Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -1,4 +1,3 @@
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/obj/item/weapon/implant/abductor
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name = "recall implant"
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desc = "Returns you to the mothership."
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@@ -15,7 +14,7 @@
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cooldown = 0
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START_PROCESSING(SSobj, src)
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else
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imp_in << "<span class='warning'>You must wait [30 - cooldown] seconds to use [src] again!</span>"
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to_chat(imp_in, "<span class='warning'>You must wait [30 - cooldown] seconds to use [src] again!</span>")
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/obj/item/weapon/implant/abductor/process()
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if(cooldown < initial(cooldown))
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@@ -30,9 +30,6 @@
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. = ..()
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tracked_chem_implants -= src
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/obj/item/weapon/implant/chem/trigger(emote, mob/source)
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if(emote == "deathgasp")
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activate(reagents.total_volume)
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@@ -47,19 +44,16 @@
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else
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injectamount = cause
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reagents.trans_to(R, injectamount)
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R << "<span class='italics'>You hear a faint beep.</span>"
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to_chat(R, "<span class='italics'>You hear a faint beep.</span>")
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if(!reagents.total_volume)
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R << "<span class='italics'>You hear a faint click from your chest.</span>"
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to_chat(R, "<span class='italics'>You hear a faint click from your chest.</span>")
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qdel(src)
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/obj/item/weapon/implantcase/chem
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name = "implant case - 'Remote Chemical'"
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desc = "A glass case containing a remote chemical implant."
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/obj/item/weapon/implantcase/chem/New()
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imp = new /obj/item/weapon/implant/chem(src)
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..()
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imp_type = /obj/item/weapon/implant/chem
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/obj/item/weapon/implantcase/chem/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W,/obj/item/weapon/reagent_containers/syringe) && imp)
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@@ -15,16 +15,9 @@
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/obj/item/weapon/implanter/sad_trombone
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name = "implanter (sad_trombone)"
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/obj/item/weapon/implanter/sad_trombone/New()
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imp = new /obj/item/weapon/implant/sad_trombone(src)
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..()
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imp_type = /obj/item/weapon/implant/sad_trombone
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/obj/item/weapon/implantcase/sad_trombone
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name = "implant case - 'Sad Trombone'"
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desc = "A glass case containing a sad trombone implant."
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/obj/item/weapon/implantcase/sad_trombone/New()
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imp = new /obj/item/weapon/implant/sad_trombone(src)
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..()
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imp_type = /obj/item/weapon/implant/sad_trombone
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@@ -13,18 +13,11 @@
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<b>Implant Details:</b> The onboard gateway system has been modified to reject entry by individuals containing this implant<BR>"}
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return dat
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/obj/item/weapon/implanter/exile
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name = "implanter (exile)"
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/obj/item/weapon/implanter/exile/New()
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imp = new /obj/item/weapon/implant/exile( src )
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..()
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imp_type = /obj/item/weapon/implant/exile
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/obj/item/weapon/implantcase/exile
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name = "implant case - 'Exile'"
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desc = "A glass case containing an exile implant."
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/obj/item/weapon/implantcase/exile/New()
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imp = new /obj/item/weapon/implant/exile(src)
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..()
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imp_type = /obj/item/weapon/implant/exile
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@@ -32,7 +32,7 @@
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heavy = round(heavy)
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medium = round(medium)
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weak = round(weak)
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imp_in << "<span class='notice'>You activate your [name].</span>"
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to_chat(imp_in, "<span class='notice'>You activate your [name].</span>")
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var/turf/boomturf = get_turf(imp_in)
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var/area/A = get_area(boomturf)
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message_admins("[key_name_admin(imp_in)]<A HREF='?_src_=holder;adminmoreinfo=\ref[imp_in]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[imp_in]'>FLW</A>) has activated their [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[imp_in.x];Y=[imp_in.y];Z=[imp_in.z]'>[A.name] (JMP)</a>.")
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@@ -106,16 +106,9 @@
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/obj/item/weapon/implanter/explosive
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name = "implanter (explosive)"
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/obj/item/weapon/implanter/explosive/New()
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imp = new /obj/item/weapon/implant/explosive(src)
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..()
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imp_type = /obj/item/weapon/implant/explosive
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/obj/item/weapon/implantcase/explosive
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name = "implant case - 'Explosive'"
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desc = "A glass case containing an explosive implant."
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/obj/item/weapon/implantcase/explosive/New()
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imp = new /obj/item/weapon/implant/explosive(src)
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..()
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imp_type = /obj/item/weapon/implant/explosive
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@@ -9,7 +9,7 @@
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/obj/item/weapon/implant/freedom/activate()
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uses--
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imp_in << "You feel a faint click."
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to_chat(imp_in, "You feel a faint click.")
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if(iscarbon(imp_in))
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var/mob/living/carbon/C_imp_in = imp_in
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C_imp_in.uncuff()
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@@ -36,16 +36,9 @@ No Implant Specifics"}
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/obj/item/weapon/implanter/freedom
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name = "implanter (freedom)"
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/obj/item/weapon/implanter/freedom/New()
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imp = new /obj/item/weapon/implant/freedom(src)
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..()
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imp_type = /obj/item/weapon/implant/freedom
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/obj/item/weapon/implantcase/freedom
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name = "implant case - 'Freedom'"
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desc = "A glass case containing a freedom implant."
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/obj/item/weapon/implantcase/freedom/New()
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imp = new /obj/item/weapon/implant/freedom(src)
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..()
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imp_type = /obj/item/weapon/implant/freedom
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@@ -1,4 +1,3 @@
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/obj/item/weapon/implant/gang
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name = "gang implant"
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desc = "Makes you a gangster or such."
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@@ -26,15 +26,10 @@
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/obj/item/weapon/implanter/krav_maga
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name = "implanter (krav maga)"
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/obj/item/weapon/implanter/krav_maga/New()
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imp = new /obj/item/weapon/implant/krav_maga(src)
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..()
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imp_type = /obj/item/weapon/implant/krav_maga
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/obj/item/weapon/implantcase/krav_maga
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name = "implant case - 'Krav Maga'"
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desc = "A glass case containing an implant that can teach the user the arts of Krav Maga."
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imp_type = /obj/item/weapon/implant/krav_maga
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/obj/item/weapon/implantcase/krav_maga/New()
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imp = new /obj/item/weapon/implant/krav_maga(src)
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..()
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@@ -36,32 +36,24 @@
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ticker.mode.remove_revolutionary(target.mind)
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if(!silent)
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if(target.mind in ticker.mode.cult)
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target << "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>"
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to_chat(target, "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>")
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else
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target << "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>"
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to_chat(target, "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>")
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return 1
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return 0
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/obj/item/weapon/implant/mindshield/removed(mob/target, silent = 0, special = 0)
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if(..())
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if(target.stat != DEAD && !silent)
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target << "<span class='boldnotice'>Your mind suddenly feels terribly vulnerable. You are no longer safe from brainwashing.</span>"
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to_chat(target, "<span class='boldnotice'>Your mind suddenly feels terribly vulnerable. You are no longer safe from brainwashing.</span>")
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return 1
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return 0
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/obj/item/weapon/implanter/mindshield
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name = "implanter (mindshield)"
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/obj/item/weapon/implanter/mindshield/New()
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imp = new /obj/item/weapon/implant/mindshield(src)
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..()
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update_icon()
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imp_type = /obj/item/weapon/implant/mindshield
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/obj/item/weapon/implantcase/mindshield
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name = "implant case - 'Mindshield'"
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desc = "A glass case containing a mindshield implant."
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/obj/item/weapon/implantcase/mindshield/New()
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imp = new /obj/item/weapon/implant/mindshield(src)
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..()
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imp_type = /obj/item/weapon/implant/mindshield
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@@ -34,7 +34,7 @@
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/obj/item/weapon/implant/adrenalin/activate()
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uses--
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imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
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to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
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imp_in.SetStunned(0)
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imp_in.SetWeakened(0)
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imp_in.SetParalysis(0)
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@@ -79,4 +79,4 @@
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healthstring = "<small>Oxygen Deprivation Damage => [round(L.getOxyLoss())]<br />Fire Damage => [round(L.getFireLoss())]<br />Toxin Damage => [round(L.getToxLoss())]<br />Brute Force Damage => [round(L.getBruteLoss())]</small>"
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if (!healthstring)
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healthstring = "ERROR"
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return healthstring
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return healthstring
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@@ -47,7 +47,4 @@
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/obj/item/weapon/implanter/storage
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name = "implanter (storage)"
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/obj/item/weapon/implanter/storage/New()
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imp = new /obj/item/weapon/implant/storage(src)
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..()
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imp_type = /obj/item/weapon/implant/storage
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@@ -4,7 +4,6 @@
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activated = 0
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origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
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/obj/item/weapon/implant/tracking/New()
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..()
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tracked_implants += src
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@@ -13,12 +12,11 @@
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. = ..()
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tracked_implants -= src
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/obj/item/weapon/implanter/tracking/New()
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imp = new /obj/item/weapon/implant/tracking( src )
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..()
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/obj/item/weapon/implanter/tracking/gps/New()
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imp = new /obj/item/device/gps/mining/internal( src )
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..()
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/obj/item/weapon/implanter/tracking
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imp_type = /obj/item/weapon/implant/tracking
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/obj/item/weapon/implanter/tracking/gps
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imp_type = /obj/item/device/gps/mining/internal
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/obj/item/weapon/implant/tracking/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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@@ -10,6 +10,7 @@
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origin_tech = "materials=1;biotech=2"
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materials = list(MAT_GLASS=500)
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var/obj/item/weapon/implant/imp = null
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var/imp_type
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/obj/item/weapon/implantcase/update_icon()
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@@ -57,32 +58,24 @@
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else
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return ..()
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/obj/item/weapon/implantcase/New()
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/obj/item/weapon/implantcase/Initialize(mapload)
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..()
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if(imp_type)
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imp = new imp_type(src)
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update_icon()
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/obj/item/weapon/implantcase/tracking
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name = "implant case - 'Tracking'"
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desc = "A glass case containing a tracking implant."
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/obj/item/weapon/implantcase/tracking/New()
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imp = new /obj/item/weapon/implant/tracking(src)
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..()
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imp_type = /obj/item/weapon/implant/tracking
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/obj/item/weapon/implantcase/weapons_auth
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name = "implant case - 'Firearms Authentication'"
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desc = "A glass case containing a firearms authentication implant."
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/obj/item/weapon/implantcase/weapons_auth/New()
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imp = new /obj/item/weapon/implant/weapons_auth(src)
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..()
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imp_type = /obj/item/weapon/implant/weapons_auth
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/obj/item/weapon/implantcase/adrenaline
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name = "implant case - 'Adrenaline'"
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desc = "A glass case containing an adrenaline implant."
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/obj/item/weapon/implantcase/adrenaline/New()
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imp = new /obj/item/weapon/implant/adrenalin(src)
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..()
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imp_type = /obj/item/weapon/implant/adrenalin
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@@ -1,5 +1,3 @@
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/obj/machinery/implantchair
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name = "mindshield implanter"
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desc = "Used to implant occupants with mindshield implants."
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@@ -119,14 +117,14 @@
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return
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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user << "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>"
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to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
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audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
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if(do_after(user, 600, target = src))
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if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
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return
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visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
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user << "<span class='notice'>You successfully break out of [src]!</span>"
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to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
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open_machine()
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/obj/machinery/implantchair/relaymove(mob/user)
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@@ -10,6 +10,7 @@
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origin_tech = "materials=2;biotech=3"
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materials = list(MAT_METAL=600, MAT_GLASS=200)
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var/obj/item/weapon/implant/imp = null
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var/imp_type = null
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/obj/item/weapon/implanter/update_icon()
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@@ -33,13 +34,13 @@
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if(src && imp)
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if(imp.implant(M, user))
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if (M == user)
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user << "<span class='notice'>You implant yourself.</span>"
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to_chat(user, "<span class='notice'>You implant yourself.</span>")
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else
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M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
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imp = null
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update_icon()
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else
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user << "<span class='warning'>[src] fails to implant [M].</span>"
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to_chat(user, "<span class='warning'>[src] fails to implant [M].</span>")
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/obj/item/weapon/implanter/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/pen))
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@@ -55,24 +56,16 @@
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else
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return ..()
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/obj/item/weapon/implanter/New()
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/obj/item/weapon/implanter/Initialize(mapload)
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..()
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if(imp_type)
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imp = new imp_type(src)
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update_icon()
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/obj/item/weapon/implanter/adrenalin
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name = "implanter (adrenalin)"
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/obj/item/weapon/implanter/adrenalin/New()
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imp = new /obj/item/weapon/implant/adrenalin(src)
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..()
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imp_type = /obj/item/weapon/implant/adrenalin
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/obj/item/weapon/implanter/emp
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name = "implanter (EMP)"
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/obj/item/weapon/implanter/emp/New()
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imp = new /obj/item/weapon/implant/emp(src)
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..()
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imp_type = /obj/item/weapon/implant/emp
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@@ -30,17 +30,11 @@
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/obj/item/weapon/implanter/uplink
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name = "implanter (uplink)"
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/obj/item/weapon/implanter/uplink/New()
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imp = new /obj/item/weapon/implant/uplink(src)
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..()
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imp_type = /obj/item/weapon/implant/uplink
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/obj/item/weapon/implanter/uplink/precharged
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name = "implanter (uplink)"
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/obj/item/weapon/implanter/uplink/New()
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imp = new /obj/item/weapon/implant/uplink/precharged(src)
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..()
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name = "implanter (precharged uplink)"
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imp_type = /obj/item/weapon/implant/uplink/precharged
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/obj/item/weapon/implant/uplink/precharged
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starting_tc = 10
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Reference in New Issue
Block a user