July 5th TG sync (#1883)

July 5th TG sync
This commit is contained in:
Poojawa
2017-07-05 22:14:19 -05:00
committed by GitHub
parent 454b9c3d68
commit b1b4826c0c
1264 changed files with 149689 additions and 570309 deletions
+2 -2
View File
@@ -47,7 +47,7 @@
return 0
if(prob(5))
playsound(loc, 'sound/items/Welder.ogg', 100, 1)
playsound(loc, 'sound/items/welder.ogg', 100, 1)
for(var/obj/O in target)
if(prob(20) && !(resistance_flags & UNACIDABLE))
@@ -82,7 +82,7 @@
. = ..()
if(.)
if(prob(45))
playsound(loc, 'sound/items/Welder.ogg', 100, 1)
playsound(loc, 'sound/items/welder.ogg', 100, 1)
target_strength--
if(target_strength <= 0)
target.visible_message("<span class='warning'>[target] collapses under its own weight into a puddle of goop and undigested debris!</span>")
+2 -2
View File
@@ -113,9 +113,9 @@
/obj/effect/anomaly/grav/Bumped(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/proc/gravShock(mob/A)
/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
if(boing && isliving(A) && !A.stat)
A.Weaken(2)
A.Knockdown(40)
var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
A.throw_at(target, 5, 1)
boing = 0
+46 -46
View File
@@ -1,51 +1,51 @@
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
gender = NEUTER
var/do_icon_rotate = TRUE
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
..()
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
gender = NEUTER
var/do_icon_rotate = TRUE
name = e_name
desc = "A [name] vandalizing the station."
if(type == "poseur tag")
type = pick(GLOB.gang_name_pool)
if(alt_icon)
icon = alt_icon
icon_state = type
if(rotation && do_icon_rotate)
var/matrix/M = matrix()
M.Turn(rotation)
src.transform = M
add_atom_colour(main, FIXED_COLOUR_PRIORITY)
/obj/effect/decal/cleanable/crayon/gang
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
..()
name = e_name
desc = "A [name] vandalizing the station."
if(type == "poseur tag")
type = pick(GLOB.gang_name_pool)
if(alt_icon)
icon = alt_icon
icon_state = type
if(rotation && do_icon_rotate)
var/matrix/M = matrix()
M.Turn(rotation)
src.transform = M
add_atom_colour(main, FIXED_COLOUR_PRIORITY)
/obj/effect/decal/cleanable/crayon/gang
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
var/datum/mind/user_mind
var/area/territory
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0, var/mob/user)
if(!type || !G)
qdel(src)
if(!type || !G)
qdel(src)
user_mind = user.mind
territory = get_area(src)
gang = G
var/newcolor = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
gang = G
var/newcolor = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
//If this isn't tagged by a specific gangster there's no bonus income.
set_mind_owner(user_mind)
..(mapload, newcolor, icon_state, e_name, rotation)
..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/proc/set_mind_owner(datum/mind/mind)
if(istype(user_mind) && istype(gang) && islist(gang.tags_by_mind[user_mind])) //Clear us out of old ownership
gang.tags_by_mind[user_mind] -= src
@@ -55,10 +55,10 @@
gang.tags_by_mind[mind] += src
user_mind = mind
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(gang)
gang.territory -= territory.type
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(gang)
gang.territory -= territory.type
set_mind_owner(null)
gang.territory_new -= territory.type
gang.territory_lost |= list(territory.type = territory.name)
return ..()
gang.territory_new -= territory.type
gang.territory_lost |= list(territory.type = territory.name)
return ..()
+2 -1
View File
@@ -31,6 +31,7 @@
if(!istype(T)) //you know this will happen somehow
CRASH("Turf decal initialized in an object/nullspace")
T.add_decal(get_decal(),group)
return INITIALIZE_HINT_QDEL
/obj/effect/turf_decal/stripes/line
icon_state = "warningline"
@@ -66,4 +67,4 @@
icon_state = "sandyplating"
/obj/effect/turf_decal/plaque
icon_state = "plaque"
icon_state = "plaque"
+32 -32
View File
@@ -1,34 +1,34 @@
/obj/effect/temp_visual/point
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 25
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 25
/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
..()
var/atom/old_loc = loc
loc = get_turf(src)
pixel_x = old_loc.pixel_x
pixel_y = old_loc.pixel_y
invisibility = set_invis
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = FLY_LAYER
/obj/effect/decal/sandeffect
name = "sandy tile"
icon = 'icons/turf/floors.dmi'
icon_state = "sandeffect"
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/decal/fakelattice
name = "lattice"
desc = "A lightweight support lattice."
icon = 'icons/obj/smooth_structures/lattice.dmi'
icon_state = "lattice"
density = 1
..()
var/atom/old_loc = loc
loc = get_turf(src)
pixel_x = old_loc.pixel_x
pixel_y = old_loc.pixel_y
invisibility = set_invis
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = FLY_LAYER
/obj/effect/decal/sandeffect
name = "sandy tile"
icon = 'icons/turf/floors.dmi'
icon_state = "sandeffect"
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/decal/fakelattice
name = "lattice"
desc = "A lightweight support lattice."
icon = 'icons/obj/smooth_structures/lattice.dmi'
icon_state = "lattice"
density = 1
@@ -104,7 +104,7 @@
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
M.slip(5, 2, src)
M.slip(100, src)
/obj/effect/particle_effect/foam/metal/Crossed(atom/movable/AM)
return
@@ -276,6 +276,10 @@
for(var/obj/item/Item in O)
Item.extinguish()
/obj/structure/foamedmetal/resin/CanPass(atom/movable/mover, turf/target, height)
if(istype(mover) && mover.checkpass(PASSGLASS))
return TRUE
. = ..()
#undef ALUMINUM_FOAM
#undef IRON_FOAM
@@ -128,10 +128,10 @@
s.set_up(2, 1, location)
s.start()
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
to_chat(M, "<span class='danger'>The explosion knocks you down.</span>")
M.Weaken(rand(1,5))
for(var/mob/living/L in viewers(1, location))
if(prob(50 * amount))
to_chat(L, "<span class='danger'>The explosion knocks you down.</span>")
L.Knockdown(rand(20,100))
return
else
dyn_explosion(location, amount, flashing_factor)
@@ -207,7 +207,7 @@
/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_item()
M.Sleeping(max(M.sleeping,10))
M.Sleeping(200)
M.emote("cough")
return 1
+29 -29
View File
@@ -1,31 +1,31 @@
/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon_state = "m_shield"
anchored = 1
opacity = 0
density = 1
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/effect/forcefield/cult
desc = "An unholy shield that blocks all attacks."
name = "glowing wall"
/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon_state = "m_shield"
anchored = 1
opacity = 0
density = 1
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/effect/forcefield/cult
desc = "An unholy shield that blocks all attacks."
name = "glowing wall"
icon = 'icons/effects/cult_effects.dmi'
icon_state = "cultshield"
///////////Mimewalls///////////
/obj/effect/forcefield/mime
icon_state = "empty"
name = "invisible wall"
desc = "You have a bad feeling about this."
var/timeleft = 300
/obj/effect/forcefield/mime/New()
..()
QDEL_IN(src, timeleft)
/obj/effect/forcefield/mime/advanced
name = "invisible blockade"
desc = "You're goona be here a while."
icon_state = "cultshield"
///////////Mimewalls///////////
/obj/effect/forcefield/mime
icon_state = "empty"
name = "invisible wall"
desc = "You have a bad feeling about this."
var/timeleft = 300
/obj/effect/forcefield/mime/New()
..()
QDEL_IN(src, timeleft)
/obj/effect/forcefield/mime/advanced
name = "invisible blockade"
desc = "You're goona be here a while."
timeleft = 600
+1 -1
View File
@@ -161,7 +161,7 @@
/obj/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN && damage_amount)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
+170 -170
View File
@@ -1,173 +1,173 @@
/obj/effect/mine
name = "dummy mine"
desc = "Better stay away from that thing."
density = 0
anchored = 1
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/triggered = 0
/obj/effect/mine/proc/mineEffect(mob/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
if(isturf(loc))
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
triggermine(AM)
else
triggermine(AM)
/obj/effect/mine/proc/triggermine(mob/victim)
if(triggered)
return
/obj/effect/mine
name = "dummy mine"
desc = "Better stay away from that thing."
density = 0
anchored = 1
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/triggered = 0
/obj/effect/mine/proc/mineEffect(mob/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
if(isturf(loc))
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
triggermine(AM)
else
triggermine(AM)
/obj/effect/mine/proc/triggermine(mob/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/victim)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/victim)
explosion(loc, range_devastation, range_heavy, range_light, range_flash)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 8
/obj/effect/mine/stun/mineEffect(mob/victim)
if(isliving(victim))
victim.Weaken(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
/obj/effect/mine/kickmine/mineEffect(mob/victim)
if(isliving(victim) && victim.client)
to_chat(victim, "<span class='userdanger'>You have been kicked FOR NO REISIN!</span>")
qdel(victim.client)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = "o2"
/obj/effect/mine/gas/mineEffect(mob/victim)
atmos_spawn_air("[gas_type]=[gas_amount]")
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = "plasma"
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = "n2o"
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = 0
var/duration = 0
/obj/effect/mine/pickup/New()
..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/victim)
if(triggered)
return
triggered = 1
invisibility = INVISIBILITY_ABSTRACT
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "#FF0000"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
victim << 'sound/misc/e1m1.ogg'
var/old_color = victim.client.color
var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 80
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Knockdown(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
/obj/effect/mine/kickmine/mineEffect(mob/victim)
if(isliving(victim) && victim.client)
to_chat(victim, "<span class='userdanger'>You have been kicked FOR NO REISIN!</span>")
qdel(victim.client)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = "o2"
/obj/effect/mine/gas/mineEffect(mob/victim)
atmos_spawn_air("[gas_type]=[gas_amount]")
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = "plasma"
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = "n2o"
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = 0
var/duration = 0
/obj/effect/mine/pickup/New()
..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/victim)
if(triggered)
return
triggered = 1
invisibility = INVISIBILITY_ABSTRACT
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "#FF0000"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
victim << 'sound/misc/e1m1.ogg'
var/old_color = victim.client.color
var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /obj/effect/hallucination/delusion(victim.loc,victim,"demon",duration,0)
var/obj/item/weapon/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP
victim.drop_all_held_items()
victim.put_in_hands(chainsaw)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine",25)
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
sleep(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
sleep(duration)
to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.<span>")
qdel(chainsaw)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "#0000FF"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel great!</span>")
victim.revive(full_heal = 1, admin_revive = 1)
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "#FFFF00"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
victim.status_flags |= GOTTAGOREALLYFAST
sleep(duration)
victim.status_flags &= ~GOTTAGOREALLYFAST
to_chat(victim, "<span class='notice'>You slow down.</span>")
var/obj/item/weapon/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP
victim.drop_all_held_items()
victim.put_in_hands(chainsaw)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine",25)
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
sleep(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
sleep(duration)
to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.<span>")
qdel(chainsaw)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "#0000FF"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel great!</span>")
victim.revive(full_heal = 1, admin_revive = 1)
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "#FFFF00"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
victim.status_flags |= GOTTAGOREALLYFAST
sleep(duration)
victim.status_flags &= ~GOTTAGOREALLYFAST
to_chat(victim, "<span class='notice'>You slow down.</span>")
+133 -43
View File
@@ -1,25 +1,42 @@
/proc/create_portal_pair(turf/source, turf/destination, _creator = null, _lifespan = 300, accuracy = 0, newtype = /obj/effect/portal)
if(!istype(source) || !istype(destination))
return
var/turf/actual_destination = get_teleport_turf(destination, accuracy)
var/obj/effect/portal/P1 = new newtype(source, _creator, _lifespan, null, FALSE)
var/obj/effect/portal/P2 = new newtype(actual_destination, _creator, _lifespan, P1, TRUE)
if(!istype(P1)||!istype(P2))
return
P1.link_portal(P2)
P1.hardlinked = TRUE
return list(P1, P2)
/obj/effect/portal
name = "portal"
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
density = 1
var/obj/item/target = null
var/creator = null
anchored = 1
var/precision = 1 // how close to the portal you will teleport. 0 = on the portal, 1 = adjacent
anchored = TRUE
var/mech_sized = FALSE
var/obj/effect/portal/linked
var/hardlinked = TRUE //Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
var/creator
var/turf/hard_target //For when a portal needs a hard target and isn't to be linked.
var/atmos_link = FALSE //Link source/destination atmos.
var/turf/open/atmos_source //Atmos link source
var/turf/open/atmos_destination //Atmos link destination
/obj/effect/portal/Bumped(mob/M as mob|obj)
teleport(M)
/obj/effect/portal/anom
name = "wormhole"
icon = 'icons/obj/objects.dmi'
icon_state = "anom"
mech_sized = TRUE
/obj/effect/portal/attack_tk(mob/user)
return
/obj/effect/portal/attack_hand(mob/user)
if(Adjacent(user))
teleport(user)
/obj/effect/portal/Move(newloc)
for(var/T in newloc)
if(istype(T, /obj/effect/portal))
return FALSE
return ..()
/obj/effect/portal/attackby(obj/item/weapon/W, mob/user, params)
if(user && Adjacent(user))
@@ -28,42 +45,115 @@
/obj/effect/portal/make_frozen_visual()
return
/obj/effect/portal/New(loc, turf/target, creator=null, lifespan=300)
..()
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
if(get_turf(oldloc) == get_turf(linked))
return ..()
if(!teleport(AM))
return ..()
/obj/effect/portal/attack_tk(mob/user)
return
/obj/effect/portal/attack_hand(mob/user)
if(Adjacent(user))
teleport(user)
/obj/effect/portal/Initialize(mapload, _creator, _lifespan = 0, obj/effect/portal/_linked, automatic_link = FALSE, turf/hard_target_override, atmos_link_override)
. = ..()
GLOB.portals += src
src.target = target
src.creator = creator
if(!istype(_linked) && automatic_link)
. = INITIALIZE_HINT_QDEL
CRASH("Somebody fucked up.")
if(_lifespan > 0)
QDEL_IN(src, _lifespan)
if(!isnull(atmos_link_override))
atmos_link = atmos_link_override
link_portal(_linked)
hardlinked = automatic_link
creator = _creator
if(isturf(hard_target_override))
hard_target = hard_target_override
var/area/A = get_area(target)
if(A && A.noteleport) // No point in persisting if the target is unreachable.
qdel(src)
return
if(lifespan > 0)
QDEL_IN(src, lifespan)
/obj/effect/portal/proc/link_portal(obj/effect/portal/newlink)
linked = newlink
if(atmos_link)
link_atmos()
/obj/effect/portal/Destroy()
GLOB.portals -= src
if(istype(creator, /obj/item/weapon/hand_tele))
var/obj/item/weapon/hand_tele/O = creator
O.active_portals--
else if(istype(creator, /obj/item/weapon/gun/energy/wormhole_projector))
var/obj/item/weapon/gun/energy/wormhole_projector/P = creator
P.portal_destroyed(src)
/obj/effect/portal/proc/link_atmos()
if(atmos_source || atmos_destination)
unlink_atmos()
if(!isopenturf(get_turf(src)))
return FALSE
if(linked)
if(isopenturf(get_turf(linked)))
atmos_source = get_turf(src)
atmos_destination = get_turf(linked)
else if(hard_target)
if(isopenturf(hard_target))
atmos_source = get_turf(src)
atmos_destination = hard_target
else
return FALSE
if(!istype(atmos_source) || !istype(atmos_destination))
return FALSE
LAZYINITLIST(atmos_source.atmos_adjacent_turfs)
LAZYINITLIST(atmos_destination.atmos_adjacent_turfs)
if(atmos_source.atmos_adjacent_turfs[atmos_destination] || atmos_destination.atmos_adjacent_turfs[atmos_source]) //Already linked!
return FALSE
atmos_source.atmos_adjacent_turfs[atmos_destination] = TRUE
atmos_destination.atmos_adjacent_turfs[atmos_source] = TRUE
atmos_source.air_update_turf(FALSE)
atmos_destination.air_update_turf(FALSE)
/obj/effect/portal/proc/unlink_atmos()
if(istype(atmos_source))
if(istype(atmos_destination) && !atmos_source.Adjacent(atmos_destination) && !CANATMOSPASS(atmos_destination, atmos_source))
LAZYREMOVE(atmos_source.atmos_adjacent_turfs, atmos_destination)
atmos_source = null
if(istype(atmos_destination))
if(istype(atmos_source) && !atmos_destination.Adjacent(atmos_source) && !CANATMOSPASS(atmos_source, atmos_destination))
LAZYREMOVE(atmos_destination.atmos_adjacent_turfs, atmos_source)
atmos_destination = null
/obj/effect/portal/Destroy() //Calls on_portal_destroy(destroyed portal, location of destroyed portal) on creator if creator has such call.
if(creator && hascall(creator, "on_portal_destroy"))
call(creator, "on_portal_destroy")(src, src.loc)
creator = null
GLOB.portals -= src
unlink_atmos()
if(hardlinked && !QDELETED(linked))
QDEL_NULL(linked)
else
linked = null
return ..()
/obj/effect/portal/proc/teleport(atom/movable/M as mob|obj)
if(istype(M, /obj/effect)) //sparks don't teleport
/obj/effect/portal/proc/teleport(atom/movable/M)
if(!istype(M) || istype(M, /obj/effect) || (istype(M, /obj/mecha) && !mech_sized) || (!isobj(M) && !ismob(M))) //Things that shouldn't teleport.
return
if(M.anchored)
if(!(istype(M, /obj/mecha) && mech_sized))
var/turf/real_target = get_link_target_turf()
if(!istype(real_target))
return FALSE
if(ismegafauna(M))
message_admins("[M] has used a portal at [ADMIN_COORDJMP(src)] made by [usr].")
if(do_teleport(M, real_target, 0))
if(istype(M, /obj/item/projectile))
var/obj/item/projectile/P = M
P.ignore_source_check = TRUE
return TRUE
return FALSE
/obj/effect/portal/proc/get_link_target_turf()
var/turf/real_target
if(!istype(linked) || QDELETED(linked))
if(hardlinked)
qdel(src)
if(!istype(hard_target) || QDELETED(hard_target))
hard_target = null
return
if (!( target ))
qdel(src)
return
if (istype(M, /atom/movable))
if(ismegafauna(M))
message_admins("[M] [ADMIN_FLW(M)] has teleported through [src].")
do_teleport(M, target, precision) ///You will appear adjacent to the beacon
else
real_target = hard_target
linked = null
else
real_target = get_turf(linked)
return real_target
@@ -25,7 +25,7 @@
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(loc)
if(istype(loc,/mob/living/carbon))
if(iscarbon(loc))
var/mob/living/carbon/digester = loc
digester.stomach_contents += gib
+131 -131
View File
@@ -1,59 +1,59 @@
/obj/effect/spawner/lootdrop
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
var/lootcount = 1 //how many items will be spawned
var/lootdoubles = TRUE //if the same item can be spawned twice
var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
/obj/effect/spawner/lootdrop/Initialize(mapload)
..()
if(loot && loot.len)
var/turf/T = get_turf(src)
while(lootcount && loot.len)
var/lootspawn = pickweight(loot)
if(!lootdoubles)
loot.Remove(lootspawn)
if(lootspawn)
new lootspawn(T)
lootcount--
qdel(src)
/obj/effect/spawner/lootdrop/armory_contraband
name = "armory contraband gun spawner"
lootdoubles = FALSE
loot = list(
/obj/item/weapon/gun/ballistic/automatic/pistol = 8,
/obj/item/weapon/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/weapon/gun/ballistic/revolver/mateba,
/obj/item/weapon/gun/ballistic/automatic/pistol/deagle
)
/obj/effect/spawner/lootdrop/gambling
name = "gambling valuables spawner"
loot = list(
/obj/item/weapon/gun/ballistic/revolver/russian = 5,
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons = 1,
/obj/item/toy/cards/deck/syndicate = 2
)
/obj/effect/spawner/lootdrop/grille_or_trash
name = "maint grille or trash spawner"
loot = list(/obj/structure/grille = 5,
/obj/item/weapon/cigbutt = 1,
/obj/item/trash/cheesie = 1,
/obj/item/trash/candy = 1,
/obj/item/trash/chips = 1,
/obj/item/trash/deadmouse = 1,
/obj/item/trash/pistachios = 1,
/obj/item/trash/plate = 1,
/obj/item/trash/popcorn = 1,
/obj/item/trash/raisins = 1,
/obj/item/trash/sosjerky = 1,
/obj/item/trash/syndi_cakes = 1)
/obj/effect/spawner/lootdrop
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
var/lootcount = 1 //how many items will be spawned
var/lootdoubles = TRUE //if the same item can be spawned twice
var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
/obj/effect/spawner/lootdrop/Initialize(mapload)
..()
if(loot && loot.len)
var/turf/T = get_turf(src)
while(lootcount && loot.len)
var/lootspawn = pickweight(loot)
if(!lootdoubles)
loot.Remove(lootspawn)
if(lootspawn)
new lootspawn(T)
lootcount--
qdel(src)
/obj/effect/spawner/lootdrop/armory_contraband
name = "armory contraband gun spawner"
lootdoubles = FALSE
loot = list(
/obj/item/weapon/gun/ballistic/automatic/pistol = 8,
/obj/item/weapon/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/weapon/gun/ballistic/revolver/mateba,
/obj/item/weapon/gun/ballistic/automatic/pistol/deagle
)
/obj/effect/spawner/lootdrop/gambling
name = "gambling valuables spawner"
loot = list(
/obj/item/weapon/gun/ballistic/revolver/russian = 5,
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons = 1,
/obj/item/toy/cards/deck/syndicate = 2
)
/obj/effect/spawner/lootdrop/grille_or_trash
name = "maint grille or trash spawner"
loot = list(/obj/structure/grille = 5,
/obj/item/weapon/cigbutt = 1,
/obj/item/trash/cheesie = 1,
/obj/item/trash/candy = 1,
/obj/item/trash/chips = 1,
/obj/item/trash/deadmouse = 1,
/obj/item/trash/pistachios = 1,
/obj/item/trash/plate = 1,
/obj/item/trash/popcorn = 1,
/obj/item/trash/raisins = 1,
/obj/item/trash/sosjerky = 1,
/obj/item/trash/syndi_cakes = 1)
/obj/effect/spawner/lootdrop/three_course_meal
name = "three course meal spawner"
lootcount = 3
@@ -83,83 +83,83 @@
loot = list(pick(soups) = 1,pick(salads) = 1,pick(mains) = 1)
. = ..()
/obj/effect/spawner/lootdrop/maintenance
name = "maintenance loot spawner"
/obj/effect/spawner/lootdrop/maintenance
name = "maintenance loot spawner"
// see code/_globalvars/lists/maintenance_loot.dm for loot table
/obj/effect/spawner/lootdrop/maintenance/Initialize(mapload)
loot = GLOB.maintenance_loot
..()
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner" //USE PROMO CODE "SELLOUT" FOR 20% OFF!
lootdoubles = FALSE
loot = list(
/obj/structure/closet/crate/secure/loot = 20,
"" = 80
)
/obj/effect/spawner/lootdrop/organ_spawner
name = "organ spawner"
loot = list(
/obj/item/organ/heart/gland/bloody = 7,
/obj/item/organ/heart/gland/bodysnatch = 4,
/obj/item/organ/heart/gland/egg = 7,
/obj/item/organ/heart/gland/emp = 3,
/obj/item/organ/heart/gland/mindshock = 5,
/obj/item/organ/heart/gland/plasma = 7,
/obj/item/organ/heart/gland/pop = 5,
/obj/item/organ/heart/gland/slime = 4,
/obj/item/organ/heart/gland/spiderman = 5,
/obj/item/organ/heart/gland/ventcrawling = 1,
/obj/item/organ/body_egg/alien_embryo = 1,
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner" //USE PROMO CODE "SELLOUT" FOR 20% OFF!
lootdoubles = FALSE
loot = list(
/obj/structure/closet/crate/secure/loot = 20,
"" = 80
)
/obj/effect/spawner/lootdrop/organ_spawner
name = "organ spawner"
loot = list(
/obj/item/organ/heart/gland/bloody = 7,
/obj/item/organ/heart/gland/bodysnatch = 4,
/obj/item/organ/heart/gland/egg = 7,
/obj/item/organ/heart/gland/emp = 3,
/obj/item/organ/heart/gland/mindshock = 5,
/obj/item/organ/heart/gland/plasma = 7,
/obj/item/organ/heart/gland/pop = 5,
/obj/item/organ/heart/gland/slime = 4,
/obj/item/organ/heart/gland/spiderman = 5,
/obj/item/organ/heart/gland/ventcrawling = 1,
/obj/item/organ/body_egg/alien_embryo = 1,
/obj/item/organ/regenerative_core = 2)
lootcount = 3
/obj/effect/spawner/lootdrop/two_percent_xeno_egg_spawner
name = "2% chance xeno egg spawner"
loot = list(
/obj/effect/decal/remains/xeno = 49,
/obj/effect/spawner/xeno_egg_delivery = 1)
/obj/effect/spawner/lootdrop/costume
name = "random costume spawner"
/obj/effect/spawner/lootdrop/costume/Initialize()
loot = list()
for(var/path in subtypesof(/obj/effect/spawner/bundle/costume))
loot[path] = TRUE
..()
// Minor lootdrops follow
/obj/effect/spawner/lootdrop/minor/beret_or_rabbitears
name = "beret or rabbit ears spawner"
loot = list(
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/head/rabbitears = 1)
/obj/effect/spawner/lootdrop/minor/bowler_or_that
name = "bowler or top hat spawner"
loot = list(
/obj/item/clothing/head/bowler = 1,
/obj/item/clothing/head/that = 1)
/obj/effect/spawner/lootdrop/minor/kittyears_or_rabbitears
name = "kitty ears or rabbit ears spawner"
loot = list(
/obj/item/clothing/head/kitty = 1,
/obj/item/clothing/head/rabbitears = 1)
/obj/effect/spawner/lootdrop/minor/pirate_or_bandana
name = "pirate hat or bandana spawner"
loot = list(
/obj/item/clothing/head/pirate = 1,
/obj/item/clothing/head/bandana = 1)
/obj/effect/spawner/lootdrop/minor/twentyfive_percent_cyborg_mask
name = "25% cyborg mask spawner"
loot = list(
/obj/item/clothing/mask/gas/cyborg = 25,
"" = 75)
lootcount = 3
/obj/effect/spawner/lootdrop/two_percent_xeno_egg_spawner
name = "2% chance xeno egg spawner"
loot = list(
/obj/effect/decal/remains/xeno = 49,
/obj/effect/spawner/xeno_egg_delivery = 1)
/obj/effect/spawner/lootdrop/costume
name = "random costume spawner"
/obj/effect/spawner/lootdrop/costume/Initialize()
loot = list()
for(var/path in subtypesof(/obj/effect/spawner/bundle/costume))
loot[path] = TRUE
..()
// Minor lootdrops follow
/obj/effect/spawner/lootdrop/minor/beret_or_rabbitears
name = "beret or rabbit ears spawner"
loot = list(
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/head/rabbitears = 1)
/obj/effect/spawner/lootdrop/minor/bowler_or_that
name = "bowler or top hat spawner"
loot = list(
/obj/item/clothing/head/bowler = 1,
/obj/item/clothing/head/that = 1)
/obj/effect/spawner/lootdrop/minor/kittyears_or_rabbitears
name = "kitty ears or rabbit ears spawner"
loot = list(
/obj/item/clothing/head/kitty = 1,
/obj/item/clothing/head/rabbitears = 1)
/obj/effect/spawner/lootdrop/minor/pirate_or_bandana
name = "pirate hat or bandana spawner"
loot = list(
/obj/item/clothing/head/pirate = 1,
/obj/item/clothing/head/bandana = 1)
/obj/effect/spawner/lootdrop/minor/twentyfive_percent_cyborg_mask
name = "25% cyborg mask spawner"
loot = list(
/obj/item/clothing/mask/gas/cyborg = 25,
"" = 75)
+214 -214
View File
@@ -1,215 +1,215 @@
//generic procs copied from obj/effect/alien
/obj/structure/spider
name = "web"
icon = 'icons/effects/effects.dmi'
desc = "it's stringy and sticky"
anchored = 1
density = 0
obj_integrity = 15
/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
playsound(loc, 'sound/items/Welder.ogg', 100, 1)
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
switch(damage_type)
if(BURN)
damage_amount *= 2
if(BRUTE)
damage_amount *= 0.25
. = ..()
/obj/structure/spider/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
icon_state = "stickyweb1"
/obj/structure/spider/stickyweb/Initialize()
if(prob(50))
icon_state = "stickyweb2"
. = ..()
/obj/structure/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(istype(mover, /mob/living/simple_animal/hostile/poison/giant_spider))
return 1
else if(isliving(mover))
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in \the [src] for a moment.</span>")
return 0
else if(istype(mover, /obj/item/projectile))
return prob(30)
return 1
/obj/structure/spider/eggcluster
name = "egg cluster"
desc = "They seem to pulse slightly with an inner life"
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
/obj/structure/spider/eggcluster/Initialize()
pixel_x = rand(3,-3)
pixel_y = rand(3,-3)
START_PROCESSING(SSobj, src)
. = ..()
/obj/structure/spider/eggcluster/process()
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/num = rand(3,12)
for(var/i=0, i<num, i++)
var/obj/structure/spider/spiderling/S = new /obj/structure/spider/spiderling(src.loc)
S.poison_type = poison_type
S.poison_per_bite = poison_per_bite
S.faction = faction.Copy()
if(player_spiders)
S.player_spiders = 1
qdel(src)
/obj/structure/spider/spiderling
name = "spiderling"
desc = "It never stays still for long."
icon_state = "spiderling"
anchored = 0
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
obj_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
/obj/structure/spider/spiderling/Initialize()
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
START_PROCESSING(SSobj, src)
. = ..()
/obj/structure/spider/spiderling/hunter
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
/obj/structure/spider/spiderling/nurse
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
/obj/structure/spider/spiderling/Bump(atom/user)
if(istype(user, /obj/structure/table))
src.loc = user.loc
else
..()
/obj/structure/spider/spiderling/process()
if(travelling_in_vent)
if(isturf(loc))
travelling_in_vent = 0
entry_vent = null
else if(entry_vent)
if(get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.PARENT1
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in entry_vent_parent.other_atmosmch)
vents.Add(temp_vent)
if(!vents.len)
entry_vent = null
return
var/obj/machinery/atmospherics/components/unary/vent_pump/exit_vent = pick(vents)
if(prob(50))
visible_message("<B>[src] scrambles into the ventillation ducts!</B>", \
"<span class='italics'>You hear something scampering through the ventilation ducts.</span>")
spawn(rand(20,60))
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
spawn(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
if(prob(50))
audible_message("<span class='italics'>You hear something scampering through the ventilation ducts.</span>")
sleep(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
var/area/new_area = get_area(loc)
if(new_area)
new_area.Entered(src)
//=================
else if(prob(33))
var/list/nearby = oview(10, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
if(prob(40))
src.visible_message("<span class='notice'>\The [src] skitters[pick(" away"," around","")].</span>")
else if(prob(10))
//ventcrawl!
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
break
if(isturf(loc))
amount_grown += rand(0,2)
if(amount_grown >= 100)
if(!grow_as)
//generic procs copied from obj/effect/alien
/obj/structure/spider
name = "web"
icon = 'icons/effects/effects.dmi'
desc = "it's stringy and sticky"
anchored = 1
density = 0
obj_integrity = 15
/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
playsound(loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
switch(damage_type)
if(BURN)
damage_amount *= 2
if(BRUTE)
damage_amount *= 0.25
. = ..()
/obj/structure/spider/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
icon_state = "stickyweb1"
/obj/structure/spider/stickyweb/Initialize()
if(prob(50))
icon_state = "stickyweb2"
. = ..()
/obj/structure/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(istype(mover, /mob/living/simple_animal/hostile/poison/giant_spider))
return 1
else if(isliving(mover))
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in \the [src] for a moment.</span>")
return 0
else if(istype(mover, /obj/item/projectile))
return prob(30)
return 1
/obj/structure/spider/eggcluster
name = "egg cluster"
desc = "They seem to pulse slightly with an inner life"
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
/obj/structure/spider/eggcluster/Initialize()
pixel_x = rand(3,-3)
pixel_y = rand(3,-3)
START_PROCESSING(SSobj, src)
. = ..()
/obj/structure/spider/eggcluster/process()
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/num = rand(3,12)
for(var/i=0, i<num, i++)
var/obj/structure/spider/spiderling/S = new /obj/structure/spider/spiderling(src.loc)
S.poison_type = poison_type
S.poison_per_bite = poison_per_bite
S.faction = faction.Copy()
if(player_spiders)
S.player_spiders = 1
qdel(src)
/obj/structure/spider/spiderling
name = "spiderling"
desc = "It never stays still for long."
icon_state = "spiderling"
anchored = 0
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
obj_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
/obj/structure/spider/spiderling/Initialize()
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
START_PROCESSING(SSobj, src)
. = ..()
/obj/structure/spider/spiderling/hunter
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
/obj/structure/spider/spiderling/nurse
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
/obj/structure/spider/spiderling/Bump(atom/user)
if(istype(user, /obj/structure/table))
src.loc = user.loc
else
..()
/obj/structure/spider/spiderling/process()
if(travelling_in_vent)
if(isturf(loc))
travelling_in_vent = 0
entry_vent = null
else if(entry_vent)
if(get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.PARENT1
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in entry_vent_parent.other_atmosmch)
vents.Add(temp_vent)
if(!vents.len)
entry_vent = null
return
var/obj/machinery/atmospherics/components/unary/vent_pump/exit_vent = pick(vents)
if(prob(50))
visible_message("<B>[src] scrambles into the ventillation ducts!</B>", \
"<span class='italics'>You hear something scampering through the ventilation ducts.</span>")
spawn(rand(20,60))
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
spawn(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
if(prob(50))
audible_message("<span class='italics'>You hear something scampering through the ventilation ducts.</span>")
sleep(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
var/area/new_area = get_area(loc)
if(new_area)
new_area.Entered(src)
//=================
else if(prob(33))
var/list/nearby = oview(10, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
if(prob(40))
src.visible_message("<span class='notice'>\The [src] skitters[pick(" away"," around","")].</span>")
else if(prob(10))
//ventcrawl!
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
break
if(isturf(loc))
amount_grown += rand(0,2)
if(amount_grown >= 100)
if(!grow_as)
grow_as = pick(/mob/living/simple_animal/hostile/poison/giant_spider, /mob/living/simple_animal/hostile/poison/giant_spider/hunter, /mob/living/simple_animal/hostile/poison/giant_spider/nurse)
var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(src.loc)
S.poison_per_bite = poison_per_bite
S.poison_type = poison_type
S.faction = faction.Copy()
if(player_spiders)
S.playable_spider = TRUE
notify_ghosts("Spider [S.name] can be controlled", null, enter_link="<a href=?src=\ref[S];activate=1>(Click to play)</a>", source=S, action=NOTIFY_ATTACK)
qdel(src)
/obj/structure/spider/cocoon
name = "cocoon"
desc = "Something wrapped in silky spider web"
icon_state = "cocoon1"
obj_integrity = 60
/obj/structure/spider/cocoon/Initialize()
icon_state = pick("cocoon1","cocoon2","cocoon3")
. = ..()
/obj/structure/spider/cocoon/container_resist(mob/living/user)
var/breakout_time = 1
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You struggle against the tight bonds... (This will take about [breakout_time] minutes.)</span>")
visible_message("You see something struggling and writhing in \the [src]!")
if(do_after(user,(breakout_time*60*10), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src)
return
qdel(src)
/obj/structure/spider/cocoon/Destroy()
var/turf/T = get_turf(src)
src.visible_message("<span class='warning'>\The [src] splits open.</span>")
for(var/atom/movable/A in contents)
A.forceMove(T)
return ..()
var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(src.loc)
S.poison_per_bite = poison_per_bite
S.poison_type = poison_type
S.faction = faction.Copy()
if(player_spiders)
S.playable_spider = TRUE
notify_ghosts("Spider [S.name] can be controlled", null, enter_link="<a href=?src=\ref[S];activate=1>(Click to play)</a>", source=S, action=NOTIFY_ATTACK)
qdel(src)
/obj/structure/spider/cocoon
name = "cocoon"
desc = "Something wrapped in silky spider web"
icon_state = "cocoon1"
obj_integrity = 60
/obj/structure/spider/cocoon/Initialize()
icon_state = pick("cocoon1","cocoon2","cocoon3")
. = ..()
/obj/structure/spider/cocoon/container_resist(mob/living/user)
var/breakout_time = 1
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You struggle against the tight bonds... (This will take about [breakout_time] minutes.)</span>")
visible_message("You see something struggling and writhing in \the [src]!")
if(do_after(user,(breakout_time*60*10), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src)
return
qdel(src)
/obj/structure/spider/cocoon/Destroy()
var/turf/T = get_turf(src)
src.visible_message("<span class='warning'>\The [src] splits open.</span>")
for(var/atom/movable/A in contents)
A.forceMove(T)
return ..()
+2 -2
View File
@@ -16,7 +16,7 @@
return
if(isobserver(H) && !affect_ghosts)
return
if(!istype(H, /mob) && mobs_only)
if(!ismob(H) && mobs_only)
return
Trigger(H)
@@ -45,7 +45,7 @@
var/list/affecting = list()
/obj/effect/step_trigger/thrower/Trigger(atom/A)
if(!A || !istype(A, /atom/movable))
if(!A || !ismovableatom(A))
return
var/atom/movable/AM = A
var/curtiles = 0
@@ -162,10 +162,16 @@
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/temp_visual/decoy/fading/halfsecond
duration = 5
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/temp_visual/small_smoke/halfsecond
duration = 5
/obj/effect/temp_visual/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
@@ -312,3 +318,30 @@
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
/obj/effect/temp_visual/bleed
name = "bleed"
icon = 'icons/effects/bleed.dmi'
icon_state = "bleed0"
duration = 10
var/shrink = TRUE
/obj/effect/temp_visual/bleed/Initialize(mapload, atom/size_calc_target)
. = ..()
var/size_matrix = matrix()
if(size_calc_target)
layer = size_calc_target.layer + 0.01
var/icon/I = icon(size_calc_target.icon, size_calc_target.icon_state, size_calc_target.dir)
size_matrix = matrix() * (I.Height()/world.icon_size)
transform = size_matrix //scale the bleed overlay's size based on the target's icon size
var/matrix/M = transform
if(shrink)
M = size_matrix*0.1
else
M = size_matrix*2
animate(src, alpha = 20, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/bleed/explode
icon_state = "bleed10"
duration = 12
shrink = FALSE
+29 -29
View File
@@ -1,31 +1,31 @@
/proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
if(!epicenter) return
if(!isturf(epicenter))
epicenter = get_turf(epicenter.loc)
if(log)
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
/proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
if(!epicenter) return
if(!isturf(epicenter))
epicenter = get_turf(epicenter.loc)
if(log)
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
new /obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
light_range = heavy_range
for(var/A in spiral_range(light_range, epicenter))
var/atom/T = A
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.emp_act(1)
else if(distance == heavy_range)
if(prob(50))
T.emp_act(1)
else
T.emp_act(2)
else if(distance <= light_range)
T.emp_act(2)
if(heavy_range > light_range)
light_range = heavy_range
for(var/A in spiral_range(light_range, epicenter))
var/atom/T = A
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.emp_act(1)
else if(distance == heavy_range)
if(prob(50))
T.emp_act(1)
else
T.emp_act(2)
else if(distance <= light_range)
T.emp_act(2)
return 1
+627 -624
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -188,7 +188,7 @@
/proc/create_area(mob/living/creator)
var/res = detect_room(get_turf(creator))
if(!istype(res,/list))
if(!islist(res))
switch(res)
if(ROOM_ERR_SPACE)
to_chat(creator, "<span class='warning'>The new area must be completely airtight.</span>")
+5 -6
View File
@@ -22,7 +22,7 @@
if(user.a_intent == INTENT_HELP || pushed_over)
return ..()
user.visible_message("<span class='warning'>[user] pushes over [src]!</span>", "<span class='danger'>You push over [src]!</span>")
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
push_over()
/obj/item/cardboard_cutout/proc/push_over()
@@ -172,11 +172,10 @@
desc = "A cardboard cutout of a laughter demon."
icon = 'icons/mob/mob.dmi'
icon_state = "bowmon"
if("Private Security Officer")
name = "Private Security Officer"
desc = "A cardboard cutout of a private security officer."
icon_state = "cutout_ntsec"
if("Private Security Officer")
name = "Private Security Officer"
desc = "A cardboard cutout of a private security officer."
icon_state = "cutout_ntsec"
return 1
/obj/item/cardboard_cutout/setDir(newdir)
+1 -1
View File
@@ -634,7 +634,7 @@
C.blind_eyes(1)
if(C.get_eye_protection() <= 0) // no eye protection? ARGH IT BURNS.
C.confused = max(C.confused, 3)
C.Weaken(3)
C.Knockdown(60)
if(ishuman(C) && actually_paints)
var/mob/living/carbon/human/H = C
H.lip_style = "spray_face"
+8 -12
View File
@@ -838,18 +838,14 @@ GLOBAL_LIST_EMPTY(PDAs)
/obj/item/device/pda/Destroy()
GLOB.PDAs -= src
if(id)
qdel(id)
id = null
if(cartridge)
qdel(cartridge)
cartridge = null
if(pai)
qdel(pai)
pai = null
if(inserted_item)
qdel(inserted_item)
inserted_item = null
if(istype(id))
QDEL_NULL(id)
if(istype(cartridge))
QDEL_NULL(cartridge)
if(istype(pai))
QDEL_NULL(pai)
if(istype(inserted_item))
QDEL_NULL(inserted_item)
return ..()
//AI verb and proc for sending PDA messages.
@@ -2,6 +2,7 @@
/obj/item/device/pda/clown
name = "clown PDA"
default_cartridge = /obj/item/weapon/cartridge/virus/clown
inserted_item = /obj/item/toy/crayon/rainbow
icon_state = "pda-clown"
desc = "A portable microcomputer by Thinktronic Systems, LTD. The surface is coated with polytetrafluoroethylene and banana drippings."
ttone = "honk"
@@ -9,7 +10,7 @@
/obj/item/device/pda/clown/Crossed(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
if(M.slip(0, 6, src, NO_SLIP_WHEN_WALKING))
if(M.slip(120, src, NO_SLIP_WHEN_WALKING))
if (ishuman(M) && (M.real_name != src.owner))
if (istype(src.cartridge, /obj/item/weapon/cartridge/virus/clown))
var/obj/item/weapon/cartridge/virus/cart = src.cartridge
@@ -80,6 +81,7 @@
/obj/item/device/pda/mime
name = "mime PDA"
default_cartridge = /obj/item/weapon/cartridge/virus/mime
inserted_item = /obj/item/toy/crayon/mime
icon_state = "pda-mime"
silent = 1
ttone = "silence"
+59 -59
View File
@@ -1,62 +1,62 @@
/obj/item/radio/integrated
name = "\improper PDA radio module"
desc = "An electronic radio system of nanotrasen origin."
icon = 'icons/obj/module.dmi'
icon_state = "power_mod"
var/on = 0 //Are we currently active??
var/menu_message = ""
/obj/item/radio/integrated
name = "\improper PDA radio module"
desc = "An electronic radio system of nanotrasen origin."
icon = 'icons/obj/module.dmi'
icon_state = "power_mod"
var/on = 0 //Are we currently active??
var/menu_message = ""
/obj/item/radio/integrated/Initialize()
. = ..()
/obj/item/radio/integrated/Destroy()
return ..()
/*
* Radio Cartridge, essentially a signaler.
*/
/obj/item/radio/integrated/signal
var/frequency = 1457
var/code = 30
var/last_transmission
var/datum/radio_frequency/radio_connection
/obj/item/radio/integrated/signal/Destroy()
if(SSradio)
SSradio.remove_object(src, frequency)
radio_connection = null
return ..()
/obj/item/radio/integrated/signal/Initialize()
..()
if (src.frequency < 1200 || src.frequency > 1600)
src.frequency = sanitize_frequency(src.frequency)
set_frequency(frequency)
/obj/item/radio/integrated/signal/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency)
/obj/item/radio/integrated/signal/proc/send_signal(message="ACTIVATE")
if(last_transmission && world.time < (last_transmission + 5))
return
last_transmission = world.time
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
GLOB.lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
var/datum/signal/signal = new
signal.source = src
signal.encryption = code
signal.data["message"] = message
radio_connection.post_signal(src, signal)
/obj/item/radio/integrated/Destroy()
return ..()
/*
* Radio Cartridge, essentially a signaler.
*/
/obj/item/radio/integrated/signal
var/frequency = 1457
var/code = 30
var/last_transmission
var/datum/radio_frequency/radio_connection
/obj/item/radio/integrated/signal/Destroy()
if(SSradio)
SSradio.remove_object(src, frequency)
radio_connection = null
return ..()
/obj/item/radio/integrated/signal/Initialize()
..()
if (src.frequency < 1200 || src.frequency > 1600)
src.frequency = sanitize_frequency(src.frequency)
set_frequency(frequency)
/obj/item/radio/integrated/signal/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency)
/obj/item/radio/integrated/signal/proc/send_signal(message="ACTIVATE")
if(last_transmission && world.time < (last_transmission + 5))
return
last_transmission = world.time
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
GLOB.lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
var/datum/signal/signal = new
signal.source = src
signal.encryption = code
signal.data["message"] = message
radio_connection.post_signal(src, signal)
return
+85 -85
View File
@@ -1,87 +1,87 @@
/obj/item/device/aicard
name = "intelliCard"
desc = "A storage device for AIs. Patent pending."
icon = 'icons/obj/aicards.dmi'
icon_state = "aicard" // aicard-full
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
flags = NOBLUDGEON
var/flush = FALSE
var/mob/living/silicon/ai/AI
origin_tech = "programming=3;materials=3"
/obj/item/device/aicard/afterattack(atom/target, mob/user, proximity)
..()
if(!proximity || !target)
return
if(AI) //AI is on the card, implies user wants to upload it.
target.transfer_ai(AI_TRANS_FROM_CARD, user, AI, src)
add_logs(user, AI, "carded", src)
else //No AI on the card, therefore the user wants to download one.
target.transfer_ai(AI_TRANS_TO_CARD, user, null, src)
update_icon() //Whatever happened, update the card's state (icon, name) to match.
/obj/item/device/aicard/update_icon()
/obj/item/device/aicard
name = "intelliCard"
desc = "A storage device for AIs. Patent pending."
icon = 'icons/obj/aicards.dmi'
icon_state = "aicard" // aicard-full
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
flags = NOBLUDGEON
var/flush = FALSE
var/mob/living/silicon/ai/AI
origin_tech = "programming=3;materials=3"
/obj/item/device/aicard/afterattack(atom/target, mob/user, proximity)
..()
if(!proximity || !target)
return
if(AI) //AI is on the card, implies user wants to upload it.
target.transfer_ai(AI_TRANS_FROM_CARD, user, AI, src)
add_logs(user, AI, "carded", src)
else //No AI on the card, therefore the user wants to download one.
target.transfer_ai(AI_TRANS_TO_CARD, user, null, src)
update_icon() //Whatever happened, update the card's state (icon, name) to match.
/obj/item/device/aicard/update_icon()
cut_overlays()
if(AI)
name = "[initial(name)]- [AI.name]"
if(AI.stat == DEAD)
icon_state = "aicard-404"
else
icon_state = "aicard-full"
if(!AI.control_disabled)
if(AI)
name = "[initial(name)]- [AI.name]"
if(AI.stat == DEAD)
icon_state = "aicard-404"
else
icon_state = "aicard-full"
if(!AI.control_disabled)
add_overlay("aicard-on")
AI.cancel_camera()
else
name = initial(name)
icon_state = initial(icon_state)
/obj/item/device/aicard/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "intellicard", name, 500, 500, master_ui, state)
ui.open()
/obj/item/device/aicard/ui_data()
var/list/data = list()
if(AI)
data["name"] = AI.name
data["laws"] = AI.laws.get_law_list(include_zeroth = 1)
data["health"] = (AI.health + 100) / 2
data["wireless"] = !AI.control_disabled //todo disabled->enabled
data["radio"] = AI.radio_enabled
data["isDead"] = AI.stat == DEAD
data["isBraindead"] = AI.client ? FALSE : TRUE
data["wiping"] = flush
return data
/obj/item/device/aicard/ui_act(action,params)
if(..())
return
switch(action)
if("wipe")
if(flush)
flush = FALSE
else
var/confirm = alert("Are you sure you want to wipe this card's memory?", name, "Yes", "No")
if(confirm == "Yes" && !..())
flush = TRUE
if(AI && AI.loc == src)
to_chat(AI, "Your core files are being wiped!")
while(AI.stat != DEAD && flush)
AI.adjustOxyLoss(1)
AI.updatehealth()
sleep(5)
flush = FALSE
. = TRUE
if("wireless")
AI.control_disabled = !AI.control_disabled
to_chat(AI, "[src]'s wireless port has been [AI.control_disabled ? "disabled" : "enabled"]!")
. = TRUE
if("radio")
AI.radio_enabled = !AI.radio_enabled
to_chat(AI, "Your Subspace Transceiver has been [AI.radio_enabled ? "enabled" : "disabled"]!")
. = TRUE
update_icon()
AI.cancel_camera()
else
name = initial(name)
icon_state = initial(icon_state)
/obj/item/device/aicard/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "intellicard", name, 500, 500, master_ui, state)
ui.open()
/obj/item/device/aicard/ui_data()
var/list/data = list()
if(AI)
data["name"] = AI.name
data["laws"] = AI.laws.get_law_list(include_zeroth = 1)
data["health"] = (AI.health + 100) / 2
data["wireless"] = !AI.control_disabled //todo disabled->enabled
data["radio"] = AI.radio_enabled
data["isDead"] = AI.stat == DEAD
data["isBraindead"] = AI.client ? FALSE : TRUE
data["wiping"] = flush
return data
/obj/item/device/aicard/ui_act(action,params)
if(..())
return
switch(action)
if("wipe")
if(flush)
flush = FALSE
else
var/confirm = alert("Are you sure you want to wipe this card's memory?", name, "Yes", "No")
if(confirm == "Yes" && !..())
flush = TRUE
if(AI && AI.loc == src)
to_chat(AI, "Your core files are being wiped!")
while(AI.stat != DEAD && flush)
AI.adjustOxyLoss(1)
AI.updatehealth()
sleep(5)
flush = FALSE
. = TRUE
if("wireless")
AI.control_disabled = !AI.control_disabled
to_chat(AI, "[src]'s wireless port has been [AI.control_disabled ? "disabled" : "enabled"]!")
. = TRUE
if("radio")
AI.radio_enabled = !AI.radio_enabled
to_chat(AI, "Your Subspace Transceiver has been [AI.radio_enabled ? "enabled" : "disabled"]!")
. = TRUE
update_icon()
@@ -34,7 +34,7 @@
if(!check_sprite(target))
return
if(!active_dummy)
if(istype(target,/obj/item) && !istype(target, /obj/item/weapon/disk/nuclear))
if(isitem(target) && !istype(target, /obj/item/weapon/disk/nuclear))
playsound(get_turf(src), 'sound/weapons/flash.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>Scanned [target].</span>")
var/obj/temp = new/obj()
+401 -401
View File
@@ -1,66 +1,66 @@
/obj/item/device/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = 0
var/brightness_on = 4 //range of light when on
/obj/item/device/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = 0
var/brightness_on = 4 //range of light when on
var/flashlight_power = 1 //strength of the light when on
/obj/item/device/flashlight/Initialize()
..()
update_brightness()
/obj/item/device/flashlight/proc/update_brightness(mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(flashlight_power)
set_light(l_range = brightness_on, l_power = flashlight_power)
else
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/device/flashlight/attack_self(mob/user)
on = !on
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/device/flashlight/Initialize()
..()
update_brightness()
/obj/item/device/flashlight/proc/update_brightness(mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(flashlight_power)
set_light(l_range = brightness_on, l_power = flashlight_power)
else
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/device/flashlight/attack_self(mob/user)
on = !on
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/device/flashlight/suicide_act(mob/living/carbon/human/user)
user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/device/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
add_fingerprint(user)
add_fingerprint(user)
if(istype(M) && on && user.zone_selected in list("eyes", "mouth"))
if((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(!M.get_bodypart("head"))
to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
return
return
if(flashlight_power < 1)
to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
return
switch(user.zone_selected)
if("eyes")
if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
@@ -152,366 +152,366 @@
if(pill_count)
to_chat(user, "<span class='notice'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.")
else
return ..()
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
icon_state = "penlight"
item_state = ""
flags = CONDUCT
brightness_on = 2
var/holo_cooldown = 0
/obj/item/device/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag)
if(holo_cooldown > world.time)
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
else
return ..()
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
icon_state = "penlight"
item_state = ""
flags = CONDUCT
brightness_on = 2
var/holo_cooldown = 0
/obj/item/device/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag)
if(holo_cooldown > world.time)
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 100
return
..()
holo_cooldown = world.time + 100
return
..()
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
if(creator)
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
/obj/item/device/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
// the desk lamps are a bit special
/obj/item/device/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list()
on = 1
// green-shaded desk lamp
/obj/item/device/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
/obj/item/device/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
//Bananalamp
/obj/item/device/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// FLARES
/obj/item/device/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
icon_state = "flare"
item_state = "flare"
actions_types = list()
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
light_color = LIGHT_COLOR_FLARE
/obj/item/device/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
..()
/obj/item/device/flashlight/flare/process()
open_flame(heat)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/device/flashlight/flare/ignition_effect(atom/A, mob/user)
if(fuel && on)
. = "<span class='notice'>[user] lights [A] with [src] like a real \
badass.</span>"
else
. = ""
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
force = initial(src.force)
damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/device/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
force = on_damage
damtype = "fire"
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/flare/is_hot()
return on * heat
/obj/item/device/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
icon_state = "torch"
item_state = "torch"
on_damage = 10
slot_flags = null
/obj/item/device/flashlight/lantern
name = "lantern"
icon_state = "lantern"
item_state = "lantern"
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
/obj/item/device/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
item_state = "slime"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list()
brightness_on = 6 //luminosity when on
/obj/item/device/flashlight/emp
origin_tech = "magnets=3;syndicate=1"
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/device/flashlight/emp/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/device/flashlight/emp/process()
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
if(creator)
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
/obj/item/device/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
// the desk lamps are a bit special
/obj/item/device/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list()
on = 1
// green-shaded desk lamp
/obj/item/device/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
/obj/item/device/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
//Bananalamp
/obj/item/device/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// FLARES
/obj/item/device/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
icon_state = "flare"
item_state = "flare"
actions_types = list()
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
light_color = LIGHT_COLOR_FLARE
/obj/item/device/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
..()
/obj/item/device/flashlight/flare/process()
open_flame(heat)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/device/flashlight/flare/ignition_effect(atom/A, mob/user)
if(fuel && on)
. = "<span class='notice'>[user] lights [A] with [src] like a real \
badass.</span>"
else
. = ""
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
force = initial(src.force)
damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/device/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
force = on_damage
damtype = "fire"
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/flare/is_hot()
return on * heat
/obj/item/device/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
icon_state = "torch"
item_state = "torch"
on_damage = 10
slot_flags = null
/obj/item/device/flashlight/lantern
name = "lantern"
icon_state = "lantern"
item_state = "lantern"
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
/obj/item/device/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
item_state = "slime"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list()
brightness_on = 6 //luminosity when on
/obj/item/device/flashlight/emp
origin_tech = "magnets=3;syndicate=1"
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/device/flashlight/emp/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/device/flashlight/emp/process()
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
if(on && user.zone_selected in list("eyes", "mouth")) // call original attack when examining organs
..()
return
/obj/item/device/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
if(!proximity)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(A))
var/mob/M = A
add_logs(user, M, "attacked", "EMP-light")
M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
"<span class='userdanger'>[user] blinks \the [src] at you.")
else
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
A.emp_act(1)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
// Glowsticks, in the uncomfortable range of similar to flares,
// but not similar enough to make it worth a refactor
/obj/item/device/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
var/fuel = 0
/obj/item/device/flashlight/glowstick/Initialize()
fuel = rand(1600, 2000)
light_color = color
..()
/obj/item/device/flashlight/glowstick/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/device/flashlight/glowstick/process()
fuel = max(fuel - 1, 0)
if(!fuel)
turn_off()
STOP_PROCESSING(SSobj, src)
update_icon()
/obj/item/device/flashlight/glowstick/proc/turn_off()
on = 0
update_icon()
/obj/item/device/flashlight/glowstick/update_icon()
item_state = "glowstick"
overlays.Cut()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
set_light(0)
else if(on)
..()
return
/obj/item/device/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
if(!proximity)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(A))
var/mob/M = A
add_logs(user, M, "attacked", "EMP-light")
M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
"<span class='userdanger'>[user] blinks \the [src] at you.")
else
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
A.emp_act(1)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
// Glowsticks, in the uncomfortable range of similar to flares,
// but not similar enough to make it worth a refactor
/obj/item/device/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
var/fuel = 0
/obj/item/device/flashlight/glowstick/Initialize()
fuel = rand(1600, 2000)
light_color = color
..()
/obj/item/device/flashlight/glowstick/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/device/flashlight/glowstick/process()
fuel = max(fuel - 1, 0)
if(!fuel)
turn_off()
STOP_PROCESSING(SSobj, src)
update_icon()
/obj/item/device/flashlight/glowstick/proc/turn_off()
on = 0
update_icon()
/obj/item/device/flashlight/glowstick/update_icon()
item_state = "glowstick"
overlays.Cut()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
set_light(0)
else if(on)
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
add_overlay(glowstick_overlay)
item_state = "glowstick-on"
set_light(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/device/flashlight/glowstick/attack_self(mob/user)
if(!fuel)
to_chat(user, "<span class='notice'>[src] is spent.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
return
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
activate()
/obj/item/device/flashlight/glowstick/proc/activate()
if(!on)
on = TRUE
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/device/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/device/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
/obj/item/device/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/device/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/device/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/device/flashlight/glowstick/random
name = "random colored glowstick"
/obj/item/device/flashlight/glowstick/random/Initialize()
var/list/glowtypes = typesof(/obj/item/device/flashlight/glowstick)
glowtypes -= /obj/item/device/flashlight/glowstick/random
var/obj/item/device/flashlight/glowstick/glowtype = pick(glowtypes)
name = initial(glowtype.name)
color = initial(glowtype.color)
. = ..()
/obj/item/device/flashlight/spotlight //invisible lighting source
item_state = "glowstick-on"
set_light(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/device/flashlight/glowstick/attack_self(mob/user)
if(!fuel)
to_chat(user, "<span class='notice'>[src] is spent.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
return
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
activate()
/obj/item/device/flashlight/glowstick/proc/activate()
if(!on)
on = TRUE
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/device/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/device/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
/obj/item/device/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/device/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/device/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/device/flashlight/glowstick/random
name = "random colored glowstick"
/obj/item/device/flashlight/glowstick/random/Initialize()
var/list/glowtypes = typesof(/obj/item/device/flashlight/glowstick)
glowtypes -= /obj/item/device/flashlight/glowstick/random
var/obj/item/device/flashlight/glowstick/glowtype = pick(glowtypes)
name = initial(glowtype.name)
color = initial(glowtype.color)
. = ..()
/obj/item/device/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
brightness_on = 0
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/device/flashlight/flashdark
name = "flashdark"
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
icon_state = "flashdark"
item_state = "flashdark"
brightness_on = 2.5
flashlight_power = -3
icon_state = null
light_color = null
brightness_on = 0
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/device/flashlight/flashdark
name = "flashdark"
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
icon_state = "flashdark"
item_state = "flashdark"
brightness_on = 2.5
flashlight_power = -3
/obj/item/device/flashlight/eyelight
name = "eyelight"
@@ -99,7 +99,7 @@
return !density
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(sound_effect)
@@ -125,7 +125,7 @@
if(!do_after(user, 40*I.toolspeed, target = user))
return 0
user.visible_message("<span class='notice'>[user] refastens [src]'s maintenance panel!</span>", "<span class='notice'>You reset [src] to its factory settings!</span>")
playsound(user, 'sound/items/Screwdriver2.ogg', 50, 1)
playsound(user, 'sound/items/screwdriver2.ogg', 50, 1)
emagged = 0
radiation_count = 0
update_icon()
+3 -3
View File
@@ -118,9 +118,8 @@ GLOBAL_LIST_EMPTY(GPS_list)
switch(action)
if("rename")
var/a = input("Please enter desired tag.", name, gpstag) as text
a = uppertext(copytext(sanitize(a), 1, 5))
a = copytext(sanitize(a), 1, 20)
gpstag = a
name = "global positioning system ([gpstag])"
. = TRUE
if("power")
toggletracking(usr)
@@ -136,9 +135,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
..()
if(href_list["tag"] )
var/a = input("Please enter desired tag.", name, gpstag) as text
a = copytext(sanitize(a), 1, 20)
a = uppertext(copytext(sanitize(a), 1, 5))
if(in_range(src, usr))
gpstag = a
name = "global positioning system ([gpstag])"
attack_self(usr)
/obj/item/device/gps/science
@@ -108,7 +108,7 @@
//20% chance to actually hit the sensors
if(prob(effectchance * diode.rating))
S.flash_act(affect_silicon = 1)
S.Weaken(rand(5,10))
S.Knockdown(rand(100,200))
to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
add_logs(user, S, "shone in the sensors", src)
+139 -139
View File
@@ -1,147 +1,147 @@
/obj/item/device/paicard
name = "personal AI device"
icon = 'icons/obj/aicards.dmi'
icon_state = "pai"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
origin_tech = "programming=2"
var/mob/living/silicon/pai/pai
resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
/obj/item/device/paicard/Initialize()
SSpai.pai_card_list += src
add_overlay("pai-off")
/obj/item/device/paicard
name = "personal AI device"
icon = 'icons/obj/aicards.dmi'
icon_state = "pai"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
origin_tech = "programming=2"
var/mob/living/silicon/pai/pai
resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
/obj/item/device/paicard/Initialize()
SSpai.pai_card_list += src
add_overlay("pai-off")
return ..()
/obj/item/device/paicard/Destroy()
//Will stop people throwing friend pAIs into the singularity so they can respawn
SSpai.pai_card_list -= src
/obj/item/device/paicard/Destroy()
//Will stop people throwing friend pAIs into the singularity so they can respawn
SSpai.pai_card_list -= src
QDEL_NULL(pai)
return ..()
/obj/item/device/paicard/attack_self(mob/user)
if (!in_range(src, user))
return
user.set_machine(src)
var/dat = "<TT><B>Personal AI Device</B><BR>"
if(pai)
return ..()
/obj/item/device/paicard/attack_self(mob/user)
if (!in_range(src, user))
return
user.set_machine(src)
var/dat = "<TT><B>Personal AI Device</B><BR>"
if(pai)
if(!pai.master_dna || !pai.master)
dat += "<a href='byond://?src=\ref[src];setdna=1'>Imprint Master DNA</a><br>"
dat += "Installed Personality: [pai.name]<br>"
dat += "Prime directive: <br>[pai.laws.zeroth]<br>"
for(var/slaws in pai.laws.supplied)
dat += "Additional directives: <br>[slaws]<br>"
dat += "<a href='byond://?src=\ref[src];setlaws=1'>Configure Directives</a><br>"
dat += "<br>"
dat += "<h3>Device Settings</h3><br>"
if(pai.radio)
dat += "<b>Radio Uplink</b><br>"
dat += "Transmit: <A href='byond://?src=\ref[src];wires=[WIRE_TX]'>[(pai.radio.wires.is_cut(WIRE_TX)) ? "Disabled" : "Enabled"]</A><br>"
dat += "Receive: <A href='byond://?src=\ref[src];wires=[WIRE_RX]'>[(pai.radio.wires.is_cut(WIRE_RX)) ? "Disabled" : "Enabled"]</A><br>"
else
dat += "<b>Radio Uplink</b><br>"
dat += "<font color=red><i>Radio firmware not loaded. Please install a pAI personality to load firmware.</i></font><br>"
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.real_name == pai.master || H.dna.unique_enzymes == pai.master_dna)
dat += "<A href='byond://?src=\ref[src];toggle_holo=1'>\[[pai.canholo? "Disable" : "Enable"] holomatrix projectors\]</a><br>"
dat += "<A href='byond://?src=\ref[src];wipe=1'>\[Wipe current pAI personality\]</a><br>"
else
dat += "No personality installed.<br>"
dat += "Searching for a personality... Press view available personalities to notify potential candidates."
dat += "<A href='byond://?src=\ref[src];request=1'>\[View available personalities\]</a><br>"
user << browse(dat, "window=paicard")
onclose(user, "paicard")
return
/obj/item/device/paicard/Topic(href, href_list)
if(!usr || usr.stat)
return
if(href_list["request"])
SSpai.findPAI(src, usr)
if(pai)
if(!(loc == usr))
return
if(href_list["setdna"])
if(pai.master_dna)
return
if(!istype(usr, /mob/living/carbon))
to_chat(usr, "<span class='warning'>You don't have any DNA, or your DNA is incompatible with this device!</span>")
else
var/mob/living/carbon/M = usr
pai.master = M.real_name
pai.master_dna = M.dna.unique_enzymes
to_chat(pai, "<span class='notice'>You have been bound to a new master.</span>")
pai.emittersemicd = FALSE
if(href_list["wipe"])
var/confirm = input("Are you CERTAIN you wish to delete the current personality? This action cannot be undone.", "Personality Wipe") in list("Yes", "No")
if(confirm == "Yes")
if(pai)
to_chat(pai, "<span class='warning'>You feel yourself slipping away from reality.</span>")
to_chat(pai, "<span class='danger'>Byte by byte you lose your sense of self.</span>")
to_chat(pai, "<span class='userdanger'>Your mental faculties leave you.</span>")
to_chat(pai, "<span class='rose'>oblivion... </span>")
dat += "Installed Personality: [pai.name]<br>"
dat += "Prime directive: <br>[pai.laws.zeroth]<br>"
for(var/slaws in pai.laws.supplied)
dat += "Additional directives: <br>[slaws]<br>"
dat += "<a href='byond://?src=\ref[src];setlaws=1'>Configure Directives</a><br>"
dat += "<br>"
dat += "<h3>Device Settings</h3><br>"
if(pai.radio)
dat += "<b>Radio Uplink</b><br>"
dat += "Transmit: <A href='byond://?src=\ref[src];wires=[WIRE_TX]'>[(pai.radio.wires.is_cut(WIRE_TX)) ? "Disabled" : "Enabled"]</A><br>"
dat += "Receive: <A href='byond://?src=\ref[src];wires=[WIRE_RX]'>[(pai.radio.wires.is_cut(WIRE_RX)) ? "Disabled" : "Enabled"]</A><br>"
else
dat += "<b>Radio Uplink</b><br>"
dat += "<font color=red><i>Radio firmware not loaded. Please install a pAI personality to load firmware.</i></font><br>"
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.real_name == pai.master || H.dna.unique_enzymes == pai.master_dna)
dat += "<A href='byond://?src=\ref[src];toggle_holo=1'>\[[pai.canholo? "Disable" : "Enable"] holomatrix projectors\]</a><br>"
dat += "<A href='byond://?src=\ref[src];wipe=1'>\[Wipe current pAI personality\]</a><br>"
else
dat += "No personality installed.<br>"
dat += "Searching for a personality... Press view available personalities to notify potential candidates."
dat += "<A href='byond://?src=\ref[src];request=1'>\[View available personalities\]</a><br>"
user << browse(dat, "window=paicard")
onclose(user, "paicard")
return
/obj/item/device/paicard/Topic(href, href_list)
if(!usr || usr.stat)
return
if(href_list["request"])
SSpai.findPAI(src, usr)
if(pai)
if(!(loc == usr))
return
if(href_list["setdna"])
if(pai.master_dna)
return
if(!iscarbon(usr))
to_chat(usr, "<span class='warning'>You don't have any DNA, or your DNA is incompatible with this device!</span>")
else
var/mob/living/carbon/M = usr
pai.master = M.real_name
pai.master_dna = M.dna.unique_enzymes
to_chat(pai, "<span class='notice'>You have been bound to a new master.</span>")
pai.emittersemicd = FALSE
if(href_list["wipe"])
var/confirm = input("Are you CERTAIN you wish to delete the current personality? This action cannot be undone.", "Personality Wipe") in list("Yes", "No")
if(confirm == "Yes")
if(pai)
to_chat(pai, "<span class='warning'>You feel yourself slipping away from reality.</span>")
to_chat(pai, "<span class='danger'>Byte by byte you lose your sense of self.</span>")
to_chat(pai, "<span class='userdanger'>Your mental faculties leave you.</span>")
to_chat(pai, "<span class='rose'>oblivion... </span>")
removePersonality()
if(href_list["wires"])
var/wire = text2num(href_list["wires"])
if(pai.radio)
pai.radio.wires.cut(wire)
if(href_list["setlaws"])
var/newlaws = copytext(sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.laws.supplied[1]) as message),1,MAX_MESSAGE_LEN)
if(newlaws && pai)
pai.add_supplied_law(0,newlaws)
if(href_list["toggle_holo"])
if(pai.canholo)
to_chat(pai, "<span class='userdanger'>Your owner has disabled your holomatrix projectors!</span>")
pai.canholo = FALSE
to_chat(usr, "<span class='warning'>You disable your pAI's holomatrix!</span>")
else
to_chat(pai, "<span class='boldnotice'>Your owner has enabled your holomatrix projectors!</span>")
pai.canholo = TRUE
to_chat(usr, "<span class='notice'>You enable your pAI's holomatrix!</span>")
attack_self(usr)
// WIRE_SIGNAL = 1
// WIRE_RECEIVE = 2
// WIRE_TRANSMIT = 4
/obj/item/device/paicard/proc/setPersonality(mob/living/silicon/pai/personality)
src.pai = personality
src.add_overlay("pai-null")
playsound(loc, 'sound/effects/pai_boot.ogg', 50, 1, -1)
audible_message("\The [src] plays a cheerful startup noise!")
/obj/item/device/paicard/proc/removePersonality()
if(href_list["wires"])
var/wire = text2num(href_list["wires"])
if(pai.radio)
pai.radio.wires.cut(wire)
if(href_list["setlaws"])
var/newlaws = copytext(sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.laws.supplied[1]) as message),1,MAX_MESSAGE_LEN)
if(newlaws && pai)
pai.add_supplied_law(0,newlaws)
if(href_list["toggle_holo"])
if(pai.canholo)
to_chat(pai, "<span class='userdanger'>Your owner has disabled your holomatrix projectors!</span>")
pai.canholo = FALSE
to_chat(usr, "<span class='warning'>You disable your pAI's holomatrix!</span>")
else
to_chat(pai, "<span class='boldnotice'>Your owner has enabled your holomatrix projectors!</span>")
pai.canholo = TRUE
to_chat(usr, "<span class='notice'>You enable your pAI's holomatrix!</span>")
attack_self(usr)
// WIRE_SIGNAL = 1
// WIRE_RECEIVE = 2
// WIRE_TRANSMIT = 4
/obj/item/device/paicard/proc/setPersonality(mob/living/silicon/pai/personality)
src.pai = personality
src.add_overlay("pai-null")
playsound(loc, 'sound/effects/pai_boot.ogg', 50, 1, -1)
audible_message("\The [src] plays a cheerful startup noise!")
/obj/item/device/paicard/proc/removePersonality()
QDEL_NULL(pai)
cut_overlays()
add_overlay("pai-off")
/obj/item/device/paicard/proc/setEmotion(emotion)
if(pai)
src.cut_overlays()
switch(emotion)
if(1) src.add_overlay("pai-happy")
if(2) src.add_overlay("pai-cat")
if(3) src.add_overlay("pai-extremely-happy")
if(4) src.add_overlay("pai-face")
if(5) src.add_overlay("pai-laugh")
if(6) src.add_overlay("pai-off")
if(7) src.add_overlay("pai-sad")
if(8) src.add_overlay("pai-angry")
if(9) src.add_overlay("pai-what")
if(10) src.add_overlay("pai-null")
/obj/item/device/paicard/proc/alertUpdate()
visible_message("<span class ='info'>[src] flashes a message across its screen, \"Additional personalities available for download.\"", "<span class='notice'>[src] bleeps electronically.</span>")
/obj/item/device/paicard/emp_act(severity)
if(pai)
pai.emp_act(severity)
..()
/obj/item/device/paicard/proc/setEmotion(emotion)
if(pai)
src.cut_overlays()
switch(emotion)
if(1) src.add_overlay("pai-happy")
if(2) src.add_overlay("pai-cat")
if(3) src.add_overlay("pai-extremely-happy")
if(4) src.add_overlay("pai-face")
if(5) src.add_overlay("pai-laugh")
if(6) src.add_overlay("pai-off")
if(7) src.add_overlay("pai-sad")
if(8) src.add_overlay("pai-angry")
if(9) src.add_overlay("pai-what")
if(10) src.add_overlay("pai-null")
/obj/item/device/paicard/proc/alertUpdate()
visible_message("<span class ='info'>[src] flashes a message across its screen, \"Additional personalities available for download.\"", "<span class='notice'>[src] bleeps electronically.</span>")
/obj/item/device/paicard/emp_act(severity)
if(pai)
pai.emp_act(severity)
..()
+144 -144
View File
@@ -1,145 +1,145 @@
// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=5;syndicate=5"
var/drain_rate = 1600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e10 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
var/const/OPERATING = 2
var/obj/structure/cable/attached // the attached cable
/obj/item/device/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/device/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 0
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 1
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = 1
mode = value
update_icon()
set_light(0)
/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
"<span class='notice'>You attach \the [src] to the cable.</span>",
"<span class='italics'>You hear some wires being connected to something.</span>")
else
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
"<span class='notice'>You detach \the [src] from the cable.</span>",
"<span class='italics'>You hear some wires being disconnected from something.</span>")
else
return ..()
/obj/item/device/powersink/attack_paw()
return
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/device/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.load += drained
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = 1
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=5;syndicate=5"
var/drain_rate = 1600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e10 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
var/const/OPERATING = 2
var/obj/structure/cable/attached // the attached cable
/obj/item/device/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/device/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 0
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 1
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = 1
mode = value
update_icon()
set_light(0)
/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
"<span class='notice'>You attach \the [src] to the cable.</span>",
"<span class='italics'>You hear some wires being connected to something.</span>")
else
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
"<span class='notice'>You detach \the [src] from the cable.</span>",
"<span class='italics'>You hear some wires being disconnected from something.</span>")
else
return ..()
/obj/item/device/powersink/attack_paw()
return
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/device/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.load += drained
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = 1
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
explosion(src.loc, 4,8,16,32)
qdel(src)
qdel(src)
@@ -27,7 +27,7 @@
sigdev = new
sigdev.code = roundstart_signaller_code
sigdev.frequency = roundstart_signaller_freq
if(istype(loc, /turf/open))
if(isopenturf(loc))
hide(TRUE)
/obj/item/device/pressure_plate/Crossed(atom/movable/AM)
+39 -39
View File
@@ -1,41 +1,41 @@
/obj/item/device/radio/beacon
name = "tracking beacon"
desc = "A beacon used by a teleporter."
icon_state = "beacon"
item_state = "beacon"
var/code = "electronic"
origin_tech = "bluespace=1"
dog_fashion = null
/obj/item/device/radio/beacon
name = "tracking beacon"
desc = "A beacon used by a teleporter."
icon_state = "beacon"
item_state = "beacon"
var/code = "electronic"
origin_tech = "bluespace=1"
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/send_hear()
return null
/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
/*
//Probably a better way of doing this, I'm lazy.
/obj/item/device/radio/beacon/bacon/proc/digest_delay()
spawn(600)
qdel(src)*/ //Bacon beacons are no more rip in peace
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/send_hear()
return null
/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
/*
//Probably a better way of doing this, I'm lazy.
/obj/item/device/radio/beacon/bacon/proc/digest_delay()
spawn(600)
qdel(src)*/ //Bacon beacons are no more rip in peace
@@ -78,14 +78,14 @@
on = !( on )
icon_state = "electropack[on]"
if(!( master ))
if(istype(loc, /mob))
if(ismob(loc))
attack_self(loc)
else
for(var/mob/M in viewers(1, src))
if(M.client)
attack_self(M)
else
if(istype(master.loc, /mob))
if(ismob(master.loc))
attack_self(master.loc)
else
for(var/mob/M in viewers(1, master))
@@ -100,21 +100,21 @@
if(!signal || signal.encryption != code)
return
if(ismob(loc) && on)
if(isliving(loc) && on)
if(shock_cooldown != 0)
return
shock_cooldown = 1
spawn(100)
shock_cooldown = 0
var/mob/M = loc
step(M, pick(GLOB.cardinal))
var/mob/living/L = loc
step(L, pick(GLOB.cardinal))
to_chat(M, "<span class='danger'>You feel a sharp shock!</span>")
to_chat(L, "<span class='danger'>You feel a sharp shock!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, M)
s.set_up(3, 1, L)
s.start()
M.Weaken(5)
L.Knockdown(100)
if(master)
master.receive_signal()
+300 -300
View File
@@ -1,309 +1,309 @@
/obj/item/device/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. \nTo speak on the general radio frequency, use ; before speaking."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
var/obj/item/device/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/device/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. \nTo speak on the general radio frequency, use ; before speaking."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
var/obj/item/device/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/device/radio/headset/Initialize()
. = ..()
recalculateChannels()
/obj/item/device/radio/headset/Destroy()
qdel(keyslot)
qdel(keyslot2)
keyslot = null
keyslot2 = null
return ..()
/obj/item/device/radio/headset/talk_into(mob/living/M, message, channel, list/spans,datum/language/language)
if (!listening)
return ITALICS | REDUCE_RANGE
return ..()
/obj/item/device/radio/headset/receive_range(freq, level, AIuser)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
return ..(freq, level)
else if(AIuser)
return ..(freq, level)
return -1
/obj/item/device/radio/headset/syndicate //disguised to look like a normal headset for stealth ops
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs. \nTo access the syndicate channel, use ; before speaking."
origin_tech = "syndicate=3"
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/device/radio/headset/syndicate/alt/Initialize(mapload)
recalculateChannels()
/obj/item/device/radio/headset/Destroy()
qdel(keyslot)
qdel(keyslot2)
keyslot = null
keyslot2 = null
return ..()
/obj/item/device/radio/headset/talk_into(mob/living/M, message, channel, list/spans,datum/language/language)
if (!listening)
return ITALICS | REDUCE_RANGE
return ..()
/obj/item/device/radio/headset/receive_range(freq, level, AIuser)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
return ..(freq, level)
else if(AIuser)
return ..(freq, level)
return -1
/obj/item/device/radio/headset/syndicate //disguised to look like a normal headset for stealth ops
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs. \nTo access the syndicate channel, use ; before speaking."
origin_tech = "syndicate=3"
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/device/radio/headset/syndicate/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/syndicate/alt/leader
name = "team leader headset"
command = TRUE
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/syndicate/alt/leader
name = "team leader headset"
command = TRUE
/obj/item/device/radio/headset/syndicate/Initialize()
. = ..()
make_syndie()
/obj/item/device/radio/headset/binary
origin_tech = "syndicate=3"
make_syndie()
/obj/item/device/radio/headset/binary
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/binary/Initialize()
. = ..()
qdel(keyslot)
keyslot = new /obj/item/device/encryptionkey/binary
recalculateChannels()
/obj/item/device/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force. \nTo access the security channel, use :s."
icon_state = "sec_headset"
keyslot = new /obj/item/device/encryptionkey/headset_sec
/obj/item/device/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs. \nTo access the security channel, use :s."
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/device/radio/headset/headset_sec/alt/Initialize(mapload)
qdel(keyslot)
keyslot = new /obj/item/device/encryptionkey/binary
recalculateChannels()
/obj/item/device/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force. \nTo access the security channel, use :s."
icon_state = "sec_headset"
keyslot = new /obj/item/device/encryptionkey/headset_sec
/obj/item/device/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs. \nTo access the security channel, use :s."
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/device/radio/headset/headset_sec/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls. \nTo access the engineering channel, use :e. "
icon_state = "eng_headset"
keyslot = new /obj/item/device/encryptionkey/headset_eng
/obj/item/device/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists, who cannot decide between departments. \nTo access the engineering channel, use :e. For research, use :n."
icon_state = "rob_headset"
keyslot = new /obj/item/device/encryptionkey/headset_rob
/obj/item/device/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay. \nTo access the medical channel, use :m."
icon_state = "med_headset"
keyslot = new /obj/item/device/encryptionkey/headset_med
/obj/item/device/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual. \nTo access the science channel, use :n."
icon_state = "sci_headset"
keyslot = new /obj/item/device/encryptionkey/headset_sci
/obj/item/device/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science. \nTo access the medical channel, use :m. For science, use :n."
icon_state = "medsci_headset"
keyslot = new /obj/item/device/encryptionkey/headset_medsci
/obj/item/device/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel. \nTo access the command channel, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/headset_com
/obj/item/device/radio/headset/heads
command = TRUE
/obj/item/device/radio/headset/heads/captain
name = "\proper the captain's headset"
desc = "The headset of the king. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/captain/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/heads/rd
name = "\proper the research director's headset"
desc = "Headset of the fellow who keeps society marching towards technological singularity. \nTo access the science channel, use :n. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/rd
/obj/item/device/radio/headset/heads/hos
name = "\proper the head of security's headset"
desc = "The headset of the man in charge of keeping order and protecting the station. \nTo access the security channel, use :s. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/hos
/obj/item/device/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs. \nTo access the security channel, use :s. For command, use :c."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/hos/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/heads/ce
name = "\proper the chief engineer's headset"
desc = "The headset of the guy in charge of keeping the station powered and undamaged. \nTo access the engineering channel, use :e. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/ce
/obj/item/device/radio/headset/heads/cmo
name = "\proper the chief medical officer's headset"
desc = "The headset of the highly trained medical chief. \nTo access the medical channel, use :m. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/cmo
/obj/item/device/radio/headset/heads/hop
name = "\proper the head of personnel's headset"
desc = "The headset of the guy who will one day be captain. \nChannels are as follows: :u - supply, :v - service, :c - command."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/hop
/obj/item/device/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves. \nTo access the supply channel, use :u."
icon_state = "cargo_headset"
keyslot = new /obj/item/device/encryptionkey/headset_cargo
/obj/item/device/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners. \nTo access the supply channel, use :u. For science, use :n."
icon_state = "mine_headset"
keyslot = new /obj/item/device/encryptionkey/headset_mining
/obj/item/device/radio/headset/headset_srv
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean. \nTo access the service channel, use :v."
icon_state = "srv_headset"
keyslot = new /obj/item/device/encryptionkey/headset_service
/obj/item/device/radio/headset/headset_cent
name = "\improper Centcom headset"
desc = "A headset used by the upper echelons of Nanotrasen. \nTo access the centcom channel, use :y."
icon_state = "cent_headset"
keyslot = new /obj/item/device/encryptionkey/headset_com
keyslot2 = new /obj/item/device/encryptionkey/headset_cent
/obj/item/device/radio/headset/headset_cent/commander
keyslot = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/headset_cent/alt
name = "\improper Centcom bowman headset"
desc = "A headset especially for emergency response personnel. Protects ears from flashbangs. \nTo access the centcom channel, use :y."
icon_state = "cent_headset_alt"
item_state = "cent_headset_alt"
keyslot = null
/obj/item/device/radio/headset/headset_cent/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/ai
name = "\proper Integrated Subspace Transceiver "
keyslot2 = new /obj/item/device/encryptionkey/ai
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls. \nTo access the engineering channel, use :e. "
icon_state = "eng_headset"
keyslot = new /obj/item/device/encryptionkey/headset_eng
/obj/item/device/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists, who cannot decide between departments. \nTo access the engineering channel, use :e. For research, use :n."
icon_state = "rob_headset"
keyslot = new /obj/item/device/encryptionkey/headset_rob
/obj/item/device/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay. \nTo access the medical channel, use :m."
icon_state = "med_headset"
keyslot = new /obj/item/device/encryptionkey/headset_med
/obj/item/device/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual. \nTo access the science channel, use :n."
icon_state = "sci_headset"
keyslot = new /obj/item/device/encryptionkey/headset_sci
/obj/item/device/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science. \nTo access the medical channel, use :m. For science, use :n."
icon_state = "medsci_headset"
keyslot = new /obj/item/device/encryptionkey/headset_medsci
/obj/item/device/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel. \nTo access the command channel, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/headset_com
/obj/item/device/radio/headset/heads
command = TRUE
/obj/item/device/radio/headset/ai/receive_range(freq, level)
return ..(freq, level, 1)
/obj/item/device/radio/headset/attackby(obj/item/weapon/W, mob/user, params)
user.set_machine(src)
if(istype(W, /obj/item/weapon/screwdriver))
if(keyslot || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, GLOB.radiochannels[ch_name])
secure_radio_connections[ch_name] = null
if(keyslot)
var/turf/T = get_turf(user)
if(T)
keyslot.loc = T
keyslot = null
if(keyslot2)
var/turf/T = get_turf(user)
if(T)
keyslot2.loc = T
keyslot2 = null
recalculateChannels()
to_chat(user, "<span class='notice'>You pop out the encryption keys in the headset.</span>")
else
to_chat(user, "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>")
else if(istype(W, /obj/item/device/encryptionkey/))
if(keyslot && keyslot2)
to_chat(user, "<span class='warning'>The headset can't hold another key!</span>")
return
if(!keyslot)
if(!user.transferItemToLoc(W, src))
return
keyslot = W
else
if(!user.transferItemToLoc(W, src))
return
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/device/radio/headset/recalculateChannels()
..()
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
src.translate_binary = 1
if(keyslot2.syndie)
src.syndie = 1
if (keyslot2.independent)
independent = TRUE
for(var/ch_name in channels)
secure_radio_connections[ch_name] = add_radio(src, GLOB.radiochannels[ch_name])
return
/obj/item/device/radio/headset/AltClick(mob/living/user)
if(!istype(user) || !Adjacent(user) || user.incapacitated())
return
if (command)
use_command = !use_command
to_chat(user, "<span class='notice'>You toggle high-volume mode [use_command ? "on" : "off"].</span>")
/obj/item/device/radio/headset/heads/captain
name = "\proper the captain's headset"
desc = "The headset of the king. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/captain/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/heads/rd
name = "\proper the research director's headset"
desc = "Headset of the fellow who keeps society marching towards technological singularity. \nTo access the science channel, use :n. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/rd
/obj/item/device/radio/headset/heads/hos
name = "\proper the head of security's headset"
desc = "The headset of the man in charge of keeping order and protecting the station. \nTo access the security channel, use :s. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/hos
/obj/item/device/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs. \nTo access the security channel, use :s. For command, use :c."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/hos/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/heads/ce
name = "\proper the chief engineer's headset"
desc = "The headset of the guy in charge of keeping the station powered and undamaged. \nTo access the engineering channel, use :e. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/ce
/obj/item/device/radio/headset/heads/cmo
name = "\proper the chief medical officer's headset"
desc = "The headset of the highly trained medical chief. \nTo access the medical channel, use :m. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/cmo
/obj/item/device/radio/headset/heads/hop
name = "\proper the head of personnel's headset"
desc = "The headset of the guy who will one day be captain. \nChannels are as follows: :u - supply, :v - service, :c - command."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/hop
/obj/item/device/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves. \nTo access the supply channel, use :u."
icon_state = "cargo_headset"
keyslot = new /obj/item/device/encryptionkey/headset_cargo
/obj/item/device/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners. \nTo access the supply channel, use :u. For science, use :n."
icon_state = "mine_headset"
keyslot = new /obj/item/device/encryptionkey/headset_mining
/obj/item/device/radio/headset/headset_srv
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean. \nTo access the service channel, use :v."
icon_state = "srv_headset"
keyslot = new /obj/item/device/encryptionkey/headset_service
/obj/item/device/radio/headset/headset_cent
name = "\improper Centcom headset"
desc = "A headset used by the upper echelons of Nanotrasen. \nTo access the centcom channel, use :y."
icon_state = "cent_headset"
keyslot = new /obj/item/device/encryptionkey/headset_com
keyslot2 = new /obj/item/device/encryptionkey/headset_cent
/obj/item/device/radio/headset/headset_cent/commander
keyslot = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/headset_cent/alt
name = "\improper Centcom bowman headset"
desc = "A headset especially for emergency response personnel. Protects ears from flashbangs. \nTo access the centcom channel, use :y."
icon_state = "cent_headset_alt"
item_state = "cent_headset_alt"
keyslot = null
/obj/item/device/radio/headset/headset_cent/alt/Initialize(mapload)
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/ai
name = "\proper Integrated Subspace Transceiver "
keyslot2 = new /obj/item/device/encryptionkey/ai
command = TRUE
/obj/item/device/radio/headset/ai/receive_range(freq, level)
return ..(freq, level, 1)
/obj/item/device/radio/headset/attackby(obj/item/weapon/W, mob/user, params)
user.set_machine(src)
if(istype(W, /obj/item/weapon/screwdriver))
if(keyslot || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, GLOB.radiochannels[ch_name])
secure_radio_connections[ch_name] = null
if(keyslot)
var/turf/T = get_turf(user)
if(T)
keyslot.loc = T
keyslot = null
if(keyslot2)
var/turf/T = get_turf(user)
if(T)
keyslot2.loc = T
keyslot2 = null
recalculateChannels()
to_chat(user, "<span class='notice'>You pop out the encryption keys in the headset.</span>")
else
to_chat(user, "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>")
else if(istype(W, /obj/item/device/encryptionkey/))
if(keyslot && keyslot2)
to_chat(user, "<span class='warning'>The headset can't hold another key!</span>")
return
if(!keyslot)
if(!user.transferItemToLoc(W, src))
return
keyslot = W
else
if(!user.transferItemToLoc(W, src))
return
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/device/radio/headset/recalculateChannels()
..()
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
src.translate_binary = 1
if(keyslot2.syndie)
src.syndie = 1
if (keyslot2.independent)
independent = TRUE
for(var/ch_name in channels)
secure_radio_connections[ch_name] = add_radio(src, GLOB.radiochannels[ch_name])
return
/obj/item/device/radio/headset/AltClick(mob/living/user)
if(!istype(user) || !Adjacent(user) || user.incapacitated())
return
if (command)
use_command = !use_command
to_chat(user, "<span class='notice'>You toggle high-volume mode [use_command ? "on" : "off"].</span>")
@@ -1,30 +1,30 @@
/obj/item/device/radio/intercom
name = "station intercom"
desc = "Talk through this."
icon_state = "intercom"
anchored = 1
w_class = WEIGHT_CLASS_BULKY
canhear_range = 2
var/number = 0
var/anyai = 1
var/mob/living/silicon/ai/ai = list()
var/last_tick //used to delay the powercheck
dog_fashion = null
/obj/item/device/radio/intercom
name = "station intercom"
desc = "Talk through this."
icon_state = "intercom"
anchored = 1
w_class = WEIGHT_CLASS_BULKY
canhear_range = 2
var/number = 0
var/anyai = 1
var/mob/living/silicon/ai/ai = list()
var/last_tick //used to delay the powercheck
dog_fashion = null
var/unfastened = FALSE
/obj/item/device/radio/intercom/unscrewed
unfastened = TRUE
/obj/item/device/radio/intercom/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
START_PROCESSING(SSobj, src)
/obj/item/device/radio/intercom/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
START_PROCESSING(SSobj, src)
/obj/item/device/radio/intercom/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/device/radio/intercom/examine(mob/user)
..()
if(!unfastened)
@@ -68,56 +68,56 @@
return
return ..()
/obj/item/device/radio/intercom/attack_ai(mob/user)
interact(user)
/obj/item/device/radio/intercom/attack_hand(mob/user)
interact(user)
/obj/item/device/radio/intercom/interact(mob/user)
..()
ui_interact(user, state = GLOB.default_state)
/obj/item/device/radio/intercom/receive_range(freq, level)
if(!on)
return -1
if(wires.is_cut(WIRE_RX))
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
if(isnull(position) || !(position.z in level))
return -1
if(!src.listening)
return -1
if(freq == GLOB.SYND_FREQ)
if(!(src.syndie))
return -1//Prevents broadcast of messages over devices lacking the encryption
return canhear_range
/obj/item/device/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
if(!anyai && !(speaker in ai))
return
..()
/obj/item/device/radio/intercom/process()
if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0))
last_tick = world.timeofday
var/area/A = get_area(src)
if(!A || emped)
on = 0
else
on = A.powered(EQUIP) // set "on" to the power status
if(!on)
icon_state = "intercom-p"
else
icon_state = "intercom"
/obj/item/device/radio/intercom/add_blood(list/blood_dna)
return 0
/obj/item/device/radio/intercom/attack_ai(mob/user)
interact(user)
/obj/item/device/radio/intercom/attack_hand(mob/user)
interact(user)
/obj/item/device/radio/intercom/interact(mob/user)
..()
ui_interact(user, state = GLOB.default_state)
/obj/item/device/radio/intercom/receive_range(freq, level)
if(!on)
return -1
if(wires.is_cut(WIRE_RX))
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
if(isnull(position) || !(position.z in level))
return -1
if(!src.listening)
return -1
if(freq == GLOB.SYND_FREQ)
if(!(src.syndie))
return -1//Prevents broadcast of messages over devices lacking the encryption
return canhear_range
/obj/item/device/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
if(!anyai && !(speaker in ai))
return
..()
/obj/item/device/radio/intercom/process()
if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0))
last_tick = world.timeofday
var/area/A = get_area(src)
if(!A || emped)
on = 0
else
on = A.powered(EQUIP) // set "on" to the power status
if(!on)
icon_state = "intercom-p"
else
icon_state = "intercom"
/obj/item/device/radio/intercom/add_blood(list/blood_dna)
return 0
//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
/obj/item/wallframe/intercom
@@ -293,7 +293,6 @@
// --- Cold, emotionless machines. ---
else if(isobj(M))
jobname = "Machine"
voice = capitalize(voice)
// --- Unidentifiable mob ---
else
@@ -597,4 +596,4 @@
/obj/item/device/radio/off // Station bounced radios, their only difference is spawning with the speakers off, this was made to help the lag.
listening = 0 // And it's nice to have a subtype too for future features.
dog_fashion = /datum/dog_fashion/back
dog_fashion = /datum/dog_fashion/back
+407 -412
View File
@@ -1,33 +1,33 @@
/*
CONTAINS:
T-RAY
DETECTIVE SCANNER
HEALTH ANALYZER
GAS ANALYZER
MASS SPECTROMETER
*/
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
materials = list(MAT_METAL=150)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/t_scanner/attack_self(mob/user)
on = !on
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
if(on)
START_PROCESSING(SSobj, src)
/obj/item/device/t_scanner/proc/flick_sonar(obj/pipe)
/*
CONTAINS:
T-RAY
DETECTIVE SCANNER
HEALTH ANALYZER
GAS ANALYZER
MASS SPECTROMETER
*/
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
materials = list(MAT_METAL=150)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/t_scanner/attack_self(mob/user)
on = !on
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
if(on)
START_PROCESSING(SSobj, src)
/obj/item/device/t_scanner/proc/flick_sonar(obj/pipe)
if(ismob(loc))
var/mob/M = loc
var/image/I = new(loc = get_turf(pipe))
@@ -36,386 +36,381 @@ MASS SPECTROMETER
I.appearance = MA
if(M.client)
flick_overlay(I, list(M.client), 8)
/obj/item/device/t_scanner/process()
if(!on)
STOP_PROCESSING(SSobj, src)
return null
scan()
/obj/item/device/t_scanner/proc/scan()
for(var/turf/T in range(2, src.loc) )
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == INVISIBILITY_MAXIMUM)
/obj/item/device/t_scanner/process()
if(!on)
STOP_PROCESSING(SSobj, src)
return null
scan()
/obj/item/device/t_scanner/proc/scan()
for(var/turf/T in range(2, src.loc) )
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == INVISIBILITY_MAXIMUM)
flick_sonar(O)
/obj/item/device/healthanalyzer
name = "health analyzer"
icon_state = "health"
item_state = "analyzer"
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
flags = CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 3
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=200)
origin_tech = "magnets=1;biotech=1"
var/mode = 1
var/scanmode = 0
/obj/item/device/healthanalyzer/attack_self(mob/user)
if(!scanmode)
to_chat(user, "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>")
scanmode = 1
else
to_chat(user, "<span class='notice'>You switch the health analyzer to check physical health.</span>")
scanmode = 0
/obj/item/device/healthanalyzer/attack(mob/living/M, mob/living/carbon/human/user)
// Clumsiness/brain damage check
if ((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50))
to_chat(user, "<span class='notice'>You stupidly try to analyze the floor's vitals!</span>")
user.visible_message("<span class='warning'>[user] has analyzed the floor's vitals!</span>")
to_chat(user, "<span class='info'>Analyzing results for The floor:\n\tOverall status: <b>Healthy</b>")
to_chat(user, "<span class='info'>Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font></span>")
to_chat(user, "<span class='info'>\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font></span>")
to_chat(user, "<span class='info'>Body temperature: ???</span>")
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>")
if(scanmode == 0)
healthscan(user, M, mode)
else if(scanmode == 1)
chemscan(user, M)
add_fingerprint(user)
// Used by the PDA medical scanner too
/proc/healthscan(mob/living/user, mob/living/M, mode = 1)
if(user.incapacitated() || user.eye_blind)
return
//Damage specifics
var/oxy_loss = M.getOxyLoss()
var/tox_loss = M.getToxLoss()
var/fire_loss = M.getFireLoss()
var/brute_loss = M.getBruteLoss()
var/mob_status = (M.stat > 1 ? "<span class='alert'><b>Deceased</b></span>" : "<b>[round(M.health/M.maxHealth,0.01)*100] % healthy</b>")
if(M.status_flags & FAKEDEATH)
mob_status = "<span class='alert'>Deceased</span>"
oxy_loss = max(rand(1, 40), oxy_loss, (300 - (tox_loss + fire_loss + brute_loss))) // Random oxygen loss
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.undergoing_cardiac_arrest() && H.stat != DEAD)
to_chat(user, "<span class='danger'>Subject suffering from heart attack: Apply defibrillator immediately!</span>")
if(iscarbon(M))
var/mob/living/carbon/C = M
if(C.has_brain_worms())
to_chat(user, "<span class='danger'>Foreign organism detected in subject's cranium. Recommended treatment: Dosage of sucrose solution and removal of object via surgery.</span>")
to_chat(user, "<span class='info'>Analyzing results for [M]:\n\tOverall status: [mob_status]</span>")
// Damage descriptions
if(brute_loss > 10)
to_chat(user, "\t<span class='alert'>[brute_loss > 50 ? "Severe" : "Minor"] tissue damage detected.</span>")
if(fire_loss > 10)
to_chat(user, "\t<span class='alert'>[fire_loss > 50 ? "Severe" : "Minor"] burn damage detected.</span>")
if(oxy_loss > 10)
to_chat(user, "\t<span class='info'><span class='alert'>[oxy_loss > 50 ? "Severe" : "Minor"] oxygen deprivation detected.</span>")
if(tox_loss > 10)
to_chat(user, "\t<span class='alert'>[tox_loss > 50 ? "Critical" : "Dangerous"] amount of toxins detected.</span>")
if(M.getStaminaLoss())
to_chat(user, "\t<span class='alert'>Subject appears to be suffering from fatigue.</span>")
if (M.getCloneLoss())
to_chat(user, "\t<span class='alert'>Subject appears to have [M.getCloneLoss() > 30 ? "severe" : "minor"] cellular damage.</span>")
if (M.reagents && M.reagents.get_reagent_amount("epinephrine"))
to_chat(user, "\t<span class='info'>Bloodstream analysis located [M.reagents:get_reagent_amount("epinephrine")] units of rejuvenation chemicals.</span>")
if (M.getBrainLoss() >= 100 || !M.getorgan(/obj/item/organ/brain))
to_chat(user, "\t<span class='alert'>Subject brain function is non-existent.</span>")
else if (M.getBrainLoss() >= 60)
to_chat(user, "\t<span class='alert'>Severe brain damage detected. Subject likely to have mental retardation.</span>")
else if (M.getBrainLoss() >= 10)
to_chat(user, "\t<span class='alert'>Brain damage detected. Subject may have had a concussion.</span>")
// Organ damage report
if(iscarbon(M) && mode == 1)
var/mob/living/carbon/C = M
var/list/damaged = C.get_damaged_bodyparts(1,1)
if(length(damaged)>0 || oxy_loss>0 || tox_loss>0 || fire_loss>0)
to_chat(user, "<span class='info'>\tDamage: <span class='info'><font color='red'>Brute</font></span>-<font color='#FF8000'>Burn</font>-<font color='green'>Toxin</font>-<font color='blue'>Suffocation</font>\n\t\tSpecifics: <font color='red'>[brute_loss]</font>-<font color='#FF8000'>[fire_loss]</font>-<font color='green'>[tox_loss]</font>-<font color='blue'>[oxy_loss]</font></span>")
for(var/obj/item/bodypart/org in damaged)
to_chat(user, "\t\t<span class='info'>[capitalize(org.name)]: [(org.brute_dam > 0) ? "<font color='red'>[org.brute_dam]</font></span>" : "<font color='red'>0</font>"]-[(org.burn_dam > 0) ? "<font color='#FF8000'>[org.burn_dam]</font>" : "<font color='#FF8000'>0</font>"]")
// Species and body temperature
if(ishuman(M))
var/mob/living/carbon/human/H = M
to_chat(user, "<span class='info'>Species: [H.dna.species.name]</span>")
to_chat(user, "<span class='info'>Body temperature: [round(M.bodytemperature-T0C,0.1)] &deg;C ([round(M.bodytemperature*1.8-459.67,0.1)] &deg;F)</span>")
// Time of death
if(M.tod && (M.stat == DEAD || (M.status_flags & FAKEDEATH)))
to_chat(user, "<span class='info'>Time of Death:</span> [M.tod]")
var/tdelta = round(world.time - M.timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
to_chat(user, "<span class='danger'>Subject died [tdelta / 10] seconds ago, defibrillation may be possible!</span>")
for(var/datum/disease/D in M.viruses)
if(!(D.visibility_flags & HIDDEN_SCANNER))
to_chat(user, "<span class='alert'><b>Warning: [D.form] detected</b>\nName: [D.name].\nType: [D.spread_text].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure_text]</span>")
// Blood Level
if(M.has_dna())
var/mob/living/carbon/C = M
var/blood_id = C.get_blood_id()
if(blood_id)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(H.bleed_rate)
to_chat(user, "<span class='danger'>Subject is bleeding!</span>")
var/blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100)
var/blood_type = C.dna.blood_type
if(blood_id != "blood")//special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
else
blood_type = blood_id
if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY)
to_chat(user, "<span class='danger'>LOW blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
else if(C.blood_volume <= BLOOD_VOLUME_OKAY)
to_chat(user, "<span class='danger'>CRITICAL blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
else
to_chat(user, "<span class='info'>Blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]</span>")
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in C.internal_organs)
if(CI.status == ORGAN_ROBOTIC)
cyberimp_detect += "[C.name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
to_chat(user, "<span class='notice'>Detected cybernetic modifications:</span>")
to_chat(user, "<span class='notice'>[cyberimp_detect]</span>")
/proc/chemscan(mob/living/user, mob/living/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.reagents)
if(H.reagents.reagent_list.len)
to_chat(user, "<span class='notice'>Subject contains the following reagents:</span>")
for(var/datum/reagent/R in H.reagents.reagent_list)
to_chat(user, "<span class='notice'>[R.volume] units of [R.name][R.overdosed == 1 ? "</span> - <span class='boldannounce'>OVERDOSING</span>" : ".</span>"]")
else
to_chat(user, "<span class='notice'>Subject contains no reagents.</span>")
if(H.reagents.addiction_list.len)
to_chat(user, "<span class='boldannounce'>Subject is addicted to the following reagents:</span>")
for(var/datum/reagent/R in H.reagents.addiction_list)
to_chat(user, "<span class='danger'>[R.name]</span>")
else
to_chat(user, "<span class='notice'>Subject is not addicted to any reagents.</span>")
/obj/item/device/healthanalyzer/verb/toggle_mode()
set name = "Switch Verbosity"
set category = "Object"
if(usr.stat || !usr.canmove || usr.restrained())
return
mode = !mode
switch (mode)
if(1)
to_chat(usr, "The scanner now shows specific limb damage.")
if(0)
to_chat(usr, "The scanner no longer shows limb damage.")
/obj/item/device/analyzer
desc = "A hand-held environmental scanner which reports current gas levels."
name = "analyzer"
icon_state = "atmos"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/analyzer/attack_self(mob/user)
add_fingerprint(user)
if (user.stat || user.eye_blind)
return
var/turf/location = user.loc
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure,0.1)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure,0.1)] kPa</span>")
if(total_moles)
var/list/env_gases = environment.gases
environment.assert_gases(arglist(GLOB.hardcoded_gases))
var/o2_concentration = env_gases["o2"][MOLES]/total_moles
var/n2_concentration = env_gases["n2"][MOLES]/total_moles
var/co2_concentration = env_gases["co2"][MOLES]/total_moles
var/plasma_concentration = env_gases["plasma"][MOLES]/total_moles
environment.garbage_collect()
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
for(var/id in env_gases)
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = env_gases[id][MOLES]/total_moles
to_chat(user, "<span class='alert'>[env_gases[id][GAS_META][META_GAS_NAME]]: [round(gas_concentration*100, 0.01)] %</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C)] &deg;C</span>")
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
name = "mass-spectrometer"
icon_state = "spectrometer"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
container_type = OPENCONTAINER
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=150, MAT_GLASS=100)
origin_tech = "magnets=2;biotech=1;plasmatech=2"
var/details = 0
/obj/item/device/mass_spectrometer/New()
..()
create_reagents(5)
/obj/item/device/mass_spectrometer/on_reagent_change()
if(reagents.total_volume)
icon_state = initial(icon_state) + "_s"
else
icon_state = initial(icon_state)
/obj/item/device/mass_spectrometer/attack_self(mob/user)
if (user.stat || user.eye_blind)
return
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(reagents.total_volume)
var/list/blood_traces = list()
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id != "blood")
reagents.clear_reagents()
to_chat(user, "<span class='warning'>The sample was contaminated! Please insert another sample.</span>")
return
else
blood_traces = params2list(R.data["trace_chem"])
break
var/dat = "<i><b>Trace Chemicals Found:</b>"
if(!blood_traces.len)
dat += "<br>None"
else
for(var/R in blood_traces)
dat += "<br>[GLOB.chemical_reagents_list[R]]"
if(details)
dat += " ([blood_traces[R]] units)"
dat += "</i>"
to_chat(user, dat)
reagents.clear_reagents()
/obj/item/device/mass_spectrometer/adv
name = "advanced mass-spectrometer"
icon_state = "adv_spectrometer"
details = 1
origin_tech = "magnets=4;biotech=3;plasmatech=3"
/obj/item/device/slime_scanner
name = "slime scanner"
desc = "A device that analyzes a slime's internal composition and measures its stats."
icon_state = "adv_spectrometer"
item_state = "analyzer"
origin_tech = "biotech=2"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
/obj/item/device/slime_scanner/attack(mob/living/M, mob/living/user)
if(user.stat || user.eye_blind)
return
if (!isslime(M))
to_chat(user, "<span class='warning'>This device can only scan slimes!</span>")
return
var/mob/living/simple_animal/slime/T = M
to_chat(user, "Slime scan results:")
to_chat(user, "[T.colour] [T.is_adult ? "adult" : "baby"] slime")
to_chat(user, "Nutrition: [T.nutrition]/[T.get_max_nutrition()]")
if (T.nutrition < T.get_starve_nutrition())
to_chat(user, "<span class='warning'>Warning: slime is starving!</span>")
else if (T.nutrition < T.get_hunger_nutrition())
to_chat(user, "<span class='warning'>Warning: slime is hungry</span>")
to_chat(user, "Electric change strength: [T.powerlevel]")
to_chat(user, "Health: [round(T.health/T.maxHealth,0.01)*100]")
if (T.slime_mutation[4] == T.colour)
to_chat(user, "This slime does not evolve any further.")
else
if (T.slime_mutation[3] == T.slime_mutation[4])
if (T.slime_mutation[2] == T.slime_mutation[1])
to_chat(user, "Possible mutation: [T.slime_mutation[3]]")
to_chat(user, "Genetic destability: [T.mutation_chance/2] % chance of mutation on splitting")
else
to_chat(user, "Possible mutations: [T.slime_mutation[1]], [T.slime_mutation[2]], [T.slime_mutation[3]] (x2)")
to_chat(user, "Genetic destability: [T.mutation_chance] % chance of mutation on splitting")
else
to_chat(user, "Possible mutations: [T.slime_mutation[1]], [T.slime_mutation[2]], [T.slime_mutation[3]], [T.slime_mutation[4]]")
to_chat(user, "Genetic destability: [T.mutation_chance] % chance of mutation on splitting")
if (T.cores > 1)
to_chat(user, "Anomalious slime core amount detected")
to_chat(user, "Growth progress: [T.amount_grown]/[SLIME_EVOLUTION_THRESHOLD]")
/obj/item/device/healthanalyzer
name = "health analyzer"
icon_state = "health"
item_state = "analyzer"
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
flags = CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 3
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=200)
origin_tech = "magnets=1;biotech=1"
var/mode = 1
var/scanmode = 0
/obj/item/device/healthanalyzer/attack_self(mob/user)
if(!scanmode)
to_chat(user, "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>")
scanmode = 1
else
to_chat(user, "<span class='notice'>You switch the health analyzer to check physical health.</span>")
scanmode = 0
/obj/item/device/healthanalyzer/attack(mob/living/M, mob/living/carbon/human/user)
// Clumsiness/brain damage check
if ((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50))
to_chat(user, "<span class='notice'>You stupidly try to analyze the floor's vitals!</span>")
user.visible_message("<span class='warning'>[user] has analyzed the floor's vitals!</span>")
to_chat(user, "<span class='info'>Analyzing results for The floor:\n\tOverall status: <b>Healthy</b>")
to_chat(user, "<span class='info'>Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font></span>")
to_chat(user, "<span class='info'>\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font></span>")
to_chat(user, "<span class='info'>Body temperature: ???</span>")
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>")
if(scanmode == 0)
healthscan(user, M, mode)
else if(scanmode == 1)
chemscan(user, M)
add_fingerprint(user)
// Used by the PDA medical scanner too
/proc/healthscan(mob/living/user, mob/living/M, mode = 1)
if(user.incapacitated() || user.eye_blind)
return
//Damage specifics
var/oxy_loss = M.getOxyLoss()
var/tox_loss = M.getToxLoss()
var/fire_loss = M.getFireLoss()
var/brute_loss = M.getBruteLoss()
var/mob_status = (M.stat > 1 ? "<span class='alert'><b>Deceased</b></span>" : "<b>[round(M.health/M.maxHealth,0.01)*100] % healthy</b>")
if(M.status_flags & FAKEDEATH)
mob_status = "<span class='alert'>Deceased</span>"
oxy_loss = max(rand(1, 40), oxy_loss, (300 - (tox_loss + fire_loss + brute_loss))) // Random oxygen loss
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.undergoing_cardiac_arrest() && H.stat != DEAD)
to_chat(user, "<span class='danger'>Subject suffering from heart attack: Apply defibrillator immediately!</span>")
to_chat(user, "<span class='info'>Analyzing results for [M]:\n\tOverall status: [mob_status]</span>")
// Damage descriptions
if(brute_loss > 10)
to_chat(user, "\t<span class='alert'>[brute_loss > 50 ? "Severe" : "Minor"] tissue damage detected.</span>")
if(fire_loss > 10)
to_chat(user, "\t<span class='alert'>[fire_loss > 50 ? "Severe" : "Minor"] burn damage detected.</span>")
if(oxy_loss > 10)
to_chat(user, "\t<span class='info'><span class='alert'>[oxy_loss > 50 ? "Severe" : "Minor"] oxygen deprivation detected.</span>")
if(tox_loss > 10)
to_chat(user, "\t<span class='alert'>[tox_loss > 50 ? "Critical" : "Dangerous"] amount of toxins detected.</span>")
if(M.getStaminaLoss())
to_chat(user, "\t<span class='alert'>Subject appears to be suffering from fatigue.</span>")
if (M.getCloneLoss())
to_chat(user, "\t<span class='alert'>Subject appears to have [M.getCloneLoss() > 30 ? "severe" : "minor"] cellular damage.</span>")
if (M.reagents && M.reagents.get_reagent_amount("epinephrine"))
to_chat(user, "\t<span class='info'>Bloodstream analysis located [M.reagents:get_reagent_amount("epinephrine")] units of rejuvenation chemicals.</span>")
if (M.getBrainLoss() >= 100 || !M.getorgan(/obj/item/organ/brain))
to_chat(user, "\t<span class='alert'>Subject brain function is non-existent.</span>")
else if (M.getBrainLoss() >= 60)
to_chat(user, "\t<span class='alert'>Severe brain damage detected. Subject likely to have mental retardation.</span>")
else if (M.getBrainLoss() >= 10)
to_chat(user, "\t<span class='alert'>Brain damage detected. Subject may have had a concussion.</span>")
// Organ damage report
if(iscarbon(M) && mode == 1)
var/mob/living/carbon/C = M
var/list/damaged = C.get_damaged_bodyparts(1,1)
if(length(damaged)>0 || oxy_loss>0 || tox_loss>0 || fire_loss>0)
to_chat(user, "<span class='info'>\tDamage: <span class='info'><font color='red'>Brute</font></span>-<font color='#FF8000'>Burn</font>-<font color='green'>Toxin</font>-<font color='blue'>Suffocation</font>\n\t\tSpecifics: <font color='red'>[brute_loss]</font>-<font color='#FF8000'>[fire_loss]</font>-<font color='green'>[tox_loss]</font>-<font color='blue'>[oxy_loss]</font></span>")
for(var/obj/item/bodypart/org in damaged)
to_chat(user, "\t\t<span class='info'>[capitalize(org.name)]: [(org.brute_dam > 0) ? "<font color='red'>[org.brute_dam]</font></span>" : "<font color='red'>0</font>"]-[(org.burn_dam > 0) ? "<font color='#FF8000'>[org.burn_dam]</font>" : "<font color='#FF8000'>0</font>"]")
// Species and body temperature
if(ishuman(M))
var/mob/living/carbon/human/H = M
to_chat(user, "<span class='info'>Species: [H.dna.species.name]</span>")
to_chat(user, "<span class='info'>Body temperature: [round(M.bodytemperature-T0C,0.1)] &deg;C ([round(M.bodytemperature*1.8-459.67,0.1)] &deg;F)</span>")
// Time of death
if(M.tod && (M.stat == DEAD || (M.status_flags & FAKEDEATH)))
to_chat(user, "<span class='info'>Time of Death:</span> [M.tod]")
var/tdelta = round(world.time - M.timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
to_chat(user, "<span class='danger'>Subject died [tdelta / 10] seconds ago, defibrillation may be possible!</span>")
for(var/datum/disease/D in M.viruses)
if(!(D.visibility_flags & HIDDEN_SCANNER))
to_chat(user, "<span class='alert'><b>Warning: [D.form] detected</b>\nName: [D.name].\nType: [D.spread_text].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure_text]</span>")
// Blood Level
if(M.has_dna())
var/mob/living/carbon/C = M
var/blood_id = C.get_blood_id()
if(blood_id)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(H.bleed_rate)
to_chat(user, "<span class='danger'>Subject is bleeding!</span>")
var/blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100)
var/blood_type = C.dna.blood_type
if(blood_id != "blood")//special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
else
blood_type = blood_id
if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY)
to_chat(user, "<span class='danger'>LOW blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
else if(C.blood_volume <= BLOOD_VOLUME_OKAY)
to_chat(user, "<span class='danger'>CRITICAL blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
else
to_chat(user, "<span class='info'>Blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]</span>")
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in C.internal_organs)
if(CI.status == ORGAN_ROBOTIC)
cyberimp_detect += "[C.name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
to_chat(user, "<span class='notice'>Detected cybernetic modifications:</span>")
to_chat(user, "<span class='notice'>[cyberimp_detect]</span>")
/proc/chemscan(mob/living/user, mob/living/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.reagents)
if(H.reagents.reagent_list.len)
to_chat(user, "<span class='notice'>Subject contains the following reagents:</span>")
for(var/datum/reagent/R in H.reagents.reagent_list)
to_chat(user, "<span class='notice'>[R.volume] units of [R.name][R.overdosed == 1 ? "</span> - <span class='boldannounce'>OVERDOSING</span>" : ".</span>"]")
else
to_chat(user, "<span class='notice'>Subject contains no reagents.</span>")
if(H.reagents.addiction_list.len)
to_chat(user, "<span class='boldannounce'>Subject is addicted to the following reagents:</span>")
for(var/datum/reagent/R in H.reagents.addiction_list)
to_chat(user, "<span class='danger'>[R.name]</span>")
else
to_chat(user, "<span class='notice'>Subject is not addicted to any reagents.</span>")
/obj/item/device/healthanalyzer/verb/toggle_mode()
set name = "Switch Verbosity"
set category = "Object"
if(usr.stat || !usr.canmove || usr.restrained())
return
mode = !mode
switch (mode)
if(1)
to_chat(usr, "The scanner now shows specific limb damage.")
if(0)
to_chat(usr, "The scanner no longer shows limb damage.")
/obj/item/device/analyzer
desc = "A hand-held environmental scanner which reports current gas levels."
name = "analyzer"
icon_state = "atmos"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/analyzer/attack_self(mob/user)
add_fingerprint(user)
if (user.stat || user.eye_blind)
return
var/turf/location = user.loc
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure,0.1)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure,0.1)] kPa</span>")
if(total_moles)
var/list/env_gases = environment.gases
environment.assert_gases(arglist(GLOB.hardcoded_gases))
var/o2_concentration = env_gases["o2"][MOLES]/total_moles
var/n2_concentration = env_gases["n2"][MOLES]/total_moles
var/co2_concentration = env_gases["co2"][MOLES]/total_moles
var/plasma_concentration = env_gases["plasma"][MOLES]/total_moles
environment.garbage_collect()
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
for(var/id in env_gases)
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = env_gases[id][MOLES]/total_moles
to_chat(user, "<span class='alert'>[env_gases[id][GAS_META][META_GAS_NAME]]: [round(gas_concentration*100, 0.01)] %</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C)] &deg;C</span>")
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
name = "mass-spectrometer"
icon_state = "spectrometer"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
container_type = OPENCONTAINER
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=150, MAT_GLASS=100)
origin_tech = "magnets=2;biotech=1;plasmatech=2"
var/details = 0
/obj/item/device/mass_spectrometer/New()
..()
create_reagents(5)
/obj/item/device/mass_spectrometer/on_reagent_change()
if(reagents.total_volume)
icon_state = initial(icon_state) + "_s"
else
icon_state = initial(icon_state)
/obj/item/device/mass_spectrometer/attack_self(mob/user)
if (user.stat || user.eye_blind)
return
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(reagents.total_volume)
var/list/blood_traces = list()
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id != "blood")
reagents.clear_reagents()
to_chat(user, "<span class='warning'>The sample was contaminated! Please insert another sample.</span>")
return
else
blood_traces = params2list(R.data["trace_chem"])
break
var/dat = "<i><b>Trace Chemicals Found:</b>"
if(!blood_traces.len)
dat += "<br>None"
else
for(var/R in blood_traces)
dat += "<br>[GLOB.chemical_reagents_list[R]]"
if(details)
dat += " ([blood_traces[R]] units)"
dat += "</i>"
to_chat(user, dat)
reagents.clear_reagents()
/obj/item/device/mass_spectrometer/adv
name = "advanced mass-spectrometer"
icon_state = "adv_spectrometer"
details = 1
origin_tech = "magnets=4;biotech=3;plasmatech=3"
/obj/item/device/slime_scanner
name = "slime scanner"
desc = "A device that analyzes a slime's internal composition and measures its stats."
icon_state = "adv_spectrometer"
item_state = "analyzer"
origin_tech = "biotech=2"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
/obj/item/device/slime_scanner/attack(mob/living/M, mob/living/user)
if(user.stat || user.eye_blind)
return
if (!isslime(M))
to_chat(user, "<span class='warning'>This device can only scan slimes!</span>")
return
var/mob/living/simple_animal/slime/T = M
to_chat(user, "Slime scan results:")
to_chat(user, "[T.colour] [T.is_adult ? "adult" : "baby"] slime")
to_chat(user, "Nutrition: [T.nutrition]/[T.get_max_nutrition()]")
if (T.nutrition < T.get_starve_nutrition())
to_chat(user, "<span class='warning'>Warning: slime is starving!</span>")
else if (T.nutrition < T.get_hunger_nutrition())
to_chat(user, "<span class='warning'>Warning: slime is hungry</span>")
to_chat(user, "Electric change strength: [T.powerlevel]")
to_chat(user, "Health: [round(T.health/T.maxHealth,0.01)*100]")
if (T.slime_mutation[4] == T.colour)
to_chat(user, "This slime does not evolve any further.")
else
if (T.slime_mutation[3] == T.slime_mutation[4])
if (T.slime_mutation[2] == T.slime_mutation[1])
to_chat(user, "Possible mutation: [T.slime_mutation[3]]")
to_chat(user, "Genetic destability: [T.mutation_chance/2] % chance of mutation on splitting")
else
to_chat(user, "Possible mutations: [T.slime_mutation[1]], [T.slime_mutation[2]], [T.slime_mutation[3]] (x2)")
to_chat(user, "Genetic destability: [T.mutation_chance] % chance of mutation on splitting")
else
to_chat(user, "Possible mutations: [T.slime_mutation[1]], [T.slime_mutation[2]], [T.slime_mutation[3]], [T.slime_mutation[4]]")
to_chat(user, "Genetic destability: [T.mutation_chance] % chance of mutation on splitting")
if (T.cores > 1)
to_chat(user, "Anomalious slime core amount detected")
to_chat(user, "Growth progress: [T.amount_grown]/[SLIME_EVOLUTION_THRESHOLD]")
@@ -42,9 +42,7 @@ effective or pretty fucking useless.
for(var/mob/living/carbon/human/M in urange(10, user, 1))
if(prob(50))
M.Weaken(rand(10,20))
if(prob(25))
M.Stun(rand(5,10))
M.Knockdown(rand(200,400))
to_chat(M, "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
else
@@ -90,7 +88,7 @@ effective or pretty fucking useless.
spawn((wavelength+(intensity*4))*5)
if(M)
if(intensity >= 5)
M.apply_effect(round(intensity/1.5), PARALYZE)
M.apply_effect(round(intensity/0.075), UNCONSCIOUS)
M.rad_act(intensity*10)
else
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
@@ -233,7 +231,7 @@ effective or pretty fucking useless.
var/range = 12
/obj/item/device/jammer/attack_self(mob/user)
to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] the [src]<span>")
to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] the [src]<span>")
active = !active
if(active)
GLOB.active_jammers |= src
@@ -241,4 +239,3 @@ effective or pretty fucking useless.
GLOB.active_jammers -= src
update_icon()
+1 -1
View File
@@ -23,7 +23,7 @@
/obj/item/latexballon/proc/burst()
if (!air_contents || icon_state != "latexballon_blow")
return
playsound(src, 'sound/weapons/Gunshot.ogg', 100, 1)
playsound(src, 'sound/weapons/gunshot.ogg', 100, 1)
icon_state = "latexballon_bursted"
item_state = "lgloves"
if(isliving(loc))
+3 -4
View File
@@ -17,10 +17,9 @@
to_chat(H, "<span class='notice'>Your morale is increased by [user]'s banner!</span>")
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStunned(-2)
H.AdjustWeakened(-2)
H.AdjustParalysis(-2)
H.AdjustStun(-40)
H.AdjustKnockdown(-40)
H.AdjustUnconscious(-40)
/obj/item/weapon/banner/red
name = "red banner"
File diff suppressed because it is too large Load Diff
+336 -336
View File
@@ -1,338 +1,338 @@
//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
/obj/item/robot_suit
name = "cyborg endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon = 'icons/obj/robot_parts.dmi'
icon_state = "robo_suit"
var/obj/item/bodypart/l_arm/robot/l_arm = null
var/obj/item/bodypart/r_arm/robot/r_arm = null
var/obj/item/bodypart/l_leg/robot/l_leg = null
var/obj/item/bodypart/r_leg/robot/r_leg = null
var/obj/item/bodypart/chest/robot/chest = null
var/obj/item/bodypart/head/robot/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = 1
/obj/item/robot_suit/New()
..()
updateicon()
/obj/item/robot_suit/prebuilt/New()
l_arm = new(src)
r_arm = new(src)
l_leg = new(src)
r_leg = new(src)
head = new(src)
head.flash1 = new(head)
head.flash2 = new(head)
chest = new(src)
chest.wired = TRUE
chest.cell = new /obj/item/weapon/stock_parts/cell/high/plus(chest)
..()
/obj/item/robot_suit/proc/updateicon()
cut_overlays()
if(l_arm)
add_overlay("[l_arm.icon_state]+o")
if(r_arm)
add_overlay("[r_arm.icon_state]+o")
if(chest)
add_overlay("[chest.icon_state]+o")
if(l_leg)
add_overlay("[l_leg.icon_state]+o")
if(r_leg)
add_overlay("[r_leg.icon_state]+o")
if(head)
add_overlay("[head.icon_state]+o")
/obj/item/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
/obj/item/robot_suit
name = "cyborg endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon = 'icons/obj/robot_parts.dmi'
icon_state = "robo_suit"
var/obj/item/bodypart/l_arm/robot/l_arm = null
var/obj/item/bodypart/r_arm/robot/r_arm = null
var/obj/item/bodypart/l_leg/robot/l_leg = null
var/obj/item/bodypart/r_leg/robot/r_leg = null
var/obj/item/bodypart/chest/robot/chest = null
var/obj/item/bodypart/head/robot/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = 1
/obj/item/robot_suit/New()
..()
updateicon()
/obj/item/robot_suit/prebuilt/New()
l_arm = new(src)
r_arm = new(src)
l_leg = new(src)
r_leg = new(src)
head = new(src)
head.flash1 = new(head)
head.flash2 = new(head)
chest = new(src)
chest.wired = TRUE
chest.cell = new /obj/item/weapon/stock_parts/cell/high/plus(chest)
..()
/obj/item/robot_suit/proc/updateicon()
cut_overlays()
if(l_arm)
add_overlay("[l_arm.icon_state]+o")
if(r_arm)
add_overlay("[r_arm.icon_state]+o")
if(chest)
add_overlay("[chest.icon_state]+o")
if(l_leg)
add_overlay("[l_leg.icon_state]+o")
if(r_leg)
add_overlay("[r_leg.icon_state]+o")
if(head)
add_overlay("[head.icon_state]+o")
/obj/item/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
SSblackbox.inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_suit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
if(!l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
if (M.use(1))
var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
B.loc = get_turf(src)
to_chat(user, "<span class='notice'>You arm the robot frame.</span>")
var/holding_this = user.get_inactive_held_item()==src
qdel(src)
if (holding_this)
user.put_in_inactive_hand(B)
else
to_chat(user, "<span class='warning'>You need one sheet of metal to start building ED-209!</span>")
return
else if(istype(W, /obj/item/bodypart/l_leg/robot))
if(src.l_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_leg/robot))
if(src.r_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.r_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/l_arm/robot))
if(src.l_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_arm/robot))
if(src.r_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)//in case it is a dismembered robotic limb
W.cut_overlays()
src.r_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/chest/robot))
var/obj/item/bodypart/chest/robot/CH = W
if(src.chest)
return
if(CH.wired && CH.cell)
if(!user.transferItemToLoc(CH, src))
return
CH.icon_state = initial(CH.icon_state) //in case it is a dismembered robotic limb
CH.cut_overlays()
src.chest = CH
src.updateicon()
else if(!CH.wired)
to_chat(user, "<span class='warning'>You need to attach wires to it first!</span>")
else
to_chat(user, "<span class='warning'>You need to attach a cell to it first!</span>")
else if(istype(W, /obj/item/bodypart/head/robot))
var/obj/item/bodypart/head/robot/HD = W
for(var/X in HD.contents)
if(istype(X, /obj/item/organ))
to_chat(user, "<span class='warning'>There are organs inside [HD]!</span>")
return
if(src.head)
return
if(HD.flash2 && HD.flash1)
if(!user.transferItemToLoc(HD, src))
return
HD.icon_state = initial(HD.icon_state)//in case it is a dismembered robotic limb
HD.cut_overlays()
src.head = HD
src.updateicon()
else
to_chat(user, "<span class='warning'>You need to attach a flash to it first!</span>")
else if (istype(W, /obj/item/device/multitool))
if(check_completion())
Interact(user)
else
to_chat(user, "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>")
else if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!isturf(loc))
to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!M.brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [M.name] into the frame would sort of defeat the purpose!</span>")
return
var/mob/living/brain/BM = M.brainmob
if(!BM.key || !BM.mind)
to_chat(user, "<span class='warning'>The MMI indicates that their mind is completely unresponsive; there's no point!</span>")
return
if(!BM.client) //braindead
to_chat(user, "<span class='warning'>The MMI indicates that their mind is currently inactive; it might change!</span>")
return
if(BM.stat == DEAD || (M.brain && M.brain.damaged_brain))
to_chat(user, "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>")
return
if(jobban_isbanned(BM, "Cyborg"))
to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
if(!O)
return
if(M.laws && M.laws.id != DEFAULT_AI_LAWID)
aisync = 0
lawsync = 0
O.laws = M.laws
M.laws.associate(O)
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.connected_ai = null
else
O.notify_ai(NEW_BORG)
if(forced_ai)
O.connected_ai = forced_ai
if(!lawsync)
O.lawupdate = 0
if(M.laws.id == DEFAULT_AI_LAWID)
O.make_laws()
SSticker.mode.remove_antag_for_borging(BM.mind)
if(!istype(M.laws, /datum/ai_laws/ratvar))
remove_servant_of_ratvar(BM, TRUE)
BM.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
to_chat(O, "<span class='userdanger'>You have been robotized!</span>")
to_chat(O, "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>")
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.loc = O
chest.cell = null
W.forceMove(O)//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
if(O.mmi) //we delete the mmi created by robot/New()
qdel(O.mmi)
O.mmi = W //and give the real mmi to the borg.
O.updatename()
return 1
return 0
/obj/item/robot_suit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
if(!l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
if (M.use(1))
var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
B.loc = get_turf(src)
to_chat(user, "<span class='notice'>You arm the robot frame.</span>")
var/holding_this = user.get_inactive_held_item()==src
qdel(src)
if (holding_this)
user.put_in_inactive_hand(B)
else
to_chat(user, "<span class='warning'>You need one sheet of metal to start building ED-209!</span>")
return
else if(istype(W, /obj/item/bodypart/l_leg/robot))
if(src.l_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_leg/robot))
if(src.r_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.r_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/l_arm/robot))
if(src.l_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_arm/robot))
if(src.r_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)//in case it is a dismembered robotic limb
W.cut_overlays()
src.r_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/chest/robot))
var/obj/item/bodypart/chest/robot/CH = W
if(src.chest)
return
if(CH.wired && CH.cell)
if(!user.transferItemToLoc(CH, src))
return
CH.icon_state = initial(CH.icon_state) //in case it is a dismembered robotic limb
CH.cut_overlays()
src.chest = CH
src.updateicon()
else if(!CH.wired)
to_chat(user, "<span class='warning'>You need to attach wires to it first!</span>")
else
to_chat(user, "<span class='warning'>You need to attach a cell to it first!</span>")
else if(istype(W, /obj/item/bodypart/head/robot))
var/obj/item/bodypart/head/robot/HD = W
for(var/X in HD.contents)
if(istype(X, /obj/item/organ))
to_chat(user, "<span class='warning'>There are organs inside [HD]!</span>")
return
if(src.head)
return
if(HD.flash2 && HD.flash1)
if(!user.transferItemToLoc(HD, src))
return
HD.icon_state = initial(HD.icon_state)//in case it is a dismembered robotic limb
HD.cut_overlays()
src.head = HD
src.updateicon()
else
to_chat(user, "<span class='warning'>You need to attach a flash to it first!</span>")
else if (istype(W, /obj/item/device/multitool))
if(check_completion())
Interact(user)
else
to_chat(user, "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>")
else if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!isturf(loc))
to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!M.brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [M.name] into the frame would sort of defeat the purpose!</span>")
return
var/mob/living/brain/BM = M.brainmob
if(!BM.key || !BM.mind)
to_chat(user, "<span class='warning'>The MMI indicates that their mind is completely unresponsive; there's no point!</span>")
return
if(!BM.client) //braindead
to_chat(user, "<span class='warning'>The MMI indicates that their mind is currently inactive; it might change!</span>")
return
if(BM.stat == DEAD || (M.brain && M.brain.damaged_brain))
to_chat(user, "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>")
return
if(jobban_isbanned(BM, "Cyborg"))
to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
if(!O)
return
if(M.laws && M.laws.id != DEFAULT_AI_LAWID)
aisync = 0
lawsync = 0
O.laws = M.laws
M.laws.associate(O)
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.connected_ai = null
else
O.notify_ai(NEW_BORG)
if(forced_ai)
O.connected_ai = forced_ai
if(!lawsync)
O.lawupdate = 0
if(M.laws.id == DEFAULT_AI_LAWID)
O.make_laws()
SSticker.mode.remove_antag_for_borging(BM.mind)
if(!istype(M.laws, /datum/ai_laws/ratvar))
remove_servant_of_ratvar(BM, TRUE)
BM.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
to_chat(O, "<span class='userdanger'>You have been robotized!</span>")
to_chat(O, "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>")
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.loc = O
chest.cell = null
W.forceMove(O)//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
if(O.mmi) //we delete the mmi created by robot/New()
qdel(O.mmi)
O.mmi = W //and give the real mmi to the borg.
O.updatename()
SSblackbox.inc("cyborg_birth",1)
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
else
to_chat(user, "<span class='warning'>The MMI must go in after everything else!</span>")
else if(istype(W, /obj/item/borg/upgrade/ai))
var/obj/item/borg/upgrade/ai/M = W
if(check_completion())
if(!isturf(loc))
to_chat(user, "<span class='warning'>You cannot install[M], the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!user.drop_item())
to_chat(user, "<span class='warning'>[M] is stuck to your hand!</span>")
return
qdel(M)
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot/shell(get_turf(src))
if(!aisync)
lawsync = FALSE
O.connected_ai = null
else
if(forced_ai)
O.connected_ai = forced_ai
O.notify_ai(AI_SHELL)
if(!lawsync)
O.lawupdate = FALSE
O.make_laws()
O.cell = chest.cell
chest.cell.loc = O
chest.cell = null
O.locked = panel_locked
O.job = "Cyborg"
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = TRUE
O.update_canmove()
else if(istype(W,/obj/item/weapon/pen))
to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
else
return ..()
/obj/item/robot_suit/proc/Interact(mob/user)
var/t1 = text("Designation: <A href='?src=\ref[];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n",src)
t1 += text("Master AI: <A href='?src=\ref[];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n",src)
t1 += text("LawSync Port: <A href='?src=\ref[];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("AI Connection Port: <A href='?src=\ref[];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("Servo Motor Functions: <A href='?src=\ref[];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n",src)
t1 += text("Panel Lock: <A href='?src=\ref[];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n",src)
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_suit/Topic(href, href_list)
if(usr.incapacitated() || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_held_item()
if(!istype(item_in_hand, /obj/item/device/multitool))
to_chat(living_user, "<span class='warning'>You need a multitool!</span>")
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name),1)
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
to_chat(usr, "<span class='error'>No active AIs detected.</span>")
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
else
to_chat(user, "<span class='warning'>The MMI must go in after everything else!</span>")
else if(istype(W, /obj/item/borg/upgrade/ai))
var/obj/item/borg/upgrade/ai/M = W
if(check_completion())
if(!isturf(loc))
to_chat(user, "<span class='warning'>You cannot install[M], the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!user.drop_item())
to_chat(user, "<span class='warning'>[M] is stuck to your hand!</span>")
return
qdel(M)
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot/shell(get_turf(src))
if(!aisync)
lawsync = FALSE
O.connected_ai = null
else
if(forced_ai)
O.connected_ai = forced_ai
O.notify_ai(AI_SHELL)
if(!lawsync)
O.lawupdate = FALSE
O.make_laws()
O.cell = chest.cell
chest.cell.loc = O
chest.cell = null
O.locked = panel_locked
O.job = "Cyborg"
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = TRUE
O.update_canmove()
else if(istype(W,/obj/item/weapon/pen))
to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
else
return ..()
/obj/item/robot_suit/proc/Interact(mob/user)
var/t1 = text("Designation: <A href='?src=\ref[];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n",src)
t1 += text("Master AI: <A href='?src=\ref[];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n",src)
t1 += text("LawSync Port: <A href='?src=\ref[];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("AI Connection Port: <A href='?src=\ref[];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("Servo Motor Functions: <A href='?src=\ref[];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n",src)
t1 += text("Panel Lock: <A href='?src=\ref[];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n",src)
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_suit/Topic(href, href_list)
if(usr.incapacitated() || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_held_item()
if(!istype(item_in_hand, /obj/item/device/multitool))
to_chat(living_user, "<span class='warning'>You need a multitool!</span>")
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name),1)
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
to_chat(usr, "<span class='error'>No active AIs detected.</span>")
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)
+83 -83
View File
@@ -1,92 +1,92 @@
/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
var/hp = 1800
var/obj/structure/target_stake/pinnedLoc
/obj/item/target/Destroy()
removeOverlays()
if(pinnedLoc)
pinnedLoc.nullPinnedTarget()
return ..()
/obj/item/target/proc/nullPinnedLoc()
pinnedLoc = null
density = 0
/obj/item/target/proc/removeOverlays()
cut_overlays()
/obj/item/target/Move()
..()
if(pinnedLoc)
pinnedLoc.loc = loc
/obj/item/target/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
removeOverlays()
to_chat(user, "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>")
else
return ..()
/obj/item/target/attack_hand(mob/user)
if(pinnedLoc)
pinnedLoc.removeTarget(user)
..()
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
hp = 2600
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350
/obj/item/target/clown
icon_state = "target_c"
desc = "A shooting target that looks like a useless clown."
hp = 2000
#define DECALTYPE_SCORCH 1
#define DECALTYPE_BULLET 2
/obj/item/target/clown/bullet_act(obj/item/projectile/P)
..()
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
/obj/item/target/bullet_act(obj/item/projectile/P)
var/p_x = P.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset P.p_x!"
var/p_y = P.p_y + pick(0,0,0,0,0,-1,1)
var/decaltype = DECALTYPE_SCORCH
if(istype(/obj/item/projectile/bullet, P))
decaltype = DECALTYPE_BULLET
var/icon/C = icon(icon,icon_state)
if(C.GetPixel(p_x, p_y) && P.original == src && overlays.len <= 35) // if the located pixel isn't blank (null)
hp -= P.damage
if(hp <= 0)
visible_message("<span class='danger'>[src] breaks into tiny pieces and collapses!</span>")
qdel(src)
/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
var/hp = 1800
var/obj/structure/target_stake/pinnedLoc
/obj/item/target/Destroy()
removeOverlays()
if(pinnedLoc)
pinnedLoc.nullPinnedTarget()
return ..()
/obj/item/target/proc/nullPinnedLoc()
pinnedLoc = null
density = 0
/obj/item/target/proc/removeOverlays()
cut_overlays()
/obj/item/target/Move()
..()
if(pinnedLoc)
pinnedLoc.loc = loc
/obj/item/target/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
removeOverlays()
to_chat(user, "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>")
else
return ..()
/obj/item/target/attack_hand(mob/user)
if(pinnedLoc)
pinnedLoc.removeTarget(user)
..()
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
hp = 2600
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350
/obj/item/target/clown
icon_state = "target_c"
desc = "A shooting target that looks like a useless clown."
hp = 2000
#define DECALTYPE_SCORCH 1
#define DECALTYPE_BULLET 2
/obj/item/target/clown/bullet_act(obj/item/projectile/P)
..()
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
/obj/item/target/bullet_act(obj/item/projectile/P)
var/p_x = P.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset P.p_x!"
var/p_y = P.p_y + pick(0,0,0,0,0,-1,1)
var/decaltype = DECALTYPE_SCORCH
if(istype(/obj/item/projectile/bullet, P))
decaltype = DECALTYPE_BULLET
var/icon/C = icon(icon,icon_state)
if(C.GetPixel(p_x, p_y) && P.original == src && overlays.len <= 35) // if the located pixel isn't blank (null)
hp -= P.damage
if(hp <= 0)
visible_message("<span class='danger'>[src] breaks into tiny pieces and collapses!</span>")
qdel(src)
var/image/bullet_hole = image('icons/effects/effects.dmi', "scorch", OBJ_LAYER + 0.5)
bullet_hole.pixel_x = p_x - 1 //offset correction
bullet_hole.pixel_y = p_y - 1
if(decaltype == DECALTYPE_SCORCH)
if(decaltype == DECALTYPE_SCORCH)
bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design
if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))
else
else
bullet_hole.icon_state = "light_scorch"
else
else
bullet_hole.icon_state = "dent"
add_overlay(bullet_hole)
return
return -1
#undef DECALTYPE_SCORCH
return
return -1
#undef DECALTYPE_SCORCH
#undef DECALTYPE_BULLET
+80 -80
View File
@@ -1,81 +1,81 @@
//Bluespace crystals, used in telescience and when crushed it will blink you to a random turf.
/obj/item/weapon/ore/bluespace_crystal
name = "bluespace crystal"
desc = "A glowing bluespace crystal, not much is known about how they work. It looks very delicate."
icon = 'icons/obj/telescience.dmi'
icon_state = "bluespace_crystal"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT)
origin_tech = "bluespace=6;materials=3"
points = 50
var/blink_range = 8 // The teleport range when crushed/thrown at someone.
refined_type = /obj/item/stack/sheet/bluespace_crystal
/obj/item/weapon/ore/bluespace_crystal/refined
name = "refined bluespace crystal"
points = 0
refined_type = null
/obj/item/weapon/ore/bluespace_crystal/New()
..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/item/weapon/ore/bluespace_crystal/attack_self(mob/user)
user.visible_message("<span class='warning'>[user] crushes [src]!</span>", "<span class='danger'>You crush [src]!</span>")
new /obj/effect/particle_effect/sparks(loc)
playsound(src.loc, "sparks", 50, 1)
blink_mob(user)
qdel(src)
/obj/item/weapon/ore/bluespace_crystal/proc/blink_mob(mob/living/L)
do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg')
/obj/item/weapon/ore/bluespace_crystal/throw_impact(atom/hit_atom)
if(!..()) // not caught in mid-air
visible_message("<span class='notice'>[src] fizzles and disappears upon impact!</span>")
var/turf/T = get_turf(hit_atom)
new /obj/effect/particle_effect/sparks(T)
playsound(src.loc, "sparks", 50, 1)
if(isliving(hit_atom))
blink_mob(hit_atom)
qdel(src)
//Artifical bluespace crystal, doesn't give you much research.
/obj/item/weapon/ore/bluespace_crystal/artificial
name = "artificial bluespace crystal"
desc = "An artificially made bluespace crystal, it looks delicate."
origin_tech = "bluespace=3;plasmatech=4"
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT / 2)
blink_range = 4 // Not as good as the organic stuff!
points = 0 //nice try
refined_type = null
//Polycrystals, aka stacks
/obj/item/stack/sheet/bluespace_crystal
name = "bluespace polycrystal"
icon = 'icons/obj/telescience.dmi'
icon_state = "polycrystal"
desc = "A stable polycrystal, made of fused-together bluespace crystals. You could probably break one off."
origin_tech = "bluespace=6;materials=3"
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("bluespace polybashed", "bluespace polybattered", "bluespace polybludgeoned", "bluespace polythrashed", "bluespace polysmashed")
//Bluespace crystals, used in telescience and when crushed it will blink you to a random turf.
/obj/item/weapon/ore/bluespace_crystal
name = "bluespace crystal"
desc = "A glowing bluespace crystal, not much is known about how they work. It looks very delicate."
icon = 'icons/obj/telescience.dmi'
icon_state = "bluespace_crystal"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT)
origin_tech = "bluespace=6;materials=3"
points = 50
var/blink_range = 8 // The teleport range when crushed/thrown at someone.
refined_type = /obj/item/stack/sheet/bluespace_crystal
/obj/item/weapon/ore/bluespace_crystal/refined
name = "refined bluespace crystal"
points = 0
refined_type = null
/obj/item/weapon/ore/bluespace_crystal/New()
..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/item/weapon/ore/bluespace_crystal/attack_self(mob/user)
user.visible_message("<span class='warning'>[user] crushes [src]!</span>", "<span class='danger'>You crush [src]!</span>")
new /obj/effect/particle_effect/sparks(loc)
playsound(src.loc, "sparks", 50, 1)
blink_mob(user)
qdel(src)
/obj/item/weapon/ore/bluespace_crystal/proc/blink_mob(mob/living/L)
do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg')
/obj/item/weapon/ore/bluespace_crystal/throw_impact(atom/hit_atom)
if(!..()) // not caught in mid-air
visible_message("<span class='notice'>[src] fizzles and disappears upon impact!</span>")
var/turf/T = get_turf(hit_atom)
new /obj/effect/particle_effect/sparks(T)
playsound(src.loc, "sparks", 50, 1)
if(isliving(hit_atom))
blink_mob(hit_atom)
qdel(src)
//Artifical bluespace crystal, doesn't give you much research.
/obj/item/weapon/ore/bluespace_crystal/artificial
name = "artificial bluespace crystal"
desc = "An artificially made bluespace crystal, it looks delicate."
origin_tech = "bluespace=3;plasmatech=4"
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT / 2)
blink_range = 4 // Not as good as the organic stuff!
points = 0 //nice try
refined_type = null
//Polycrystals, aka stacks
/obj/item/stack/sheet/bluespace_crystal
name = "bluespace polycrystal"
icon = 'icons/obj/telescience.dmi'
icon_state = "polycrystal"
desc = "A stable polycrystal, made of fused-together bluespace crystals. You could probably break one off."
origin_tech = "bluespace=6;materials=3"
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("bluespace polybashed", "bluespace polybattered", "bluespace polybludgeoned", "bluespace polythrashed", "bluespace polysmashed")
novariants = TRUE
var/crystal_type = /obj/item/weapon/ore/bluespace_crystal/refined
/obj/item/stack/sheet/bluespace_crystal/attack_self(mob/user)// to prevent the construction menu from ever happening
to_chat(user, "<span class='warning'>You cannot crush the polycrystal in-hand, try breaking one off.</span>")
/obj/item/stack/sheet/bluespace_crystal/attack_hand(mob/user)
if(user.get_inactive_held_item() == src)
if(zero_amount())
return
var/BC = new crystal_type(src)
user.put_in_hands(BC)
use(1)
if(!amount)
to_chat(user, "<span class='notice'>You break the final crystal off.</span>")
else
to_chat(user, "<span class='notice'>You break off a crystal.</span>")
else
..()
var/crystal_type = /obj/item/weapon/ore/bluespace_crystal/refined
/obj/item/stack/sheet/bluespace_crystal/attack_self(mob/user)// to prevent the construction menu from ever happening
to_chat(user, "<span class='warning'>You cannot crush the polycrystal in-hand, try breaking one off.</span>")
/obj/item/stack/sheet/bluespace_crystal/attack_hand(mob/user)
if(user.get_inactive_held_item() == src)
if(zero_amount())
return
var/BC = new crystal_type(src)
user.put_in_hands(BC)
use(1)
if(!amount)
to_chat(user, "<span class='notice'>You break the final crystal off.</span>")
else
to_chat(user, "<span class='notice'>You break off a crystal.</span>")
else
..()
+142 -142
View File
@@ -1,144 +1,144 @@
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
full_w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
obj_integrity = 40
max_integrity = 40
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
obj_integrity = 40
max_integrity = 40
novariants = FALSE
var/heal_brute = 0
var/heal_burn = 0
var/stop_bleeding = 0
var/self_delay = 50
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(M.stat == 2)
var/t_him = "it"
if(M.gender == MALE)
t_him = "him"
else if(M.gender == FEMALE)
t_him = "her"
to_chat(user, "<span class='danger'>\The [M] is dead, you cannot help [t_him]!</span>")
return
if(!istype(M, /mob/living/carbon) && !istype(M, /mob/living/simple_animal))
to_chat(user, "<span class='danger'>You don't know how to apply \the [src] to [M]!</span>")
return 1
var/obj/item/bodypart/affecting
if(iscarbon(M))
var/mob/living/carbon/C = M
affecting = C.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(stop_bleeding)
if(H.bleedsuppress)
to_chat(user, "<span class='warning'>[H]'s bleeding is already bandaged!</span>")
return
else if(!H.bleed_rate)
to_chat(user, "<span class='warning'>[H] isn't bleeding!</span>")
return
if(isliving(M))
if(!M.can_inject(user, 1))
return
if(user)
if (M != user)
if (istype(M, /mob/living/simple_animal))
var/mob/living/simple_animal/critter = M
if (!(critter.healable))
to_chat(user, "<span class='notice'> You cannot use [src] on [M]!</span>")
return
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'> [M] is at full health.</span>")
return
else if(src.heal_brute < 1)
to_chat(user, "<span class='notice'> [src] won't help [M] at all.</span>")
return
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", "<span class='green'>You apply [src] on [M].</span>")
else
var/t_himself = "itself"
if(user.gender == MALE)
t_himself = "himself"
else if(user.gender == FEMALE)
t_himself = "herself"
user.visible_message("<span class='notice'>[user] starts to apply [src] on [t_himself]...</span>", "<span class='notice'>You begin applying [src] on yourself...</span>")
if(!do_mob(user, M, self_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject,user,1)))
return
user.visible_message("<span class='green'>[user] applies [src] on [t_himself].</span>", "<span class='green'>You apply [src] on yourself.</span>")
if(iscarbon(M))
var/mob/living/carbon/C = M
affecting = C.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
if(affecting.heal_damage(heal_brute, heal_burn))
C.update_damage_overlays()
else
to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
else
M.heal_bodypart_damage((src.heal_brute/2), (src.heal_burn/2))
use(1)
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A theraputic gel pack and bandages designed to treat blunt-force trauma."
icon_state = "brutepack"
heal_brute = 40
origin_tech = "biotech=2"
self_delay = 20
/obj/item/stack/medical/gauze
name = "medical gauze"
desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, but does not heal wounds."
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
stop_bleeding = 1800
self_delay = 20
max_amount = 12
/obj/item/stack/medical/gauze/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
stop_bleeding = 900
/obj/item/stack/medical/gauze/cyborg
materials = list()
is_cyborg = 1
cost = 250
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burn wounds."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 40
origin_tech = "biotech=2"
self_delay = 20
var/heal_brute = 0
var/heal_burn = 0
var/stop_bleeding = 0
var/self_delay = 50
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(M.stat == 2)
var/t_him = "it"
if(M.gender == MALE)
t_him = "him"
else if(M.gender == FEMALE)
t_him = "her"
to_chat(user, "<span class='danger'>\The [M] is dead, you cannot help [t_him]!</span>")
return
if(!iscarbon(M) && !isanimal(M))
to_chat(user, "<span class='danger'>You don't know how to apply \the [src] to [M]!</span>")
return 1
var/obj/item/bodypart/affecting
if(iscarbon(M))
var/mob/living/carbon/C = M
affecting = C.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(stop_bleeding)
if(H.bleedsuppress)
to_chat(user, "<span class='warning'>[H]'s bleeding is already bandaged!</span>")
return
else if(!H.bleed_rate)
to_chat(user, "<span class='warning'>[H] isn't bleeding!</span>")
return
if(isliving(M))
if(!M.can_inject(user, 1))
return
if(user)
if (M != user)
if (isanimal(M))
var/mob/living/simple_animal/critter = M
if (!(critter.healable))
to_chat(user, "<span class='notice'> You cannot use [src] on [M]!</span>")
return
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'> [M] is at full health.</span>")
return
else if(src.heal_brute < 1)
to_chat(user, "<span class='notice'> [src] won't help [M] at all.</span>")
return
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", "<span class='green'>You apply [src] on [M].</span>")
else
var/t_himself = "itself"
if(user.gender == MALE)
t_himself = "himself"
else if(user.gender == FEMALE)
t_himself = "herself"
user.visible_message("<span class='notice'>[user] starts to apply [src] on [t_himself]...</span>", "<span class='notice'>You begin applying [src] on yourself...</span>")
if(!do_mob(user, M, self_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject,user,1)))
return
user.visible_message("<span class='green'>[user] applies [src] on [t_himself].</span>", "<span class='green'>You apply [src] on yourself.</span>")
if(iscarbon(M))
var/mob/living/carbon/C = M
affecting = C.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
if(affecting.heal_damage(heal_brute, heal_burn))
C.update_damage_overlays()
else
to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
else
M.heal_bodypart_damage((src.heal_brute/2), (src.heal_burn/2))
use(1)
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A theraputic gel pack and bandages designed to treat blunt-force trauma."
icon_state = "brutepack"
heal_brute = 40
origin_tech = "biotech=2"
self_delay = 20
/obj/item/stack/medical/gauze
name = "medical gauze"
desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, but does not heal wounds."
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
stop_bleeding = 1800
self_delay = 20
max_amount = 12
/obj/item/stack/medical/gauze/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
stop_bleeding = 900
/obj/item/stack/medical/gauze/cyborg
materials = list()
is_cyborg = 1
cost = 250
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burn wounds."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 40
origin_tech = "biotech=2"
self_delay = 20
+75 -75
View File
@@ -1,79 +1,79 @@
GLOBAL_LIST_INIT(rod_recipes, list ( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("scooter frame", /obj/item/scooter_frame, 10, time = 25, one_per_turf = 0), \
))
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building or something."
singular_name = "metal rod"
icon_state = "rods"
item_state = "rods"
flags = CONDUCT
w_class = WEIGHT_CLASS_NORMAL
force = 9
throwforce = 10
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=1000)
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
GLOBAL_LIST_INIT(rod_recipes, list ( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("scooter frame", /obj/item/scooter_frame, 10, time = 25, one_per_turf = 0), \
))
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building or something."
singular_name = "metal rod"
icon_state = "rods"
item_state = "rods"
flags = CONDUCT
w_class = WEIGHT_CLASS_NORMAL
force = 9
throwforce = 10
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=1000)
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
novariants = TRUE
/obj/item/stack/rods/Initialize(mapload, new_amount, merge = TRUE)
..()
recipes = GLOB.rod_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
/obj/item/stack/rods/attackby(obj/item/W, mob/user, params)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
user.visible_message("[user.name] shaped [src] into metal with the welding tool.", \
"<span class='notice'>You shape [src] into metal with the welding tool.</span>", \
"<span class='italics'>You hear welding.</span>")
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_held_item()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/weapon/reagent_containers/food/snacks/S = W
if(amount != 1)
to_chat(user, "<span class='warning'>You must use a single rod!</span>")
else if(S.w_class > WEIGHT_CLASS_SMALL)
to_chat(user, "<span class='warning'>The ingredient is too big for [src]!</span>")
else
var/obj/item/weapon/reagent_containers/food/snacks/customizable/A = new/obj/item/weapon/reagent_containers/food/snacks/customizable/kebab(get_turf(src))
A.initialize_custom_food(src, S, user)
else
return ..()
/obj/item/stack/rods/cyborg
materials = list()
is_cyborg = 1
cost = 250
/obj/item/stack/rods/cyborg/update_icon()
return
/obj/item/stack/rods/Initialize(mapload, new_amount, merge = TRUE)
..()
recipes = GLOB.rod_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
/obj/item/stack/rods/attackby(obj/item/W, mob/user, params)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
user.visible_message("[user.name] shaped [src] into metal with the welding tool.", \
"<span class='notice'>You shape [src] into metal with the welding tool.</span>", \
"<span class='italics'>You hear welding.</span>")
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_held_item()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/weapon/reagent_containers/food/snacks/S = W
if(amount != 1)
to_chat(user, "<span class='warning'>You must use a single rod!</span>")
else if(S.w_class > WEIGHT_CLASS_SMALL)
to_chat(user, "<span class='warning'>The ingredient is too big for [src]!</span>")
else
var/obj/item/weapon/reagent_containers/food/snacks/customizable/A = new/obj/item/weapon/reagent_containers/food/snacks/customizable/kebab(get_turf(src))
A.initialize_custom_food(src, S, user)
else
return ..()
/obj/item/stack/rods/cyborg
materials = list()
is_cyborg = 1
cost = 250
/obj/item/stack/rods/cyborg/update_icon()
return
/obj/item/stack/rods/ten
amount = 10
+277 -210
View File
@@ -1,215 +1,282 @@
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
GLOBAL_LIST_INIT(glass_recipes, list ( \
new/datum/stack_recipe("directional window", /obj/structure/window/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile window", /obj/structure/window/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=1"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
/obj/item/stack/sheet/glass/cyborg
materials = list()
is_cyborg = 1
cost = 500
/obj/item/stack/sheet/glass/fifty
amount = 50
/obj/item/stack/sheet/glass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.glass_recipes
..()
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5)
to_chat(user, "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass!</span>")
return
CC.use(5)
use(1)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
var/obj/item/stack/light_w/new_tile = new(user.loc)
new_tile.add_fingerprint(user)
else if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() >= 1 && src.get_amount() >= 1)
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_held_item()==G)
V.use(1)
G.use(1)
if (!G && replace)
user.put_in_hands(RG)
else
to_chat(user, "<span class='warning'>You need one rod and one sheet of glass to make reinforced glass!</span>")
return
else
return ..()
/*
* Reinforced glass sheets
*/
GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
new/datum/stack_recipe("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \
null, \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=2"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
/obj/item/stack/sheet/rglass/cyborg
materials = list()
var/datum/robot_energy_storage/glasource
var/metcost = 250
var/glacost = 500
/obj/item/stack/sheet/rglass/cyborg/get_amount()
return min(round(source.energy / metcost), round(glasource.energy / glacost))
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
GLOBAL_LIST_INIT(glass_recipes, list ( \
new/datum/stack_recipe("directional window", /obj/structure/window/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile window", /obj/structure/window/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=1"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
/obj/item/stack/sheet/glass/cyborg
materials = list()
is_cyborg = 1
cost = 500
/obj/item/stack/sheet/glass/fifty
amount = 50
/obj/item/stack/sheet/glass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.glass_recipes
return ..()
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5)
to_chat(user, "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass!</span>")
return
CC.use(5)
use(1)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
var/obj/item/stack/light_w/new_tile = new(user.loc)
new_tile.add_fingerprint(user)
else if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() >= 1 && get_amount() >= 1)
var/obj/item/stack/sheet/rglass/RG = new (get_turf(user))
RG.add_fingerprint(user)
var/replace = user.get_inactive_held_item()==src
V.use(1)
use(1)
if(QDELETED(src) && replace)
user.put_in_hands(RG)
else
to_chat(user, "<span class='warning'>You need one rod and one sheet of glass to make reinforced glass!</span>")
return
else
return ..()
GLOBAL_LIST_INIT(pglass_recipes, list ( \
new/datum/stack_recipe("directional window", /obj/structure/window/plasma/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile window", /obj/structure/window/plasma/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/glass/plasma
name = "plasma glass"
desc = "A glass sheet made out of a plasma-silicate alloy. It looks extremely tough and heavily fire resistant."
singular_name = "plasma glass sheet"
icon_state = "sheet-pglass"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "plasmatech=2;materials=2"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass/plasma
/obj/item/stack/sheet/glass/plasma/fifty
amount = 50
/obj/item/stack/sheet/glass/plasma/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.pglass_recipes
return ..()
/obj/item/stack/sheet/glass/plasma/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() >= 1 && get_amount() >= 1)
var/obj/item/stack/sheet/rglass/plasma/RG = new (get_turf(user))
RG.add_fingerprint(user)
var/replace = user.get_inactive_held_item()==src
V.use(1)
use(1)
if(QDELETED(src) && replace)
user.put_in_hands(RG)
else
to_chat(user, "<span class='warning'>You need one rod and one sheet of plamsa glass to make reinforced plasma glass!</span>")
return
else
return ..()
/*
* Reinforced glass sheets
*/
GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
new/datum/stack_recipe("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \
null, \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=2"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
/obj/item/stack/sheet/rglass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
..()
/obj/item/stack/sheet/rglass/cyborg
materials = list()
var/datum/robot_energy_storage/glasource
var/metcost = 250
var/glacost = 500
/obj/item/stack/sheet/rglass/cyborg/get_amount()
return min(round(source.energy / metcost), round(glasource.energy / glacost))
/obj/item/stack/sheet/rglass/cyborg/use(used, transfer = FALSE) // Requires special checks, because it uses two storages
source.use_charge(used * metcost)
glasource.use_charge(used * glacost)
/obj/item/stack/sheet/rglass/cyborg/add(amount)
source.add_charge(amount * metcost)
glasource.add_charge(amount * glacost)
/obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.reinforced_glass_recipes
..()
/obj/item/weapon/shard
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/shards.dmi'
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
force = 5
throwforce = 10
item_state = "shard-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor = list(melee = 100, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100)
obj_integrity = 40
max_integrity = 40
var/cooldown = 0
sharpness = IS_SHARP
/obj/item/weapon/shard/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide.</span>")
return (BRUTELOSS)
/obj/item/weapon/shard/Initialize()
. = ..()
icon_state = pick("large", "medium", "small")
switch(icon_state)
if("small")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("medium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/item/weapon/shard/afterattack(atom/A as mob|obj, mob/user, proximity)
if(!proximity || !(src in user))
return
if(isturf(A))
return
if(istype(A, /obj/item/weapon/storage))
return
var/hit_hand = ((user.active_hand_index % 2 == 0) ? "r_" : "l_") + "arm"
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.gloves && !(PIERCEIMMUNE in H.dna.species.species_traits)) // golems, etc
to_chat(H, "<span class='warning'>[src] cuts into your hand!</span>")
H.apply_damage(force*0.5, BRUTE, hit_hand)
else if(ismonkey(user))
var/mob/living/carbon/monkey/M = user
to_chat(M, "<span class='warning'>[src] cuts into your hand!</span>")
M.apply_damage(force*0.5, BRUTE, hit_hand)
/obj/item/weapon/shard/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/lightreplacer))
I.attackby(src, user)
else if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for(var/obj/item/stack/sheet/glass/G in user.loc)
if(G == NG)
continue
if(G.amount >= G.max_amount)
continue
G.attackby(NG, user)
to_chat(user, "<span class='notice'>You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.</span>")
qdel(src)
else
return ..()
/obj/item/weapon/shard/Crossed(mob/AM)
if(istype(AM) && has_gravity(loc))
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(PIERCEIMMUNE in H.dna.species.species_traits)
return
var/picked_def_zone = pick("l_leg", "r_leg")
var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone)
if(!istype(O))
return
/obj/item/stack/sheet/rglass/cyborg/add(amount)
source.add_charge(amount * metcost)
glasource.add_charge(amount * glacost)
/obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.reinforced_glass_recipes
return ..()
GLOBAL_LIST_INIT(prglass_recipes, list ( \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/plasma/reinforced/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/plasma/reinforced/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/rglass/plasma
name = "reinforced plasma glass"
desc = "A glass sheet made out of a plasma-silicate alloy and a rod matrice. It looks hopelessly tough and nearly fire-proof!"
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-prglass"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=2;plasmatech=2"
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass/plasma
/obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.prglass_recipes
return ..()
/obj/item/weapon/shard
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/shards.dmi'
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
force = 5
throwforce = 10
item_state = "shard-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
obj_integrity = 40
max_integrity = 40
var/cooldown = 0
sharpness = IS_SHARP
/obj/item/weapon/shard/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide.</span>")
return (BRUTELOSS)
/obj/item/weapon/shard/Initialize()
. = ..()
icon_state = pick("large", "medium", "small")
switch(icon_state)
if("small")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("medium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/item/weapon/shard/afterattack(atom/A as mob|obj, mob/user, proximity)
if(!proximity || !(src in user))
return
if(isturf(A))
return
if(istype(A, /obj/item/weapon/storage))
return
var/hit_hand = ((user.active_hand_index % 2 == 0) ? "r_" : "l_") + "arm"
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.gloves && !(PIERCEIMMUNE in H.dna.species.species_traits)) // golems, etc
to_chat(H, "<span class='warning'>[src] cuts into your hand!</span>")
H.apply_damage(force*0.5, BRUTE, hit_hand)
else if(ismonkey(user))
var/mob/living/carbon/monkey/M = user
to_chat(M, "<span class='warning'>[src] cuts into your hand!</span>")
M.apply_damage(force*0.5, BRUTE, hit_hand)
/obj/item/weapon/shard/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/lightreplacer))
I.attackby(src, user)
else if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for(var/obj/item/stack/sheet/glass/G in user.loc)
if(G == NG)
continue
if(G.amount >= G.max_amount)
continue
G.attackby(NG, user)
to_chat(user, "<span class='notice'>You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.</span>")
qdel(src)
else
return ..()
/obj/item/weapon/shard/Crossed(mob/AM)
if(istype(AM) && has_gravity(loc))
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(PIERCEIMMUNE in H.dna.species.species_traits)
return
var/picked_def_zone = pick("l_leg", "r_leg")
var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone)
if(!istype(O))
return
if(O.status == BODYPART_ROBOTIC)
return
var/feetCover = (H.wear_suit && H.wear_suit.body_parts_covered & FEET) || (H.w_uniform && H.w_uniform.body_parts_covered & FEET)
if(H.shoes || feetCover || H.movement_type & FLYING || H.buckled)
return
H.apply_damage(5, BRUTE, picked_def_zone)
if(cooldown < world.time - 10) //cooldown to avoid message spam.
if(!H.incapacitated())
H.visible_message("<span class='danger'>[H] steps in the broken glass!</span>", \
"<span class='userdanger'>You step in the broken glass!</span>")
else
H.visible_message("<span class='danger'>[H] slides on the broken glass!</span>", \
"<span class='userdanger'>You slide on the broken glass!</span>")
cooldown = world.time
H.Weaken(3)
var/feetCover = (H.wear_suit && H.wear_suit.body_parts_covered & FEET) || (H.w_uniform && H.w_uniform.body_parts_covered & FEET)
if(H.shoes || feetCover || H.movement_type & FLYING || H.buckled)
return
H.apply_damage(5, BRUTE, picked_def_zone)
if(cooldown < world.time - 10) //cooldown to avoid message spam.
if(!H.incapacitated())
H.visible_message("<span class='danger'>[H] steps in the broken glass!</span>", \
"<span class='userdanger'>You step in the broken glass!</span>")
else
H.visible_message("<span class='danger'>[H] slides on the broken glass!</span>", \
"<span class='userdanger'>You slide on the broken glass!</span>")
cooldown = world.time
H.Knockdown(60)
+224 -224
View File
@@ -1,237 +1,237 @@
/obj/item/stack/sheet/animalhide
name = "hide"
desc = "Something went wrong."
origin_tech = "biotech=3"
/obj/item/stack/sheet/animalhide
name = "hide"
desc = "Something went wrong."
origin_tech = "biotech=3"
novariants = TRUE
/obj/item/stack/sheet/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"
/obj/item/stack/sheet/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"
novariants = FALSE
GLOBAL_LIST_INIT(human_recipes, list( \
new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/hooded/bloated_human, 5, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/human/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.human_recipes
return ..()
/obj/item/stack/sheet/animalhide/generic
name = "skin"
desc = "A piece of skin."
singular_name = "skin piece"
icon_state = "sheet-hide"
GLOBAL_LIST_INIT(human_recipes, list( \
new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/hooded/bloated_human, 5, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/human/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.human_recipes
return ..()
/obj/item/stack/sheet/animalhide/generic
name = "skin"
desc = "A piece of skin."
singular_name = "skin piece"
icon_state = "sheet-hide"
novariants = FALSE
/obj/item/stack/sheet/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
GLOBAL_LIST_INIT(corgi_recipes, list ( \
new/datum/stack_recipe("corgi costume", /obj/item/clothing/suit/hooded/ian_costume, 3, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/corgi/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.corgi_recipes
return ..()
/obj/item/stack/sheet/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
/obj/item/stack/sheet/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
GLOBAL_LIST_INIT(monkey_recipes, list ( \
new/datum/stack_recipe("monkey mask", /obj/item/clothing/mask/gas/monkeymask, 1, on_floor = 1), \
new/datum/stack_recipe("monkey suit", /obj/item/clothing/suit/monkeysuit, 2, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/monkey/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.monkey_recipes
return ..()
/obj/item/stack/sheet/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
GLOBAL_LIST_INIT(xeno_recipes, list ( \
new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/xenos, 1, on_floor = 1), \
new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/xenos, 2, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/xeno/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.xeno_recipes
return ..()
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien hide piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
origin_tech = null
/obj/item/stack/sheet/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
GLOBAL_LIST_INIT(corgi_recipes, list ( \
new/datum/stack_recipe("corgi costume", /obj/item/clothing/suit/hooded/ian_costume, 3, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/corgi/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.corgi_recipes
return ..()
/obj/item/stack/sheet/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
/obj/item/stack/sheet/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
GLOBAL_LIST_INIT(monkey_recipes, list ( \
new/datum/stack_recipe("monkey mask", /obj/item/clothing/mask/gas/monkeymask, 1, on_floor = 1), \
new/datum/stack_recipe("monkey suit", /obj/item/clothing/suit/monkeysuit, 2, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/monkey/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.monkey_recipes
return ..()
/obj/item/stack/sheet/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
GLOBAL_LIST_INIT(xeno_recipes, list ( \
new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/xenos, 1, on_floor = 1), \
new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/xenos, 2, on_floor = 1), \
))
/obj/item/stack/sheet/animalhide/xeno/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.xeno_recipes
return ..()
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien hide piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
origin_tech = null
novariants = TRUE
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
origin_tech = null
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
origin_tech = null
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of its hair, but still needs washing and tanning."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
origin_tech = null
/obj/item/stack/sheet/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
origin_tech = null
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
/*
* Leather SHeet
*/
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of mob grinding."
singular_name = "leather piece"
icon_state = "sheet-leather"
origin_tech = "materials=2"
GLOBAL_LIST_INIT(leather_recipes, list ( \
new/datum/stack_recipe("wallet", /obj/item/weapon/storage/wallet, 1), \
new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2), \
new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3), \
new/datum/stack_recipe("toolbelt", /obj/item/weapon/storage/belt/utility, 4), \
new/datum/stack_recipe("leather satchel", /obj/item/weapon/storage/backpack/satchel, 5), \
new/datum/stack_recipe("bandolier", /obj/item/weapon/storage/belt/bandolier, 5), \
new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7), \
new/datum/stack_recipe("leather overcoat", /obj/item/clothing/suit/jacket/leather/overcoat, 10), \
))
/obj/item/stack/sheet/leather/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.leather_recipes
return ..()
/*
* Sinew
*/
/obj/item/stack/sheet/sinew
name = "watcher sinew"
icon = 'icons/obj/mining.dmi'
desc = "Long stringy filaments which presumably came from a watcher's wings."
singular_name = "watcher sinew"
icon_state = "sinew"
origin_tech = "biotech=4"
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
origin_tech = null
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
origin_tech = null
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of its hair, but still needs washing and tanning."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
origin_tech = null
/obj/item/stack/sheet/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
origin_tech = null
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
/*
* Leather SHeet
*/
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of mob grinding."
singular_name = "leather piece"
icon_state = "sheet-leather"
origin_tech = "materials=2"
GLOBAL_LIST_INIT(leather_recipes, list ( \
new/datum/stack_recipe("wallet", /obj/item/weapon/storage/wallet, 1), \
new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2), \
new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3), \
new/datum/stack_recipe("toolbelt", /obj/item/weapon/storage/belt/utility, 4), \
new/datum/stack_recipe("leather satchel", /obj/item/weapon/storage/backpack/satchel, 5), \
new/datum/stack_recipe("bandolier", /obj/item/weapon/storage/belt/bandolier, 5), \
new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7), \
new/datum/stack_recipe("leather overcoat", /obj/item/clothing/suit/jacket/leather/overcoat, 10), \
))
/obj/item/stack/sheet/leather/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.leather_recipes
return ..()
/*
* Sinew
*/
/obj/item/stack/sheet/sinew
name = "watcher sinew"
icon = 'icons/obj/mining.dmi'
desc = "Long stringy filaments which presumably came from a watcher's wings."
singular_name = "watcher sinew"
icon_state = "sinew"
origin_tech = "biotech=4"
novariants = TRUE
GLOBAL_LIST_INIT(sinew_recipes, list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/weapon/restraints/handcuffs/sinew, 1, on_floor = 1), \
))
/obj/item/stack/sheet/sinew/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.sinew_recipes
return ..()
/*
* Plates
*/
/obj/item/stack/sheet/animalhide/goliath_hide
name = "goliath hide plates"
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
icon = 'icons/obj/mining.dmi'
icon_state = "goliath_hide"
singular_name = "hide plate"
GLOBAL_LIST_INIT(sinew_recipes, list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/weapon/restraints/handcuffs/sinew, 1, on_floor = 1), \
))
/obj/item/stack/sheet/sinew/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.sinew_recipes
return ..()
/*
* Plates
*/
/obj/item/stack/sheet/animalhide/goliath_hide
name = "goliath hide plates"
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
icon = 'icons/obj/mining.dmi'
icon_state = "goliath_hide"
singular_name = "hide plate"
max_amount = 6
novariants = FALSE
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
desc = "The strong, scaled hide of an ash drake."
icon = 'icons/obj/mining.dmi'
icon_state = "dragon_hide"
singular_name = "drake plate"
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
desc = "The strong, scaled hide of an ash drake."
icon = 'icons/obj/mining.dmi'
icon_state = "dragon_hide"
singular_name = "drake plate"
max_amount = 10
novariants = FALSE
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
//Step one - dehairing.
/obj/item/stack/sheet/animalhide/attackby(obj/item/weapon/W, mob/user, params)
if(W.is_sharp())
playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
user.visible_message("[user] starts cutting hair off \the [src].", "<span class='notice'>You start cutting the hair off \the [src]...</span>", "<span class='italics'>You hear the sound of a knife rubbing against flesh.</span>")
if(do_after(user,50, target = src))
to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name].</span>")
var/obj/item/stack/sheet/hairlesshide/HS = new(user.loc)
HS.amount = 1
use(1)
else
return ..()
//Step two - washing..... it's actually in washing machine code.
//Step three - drying
/obj/item/stack/sheet/wetleather/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
wetness = initial(wetness)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/leather/HS = new(src.loc)
HS.amount = 1
wetness = initial(wetness)
src.use(1)
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
//Step one - dehairing.
/obj/item/stack/sheet/animalhide/attackby(obj/item/weapon/W, mob/user, params)
if(W.is_sharp())
playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
user.visible_message("[user] starts cutting hair off \the [src].", "<span class='notice'>You start cutting the hair off \the [src]...</span>", "<span class='italics'>You hear the sound of a knife rubbing against flesh.</span>")
if(do_after(user,50, target = src))
to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name].</span>")
var/obj/item/stack/sheet/hairlesshide/HS = new(user.loc)
HS.amount = 1
use(1)
else
return ..()
//Step two - washing..... it's actually in washing machine code.
//Step three - drying
/obj/item/stack/sheet/wetleather/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
wetness = initial(wetness)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/leather/HS = new(src.loc)
HS.amount = 1
wetness = initial(wetness)
src.use(1)
/obj/item/stack/sheet/wetleather/microwave_act(obj/machinery/microwave/MW)
..()
@@ -6,6 +6,7 @@
* Cloth
* Plastic
* Cardboard
* Paper Frames
* Runed Metal (cult)
* Brass (clockwork cult)
*/
@@ -14,31 +15,31 @@
* Metal
*/
GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bar stool", /obj/structure/chair/stool/bar, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("swivel chair", /obj/structure/chair/office/dark, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("comfy chair", /obj/structure/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bar stool", /obj/structure/chair/stool/bar, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("swivel chair", /obj/structure/chair/office/dark, 5, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("comfy chair", /obj/structure/chair/comfy/beige, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("rack parts", /obj/item/weapon/rack_parts), \
new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("floor tile", /obj/item/stack/tile/plasteel, 1, 4, 20), \
new/datum/stack_recipe("metal rod", /obj/item/stack/rods, 1, 2, 60), \
null, \
new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 40, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 40, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("computer frame", /obj/structure/frame/computer, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("modular console", /obj/machinery/modular_computer/console/buildable/, 10, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("machine frame", /obj/structure/frame/machine, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("firelock frame", /obj/structure/firelock_frame, 3, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("meatspike frame", /obj/structure/kitchenspike_frame, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("reflector frame", /obj/structure/reflector, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("computer frame", /obj/structure/frame/computer, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("modular console", /obj/machinery/modular_computer/console/buildable/, 10, time = 25, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("machine frame", /obj/structure/frame/machine, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("firelock frame", /obj/structure/firelock_frame, 3, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("meatspike frame", /obj/structure/kitchenspike_frame, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("reflector frame", /obj/structure/reflector, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade), \
new/datum/stack_recipe("light fixture frame", /obj/item/wallframe/light_fixture, 2), \
@@ -50,8 +51,8 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("extinguisher cabinet frame", /obj/item/wallframe/extinguisher_cabinet, 2), \
new/datum/stack_recipe("button frame", /obj/item/wallframe/button, 1), \
null, \
new/datum/stack_recipe("iron door", /obj/structure/mineral_door/iron, 20, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("floodlight frame", /obj/structure/floodlight_frame, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("iron door", /obj/structure/mineral_door/iron, 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("floodlight frame", /obj/structure/floodlight_frame, 5, one_per_turf = TRUE, on_floor = TRUE), \
))
/obj/item/stack/sheet/metal
@@ -96,7 +97,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
* Plasteel
*/
GLOBAL_LIST_INIT(plasteel_recipes, list ( \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = TRUE), \
new/datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50), \
))
@@ -133,23 +134,23 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new/datum/stack_recipe("wood table frame", /obj/structure/table_frame/wood, 2, time = 10), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/weapon/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden chair", /obj/structure/chair/wood/, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("winged wooden chair", /obj/structure/chair/wood/wings, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("book case", /obj/structure/bookcase, 4, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("drying rack", /obj/machinery/smartfridge/drying_rack, 10, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("dresser", /obj/structure/dresser, 10, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("dog bed", /obj/structure/bed/dogbed, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wooden chair", /obj/structure/chair/wood/, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("winged wooden chair", /obj/structure/chair/wood/wings, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("book case", /obj/structure/bookcase, 4, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("drying rack", /obj/machinery/smartfridge/drying_rack, 10, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("dog bed", /obj/structure/bed/dogbed, 10, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("dresser", /obj/structure/dresser, 10, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("picture frame", /obj/item/wallframe/picture, 1, time = 10),\
new/datum/stack_recipe("display case chassis", /obj/structure/displaycase_chassis, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("display case chassis", /obj/structure/displaycase_chassis, 5, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("wooden buckler", /obj/item/weapon/shield/riot/buckler, 20, time = 40), \
new/datum/stack_recipe("apiary", /obj/structure/beebox, 40, time = 50),\
new/datum/stack_recipe("tiki mask", /obj/item/clothing/mask/gas/tiki_mask, 2), \
new/datum/stack_recipe("honey frame", /obj/item/honey_frame, 5, time = 10),\
new/datum/stack_recipe("ore box", /obj/structure/ore_box, 4, time = 50, one_per_turf = 1, on_floor = 1),\
new/datum/stack_recipe("wooden crate", /obj/structure/closet/crate/wooden, 6, time = 50, one_per_turf = 1, on_floor = 1),\
new/datum/stack_recipe("ore box", /obj/structure/ore_box, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE),\
new/datum/stack_recipe("wooden crate", /obj/structure/closet/crate/wooden, 6, time = 50, one_per_turf = TRUE, on_floor = TRUE),\
new/datum/stack_recipe("baseball bat", /obj/item/weapon/melee/baseball_bat, 5, time = 15),\
))
@@ -181,7 +182,7 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
new/datum/stack_recipe("black shoes", /obj/item/clothing/shoes/sneakers/black, 2), \
null, \
new/datum/stack_recipe("backpack", /obj/item/weapon/storage/backpack, 4), \
new/datum/stack_recipe("duffelbag", /obj/item/weapon/storage/backpack/duffelbag, 6), \
new/datum/stack_recipe("duffel bag", /obj/item/weapon/storage/backpack/duffelbag, 6), \
null, \
new/datum/stack_recipe("plant bag", /obj/item/weapon/storage/bag/plants, 4), \
new/datum/stack_recipe("book bag", /obj/item/weapon/storage/bag/books, 4), \
@@ -256,12 +257,12 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
*/
GLOBAL_LIST_INIT(runed_metal_recipes, list ( \
new/datum/stack_recipe("runed door", /obj/machinery/door/airlock/cult, 1, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("runed girder", /obj/structure/girder/cult, 1, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("pylon", /obj/structure/destructible/cult/pylon, 4, time = 40, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("forge", /obj/structure/destructible/cult/forge, 3, time = 40, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("archives", /obj/structure/destructible/cult/tome, 3, time = 40, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("altar", /obj/structure/destructible/cult/talisman, 3, time = 40, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("runed door", /obj/machinery/door/airlock/cult, 1, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("runed girder", /obj/structure/girder/cult, 1, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("pylon", /obj/structure/destructible/cult/pylon, 4, time = 40, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("forge", /obj/structure/destructible/cult/forge, 3, time = 40, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("archives", /obj/structure/destructible/cult/tome, 3, time = 40, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("altar", /obj/structure/destructible/cult/talisman, 3, time = 40, one_per_turf = TRUE, on_floor = TRUE), \
))
/obj/item/stack/sheet/runed_metal
@@ -374,7 +375,7 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
origin_tech = "materials=2;biotech=2"
GLOBAL_LIST_INIT(plastic_recipes, list(
new /datum/stack_recipe("plastic flaps", /obj/structure/plasticflaps, 5, one_per_turf = 1, on_floor = 1, time = 40), \
new /datum/stack_recipe("plastic flaps", /obj/structure/plasticflaps, 5, one_per_turf = TRUE, on_floor = TRUE, time = 40), \
new /datum/stack_recipe("water bottle", /obj/item/weapon/reagent_containers/glass/beaker/waterbottle/empty), \
new /datum/stack_recipe("large water bottle", /obj/item/weapon/reagent_containers/glass/beaker/waterbottle/large/empty,3), \
new /datum/stack_recipe("wet floor sign", /obj/item/weapon/caution, 2)))
@@ -398,3 +399,26 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
/obj/item/stack/sheet/plastic/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.plastic_recipes
. = ..()
GLOBAL_LIST_INIT(paperframe_recipes, list(
new /datum/stack_recipe("paper frame separator", /obj/structure/window/paperframe, 2, one_per_turf = TRUE, on_floor = TRUE, time = 10), \
new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperframe, 3, one_per_turf = TRUE, on_floor = TRUE, time = 10 )))
/obj/item/stack/sheet/paperframes
name = "paper frames"
desc = "A thin wooden frame with paper attached."
singular_name = "paper frame"
icon_state = "sheet-paper"
origin_tech = "materials=1"
merge_type = /obj/item/stack/sheet/paperframes
resistance_flags = FLAMMABLE
/obj/item/stack/sheet/paperframes/Initialize()
recipes = GLOB.paperframe_recipes
. = ..()
/obj/item/stack/sheet/paperframes/five
amount = 5
/obj/item/stack/sheet/paperframes/twenty
amount = 20
/obj/item/stack/sheet/paperframes/fifty
amount = 50
@@ -1,12 +1,12 @@
/obj/item/stack/sheet
name = "sheet"
/obj/item/stack/sheet
name = "sheet"
full_w_class = WEIGHT_CLASS_NORMAL
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
novariants = FALSE
var/perunit = MINERAL_MATERIAL_AMOUNT
var/perunit = MINERAL_MATERIAL_AMOUNT
var/sheettype = null //this is used for girders in the creation of walls/false walls
+1 -1
View File
@@ -171,7 +171,7 @@
if(new_item.amount <= 0)//if the stack is empty, i.e it has been merged with an existing stack and has been garbage collected
return
if (istype(O,/obj/item))
if (isitem(O))
usr.put_in_hands(O)
O.add_fingerprint(usr)
@@ -20,7 +20,7 @@
/obj/item/stack/telecrystal/afterattack(obj/item/I, mob/user, proximity)
if(!proximity)
return
if(istype(I, /obj/item) && I.hidden_uplink && I.hidden_uplink.active) //No metagaming by using this on every PDA around just to see if it gets used up.
if(isitem(I) && I.hidden_uplink && I.hidden_uplink.active) //No metagaming by using this on every PDA around just to see if it gets used up.
I.hidden_uplink.telecrystals += amount
use(amount)
to_chat(user, "<span class='notice'>You slot [src] into the [I] and charge its internal uplink.</span>")
@@ -115,7 +115,6 @@
/obj/item/stack/tile/carpet/black/fifty
amount = 50
/obj/item/stack/tile/fakespace
name = "astral carpet"
singular_name = "astral carpet"
+1 -1
View File
@@ -55,7 +55,7 @@
if(target.anchored)
return
if(istype(target, /obj/item))
if(isitem(target))
var/obj/item/I = target
if(!I.can_be_package_wrapped())
return
+245
View File
@@ -0,0 +1,245 @@
//Items for nuke theft, supermatter theft traitor objective
// STEALING THE NUKE
//the nuke core - objective item
/obj/item/nuke_core
name = "plutonium core"
desc = "Extremely radioactive. Wear goggles."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "plutonium_core"
item_state = "plutoniumcore"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/pulse = 0
var/cooldown = 0
var/pulseicon = "plutonium_core_pulse"
/obj/item/nuke_core/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/nuke_core/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/nuke_core/attackby(obj/item/nuke_core_container/container, mob/user)
if(istype(container))
container.load(src, user)
else
return ..()
/obj/item/nuke_core/process()
if(cooldown < world.time - 60)
cooldown = world.time
flick(pulseicon, src)
radiation_pulse(get_turf(src), 1, 4, 40, 1)
//nuke core box, for carrying the core
/obj/item/nuke_core_container
name = "nuke core container"
desc = "Solid container for radioactive objects."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "core_container_empty"
item_state = "tile"
var/obj/item/nuke_core/core
/obj/item/nuke_core_container/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/nuke_core_container/proc/load(obj/item/nuke_core/ncore, mob/user)
if(core || !istype(ncore))
return FALSE
ncore.forceMove(src)
core = ncore
icon_state = "core_container_loaded"
to_chat(user, "<span class='warning'>Container is sealing...</span>")
addtimer(CALLBACK(src, .proc/seal), 50)
return TRUE
/obj/item/nuke_core_container/proc/seal()
if(istype(core))
STOP_PROCESSING(SSobj, core)
icon_state = "core_container_sealed"
playsound(src, 'sound/items/deconstruct.ogg', 60, 1)
if(ismob(loc))
to_chat(loc, "<span class='warning'>[src] is permanently sealed, [core]'s radiation is contained.</span>")
/obj/item/nuke_core_container/attackby(obj/item/nuke_core/core, mob/user)
if(istype(core))
if(!user.temporarilyRemoveItemFromInventory(core))
to_chat(user, "<span class='warning'>The [core] is stuck to your hand!</span>")
return
else
load(core, user)
else
return ..()
//snowflake screwdriver, works as a key to start nuke theft, traitor only
/obj/item/weapon/screwdriver/nuke
name = "screwdriver"
desc = "A screwdriver with an ultra thin tip."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "screwdriver_nuke"
toolspeed = 0.5
/obj/item/weapon/paper/nuke_instructions
info = "How to break into a Nanotrasen self-destruct terminal and remove its plutonium core:<br>\
<ul>\
<li>Use a screwdriver with a very thin tip (provided) to unscrew the terminal's front panel</li>\
<li>Dislodge and remove the front panel with a crowbar</li>\
<li>Cut the inner metal plate with a welding tool</li>\
<li>Pry off the inner plate with a crowbar to expose the radioactive core</li>\
<li>Use the core container to remove the plutonium core; the container will take some time to seal</li>\
<li>???</li>\
</ul>"
// STEALING SUPERMATTER
/obj/item/weapon/paper/supermatter_sliver_instructions
info = "How to safely extract a supermatter sliver:<br>\
<ul>\
<li>Approach an active supermatter crystal with proper protective gear. DO NOT MAKE PHYSICAL CONTACT.</li>\
<li>Use a supermatter scalpel (provided) to slice off a sliver of the crystal.</li>\
<li>Use supermatter extraction tongs (also provided) to safely remove the sliver.</li>\
<li>Physical contact of any object with the sliver will dust the object, as well as yourself.</li>\
<li>Use the tongs to place the sliver into the provided container, which will take some time to seal</li>\
<li>Get the hell out before the crystal delaminates.</li>\
<li>???</li>\
</ul>"
/obj/item/nuke_core/supermatter_sliver
name = "supermatter sliver"
desc = "A tiny, highly volatile sliver of a supermatter crystal. Do not handle without protection!"
icon_state = "supermatter_sliver"
item_state = "supermattersliver"
pulseicon = "supermatter_sliver_pulse"
/obj/item/nuke_core/supermatter_sliver/attack_tk() // no TK dusting memes
return FALSE
/obj/item/nuke_core/supermatter_sliver/can_be_pulled(user) // no drag memes
return FALSE
/obj/item/nuke_core/supermatter_sliver/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/weapon/hemostat/supermatter))
var/obj/item/weapon/hemostat/supermatter/tongs = W
if (tongs.sliver)
to_chat(user, "<span class='notice'>\The [tongs] is already holding a supermatter sliver!</span>")
return FALSE
forceMove(tongs)
tongs.sliver = src
tongs.icon_state = "supermatter_tongs_loaded"
to_chat(user, "<span class='notice'>You carefully pick up [src] with [tongs].</span>")
else if(istype(W, /obj/item/weapon/scalpel/supermatter) || istype(W, /obj/item/nuke_core_container/supermatter/)) // we don't want it to dust
return
else
to_chat(user, "<span class='notice'>As it touches \the [src], both \the [src] and \the [W] burst into dust!</span>")
radiation_pulse(get_turf(user), 1, 2, 10, 1)
playsound(src, 'sound/effects/supermatter.ogg', 50, 1)
qdel(W)
qdel(src)
/obj/item/nuke_core/supermatter_sliver/pickup(mob/living/user)
..()
if(!iscarbon(user))
return FALSE
var/mob/ded = user
to_chat(user, "<span class='warning'>You reach for the supermatter sliver with your hands. That was dumb.</span>")
radiation_pulse(get_turf(user), 2, 4, 50, 1)
playsound(get_turf(user), 'sound/effects/supermatter.ogg', 50, 1)
ded.dust()
/obj/item/nuke_core_container/supermatter
name = "supermatter bin"
desc = "A tiny receptacle that releases an inert freon mix upon sealing, allowing a sliver of a supermatter crystal to be safely stored.."
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/nuke_core_container/supermatter/Destroy()
QDEL_NULL(sliver)
return ..()
/obj/item/nuke_core_container/supermatter/load(obj/item/weapon/hemostat/supermatter/T, mob/user)
if(!istype(T) || !T.sliver)
return FALSE
T.sliver.forceMove(src)
sliver = T.sliver
T.sliver = null
icon_state = "core_container_loaded"
to_chat(user, "<span class='warning'>Container is sealing...</span>")
addtimer(CALLBACK(src, .proc/seal), 50)
return TRUE
/obj/item/nuke_core_container/supermatter/seal()
if(istype(sliver))
STOP_PROCESSING(SSobj, sliver)
icon_state = "core_container_sealed"
playsound(src, 'sound/items/Deconstruct.ogg', 60, 1)
if(ismob(loc))
to_chat(loc, "<span class='warning'>[src] is permanently sealed, [sliver] is safely contained.</span>")
/obj/item/nuke_core_container/supermatter/attackby(obj/item/weapon/hemostat/supermatter/tongs, mob/user)
if(istype(tongs))
if(!user.temporarilyRemoveItemFromInventory(tongs))
to_chat(user, "<span class='warning'>\The [tongs] is stuck to your hand!</span>")
else
load(sliver, user)
else
return ..()
/obj/item/weapon/scalpel/supermatter
name = "supermatter scalpel"
desc = "A scalpel with a tip of condensed freon gas, searingly cold to the touch, that can safely shave a sliver off a supermatter crystal."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "supermatter_scalpel"
toolspeed = 0.5
damtype = "fire"
usesound = 'sound/weapons/bladeslice.ogg'
/obj/item/weapon/hemostat/supermatter
name = "supermatter extraction tongs"
desc = "A pair of tongs made from condensed freon gas, searingly cold to the touch, that can safely grip a supermatter sliver."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "supermatter_tongs"
toolspeed = 0.75
damtype = "fire"
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/weapon/hemostat/supermatter/Destroy()
QDEL_NULL(sliver)
return ..()
/obj/item/weapon/hemostat/supermatter/afterattack(atom/O, mob/user, proximity)
if(!sliver)
return
if(ismovableatom(O))
Consume(O)
to_chat(usr, "<span class='notice'>\The [sliver] is dusted along with \the [O]!</span>")
QDEL_NULL(sliver)
/obj/item/weapon/hemostat/supermatter/throw_impact(atom/hit_atom) // no instakill supermatter javelins
if(sliver)
sliver.forceMove(loc)
to_chat(usr, "<span class='notice'>\The [sliver] falls out of \the [src] as you throw them.</span>")
sliver = null
..()
/obj/item/weapon/hemostat/supermatter/proc/Consume(atom/movable/AM, mob/user)
if(ismob(AM))
var/mob/victim = AM
victim.dust()
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)].")
investigate_log("has consumed [key_name(victim)].", "supermatter")
else
investigate_log("has consumed [AM].", "supermatter")
qdel(AM)
user.visible_message("<span class='danger'>As [user] touches \the [AM] with \a [src], silence fills the room...</span>",\
"<span class='userdanger'>You touch \the [AM] with \the [src], and everything suddenly goes silent.</span>\n<span class='notice'>\The [AM] flashes into dust, and soon as you can register this, you do as well.</span>",\
"<span class='italics'>Everything suddenly goes silent.</span>")
radiation_pulse(get_turf(user), 2, 4, 50, 1)
playsound(src, 'sound/effects/supermatter.ogg', 50, 1)
user.dust()
icon_state = "supermatter_tongs"
QDEL_NULL(sliver)
+4 -4
View File
@@ -181,7 +181,7 @@
user.show_message("<span class='warning'>*click*</span>", 2)
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
playsound(user, 'sound/weapons/gunshot.ogg', 100, 1)
src.bullets--
user.visible_message("<span class='danger'>[user] fires [src] at [target]!</span>", \
"<span class='danger'>You fire [src] at [target]!</span>", \
@@ -316,7 +316,7 @@
origin_tech = null
attack_verb = list("attacked", "struck", "hit")
/obj/item/weapon/twohanded/dualsaber/toy/hit_reaction()
/obj/item/weapon/twohanded/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/weapon/twohanded/dualsaber/toy/IsReflect()//Stops Toy Dualsabers from reflecting energy projectiles
@@ -947,7 +947,7 @@
user.visible_message("<span class='warning'>[user] presses a button on [src].</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>", "<span class='italics'>You hear the click of a button.</span>")
sleep(5)
icon_state = "nuketoy"
playsound(src, 'sound/machines/Alarm.ogg', 100, 0, surround = 0)
playsound(src, 'sound/machines/alarm.ogg', 100, 0, surround = 0)
sleep(135)
icon_state = "nuketoycool"
sleep(cooldown - world.time)
@@ -1270,7 +1270,7 @@
name = "Wizard action figure"
icon_state = "wizard"
toysay = "Ei Nath!"
toysound = 'sound/magic/Disintegrate.ogg'
toysound = 'sound/magic/disintegrate.ogg'
/obj/item/toy/figure/rd
name = "Research Director action figure"
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -78,7 +78,7 @@ obj/item/weapon/construction
return 0
/obj/item/weapon/construction/proc/activate()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
/obj/item/weapon/construction/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
+2 -2
View File
@@ -170,7 +170,7 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
/obj/item/weapon/pipe_dispenser/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] points the end of the RPD down [user.p_their()] throat and presses a button! It looks like [user.p_theyre()] trying to commit suicide...</span>")
playsound(get_turf(user), 'sound/machines/click.ogg', 50, 1)
playsound(get_turf(user), 'sound/items/Deconstruct.ogg', 50, 1)
playsound(get_turf(user), 'sound/items/deconstruct.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/weapon/pipe_dispenser/proc/render_dir_img(_dir,pic,title,flipped=0)
@@ -594,7 +594,7 @@ GLOBAL_LIST_INIT(RPD_recipes, list(
/obj/item/weapon/pipe_dispenser/proc/activate()
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
#undef PIPE_BINARY
#undef PIPE_BENT
+316 -316
View File
@@ -1,319 +1,319 @@
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = WEIGHT_CLASS_TINY
var/list/files = list()
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if(usr.stat || !usr.canmove || usr.restrained())
return
if (t)
src.name = "data disk- '[t]'"
else
src.name = "data disk"
src.add_fingerprint(usr)
return
/*
* ID CARDS
*/
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = "magnets=2;syndicate=2"
flags = NOBLUDGEON
var/prox_check = TRUE //If the emag requires you to be in range
/obj/item/weapon/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
origin_tech = "bluespace=4;magnets=4;syndicate=5"
prox_check = FALSE
/obj/item/weapon/card/emag/attack()
return
/obj/item/weapon/card/emag/afterattack(atom/target, mob/user, proximity)
var/atom/A = target
if(!proximity && prox_check)
return
A.emag_act(user)
/obj/item/weapon/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
slot_flags = SLOT_ID
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
var/assignment = null
var/access_txt // mapping aid
/obj/item/weapon/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/weapon/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
update_label()
/obj/item/weapon/card/id/attack_self(mob/user)
user.visible_message("<span class='notice'>[user] shows you: [bicon(src)] [src.name].</span>", \
"<span class='notice'>You show \the [src.name].</span>")
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/examine(mob/user)
..()
if(mining_points)
to_chat(user, "There's [mining_points] mining equipment redemption point\s loaded onto this card.")
/obj/item/weapon/card/id/GetAccess()
return access
/obj/item/weapon/card/id/GetID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/weapon/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/weapon/card/id/silver
name = "silver identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "gold identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(GLOB.access_maint_tunnels, GLOB.access_syndicate)
origin_tech = "syndicate=1"
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/weapon/card/id/syndicate/Initialize()
..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
/obj/item/weapon/card/id/syndicate/afterattack(obj/item/weapon/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(isliving(user) && user.mind)
if(user.mind.special_role)
to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
/obj/item/weapon/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
return
registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
assignment = u
update_label()
to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
return
..()
/obj/item/weapon/card/id/syndicate/anyone
anyone = TRUE
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(GLOB.access_syndicate)
/obj/item/weapon/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
registered_name = "Captain"
assignment = "Captain"
/obj/item/weapon/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
/obj/item/weapon/card/id/centcom
name = "\improper Centcom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
/obj/item/weapon/card/id/centcom/Initialize()
access = get_all_centcom_access()
..()
/obj/item/weapon/card/id/ert
name = "\improper Centcom ID"
desc = "A ERT ID card"
icon_state = "centcom"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
/obj/item/weapon/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/ert/Security
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
/obj/item/weapon/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
/obj/item/weapon/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/ert/Medical
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
/obj/item/weapon/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
assignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
/obj/item/weapon/card/id/prisoner/attack_self(mob/user)
to_chat(usr, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
/obj/item/weapon/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/weapon/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/weapon/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/weapon/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/weapon/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/weapon/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/weapon/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/weapon/card/id/mining
name = "mining ID"
access = list(GLOB.access_mining, GLOB.access_mining_station, GLOB.access_mineral_storeroom)
/obj/item/weapon/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(GLOB.access_away_general)
/obj/item/weapon/card/id/away/hotel
name = "Staff ID"
desc = "A staff ID used to access the hotel's doors."
access = list(GLOB.access_away_general, GLOB.access_away_maint)
/obj/item/weapon/card/id/away/hotel/securty
name = "Officer ID"
access = list(GLOB.access_away_general, GLOB.access_away_maint, GLOB.access_away_sec)
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = WEIGHT_CLASS_TINY
var/list/files = list()
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if(usr.stat || !usr.canmove || usr.restrained())
return
if (t)
src.name = "data disk- '[t]'"
else
src.name = "data disk"
src.add_fingerprint(usr)
return
/*
* ID CARDS
*/
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = "magnets=2;syndicate=2"
flags = NOBLUDGEON
var/prox_check = TRUE //If the emag requires you to be in range
/obj/item/weapon/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
origin_tech = "bluespace=4;magnets=4;syndicate=5"
prox_check = FALSE
/obj/item/weapon/card/emag/attack()
return
/obj/item/weapon/card/emag/afterattack(atom/target, mob/user, proximity)
var/atom/A = target
if(!proximity && prox_check)
return
A.emag_act(user)
/obj/item/weapon/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
slot_flags = SLOT_ID
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
var/assignment = null
var/access_txt // mapping aid
/obj/item/weapon/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/weapon/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
update_label()
/obj/item/weapon/card/id/attack_self(mob/user)
user.visible_message("<span class='notice'>[user] shows you: [bicon(src)] [src.name].</span>", \
"<span class='notice'>You show \the [src.name].</span>")
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/examine(mob/user)
..()
if(mining_points)
to_chat(user, "There's [mining_points] mining equipment redemption point\s loaded onto this card.")
/obj/item/weapon/card/id/GetAccess()
return access
/obj/item/weapon/card/id/GetID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/weapon/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/weapon/card/id/silver
name = "silver identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "gold identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(GLOB.access_maint_tunnels, GLOB.access_syndicate)
origin_tech = "syndicate=1"
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/weapon/card/id/syndicate/Initialize()
..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
/obj/item/weapon/card/id/syndicate/afterattack(obj/item/weapon/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(isliving(user) && user.mind)
if(user.mind.special_role)
to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
/obj/item/weapon/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
return
registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
assignment = u
update_label()
to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
return
..()
/obj/item/weapon/card/id/syndicate/anyone
anyone = TRUE
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(GLOB.access_syndicate)
/obj/item/weapon/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
registered_name = "Captain"
assignment = "Captain"
/obj/item/weapon/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
/obj/item/weapon/card/id/centcom
name = "\improper Centcom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
/obj/item/weapon/card/id/centcom/Initialize()
access = get_all_centcom_access()
..()
/obj/item/weapon/card/id/ert
name = "\improper Centcom ID"
desc = "A ERT ID card"
icon_state = "centcom"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
/obj/item/weapon/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/ert/Security
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
/obj/item/weapon/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
/obj/item/weapon/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/ert/Medical
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
/obj/item/weapon/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-GLOB.access_change_ids
..()
/obj/item/weapon/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
assignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
/obj/item/weapon/card/id/prisoner/attack_self(mob/user)
to_chat(usr, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
/obj/item/weapon/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/weapon/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/weapon/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/weapon/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/weapon/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/weapon/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/weapon/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/weapon/card/id/mining
name = "mining ID"
access = list(GLOB.access_mining, GLOB.access_mining_station, GLOB.access_mineral_storeroom)
/obj/item/weapon/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(GLOB.access_away_general)
/obj/item/weapon/card/id/away/hotel
name = "Staff ID"
desc = "A staff ID used to access the hotel's doors."
access = list(GLOB.access_away_general, GLOB.access_away_maint)
/obj/item/weapon/card/id/away/hotel/securty
name = "Officer ID"
access = list(GLOB.access_away_general, GLOB.access_away_maint, GLOB.access_away_sec)
/obj/item/weapon/card/id/away/old
name = "a perfectly generic identification card"
+6 -8
View File
@@ -16,22 +16,16 @@
var/static/regex/standard_station_regex
/obj/item/weapon/station_charter/New()
/obj/item/weapon/station_charter/Initialize()
. = ..()
if(!standard_station_regex)
var/prefixes = jointext(GLOB.station_prefixes, "|")
var/names = jointext(GLOB.station_names, "|")
var/suffixes = jointext(GLOB.station_suffixes, "|")
var/numerals = jointext(GLOB.station_numerals, "|")
var/regexstr = "(([prefixes]) )?(([names]) ?)([suffixes]) ([numerals])"
var/regexstr = "^(([prefixes]) )?(([names]) ?)([suffixes]) ([numerals])$"
standard_station_regex = new(regexstr)
/obj/item/weapon/station_charter/Destroy()
if(response_timer_id)
deltimer(response_timer_id)
response_timer_id = null
. = ..()
/obj/item/weapon/station_charter/attack_self(mob/living/user)
if(used)
to_chat(user, "The [name_type] has already been named.")
@@ -48,6 +42,10 @@
rejected by your employers, while names using the standard format, \
will automatically be accepted.", max_length=MAX_CHARTER_LEN)
if(response_timer_id)
to_chat(user, "You're still waiting for approval from your employers about your proposed name change, it'd be best to wait for now.")
return
if(!new_name)
return
log_game("[key_name(user)] has proposed to name the station as \
@@ -209,7 +209,7 @@
qdel(captured)
qdel(src)
else
captured.Paralyse(4)
captured.Unconscious(80)
if(captured.loc != src)
captured.loc = src
update_icon()
File diff suppressed because it is too large Load Diff
+162 -162
View File
@@ -1,170 +1,170 @@
/* Clown Items
* Contains:
* Soap
* Bike Horns
* Air Horns
*/
/*
* Soap
*/
/obj/item/weapon/soap
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "soap"
w_class = WEIGHT_CLASS_TINY
flags = NOBLUDGEON
throwforce = 0
throw_speed = 3
throw_range = 7
var/cleanspeed = 50 //slower than mop
/* Clown Items
* Contains:
* Soap
* Bike Horns
* Air Horns
*/
/*
* Soap
*/
/obj/item/weapon/soap
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "soap"
w_class = WEIGHT_CLASS_TINY
flags = NOBLUDGEON
throwforce = 0
throw_speed = 3
throw_range = 7
var/cleanspeed = 50 //slower than mop
force_string = "robust... against germs"
/obj/item/weapon/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
icon_state = "soapnt"
/obj/item/weapon/soap/homemade
desc = "A homemade bar of soap. Smells of... well...."
icon_state = "soapgibs"
cleanspeed = 45 // a little faster to reward chemists for going to the effort
/obj/item/weapon/soap/deluxe
desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
icon_state = "soapdeluxe"
cleanspeed = 40 //same speed as mop because deluxe -- captain gets one of these
/obj/item/weapon/soap/syndie
desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
icon_state = "soapsyndie"
cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
/obj/item/weapon/soap/suicide_act(mob/user)
user.say(";FFFFFFFFFFFFFFFFUUUUUUUDGE!!")
user.visible_message("<span class='suicide'>[user] lifts [src] to their mouth and gnaws on it furiously, producing a thick froth! [user.p_they(TRUE)]'ll never get that BB gun now!")
new /obj/effect/particle_effect/foam(loc)
return (TOXLOSS)
/obj/item/weapon/soap/Crossed(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
M.slip(4, 2, src)
/obj/item/weapon/soap/afterattack(atom/target, mob/user, proximity)
if(!proximity || !check_allowed_items(target))
return
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && (target in user.client.screen))
to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(istype(target,/obj/effect/decal/cleanable))
user.visible_message("[user] begins to scrub \the [target.name] out with [src].", "<span class='warning'>You begin to scrub \the [target.name] out with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
qdel(target)
else if(ishuman(target) && user.zone_selected == "mouth")
var/mob/living/carbon/human/H = user
user.visible_message("<span class='warning'>\the [user] washes \the [target]'s mouth out with [src.name]!</span>", "<span class='notice'>You wash \the [target]'s mouth out with [src.name]!</span>") //washes mouth out with soap sounds better than 'the soap' here
H.lip_style = null //removes lipstick
H.update_body()
return
else if(istype(target, /obj/structure/window))
user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.set_opacity(initial(target.opacity))
else
user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.clean_blood()
target.wash_cream()
return
/*
* Bike Horns
*/
/obj/item/weapon/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
throwforce = 0
hitsound = null //To prevent tap.ogg playing, as the item lacks of force
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
attack_verb = list("HONKED")
/obj/item/weapon/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
icon_state = "soapnt"
/obj/item/weapon/soap/homemade
desc = "A homemade bar of soap. Smells of... well...."
icon_state = "soapgibs"
cleanspeed = 45 // a little faster to reward chemists for going to the effort
/obj/item/weapon/soap/deluxe
desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
icon_state = "soapdeluxe"
cleanspeed = 40 //same speed as mop because deluxe -- captain gets one of these
/obj/item/weapon/soap/syndie
desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
icon_state = "soapsyndie"
cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
/obj/item/weapon/soap/suicide_act(mob/user)
user.say(";FFFFFFFFFFFFFFFFUUUUUUUDGE!!")
user.visible_message("<span class='suicide'>[user] lifts [src] to their mouth and gnaws on it furiously, producing a thick froth! [user.p_they(TRUE)]'ll never get that BB gun now!")
new /obj/effect/particle_effect/foam(loc)
return (TOXLOSS)
/obj/item/weapon/soap/Crossed(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
M.slip(80, src)
/obj/item/weapon/soap/afterattack(atom/target, mob/user, proximity)
if(!proximity || !check_allowed_items(target))
return
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && (target in user.client.screen))
to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(istype(target,/obj/effect/decal/cleanable))
user.visible_message("[user] begins to scrub \the [target.name] out with [src].", "<span class='warning'>You begin to scrub \the [target.name] out with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
qdel(target)
else if(ishuman(target) && user.zone_selected == "mouth")
var/mob/living/carbon/human/H = user
user.visible_message("<span class='warning'>\the [user] washes \the [target]'s mouth out with [src.name]!</span>", "<span class='notice'>You wash \the [target]'s mouth out with [src.name]!</span>") //washes mouth out with soap sounds better than 'the soap' here
H.lip_style = null //removes lipstick
H.update_body()
return
else if(istype(target, /obj/structure/window))
user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.set_opacity(initial(target.opacity))
else
user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.clean_blood()
target.wash_cream()
return
/*
* Bike Horns
*/
/obj/item/weapon/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
throwforce = 0
hitsound = null //To prevent tap.ogg playing, as the item lacks of force
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
attack_verb = list("HONKED")
var/next_usable = 0
var/honksound = 'sound/items/bikehorn.ogg'
var/cooldowntime = 20
/obj/item/weapon/bikehorn/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] solemnly points the horn at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src.loc, honksound, 50, 1)
return (BRUTELOSS)
/obj/item/weapon/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
var/honksound = 'sound/items/bikehorn.ogg'
var/cooldowntime = 20
/obj/item/weapon/bikehorn/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] solemnly points the horn at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src.loc, honksound, 50, 1)
return (BRUTELOSS)
/obj/item/weapon/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!(next_usable > world.time))
playsound(loc, honksound, 50, 1, -1) //plays instead of tap.ogg!
return ..()
/obj/item/weapon/bikehorn/attack_self(mob/user)
playsound(loc, honksound, 50, 1, -1) //plays instead of tap.ogg!
return ..()
/obj/item/weapon/bikehorn/attack_self(mob/user)
if(!(next_usable > world.time))
next_usable = world.time + cooldowntime
playsound(src.loc, honksound, 50, 1)
src.add_fingerprint(user)
/obj/item/weapon/bikehorn/Crossed(mob/living/L)
if(isliving(L))
playsound(loc, honksound, 50, 1, -1)
..()
/obj/item/weapon/bikehorn/airhorn
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
honksound = 'sound/items/AirHorn2.ogg'
cooldowntime = 50
origin_tech = "materials=4;engineering=4"
/obj/item/weapon/bikehorn/golden
name = "golden bike horn"
desc = "Golden? Clearly, it's made with bananium! Honk!"
icon_state = "gold_horn"
item_state = "gold_horn"
/obj/item/weapon/bikehorn/golden/attack()
flip_mobs()
return ..()
/obj/item/weapon/bikehorn/golden/attack_self(mob/user)
flip_mobs()
..()
/obj/item/weapon/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
playsound(src.loc, honksound, 50, 1)
src.add_fingerprint(user)
/obj/item/weapon/bikehorn/Crossed(mob/living/L)
if(isliving(L))
playsound(loc, honksound, 50, 1, -1)
..()
/obj/item/weapon/bikehorn/airhorn
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
honksound = 'sound/items/airhorn2.ogg'
cooldowntime = 50
origin_tech = "materials=4;engineering=4"
/obj/item/weapon/bikehorn/golden
name = "golden bike horn"
desc = "Golden? Clearly, it's made with bananium! Honk!"
icon_state = "gold_horn"
item_state = "gold_horn"
/obj/item/weapon/bikehorn/golden/attack()
flip_mobs()
return ..()
/obj/item/weapon/bikehorn/golden/attack_self(mob/user)
flip_mobs()
..()
/obj/item/weapon/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
if(!(next_usable > world.time))
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
if(ishuman(M) && M.can_hear())
var/mob/living/carbon/human/H = M
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
M.emote("flip")
/obj/item/weapon/reagent_containers/food/drinks/soda_cans/canned_laughter
name = "Canned Laughter"
desc = "Just looking at this makes you want to giggle."
icon_state = "laughter"
list_reagents = list("laughter" = 50)
continue
M.emote("flip")
/obj/item/weapon/reagent_containers/food/drinks/soda_cans/canned_laughter
name = "Canned Laughter"
desc = "Just looking at this makes you want to giggle."
icon_state = "laughter"
list_reagents = list("laughter" = 50)
+182 -182
View File
@@ -1,186 +1,186 @@
/obj/item/weapon/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = 0
/obj/item/weapon/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/weapon/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/weapon/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/weapon/lipstick/random
name = "lipstick"
/obj/item/weapon/lipstick/random/New()
..()
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/weapon/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
/obj/item/weapon/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = 0
/obj/item/weapon/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/weapon/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/weapon/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/weapon/lipstick/random
name = "lipstick"
/obj/item/weapon/lipstick/random/New()
..()
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/weapon/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/weapon/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!istype(M, /mob))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/weapon/paper/attack(mob/M, mob/user)
if(user.zone_selected == "mouth")
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/weapon/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items.dmi'
icon_state = "razor"
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
/obj/item/weapon/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
if(location == "mouth")
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/Welder2.ogg', 20, 1)
/obj/item/weapon/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if(location == "mouth")
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves his facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == "head")
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves his head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
else
icon_state = "lipstick"
/obj/item/weapon/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/weapon/paper/attack(mob/M, mob/user)
if(user.zone_selected == "mouth")
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/weapon/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items.dmi'
icon_state = "razor"
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
/obj/item/weapon/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
if(location == "mouth")
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, 1)
/obj/item/weapon/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if(location == "mouth")
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves his facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == "head")
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves his head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
..()
+7 -7
View File
@@ -23,15 +23,15 @@
var/combat = 0 //can we revive through space suits?
var/grab_ghost = FALSE // Do we pull the ghost back into their body?
/obj/item/weapon/defibrillator/get_cell()
return cell
/obj/item/weapon/defibrillator/Initialize() //starts without a cell for rnd
. = ..()
paddles = make_paddles()
update_icon()
return
/obj/item/weapon/defibrillator/get_cell()
return cell
/obj/item/weapon/defibrillator/loaded/Initialize() //starts with hicap
. = ..()
paddles = make_paddles()
@@ -123,7 +123,7 @@
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
cell.update_icon()
cell.loc = get_turf(src.loc)
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
update_icon()
@@ -400,7 +400,7 @@
M.visible_message("<span class='danger'>[user] has touched [M] with [src]!</span>", \
"<span class='userdanger'>[user] has touched [M] with [src]!</span>")
M.adjustStaminaLoss(50)
M.Weaken(5)
M.Knockdown(100)
M.updatehealth() //forces health update before next life tick
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
M.emote("gasp")
@@ -446,7 +446,7 @@
return
user.visible_message("<span class='boldannounce'><i>[user] shocks [H] with \the [src]!</span>", "<span class='warning'>You shock [H] with \the [src]!</span>")
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
playsound(loc, 'sound/weapons/egloves.ogg', 100, 1, -1)
H.emote("scream")
if(H.can_heartattack() && !H.undergoing_cardiac_arrest())
if(!H.stat)
@@ -455,7 +455,7 @@
H.set_heartattack(TRUE)
H.apply_damage(50, BURN, "chest")
add_logs(user, H, "overloaded the heart of", defib)
H.Weaken(5)
H.Knockdown(100)
H.Jitter(100)
if(req_defib)
defib.deductcharge(revivecost)
+1 -1
View File
@@ -181,7 +181,7 @@
return 0
to_chat(H, "<span class='userdanger'>You step on the D4!</span>")
H.apply_damage(4,BRUTE,(pick("l_leg", "r_leg")))
H.Weaken(3)
H.Knockdown(60)
/obj/item/weapon/dice/update_icon()
cut_overlays()
+361 -361
View File
@@ -1,368 +1,368 @@
/obj/item/weapon/dnainjector
name = "\improper DNA injector"
desc = "This injects the person with DNA."
icon = 'icons/obj/items.dmi'
icon_state = "dnainjector"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=1"
var/damage_coeff = 1
var/list/fields
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/weapon/dnainjector/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/dnainjector/proc/prepare()
for(var/mut_key in add_mutations_static)
add_mutations.Add(GLOB.mutations_list[mut_key])
for(var/mut_key in remove_mutations_static)
remove_mutations.Add(GLOB.mutations_list[mut_key])
/obj/item/weapon/dnainjector/proc/inject(mob/living/carbon/M, mob/user)
prepare()
/obj/item/weapon/dnainjector
name = "\improper DNA injector"
desc = "This injects the person with DNA."
icon = 'icons/obj/items.dmi'
icon_state = "dnainjector"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=1"
var/damage_coeff = 1
var/list/fields
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/weapon/dnainjector/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/dnainjector/proc/prepare()
for(var/mut_key in add_mutations_static)
add_mutations.Add(GLOB.mutations_list[mut_key])
for(var/mut_key in remove_mutations_static)
remove_mutations.Add(GLOB.mutations_list[mut_key])
/obj/item/weapon/dnainjector/proc/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.has_dna() && !(RADIMMUNE in M.dna.species.species_traits) && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/datum/mutation/human/HM in remove_mutations)
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if(HM.name == RACEMUT)
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
HM.force_give(M)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
if(fields["UI"]) //UI+UE
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
log_attack(log_msg)
return TRUE
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/datum/mutation/human/HM in remove_mutations)
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if(HM.name == RACEMUT)
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
HM.force_give(M)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
if(fields["UI"]) //UI+UE
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
log_attack(log_msg)
return TRUE
return FALSE
/obj/item/weapon/dnainjector/attack(mob/target, mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(used)
to_chat(user, "<span class='warning'>This injector is used up!</span>")
return
if(ishuman(target))
var/mob/living/carbon/human/humantarget = target
if (!humantarget.can_inject(user, 1))
return
add_logs(user, target, "attempted to inject", src)
if(target != user)
target.visible_message("<span class='danger'>[user] is trying to inject [target] with [src]!</span>", "<span class='userdanger'>[user] is trying to inject [target] with [src]!</span>")
if(!do_mob(user, target) || used)
return
target.visible_message("<span class='danger'>[user] injects [target] with the syringe with [src]!", \
"<span class='userdanger'>[user] injects [target] with the syringe with [src]!")
else
to_chat(user, "<span class='notice'>You inject yourself with [src].</span>")
add_logs(user, target, "injected", src)
if(!inject(target, user)) //Now we actually do the heavy lifting.
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
used = 1
icon_state = "dnainjector0"
desc += " This one is used up."
/obj/item/weapon/dnainjector/antihulk
name = "\improper DNA injector (Anti-Hulk)"
desc = "Cures green skin."
remove_mutations_static = list(HULK)
/obj/item/weapon/dnainjector/hulkmut
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/weapon/dnainjector/xraymut
name = "\improper DNA injector (Xray)"
desc = "Finally you can see what the Captain does."
add_mutations_static = list(XRAY)
/obj/item/weapon/dnainjector/antixray
name = "\improper DNA injector (Anti-Xray)"
desc = "It will make you see harder."
remove_mutations_static = list(XRAY)
/////////////////////////////////////
/obj/item/weapon/dnainjector/antiglasses
name = "\improper DNA injector (Anti-Glasses)"
desc = "Toss away those glasses!"
remove_mutations_static = list(BADSIGHT)
/obj/item/weapon/dnainjector/glassesmut
name = "\improper DNA injector (Glasses)"
desc = "Will make you need dorkish glasses."
add_mutations_static = list(BADSIGHT)
/obj/item/weapon/dnainjector/epimut
name = "\improper DNA injector (Epi.)"
desc = "Shake shake shake the room!"
add_mutations_static = list(EPILEPSY)
/obj/item/weapon/dnainjector/antiepi
name = "\improper DNA injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
remove_mutations_static = list(EPILEPSY)
////////////////////////////////////
/obj/item/weapon/dnainjector/anticough
name = "\improper DNA injector (Anti-Cough)"
desc = "Will stop that aweful noise."
remove_mutations_static = list(COUGH)
/obj/item/weapon/dnainjector/coughmut
name = "\improper DNA injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
add_mutations_static = list(COUGH)
/obj/item/weapon/dnainjector/antidwarf
name = "\improper DNA injector (Anti-Dwarfism)"
desc = "Helps you grow big and strong."
remove_mutations_static = list(DWARFISM)
/obj/item/weapon/dnainjector/dwarf
name = "\improper DNA injector (Dwarfism)"
desc = "It's a small world after all."
add_mutations_static = list(DWARFISM)
/obj/item/weapon/dnainjector/clumsymut
name = "\improper DNA injector (Clumsy)"
desc = "Makes clown minions."
add_mutations_static = list(CLOWNMUT)
/obj/item/weapon/dnainjector/anticlumsy
name = "\improper DNA injector (Anti-Clumsy)"
desc = "Apply this for Security Clown."
remove_mutations_static = list(CLOWNMUT)
/obj/item/weapon/dnainjector/antitour
name = "\improper DNA injector (Anti-Tour.)"
desc = "Will cure tourrets."
remove_mutations_static = list(TOURETTES)
/obj/item/weapon/dnainjector/tourmut
name = "\improper DNA injector (Tour.)"
desc = "Gives you a nasty case of Tourette's."
add_mutations_static = list(TOURETTES)
/obj/item/weapon/dnainjector/stuttmut
name = "\improper DNA injector (Stutt.)"
desc = "Makes you s-s-stuttterrr"
add_mutations_static = list(NERVOUS)
/obj/item/weapon/dnainjector/antistutt
name = "\improper DNA injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
remove_mutations_static = list(NERVOUS)
/obj/item/weapon/dnainjector/antifire
name = "\improper DNA injector (Anti-Fire)"
desc = "Cures fire."
remove_mutations_static = list(COLDRES)
/obj/item/weapon/dnainjector/firemut
name = "\improper DNA injector (Fire)"
desc = "Gives you fire."
add_mutations_static = list(COLDRES)
/obj/item/weapon/dnainjector/blindmut
name = "\improper DNA injector (Blind)"
desc = "Makes you not see anything."
add_mutations_static = list(BLINDMUT)
/obj/item/weapon/dnainjector/antiblind
name = "\improper DNA injector (Anti-Blind)"
desc = "IT'S A MIRACLE!!!"
remove_mutations_static = list(BLINDMUT)
/obj/item/weapon/dnainjector/antitele
name = "\improper DNA injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
remove_mutations_static = list(TK)
/obj/item/weapon/dnainjector/telemut
name = "\improper DNA injector (Tele.)"
desc = "Super brain man!"
add_mutations_static = list(TK)
/obj/item/weapon/dnainjector/telemut/darkbundle
name = "\improper DNA injector"
desc = "Good. Let the hate flow through you."
/obj/item/weapon/dnainjector/deafmut
name = "\improper DNA injector (Deaf)"
desc = "Sorry, what did you say?"
add_mutations_static = list(DEAFMUT)
/obj/item/weapon/dnainjector/antideaf
name = "\improper DNA injector (Anti-Deaf)"
desc = "Will make you hear once more."
remove_mutations_static = list(DEAFMUT)
/obj/item/weapon/dnainjector/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
/obj/item/weapon/dnainjector/m2h
name = "\improper DNA injector (Monkey > Human)"
desc = "Will make you...less hairy."
remove_mutations_static = list(RACEMUT)
/obj/item/weapon/dnainjector/antichameleon
name = "\improper DNA injector (Anti-Chameleon)"
remove_mutations_static = list(CHAMELEON)
/obj/item/weapon/dnainjector/chameleonmut
name = "\improper DNA injector (Chameleon)"
add_mutations_static = list(CHAMELEON)
/obj/item/weapon/dnainjector/antiwacky
name = "\improper DNA injector (Anti-Wacky)"
remove_mutations_static = list(WACKY)
/obj/item/weapon/dnainjector/wackymut
name = "\improper DNA injector (Wacky)"
add_mutations_static = list(WACKY)
/obj/item/weapon/dnainjector/antimute
name = "\improper DNA injector (Anti-Mute)"
remove_mutations_static = list(MUT_MUTE)
/obj/item/weapon/dnainjector/mutemut
name = "\improper DNA injector (Mute)"
add_mutations_static = list(MUT_MUTE)
/obj/item/weapon/dnainjector/antismile
name = "\improper DNA injector (Anti-Smile)"
remove_mutations_static = list(SMILE)
/obj/item/weapon/dnainjector/smilemut
name = "\improper DNA injector (Smile)"
add_mutations_static = list(SMILE)
/obj/item/weapon/dnainjector/unintelligablemut
name = "\improper DNA injector (Unintelligable)"
add_mutations_static = list(UNINTELLIGABLE)
/obj/item/weapon/dnainjector/antiunintelligable
name = "\improper DNA injector (Anti-Unintelligable)"
remove_mutations_static = list(UNINTELLIGABLE)
/obj/item/weapon/dnainjector/swedishmut
name = "\improper DNA injector (Swedish)"
add_mutations_static = list(SWEDISH)
/obj/item/weapon/dnainjector/antiswedish
name = "\improper DNA injector (Anti-Swedish)"
remove_mutations_static = list(SWEDISH)
/obj/item/weapon/dnainjector/chavmut
name = "\improper DNA injector (Chav)"
add_mutations_static = list(CHAV)
/obj/item/weapon/dnainjector/antichav
name = "\improper DNA injector (Anti-Chav)"
remove_mutations_static = list(CHAV)
/obj/item/weapon/dnainjector/elvismut
name = "\improper DNA injector (Elvis)"
add_mutations_static = list(ELVIS)
/obj/item/weapon/dnainjector/antielvis
name = "\improper DNA injector (Anti-Elvis)"
remove_mutations_static = list(ELVIS)
/obj/item/weapon/dnainjector/lasereyesmut
name = "\improper DNA injector (Laser Eyes)"
add_mutations_static = list(LASEREYES)
/obj/item/weapon/dnainjector/antilasereyes
name = "\improper DNA injector (Anti-Laser Eyes)"
remove_mutations_static = list(LASEREYES)
/obj/item/weapon/dnainjector/timed
var/duration = 600
/obj/item/weapon/dnainjector/timed/inject(mob/living/carbon/M, mob/user)
prepare()
/obj/item/weapon/dnainjector/attack(mob/target, mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(used)
to_chat(user, "<span class='warning'>This injector is used up!</span>")
return
if(ishuman(target))
var/mob/living/carbon/human/humantarget = target
if (!humantarget.can_inject(user, 1))
return
add_logs(user, target, "attempted to inject", src)
if(target != user)
target.visible_message("<span class='danger'>[user] is trying to inject [target] with [src]!</span>", "<span class='userdanger'>[user] is trying to inject [target] with [src]!</span>")
if(!do_mob(user, target) || used)
return
target.visible_message("<span class='danger'>[user] injects [target] with the syringe with [src]!", \
"<span class='userdanger'>[user] injects [target] with the syringe with [src]!")
else
to_chat(user, "<span class='notice'>You inject yourself with [src].</span>")
add_logs(user, target, "injected", src)
if(!inject(target, user)) //Now we actually do the heavy lifting.
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
used = 1
icon_state = "dnainjector0"
desc += " This one is used up."
/obj/item/weapon/dnainjector/antihulk
name = "\improper DNA injector (Anti-Hulk)"
desc = "Cures green skin."
remove_mutations_static = list(HULK)
/obj/item/weapon/dnainjector/hulkmut
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/weapon/dnainjector/xraymut
name = "\improper DNA injector (Xray)"
desc = "Finally you can see what the Captain does."
add_mutations_static = list(XRAY)
/obj/item/weapon/dnainjector/antixray
name = "\improper DNA injector (Anti-Xray)"
desc = "It will make you see harder."
remove_mutations_static = list(XRAY)
/////////////////////////////////////
/obj/item/weapon/dnainjector/antiglasses
name = "\improper DNA injector (Anti-Glasses)"
desc = "Toss away those glasses!"
remove_mutations_static = list(BADSIGHT)
/obj/item/weapon/dnainjector/glassesmut
name = "\improper DNA injector (Glasses)"
desc = "Will make you need dorkish glasses."
add_mutations_static = list(BADSIGHT)
/obj/item/weapon/dnainjector/epimut
name = "\improper DNA injector (Epi.)"
desc = "Shake shake shake the room!"
add_mutations_static = list(EPILEPSY)
/obj/item/weapon/dnainjector/antiepi
name = "\improper DNA injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
remove_mutations_static = list(EPILEPSY)
////////////////////////////////////
/obj/item/weapon/dnainjector/anticough
name = "\improper DNA injector (Anti-Cough)"
desc = "Will stop that aweful noise."
remove_mutations_static = list(COUGH)
/obj/item/weapon/dnainjector/coughmut
name = "\improper DNA injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
add_mutations_static = list(COUGH)
/obj/item/weapon/dnainjector/antidwarf
name = "\improper DNA injector (Anti-Dwarfism)"
desc = "Helps you grow big and strong."
remove_mutations_static = list(DWARFISM)
/obj/item/weapon/dnainjector/dwarf
name = "\improper DNA injector (Dwarfism)"
desc = "It's a small world after all."
add_mutations_static = list(DWARFISM)
/obj/item/weapon/dnainjector/clumsymut
name = "\improper DNA injector (Clumsy)"
desc = "Makes clown minions."
add_mutations_static = list(CLOWNMUT)
/obj/item/weapon/dnainjector/anticlumsy
name = "\improper DNA injector (Anti-Clumsy)"
desc = "Apply this for Security Clown."
remove_mutations_static = list(CLOWNMUT)
/obj/item/weapon/dnainjector/antitour
name = "\improper DNA injector (Anti-Tour.)"
desc = "Will cure tourrets."
remove_mutations_static = list(TOURETTES)
/obj/item/weapon/dnainjector/tourmut
name = "\improper DNA injector (Tour.)"
desc = "Gives you a nasty case of Tourette's."
add_mutations_static = list(TOURETTES)
/obj/item/weapon/dnainjector/stuttmut
name = "\improper DNA injector (Stutt.)"
desc = "Makes you s-s-stuttterrr"
add_mutations_static = list(NERVOUS)
/obj/item/weapon/dnainjector/antistutt
name = "\improper DNA injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
remove_mutations_static = list(NERVOUS)
/obj/item/weapon/dnainjector/antifire
name = "\improper DNA injector (Anti-Fire)"
desc = "Cures fire."
remove_mutations_static = list(COLDRES)
/obj/item/weapon/dnainjector/firemut
name = "\improper DNA injector (Fire)"
desc = "Gives you fire."
add_mutations_static = list(COLDRES)
/obj/item/weapon/dnainjector/blindmut
name = "\improper DNA injector (Blind)"
desc = "Makes you not see anything."
add_mutations_static = list(BLINDMUT)
/obj/item/weapon/dnainjector/antiblind
name = "\improper DNA injector (Anti-Blind)"
desc = "IT'S A MIRACLE!!!"
remove_mutations_static = list(BLINDMUT)
/obj/item/weapon/dnainjector/antitele
name = "\improper DNA injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
remove_mutations_static = list(TK)
/obj/item/weapon/dnainjector/telemut
name = "\improper DNA injector (Tele.)"
desc = "Super brain man!"
add_mutations_static = list(TK)
/obj/item/weapon/dnainjector/telemut/darkbundle
name = "\improper DNA injector"
desc = "Good. Let the hate flow through you."
/obj/item/weapon/dnainjector/deafmut
name = "\improper DNA injector (Deaf)"
desc = "Sorry, what did you say?"
add_mutations_static = list(DEAFMUT)
/obj/item/weapon/dnainjector/antideaf
name = "\improper DNA injector (Anti-Deaf)"
desc = "Will make you hear once more."
remove_mutations_static = list(DEAFMUT)
/obj/item/weapon/dnainjector/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
/obj/item/weapon/dnainjector/m2h
name = "\improper DNA injector (Monkey > Human)"
desc = "Will make you...less hairy."
remove_mutations_static = list(RACEMUT)
/obj/item/weapon/dnainjector/antichameleon
name = "\improper DNA injector (Anti-Chameleon)"
remove_mutations_static = list(CHAMELEON)
/obj/item/weapon/dnainjector/chameleonmut
name = "\improper DNA injector (Chameleon)"
add_mutations_static = list(CHAMELEON)
/obj/item/weapon/dnainjector/antiwacky
name = "\improper DNA injector (Anti-Wacky)"
remove_mutations_static = list(WACKY)
/obj/item/weapon/dnainjector/wackymut
name = "\improper DNA injector (Wacky)"
add_mutations_static = list(WACKY)
/obj/item/weapon/dnainjector/antimute
name = "\improper DNA injector (Anti-Mute)"
remove_mutations_static = list(MUT_MUTE)
/obj/item/weapon/dnainjector/mutemut
name = "\improper DNA injector (Mute)"
add_mutations_static = list(MUT_MUTE)
/obj/item/weapon/dnainjector/antismile
name = "\improper DNA injector (Anti-Smile)"
remove_mutations_static = list(SMILE)
/obj/item/weapon/dnainjector/smilemut
name = "\improper DNA injector (Smile)"
add_mutations_static = list(SMILE)
/obj/item/weapon/dnainjector/unintelligablemut
name = "\improper DNA injector (Unintelligable)"
add_mutations_static = list(UNINTELLIGABLE)
/obj/item/weapon/dnainjector/antiunintelligable
name = "\improper DNA injector (Anti-Unintelligable)"
remove_mutations_static = list(UNINTELLIGABLE)
/obj/item/weapon/dnainjector/swedishmut
name = "\improper DNA injector (Swedish)"
add_mutations_static = list(SWEDISH)
/obj/item/weapon/dnainjector/antiswedish
name = "\improper DNA injector (Anti-Swedish)"
remove_mutations_static = list(SWEDISH)
/obj/item/weapon/dnainjector/chavmut
name = "\improper DNA injector (Chav)"
add_mutations_static = list(CHAV)
/obj/item/weapon/dnainjector/antichav
name = "\improper DNA injector (Anti-Chav)"
remove_mutations_static = list(CHAV)
/obj/item/weapon/dnainjector/elvismut
name = "\improper DNA injector (Elvis)"
add_mutations_static = list(ELVIS)
/obj/item/weapon/dnainjector/antielvis
name = "\improper DNA injector (Anti-Elvis)"
remove_mutations_static = list(ELVIS)
/obj/item/weapon/dnainjector/lasereyesmut
name = "\improper DNA injector (Laser Eyes)"
add_mutations_static = list(LASEREYES)
/obj/item/weapon/dnainjector/antilasereyes
name = "\improper DNA injector (Anti-Laser Eyes)"
remove_mutations_static = list(LASEREYES)
/obj/item/weapon/dnainjector/timed
var/duration = 600
/obj/item/weapon/dnainjector/timed/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, "<span class='notice'>You can't modify [M]'s DNA while [M.p_theyre()] dead.</span>")
return FALSE
if(M.has_dna() && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
for(var/datum/mutation/human/HM in remove_mutations)
if(HM.name == RACEMUT)
if(ishuman(M))
continue
M = HM.force_lose(M)
else
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if((HM in M.dna.mutations) && !(M.dna.temporary_mutations[HM.name]))
continue //Skip permanent mutations we already have.
if(HM.name == RACEMUT && ishuman(M))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
M = HM.force_give(M)
else
HM.force_give(M)
M.dna.temporary_mutations[HM.name] = endtime
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
if(!M.dna.previous["name"])
M.dna.previous["name"] = M.real_name
if(!M.dna.previous["UE"])
M.dna.previous["UE"] = M.dna.unique_enzymes
if(!M.dna.previous["blood_type"])
M.dna.previous["blood_type"] = M.dna.blood_type
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
M.dna.temporary_mutations[UE_CHANGED] = endtime
if(fields["UI"]) //UI+UE
if(!M.dna.previous["UI"])
M.dna.previous["UI"] = M.dna.uni_identity
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
M.dna.temporary_mutations[UI_CHANGED] = endtime
log_attack(log_msg)
if(M.has_dna() && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
for(var/datum/mutation/human/HM in remove_mutations)
if(HM.name == RACEMUT)
if(ishuman(M))
continue
M = HM.force_lose(M)
else
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if((HM in M.dna.mutations) && !(M.dna.temporary_mutations[HM.name]))
continue //Skip permanent mutations we already have.
if(HM.name == RACEMUT && ishuman(M))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
M = HM.force_give(M)
else
HM.force_give(M)
M.dna.temporary_mutations[HM.name] = endtime
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
if(!M.dna.previous["name"])
M.dna.previous["name"] = M.real_name
if(!M.dna.previous["UE"])
M.dna.previous["UE"] = M.dna.unique_enzymes
if(!M.dna.previous["blood_type"])
M.dna.previous["blood_type"] = M.dna.blood_type
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
M.dna.temporary_mutations[UE_CHANGED] = endtime
if(fields["UI"]) //UI+UE
if(!M.dna.previous["UI"])
M.dna.previous["UI"] = M.dna.uni_identity
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
M.dna.temporary_mutations[UI_CHANGED] = endtime
log_attack(log_msg)
return TRUE
else
else
return FALSE
/obj/item/weapon/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/weapon/dnainjector/timed/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
/obj/item/weapon/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/weapon/dnainjector/timed/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
@@ -232,8 +232,8 @@
/obj/item/weapon/flamethrower/full/tank
create_with_tank = TRUE
/obj/item/weapon/flamethrower/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
var/obj/item/projectile/P = AM
/obj/item/weapon/flamethrower/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits the fueltank on [owner]'s [src], rupturing it! What a shot!</span>")
var/target_turf = get_turf(owner)
File diff suppressed because it is too large Load Diff
@@ -27,13 +27,11 @@
//Flash
if(M.flash_act(affect_silicon = 1))
M.Stun(max(10/max(1,distance), 3))
M.Weaken(max(10/max(1,distance), 3))
M.Knockdown(max(100/max(1,distance), 3))
//Bang
if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this.
M.Stun(10)
M.Weaken(10)
M.soundbang_act(1, 10, 10, 15)
M.Knockdown(200)
M.soundbang_act(1, 200, 10, 15)
else
M.soundbang_act(1, max(10/max(1,distance), 3), rand(0, 5))
M.soundbang_act(1, max(20/max(1,distance), 3), rand(0, 5))
@@ -1,69 +1,69 @@
//improvised explosives//
/obj/item/weapon/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
//improvised explosives//
/obj/item/weapon/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/list/times
/obj/item/weapon/grenade/iedcasing/Initialize()
. = ..()
add_overlay("improvised_grenade_filled")
add_overlay("improvised_grenade_wired")
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
/obj/item/weapon/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/weapon/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
/obj/item/weapon/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/weapon/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
can.pixel_y = 0
var/mutable_appearance/can_underlay = new(can)
can_underlay.layer = FLOAT_LAYER
can_underlay.plane = FLOAT_PLANE
underlays += can_underlay
/obj/item/weapon/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
/obj/item/weapon/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
active = TRUE
cut_overlay("improvised_grenade_filled")
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)].")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/iedcasing/prime() //Blowing that can up
update_mob()
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)].")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/iedcasing/prime() //Blowing that can up
update_mob()
explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
qdel(src)
/obj/item/weapon/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")
qdel(src)
/obj/item/weapon/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")
@@ -1,112 +1,112 @@
/obj/item/weapon/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
obj_integrity = 40
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
/obj/item/weapon/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/weapon/grenade/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
/obj/item/weapon/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
to_chat(user, "The timer is set to [det_time/10] second\s.")
else
to_chat(user, "\The [src] is set for instant detonation.")
/obj/item/weapon/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
/obj/item/weapon/grenade/proc/preprime(mob/user)
if(user)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/proc/prime()
/obj/item/weapon/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/weapon/grenade/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/screwdriver))
switch(det_time)
if ("1")
det_time = 10
to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
if ("10")
det_time = 30
to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
if ("30")
det_time = 50
to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
if ("50")
det_time = 1
to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
add_fingerprint(user)
else
return ..()
/obj/item/weapon/grenade/attack_hand()
walk(src, null, null)
..()
/obj/item/weapon/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
var/obj/item/projectile/P = AM
/obj/item/weapon/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
obj_integrity = 40
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
/obj/item/weapon/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/weapon/grenade/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
/obj/item/weapon/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
to_chat(user, "The timer is set to [det_time/10] second\s.")
else
to_chat(user, "\The [src] is set for instant detonation.")
/obj/item/weapon/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
/obj/item/weapon/grenade/proc/preprime(mob/user)
if(user)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/proc/prime()
/obj/item/weapon/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/weapon/grenade/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/screwdriver))
switch(det_time)
if ("1")
det_time = 10
to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
if ("10")
det_time = 30
to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
if ("30")
det_time = 50
to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
if ("50")
det_time = 1
to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
add_fingerprint(user)
else
return ..()
/obj/item/weapon/grenade/attack_hand()
walk(src, null, null)
..()
/obj/item/weapon/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return 1 //It hit the grenade, not them
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return 1 //It hit the grenade, not them
@@ -64,7 +64,7 @@
else
explosion(location, boom_sizes[1], boom_sizes[2], boom_sizes[3])
location.ex_act(2, target)
if(istype(target, /mob))
if(ismob(target))
var/mob/M = target
M.gib()
qdel(src)
@@ -1,53 +1,53 @@
/obj/item/weapon/grenade/syndieminibomb
desc = "A syndicate manufactured explosive used to sow destruction and chaos"
name = "syndicate minibomb"
icon = 'icons/obj/grenade.dmi'
icon_state = "syndicate"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/weapon/grenade/syndieminibomb/prime()
update_mob()
/obj/item/weapon/grenade/syndieminibomb
desc = "A syndicate manufactured explosive used to sow destruction and chaos"
name = "syndicate minibomb"
icon = 'icons/obj/grenade.dmi'
icon_state = "syndicate"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/weapon/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
qdel(src)
/obj/item/weapon/grenade/syndieminibomb/concussion
name = "HE Grenade"
desc = "A compact shrapnel grenade meant to devestate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
icon_state = "concussion"
origin_tech = "materials=3;magnets=4;syndicate=2"
/obj/item/weapon/grenade/syndieminibomb/concussion/prime()
update_mob()
qdel(src)
/obj/item/weapon/grenade/syndieminibomb/concussion
name = "HE Grenade"
desc = "A compact shrapnel grenade meant to devestate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
icon_state = "concussion"
origin_tech = "materials=3;magnets=4;syndicate=2"
/obj/item/weapon/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc,0,2,3,flame_range = 3)
qdel(src)
/obj/item/weapon/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/weapon/grenade/gluon
desc = "An advanced grenade that releases a harmful stream of gluons inducing radiation in those nearby. These gluon streams will also make victims feel exhausted, and induce shivering. This extreme coldness will also likely wet any nearby floors."
name = "gluon frag grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "bluefrag"
item_state = "flashbang"
var/freeze_range = 4
var/rad_damage = 35
var/stamina_damage = 30
/obj/item/weapon/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/EMPulse.ogg', 50, 1)
radiation_pulse(loc,freeze_range,freeze_range+1,rad_damage)
for(var/turf/T in view(freeze_range,loc))
if(isfloorturf(T))
var/turf/open/floor/F = T
F.wet = TURF_WET_PERMAFROST
addtimer(CALLBACK(F, /turf/open/floor.proc/MakeDry, TURF_WET_PERMAFROST), rand(3000, 3100))
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.bodytemperature -= 230
qdel(src)
qdel(src)
/obj/item/weapon/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/weapon/grenade/gluon
desc = "An advanced grenade that releases a harmful stream of gluons inducing radiation in those nearby. These gluon streams will also make victims feel exhausted, and induce shivering. This extreme coldness will also likely wet any nearby floors."
name = "gluon frag grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "bluefrag"
item_state = "flashbang"
var/freeze_range = 4
var/rad_damage = 35
var/stamina_damage = 30
/obj/item/weapon/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
radiation_pulse(loc,freeze_range,freeze_range+1,rad_damage)
for(var/turf/T in view(freeze_range,loc))
if(isfloorturf(T))
var/turf/open/floor/F = T
F.wet = TURF_WET_PERMAFROST
addtimer(CALLBACK(F, /turf/open/floor.proc/MakeDry, TURF_WET_PERMAFROST), rand(3000, 3100))
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.bodytemperature -= 230
qdel(src)
+5 -5
View File
@@ -31,7 +31,7 @@
return
// chance of monkey retaliation
if(istype(C, /mob/living/carbon/monkey) && prob(MONKEY_CUFF_RETALIATION_PROB))
if(ismonkey(C) && prob(MONKEY_CUFF_RETALIATION_PROB))
var/mob/living/carbon/monkey/M
M = C
M.retaliate(user)
@@ -303,7 +303,7 @@
addtimer(CALLBACK(src, .proc/dissipate), 100)
/obj/item/weapon/restraints/legcuffs/beartrap/energy/proc/dissipate()
if(!istype(loc, /mob))
if(!ismob(loc))
do_sparks(1, TRUE, src)
qdel(src)
@@ -320,7 +320,7 @@
breakouttime = 35//easy to apply, easy to break out of
gender = NEUTER
origin_tech = "engineering=3;combat=1"
var/weaken = 0
var/knockdown = 0
/obj/item/weapon/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
if(!..())
@@ -338,7 +338,7 @@
C.update_inv_legcuffed()
SSblackbox.add_details("handcuffs","[type]")
to_chat(C, "<span class='userdanger'>\The [src] ensnares you!</span>")
C.Weaken(weaken)
C.Knockdown(knockdown)
/obj/item/weapon/restraints/legcuffs/bola/tactical//traitor variant
name = "reinforced bola"
@@ -346,7 +346,7 @@
icon_state = "bola_r"
breakouttime = 70
origin_tech = "engineering=4;combat=3"
weaken = 1
knockdown = 20
/obj/item/weapon/restraints/legcuffs/bola/energy //For Security
name = "energy bola"
+1 -1
View File
@@ -84,7 +84,7 @@
master.emote("scream")
master.remove_status_effect(STATUS_EFFECT_HISGRACE)
flags &= ~NODROP
master.Weaken(3)
master.Knockdown(60)
master.adjustBruteLoss(master.maxHealth)
playsound(master, 'sound/effects/splat.ogg', 100, 0)
else
@@ -91,7 +91,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/nullrod/claymore/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/weapon/nullrod/claymore/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
@@ -68,18 +68,18 @@
return ..()
/obj/item/weapon/implant/explosive/proc/timed_explosion()
imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
imp_in.visible_message("<span class='warning'>[imp_in] starts beeping ominously!</span>")
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
sleep(delay*0.25)
if(imp_in && !imp_in.stat)
imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
imp_in.Weaken(7)
imp_in.visible_message("<span class='warning'>[imp_in] doubles over in pain!</span>")
imp_in.Knockdown(140)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
sleep(delay*0.25)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
sleep(delay*0.25)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
sleep(delay*0.25)
explosion(src,heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib(1)
@@ -16,7 +16,7 @@
/obj/item/weapon/implant/adrenalin
name = "adrenal implant"
desc = "Removes all stuns and knockdowns."
desc = "Removes all stuns."
icon_state = "adrenal"
origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
uses = 3
@@ -35,9 +35,9 @@
/obj/item/weapon/implant/adrenalin/activate()
uses--
to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
imp_in.SetStunned(0)
imp_in.SetWeakened(0)
imp_in.SetParalysis(0)
imp_in.SetStun(0)
imp_in.SetKnockdown(0)
imp_in.SetUnconscious(0)
imp_in.adjustStaminaLoss(-75)
imp_in.lying = 0
imp_in.update_canmove()
@@ -1,71 +1,71 @@
/obj/item/weapon/implanter
name = "implanter"
desc = "A sterile automatic implant injector."
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
var/obj/item/weapon/implant/imp = null
var/imp_type = null
/obj/item/weapon/implanter/update_icon()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/weapon/implanter/attack(mob/living/M, mob/user)
if(!istype(M))
return
if(user && imp)
if(M != user)
/obj/item/weapon/implanter
name = "implanter"
desc = "A sterile automatic implant injector."
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
var/obj/item/weapon/implant/imp = null
var/imp_type = null
/obj/item/weapon/implanter/update_icon()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/weapon/implanter/attack(mob/living/M, mob/user)
if(!istype(M))
return
if(user && imp)
if(M != user)
M.visible_message("<span class='warning'>[user] is attempting to implant [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_mob(user, M, 50)))
if(src && imp)
if(imp.implant(M, user))
if (M == user)
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
else
to_chat(user, "<span class='warning'>[src] fails to implant [M].</span>")
/obj/item/weapon/implanter/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_held_item() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implanter ([t])"
else
name = "implanter"
else
return ..()
/obj/item/weapon/implanter/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/weapon/implanter/adrenalin
name = "implanter (adrenalin)"
imp_type = /obj/item/weapon/implant/adrenalin
/obj/item/weapon/implanter/emp
name = "implanter (EMP)"
imp_type = /obj/item/weapon/implant/emp
var/turf/T = get_turf(M)
if(T && (M == user || do_mob(user, M, 50)))
if(src && imp)
if(imp.implant(M, user))
if (M == user)
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
else
to_chat(user, "<span class='warning'>[src] fails to implant [M].</span>")
/obj/item/weapon/implanter/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_held_item() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implanter ([t])"
else
name = "implanter"
else
return ..()
/obj/item/weapon/implanter/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/weapon/implanter/adrenalin
name = "implanter (adrenalin)"
imp_type = /obj/item/weapon/implant/adrenalin
/obj/item/weapon/implanter/emp
name = "implanter (EMP)"
imp_type = /obj/item/weapon/implant/emp
@@ -64,7 +64,7 @@
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)))
usr.set_machine(src)
if(istype(loc, /mob))
if(ismob(loc))
attack_self(loc)
else
for(var/mob/M in viewers(1, src))
+1 -1
View File
@@ -30,7 +30,7 @@
/obj/item/weapon/inducer/emp_act(severity)
..()
if(cell)
cell.emp_act()
cell.emp_act(severity)
/obj/item/weapon/inducer/attack_obj(obj/O, mob/living/carbon/user)
if(user.a_intent == INTENT_HARM)
+157 -157
View File
@@ -1,160 +1,160 @@
/* Kitchen tools
* Contains:
* Fork
* Kitchen knives
* Ritual Knife
* Butcher's cleaver
* Combat Knife
* Rolling Pins
*/
/obj/item/weapon/kitchen
icon = 'icons/obj/kitchen.dmi'
origin_tech = "materials=1"
/obj/item/weapon/kitchen/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
flags = CONDUCT
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/weapon/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(forkload)
if(M == user)
M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
else
M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
icon_state = "fork"
forkload = null
else if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/weapon/kitchen/knife
name = "kitchen knife"
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags = CONDUCT
force = 10
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
/* Kitchen tools
* Contains:
* Fork
* Kitchen knives
* Ritual Knife
* Butcher's cleaver
* Combat Knife
* Rolling Pins
*/
/obj/item/weapon/kitchen
icon = 'icons/obj/kitchen.dmi'
origin_tech = "materials=1"
/obj/item/weapon/kitchen/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
flags = CONDUCT
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/weapon/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(forkload)
if(M == user)
M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
else
M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
icon_state = "fork"
forkload = null
else if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/weapon/kitchen/knife
name = "kitchen knife"
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags = CONDUCT
force = 10
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/weapon/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/weapon/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return (BRUTELOSS)
/obj/item/weapon/kitchen/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/weapon/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags = CONDUCT
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
/obj/item/weapon/kitchen/knife/combat
name = "combat knife"
icon_state = "buckknife"
item_state = "knife"
desc = "A military combat utility survival knife."
force = 20
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
/obj/item/weapon/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/weapon/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return (BRUTELOSS)
/obj/item/weapon/kitchen/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/weapon/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags = CONDUCT
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
/obj/item/weapon/kitchen/knife/combat
name = "combat knife"
icon_state = "buckknife"
item_state = "knife"
desc = "A military combat utility survival knife."
force = 20
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
bayonet = TRUE
/obj/item/weapon/kitchen/knife/combat/survival
name = "survival knife"
icon_state = "survivalknife"
desc = "A hunting grade survival knife."
force = 15
throwforce = 15
/obj/item/weapon/kitchen/knife/combat/survival
name = "survival knife"
icon_state = "survivalknife"
desc = "A hunting grade survival knife."
force = 15
throwforce = 15
bayonet = TRUE
/obj/item/weapon/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
materials = list()
/obj/item/weapon/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/weapon/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
item_state = "carrotshiv"
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/weapon/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/* Trays moved to /obj/item/weapon/storage/bag */
/obj/item/weapon/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
materials = list()
/obj/item/weapon/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/weapon/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
item_state = "carrotshiv"
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/weapon/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/* Trays moved to /obj/item/weapon/storage/bag */
@@ -95,7 +95,7 @@
else
STOP_PROCESSING(SSobj, src)
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
@@ -188,7 +188,7 @@
icon_state = "esaw_0"
item_color = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/weapon/melee/energy/sword/saber
@@ -5,7 +5,7 @@
if(target.check_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind their back!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(2)
user.Stun(40)
return TRUE
@@ -60,7 +60,7 @@
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(MAT_METAL = 1000)
/obj/item/weapon/melee/sabre/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/weapon/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
@@ -77,14 +77,14 @@
var/cooldown = 0
var/on = 1
/obj/item/weapon/melee/classic_baton/attack(mob/target, mob/living/user)
/obj/item/weapon/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
add_fingerprint(user)
if((CLUMSY in user.disabilities) && prob(50))
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.Weaken(3 * force)
user.Knockdown(60 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
@@ -105,12 +105,12 @@
if(cooldown <= world.time)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(0, "[user]'s [name]", src, MELEE_ATTACK))
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Weaken(3)
target.Knockdown(60)
add_logs(user, target, "stunned", src)
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
@@ -0,0 +1,58 @@
/obj/item/weapon/melee/transforming //TODO: make transforming energy weapons a subtype of this
var/active = FALSE
var/force_on = 30 //force when active
var/throwforce_on = 20
var/icon_state_on = "axe1"
var/hitsound_on = 'sound/weapons/blade1.ogg'
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/list/attack_verb_off = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
var/w_class_on = WEIGHT_CLASS_BULKY
/obj/item/weapon/melee/transforming/Initialize()
. = ..()
if(active)
if(attack_verb_on.len)
attack_verb = attack_verb_on
else
if(attack_verb_off.len)
attack_verb = attack_verb_off
/obj/item/weapon/melee/transforming/attack_self(mob/living/carbon/user)
if(transform_weapon(user))
clumsy_transform_effect(user)
/obj/item/weapon/melee/transforming/proc/transform_weapon(mob/living/user, supress_message_text)
active = !active
if(active)
force = force_on
throwforce = throwforce_on
hitsound = hitsound_on
throw_speed = 4
if(attack_verb_on.len)
attack_verb = attack_verb_on
icon_state = icon_state_on
w_class = w_class_on
else
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_off.len)
attack_verb = attack_verb_off
icon_state = initial(icon_state)
w_class = initial(w_class)
transform_messages(user, supress_message_text)
add_fingerprint(user)
return TRUE
/obj/item/weapon/melee/transforming/proc/transform_messages(mob/living/user, supress_message_text)
playsound(user, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
if(!supress_message_text)
to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
/obj/item/weapon/melee/transforming/proc/clumsy_transform_effect(mob/living/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
@@ -43,7 +43,6 @@
out += "<span class='notice'>[bicon(tank)] It has \the [tank] mounted onto it.</span>"
to_chat(user, out.Join("<br>"))
/obj/item/weapon/pneumatic_cannon/attackby(obj/item/weapon/W, mob/user, params)
if(user.a_intent == INTENT_HARM)
return ..()
@@ -70,7 +69,7 @@
updateTank(tank, 1, user)
else if(loadedWeightClass >= maxWeightClass)
to_chat(user, "<span class='warning'>\The [src] can't hold any more items!</span>")
else if(istype(W, /obj/item))
else if(isitem(W))
var/obj/item/IW = W
load_item(IW, user)
@@ -142,7 +141,7 @@
fire_items(T, user)
if(pressureSetting >= 3 && user)
user.visible_message("<span class='warning'>[user] is thrown down by the force of the cannon!</span>", "<span class='userdanger'>[src] slams into your shoulder, knocking you down!")
user.Weaken(3)
user.Knockdown(60)
/obj/item/weapon/pneumatic_cannon/proc/fire_items(turf/target, mob/user)
if(fire_mode == PCANNON_FIREALL)
@@ -224,7 +223,6 @@
return loaded
loaded++
CHECK_TICK
return loaded
/obj/item/weapon/pneumatic_cannon/pie
name = "pie cannon"
+3 -3
View File
@@ -29,7 +29,7 @@
else
return ..()
/obj/item/weapon/shield/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/weapon/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == THROWN_PROJECTILE_ATTACK)
final_block_chance += 30
if(attack_type == LEAP_ATTACK)
@@ -66,7 +66,7 @@
attack_verb = list("shoved", "bashed")
var/active = 0
/obj/item/weapon/shield/energy/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/weapon/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/weapon/shield/energy/IsReflect()
@@ -109,7 +109,7 @@
w_class = WEIGHT_CLASS_NORMAL
var/active = 0
/obj/item/weapon/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/weapon/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
@@ -1,114 +1,109 @@
/obj/item/weapon/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
origin_tech = "combat=4;bluespace=4;plasmatech=7"
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/weapon/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
origin_tech = "combat=4;bluespace=4;plasmatech=7"
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
/obj/item/weapon/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/weapon/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/weapon/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/weapon/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/weapon/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(istype(X, /atom/movable))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(1, WEAKEN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/weapon/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity) return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/weapon/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
//var/charged = 5
origin_tech = "combat=4;powerstorage=7"
/obj/item/weapon/twohanded/mjollnir/proc/shock(mob/living/target)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by the [src.name]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/weapon/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
//if(charged == 5)
//charged = 0
playsound(src.loc, "sparks", 50, 1)
M.Stun(3)
shock(M)
/obj/item/weapon/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.Stun(3)
shock(L)
/obj/item/weapon/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/weapon/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/weapon/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/weapon/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/weapon/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/weapon/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovableatom(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(20, KNOCKDOWN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/weapon/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity) return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/weapon/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
origin_tech = "combat=4;powerstorage=7"
/obj/item/weapon/twohanded/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by [src]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/weapon/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/weapon/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
shock(target)
/obj/item/weapon/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
File diff suppressed because it is too large Load Diff
+376 -376
View File
@@ -1,378 +1,378 @@
/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
* Book Bag
* Biowaste Bag
*
* -Sayu
*/
// Generic non-item
/obj/item/weapon/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 1 // should work fine now
use_to_pickup = 1
slot_flags = SLOT_BELT
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag"
item_state = "trashbag"
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 30
storage_slots = 30
can_hold = list() // any
cant_hold = list(/obj/item/weapon/disk/nuclear)
/obj/item/weapon/storage/bag/trash/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] puts [src] over [user.p_their()] head and starts chomping at the insides! Disgusting!</span>")
playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1)
return (TOXLOSS)
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "[initial(icon_state)]"
else if(contents.len < 12)
icon_state = "[initial(icon_state)]1"
else if(contents.len < 21)
icon_state = "[initial(icon_state)]2"
else icon_state = "[initial(icon_state)]3"
/obj/item/weapon/storage/bag/trash/cyborg
/obj/item/weapon/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mybag=src
J.update_icon()
/obj/item/weapon/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
/obj/item/weapon/storage/bag/trash/bluespace
name = "trash bag of holding"
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
origin_tech = "materials=4;bluespace=4;engineering=4;plasmatech=3"
max_combined_w_class = 60
storage_slots = 60
// -----------------------------
// Mining Satchel
// -----------------------------
/obj/item/weapon/storage/bag/ore
name = "mining satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
origin_tech = "engineering=2"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = WEIGHT_CLASS_NORMAL
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = WEIGHT_CLASS_NORMAL
can_hold = list(/obj/item/weapon/ore)
/obj/item/weapon/storage/bag/ore/cyborg
name = "cyborg mining satchel"
/obj/item/weapon/storage/bag/ore/holding //miners, your messiah has arrived
name = "mining satchel of holding"
desc = "A revolution in convenience, this satchel allows for huge amounts of ore storage. It's been outfitted with anti-malfunction safety measures."
storage_slots = INFINITY
max_combined_w_class = INFINITY
origin_tech = "bluespace=4;materials=3;engineering=3"
icon_state = "satchel_bspace"
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/weapon/storage/bag/plants
name = "plant bag"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "plantbag"
storage_slots = 100; //the number of plant pieces it can carry.
max_combined_w_class = 100 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_TINY
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown,/obj/item/weapon/reagent_containers/food/snacks/ash_flora,/obj/item/weapon/reagent_containers/honeycomb)
resistance_flags = FLAMMABLE
////////
/obj/item/weapon/storage/bag/plants/portaseeder
name = "portable seed extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
icon_state = "portaseeder"
origin_tech = "biotech=3;engineering=2"
/obj/item/weapon/storage/bag/plants/portaseeder/verb/dissolve_contents()
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
return
for(var/obj/item/O in contents)
seedify(O, 1)
close_all()
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/weapon/storage/bag/sheetsnatcher
name = "sheet snatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
var/capacity = 300; //the number of sheets it can carry.
w_class = WEIGHT_CLASS_NORMAL
allow_quick_empty = 1 // this function is superceded
/obj/item/weapon/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W, stop_messages = 0)
if(!istype(W,/obj/item/stack/sheet) || istype(W,/obj/item/stack/sheet/mineral/sandstone) || istype(W,/obj/item/stack/sheet/mineral/wood))
if(!stop_messages)
to_chat(usr, "The snatcher does not accept [W].")
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
var/current = 0
for(var/obj/item/stack/sheet/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
to_chat(usr, "<span class='danger'>The snatcher is full.</span>")
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/weapon/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W, prevent_warning = 0)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/sheet/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/sheet/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.dropItemToGround(S)
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
qdel(S)
else
if(S.pulledby)
S.pulledby.stop_pulling()
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
/obj/item/weapon/storage/bag/sheetsnatcher/orient2hud(mob/user)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/sheet/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
/obj/item/weapon/storage/bag/sheetsnatcher/quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/sheet/S in contents)
while(S.amount)
var/obj/item/stack/sheet/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
if(!S.amount)
qdel(S)// todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
/obj/item/weapon/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W, atom/new_location)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/sheet/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/weapon/storage/bag/sheetsnatcher/borg
name = "sheet snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
// -----------------------------
// Book bag
// -----------------------------
/obj/item/weapon/storage/bag/books
name = "book bag"
desc = "A bag for books."
icon = 'icons/obj/library.dmi'
icon_state = "bookbag"
display_contents_with_number = 0 //This would look really stupid otherwise
storage_slots = 7
max_combined_w_class = 21
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_BULKY //Bigger than a book because physics
can_hold = list(/obj/item/weapon/book, /obj/item/weapon/storage/book, /obj/item/weapon/spellbook)
resistance_flags = FLAMMABLE
/*
* Trays - Agouri
*/
/obj/item/weapon/storage/bag/tray
name = "tray"
icon = 'icons/obj/food/containers.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
force = 5
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list(MAT_METAL=3000)
preposition = "on"
/obj/item/weapon/storage/bag/tray/attack(mob/living/M, mob/living/user)
..()
// Drop all the things. All of them.
var/list/obj/item/oldContents = contents.Copy()
quick_empty()
// Make each item scatter a bit
for(var/obj/item/I in oldContents)
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if(prob(50))
playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
else
playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Weaken(2)
/obj/item/weapon/storage/bag/tray/proc/rebuild_overlays()
cut_overlays()
for(var/obj/item/I in contents)
/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
* Book Bag
* Biowaste Bag
*
* -Sayu
*/
// Generic non-item
/obj/item/weapon/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 1 // should work fine now
use_to_pickup = 1
slot_flags = SLOT_BELT
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag"
item_state = "trashbag"
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 30
storage_slots = 30
can_hold = list() // any
cant_hold = list(/obj/item/weapon/disk/nuclear)
/obj/item/weapon/storage/bag/trash/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] puts [src] over [user.p_their()] head and starts chomping at the insides! Disgusting!</span>")
playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1)
return (TOXLOSS)
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "[initial(icon_state)]"
else if(contents.len < 12)
icon_state = "[initial(icon_state)]1"
else if(contents.len < 21)
icon_state = "[initial(icon_state)]2"
else icon_state = "[initial(icon_state)]3"
/obj/item/weapon/storage/bag/trash/cyborg
/obj/item/weapon/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mybag=src
J.update_icon()
/obj/item/weapon/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
/obj/item/weapon/storage/bag/trash/bluespace
name = "trash bag of holding"
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
origin_tech = "materials=4;bluespace=4;engineering=4;plasmatech=3"
max_combined_w_class = 60
storage_slots = 60
// -----------------------------
// Mining Satchel
// -----------------------------
/obj/item/weapon/storage/bag/ore
name = "mining satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
origin_tech = "engineering=2"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = WEIGHT_CLASS_NORMAL
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = WEIGHT_CLASS_NORMAL
can_hold = list(/obj/item/weapon/ore)
/obj/item/weapon/storage/bag/ore/cyborg
name = "cyborg mining satchel"
/obj/item/weapon/storage/bag/ore/holding //miners, your messiah has arrived
name = "mining satchel of holding"
desc = "A revolution in convenience, this satchel allows for huge amounts of ore storage. It's been outfitted with anti-malfunction safety measures."
storage_slots = INFINITY
max_combined_w_class = INFINITY
origin_tech = "bluespace=4;materials=3;engineering=3"
icon_state = "satchel_bspace"
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/weapon/storage/bag/plants
name = "plant bag"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "plantbag"
storage_slots = 100; //the number of plant pieces it can carry.
max_combined_w_class = 100 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_TINY
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown,/obj/item/weapon/reagent_containers/honeycomb)
resistance_flags = FLAMMABLE
////////
/obj/item/weapon/storage/bag/plants/portaseeder
name = "portable seed extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
icon_state = "portaseeder"
origin_tech = "biotech=3;engineering=2"
/obj/item/weapon/storage/bag/plants/portaseeder/verb/dissolve_contents()
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
return
for(var/obj/item/O in contents)
seedify(O, 1)
close_all()
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/weapon/storage/bag/sheetsnatcher
name = "sheet snatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
var/capacity = 300; //the number of sheets it can carry.
w_class = WEIGHT_CLASS_NORMAL
allow_quick_empty = 1 // this function is superceded
/obj/item/weapon/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W, stop_messages = 0)
if(!istype(W,/obj/item/stack/sheet) || istype(W,/obj/item/stack/sheet/mineral/sandstone) || istype(W,/obj/item/stack/sheet/mineral/wood))
if(!stop_messages)
to_chat(usr, "The snatcher does not accept [W].")
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
var/current = 0
for(var/obj/item/stack/sheet/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
to_chat(usr, "<span class='danger'>The snatcher is full.</span>")
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/weapon/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W, prevent_warning = 0)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/sheet/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/sheet/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.dropItemToGround(S)
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
qdel(S)
else
if(S.pulledby)
S.pulledby.stop_pulling()
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
/obj/item/weapon/storage/bag/sheetsnatcher/orient2hud(mob/user)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/sheet/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
/obj/item/weapon/storage/bag/sheetsnatcher/quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/sheet/S in contents)
while(S.amount)
var/obj/item/stack/sheet/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
if(!S.amount)
qdel(S)// todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
/obj/item/weapon/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W, atom/new_location)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/sheet/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/weapon/storage/bag/sheetsnatcher/borg
name = "sheet snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
// -----------------------------
// Book bag
// -----------------------------
/obj/item/weapon/storage/bag/books
name = "book bag"
desc = "A bag for books."
icon = 'icons/obj/library.dmi'
icon_state = "bookbag"
display_contents_with_number = 0 //This would look really stupid otherwise
storage_slots = 7
max_combined_w_class = 21
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_BULKY //Bigger than a book because physics
can_hold = list(/obj/item/weapon/book, /obj/item/weapon/storage/book, /obj/item/weapon/spellbook)
resistance_flags = FLAMMABLE
/*
* Trays - Agouri
*/
/obj/item/weapon/storage/bag/tray
name = "tray"
icon = 'icons/obj/food/containers.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
force = 5
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list(MAT_METAL=3000)
preposition = "on"
/obj/item/weapon/storage/bag/tray/attack(mob/living/M, mob/living/user)
..()
// Drop all the things. All of them.
var/list/obj/item/oldContents = contents.Copy()
quick_empty()
// Make each item scatter a bit
for(var/obj/item/I in oldContents)
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if(prob(50))
playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
else
playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Knockdown(40)
/obj/item/weapon/storage/bag/tray/proc/rebuild_overlays()
cut_overlays()
for(var/obj/item/I in contents)
add_overlay(mutable_appearance(I.icon, I.icon_state))
/obj/item/weapon/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location)
..()
rebuild_overlays()
/obj/item/weapon/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0)
/obj/item/weapon/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location)
..()
rebuild_overlays()
/obj/item/weapon/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0)
add_overlay(mutable_appearance(I.icon, I.icon_state))
. = ..()
/*
* Chemistry bag
*/
/obj/item/weapon/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "bag"
desc = "A bag for storing pills, patches, and bottles."
storage_slots = 50
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/weapon/reagent_containers/pill, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
resistance_flags = FLAMMABLE
/*
* Biowaste bag (mostly for xenobiologists)
*/
/obj/item/weapon/storage/bag/bio
name = "bio bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
storage_slots = 25
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/slime_extract, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/blood, /obj/item/weapon/reagent_containers/hypospray/medipen, /obj/item/trash/deadmouse, /obj/item/weapon/reagent_containers/food/snacks/monkeycube)
resistance_flags = FLAMMABLE
. = ..()
/*
* Chemistry bag
*/
/obj/item/weapon/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "bag"
desc = "A bag for storing pills, patches, and bottles."
storage_slots = 50
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/weapon/reagent_containers/pill, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
resistance_flags = FLAMMABLE
/*
* Biowaste bag (mostly for xenobiologists)
*/
/obj/item/weapon/storage/bag/bio
name = "bio bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
storage_slots = 25
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/slime_extract, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/blood, /obj/item/weapon/reagent_containers/hypospray/medipen, /obj/item/trash/deadmouse, /obj/item/weapon/reagent_containers/food/snacks/monkeycube)
resistance_flags = FLAMMABLE
File diff suppressed because it is too large Load Diff
@@ -87,7 +87,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
return 1
/obj/item/weapon/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
@@ -95,7 +95,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
if (user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='danger'>[src] slips out of your hand and hits your head.</span>")
user.take_bodypart_damage(10)
user.Paralyse(20)
user.Unconscious(400)
return
var/chaplain = 0
@@ -106,10 +106,10 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
to_chat(user, "<span class='danger'>The book sizzles in your hands.</span>")
user.take_bodypart_damage(0,10)
return
if (!heal_mode)
return ..()
var/smack = 1
if (M.stat != DEAD)
@@ -175,7 +175,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
var/uses = 1
/obj/item/weapon/storage/book/bible/syndicate/attack_self(mob/living/carbon/human/H)
if (uses)
H.mind.isholy = TRUE
@@ -886,14 +886,4 @@
/obj/item/weapon/storage/box/fountainpens/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/weapon/pen/fountain(src)
/obj/item/weapon/storage/box/medipens/surival_box
name = "Survival Pen Pack"
desc = "A pack of survival Pens to keep even the most retarded of miners alive"
illustration = "syringe"
/obj/item/weapon/storage/box/medipens/surival_box/PopulateContents()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/hypospray/medipen/survival(src)
new /obj/item/weapon/pen/fountain(src)
+261 -261
View File
@@ -1,271 +1,271 @@
/*
* The 'fancy' path is for objects like donut boxes that show how many items are in the storage item on the sprite itself
* .. Sorry for the shitty path name, I couldnt think of a better one.
*
* WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly
* TODO: Cigarette boxes should be ported to this standard
*
* Contains:
* Donut Box
* Egg Box
* Candle Box
* Cigarette Box
* Cigar Case
*/
/obj/item/weapon/storage/fancy
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
name = "donut box"
resistance_flags = FLAMMABLE
var/icon_type = "donut"
var/spawn_type = null
var/fancy_open = FALSE
/obj/item/weapon/storage/fancy/PopulateContents()
for(var/i = 1 to storage_slots)
new spawn_type(src)
/obj/item/weapon/storage/fancy/update_icon(itemremoved = 0)
if(fancy_open)
var/total_contents = src.contents.len - itemremoved
icon_state = "[icon_type]box[total_contents]"
else
icon_state = "[icon_type]box"
/obj/item/weapon/storage/fancy/examine(mob/user)
..()
if(fancy_open)
if(contents.len == 1)
to_chat(user, "There is one [src.icon_type] left.")
else
to_chat(user, "There are [contents.len <= 0 ? "no" : "[src.contents.len]"] [src.icon_type]s left.")
/obj/item/weapon/storage/fancy/attack_self(mob/user)
fancy_open = !fancy_open
update_icon()
/obj/item/weapon/storage/fancy/content_can_dump(atom/dest_object, mob/user)
. = ..()
if(.)
fancy_open = TRUE
update_icon()
/obj/item/weapon/storage/fancy/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user)
fancy_open = TRUE
return ..()
/obj/item/weapon/storage/fancy/remove_from_storage(obj/item/W, atom/new_location, burn = 0)
fancy_open = TRUE
return ..()
/*
* Donut Box
*/
/obj/item/weapon/storage/fancy/donut_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
icon_type = "donut"
name = "donut box"
storage_slots = 6
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/donut)
spawn_type = /obj/item/weapon/reagent_containers/food/snacks/donut
fancy_open = TRUE
/*
* Egg Box
*/
/obj/item/weapon/storage/fancy/egg_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "eggbox"
icon_type = "egg"
name = "egg box"
storage_slots = 12
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/egg)
spawn_type = /obj/item/weapon/reagent_containers/food/snacks/egg
/*
* Candle Box
*/
/obj/item/weapon/storage/fancy/candle_box
name = "candle pack"
desc = "A pack of red candles."
icon = 'icons/obj/candle.dmi'
icon_state = "candlebox5"
icon_type = "candle"
item_state = "candlebox5"
storage_slots = 5
throwforce = 2
slot_flags = SLOT_BELT
spawn_type = /obj/item/candle
fancy_open = TRUE
/obj/item/weapon/storage/fancy/candle_box/attack_self(mob_user)
return
////////////
//CIG PACK//
////////////
/obj/item/weapon/storage/fancy/cigarettes
name = "\improper Space Cigarettes packet"
desc = "The most popular brand of cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig"
item_state = "cigpacket"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
slot_flags = SLOT_BELT
storage_slots = 6
can_hold = list(/obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette/space_cigarette
/obj/item/weapon/storage/fancy/cigarettes/AltClick(mob/user)
if(user.get_active_held_item())
return
for(var/obj/item/weapon/lighter/lighter in src)
remove_from_storage(lighter, user.loc)
user.put_in_active_hand(lighter)
break
/obj/item/weapon/storage/fancy/cigarettes/update_icon()
if(fancy_open || !contents.len)
cut_overlays()
if(!contents.len)
icon_state = "[initial(icon_state)]_empty"
else
icon_state = initial(icon_state)
add_overlay("[icon_state]_open")
var/i = contents.len
for(var/C in contents)
/*
* The 'fancy' path is for objects like donut boxes that show how many items are in the storage item on the sprite itself
* .. Sorry for the shitty path name, I couldnt think of a better one.
*
* WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly
* TODO: Cigarette boxes should be ported to this standard
*
* Contains:
* Donut Box
* Egg Box
* Candle Box
* Cigarette Box
* Cigar Case
*/
/obj/item/weapon/storage/fancy
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
name = "donut box"
resistance_flags = FLAMMABLE
var/icon_type = "donut"
var/spawn_type = null
var/fancy_open = FALSE
/obj/item/weapon/storage/fancy/PopulateContents()
for(var/i = 1 to storage_slots)
new spawn_type(src)
/obj/item/weapon/storage/fancy/update_icon(itemremoved = 0)
if(fancy_open)
var/total_contents = src.contents.len - itemremoved
icon_state = "[icon_type]box[total_contents]"
else
icon_state = "[icon_type]box"
/obj/item/weapon/storage/fancy/examine(mob/user)
..()
if(fancy_open)
if(contents.len == 1)
to_chat(user, "There is one [src.icon_type] left.")
else
to_chat(user, "There are [contents.len <= 0 ? "no" : "[src.contents.len]"] [src.icon_type]s left.")
/obj/item/weapon/storage/fancy/attack_self(mob/user)
fancy_open = !fancy_open
update_icon()
/obj/item/weapon/storage/fancy/content_can_dump(atom/dest_object, mob/user)
. = ..()
if(.)
fancy_open = TRUE
update_icon()
/obj/item/weapon/storage/fancy/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user)
fancy_open = TRUE
return ..()
/obj/item/weapon/storage/fancy/remove_from_storage(obj/item/W, atom/new_location, burn = 0)
fancy_open = TRUE
return ..()
/*
* Donut Box
*/
/obj/item/weapon/storage/fancy/donut_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
icon_type = "donut"
name = "donut box"
storage_slots = 6
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/donut)
spawn_type = /obj/item/weapon/reagent_containers/food/snacks/donut
fancy_open = TRUE
/*
* Egg Box
*/
/obj/item/weapon/storage/fancy/egg_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "eggbox"
icon_type = "egg"
name = "egg box"
storage_slots = 12
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/egg)
spawn_type = /obj/item/weapon/reagent_containers/food/snacks/egg
/*
* Candle Box
*/
/obj/item/weapon/storage/fancy/candle_box
name = "candle pack"
desc = "A pack of red candles."
icon = 'icons/obj/candle.dmi'
icon_state = "candlebox5"
icon_type = "candle"
item_state = "candlebox5"
storage_slots = 5
throwforce = 2
slot_flags = SLOT_BELT
spawn_type = /obj/item/candle
fancy_open = TRUE
/obj/item/weapon/storage/fancy/candle_box/attack_self(mob_user)
return
////////////
//CIG PACK//
////////////
/obj/item/weapon/storage/fancy/cigarettes
name = "\improper Space Cigarettes packet"
desc = "The most popular brand of cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig"
item_state = "cigpacket"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
slot_flags = SLOT_BELT
storage_slots = 6
can_hold = list(/obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette/space_cigarette
/obj/item/weapon/storage/fancy/cigarettes/AltClick(mob/user)
if(user.get_active_held_item())
return
for(var/obj/item/weapon/lighter/lighter in src)
remove_from_storage(lighter, user.loc)
user.put_in_active_hand(lighter)
break
/obj/item/weapon/storage/fancy/cigarettes/update_icon()
if(fancy_open || !contents.len)
cut_overlays()
if(!contents.len)
icon_state = "[initial(icon_state)]_empty"
else
icon_state = initial(icon_state)
add_overlay("[icon_state]_open")
var/i = contents.len
for(var/C in contents)
var/mutable_appearance/inserted_overlay = mutable_appearance(icon)
inserted_overlay.pixel_x = 1 * (i - 1)
if(istype(C, /obj/item/weapon/lighter/greyscale))
if(istype(C, /obj/item/weapon/lighter/greyscale))
inserted_overlay.icon_state = "lighter_in"
else if(istype(C, /obj/item/weapon/lighter))
else if(istype(C, /obj/item/weapon/lighter))
inserted_overlay.icon_state = "zippo_in"
else
else
inserted_overlay.icon_state = "cigarette"
add_overlay(inserted_overlay)
i--
else
cut_overlays()
/obj/item/weapon/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(M == user && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/W = cig
remove_from_storage(W, M)
M.equip_to_slot_if_possible(W, slot_wear_mask)
contents -= W
to_chat(user, "<span class='notice'>You take a [icon_type] out of the pack.</span>")
else
..()
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco
name = "\improper DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "dromedary"
spawn_type = /obj/item/clothing/mask/cigarette/dromedary
/obj/item/weapon/storage/fancy/cigarettes/cigpack_uplift
name = "\improper Uplift Smooth packet"
desc = "Your favorite brand, now menthol flavored."
icon_state = "uplift"
spawn_type = /obj/item/clothing/mask/cigarette/uplift
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robust
name = "\improper Robust packet"
desc = "Smoked by the robust."
icon_state = "robust"
spawn_type = /obj/item/clothing/mask/cigarette/robust
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robustgold
name = "\improper Robust Gold packet"
desc = "Smoked by the truly robust."
icon_state = "robustg"
spawn_type = /obj/item/clothing/mask/cigarette/robustgold
/obj/item/weapon/storage/fancy/cigarettes/cigpack_carp
name = "\improper Carp Classic packet"
desc = "Since 2313."
icon_state = "carp"
spawn_type = /obj/item/clothing/mask/cigarette/carp
/obj/item/weapon/storage/fancy/cigarettes/cigpack_syndicate
name = "cigarette packet"
desc = "An obscure brand of cigarettes."
icon_state = "syndie"
spawn_type = /obj/item/clothing/mask/cigarette/syndicate
/obj/item/weapon/storage/fancy/cigarettes/cigpack_midori
name = "\improper Midori Tabako packet"
desc = "You can't understand the runes, but the packet smells funny."
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie
/obj/item/weapon/storage/fancy/cigarettes/cigpack_shadyjims
name = "\improper Shady Jim's Super Slims packet"
desc = "Is your weight slowing you down? Having trouble running away from gravitational singularities? Can't stop stuffing your mouth? Smoke Shady Jim's Super Slims and watch all that fat burn away. Guaranteed results!"
icon_state = "shadyjim"
spawn_type = /obj/item/clothing/mask/cigarette/shadyjims
/obj/item/weapon/storage/fancy/rollingpapers
name = "rolling paper pack"
desc = "A pack of NanoTrasen brand rolling papers."
w_class = WEIGHT_CLASS_TINY
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper_pack"
storage_slots = 10
icon_type = "rolling paper"
can_hold = list(/obj/item/weapon/rollingpaper)
spawn_type = /obj/item/weapon/rollingpaper
/obj/item/weapon/storage/fancy/rollingpapers/update_icon()
cut_overlays()
if(!contents.len)
add_overlay("[icon_state]_empty")
/////////////
//CIGAR BOX//
/////////////
/obj/item/weapon/storage/fancy/cigarettes/cigars
name = "\improper premium cigar case"
desc = "A case of premium cigars. Very expensive."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarcase"
w_class = WEIGHT_CLASS_NORMAL
storage_slots = 5
can_hold = list(/obj/item/clothing/mask/cigarette/cigar)
icon_type = "premium cigar"
spawn_type = /obj/item/clothing/mask/cigarette/cigar
/obj/item/weapon/storage/fancy/cigarettes/cigars/update_icon()
i--
else
cut_overlays()
/obj/item/weapon/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!ismob(M))
return
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(M == user && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/W = cig
remove_from_storage(W, M)
M.equip_to_slot_if_possible(W, slot_wear_mask)
contents -= W
to_chat(user, "<span class='notice'>You take a [icon_type] out of the pack.</span>")
else
..()
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco
name = "\improper DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "dromedary"
spawn_type = /obj/item/clothing/mask/cigarette/dromedary
/obj/item/weapon/storage/fancy/cigarettes/cigpack_uplift
name = "\improper Uplift Smooth packet"
desc = "Your favorite brand, now menthol flavored."
icon_state = "uplift"
spawn_type = /obj/item/clothing/mask/cigarette/uplift
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robust
name = "\improper Robust packet"
desc = "Smoked by the robust."
icon_state = "robust"
spawn_type = /obj/item/clothing/mask/cigarette/robust
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robustgold
name = "\improper Robust Gold packet"
desc = "Smoked by the truly robust."
icon_state = "robustg"
spawn_type = /obj/item/clothing/mask/cigarette/robustgold
/obj/item/weapon/storage/fancy/cigarettes/cigpack_carp
name = "\improper Carp Classic packet"
desc = "Since 2313."
icon_state = "carp"
spawn_type = /obj/item/clothing/mask/cigarette/carp
/obj/item/weapon/storage/fancy/cigarettes/cigpack_syndicate
name = "cigarette packet"
desc = "An obscure brand of cigarettes."
icon_state = "syndie"
spawn_type = /obj/item/clothing/mask/cigarette/syndicate
/obj/item/weapon/storage/fancy/cigarettes/cigpack_midori
name = "\improper Midori Tabako packet"
desc = "You can't understand the runes, but the packet smells funny."
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie
/obj/item/weapon/storage/fancy/cigarettes/cigpack_shadyjims
name = "\improper Shady Jim's Super Slims packet"
desc = "Is your weight slowing you down? Having trouble running away from gravitational singularities? Can't stop stuffing your mouth? Smoke Shady Jim's Super Slims and watch all that fat burn away. Guaranteed results!"
icon_state = "shadyjim"
spawn_type = /obj/item/clothing/mask/cigarette/shadyjims
/obj/item/weapon/storage/fancy/rollingpapers
name = "rolling paper pack"
desc = "A pack of NanoTrasen brand rolling papers."
w_class = WEIGHT_CLASS_TINY
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper_pack"
storage_slots = 10
icon_type = "rolling paper"
can_hold = list(/obj/item/weapon/rollingpaper)
spawn_type = /obj/item/weapon/rollingpaper
/obj/item/weapon/storage/fancy/rollingpapers/update_icon()
cut_overlays()
if(fancy_open)
add_overlay("[icon_state]_open")
if(!contents.len)
add_overlay("[icon_state]_empty")
/////////////
//CIGAR BOX//
/////////////
/obj/item/weapon/storage/fancy/cigarettes/cigars
name = "\improper premium cigar case"
desc = "A case of premium cigars. Very expensive."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarcase"
w_class = WEIGHT_CLASS_NORMAL
storage_slots = 5
can_hold = list(/obj/item/clothing/mask/cigarette/cigar)
icon_type = "premium cigar"
spawn_type = /obj/item/clothing/mask/cigarette/cigar
/obj/item/weapon/storage/fancy/cigarettes/cigars/update_icon()
cut_overlays()
if(fancy_open)
add_overlay("[icon_state]_open")
var/mutable_appearance/cigar_overlay = mutable_appearance(icon, icon_type)
for(var/c = contents.len, c >= 1, c--)
for(var/c = contents.len, c >= 1, c--)
cigar_overlay.pixel_x = 4 * (c - 1)
add_overlay(cigar_overlay)
else
icon_state = "cigarcase"
/obj/item/weapon/storage/fancy/cigarettes/cigars/cohiba
name = "\improper cohiba robusto cigar case"
desc = "A case of imported Cohiba cigars, renowned for their strong flavor."
spawn_type = /obj/item/clothing/mask/cigarette/cigar/cohiba
/obj/item/weapon/storage/fancy/cigarettes/cigars/havana
name = "\improper premium havanian cigar case"
desc = "A case of classy Havanian cigars."
spawn_type = /obj/item/clothing/mask/cigarette/cigar/havana
else
icon_state = "cigarcase"
/obj/item/weapon/storage/fancy/cigarettes/cigars/cohiba
name = "\improper cohiba robusto cigar case"
desc = "A case of imported Cohiba cigars, renowned for their strong flavor."
spawn_type = /obj/item/clothing/mask/cigarette/cigar/cohiba
/obj/item/weapon/storage/fancy/cigarettes/cigars/havana
name = "\improper premium havanian cigar case"
desc = "A case of classy Havanian cigars."
spawn_type = /obj/item/clothing/mask/cigarette/cigar/havana

Some files were not shown because too many files have changed in this diff Show More