Tg patch branch to master (#192)

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* 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

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Tg modern (#149)

* 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

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* Mentor system, Tickets, and discord (#151)

* 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

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* Vore code sync (#157)

* 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

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* 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

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* edgy code of the modernization (#164)

* 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

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* 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

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* Merge test onto bleeding edgy (#165)

* 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

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* 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

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* bleeblin edgy 1/23 (#166)

* 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

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* 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

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* 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

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* Update .travis.yml

* Update .travis.yml

* Update .travis.yml

* Revert "Modern modern"

* Revert "Revert "Modern modern""

* fix it fix it fix it fix it

* fixes title screen - thanks crow

* Riding code reverted

* possible tgui fix?

* who the fuck even knows if this is the problem

* adds moths and sharks (no colors yet, not greyscaled)
adds LOOC back

* "fixes" missing items in some machinery.

* slight tweaks to abductor spawns
borer event enabled (max 1)

* Update .travis.yml

* fixes shuttle purchase from comms

* fixes and QoL

* Polymorphing all is dangerous too

* re-fixes ahelp ticket system again

* metagaming check proving to be spamlicious

* Fixes not being able to see devoured mob poses

* fix for vehicle buckling

* ahelp timer runtime fix (#178)

* controller and game updates 1/29

* Defines, helpers, datums 1/29

* world.dm updates

* modules/admin tweaks

* everything in modules not a mob

* modules/mob fixes and such

No more PAIs ventcrawling

* icons, maps, tools, etc.

* compiler fixes

* round type vote fixed

* hardsuit cargo pack

* reduce ion and electric storm chance

* perms access for travis

* fix helmet to the suit
removes CE from crate

* changelog

* fuck

* perms for travis... again

* Update tgstation.dme

* Update tgstation.dme

* Donation race

* redpanda

* red panda

* size play work

* Size chemical basics

Needs testing/refining

* some fixing ports before I just fucking ported it anyway

* It's been a fucking week.

* commiting moar changes because github

* admins.txt lol

* icons

* defines and such

* globalvars and onclick

* Controllers

* datums

* game folder

* oh look, HoG is back

* modules pt 1

* client things

* more modules

* everything not mob code

* some mob stuff

* more mob things

* silicon mobs

* ayylims and monkeys

* human updates

* huh

* housekeeping is fired.

* last minute fixes

* more last minute things

* human parts double check'd

* more paper

* Icons are fixed

* double check of thermal protection code. (#191)
This commit is contained in:
TalkingCactus
2017-02-03 06:56:14 -05:00
committed by Poojawa
parent 7735dec0ec
commit f7c09077d2
2489 changed files with 830965 additions and 416701 deletions
+51 -34
View File
@@ -10,18 +10,18 @@
recommended_enemies = 2
antag_flag = ROLE_OPERATIVE
enemy_minimum_age = 14
announce_span = "danger"
announce_text = "Syndicate forces are approaching the station in an attempt to destroy it!\n\
<span class='danger'>Operatives</span>: Secure the nuclear authentication disk and use your nuke to destroy the station.\n\
<span class='notice'>Crew</span>: Defend the nuclear authentication disk and ensure that it leaves with you on the emergency shuttle."
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level
/datum/game_mode/nuclear/announce()
world << "<B>The current game mode is - Nuclear Emergency!</B>"
world << "<B>A [syndicate_name()] Strike Force is approaching [station_name()]!</B>"
world << "A nuclear explosive was being transported by Nanotrasen to a military base. The transport ship mysteriously lost contact with Space Traffic Control (STC). About that time a strange disk was discovered around [station_name()]. It was identified by Nanotrasen as a nuclear auth. disk and now Syndicate Operatives have arrived to retake the disk and detonate SS13! Also, most likely Syndicate star ships are in the vicinity so take care not to lose the disk!\n<B>Syndicate</B>: Reclaim the disk and detonate the nuclear bomb anywhere on SS13.\n<B>Personnel</B>: Hold the disk and <B>escape with the disk</B> on the shuttle!"
/datum/game_mode/nuclear/pre_setup()
var/n_players = num_players()
var/n_agents = min(round(n_players / 10, 1), agents_possible)
@@ -67,7 +67,7 @@
synd_spawn += get_turf(A)
continue
var/nuke_code = "[rand(10000, 99999)]"
var/nuke_code = random_nukecode()
var/leader_selected = 0
var/agent_number = 1
var/spawnpos = 1
@@ -110,7 +110,7 @@
synd_mind.current << "<B>In your hand you will find a special item capable of triggering a greater challenge for your team. Examine it carefully and consult with your fellow operatives before activating it.</B>"
var/obj/item/device/nuclear_challenge/challenge = new /obj/item/device/nuclear_challenge
synd_mind.current.equip_to_slot_or_del(challenge, slot_r_hand)
synd_mind.current.put_in_hands_or_del(challenge)
var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/weapon/card/id)
if(foundIDs.len)
@@ -130,7 +130,7 @@
P.name = "nuclear bomb code"
var/mob/living/carbon/human/H = synd_mind.current
P.loc = H.loc
H.equip_to_slot_or_del(P, slot_r_hand, 0)
H.put_in_hands_or_del(P)
H.update_icons()
else
nuke_code = "code will be provided later"
@@ -147,11 +147,7 @@
/datum/game_mode/proc/greet_syndicate(datum/mind/syndicate, you_are=1)
if(you_are)
syndicate.current << "<span class='notice'>You are a [syndicate_name()] agent!</span>"
var/obj_count = 1
for(var/datum/objective/objective in syndicate.objectives)
syndicate.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
return
syndicate.announce_objectives()
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob, telecrystals = TRUE)
synd_mob.set_species(/datum/species/human) //Plasamen burn up otherwise, and lizards are vulnerable to asimov AIs
@@ -170,7 +166,7 @@
/datum/game_mode/proc/are_operatives_dead()
for(var/datum/mind/operative_mind in syndicates)
if (istype(operative_mind.current,/mob/living/carbon/human) && (operative_mind.current.stat!=2))
if(ishuman(operative_mind.current) && (operative_mind.current.stat!=2))
return 0
return 1
@@ -199,51 +195,77 @@
//derp //Used for tracking if the syndies actually haul the nuke to the station //no
//herp //Used for tracking if the syndies got the shuttle off of the z-level //NO, DON'T FUCKING NAME VARS LIKE THIS
if (!disk_rescued && station_was_nuked && !syndies_didnt_escape)
if(nuke_off_station == NUKE_SYNDICATE_BASE)
feedback_set_details("round_end_result","loss - syndicate nuked - disk secured")
world << "<FONT size = 3><B>Humiliating Syndicate Defeat</B></FONT>"
world << "<B>The crew of [station_name()] gave [syndicate_name()] operatives back their bomb! The syndicate base was destroyed!</B> Next time, don't lose the nuke!"
ticker.news_report = NUKE_SYNDICATE_BASE
else if(!disk_rescued && station_was_nuked && !syndies_didnt_escape)
feedback_set_details("round_end_result","win - syndicate nuke")
world << "<FONT size = 3><B>Syndicate Major Victory!</B></FONT>"
world << "<B>[syndicate_name()] operatives have destroyed [station_name()]!</B>"
ticker.news_report = STATION_NUKED
else if (!disk_rescued && station_was_nuked && syndies_didnt_escape)
feedback_set_details("round_end_result","halfwin - syndicate nuke - did not evacuate in time")
world << "<FONT size = 3><B>Total Annihilation</B></FONT>"
world << "<B>[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion.</B> Next time, don't lose the disk!"
ticker.news_report = STATION_NUKED
else if (!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape)
feedback_set_details("round_end_result","halfwin - blew wrong station")
world << "<FONT size = 3><B>Crew Minor Victory</B></FONT>"
world << "<B>[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()].</B> Next time, don't lose the disk!"
world << "<B>[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()].</B> Next time, don't do that!"
ticker.news_report = NUKE_MISS
else if (!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape)
feedback_set_details("round_end_result","halfwin - blew wrong station - did not evacuate in time")
world << "<FONT size = 3><B>[syndicate_name()] operatives have earned Darwin Award!</B></FONT>"
world << "<B>[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion.</B> Next time, don't lose the disk!"
world << "<B>[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion.</B> Next time, don't do that!"
ticker.news_report = NUKE_MISS
else if ((disk_rescued || SSshuttle.emergency.mode != SHUTTLE_ENDGAME) && are_operatives_dead())
feedback_set_details("round_end_result","loss - evacuation - disk secured - syndi team dead")
world << "<FONT size = 3><B>Crew Major Victory!</B></FONT>"
world << "<B>The Research Staff has saved the disc and killed the [syndicate_name()] Operatives</B>"
world << "<B>The Research Staff has saved the disk and killed the [syndicate_name()] Operatives</B>"
ticker.news_report = OPERATIVES_KILLED
else if (disk_rescued)
feedback_set_details("round_end_result","loss - evacuation - disk secured")
world << "<FONT size = 3><B>Crew Major Victory</B></FONT>"
world << "<B>The Research Staff has saved the disc and stopped the [syndicate_name()] Operatives!</B>"
world << "<B>The Research Staff has saved the disk and stopped the [syndicate_name()] Operatives!</B>"
ticker.news_report = OPERATIVES_KILLED
else if (!disk_rescued && are_operatives_dead())
feedback_set_details("round_end_result","halfwin - evacuation - disk not secured")
world << "<FONT size = 3><B>Neutral Victory!</B></FONT>"
world << "<B>The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name()] Operatives!</B>"
ticker.news_report = OPERATIVE_SKIRMISH
else if (!disk_rescued && crew_evacuated)
feedback_set_details("round_end_result","halfwin - detonation averted")
world << "<FONT size = 3><B>Syndicate Minor Victory!</B></FONT>"
world << "<B>[syndicate_name()] operatives recovered the abandoned authentication disk but detonation of [station_name()] was averted.</B> Next time, don't lose the disk!"
world << "<B>[syndicate_name()] operatives survived the assault but did not achieve the destruction of [station_name()].</B> Next time, don't lose the disk!"
ticker.news_report = OPERATIVE_SKIRMISH
else if (!disk_rescued && !crew_evacuated)
feedback_set_details("round_end_result","halfwin - interrupted")
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>Round was mysteriously interrupted!</B>"
ticker.news_report = OPERATIVE_SKIRMISH
..()
return
@@ -288,6 +310,9 @@
synd_mind.current.real_name = synd_mind.name
return
/proc/is_nuclear_operative(mob/M)
return M && istype(M) && M.mind && ticker && ticker.mode && M.mind in ticker.mode.syndicates
/datum/outfit/syndicate
name = "Syndicate Operative - Basic"
@@ -296,9 +321,9 @@
gloves = /obj/item/clothing/gloves/combat
back = /obj/item/weapon/storage/backpack
ears = /obj/item/device/radio/headset/syndicate/alt
l_pocket = /obj/item/weapon/pinpointer/nukeop
l_pocket = /obj/item/weapon/pinpointer/syndicate
id = /obj/item/weapon/card/id/syndicate
belt = /obj/item/weapon/gun/projectile/automatic/pistol
belt = /obj/item/weapon/gun/ballistic/automatic/pistol
backpack_contents = list(/obj/item/weapon/storage/box/syndie=1)
var/tc = 25
@@ -332,17 +357,9 @@
mask = /obj/item/clothing/mask/gas/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi
r_pocket = /obj/item/weapon/tank/internals/emergency_oxygen/engi
internals_slot = slot_r_store
belt = /obj/item/weapon/storage/belt/military
r_hand = /obj/item/weapon/gun/projectile/automatic/shotgun/bulldog
r_hand = /obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog
backpack_contents = list(/obj/item/weapon/storage/box/syndie=1,\
/obj/item/weapon/tank/jetpack/oxygen/harness=1,\
/obj/item/weapon/gun/projectile/automatic/pistol=1)
/datum/outfit/syndicate/full/post_equip(mob/living/carbon/human/H)
..()
var/obj/item/clothing/suit/space/hardsuit/syndi/suit = H.wear_suit
suit.ToggleHelmet()
H.internal = H.r_store
/obj/item/weapon/gun/ballistic/automatic/pistol=1)
@@ -10,24 +10,42 @@
desc = "Use to send a declaration of hostilities to the target, delaying your shuttle departure for 20 minutes while they prepare for your assault. \
Such a brazen move will attract the attention of powerful benefactors within the Syndicate, who will supply your team with a massive amount of bonus telecrystals. \
Must be used within five minutes, or your benefactors will lose interest."
var/declaring_war = 0
var/declaring_war = FALSE
/obj/item/device/nuclear_challenge/attack_self(mob/living/user)
if(!check_allowed(user))
return
declaring_war = 1
var/are_you_sure = alert(user, "Consult your team carefully before you declare war on [station_name()]]. Are you sure you want to alert the enemy crew?", "Declare war?", "Yes", "No")
declaring_war = 0
if(are_you_sure == "No")
user << "On second thought, the element of surprise isn't so bad after all."
return
declaring_war = TRUE
var/are_you_sure = alert(user, "Consult your team carefully before you declare war on [station_name()]]. Are you sure you want to alert the enemy crew? You have [-round((world.time-round_start_time - CHALLENGE_TIME_LIMIT)/10)] seconds to decide", "Declare war?", "Yes", "No")
declaring_war = FALSE
if(!check_allowed(user))
return
declaring_war = 1
if(are_you_sure == "No")
user << "On second thought, the element of surprise isn't so bad after all."
return
var/war_declaration = "[user.real_name] has declared his intent to utterly destroy [station_name()] with a nuclear device, and dares the crew to try and stop them."
declaring_war = TRUE
var/custom_threat = alert(user, "Do you want to customize your declaration?", "Customize?", "Yes", "No")
declaring_war = FALSE
if(!check_allowed(user))
return
if(custom_threat == "Yes")
declaring_war = TRUE
war_declaration = stripped_input(user, "Insert your custom declaration", "Declaration")
declaring_war = FALSE
if(!check_allowed(user) || !war_declaration)
return
priority_announce(war_declaration, title = "Declaration of War", sound = 'sound/machines/Alarm.ogg')
user << "You've attracted the attention of powerful forces within the syndicate. A bonus bundle of telecrystals has been granted to your team. Great things await you if you complete the mission."
for(var/V in syndicate_shuttle_boards)
@@ -37,12 +55,13 @@
var/obj/item/device/radio/uplink/nuclear/U = new(get_turf(user))
U.hidden_uplink.owner = "[user.key]"
U.hidden_uplink.telecrystals = CHALLENGE_TELECRYSTALS
U.hidden_uplink.gamemode = /datum/game_mode/nuclear
U.hidden_uplink.set_gamemode(/datum/game_mode/nuclear)
config.shuttle_refuel_delay = max(config.shuttle_refuel_delay, CHALLENGE_SHUTTLE_DELAY)
qdel(src)
/obj/item/device/nuclear_challenge/proc/check_allowed(mob/living/user)
if(declaring_war)
user << "You are already in the process of declaring war! Make your mind up."
return 0
if(player_list.len < CHALLENGE_MIN_PLAYERS)
user << "The enemy crew is too small to be worth declaring war on."
+250 -155
View File
@@ -18,17 +18,24 @@ var/bomb_set
icon = 'icons/obj/machines/nuke.dmi'
icon_state = "nuclearbomb_base"
density = 1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/timeleft = 60
var/timing = 0
var/timer_set = 60
var/default_timer_set = 90
var/minimum_timer_set = 90
var/maximum_timer_set = 3600
var/ui_style = "nanotrasen"
var/numeric_input = ""
var/timing = FALSE
var/exploding = FALSE
var/detonation_timer = null
var/r_code = "ADMIN"
var/code = ""
var/yes_code = 0
var/safety = 1
var/yes_code = FALSE
var/safety = TRUE
var/obj/item/weapon/disk/nuclear/auth = null
use_power = 0
var/previous_level = ""
var/lastentered = ""
var/obj/item/nuke_core/core = null
var/deconstruction_state = NUKESTATE_INTACT
var/image/lights = null
@@ -48,19 +55,29 @@ var/bomb_set
/obj/machinery/nuclearbomb/Destroy()
poi_list -= src
nuke_list -= src
qdel(countdown)
if(countdown)
qdel(countdown)
countdown = null
. = ..()
/obj/machinery/nuclearbomb/examine(mob/user)
. = ..()
if(exploding)
user << "It is in the process of exploding. Perhaps reviewing your \
affairs is in order."
if(timing)
user << "There are [get_time_left()] seconds until \
detonation."
/obj/machinery/nuclearbomb/selfdestruct
name = "station self-destruct terminal"
desc = "For when it all gets too much to bear. Do not taunt."
icon = 'icons/obj/machines/nuke_terminal.dmi'
icon_state = "nuclearbomb_base"
anchored = 1 //stops it being moved
layer = MOB_LAYER
anchored = TRUE //stops it being moved
/obj/machinery/nuclearbomb/syndicate
//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
/obj/machinery/nuclearbomb/syndicate/New()
var/obj/machinery/nuclearbomb/existing = locate("syndienuke")
@@ -75,7 +92,7 @@ var/bomb_set
if (istype(I, /obj/item/weapon/disk/nuclear))
if(!user.drop_item())
return
I.loc = src
I.forceMove(src)
auth = I
add_fingerprint(user)
return
@@ -85,7 +102,7 @@ var/bomb_set
if(istype(I, /obj/item/weapon/screwdriver/nuke))
playsound(loc, I.usesound, 100, 1)
user << "<span class='notice'>You start removing [src]'s front panel's screws...</span>"
if(do_after(user, 60/I.toolspeed,target=src))
if(do_after(user, 60*I.toolspeed,target=src))
deconstruction_state = NUKESTATE_UNSCREWED
user << "<span class='notice'>You remove the screws from [src]'s front panel.</span>"
update_icon()
@@ -94,7 +111,7 @@ var/bomb_set
if(istype(I, /obj/item/weapon/crowbar))
user << "<span class='notice'>You start removing [src]'s front panel...</span>"
playsound(loc, I.usesound, 100, 1)
if(do_after(user,30/I.toolspeed,target=src))
if(do_after(user,30*I.toolspeed,target=src))
user << "<span class='notice'>You remove [src]'s front panel.</span>"
deconstruction_state = NUKESTATE_PANEL_REMOVED
update_icon()
@@ -105,7 +122,7 @@ var/bomb_set
playsound(loc, I.usesound, 100, 1)
user << "<span class='notice'>You start cutting [src]'s inner plate...</span>"
if(welder.remove_fuel(1,user))
if(do_after(user,80/I.toolspeed,target=src))
if(do_after(user,80*I.toolspeed,target=src))
user << "<span class='notice'>You cut [src]'s inner plate.</span>"
deconstruction_state = NUKESTATE_WELDED
update_icon()
@@ -114,7 +131,7 @@ var/bomb_set
if(istype(I, /obj/item/weapon/crowbar))
user << "<span class='notice'>You start prying off [src]'s inner plate...</span>"
playsound(loc, I.usesound, 100, 1)
if(do_after(user,50/I.toolspeed,target=src))
if(do_after(user,50*I.toolspeed,target=src))
user << "<span class='notice'>You pry off [src]'s inner plate. You can see the core's green glow!</span>"
deconstruction_state = NUKESTATE_CORE_EXPOSED
update_icon()
@@ -148,12 +165,12 @@ var/bomb_set
else
user << "<span class='warning'>You need more metal to do that!</span>"
return
return ..()
. = ..()
/obj/machinery/nuclearbomb/proc/get_nuke_state()
if(timing < 0)
if(exploding)
return NUKE_ON_EXPLODING
if(timing > 0)
if(timing)
return NUKE_ON_TIMING
if(safety)
return NUKE_OFF_LOCKED
@@ -209,102 +226,127 @@ var/bomb_set
add_overlay(lights)
/obj/machinery/nuclearbomb/process()
if (timing > 0)
countdown.start()
bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed.
timeleft--
if (timeleft <= 0)
if(timing && !exploding)
bomb_set = TRUE
if(detonation_timer < world.time)
explode()
else
var/volume = (timeleft <= 20 ? 30 : 5)
var/volume = (get_time_left() <= 20 ? 30 : 5)
playsound(loc, 'sound/items/timer.ogg', volume, 0)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
attack_hand(M)
else
countdown.stop()
/obj/machinery/nuclearbomb/attack_paw(mob/user)
return attack_hand(user)
/obj/machinery/nuclearbomb/attack_ai(mob/user)
return
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state=default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "nuclear_bomb", name, 500, 600, master_ui, state)
ui.set_style(ui_style)
ui.open()
/obj/machinery/nuclearbomb/attack_hand(mob/user)
user.set_machine(src)
var/dat = text("<TT>\nAuth. Disk: <A href='?src=\ref[];auth=1'>[]</A><HR>", src, (auth ? "++++++++++" : "----------"))
if (auth)
if (yes_code)
dat += text("\n<B>Status</B>: []-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] <A href='?src=\ref[];timer=1'>Toggle</A><BR>\nTime: <A href='?src=\ref[];time=-10'>-</A> <A href='?src=\ref[];time=-1'>-</A> [] <A href='?src=\ref[];time=1'>+</A> <A href='?src=\ref[];time=10'>+</A><BR>\n<BR>\nSafety: [] <A href='?src=\ref[];safety=1'>Toggle</A><BR>\nAnchor: [] <A href='?src=\ref[];anchor=1'>Toggle</A><BR>\n", (timing ? "Func/Set" : "Functional"), (safety ? "Safe" : "Engaged"), timeleft, (timing ? "On" : "Off"), src, src, src, timeleft, src, src, (safety ? "On" : "Off"), src, (anchored ? "Engaged" : "Off"), src)
/obj/machinery/nuclearbomb/ui_data(mob/user)
var/list/data = list()
data["disk_present"] = auth
data["code_approved"] = yes_code
var/first_status
if(auth)
if(yes_code)
first_status = timing ? "Func/Set" : "Functional"
else
dat += text("\n<B>Status</B>: Auth. S2-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\n[] Safety: Toggle<BR>\nAnchor: [] Toggle<BR>\n", (safety ? "Safe" : "Engaged"), timeleft, (timing ? "On" : "Off"), timeleft, (safety ? "On" : "Off"), (anchored ? "Engaged" : "Off"))
first_status = "Auth S2."
else
if (timing)
dat += text("\n<B>Status</B>: Set-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (safety ? "Safe" : "Engaged"), timeleft, (timing ? "On" : "Off"), timeleft, (safety ? "On" : "Off"), (anchored ? "Engaged" : "Off"))
if(timing)
first_status = "Set"
else
dat += text("\n<B>Status</B>: Auth. S1-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (safety ? "Safe" : "Engaged"), timeleft, (timing ? "On" : "Off"), timeleft, (safety ? "On" : "Off"), (anchored ? "Engaged" : "Off"))
var/message = "AUTH"
if (auth)
message = text("[]", code)
if (yes_code)
message = "*****"
dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A><A href='?src=\ref[];type=2'>2</A><A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A><A href='?src=\ref[];type=5'>5</A><A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A><A href='?src=\ref[];type=8'>8</A><A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A><A href='?src=\ref[];type=0'>0</A><A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
var/datum/browser/popup = new(user, "nuclearbomb", name, 300, 400)
popup.set_content(dat)
popup.open()
first_status = "Auth S1."
var/second_status = safety ? "Safe" : "Engaged"
data["status1"] = first_status
data["status2"] = second_status
data["anchored"] = anchored
data["safety"] = safety
data["timing"] = timing
data["time_left"] = get_time_left()
/obj/machinery/nuclearbomb/Topic(href, href_list)
data["timer_set"] = timer_set
data["timer_is_not_default"] = timer_set != default_timer_set
data["timer_is_not_min"] = timer_set != minimum_timer_set
data["timer_is_not_max"] = timer_set != maximum_timer_set
var/message = "AUTH"
if(auth)
message = "[numeric_input]"
if(yes_code)
message = "*****"
data["message"] = message
return data
/obj/machinery/nuclearbomb/ui_act(action, params)
if(..())
return
usr.set_machine(src)
if (href_list["auth"])
if (auth)
auth.loc = loc
yes_code = 0
auth = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/disk/nuclear))
usr.drop_item()
I.loc = src
auth = I
if (auth)
if (href_list["type"])
if (href_list["type"] == "E")
if (code == r_code)
yes_code = 1
code = null
else
code = "ERROR"
else
if (href_list["type"] == "R")
yes_code = 0
code = null
else
lastentered = text("[]", href_list["type"])
if (text2num(lastentered) == null)
var/turf/LOC = get_turf(usr)
message_admins("[key_name_admin(usr)] (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) tried to exploit a nuclear bomb by entering non-numerical codes: <a href='?_src_=vars;Vars=\ref[src]'>[lastentered]</a> ! ([LOC ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[LOC.x];Y=[LOC.y];Z=[LOC.z]'>JMP</a>" : "null"])", 0)
log_admin("EXPLOIT : [key_name(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: [lastentered] !")
else
code += lastentered
if (length(code) > 5)
code = "ERROR"
if (yes_code)
if (href_list["time"])
var/time = text2num(href_list["time"])
timeleft += time
timeleft = min(max(round(timeleft), 60), 600)
if (href_list["timer"])
set_active()
if (href_list["safety"])
switch(action)
if("eject_disk")
if(auth && auth.loc == src)
auth.forceMove(get_turf(src))
auth = null
. = TRUE
if("insert_disk")
if(!auth)
var/obj/item/I = usr.get_active_held_item()
if(istype(I, /obj/item/weapon/disk/nuclear))
usr.drop_item()
I.forceMove(src)
auth = I
. = TRUE
if("keypad")
if(auth)
var/digit = params["digit"]
switch(digit)
if("R")
numeric_input = ""
yes_code = FALSE
. = TRUE
if("E")
if(numeric_input == r_code)
numeric_input = ""
yes_code = TRUE
. = TRUE
else
numeric_input = "ERROR"
if("0","1","2","3","4","5","6","7","8","9")
if(numeric_input != "ERROR")
numeric_input += digit
if(length(numeric_input) > 5)
numeric_input = "ERROR"
. = TRUE
if("timer")
if(auth && yes_code)
var/change = params["change"]
if(change == "reset")
timer_set = default_timer_set
else if(change == "decrease")
timer_set = max(minimum_timer_set, timer_set - 10)
else if(change == "increase")
timer_set = min(maximum_timer_set, timer_set + 10)
else if(change == "input")
var/user_input = input(usr, "Set time to detonation.", name) as null|num
if(!user_input)
return
var/N = text2num(user_input)
if(!N)
return
timer_set = Clamp(N,minimum_timer_set,maximum_timer_set)
. = TRUE
if("safety")
if(auth && yes_code)
set_safety()
if (href_list["anchor"])
if("anchor")
if(auth && yes_code)
set_anchor()
add_fingerprint(usr)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
attack_hand(M)
if("toggle_timer")
if(auth && yes_code && !safety)
set_active()
/obj/machinery/nuclearbomb/proc/set_anchor()
if(!isinspace())
@@ -317,8 +359,13 @@ var/bomb_set
if(safety)
if(timing)
set_security_level(previous_level)
timing = 0
bomb_set = 0
for(var/obj/item/weapon/pinpointer/syndicate/S in pinpointer_list)
S.switch_mode_to(initial(S.mode))
S.nuke_warning = FALSE
timing = FALSE
bomb_set = TRUE
detonation_timer = null
countdown.stop()
update_icon()
/obj/machinery/nuclearbomb/proc/set_active()
@@ -328,41 +375,56 @@ var/bomb_set
timing = !timing
if(timing)
previous_level = get_security_level()
bomb_set = 1
bomb_set = TRUE
set_security_level("delta")
detonation_timer = world.time + (timer_set * 10)
for(var/obj/item/weapon/pinpointer/syndicate/S in pinpointer_list)
S.switch_mode_to(TRACK_INFILTRATOR)
countdown.start()
else
bomb_set = 0
bomb_set = FALSE
detonation_timer = null
set_security_level(previous_level)
for(var/obj/item/weapon/pinpointer/syndicate/S in pinpointer_list)
S.switch_mode_to(initial(S.mode))
S.nuke_warning = FALSE
countdown.stop()
update_icon()
/obj/machinery/nuclearbomb/ex_act(severity, target)
return
/obj/machinery/nuclearbomb/blob_act(obj/effect/blob/B)
if (timing == -1)
return
/obj/machinery/nuclearbomb/proc/get_time_left()
if(timing)
. = round(max(0, detonation_timer - world.time) / 10, 1)
else
return ..()
. = timer_set
/obj/machinery/nuclearbomb/blob_act(obj/structure/blob/B)
if(exploding)
return
qdel(src)
/obj/machinery/nuclearbomb/tesla_act(power, explosive)
..()
if(explosive)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
#define NUKERANGE 127
/obj/machinery/nuclearbomb/proc/explode()
if (safety)
timing = 0
if(safety)
timing = FALSE
return
timing = -1
yes_code = 0
safety = 1
exploding = TRUE
yes_code = FALSE
safety = TRUE
update_icon()
for(var/mob/M in player_list)
M << 'sound/machines/Alarm.ogg'
if (ticker && ticker.mode)
if(ticker && ticker.mode)
ticker.mode.explosion_in_progress = 1
sleep(100)
if(!core)
ticker.station_explosion_cinematic(3,"no_core")
ticker.station_explosion_cinematic(3,"no_core",src)
ticker.mode.explosion_in_progress = 0
return
@@ -370,28 +432,28 @@ var/bomb_set
var/off_station = 0
var/turf/bomb_location = get_turf(src)
var/area/A = get_area(bomb_location)
if(bomb_location && (bomb_location.z == ZLEVEL_STATION))
var/area/A = get_area(bomb_location)
if(istype(A, /area/space))
off_station = 1
off_station = NUKE_MISS_STATION
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
off_station = 1
off_station = NUKE_MISS_STATION
else if(istype(A, /area/syndicate_mothership) || (istype(A,/area/shuttle/syndicate) && bomb_location.z == ZLEVEL_CENTCOM))
off_station = NUKE_SYNDICATE_BASE
else
off_station = 2
off_station = NUKE_NEAR_MISS
if(ticker.mode && ticker.mode.name == "nuclear emergency")
if(istype(ticker.mode, /datum/game_mode/nuclear))
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
ticker.mode:syndies_didnt_escape = (Shuttle && Shuttle.z == ZLEVEL_CENTCOM) ? 0 : 1
ticker.mode:nuke_off_station = off_station
ticker.station_explosion_cinematic(off_station,null)
var/datum/game_mode/nuclear/NM = ticker.mode
NM.syndies_didnt_escape = (Shuttle && Shuttle.z == ZLEVEL_CENTCOM) ? 0 : 1
NM.nuke_off_station = off_station
ticker.station_explosion_cinematic(off_station,null,src)
if(ticker.mode)
ticker.mode.explosion_in_progress = 0
if(ticker.mode.name == "nuclear emergency")
ticker.mode:nukes_left --
else
world << "<B>The station was destoyed by the nuclear blast!</B>"
ticker.mode.station_was_nuked = (off_station<2) //offstation==1 is a draw. the station becomes irradiated and needs to be evacuated.
//kinda shit but I couldn't get permission to do what I wanted to do.
if(istype(ticker.mode, /datum/game_mode/nuclear))
var/datum/game_mode/nuclear/NM = ticker.mode
NM.nukes_left --
if(!ticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
spawn()
world.Reboot("Station destroyed by Nuclear Device.", "end_error", "nuke - unhandled ending")
@@ -401,27 +463,27 @@ var/bomb_set
This is here to make the tiles around the station mininuke change when it's armed.
*/
/obj/machinery/nuclearbomb/selfdestruct/proc/SetTurfs()
if(loc == initial(loc))
for(var/N in nuke_tiles)
var/turf/open/floor/T = N
T.icon_state = (timing ? "rcircuitanim" : T.icon_regular_floor)
/obj/machinery/nuclearbomb/selfdestruct/set_anchor()
return
/obj/machinery/nuclearbomb/selfdestruct/set_active()
..()
SetTurfs()
if(timing)
SSmapping.add_nuke_threat(src)
else
SSmapping.remove_nuke_threat(src)
/obj/machinery/nuclearbomb/selfdestruct/set_safety()
..()
SetTurfs()
if(timing)
SSmapping.add_nuke_threat(src)
else
SSmapping.remove_nuke_threat(src)
//==========DAT FUKKEN DISK===============
/obj/item/weapon/disk
icon = 'icons/obj/module.dmi'
w_class = 1
w_class = WEIGHT_CLASS_TINY
item_state = "card-id"
icon_state = "datadisk0"
@@ -429,26 +491,47 @@ This is here to make the tiles around the station mininuke change when it's arme
name = "nuclear authentication disk"
desc = "Better keep this safe."
icon_state = "nucleardisk"
persistence_replacement = /obj/item/weapon/disk/fakenucleardisk
obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/weapon/disk/nuclear/New()
..()
poi_list |= src
START_PROCESSING(SSobj, src)
/obj/item/weapon/disk/nuclear/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/weapon/claymore/highlander))
var/obj/item/weapon/claymore/highlander/H = I
if(H.nuke_disk)
user << "<span class='notice'>Wait... what?</span>"
qdel(H.nuke_disk)
H.nuke_disk = null
return
user.visible_message("<span class='warning'>[user] captures [src]!</span>", "<span class='userdanger'>You've got the disk! Defend it with your life!</span>")
loc = H
H.nuke_disk = src
return 1
return ..()
/obj/item/weapon/disk/nuclear/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is \
going delta! It looks like they're comitting suicide.</span>")
user.visible_message("<span class='suicide'>[user] is going delta! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(user.loc, 'sound/machines/Alarm.ogg', 50, -1, 1)
var/end_time = world.time + 100
var/orig_color = user.color
var/newcolor = "#00FF00"
while(world.time < end_time)
if(!user)
return
user.color = RANDOM_COLOUR
if(newcolor == "#FF0000")
newcolor = "#00FF00"
else
newcolor = "#FF0000"
user.add_atom_colour(newcolor, ADMIN_COLOUR_PRIORITY)
sleep(1)
user.color = orig_color
user.visible_message("<span class='suicide'>[user] was destroyed \
by the nuclear blast!</span>")
user.remove_atom_colour(ADMIN_COLOUR_PRIORITY)
user.visible_message("<span class='suicide'>[user] was destroyed by the nuclear blast!</span>")
return OXYLOSS
/obj/item/weapon/disk/nuclear/process()
@@ -458,8 +541,11 @@ This is here to make the tiles around the station mininuke change when it's arme
else
get(src, /mob) << "<span class='danger'>You can't help but feel that you just lost something back there...</span>"
var/turf/targetturf = relocate()
message_admins("[src] has been moved out of bounds in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>":"nonexistent location"]). Moving it to ([targetturf.x], [targetturf.y], [targetturf.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[targetturf.x];Y=[targetturf.y];Z=[targetturf.z]'>JMP</a>).")
log_game("[src] has been moved out of bounds in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z]":"nonexistent location"]). Moving it to ([targetturf.x], [targetturf.y], [targetturf.z]).")
message_admins("[src] has been moved out of bounds in \
[ADMIN_COORDJMP(diskturf)]. Moving it to \
[ADMIN_COORDJMP(targetturf)].")
log_game("[src] has been moved out of bounds in [COORD(diskturf)]. \
Moving it to [COORD(targetturf)].")
/obj/item/weapon/disk/nuclear/proc/relocate()
var/targetturf = find_safe_turf(ZLEVEL_STATION)
@@ -471,25 +557,34 @@ This is here to make the tiles around the station mininuke change when it's arme
if(ismob(loc))
var/mob/M = loc
M.remove_from_mob(src)
if(istype(loc, /obj/item/weapon/storage))
M.transferItemToLoc(src, targetturf, TRUE) //nodrops disks when?
else if(istype(loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src, targetturf)
else
forceMove(targetturf)
// move the disc, so ghosts remain orbiting it even if it's "destroyed"
forceMove(targetturf)
return targetturf
/obj/item/weapon/disk/nuclear/Destroy(force)
var/turf/diskturf = get_turf(src)
if(force)
message_admins("[src] has been !!force deleted!! in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>":"nonexistent location"]).")
log_game("[src] has been !!force deleted!! in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z]":"nonexistent location"]).")
message_admins("[src] has been !!force deleted!! in \
[ADMIN_COORDJMP(diskturf)].")
log_game("[src] has been !!force deleted!! in [COORD(diskturf)].")
poi_list -= src
STOP_PROCESSING(SSobj, src)
return ..()
var/turf/targetturf = relocate()
message_admins("[src] has been destroyed in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>":"nonexistent location"]). Moving it to ([targetturf.x], [targetturf.y], [targetturf.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[targetturf.x];Y=[targetturf.y];Z=[targetturf.z]'>JMP</a>).")
log_game("[src] has been destroyed in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z]":"nonexistent location"]). Moving it to ([targetturf.x], [targetturf.y], [targetturf.z]).")
message_admins("[src] has been destroyed in [ADMIN_COORDJMP(diskturf)]. \
Moving it to [ADMIN_COORDJMP(targetturf)].")
log_game("[src] has been destroyed in [COORD(diskturf)]. Moving it to \
[COORD(targetturf)].")
return QDEL_HINT_LETMELIVE //Cancel destruction unless forced
/obj/item/weapon/disk/fakenucleardisk
name = "cheap plastic imitation of the nuclear authentication disk"
desc = "Broken dreams and a faint odor of cheese."
icon_state = "nucleardisk"
+129 -254
View File
@@ -1,297 +1,172 @@
//Pinpointers are used to track atoms from a distance as long as they're on the same z-level. The captain and nuke ops have ones that track the nuclear authentication disk.
/obj/item/weapon/pinpointer
name = "pinpointer"
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinoff"
flags = CONDUCT
slot_flags = SLOT_BELT
w_class = 2
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=500)
var/obj/item/weapon/disk/nuclear/the_disk = null
var/active = 0
materials = list(MAT_METAL = 500, MAT_GLASS = 250)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/active = FALSE
var/atom/movable/target = null //The thing we're searching for
var/atom/movable/constant_target = null //The thing we're always focused on, if we're in the right mode
var/target_x = 0 //The target coordinates if we're tracking those
var/target_y = 0
var/nuke_warning = FALSE // If we've set off a miniature alarm about an armed nuke
var/mode = TRACK_NUKE_DISK //What are we looking for?
/obj/item/weapon/pinpointer/New()
..()
pinpointer_list += src
/obj/item/weapon/pinpointer/Destroy()
active = 0
pinpointer_list -= src
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/item/weapon/pinpointer/attack_self()
if(!active)
active = 1
workdisk()
usr << "<span class='notice'>You activate the pinpointer.</span>"
/obj/item/weapon/pinpointer/attack_self(mob/living/user)
active = !active
user.visible_message("<span class='notice'>[user] [active ? "" : "de"]activates their pinpointer.</span>", "<span class='notice'>You [active ? "" : "de"]activate your pinpointer.</span>")
playsound(user, 'sound/items/Screwdriver2.ogg', 50, 1)
icon_state = "pin[active ? "onnull" : "off"]"
if(active)
START_PROCESSING(SSfastprocess, src)
else
active = 0
icon_state = "pinoff"
usr << "<span class='notice'>You deactivate the pinpointer.</span>"
target = null //Restarting the pinpointer forces a target reset
STOP_PROCESSING(SSfastprocess, src)
/obj/item/weapon/pinpointer/proc/scandisk()
if(!the_disk)
the_disk = locate()
/obj/item/weapon/pinpointer/proc/point_at(atom/target, spawnself = 1)
if(!active)
return
if(!target)
icon_state = "pinonnull"
return
var/turf/T = get_turf(target)
var/turf/L = get_turf(src)
if(T.z != L.z)
icon_state = "pinonnull"
else
setDir(get_dir(L, T))
switch(get_dist(L, T))
if(-1)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
if(spawnself)
spawn(5)
.()
/obj/item/weapon/pinpointer/proc/workdisk()
scandisk()
point_at(the_disk, 0)
spawn(5)
.()
/obj/item/weapon/pinpointer/attackby(obj/item/I, mob/living/user, params)
if(mode != TRACK_ATOM)
return ..()
user.visible_message("<span class='notice'>[user] tunes [src] to [I].</span>", "<span class='notice'>You fine-tune [src]'s tracking to track [I].</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
constant_target = I
/obj/item/weapon/pinpointer/examine(mob/user)
..()
var/msg = "Its tracking indicator reads "
switch(mode)
if(TRACK_NUKE_DISK)
msg += "\"nuclear_disk\"."
if(TRACK_MALF_AI)
msg += "\"01000001 01001001\"."
if(TRACK_INFILTRATOR)
msg += "\"vasvygengbefuvc\"."
if(TRACK_OPERATIVES)
msg += "\"[target ? "Operative [target]" : "friends"]\"."
if(TRACK_ATOM)
msg += "\"[initial(constant_target.name)]\"."
if(TRACK_COORDINATES)
msg += "\"([target_x], [target_y])\"."
else
msg = "Its tracking indicator is blank."
user << msg
for(var/obj/machinery/nuclearbomb/bomb in machines)
if(bomb.timing)
user << "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]"
user << "Extreme danger. Arming signal detected. Time remaining: [bomb.get_time_left()]"
/obj/item/weapon/pinpointer/advpinpointer
name = "advanced pinpointer"
icon = 'icons/obj/device.dmi'
desc = "A larger version of the normal pinpointer, this unit features a helpful quantum entanglement detection system to locate various objects that do not broadcast a locator signal."
var/mode = 0 // Mode 0 locates disk, mode 1 locates coordinates.
var/turf/location = null
var/obj/target = null
/obj/item/weapon/pinpointer/advpinpointer/attack_self()
/obj/item/weapon/pinpointer/process()
if(!active)
active = 1
if(mode == 0)
workdisk()
if(mode == 1)
point_at(location)
if(mode == 2)
point_at(target)
usr << "<span class='notice'>You activate the pinpointer.</span>"
else
active = 0
icon_state = "pinoff"
usr << "<span class='notice'>You deactivate the pinpointer.</span>"
/obj/item/weapon/pinpointer/advpinpointer/verb/toggle_mode()
set category = "Object"
set name = "Toggle Pinpointer Mode"
set src in view(1)
if(usr.stat || usr.restrained() || !usr.canmove)
STOP_PROCESSING(SSfastprocess, src)
return
scan_for_target()
point_to_target()
my_god_jc_a_bomb()
addtimer(CALLBACK(src, .proc/refresh_target), 50, TIMER_UNIQUE)
active = 0
icon_state = "pinoff"
target=null
location = null
switch(alert("Please select the mode you want to put the pinpointer in.", "Pinpointer Mode Select", "Location", "Disk Recovery", "Other Signature"))
if("Location")
mode = 1
var/locationx = input(usr, "Please input the x coordinate to search for.", "Location?" , "") as num
if(!locationx || !(usr in view(1,src)))
return
var/locationy = input(usr, "Please input the y coordinate to search for.", "Location?" , "") as num
if(!locationy || !(usr in view(1,src)))
return
var/turf/Z = get_turf(src)
location = locate(locationx,locationy,Z.z)
usr << "<span class='notice'>You set the pinpointer to locate [locationx],[locationy]</span>"
return attack_self()
if("Disk Recovery")
mode = 0
return attack_self()
if("Other Signature")
mode = 2
switch(alert("Search for item signature or DNA fragment?" , "Signature Mode Select" , "" , "Item" , "DNA"))
if("Item")
var/targetitem = input("Select item to search for.", "Item Mode Select","") as null|anything in possible_items
if(!targetitem)
return
target=locate(possible_items[targetitem])
if(!target)
usr << "<span class='warning'>Failed to locate [targetitem]!</span>"
return
usr << "<span class='notice'>You set the pinpointer to locate [targetitem].</span>"
if("DNA")
var/DNAstring = input("Input DNA string to search for." , "Please Enter String." , "")
if(!DNAstring)
return
for(var/mob/living/carbon/C in mob_list)
if(!C.dna)
continue
if(C.dna.unique_enzymes == DNAstring)
target = C
break
return attack_self()
///////////////////////
//nuke op pinpointers//
///////////////////////
/obj/item/weapon/pinpointer/nukeop
var/mode = 0 //Mode 0 locates disk, mode 1 locates the shuttle
var/obj/docking_port/mobile/home
/obj/item/weapon/pinpointer/nukeop/attack_self(mob/user)
if(!active)
active = 1
var/mode_text = "Authentication Disk Locator mode"
if(!mode)
workdisk()
else
mode_text = "Shuttle Locator mode"
worklocation()
user << "<span class='notice'>You activate the pinpointer([mode_text]).</span>"
else
active = 0
icon_state = "pinoff"
user << "<span class='notice'>You deactivate the pinpointer.</span>"
/obj/item/weapon/pinpointer/nukeop/workdisk()
if(!active) return
if(mode) //Check in case the mode changes while operating
worklocation()
/obj/item/weapon/pinpointer/proc/scan_for_target() //Looks for whatever it's tracking
if(target)
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
target = null
return
if(bomb_set) //If the bomb is set, lead to the shuttle
mode = 1 //Ensures worklocation() continues to work
worklocation()
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) //Plays a beep
visible_message("Shuttle Locator mode actived.") //Lets the mob holding it know that the mode has changed
return //Get outta here
scandisk()
if(!the_disk)
icon_state = "pinonnull"
return
setDir(get_dir(src, the_disk))
switch(get_dist(src, the_disk))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
switch(mode)
if(TRACK_NUKE_DISK)
var/obj/item/weapon/disk/nuclear/N = locate()
target = N
if(TRACK_MALF_AI)
for(var/V in ai_list)
var/mob/living/silicon/ai/A = V
if(A.nuking)
target = A
for(var/V in apcs_list)
var/obj/machinery/power/apc/A = V
if(A.malfhack && A.occupier)
target = A
if(TRACK_INFILTRATOR)
target = SSshuttle.getShuttle("syndicate")
if(TRACK_OPERATIVES)
var/list/possible_targets = list()
var/turf/here = get_turf(src)
for(var/V in ticker.mode.syndicates)
var/datum/mind/M = V
if(M.current && M.current.stat != DEAD)
possible_targets |= M.current
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
target = closest_operative
if(TRACK_ATOM)
if(constant_target)
target = constant_target
if(TRACK_COORDINATES)
var/turf/T = get_turf(src)
target = locate(target_x, target_y, T.z)
spawn(5) .()
/obj/item/weapon/pinpointer/nukeop/proc/worklocation()
/obj/item/weapon/pinpointer/proc/point_to_target() //If we found what we're looking for, show the distance and direction
if(!active)
return
if(!mode)
workdisk()
if(!target || (mode == TRACK_ATOM && !constant_target))
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
if(!bomb_set)
mode = 0
workdisk()
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
visible_message("<span class='notice'>Authentication Disk Locator mode actived.</span>")
var/turf/here = get_turf(src)
var/turf/there = get_turf(target)
if(here.z != there.z)
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
if(!home)
home = SSshuttle.getShuttle("syndicate")
if(!home)
icon_state = "pinonnull"
return
if(loc.z != home.z) //If you are on a different z-level from the shuttle
icon_state = "pinonnull"
if(here == there)
icon_state = "pinon[nuke_warning ? "alert" : ""]direct"
else
setDir(get_dir(src, home))
switch(get_dist(src, home))
if(0)
icon_state = "pinondirect"
setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
icon_state = "pinonclose"
icon_state = "pinon[nuke_warning ? "alert" : "close"]"
if(9 to 16)
icon_state = "pinonmedium"
icon_state = "pinon[nuke_warning ? "alert" : "medium"]"
if(16 to INFINITY)
icon_state = "pinonfar"
icon_state = "pinon[nuke_warning ? "alert" : "far"]"
spawn(5)
.()
/obj/item/weapon/pinpointer/proc/my_god_jc_a_bomb() //If we should get the hell back to the ship
for(var/obj/machinery/nuclearbomb/bomb in nuke_list)
if(bomb.timing)
if(!nuke_warning)
nuke_warning = TRUE
playsound(src, 'sound/items/Nuke_toy_lowpower.ogg', 50, 0)
if(isliving(loc))
var/mob/living/L = loc
L << "<span class='userdanger'>Your [name] vibrates and lets out a tinny alarm. Uh oh.</span>"
/obj/item/weapon/pinpointer/operative
name = "operative pinpointer"
icon = 'icons/obj/device.dmi'
desc = "A pinpointer that leads to the first Syndicate operative detected."
var/mob/living/carbon/nearest_op = null
/obj/item/weapon/pinpointer/proc/switch_mode_to(new_mode) //If we shouldn't be tracking what we are
if(isliving(loc))
var/mob/living/L = loc
L << "<span class='userdanger'>Your [name] beeps as it reconfigures its tracking algorithms.</span>"
playsound(L, 'sound/machines/triple_beep.ogg', 50, 1)
mode = new_mode
target = null //Switch modes so we can find the new target
/obj/item/weapon/pinpointer/operative/attack_self()
if(!usr.mind || !(usr.mind in ticker.mode.syndicates))
usr << "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>"
return 0
if(!active)
active = 1
workop()
usr << "<span class='notice'>You activate the pinpointer.</span>"
else
active = 0
icon_state = "pinoff"
usr << "<span class='notice'>You deactivate the pinpointer.</span>"
/obj/item/weapon/pinpointer/proc/refresh_target() //Periodically removes the target to allow the pinpointer to update (i.e. malf AI shunts, an operative dies)
target = null
/obj/item/weapon/pinpointer/operative/proc/scan_for_ops()
if(active)
nearest_op = null //Resets nearest_op every time it scans
var/closest_distance = 1000
for(var/mob/living/carbon/M in mob_list)
if(M.mind && (M.mind in ticker.mode.syndicates))
if(get_dist(M, get_turf(src)) < closest_distance) //Actually points toward the nearest op, instead of a random one like it used to
nearest_op = M
/obj/item/weapon/pinpointer/syndicate //Syndicate pinpointers automatically point towards the infiltrator once the nuke is active.
name = "syndicate pinpointer"
desc = "A handheld tracking device that locks onto certain signals. It's configured to switch tracking modes once it detects the activation signal of a nuclear device."
/obj/item/weapon/pinpointer/operative/proc/workop()
if(active)
scan_for_ops()
point_at(nearest_op, 0)
spawn(5)
.()
else
return 0
/obj/item/weapon/pinpointer/operative/examine(mob/user)
..()
if(active)
if(nearest_op)
user << "Nearest operative detected is <i>[nearest_op.real_name].</i>"
else
user << "No operatives detected within scanning range."
/obj/item/weapon/pinpointer/syndicate/cyborg //Cyborg pinpointers just look for a random operative.
name = "cyborg syndicate pinpointer"
desc = "An integrated tracking device, jury-rigged to search for living Syndicate operatives."
mode = TRACK_OPERATIVES
flags = NODROP