This commit is contained in:
Seris02
2020-04-15 17:44:39 +08:00
1312 changed files with 154714 additions and 14237 deletions
+9 -12
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@@ -2,18 +2,6 @@
//Be sure to update the min/max of these if you do change them.
//Measurements are in imperial units. Inches, feet, yards, miles. Tsp, tbsp, cups, quarts, gallons, etc
//HUD stuff
#define ui_arousal "EAST-1:28,CENTER-4:8"//Below the health doll
#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
#define ui_combat_toggle "EAST-4:22,SOUTH:5"
//1:1 HUD layout stuff
#define ui_boxcraft "EAST-4:22,SOUTH+1:6"
#define ui_boxarea "EAST-4:6,SOUTH+1:6"
#define ui_boxlang "EAST-5:22,SOUTH+1:6"
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
//Filters
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, color="#04080F")
@@ -35,6 +23,9 @@
#define MASTURBATE_LINKED_ORGAN (1<<6) //used to pass our mission to the linked organ
#define CAN_CLIMAX_WITH (1<<7)
#define GENITAL_CAN_AROUSE (1<<8)
#define GENITAL_UNDIES_HIDDEN (1<<9)
#define UPDATE_OWNER_APPEARANCE (1<<10)
#define GENITAL_CAN_TAUR (1<<11)
#define DEF_VAGINA_SHAPE "Human"
@@ -71,6 +62,12 @@
#define MILK_RATE_MULT 1
#define MILK_EFFICIENCY 1
//visibility toggles defines to avoid errors typos code errors.
#define GEN_VISIBLE_ALWAYS "Always visible"
#define GEN_VISIBLE_NO_CLOTHES "Hidden by clothes"
#define GEN_VISIBLE_NO_UNDIES "Hidden by underwear"
#define GEN_VISIBLE_NEVER "Always hidden"
//Individual logging define
#define INDIVIDUAL_LOOC_LOG "LOOC log"
+61 -6
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@@ -82,6 +82,7 @@
#define CANUNCONSCIOUS (1<<2)
#define CANPUSH (1<<3)
#define GODMODE (1<<4)
#define CANSTAGGER (1<<5)
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
@@ -113,12 +114,17 @@
//slowdown when in softcrit
#define SOFTCRIT_ADD_SLOWDOWN 6
//Attack types for checking shields/hit reactions
#define MELEE_ATTACK 1
#define UNARMED_ATTACK 2
#define PROJECTILE_ATTACK 3
#define THROWN_PROJECTILE_ATTACK 4
#define LEAP_ATTACK 5
/// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
#define ATTACK_TYPE_PROJECTILE (1<<1)
/// Attack was unarmed.. this usually means hand to hand combat.
#define ATTACK_TYPE_UNARMED (1<<2)
/// Attack was a thrown atom hitting the victim.
#define ATTACK_TYPE_THROWN (1<<3)
/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
#define ATTACK_TYPE_TACKLE (1<<4)
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
@@ -251,4 +257,53 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_WEAR_SUIT 75
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
+14
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@@ -39,3 +39,17 @@
//Ouch my toes!
#define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2
#define SPELL_SKIP_ALL_REQS (1<<0)
#define SPELL_SKIP_CENTCOM (1<<1)
#define SPELL_SKIP_STAT (1<<2)
#define SPELL_SKIP_CLOTHES (1<<3)
#define SPELL_SKIP_ANTIMAGIC (1<<4)
#define SPELL_SKIP_VOCAL (1<<5)
#define SPELL_SKIP_MOBTYPE (1<<6)
#define SPELL_WIZARD_HAT (1<<7)
#define SPELL_WIZARD_ROBE (1<<8)
#define SPELL_CULT_HELMET (1<<9)
#define SPELL_CULT_ARMOR (1<<10)
#define SPELL_WIZARD_GARB (SPELL_WIZARD_HAT|SPELL_WIZARD_ROBE)
#define SPELL_CULT_GARB (SPELL_CULT_HELMET|SPELL_CULT_ARMOR)
+15 -1
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@@ -149,7 +149,9 @@
#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize(): (can_reenter_corpse, special, penalize)
#define COMPONENT_BLOCK_GHOSTING 1
#define COMPONENT_BLOCK_GHOSTING (1<<0)
#define COMPONENT_DO_NOT_PENALIZE_GHOSTING (1<<1)
#define COMPONENT_FREE_GHOSTING (1<<2)
#define COMSIG_MOB_ALLOWED "mob_allowed" //from base of obj/allowed(mob/M): (/obj) returns bool, if TRUE the mob has id access to the obj
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (mob/user, magic, holy, tinfoil, chargecost, self, protection_sources)
#define COMPONENT_BLOCK_MAGIC 1
@@ -175,6 +177,9 @@
#define SPEECH_LANGUAGE 5
// #define SPEECH_IGNORE_SPAM 6
// #define SPEECH_FORCED 7
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
@@ -185,7 +190,11 @@
#define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: ()
#define COMSIG_LIVING_REVIVE "living_revive" //from base of mob/living/revive() (full_heal, admin_revive)
#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "comsig_mob_client_logout" //sent when a mob/logout() starts: (client)
#define COMSIG_MOB_CLIENT_MOVE "comsig_mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
// This returns flags as defined for block in __DEFINES/combat.dm!
#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
#define COMSIG_LIVING_COMBAT_ENABLED "combatmode_enabled" //from base of mob/living/enable_combat_mode() (was_forced)
#define COMSIG_LIVING_COMBAT_DISABLED "combatmode_disabled" //from base of mob/living/disable_combat_mode() (was_forced)
@@ -234,9 +243,14 @@
#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
#define COMSIG_ITEM_HIT_REACT "item_hit_react" //from base of obj/item/hit_reaction(): (list/args)
#define COMSIG_ITEM_WEARERCROSSED "wearer_crossed" //called on item when crossed by something (): (/atom/movable)
#define COMSIG_ITEM_WORN_OVERLAYS "item_worn_overlays" //from base of obj/item/worn_overlays(): (isinhands, icon_file, used_state, style_flags, list/overlays)
// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
#define COMSIG_ITEM_RUN_BLOCK "run_block" //from base of obj/item/run_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
#define COMSIG_SUIT_MADE_HELMET "suit_made_helmet" //from base of obj/item/clothing/suit/MakeHelmet(): (helmet)
// /obj/item/implant signals
#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
+28
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@@ -0,0 +1,28 @@
#define DYE_REGISTRY_UNDER "under"
#define DYE_REGISTRY_JUMPSKIRT "jumpskirt"
#define DYE_REGISTRY_GLOVES "gloves"
#define DYE_REGISTRY_SNEAKERS "sneakers"
#define DYE_REGISTRY_FANNYPACK "fannypack"
#define DYE_REGISTRY_BEDSHEET "bedsheet"
#define DYE_RED "red"
#define DYE_ORANGE "orange"
#define DYE_YELLOW "yellow"
#define DYE_GREEN "green"
#define DYE_BLUE "blue"
#define DYE_PURPLE "purple"
#define DYE_BLACK "black"
#define DYE_WHITE "white"
#define DYE_RAINBOW "rainbow"
#define DYE_MIME "mime"
#define DYE_COSMIC "cosmic"
#define DYE_QM "qm"
#define DYE_LAW "law"
#define DYE_CAPTAIN "captain"
#define DYE_HOP "hop"
#define DYE_HOS "hos"
#define DYE_CE "ce"
#define DYE_RD "rd"
#define DYE_CMO "cmo"
#define DYE_REDCOAT "redcoat"
#define DYE_CLOWN "clown"
+2
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@@ -6,6 +6,8 @@
#define NO_ASSASSIN (1<<0)
#define WAROPS_ALWAYS_ALLOWED (1<<1)
#define USE_PREF_WEIGHTS (1<<2)
#define FORCE_IF_WON (1<<3)
#define USE_PREV_ROUND_WEIGHTS (1<<4)
#define ONLY_RULESET (1<<0)
#define HIGHLANDER_RULESET (1<<1)
+29
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@@ -0,0 +1,29 @@
#define INSTRUMENT_MIN_OCTAVE 1
#define INSTRUMENT_MAX_OCTAVE 9
#define INSTRUMENT_MIN_KEY 0
#define INSTRUMENT_MAX_KEY 127
/// Max number of playing notes per instrument.
#define CHANNELS_PER_INSTRUMENT 128
/// Distance multiplier that makes us not be impacted by 3d sound as much. This is a multiplier so lower it is the closer we will pretend to be to people.
#define INSTRUMENT_DISTANCE_FALLOFF_BUFF 0.2
/// How many tiles instruments have no falloff for
#define INSTRUMENT_DISTANCE_NO_FALLOFF 3
/// Maximum length a note should ever go for
#define INSTRUMENT_MAX_TOTAL_SUSTAIN (5 SECONDS)
/// These are per decisecond.
#define INSTRUMENT_EXP_FALLOFF_MIN 1.025 //100/(1.025^50) calculated for [INSTRUMENT_MIN_SUSTAIN_DROPOFF] to be 30.
#define INSTRUMENT_EXP_FALLOFF_MAX 10
/// Minimum volume for when the sound is considered dead.
#define INSTRUMENT_MIN_SUSTAIN_DROPOFF 0
#define SUSTAIN_LINEAR 1
#define SUSTAIN_EXPONENTIAL 2
// /datum/instrument instrument_flags
#define INSTRUMENT_LEGACY (1<<0) //Legacy instrument. Implies INSTRUMENT_DO_NOT_AUTOSAMPLE
#define INSTRUMENT_DO_NOT_AUTOSAMPLE (1<<1) //Do not automatically sample
+1 -9
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@@ -1,13 +1,5 @@
/*ALL DEFINES RELATED TO INVENTORY OBJECTS, MANAGEMENT, ETC, GO HERE*/
//ITEM INVENTORY WEIGHT, FOR w_class
#define WEIGHT_CLASS_TINY 1 //Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
#define WEIGHT_CLASS_SMALL 2 //Pockets can hold small and tiny items, ex: Flashlight, Multitool, Grenades, GPS Device
#define WEIGHT_CLASS_NORMAL 3 //Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
#define WEIGHT_CLASS_BULKY 4 //Items that can be weilded or equipped but not stored in a normal bag, ex: Defibrillator, Backpack, Space Suits
#define WEIGHT_CLASS_HUGE 5 //Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons - Can not fit in Boh
#define WEIGHT_CLASS_GIGANTIC 6 //Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
//Inventory depth: limits how many nested storage items you can access directly.
//1: stuff in mob, 2: stuff in backpack, 3: stuff in box in backpack, etc
#define INVENTORY_DEPTH 3
@@ -155,7 +147,7 @@
//flags for covering body parts
#define GLASSESCOVERSEYES (1<<0)
#define MASKCOVERSEYES (1<<1) // get rid of some of the other retardation in these flags
#define MASKCOVERSEYES (1<<1) // get rid of some of the other stupidity in these flags
#define HEADCOVERSEYES (1<<2) // feel free to realloc these numbers for other purposes
#define MASKCOVERSMOUTH (1<<3) // on other items, these are just for mask/head
#define HEADCOVERSMOUTH (1<<4)
+2 -1
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@@ -67,6 +67,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
#define isdullahan(A) (is_species(A, /datum/species/dullahan))
#define isvampire(A) (is_species(A,/datum/species/vampire))
// Citadel specific species
#define isipcperson(A) (is_species(A, /datum/species/ipc))
@@ -263,4 +264,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
@@ -4,11 +4,16 @@
#define CLICKCATCHER_PLANE -99
#define PLANE_SPACE -95
#define PLANE_SPACE_RENDER_TARGET "PLANE_SPACE"
#define PLANE_SPACE_PARALLAX -90
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
#define FLOOR_PLANE -2
#define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE"
#define GAME_PLANE -1
#define GAME_PLANE_RENDER_TARGET "GAME_PLANE"
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
#define SPACE_LAYER 1.8
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
@@ -78,20 +83,38 @@
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define EMISSIVE_BLOCKER_PLANE 12
#define EMISSIVE_BLOCKER_LAYER 12
#define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE"
#define EMISSIVE_PLANE 13
#define EMISSIVE_LAYER 13
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
#define EMISSIVE_UNBLOCKABLE_PLANE 14
#define EMISSIVE_UNBLOCKABLE_LAYER 14
#define EMISSIVE_UNBLOCKABLE_RENDER_TARGET "*EMISSIVE_UNBLOCKABLE_PLANE"
#define LIGHTING_PLANE 15
#define LIGHTING_LAYER 15
#define LIGHTING_RENDER_TARGET "LIGHT_PLANE"
#define ABOVE_LIGHTING_PLANE 16
#define ABOVE_LIGHTING_LAYER 16
#define ABOVE_LIGHTING_RENDER_TARGET "ABOVE_LIGHTING_PLANE"
#define FLOOR_OPENSPACE_PLANE 17
#define OPENSPACE_LAYER 17
#define OPENSPACE_RENDER_TARGET "OPENSPACE_PLANE"
#define BYOND_LIGHTING_PLANE 18
#define BYOND_LIGHTING_LAYER 18
#define BYOND_LIGHTING_RENDER_TARGET "BYOND_LIGHTING_PLANE"
#define CAMERA_STATIC_PLANE 19
#define CAMERA_STATIC_LAYER 19
#define CAMERA_STATIC_RENDER_TARGET "CAMERA_STATIC_PLANE"
//HUD layer defines
#define FULLSCREEN_PLANE 20
@@ -101,11 +124,25 @@
#define BLIND_LAYER 20.3
#define CRIT_LAYER 20.4
#define CURSE_LAYER 20.5
#define FULLSCREEN_RENDER_TARGET "FULLSCREEN_PLANE"
#define HUD_PLANE 21
#define HUD_LAYER 21
#define ABOVE_HUD_PLANE 22
#define ABOVE_HUD_LAYER 22
#define HUD_RENDER_TARGET "HUD_PLANE"
#define VOLUMETRIC_STORAGE_BOX_PLANE 23
#define VOLUMETRIC_STORAGE_BOX_LAYER 23
#define VOLUMETRIC_STORAGE_BOX_RENDER_TARGET "VOLUME_STORAGE_BOX_PLANE"
#define VOLUMETRIC_STORAGE_ITEM_PLANE 24
#define VOLUMETRIC_STORAGE_ITEM_LAYER 24
#define VOLUMETRIC_STORAGE_ITEM_RENDER_TARGET "VOLUME_STORAGE_ITEM_PLANE"
#define ABOVE_HUD_PLANE 25
#define ABOVE_HUD_LAYER 25
#define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE"
#define SPLASHSCREEN_LAYER 30
#define SPLASHSCREEN_PLANE 30
#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
#define SPLASHSCREEN_LAYER 23
#define SPLASHSCREEN_PLANE 23
+5
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@@ -83,3 +83,8 @@
#define FLASH_LIGHT_DURATION 2
#define FLASH_LIGHT_POWER 3
#define FLASH_LIGHT_RANGE 3.8
/// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
#define EMISSIVE_BLOCK_GENERIC 1
/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
#define EMISSIVE_BLOCK_UNIQUE 2
+3 -1
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@@ -30,7 +30,7 @@
#define FLOOR(x, y) ( round((x) / (y)) * (y) )
// Similar to clamp but the bottom rolls around to the top and vice versa. min is inclusive, max is exclusive
#define WRAP(val, min, max) ( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) )
#define WRAP(val, min, max) CLAMP(( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) ),min,max-1)
// Real modulus that handles decimals
#define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) )
@@ -203,5 +203,7 @@
#define MANHATTAN_DISTANCE(a, b) (abs(a.x - b.x) + abs(a.y - b.y))
#define LOGISTIC_FUNCTION(L,k,x,x_0) (L/(1+(NUM_E**(-k*(x-x_0)))))
/// Make sure something is a boolean TRUE/FALSE 1/0 value, since things like bitfield & bitflag doesn't always give 1s and 0s.
#define FORCE_BOOLEAN(x) ((x)? TRUE : FALSE)
+5 -6
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@@ -345,11 +345,10 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
//Endgame Results
#define NUKE_NEAR_MISS 1
#define NUKE_MISS_STATION 2
#define NUKE_SYNDICATE_BASE 3
#define STATION_DESTROYED_NUKE 4
#define STATION_EVACUATED 5
#define NUKE_MISS_STATION 1
#define NUKE_SYNDICATE_BASE 2
#define STATION_DESTROYED_NUKE 3
#define STATION_EVACUATED 4
#define BLOB_WIN 8
#define BLOB_NUKE 9
#define BLOB_DESTROYED 10
@@ -466,7 +465,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.")
// list of all null rod weapons
#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/melee/baseball_bat/chaplain
#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/clothing/gloves/fingerless/pugilist/chaplain, /obj/item/melee/baseball_bat/chaplain
// Used by PDA and cartridge code to reduce repetitiveness of spritesheets
#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
+2 -1
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@@ -289,4 +289,5 @@
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define PULL_PRONE_SLOWDOWN 0.6
#define HUMAN_CARRY_SLOWDOWN 0
#define FIREMAN_CARRY_SLOWDOWN 0
#define PIGGYBACK_CARRY_SLOWDOWN 1
+4 -1
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@@ -59,6 +59,7 @@
#define MOVESPEED_ID_SPECIES "SPECIES_SPEED_MOD"
#define MOVESPEED_ID_SMALL_STRIDE "SMALL_STRIDE"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
@@ -78,4 +79,6 @@
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_CIRRHOSIS "CIRRHOSIS"
+3 -3
View File
@@ -45,9 +45,9 @@ Ask ninjanomnom if they're around
// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.3 // Higher means higher strength scaling contamination strength
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.99 // Higher means higher strength scaling contamination strength
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
+1
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@@ -20,6 +20,7 @@
#define CHANNEL_HIGHEST_AVAILABLE 1008 //CIT CHANGE - COMPENSATES FOR VORESOUND CHANNELS
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 1
+1 -1
View File
@@ -99,7 +99,7 @@
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
#define STATUS_EFFECT_MESMERIZE /datum/status_effect/no_combat_mode/mesmerize //Just reskinned no_combat_mode
#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode
#define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
+47
View File
@@ -0,0 +1,47 @@
// storage_flags variable on /datum/component/storage
// Storage limits. These can be combined (and usually are combined).
/// Check max_items and contents.len when trying to insert
#define STORAGE_LIMIT_MAX_ITEMS (1<<0)
/// Check max_combined_w_class.
#define STORAGE_LIMIT_COMBINED_W_CLASS (1<<1)
/// Use the new volume system. Will automatically force rendering to use the new volume/baystation scaling UI so this is kind of incompatible with stuff like stack storage etc etc.
#define STORAGE_LIMIT_VOLUME (1<<2)
/// Use max_w_class
#define STORAGE_LIMIT_MAX_W_CLASS (1<<3)
#define STORAGE_FLAGS_LEGACY_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_COMBINED_W_CLASS | STORAGE_LIMIT_MAX_W_CLASS)
#define STORAGE_FLAGS_VOLUME_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_VOLUME | STORAGE_LIMIT_MAX_W_CLASS)
//ITEM INVENTORY WEIGHT, FOR w_class
/// Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
#define WEIGHT_CLASS_TINY 1
/// Pockets can hold small and tiny items, ex: Flashlight, Multitool, Grenades, GPS Device
#define WEIGHT_CLASS_SMALL 2
/// Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
#define WEIGHT_CLASS_NORMAL 3
/// Items that can be weilded or equipped but not stored in a normal bag, ex: Defibrillator, Backpack, Space Suits
#define WEIGHT_CLASS_BULKY 4
/// Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons - Can not fit in Boh
#define WEIGHT_CLASS_HUGE 5
/// Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
#define WEIGHT_CLASS_GIGANTIC 6
/// Macro for automatically getting the volume of an item from its w_class.
#define AUTO_SCALE_VOLUME(w_class) (2 ** w_class)
/// Macro for automatically getting the volume of a storage item from its max_w_class and max_combined_w_class.
#define AUTO_SCALE_STORAGE_VOLUME(w_class, max_combined_w_class) (AUTO_SCALE_VOLUME(w_class) * (max_combined_w_class / w_class))
// UI defines
/// Size of volumetric box icon
#define VOLUMETRIC_STORAGE_BOX_ICON_SIZE 32
/// Size of EACH left/right border icon for volumetric boxes
#define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1
/// Minimum pixels an item must have in volumetric scaled storage UI
#define MINIMUM_PIXELS_PER_ITEM 6
/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
#define MAXIMUM_VOLUMETRIC_ITEMS 256
/// How much padding to give between items
#define VOLUMETRIC_STORAGE_ITEM_PADDING 1
/// How much padding to give to edges
#define VOLUMETRIC_STORAGE_EDGE_PADDING 1
+8 -5
View File
@@ -50,17 +50,19 @@
#define INIT_ORDER_PROFILER 100
#define INIT_ORDER_FAIL2TOPIC 99
#define INIT_ORDER_TITLE 98
#define INIT_ORDER_GARBAGE 97
#define INIT_ORDER_DBCORE 95
#define INIT_ORDER_BLACKBOX 94
#define INIT_ORDER_SERVER_MAINT 93
#define INIT_ORDER_INPUT 85
#define INIT_ORDER_GARBAGE 95
#define INIT_ORDER_DBCORE 93
#define INIT_ORDER_BLACKBOX 92
#define INIT_ORDER_SERVER_MAINT 91
#define INIT_ORDER_INPUT 90
#define INIT_ORDER_SOUNDS 85
#define INIT_ORDER_VIS 80
#define INIT_ORDER_RESEARCH 75
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_QUIRKS 60
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_INSTRUMENTS 53
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_ATOMS 30
@@ -100,6 +102,7 @@
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_INSTRUMENTS 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_NETWORKS 40
+10 -1
View File
@@ -147,6 +147,9 @@
#define TRAIT_NOPULSE "nopulse" // Your heart doesn't beat.
#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
#define TRAIT_KI_VAMPIRE "ki-vampire" //when someone with this trait rolls maximum damage on a punch and stuns the target, they regain some stamina and do clone damage
#define TRAIT_PASSTABLE "passtable"
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
@@ -173,6 +176,9 @@
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
#define INNATE_TRAIT "innate"
// item traits
#define TRAIT_NODROP "nodrop"
@@ -212,6 +218,7 @@
#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
#define TRAIT_NO_INTERNALS "no-internals"
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
// common trait sources
#define TRAIT_GENERIC "generic"
@@ -235,7 +242,8 @@
#define GHOSTROLE_TRAIT "ghostrole"
#define APHRO_TRAIT "aphro"
#define BLOODSUCKER_TRAIT "bloodsucker"
#define CLOTHING_TRAIT "clothing" //used for quirky carrygloves
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
#define GLOVE_TRAIT "glove" //inherited by your cool gloves
// unique trait sources, still defines
#define STATUE_MUTE "statue"
@@ -269,6 +277,7 @@
#define LOCKED_HELMET_TRAIT "locked-helmet"
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define MARTIAL_ARTIST_TRAIT "martial_artist"
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define RISING_BASS_TRAIT "rising_bass"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
+12
View File
@@ -5,6 +5,11 @@
#define MAJORITY_JUDGEMENT_VOTING 4
#define INSTANT_RUNOFF_VOTING 5
#define SHOW_RESULTS (1<<0)
#define SHOW_VOTES (1<<1)
#define SHOW_WINNER (1<<2)
#define SHOW_ABSTENTION (1<<3)
GLOBAL_LIST_INIT(vote_score_options,list("Bad","Poor","Acceptable","Good","Great"))
GLOBAL_LIST_INIT(vote_type_names,list(\
@@ -15,3 +20,10 @@ GLOBAL_LIST_INIT(vote_type_names,list(\
"Raw Score (returns results from 0 to 1, winner is 1)" = SCORE_VOTING,\
"Majority Judgement (single-winner score voting)" = MAJORITY_JUDGEMENT_VOTING,\
))
GLOBAL_LIST_INIT(display_vote_settings, list(\
"Results" = SHOW_RESULTS,
"Ongoing Votes" = SHOW_VOTES,
"Winner" = SHOW_WINNER,
"Abstainers" = SHOW_ABSTENTION
))
+102
View File
@@ -19,3 +19,105 @@
#define VV_RESTORE_DEFAULT "Restore to Default"
#define VV_MARKED_DATUM "Marked Datum"
#define VV_BITFIELD "Bitfield"
#define VV_TEXT_LOCATE "Custom Reference Locate"
#define VV_PROCCALL_RETVAL "Return Value of Proccall"
#define VV_MSG_MARKED "<br><font size='1' color='red'><b>Marked Object</b></font>"
#define VV_MSG_EDITED "<br><font size='1' color='red'><b>Var Edited</b></font>"
#define VV_MSG_DELETED "<br><font size='1' color='red'><b>Deleted</b></font>"
#define VV_NORMAL_LIST_NO_EXPAND_THRESHOLD 50
#define VV_SPECIAL_LIST_NO_EXPAND_THRESHOLD 150
//#define IS_VALID_ASSOC_KEY(V) (istext(V) || ispath(V) || isdatum(V) || islist(V))
#define IS_VALID_ASSOC_KEY(V) (!isnum(V)) //hhmmm..
//General helpers
#define VV_HREF_TARGET_INTERNAL(target, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[REF(target)]"
#define VV_HREF_TARGETREF_INTERNAL(targetref, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[targetref]"
#define VV_HREF_TARGET(target, href_key, text) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)]'>[text]</a>"
#define VV_HREF_TARGETREF(targetref, href_key, text) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)]'>[text]</a>"
#define VV_HREF_TARGET_1V(target, href_key, text, varname) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>" //for stuff like basic varedits, one variable
#define VV_HREF_TARGETREF_1V(targetref, href_key, text, varname) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>"
#define GET_VV_TARGET locate(href_list[VV_HK_TARGET])
#define GET_VV_VAR_TARGET href_list[VV_HK_VARNAME]
//Helper for getting something to vv_do_topic in general
#define VV_TOPIC_LINK(datum, href_key, text) "<a href='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(datum)]'>text</a>"
//Helpers for vv_get_dropdown()
#define VV_DROPDOWN_OPTION(href_key, name) . += "<option value='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(src)]'>[name]</option>"
// VV HREF KEYS
#define VV_HK_TARGET "target"
#define VV_HK_VARNAME "targetvar" //name or index of var for 1 variable targetting hrefs.
// vv_do_list() keys
#define VV_HK_LIST_ADD "listadd"
#define VV_HK_LIST_EDIT "listedit"
#define VV_HK_LIST_CHANGE "listchange"
#define VV_HK_LIST_REMOVE "listremove"
#define VV_HK_LIST_ERASE_NULLS "listnulls"
#define VV_HK_LIST_ERASE_DUPES "listdupes"
#define VV_HK_LIST_SHUFFLE "listshuffle"
#define VV_HK_LIST_SET_LENGTH "listlen"
// vv_do_basic() keys
#define VV_HK_BASIC_EDIT "datumedit"
#define VV_HK_BASIC_CHANGE "datumchange"
#define VV_HK_BASIC_MASSEDIT "massedit"
// /datum
#define VV_HK_DELETE "delete"
#define VV_HK_EXPOSE "expose"
#define VV_HK_CALLPROC "proc_call"
#define VV_HK_MARK "mark"
#define VV_HK_MODIFY_TRAITS "modtraits"
// /atom
#define VV_HK_MODIFY_TRANSFORM "atom_transform"
#define VV_HK_ADD_REAGENT "addreagent"
#define VV_HK_TRIGGER_EMP "empulse"
#define VV_HK_TRIGGER_EXPLOSION "explode"
#define VV_HK_AUTO_RENAME "auto_rename"
// /obj
#define VV_HK_OSAY "osay"
#define VV_HK_MASS_DEL_TYPE "mass_delete_type"
#define VV_HK_ARMOR_MOD "mod_obj_armor"
// /mob
#define VV_HK_GIB "gib"
#define VV_HK_GIVE_SPELL "give_spell"
#define VV_HK_REMOVE_SPELL "remove_spell"
#define VV_HK_GIVE_DISEASE "give_disease"
#define VV_HK_GODMODE "godmode"
#define VV_HK_DROP_ALL "dropall"
#define VV_HK_REGEN_ICONS "regen_icons"
#define VV_HK_PLAYER_PANEL "player_panel"
#define VV_HK_BUILDMODE "buildmode"
#define VV_HK_DIRECT_CONTROL "direct_control"
#define VV_HK_OFFER_GHOSTS "offer_ghosts"
// /mob/living/carbon
#define VV_HK_MAKE_AI "aiify"
#define VV_HK_MODIFY_BODYPART "mod_bodypart"
#define VV_HK_MODIFY_ORGANS "organs_modify"
#define VV_HK_HALLUCINATION "force_hallucinate"
#define VV_HK_MARTIAL_ART "give_martial_art"
#define VV_HK_GIVE_TRAUMA "give_trauma"
#define VV_HK_CURE_TRAUMA "cure_trauma"
// /mob/living/carbon/human
#define VV_HK_COPY_OUTFIT "copy_outfit"
#define VV_HK_MOD_QUIRKS "quirkmod"
#define VV_HK_MAKE_MONKEY "human_monkify"
#define VV_HK_MAKE_CYBORG "human_cyborgify"
#define VV_HK_MAKE_SLIME "human_slimeify"
#define VV_HK_MAKE_ALIEN "human_alienify"
#define VV_HK_SET_SPECIES "setspecies"
#define VV_HK_PURRBATION "purrbation"
// misc
#define VV_HK_SPACEVINE_PURGE "spacevine_purge"
+5 -6
View File
@@ -58,14 +58,13 @@ GLOBAL_LIST_EMPTY(ipc_antennas_list)
//Genitals and Arousal Lists
GLOBAL_LIST_EMPTY(genitals_list)
GLOBAL_LIST_EMPTY(cock_shapes_list)
GLOBAL_LIST_EMPTY(gentlemans_organ_names)
GLOBAL_LIST_EMPTY(balls_shapes_list)
GLOBAL_LIST_EMPTY(breasts_shapes_list)
GLOBAL_LIST_EMPTY(vagina_shapes_list)
GLOBAL_LIST_INIT(cum_into_containers_list, list(/obj/item/reagent_containers/food/snacks/pie)) //Yer fuggin snowflake name list jfc
GLOBAL_LIST_INIT(dick_nouns, list("dick","cock","member","shaft"))
GLOBAL_LIST_INIT(cum_id_list,"semen")
GLOBAL_LIST_INIT(milk_id_list,"milk")
//longcat memes.
GLOBAL_LIST_INIT(dick_nouns, list("phallus", "willy", "dick", "prick", "member", "tool", "gentleman's organ", "cock", "wang", "knob", "dong", "joystick", "pecker", "johnson", "weenie", "tadger", "schlong", "thirsty ferret", "One eyed trouser trout", "Ding dong", "ankle spanker", "Pork sword", "engine cranker", "Harry hot dog", "Davy Crockett", "Kidney cracker", "Heat seeking moisture missile", "Giggle stick", "love whistle", "Tube steak", "Uncle Dick", "Purple helmet warrior"))
GLOBAL_LIST_INIT(genitals_visibility_toggles, list(GEN_VISIBLE_ALWAYS, GEN_VISIBLE_NO_CLOTHES, GEN_VISIBLE_NO_UNDIES, GEN_VISIBLE_NEVER))
GLOBAL_LIST_INIT(dildo_shapes, list(
"Human" = "human",
@@ -113,7 +112,7 @@ GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
set desc = "Toggles seeing LocalOutOfCharacter chat"
prefs.chat_toggles ^= CHAT_LOOC
prefs.save_preferences()
src << "You will [(prefs.chat_toggles & CHAT_LOOC) ? "now" : "no longer"] see messages on the LOOC channel."
to_chat(src, "You will [(prefs.chat_toggles & CHAT_LOOC) ? "now" : "no longer"] see messages on the LOOC channel.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "TLOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/mob/living/carbon/proc/has_penis()
+21
View File
@@ -550,6 +550,27 @@
for(var/thing in flat_list)
.[thing] = TRUE
/proc/deep_list2params(list/deep_list)
var/list/L = list()
for(var/i in deep_list)
var/key = i
if(isnum(key))
L += "[key]"
continue
if(islist(key))
key = deep_list2params(key)
else if(!istext(key))
key = "[REF(key)]"
L += "[key]"
var/value = deep_list[key]
if(!isnull(value))
if(islist(value))
value = deep_list2params(value)
else if(!(istext(key) || isnum(key)))
value = "[REF(value)]"
L["[key]"] = "[value]"
return list2params(L)
//Picks from the list, with some safeties, and returns the "default" arg if it fails
#define DEFAULTPICK(L, default) ((islist(L) && length(L)) ? pick(L) : default)
+4 -1
View File
@@ -116,4 +116,7 @@ GLOBAL_VAR_INIT(cmp_field, "name")
if(a_sign != b_sign)
return a_sign - b_sign
else
return sorttext(b_name, a_name)
return sorttext(b_name, a_name)
/proc/cmp_item_block_priority_asc(obj/item/A, obj/item/B)
return A.block_priority - B.block_priority
+3 -4
View File
@@ -183,7 +183,7 @@
return
// Better recursive loop, technically sort of not actually recursive cause that shit is retarded, enjoy.
// Better recursive loop, technically sort of not actually recursive cause that shit is stupid, enjoy.
//No need for a recursive limit either
/proc/recursive_mob_check(atom/O,client_check=1,sight_check=1,include_radio=1)
@@ -425,8 +425,7 @@
candidates -= M
/proc/pollGhostCandidates(Question, jobbanType, datum/game_mode/gametypeCheck, be_special_flag = 0, poll_time = 300, ignore_category = null, flashwindow = TRUE)
var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
var/list/candidates = eligibility.get_all_ghost_role_eligible()
var/list/candidates = get_all_ghost_role_eligible()
return pollCandidates(Question, jobbanType, gametypeCheck, be_special_flag, poll_time, ignore_category, flashwindow, candidates)
/proc/pollCandidates(Question, jobbanType, datum/game_mode/gametypeCheck, be_special_flag = 0, poll_time = 300, ignore_category = null, flashwindow = TRUE, list/group = null)
@@ -581,4 +580,4 @@
var/area/A = C.area
if(GLOB.typecache_powerfailure_safe_areas[A.type])
continue
C.energy_fail(rand(duration_min,duration_max))
C.energy_fail(rand(duration_min,duration_max))
+8 -5
View File
@@ -54,11 +54,6 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/vagina, GLOB.vagina_shapes_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/breasts, GLOB.breasts_shapes_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/testicles, GLOB.balls_shapes_list)
GLOB.gentlemans_organ_names = list("phallus", "willy", "dick", "prick", "member", "tool", "gentleman's organ",
"cock", "wang", "knob", "dong", "joystick", "pecker", "johnson", "weenie", "tadger", "schlong", "thirsty ferret",
"baloney pony", "schlanger", "Mutton dagger", "old blind bob","Hanging Johnny", "fishing rod", "Tally whacker", "polly rocket",
"One eyed trouser trout", "Ding dong", "ankle spanker", "Pork sword", "engine cranker", "Harry hot dog", "Davy Crockett",
"Kidney cracker", "Heat seeking moisture missile", "Giggle stick", "love whistle", "Tube steak", "Uncle Dick", "Purple helmet warrior")
for(var/gpath in subtypesof(/obj/item/organ/genital))
var/obj/item/organ/genital/G = gpath
@@ -94,6 +89,14 @@
INVOKE_ASYNC(GLOBAL_PROC, /proc/init_ref_coin_values) //so the current procedure doesn't sleep because of UNTIL()
for(var/path in subtypesof(/area/holodeck))
var/area/holodeck/A = path
var/list/compatibles = initial(A.compatible_holodeck_comps)
if(!compatibles || initial(A.abstract_type) == path)
continue
for(var/comp in compatibles)
LAZYADD(GLOB.holodeck_areas_prototypes[comp], A)
//creates every subtype of prototype (excluding prototype) and adds it to list L.
//if no list/L is provided, one is created.
/proc/init_subtypes(prototype, list/L)
+20 -8
View File
@@ -184,8 +184,8 @@
"cock_length" = COCK_SIZE_DEF,
"cock_diameter_ratio" = COCK_DIAMETER_RATIO_DEF,
"cock_color" = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F"),
"cock_taur" = FALSE,
"has_balls" = FALSE,
"balls_internal" = FALSE,
"balls_color" = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F"),
"balls_size" = BALLS_SIZE_DEF,
"balls_shape" = DEF_BALLS_SHAPE,
@@ -200,18 +200,17 @@
"has_vag" = FALSE,
"vag_shape" = pick(GLOB.vagina_shapes_list),
"vag_color" = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F"),
"vag_clits" = 1,
"vag_clit_diam" = 0.25,
"vag_clit_len" = 0.25,
"has_womb" = FALSE,
"womb_cum_rate" = CUM_RATE,
"womb_cum_mult" = CUM_RATE_MULT,
"womb_efficiency" = CUM_EFFICIENCY,
"balls_visibility" = GEN_VISIBLE_NO_UNDIES,
"breasts_visibility"= GEN_VISIBLE_NO_UNDIES,
"cock_visibility" = GEN_VISIBLE_NO_UNDIES,
"vag_visibility" = GEN_VISIBLE_NO_UNDIES,
"ipc_screen" = snowflake_ipc_antenna_list ? pick(snowflake_ipc_antenna_list) : "None",
"ipc_antenna" = "None",
"flavor_text" = "",
"meat_type" = "Mammalian",
"body_model" = MALE
"body_model" = MALE,
"body_size" = RESIZE_DEFAULT_SIZE
))
/proc/random_hair_style(gender)
@@ -582,3 +581,16 @@ GLOBAL_LIST_EMPTY(species_list)
chosen = pick(mob_spawn_meancritters)
var/mob/living/simple_animal/C = new chosen(spawn_location)
return C
/proc/passtable_on(target, source)
var/mob/living/L = target
if(!HAS_TRAIT(L, TRAIT_PASSTABLE) && L.pass_flags & PASSTABLE)
ADD_TRAIT(L, TRAIT_PASSTABLE, INNATE_TRAIT)
ADD_TRAIT(L, TRAIT_PASSTABLE, source)
L.pass_flags |= PASSTABLE
/proc/passtable_off(target, source)
var/mob/living/L = target
REMOVE_TRAIT(L, TRAIT_PASSTABLE, source)
if(!HAS_TRAIT(L, TRAIT_PASSTABLE))
L.pass_flags &= ~PASSTABLE
+18 -8
View File
@@ -25,8 +25,22 @@
/proc/radiation_pulse(atom/source, intensity, range_modifier, log=FALSE, can_contaminate=TRUE)
if(!SSradiation.can_fire)
return
for(var/dir in GLOB.cardinals)
new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate)
var/area/A = get_area(source)
var/atom/nested_loc = source.loc
var/spawn_waves = TRUE
while(nested_loc != A)
if(nested_loc.rad_flags & RAD_PROTECT_CONTENTS)
spawn_waves = FALSE
break
nested_loc = nested_loc.loc
if(spawn_waves)
for(var/dir in GLOB.cardinals)
new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate)
var/static/last_huge_pulse = 0
if(intensity > 3000 && world.time > last_huge_pulse + 200)
last_huge_pulse = world.time
log = TRUE
var/list/things = get_rad_contents(source) //copypasta because I don't want to put special code in waves to handle their origin
for(var/k in 1 to things.len)
@@ -35,11 +49,7 @@
continue
thing.rad_act(intensity)
var/static/last_huge_pulse = 0
if(intensity > 3000 && world.time > last_huge_pulse + 200)
last_huge_pulse = world.time
log = TRUE
if(log)
var/turf/_source_T = isturf(source) ? source : get_turf(source)
log_game("Radiation pulse with intensity: [intensity] and range modifier: [range_modifier] in [loc_name(_source_T)] ")
var/turf/_source_T = get_turf(source)
log_game("Radiation pulse with intensity: [intensity] and range modifier: [range_modifier] in [loc_name(_source_T)][spawn_waves ? "" : " (contained by [nested_loc.name])"]")
return TRUE
+6 -4
View File
@@ -320,8 +320,10 @@
parts += "[FOURSPACES]<i>Nobody died this shift!</i>"
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
parts += "[FOURSPACES]Threat level: [mode.threat_level]"
parts += "[FOURSPACES]Threat left: [mode.threat]"
mode.update_playercounts()
parts += "[FOURSPACES]Final threat level: [mode.threat_level]"
parts += "[FOURSPACES]Final threat: [mode.threat]"
parts += "[FOURSPACES]Average threat: [mode.threat_average]"
parts += "[FOURSPACES]Executed rules:"
for(var/datum/dynamic_ruleset/rule in mode.executed_rules)
parts += "[FOURSPACES][FOURSPACES][rule.ruletype] - <b>[rule.name]</b>: -[rule.cost + rule.scaled_times * rule.scaling_cost] threat"
@@ -331,7 +333,7 @@
for(var/entry in mode.threat_tallies)
parts += "[FOURSPACES][FOURSPACES][entry] added [mode.threat_tallies[entry]]"
SSblackbox.record_feedback("tally","dynamic_threat",mode.threat_level,"Final threat level")
SSblackbox.record_feedback("tally","dynamic_threat",mode.threat,"Threat left")
SSblackbox.record_feedback("tally","dynamic_threat",mode.threat,"Final Threat")
return parts.Join("<br>")
/client/proc/roundend_report_file()
@@ -511,7 +513,7 @@
if(owner && GLOB.common_report && SSticker.current_state == GAME_STATE_FINISHED)
SSticker.show_roundend_report(owner.client, FALSE)
/datum/action/report/IsAvailable()
/datum/action/report/IsAvailable(silent = FALSE)
return 1
/datum/action/report/Topic(href,href_list)
+2 -1
View File
@@ -25,7 +25,8 @@ GLOBAL_VAR_INIT(midnight_rollovers, 0)
GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
/proc/update_midnight_rollover()
if (world.timeofday < GLOB.rollovercheck_last_timeofday) //TIME IS GOING BACKWARDS!
return GLOB.midnight_rollovers++
GLOB.midnight_rollovers++
GLOB.rollovercheck_last_timeofday = world.timeofday
return GLOB.midnight_rollovers
/proc/weekdayofthemonth()
+60
View File
@@ -0,0 +1,60 @@
/proc/make_types_fancy(var/list/types)
if (ispath(types))
types = list(types)
. = list()
for(var/type in types)
var/typename = "[type]"
var/static/list/TYPES_SHORTCUTS = list(
/obj/effect/decal/cleanable = "CLEANABLE",
/obj/item/radio/headset = "HEADSET",
/obj/item/clothing/head/helmet/space = "SPESSHELMET",
/obj/item/book/manual = "MANUAL",
/obj/item/reagent_containers/food/drinks = "DRINK", //longest paths comes first
/obj/item/reagent_containers/food = "FOOD",
/obj/item/reagent_containers = "REAGENT_CONTAINERS",
/obj/machinery/atmospherics = "ATMOS_MECH",
/obj/machinery/portable_atmospherics = "PORT_ATMOS",
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack = "MECHA_MISSILE_RACK",
/obj/item/mecha_parts/mecha_equipment = "MECHA_EQUIP",
/obj/item/organ = "ORGAN",
/obj/item = "ITEM",
/obj/machinery = "MACHINERY",
/obj/effect = "EFFECT",
/obj = "O",
/datum = "D",
/turf/open = "OPEN",
/turf/closed = "CLOSED",
/turf = "T",
/mob/living/carbon = "CARBON",
/mob/living/simple_animal = "SIMPLE",
/mob/living = "LIVING",
/mob = "M"
)
for (var/tn in TYPES_SHORTCUTS)
if (copytext(typename,1, length("[tn]/")+1)=="[tn]/" /*findtextEx(typename,"[tn]/",1,2)*/ )
typename = TYPES_SHORTCUTS[tn]+copytext(typename,length("[tn]/"))
break
.[typename] = type
/proc/get_fancy_list_of_atom_types()
var/static/list/pre_generated_list
if (!pre_generated_list) //init
pre_generated_list = make_types_fancy(typesof(/atom))
return pre_generated_list
/proc/get_fancy_list_of_datum_types()
var/static/list/pre_generated_list
if (!pre_generated_list) //init
pre_generated_list = make_types_fancy(sortList(typesof(/datum) - typesof(/atom)))
return pre_generated_list
/proc/filter_fancy_list(list/L, filter as text)
var/list/matches = new
for(var/key in L)
var/value = L[key]
if(findtext("[key]", filter) || findtext("[value]", filter))
matches[key] = value
return matches
+13 -2
View File
@@ -8,10 +8,8 @@
/proc/invertHTML(HTMLstring)
if(!istext(HTMLstring))
CRASH("Given non-text argument!")
return
else if(length(HTMLstring) != 7)
CRASH("Given non-HTML argument!")
return
else if(length_char(HTMLstring) != 7)
CRASH("Given non-hex symbols in argument!")
var/textr = copytext(HTMLstring, 2, 4)
@@ -1565,3 +1563,16 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
if(channels_to_use.len)
world.TgsChatBroadcast()
//Checks to see if either the victim has a garlic necklace or garlic in their blood
/proc/blood_sucking_checks(var/mob/living/carbon/target, check_neck, check_blood)
//Bypass this if the target isnt carbon.
if(!iscarbon(target))
return TRUE
if(check_neck)
if(istype(target.get_item_by_slot(SLOT_NECK), /obj/item/clothing/neck/garlic_necklace))
return FALSE
if(check_blood)
if(target.reagents.has_reagent(/datum/reagent/consumable/garlic))
return FALSE
return TRUE
+6
View File
@@ -249,5 +249,11 @@ GLOBAL_LIST_INIT(bitfields, list(
"COMBAT_FLAG_SOFT_STAMCRIT" = COMBAT_FLAG_SOFT_STAMCRIT,
"COMBAT_FLAG_INTENTIONALLY_RESTING" = COMBAT_FLAG_INTENTIONALLY_RESTING,
"COMBAT_FLAG_RESISTING_REST" = COMBAT_FLAG_RESISTING_REST
),
"storage_flags" = list(
"STORAGE_LIMIT_MAX_ITEMS" = STORAGE_LIMIT_MAX_ITEMS,
"STORAGE_LIMIT_MAX_W_CLASS" = STORAGE_LIMIT_MAX_W_CLASS,
"STORAGE_LIMIT_COMBINED_W_CLASS" = STORAGE_LIMIT_COMBINED_W_CLASS,
"STORAGE_LIMIT_VOLUME" = STORAGE_LIMIT_VOLUME
)
))
+2
View File
@@ -50,3 +50,5 @@ GLOBAL_LIST_EMPTY_TYPED(areas_by_type, /area)
GLOBAL_LIST_EMPTY(all_abstract_markers)
GLOBAL_LIST_EMPTY(stationroom_landmarks) //List of all spawns for stationrooms
GLOBAL_LIST_EMPTY(holodeck_areas_prototypes) //List of holodeck area prototypes per holodeck computer type
+1 -1
View File
@@ -14,7 +14,7 @@ GLOBAL_VAR_INIT(fileaccess_timer, 0)
GLOBAL_DATUM_INIT(data_core, /datum/datacore, new)
GLOBAL_VAR_INIT(CELLRATE, 0.002) // conversion ratio between a watt-tick and kilojoule
GLOBAL_VAR_INIT(CELLRATE, 0.002) // conversion ratio between a watt-tick and kilojoule, dimensionless, kilojoules/watt-tick
GLOBAL_VAR_INIT(CHARGELEVEL, 0.001) // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
GLOBAL_LIST_EMPTY(powernets)
+1
View File
@@ -49,6 +49,7 @@
message_admins("[ADMIN_LOOKUPFLW(src)] might be running a modified client! (failed can_see on AI click of [A] (Turf Loc: [ADMIN_VERBOSEJMP(pixel_turf)]))")
var/message = "[key_name(src)] might be running a modified client! (failed can_see on AI click of [A] (Turf Loc: [AREACOORD(pixel_turf)]))"
log_admin(message)
to_chat(src, "<span class='warning'>You're experiencing a bug. Reconnect immediately to fix it. Admins have been notified.</span>")
if(REALTIMEOFDAY >= chnotify + 9000)
chnotify = REALTIMEOFDAY
send2irc_adminless_only("NOCHEAT", message)
+2 -2
View File
@@ -152,10 +152,10 @@
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A,1)
UnarmedAttack(A, 1)
else
if(W)
W.afterattack(A,src,0,params)
W.ranged_attack_chain(src, A, params)
else
RangedAttack(A,params)
+11
View File
@@ -163,3 +163,14 @@
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
//UI position overrides for 1:1 screen layout. (default is 7:5)
#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
#define ui_combat_toggle "EAST-4:22,SOUTH:5"
#define ui_boxcraft "EAST-4:22,SOUTH+1:6"
#define ui_boxarea "EAST-4:6,SOUTH+1:6"
#define ui_boxlang "EAST-5:22,SOUTH+1:6"
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
+1 -1
View File
@@ -334,7 +334,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
return
var/datum/antagonist/cult/antag = mob_viewer.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag)
if(!antag?.cult_team)
return
var/datum/objective/sacrifice/sac_objective = locate() in antag.cult_team.objectives
+1 -1
View File
@@ -367,7 +367,7 @@
blood_display.hud = src
infodisplay += blood_display
vamprank_display = new /obj/screen/bloodsucker/rank_counter // Vampire Rank
vamprank_display = new /obj/screen/bloodsucker/rank_counter // Bloodsucker Rank
vamprank_display.hud = src
infodisplay += vamprank_display
+51
View File
@@ -16,6 +16,7 @@
//Trust me, you need one. Period. If you don't think you do, you're doing something extremely wrong.
/obj/screen/plane_master/proc/backdrop(mob/mymob)
///Things rendered on "openspace"; holes in multi-z
/obj/screen/plane_master/openspace
name = "open space plane master"
plane = FLOOR_OPENSPACE_PLANE
@@ -38,12 +39,14 @@
/obj/screen/plane_master/proc/clear_filters()
filters = list()
///Contains just the floor
/obj/screen/plane_master/floor
name = "floor plane master"
plane = FLOOR_PLANE
appearance_flags = PLANE_MASTER
blend_mode = BLEND_OVERLAY
///Contains most things in the game world
/obj/screen/plane_master/game_world
name = "game world plane master"
plane = GAME_PLANE
@@ -57,12 +60,60 @@
remove_filter("ambient_occlusion")
update_filters()
///Contains all lighting objects
/obj/screen/plane_master/lighting
name = "lighting plane master"
plane = LIGHTING_PLANE
blend_mode = BLEND_MULTIPLY
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/plane_master/lighting/Initialize()
. = ..()
filters += filter(type="alpha", render_source=EMISSIVE_RENDER_TARGET, flags=MASK_INVERSE)
filters += filter(type="alpha", render_source=EMISSIVE_UNBLOCKABLE_RENDER_TARGET, flags=MASK_INVERSE)
/**
* Things placed on this mask the lighting plane. Doesn't render directly.
*
* Gets masked by blocking plane. Use for things that you want blocked by
* mobs, items, etc.
*/
/obj/screen/plane_master/emissive
name = "emissive plane master"
plane = EMISSIVE_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
render_target = EMISSIVE_RENDER_TARGET
/obj/screen/plane_master/emissive/Initialize()
. = ..()
filters += filter(type="alpha", render_source=EMISSIVE_BLOCKER_RENDER_TARGET, flags=MASK_INVERSE)
/**
* Things placed on this always mask the lighting plane. Doesn't render directly.
*
* Always masks the light plane, isn't blocked by anything. Use for on mob glows,
* magic stuff, etc.
*/
/obj/screen/plane_master/emissive_unblockable
name = "unblockable emissive plane master"
plane = EMISSIVE_UNBLOCKABLE_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
render_target = EMISSIVE_UNBLOCKABLE_RENDER_TARGET
/**
* Things placed on this layer mask the emissive layer. Doesn't render directly
*
* You really shouldn't be directly using this, use atom helpers instead
*/
/obj/screen/plane_master/emissive_unblockable
name = "emissive mob plane master"
plane = EMISSIVE_BLOCKER_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
render_target = EMISSIVE_BLOCKER_RENDER_TARGET
///Contains space parallax
/obj/screen/plane_master/parallax
name = "parallax plane master"
plane = PLANE_SPACE_PARALLAX
-38
View File
@@ -210,20 +210,6 @@
user.swap_hand(held_index)
return TRUE
/obj/screen/close
name = "close"
layer = ABOVE_HUD_LAYER
plane = ABOVE_HUD_PLANE
icon_state = "backpack_close"
/obj/screen/close/Initialize(mapload, new_master)
. = ..()
master = new_master
/obj/screen/close/Click()
var/datum/component/storage/S = master
S.hide_from(usr)
return TRUE
/obj/screen/drop
name = "drop"
@@ -406,30 +392,6 @@
else
icon_state = "act_rest0"
/obj/screen/storage
name = "storage"
icon_state = "block"
screen_loc = "7,7 to 10,8"
layer = HUD_LAYER
plane = HUD_PLANE
/obj/screen/storage/Initialize(mapload, new_master)
. = ..()
master = new_master
/obj/screen/storage/Click(location, control, params)
if(world.time <= usr.next_move)
return TRUE
if(usr.incapacitated())
return TRUE
if (ismecha(usr.loc)) // stops inventory actions in a mech
return TRUE
if(master)
var/obj/item/I = usr.get_active_held_item()
if(I)
master.attackby(null, I, usr, params)
return TRUE
/obj/screen/throw_catch
name = "throw/catch"
icon = 'icons/mob/screen_midnight.dmi'
+110
View File
@@ -0,0 +1,110 @@
/obj/screen/storage
name = "storage"
var/insertion_click = FALSE
/obj/screen/storage/Initialize(mapload, new_master)
. = ..()
master = new_master
/obj/screen/storage/Click(location, control, params)
if(!insertion_click)
return ..()
if(world.time <= usr.next_move)
return TRUE
if(usr.incapacitated())
return TRUE
if (ismecha(usr.loc)) // stops inventory actions in a mech
return TRUE
if(master)
var/obj/item/I = usr.get_active_held_item()
if(I)
master.attackby(null, I, usr, params)
return TRUE
/obj/screen/storage/boxes
name = "storage"
icon_state = "block"
screen_loc = "7,7 to 10,8"
layer = HUD_LAYER
plane = HUD_PLANE
insertion_click = TRUE
/obj/screen/storage/close
name = "close"
layer = ABOVE_HUD_LAYER
plane = ABOVE_HUD_PLANE
icon_state = "backpack_close"
/obj/screen/storage/close/Click()
var/datum/component/storage/S = master
S.close(usr)
return TRUE
/obj/screen/storage/left
icon_state = "storage_start"
insertion_click = TRUE
/obj/screen/storage/right
icon_state = "storage_end"
insertion_click = TRUE
/obj/screen/storage/continuous
icon_state = "storage_continue"
insertion_click = TRUE
/obj/screen/storage/volumetric_box
icon_state = "stored_continue"
var/obj/item/our_item
/obj/screen/storage/volumetric_box/Initialize(mapload, new_master, our_item)
src.our_item = our_item
return ..()
/obj/screen/storage/volumetric_box/Destroy()
our_item = null
return ..()
/obj/screen/storage/volumetric_box/Click(location, control, params)
return our_item.Click(location, control, params)
/obj/screen/storage/volumetric_box/center
icon_state = "stored_continue"
var/obj/screen/storage/stored_left/left
var/obj/screen/storage/stored_right/right
var/pixel_size
/obj/screen/storage/volumetric_box/center/Initialize(mapload, new_master, our_item)
left = new(null, src, our_item)
right = new(null, src, our_item)
return ..()
/obj/screen/storage/volumetric_box/center/Destroy()
QDEL_NULL(left)
QDEL_NULL(right)
return ..()
/obj/screen/storage/volumetric_box/center/proc/on_screen_objects()
return list(src, left, right)
/**
* Sets the size of this box screen object and regenerates its left/right borders. This includes the actual border's size!
*/
/obj/screen/storage/volumetric_box/center/proc/set_pixel_size(pixels)
if(pixel_size == pixels)
return
pixel_size = pixels
cut_overlays()
//our icon size is 32 pixels.
transform = matrix((pixels - (VOLUMETRIC_STORAGE_BOX_BORDER_SIZE * 2)) / VOLUMETRIC_STORAGE_BOX_ICON_SIZE, 0, 0, 0, 1, 0)
left.pixel_x = -((pixels - VOLUMETRIC_STORAGE_BOX_ICON_SIZE) * 0.5) - VOLUMETRIC_STORAGE_BOX_BORDER_SIZE
right.pixel_x = ((pixels - VOLUMETRIC_STORAGE_BOX_ICON_SIZE) * 0.5) + VOLUMETRIC_STORAGE_BOX_BORDER_SIZE
add_overlay(left)
add_overlay(right)
/obj/screen/storage/stored_left
icon_state = "stored_start"
appearance_flags = APPEARANCE_UI | KEEP_APART | RESET_TRANSFORM // Yes I know RESET_TRANSFORM is in APPEARANCE_UI but we're hard-asserting this incase someone changes it.
/obj/screen/storage/stored_right
icon_state = "stored_end"
appearance_flags = APPEARANCE_UI | KEEP_APART | RESET_TRANSFORM
+46 -6
View File
@@ -8,12 +8,15 @@
*afterattack. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
if(isliving(user))
var/mob/living/L = user
if(isliving(user))
var/mob/living/L = user
if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
if(IS_STAMCRIT(L))
to_chat(L, "<span class='warning'>You are too exhausted to swing [src]!</span>")
return
if(!CHECK_MOBILITY(L, MOBILITY_USE))
to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
return
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return
if(pre_attack(target, user, params))
@@ -24,6 +27,15 @@
return
afterattack(target, user, TRUE, params)
/// Like melee_attack_chain but for ranged.
/obj/item/proc/ranged_attack_chain(mob/user, atom/target, params)
if(isliving(user))
var/mob/living/L = user
if(!CHECK_MOBILITY(L, MOBILITY_USE))
to_chat(L, "<span class='warning'>You are unable to raise [src] right now!</span>")
return
afterattack(target, user, FALSE, params)
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_NO_INTERACT)
@@ -50,7 +62,6 @@
user.changeNext_move(CLICK_CD_MELEE)
return I.attack(src, user)
/obj/item/proc/attack(mob/living/M, mob/living/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
return
@@ -114,12 +125,13 @@
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
//CIT CHANGES END HERE
if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
if((user != src) && run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user) & BLOCK_SUCCESS)
return FALSE
send_item_attack_message(I, user)
I.do_stagger_action(src, user)
if(I.force)
apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && !HAS_TRAIT(src, TRAIT_NOMARROW))
if(I.damtype == BRUTE)
if(prob(33))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
@@ -166,5 +178,33 @@
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
return 1
/// How much stamina this takes to swing this is not for realism purposes hecc off.
/obj/item/proc/getweight()
return total_mass || w_class * 1.25
/// How long this staggers for. 0 and negatives supported.
/obj/item/proc/melee_stagger_duration()
if(!isnull(stagger_force))
return stagger_force
/// totally not an untested, arbitrary equation.
return clamp((1.5 + (w_class/7.5)) * (force / 2), 0, 10 SECONDS)
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user)
if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))
return FALSE
if(target.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
target.do_staggered_animation()
var/duration = melee_stagger_duration()
if(!duration) //0
return FALSE
else if(duration > 0)
target.Stagger(duration)
else //negative
target.AdjustStaggered(duration)
return TRUE
/mob/proc/do_staggered_animation()
set waitfor = FALSE
animate(src, pixel_x = -2, pixel_y = -2, time = 1, flags = ANIMATION_RELATIVE | ANIMATION_PARALLEL)
animate(pixel_x = 4, pixel_y = 4, time = 1, flags = ANIMATION_RELATIVE)
animate(pixel_x = -2, pixel_y = -2, time = 0.5, flags = ANIMATION_RELATIVE)
@@ -368,12 +368,16 @@
var/list/datum/dynamic_storyteller/runnable_storytellers = new
var/list/probabilities = Get(/datum/config_entry/keyed_list/storyteller_weight)
var/list/repeated_mode_adjust = Get(/datum/config_entry/number_list/repeated_mode_adjust)
var/list/min_player_counts = Get(/datum/config_entry/keyed_list/storyteller_min_players)
for(var/T in storyteller_cache)
var/datum/dynamic_storyteller/S = T
var/config_tag = initial(S.config_tag)
var/probability = (config_tag in probabilities) ? probabilities[config_tag] : initial(S.weight)
var/min_players = (config_tag in min_player_counts) ? min_player_counts[config_tag] : initial(S.min_players)
if(probability <= 0)
continue
if(length(GLOB.player_list) < min_players)
continue
if(SSpersistence.saved_storytellers.len == repeated_mode_adjust.len)
var/name = initial(S.name)
var/recent_round = min(SSpersistence.saved_storytellers.Find(name),3)
@@ -92,3 +92,7 @@
/datum/config_entry/keyed_list/storyteller_weight
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/storyteller_min_players
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
@@ -396,6 +396,14 @@
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/job_threat
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/antag_threat
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/number/monkeycap
config_entry_value = 64
min_val = 0
@@ -436,3 +444,32 @@
/datum/config_entry/number/penis_max_inches_prefs
config_entry_value = 20
min_val = 0
/datum/config_entry/keyed_list/safe_visibility_toggles
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_FLAG
config_entry_value = list(GEN_VISIBLE_NO_CLOTHES, GEN_VISIBLE_NO_UNDIES, GEN_VISIBLE_NEVER) //refer to cit_helpers for all toggles.
//Body size configs, the feature will be disabled if both min and max have the same value.
/datum/config_entry/number/body_size_min
config_entry_value = RESIZE_DEFAULT_SIZE
min_val = 0.1 //to avoid issues with zeros and negative values.
max_val = RESIZE_DEFAULT_SIZE
/datum/config_entry/number/body_size_max
config_entry_value = RESIZE_DEFAULT_SIZE
min_val = RESIZE_DEFAULT_SIZE
//Pun-Pun movement slowdown given to characters with a body size smaller than this value,
//to compensate for their smaller hitbox.
//To disable, just make sure the value is lower than 'body_size_min'
/datum/config_entry/number/threshold_body_size_slowdown
config_entry_value = RESIZE_DEFAULT_SIZE * 0.85
min_val = 0
max_val = RESIZE_DEFAULT_SIZE
//multiplicative slowdown multiplier. See 'dna.update_body_size' for the operation.
//doesn't apply to floating or crawling mobs
/datum/config_entry/number/body_size_slowdown_multiplier
config_entry_value = 0.25
min_val = 0.1 //To encourage folks to disable the slowdown through the above config instead.
-2
View File
@@ -27,13 +27,11 @@
var/hook_path = text2path("/hook/[hook]")
if(!hook_path)
CRASH("Invalid hook '/hook/[hook]' called.")
return 0
var/caller = new hook_path
var/status = 1
for(var/P in typesof("[hook_path]/proc"))
if(!call(caller, P)(arglist(args)))
CRASH("Hook '[P]' failed or runtimed.")
status = 0
return status
+8 -2
View File
@@ -38,11 +38,17 @@ PROCESSING_SUBSYSTEM_DEF(dcs)
if(istext(key))
value = arguments[key]
if(!(istext(key) || isnum(key)))
key = REF(key)
if(islist(key)) // CITADEL EDIT
key = deep_list2params(key)
else
key = REF(key)
key = "[key]" // Key is stringified so numbers dont break things
if(!isnull(value))
if(!(istext(value) || isnum(value)))
value = REF(value)
if(islist(value)) // CITADEL EDIT
value = deep_list2params(value)
else
value = REF(value)
named_arguments["[key]"] = value
else
fullid += "[key]"
+8 -5
View File
@@ -21,9 +21,6 @@ SUBSYSTEM_DEF(fail2topic)
DropFirewallRule() // Clear the old bans if any still remain
if (world.system_type == UNIX && enabled)
enabled = FALSE
subsystem_log("DISABLED - UNIX systems are not supported.")
if(!enabled)
flags |= SS_NO_FIRE
can_fire = FALSE
@@ -90,7 +87,10 @@ SUBSYSTEM_DEF(fail2topic)
fail_counts -= ip
rate_limiting -= ip
. = shell("netsh advfirewall firewall add rule name=\"[rule_name]\" dir=in interface=any action=block remoteip=[ip]")
if (world.system_type == UNIX)
. = shell("iptables -A [rule_name] -s [ip] -j DROP")
else
. = shell("netsh advfirewall firewall add rule name=\"[rule_name]\" dir=in interface=any action=block remoteip=[ip]")
if (.)
subsystem_log("Failed to ban [ip]. Exit code: [.].")
@@ -105,7 +105,10 @@ SUBSYSTEM_DEF(fail2topic)
active_bans = list()
. = shell("netsh advfirewall firewall delete rule name=\"[rule_name]\"")
if (world.system_type == UNIX)
. = shell("iptables -F [rule_name]") //Let's just assume that folks running linux are smart enough to have a dedicated chain configured for this.
else
. = shell("netsh advfirewall firewall delete rule name=\"[rule_name]\"")
if (.)
subsystem_log("Failed to drop firewall rule. Exit code: [.].")
+2 -1
View File
@@ -66,6 +66,7 @@ SUBSYSTEM_DEF(job)
/datum/controller/subsystem/job/proc/GetJob(rank)
RETURN_TYPE(/datum/job)
if(!occupations.len)
SetupOccupations()
return name_occupations[rank]
@@ -738,4 +739,4 @@ SUBSYSTEM_DEF(job)
. |= player.mind
/datum/controller/subsystem/job/proc/JobDebug(message)
log_job_debug(message)
log_job_debug(message)
+5 -1
View File
@@ -14,6 +14,7 @@ SUBSYSTEM_DEF(persistence)
var/list/saved_modes = list(1,2,3)
var/list/saved_dynamic_rules = list(list(),list(),list())
var/list/saved_storytellers = list("foo","bar","baz")
var/list/average_dynamic_threat = 50
var/list/saved_maps
var/list/saved_trophies = list()
var/list/spawned_objects = list()
@@ -191,6 +192,8 @@ SUBSYSTEM_DEF(persistence)
if(!json)
return
saved_storytellers = json["data"]
if(saved_storytellers.len > 3)
average_dynamic_threat = saved_storytellers[4]
saved_storytellers.len = 3
/datum/controller/subsystem/persistence/proc/LoadRecentMaps()
@@ -434,9 +437,10 @@ SUBSYSTEM_DEF(persistence)
saved_storytellers[3] = saved_storytellers[2]
saved_storytellers[2] = saved_storytellers[1]
saved_storytellers[1] = mode.storyteller.name
average_dynamic_threat = (mode.threat_average + average_dynamic_threat) / 2
var/json_file = file("data/RecentStorytellers.json")
var/list/file_data = list()
file_data["data"] = saved_storytellers
file_data["data"] = saved_storytellers + average_dynamic_threat
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
@@ -1,5 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(chemistry)
wait = 5
flags = SS_KEEP_TIMING
name = "Chemistry"
@@ -86,7 +86,6 @@ PROCESSING_SUBSYSTEM_DEF(circuit)
circuit_fabricator_recipe_list["Tools"] = list(
/obj/item/integrated_electronics/wirer,
/obj/item/integrated_electronics/debugger,
/obj/item/integrated_electronics/analyzer,
/obj/item/integrated_electronics/detailer,
/obj/item/card/data,
/obj/item/card/data/full_color,
@@ -0,0 +1,43 @@
PROCESSING_SUBSYSTEM_DEF(instruments)
name = "Instruments"
wait = 0.5
init_order = INIT_ORDER_INSTRUMENTS
flags = SS_KEEP_TIMING
priority = FIRE_PRIORITY_INSTRUMENTS
var/static/list/datum/instrument/instrument_data = list() //id = datum
var/static/list/datum/song/songs = list()
var/static/musician_maxlines = 600
var/static/musician_maxlinechars = 300
var/static/musician_hearcheck_mindelay = 5
var/static/max_instrument_channels = MAX_INSTRUMENT_CHANNELS
var/static/current_instrument_channels = 0
/datum/controller/subsystem/processing/instruments/Initialize()
initialize_instrument_data()
return ..()
/datum/controller/subsystem/processing/instruments/proc/on_song_new(datum/song/S)
songs += S
/datum/controller/subsystem/processing/instruments/proc/on_song_del(datum/song/S)
songs -= S
/datum/controller/subsystem/processing/instruments/proc/initialize_instrument_data()
for(var/path in subtypesof(/datum/instrument))
var/datum/instrument/I = path
if(initial(I.abstract_type) == path)
continue
I = new path
I.Initialize()
instrument_data[I.id || "[I.type]"] = I
CHECK_TICK
/datum/controller/subsystem/processing/instruments/proc/get_instrument(id_or_path)
return instrument_data["[id_or_path]"]
/datum/controller/subsystem/processing/instruments/proc/reserve_instrument_channel(datum/instrument/I)
if(current_instrument_channels > max_instrument_channels)
return
. = SSsounds.reserve_sound_channel(I)
if(!isnull(.))
current_instrument_channels++
@@ -37,11 +37,11 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
if(job?.blacklisted_quirks)
cut = filter_quirks(my_quirks, job.blacklisted_quirks)
for(var/V in my_quirks)
var/datum/quirk/Q = quirks[V]
if(Q)
if(V in quirks)
var/datum/quirk/Q = quirks[V]
user.add_quirk(Q, spawn_effects)
else
stack_trace("Invalid quirk \"[V]\" in client [cli.ckey] preferences")
log_admin("Invalid quirk \"[V]\" in client [cli.ckey] preferences")
cli.prefs.all_quirks -= V
badquirk = TRUE
if(badquirk)
@@ -1,3 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(status_effects)
wait = 1
flags = SS_TICKER
name = "Status Effects"
@@ -47,7 +47,6 @@ PROCESSING_SUBSYSTEM_DEF(weather)
break
if (!ispath(weather_datum_type, /datum/weather))
CRASH("run_weather called with invalid weather_datum_type: [weather_datum_type || "null"]")
return
if (isnull(z_levels))
z_levels = SSmapping.levels_by_trait(initial(weather_datum_type.target_trait))
@@ -55,7 +54,6 @@ PROCESSING_SUBSYSTEM_DEF(weather)
z_levels = list(z_levels)
else if (!islist(z_levels))
CRASH("run_weather called with invalid z_levels: [z_levels || "null"]")
return
var/datum/weather/W = new weather_datum_type(z_levels)
W.telegraph()
+91
View File
@@ -0,0 +1,91 @@
#define DATUMLESS "NO_DATUM"
SUBSYSTEM_DEF(sounds)
name = "Sounds"
flags = SS_NO_FIRE
init_order = INIT_ORDER_SOUNDS
var/static/using_channels_max = CHANNEL_HIGHEST_AVAILABLE //BYOND max channels
// Hey uh these two needs to be initialized fast because the whole "things get deleted before init" thing.
/// Assoc list, "[channel]" = either the datum using it or TRUE for an unsafe-reserved (datumless reservation) channel
var/list/using_channels = list()
/// Assoc list datum = list(channel1, channel2, ...) for what channels something reserved.
var/list/using_channels_by_datum = list()
/// List of all available channels with associations set to TRUE for fast lookups/allocation.
var/list/available_channels
/datum/controller/subsystem/sounds/Initialize()
setup_available_channels()
return ..()
/datum/controller/subsystem/sounds/proc/setup_available_channels()
available_channels = list()
for(var/i in 1 to using_channels_max)
available_channels[num2text(i)] = TRUE
/// Removes a channel from using list.
/datum/controller/subsystem/sounds/proc/free_sound_channel(channel)
channel = num2text(channel)
var/using = using_channels[channel]
using_channels -= channel
if(using)
using_channels_by_datum[using] -= channel
if(!length(using_channels_by_datum[using]))
using_channels_by_datum -= using
available_channels[channel] = TRUE
/// Frees all the channels a datum is using.
/datum/controller/subsystem/sounds/proc/free_datum_channels(datum/D)
var/list/L = using_channels_by_datum[D]
if(!L)
return
for(var/channel in L)
using_channels -= channel
available_channels[channel] = TRUE
using_channels_by_datum -= D
/// Frees all datumless channels
/datum/controller/subsystem/sounds/proc/free_datumless_channels()
free_datum_channels(DATUMLESS)
/// NO AUTOMATIC CLEANUP - If you use this, you better manually free it later! Returns an integer for channel.
/datum/controller/subsystem/sounds/proc/reserve_sound_channel_datumless()
var/channel = random_available_channel_text()
if(!channel) //oh no..
return FALSE
available_channels -= channel
using_channels[channel] = DATUMLESS
LAZYINITLIST(using_channels_by_datum[DATUMLESS])
using_channels_by_datum[DATUMLESS] += channel
return text2num(channel)
/// Reserves a channel for a datum. Automatic cleanup only when the datum is deleted. Returns an integer for channel.
/datum/controller/subsystem/sounds/proc/reserve_sound_channel(datum/D)
if(!D) //i don't like typechecks but someone will fuck it up
CRASH("Attempted to reserve sound channel without datum using the managed proc.")
var/channel = random_available_channel_text()
if(!channel)
return FALSE
available_channels -= channel
using_channels[channel] = D
LAZYINITLIST(using_channels_by_datum[D])
using_channels_by_datum[D] += channel
return text2num(channel)
/// Random available channel, returns text.
/datum/controller/subsystem/sounds/proc/random_available_channel_text()
return pick(available_channels)
/// Random available channel, returns number
/datum/controller/subsystem/sounds/proc/random_available_channel()
return text2num(pick(available_channels))
/// If a channel is available
/datum/controller/subsystem/sounds/proc/is_channel_available(channel)
return available_channels[num2text(channel)]
/// How many channels we have left.
/datum/controller/subsystem/sounds/proc/available_channels_left()
return length(available_channels)
#undef DATUMLESS
+7 -7
View File
@@ -479,15 +479,15 @@ SUBSYSTEM_DEF(ticker)
var/vote_type = CONFIG_GET(string/map_vote_type)
switch(vote_type)
if("PLURALITY")
SSvote.initiate_vote("map","server",hideresults=TRUE)
SSvote.initiate_vote("map","server", display = SHOW_RESULTS)
if("APPROVAL")
SSvote.initiate_vote("map","server",hideresults=TRUE,votesystem = APPROVAL_VOTING)
SSvote.initiate_vote("map","server", display = SHOW_RESULTS, votesystem = APPROVAL_VOTING)
if("IRV")
SSvote.initiate_vote("map","server",hideresults=TRUE,votesystem = INSTANT_RUNOFF_VOTING)
SSvote.initiate_vote("map","server", display = SHOW_RESULTS, votesystem = INSTANT_RUNOFF_VOTING)
if("SCORE")
SSvote.initiate_vote("map","server",hideresults=TRUE,votesystem = MAJORITY_JUDGEMENT_VOTING)
SSvote.initiate_vote("map","server", display = SHOW_RESULTS, votesystem = MAJORITY_JUDGEMENT_VOTING)
else
SSvote.initiate_vote("map","server",hideresults=TRUE)
SSvote.initiate_vote("map","server", display = SHOW_RESULTS)
// fallback
/datum/controller/subsystem/ticker/proc/HasRoundStarted()
@@ -503,9 +503,9 @@ SUBSYSTEM_DEF(ticker)
SSticker.modevoted = TRUE
var/dynamic = CONFIG_GET(flag/dynamic_voting)
if(dynamic)
SSvote.initiate_vote("dynamic","server",hideresults=TRUE,votesystem=SCORE_VOTING,forced=TRUE,vote_time = 20 MINUTES)
SSvote.initiate_vote("dynamic", "server", display = NONE, votesystem = SCORE_VOTING, forced = TRUE,vote_time = 20 MINUTES)
else
SSvote.initiate_vote("roundtype","server",hideresults=TRUE,votesystem=PLURALITY_VOTING,forced=TRUE, \
SSvote.initiate_vote("roundtype", "server", display = NONE, votesystem = PLURALITY_VOTING, forced=TRUE, \
vote_time = (CONFIG_GET(flag/modetier_voting) ? 1 MINUTES : 20 MINUTES))
/datum/controller/subsystem/ticker/Recover()
+1 -1
View File
@@ -172,7 +172,7 @@ SUBSYSTEM_DEF(traumas)
/obj/item/ammo_box/magazine/pistolm9mm, /obj/item/ammo_box/a357, /obj/item/ammo_box/magazine/m12g, /obj/item/ammo_box/magazine/mm195x129, /obj/item/antag_spawner/nuke_ops, /obj/mecha/combat/gygax/dark, /obj/mecha/combat/marauder/mauler, /obj/item/soap/syndie, /obj/item/gun/syringe/syndicate, /obj/item/cartridge/virus/syndicate,
/obj/item/cartridge/virus/frame, /obj/item/chameleon, /obj/item/storage/box/syndie_kit/cutouts, /obj/item/clothing/suit/space/hardsuit/syndi, /obj/item/card/emag, /obj/item/storage/toolbox/syndicate, /obj/item/storage/book/bible/syndicate, /obj/item/encryptionkey/binary, /obj/item/encryptionkey/syndicate, /obj/item/aiModule/syndicate,
/obj/item/clothing/shoes/magboots/syndie, /obj/item/powersink, /obj/item/sbeacondrop, /obj/item/sbeacondrop/bomb, /obj/item/syndicatedetonator, /obj/item/shield/energy, /obj/item/assault_pod, /obj/item/slimepotion/slime/sentience/nuclear, /obj/item/stack/telecrystal, /obj/item/jammer, /obj/item/codespeak_manual/unlimited,
/obj/item/toy/cards/deck/syndicate, /obj/item/storage/secure/briefcase/syndie, /obj/item/storage/fancy/cigarettes/cigpack_syndicate, /obj/item/toy/syndicateballoon, /obj/item/clothing/gloves/rapid, /obj/item/paper/fluff/ruins/thederelict/syndie_mission, /obj/item/organ/cyberimp/eyes/hud/security/syndicate, /obj/item/clothing/head/HoS/syndicate,
/obj/item/toy/cards/deck/syndicate, /obj/item/storage/secure/briefcase/syndie, /obj/item/storage/fancy/cigarettes/cigpack_syndicate, /obj/item/toy/syndicateballoon, /obj/item/clothing/gloves/fingerless/pugilist/rapid, /obj/item/paper/fluff/ruins/thederelict/syndie_mission, /obj/item/organ/cyberimp/eyes/hud/security/syndicate, /obj/item/clothing/head/HoS/syndicate,
/obj/machinery/computer/pod/old/syndicate, /obj/machinery/vending/medical/syndicate_access, /obj/item/mmi/syndie, /obj/item/target/syndicate, /obj/machinery/vending/cigarette/syndicate, /obj/item/robot_module/syndicate, /obj/item/clothing/mask/gas/syndicate, /obj/machinery/power/singularity_beacon/syndicate, /obj/item/clothing/head/syndicatefake,
/obj/item/radio/headset/syndicate, /obj/item/gun/ballistic/automatic/pistol/antitank/syndicate, /obj/item/pda/syndicate, /obj/item/clothing/suit/armor/vest/capcarapace/syndicate, /obj/item/gun/ballistic/automatic/flechette, /obj/item/ammo_box/magazine/flechette, /obj/item/clothing/suit/toggle/lawyer/black/syndie, /obj/item/melee/transforming/energy/sword/cx/traitor,
/obj/structure/sign/poster/contraband/syndicate_pistol, /obj/structure/sign/poster/contraband/syndicate_recruitment, /obj/item/bedsheet/syndie, /obj/item/borg/upgrade/syndicate, /obj/item/tank/jetpack/oxygen/harness, /obj/item/firing_pin/implant/pindicate, /obj/item/reagent_containers/glass/bottle/traitor, /obj/item/storage/belt/military,
+35 -16
View File
@@ -23,7 +23,7 @@ SUBSYSTEM_DEF(vote)
var/list/generated_actions = list()
var/next_pop = 0
var/obfuscated = FALSE//CIT CHANGE - adds obfuscated/admin-only votes
var/display_votes = SHOW_RESULTS|SHOW_VOTES|SHOW_WINNER|SHOW_ABSTENTION //CIT CHANGE - adds obfuscated/admin-only votes
var/list/stored_gamemode_votes = list() //Basically the last voted gamemode is stored here for end-of-round use.
@@ -59,7 +59,7 @@ SUBSYSTEM_DEF(vote)
voted.Cut()
voting.Cut()
scores.Cut()
obfuscated = FALSE //CIT CHANGE - obfuscated votes
display_votes = initial(display_votes) //CIT CHANGE - obfuscated votes
remove_action_buttons()
/datum/controller/subsystem/vote/proc/get_result()
@@ -250,7 +250,7 @@ SUBSYSTEM_DEF(vote)
if(winners.len > 0)
if(was_roundtype_vote)
stored_gamemode_votes = list()
if(!obfuscated)
if(display_votes & SHOW_RESULTS)
if(vote_system == SCHULZE_VOTING)
text += "\nIt should be noted that this is not a raw tally of votes (impossible in ranked choice) but the score determined by the schulze method of voting, so the numbers will look weird!"
if(vote_system == MAJORITY_JUDGEMENT_VOTING)
@@ -261,15 +261,15 @@ SUBSYSTEM_DEF(vote)
votes = 0
if(was_roundtype_vote)
stored_gamemode_votes[choices[i]] = votes
text += "\n<b>[choices[i]]:</b> [obfuscated ? "???" : votes]" //CIT CHANGE - adds obfuscated votes
text += "\n<b>[choices[i]]:</b> [display_votes & SHOW_RESULTS ? votes : "???"]" //CIT CHANGE - adds obfuscated votes
if(mode != "custom")
if(winners.len > 1 && !obfuscated) //CIT CHANGE - adds obfuscated votes
if(winners.len > 1 && display_votes & SHOW_WINNER) //CIT CHANGE - adds obfuscated votes
text = "\n<b>Vote Tied Between:</b>"
for(var/option in winners)
text += "\n\t[option]"
. = pick(winners)
text += "\n<b>Vote Result: [obfuscated ? "???" : .]</b>" //CIT CHANGE - adds obfuscated votes
else
text += "\n<b>Vote Result: [display_votes & SHOW_WINNER ? . : "???"]</b>" //CIT CHANGE - adds obfuscated votes
if(display_votes & SHOW_ABSTENTION)
text += "\n<b>Did not vote:</b> [GLOB.clients.len-voted.len]"
else if(vote_system == SCORE_VOTING)
for(var/score_name in scores)
@@ -278,7 +278,7 @@ SUBSYSTEM_DEF(vote)
score = 0
if(was_roundtype_vote)
stored_gamemode_votes[score_name] = score
text = "\n<b>[score_name]:</b> [obfuscated ? "???" : score]"
text = "\n<b>[score_name]:</b> [display_votes & SHOW_RESULTS ? score : "???"]"
. = 1
else
text += "<b>Vote Result: Inconclusive - No Votes!</b>"
@@ -295,7 +295,7 @@ SUBSYSTEM_DEF(vote)
if(islist(myvote))
for(var/j=1,j<=myvote.len,j++)
SSblackbox.record_feedback("nested tally","voting",1,list(vote_title_text,"[j]\th",choices[myvote[j]]))
if(obfuscated) //CIT CHANGE - adds obfuscated votes. this messages admins with the vote's true results
if(!(display_votes & SHOW_RESULTS)) //CIT CHANGE - adds obfuscated votes. this messages admins with the vote's true results
var/admintext = "Obfuscated results"
if(vote_system != SCORE_VOTING)
if(vote_system == SCHULZE_VOTING)
@@ -327,7 +327,7 @@ SUBSYSTEM_DEF(vote)
if(CONFIG_GET(flag/modetier_voting))
reset()
started_time = 0
initiate_vote("mode tiers","server",hideresults=FALSE,votesystem=SCORE_VOTING,forced=TRUE, vote_time = 30 MINUTES)
initiate_vote("mode tiers","server", votesystem=SCORE_VOTING, forced=TRUE, vote_time = 30 MINUTES)
to_chat(world,"<b>The vote will end right as the round starts.</b>")
return .
if("restart")
@@ -354,11 +354,15 @@ SUBSYSTEM_DEF(vote)
return message_admins("A vote has tried to change the gamemode, but the game has already started. Aborting.")
GLOB.master_mode = "dynamic"
var/list/runnable_storytellers = config.get_runnable_storytellers()
var/datum/dynamic_storyteller/picked
for(var/T in runnable_storytellers)
var/datum/dynamic_storyteller/S = T
if(stored_gamemode_votes[initial(S.name)] == 1 && CHECK_BITFIELD(initial(S.flags), FORCE_IF_WON))
picked = S
runnable_storytellers[S] *= round(stored_gamemode_votes[initial(S.name)]*100000,1)
var/datum/dynamic_storyteller/S = pickweightAllowZero(runnable_storytellers)
GLOB.dynamic_storyteller_type = S
if(!picked)
picked = pickweightAllowZero(runnable_storytellers)
GLOB.dynamic_storyteller_type = picked
if("map")
var/datum/map_config/VM = config.maplist[.]
message_admins("The map has been voted for and will change to: [VM.map_name]")
@@ -432,7 +436,7 @@ SUBSYSTEM_DEF(vote)
saved -= usr.ckey
return 0
/datum/controller/subsystem/vote/proc/initiate_vote(vote_type, initiator_key, hideresults, votesystem = PLURALITY_VOTING, forced = FALSE,vote_time = -1)//CIT CHANGE - adds hideresults argument to votes to allow for obfuscated votes
/datum/controller/subsystem/vote/proc/initiate_vote(vote_type, initiator_key, display = display_votes, votesystem = PLURALITY_VOTING, forced = FALSE,vote_time = -1)//CIT CHANGE - adds display argument to votes to allow for obfuscated votes
vote_system = votesystem
if(!mode)
if(started_time)
@@ -452,7 +456,7 @@ SUBSYSTEM_DEF(vote)
SEND_SOUND(world, sound('sound/misc/notice2.ogg'))
reset()
obfuscated = hideresults //CIT CHANGE - adds obfuscated votes
display_votes = display //CIT CHANGE - adds obfuscated votes
switch(vote_type)
if("restart")
choices.Add("Restart Round","Continue Playing")
@@ -503,6 +507,21 @@ SUBSYSTEM_DEF(vote)
if(!option || mode || !usr.client)
break
choices.Add(option)
var/keep_going = TRUE
var/toggles = SHOW_RESULTS|SHOW_VOTES|SHOW_WINNER
while(keep_going)
var/list/choices = list()
for(var/A in GLOB.display_vote_settings)
var/toggletext
var/bitflag = GLOB.display_vote_settings[A]
toggletext = "[toggles & bitflag ? "Show" : "Hide"] [A]"
choices[toggletext] = bitflag
var/chosen = input(usr, "Toggle vote display settings. Cancel to finalize.", toggles) as null|anything in choices
if(!chosen)
keep_going = FALSE
else
toggles ^= choices[chosen]
display_votes = toggles
else
return 0
mode = vote_type
@@ -573,7 +592,7 @@ SUBSYSTEM_DEF(vote)
ivotedforthis = ((C.ckey in voted) && (i in voted[C.ckey]))
if(!votes)
votes = 0
. += "<li>[ivotedforthis ? "<b>" : ""]<a href='?src=[REF(src)];vote=[i]'>[choices[i]]</a> ([obfuscated ? (admin ? "??? ([votes])" : "???") : votes] votes)[ivotedforthis ? "</b>" : ""]</li>" // CIT CHANGE - adds obfuscated votes
. += "<li>[ivotedforthis ? "<b>" : ""]<a href='?src=[REF(src)];vote=[i]'>[choices[i]]</a> ([display_votes & SHOW_VOTES ? votes : (admin ? "??? ([votes])" : "???")] votes)[ivotedforthis ? "</b>" : ""]</li>" // CIT CHANGE - adds obfuscated votes
if(choice_descs.len >= i)
. += "<li>[choice_descs[i]]</li>"
. += "</ul><hr>"
@@ -744,7 +763,7 @@ SUBSYSTEM_DEF(vote)
remove_from_client()
Remove(owner)
/datum/action/vote/IsAvailable()
/datum/action/vote/IsAvailable(silent = FALSE)
return 1
/datum/action/vote/proc/remove_from_client()
+51 -62
View File
@@ -6,13 +6,15 @@
/datum/action
var/name = "Generic Action"
var/desc = null
var/obj/target = null
var/atom/target = null
var/check_flags = 0
var/required_mobility_flags = MOBILITY_USE
var/processing = FALSE
var/obj/screen/movable/action_button/button = null
var/buttontooltipstyle = ""
var/transparent_when_unavailable = TRUE
var/use_target_appearance = FALSE
var/list/target_appearance_matrix //if set, will be used to transform the target button appearance as an arglist.
var/button_icon = 'icons/mob/actions/backgrounds.dmi' //This is the file for the BACKGROUND icon
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND //And this is the state for the background icon
@@ -88,14 +90,14 @@
/datum/action/proc/Trigger()
if(!IsAvailable())
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, target) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/datum/action/proc/Process()
return
/datum/action/proc/IsAvailable()
/datum/action/proc/IsAvailable(silent = FALSE)
if(!owner)
return FALSE
var/mob/living/L = owner
@@ -116,29 +118,42 @@
return TRUE
/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
if(button)
if(!status_only)
button.name = name
button.desc = desc
if(owner && owner.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
var/list/settings = owner.hud_used.get_action_buttons_icons()
if(button.icon != settings["bg_icon"])
button.icon = settings["bg_icon"]
if(button.icon_state != settings["bg_state"])
button.icon_state = settings["bg_state"]
else
if(button.icon != button_icon)
button.icon = button_icon
if(button.icon_state != background_icon_state)
button.icon_state = background_icon_state
if(!button)
return
if(!status_only)
button.name = name
button.desc = desc
if(owner && owner.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
var/list/settings = owner.hud_used.get_action_buttons_icons()
if(button.icon != settings["bg_icon"])
button.icon = settings["bg_icon"]
if(button.icon_state != settings["bg_state"])
button.icon_state = settings["bg_state"]
else
if(button.icon != button_icon)
button.icon = button_icon
if(button.icon_state != background_icon_state)
button.icon_state = background_icon_state
if(!use_target_appearance)
ApplyIcon(button, force)
if(!IsAvailable())
button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
else
button.color = rgb(255,255,255,255)
return 1
else if(target && button.appearance_cache != target.appearance) //replace with /ref comparison if this is not valid.
var/mutable_appearance/M = new(target)
M.layer = FLOAT_LAYER
M.plane = FLOAT_PLANE
if(target_appearance_matrix)
var/list/L = target_appearance_matrix
M.transform = matrix(L[1], L[2], L[3], L[4], L[5], L[6])
button.cut_overlays()
button.add_overlay(M)
button.appearance_cache = target.appearance
if(!IsAvailable(TRUE))
button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
else
button.color = rgb(255,255,255,255)
return 1
/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button, force = FALSE)
if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
@@ -165,6 +180,7 @@
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
button_icon_state = null
use_target_appearance = TRUE
// If you want to override the normal icon being the item
// then change this to an icon state
@@ -188,23 +204,6 @@
I.ui_action_click(owner, src)
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button, force)
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
..()
else if(target && current_button.appearance_cache != target.appearance) //replace with /ref comparison if this is not valid.
var/obj/item/I = target
var/old_layer = I.layer
var/old_plane = I.plane
I.layer = FLOAT_LAYER //AAAH
I.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(I)
I.layer = old_layer
I.plane = old_plane
current_button.appearance_cache = I.appearance
/datum/action/item_action/toggle_light
name = "Toggle Light"
@@ -302,23 +301,13 @@
name = "Toggle Friendly Fire \[ON\]"
..()
/datum/action/item_action/synthswitch
name = "Change Synthesizer Instrument"
desc = "Change the type of instrument your synthesizer is playing as."
/datum/action/item_action/synthswitch/Trigger()
if(istype(target, /obj/item/instrument/piano_synth))
var/obj/item/instrument/piano_synth/synth = target
return synth.selectInstrument()
return ..()
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
/datum/action/item_action/vortex_recall/IsAvailable(silent = FALSE)
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.teleporting)
@@ -330,7 +319,7 @@
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
/datum/action/item_action/clock/IsAvailable()
/datum/action/item_action/clock/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
return 0
return ..()
@@ -339,7 +328,7 @@
name = "Create Judicial Marker"
desc = "Allows you to create a stunning Judicial Marker at any location in view. Click again to disable."
/datum/action/item_action/clock/toggle_visor/IsAvailable()
/datum/action/item_action/clock/toggle_visor/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
return 0
if(istype(target, /obj/item/clothing/glasses/judicial_visor))
@@ -418,7 +407,7 @@
/datum/action/item_action/jetpack_stabilization
name = "Toggle Jetpack Stabilization"
/datum/action/item_action/jetpack_stabilization/IsAvailable()
/datum/action/item_action/jetpack_stabilization/IsAvailable(silent = FALSE)
var/obj/item/tank/jetpack/J = target
if(!istype(J) || !J.on)
return 0
@@ -475,7 +464,7 @@
/datum/action/item_action/organ_action
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/organ_action/IsAvailable()
/datum/action/item_action/organ_action/IsAvailable(silent = FALSE)
var/obj/item/organ/I = target
if(!I.owner)
return 0
@@ -644,32 +633,32 @@
return FALSE
if(target)
var/obj/effect/proc_holder/S = target
S.Click()
S.Trigger(usr)
return TRUE
/datum/action/spell_action/IsAvailable()
/datum/action/spell_action/IsAvailable(silent = FALSE)
if(!target)
return FALSE
return TRUE
/datum/action/spell_action/spell
/datum/action/spell_action/spell/IsAvailable()
/datum/action/spell_action/spell/IsAvailable(silent = FALSE)
if(!target)
return FALSE
var/obj/effect/proc_holder/spell/S = target
if(owner)
return S.can_cast(owner)
return S.can_cast(owner, FALSE, silent)
return FALSE
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
/datum/action/spell_action/alien/IsAvailable(silent = FALSE)
if(!target)
return FALSE
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return ab.cost_check(ab.check_turf,owner,silent)
return FALSE
@@ -711,7 +700,7 @@
button.maptext_width = 24
button.maptext_height = 12
/datum/action/cooldown/IsAvailable()
/datum/action/cooldown/IsAvailable(silent = FALSE)
return next_use_time <= world.time
/datum/action/cooldown/proc/StartCooldown()
+17 -11
View File
@@ -9,8 +9,8 @@
var/max_distance = 0
var/sleep_time = 3
var/finished = 0
var/target_oldloc = null
var/origin_oldloc = null
var/turf/target_oldloc
var/turf/origin_oldloc
var/static_beam = 0
var/beam_type = /obj/effect/ebeam //must be subtype
var/timing_id = null
@@ -23,13 +23,13 @@
target_oldloc = get_turf(target)
sleep_time = beam_sleep_time
if(origin_oldloc == origin && target_oldloc == target)
static_beam = 1
static_beam = TRUE
max_distance = maxdistance
base_icon = new(beam_icon,beam_icon_state)
icon = beam_icon
icon_state = beam_icon_state
beam_type = btype
if(time < INFINITY)
if(time < INFINITY)
addtimer(CALLBACK(src,.proc/End), time)
/datum/beam/proc/Start()
@@ -42,10 +42,14 @@
return
recalculating = TRUE
timing_id = null
if(origin && target && get_dist(origin,target)<max_distance && origin.z == target.z)
var/origin_turf = get_turf(origin)
var/target_turf = get_turf(target)
if(!static_beam && (origin_turf != origin_oldloc || target_turf != target_oldloc))
var/turf/origin_turf
if(origin)
origin_turf = get_turf(origin)
var/turf/target_turf
if(target)
target_turf = get_turf(target)
if(origin_turf && target_turf && (get_dist(origin_turf, target_turf) < max_distance) && (origin_turf.z == target_turf.z))
if(!static_beam && ((origin_turf != origin_oldloc) || (target_turf != target_oldloc)))
origin_oldloc = origin_turf //so we don't keep checking against their initial positions, leading to endless Reset()+Draw() calls
target_oldloc = target_turf
Reset()
@@ -90,13 +94,15 @@
return ..()
/datum/beam/proc/Draw()
var/Angle = round(Get_Angle(origin,target))
if(!origin_oldloc || !target_oldloc)
return
var/Angle = round(Get_Angle(origin_oldloc,target_oldloc))
var/matrix/rot_matrix = matrix()
rot_matrix.Turn(Angle)
//Translation vector for origin and target
var/DX = (32*target.x+target.pixel_x)-(32*origin.x+origin.pixel_x)
var/DY = (32*target.y+target.pixel_y)-(32*origin.y+origin.pixel_y)
var/DX = (32*target_oldloc.x+target_oldloc.pixel_x)-(32*origin_oldloc.x+origin_oldloc.pixel_x)
var/DY = (32*target_oldloc.y+target_oldloc.pixel_y)-(32*origin_oldloc.y+origin_oldloc.pixel_y)
var/N = 0
var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
+9 -12
View File
@@ -20,6 +20,7 @@
..()
make_backseats()
get_ghost()
RegisterSignal(M, COMSIG_MOB_DEATH, .proc/revert_to_normal)
/datum/brain_trauma/severe/split_personality/proc/make_backseats()
stranger_backseat = new(owner, src)
@@ -37,23 +38,23 @@
qdel(src)
/datum/brain_trauma/severe/split_personality/on_life()
if(owner.stat == DEAD)
if(current_controller != OWNER)
switch_personalities()
qdel(src)
else if(prob(3))
if(prob(3))
switch_personalities()
..()
/datum/brain_trauma/severe/split_personality/on_lose()
if(current_controller != OWNER) //it would be funny to cure a guy only to be left with the other personality, but it seems too cruel
switch_personalities()
switch_personalities(TRUE)
QDEL_NULL(stranger_backseat)
QDEL_NULL(owner_backseat)
UnregisterSignal(owner, COMSIG_MOB_DEATH)
..()
/datum/brain_trauma/severe/split_personality/proc/switch_personalities()
if(QDELETED(owner) || owner.stat == DEAD || QDELETED(stranger_backseat) || QDELETED(owner_backseat))
/datum/brain_trauma/severe/split_personality/proc/revert_to_normal()
qdel(src)
/datum/brain_trauma/severe/split_personality/proc/switch_personalities(forced = FALSE)
if(QDELETED(owner) || (owner.stat == DEAD && !forced) || QDELETED(stranger_backseat) || QDELETED(owner_backseat))
return
var/mob/living/split_personality/current_backseat
@@ -126,10 +127,6 @@
if(QDELETED(body))
qdel(src) //in case trauma deletion doesn't already do it
if((body.stat == DEAD && trauma.owner_backseat == src))
trauma.switch_personalities()
qdel(trauma)
//if one of the two ghosts, the other one stays permanently
if(!body.client && trauma.initialized)
trauma.switch_personalities()
+3 -3
View File
@@ -39,7 +39,7 @@
//title_image = ntitle_image
/datum/browser/proc/add_stylesheet(name, file)
if (istype(name, /datum/asset/spritesheet))
if(istype(name, /datum/asset/spritesheet))
var/datum/asset/spritesheet/sheet = name
stylesheets["spritesheet_[sheet.name].css"] = "data/spritesheets/[sheet.name]"
else
@@ -72,9 +72,9 @@
return {"<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<head>
<meta http-equiv='Content-Type' content='text/html; charset=UTF-8'>
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
[head_content]
</head>
<body scroll=auto>
+2
View File
@@ -8,6 +8,8 @@
var/obj/screen/craft/C = new()
C.icon = H.ui_style
H.static_inventory += C
if(!CL.prefs.widescreenpref)
C.screen_loc = ui_boxcraft
CL.screen += C
RegisterSignal(C, COMSIG_CLICK, .proc/component_ui_interact)
@@ -14,26 +14,32 @@
name = "Glass working tools"
desc = "A lovely belt of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
icon_state = "glass_tools"
tool_behaviour = TOOL_GLASS_CUT
tool_behaviour = TOOL_GLASS_CUT //Cutting takes 20 ticks
/obj/item/glasswork/blowing_rod
name = "Glass working blow rod"
desc = "A hollow metal stick made for glass blowing."
icon_state = "blowing_rods_unused"
tool_behaviour = TOOL_BLOW
tool_behaviour = TOOL_BLOW //Rods take 5 ticks
/obj/item/glasswork/glass_base
/obj/item/glasswork/glass_base //Welding takes 30 ticks
name = "Glass fodder sheet"
desc = "A sheet of glass set aside for glass working"
icon_state = "glass_base"
var/next_step = null
var/rod = /obj/item/glasswork/blowing_rod
/obj/item/lens
name = "Optical lens"
desc = "Good for selling or crafting, by itself its useless"
icon = 'icons/obj/chemical.dmi'
icon_state = "glass_optics"
/obj/item/tea_plate
name = "Tea Plate"
desc = "A polished plate for a tea cup. How fancy!"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "tea_plate"
/obj/item/tea_cup
name = "Tea Cup"
desc = "A glass cup made for fake tea!"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "tea_plate"
//////////////////////Chem Disk/////////////////////
//Two Steps //
@@ -49,8 +55,9 @@
/obj/item/glasswork/glass_base/dish/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/dish_part1
name = "Half chem dish sheet"
@@ -61,8 +68,9 @@
/obj/item/glasswork/glass_base/dish_part1/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
qdel(src)
//////////////////////Lens//////////////////////////
//Six Steps //
@@ -78,8 +86,9 @@
/obj/item/glasswork/glass_base/glass_lens/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part1
name = "Glass fodder sheet"
@@ -90,8 +99,9 @@
/obj/item/glasswork/glass_base/glass_lens_part1/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part2
name = "Glass fodder sheet"
@@ -102,8 +112,9 @@
/obj/item/glasswork/glass_base/glass_lens_part2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part3
name = "Glass fodder sheet"
@@ -114,9 +125,10 @@
/obj/item/glasswork/glass_base/glass_lens_part3/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_BLOW)
new next_step(user.loc, 1)
qdel(src)
qdel(I)
if(do_after(user,5, target = src))
new next_step(user.loc, 1)
qdel(src)
qdel(I)
/obj/item/glasswork/glass_base/glass_lens_part4
name = "Glass fodder sheet"
@@ -127,29 +139,31 @@
/obj/item/glasswork/glass_base/glass_lens_part4/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part5
name = "Unpolished glass lens"
desc = "A small unpolished glass lens. Could be polished with some cloth."
icon = 'icons/obj/chemical.dmi'
desc = "A small unpolished glass lens. Could be polished with some silk."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/glasswork/glass_base/glass_lens_part6
/obj/item/glasswork/glass_base/glass_lens_part5/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/cloth))
new next_step(user.loc, 1)
qdel(src)
if(istype(I, /obj/item/stack/sheet/silk))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part6
name = "Unrefined glass lens"
desc = "A small polished glass lens. Just needs to be refined with some sandstone."
icon = 'icons/obj/chemical.dmi'
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/lens
next_step = /obj/item/glasswork/glass_base/lens
/obj/item/glasswork/glass_base/glass_lens_part6/attackby(obj/item/I, mob/user, params)
..()
@@ -171,8 +185,9 @@
/obj/item/glasswork/glass_base/spouty/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/spouty_part2
name = "Glass fodder sheet"
@@ -183,8 +198,9 @@
/obj/item/glasswork/glass_base/spouty_part2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/spouty_part3
name = "Glass fodder sheet"
@@ -195,9 +211,10 @@
/obj/item/glasswork/glass_base/spouty_part3/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_BLOW)
new next_step(user.loc, 1)
qdel(src)
qdel(I)
if(do_after(user,5, target = src))
new next_step(user.loc, 1)
qdel(src)
qdel(I)
/obj/item/glasswork/glass_base/spouty_part4
name = "Glass fodder sheet"
@@ -208,9 +225,10 @@
/obj/item/glasswork/glass_base/spouty_part4/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
//////////////////////Small Bulb Flask//////////////
//Two Steps //
@@ -226,8 +244,9 @@
/obj/item/glasswork/glass_base/flask_small/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/flask_small_part1
name = "Metled glass"
@@ -238,9 +257,10 @@
/obj/item/glasswork/glass_base/flask_small_part1/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_BLOW)
new next_step(user.loc, 1)
qdel(src)
qdel(I)
if(do_after(user,5, target = src))
new next_step(user.loc, 1)
qdel(src)
qdel(I)
/obj/item/glasswork/glass_base/flask_small_part2
name = "Metled glass"
@@ -251,9 +271,10 @@
/obj/item/glasswork/glass_base/flask_small_part2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
//////////////////////Large Bulb Flask//////////////
//Two Steps //
@@ -269,8 +290,9 @@
/obj/item/glasswork/glass_base/flask_large/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
new next_step(user.loc, 1)
qdel(src)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/flask_large_part1
name = "Metled glass"
@@ -281,9 +303,10 @@
/obj/item/glasswork/glass_base/flask_large_part1/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_BLOW)
new next_step(user.loc, 1)
qdel(src)
qdel(I)
if(do_after(user,5, target = src))
new next_step(user.loc, 1)
qdel(src)
qdel(I)
/obj/item/glasswork/glass_base/flask_large_part2
name = "Metled glass"
@@ -294,6 +317,138 @@
/obj/item/glasswork/glass_base/flask_large_part2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
//////////////////////Tea Plates////////////////////
//Three Steps //
//Sells for 1200 cr, takes 5 glass shets //
//Usefull for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/tea_plate
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea plate, how fancy! Needs to be heated with some tools."
next_step = /obj/item/glasswork/glass_base/tea_plate1
/obj/item/glasswork/glass_base/tea_plate/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/tea_plate1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a tea plate. Needs to be blown with some tools."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/tea_plate2
/obj/item/glasswork/glass_base/tea_plate1/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_BLOW)
if(do_after(user,5, target = src))
new next_step(user.loc, 1)
qdel(src)
qdel(I)
/obj/item/glasswork/glass_base/tea_plate2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/tea_plate3
/obj/item/glasswork/glass_base/tea_plate2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/tea_plate3
name = "Disk of glass"
desc = "A disk of glass that can be cant be used for much. Needs to be polished with some silk."
icon_state = "glass_base_half"
next_step = /obj/item/tea_plate
/obj/item/glasswork/glass_base/tea_plate3/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/silk))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
//////////////////////Tea Cup///////////////////////
//Four Steps //
//Sells for 1800 cr, takes 6 glass shets //
//Usefull for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/tea_cup
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea cup, how fancy! Needs to be heated with some tools."
next_step = /obj/item/glasswork/glass_base/tea_cup1
/obj/item/glasswork/glass_base/tea_cup/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_WELDER)
if(do_after(user,30, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/tea_cup1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a tea cup. Needs to be blown with some tools."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/tea_cup2
/obj/item/glasswork/glass_base/tea_cup1/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_BLOW)
if(do_after(user,5, target = src))
new next_step(user.loc, 1)
qdel(src)
qdel(I)
/obj/item/glasswork/glass_base/tea_cupe2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/tea_cup3
/obj/item/glasswork/glass_base/tea_cup2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_GLASS_CUT)
if(do_after(user,20, target = src))
new next_step(user.loc, 1)
new rod(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/tea_cup3
name = "Disk of glass"
desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some silk."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/tea_cup4
/obj/item/glasswork/glass_base/cup3/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/silk))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/tea_cup4
name = "Disk of glass"
desc = "A bowl of polished glass that can be cant be used for much. Needs some more glass to make a handle."
icon_state = "glass_base_half"
next_step = /obj/item/tea_cup
/obj/item/glasswork/glass_base/cup4/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/glass))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
@@ -0,0 +1,98 @@
//This file is for crafting using a lens!
/obj/item/glasswork/glass_base/lens
name = "Optical lens"
desc = "Good for selling or crafting, by itself its useless"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
//Laser pointers - 2600
/obj/item/glasswork/glass_base/laserpointer_shell
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs a power capactor."
icon_state = "laser_case"
icon = 'icons/obj/glass_ware.dmi'
next_step = /obj/item/glasswork/glass_base/laserpointer_shell_1
/obj/item/glasswork/glass_base/laserpointer_shell/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stock_parts/capacitor))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/laserpointer_shell_1
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs a glass lens."
icon_state = "laser_wire"
icon_state = "laser_case"
next_step = /obj/item/glasswork/glass_base/laserpointer_shell_2
/obj/item/glasswork/glass_base/laserpointer_shell_1/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/glasswork/glass_base/lens))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/laserpointer_shell_2
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs to be screwed together."
icon_state = "laser_wire"
icon_state = "laser_case"
next_step = /obj/item/laser_pointer/blue/handmade
/obj/item/glasswork/glass_base/laserpointer_shell_2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(do_after(user,260, target = src))
new next_step(user.loc, 1)
qdel(src)
//NERD SHIT - 5000
/obj/item/glasswork/glass_base/glasses_frame
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a pare of lens."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames"
next_step = /obj/item/glasswork/glass_base/glasses_frame_1
/obj/item/glasswork/glass_base/glasses_frame/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/glasswork/glass_base/lens))
if(do_after(user,60, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glasses_frame_1
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a the other lens."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_1"
next_step = /obj/item/glasswork/glass_base/glasses_frame_2
/obj/item/glasswork/glass_base/glasses_frame_1/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/glasswork/glass_base/lens))
if(do_after(user,60, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glass_base/glasses_frame_2
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just adjust the pices into the frame with a screwdriver."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_2"
next_step = /obj/item/glasswork/glasses
/obj/item/glasswork/glass_base/glasses_frame_2/attackby(obj/item/I, mob/user, params)
..()
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(do_after(user,180, target = src))
new next_step(user.loc, 1)
qdel(src)
/obj/item/glasswork/glasses
name = "Hand Made Glasses"
desc = "Hande made glasses that have not been polished at all making them useless. Selling them could still be worth a bit of credits."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_2"
@@ -33,6 +33,13 @@
/obj/item/organ/ears/cat = 1)
category = CAT_CLOTHING
/datum/crafting_recipe/papermask
name = "Paper Mask"
result = /obj/item/clothing/mask/paper
time = 10
reqs = list(/obj/item/paper = 20)
category = CAT_CLOTHING
////////
//Huds//
////////
@@ -287,3 +294,12 @@
/obj/item/bedsheet/cosmos = 1)
time = 60
category = CAT_CLOTHING
/datum/crafting_recipe/garlic_necklace
name = "Garlic Necklace"
result = /obj/item/clothing/neck/garlic_necklace
reqs = list(/obj/item/reagent_containers/food/snacks/grown/garlic = 15,
/obj/item/stack/cable_coil = 10)
time = 100 //Takes awhile to put all the garlics on the coil and knot it.
category = CAT_CLOTHING
+4 -4
View File
@@ -1,8 +1,8 @@
//This component applies a customizable drop_shadow filter to its wearer when they toggle combat mode on or off. This can stack.
/datum/component/wearertargeting/phantomthief
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
signals = list(COMSIG_LIVING_COMBAT_ENABLED)
dupe_mode = COMPONENT_DUPE_ALLOWED
signals = list(COMSIG_LIVING_COMBAT_ENABLED, COMSIG_LIVING_COMBAT_DISABLED)
proctype = .proc/handlefilterstuff
var/filter_x
var/filter_y
@@ -19,8 +19,8 @@
filter_color = _color
valid_slots = _valid_slots
/datum/component/wearertargeting/phantomthief/proc/handlefilterstuff(datum/source, mob/user, combatmodestate)
if(!combatmodestate)
/datum/component/wearertargeting/phantomthief/proc/handlefilterstuff(mob/living/user, was_forced = FALSE)
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
user.remove_filter("phantomthief")
else
user.add_filter("phantomthief", 4, list(type = "drop_shadow", x = filter_x, y = filter_y, size = filter_size, color = filter_color))
+1 -2
View File
@@ -25,7 +25,6 @@
RegisterSignal(parent, COMSIG_ITEM_ATTACK_OBJ, .proc/rad_attack)
else
CRASH("Something that wasn't an atom was given /datum/component/radioactive")
return
if(strength > RAD_MINIMUM_CONTAMINATION)
SSradiation.warn(src)
@@ -84,4 +83,4 @@
#undef RAD_AMOUNT_LOW
#undef RAD_AMOUNT_MEDIUM
#undef RAD_AMOUNT_HIGH
#undef RAD_AMOUNT_EXTREME
#undef RAD_AMOUNT_EXTREME
+12 -4
View File
@@ -191,20 +191,28 @@
///////Yes, I said humans. No, this won't end well...//////////
/datum/component/riding/human
var/fireman_carrying = FALSE
/datum/component/riding/human/Initialize()
. = ..()
RegisterSignal(parent, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_host_unarmed_melee)
/datum/component/riding/human/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
var/mob/living/carbon/human/H = parent
H.remove_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING)
. = ..()
var/mob/living/carbon/human/H = parent
if(!length(H.buckled_mobs))
H.remove_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING)
if(!fireman_carrying)
M.Daze(25)
REMOVE_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
. = ..()
var/mob/living/carbon/human/H = parent
H.add_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING, multiplicative_slowdown = HUMAN_CARRY_SLOWDOWN)
if(length(H.buckled_mobs))
H.add_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING, multiplicative_slowdown = fireman_carrying? FIREMAN_CARRY_SLOWDOWN : PIGGYBACK_CARRY_SLOWDOWN)
if(fireman_carrying)
ADD_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
/datum/component/riding/human/proc/on_host_unarmed_melee(atom/target)
var/mob/living/carbon/human/H = parent
@@ -236,11 +244,11 @@
else
return list(TEXT_NORTH = list(0, 6), TEXT_SOUTH = list(0, 6), TEXT_EAST = list(-6, 4), TEXT_WEST = list( 6, 4))
/datum/component/riding/human/force_dismount(mob/living/user)
var/atom/movable/AM = parent
AM.unbuckle_mob(user)
user.DefaultCombatKnockdown(60)
user.Daze(50)
user.visible_message("<span class='warning'>[AM] pushes [user] off of [AM.p_them()]!</span>")
/datum/component/riding/cyborg
@@ -60,7 +60,7 @@
_contents_limbo = null
if(_user_limbo)
for(var/i in _user_limbo)
show_to(i)
ui_show(i)
_user_limbo = null
/datum/component/storage/concrete/_insert_physical_item(obj/item/I, override = FALSE)
@@ -18,7 +18,7 @@
return
. = COMPONENT_NO_ATTACK_HAND
if(!check_locked(source, user, TRUE))
show_to(user)
ui_show(user)
A.do_jiggle()
if(rustle_sound)
playsound(A, "rustle", 50, 1, -5)
@@ -3,6 +3,7 @@
allow_quick_gather = TRUE
allow_quick_empty = TRUE
click_gather = TRUE
storage_flags = STORAGE_FLAGS_LEGACY_DEFAULT
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 100
max_items = 100
@@ -1,6 +1,7 @@
//Stack-only storage.
/datum/component/storage/concrete/stack
display_numerical_stacking = TRUE
storage_flags = STORAGE_FLAGS_LEGACY_DEFAULT
var/max_combined_stack_amount = 300
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = WEIGHT_CLASS_NORMAL * 14
+72 -147
View File
@@ -22,9 +22,16 @@
var/locked = FALSE //when locked nothing can see inside or use it.
var/max_w_class = WEIGHT_CLASS_SMALL //max size of objects that will fit.
var/max_combined_w_class = 14 //max combined sizes of objects that will fit.
var/max_items = 7 //max number of objects that will fit.
/// Storage flags, including what kinds of limiters we use for how many items we can hold
var/storage_flags = STORAGE_FLAGS_LEGACY_DEFAULT
/// Max w_class we can hold. Applies to [STORAGE_LIMIT_COMBINED_W_CLASS] and [STORAGE_LIMIT_VOLUME]
var/max_w_class = WEIGHT_CLASS_SMALL
/// Max combined w_class. Applies to [STORAGE_LIMIT_COMBINED_W_CLASS]
var/max_combined_w_class = WEIGHT_CLASS_SMALL * 7
/// Max items we can hold. Applies to [STORAGE_LIMIT_MAX_ITEMS]
var/max_items = 7
/// Max volume we can hold. Applies to [STORAGE_LIMIT_VOLUME]. Auto scaled on New() if unset.
var/max_volume
var/emp_shielded = FALSE
@@ -40,8 +47,17 @@
var/display_numerical_stacking = FALSE //stack things of the same type and show as a single object with a number.
var/obj/screen/storage/boxes //storage display object
var/obj/screen/close/closer //close button object
/// "legacy"/default view mode's storage "boxes"
var/obj/screen/storage/boxes/ui_boxes
/// New volumetric storage display mode's left side
var/obj/screen/storage/left/ui_left
/// New volumetric storage display mode's center 'blocks'
var/obj/screen/storage/continuous/ui_continuous
/// The close button, used in all modes. Frames right side in volumetric mode.
var/obj/screen/storage/close/ui_close
/// Associative list of list(item = screen object) for volumetric storage item screen blocks
var/list/ui_item_blocks
var/current_maxscreensize
var/allow_big_nesting = FALSE //allow storage objects of the same or greater size.
@@ -69,9 +85,6 @@
return COMPONENT_INCOMPATIBLE
if(master)
change_master(master)
boxes = new(null, src)
closer = new(null, src)
orient2hud()
RegisterSignal(parent, COMSIG_CONTAINS_STORAGE, .proc/on_check)
RegisterSignal(parent, COMSIG_IS_STORAGE_LOCKED, .proc/check_locked)
@@ -112,8 +125,15 @@
/datum/component/storage/Destroy()
close_all()
QDEL_NULL(boxes)
QDEL_NULL(closer)
QDEL_NULL(ui_boxes)
QDEL_NULL(ui_close)
QDEL_NULL(ui_continuous)
QDEL_NULL(ui_left)
// DO NOT USE QDEL_LIST_ASSOC.
if(ui_item_blocks)
for(var/i in ui_item_blocks)
qdel(ui_item_blocks[i]) //qdel the screen object not the item
ui_item_blocks.Cut()
LAZYCLEARLIST(is_using)
return ..()
@@ -287,7 +307,7 @@
if(!_target)
_target = get_turf(parent)
if(usr)
hide_from(usr)
ui_hide(usr)
var/list/contents = contents()
var/atom/real_location = real_location()
for(var/obj/item/I in contents)
@@ -301,106 +321,8 @@
if(check_locked())
close_all()
/datum/component/storage/proc/_process_numerical_display()
. = list()
for(var/obj/item/I in accessible_items())
if(QDELETED(I))
continue
if(!.[I.type])
.[I.type] = new /datum/numbered_display(I, 1)
else
var/datum/numbered_display/ND = .[I.type]
ND.number++
. = sortTim(., /proc/cmp_numbered_displays_name_asc, associative = TRUE)
//This proc determines the size of the inventory to be displayed. Please touch it only if you know what you're doing.
/datum/component/storage/proc/orient2hud(mob/user, maxcolumns)
var/list/accessible_contents = accessible_items()
var/adjusted_contents = length(accessible_contents)
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_numerical_stacking)
numbered_contents = _process_numerical_display()
adjusted_contents = numbered_contents.len
var/columns = CLAMP(max_items, 1, maxcolumns ? maxcolumns : screen_max_columns)
var/rows = CLAMP(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
standard_orient_objs(rows, columns, numbered_contents)
//This proc draws out the inventory and places the items on it. It uses the standard position.
/datum/component/storage/proc/standard_orient_objs(rows, cols, list/obj/item/numerical_display_contents)
boxes.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+cols-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
var/cx = screen_start_x
var/cy = screen_start_y
if(islist(numerical_display_contents))
for(var/type in numerical_display_contents)
var/datum/numbered_display/ND = numerical_display_contents[type]
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
ND.sample_object.plane = ABOVE_HUD_PLANE
cx++
if(cx - screen_start_x >= cols)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
else
for(var/obj/O in accessible_items())
if(QDELETED(O))
continue
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
cx++
if(cx - screen_start_x >= cols)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
closer.screen_loc = "[screen_start_x + cols]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
/datum/component/storage/proc/show_to(mob/M, set_screen_size = TRUE)
if(!M.client)
return FALSE
var/list/cview = getviewsize(M.client.view)
var/maxallowedscreensize = cview[1]-8
if(set_screen_size)
current_maxscreensize = maxallowedscreensize
else if(current_maxscreensize)
maxallowedscreensize = current_maxscreensize
if(M.active_storage != src && (M.stat == CONSCIOUS))
for(var/obj/item/I in accessible_items())
if(I.on_found(M))
return FALSE
if(M.active_storage)
M.active_storage.hide_from(M)
orient2hud(M, (isliving(M) ? maxallowedscreensize : 7))
M.client.screen |= boxes
M.client.screen |= closer
M.client.screen |= accessible_items()
M.active_storage = src
LAZYOR(is_using, M)
return TRUE
/datum/component/storage/proc/hide_from(mob/M)
if(!M.client)
return TRUE
var/atom/real_location = real_location()
M.client.screen -= boxes
M.client.screen -= closer
M.client.screen -= real_location.contents
if(M.active_storage == src)
M.active_storage = null
LAZYREMOVE(is_using, M)
return TRUE
/datum/component/storage/proc/close(mob/M)
hide_from(M)
ui_hide(M)
/datum/component/storage/proc/close_all()
. = FALSE
@@ -419,25 +341,6 @@
var/datum/component/storage/concrete/master = master()
master.emp_act(source, severity)
//This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right.
//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
/datum/component/storage/proc/orient_objs(tx, ty, mx, my)
var/atom/real_location = real_location()
var/cx = tx
var/cy = ty
boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
for(var/obj/O in real_location)
if(QDELETED(O))
continue
O.screen_loc = "[cx],[cy]"
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
cx++
if(cx > mx)
cx = tx
cy--
closer.screen_loc = "[mx+1],[my]"
//Resets something that is being removed from storage.
/datum/component/storage/proc/_removal_reset(atom/movable/thing)
if(!istype(thing))
@@ -449,6 +352,9 @@
/datum/component/storage/proc/_remove_and_refresh(datum/source, atom/movable/thing)
_removal_reset(thing)
if(LAZYACCESS(ui_item_blocks, thing))
qdel(ui_item_blocks[thing])
ui_item_blocks -= thing
refresh_mob_views()
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the new_location target, if that is null it's being deleted
@@ -463,7 +369,7 @@
/datum/component/storage/proc/refresh_mob_views()
var/list/seeing = can_see_contents()
for(var/i in seeing)
show_to(i)
ui_show(i)
return TRUE
/datum/component/storage/proc/can_see_contents()
@@ -560,7 +466,7 @@
A.add_fingerprint(M)
if(!force && (check_locked(null, M) || !M.CanReach(parent, view_only = TRUE)))
return FALSE
show_to(M, !ghost)
ui_show(M, !ghost)
/datum/component/storage/proc/mousedrop_receive(datum/source, atom/movable/O, mob/M)
if(isitem(O))
@@ -588,10 +494,6 @@
if(M && !stop_messages)
host.add_fingerprint(M)
return FALSE
if(real_location.contents.len >= max_items)
if(!stop_messages)
to_chat(M, "<span class='warning'>[host] is full, make some space!</span>")
return FALSE //Storage item is full
if(!length(can_hold_extra) || !is_type_in_typecache(I, can_hold_extra))
if(length(can_hold))
if(!is_type_in_typecache(I, can_hold))
@@ -602,17 +504,34 @@
if(!stop_messages)
to_chat(M, "<span class='warning'>[host] cannot hold [I]!</span>")
return FALSE
if(I.w_class > max_w_class)
if(storage_flags & STORAGE_LIMIT_MAX_W_CLASS)
if(I.w_class > max_w_class)
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] is too long for [host]!</span>")
return FALSE
// STORAGE LIMITS
if(storage_flags & STORAGE_LIMIT_MAX_ITEMS)
if(real_location.contents.len >= max_items)
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] is too big for [host]!</span>")
to_chat(M, "<span class='warning'>[host] has too many things in it, make some space!</span>")
return FALSE //Storage item is full
if(storage_flags & STORAGE_LIMIT_COMBINED_W_CLASS)
var/sum_w_class = I.w_class
for(var/obj/item/_I in real_location)
sum_w_class += _I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
if(sum_w_class > max_combined_w_class)
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] won't fit in [host], make some space!</span>")
return FALSE
var/sum_w_class = I.w_class
for(var/obj/item/_I in real_location)
sum_w_class += _I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
if(sum_w_class > max_combined_w_class)
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] won't fit in [host], make some space!</span>")
return FALSE
if(storage_flags & STORAGE_LIMIT_VOLUME)
var/sum_volume = I.get_w_volume()
for(var/obj/item/_I in real_location)
sum_volume += _I.get_w_volume()
if(sum_volume > get_max_volume())
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] is too spacious to fit in [host], make some space!</span>")
return FALSE
/////////////////
if(isitem(host))
var/obj/item/IP = host
var/datum/component/storage/STR_I = I.GetComponent(/datum/component/storage)
@@ -744,7 +663,7 @@
if(A.loc == user)
. = COMPONENT_NO_ATTACK_HAND
if(!check_locked(source, user, TRUE))
show_to(user)
ui_show(user)
A.do_jiggle()
/datum/component/storage/proc/signal_on_pickup(datum/source, mob/user)
@@ -763,7 +682,7 @@
return do_quick_empty(loctarget)
/datum/component/storage/proc/signal_hide_attempt(datum/source, mob/target)
return hide_from(target)
return ui_hide(target)
/datum/component/storage/proc/on_alt_click(datum/source, mob/user)
if(!isliving(user) || !user.CanReach(parent))
@@ -792,7 +711,7 @@
user.visible_message("<span class='warning'>[user] draws [I] from [parent]!</span>", "<span class='notice'>You draw [I] from [parent].</span>")
return TRUE
/datum/component/storage/proc/action_trigger(datum/signal_source, datum/action/source)
/datum/component/storage/proc/action_trigger(datum/action/source, obj/target)
gather_mode_switch(source.owner)
return COMPONENT_ACTION_BLOCK_TRIGGER
@@ -805,3 +724,9 @@
to_chat(user, "[parent] now picks up all items in a tile at once.")
if(COLLECT_ONE)
to_chat(user, "[parent] now picks up one item at a time.")
/**
* Gets our max volume
*/
/datum/component/storage/proc/get_max_volume()
return max_volume || AUTO_SCALE_STORAGE_VOLUME(max_w_class, max_combined_w_class)
+293
View File
@@ -0,0 +1,293 @@
/**
* Generates a list of numbered_display datums for the numerical display system.
*/
/datum/component/storage/proc/_process_numerical_display()
. = list()
for(var/obj/item/I in accessible_items())
if(QDELETED(I))
continue
if(!.[I.type])
.[I.type] = new /datum/numbered_display(I, 1)
else
var/datum/numbered_display/ND = .[I.type]
ND.number++
. = sortTim(., /proc/cmp_numbered_displays_name_asc, associative = TRUE)
/**
* Orients all objects in legacy mode, and returns the objects to show to the user.
*/
/datum/component/storage/proc/orient2hud_legacy(mob/user, maxcolumns)
. = list()
var/list/accessible_contents = accessible_items()
var/adjusted_contents = length(accessible_contents)
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_numerical_stacking)
numbered_contents = _process_numerical_display()
adjusted_contents = numbered_contents.len
var/columns = CLAMP(max_items, 1, maxcolumns ? maxcolumns : screen_max_columns)
var/rows = CLAMP(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
// First, boxes.
ui_boxes = get_ui_boxes()
ui_boxes.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+columns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_boxes
// Then, closer.
ui_close = get_ui_close()
ui_close.screen_loc = "[screen_start_x + columns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
. += ui_close
// Then orient the actual items.
var/cx = screen_start_x
var/cy = screen_start_y
if(islist(numbered_contents))
for(var/type in numbered_contents)
var/datum/numbered_display/ND = numbered_contents[type]
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
ND.sample_object.plane = ABOVE_HUD_PLANE
. += ND.sample_object
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
else
for(var/obj/O in accessible_items())
if(QDELETED(O))
continue
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
. += O
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
/**
* Orients all objects in .. volumetric mode. Does not support numerical display!
*/
/datum/component/storage/proc/orient2hud_volumetric(mob/user, maxcolumns)
. = list()
// Generate ui_item_blocks for missing ones and render+orient.
var/list/atom/contents = accessible_items()
// our volume
var/our_volume = get_max_volume()
var/horizontal_pixels = (maxcolumns * world.icon_size) - (VOLUMETRIC_STORAGE_EDGE_PADDING * 2)
var/max_horizontal_pixels = horizontal_pixels * screen_max_rows
// sigh loopmania time
var/used = 0
// define outside for performance
var/volume
var/list/volume_by_item = list()
var/list/percentage_by_item = list()
for(var/obj/item/I in contents)
volume = I.get_w_volume()
used += volume
volume_by_item[I] = volume
percentage_by_item[I] = volume / get_max_volume()
var/padding_pixels = ((length(percentage_by_item) - 1) * VOLUMETRIC_STORAGE_ITEM_PADDING) + VOLUMETRIC_STORAGE_EDGE_PADDING * 2
var/min_pixels = (MINIMUM_PIXELS_PER_ITEM * length(percentage_by_item)) + padding_pixels
// do the check for fallback for when someone has too much gamer gear
if((min_pixels) > (max_horizontal_pixels + 4)) // 4 pixel grace zone
to_chat(user, "<span class='warning'>[parent] was showed to you in legacy mode due to your items overrunning the three row limit! Consider not carrying too much or bugging a maintainer to raise this limit!</span>")
return orient2hud_legacy(user, maxcolumns)
// after this point we are sure we can somehow fit all items into our max number of rows.
// determine rows
var/rows = CLAMP(CEILING(min_pixels / horizontal_pixels, 1), 1, screen_max_rows)
var/overrun = FALSE
if(used > our_volume)
// congratulations we are now in overrun mode. everything will be crammed to minimum storage pixels.
to_chat(user, "<span class='warning'>[parent] rendered in overrun mode due to more items inside than the maximum volume supports.</span>")
overrun = TRUE
// how much we are using
var/using_horizontal_pixels = horizontal_pixels * rows
// item padding
using_horizontal_pixels -= padding_pixels
// define outside for marginal performance boost
var/obj/item/I
// start at this pixel from screen_start_x.
var/current_pixel = VOLUMETRIC_STORAGE_EDGE_PADDING
var/row = 1
LAZYINITLIST(ui_item_blocks)
for(var/i in percentage_by_item)
I = i
var/percent = percentage_by_item[I]
if(!ui_item_blocks[I])
ui_item_blocks[I] = new /obj/screen/storage/volumetric_box/center(null, src, I)
var/obj/screen/storage/volumetric_box/center/B = ui_item_blocks[I]
var/pixels_to_use = overrun? MINIMUM_PIXELS_PER_ITEM : max(using_horizontal_pixels * percent, MINIMUM_PIXELS_PER_ITEM)
var/addrow = FALSE
if(CEILING(pixels_to_use, 1) >= FLOOR(horizontal_pixels - current_pixel - VOLUMETRIC_STORAGE_EDGE_PADDING, 1))
pixels_to_use = horizontal_pixels - current_pixel - VOLUMETRIC_STORAGE_EDGE_PADDING
addrow = TRUE
// now that we have pixels_to_use, place our thing and add it to the returned list.
B.screen_loc = I.screen_loc = "[screen_start_x]:[round(current_pixel + (pixels_to_use * 0.5) + VOLUMETRIC_STORAGE_ITEM_PADDING, 1)],[screen_start_y+row-1]:[screen_pixel_y]"
// add the used pixels to pixel after we place the object
current_pixel += pixels_to_use + VOLUMETRIC_STORAGE_ITEM_PADDING
// set various things
B.set_pixel_size(pixels_to_use)
B.layer = VOLUMETRIC_STORAGE_BOX_LAYER
B.plane = VOLUMETRIC_STORAGE_BOX_PLANE
B.name = I.name
I.mouse_opacity = MOUSE_OPACITY_ICON
I.maptext = ""
I.layer = VOLUMETRIC_STORAGE_ITEM_LAYER
I.plane = VOLUMETRIC_STORAGE_ITEM_PLANE
// finally add our things.
. += B.on_screen_objects()
. += I
// go up a row if needed
if(addrow)
row++
current_pixel = VOLUMETRIC_STORAGE_EDGE_PADDING
// Then, continuous section.
ui_continuous = get_ui_continuous()
ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_continuous
// Then, left.
ui_left = get_ui_left()
ui_left.screen_loc = "[screen_start_x]:[screen_pixel_x - 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x]:[screen_pixel_x - 2],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_left
// Then, closer, which is also our right element.
ui_close = get_ui_close()
ui_close.screen_loc = "[screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y + row - 1]:[screen_pixel_y]"
. += ui_close
/**
* Shows our UI to a mob.
*/
/datum/component/storage/proc/ui_show(mob/M, set_screen_size = TRUE)
if(!M.client)
return FALSE
var/list/cview = getviewsize(M.client.view)
// in tiles
var/maxallowedscreensize = cview[1]-8
if(set_screen_size)
current_maxscreensize = maxallowedscreensize
else if(current_maxscreensize)
maxallowedscreensize = current_maxscreensize
// we got screen size, register signal
RegisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT, .proc/on_logout, override = TRUE)
if(M.active_storage != src)
if(M.active_storage)
M.active_storage.ui_hide(M)
M.active_storage = src
LAZYOR(is_using, M)
if(volumetric_ui())
//new volumetric ui bay-style
M.client.screen |= orient2hud_volumetric(M, maxallowedscreensize)
else
//old ui
M.client.screen |= orient2hud_legacy(M, maxallowedscreensize)
return TRUE
/**
* VV hooked to ensure no lingering screen objects.
*/
/datum/component/storage/vv_edit_var(var_name, var_value)
var/list/old
if(var_name == NAMEOF(src, storage_flags))
old = is_using.Copy()
for(var/i in is_using)
ui_hide(i)
. = ..()
if(old)
for(var/i in old)
ui_show(i)
/**
* Proc triggered by signal to ensure logging out clients don't linger.
*/
/datum/component/storage/proc/on_logout(datum/source, client/C)
ui_hide(source)
/**
* Hides our UI from a mob
*/
/datum/component/storage/proc/ui_hide(mob/M)
if(!M.client)
return TRUE
UnregisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT)
M.client.screen -= list(ui_boxes, ui_close, ui_left, ui_continuous) + get_ui_item_objects_hide()
if(M.active_storage == src)
M.active_storage = null
LAZYREMOVE(is_using, M)
return TRUE
/**
* Returns TRUE if we are using volumetric UI instead of box UI
*/
/datum/component/storage/proc/volumetric_ui()
var/atom/real_location = real_location()
return (storage_flags & STORAGE_LIMIT_VOLUME) && (length(real_location.contents) <= MAXIMUM_VOLUMETRIC_ITEMS) && !display_numerical_stacking
/**
* Gets the ui item objects to ui_hide.
*/
/datum/component/storage/proc/get_ui_item_objects_hide()
if(!volumetric_ui())
var/atom/real_location = real_location()
return real_location.contents
else
. = list()
for(var/i in ui_item_blocks)
// get both the box and the item
. += ui_item_blocks[i]
. += i
/**
* Gets our ui_boxes, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_boxes()
if(!ui_boxes)
ui_boxes = new(null, src)
return ui_boxes
/**
* Gets our ui_left, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_left()
if(!ui_left)
ui_left = new(null, src)
return ui_left
/**
* Gets our ui_close, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_close()
if(!ui_close)
ui_close = new(null, src)
return ui_close
/**
* Gets our ui_continuous, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_continuous()
if(!ui_continuous)
ui_continuous = new(null, src)
return ui_continuous
+17 -2
View File
@@ -27,6 +27,8 @@ GLOBAL_LIST_EMPTY(uplinks)
var/datum/ui_state/checkstate
var/compact_mode = FALSE
var/debug = FALSE
var/saved_player_population = 0
var/list/filters = list()
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate, datum/traitor_class/traitor_class)
if(!isitem(parent))
@@ -47,7 +49,6 @@ GLOBAL_LIST_EMPTY(uplinks)
RegisterSignal(parent, COMSIG_PEN_ROTATED, .proc/pen_rotation)
GLOB.uplinks += src
var/list/filters = list()
if(istype(traitor_class))
filters = traitor_class.uplink_filters
starting_tc = traitor_class.TC
@@ -68,6 +69,7 @@ GLOBAL_LIST_EMPTY(uplinks)
if(!lockable)
active = TRUE
locked = FALSE
saved_player_population = GLOB.joined_player_list.len
/datum/component/uplink/InheritComponent(datum/component/uplink/U)
lockable |= U.lockable
@@ -117,7 +119,18 @@ GLOBAL_LIST_EMPTY(uplinks)
return
active = TRUE
if(user)
//update the saved population
var/previous_player_population = saved_player_population
saved_player_population = GLOB.joined_player_list.len
//if population has changed, update uplink items
if(saved_player_population != previous_player_population)
//make sure discounts are not rerolled
var/old_discounts = uplink_items["Discounted Gear"]
uplink_items = get_uplink_items(gamemode, FALSE, allow_restricted, filters)
if(old_discounts)
uplink_items["Discounted Gear"] = old_discounts
ui_interact(user)
// an unlocked uplink blocks also opening the PDA or headset menu
return COMPONENT_NO_INTERACT
@@ -190,7 +203,9 @@ GLOBAL_LIST_EMPTY(uplinks)
if(item in buyable_items)
var/datum/uplink_item/I = buyable_items[item]
MakePurchase(usr, I)
//check to make sure people cannot buy items when the player pop is below the requirement
if(GLOB.joined_player_list.len >= I.player_minimum)
MakePurchase(usr, I)
. = TRUE
if("lock")
active = FALSE
+1 -1
View File
@@ -176,7 +176,7 @@
/**
*The following procs simply acts as hooks for quit(), since components do not use callbacks anymore
*/
/datum/component/virtual_reality/proc/action_trigger(datum/signal_source, datum/action/source)
/datum/component/virtual_reality/proc/action_trigger(datum/action/source, obj/target)
quit()
return COMPONENT_ACTION_BLOCK_TRIGGER
+1 -1
View File
@@ -19,4 +19,4 @@
UnregisterSignal(equipper, signals)
/datum/component/wearertargeting/proc/on_drop(datum/source, mob/user)
UnregisterSignal(user, signals)
UnregisterSignal(user, signals)
-1
View File
@@ -19,7 +19,6 @@
var/datum/component/wet_floor/WF = newcomp //Lets make an assumption
if(WF.gc()) //See if it's even valid, still. Also does LAZYLEN and stuff for us.
CRASH("Wet floor component tried to inherit another, but the other was able to garbage collect while being inherited! What a waste of time!")
return
for(var/i in WF.time_left_list)
add_wet(text2num(i), WF.time_left_list[i])
+1 -1
View File
@@ -19,7 +19,7 @@
dashing_item = dasher
holder = user
/datum/action/innate/dash/IsAvailable()
/datum/action/innate/dash/IsAvailable(silent = FALSE)
if(current_charges > 0)
return TRUE
else
+2 -2
View File
@@ -109,6 +109,8 @@
UnregisterSignal(target, signal_procs[target])
//END: ECS SHIT
SSsounds.free_datum_channels(src)
return QDEL_HINT_QUEUE
#ifdef DATUMVAR_DEBUGGING_MODE
@@ -173,11 +175,9 @@
if(!islist(jsonlist))
if(!istext(jsonlist))
CRASH("Invalid JSON")
return
jsonlist = json_decode(jsonlist)
if(!islist(jsonlist))
CRASH("Invalid JSON")
return
if(!jsonlist["DATUM_TYPE"])
return
if(!ispath(jsonlist["DATUM_TYPE"]))
+23 -1378
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -9,7 +9,7 @@
viable_mobtypes = list(/mob/living/carbon/human)
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
permeability_mod = 0.75
desc = "Some speculate that this virus is the cause of the Space Wizard Federation's existence. Subjects affected show the signs of mental retardation, yelling obscure sentences or total gibberish. On late stages subjects sometime express the feelings of inner power, and, cite, 'the ability to control the forces of cosmos themselves!' A gulp of strong, manly spirits usually reverts them to normal, humanlike, condition."
desc = "Some speculate that this virus is the cause of the Space Wizard Federation's existence. Subjects affected show the signs of mental hysteria, yelling obscure sentences or total gibberish. On late stages subjects sometime express the feelings of inner power, and, cite, 'the ability to control the forces of cosmos themselves!' A gulp of strong, manly spirits usually reverts them to normal, humanlike, condition."
severity = DISEASE_SEVERITY_HARMFUL
required_organs = list(/obj/item/bodypart/head)
+21 -4
View File
@@ -41,6 +41,7 @@
/datum/dna/proc/transfer_identity(mob/living/carbon/destination, transfer_SE = 0)
if(!istype(destination))
return
var/old_size = destination.dna.features["body_size"]
destination.dna.unique_enzymes = unique_enzymes
destination.dna.uni_identity = uni_identity
destination.dna.blood_type = blood_type
@@ -56,6 +57,8 @@
if(transfer_SE)
destination.dna.mutation_index = mutation_index
destination.dna.update_body_size(old_size)
SEND_SIGNAL(destination, COMSIG_CARBON_IDENTITY_TRANSFERRED_TO, src, transfer_SE)
/datum/dna/proc/copy_dna(datum/dna/new_dna)
@@ -368,7 +371,9 @@
/mob/living/carbon/human/proc/hardset_dna(ui, list/mutation_index, newreal_name, newblood_type, datum/species/mrace, newfeatures)
if(newfeatures)
var/old_size = dna.features["body_size"]
dna.features = newfeatures
dna.update_body_size(old_size)
if(mrace)
var/datum/species/newrace = new mrace.type
@@ -412,13 +417,13 @@
switch(deconstruct_block(getblock(dna.uni_identity, DNA_GENDER_BLOCK), 4))
if(G_MALE)
set_gender(MALE, TRUE)
set_gender(MALE, TRUE, forced = TRUE)
if(G_FEMALE)
set_gender(FEMALE, TRUE)
set_gender(FEMALE, TRUE, forced = TRUE)
if(G_PLURAL)
set_gender(PLURAL, TRUE)
set_gender(PLURAL, TRUE, forced = TRUE)
else
set_gender(NEUTER, TRUE)
set_gender(NEUTER, TRUE, forced = TRUE)
/mob/living/carbon/human/updateappearance(icon_update=1, mutcolor_update=0, mutations_overlay_update=0)
..()
@@ -644,3 +649,15 @@
gib()
else
set_species(/datum/species/dullahan)
/datum/dna/proc/update_body_size(old_size)
if(!holder || features["body_size"] == old_size)
return
holder.resize = features["body_size"] / old_size
holder.update_transform()
var/danger = CONFIG_GET(number/threshold_body_size_slowdown)
if(features["body_size"] < danger)
var/slowdown = 1 + round(danger/features["body_size"], 0.1) * CONFIG_GET(number/body_size_slowdown_multiplier)
holder.add_movespeed_modifier(MOVESPEED_ID_SMALL_STRIDE, TRUE, 100, NONE, TRUE, slowdown, ALL, FLOATING|CRAWLING)
else if(old_size < danger)
holder.remove_movespeed_modifier(MOVESPEED_ID_SMALL_STRIDE)
+12 -2
View File
@@ -72,7 +72,7 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
var/atom/target = locate(href_list["show_flavor"])
var/text = texts_by_atom[target]
if(text)
usr << browse("<HTML><HEAD><TITLE>[target.name]</TITLE></HEAD><BODY><TT>[replacetext(texts_by_atom[target], "\n", "<BR>")]</TT></BODY></HTML>", "window=[target.name];size=500x200")
usr << browse("<HTML><HEAD><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><TITLE>[target.name]</TITLE></HEAD><BODY><TT>[replacetext(texts_by_atom[target], "\n", "<BR>")]</TT></BODY></HTML>", "window=[target.name];size=500x200")
onclose(usr, "[target.name]")
return TRUE
@@ -114,6 +114,9 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
//subtypes with additional hooks for DNA and preferences.
/datum/element/flavor_text/carbon
//list of antagonists etcetera that should have nothing to do with people's snowflakes.
var/static/list/i_dont_even_know_who_you_are = typecacheof(list(/datum/antagonist/abductor, /datum/antagonist/ert,
/datum/antagonist/nukeop, /datum/antagonist/wizard))
/datum/element/flavor_text/carbon/Attach(datum/target, text = "", _name = "Flavor Text", _addendum, _max_len = MAX_FLAVOR_LEN, _always_show = FALSE, _edit = TRUE)
if(!iscarbon(target))
@@ -122,6 +125,7 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
if(. == ELEMENT_INCOMPATIBLE)
return
RegisterSignal(target, COMSIG_CARBON_IDENTITY_TRANSFERRED_TO, .proc/update_dna_flavor_text)
RegisterSignal(target, COMSIG_MOB_ANTAG_ON_GAIN, .proc/on_antag_gain)
if(ishuman(target))
RegisterSignal(target, COMSIG_HUMAN_PREFS_COPIED_TO, .proc/update_prefs_flavor_text)
RegisterSignal(target, COMSIG_HUMAN_HARDSET_DNA, .proc/update_dna_flavor_text)
@@ -129,7 +133,7 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
/datum/element/flavor_text/carbon/Detach(mob/living/carbon/C)
. = ..()
UnregisterSignal(C, list(COMSIG_CARBON_IDENTITY_TRANSFERRED_TO, COMSIG_HUMAN_PREFS_COPIED_TO, COMSIG_HUMAN_HARDSET_DNA, COMSIG_HUMAN_ON_RANDOMIZE))
UnregisterSignal(C, list(COMSIG_CARBON_IDENTITY_TRANSFERRED_TO, COMSIG_MOB_ANTAG_ON_GAIN, COMSIG_HUMAN_PREFS_COPIED_TO, COMSIG_HUMAN_HARDSET_DNA, COMSIG_HUMAN_ON_RANDOMIZE))
/datum/element/flavor_text/carbon/proc/update_dna_flavor_text(mob/living/carbon/C)
texts_by_atom[C] = C.dna.features["flavor_text"]
@@ -144,3 +148,9 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
/datum/element/flavor_text/carbon/proc/unset_flavor(mob/living/carbon/user)
texts_by_atom[user] = ""
/datum/element/flavor_text/carbon/proc/on_antag_gain(mob/living/carbon/user, datum/antagonist/antag)
if(is_type_in_typecache(antag, i_dont_even_know_who_you_are))
texts_by_atom[user] = ""
if(user.dna)
user.dna.features["flavor_text"] = ""
+33 -37
View File
@@ -1,58 +1,54 @@
/datum/element/ghost_role_eligibility
element_flags = ELEMENT_DETACH
var/list/timeouts = list()
var/list/mob/eligible_mobs = list()
GLOBAL_LIST_EMPTY(ghost_eligible_mobs)
/datum/element/ghost_role_eligibility/Attach(datum/target,penalize = FALSE)
GLOBAL_LIST_EMPTY(client_ghost_timeouts)
/datum/element/ghost_role_eligibility
element_flags = ELEMENT_DETACH | ELEMENT_BESPOKE
id_arg_index = 2
var/penalizing = FALSE
var/free_ghost = FALSE
/datum/element/ghost_role_eligibility/Attach(datum/target,free_ghosting = FALSE, penalize_on_ghost = FALSE)
. = ..()
if(!ismob(target))
return ELEMENT_INCOMPATIBLE
penalizing = penalize_on_ghost
free_ghost = free_ghosting
var/mob/M = target
if(!(M in eligible_mobs))
eligible_mobs += M
if(penalize) //penalizing them from making a ghost role / midround antag comeback right away.
var/penalty = CONFIG_GET(number/suicide_reenter_round_timer) MINUTES
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit) //add up the time difference to their antag rolling penalty if they quit before half a (ingame) hour even passed.
penalty += roundstart_quit_limit - world.time
if(penalty)
penalty += world.realtime
if(SSautotransfer.can_fire && SSautotransfer.maxvotes)
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(!(M.ckey in timeouts))
timeouts += M.ckey
timeouts[M.ckey] = 0
else if(timeouts[M.ckey] == CANT_REENTER_ROUND)
return
timeouts[M.ckey] = max(timeouts[M.ckey],penalty)
if(!(M in GLOB.ghost_eligible_mobs))
GLOB.ghost_eligible_mobs += M
RegisterSignal(M, COMSIG_MOB_GHOSTIZE, .proc/get_ghost_flags)
/datum/element/ghost_role_eligibility/Detach(mob/M)
. = ..()
if(M in eligible_mobs)
eligible_mobs -= M
if(M in GLOB.ghost_eligible_mobs)
GLOB.ghost_eligible_mobs -= M
UnregisterSignal(M, COMSIG_MOB_GHOSTIZE)
/datum/element/ghost_role_eligibility/proc/get_all_ghost_role_eligible(silent = FALSE)
/proc/get_all_ghost_role_eligible(silent = FALSE)
var/list/candidates = list()
for(var/m in eligible_mobs)
for(var/m in GLOB.ghost_eligible_mobs)
var/mob/M = m
if(M.can_reenter_round(TRUE))
candidates += M
return candidates
/mob/proc/can_reenter_round(silent = FALSE)
var/datum/element/ghost_role_eligibility/eli = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
return eli.can_reenter_round(src,silent)
/datum/element/ghost_role_eligibility/proc/can_reenter_round(var/mob/M,silent = FALSE)
if(!(M in eligible_mobs))
if(!(src in GLOB.ghost_eligible_mobs))
return FALSE
if(!(M.ckey in timeouts))
if(!(ckey in GLOB.client_ghost_timeouts))
return TRUE
var/timeout = timeouts[M.ckey]
var/timeout = GLOB.client_ghost_timeouts[ckey]
if(timeout != CANT_REENTER_ROUND && timeout <= world.realtime)
return TRUE
if(!silent && M.client)
to_chat(M, "<span class='warning'>You are unable to reenter the round[timeout != CANT_REENTER_ROUND ? " yet. Your ghost role blacklist will expire in [DisplayTimeText(timeout - world.realtime)]" : ""].</span>")
if(!silent && client)
to_chat(src, "<span class='warning'>You are unable to reenter the round[timeout != CANT_REENTER_ROUND ? " yet. Your ghost role blacklist will expire in [DisplayTimeText(timeout - world.realtime)]" : ""].</span>")
return FALSE
/datum/element/ghost_role_eligibility/proc/get_ghost_flags()
. = 0
if(!penalizing)
. |= COMPONENT_DO_NOT_PENALIZE_GHOSTING
if(free_ghost)
. |= COMPONENT_FREE_GHOSTING
return .
+8 -2
View File
@@ -71,11 +71,12 @@
name = "bugged mob"
desc = "Yell at coderbrush."
icon = null
alternate_worn_icon = 'icons/mob/animals_held.dmi'
mob_overlay_icon = 'icons/mob/animals_held.dmi'
righthand_file = 'icons/mob/animals_held_rh.dmi'
lefthand_file = 'icons/mob/animals_held_lh.dmi'
icon_state = ""
w_class = WEIGHT_CLASS_BULKY
dynamic_hair_suffix = ""
var/mob/living/held_mob
/obj/item/clothing/head/mob_holder/Initialize(mapload, mob/living/target, worn_state, alt_worn, right_hand, left_hand, slots = NONE)
@@ -85,7 +86,7 @@
assimilate(target)
if(alt_worn)
alternate_worn_icon = alt_worn
mob_overlay_icon = alt_worn
if(worn_state)
item_state = worn_state
icon_state = worn_state
@@ -162,6 +163,11 @@
L.visible_message("<span class='warning'>[held_mob] escapes from [L]!</span>", "<span class='warning'>[held_mob] escapes your grip!</span>")
release()
/obj/item/clothing/head/mob_holder/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
if(!ishuman(M)) //monkeys holding monkeys holding monkeys...
return FALSE
return ..()
/obj/item/clothing/head/mob_holder/assume_air(datum/gas_mixture/env)
var/atom/location = loc
if(!loc)
+187
View File
@@ -0,0 +1,187 @@
#define POLYCHROMIC_ALTCLICK (1<<0)
#define POLYCHROMIC_ACTION (1<<1)
#define POLYCHROMIC_NO_HELD (1<<2)
#define POLYCHROMIC_NO_WORN (1<<3)
/datum/element/polychromic
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 3
var/overlays_states //A list or a number of states. In the latter case, the atom icon_state/item_state will be used followed by a number.
var/list/colors_by_atom = list() //list of color strings or mutable appearances, depending on the above variable.
var/icon_file
var/worn_file //used in place of items' held or mob overlay icons if present.
var/list/overlays_names //wrap numbers into text strings please.
var/list/actions_by_atom = list()
var/poly_flags
var/static/list/suits_with_helmet_typecache = typecacheof(list(/obj/item/clothing/suit/hooded, /obj/item/clothing/suit/space/hardsuit))
var/list/helmet_by_suit = list() //because poly winter coats exist.
var/list/suit_by_helmet = list() //Idem.
/datum/element/polychromic/Attach(datum/target, list/colors, states, _flags = POLYCHROMIC_ACTION|POLYCHROMIC_NO_HELD, _icon, _worn, list/names = list("Primary", "Secondary", "Tertiary", "Quaternary", "Quinary", "Senary"))
. = ..()
var/make_appearances = islist(states)
var/states_len = make_appearances ? length(states) : states
var/names_len = length(names)
if(!states_len || !names_len || colors_by_atom[target] || !isatom(target))
return ELEMENT_INCOMPATIBLE
var/atom/A = target
overlays_states = states
icon_file = _icon
worn_file = _worn
poly_flags = _flags
var/mut_icon = icon_file || A.icon
var/list/L = list()
for(var/I in 1 to states_len)
var/col = LAZYACCESS(colors, I) || "#FFFFFF"
L += make_appearances ? mutable_appearance(mut_icon, overlays_states[I], color = col) : col
colors_by_atom[A] = L
RegisterSignal(A, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlays)
if(_flags & POLYCHROMIC_ALTCLICK)
RegisterSignal(A, COMSIG_PARENT_EXAMINE, .proc/on_examine)
RegisterSignal(A, COMSIG_CLICK_ALT, .proc/set_color)
if(!overlays_names && names) //generate
overlays_names = names
var/diff = states_len - names_len
if(diff > 0)
for(var/i in 1 to diff)
overlays_names += "[names_len + i]°"
else if(diff < 0)
overlays_names.len += diff
if(isitem(A))
if(_flags & POLYCHROMIC_ACTION)
RegisterSignal(A, COMSIG_ITEM_EQUIPPED, .proc/grant_user_action)
RegisterSignal(A, COMSIG_ITEM_DROPPED, .proc/remove_user_action)
if(!(_flags & POLYCHROMIC_NO_WORN) || !(_flags & POLYCHROMIC_NO_HELD))
A.AddElement(/datum/element/update_icon_updates_onmob)
RegisterSignal(A, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
if(suits_with_helmet_typecache[A.type])
RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet)
else if(_flags & POLYCHROMIC_ACTION && ismob(A)) //in the event mob update icon procs are ever standarized.
var/datum/action/polychromic/P = new(A)
RegisterSignal(P, COMSIG_ACTION_TRIGGER, .proc/activate_action)
actions_by_atom[A] = P
P.Grant(A)
A.update_icon() //apply the overlays.
/datum/element/polychromic/Detach(atom/A)
. = ..()
colors_by_atom -= A
var/datum/action/polychromic/P = actions_by_atom[A]
if(P)
actions_by_atom -= A
qdel(P)
UnregisterSignal(A, list(COMSIG_PARENT_EXAMINE, COMSIG_CLICK_ALT, COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_WORN_OVERLAYS, COMSIG_SUIT_MADE_HELMET))
if(isitem(A))
var/obj/item/clothing/head/H = helmet_by_suit[A]
if(H)
UnregisterSignal(H, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_WORN_OVERLAYS, COMSIG_PARENT_QDELETING))
helmet_by_suit -= A
suit_by_helmet -= H
colors_by_atom -= H
if(!QDELETED(H))
H.update_icon() //removing the overlays
if(!(poly_flags & POLYCHROMIC_NO_WORN) || !(poly_flags & POLYCHROMIC_NO_HELD))
A.RemoveElement(/datum/element/update_icon_updates_onmob)
if(!QDELETED(A) && ismob(A.loc))
var/mob/M = A.loc
if(!(poly_flags & POLYCHROMIC_NO_HELD) && M.is_holding(A))
M.update_inv_hands()
else if(!(poly_flags & POLYCHROMIC_NO_WORN))
M.regenerate_icons()
if(!QDELETED(A))
A.update_icon() //removing the overlays
/datum/element/polychromic/proc/apply_overlays(atom/source, list/overlays)
var/list/L = colors_by_atom[source]
var/f_icon = icon_file || source.icon
if(isnum(overlays_states))
for(var/i in 1 to overlays_states)
overlays += mutable_appearance(f_icon, "[source.icon_state]-[i]", color = L[i])
else
overlays += colors_by_atom[source]
/datum/element/polychromic/proc/apply_worn_overlays(obj/item/source, isinhands, icon, used_state, style_flags, list/overlays)
if(poly_flags & (isinhands ? POLYCHROMIC_NO_HELD : POLYCHROMIC_NO_WORN))
return
var/f_icon = worn_file || icon
var/list/L = colors_by_atom[source]
if(isnum(overlays_states))
for(var/i in 1 to overlays_states)
overlays += mutable_appearance(f_icon, "[used_state]-[i]", color = L[i])
else
for(var/i in 1 to length(overlays_states))
var/mutable_appearance/M = L[i]
overlays += mutable_appearance(f_icon, overlays_states[i], color = M.color)
/datum/element/polychromic/proc/set_color(atom/source, mob/user)
var/choice = input(user,"Polychromic options", "Recolor [source]") as null|anything in overlays_names
if(!choice || QDELETED(source) || !user.canUseTopic(source, BE_CLOSE, NO_DEXTERY))
return
var/index = overlays_names.Find(choice)
var/list/L = colors_by_atom[source]
if(!L) // Ummmmmh.
return
var/mutable_appearance/M = L[index]
var/old_color = istype(M) ? M.color : M
var/ncolor = input(user, "Polychromic options", "Choose [choice] Color", old_color) as color|null
if(!ncolor || QDELETED(source) || !colors_by_atom[source] || !user.canUseTopic(source, BE_CLOSE, NO_DEXTERY))
return
ncolor = sanitize_hexcolor(ncolor, 6, TRUE, old_color)
if(istype(M))
M.color = ncolor
else
L[index] = ncolor
source.update_icon()
return TRUE
/datum/element/polychromic/proc/grant_user_action(atom/source, mob/user, slot)
if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED || slot == SLOT_HANDCUFFED || slot == SLOT_GENERC_DEXTROUS_STORAGE)
return
var/datum/action/polychromic/P = actions_by_atom[source]
if(!P)
P = new (source)
P.name = "Modify [source]'\s Colors"
actions_by_atom[source] = P
P.check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
RegisterSignal(P, COMSIG_ACTION_TRIGGER, .proc/activate_action)
P.Grant(user)
/datum/element/polychromic/proc/remove_user_action(atom/source, mob/user)
var/datum/action/polychromic/P = actions_by_atom[source]
P?.Remove(user)
/datum/element/polychromic/proc/activate_action(datum/action/source, atom/target)
set_color(target, source.owner)
/datum/element/polychromic/proc/on_examine(atom/source, mob/user, list/examine_list)
examine_list += "<span class='notice'>Alt-click to recolor it.</span>"
/datum/element/polychromic/proc/register_helmet(atom/source, obj/item/clothing/head/H)
suit_by_helmet[H] = source
helmet_by_suit[source] = H
colors_by_atom[H] = colors_by_atom[source]
RegisterSignal(H, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlays)
RegisterSignal(H, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
RegisterSignal(H, COMSIG_PARENT_QDELETING, .proc/unregister_helmet)
/datum/element/polychromic/proc/unregister_helmet(atom/source)
var/obj/item/clothing/suit/S = suit_by_helmet[source]
suit_by_helmet -= source
helmet_by_suit -= S
colors_by_atom -= source
/datum/action/polychromic
name = "Modify Polychromic Colors"
background_icon_state = "bg_polychromic"
use_target_appearance = TRUE
button_icon_state = null
target_appearance_matrix = list(0.8,0,0,0,0.8,0)
+54
View File
@@ -0,0 +1,54 @@
/datum/element/spellcasting //allows to cast certain spells or skip requirements.
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
var/cast_flags
var/cast_slots
var/list/users_by_item = list()
var/list/stacked_spellcasting_by_user = list()
/datum/element/spellcasting/Attach(datum/target, _flags, _slots)
. = ..()
if(isitem(target))
RegisterSignal(target, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(target, COMSIG_ITEM_DROPPED, .proc/on_drop)
else if(ismob(target))
RegisterSignal(target, COMSIG_MOB_SPELL_CAN_CAST, .proc/on_cast)
stacked_spellcasting_by_user[target]++
else
return ELEMENT_INCOMPATIBLE
cast_flags = _flags
cast_slots = _slots
/datum/element/spellcasting/Detach(datum/target)
. = ..()
UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_MOB_SPELL_CAN_CAST))
if(users_by_item[target])
var/mob/user = users_by_item[target]
stacked_spellcasting_by_user[user]--
if(!stacked_spellcasting_by_user[user])
stacked_spellcasting_by_user -= user
UnregisterSignal(user, COMSIG_MOB_SPELL_CAN_CAST)
else if(ismob(target))
stacked_spellcasting_by_user[target]--
if(!stacked_spellcasting_by_user[target])
stacked_spellcasting_by_user -= target
/datum/element/spellcasting/proc/on_equip(datum/source, mob/equipper, slot)
if(!(cast_slots & slotdefine2slotbit(slot)))
return
users_by_item[source] = equipper
if(!stacked_spellcasting_by_user[equipper])
RegisterSignal(equipper, COMSIG_MOB_SPELL_CAN_CAST, .proc/on_cast)
stacked_spellcasting_by_user[equipper]++
/datum/element/spellcasting/proc/on_drop(datum/source, mob/user)
if(!users_by_item[source])
return
users_by_item -= source
stacked_spellcasting_by_user[user]--
if(!stacked_spellcasting_by_user[user])
stacked_spellcasting_by_user -= user
UnregisterSignal(user, COMSIG_MOB_SPELL_CAN_CAST)
/datum/element/spellcasting/proc/on_cast(mob/caster, obj/effect/proc_holder/spell)
return cast_flags
+1 -1
View File
@@ -15,4 +15,4 @@
/datum/element/sword_point/proc/point(datum/source, atom/target, mob/user, proximity_flag, params)
if(!proximity_flag && ismob(target))
user.visible_message("<span class='notice'>[user] points the tip of [source] at [target].</span>", "<span class='notice'>You point the tip of [src] at [target].</span>")
user.visible_message("<span class='notice'>[user] points the tip of [source] at [target].</span>", "<span class='notice'>You point the tip of [source] at [target].</span>")
@@ -5,7 +5,7 @@
. = ..()
if(!istype(target, /obj/item))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, .proc/update_onmob)
RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, .proc/update_onmob, override = TRUE)
/datum/element/update_icon_updates_onmob/proc/update_onmob(obj/item/target)
if(ismob(target.loc))
+1 -1
View File
@@ -128,7 +128,7 @@
// Can most things breathe?
if(trace_gases)
continue
if(A_gases[/datum/gas/oxygen] >= 16)
if(A_gases[/datum/gas/oxygen] <= 16)
continue
if(A_gases[/datum/gas/plasma])
continue
+1 -1
View File
@@ -73,7 +73,7 @@
var/list/atoms_cache = output_atoms
var/sound/S = sound(soundfile)
if(direct)
S.channel = open_sound_channel()
S.channel = SSsounds.random_available_channel()
S.volume = volume
for(var/i in 1 to atoms_cache.len)
var/atom/thing = atoms_cache[i]
+14 -1
View File
@@ -35,6 +35,17 @@
current_target = new_target
streak = ""
/datum/martial_art/proc/damage_roll(mob/living/carbon/human/A, mob/living/carbon/human/D)
//Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode.
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
if(!(D.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 1.5
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
damage *= 0.5
if(!(A.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 0.25
return damage
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
if(!istype(H) || !H.mind)
return FALSE
@@ -50,6 +61,7 @@
if(help_verb)
H.verbs += help_verb
H.mind.martial_art = src
ADD_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
return TRUE
/datum/martial_art/proc/store(datum/martial_art/M,mob/living/carbon/human/H)
@@ -68,7 +80,8 @@
else
var/datum/martial_art/X = H.mind.default_martial_art
X.teach(H)
REMOVE_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
/datum/martial_art/proc/on_remove(mob/living/carbon/human/H)
if(help_verb)
H.verbs -= help_verb

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