(usr)
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("win", (obj_flags & EMAGGED ? "emagged":"normal")))
@@ -1031,7 +1034,7 @@
message_admins("[key_name_admin(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
log_game("[key_name(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
else
prizevend()
prizevend(usr)
obj_flags &= ~EMAGGED
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
+6 -2
View File
@@ -71,7 +71,7 @@
if(pod.occupant)
continue //how though?
if(pod.growclone(R.fields["ckey"], R.fields["name"], R.fields["UI"], R.fields["SE"], R.fields["mind"], R.fields["mrace"], R.fields["features"], R.fields["factions"]))
if(pod.growclone(R.fields["ckey"], R.fields["name"], R.fields["UI"], R.fields["SE"], R.fields["mind"], R.fields["mrace"], R.fields["features"], R.fields["factions"], R.fields["traits"]))
temp = "[R.fields["name"]] => <font class='good'>Cloning cycle in progress...</font>"
records -= R
@@ -409,7 +409,7 @@
else if(pod.occupant)
temp = "<font class='bad'>Cloning cycle already in progress.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else if(pod.growclone(C.fields["ckey"], C.fields["name"], C.fields["UI"], C.fields["SE"], C.fields["mind"], C.fields["mrace"], C.fields["features"], C.fields["factions"]))
else if(pod.growclone(C.fields["ckey"], C.fields["name"], C.fields["UI"], C.fields["SE"], C.fields["mind"], C.fields["mrace"], C.fields["features"], C.fields["factions"], C.fields["traits"]))
temp = "[C.fields["name"]] => <font class='good'>Cloning cycle in progress...</font>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
records.Remove(C)
@@ -482,6 +482,10 @@
R.fields["blood_type"] = dna.blood_type
R.fields["features"] = dna.features
R.fields["factions"] = mob_occupant.faction
R.fields["traits"] = list()
for(var/V in mob_occupant.roundstart_traits)
var/datum/trait/T = V
R.fields["traits"] += T.type
if (!isnull(mob_occupant.mind)) //Save that mind so traitors can continue traitoring after cloning.
R.fields["mind"] = "[REF(mob_occupant.mind)]"
+1 -1
View File
@@ -75,4 +75,4 @@
return 0
if(B.scrambledcodes || B.emagged)
return 0
return ..()
return ..()
+1 -1
View File
@@ -160,7 +160,7 @@
var/list/L = list()
var/list/areaindex = list()
if(regime_set == "Teleporter")
for(var/obj/item/device/radio/beacon/R in GLOB.teleportbeacons)
for(var/obj/item/device/beacon/R in GLOB.teleportbeacons)
if(is_eligible(R))
var/area/A = get_area(R)
L[avoid_assoc_duplicate_keys(A.name, areaindex)] = R
+56 -3
View File
@@ -101,8 +101,6 @@
/obj/machinery/door/airlock/Initialize()
. = ..()
wires = new /datum/wires/airlock(src)
if (cyclelinkeddir)
cyclelinkairlock()
if(frequency)
set_frequency(frequency)
@@ -127,6 +125,8 @@
/obj/machinery/door/airlock/LateInitialize()
. = ..()
if (cyclelinkeddir)
cyclelinkairlock()
if(abandoned)
var/outcome = rand(1,100)
switch(outcome)
@@ -153,6 +153,7 @@
/obj/machinery/door/airlock/ComponentInitialize()
. = ..()
AddComponent(/datum/component/ntnet_interface)
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/obj/machinery/door/airlock/proc/update_other_id()
@@ -178,6 +179,7 @@
limit--
while(!FoundDoor && limit)
if (!FoundDoor)
log_world("### MAP WARNING, [src] at [get_area_name(src, TRUE)] [COORD(src)] failed to find a valid airlock to cyclelink with!")
return
FoundDoor.cyclelinkedairlock = src
cyclelinkedairlock = FoundDoor
@@ -188,6 +190,55 @@
if ("cyclelinkeddir")
cyclelinkairlock()
/obj/machinery/door/airlock/check_access_ntnet(datum/netdata/data)
return !requiresID() || ..()
/obj/machinery/door/airlock/ntnet_recieve(datum/netdata/data)
// Check if the airlock is powered and can accept control packets.
if(!hasPower() || !canAIControl())
return
// Check packet access level.
if(!check_access_ntnet(data))
return
// Handle recieved packet.
var/command = lowertext(data.plaintext_data)
var/command_value = lowertext(data.plaintext_data_secondary)
switch(command)
if("open")
if(command_value == "on" && !density)
return
if(command_value == "off" && density)
return
if(density)
INVOKE_ASYNC(src, .proc/open)
else
INVOKE_ASYNC(src, .proc/close)
if("bolt")
if(command_value == "on" && locked)
return
if(command_value == "off" && !locked)
return
if(locked)
unbolt()
else
bolt()
if("emergency")
if(command_value == "on" && emergency)
return
if(command_value == "off" && !emergency)
return
emergency = !emergency
update_icon()
/obj/machinery/door/airlock/lock()
bolt()
@@ -197,6 +248,7 @@
return
locked = TRUE
playsound(src,boltDown,30,0,3)
audible_message("<span class='italics'>You hear a click from the bottom of the door.</span>", null, 1)
update_icon()
/obj/machinery/door/airlock/unlock()
@@ -207,6 +259,7 @@
return
locked = FALSE
playsound(src,boltUp,30,0,3)
audible_message("<span class='italics'>You hear a click from the bottom of the door.</span>", null, 1)
update_icon()
/obj/machinery/door/airlock/narsie_act()
@@ -320,7 +373,7 @@
return FALSE
/obj/machinery/door/airlock/proc/canAIControl(mob/user)
return ((aiControlDisabled != 1) && (!isAllPowerCut()));
return ((aiControlDisabled != 1) && !isAllPowerCut())
/obj/machinery/door/airlock/proc/canAIHack()
return ((aiControlDisabled==1) && (!hackProof) && (!isAllPowerCut()));
-5
View File
@@ -45,11 +45,6 @@
if(!poddoor)
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
/obj/machinery/door/check_access(access)
if(red_alert_access && GLOB.security_level >= SEC_LEVEL_RED)
return TRUE
return ..()
/obj/machinery/door/check_access_list(list/access_list)
if(red_alert_access && GLOB.security_level >= SEC_LEVEL_RED)
return TRUE
+1 -1
View File
@@ -68,4 +68,4 @@
/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
if(stat & NOPOWER)
open(1)
open(1)
+1 -1
View File
@@ -104,7 +104,7 @@
// SINGULO BEACON SPAWNER
/obj/item/device/sbeacondrop
name = "suspicious beacon"
icon = 'icons/obj/radio.dmi'
icon = 'icons/obj/device.dmi'
icon_state = "beacon"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
@@ -178,3 +178,4 @@
priority = "Extreme"
else
priority = "Undetermined"
+2 -2
View File
@@ -850,7 +850,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
product_ads = "Go save some lives!;The best stuff for your medbay.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?;Ping!"
req_access_txt = "5"
products = list(/obj/item/reagent_containers/syringe = 12, /obj/item/reagent_containers/dropper = 3, /obj/item/stack/medical/gauze = 8, /obj/item/reagent_containers/pill/patch/styptic = 5, /obj/item/reagent_containers/pill/insulin = 10,
/obj/item/reagent_containers/pill/patch/silver_sulf = 5, /obj/item/reagent_containers/glass/bottle/charcoal = 4, /obj/item/reagent_containers/spray/medical/sterilizer = 1,
/obj/item/reagent_containers/pill/patch/silver_sulf = 5, /obj/item/reagent_containers/medspray/styptic = 2, /obj/item/reagent_containers/medspray/silver_sulf = 2, /obj/item/reagent_containers/glass/bottle/charcoal = 4, /obj/item/reagent_containers/medspray/sterilizine = 1,
/obj/item/reagent_containers/glass/bottle/epinephrine = 4, /obj/item/reagent_containers/glass/bottle/morphine = 4, /obj/item/reagent_containers/glass/bottle/salglu_solution = 3,
/obj/item/reagent_containers/glass/bottle/toxin = 3, /obj/item/reagent_containers/syringe/antiviral = 6, /obj/item/reagent_containers/pill/salbutamol = 2, /obj/item/device/healthanalyzer = 4, /obj/item/device/sensor_device = 2, /obj/item/pinpointer/crew = 2)
contraband = list(/obj/item/reagent_containers/pill/tox = 3, /obj/item/reagent_containers/pill/morphine = 4, /obj/item/reagent_containers/pill/charcoal = 6)
@@ -876,7 +876,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
density = FALSE
products = list(/obj/item/reagent_containers/syringe = 3, /obj/item/reagent_containers/pill/patch/styptic = 5,
/obj/item/reagent_containers/pill/patch/silver_sulf = 5, /obj/item/reagent_containers/pill/charcoal = 2,
/obj/item/reagent_containers/spray/medical/sterilizer = 1)
/obj/item/reagent_containers/medspray/sterilizine = 1)
contraband = list(/obj/item/reagent_containers/pill/tox = 2, /obj/item/reagent_containers/pill/morphine = 2)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
+1
View File
@@ -19,3 +19,4 @@
/obj/mecha/combat/durand/RemoveActions(mob/living/user, human_occupant = 0)
..()
defense_action.Remove(user)
+1
View File
@@ -27,3 +27,4 @@
..()
switch_damtype_action.Remove(user)
phasing_action.Remove(user)
-11
View File
@@ -64,17 +64,6 @@
time_coeff = round(initial(time_coeff) - (initial(time_coeff)*(T))/5,0.01)
/obj/machinery/mecha_part_fabricator/check_access(obj/item/card/id/I)
if(istype(I, /obj/item/device/pda))
var/obj/item/device/pda/pda = I
I = pda.id
if(!istype(I) || !I.access) //not ID or no access
return FALSE
for(var/req in req_access)
if(!(req in I.access)) //doesn't have this access
return FALSE
return TRUE
/obj/machinery/mecha_part_fabricator/emag_act()
if(obj_flags & EMAGGED)
return
+3 -3
View File
@@ -193,9 +193,9 @@
var/turf/T = safepick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/device/radio/beacon/chosen
var/obj/item/device/beacon/chosen
var/list/possible = list()
for(var/obj/item/device/radio/beacon/W in GLOB.teleportbeacons)
for(var/obj/item/device/beacon/W in GLOB.teleportbeacons)
possible += W
if(possible.len > 0)
@@ -218,7 +218,7 @@
var/y_distance = TO.y - FROM.y
var/x_distance = TO.x - FROM.x
for (var/atom/movable/A in urange(12, FROM )) // iterate thru list of mobs in the area
if(istype(A, /obj/item/device/radio/beacon))
if(istype(A, /obj/item/device/beacon))
continue // don't teleport beacons because that's just insanely stupid
if(A.anchored)
continue
@@ -4,6 +4,7 @@
var/list/random_icon_states = list()
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/beauty = 0
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
@@ -16,6 +17,7 @@
if(C != src && C.type == src.type && !QDELETED(C))
if (replace_decal(C))
return INITIALIZE_HINT_QDEL
if(LAZYLEN(diseases))
var/list/datum/disease/diseases_to_add = list()
for(var/datum/disease/D in diseases)
@@ -24,6 +26,11 @@
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
/obj/effect/decal/cleanable/LateInitialize()
if(src.loc && isturf(src.loc))
var/area/A = get_area(src)
A.beauty += beauty / max(1, A.areasize) //Ensures that the effects scale with room size
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
@@ -90,12 +97,9 @@
return bloodiness
else
return 0
<<<<<<< HEAD
=======
/obj/effect/decal/cleanable/Destroy()
. = ..()
if(src.loc && isturf(src.loc))
var/area/A = get_area(src)
A.beauty -= beauty / max(1, A.areasize)
>>>>>>> 0bc8550... Small moodie balance changes (#36242)
@@ -8,6 +8,7 @@
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = MAX_SHOE_BLOODINESS
blood_state = BLOOD_STATE_XENO
beauty = -200
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
@@ -6,6 +6,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
beauty = -200
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
@@ -3,6 +3,7 @@
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
beauty = -150
/obj/effect/decal/cleanable/ash
name = "ashes"
@@ -10,6 +11,7 @@
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -150
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
@@ -24,6 +26,7 @@
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -150
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
@@ -34,6 +37,7 @@
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
beauty = -20
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
@@ -47,17 +51,20 @@
desc = "Someone should clean that up."
icon_state = "dirt"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -150
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
icon_state = "flour"
beauty = -100
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
light_color = LIGHT_COLOR_GREEN
icon_state = "greenglow"
beauty = -100
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
@@ -73,6 +80,7 @@
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -150
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
@@ -84,10 +92,12 @@
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -250
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -200
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
@@ -96,6 +106,7 @@
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -400
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
if(ishuman(user))
@@ -127,12 +138,14 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
beauty = -125
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
beauty = -125
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
@@ -140,6 +153,7 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
beauty = -125
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
@@ -147,6 +161,7 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
beauty = -125
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
@@ -154,6 +169,7 @@
gender = NEUTER
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
beauty = -125
/obj/effect/decal/cleanable/shreds
name = "shreds"
@@ -161,6 +177,7 @@
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
beauty = -125
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity == 1) //so shreds created during an explosion aren't deleted by the explosion.
@@ -177,12 +194,14 @@
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "salt_pile"
gender = NEUTER
beauty = -125
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/tile_effects.dmi'
gender = NEUTER
beauty = 300
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
@@ -200,4 +219,5 @@
name = "stabilized plasma"
desc = "A puddle of stabilized plasma."
icon_state = "flour"
color = "#C8A5DC"
color = "#C8A5DC"
beauty = -200
@@ -10,6 +10,7 @@
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
mergeable_decal = FALSE
beauty = -200
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
@@ -46,6 +47,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
beauty = -125
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
@@ -57,4 +59,4 @@
/obj/effect/decal/cleanable/oil/slippery
/obj/effect/decal/cleanable/oil/slippery/Initialize()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
+1 -1
View File
@@ -30,4 +30,4 @@
/obj/effect/decal/cleanable/robot_debris/old
name = "dusty robot debris"
desc = "Looks like nobody has touched this in a while."
desc = "Looks like nobody has touched this in a while."
+1 -1
View File
@@ -22,7 +22,7 @@
/obj/item/reagent_containers/food/snacks/egg)
/obj/effect/spawner/bundle/costume/gladiator
name = "gladitator costume spawner"
name = "gladiator costume spawner"
items = list(
/obj/item/clothing/under/gladiator,
/obj/item/clothing/head/helmet/gladiator)
+4
View File
@@ -531,6 +531,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
else
M.take_bodypart_damage(7)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("eye_stab", /datum/mood_event/eye_stab)
add_logs(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])")
M.adjust_blurriness(3)
+1
View File
@@ -191,6 +191,7 @@
FD.CalculateAffectingAreas()
to_chat(usr, "<span class='notice'>You rename the '[prevname]' to '[str]'.</span>")
log_game("[key_name(usr)] has renamed [prevname] to [str]")
A.update_area_size()
interact()
return 1
+3
View File
@@ -549,6 +549,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/hitzone = user.held_index_to_dir(user.active_hand_index) == "r" ? "r_hand" : "l_hand"
user.apply_damage(5, BURN, hitzone)
user.visible_message("<span class='warning'>After a few attempts, [user] manages to light [src] - however, [user.p_they()] burn their finger in the process.</span>", "<span class='warning'>You burn yourself while lighting the lighter!</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("burnt_thumb", /datum/mood_event/burnt_thumb)
else
set_lit(FALSE)
@@ -547,7 +547,6 @@
/obj/item/circuitboard/machine/tesla_coil/Initialize()
. = ..()
if(build_path)
name = "Tesla Coil (Machine Board)"
build_path = PATH_POWERCOIL
/obj/item/circuitboard/machine/tesla_coil/attackby(obj/item/I, mob/user, params)
@@ -666,7 +665,7 @@
/obj/item/circuitboard/machine/circuit_imprinter
name = "Circuit Imprinter (Machine Board)"
build_path = /obj/machinery/rnd/circuit_imprinter
build_path = /obj/machinery/rnd/production/circuit_imprinter
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1,
@@ -674,11 +673,11 @@
/obj/item/circuitboard/machine/circuit_imprinter/department
name = "Departmental Circuit Imprinter (Machine Board)"
build_path = /obj/machinery/rnd/circuit_imprinter/department
build_path = /obj/machinery/rnd/production/circuit_imprinter/department
/obj/item/circuitboard/machine/circuit_imprinter/department/science
name = "Departmental Circuit Imprinter - Science (Machine Board)"
build_path = /obj/machinery/rnd/circuit_imprinter/department/science
build_path = /obj/machinery/rnd/production/circuit_imprinter/department/science
/obj/item/circuitboard/machine/destructive_analyzer
name = "Destructive Analyzer (Machine Board)"
@@ -698,7 +697,7 @@
/obj/item/circuitboard/machine/protolathe
name = "Protolathe (Machine Board)"
build_path = /obj/machinery/rnd/protolathe
build_path = /obj/machinery/rnd/production/protolathe
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 2,
@@ -706,31 +705,67 @@
/obj/item/circuitboard/machine/protolathe/department
name = "Departmental Protolathe (Machine Board)"
build_path = /obj/machinery/rnd/protolathe/department
build_path = /obj/machinery/rnd/production/protolathe/department
/obj/item/circuitboard/machine/protolathe/department/cargo
name = "Departmental Protolathe (Machine Board) - Cargo"
build_path = /obj/machinery/rnd/protolathe/department/cargo
build_path = /obj/machinery/rnd/production/protolathe/department/cargo
/obj/item/circuitboard/machine/protolathe/department/engineering
name = "Departmental Protolathe (Machine Board) - Engineering"
build_path = /obj/machinery/rnd/protolathe/department/engineering
build_path = /obj/machinery/rnd/production/protolathe/department/engineering
/obj/item/circuitboard/machine/protolathe/department/medical
name = "Departmental Protolathe (Machine Board) - Medical"
build_path = /obj/machinery/rnd/protolathe/department/medical
build_path = /obj/machinery/rnd/production/protolathe/department/medical
/obj/item/circuitboard/machine/protolathe/department/science
name = "Departmental Protolathe (Machine Board) - Science"
build_path = /obj/machinery/rnd/protolathe/department/science
build_path = /obj/machinery/rnd/production/protolathe/department/science
/obj/item/circuitboard/machine/protolathe/department/security
name = "Departmental Protolathe (Machine Board) - Security"
build_path = /obj/machinery/rnd/protolathe/department/security
build_path = /obj/machinery/rnd/production/protolathe/department/security
/obj/item/circuitboard/machine/protolathe/department/service
name = "Departmental Protolathe - Service (Machine Board)"
build_path = /obj/machinery/rnd/protolathe/department/service
build_path = /obj/machinery/rnd/production/protolathe/department/service
/obj/item/circuitboard/machine/techfab
name = "\improper Techfab (Machine Board)"
build_path = /obj/machinery/rnd/production/techfab
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/reagent_containers/glass/beaker = 2)
/obj/item/circuitboard/machine/techfab/department
name = "\improper Departmental Techfab (Machine Board)"
build_path = /obj/machinery/rnd/production/techfab/department
/obj/item/circuitboard/machine/techfab/department/cargo
name = "\improper Departmental Techfab (Machine Board) - Cargo"
build_path = /obj/machinery/rnd/production/techfab/department/cargo
/obj/item/circuitboard/machine/techfab/department/engineering
name = "\improper Departmental Techfab (Machine Board) - Engineering"
build_path = /obj/machinery/rnd/production/techfab/department/engineering
/obj/item/circuitboard/machine/techfab/department/medical
name = "\improper Departmental Techfab (Machine Board) - Medical"
build_path = /obj/machinery/rnd/production/techfab/department/medical
/obj/item/circuitboard/machine/techfab/department/science
name = "\improper Departmental Techfab (Machine Board) - Science"
build_path = /obj/machinery/rnd/production/techfab/department/science
/obj/item/circuitboard/machine/techfab/department/security
name = "\improper Departmental Techfab (Machine Board) - Security"
build_path = /obj/machinery/rnd/production/techfab/department/security
/obj/item/circuitboard/machine/techfab/department/service
name = "\improper Departmental Techfab - Service (Machine Board)"
build_path = /obj/machinery/rnd/production/techfab/department/service
/obj/item/circuitboard/machine/rdserver
name = "R&D Server (Machine Board)"
+5
View File
@@ -116,6 +116,11 @@
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
/obj/item/weapon/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("honk", /datum/mood_event/honk)
/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, 'sound/items/bikehorn.ogg', 50, 1)
+28 -33
View File
@@ -13,12 +13,12 @@
w_class = WEIGHT_CLASS_TINY
var/mode = WAND_OPEN
var/region_access = 1 //See access.dm
var/obj/item/card/id/ID
var/list/access_list
/obj/item/door_remote/New()
..()
ID = new /obj/item/card/id
ID.access = get_region_accesses(region_access)
/obj/item/door_remote/Initialize()
. = ..()
access_list = get_region_accesses(region_access)
AddComponent(/datum/component/ntnet_interface)
/obj/item/door_remote/attack_self(mob/user)
switch(mode)
@@ -30,35 +30,30 @@
mode = WAND_OPEN
to_chat(user, "Now in mode: [mode].")
/obj/item/door_remote/afterattack(obj/machinery/door/airlock/D, mob/user)
if(!istype(D))
// Airlock remote works by sending NTNet packets to whatever it's pointed at.
/obj/item/door_remote/afterattack(atom/A, mob/user)
GET_COMPONENT_FROM(target_interface, /datum/component/ntnet_interface, A)
if(!target_interface)
return
if(!(D.hasPower()))
to_chat(user, "<span class='danger'>[D] has no power!</span>")
return
if(!D.requiresID())
to_chat(user, "<span class='danger'>[D]'s ID scan is disabled!</span>")
return
if(D.check_access(ID) && D.canAIControl(user))
switch(mode)
if(WAND_OPEN)
if(D.density)
D.open()
else
D.close()
if(WAND_BOLT)
if(D.locked)
D.unbolt()
else
D.bolt()
if(WAND_EMERGENCY)
if(D.emergency)
D.emergency = FALSE
else
D.emergency = TRUE
D.update_icon()
else
to_chat(user, "<span class='danger'>[src] does not have access to this door.</span>")
// Generate a control packet.
var/datum/netdata/data = new
data.recipient_ids = list(target_interface.hardware_id)
switch(mode)
if(WAND_OPEN)
data.plaintext_data = "open"
if(WAND_BOLT)
data.plaintext_data = "bolt"
if(WAND_EMERGENCY)
data.plaintext_data = "emergency"
data.plaintext_data_secondary = "toggle"
data.passkey = access_list
ntnet_send(data)
/obj/item/door_remote/omni
name = "omni door remote"
+1 -1
View File
@@ -648,4 +648,4 @@
item_state = "defibpaddles0"
req_defib = FALSE
#undef HALFWAYCRITDEATH
#undef HALFWAYCRITDEATH
+44
View File
@@ -0,0 +1,44 @@
/obj/item/device/beacon
name = "\improper tracking beacon"
desc = "A beacon used by a teleporter."
icon = 'icons/obj/device.dmi'
icon_state = "beacon"
item_state = "beacon"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/enabled = TRUE
var/renamed = FALSE
/obj/item/device/beacon/Initialize()
. = ..()
if (enabled)
GLOB.teleportbeacons += src
else
icon_state = "beacon-off"
/obj/item/device/beacon/Destroy()
GLOB.teleportbeacons.Remove(src)
return ..()
/obj/item/device/beacon/attack_self(mob/user)
enabled = !enabled
if (enabled)
icon_state = "beacon"
GLOB.teleportbeacons += src
else
icon_state = "beacon-off"
GLOB.teleportbeacons.Remove(src)
to_chat(user, "<span class='notice'>You [enabled ? "enable" : "disable"] the beacon.</span>")
return
/obj/item/device/beacon/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/pen)) // needed for things that use custom names like the locator
var/new_name = stripped_input(user, "What would you like the name to be?")
if(!user.canUseTopic(src, BE_CLOSE))
return
if(new_name)
name = new_name
renamed = TRUE
return
else
return ..()
@@ -1,32 +0,0 @@
/obj/item/device/radio/beacon
name = "tracking beacon"
desc = "A beacon used by a teleporter."
icon_state = "beacon"
item_state = "beacon"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/code = "electronic"
dog_fashion = null
/obj/item/device/radio/beacon/Initialize()
. = ..()
GLOB.teleportbeacons += src
/obj/item/device/radio/beacon/Destroy()
GLOB.teleportbeacons.Remove(src)
return ..()
/obj/item/device/radio/beacon/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
return
/obj/item/device/radio/beacon/verb/alter_signal(t as text)
set name = "Alter Beacon's Signal"
set category = "Object"
set src in usr
if ((usr.canmove && !( usr.restrained() )))
src.code = t
if (!( src.code ))
src.code = "beacon"
src.add_fingerprint(usr)
return
-1
View File
@@ -1,4 +1,3 @@
//CREATOR'S NOTE: DO NOT FUCKING GIVE THIS TO BOTANY!
/obj/item/hot_potato
name = "hot potato"
+3
View File
@@ -96,6 +96,9 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
H.visible_message("<span class='notice'>[user] heals [H] with the power of [deity_name]!</span>")
to_chat(H, "<span class='boldnotice'>May the power of [deity_name] compel you to be healed!</span>")
playsound(src.loc, "punch", 25, 1, -1)
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event("blessing", /datum/mood_event/blessing)
return 1
/obj/item/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
+8
View File
@@ -192,6 +192,14 @@
for(var/i in 1 to 7)
new /obj/item/reagent_containers/glass/beaker( src )
/obj/item/storage/box/medsprays
name = "box of medical sprayers"
desc = "A box full of medical sprayers, with unscrewable caps and precision spray heads."
/obj/item/storage/box/medsprays/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/reagent_containers/medspray( src )
/obj/item/storage/box/injectors
name = "box of DNA injectors"
desc = "This box contains injectors, it seems."
+25 -38
View File
@@ -17,9 +17,6 @@
icon = 'icons/obj/device.dmi'
icon_state = "locator"
var/temp = null
var/frequency = FREQ_LOCATOR_IMPLANT
var/broadcasting = null
var/listening = 1
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
@@ -32,17 +29,11 @@
/obj/item/locator/attack_self(mob/user)
user.set_machine(src)
var/dat
if (src.temp)
dat = "[src.temp]<BR><BR><A href='byond://?src=[REF(src)];temp=1'>Clear</A>"
if (temp)
dat = "[temp]<BR><BR><A href='byond://?src=[REF(src)];temp=1'>Clear</A>"
else
dat = {"
<B>Persistent Signal Locator</B><HR>
Frequency:
<A href='byond://?src=[REF(src)];freq=-10'>-</A>
<A href='byond://?src=[REF(src)];freq=-2'>-</A> [format_frequency(src.frequency)]
<A href='byond://?src=[REF(src)];freq=2'>+</A>
<A href='byond://?src=[REF(src)];freq=10'>+</A><BR>
<A href='?src=[REF(src)];refresh=1'>Refresh</A>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
@@ -59,30 +50,30 @@ Frequency:
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)))
usr.set_machine(src)
if (href_list["refresh"])
src.temp = "<B>Persistent Signal Locator</B><HR>"
temp = "<B>Persistent Signal Locator</B><HR>"
var/turf/sr = get_turf(src)
if (sr)
src.temp += "<B>Located Beacons:</B><BR>"
for(var/obj/item/device/radio/beacon/W in GLOB.teleportbeacons)
if (W.frequency == src.frequency)
var/turf/tr = get_turf(W)
if (tr.z == sr.z && tr)
var/direct = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
if (direct < 5)
direct = "very strong"
temp += "<B>Beacon Signals:</B><BR>"
for(var/obj/item/device/beacon/W in GLOB.teleportbeacons)
if (!W.renamed)
continue
var/turf/tr = get_turf(W)
if (tr.z == sr.z && tr)
var/direct = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
if (direct < 5)
direct = "very strong"
else
if (direct < 10)
direct = "strong"
else
if (direct < 10)
direct = "strong"
if (direct < 20)
direct = "weak"
else
if (direct < 20)
direct = "weak"
else
direct = "very weak"
src.temp += "[W.code]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
direct = "very weak"
temp += "[W.name]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
src.temp += "<B>Extranneous Signals:</B><BR>"
temp += "<B>Implant Signals:</B><BR>"
for (var/obj/item/implant/tracking/W in GLOB.tracked_implants)
if (!W.imp_in || !isliving(W.loc))
continue
@@ -103,18 +94,14 @@ Frequency:
direct = "strong"
else
direct = "weak"
src.temp += "[W.imp_in.name]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
temp += "[W.imp_in.name]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
src.temp += "<B>You are at \[[sr.x],[sr.y],[sr.z]\]</B> in orbital coordinates.<BR><BR><A href='byond://?src=[REF(src)];refresh=1'>Refresh</A><BR>"
temp += "<B>You are at \[[sr.x],[sr.y],[sr.z]\]</B> in orbital coordinates.<BR><BR><A href='byond://?src=[REF(src)];refresh=1'>Refresh</A><BR>"
else
src.temp += "<B><FONT color='red'>Processing Error:</FONT></B> Unable to locate orbital position.<BR>"
temp += "<B><FONT color='red'>Processing Error:</FONT></B> Unable to locate orbital position.<BR>"
else
if (href_list["freq"])
src.frequency += text2num(href_list["freq"])
src.frequency = sanitize_frequency(src.frequency)
else
if (href_list["temp"])
src.temp = null
if (href_list["temp"])
temp = null
if (ismob(src.loc))
attack_self(src.loc)
else
+2 -2
View File
@@ -357,5 +357,5 @@
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
#undef WELDER_FUEL_BURN_INTERVAL
#undef WELDER_FUEL_BURN_INTERVAL
+3 -1
View File
@@ -42,6 +42,7 @@
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/balloon/New()
create_reagents(10)
..()
@@ -286,6 +287,7 @@
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
/obj/item/toy/windupToolbox
name = "windup toolbox"
desc = "A replica toolbox that rumbles when you turn the key."
@@ -332,7 +334,7 @@
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20. Almost has a sharp edge."
desc = "Woefully underpowered in D20."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "katana"
item_state = "katana"
+5
View File
@@ -22,6 +22,11 @@
var/current_skin //Has the item been reskinned?
var/list/unique_reskin //List of options to reskin.
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
/obj/vv_edit_var(vname, vval)
@@ -62,4 +62,4 @@
new /obj/item/gun/energy/laser/bluetag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/head/helmet/bluetaghelm(src)
new /obj/item/clothing/head/helmet/bluetaghelm(src)
@@ -18,4 +18,4 @@
new /obj/item/clothing/head/soft(src)
new /obj/item/device/export_scanner(src)
new /obj/item/door_remote/quartermaster(src)
new /obj/item/circuitboard/machine/protolathe/department/cargo(src)
new /obj/item/circuitboard/machine/techfab/department/cargo(src)
@@ -27,7 +27,7 @@
new /obj/item/door_remote/chief_engineer(src)
new /obj/item/pipe_dispenser(src)
new /obj/item/inducer(src)
new /obj/item/circuitboard/machine/protolathe/department/engineering(src)
new /obj/item/circuitboard/machine/techfab/department/engineering(src)
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies locker"
@@ -75,7 +75,7 @@
new /obj/item/clothing/neck/petcollar(src)
new /obj/item/pet_carrier(src)
new /obj/item/wallframe/defib_mount(src)
new /obj/item/circuitboard/machine/protolathe/department/medical(src)
new /obj/item/circuitboard/machine/techfab/department/medical(src)
/obj/structure/closet/secure_closet/animal
name = "animal control"
@@ -96,3 +96,5 @@
..()
new /obj/item/storage/box/pillbottles(src)
new /obj/item/storage/box/pillbottles(src)
new /obj/item/storage/box/medsprays(src)
new /obj/item/storage/box/medsprays(src)
@@ -25,4 +25,4 @@
new /obj/item/device/laser_pointer(src)
new /obj/item/door_remote/research_director(src)
new /obj/item/storage/box/firingpins(src)
new /obj/item/circuitboard/machine/protolathe/department/science(src)
new /obj/item/circuitboard/machine/techfab/department/science(src)
@@ -57,7 +57,7 @@
new /obj/item/clothing/neck/petcollar(src)
new /obj/item/pet_carrier(src)
new /obj/item/door_remote/civillian(src)
new /obj/item/circuitboard/machine/protolathe/department/service(src)
new /obj/item/circuitboard/machine/techfab/department/service(src)
/obj/structure/closet/secure_closet/hos
name = "\proper head of security's locker"
@@ -89,7 +89,7 @@
new /obj/item/gun/energy/e_gun/hos(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/pinpointer/nuke(src)
new /obj/item/circuitboard/machine/protolathe/department/security(src)
new /obj/item/circuitboard/machine/techfab/department/security(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
+12 -10
View File
@@ -15,9 +15,17 @@
var/openable = TRUE
var/obj/item/electronics/airlock/electronics
var/start_showpiece_type = null //add type for items on display
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
var/trophy_message = ""
/obj/structure/displaycase/Initialize()
. = ..()
if(start_showpieces.len && !start_showpiece_type)
var/list/showpiece_entry = pick(start_showpieces)
if (showpiece_entry && showpiece_entry["type"])
start_showpiece_type = showpiece_entry["type"]
if (showpiece_entry["trophy_message"])
trophy_message = showpiece_entry["trophy_message"]
if(start_showpiece_type)
showpiece = new start_showpiece_type (src)
update_icon()
@@ -35,6 +43,9 @@
to_chat(user, "<span class='notice'>Hooked up with an anti-theft system.</span>")
if(showpiece)
to_chat(user, "<span class='notice'>There's [showpiece] inside.</span>")
if(trophy_message)
to_chat(user, "The plaque reads:")
to_chat(user, trophy_message)
/obj/structure/displaycase/proc/dump()
@@ -213,7 +224,7 @@
//The captains display case requiring specops ID access is intentional.
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
/obj/structure/displaycase/captain
alert = 1
alert = TRUE
start_showpiece_type = /obj/item/gun/energy/laser/captain
req_access = list(ACCESS_CENT_SPECOPS)
@@ -223,12 +234,9 @@
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
req_access = list(ACCESS_RD)
/obj/structure/displaycase/trophy
name = "trophy display case"
desc = "Store your trophies of accomplishment in here, and they will stay forever."
var/trophy_message = ""
var/placer_key = ""
var/added_roundstart = TRUE
var/is_locked = TRUE
@@ -245,12 +253,6 @@
GLOB.trophy_cases -= src
return ..()
/obj/structure/displaycase/trophy/examine(mob/user)
..()
if(trophy_message)
to_chat(user, "The plaque reads:")
to_chat(user, trophy_message)
/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
if(!user.Adjacent(src)) //no TK museology

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