Merge branch 'master' into namelesstiders

This commit is contained in:
deathride58
2019-02-22 12:57:36 -05:00
committed by GitHub
110 changed files with 3613 additions and 2550 deletions
+1
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@@ -35,6 +35,7 @@
/mob/living/carbon/human/virtual_reality/proc/revert_to_reality(deathchecks = TRUE)
if(real_mind && mind)
real_mind.current.audiovisual_redirect = null
real_mind.current.ckey = ckey
real_mind.current.stop_sound_channel(CHANNEL_HEARTBEAT)
if(deathchecks && vr_sleeper)
+2
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@@ -93,6 +93,7 @@
to_chat(occupant, "<span class='warning'>Transferring to virtual reality...</span>")
if(vr_human && vr_human.stat == CONSCIOUS && !vr_human.real_mind)
SStgui.close_user_uis(occupant, src)
human_occupant.audiovisual_redirect = vr_human
vr_human.real_mind = human_occupant.mind
vr_human.ckey = human_occupant.ckey
to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
@@ -171,6 +172,7 @@
O.equip(vr_human)
if(transfer && H.mind)
SStgui.close_user_uis(H, src)
H.audiovisual_redirect = vr_human
vr_human.ckey = H.ckey
/obj/machinery/vr_sleeper/proc/cleanup_vr_human()
+18
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@@ -605,6 +605,24 @@
world.update_status()
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle AI", "[!alai ? "Disabled" : "Enabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggleMulticam()
set category = "Server"
set desc="Turns mutlicam on and off."
set name="Toggle Multicam"
var/almcam = CONFIG_GET(flag/allow_ai_multicam)
CONFIG_SET(flag/allow_ai_multicam, !almcam)
if (almcam)
to_chat(world, "<B>The AI no longer has multicam.</B>")
for(var/i in GLOB.ai_list)
var/mob/living/silicon/ai/aiPlayer = i
if(aiPlayer.multicam_on)
aiPlayer.end_multicam()
else
to_chat(world, "<B>The AI now has multicam.</B>")
log_admin("[key_name(usr)] toggled AI multicam.")
world.update_status()
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Multicam", "[!almcam ? "Disabled" : "Enabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggleaban()
set category = "Server"
set desc="Respawn basically"
+1
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@@ -118,6 +118,7 @@ GLOBAL_LIST_INIT(admin_verbs_server, world.AVerbsServer())
/datum/admins/proc/toggleaban,
/client/proc/everyone_random,
/datum/admins/proc/toggleAI,
/datum/admins/proc/toggleMulticam,
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/client/proc/toggle_random_events,
@@ -34,6 +34,8 @@
var/mimicing = ""
var/canrespec = 0
var/changeling_speak = 0
var/loudfactor = 0 //Used for blood tests. At 4, blood tests will succeed. At 10, blood tests will result in an explosion.
var/bloodtestwarnings = 0 //Used to track if the ling has been notified that they will pass blood tests.
var/datum/dna/chosen_dna
var/obj/effect/proc_holder/changeling/sting/chosen_sting
var/datum/cellular_emporium/cellular_emporium
@@ -71,8 +73,6 @@
reset_powers()
create_initial_profile()
if(give_objectives)
if(team_mode)
forge_team_objectives()
forge_objectives()
remove_clownmut()
. = ..()
@@ -123,6 +123,8 @@
/datum/antagonist/changeling/proc/reset_powers()
if(purchasedpowers)
remove_changeling_powers()
loudfactor = 0
bloodtestwarnings = 0
//Repurchase free powers.
for(var/path in all_powers)
var/obj/effect/proc_holder/changeling/S = new path()
@@ -174,6 +176,13 @@
geneticpoints -= thepower.dna_cost
purchasedpowers += thepower
thepower.on_purchase(owner.current)
loudfactor += thepower.loudness
if(loudfactor >= 4 && !bloodtestwarnings)
to_chat(owner.current, "<span class='warning'>Our blood is growing flammable. Our blood will react violently to heat.</span>")
bloodtestwarnings = 1
if(loudfactor >= 10 && bloodtestwarnings < 2)
to_chat(owner.current, "<span class='warning'>Our blood has grown extremely flammable. Our blood will react explosively to heat.</span>")
bloodtestwarnings = 2
/datum/antagonist/changeling/proc/readapt()
if(!ishuman(owner.current))
@@ -182,6 +191,7 @@
if(canrespec)
to_chat(owner.current, "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>")
reset_powers()
playsound(get_turf(owner.current), 'sound/effects/lingreadapt.ogg', 75, TRUE, 5, soundenvwet = 0)
canrespec = 0
SSblackbox.record_feedback("tally", "changeling_power_purchase", 1, "Readapt")
return 1
@@ -16,6 +16,7 @@
var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
var/always_keep = 0 // important for abilities like revive that screw you if you lose them.
var/ignores_fakedeath = FALSE // usable with the FAKEDEATH flag
var/loudness = 0 //Determines how much having this ability will affect changeling blood tests. At 4, the blood will react violently and turn to ash, creating a unique message in the process. At 10, the blood will explode when heated.
/obj/effect/proc_holder/changeling/proc/on_purchase(mob/user, is_respec)
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/biodegrade
name = "Biodegrade"
desc = "Dissolves restraints or other objects preventing free movement."
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets."
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 30 //High cost to prevent spam
loudness = 1
dna_cost = 2
req_human = 1
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/digitalcamo
name = "Digital Camouflage"
desc = "By evolving the ability to distort our form and proportions, we defeat common algorithms used to detect lifeforms on cameras."
helptext = "We cannot be tracked by camera or seen by AI units while using this skill. However, humans looking at us will find us... uncanny."
helptext = "We cannot be tracked by camera or seen by AI units while using this skill. However, humans looking at us will find us... uncanny. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
dna_cost = 1
loudness = 1
//Prevents AIs tracking you but makes you easily detectable to the human-eye.
/obj/effect/proc_holder/changeling/digitalcamo/sting_action(mob/user)
@@ -1,9 +1,10 @@
/obj/effect/proc_holder/changeling/headcrab
name = "Last Resort"
desc = "We sacrifice our current body in a moment of need, placing us in control of a vessel."
helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us."
helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 1
loudness = 2
req_human = 1
/obj/effect/proc_holder/changeling/headcrab/sting_action(mob/user)
@@ -3,7 +3,7 @@
name = "Hivemind Communication"
desc = "We tune our senses to the airwaves to allow us to discreetly communicate and exchange DNA with other changelings."
helptext = "We will be able to talk with other changelings with :g. Exchanged DNA do not count towards absorb objectives."
dna_cost = 0
dna_cost = 1
chemical_cost = -1
/obj/effect/proc_holder/changeling/hivemind_comms/on_purchase(mob/user, is_respec)
@@ -17,6 +17,9 @@
var/obj/effect/proc_holder/changeling/hivemind_download/S2 = new
if(!changeling.has_sting(S2))
changeling.purchasedpowers+=S2
var/obj/effect/proc_holder/changeling/linglink/S3 = new
if(!changeling.has_sting(S3))
changeling.purchasedpowers+=S3
// HIVE MIND UPLOAD/DOWNLOAD DNA
GLOBAL_LIST_EMPTY(hivemind_bank)
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/lesserform
name = "Lesser Form"
desc = "We debase ourselves and become lesser. We become a monkey."
desc = "We debase ourselves and become lesser. We become a monkey. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 5
dna_cost = 1
loudness = 2
req_human = 1
//Transform into a monkey.
@@ -2,7 +2,7 @@
name = "Hivemind Link"
desc = "Link your victim's mind into the hivemind for personal interrogation."
chemical_cost = 0
dna_cost = 0
dna_cost = -1
req_human = 1
/obj/effect/proc_holder/changeling/linglink/can_sting(mob/living/carbon/user)
@@ -134,9 +134,10 @@
/obj/effect/proc_holder/changeling/weapon/arm_blade
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 2
loudness = 2
req_human = 1
weapon_type = /obj/item/melee/arm_blade
weapon_name_simple = "blade"
@@ -215,9 +216,11 @@
desc = "We ready a tentacle to grab items or victims with."
helptext = "We can use it once to retrieve a distant item. If used on living creatures, the effect depends on the intent: \
Help will simply drag them closer, Disarm will grab whatever they're holding instead of them, Grab will put the victim in our hold after catching it, \
and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form."
and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form.\
This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 10
dna_cost = 2
loudness = 2
req_human = 1
weapon_type = /obj/item/gun/magic/tentacle
weapon_name_simple = "tentacle"
@@ -393,9 +396,10 @@
/obj/effect/proc_holder/changeling/weapon/shield
name = "Organic Shield"
desc = "We reform one of our arms into a hard shield."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
loudness = 1
req_human = 1
weapon_type = /obj/item/shield/changeling
@@ -445,9 +449,10 @@
/obj/effect/proc_holder/changeling/suit/organic_space_suit
name = "Organic Space Suit"
desc = "We grow an organic suit to protect ourselves from space exposure."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 2
loudness = 1
req_human = 1
suit_type = /obj/item/clothing/suit/space/changeling
@@ -492,9 +497,10 @@
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 1
loudness = 2
req_human = 1
recharge_slowdown = 0.25
@@ -1,9 +1,10 @@
/obj/effect/proc_holder/changeling/resonant_shriek
name = "Resonant Shriek"
desc = "Our lungs and vocal cords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded."
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors."
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
loudness = 1
req_human = 1
//A flashy ability, good for crowd control and sewing chaos.
@@ -30,8 +31,10 @@
/obj/effect/proc_holder/changeling/dissonant_shriek
name = "Dissonant Shriek"
desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics."
helptext = "Emits a high-frequency sound that overloads nearby electronics. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
loudness = 1
//A flashy ability, good for crowd control and sewing chaos.
/obj/effect/proc_holder/changeling/dissonant_shriek/sting_action(mob/user)
@@ -1,9 +1,10 @@
/obj/effect/proc_holder/changeling/spiders
name = "Spread Infestation"
desc = "Our form divides, creating arachnids which will grow into deadly beasts."
helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 3 DNA gained through Absorb, and not through DNA sting."
helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 3 DNA gained through Absorb, and not through DNA sting. This ability is very loud, and will guarantee that our blood will react violently to heat."
chemical_cost = 45
dna_cost = 1
loudness = 4
req_absorbs = 3
//Makes some spiderlings. Good for setting traps and causing general trouble.
@@ -64,10 +64,11 @@
/obj/effect/proc_holder/changeling/sting/transformation
name = "Transformation Sting"
desc = "We silently sting a human, injecting a retrovirus that forces them to transform."
helptext = "The victim will transform much like a changeling would. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human."
helptext = "The victim will transform much like a changeling would. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_transform"
chemical_cost = 50
dna_cost = 3
loudness = 1
var/datum/changelingprofile/selected_dna = null
/obj/effect/proc_holder/changeling/sting/transformation/Click()
@@ -111,10 +112,11 @@
/obj/effect/proc_holder/changeling/sting/false_armblade
name = "False Armblade Sting"
desc = "We silently sting a human, injecting a retrovirus that mutates their arm to temporarily appear as an armblade."
helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless."
helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_armblade"
chemical_cost = 20
dna_cost = 1
loudness = 1
/obj/item/melee/arm_blade/false
desc = "A grotesque mass of flesh that used to be your arm. Although it looks dangerous at first, you can tell it's actually quite dull and useless."
@@ -183,10 +185,11 @@
/obj/effect/proc_holder/changeling/sting/mute
name = "Mute Sting"
desc = "We silently sting a human, completely silencing them for a short time."
helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot."
helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot. This ability is loud, and might cause our blood to react violently to heat."
sting_icon = "sting_mute"
chemical_cost = 20
dna_cost = 2
loudness = 2
/obj/effect/proc_holder/changeling/sting/mute/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "mute sting")
@@ -196,10 +199,11 @@
/obj/effect/proc_holder/changeling/sting/blind
name = "Blind Sting"
desc = "Temporarily blinds the target."
helptext = "This sting completely blinds a target for a short time."
helptext = "This sting completely blinds a target for a short time. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_blind"
chemical_cost = 25
dna_cost = 1
loudness = 1
/obj/effect/proc_holder/changeling/sting/blind/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "blind sting")
@@ -229,10 +233,11 @@
/obj/effect/proc_holder/changeling/sting/cryo
name = "Cryogenic Sting"
desc = "We silently sting a human with a cocktail of chemicals that freeze them."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_cryo"
chemical_cost = 15
dna_cost = 2
loudness = 1
/obj/effect/proc_holder/changeling/sting/cryo/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", "cryo sting")
@@ -194,10 +194,12 @@
else
L.visible_message("<span class='warning'>[L]'s eyes blaze with brilliant light!</span>", \
"<span class='userdanger'>Your vision suddenly screams with white-hot light!</span>")
L.Knockdown(160)
L.adjustStaminaLoss(140) // now kindle works pretty much like bloodcult stun knockdown and stamcrit wise
L.Knockdown(15, TRUE, FALSE, 15)
L.apply_status_effect(STATUS_EFFECT_KINDLE)
L.flash_act(1, 1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_HEAVY)
if(iscultist(L))
L.adjustFireLoss(15)
..()
@@ -24,6 +24,19 @@
description = "Station 49 is looking to kickstart their research program. Ship them a tank full of Tritium."
gas_type = /datum/gas/tritium
/datum/bounty/item/engineering/pacman
name = "P.A.C.M.A.N.-type portable generator"
description = "A neighboring station had a problem with their SMES, and now need something to power their communications console. Can you send them a P.AC.M.A.N.?"
reward = 3500 //2500 for the cargo one
wanted_types = list(/obj/machinery/power/port_gen/pacman)
/datum/bounty/item/engineering/canisters
name = "Gas Canisters"
description = "After a recent debacle in a nearby sector, 10 gas canisters are needed for containing an experimental aerosol before it kills all the local fauna."
reward = 5000
required_count = 10 //easy to make
wanted_types = list(/obj/machinery/portable_atmospherics/canister)
/datum/bounty/item/engineering/energy_ball
name = "Contained Tesla Ball"
description = "Station 24 is being overrun by hordes of angry Mothpeople. They are requesting the ultimate bug zapper."
+68
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@@ -57,3 +57,71 @@
description = "Central Command has run out of heavy duty pipe cleaners. Can you ship over a cat tail to help us out?"
reward = 3000
wanted_types = list(/obj/item/organ/tail/cat)
/datum/bounty/item/medical/blood
name = "Generic Blood"
description = "Nanotrasen's annual blood drive is back up to full speed, following the garlic incident. Good blood in good volumes accepted for Credit returns."
reward = 3500
required_count = 600
wanted_types = list(/datum/reagent/blood)
/* If anyone wants to try and fix/work, go for it
/datum/bounty/item/medical/medibot // Mob so this dosn't work yet*
name = "Medibot"
description = "A sister station is dealing with um problem, they need a medibot to help treat their wounded..."
reward = 3000
wanted_types = list(/mob/living/simple_animal/bot/medbot)
/datum/bounty/item/medical/bloodl //Dosnt work do to how blood is yet*
name = "L-type Blood"
description = "After a small scuffle, a few of our lizard employees need another blood transfusion."
reward = 4000
required_count = 200
wanted_types = (L,/datum/reagent/blood)
if(istype(L,/datum/reagent/blood))
wanted_types += L
/datum/bounty/item/medical/bloodu //Dosnt work do to how blood is yet*
name = "U-Type Blood"
description = "After dealing with a small revolt in a local penal colony, the colony's anemic CMO needs blood, urgently. With his compromised immune system, only the best blood can be used."
reward = 5500 // Rarer blood
required_count = 200
wanted_types = (U,/datum/reagent/blood)
if(istype(U,/datum/reagent/blood))
wanted_types += U
*/
/datum/bounty/item/medical/surgery
name = "Surgery tool implants"
description = "Our medical interns keep dropping their Shambler's Juice while they're performing open heart surgery. One of them even had the audacity to say he only had two hands!"
reward = 10000
required_count = 3
wanted_types = list(/obj/item/organ/cyberimp/arm/surgery)
/datum/bounty/item/medical/chemmaker
name = "Portable Chem Dispenser"
description = "After a new chemist mixed up some water and a banana, we lost our only chem dispenser. Please send us a replacement and you will be compensated."
reward = 7000
wanted_types = list(/obj/machinery/chem_dispenser)
/datum/bounty/item/medical/advhealthscaner
name = "Advanced Health Analyzer"
description = "A ERT Medical unit needs the new 'advanced health analyzer', for a mission at a Station 4. Can you send some?."
reward = 4000
required_count = 5
wanted_types = list(/obj/item/healthanalyzer/advanced)
/datum/bounty/item/medical/wallmounts
name = "Defibrillator wall mounts"
description = "New Space OSHA regulation state that are new cloning medical wing needs a few 'Easy to access defibrillartors'. Can you send a few before we get a lawsuit?"
reward = 5000
required_count = 3
wanted_types = list(/obj/machinery/defibrillator_mount)
/datum/bounty/item/medical/defibrillator
name = "New defibillators"
description = "After years of storge are defibrillator units have become more liabilities then we want. Please send us some new ones to replace these old ones."
reward = 5000
required_count = 5
wanted_types = list(/obj/item/defibrillator)
+14
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@@ -49,3 +49,17 @@
reward = 5000
required_count = 3
wanted_types = list(/obj/item/kitchen/knife/combat/bone)
/datum/bounty/item/mining/basalt
name = "Artificial Basalt Tiles"
description = "Central Command's Ash Walker exhibit needs to be expanded again, we just need some more basalt flooring."
reward = 5000
required_count = 60
wanted_types = list(/obj/item/stack/tile/basalt)
/datum/bounty/item/mining/fruit
name = "Cactus Fruit"
description = "Central Command's Ash Walker habitat needs more fauna, send us some local fruit seeds!"
reward = 2000
required_count = 1
wanted_types = list(/obj/item/seeds/lavaland/cactus)
+52
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@@ -64,3 +64,55 @@
description = "With the price of rechargers on the rise, upper management is interested in purchasing guns that are self-powered. If you ship one, they'll pay."
reward = 10000
wanted_types = list(/obj/item/gun/energy/e_gun/nuclear)
/datum/bounty/item/science/bscells
name = "Bluespace Power Cells"
description = "Someone in upper management keeps using the excuse that his tablet battery dies when he's in the middle of work. This will be the last time he doesn't have his presentation, I swear to -"
reward = 7000
required_count = 10 //Easy to make
wanted_types = list(/obj/item/stock_parts/cell/bluespace)
/datum/bounty/item/science/t4manip
name = "Femto-Manipulators"
description = "One of our Chief Engineers has OCD. Can you send us some femto-manipulators so he stops complaining that his ID doesn't fit perfectly in the PDA slot?"
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/manipulator/femto)
/datum/bounty/item/science/t4bins
name = "Bluespace Matter Bins"
description = "The local Janitorial union has gone on strike. Can you send us some bluespace bins so we don't have to take out our own trash?"
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/matter_bin/bluespace)
/datum/bounty/item/science/t4capacitor
name = "Quadratic Capacitor"
description = "One of our linguists doesn't understand why they're called Quadratic capacitors. Can you give him a few so he leaves us alone about it?"
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/capacitor/quadratic)
/datum/bounty/item/science/t4triphasic
name = "Triphasic Scanning Module"
description = "One of our scientists got into the liberty caps and is demanding new scanning modules so he can talk to ghosts. At this point we just want him out of our office."
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/scanning_module/triphasic)
/datum/bounty/item/science/t4microlaser
name = "Quad-Ultra Micro-Laser"
description = "The cats on Vega 9 are breeding out of control. We need something to corral them into one area so we can saturation bomb it."
reward = 7000
required_count = 20 //Easy to make
wanted_types = list(/obj/item/stock_parts/micro_laser/quadultra)
/datum/bounty/item/science/fakecrystals
name = "synthetic bluespace crystals"
description = "Don't, uh, tell anyone, but one of our BSA arrays might have had a little... accident. Send us some bluespace crystals so we can recalibrate it before anyone realizes. The whole set uses artificial bluespace crystals, so we need and not any other type of bluespace crystals..."
reward = 10000
required_count = 5
wanted_types = list(/obj/item/stack/ore/bluespace_crystal/artificial)
exclude_types = list(/obj/item/stack/ore/bluespace_crystal,
/obj/item/stack/sheet/bluespace_crystal,
/obj/item/stack/ore/bluespace_crystal/refined)
+41
View File
@@ -11,3 +11,44 @@
reward = 2000
required_count = 3
wanted_types = list(/obj/machinery/recharger)
/datum/bounty/item/security/practice
name = "Practice Laser Gun"
description = "Nanotrasen Military Academy is conducting routine marksmanship exercises. The clown hid all the practice lasers, and we're not using live weapons after last time."
reward = 3000
required_count = 3
wanted_types = list(/obj/item/gun/energy/laser/practice)
/datum/bounty/item/security/flashshield
name = "Strobe Shield"
description = "One of our Emergency Response Agents thinks there's vampires in a local station. Send him something to help with his fear of the dark and protect him, too."
reward = 5000
wanted_types = list(/obj/item/assembly/flash/shield)
/datum/bounty/item/security/sechuds
name = "Sec HUDs"
description = "Nanotrasen military academy has started to train officers how to use Sec HUDs to the fullest affect. Please send spare Sec HUDs so we can teach the men."
reward = 3000
required_count = 5
wanted_types = list(/obj/item/clothing/glasses/hud/security)
/datum/bounty/item/security/techslugs
name = "Tech Slugs"
description = "Nanotrasen Military Academy is conducting an ammo loading and use lessons, on the new 'Tech Slugs'. Problem is we don't have any, please fix this..."
reward = 7500
required_count = 15
wanted_types = list(/obj/item/ammo_casing/shotgun/techshell)
/datum/bounty/item/security/WT550
name = "Spare WT-550 clips"
description = "Nanotrasen Military Academy's ammunition is running low, please send in spare ammo for practice."
reward = 7500
required_count = 5
wanted_types = list(/obj/item/ammo_box/magazine/wt550m9)
/datum/bounty/item/security/pins
name = "Test range firing pins"
description = "Nanotrasen Military Academy just got a new set of guns, sadly they didn't come with any pins. Can you send us some Test range locked firing pins?"
reward = 5000
required_count = 3
wanted_types = list(/obj/item/firing_pin/test_range)
+3 -1
View File
@@ -72,4 +72,6 @@
var/list/credits //lazy list of all credit object bound to this client
var/datum/player_details/player_details //these persist between logins/logouts during the same round.
var/datum/player_details/player_details //these persist between logins/logouts during the same round.
var/list/char_render_holders //Should only be a key-value list of north/south/east/west = obj/screen.
+21
View File
@@ -454,6 +454,7 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
GLOB.ahelp_tickets.ClientLogout(src)
GLOB.directory -= ckey
GLOB.clients -= src
QDEL_LIST_ASSOC_VAL(char_render_holders)
if(movingmob != null)
movingmob.client_mobs_in_contents -= mob
UNSETEMPTY(movingmob.client_mobs_in_contents)
@@ -877,3 +878,23 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
/client/proc/AnnouncePR(announcement)
if(prefs && prefs.chat_toggles & CHAT_PULLR)
to_chat(src, announcement)
/client/proc/show_character_previews(mutable_appearance/MA)
var/pos = 0
for(var/D in GLOB.cardinals)
pos++
var/obj/screen/O = LAZYACCESS(char_render_holders, "[D]")
if(!O)
O = new
LAZYSET(char_render_holders, "[D]", O)
screen |= O
O.appearance = MA
O.dir = D
O.screen_loc = "character_preview_map:0,[pos]"
/client/proc/clear_character_previews()
for(var/index in char_render_holders)
var/obj/screen/S = char_render_holders[index]
screen -= S
qdel(S)
char_render_holders = null
File diff suppressed because it is too large Load Diff
@@ -302,6 +302,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["feature_mam_ears"] >> features["mam_ears"]
S["feature_mam_tail_animated"] >> features["mam_tail_animated"]
S["feature_taur"] >> features["taur"]
S["feature_mam_snouts"] >> features["mam_snouts"]
//Xeno features
S["feature_xeno_tail"] >> features["xenotail"]
S["feature_xeno_dors"] >> features["xenodorsal"]
@@ -20,17 +20,19 @@
features = random_features()
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon(nude = FALSE)
/datum/preferences/proc/update_preview_icon()
// Silicons only need a very basic preview since there is no customization for them.
// var/wide_icon = FALSE //CITDEL THINGS
// if(features["taur"] != "None")
// wide_icon = TRUE
if(job_engsec_high)
switch(job_engsec_high)
if(AI_JF)
preview_icon = icon('icons/mob/ai.dmi', "AI", SOUTH)
preview_icon.Scale(64, 64)
parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = "AI", dir = SOUTH))
return
if(CYBORG)
preview_icon = icon('icons/mob/robots.dmi', "robot", SOUTH)
preview_icon.Scale(64, 64)
parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
return
// Set up the dummy for its photoshoot
@@ -57,30 +59,11 @@
previewJob = job
break
if(previewJob && !nude)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE)
COMPILE_OVERLAYS(mannequin)
CHECK_TICK
preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon.Scale(48+32, 16+32)
CHECK_TICK
mannequin.setDir(NORTH)
if(previewJob)
if(current_tab != 2)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE)
var/icon/stamp = getFlatIcon(mannequin)
CHECK_TICK
preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17)
CHECK_TICK
mannequin.setDir(WEST)
stamp = getFlatIcon(mannequin)
CHECK_TICK
preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9)
CHECK_TICK
mannequin.setDir(SOUTH)
stamp = getFlatIcon(mannequin)
CHECK_TICK
preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1)
CHECK_TICK
preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser.
CHECK_TICK
COMPILE_OVERLAYS(mannequin)
parent.show_character_previews(new /mutable_appearance(mannequin))
unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
@@ -1522,18 +1522,3 @@
/datum/sprite_accessory/moth_wings/snow
name = "Snow"
icon_state = "snow"
//Lunasune
/datum/sprite_accessory/mam_ears/lunasune
name = "lunasune"
icon_state = "lunasune"
hasinner = 1
extra = TRUE
extra_color_src = MUTCOLORS2
ckeys_allowed = list("invader4352")
/datum/sprite_accessory/mam_tails/lunasune
name = "lunasune"
icon_state = "lunasune"
extra = TRUE
ckeys_allowed = list("invader4352")
+5
View File
@@ -198,6 +198,11 @@
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
blood_data["quirks"] += T.type
blood_data["changeling_loudness"] = 0
if(mind)
var/datum/antagonist/changeling/ling = mind.has_antag_datum(/datum/antagonist/changeling)
if(istype(ling))
blood_data["changeling_loudness"] = ling.loudfactor
return blood_data
//get the id of the substance this mob use as blood.
+58 -16
View File
@@ -317,9 +317,9 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
if(!HD) //Decapitated
return
if(H.has_trait(TRAIT_HUSK))
return
var/datum/sprite_accessory/S
var/list/standing = list()
@@ -351,7 +351,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(H.facial_hair_style && (FACEHAIR in species_traits) && (!facialhair_hidden || dynamic_fhair_suffix))
S = GLOB.facial_hair_styles_list[H.facial_hair_style]
if(S)
//List of all valid dynamic_fhair_suffixes
var/static/list/fextensions
if(!fextensions)
@@ -410,7 +409,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else if(H.hair_style && (HAIR in species_traits))
S = GLOB.hair_styles_list[H.hair_style]
if(S)
//List of all valid dynamic_hair_suffixes
var/static/list/extensions
if(!extensions)
@@ -612,6 +610,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!H.dna.features["mam_ears"] || H.dna.features["mam_ears"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "mam_ears"
if("mam_snouts" in mutant_bodyparts) //Take a closer look at that snout!
if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)) || !HD || HD.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "mam_snouts"
if("taur" in mutant_bodyparts)
if(!H.dna.features["taur"] || H.dna.features["taur"] == "None" || (H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)))
bodyparts_to_add -= "taur"
@@ -696,13 +698,19 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/mutable_appearance/accessory_overlay = mutable_appearance(S.icon, layer = -layer)
accessory_overlay.color = null //just because. reee.
//A little rename so we don't have to use tail_lizard or tail_human when naming the sprites.
if(bodypart == "tail_lizard" || bodypart == "tail_human" || bodypart == "mam_tail" || bodypart == "xenotail")
bodypart = "tail"
else if(bodypart == "waggingtail_lizard" || bodypart == "waggingtail_human" || bodypart == "mam_waggingtail")
else if(bodypart == "waggingtail_lizard" || bodypart == "waggingtail_human")
bodypart = "waggingtail"
if(bodypart == "mam_waggingtail")
bodypart = "tailwag"
if(bodypart == "mam_ears" || bodypart == "ears")
bodypart = "ears"
if(bodypart == "mam_snouts" || bodypart == "snout")
bodypart = "snout"
if(bodypart == "xenohead")
bodypart = "xhead"
@@ -714,6 +722,15 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(S.center)
accessory_overlay = center_image(accessory_overlay, S.dimension_x, S.dimension_y)
var/list/colorlist = list()
colorlist.Cut()
colorlist += ReadRGB(H.dna.features["mcolor"])
colorlist += ReadRGB(H.dna.features["mcolor2"])
colorlist += ReadRGB(H.dna.features["mcolor3"])
colorlist += list(0,0,0)
for(var/index=1, index<=colorlist.len, index++)
colorlist[index] = colorlist[index]/255
if(!(H.has_trait(TRAIT_HUSK)))
if(!forced_colour)
switch(S.color_src)
@@ -732,6 +749,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
accessory_overlay.color = "#[fixed_mut_color3]"
else
accessory_overlay.color = "#[H.dna.features["mcolor3"]]"
if(MATRIXED)
accessory_overlay.color = list(colorlist)
if(HAIR)
if(hair_color == "mutcolor")
accessory_overlay.color = "#[H.dna.features["mcolor"]]"
@@ -743,6 +764,21 @@ GLOBAL_LIST_EMPTY(roundstart_races)
accessory_overlay.color = "#[H.eye_color]"
else
accessory_overlay.color = forced_colour
else
if(bodypart == "ears")
accessory_overlay.icon_state = "m_ears_none_[layertext]"
if(bodypart == "tail")
accessory_overlay.icon_state = "m_tail_husk_[layertext]"
if(MATRIXED)
var/list/husklist = list()
husklist += ReadRGB("#a3a3a3")
husklist += ReadRGB("#a3a3a3")
husklist += ReadRGB("#a3a3a3")
husklist += list(0,0,0)
for(var/index=1, index<=husklist.len, index++)
husklist[index] = husklist[index]/255
accessory_overlay.color = husklist
standing += accessory_overlay
if(S.hasinner)
@@ -1221,6 +1257,9 @@ GLOBAL_LIST_EMPTY(roundstart_races)
. += speedmod
. += H.physiology.speed_mod
if (H.m_intent == MOVE_INTENT_WALK && H.has_trait(TRAIT_SPEEDY_STEP))
. -= 1
if(H.has_trait(TRAIT_IGNORESLOWDOWN))
ignoreslow = 1
@@ -1703,6 +1742,21 @@ GLOBAL_LIST_EMPTY(roundstart_races)
H.adjust_bodytemperature((thermal_protection+1)*natural + min(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
else //we're sweating, insulation hinders out ability to reduce heat - but will reduce the amount of heat we get from the environment
H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + min(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
switch((loc_temp - H.bodytemperature)*thermal_protection)
if(-INFINITY to -50)
H.throw_alert("temp", /obj/screen/alert/cold, 3)
if(-50 to -35)
H.throw_alert("temp", /obj/screen/alert/cold, 2)
if(-35 to -20)
H.throw_alert("temp", /obj/screen/alert/cold, 1)
if(-20 to 0) //This is the sweet spot where air is considered normal
H.clear_alert("temp")
if(0 to 15) //When the air around you matches your body's temperature, you'll start to feel warm.
H.throw_alert("temp", /obj/screen/alert/hot, 1)
if(15 to 30)
H.throw_alert("temp", /obj/screen/alert/hot, 2)
if(30 to INFINITY)
H.throw_alert("temp", /obj/screen/alert/hot, 3)
// +/- 50 degrees from 310K is the 'safe' zone, where no damage is dealt.
if(H.bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !H.has_trait(TRAIT_RESISTHEAT))
@@ -1718,14 +1772,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else
firemodifier = min(firemodifier, 0)
burn_damage = max(log(2-firemodifier,(H.bodytemperature-BODYTEMP_NORMAL))-5,0) // this can go below 5 at log 2.5
if (burn_damage)
switch(burn_damage)
if(0 to 2)
H.throw_alert("temp", /obj/screen/alert/hot, 1)
if(2 to 4)
H.throw_alert("temp", /obj/screen/alert/hot, 2)
else
H.throw_alert("temp", /obj/screen/alert/hot, 3)
burn_damage = burn_damage * heatmod * H.physiology.heat_mod
if (H.stat < UNCONSCIOUS && (prob(burn_damage) * 10) / 4) //40% for level 3 damage on humans
H.emote("scream")
@@ -1736,17 +1782,13 @@ GLOBAL_LIST_EMPTY(roundstart_races)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.throw_alert("temp", /obj/screen/alert/cold, 1)
H.apply_damage(COLD_DAMAGE_LEVEL_1*coldmod*H.physiology.cold_mod, BURN)
if(120 to 200)
H.throw_alert("temp", /obj/screen/alert/cold, 2)
H.apply_damage(COLD_DAMAGE_LEVEL_2*coldmod*H.physiology.cold_mod, BURN)
else
H.throw_alert("temp", /obj/screen/alert/cold, 3)
H.apply_damage(COLD_DAMAGE_LEVEL_3*coldmod*H.physiology.cold_mod, BURN)
else
H.clear_alert("temp")
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
@@ -4,8 +4,8 @@
id = "felinid"
limbs_id = "human"
mutant_bodyparts = list("ears", "tail_human")
default_features = list("mcolor" = "FFF", "tail_human" = "Cat", "ears" = "Cat", "wings" = "None")
mutant_bodyparts = list("mam_ears", "mam_tail")
default_features = list("mcolor" = "FFF", "mam_tail" = "Cat", "mam_ears" = "Cat", "wings" = "None")
mutantears = /obj/item/organ/ears/cat
mutanttail = /obj/item/organ/tail/cat
@@ -23,38 +23,39 @@
stop_wagging_tail(H)
. = ..()
/datum/species/human/felinid/can_wag_tail(mob/living/carbon/human/H)
return ("tail_human" in mutant_bodyparts) || ("waggingtail_human" in mutant_bodyparts)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_human" in mutant_bodyparts)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/start_wagging_tail(mob/living/carbon/human/H)
if("tail_human" in mutant_bodyparts)
mutant_bodyparts -= "tail_human"
mutant_bodyparts |= "waggingtail_human"
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/human/felinid/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_human" in mutant_bodyparts)
mutant_bodyparts -= "waggingtail_human"
mutant_bodyparts |= "tail_human"
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!pref_load) //Hah! They got forcefully purrbation'd. Force default felinid parts on them if they have no mutant parts in those areas!
if(H.dna.features["tail_human"] == "None")
H.dna.features["tail_human"] = "Cat"
if(H.dna.features["ears"] == "None")
H.dna.features["ears"] = "Cat"
if(H.dna.features["ears"] == "Cat")
if(H.dna.features["mam_tail"] == "None")
H.dna.features["mam_tail"] = "Cat"
if(H.dna.features["mam_ears"] == "None")
H.dna.features["mam_ears"] = "Cat"
if(H.dna.features["mam_ears"] == "Cat")
var/obj/item/organ/ears/cat/ears = new
ears.Insert(H, drop_if_replaced = FALSE)
else
mutantears = /obj/item/organ/ears
if(H.dna.features["tail_human"] == "Cat")
if(H.dna.features["mam_tail"] == "Cat")
var/obj/item/organ/tail/cat/tail = new
tail.Insert(H, drop_if_replaced = FALSE)
else
@@ -359,7 +359,6 @@ There are several things that need to be remembered:
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
remove_overlay(SUIT_LAYER)
@@ -391,8 +390,6 @@ There are several things that need to be remembered:
else if(S.taurmode == NOT_TAURIC && S.adjusted == NORMAL_STYLE)
S.alternate_worn_icon = null
overlays_standing[SUIT_LAYER] = S.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = ((wear_suit.alternate_worn_icon) ? S.alternate_worn_icon : 'icons/mob/suit.dmi'))
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
@@ -477,7 +474,6 @@ There are several things that need to be remembered:
out += overlays_standing[i]
return out
//human HUD updates for items in our inventory
//update whether our head item appears on our hud.
@@ -614,7 +610,7 @@ generate/load female uniform sprites matching all previously decided variables
else if(dna.species.fixed_mut_color)
. += "-coloured-[dna.species.fixed_mut_color]"
else if(dna.features["mcolor"])
. += "-coloured-[dna.features["mcolor"]]"
. += "-coloured-[dna.features["mcolor"]]-[dna.features["mcolor2"]]-[dna.features["mcolor3"]]"
else
. += "-not_coloured"
@@ -644,6 +640,8 @@ generate/load female uniform sprites matching all previously decided variables
. += "-digitigrade[BP.use_digitigrade]"
if(BP.dmg_overlay_type)
. += "-[BP.dmg_overlay_type]"
if(BP.body_markings)
. += "-[BP.body_markings]"
if(has_trait(TRAIT_HUSK))
. += "-husk"
+3 -1
View File
@@ -1067,10 +1067,12 @@
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
/mob/living/proc/update_z(new_z) // 1+ to register, null to unregister
if(isnull(new_z) && audiovisual_redirect)
return
if (registered_z != new_z)
if (registered_z)
SSmobs.clients_by_zlevel[registered_z] -= src
if (client)
if (client || audiovisual_redirect)
if (new_z)
SSmobs.clients_by_zlevel[new_z] += src
for (var/I in length(SSidlenpcpool.idle_mobs_by_zlevel[new_z]) to 1 step -1) //Backwards loop because we're removing (guarantees optimal rather than worst-case performance), it's fine to use .len here but doesn't compile on 511
+1 -1
View File
@@ -86,7 +86,7 @@
var/datum/action/innate/deploy_last_shell/redeploy_action = new
var/chnotify = 0
var/multicam_allowed = FALSE
var/multicam_on = FALSE
var/obj/screen/movable/pic_in_pic/ai/master_multicam
var/list/multicam_screens = list()
@@ -194,7 +194,7 @@ GLOBAL_DATUM(ai_camera_room_landmark, /obj/effect/landmark/ai_multicam_room)
//AI procs
/mob/living/silicon/ai/proc/drop_new_multicam(silent = FALSE)
if(!multicam_allowed)
if(!CONFIG_GET(flag/allow_ai_multicam))
if(!silent)
to_chat(src, "<span class='warning'>This action is currently disabled. Contact an administrator to enable this feature.</span>")
return
@@ -213,7 +213,7 @@ GLOBAL_DATUM(ai_camera_room_landmark, /obj/effect/landmark/ai_multicam_room)
return C
/mob/living/silicon/ai/proc/toggle_multicam()
if(!multicam_allowed)
if(!CONFIG_GET(flag/allow_ai_multicam))
to_chat(src, "<span class='warning'>This action is currently disabled. Contact an administrator to enable this feature.</span>")
return
if(multicam_on)
+2
View File
@@ -261,11 +261,13 @@
if(!has_trait(TRAIT_HUSK))
remove_trait(TRAIT_DISFIGURED, "husk")
update_body()
return TRUE
/mob/living/proc/become_husk(source)
if(!has_trait(TRAIT_HUSK))
add_trait(TRAIT_DISFIGURED, "husk")
update_body()
. = TRUE
add_trait(TRAIT_HUSK, source)
/mob/living/proc/cure_fakedeath(list/sources)
+2
View File
@@ -76,6 +76,8 @@
return "a ... thing?"
/mob/proc/show_message(msg, type, alt_msg, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(audiovisual_redirect)
audiovisual_redirect.show_message(msg ? "<avredirspan class='small'>[msg]</avredirspan>" : null, type, alt_msg ? "<avredirspan class='small'>[alt_msg]</avredirspan>" : null, alt_type)
if(!client)
return
+2
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@@ -110,3 +110,5 @@
var/datum/click_intercept
var/registered_z
var/mob/audiovisual_redirect //Mob to redirect messages, speech, and sounds to
+4
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@@ -232,6 +232,8 @@
remove_eyeblur()
/mob/proc/add_eyeblur()
if(!client)
return
var/obj/screen/plane_master/game_world/GW = locate(/obj/screen/plane_master/game_world) in client.screen
var/obj/screen/plane_master/floor/F = locate(/obj/screen/plane_master/floor) in client.screen
GW.add_filter("blurry_eyes", 2, EYE_BLUR(CLAMP(eye_blurry*0.1,0.6,3)))
@@ -242,6 +244,8 @@
add_eyeblur()
/mob/proc/remove_eyeblur()
if(!client)
return
var/obj/screen/plane_master/game_world/GW = locate(/obj/screen/plane_master/game_world) in client.screen
var/obj/screen/plane_master/floor/F = locate(/obj/screen/plane_master/floor) in client.screen
GW.remove_filter("blurry_eyes")
+5 -1
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@@ -477,8 +477,12 @@
/datum/action/toggle_scope_zoom/IsAvailable()
. = ..()
if(!. && gun)
if(!gun)
return FALSE
if(!.)
gun.zoom(owner, FALSE)
if(!owner.get_held_index_of_item(gun))
return FALSE
/datum/action/toggle_scope_zoom/Remove(mob/living/L)
gun.zoom(L, FALSE)
+8 -2
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@@ -361,6 +361,8 @@
var/required_temp = C.required_temp
var/is_cold_recipe = C.is_cold_recipe
var/meets_temp_requirement = 0
var/has_special_react = C.special_react
var/can_special_react = 0
for(var/B in cached_required_reagents)
if(!has_reagent(B, cached_required_reagents[B]))
@@ -396,7 +398,10 @@
if(required_temp == 0 || (is_cold_recipe && chem_temp <= required_temp) || (!is_cold_recipe && chem_temp >= required_temp))
meets_temp_requirement = 1
if(total_matching_reagents == total_required_reagents && total_matching_catalysts == total_required_catalysts && matching_container && matching_other && meets_temp_requirement)
if(!has_special_react || C.check_special_react(src))
can_special_react = 1
if(total_matching_reagents == total_required_reagents && total_matching_catalysts == total_required_catalysts && matching_container && matching_other && meets_temp_requirement && can_special_react)
possible_reactions += C
if(possible_reactions.len)
@@ -412,6 +417,7 @@
selected_reaction = competitor
var/list/cached_required_reagents = selected_reaction.required_reagents
var/list/cached_results = selected_reaction.results
var/special_react_result = selected_reaction.check_special_react(src)
var/list/multiplier = INFINITY
for(var/B in cached_required_reagents)
multiplier = min(multiplier, round(get_reagent_amount(B) / cached_required_reagents[B]))
@@ -443,7 +449,7 @@
ME2.name = "used slime extract"
ME2.desc = "This extract has been used up."
selected_reaction.on_reaction(src, multiplier)
selected_reaction.on_reaction(src, multiplier, special_react_result)
reaction_occurred = 1
while(reaction_occurred)
+5 -1
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@@ -13,13 +13,17 @@
var/required_temp = 0
var/is_cold_recipe = 0 // Set to 1 if you want the recipe to only react when it's BELOW the required temp.
var/special_react = FALSE //Determines if the recipe has special conditions for it to react. Mainly used for ling blood tests
var/mix_message = "The solution begins to bubble." //The message shown to nearby people upon mixing, if applicable
var/mix_sound = 'sound/effects/bubbles.ogg' //The sound played upon mixing, if applicable
/datum/chemical_reaction/proc/on_reaction(datum/reagents/holder, created_volume)
/datum/chemical_reaction/proc/on_reaction(datum/reagents/holder, created_volume, specialreact)
return
//I recommend you set the result amount to the total volume of all components.
/datum/chemical_reaction/proc/check_special_react(datum/reagents/holder)
return
/datum/chemical_reaction/proc/chemical_mob_spawn(datum/reagents/holder, amount_to_spawn, reaction_name, mob_class = HOSTILE_SPAWN, mob_faction = "chemicalsummon")
if(holder && holder.my_atom)
var/atom/A = holder.my_atom
@@ -133,6 +133,18 @@
required_reagents = list("slime_toxin" = 1, "mutagen" = 1)
/datum/chemical_reaction/fermis_plush
name = "Fermis plush"
id = "fermis_plush"
required_reagents = list("sugar" = 10, "blood" = 10, "stable_plasma" = 10)
mob_react = FALSE
required_temp = 400
/datum/chemical_reaction/fermis_plush/on_reaction(datum/reagents/holder, created_volume)
var/location = get_turf(holder.my_atom)
for(var/i = 1, i <= created_volume, i+=10)
new /obj/item/toy/plush/catgirl/fermis(location)
////////////////////////////////// VIROLOGY //////////////////////////////////////////
/datum/chemical_reaction/virus_food
@@ -464,4 +464,30 @@
results = list("firefighting_foam" = 3)
required_reagents = list("stabilizing_agent" = 1,"fluorosurfactant" = 1,"carbon" = 1)
required_temp = 200
is_cold_recipe = 1
is_cold_recipe = 1
/datum/chemical_reaction/reagent_explosion/lingblood
name = "Changeling Blood Reaction"
id = "ling_blood_reaction"
results = list("ash" = 1)
required_reagents = list("blood" = 1)
strengthdiv = 4 //The explosion should be somewhat strong if a full 15u is heated within a syringe. !!fun!!
required_temp = 666
special_react = TRUE
mix_sound = 'sound/effects/lingbloodhiss.ogg'
mix_message = "The blood bubbles and sizzles violently!"
/datum/chemical_reaction/reagent_explosion/lingblood/check_special_react(datum/reagents/holder)
if(!holder)
return FALSE
var/list/D = holder.get_data("blood")
if(D && D["changeling_loudness"])
return (D["changeling_loudness"] >= 4 ? D["changeling_loudness"] : FALSE)
else
return FALSE
/datum/chemical_reaction/reagent_explosion/lingblood/on_reaction(datum/reagents/holder, created_volume, specialreact)
if(specialreact >= 10)
return ..()
else
return FALSE
@@ -849,10 +849,10 @@
var/obj/vehicle/V = C
var/datum/component/riding/R = V.GetComponent(/datum/component/riding)
if(R)
if(R.vehicle_move_delay <= 0 )
if(R.vehicle_move_delay <= 1 )
to_chat(user, "<span class='warning'>The [C] can't be made any faster!</span>")
return ..()
R.vehicle_move_delay = 0
R.vehicle_move_delay = 1
to_chat(user, "<span class='notice'>You slather the red gunk over the [C], making it faster.</span>")
C.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
+84 -1
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@@ -45,6 +45,10 @@
var/species_color = ""
var/mutation_color = ""
var/no_update = 0
var/list/body_markings = list() //for bodypart markings
var/list/markings_color = list()
var/auxmarking
var/list/auxmarking_color = list()
var/animal_origin = null //for nonhuman bodypart (e.g. monkey)
var/dismemberable = 1 //whether it can be dismembered with a weapon.
@@ -285,6 +289,7 @@
should_draw_gender = FALSE
should_draw_greyscale = FALSE
no_update = TRUE
body_markings = "husk" // reeee
if(no_update)
return
@@ -298,6 +303,16 @@
should_draw_citadel = S.should_draw_citadel // Citadel Addition
species_flags_list = H.dna.species.species_traits
//body marking memes
var/list/colorlist = list()
colorlist.Cut()
colorlist += ReadRGB(H.dna.features["mcolor"])
colorlist += ReadRGB(H.dna.features["mcolor2"])
colorlist += ReadRGB(H.dna.features["mcolor3"])
colorlist += list(0,0,0)
for(var/index=1, index<=colorlist.len, index++)
colorlist[index] = colorlist[index]/255
if(S.use_skintones)
skin_tone = H.skin_tone
should_draw_greyscale = TRUE
@@ -316,6 +331,17 @@
else
species_color = ""
if("mam_body_markings" in S.default_features)
if(H.dna.features.["mam_body_markings"] != "None")
body_markings = lowertext(H.dna.features.["mam_body_markings"])
if(MATRIXED)
markings_color = list(colorlist)
else
markings_color = (H.dna.features.["mcolor"])
else
body_markings = "None"
markings_color = ""
if(!dropping_limb && H.dna.check_mutation(HULK))
mutation_color = "00aa00"
else
@@ -346,6 +372,7 @@
//Gives you a proper icon appearance for the dismembered limb
/obj/item/bodypart/proc/get_limb_icon(dropped)
cut_overlays()
icon_state = "" //to erase the default sprite, we're building the visual aspects of the bodypart through overlays alone.
. = list()
@@ -358,9 +385,17 @@
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_[brutestate]0", -DAMAGE_LAYER, image_dir)
if(burnstate)
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir)
if(body_markings)
if(use_digitigrade == NOT_DIGITIGRADE)
. += image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
. += image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
var/image/limb = image(layer = -BODYPARTS_LAYER, dir = image_dir)
var/image/aux
var/image/marking
var/image/auxmarking
. += limb
if(animal_origin)
@@ -403,11 +438,31 @@
limb.icon_state = "[species_id]_[body_zone]_[icon_gender]"
else
limb.icon_state = "[species_id]_[body_zone]"
// Body markings
if(body_markings)
if(species_id == "husk")
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
else if(species_id == "husk" && use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else if(!use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += marking
// Citadel End
if(aux_zone)
aux = image(limb.icon, "[species_id]_[aux_zone]", -aux_layer, image_dir)
. += aux
if(body_markings)
if(species_id == "husk")
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_[aux_zone]", -aux_layer, image_dir)
else
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[aux_zone]", -aux_layer, image_dir)
. += auxmarking
else
limb.icon = icon
@@ -416,17 +471,45 @@
else
limb.icon_state = "[body_zone]"
if(aux_zone)
aux = image(limb.icon, "[aux_zone]", -aux_layer, image_dir)
aux = image(limb.icon, "[species_id]_[aux_zone]", -aux_layer, image_dir)
. += aux
if(body_markings)
if(species_id == "husk")
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_[aux_zone]", -aux_layer, image_dir)
else
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[aux_zone]", -aux_layer, image_dir)
. += auxmarking
if(body_markings)
if(species_id == "husk")
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
else if(species_id == "husk" && use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else if(!use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += marking
return
if(should_draw_greyscale)
marking.color = null
var/draw_color = mutation_color || species_color || (skin_tone && skintone2hex(skin_tone))
if(draw_color)
limb.color = "#[draw_color]"
if(aux_zone)
aux.color = "#[draw_color]"
if(body_markings)
auxmarking.color = list(markings_color)
if(body_markings)
if(species_id == "husk")
marking.color = "#141414"
else
marking.color = list(markings_color)
/obj/item/bodypart/deconstruct(disassembled = TRUE)
drop_organs()
+2 -1
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@@ -288,6 +288,7 @@
O.drop_limb(1)
qdel(O)
N.attach_limb(src)
if(body_plan_changed && ishuman(src))
var/mob/living/carbon/human/H = src
if(H.w_uniform)
@@ -311,4 +312,4 @@
S.adjusted = NORMAL_STYLE
else
S.adjusted = ALT_STYLE
H.update_inv_wear_suit()
H.update_inv_wear_suit()