Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)

* fuck pubby

* fuck you too ceres

* ree

* this is going to be a disaster isn't it

* disaster

* dme

* -_-

* tg

* woops

* proper sync

* Welcome to conflict hell.

* lets hope this fixes more things than it breaks

* gdi

* goddamnit
This commit is contained in:
kevinz000
2017-08-24 21:07:58 -07:00
committed by GitHub
parent 188193eb61
commit c638386507
219 changed files with 40493 additions and 56328 deletions
+2
View File
@@ -14,3 +14,5 @@
#define COMSIG_COMPONENT_ADDED "component_added" //when a component is added to a datum: (datum/component)
#define COMSIG_COMPONENT_REMOVING "component_removing" //before a component is removed from a datum because of RemoveComponent: (datum/component)
#define COMSIG_PARENT_QDELETED "parent_qdeleted" //before a datum's Destroy() is called: ()
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (atom/movable, atom)
#define COMSIG_MOVABLE_CROSSED "movable_crossed" //from base of atom/movable/Crossed(): (atom/movable)
+12
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@@ -605,6 +605,18 @@ Turf and target are separate in case you want to teleport some distance from a t
GLOB.sortedAreas.Add(src)
sortTim(GLOB.sortedAreas, /proc/cmp_name_asc)
//Takes: Area type as a text string from a variable.
//Returns: Instance for the area in the world.
/proc/get_area_instance_from_text(areatext)
var/areainstance = null
if(istext(areatext))
areatext = text2path(areatext)
for(var/V in GLOB.sortedAreas)
var/area/A = V
if(A.type == areatext)
areainstance = V
return areainstance
//Takes: Area type as text string or as typepath OR an instance of the area.
//Returns: A list of all areas of that type in the world.
/proc/get_areas(areatype, subtypes=TRUE)
+25 -16
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@@ -27,17 +27,21 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
### Vars
1. `/datum/var/list/datum_components` (private)
* Lazy list of all components a datum has (TODO: Make this a typecache with longer paths overwriting shorter ones maybe? It'd be weird)
* Lazy associated list of type -> component/list of components.
1. `/datum/component/var/enabled` (protected, boolean)
* If the component is enabled. If not, it will not react to signals
* TRUE by default
* `TRUE` by default
1. `/datum/component/var/dupe_mode` (protected, enum)
* How multiple components of the exact same type are handled when added to the datum.
* How duplicate component types are handled when added to the datum.
* `COMPONENT_DUPE_HIGHLANDER` (default): Old component will be deleted, new component will first have `/datum/component/proc/InheritComponent(datum/component/old, FALSE)` on it
* `COMPONENT_DUPE_ALLOWED`: The components will be treated as seperate, `GetComponent()` will return the first added
* `COMPONENT_DUPE_ALLOWED`: The components will be treated as separate, `GetComponent()` will return the first added
* `COMPONENT_DUPE_UNIQUE`: New component will be deleted, old component will first have `/datum/component/proc/InheritComponent(datum/component/new, TRUE)` on it
1. `/datum/component/var/dupe_type` (protected, type)
* Definition of a duplicate component type
* `null` means exact match on `type`
* Any other type means that and all subtypes
1. `/datum/component/var/list/signal_procs` (private)
* Associated lazy list of signals -> callbacks that will be run when the parent datum recieves that signal
* Associated lazy list of signals -> `/datum/callback`s that will be run when the parent datum recieves that signal
1. `/datum/component/var/datum/parent` (protected, read-only)
* The datum this component belongs to
@@ -56,6 +60,8 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* Sends the `COMSIG_COMPONENT_ADDED` signal to the datum
* All components a datum owns are deleted with the datum
* Returns the component that was created. Or the old component in a dupe situation where `COMPONENT_DUPE_UNIQUE` was set
1. `/datum/proc/LoadComponent(component_type(type), ...) -> datum/component` (public, final)
* Equivalent to calling `GetComponent(component_type)` where, if the result would be `null`, returns `AddComponent(component_type, ...)` instead
1. `/datum/proc/ComponentActivated(datum/component/C)` (abstract)
* Called on a component's `parent` after a signal recieved causes it to activate. `src` is the parameter
* Will only be called if a component's callback returns `TRUE`
@@ -66,16 +72,24 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
1. `/datum/proc/SendSignal(signal, ...)` (public, final)
* Call to send a signal to the components of the target datum
* Extra arguments are to be specified in the signal definition
1. `/datum/component/New(datum/parent, ...)` (protected, virtual)
* Forwarded the arguments from `AddComponent()`
1. `/datum/component/Destroy()` (virtual)
1. `/datum/component/New(datum/parent, ...)` (private, final)
* Runs internal setup for the component
* Extra arguments are passed to `Initialize()`
1. `/datum/component/Initialize(...)` (abstract, no-sleep)
* Called by `New()` with the same argments excluding `parent`
* Component does not exist in `parent`'s `datum_components` list yet, although `parent` is set and may be used
* Signals will not be recieved while this function is running
* Component may be deleted after this function completes without being attached
1. `/datum/component/Destroy()` (virtual, no-sleep)
* Sends the `COMSIG_COMPONENT_REMOVING` signal to the parent datum if the `parent` isn't being qdeleted
* Properly removes the component from `parent` and cleans up references
1. `/datum/component/proc/InheritComponent(datum/component/C, i_am_original(boolean))` (abstract)
1. `/datum/component/proc/InheritComponent(datum/component/C, i_am_original(boolean))` (abstract, no-sleep)
* Called on a component when a component of the same type was added to the same parent
* See `/datum/component/var/dupe_mode`
* `C`'s type will always be the same of the called component
1. `/datum/component/proc/OnTransfer(datum/new_parent)` (abstract)
1. `/datum/component/proc/AfterComponentActivated()` (abstract)
* Called on a component that was activated after it's `parent`'s `ComponentActivated()` is called
1. `/datum/component/proc/OnTransfer(datum/new_parent)` (abstract, no-sleep)
* Called before the new `parent` is assigned in `TakeComponent()`, after the remove signal, before the added signal
* Allows the component to react to ownership transfers
1. `/datum/component/proc/_RemoveNoSignal()` (private, final)
@@ -91,9 +105,4 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* Called when a component recieves any signal and is enabled
* Default implementation looks if the signal is registered and runs the appropriate proc
### See signals and their arguments in __DEFINES\components.dm
## Examples
Material Containers: #29268 (Too many GetComponent calls, but not bad)
Slips: #00000 (PR DIS)
Powercells: (TODO)
### See/Define signals and their arguments in __DEFINES\components.dm
+21
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@@ -0,0 +1,21 @@
/datum/component/slippery
var/intensity
var/lube_flags
var/mob/slip_victim
/datum/component/slippery/Initialize(_intensity, _lube_flags = NONE)
intensity = max(_intensity, 0)
lube_flags = _lube_flags
if(ismovableatom(parent))
RegisterSignal(COMSIG_MOVABLE_CROSSED, .proc/Slip)
else
RegisterSignal(COMSIG_ATOM_ENTERED, .proc/Slip)
/datum/component/slippery/proc/Slip(atom/movable/AM)
var/mob/victim = AM
if(istype(victim) && !victim.is_flying() && victim.slip(intensity, parent, lube_flags))
slip_victim = victim
return TRUE
/datum/component/slippery/AfterComponentActivated()
slip_victim = null
+47 -23
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@@ -264,21 +264,44 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Central Asteroid Maintenance"
icon_state = "maintcentral"
/area/maintenance/asteroid/disposal/east
name = "Eastern External Waste Belt"
/area/maintenance/asteroid/disposal
icon_state = "disposal"
/area/maintenance/asteroid/disposal/north
name = "Northern External Waste Belt"
icon_state = "disposal"
name = "Northern Disposal"
/area/maintenance/asteroid/disposal/southeast
name = "South-Eastern Disposal"
icon_state = "disposal"
/area/maintenance/asteroid/disposal/north/east
name = "North-Eastern Disposal"
/area/maintenance/asteroid/disposal/southwest
/area/maintenance/asteroid/disposal/north/west
name = "North-Western Disposal"
/area/maintenance/asteroid/disposal/east
name = "Eastern Disposal"
/area/maintenance/asteroid/disposal/west
name = "Western Disposal"
/area/maintenance/asteroid/disposal/west/secondary
name = "Secondary Western Disposal"
/area/maintenance/asteroid/disposal/south
name = "Southern Disposal"
/area/maintenance/asteroid/disposal/south/west
name = "South-Western Disposal"
icon_state = "disposal"
/area/maintenance/asteroid/disposal/external/east
name = "Eastern External Waste Belt"
/area/maintenance/asteroid/disposal/external/north
name = "Northern External Waste Belt"
/area/maintenance/asteroid/disposal/external/southeast
name = "South-Eastern External Waste Belt"
/area/maintenance/asteroid/disposal/external/southwest
name = "South-Western External Waste Belt"
/area/maintenance/asteroid/fore/cargo_west
name = "Fore Asteroid Maintenance"
@@ -531,15 +554,19 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/crew_quarters/toilet/locker
name = "Locker Toilets"
icon_state = "toilet"
/area/crew_quarters/toilet/fitness
name = "Fitness Toilets"
icon_state = "toilet"
/area/crew_quarters/toilet/female
name = "Female Toilets"
icon_state = "toilet"
/area/crew_quarters/toilet/male
name = "Male Toilets"
icon_state = "toilet"
/area/crew_quarters/toilet/restrooms
name = "Restrooms"
icon_state = "toilet"
@@ -817,13 +844,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Starboard Bow Auxiliary Solar Maintenance"
icon_state = "SolarcontrolA"
/area/assembly/assembly_line //Derelict Assembly Line
name = "Assembly Line"
icon_state = "ass_line"
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
//Teleporter
/area/teleporter
@@ -1007,10 +1027,15 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Firing Range"
icon_state = "firingrange"
/area/security/transfer
name = "Transfer Centre"
/area/security/execution
icon_state = "execution_room"
/area/security/execution/transfer
name = "Transfer Centre"
/area/security/execution/education
name = "Prisoner Education Chamber"
/area/security/nuke_storage
name = "Vault"
icon_state = "nuke_storage"
@@ -1463,7 +1488,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
//SPACE STATION 13
GLOBAL_LIST_INIT(the_station_areas, list (
/area/assembly,
/area/bridge,
/area/chapel,
/area/construction,
@@ -1490,4 +1514,4 @@ GLOBAL_LIST_INIT(the_station_areas, list (
/area/ai_monitored/turret_protected/ai_upload, //do not try to simplify to "/area/ai_monitored/turret_protected" --rastaf0
/area/ai_monitored/turret_protected/ai_upload_foyer,
/area/ai_monitored/turret_protected/ai,
))
))
+6
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@@ -477,3 +477,9 @@ GLOBAL_LIST_EMPTY(teleportlocs)
valid_territory = FALSE
blob_allowed = FALSE
addSorted()
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")
/area/drop_location()
CRASH("Bad op: area/drop_location() called")
-16
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@@ -22,22 +22,6 @@
//Misc
/area/wreck/ai
name = "AI Chamber"
icon_state = "ai"
/area/wreck/main
name = "Wreck"
icon_state = "storage"
/area/wreck/engineering
name = "Power Room"
icon_state = "engine"
/area/wreck/bridge
name = "Bridge"
icon_state = "bridge"
/area/generic
name = "Unknown"
icon_state = "storage"
+19
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@@ -0,0 +1,19 @@
//Parent types
/area/ruin
name = "\improper Unexplored Location"
icon_state = "away"
has_gravity = TRUE
hidden = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/ruin/unpowered
always_unpowered = FALSE
/area/ruin/unpowered/no_grav
has_gravity = FALSE
/area/ruin/powered
requires_power = FALSE
+51
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@@ -0,0 +1,51 @@
//Lavaland Ruins
/area/ruin/powered/beach
icon_state = "dk_yellow"
/area/ruin/powered/clownplanet
icon_state = "dk_yellow"
/area/ruin/powered/animal_hospital
icon_state = "dk_yellow"
/area/ruin/powered/snow_biodome
icon_state = "dk_yellow"
/area/ruin/powered/gluttony
icon_state = "dk_yellow"
/area/ruin/powered/golem_ship
name = "Free Golem Ship"
icon_state = "dk_yellow"
/area/ruin/powered/greed
icon_state = "dk_yellow"
/area/ruin/unpowered/hierophant
name = "Hierophant's Arena"
icon_state = "dk_yellow"
/area/ruin/powered/pride
icon_state = "dk_yellow"
/area/ruin/powered/seedvault
icon_state = "dk_yellow"
/area/ruin/powered/syndicate_lava_base
name = "Secret Base"
icon_state = "dk_yellow"
//Xeno Nest
/area/ruin/unpowered/xenonest
name = "The Hive"
always_unpowered = TRUE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
poweralm = FALSE
//ash walker nest
/area/ruin/unpowered/ash_walkers
icon_state = "red"
+429
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@@ -0,0 +1,429 @@
//Space Ruin Parents
/area/ruin/space
has_gravity = FALSE
blob_allowed = FALSE //Nope, no winning in space as a blob. Gotta eat the station.
/area/ruin/space/has_grav
has_gravity = TRUE
/area/ruin/space/has_grav/powered
requires_power = FALSE
/area/ruin/fakespace
icon_state = "space"
requires_power = TRUE
always_unpowered = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
has_gravity = FALSE
power_light = FALSE
power_equip = FALSE
power_environ = FALSE
valid_territory = FALSE
outdoors = TRUE
ambientsounds = list('sound/ambience/ambispace.ogg','sound/ambience/title2.ogg')
blob_allowed = FALSE
/////////////
/area/ruin/space/way_home
name = "\improper Salvation"
icon_state = "away"
always_unpowered = FALSE
// Ruins of "onehalf" ship
/area/ruin/space/has_grav/onehalf/hallway
name = "Hallway"
icon_state = "hallC"
/area/ruin/space/has_grav/onehalf/drone_bay
name = "Mining Drone Bay"
icon_state = "engine"
/area/ruin/space/has_grav/onehalf/dorms_med
name = "Crew Quarters"
icon_state = "Sleep"
/area/ruin/space/has_grav/onehalf/bridge
name = "Bridge"
icon_state = "bridge"
/area/ruin/space/has_grav/powered/dinner_for_two
name = "Dinner for Two"
/area/ruin/space/has_grav/powered/authorship
name = "Authorship"
/area/ruin/space/has_grav/powered/aesthetic
name = "Aesthetic"
ambientsounds = list('sound/ambience/ambivapor1.ogg')
//Ruin of Hotel
/area/ruin/space/has_grav/hotel
name = "Hotel"
/area/ruin/space/has_grav/hotel/guestroom
name = "Hotel Guest Room"
icon_state = "Sleep"
/area/ruin/space/has_grav/hotel/security
name = "Hotel Security Post"
icon_state = "security"
/area/ruin/space/has_grav/hotel/pool
name = "Hotel Pool Room"
icon_state = "fitness"
/area/ruin/space/has_grav/hotel/bar
name = "Hotel Bar"
icon_state = "cafeteria"
/area/ruin/space/has_grav/hotel/power
name = "Hotel Power Room"
icon_state = "engine_smes"
/area/ruin/space/has_grav/hotel/custodial
name = "Hotel Custodial Closet"
icon_state = "janitor"
/area/ruin/space/has_grav/hotel/shuttle
name = "Hotel Shuttle"
icon_state = "shuttle"
requires_power = FALSE
/area/ruin/space/has_grav/hotel/dock
name = "Hotel Shuttle Dock"
icon_state = "start"
/area/ruin/space/has_grav/hotel/workroom
name = "Hotel Staff Room"
icon_state = "crew_quarters"
//Ruin of Derelict Oupost
/area/ruin/space/has_grav/derelictoutpost
name = "Derelict Outpost"
icon_state = "green"
/area/ruin/space/has_grav/derelictoutpost/cargostorage
name = "Derelict Outpost Cargo Storage"
icon_state = "storage"
/area/ruin/space/has_grav/derelictoutpost/cargobay
name = "Derelict Outpost Cargo Bay"
icon_state = "quartstorage"
/area/ruin/space/has_grav/derelictoutpost/powerstorage
name = "Derelict Outpost Power Storage"
icon_state = "engine_smes"
/area/ruin/space/has_grav/derelictoutpost/dockedship
name = "Derelict Outpost Docked Ship"
icon_state = "red"
//Ruin of Space Bar
/area/ruin/space/has_grav/powered/spacebar
name = "Space Bar"
icon_state = "bar"
//Ruin of turretedoutpost
/area/ruin/space/has_grav/turretedoutpost
name = "Turreted Outpost"
icon_state = "red"
//Ruin of old teleporter
/area/ruin/space/oldteleporter
name = "Old teleporter"
icon_state = "teleporter"
//Ruin of mech transport
/area/ruin/space/has_grav/powered/mechtransport
name = "Mech Transport"
icon_state = "green"
//Ruin of gas the lizard
/area/ruin/space/has_grav/gasthelizard
name = "Gas the lizard"
//Ruin of Deep Storage
/area/ruin/space/has_grav/deepstorage
name = "Deep Storage"
icon_state = "storage"
/area/ruin/space/has_grav/deepstorage/airlock
name = "Deep Storage Airlock"
icon_state = "quart"
/area/ruin/space/has_grav/deepstorage/power
name = "Deep Storage Power and Atmospherics Room"
icon_state = "engi_storage"
/area/ruin/space/has_grav/deepstorage/hydroponics
name = "Deep Storage Hydroponics"
icon_state = "garden"
/area/ruin/space/has_grav/deepstorage/armory
name = "Deep Storage Secure Storage"
icon_state = "armory"
/area/ruin/space/has_grav/deepstorage/storage
name = "Deep Storage Storage"
icon_state = "storage_wing"
/area/ruin/space/has_grav/deepstorage/dorm
name = "Deep Storage Dormory"
icon_state = "crew_quarters"
/area/ruin/space/has_grav/deepstorage/kitchen
name = "Deep Storage Kitchen"
icon_state = "kitchen"
/area/ruin/space/has_grav/deepstorage/crusher
name = "Deep Storage Recycler"
icon_state = "storage"
//Ruin of Abandoned Zoo
/area/ruin/space/has_grav/abandonedzoo
name = "Abandoned Zoo"
icon_state = "green"
//Ruin of ancient Space Station
/area/ruin/space/has_grav/ancientstation
name = "Charlie Station Main Corridor"
icon_state = "green"
/area/ruin/space/has_grav/ancientstation/powered
name = "Powered Tile"
icon_state = "teleporter"
requires_power = FALSE
/area/ruin/space/has_grav/ancientstation/space
name = "Exposed To Space"
icon_state = "teleporter"
has_gravity = FALSE
/area/ruin/space/has_grav/ancientstation/atmo
name = "Beta Station Atmospherics"
icon_state = "red"
has_gravity = FALSE
/area/ruin/space/has_grav/ancientstation/betanorth
name = "Beta Station North Corridor"
icon_state = "blue"
/area/ruin/space/has_grav/ancientstation/solar
name = "Station Solar Array"
icon_state = "panelsAP"
/area/ruin/space/has_grav/ancientstation/engi
name = "Charlie Station Engineering"
icon_state = "engine"
/area/ruin/space/has_grav/ancientstation/comm
name = "Charlie Station Command"
icon_state = "captain"
/area/ruin/space/has_grav/ancientstation/hydroponics
name = "Charlie Station Hydroponics"
icon_state = "garden"
/area/ruin/space/has_grav/ancientstation/kitchen
name = "Charlie Station Kitchen"
icon_state = "kitchen"
/area/ruin/space/has_grav/ancientstation/sec
name = "Charlie Station Security"
icon_state = "red"
/area/ruin/space/has_grav/ancientstation/deltacorridor
name = "Delta Station Main Corridor"
icon_state = "green"
/area/ruin/space/has_grav/ancientstation/proto
name = "Delta Station Prototype Lab"
icon_state = "toxlab"
/area/ruin/space/has_grav/ancientstation/rnd
name = "Delta Station Research and Development"
icon_state = "toxlab"
/area/ruin/space/has_grav/ancientstation/hivebot
name = "Hivebot Mothership"
icon_state = "teleporter"
//DERELICT
/area/ruin/space/derelict
name = "Derelict Station"
icon_state = "storage"
/area/ruin/space/derelict/hallway/primary
name = "Derelict Primary Hallway"
icon_state = "hallP"
/area/ruin/space/derelict/hallway/secondary
name = "Derelict Secondary Hallway"
icon_state = "hallS"
/area/ruin/space/derelict/hallway/primary/port
name = "Derelict Port Hallway"
icon_state = "hallFP"
/area/ruin/space/derelict/arrival
name = "Derelict Arrival Centre"
icon_state = "yellow"
/area/ruin/space/derelict/storage/equipment
name = "Derelict Equipment Storage"
/area/ruin/space/derelict/storage/storage_access
name = "Derelict Storage Access"
/area/ruin/space/derelict/storage/engine_storage
name = "Derelict Engine Storage"
icon_state = "green"
/area/ruin/space/derelict/bridge
name = "Derelict Control Room"
icon_state = "bridge"
/area/ruin/space/derelict/secret
name = "Derelict Secret Room"
icon_state = "library"
/area/ruin/space/derelict/bridge/access
name = "Derelict Control Room Access"
icon_state = "auxstorage"
/area/ruin/space/derelict/bridge/ai_upload
name = "Derelict Computer Core"
icon_state = "ai"
/area/ruin/space/derelict/solar_control
name = "Derelict Solar Control"
icon_state = "engine"
/area/ruin/space/derelict/se_solar
name = "South East Solars"
icon_state = "engine"
/area/ruin/space/derelict/crew_quarters
name = "Derelict Crew Quarters"
icon_state = "fitness"
/area/ruin/space/derelict/medical
name = "Derelict Medbay"
icon_state = "medbay"
/area/ruin/space/derelict/medical/morgue
name = "Derelict Morgue"
icon_state = "morgue"
/area/ruin/space/derelict/medical/chapel
name = "Derelict Chapel"
icon_state = "chapel"
/area/ruin/space/derelict/teleporter
name = "Derelict Teleporter"
icon_state = "teleporter"
/area/ruin/space/derelict/eva
name = "Derelict EVA Storage"
icon_state = "eva"
/area/ruin/space/derelict/ship
name = "Abandoned Ship"
icon_state = "yellow"
/area/solar/derelict_starboard
name = "Derelict Starboard Solar Array"
icon_state = "panelsS"
/area/solar/derelict_aft
name = "Derelict Aft Solar Array"
icon_state = "yellow"
/area/ruin/space/derelict/singularity_engine
name = "Derelict Singularity Engine"
icon_state = "engine"
/area/ruin/space/derelict/gravity_generator
name = "Derelict Gravity Generator Room"
icon_state = "red"
/area/ruin/space/derelict/atmospherics
name = "Derelict Atmospherics"
icon_state = "red"
/area/ruin/space/derelict/assembly_line
name = "Assembly Line"
icon_state = "ass_line"
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
//DJSTATION
/area/ruin/space/djstation
name = "Ruskie DJ Station"
icon_state = "DJ"
has_gravity = TRUE
blob_allowed = FALSE //Nope, no winning on the DJ station as a blob. Gotta eat the main station.
/area/ruin/space/djstation/solars
name = "DJ Station Solars"
icon_state = "DJ"
has_gravity = TRUE
//ABANDONED TELEPORTER
/area/ruin/space/abandoned_tele
name = "Abandoned Teleporter"
icon_state = "teleporter"
music = "signal"
ambientsounds = list('sound/ambience/ambimalf.ogg')
//OLD AI SAT
/area/ruin/space/old_ai_sat/ai
name = "AI Chamber"
icon_state = "ai"
ambientsounds = list('sound/ambience/ambimalf.ogg')
/area/ruin/space/old_ai_sat/main
name = "Wreck"
icon_state = "storage"
/area/ruin/space/old_ai_sat/engineering
name = "Power Room"
icon_state = "engine"
/area/ruin/space/old_ai_sat/bridge
name = "Bridge"
icon_state = "bridge"
+16 -4
View File
@@ -9,7 +9,7 @@
var/list/fingerprints
var/list/fingerprintshidden
var/list/blood_DNA
var/container_type = 0
var/container_type = NONE
var/admin_spawned = 0 //was this spawned by an admin? used for stat tracking stuff.
var/datum/reagents/reagents = null
@@ -211,8 +211,8 @@
return TRUE
return container_type & DRAWABLE_1
/atom/proc/allow_drop()
return 1
/atom/proc/AllowDrop()
return FALSE
/atom/proc/CheckExit()
return 1
@@ -486,7 +486,10 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
return FALSE
/atom/proc/storage_contents_dump_act(obj/item/storage/src_object, mob/user)
return 0
return 0
/atom/proc/get_dumping_location(obj/item/storage/source,mob/user)
return null
//This proc is called on the location of an atom when the atom is Destroy()'d
/atom/proc/handle_atom_del(atom/A)
@@ -610,3 +613,12 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
.["Add reagent"] = "?_src_=vars;addreagent=\ref[src]"
.["Trigger EM pulse"] = "?_src_=vars;emp=\ref[src]"
.["Trigger explosion"] = "?_src_=vars;explode=\ref[src]"
/atom/proc/drop_location()
var/atom/L = loc
if(!L)
return null
return L.AllowDrop() ? L : get_turf(L)
/atom/Entered(atom/movable/AM, atom/oldLoc)
SendSignal(COMSIG_ATOM_ENTERED, AM, oldLoc)
+1 -1
View File
@@ -215,7 +215,7 @@
// This is automatically called when something enters your square
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
return
SendSignal(COMSIG_MOVABLE_CROSSED, AM)
//This is tg's equivalent to the byond bump, it used to be called bump with a second arg
+9 -8
View File
@@ -42,7 +42,6 @@
return target
/datum/objective/proc/find_target_by_role(role, role_type=0, invert=0)//Option sets either to check assigned role or special role. Default to assigned., invert inverts the check, eg: "Don't choose a Ling"
var/list/candidates = list() //Let's compile a list and THEN pick one randomly, not just first come first serve...
for(var/datum/mind/possible_target in get_crewmember_minds())
if((possible_target != owner) && ishuman(possible_target.current))
var/is_role = 0
@@ -56,11 +55,12 @@
if(invert)
if(is_role)
continue
candidates += possible_target
target = possible_target
break
else if(is_role)
candidates += possible_target
if(candidates)
target = pick(candidates)
target = possible_target
break
update_explanation_text()
/datum/objective/proc/update_explanation_text()
@@ -442,7 +442,8 @@ GLOBAL_LIST_EMPTY(possible_items)
/datum/objective/steal/New()
..()
if(!GLOB.possible_items.len)//Only need to fill the list when it's needed.
init_subtypes(/datum/objective_item/steal,GLOB.possible_items)
for(var/I in subtypesof(/datum/objective_item/steal))
new I
/datum/objective/steal/find_target()
var/approved_targets = list()
@@ -507,8 +508,8 @@ GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/steal/special/New()
..()
if(!GLOB.possible_items_special.len)
init_subtypes(/datum/objective_item/special,GLOB.possible_items_special)
init_subtypes(/datum/objective_item/stack,GLOB.possible_items_special)
for(var/I in subtypesof(/datum/objective_item/special) + subtypesof(/datum/objective_item/stack))
new I
/datum/objective/steal/special/find_target()
return set_target(pick(GLOB.possible_items_special))
+39
View File
@@ -11,6 +11,20 @@
/datum/objective_item/proc/check_special_completion() //for objectives with special checks (is that slime extract unused? does that intellicard have an ai in it? etcetc)
return 1
/datum/objective_item/proc/TargetExists()
return TRUE
/datum/objective_item/steal/New()
..()
if(TargetExists())
GLOB.possible_items += src
else
qdel(src)
/datum/objective_item/steal/Destroy()
GLOB.possible_items -= src
return ..()
/datum/objective_item/steal/caplaser
name = "the captain's antique laser gun."
targetitem = /obj/item/gun/energy/laser/captain
@@ -94,6 +108,9 @@
special_equipment += /obj/item/storage/box/syndie_kit/supermatter
..()
/datum/objective_item/steal/supermatter/TargetExists()
return GLOB.main_supermatter_engine != null
//Items with special checks!
/datum/objective_item/steal/plasma
name = "28 moles of plasma (full tank)."
@@ -157,6 +174,17 @@
targetitem = /obj/item/documents/syndicate/blue
difficulty = 10
/datum/objective_item/special/New()
..()
if(TargetExists())
GLOB.possible_items_special += src
else
qdel(src)
/datum/objective_item/special/Destroy()
GLOB.possible_items_special -= src
return ..()
//Old ninja objectives.
/datum/objective_item/special/pinpointer
name = "the captain's pinpointer."
@@ -193,6 +221,17 @@
targetitem = /obj/item/reagent_containers/food/snacks/meat/slab/corgi
difficulty = 5
/datum/objective_item/stack/New()
..()
if(TargetExists())
GLOB.possible_items_special += src
else
qdel(src)
/datum/objective_item/stack/Destroy()
GLOB.possible_items_special -= src
return ..()
//Stack objectives get their own subtype
/datum/objective_item/stack
name = "5 cardboard."
-3
View File
@@ -473,9 +473,6 @@ Class Procs:
/obj/machinery/proc/on_deconstruction()
return
/obj/machinery/allow_drop()
return 0
// Hook for html_interface module to prevent updates to clients who don't have this as their active machine.
/obj/machinery/proc/hiIsValidClient(datum/html_interface_client/hclient, datum/html_interface/hi)
if (hclient.client.mob && (hclient.client.mob.stat == 0 || IsAdminGhost(hclient.client.mob)))
@@ -662,14 +662,13 @@
. = ..()
if(!mapload)
return
if(control_area && istext(control_area))
for(var/V in GLOB.sortedAreas)
var/area/A = V
if(A.name == control_area)
control_area = A
break
if(!control_area)
if(control_area)
control_area = get_area_instance_from_text(control_area)
if(control_area == null)
control_area = get_area(src)
stack_trace("Bad control_area path for [src], [src.control_area]")
else if(!control_area)
control_area = get_area(src)
for(var/obj/machinery/porta_turret/T in control_area)
File diff suppressed because it is too large Load Diff
+1 -4
View File
@@ -112,7 +112,7 @@
var/nextsmash = 0
var/smashcooldown = 3 //deciseconds
var/occupant_sight_flags = 0 //sight flags_1 to give to the occupant (e.g. mech mining scanner gives meson-like vision)
var/occupant_sight_flags = 0 //sight flags to give to the occupant (e.g. mech mining scanner gives meson-like vision)
hud_possible = list (DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_TRACK_HUD)
@@ -1047,9 +1047,6 @@ GLOBAL_VAR_INIT(year_integer, text2num(year)) // = 2013???
return 1
return 0
/obj/mecha/allow_drop()
return 0
/obj/mecha/update_remote_sight(mob/living/user)
if(occupant_sight_flags)
if(user == occupant)
@@ -29,6 +29,12 @@
metal = ALUMINUM_FOAM
icon_state = "mfoam"
/obj/effect/particle_effect/foam/metal/MakeSlippery()
return
/obj/effect/particle_effect/foam/metal/smart
name = "smart foam"
/obj/effect/particle_effect/foam/metal/iron
name = "iron foam"
metal = IRON_FOAM
@@ -38,12 +44,16 @@
metal = RESIN_FOAM
/obj/effect/particle_effect/foam/New(loc)
..(loc)
/obj/effect/particle_effect/foam/Initialize()
. = ..()
MakeSlippery()
create_reagents(1000) //limited by the size of the reagent holder anyway.
START_PROCESSING(SSfastprocess, src)
playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
/obj/effect/particle_effect/foam/proc/MakeSlippery()
AddComponent(/datum/component/slippery, 100)
/obj/effect/particle_effect/foam/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
@@ -61,6 +71,20 @@
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/smart/kill_foam() //Smart foam adheres to area borders for walls
STOP_PROCESSING(SSfastprocess, src)
if(metal)
var/turf/T = get_turf(src)
if(isspaceturf(T)) //Block up any exposed space
T.ChangeTurf(/turf/open/floor/plating/foam)
for(var/direction in GLOB.cardinals)
var/turf/cardinal_turf = get_step(T, direction)
if(get_area(cardinal_turf) != get_area(T)) //We're at an area boundary, so let's block off this turf!
new/obj/structure/foamedmetal(T)
break
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/process()
lifetime--
if(lifetime < 1)
@@ -101,15 +125,6 @@
lifetime--
return 1
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
M.slip(100, src)
/obj/effect/particle_effect/foam/metal/Crossed(atom/movable/AM)
return
/obj/effect/particle_effect/foam/proc/spread_foam()
var/turf/t_loc = get_turf(src)
for(var/turf/T in t_loc.GetAtmosAdjacentTurfs())
@@ -151,6 +166,10 @@
effect_type = /obj/effect/particle_effect/foam/metal
/datum/effect_system/foam_spread/metal/smart
effect_type = /obj/effect/particle_effect/foam/smart
/datum/effect_system/foam_spread/New()
..()
chemholder = new /obj()
@@ -252,6 +271,7 @@
. = ..()
if(isopenturf(loc))
var/turf/open/O = loc
O.ClearWet()
if(O.air)
var/datum/gas_mixture/G = O.air
G.temperature = 293.15
+285 -9
View File
@@ -15,19 +15,295 @@ again.
new I(get_turf(src))
qdel(src)
//normal windows
/obj/effect/spawner/structure/window
icon = 'icons/obj/structures.dmi'
icon = 'icons/obj/structures_spawners.dmi'
icon_state = "window_spawner"
name = "window spawner"
spawn_list = list(
/obj/structure/grille,
/obj/structure/window/fulltile
)
spawn_list = list(/obj/structure/grille, /obj/structure/window/fulltile)
/obj/effect/spawner/structure/window/hollow
name = "hollow window spawner"
icon_state = "hwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/corner
icon_state = "hwindow_spawner_corner_se"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/east)
/obj/effect/spawner/structure/window/hollow/corner/northeast
icon_state = "hwindow_spawner_corner_ne"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east)
/obj/effect/spawner/structure/window/hollow/corner/northwest
icon_state = "hwindow_spawner_corner_nw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/corner/southwest
icon_state = "hwindow_spawner_corner_sw"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/end
icon_state = "hwindow_spawner_end_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/end/north
icon_state = "hwindow_spawner_end_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/end/east
icon_state = "hwindow_spawner_end_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east)
/obj/effect/spawner/structure/window/hollow/end/west
icon_state = "hwindow_spawner_end_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/middle
icon_state = "hwindow_spawner_ns"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north)
/obj/effect/spawner/structure/window/hollow/middle/vertical
icon_state = "hwindow_spawner_ew"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/one_side
icon_state = "hwindow_spawner_single_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window)
/obj/effect/spawner/structure/window/hollow/one_side/north
icon_state = "hwindow_spawner_single_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north)
/obj/effect/spawner/structure/window/hollow/one_side/east
icon_state = "hwindow_spawner_single_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/east)
/obj/effect/spawner/structure/window/hollow/one_side/west
icon_state = "hwindow_spawner_single_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/west)
//reinforced
/obj/effect/spawner/structure/window/reinforced
name = "reinforced window spawner"
icon_state = "rwindow_spawner"
spawn_list = list(
/obj/structure/grille,
/obj/structure/window/reinforced/fulltile
)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/fulltile)
/obj/effect/spawner/structure/window/hollow/reinforced
name = "hollow reinforced window spawner"
icon_state = "hrwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/corner
icon_state = "hrwindow_spawner_corner_se"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/reinforced/corner/northeast
icon_state = "hrwindow_spawner_corner_ne"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/reinforced/corner/northwest
icon_state = "hrwindow_spawner_corner_nw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/corner/southwest
icon_state = "hrwindow_spawner_corner_sw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/end
icon_state = "hrwindow_spawner_end_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/end/north
icon_state = "hrwindow_spawner_end_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/end/east
icon_state = "hrwindow_spawner_end_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/reinforced/end/west
icon_state = "hrwindow_spawner_end_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/middle
icon_state = "hrwindow_spawner_ns"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north)
/obj/effect/spawner/structure/window/hollow/reinforced/middle/vertical
icon_state = "hrwindow_spawner_ew"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/one_side
icon_state = "hrwindow_spawner_single_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced)
/obj/effect/spawner/structure/window/hollow/reinforced/one_side/north
icon_state = "hrwindow_spawner_single_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north)
/obj/effect/spawner/structure/window/hollow/reinforced/one_side/east
icon_state = "hrwindow_spawner_single_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/reinforced/one_side/west
icon_state = "hrwindow_spawner_single_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/west)
//tinted
/obj/effect/spawner/structure/window/reinforced/tinted
name = "tinted reinforced window spawner"
icon_state = "twindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/tinted/fulltile)
//shuttle window
/obj/effect/spawner/structure/window/shuttle
name = "reinforced tinted window spawner"
icon_state = "swindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle)
//plasma windows
/obj/effect/spawner/structure/window/plasma
name = "plasma window spawner"
icon_state = "pwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/fulltile)
/obj/effect/spawner/structure/window/hollow/plasma
name = "hollow plasma window spawner"
icon_state = "phwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/corner
icon_state = "phwindow_spawner_corner_se"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/corner/northeast
icon_state = "phwindow_spawner_corner_ne"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/corner/northwest
icon_state = "phwindow_spawner_corner_nw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/corner/southwest
icon_state = "phwindow_spawner_corner_sw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/end
icon_state = "phwindow_spawner_end_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/end/north
icon_state = "phwindow_spawner_end_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/end/east
icon_state = "phwindow_spawner_end_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/end/west
icon_state = "phwindow_spawner_end_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/middle
icon_state = "phwindow_spawner_ns"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north)
/obj/effect/spawner/structure/window/hollow/plasma/middle/vertical
icon_state = "phwindow_spawner_ew"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/one_side
icon_state = "phwindow_spawner_single_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma)
/obj/effect/spawner/structure/window/hollow/plasma/one_side/north
icon_state = "phwindow_spawner_single_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north)
/obj/effect/spawner/structure/window/hollow/plasma/one_side/east
icon_state = "phwindow_spawner_single_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/one_side/west
icon_state = "phwindow_spawner_single_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/west)
//plasma reinforced
/obj/effect/spawner/structure/window/plasma/reinforced
name = "reinforced plasma window spawner"
icon_state = "prwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/fulltile)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced
name = "hollow reinforced plasma window spawner"
icon_state = "phrwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/corner
icon_state = "phrwindow_spawner_corner_se"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/corner/northeast
icon_state = "phrwindow_spawner_corner_ne"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/corner/northwest
icon_state = "phrwindow_spawner_corner_nw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/corner/southwest
icon_state = "phrwindow_spawner_corner_sw"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/end
icon_state = "phrwindow_spawner_end_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/end/north
icon_state = "phrwindow_spawner_end_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/end/east
icon_state = "phrwindow_spawner_end_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/end/west
icon_state = "phrwindow_spawner_end_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/middle
icon_state = "phrwindow_spawner_ns"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/middle/vertical
icon_state = "phrwindow_spawner_ew"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/one_side
icon_state = "phrwindow_spawner_single_s"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/one_side/north
icon_state = "phrwindow_spawner_single_n"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/one_side/east
icon_state = "phrwindow_spawner_single_e"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/east)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/one_side/west
icon_state = "phrwindow_spawner_single_w"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/west)
@@ -1,356 +1,356 @@
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = WEIGHT_CLASS_TINY
var/list/files = list()
/obj/item/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if(usr.stat || !usr.canmove || usr.restrained())
return
if (t)
src.name = "data disk- '[t]'"
else
src.name = "data disk"
src.add_fingerprint(usr)
return
/*
* ID CARDS
*/
/obj/item/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
origin_tech = "magnets=2;syndicate=2"
flags_1 = NOBLUDGEON_1
var/prox_check = TRUE //If the emag requires you to be in range
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
origin_tech = "bluespace=4;magnets=4;syndicate=5"
prox_check = FALSE
/obj/item/card/emag/attack()
return
/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
var/atom/A = target
if(!proximity && prox_check)
return
A.emag_act(user)
/obj/item/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = SLOT_ID
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
var/assignment = null
var/access_txt // mapping aid
/obj/item/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
update_label()
/obj/item/card/id/attack_self(mob/user)
user.visible_message("<span class='notice'>[user] shows you: [icon2html(src, viewers(user))] [src.name].</span>", \
"<span class='notice'>You show \the [src.name].</span>")
src.add_fingerprint(user)
return
/obj/item/card/id/examine(mob/user)
..()
if(mining_points)
to_chat(user, "There's [mining_points] mining equipment redemption point\s loaded onto this card.")
/obj/item/card/id/GetAccess()
return access
/obj/item/card/id/GetID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/card/id/silver
name = "silver identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/gold
name = "gold identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/syndicate
name = "agent card"
access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE)
origin_tech = "syndicate=1"
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/card/id/syndicate/Initialize()
..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
/obj/item/card/id/syndicate/afterattack(obj/item/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/item/card/id))
var/obj/item/card/id/I = O
src.access |= I.access
if(isliving(user) && user.mind)
if(user.mind.special_role)
to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
/obj/item/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
return
registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
assignment = u
update_label()
to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
return
..()
/obj/item/card/id/syndicate/anyone
anyone = TRUE
/obj/item/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(ACCESS_SYNDICATE)
/obj/item/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
registered_name = "Captain"
assignment = "Captain"
/obj/item/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
/obj/item/card/id/centcom
name = "\improper CentCom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
/obj/item/card/id/centcom/Initialize()
access = get_all_centcom_access()
..()
/obj/item/card/id/ert
name = "\improper CentCom ID"
desc = "A ERT ID card"
icon_state = "centcom"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
/obj/item/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/ert/Security
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
/obj/item/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
/obj/item/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/ert/Medical
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
/obj/item/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
assignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
/obj/item/card/id/prisoner/attack_self(mob/user)
to_chat(usr, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
/obj/item/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/card/id/mining
name = "mining ID"
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
/obj/item/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/hotel
name = "Staff ID"
desc = "A staff ID used to access the hotel's doors."
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT)
/obj/item/card/id/away/hotel/securty
name = "Officer ID"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT, ACCESS_AWAY_SEC)
/obj/item/card/id/away/old
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/old/sec
name = "Security Officer ID"
desc = "Security officers ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/sci
name = "Scientist ID"
desc = "Scientists ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/eng
name = "Engineer ID"
desc = "Engineers ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/apc
name = "APC Access ID"
desc = "Special ID card to allow access to APCs"
icon_state = "centcom"
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = WEIGHT_CLASS_TINY
var/list/files = list()
/obj/item/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if(usr.stat || !usr.canmove || usr.restrained())
return
if (t)
src.name = "data disk- '[t]'"
else
src.name = "data disk"
src.add_fingerprint(usr)
return
/*
* ID CARDS
*/
/obj/item/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
origin_tech = "magnets=2;syndicate=2"
flags_1 = NOBLUDGEON_1
var/prox_check = TRUE //If the emag requires you to be in range
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
origin_tech = "bluespace=4;magnets=4;syndicate=5"
prox_check = FALSE
/obj/item/card/emag/attack()
return
/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
var/atom/A = target
if(!proximity && prox_check)
return
A.emag_act(user)
/obj/item/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = SLOT_ID
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
var/assignment = null
var/access_txt // mapping aid
/obj/item/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
update_label()
/obj/item/card/id/attack_self(mob/user)
user.visible_message("<span class='notice'>[user] shows you: [icon2html(src, viewers(user))] [src.name].</span>", \
"<span class='notice'>You show \the [src.name].</span>")
src.add_fingerprint(user)
return
/obj/item/card/id/examine(mob/user)
..()
if(mining_points)
to_chat(user, "There's [mining_points] mining equipment redemption point\s loaded onto this card.")
/obj/item/card/id/GetAccess()
return access
/obj/item/card/id/GetID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/card/id/silver
name = "silver identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/gold
name = "gold identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/syndicate
name = "agent card"
access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE)
origin_tech = "syndicate=1"
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/card/id/syndicate/Initialize()
..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
/obj/item/card/id/syndicate/afterattack(obj/item/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/item/card/id))
var/obj/item/card/id/I = O
src.access |= I.access
if(isliving(user) && user.mind)
if(user.mind.special_role)
to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
/obj/item/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
return
registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
assignment = u
update_label()
to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
return
..()
/obj/item/card/id/syndicate/anyone
anyone = TRUE
/obj/item/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(ACCESS_SYNDICATE)
/obj/item/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
registered_name = "Captain"
assignment = "Captain"
/obj/item/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
/obj/item/card/id/centcom
name = "\improper CentCom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
/obj/item/card/id/centcom/Initialize()
access = get_all_centcom_access()
..()
/obj/item/card/id/ert
name = "\improper CentCom ID"
desc = "A ERT ID card"
icon_state = "centcom"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
/obj/item/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/ert/Security
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
/obj/item/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
/obj/item/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/ert/Medical
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
/obj/item/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-ACCESS_CHANGE_IDS
..()
/obj/item/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
assignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
/obj/item/card/id/prisoner/attack_self(mob/user)
to_chat(usr, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
/obj/item/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/card/id/mining
name = "mining ID"
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
/obj/item/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/hotel
name = "Staff ID"
desc = "A staff ID used to access the hotel's doors."
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT)
/obj/item/card/id/away/hotel/securty
name = "Officer ID"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT, ACCESS_AWAY_SEC)
/obj/item/card/id/away/old
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/old/sec
name = "Security Officer ID"
desc = "Security officers ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/sci
name = "Scientist ID"
desc = "Scientists ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/eng
name = "Engineer ID"
desc = "Engineers ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/apc
name = "APC Access ID"
desc = "Special ID card to allow access to APCs"
icon_state = "centcom"
access = list(ACCESS_ENGINE_EQUIP)
@@ -13,7 +13,7 @@
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "soap"
w_class = WEIGHT_CLASS_TINY
flags_1 = NOBLUDGEON_1
@@ -23,6 +23,10 @@
var/cleanspeed = 50 //slower than mop
force_string = "robust... against germs"
/obj/item/soap/Initialize()
. = ..()
AddComponent(/datum/component/slippery, 80)
/obj/item/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
icon_state = "soapnt"
@@ -48,11 +52,6 @@
new /obj/effect/particle_effect/foam(loc)
return (TOXLOSS)
/obj/item/soap/Crossed(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
M.slip(80, src)
/obj/item/soap/afterattack(atom/target, mob/user, proximity)
if(!proximity || !check_allowed_items(target))
return
@@ -97,7 +96,7 @@
/obj/item/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi'
@@ -1,186 +1,186 @@
/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/random
name = "lipstick"
/obj/item/lipstick/random/New()
..()
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected == "mouth")
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items.dmi'
icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
if(location == "mouth")
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, 1)
/obj/item/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if(location == "mouth")
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves his facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == "head")
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves his head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/random
name = "lipstick"
/obj/item/lipstick/random/New()
..()
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected == "mouth")
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items.dmi'
icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
if(location == "mouth")
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, 1)
/obj/item/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if(location == "mouth")
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves his facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == "head")
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave their head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves his head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
..()
@@ -7,16 +7,20 @@
desc = "A portable microcomputer by Thinktronic Systems, LTD. The surface is coated with polytetrafluoroethylene and banana drippings."
ttone = "honk"
/obj/item/device/pda/clown/Crossed(AM as mob|obj)
if (istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
if(M.slip(120, src, NO_SLIP_WHEN_WALKING))
if (ishuman(M) && (M.real_name != src.owner))
if (istype(src.cartridge, /obj/item/cartridge/virus/clown))
var/obj/item/cartridge/virus/cart = src.cartridge
if(cart.charges < 5)
cart.charges++
/obj/item/device/pda/clown/Initialize()
. = ..()
AddComponent(/datum/component/slippery, 120, NO_SLIP_WHEN_WALKING)
/obj/item/device/pda/clown/ComponentActivated(datum/component/C)
..()
var/datum/component/slippery/S = C
if(!istype(S))
return
var/mob/living/carbon/human/M = S.slip_victim
if (istype(M) && (M.real_name != src.owner))
var/obj/item/cartridge/virus/clown/cart = cartridge
if(istype(cart) && cart.charges < 5)
cart.charges++
// Special AI/pAI PDAs that cannot explode.
/obj/item/device/pda/ai
@@ -1,370 +1,370 @@
/obj/item/dnainjector
name = "\improper DNA injector"
desc = "This injects the person with DNA."
icon = 'icons/obj/items.dmi'
icon_state = "dnainjector"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=1"
var/damage_coeff = 1
var/list/fields
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/dnainjector/attack_paw(mob/user)
return attack_hand(user)
/obj/item/dnainjector/proc/prepare()
for(var/mut_key in add_mutations_static)
add_mutations.Add(GLOB.mutations_list[mut_key])
for(var/mut_key in remove_mutations_static)
remove_mutations.Add(GLOB.mutations_list[mut_key])
/obj/item/dnainjector/proc/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.has_dna() && !(RADIMMUNE in M.dna.species.species_traits) && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/datum/mutation/human/HM in remove_mutations)
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if(HM.name == RACEMUT)
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
HM.force_give(M)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
if(fields["UI"]) //UI+UE
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
log_attack(log_msg)
return TRUE
return FALSE
/obj/item/dnainjector/attack(mob/target, mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(used)
to_chat(user, "<span class='warning'>This injector is used up!</span>")
return
if(ishuman(target))
var/mob/living/carbon/human/humantarget = target
if (!humantarget.can_inject(user, 1))
return
add_logs(user, target, "attempted to inject", src)
if(target != user)
target.visible_message("<span class='danger'>[user] is trying to inject [target] with [src]!</span>", "<span class='userdanger'>[user] is trying to inject [target] with [src]!</span>")
if(!do_mob(user, target) || used)
return
target.visible_message("<span class='danger'>[user] injects [target] with the syringe with [src]!", \
"<span class='userdanger'>[user] injects [target] with the syringe with [src]!")
else
to_chat(user, "<span class='notice'>You inject yourself with [src].</span>")
add_logs(user, target, "injected", src)
if(!inject(target, user)) //Now we actually do the heavy lifting.
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
used = 1
icon_state = "dnainjector0"
desc += " This one is used up."
/obj/item/dnainjector/antihulk
name = "\improper DNA injector (Anti-Hulk)"
desc = "Cures green skin."
remove_mutations_static = list(HULK)
/obj/item/dnainjector/hulkmut
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/dnainjector/xraymut
name = "\improper DNA injector (Xray)"
desc = "Finally you can see what the Captain does."
add_mutations_static = list(XRAY)
/obj/item/dnainjector/antixray
name = "\improper DNA injector (Anti-Xray)"
desc = "It will make you see harder."
remove_mutations_static = list(XRAY)
/////////////////////////////////////
/obj/item/dnainjector/antiglasses
name = "\improper DNA injector (Anti-Glasses)"
desc = "Toss away those glasses!"
remove_mutations_static = list(BADSIGHT)
/obj/item/dnainjector/glassesmut
name = "\improper DNA injector (Glasses)"
desc = "Will make you need dorkish glasses."
add_mutations_static = list(BADSIGHT)
/obj/item/dnainjector/epimut
name = "\improper DNA injector (Epi.)"
desc = "Shake shake shake the room!"
add_mutations_static = list(EPILEPSY)
/obj/item/dnainjector/antiepi
name = "\improper DNA injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
remove_mutations_static = list(EPILEPSY)
////////////////////////////////////
/obj/item/dnainjector/anticough
name = "\improper DNA injector (Anti-Cough)"
desc = "Will stop that aweful noise."
remove_mutations_static = list(COUGH)
/obj/item/dnainjector/coughmut
name = "\improper DNA injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
add_mutations_static = list(COUGH)
/obj/item/dnainjector/antidwarf
name = "\improper DNA injector (Anti-Dwarfism)"
desc = "Helps you grow big and strong."
remove_mutations_static = list(DWARFISM)
/obj/item/dnainjector/dwarf
name = "\improper DNA injector (Dwarfism)"
desc = "It's a small world after all."
add_mutations_static = list(DWARFISM)
/obj/item/dnainjector/clumsymut
name = "\improper DNA injector (Clumsy)"
desc = "Makes clown minions."
add_mutations_static = list(CLOWNMUT)
/obj/item/dnainjector/anticlumsy
name = "\improper DNA injector (Anti-Clumsy)"
desc = "Apply this for Security Clown."
remove_mutations_static = list(CLOWNMUT)
/obj/item/dnainjector/antitour
name = "\improper DNA injector (Anti-Tour.)"
desc = "Will cure tourrets."
remove_mutations_static = list(TOURETTES)
/obj/item/dnainjector/tourmut
name = "\improper DNA injector (Tour.)"
desc = "Gives you a nasty case of Tourette's."
add_mutations_static = list(TOURETTES)
/obj/item/dnainjector/stuttmut
name = "\improper DNA injector (Stutt.)"
desc = "Makes you s-s-stuttterrr"
add_mutations_static = list(NERVOUS)
/obj/item/dnainjector/antistutt
name = "\improper DNA injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
remove_mutations_static = list(NERVOUS)
/obj/item/dnainjector/antifire
name = "\improper DNA injector (Anti-Fire)"
desc = "Cures fire."
remove_mutations_static = list(COLDRES)
/obj/item/dnainjector/firemut
name = "\improper DNA injector (Fire)"
desc = "Gives you fire."
add_mutations_static = list(COLDRES)
/obj/item/dnainjector/blindmut
name = "\improper DNA injector (Blind)"
desc = "Makes you not see anything."
add_mutations_static = list(BLINDMUT)
/obj/item/dnainjector/antiblind
name = "\improper DNA injector (Anti-Blind)"
desc = "IT'S A MIRACLE!!!"
remove_mutations_static = list(BLINDMUT)
/obj/item/dnainjector/antitele
name = "\improper DNA injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
remove_mutations_static = list(TK)
/obj/item/dnainjector/telemut
name = "\improper DNA injector (Tele.)"
desc = "Super brain man!"
add_mutations_static = list(TK)
/obj/item/dnainjector/telemut/darkbundle
name = "\improper DNA injector"
desc = "Good. Let the hate flow through you."
/obj/item/dnainjector/deafmut
name = "\improper DNA injector (Deaf)"
desc = "Sorry, what did you say?"
add_mutations_static = list(DEAFMUT)
/obj/item/dnainjector/antideaf
name = "\improper DNA injector (Anti-Deaf)"
desc = "Will make you hear once more."
remove_mutations_static = list(DEAFMUT)
/obj/item/dnainjector/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
/obj/item/dnainjector/m2h
name = "\improper DNA injector (Monkey > Human)"
desc = "Will make you...less hairy."
remove_mutations_static = list(RACEMUT)
/obj/item/dnainjector/antichameleon
name = "\improper DNA injector (Anti-Chameleon)"
remove_mutations_static = list(CHAMELEON)
/obj/item/dnainjector/chameleonmut
name = "\improper DNA injector (Chameleon)"
add_mutations_static = list(CHAMELEON)
/obj/item/dnainjector/antiwacky
name = "\improper DNA injector (Anti-Wacky)"
remove_mutations_static = list(WACKY)
/obj/item/dnainjector/wackymut
name = "\improper DNA injector (Wacky)"
add_mutations_static = list(WACKY)
/obj/item/dnainjector/antimute
name = "\improper DNA injector (Anti-Mute)"
remove_mutations_static = list(MUT_MUTE)
/obj/item/dnainjector/mutemut
name = "\improper DNA injector (Mute)"
add_mutations_static = list(MUT_MUTE)
/obj/item/dnainjector/antismile
name = "\improper DNA injector (Anti-Smile)"
remove_mutations_static = list(SMILE)
/obj/item/dnainjector/smilemut
name = "\improper DNA injector (Smile)"
add_mutations_static = list(SMILE)
/obj/item/dnainjector/unintelligablemut
name = "\improper DNA injector (Unintelligable)"
add_mutations_static = list(UNINTELLIGABLE)
/obj/item/dnainjector/antiunintelligable
name = "\improper DNA injector (Anti-Unintelligable)"
remove_mutations_static = list(UNINTELLIGABLE)
/obj/item/dnainjector/swedishmut
name = "\improper DNA injector (Swedish)"
add_mutations_static = list(SWEDISH)
/obj/item/dnainjector/antiswedish
name = "\improper DNA injector (Anti-Swedish)"
remove_mutations_static = list(SWEDISH)
/obj/item/dnainjector/chavmut
name = "\improper DNA injector (Chav)"
add_mutations_static = list(CHAV)
/obj/item/dnainjector/antichav
name = "\improper DNA injector (Anti-Chav)"
remove_mutations_static = list(CHAV)
/obj/item/dnainjector/elvismut
name = "\improper DNA injector (Elvis)"
add_mutations_static = list(ELVIS)
/obj/item/dnainjector/antielvis
name = "\improper DNA injector (Anti-Elvis)"
remove_mutations_static = list(ELVIS)
/obj/item/dnainjector/lasereyesmut
name = "\improper DNA injector (Laser Eyes)"
add_mutations_static = list(LASEREYES)
/obj/item/dnainjector/antilasereyes
name = "\improper DNA injector (Anti-Laser Eyes)"
remove_mutations_static = list(LASEREYES)
/obj/item/dnainjector/timed
var/duration = 600
/obj/item/dnainjector/timed/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, "<span class='notice'>You can't modify [M]'s DNA while [M.p_theyre()] dead.</span>")
return FALSE
if(M.has_dna() && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
for(var/datum/mutation/human/HM in remove_mutations)
if(HM.name == RACEMUT)
if(ishuman(M))
continue
M = HM.force_lose(M)
else
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if((HM in M.dna.mutations) && !(M.dna.temporary_mutations[HM.name]))
continue //Skip permanent mutations we already have.
if(HM.name == RACEMUT && ishuman(M))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
M = HM.force_give(M)
else
HM.force_give(M)
M.dna.temporary_mutations[HM.name] = endtime
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
if(!M.dna.previous["name"])
M.dna.previous["name"] = M.real_name
if(!M.dna.previous["UE"])
M.dna.previous["UE"] = M.dna.unique_enzymes
if(!M.dna.previous["blood_type"])
M.dna.previous["blood_type"] = M.dna.blood_type
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
M.dna.temporary_mutations[UE_CHANGED] = endtime
if(fields["UI"]) //UI+UE
if(!M.dna.previous["UI"])
M.dna.previous["UI"] = M.dna.uni_identity
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
M.dna.temporary_mutations[UI_CHANGED] = endtime
log_attack(log_msg)
return TRUE
else
return FALSE
/obj/item/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/dnainjector/timed/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
/obj/item/dnainjector
name = "\improper DNA injector"
desc = "This injects the person with DNA."
icon = 'icons/obj/items.dmi'
icon_state = "dnainjector"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=1"
var/damage_coeff = 1
var/list/fields
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/dnainjector/attack_paw(mob/user)
return attack_hand(user)
/obj/item/dnainjector/proc/prepare()
for(var/mut_key in add_mutations_static)
add_mutations.Add(GLOB.mutations_list[mut_key])
for(var/mut_key in remove_mutations_static)
remove_mutations.Add(GLOB.mutations_list[mut_key])
/obj/item/dnainjector/proc/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.has_dna() && !(RADIMMUNE in M.dna.species.species_traits) && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/datum/mutation/human/HM in remove_mutations)
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if(HM.name == RACEMUT)
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
HM.force_give(M)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
if(fields["UI"]) //UI+UE
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
log_attack(log_msg)
return TRUE
return FALSE
/obj/item/dnainjector/attack(mob/target, mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(used)
to_chat(user, "<span class='warning'>This injector is used up!</span>")
return
if(ishuman(target))
var/mob/living/carbon/human/humantarget = target
if (!humantarget.can_inject(user, 1))
return
add_logs(user, target, "attempted to inject", src)
if(target != user)
target.visible_message("<span class='danger'>[user] is trying to inject [target] with [src]!</span>", "<span class='userdanger'>[user] is trying to inject [target] with [src]!</span>")
if(!do_mob(user, target) || used)
return
target.visible_message("<span class='danger'>[user] injects [target] with the syringe with [src]!", \
"<span class='userdanger'>[user] injects [target] with the syringe with [src]!")
else
to_chat(user, "<span class='notice'>You inject yourself with [src].</span>")
add_logs(user, target, "injected", src)
if(!inject(target, user)) //Now we actually do the heavy lifting.
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
used = 1
icon_state = "dnainjector0"
desc += " This one is used up."
/obj/item/dnainjector/antihulk
name = "\improper DNA injector (Anti-Hulk)"
desc = "Cures green skin."
remove_mutations_static = list(HULK)
/obj/item/dnainjector/hulkmut
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/dnainjector/xraymut
name = "\improper DNA injector (Xray)"
desc = "Finally you can see what the Captain does."
add_mutations_static = list(XRAY)
/obj/item/dnainjector/antixray
name = "\improper DNA injector (Anti-Xray)"
desc = "It will make you see harder."
remove_mutations_static = list(XRAY)
/////////////////////////////////////
/obj/item/dnainjector/antiglasses
name = "\improper DNA injector (Anti-Glasses)"
desc = "Toss away those glasses!"
remove_mutations_static = list(BADSIGHT)
/obj/item/dnainjector/glassesmut
name = "\improper DNA injector (Glasses)"
desc = "Will make you need dorkish glasses."
add_mutations_static = list(BADSIGHT)
/obj/item/dnainjector/epimut
name = "\improper DNA injector (Epi.)"
desc = "Shake shake shake the room!"
add_mutations_static = list(EPILEPSY)
/obj/item/dnainjector/antiepi
name = "\improper DNA injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
remove_mutations_static = list(EPILEPSY)
////////////////////////////////////
/obj/item/dnainjector/anticough
name = "\improper DNA injector (Anti-Cough)"
desc = "Will stop that aweful noise."
remove_mutations_static = list(COUGH)
/obj/item/dnainjector/coughmut
name = "\improper DNA injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
add_mutations_static = list(COUGH)
/obj/item/dnainjector/antidwarf
name = "\improper DNA injector (Anti-Dwarfism)"
desc = "Helps you grow big and strong."
remove_mutations_static = list(DWARFISM)
/obj/item/dnainjector/dwarf
name = "\improper DNA injector (Dwarfism)"
desc = "It's a small world after all."
add_mutations_static = list(DWARFISM)
/obj/item/dnainjector/clumsymut
name = "\improper DNA injector (Clumsy)"
desc = "Makes clown minions."
add_mutations_static = list(CLOWNMUT)
/obj/item/dnainjector/anticlumsy
name = "\improper DNA injector (Anti-Clumsy)"
desc = "Apply this for Security Clown."
remove_mutations_static = list(CLOWNMUT)
/obj/item/dnainjector/antitour
name = "\improper DNA injector (Anti-Tour.)"
desc = "Will cure tourrets."
remove_mutations_static = list(TOURETTES)
/obj/item/dnainjector/tourmut
name = "\improper DNA injector (Tour.)"
desc = "Gives you a nasty case of Tourette's."
add_mutations_static = list(TOURETTES)
/obj/item/dnainjector/stuttmut
name = "\improper DNA injector (Stutt.)"
desc = "Makes you s-s-stuttterrr"
add_mutations_static = list(NERVOUS)
/obj/item/dnainjector/antistutt
name = "\improper DNA injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
remove_mutations_static = list(NERVOUS)
/obj/item/dnainjector/antifire
name = "\improper DNA injector (Anti-Fire)"
desc = "Cures fire."
remove_mutations_static = list(COLDRES)
/obj/item/dnainjector/firemut
name = "\improper DNA injector (Fire)"
desc = "Gives you fire."
add_mutations_static = list(COLDRES)
/obj/item/dnainjector/blindmut
name = "\improper DNA injector (Blind)"
desc = "Makes you not see anything."
add_mutations_static = list(BLINDMUT)
/obj/item/dnainjector/antiblind
name = "\improper DNA injector (Anti-Blind)"
desc = "IT'S A MIRACLE!!!"
remove_mutations_static = list(BLINDMUT)
/obj/item/dnainjector/antitele
name = "\improper DNA injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
remove_mutations_static = list(TK)
/obj/item/dnainjector/telemut
name = "\improper DNA injector (Tele.)"
desc = "Super brain man!"
add_mutations_static = list(TK)
/obj/item/dnainjector/telemut/darkbundle
name = "\improper DNA injector"
desc = "Good. Let the hate flow through you."
/obj/item/dnainjector/deafmut
name = "\improper DNA injector (Deaf)"
desc = "Sorry, what did you say?"
add_mutations_static = list(DEAFMUT)
/obj/item/dnainjector/antideaf
name = "\improper DNA injector (Anti-Deaf)"
desc = "Will make you hear once more."
remove_mutations_static = list(DEAFMUT)
/obj/item/dnainjector/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
/obj/item/dnainjector/m2h
name = "\improper DNA injector (Monkey > Human)"
desc = "Will make you...less hairy."
remove_mutations_static = list(RACEMUT)
/obj/item/dnainjector/antichameleon
name = "\improper DNA injector (Anti-Chameleon)"
remove_mutations_static = list(CHAMELEON)
/obj/item/dnainjector/chameleonmut
name = "\improper DNA injector (Chameleon)"
add_mutations_static = list(CHAMELEON)
/obj/item/dnainjector/antiwacky
name = "\improper DNA injector (Anti-Wacky)"
remove_mutations_static = list(WACKY)
/obj/item/dnainjector/wackymut
name = "\improper DNA injector (Wacky)"
add_mutations_static = list(WACKY)
/obj/item/dnainjector/antimute
name = "\improper DNA injector (Anti-Mute)"
remove_mutations_static = list(MUT_MUTE)
/obj/item/dnainjector/mutemut
name = "\improper DNA injector (Mute)"
add_mutations_static = list(MUT_MUTE)
/obj/item/dnainjector/antismile
name = "\improper DNA injector (Anti-Smile)"
remove_mutations_static = list(SMILE)
/obj/item/dnainjector/smilemut
name = "\improper DNA injector (Smile)"
add_mutations_static = list(SMILE)
/obj/item/dnainjector/unintelligablemut
name = "\improper DNA injector (Unintelligable)"
add_mutations_static = list(UNINTELLIGABLE)
/obj/item/dnainjector/antiunintelligable
name = "\improper DNA injector (Anti-Unintelligable)"
remove_mutations_static = list(UNINTELLIGABLE)
/obj/item/dnainjector/swedishmut
name = "\improper DNA injector (Swedish)"
add_mutations_static = list(SWEDISH)
/obj/item/dnainjector/antiswedish
name = "\improper DNA injector (Anti-Swedish)"
remove_mutations_static = list(SWEDISH)
/obj/item/dnainjector/chavmut
name = "\improper DNA injector (Chav)"
add_mutations_static = list(CHAV)
/obj/item/dnainjector/antichav
name = "\improper DNA injector (Anti-Chav)"
remove_mutations_static = list(CHAV)
/obj/item/dnainjector/elvismut
name = "\improper DNA injector (Elvis)"
add_mutations_static = list(ELVIS)
/obj/item/dnainjector/antielvis
name = "\improper DNA injector (Anti-Elvis)"
remove_mutations_static = list(ELVIS)
/obj/item/dnainjector/lasereyesmut
name = "\improper DNA injector (Laser Eyes)"
add_mutations_static = list(LASEREYES)
/obj/item/dnainjector/antilasereyes
name = "\improper DNA injector (Anti-Laser Eyes)"
remove_mutations_static = list(LASEREYES)
/obj/item/dnainjector/timed
var/duration = 600
/obj/item/dnainjector/timed/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, "<span class='notice'>You can't modify [M]'s DNA while [M.p_theyre()] dead.</span>")
return FALSE
if(M.has_dna() && !(M.disabilities & NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
for(var/datum/mutation/human/HM in remove_mutations)
if(HM.name == RACEMUT)
if(ishuman(M))
continue
M = HM.force_lose(M)
else
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if((HM in M.dna.mutations) && !(M.dna.temporary_mutations[HM.name]))
continue //Skip permanent mutations we already have.
if(HM.name == RACEMUT && ishuman(M))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
M = HM.force_give(M)
else
HM.force_give(M)
M.dna.temporary_mutations[HM.name] = endtime
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
if(!M.dna.previous["name"])
M.dna.previous["name"] = M.real_name
if(!M.dna.previous["UE"])
M.dna.previous["UE"] = M.dna.unique_enzymes
if(!M.dna.previous["blood_type"])
M.dna.previous["blood_type"] = M.dna.blood_type
M.real_name = fields["name"]
M.dna.unique_enzymes = fields["UE"]
M.name = M.real_name
M.dna.blood_type = fields["blood_type"]
M.dna.temporary_mutations[UE_CHANGED] = endtime
if(fields["UI"]) //UI+UE
if(!M.dna.previous["UI"])
M.dna.previous["UI"] = M.dna.uni_identity
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
M.updateappearance(mutations_overlay_update=1)
M.dna.temporary_mutations[UI_CHANGED] = endtime
log_attack(log_msg)
return TRUE
else
return FALSE
/obj/item/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
/obj/item/dnainjector/timed/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
@@ -2,8 +2,8 @@
name = "flashbang"
icon_state = "flashbang"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
origin_tech = "materials=2;combat=3"
/obj/item/grenade/flashbang/prime()
@@ -29,11 +29,11 @@
//Flash
if(M.flash_act(affect_silicon = 1))
M.Knockdown(max(200/max(1,distance), 60))
M.Knockdown(max(200/max(1,distance), 60))
//Bang
if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this.
M.Knockdown(200)
M.soundbang_act(1, 200, 10, 15)
else
M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
@@ -1,71 +1,71 @@
//improvised explosives//
/obj/item/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/list/times
/obj/item/grenade/iedcasing/Initialize()
. = ..()
add_overlay("improvised_grenade_filled")
add_overlay("improvised_grenade_wired")
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
/obj/item/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
can.pixel_y = 0
var/mutable_appearance/can_underlay = new(can)
can_underlay.layer = FLOAT_LAYER
can_underlay.plane = FLOAT_PLANE
underlays += can_underlay
/obj/item/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
active = TRUE
cut_overlay("improvised_grenade_filled")
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)].")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/grenade/iedcasing/prime() //Blowing that can up
update_mob()
explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
qdel(src)
/obj/item/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")
//improvised explosives//
/obj/item/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/list/times
/obj/item/grenade/iedcasing/Initialize()
. = ..()
add_overlay("improvised_grenade_filled")
add_overlay("improvised_grenade_wired")
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
/obj/item/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
can.pixel_y = 0
var/mutable_appearance/can_underlay = new(can)
can_underlay.layer = FLOAT_LAYER
can_underlay.plane = FLOAT_PLANE
underlays += can_underlay
/obj/item/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
active = TRUE
cut_overlay("improvised_grenade_filled")
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)].")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/grenade/iedcasing/prime() //Blowing that can up
update_mob()
explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
qdel(src)
/obj/item/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")
@@ -1,113 +1,113 @@
/obj/item/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
/obj/item/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
/obj/item/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
to_chat(user, "The timer is set to [det_time/10] second\s.")
else
to_chat(user, "\The [src] is set for instant detonation.")
/obj/item/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
/obj/item/grenade/proc/preprime(mob/user)
if(user)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/grenade/proc/prime()
/obj/item/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/grenade/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/screwdriver))
switch(det_time)
if ("1")
det_time = 10
to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
if ("10")
det_time = 30
to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
if ("30")
det_time = 50
to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
if ("50")
det_time = 1
to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
add_fingerprint(user)
else
return ..()
/obj/item/grenade/attack_hand()
walk(src, null, null)
..()
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return 1 //It hit the grenade, not them
/obj/item/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
/obj/item/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
/obj/item/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
to_chat(user, "The timer is set to [det_time/10] second\s.")
else
to_chat(user, "\The [src] is set for instant detonation.")
/obj/item/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
/obj/item/grenade/proc/preprime(mob/user)
if(user)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/grenade/proc/prime()
/obj/item/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/grenade/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/screwdriver))
switch(det_time)
if ("1")
det_time = 10
to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
if ("10")
det_time = 30
to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
if ("30")
det_time = 50
to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
if ("50")
det_time = 1
to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
add_fingerprint(user)
else
return ..()
/obj/item/grenade/attack_hand()
walk(src, null, null)
..()
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return 1 //It hit the grenade, not them
@@ -1,39 +1,39 @@
/obj/item/grenade/spawnergrenade
desc = "It will unleash an unspecified anomaly into the vicinity."
name = "delivery grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "delivery"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4"
var/spawner_type = null // must be an object path
var/deliveryamt = 1 // amount of type to deliver
/obj/item/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
update_mob()
if(spawner_type && deliveryamt)
// Make a quick flash
var/turf/T = get_turf(src)
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/carbon/C in viewers(T, null))
C.flash_act()
// Spawn some hostile syndicate critters and spread them out
spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
qdel(src)
/obj/item/grenade/spawnergrenade/manhacks
name = "viscerator delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/viscerator
deliveryamt = 10
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/grenade/spawnergrenade/spesscarp
name = "carp delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/carp
deliveryamt = 5
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/grenade/spawnergrenade/syndiesoap
name = "Mister Scrubby"
spawner_type = /obj/item/soap/syndie
/obj/item/grenade/spawnergrenade
desc = "It will unleash an unspecified anomaly into the vicinity."
name = "delivery grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "delivery"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4"
var/spawner_type = null // must be an object path
var/deliveryamt = 1 // amount of type to deliver
/obj/item/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
update_mob()
if(spawner_type && deliveryamt)
// Make a quick flash
var/turf/T = get_turf(src)
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/carbon/C in viewers(T, null))
C.flash_act()
// Spawn some hostile syndicate critters and spread them out
spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
qdel(src)
/obj/item/grenade/spawnergrenade/manhacks
name = "viscerator delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/viscerator
deliveryamt = 10
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/grenade/spawnergrenade/spesscarp
name = "carp delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/carp
deliveryamt = 5
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/grenade/spawnergrenade/syndiesoap
name = "Mister Scrubby"
spawner_type = /obj/item/soap/syndie
@@ -1,53 +1,53 @@
/obj/item/grenade/syndieminibomb
desc = "A syndicate manufactured explosive used to sow destruction and chaos"
name = "syndicate minibomb"
icon = 'icons/obj/grenade.dmi'
icon_state = "syndicate"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion
name = "HE Grenade"
desc = "A compact shrapnel grenade meant to devestate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
icon_state = "concussion"
origin_tech = "materials=3;magnets=4;syndicate=2"
/obj/item/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc,0,2,3,flame_range = 3)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/grenade/gluon
desc = "An advanced grenade that releases a harmful stream of gluons inducing radiation in those nearby. These gluon streams will also make victims feel exhausted, and induce shivering. This extreme coldness will also likely wet any nearby floors."
name = "gluon frag grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "bluefrag"
item_state = "flashbang"
var/freeze_range = 4
var/rad_damage = 35
var/stamina_damage = 30
/obj/item/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
radiation_pulse(loc,freeze_range,freeze_range+1,rad_damage)
for(var/turf/T in view(freeze_range,loc))
if(isfloorturf(T))
var/turf/open/floor/F = T
F.wet = TURF_WET_PERMAFROST
addtimer(CALLBACK(F, /turf/open/floor.proc/MakeDry, TURF_WET_PERMAFROST), rand(3000, 3100))
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.bodytemperature -= 230
qdel(src)
/obj/item/grenade/syndieminibomb
desc = "A syndicate manufactured explosive used to sow destruction and chaos"
name = "syndicate minibomb"
icon = 'icons/obj/grenade.dmi'
icon_state = "syndicate"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion
name = "HE Grenade"
desc = "A compact shrapnel grenade meant to devestate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
icon_state = "concussion"
origin_tech = "materials=3;magnets=4;syndicate=2"
/obj/item/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc,0,2,3,flame_range = 3)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/grenade/gluon
desc = "An advanced grenade that releases a harmful stream of gluons inducing radiation in those nearby. These gluon streams will also make victims feel exhausted, and induce shivering. This extreme coldness will also likely wet any nearby floors."
name = "gluon frag grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "bluefrag"
item_state = "flashbang"
var/freeze_range = 4
var/rad_damage = 35
var/stamina_damage = 30
/obj/item/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
radiation_pulse(loc,freeze_range,freeze_range+1,rad_damage)
for(var/turf/T in view(freeze_range,loc))
if(isfloorturf(T))
var/turf/open/floor/F = T
F.wet = TURF_WET_PERMAFROST
addtimer(CALLBACK(F, /turf/open/floor.proc/MakeDry, TURF_WET_PERMAFROST), rand(3000, 3100))
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.bodytemperature -= 230
qdel(src)
@@ -4,8 +4,8 @@
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-0"
item_state = "implantcase"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
@@ -3,7 +3,7 @@
desc = "Used to implant occupants with mindshield implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = TRUE
density = TRUE
opacity = 0
anchored = TRUE
@@ -20,13 +20,13 @@
var/special = FALSE
var/special_name = "special function"
/obj/machinery/implantchair/Initialize()
. = ..()
/obj/machinery/implantchair/Initialize()
. = ..()
open_machine()
update_icon()
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
@@ -1,73 +1,73 @@
/obj/item/implanter
name = "implanter"
desc = "A sterile automatic implant injector."
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
var/obj/item/implant/imp = null
var/imp_type = null
/obj/item/implanter/update_icon()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/implanter/attack(mob/living/M, mob/user)
if(!istype(M))
return
if(user && imp)
if(M != user)
M.visible_message("<span class='warning'>[user] is attempting to implant [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_mob(user, M, 50)))
if(src && imp)
if(imp.implant(M, user))
if (M == user)
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
else
to_chat(user, "<span class='warning'>[src] fails to implant [M].</span>")
/obj/item/implanter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_held_item() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implanter ([t])"
else
name = "implanter"
else
return ..()
/obj/item/implanter/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/implanter/adrenalin
name = "implanter (adrenalin)"
imp_type = /obj/item/implant/adrenalin
/obj/item/implanter/emp
name = "implanter (EMP)"
imp_type = /obj/item/implant/emp
/obj/item/implanter
name = "implanter"
desc = "A sterile automatic implant injector."
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
var/obj/item/implant/imp = null
var/imp_type = null
/obj/item/implanter/update_icon()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/implanter/attack(mob/living/M, mob/user)
if(!istype(M))
return
if(user && imp)
if(M != user)
M.visible_message("<span class='warning'>[user] is attempting to implant [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_mob(user, M, 50)))
if(src && imp)
if(imp.implant(M, user))
if (M == user)
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
else
to_chat(user, "<span class='warning'>[src] fails to implant [M].</span>")
/obj/item/implanter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_held_item() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implanter ([t])"
else
name = "implanter"
else
return ..()
/obj/item/implanter/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/implanter/adrenalin
name = "implanter (adrenalin)"
imp_type = /obj/item/implant/adrenalin
/obj/item/implanter/emp
name = "implanter (EMP)"
imp_type = /obj/item/implant/emp
@@ -4,8 +4,8 @@
icon = 'icons/obj/items.dmi'
icon_state = "implantpad-0"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
@@ -3,8 +3,8 @@
desc = "Sneeki breeki."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
origin_tech = "materials=4;magnets=4;programming=4;biotech=4;syndicate=5;bluespace=5"
var/starting_tc = 0
@@ -1,168 +1,168 @@
/* Kitchen tools
* Contains:
* Fork
* Kitchen knives
* Ritual Knife
* Butcher's cleaver
* Combat Knife
* Rolling Pins
*/
/obj/item/kitchen
icon = 'icons/obj/kitchen.dmi'
origin_tech = "materials=1"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
/obj/item/kitchen/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(forkload)
if(M == user)
M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
else
M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
icon_state = "fork"
forkload = null
else if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife
name = "kitchen knife"
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags_1 = CONDUCT_1
force = 10
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return (BRUTELOSS)
/obj/item/kitchen/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "knife"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags_1 = CONDUCT_1
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/combat
name = "combat knife"
icon_state = "buckknife"
item_state = "knife"
desc = "A military combat utility survival knife."
force = 20
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
bayonet = TRUE
/obj/item/kitchen/knife/combat/survival
name = "survival knife"
icon_state = "survivalknife"
item_state = "knife"
desc = "A hunting grade survival knife."
force = 15
throwforce = 15
bayonet = TRUE
/obj/item/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
materials = list()
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
item_state = "carrotshiv"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/* Trays moved to /obj/item/storage/bag */
/* Kitchen tools
* Contains:
* Fork
* Kitchen knives
* Ritual Knife
* Butcher's cleaver
* Combat Knife
* Rolling Pins
*/
/obj/item/kitchen
icon = 'icons/obj/kitchen.dmi'
origin_tech = "materials=1"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
/obj/item/kitchen/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(forkload)
if(M == user)
M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
else
M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
M.reagents.add_reagent(forkload.id, 1)
icon_state = "fork"
forkload = null
else if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife
name = "kitchen knife"
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags_1 = CONDUCT_1
force = 10
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
if(user.zone_selected == "eyes")
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
else
return ..()
/obj/item/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return (BRUTELOSS)
/obj/item/kitchen/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "knife"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags_1 = CONDUCT_1
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/combat
name = "combat knife"
icon_state = "buckknife"
item_state = "knife"
desc = "A military combat utility survival knife."
force = 20
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
bayonet = TRUE
/obj/item/kitchen/knife/combat/survival
name = "survival knife"
icon_state = "survivalknife"
item_state = "knife"
desc = "A hunting grade survival knife."
force = 15
throwforce = 15
bayonet = TRUE
/obj/item/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
materials = list()
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
item_state = "carrotshiv"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/* Trays moved to /obj/item/storage/bag */
@@ -1,229 +1,229 @@
/obj/item/melee/transforming/energy
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/melee/transforming/energy/Initialize()
. = ..()
if(active)
set_light(brightness_on)
START_PROCESSING(SSobj, src)
/obj/item/melee/transforming/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/melee/transforming/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
return 0
/obj/item/melee/transforming/energy/is_sharp()
return active * sharpness
/obj/item/melee/transforming/energy/process()
open_flame()
/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(.)
if(active)
if(item_color)
icon_state = "sword[item_color]"
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
STOP_PROCESSING(SSobj, src)
set_light(0)
/obj/item/melee/transforming/energy/is_hot()
return active * heat
/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
if(!active)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask == src)
in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
/obj/item/melee/transforming/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
armour_penetration = 100
origin_tech = "combat=4;magnets=3"
attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(. && active && item_color)
icon_state = "sword[item_color]"
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
/obj/item/melee/transforming/energy/sword/cyborg
var/hitcost = 50
/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
var/obj/item/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
return ..()
/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
icon_state = "esaw"
force_on = 30
force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
var/set_color = pick(possible_colors)
item_color = set_color
light_color = possible_colors[set_color]
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
if(hacked)
var/set_color = pick(possible_colors)
light_color = possible_colors[set_color]
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
/obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN)
/obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/obj/item/melee/transforming/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/melee/transforming/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
return
/obj/item/melee/transforming/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
/obj/item/melee/transforming/energy
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/melee/transforming/energy/Initialize()
. = ..()
if(active)
set_light(brightness_on)
START_PROCESSING(SSobj, src)
/obj/item/melee/transforming/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/melee/transforming/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
return 0
/obj/item/melee/transforming/energy/is_sharp()
return active * sharpness
/obj/item/melee/transforming/energy/process()
open_flame()
/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(.)
if(active)
if(item_color)
icon_state = "sword[item_color]"
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
STOP_PROCESSING(SSobj, src)
set_light(0)
/obj/item/melee/transforming/energy/is_hot()
return active * heat
/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
if(!active)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask == src)
in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
/obj/item/melee/transforming/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
armour_penetration = 100
origin_tech = "combat=4;magnets=3"
attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(. && active && item_color)
icon_state = "sword[item_color]"
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
/obj/item/melee/transforming/energy/sword/cyborg
var/hitcost = 50
/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
var/obj/item/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
return ..()
/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
icon_state = "esaw"
force_on = 30
force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
var/set_color = pick(possible_colors)
item_color = set_color
light_color = possible_colors[set_color]
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
if(hacked)
var/set_color = pick(possible_colors)
light_color = possible_colors[set_color]
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
/obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN)
/obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/obj/item/melee/transforming/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/melee/transforming/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
return
/obj/item/melee/transforming/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
-83
View File
@@ -1,83 +0,0 @@
//Items for nuke theft traitor objective
//the nuke core - objective item
/obj/item/nuke_core
name = "plutonium core"
desc = "Extremely radioactive. Wear goggles."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "plutonium_core"
item_state = "plutoniumcore"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/pulse = 0
var/cooldown = 0
/obj/item/nuke_core/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/nuke_core/attackby(obj/item/nuke_core_container/container, mob/user)
if(istype(container))
container.load(src, user)
else
return ..()
/obj/item/nuke_core/process()
if(cooldown < world.time - 60)
cooldown = world.time
flick("plutonium_core_pulse", src)
radiation_pulse(get_turf(src), 1, 4, 40, 1)
//nuke core box, for carrying the core
/obj/item/nuke_core_container
name = "nuke core container"
desc = "Solid container for radioactive objects."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "core_container_empty"
item_state = "tile"
var/obj/item/nuke_core/core = null
/obj/item/nuke_core_container/proc/load(obj/item/nuke_core/ncore, mob/user)
if(core || !istype(ncore))
return 0
ncore.forceMove(src)
core = ncore
icon_state = "core_container_loaded"
to_chat(user, "<span class='warning'>Container is sealing...</span>")
addtimer(CALLBACK(src, .proc/seal), 50)
return 1
/obj/item/nuke_core_container/proc/seal()
if(istype(core))
STOP_PROCESSING(SSobj, core)
icon_state = "core_container_sealed"
playsound(loc, 'sound/items/Deconstruct.ogg', 60, 1)
if(ismob(loc))
to_chat(loc, "<span class='warning'>[src] is permanently sealed, [core]'s radiation is contained.</span>")
/obj/item/nuke_core_container/attackby(obj/item/nuke_core/core, mob/user)
if(istype(core))
if(!user.temporarilyRemoveItemFromInventory(core))
to_chat(user, "<span class='warning'>The [core] is stuck to your hand!</span>")
return
else
load(core, user)
else
return ..()
//snowflake screwdriver, works as a key to start nuke theft, traitor only
/obj/item/screwdriver/nuke
name = "screwdriver"
desc = "A screwdriver with an ultra thin tip."
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "screwdriver_nuke"
toolspeed = 0.5
/obj/item/paper/nuke_instructions
info = "How to break into a Nanotrasen self-destruct terminal and remove its plutonium core:<br>\
<ul>\
<li>Use a screwdriver with a very thin tip (provided) to unscrew the terminal's front panel</li>\
<li>Dislodge and remove the front panel with a crowbar</li>\
<li>Cut the inner metal plate with a welding tool</li>\
<li>Pry off the inner plate with a crowbar to expose the radioactive core</li>\
<li>Use the core container to remove the plutonium core; the container will take some time to seal</li>\
<li>???</li>"
@@ -8,8 +8,8 @@
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon = 'icons/obj/weapons.dmi'
icon_state = "riot"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = SLOT_BACK
force = 10
throwforce = 5
@@ -43,16 +43,16 @@
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
icon_state = "roman_shield"
item_state = "roman_shield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
/obj/item/shield/riot/buckler
name = "wooden buckler"
desc = "A medieval wooden buckler."
icon_state = "buckler"
item_state = "buckler"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
materials = list()
origin_tech = "materials=1;combat=3;biotech=2"
resistance_flags = FLAMMABLE
@@ -63,8 +63,8 @@
desc = "A shield capable of stopping most melee attacks. Protects user from almost all energy projectiles. It can be retracted, expanded, and stored anywhere."
icon = 'icons/obj/weapons.dmi'
icon_state = "eshield0" // eshield1 for expanded
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
force = 3
throwforce = 3
throw_speed = 3
@@ -108,8 +108,8 @@
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
icon = 'icons/obj/weapons.dmi'
icon_state = "teleriot0"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
origin_tech = "materials=3;combat=4;engineering=4"
slot_flags = null
force = 3
@@ -1,113 +1,113 @@
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
origin_tech = "combat=4;bluespace=4;plasmatech=7"
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovableatom(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(20, KNOCKDOWN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity) return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
origin_tech = "combat=4;powerstorage=7"
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by [src]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
shock(target)
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
origin_tech = "combat=4;bluespace=4;plasmatech=7"
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovableatom(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(20, KNOCKDOWN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity) return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
origin_tech = "combat=4;powerstorage=7"
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by [src]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
shock(target)
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
@@ -1,381 +1,381 @@
/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
* Book Bag
* Biowaste Bag
*
* -Sayu
*/
// Generic non-item
/obj/item/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 1 // should work fine now
use_to_pickup = 1
slot_flags = SLOT_BELT
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag"
item_state = "trashbag"
lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 30
storage_slots = 30
can_hold = list() // any
cant_hold = list(/obj/item/disk/nuclear)
/obj/item/storage/bag/trash/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] puts [src] over [user.p_their()] head and starts chomping at the insides! Disgusting!</span>")
playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1)
return (TOXLOSS)
/obj/item/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "[initial(icon_state)]"
else if(contents.len < 12)
icon_state = "[initial(icon_state)]1"
else if(contents.len < 21)
icon_state = "[initial(icon_state)]2"
else icon_state = "[initial(icon_state)]3"
/obj/item/storage/bag/trash/cyborg
/obj/item/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mybag=src
J.update_icon()
/obj/item/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
/obj/item/storage/bag/trash/bluespace
name = "trash bag of holding"
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
origin_tech = "materials=4;bluespace=4;engineering=4;plasmatech=3"
max_combined_w_class = 60
storage_slots = 60
// -----------------------------
// Mining Satchel
// -----------------------------
/obj/item/storage/bag/ore
name = "mining satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
origin_tech = "engineering=2"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = WEIGHT_CLASS_NORMAL
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = WEIGHT_CLASS_NORMAL
can_hold = list(/obj/item/ore)
var/spam_protection = FALSE //If this is TRUE, the holder won't receive any messages when they fail to pick up ore through crossing it
/obj/item/storage/bag/ore/cyborg
name = "cyborg mining satchel"
/obj/item/storage/bag/ore/holding //miners, your messiah has arrived
name = "mining satchel of holding"
desc = "A revolution in convenience, this satchel allows for huge amounts of ore storage. It's been outfitted with anti-malfunction safety measures."
storage_slots = INFINITY
max_combined_w_class = INFINITY
origin_tech = "bluespace=4;materials=3;engineering=3"
icon_state = "satchel_bspace"
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/storage/bag/plants
name = "plant bag"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "plantbag"
storage_slots = 100; //the number of plant pieces it can carry.
max_combined_w_class = 100 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_TINY
can_hold = list(/obj/item/reagent_containers/food/snacks/grown, /obj/item/seeds, /obj/item/grown, /obj/item/reagent_containers/honeycomb)
resistance_flags = FLAMMABLE
////////
/obj/item/storage/bag/plants/portaseeder
name = "portable seed extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
icon_state = "portaseeder"
origin_tech = "biotech=3;engineering=2"
/obj/item/storage/bag/plants/portaseeder/verb/dissolve_contents()
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
return
for(var/obj/item/O in contents)
seedify(O, 1)
close_all()
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/storage/bag/sheetsnatcher
name = "sheet snatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
var/capacity = 300; //the number of sheets it can carry.
w_class = WEIGHT_CLASS_NORMAL
allow_quick_empty = 1 // this function is superceded
/obj/item/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W, stop_messages = 0)
if(!istype(W, /obj/item/stack/sheet) || istype(W, /obj/item/stack/sheet/mineral/sandstone) || istype(W, /obj/item/stack/sheet/mineral/wood))
if(!stop_messages)
to_chat(usr, "The snatcher does not accept [W].")
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
var/current = 0
for(var/obj/item/stack/sheet/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
to_chat(usr, "<span class='danger'>The snatcher is full.</span>")
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W, prevent_warning = 0)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/sheet/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/sheet/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.dropItemToGround(S)
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
qdel(S)
else
if(S.pulledby)
S.pulledby.stop_pulling()
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
/obj/item/storage/bag/sheetsnatcher/orient2hud(mob/user)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/sheet/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
/obj/item/storage/bag/sheetsnatcher/quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/sheet/S in contents)
while(S.amount)
var/obj/item/stack/sheet/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
if(!S.amount)
qdel(S)// todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
/obj/item/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W, atom/new_location)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/sheet/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/storage/bag/sheetsnatcher/borg
name = "sheet snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
// -----------------------------
// Book bag
// -----------------------------
/obj/item/storage/bag/books
name = "book bag"
desc = "A bag for books."
icon = 'icons/obj/library.dmi'
icon_state = "bookbag"
display_contents_with_number = 0 //This would look really stupid otherwise
storage_slots = 7
max_combined_w_class = 21
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_BULKY //Bigger than a book because physics
can_hold = list(/obj/item/book, /obj/item/storage/book, /obj/item/spellbook)
resistance_flags = FLAMMABLE
/*
* Trays - Agouri
*/
/obj/item/storage/bag/tray
name = "tray"
icon = 'icons/obj/food/containers.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
force = 5
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
materials = list(MAT_METAL=3000)
preposition = "on"
/obj/item/storage/bag/tray/attack(mob/living/M, mob/living/user)
..()
// Drop all the things. All of them.
var/list/obj/item/oldContents = contents.Copy()
quick_empty()
// Make each item scatter a bit
for(var/obj/item/I in oldContents)
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if(prob(50))
playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
else
playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Knockdown(40)
/obj/item/storage/bag/tray/proc/rebuild_overlays()
cut_overlays()
for(var/obj/item/I in contents)
add_overlay(mutable_appearance(I.icon, I.icon_state))
/obj/item/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location)
..()
rebuild_overlays()
/obj/item/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0)
add_overlay(mutable_appearance(I.icon, I.icon_state))
. = ..()
/*
* Chemistry bag
*/
/obj/item/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "bag"
desc = "A bag for storing pills, patches, and bottles."
storage_slots = 50
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/reagent_containers/pill, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
resistance_flags = FLAMMABLE
/*
* Biowaste bag (mostly for xenobiologists)
*/
/obj/item/storage/bag/bio
name = "bio bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
storage_slots = 25
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/slime_extract, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/blood, /obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/food/snacks/deadmouse, /obj/item/reagent_containers/food/snacks/monkeycube)
resistance_flags = FLAMMABLE
/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
* Book Bag
* Biowaste Bag
*
* -Sayu
*/
// Generic non-item
/obj/item/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 1 // should work fine now
use_to_pickup = 1
slot_flags = SLOT_BELT
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag"
item_state = "trashbag"
lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 30
storage_slots = 30
can_hold = list() // any
cant_hold = list(/obj/item/disk/nuclear)
/obj/item/storage/bag/trash/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] puts [src] over [user.p_their()] head and starts chomping at the insides! Disgusting!</span>")
playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1)
return (TOXLOSS)
/obj/item/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "[initial(icon_state)]"
else if(contents.len < 12)
icon_state = "[initial(icon_state)]1"
else if(contents.len < 21)
icon_state = "[initial(icon_state)]2"
else icon_state = "[initial(icon_state)]3"
/obj/item/storage/bag/trash/cyborg
/obj/item/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mybag=src
J.update_icon()
/obj/item/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
/obj/item/storage/bag/trash/bluespace
name = "trash bag of holding"
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
origin_tech = "materials=4;bluespace=4;engineering=4;plasmatech=3"
max_combined_w_class = 60
storage_slots = 60
// -----------------------------
// Mining Satchel
// -----------------------------
/obj/item/storage/bag/ore
name = "mining satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
origin_tech = "engineering=2"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = WEIGHT_CLASS_NORMAL
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = WEIGHT_CLASS_NORMAL
can_hold = list(/obj/item/ore)
var/spam_protection = FALSE //If this is TRUE, the holder won't receive any messages when they fail to pick up ore through crossing it
/obj/item/storage/bag/ore/cyborg
name = "cyborg mining satchel"
/obj/item/storage/bag/ore/holding //miners, your messiah has arrived
name = "mining satchel of holding"
desc = "A revolution in convenience, this satchel allows for huge amounts of ore storage. It's been outfitted with anti-malfunction safety measures."
storage_slots = INFINITY
max_combined_w_class = INFINITY
origin_tech = "bluespace=4;materials=3;engineering=3"
icon_state = "satchel_bspace"
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/storage/bag/plants
name = "plant bag"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "plantbag"
storage_slots = 100; //the number of plant pieces it can carry.
max_combined_w_class = 100 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_TINY
can_hold = list(/obj/item/reagent_containers/food/snacks/grown, /obj/item/seeds, /obj/item/grown, /obj/item/reagent_containers/honeycomb)
resistance_flags = FLAMMABLE
////////
/obj/item/storage/bag/plants/portaseeder
name = "portable seed extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
icon_state = "portaseeder"
origin_tech = "biotech=3;engineering=2"
/obj/item/storage/bag/plants/portaseeder/verb/dissolve_contents()
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
return
for(var/obj/item/O in contents)
seedify(O, 1)
close_all()
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/storage/bag/sheetsnatcher
name = "sheet snatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
var/capacity = 300; //the number of sheets it can carry.
w_class = WEIGHT_CLASS_NORMAL
allow_quick_empty = 1 // this function is superceded
/obj/item/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W, stop_messages = 0)
if(!istype(W, /obj/item/stack/sheet) || istype(W, /obj/item/stack/sheet/mineral/sandstone) || istype(W, /obj/item/stack/sheet/mineral/wood))
if(!stop_messages)
to_chat(usr, "The snatcher does not accept [W].")
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
var/current = 0
for(var/obj/item/stack/sheet/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
to_chat(usr, "<span class='danger'>The snatcher is full.</span>")
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W, prevent_warning = 0)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/sheet/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/sheet/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.dropItemToGround(S)
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
qdel(S)
else
if(S.pulledby)
S.pulledby.stop_pulling()
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
/obj/item/storage/bag/sheetsnatcher/orient2hud(mob/user)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/sheet/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
/obj/item/storage/bag/sheetsnatcher/quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/sheet/S in contents)
while(S.amount)
var/obj/item/stack/sheet/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
if(!S.amount)
qdel(S)// todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
/obj/item/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W, atom/new_location)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/sheet/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/storage/bag/sheetsnatcher/borg
name = "sheet snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
// -----------------------------
// Book bag
// -----------------------------
/obj/item/storage/bag/books
name = "book bag"
desc = "A bag for books."
icon = 'icons/obj/library.dmi'
icon_state = "bookbag"
display_contents_with_number = 0 //This would look really stupid otherwise
storage_slots = 7
max_combined_w_class = 21
max_w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_BULKY //Bigger than a book because physics
can_hold = list(/obj/item/book, /obj/item/storage/book, /obj/item/spellbook)
resistance_flags = FLAMMABLE
/*
* Trays - Agouri
*/
/obj/item/storage/bag/tray
name = "tray"
icon = 'icons/obj/food/containers.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
force = 5
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
materials = list(MAT_METAL=3000)
preposition = "on"
/obj/item/storage/bag/tray/attack(mob/living/M, mob/living/user)
..()
// Drop all the things. All of them.
var/list/obj/item/oldContents = contents.Copy()
quick_empty()
// Make each item scatter a bit
for(var/obj/item/I in oldContents)
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if(prob(50))
playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
else
playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Knockdown(40)
/obj/item/storage/bag/tray/proc/rebuild_overlays()
cut_overlays()
for(var/obj/item/I in contents)
add_overlay(mutable_appearance(I.icon, I.icon_state))
/obj/item/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location)
..()
rebuild_overlays()
/obj/item/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0)
add_overlay(mutable_appearance(I.icon, I.icon_state))
. = ..()
/*
* Chemistry bag
*/
/obj/item/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "bag"
desc = "A bag for storing pills, patches, and bottles."
storage_slots = 50
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/reagent_containers/pill, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
resistance_flags = FLAMMABLE
/*
* Biowaste bag (mostly for xenobiologists)
*/
/obj/item/storage/bag/bio
name = "bio bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
storage_slots = 25
max_combined_w_class = 200
w_class = WEIGHT_CLASS_TINY
preposition = "in"
can_hold = list(/obj/item/slime_extract, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/blood, /obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/food/snacks/deadmouse, /obj/item/reagent_containers/food/snacks/monkeycube)
resistance_flags = FLAMMABLE
@@ -26,14 +26,14 @@
desc = "It's just an ordinary box."
icon_state = "box"
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
resistance_flags = FLAMMABLE
var/foldable = /obj/item/stack/sheet/cardboard
var/illustration = "writing"
/obj/item/storage/box/Initialize(mapload)
. = ..()
. = ..()
update_icon()
/obj/item/storage/box/update_icon()
@@ -535,8 +535,8 @@
illustration = "light"
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
storage_slots=21
can_hold = list(/obj/item/light/tube, /obj/item/light/bulb)

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