12/21 modernizations from TG live (#103)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
This commit is contained in:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
+231 -64
View File
@@ -8,16 +8,29 @@
/obj/item/borg/stun
name = "electrically-charged arm"
icon_state = "elecarm"
var/charge_cost = 30
/obj/item/borg/stun/attack(mob/living/M, mob/living/silicon/robot/user)
if(!user.cell.use(30)) return
/obj/item/borg/stun/attack(mob/living/M, mob/living/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.check_shields(0, "[M]'s [name]", src, MELEE_ATTACK))
playsound(M, 'sound/weapons/Genhit.ogg', 50, 1)
return FALSE
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(!R.cell.use(charge_cost))
return
user.do_attack_animation(M)
M.Weaken(5)
M.apply_effect(STUTTER, 5)
M.Stun(5)
M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
"<span class='userdanger'>[user] has prodded you with [src]!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
add_logs(user, M, "stunned", src, "(INTENT: [uppertext(user.a_intent)])")
/obj/item/borg/cyborghug
@@ -27,10 +40,11 @@
var/mode = 0 //0 = Hugs 1 = "Hug" 2 = Shock 3 = CRUSH
var/ccooldown = 0
var/scooldown = 0
var/shockallowed = 0//Can it be a stunarm when emagged. Only PK borgs get this by default.
var/shockallowed = FALSE//Can it be a stunarm when emagged. Only PK borgs get this by default.
var/boop = FALSE
/obj/item/borg/cyborghug/attack_self(mob/living/user)
if(isrobot(user))
if(iscyborg(user))
var/mob/living/silicon/robot/P = user
if(P.emagged&&shockallowed == 1)
if(mode < 3)
@@ -55,15 +69,20 @@
switch(mode)
if(0)
if(M.health >= 0)
if(ishuman(M))
if(user.zone_selected == "head")
user.visible_message("<span class='notice'>[user] playfully boops [M] on the head!</span>", \
"<span class='notice'>You playfully boop [M] on the head!</span>")
user.do_attack_animation(M, ATTACK_EFFECT_BOOP)
playsound(loc, 'sound/weapons/tap.ogg', 50, 1, -1)
else if(ishuman(M))
if(M.lying)
user.visible_message("<span class='notice'>[user] shakes [M] trying to get \him up!</span>", \
"<span class='notice'>You shake [M] trying to get \him up!</span>")
user.visible_message("<span class='notice'>[user] shakes [M] trying to get [M.p_them()] up!</span>", \
"<span class='notice'>You shake [M] trying to get [M.p_them()] up!</span>")
else
user.visible_message("<span class='notice'>[user] hugs [M] to make \him feel better!</span>", \
"<span class='notice'>You hug [M] to make \him feel better!</span>")
user.visible_message("<span class='notice'>[user] hugs [M] to make [M.p_them()] feel better!</span>", \
"<span class='notice'>You hug [M] to make [M.p_them()] feel better!</span>")
if(M.resting)
M.resting = 0
M.resting = FALSE
M.update_canmove()
else
user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
@@ -73,13 +92,17 @@
if(M.health >= 0)
if(ishuman(M))
if(M.lying)
user.visible_message("<span class='notice'>[user] shakes [M] trying to get \him up!</span>", \
"<span class='notice'>You shake [M] trying to get \him up!</span>")
user.visible_message("<span class='notice'>[user] shakes [M] trying to get [M.p_them()] up!</span>", \
"<span class='notice'>You shake [M] trying to get [M.p_them()] up!</span>")
else if(user.zone_selected == "head")
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
"<span class='warning'>You bop [M] on the head!</span>")
user.do_attack_animation(M, ATTACK_EFFECT_PUNCH)
else
user.visible_message("<span class='warning'>[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...</span>", \
"<span class='warning'>You hug [M] firmly to make \him feel better! [M] looks uncomfortable...</span>")
"<span class='warning'>You hug [M] firmly to make [M.p_them()] feel better! [M] looks uncomfortable...</span>")
if(M.resting)
M.resting = 0
M.resting = FALSE
M.update_canmove()
else
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
@@ -94,7 +117,7 @@
"<span class='danger'>You electrocute [M] with your touch!</span>")
M.update_canmove()
else
if(!isrobot(M))
if(!iscyborg(M))
M.adjustFireLoss(10)
user.visible_message("<span class='userdanger'>[user] shocks [M]!</span>", \
"<span class='danger'>You shock [M]!</span>")
@@ -103,9 +126,9 @@
"<span class='danger'>You shock [M] to no effect.</span>")
playsound(loc, 'sound/effects/sparks2.ogg', 50, 1, -1)
user.cell.charge -= 500
scooldown = 1
scooldown = TRUE
spawn(20)
scooldown = 0
scooldown = FALSE
if(3)
if(!ccooldown)
if(M.health >= 0)
@@ -116,14 +139,17 @@
user.visible_message("<span class='userdanger'>[user] crushes [M]!</span>", \
"<span class='danger'>You crush [M]!</span>")
playsound(loc, 'sound/weapons/smash.ogg', 50, 1, -1)
M.adjustBruteLoss(10)
M.adjustBruteLoss(15)
user.cell.charge -= 300
ccooldown = 1
ccooldown = TRUE
spawn(10)
ccooldown = 0
ccooldown = FALSE
/obj/item/borg/cyborghug/peacekeeper
shockallowed = 1
shockallowed = TRUE
/obj/item/borg/cyborghug/medical
boop = TRUE
/obj/item/borg/charger
name = "power connector"
@@ -148,7 +174,7 @@
update_icon()
/obj/item/borg/charger/afterattack(obj/item/target, mob/living/silicon/robot/user, proximity_flag)
if(!proximity_flag || !isrobot(user))
if(!proximity_flag || !iscyborg(user))
return
if(mode == "draw")
if(is_type_in_list(target, charge_machines))
@@ -254,7 +280,7 @@
desc = "Releases a harmless blast that confuses most organics. For when the harm is JUST TOO MUCH"
icon_state = "megaphone"
var/cooldown = 0
var/emagged = 0
var/emagged = FALSE
/obj/item/device/harmalarm/emag_act(mob/user)
emagged = !emagged
@@ -269,70 +295,207 @@
user << "<font color='red'>The device is still recharging!</font>"
return
if(isrobot(user))
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(R.cell.charge < 1200)
user << "<font color='red'>You don't have enough charge to do this!</font>"
return
R.cell.charge -= 1000
if(R.emagged)
safety = 0
safety = FALSE
if(safety == 1)
if(safety == TRUE)
user.visible_message("<font color='red' size='2'>[user] blares out a near-deafening siren from its speakers!</font>", \
"<span class='userdanger'>The siren pierces your hearing and confuses you!</span>", \
"<span class='danger'>The siren pierces your hearing!</span>")
for(var/mob/living/M in get_hearers_in_view(9, user))
if(iscarbon(M))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
for(var/mob/living/carbon/M in get_hearers_in_view(9, user))
if(M.get_ear_protection() == FALSE)
M.confused += 6
M << "<font color='red' size='7'>HUMAN HARM</font>"
audible_message("<font color='red' size='7'>HUMAN HARM</font>")
playsound(get_turf(src), 'sound/AI/harmalarm.ogg', 70, 3)
cooldown = world.time + 200
log_game("[user.ckey]([user]) used a Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
if(isrobot(user))
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
R.connected_ai << "<br><span class='notice'>NOTICE - Peacekeeping 'HARM ALARM' used by: [user]</span><br>"
return
if(safety == 0)
for(var/mob/living/M in get_hearers_in_view(9, user))
if(iscarbon(M))
var/earsafety = 0
if(istype(M, /mob/living/carbon/alien))
continue
if(ishuman(M))
var/mob/living/carbon/human/S = M
if(istype(S.ears, /obj/item/clothing/ears/earmuffs))
continue
if(S.check_ear_prot())
earsafety = 1
if(earsafety)
M.confused += 5
M.stuttering += 10
M.adjustEarDamage(0, 5)
M.Jitter(10)
user.visible_message("<font color='red' size='3'>[user] blares out a sonic screech from its speakers!</font>", \
"<span class='userdanger'>You hear a sharp screech, before your thoughts are interrupted and you find yourself extremely disorientated.</span>", \
"<span class='danger'>You hear a sonic screech and suddenly can't seem to walk straight!")
else
M.Weaken(2)
M.confused += 10
M.stuttering += 15
M.adjustEarDamage(0, 20)
M.Jitter(25)
user.visible_message("<font color='red' size='3'>[user] blares out a sonic screech from its speakers!</font>", \
"<span class='userdanger'>You hear a sharp screech before your thoughts are interrupted and you collapse, your ears ringing!</span>", \
"<span class='danger'>You hear a sonic screech and collapse, your ears riniging!")
M << "<font color='red' size='7'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZT</font>"
if(safety == FALSE)
user.audible_message("<font color='red' size='7'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZT</font>")
for(var/mob/living/carbon/C in get_hearers_in_view(9, user))
var/bang_effect = C.soundbang_act(2, 0, 0, 5)
switch(bang_effect)
if(1)
C.confused += 5
C.stuttering += 10
C.Jitter(10)
if(2)
C.Weaken(2)
C.confused += 10
C.stuttering += 15
C.Jitter(25)
playsound(get_turf(src), 'sound/machines/warning-buzzer.ogg', 130, 3)
cooldown = world.time + 600
log_game("[user.ckey]([user]) used an emagged Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
/obj/item/borg/lollipop
name = "lollipop fabricator"
desc = "Reward good humans with this. Toggle in-module to switch between dispensing and high velocity ejection modes."
icon_state = "lollipop"
var/candy = 30
var/candymax = 30
var/charge_delay = 10
var/charging = 0
var/mode = 1
var/firedelay = 0
var/hitspeed = 2
var/hitdamage = 0
var/emaggedhitdamage = 3
/obj/item/borg/lollipop/equipped()
check_amount()
/obj/item/borg/lollipop/dropped()
check_amount()
/obj/item/borg/lollipop/proc/check_amount() //Doesn't even use processing ticks.
if(charging)
return
if(candy < candymax)
addtimer(src, "charge_lollipops", charge_delay, TIMER_NORMAL)
charging = TRUE
/obj/item/borg/lollipop/proc/charge_lollipops()
candy++
charging = FALSE
check_amount()
/obj/item/borg/lollipop/proc/dispense(atom/A, mob/user)
if(candy <= 0)
user << "<span class='warning'>No lollipops left in storage!</span>"
return FALSE
var/turf/T = get_turf(A)
if(!T || !istype(T) || !isopenturf(T))
return FALSE
if(isobj(A))
var/obj/O = A
if(O.density)
return FALSE
new /obj/item/weapon/reagent_containers/food/snacks/lollipop(T)
candy--
check_amount()
user << "<span class='notice'>Dispensing lollipop...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
return TRUE
/obj/item/borg/lollipop/proc/shootL(atom/target, mob/living/user, params)
if(candy <= 0)
user << "<span class='warning'>Not enough gumballs left!</span>"
return FALSE
candy--
var/obj/item/ammo_casing/caseless/lollipop/A = new /obj/item/ammo_casing/caseless/lollipop(src)
A.BB.damage = hitdamage
A.BB.speed = 0.5
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
A.fire_casing(target, user, params, 0, 0, null, 0)
user.visible_message("<span class='warning'>[user] blasts a flying lollipop at [target]!</span>")
check_amount()
/obj/item/borg/lollipop/proc/shootG(atom/target, mob/living/user, params) //Most certainly a good idea.
if(candy <= 0)
user << "<span class='warning'>Not enough gumballs left!</span>"
return FALSE
candy--
var/obj/item/ammo_casing/caseless/gumball/A = new /obj/item/ammo_casing/caseless/gumball(src)
A.BB.damage = hitdamage
A.BB.speed = 0.5
A.BB.color = rgb(rand(0, 255), rand(0, 255), rand(0, 255))
playsound(src.loc, 'sound/weapons/bulletflyby3.ogg', 50, 1)
A.fire_casing(target, user, params, 0, 0, null, 0)
user.visible_message("<span class='warning'>[user] shoots a high-velocity gumball at [target]!</span>")
check_amount()
/obj/item/borg/lollipop/afterattack(atom/target, mob/living/user, proximity, click_params)
check_amount()
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(!R.cell.use(12))
user << "<span class='warning'>Not enough power.</span>"
return FALSE
if(R.emagged)
hitdamage = emaggedhitdamage
switch(mode)
if(1)
if(!proximity)
return FALSE
dispense(target, user)
if(2)
shootL(target, user, click_params)
if(3)
shootG(target, user, click_params)
hitdamage = initial(hitdamage)
/obj/item/borg/lollipop/attack_self(mob/living/user)
switch(mode)
if(1)
mode++
user << "<span class='notice'>Module is now throwing lollipops.</span>"
if(2)
mode++
user << "<span class='notice'>Module is now blasting gumballs.</span>"
if(3)
mode = 1
user << "<span class='notice'>Module is now dispensing lollipops.</span>"
..()
/obj/item/ammo_casing/caseless/gumball
name = "Gumball"
desc = "Why are you seeing this?!"
projectile_type = /obj/item/projectile/bullet/reusable/gumball
click_cooldown_override = 2
/obj/item/projectile/bullet/reusable/gumball
name = "gumball"
desc = "Oh noes! A fast-moving gumball!"
icon_state = "gumball"
ammo_type = /obj/item/weapon/reagent_containers/food/snacks/gumball/cyborg
/obj/item/projectile/bullet/reusable/gumball/handle_drop()
if(!dropped)
var/turf/T = get_turf(src)
var/obj/item/weapon/reagent_containers/food/snacks/gumball/S = new ammo_type(T)
S.color = color
dropped = TRUE
/obj/item/ammo_casing/caseless/lollipop //NEEDS RANDOMIZED COLOR LOGIC.
name = "Lollipop"
desc = "Why are you seeing this?!"
projectile_type = /obj/item/projectile/bullet/reusable/lollipop
click_cooldown_override = 2
/obj/item/projectile/bullet/reusable/lollipop
name = "lollipop"
desc = "Oh noes! A fast-moving lollipop!"
icon_state = "lollipop_1"
ammo_type = /obj/item/weapon/reagent_containers/food/snacks/lollipop/cyborg
var/color2 = rgb(0, 0, 0)
/obj/item/projectile/bullet/reusable/lollipop/New()
var/obj/item/weapon/reagent_containers/food/snacks/lollipop/S = new ammo_type(src)
color2 = S.headcolor
var/image/head = image(icon = 'icons/obj/projectiles.dmi', icon_state = "lollipop_2")
head.color = color2
add_overlay(head)
/obj/item/projectile/bullet/reusable/lollipop/handle_drop()
if(!dropped)
var/turf/T = get_turf(src)
var/obj/item/weapon/reagent_containers/food/snacks/lollipop/S = new ammo_type(T)
S.change_head_color(color2)
dropped = TRUE
/**********************************************************************
HUD/SIGHT things
***********************************************************************/
@@ -346,6 +509,10 @@
icon_state = "securearea"
sight_mode = BORGXRAY
/obj/item/borg/sight/xray/truesight_lens
name = "truesight lens"
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "truesight_lens"
/obj/item/borg/sight/thermal
name = "\proper thermal vision"