Merge branch 'master' into upstream-merge-31601

This commit is contained in:
LetterJay
2017-10-14 10:17:16 -04:00
committed by GitHub
101 changed files with 4200 additions and 11173 deletions
+4 -424
View File
@@ -1,3 +1,7 @@
/*
Unused icons for new areas are "awaycontent1" ~ "awaycontent30"
*/
// Away Missions
/area/awaymission
@@ -5,19 +9,6 @@
icon_state = "away"
has_gravity = TRUE
/area/awaymission/example
name = "Strange Station"
icon_state = "away"
/area/awaymission/desert
name = "Mars"
icon_state = "away"
/area/awaymission/listeningpost
name = "Listening Post"
icon_state = "away"
requires_power = FALSE
/area/awaymission/beach
name = "Beach"
icon_state = "away"
@@ -30,414 +21,3 @@
name = "Super Secret Room"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
has_gravity = TRUE
//Research Base Areas//--
/area/awaymission/research
name = "Research Outpost"
icon_state = "away"
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/research/interior
name = "Research Inside"
requires_power = TRUE
icon_state = "away2"
/area/awaymission/research/interior/cryo
name = "Research Cryostasis Room"
icon_state = "medbay"
/area/awaymission/research/interior/clonestorage
name = "Research Clone Storage"
icon_state = "cloning"
/area/awaymission/research/interior/genetics
name = "Research Genetics Research"
icon_state = "genetics"
/area/awaymission/research/interior/engineering
name = "Research Engineering"
icon_state = "engine"
/area/awaymission/research/interior/security
name = "Research Security"
icon_state = "security"
/area/awaymission/research/interior/secure
name = "Research Secure Vault"
/area/awaymission/research/interior/maint
name = "Research Maintenance"
icon_state = "maintcentral"
/area/awaymission/research/interior/dorm
name = "Research Dorms"
icon_state = "Sleep"
/area/awaymission/research/interior/escapepods
name = "Research Escape Wing"
icon_state = "exit"
/area/awaymission/research/interior/gateway
name = "Research Gateway"
icon_state = "start"
/area/awaymission/research/interior/bathroom
name = "Research Bathrooms"
icon_state = "restrooms"
/area/awaymission/research/interior/medbay
name = "Research Medbay"
icon_state = "medbay"
/area/awaymission/research/exterior
name = "Research Exterior"
icon_state = "unknown"
//Challenge Areas
/area/awaymission/challenge/start
name = "Where Am I?"
icon_state = "away"
/area/awaymission/challenge/main
name = "Danger Room"
icon_state = "away1"
requires_power = FALSE
/area/awaymission/challenge/end
name = "Administration"
icon_state = "away2"
requires_power = FALSE
//centcomAway areas
/area/awaymission/centcomAway
name = "XCC-P5831"
icon_state = "away"
requires_power = FALSE
/area/awaymission/centcomAway/general
name = "XCC-P5831"
music = 'sound/ambience/ambigen3.ogg'
/area/awaymission/centcomAway/maint
name = "XCC-P5831 Maintenance"
icon_state = "away1"
music = 'sound/ambience/ambisin1.ogg'
/area/awaymission/centcomAway/thunderdome
name = "XCC-P5831 Thunderdome"
icon_state = "away2"
music = 'sound/ambience/ambisin2.ogg'
/area/awaymission/centcomAway/cafe
name = "XCC-P5831 Kitchen Arena"
icon_state = "away3"
music = 'sound/ambience/ambisin3.ogg'
/area/awaymission/centcomAway/courtroom
name = "XCC-P5831 Courtroom"
icon_state = "away4"
music = 'sound/ambience/ambisin4.ogg'
/area/awaymission/centcomAway/hangar
name = "XCC-P5831 Hangars"
icon_state = "away4"
music = 'sound/ambience/ambigen5.ogg'
/*Cabin areas*/
/area/awaymission/snowforest
name = "Snow Forest"
icon_state = "away"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/cabin
name = "Cabin"
icon_state = "away2"
requires_power = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowforest/lumbermill
name = "Lumbermill"
icon_state = "away3"
//Packer Ship Areas
/area/awaymission/BMPship
name = "BMP Asteroids"
icon_state = "away"
/area/awaymission/BMPship/Aft
name = "Aft Block"
icon_state = "away1"
requires_power = TRUE
/area/awaymission/BMPship/Midship
name = "Midship Block"
icon_state = "away2"
requires_power = TRUE
/area/awaymission/BMPship/Fore
name = "Fore Block"
icon_state = "away3"
requires_power = TRUE
//Academy Areas
/area/awaymission/academy
name = "Academy Asteroids"
icon_state = "away"
/area/awaymission/academy/headmaster
name = "Academy Fore Block"
icon_state = "away1"
/area/awaymission/academy/classrooms
name = "Academy Classroom Block"
icon_state = "away2"
/area/awaymission/academy/academyaft
name = "Academy Ship Aft Block"
icon_state = "away3"
/area/awaymission/academy/academygate
name = "Academy Gateway"
icon_state = "away4"
/area/awaymission/academy/academycellar
name = "Academy Cellar"
icon_state = "away4"
/area/awaymission/academy/academyengine
name = "Academy Engine"
icon_state = "away4"
//Wild West Areas
/area/awaymission/wwmines
name = "Wild West Mines"
icon_state = "away1"
requires_power = FALSE
/area/awaymission/wwgov
name = "Wild West Mansion"
icon_state = "away2"
requires_power = FALSE
/area/awaymission/wwrefine
name = "Wild West Refinery"
icon_state = "away3"
requires_power = FALSE
/area/awaymission/wwvault
name = "Wild West Vault"
icon_state = "away3"
/area/awaymission/wwvaultdoors
name = "Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power
icon_state = "away2"
requires_power = FALSE
/*
* Areas
*/
//Gateroom gets its own APC specifically for the gate
/area/awaymission/gateroom
//Library, medbay, storage room
/area/awaymission/southblock
//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
/area/awaymission/arrivalblock
//Crew quarters, cafeteria, chapel
/area/awaymission/midblock
//engineering, bridge (not really north but it doesnt really need its own APC)
/area/awaymission/northblock
//That massive research room
/area/awaymission/research
//Syndicate shuttle
/area/awaymission/syndishuttle
//Spacebattle Areas
/area/awaymission/spacebattle
name = "Space Battle"
icon_state = "away"
requires_power = FALSE
/area/awaymission/spacebattle/cruiser
name = "Nanotrasen Cruiser"
/area/awaymission/spacebattle/syndicate1
name = "Syndicate Assault Ship 1"
/area/awaymission/spacebattle/syndicate2
name = "Syndicate Assault Ship 2"
/area/awaymission/spacebattle/syndicate3
name = "Syndicate Assault Ship 3"
/area/awaymission/spacebattle/syndicate4
name = "Syndicate War Sphere 1"
/area/awaymission/spacebattle/syndicate5
name = "Syndicate War Sphere 2"
/area/awaymission/spacebattle/syndicate6
name = "Syndicate War Sphere 3"
/area/awaymission/spacebattle/syndicate7
name = "Syndicate Fighter"
/area/awaymission/spacebattle/secret
name = "Hidden Chamber"
//Snow Valley Areas//--
/area/awaymission/snowdin
name = "Snowdin Tundra Plains"
icon_state = "away"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowdin/post
name = "Snowdin Outpost"
requires_power = TRUE
/area/awaymission/snowdin/igloo
name = "Snowdin Igloos"
icon_state = "away2"
/area/awaymission/snowdin/cave
name = "Snowdin Caves"
icon_state = "away2"
/area/awaymission/snowdin/base
name = "Snowdin Main Base"
icon_state = "away3"
requires_power = TRUE
/area/awaymission/snowdin/dungeon1
name = "Snowdin Depths"
icon_state = "away2"
/area/awaymission/snowdin/sekret
name = "Snowdin Operations"
icon_state = "away3"
requires_power = TRUE
/area/awaycontent
name = "space"
/area/awaycontent/a1
icon_state = "awaycontent1"
/area/awaycontent/a2
icon_state = "awaycontent2"
/area/awaycontent/a3
icon_state = "awaycontent3"
/area/awaycontent/a4
icon_state = "awaycontent4"
/area/awaycontent/a5
icon_state = "awaycontent5"
/area/awaycontent/a6
icon_state = "awaycontent6"
/area/awaycontent/a7
icon_state = "awaycontent7"
/area/awaycontent/a8
icon_state = "awaycontent8"
/area/awaycontent/a9
icon_state = "awaycontent9"
/area/awaycontent/a10
icon_state = "awaycontent10"
/area/awaycontent/a11
icon_state = "awaycontent11"
/area/awaycontent/a11
icon_state = "awaycontent12"
/area/awaycontent/a12
icon_state = "awaycontent13"
/area/awaycontent/a13
icon_state = "awaycontent14"
/area/awaycontent/a14
icon_state = "awaycontent14"
/area/awaycontent/a15
icon_state = "awaycontent15"
/area/awaycontent/a16
icon_state = "awaycontent16"
/area/awaycontent/a17
icon_state = "awaycontent17"
/area/awaycontent/a18
icon_state = "awaycontent18"
/area/awaycontent/a19
icon_state = "awaycontent19"
/area/awaycontent/a20
icon_state = "awaycontent20"
/area/awaycontent/a21
icon_state = "awaycontent21"
/area/awaycontent/a22
icon_state = "awaycontent22"
/area/awaycontent/a23
icon_state = "awaycontent23"
/area/awaycontent/a24
icon_state = "awaycontent24"
/area/awaycontent/a25
icon_state = "awaycontent25"
/area/awaycontent/a26
icon_state = "awaycontent26"
/area/awaycontent/a27
icon_state = "awaycontent27"
/area/awaycontent/a28
icon_state = "awaycontent28"
/area/awaycontent/a29
icon_state = "awaycontent29"
/area/awaycontent/a30
icon_state = "awaycontent30"
+10 -4
View File
@@ -75,12 +75,19 @@
if (opacity && isturf(loc))
var/turf/T = loc
T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guaranteed to be on afterwards anyways.
ComponentInitialize()
return INITIALIZE_HINT_NORMAL
//called if Initialize returns INITIALIZE_HINT_LATELOAD
/atom/proc/LateInitialize()
return
// Put your AddComponent() calls here
/atom/proc/ComponentInitialize()
return
/atom/Destroy()
if(alternate_appearances)
for(var/K in alternate_appearances)
@@ -478,19 +485,18 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
/atom/proc/acid_act(acidpwr, acid_volume)
SendSignal(COMSIG_ATOM_ACID_ACT, acidpwr, acid_volume)
return
/atom/proc/emag_act()
SendSignal(COMSIG_ATOM_EMAG_ACT)
return
/atom/proc/rad_act(strength)
SendSignal(COMSIG_ATOM_RAD_ACT)
/atom/proc/narsie_act()
SendSignal(COMSIG_ATOM_NARSIE_ACT)
return
/atom/proc/ratvar_act()
SendSignal(COMSIG_ATOM_RATVAR_ACT)
return
/atom/proc/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
return FALSE
+1 -1
View File
@@ -268,7 +268,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
..()
explosion(src.loc, 0, 0, 4, 3, 0)
new /obj/effect/decal/cleanable/greenglow(get_turf(src))
radiation_pulse(get_turf(src), 2, 5, 50, 1)
radiation_pulse(get_turf(src), 500)
//Meaty Ore
/obj/effect/meteor/meaty
+3 -3
View File
@@ -9,7 +9,7 @@
#define RADIATION_DURATION_MAX 30
#define RADIATION_ACCURACY_MULTIPLIER 3 //larger is less accurate
#define RADIATION_IRRADIATION_MULTIPLIER 0.2 //multiplier for how much radiation a test subject recieves
#define RADIATION_IRRADIATION_MULTIPLIER 10 //multiplier for how much radiation a test subject recieves
#define SCANNER_ACTION_SE 1
#define SCANNER_ACTION_UI 2
@@ -91,7 +91,7 @@
occupant_status += "<span class='bad'>DEAD</span>"
occupant_status += "</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Health:</div><div class='progressBar'><div style='width: [viable_occupant.health]%;' class='progressFill good'></div></div><div class='statusValue'>[viable_occupant.health] %</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Radiation Level:</div><div class='progressBar'><div style='width: [viable_occupant.radiation]%;' class='progressFill bad'></div></div><div class='statusValue'>[viable_occupant.radiation] %</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Radiation Level:</div><div class='progressBar'><div style='width: [viable_occupant.radiation/(RAD_MOB_SAFE/100)]%;' class='progressFill bad'></div></div><div class='statusValue'>[viable_occupant.radiation/(RAD_MOB_SAFE/100)] %</div></div>"
var/rejuvenators = viable_occupant.reagents.get_reagent_amount("potass_iodide")
occupant_status += "<div class='line'><div class='statusLabel'>Rejuvenators:</div><div class='progressBar'><div style='width: [round((rejuvenators / REJUVENATORS_MAX) * 100)]%;' class='progressFill highlight'></div></div><div class='statusValue'>[rejuvenators] units</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Unique Enzymes :</div><div class='statusValue'><span class='highlight'>[viable_occupant.dna.unique_enzymes]</span></div></div>"
@@ -536,7 +536,7 @@
var/list/buffer_slot = buffer[buffer_num]
var/mob/living/carbon/viable_occupant = get_viable_occupant()
if(istype(buffer_slot))
viable_occupant.radiation += rand(10/(connected.damage_coeff ** 2),25/(connected.damage_coeff ** 2))
viable_occupant.radiation += rand(100/(connected.damage_coeff ** 2),250/(connected.damage_coeff ** 2))
//15 and 40 are just magic numbers that were here before so i didnt touch them, they are initial boundaries of damage
//Each laser level reduces damage by lvl^2, so no effect on 1 lvl, 4 times less damage on 2 and 9 times less damage on 3
//Numbers are this high because other way upgrading laser is just not worth the hassle, and i cant think of anything better to inmrove
+5 -2
View File
@@ -141,9 +141,12 @@
diag_hud.add_to_hud(src)
diag_hud_set_electrified()
update_icon()
/obj/machinery/door/airlock/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/obj/machinery/door/airlock/proc/update_other_id()
for(var/obj/machinery/door/airlock/A in GLOB.airlocks)
if(A.closeOtherId == closeOtherId && A != src)
@@ -274,7 +277,7 @@
var/image/electrocution_skeleton_anim = image('icons/mob/human.dmi', user, icon_state = "electrocuted_base", layer=ABOVE_MOB_LAYER)
shock_image.color = rgb(0,0,0)
shock_image.override = TRUE
electrocution_skeleton_anim.appearance_flags = RESET_COLOR
electrocution_skeleton_anim.appearance_flags |= RESET_COLOR|KEEP_APART
to_chat(user, "<span class='userdanger'>You feel a powerful shock course through your body!</span>")
if(user.client)
+1 -1
View File
@@ -180,7 +180,7 @@
..()
/obj/machinery/door/airlock/uranium/proc/radiate()
radiation_pulse(get_turf(src), 3, 3, 15, 0)
radiation_pulse(get_turf(src), 150)
return
/obj/machinery/door/airlock/plasma
@@ -474,7 +474,7 @@
fuel_per_cycle_idle = 10
fuel_per_cycle_active = 30
power_per_cycle = 50
var/rad_per_cycle = 0.3
var/rad_per_cycle = 3
/obj/item/mecha_parts/mecha_equipment/generator/nuclear/generator_init()
fuel = new /obj/item/stack/sheet/mineral/uranium(src)
@@ -485,4 +485,4 @@
/obj/item/mecha_parts/mecha_equipment/generator/nuclear/process()
if(..())
radiation_pulse(get_turf(src), 2, 7, rad_per_cycle, 1)
radiation_pulse(get_turf(src), rad_per_cycle)
@@ -17,7 +17,7 @@
var/direct = pick(GLOB.alldirs)
var/steps_amt = pick(1;25,2;50,3,4;200)
for(var/j in 1 to steps_amt)
addtimer(CALLBACK(src, .proc/_step, expl, direct), j)
addtimer(CALLBACK(GLOBAL_PROC, .proc/_step, expl, direct), j)
/obj/effect/explosion
name = "fire"
+108 -35
View File
@@ -1,8 +1,12 @@
#define RAD_LEVEL_NORMAL 10
#define RAD_LEVEL_MODERATE 30
#define RAD_LEVEL_HIGH 75
#define RAD_LEVEL_VERY_HIGH 125
#define RAD_LEVEL_CRITICAL 200
#define RAD_LEVEL_NORMAL 9
#define RAD_LEVEL_MODERATE 100
#define RAD_LEVEL_HIGH 400
#define RAD_LEVEL_VERY_HIGH 800
#define RAD_LEVEL_CRITICAL 1500
#define RAD_MEASURE_SMOOTHING 5
#define RAD_GRACE_PERIOD 2
/obj/item/device/geiger_counter //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
name = "geiger counter"
@@ -14,25 +18,56 @@
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
var/scanning = 0
var/radiation_count = 0
/obj/item/device/geiger_counter/New()
..()
var/muted = TRUE
var/danger = 0
var/grace = RAD_GRACE_PERIOD
var/static/list/sounds = list( //hah, static. get it?
list('sound/items/geiger/low1.ogg'=1, 'sound/items/geiger/low2.ogg'=1, 'sound/items/geiger/low3.ogg'=1, 'sound/items/geiger/low4.ogg'=1),
list('sound/items/geiger/med1.ogg'=1, 'sound/items/geiger/med2.ogg'=1, 'sound/items/geiger/med3.ogg'=1, 'sound/items/geiger/med4.ogg'=1),
list('sound/items/geiger/high1.ogg'=1, 'sound/items/geiger/high2.ogg'=1, 'sound/items/geiger/high3.ogg'=1, 'sound/items/geiger/high4.ogg'=1),
list('sound/items/geiger/ext1.ogg'=1, 'sound/items/geiger/ext2.ogg'=1, 'sound/items/geiger/ext3.ogg'=1, 'sound/items/geiger/ext4.ogg'=1)
)
var/scanning = FALSE
var/radiation_count = 0
var/current_tick_amount = 0
var/last_tick_amount = 0
var/fail_to_receive = 0
var/current_warning = 1
/obj/item/device/geiger_counter/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
soundLoop()
/obj/item/device/geiger_counter/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/device/geiger_counter/process()
if(emagged)
if(radiation_count < 20)
radiation_count++
return 0
if(radiation_count > 0)
radiation_count--
update_icon()
update_icon()
if(!scanning)
current_tick_amount = 0
return
radiation_count -= radiation_count/RAD_MEASURE_SMOOTHING
radiation_count += current_tick_amount/RAD_MEASURE_SMOOTHING
if(current_tick_amount)
grace = RAD_GRACE_PERIOD
last_tick_amount = current_tick_amount
else if(!emagged)
grace--
if(grace <= 0)
radiation_count = 0
update_sound()
current_tick_amount = 0
/obj/item/device/geiger_counter/examine(mob/user)
..()
@@ -56,6 +91,8 @@
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
to_chat(user, "<span class='boldannounce'>Ambient radiation levels above critical level!</span>")
to_chat(user, "<span class='notice'>The last radiation amount detected was [last_tick_amount]</span>")
/obj/item/device/geiger_counter/update_icon()
if(!scanning)
icon_state = "geiger_off"
@@ -78,24 +115,43 @@
icon_state = "geiger_on_5"
..()
/obj/item/device/geiger_counter/rad_act(amount)
if(!amount && scanning)
return 0
if(emagged)
amount = Clamp(amount, 0, 25) //Emagged geiger counters can only accept 25 radiation at a time
radiation_count += amount
if(isliving(loc))
var/mob/living/M = loc
if(!emagged)
to_chat(M, "<span class='boldannounce'>[icon2html(src, M)] RADIATION PULSE DETECTED.</span>")
to_chat(M, "<span class='boldannounce'>[icon2html(src, M)] Severity: [amount]</span>")
/obj/item/device/geiger_counter/proc/update_sound()
switch(radiation_count)
if(RAD_BACKGROUND_RADIATION to RAD_LEVEL_MODERATE)
danger = 1
if(RAD_LEVEL_MODERATE to RAD_LEVEL_VERY_HIGH)
danger = 2
if(RAD_LEVEL_VERY_HIGH to RAD_LEVEL_CRITICAL)
danger = 3
if(RAD_LEVEL_CRITICAL to INFINITY)
danger = 4
else
to_chat(M, "<span class='boldannounce'>[icon2html(src, M)] !@%$AT!(N P!LS! D/TEC?ED.</span>")
to_chat(M, "<span class='boldannounce'>[icon2html(src, M)] &!F2rity: <=[amount]#1</span>")
danger = 0
if(!danger)
muted = TRUE
else if(muted)
muted = FALSE
soundLoop()
/obj/item/device/geiger_counter/proc/soundLoop()
if(muted || !danger)
return
playsound(src, pickweight(sounds[danger]), 25)
addtimer(CALLBACK(src, .proc/soundLoop), 2)
/obj/item/device/geiger_counter/rad_act(amount)
if(amount <= RAD_BACKGROUND_RADIATION || !scanning)
return
current_tick_amount += amount
update_icon()
/obj/item/device/geiger_counter/attack_self(mob/user)
scanning = !scanning
if(!scanning)
muted = TRUE
else
muted = FALSE
soundLoop()
update_icon()
to_chat(user, "<span class='notice'>[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src].</span>")
@@ -103,12 +159,7 @@
if(user.a_intent == INTENT_HELP)
if(!emagged)
user.visible_message("<span class='notice'>[user] scans [M] with [src].</span>", "<span class='notice'>You scan [M]'s radiation levels with [src]...</span>")
if(!M.radiation)
to_chat(user, "<span class='notice'>[icon2html(src, user)] Radiation levels within normal boundaries.</span>")
return 1
else
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation].</span>")
return 1
addtimer(CALLBACK(src, .proc/scan, M, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
else
user.visible_message("<span class='notice'>[user] scans [M] with [src].</span>", "<span class='danger'>You project [src]'s stored radiation into [M]'s body!</span>")
M.rad_act(radiation_count)
@@ -116,6 +167,28 @@
return 1
..()
/obj/item/device/geiger_counter/proc/scan(atom/A, mob/user)
var/rad_strength = 0
for(var/i in get_rad_contents(A)) // Yes it's intentional that you can't detect radioactive things under rad protection. Gives traitors a way to hide their glowing green rocks.
var/atom/thing = i
if(!thing)
continue
var/datum/component/radioactive/radiation = thing.GetComponent(/datum/component/radioactive)
if(radiation)
rad_strength += radiation.strength
if(isliving(A))
var/mob/living/M = A
if(!M.radiation)
to_chat(user, "<span class='notice'>[icon2html(src, user)] Radiation levels within normal boundaries.</span>")
else
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation].</span>")
if(rad_strength)
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject has irradiated objects on them. Radioactive strength: [rad_strength]</span>")
else
to_chat(user, "<span class='notice'>[icon2html(src, user)] Subject is free of radioactive contamination.</span>")
/obj/item/device/geiger_counter/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver) && emagged)
if(scanning)
@@ -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 = 350
var/stamina_damage = 30
/obj/item/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
radiation_pulse(get_turf(src), 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 -4
View File
@@ -33,7 +33,7 @@
if(cooldown < world.time - 60)
cooldown = world.time
flick(pulseicon, src)
radiation_pulse(get_turf(src), 1, 4, 40, 1)
radiation_pulse(get_turf(src), 400, 2)
//nuke core box, for carrying the core
/obj/item/nuke_core_container
@@ -140,7 +140,7 @@
return
else
to_chat(user, "<span class='notice'>As it touches \the [src], both \the [src] and \the [W] burst into dust!</span>")
radiation_pulse(get_turf(user), 1, 2, 10, 1)
radiation_pulse(get_turf(user), 100)
playsound(src, 'sound/effects/supermatter.ogg', 50, 1)
qdel(W)
qdel(src)
@@ -151,7 +151,7 @@
return FALSE
var/mob/ded = user
to_chat(user, "<span class='warning'>You reach for the supermatter sliver with your hands. That was dumb.</span>")
radiation_pulse(get_turf(user), 2, 4, 50, 1)
radiation_pulse(get_turf(user), 500, 2)
playsound(get_turf(user), 'sound/effects/supermatter.ogg', 50, 1)
ded.dust()
@@ -240,7 +240,7 @@
user.visible_message("<span class='danger'>As [user] touches \the [AM] with \a [src], silence fills the room...</span>",\
"<span class='userdanger'>You touch \the [AM] with \the [src], and everything suddenly goes silent.</span>\n<span class='notice'>\The [AM] flashes into dust, and soon as you can register this, you do as well.</span>",\
"<span class='italics'>Everything suddenly goes silent.</span>")
radiation_pulse(get_turf(user), 2, 4, 50, 1)
radiation_pulse(get_turf(user), 500, 2)
playsound(src, 'sound/effects/supermatter.ogg', 50, 1)
user.dust()
icon_state = "supermatter_tongs"
+8 -4
View File
@@ -29,9 +29,13 @@
can_be_unanchored = FALSE
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/falsewall/New(loc)
..()
air_update_turf(1)
/obj/structure/falsewall/Initialize()
. = ..()
air_update_turf(TRUE)
/obj/structure/falsewall/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/obj/structure/falsewall/Destroy()
density = FALSE
@@ -195,7 +199,7 @@
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(get_turf(src), 0, 3, 15, 1)
radiation_pulse(get_turf(src), 150)
for(var/turf/closed/wall/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
+4
View File
@@ -10,6 +10,10 @@
var/can_displace = TRUE //If the girder can be moved around by wrenching it
max_integrity = 200
/obj/structure/girder/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION)
/obj/structure/girder/examine(mob/user)
. = ..()
switch(state)
+4
View File
@@ -17,6 +17,10 @@
var/grille_type = null
var/broken_type = /obj/structure/grille/broken
/obj/structure/grille/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_NO_INSULATION)
/obj/structure/grille/examine(mob/user)
..()
if(anchored)
+4
View File
@@ -61,6 +61,10 @@
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
/obj/structure/holosign/barrier/engineering/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_LIGHT_INSULATION)
/obj/structure/holosign/barrier/atmos
name = "holo firelock"
desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
+30 -3
View File
@@ -22,10 +22,13 @@
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/mineral_door/New(location)
..()
/obj/structure/mineral_door/Initialize()
. = ..()
initial_state = icon_state
air_update_turf(1)
air_update_turf(TRUE)
/obj/structure/mineral_door/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/obj/structure/mineral_door/Destroy()
density = FALSE
@@ -151,11 +154,17 @@
sheetType = /obj/item/stack/sheet/mineral/silver
max_integrity = 300
/obj/structure/mineral_door/silver/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_HEAVY_INSULATION)
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
/obj/structure/mineral_door/gold/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_HEAVY_INSULATION)
/obj/structure/mineral_door/uranium
name = "uranium door"
icon_state = "uranium"
@@ -163,6 +172,9 @@
max_integrity = 300
light_range = 2
/obj/structure/mineral_door/uranium/ComponentInitialize()
return
/obj/structure/mineral_door/sandstone
name = "sandstone door"
icon_state = "sandstone"
@@ -172,6 +184,9 @@
/obj/structure/mineral_door/transparent
opacity = FALSE
/obj/structure/mineral_door/transparent/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION)
/obj/structure/mineral_door/transparent/Close()
..()
set_opacity(FALSE)
@@ -181,6 +196,9 @@
icon_state = "plasma"
sheetType = /obj/item/stack/sheet/mineral/plasma
/obj/structure/mineral_door/transparent/plasma/ComponentInitialize()
return
/obj/structure/mineral_door/transparent/plasma/attackby(obj/item/W, mob/user, params)
if(W.is_hot())
var/turf/T = get_turf(src)
@@ -204,6 +222,9 @@
sheetType = /obj/item/stack/sheet/mineral/diamond
max_integrity = 1000
/obj/structure/mineral_door/transparent/diamond/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_EXTREME_INSULATION)
/obj/structure/mineral_door/wood
name = "wood door"
icon_state = "wood"
@@ -213,6 +234,9 @@
resistance_flags = FLAMMABLE
max_integrity = 200
/obj/structure/mineral_door/wood/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION)
/obj/structure/mineral_door/paperframe
name = "paper frame door"
icon_state = "paperframe"
@@ -227,6 +251,9 @@
. = ..()
queue_smooth_neighbors(src)
/obj/structure/mineral_door/paperframe/ComponentInitialize()
return
/obj/structure/mineral_door/paperframe/Destroy()
queue_smooth_neighbors(src)
return ..()
+4
View File
@@ -8,6 +8,10 @@
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
/obj/structure/sign/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_NO_INSULATION) // Since this is on a wall if it becomes irradiated it will smuggle the radiation past the wall
/obj/structure/sign/basic
name = "blank sign"
desc = "How can signs be real if our eyes aren't real?"
+1 -1
View File
@@ -131,7 +131,7 @@
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(get_turf(src), 3, 3, 12, 0)
radiation_pulse(get_turf(src), 30)
last_event = world.time
active = null
return
+10
View File
@@ -78,6 +78,10 @@
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
/obj/structure/window/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION, TRUE, FALSE)
/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
@@ -432,6 +436,9 @@
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
/obj/structure/window/reinforced/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_HEAVY_INSULATION, TRUE, FALSE)
/obj/structure/window/reinforced/spawner/east
dir = EAST
@@ -455,6 +462,9 @@
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
/obj/structure/window/plasma/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_NO_INSULATION, TRUE, FALSE)
/obj/structure/window/plasma/spawner/east
dir = EAST
+4
View File
@@ -5,6 +5,10 @@
density = TRUE
blocks_air = 1
/turf/closed/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/turf/closed/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
return FALSE
@@ -206,7 +206,7 @@
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(get_turf(src), 3, 3, 1, 0)
radiation_pulse(get_turf(src), 10)
for(var/turf/open/floor/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
@@ -193,7 +193,7 @@
var/list/L = list(45)
if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels.
L -= 45
L += -45
// Expand the edges of our tunnel
for(var/edge_angle in L)
@@ -70,7 +70,7 @@
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(get_turf(src), 3, 3, 4, 0)
radiation_pulse(get_turf(src), 40)
for(var/turf/closed/wall/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
@@ -13,6 +13,10 @@
girder_type = /obj/structure/girder/reinforced
explosion_block = 2
/turf/closed/wall/r_wall/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_HEAVY_INSULATION)
/turf/closed/wall/r_wall/deconstruction_hints(mob/user)
switch(d_state)
if(INTACT)
+2
View File
@@ -44,6 +44,8 @@
if (opacity)
has_opaque_atom = TRUE
ComponentInitialize()
return INITIALIZE_HINT_NORMAL
/turf/open/space/attack_ghost(mob/dead/observer/user)
+3
View File
@@ -56,6 +56,9 @@
if (opacity)
has_opaque_atom = TRUE
ComponentInitialize()
return INITIALIZE_HINT_NORMAL
/turf/proc/Initalize_Atmos(times_fired)
+1 -2
View File
@@ -116,11 +116,10 @@ GLOBAL_PROTECT(security_mode)
/world/Topic(T, addr, master, key)
var/static/list/topic_handlers = TopicHandlers()
var/list/input = params2list(T)
var/datum/world_topic/handler
for(var/I in topic_handlers)
if(input[I])
if(I in input)
handler = topic_handlers[I]
break