Merge branch 'master' into AllMapChangesInOne

This commit is contained in:
LetterJay
2017-05-30 23:08:32 -05:00
committed by GitHub
364 changed files with 135665 additions and 22023 deletions

View File

@@ -37,7 +37,7 @@
body += " \[<A href='?_src_=holder;revive=\ref[M]'>Heal</A>\] "
if(M.client)
body += "<br>\[<b>Player Age:</b> [M.client.player_age]\]\[<b>Byond Age:</b> [M.client.account_age]\]"
body += "<br>\[<b>First Seen:</b> [M.client.player_join_date]\]\[<b>Byond account registered on:</b> [M.client.account_join_date]\]"
body += "<br><b>Show related accounts by:</b> "
body += "\[ <a href='?_src_=holder;showrelatedacc=cid;client=\ref[M.client]'>CID</a> | "
body += "<a href='?_src_=holder;showrelatedacc=ip;client=\ref[M.client]'>IP</a> \]"
@@ -48,7 +48,7 @@
body += "<a href='?priv_msg=[M.ckey]'>PM</a> - "
body += "<a href='?_src_=holder;subtlemessage=\ref[M]'>SM</a> - "
body += "<a href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a> - "
body += "<a href='?_src_=holder;individuallog=\ref[M]'>LOGS</a>\] <b><br>"
body += "<a href='?_src_=holder;individuallog=\ref[M]'>LOGS</a>\] <br>"
body += "<b>Mob type</b> = [M.type]<br><br>"
@@ -239,21 +239,21 @@
if(6)
dat+="<B><FONT COLOR='maroon'>ERROR: Could not submit Feed story to Network.</B></FONT><HR><BR>"
if(src.admincaster_feed_channel.channel_name=="")
dat+="<FONT COLOR='maroon'>•Invalid receiving channel name.</FONT><BR>"
dat+="<FONT COLOR='maroon'>Invalid receiving channel name.</FONT><BR>"
if(src.admincaster_feed_message.returnBody(-1) == "" || src.admincaster_feed_message.returnBody(-1) == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>•Invalid message body.</FONT><BR>"
dat+="<FONT COLOR='maroon'>Invalid message body.</FONT><BR>"
dat+="<BR><A href='?src=\ref[src];ac_setScreen=[3]'>Return</A><BR>"
if(7)
dat+="<B><FONT COLOR='maroon'>ERROR: Could not submit Feed Channel to Network.</B></FONT><HR><BR>"
if(src.admincaster_feed_channel.channel_name =="" || src.admincaster_feed_channel.channel_name == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>•Invalid channel name.</FONT><BR>"
dat+="<FONT COLOR='maroon'>Invalid channel name.</FONT><BR>"
var/check = 0
for(var/datum/newscaster/feed_channel/FC in GLOB.news_network.network_channels)
if(FC.channel_name == src.admincaster_feed_channel.channel_name)
check = 1
break
if(check)
dat+="<FONT COLOR='maroon'>•Channel name already in use.</FONT><BR>"
dat+="<FONT COLOR='maroon'>Channel name already in use.</FONT><BR>"
dat+="<BR><A href='?src=\ref[src];ac_setScreen=[2]'>Return</A><BR>"
if(9)
dat+="<B>[admincaster_feed_channel.channel_name]: </B><FONT SIZE=1>\[created by: <FONT COLOR='maroon'>[admincaster_feed_channel.returnAuthor(-1)]</FONT>\]</FONT><HR>"
@@ -354,9 +354,9 @@
if(16)
dat+="<B><FONT COLOR='maroon'>ERROR: Wanted Issue rejected by Network.</B></FONT><HR><BR>"
if(src.admincaster_wanted_message.criminal =="" || src.admincaster_wanted_message.criminal == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>•Invalid name for person wanted.</FONT><BR>"
dat+="<FONT COLOR='maroon'>Invalid name for person wanted.</FONT><BR>"
if(src.admincaster_wanted_message.body == "" || src.admincaster_wanted_message.body == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>•Invalid description.</FONT><BR>"
dat+="<FONT COLOR='maroon'>Invalid description.</FONT><BR>"
dat+="<BR><A href='?src=\ref[src];ac_setScreen=[0]'>Return</A><BR>"
if(17)
dat+="<B>Wanted Issue successfully deleted from Circulation</B><BR>"
@@ -419,18 +419,18 @@
set desc="Restarts the world immediately"
if (!usr.client.holder)
return
var/list/options = list("Regular Restart", "Hard Restart (No Delay/Feeback Reason)", "Hardest Restart (No actions, just reboot)")
var result = input(usr, "Select reboot method", "World Reboot", options[1]) as null|anything in options
if(result)
var/list/options = list("Regular Restart", "Hard Restart (No Delay/Feeback Reason)", "Hardest Restart (No actions, just reboot)")
var result = input(usr, "Select reboot method", "World Reboot", options[1]) as null|anything in options
if(result)
SSblackbox.add_details("admin_verb","Reboot World") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
switch(result)
if("Regular Restart")
SSticker.Reboot("Initiated by [usr.client.holder.fakekey ? "Admin" : usr.key].", "end_error", "admin reboot - by [usr.key] [usr.client.holder.fakekey ? "(stealth)" : ""]", 10)
if("Hard Restart (No Delay, No Feeback Reason)")
world.Reboot()
if("Hardest Restart (No actions, just reboot)")
world.Reboot(fast_track = TRUE)
switch(result)
if("Regular Restart")
SSticker.Reboot("Initiated by [usr.client.holder.fakekey ? "Admin" : usr.key].", "admin reboot - by [usr.key] [usr.client.holder.fakekey ? "(stealth)" : ""]", 10)
if("Hard Restart (No Delay, No Feeback Reason)")
world.Reboot()
if("Hardest Restart (No actions, just reboot)")
world.Reboot(fast_track = TRUE)
/datum/admins/proc/end_round()
set category = "Server"
@@ -607,7 +607,7 @@
if(3)
var/count = 0
for(var/mob/living/carbon/monkey/Monkey in world)
if(Monkey.z == 1)
if(Monkey.z == ZLEVEL_STATION)
count++
return "Kill all [count] of the monkeys on the station"
if(4)

View File

@@ -5,7 +5,7 @@
F << "<small>[time_stamp()] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
/client/proc/investigate_show( subject in list("hrefs","notes, memos, watchlist","singulo","wires","telesci", "gravity", "records", "cargo", "supermatter", "atmos", "experimentor", "botany") )
/client/proc/investigate_show(subject in list("hrefs","notes, memos, watchlist", INVESTIGATE_SINGULO, INVESTIGATE_WIRES, INVESTIGATE_TELESCI, INVESTIGATE_GRAVITY, INVESTIGATE_RECORDS, INVESTIGATE_CARGO, INVESTIGATE_SUPERMATTER, INVESTIGATE_ATMOS, INVESTIGATE_EXPERIMENTOR, INVESTIGATE_BOTANY) )
set name = "Investigate"
set category = "Admin"
if(!holder)

View File

@@ -174,7 +174,7 @@
if("list_bombers")
if(!check_rights(R_ADMIN))
return
var/dat = "<B>Bombing List<HR>"
var/dat = "<B>Bombing List</B><HR>"
for(var/l in GLOB.bombers)
dat += text("[l]<BR>")
usr << browse(dat, "window=bombers")

View File

@@ -152,7 +152,7 @@ Pipelines + Other Objects -> Pipe network
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", "atmos")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", INVESTIGATE_ATMOS)
//You unwrenched a pipe full of pressure? Let's splat you into the wall, silly.
if(unsafe_wrenching)

View File

@@ -112,7 +112,7 @@ Passive gate is similar to the regular pump except:
switch(action)
if("power")
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos")
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("pressure")
var/pressure = params["pressure"]
@@ -128,7 +128,7 @@ Passive gate is similar to the regular pump except:
. = TRUE
if(.)
target_pressure = Clamp(pressure, 0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", "atmos")
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/passive_gate/atmosinit()
@@ -152,7 +152,7 @@ Passive gate is similar to the regular pump except:
target_pressure = Clamp(text2num(signal.data["set_output_pressure"]),0,ONE_ATMOSPHERE*50)
if(on != old_on)
investigate_log("was turned [on ? "on" : "off"] by a remote signal", "atmos")
investigate_log("was turned [on ? "on" : "off"] by a remote signal", INVESTIGATE_ATMOS)
if("status" in signal.data)
broadcast_status()

View File

@@ -121,7 +121,7 @@ Thus, the two variables affect pump operation are set in New():
switch(action)
if("power")
on = !on
investigate_log("Pump, [src.name], was turned [on ? "on" : "off"] by [key_name(usr)] at [x], [y], [z], [A]", "atmos")
investigate_log("Pump, [src.name], was turned [on ? "on" : "off"] by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Pump, [src.name], turned [on ? "on" : "off"] by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)]")
log_admin("[key_name(usr)] manipulated a pump at [x], [y], [z]")
. = TRUE
@@ -139,7 +139,7 @@ Thus, the two variables affect pump operation are set in New():
. = TRUE
if(.)
target_pressure = Clamp(pressure, 0, MAX_OUTPUT_PRESSURE)
investigate_log("Pump, [src.name], was set to [target_pressure] kPa by [key_name(usr)] at [x], [y], [z], [A]", "atmos")
investigate_log("Pump, [src.name], was set to [target_pressure] kPa by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Pump, [src.name], was set to [target_pressure] kPa by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)]")
log_admin("[key_name(usr)] manipulated a pump at [x], [y], [z]")
update_icon()
@@ -165,7 +165,7 @@ Thus, the two variables affect pump operation are set in New():
target_pressure = Clamp(text2num(signal.data["set_output_pressure"]),0,ONE_ATMOSPHERE*50)
if(on != old_on)
investigate_log("was turned [on ? "on" : "off"] by a remote signal", "atmos")
investigate_log("was turned [on ? "on" : "off"] by a remote signal", INVESTIGATE_ATMOS)
if("status" in signal.data)
broadcast_status()
@@ -186,7 +186,7 @@ Thus, the two variables affect pump operation are set in New():
if(!(stat & NOPOWER) && on)
to_chat(user, "<span class='warning'>You cannot unwrench [src], turn it off first!</span>")
else
investigate_log("Pump, [src.name], was unwrenched by [key_name(usr)] at [x], [y], [z], [A]", "atmos")
investigate_log("Pump, [src.name], was unwrenched by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Pump, [src.name], was unwrenched by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(T)]")
log_admin("[key_name(usr)] unwrenched a pump at [x], [y], [z]")
return 1

View File

@@ -30,12 +30,12 @@ It's like a regular ol' straight pipe, but you can turn it on and off.
update_parents()
var/datum/pipeline/parent1 = PARENT1
parent1.reconcile_air()
investigate_log("was opened by [usr ? key_name(usr) : "a remote signal"]", "atmos")
investigate_log("was opened by [usr ? key_name(usr) : "a remote signal"]", INVESTIGATE_ATMOS)
/obj/machinery/atmospherics/components/binary/valve/proc/close()
open = 0
update_icon_nopipes()
investigate_log("was closed by [usr ? key_name(usr) : "a remote signal"]", "atmos")
investigate_log("was closed by [usr ? key_name(usr) : "a remote signal"]", INVESTIGATE_ATMOS)
/obj/machinery/atmospherics/components/binary/valve/proc/normalize_dir()
if(dir==SOUTH)

View File

@@ -121,7 +121,7 @@ Thus, the two variables affect pump operation are set in New():
switch(action)
if("power")
on = !on
investigate_log("Volume Pump, [src.name], was turned [on ? "on" : "off"] by [key_name(usr)] at [x], [y], [z], [loc.loc]", "atmos")
investigate_log("Volume Pump, [src.name], was turned [on ? "on" : "off"] by [key_name(usr)] at [x], [y], [z], [loc.loc]", INVESTIGATE_ATMOS)
message_admins("Volume Pump, [src.name], turned [on ? "on" : "off"] by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)]")
log_admin("[key_name(usr)] manipulated a volume pump at [x], [y], [z]")
@@ -140,7 +140,7 @@ Thus, the two variables affect pump operation are set in New():
. = TRUE
if(.)
transfer_rate = Clamp(rate, 0, MAX_TRANSFER_RATE)
investigate_log("Volume Pump, [src.name], was set to [transfer_rate] L/s by [key_name(usr)] at [x], [y], [z], [loc.loc]", "atmos")
investigate_log("Volume Pump, [src.name], was set to [transfer_rate] L/s by [key_name(usr)] at [x], [y], [z], [loc.loc]", INVESTIGATE_ATMOS)
message_admins("Volume Pump, [src.name], was set to [transfer_rate] L/s by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)]")
log_admin("[key_name(usr)] manipulated a volume pump at [x], [y], [z]")
update_icon()
@@ -162,7 +162,7 @@ Thus, the two variables affect pump operation are set in New():
transfer_rate = Clamp(text2num(signal.data["set_transfer_rate"]),0,air1.volume)
if(on != old_on)
investigate_log("was turned [on ? "on" : "off"] by a remote signal", "atmos")
investigate_log("was turned [on ? "on" : "off"] by a remote signal", INVESTIGATE_ATMOS)
if("status" in signal.data)
broadcast_status()
@@ -183,7 +183,7 @@ Thus, the two variables affect pump operation are set in New():
if(!(stat & NOPOWER) && on)
to_chat(user, "<span class='warning'>You cannot unwrench [src], turn it off first!</span>")
else
investigate_log("Volume Pump, [src.name], was unwrenched by [key_name(usr)] at [x], [y], [z], [loc.loc]", "atmos")
investigate_log("Volume Pump, [src.name], was unwrenched by [key_name(usr)] at [x], [y], [z], [loc.loc]", INVESTIGATE_ATMOS)
message_admins("Volume Pump, [src.name], was unwrenched by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)]")
log_admin("[key_name(usr)] unwrenched a volume pump at [x], [y], [z]")

View File

@@ -83,20 +83,20 @@
if(!removed)
return
var/filtering = filter_type ? TRUE : FALSE
if(filtering && !istext(filter_type))
WARNING("Wrong gas ID in [src]'s filter_type var. filter_type == [filter_type]")
filtering = FALSE
if(filtering && removed.gases[filter_type])
var/datum/gas_mixture/filtered_out = new
filtered_out.temperature = removed.temperature
filtered_out.assert_gas(filter_type)
filtered_out.gases[filter_type][MOLES] = removed.gases[filter_type][MOLES]
removed.gases[filter_type][MOLES] = 0
removed.garbage_collect()
@@ -133,7 +133,7 @@
switch(action)
if("power")
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos")
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("pressure")
var/pressure = params["pressure"]
@@ -149,7 +149,7 @@
. = TRUE
if(.)
target_pressure = Clamp(pressure, 0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", "atmos")
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", INVESTIGATE_ATMOS)
if("filter")
filter_type = ""
var/filter_name = "nothing"
@@ -157,6 +157,6 @@
if(gas in GLOB.meta_gas_info)
filter_type = gas
filter_name = GLOB.meta_gas_info[gas][META_GAS_NAME]
investigate_log("was set to filter [filter_name] by [key_name(usr)]", "atmos")
investigate_log("was set to filter [filter_name] by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
update_icon()

View File

@@ -138,7 +138,7 @@
switch(action)
if("power")
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos")
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("pressure")
var/pressure = params["pressure"]
@@ -154,17 +154,17 @@
. = TRUE
if(.)
target_pressure = Clamp(pressure, 0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", "atmos")
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", INVESTIGATE_ATMOS)
if("node1")
var/value = text2num(params["concentration"])
node1_concentration = max(0, min(1, node1_concentration + value))
node2_concentration = max(0, min(1, node2_concentration - value))
investigate_log("was set to [node1_concentration] % on node 1 by [key_name(usr)]", "atmos")
investigate_log("was set to [node1_concentration] % on node 1 by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("node2")
var/value = text2num(params["concentration"])
node2_concentration = max(0, min(1, node2_concentration + value))
node1_concentration = max(0, min(1, node1_concentration - value))
investigate_log("was set to [node2_concentration] % on node 2 by [key_name(usr)]", "atmos")
investigate_log("was set to [node2_concentration] % on node 2 by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
update_icon()

View File

@@ -27,10 +27,10 @@
var/radio_key = /obj/item/device/encryptionkey/headset_med
var/radio_channel = "Medical"
/obj/machinery/atmospherics/components/unary/cryo_cell/New()
..()
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/cryo_tube(null)
var/obj/item/weapon/circuitboard/machine/cryo_tube/B = new
B.apply_default_parts(src)
radio = new(src)

View File

@@ -167,7 +167,7 @@
switch(action)
if("power")
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos")
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("rate")
var/rate = params["rate"]
@@ -183,7 +183,7 @@
. = TRUE
if(.)
volume_rate = Clamp(rate, 0, MAX_TRANSFER_RATE)
investigate_log("was set to [volume_rate] L/s by [key_name(usr)]", "atmos")
investigate_log("was set to [volume_rate] L/s by [key_name(usr)]", INVESTIGATE_ATMOS)
update_icon()
broadcast_status()

View File

@@ -173,7 +173,7 @@
if("power")
on = !on
use_power = 1 + on
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos")
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("target")
var/target = params["target"]
@@ -190,7 +190,7 @@
. = TRUE
if(.)
target_temperature = Clamp(target, min_temperature, max_temperature)
investigate_log("was set to [target_temperature] K by [key_name(usr)]", "atmos")
investigate_log("was set to [target_temperature] K by [key_name(usr)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/unary/thermomachine/freezer

View File

@@ -286,7 +286,7 @@
density = 0
playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
update_icon()
investigate_log("was destroyed.", "atmos")
investigate_log("was destroyed.", INVESTIGATE_ATMOS)
if(holding)
holding.forceMove(T)
@@ -388,7 +388,7 @@
. = TRUE
if(.)
release_pressure = Clamp(round(pressure), can_min_release_pressure, can_max_release_pressure)
investigate_log("was set to [release_pressure] kPa by [key_name(usr)].", "atmos")
investigate_log("was set to [release_pressure] kPa by [key_name(usr)].", INVESTIGATE_ATMOS)
if("valve")
var/logmsg
valve_open = !valve_open
@@ -439,7 +439,7 @@
if("eject")
if(holding)
if(valve_open)
investigate_log("[key_name(usr)] removed the [holding], leaving the valve open and transfering into the <span class='boldannounce'>air</span><br>", "atmos")
investigate_log("[key_name(usr)] removed the [holding], leaving the valve open and transfering into the <span class='boldannounce'>air</span><br>", INVESTIGATE_ATMOS)
holding.forceMove(get_turf(src))
holding = null
. = TRUE

View File

@@ -120,6 +120,6 @@
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", "atmos")
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()

View File

@@ -133,7 +133,7 @@
. = TRUE
if(.)
pump.target_pressure = Clamp(round(pressure), PUMP_MIN_PRESSURE, PUMP_MAX_PRESSURE)
investigate_log("was set to [pump.target_pressure] kPa by [key_name(usr)].", "atmos")
investigate_log("was set to [pump.target_pressure] kPa by [key_name(usr)].", INVESTIGATE_ATMOS)
if("eject")
if(holding)
holding.loc = get_turf(src)

View File

@@ -53,7 +53,7 @@
for(var/turf/T in get_area_turfs(thearea.type))
L+=T
var/loc = pick(L)
explosion(loc,explosiondev,explosionmed,explosionlight)
explosion(loc,explosiondev,explosionmed,explosionlight)
reload = 0
/*/mob/proc/openfire()

View File

@@ -38,7 +38,7 @@
create(ckey = user.ckey)
/obj/effect/mob_spawn/Initialize(mapload)
..()
. = ..()
if(instant || (roundstart && (mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))))
create()
else
@@ -90,29 +90,39 @@
mob_type = /mob/living/carbon/human
//Human specific stuff.
var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
var/outfit_type = null //Will start with this if exists then apply specific slots. Job outfits are generated with IDs and disabled PDAs.
var/uniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/r_hand = null
var/l_hand = null
var/suit = null
var/shoes = null
var/gloves = null
var/radio = null
var/glasses = null
var/mask = null
var/neck = null
var/helmet = null
var/belt = null
var/pocket1 = null
var/pocket2 = null
var/back = null
var/has_id = FALSE //Set to TRUE if you want them to have an ID
var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize()
var/disable_pda = TRUE
//All of these only affect the ID that the outfit has placed in the ID slot
var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access.
var/id_access_list = null //Allows you to manually add access to an ID card.
var/id_icon = null //For setting it to be a gold, silver, centcom etc ID
var/husk = null
var/list/implants = list()
//these vars are for lazy mappers to override parts of the outfit
//these cannot be null by default, or mappers cannot set them to null if they want nothing in that slot
var/uniform = -1
var/r_hand = -1
var/l_hand = -1
var/suit = -1
var/shoes = -1
var/gloves = -1
var/ears = -1
var/glasses = -1
var/mask = -1
var/head = -1
var/belt = -1
var/r_pocket = -1
var/l_pocket = -1
var/back = -1
var/id = -1
/obj/effect/mob_spawn/human/Initialize()
. = ..()
if(ispath(outfit))
outfit = new outfit()
if(!outfit)
outfit = new /datum/outfit
/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
if(mob_species)
@@ -120,48 +130,20 @@
if(husk)
H.Drain()
if(outfit_type)
H.equipOutfit(outfit_type)
// We don't want corpse PDAs to show up in the messenger list.
var/obj/item/device/pda/PDA = locate(/obj/item/device/pda) in H
if(PDA)
PDA.toff = TRUE
if(uniform)
H.equip_to_slot_or_del(new uniform(H), slot_w_uniform)
if(suit)
H.equip_to_slot_or_del(new suit(H), slot_wear_suit)
if(shoes)
H.equip_to_slot_or_del(new shoes(H), slot_shoes)
if(gloves)
H.equip_to_slot_or_del(new gloves(H), slot_gloves)
if(radio)
H.equip_to_slot_or_del(new radio(H), slot_ears)
if(glasses)
H.equip_to_slot_or_del(new glasses(H), slot_glasses)
if(mask)
H.equip_to_slot_or_del(new mask(H), slot_wear_mask)
if(neck)
H.equip_to_slot_or_del(new neck(H), slot_neck)
if(helmet)
H.equip_to_slot_or_del(new helmet(H), slot_head)
if(belt)
H.equip_to_slot_or_del(new belt(H), slot_belt)
if(pocket1)
H.equip_to_slot_or_del(new pocket1(H), slot_r_store)
if(pocket2)
H.equip_to_slot_or_del(new pocket2(H), slot_l_store)
if(back)
H.equip_to_slot_or_del(new back(H), slot_back)
if(l_hand)
H.put_in_hands_or_del(new l_hand(H))
if(r_hand)
H.put_in_hands_or_del(new r_hand(H))
if(has_id)
var/obj/item/weapon/card/id/W = new(H)
if(id_icon)
W.icon_state = id_icon
if(outfit)
var/static/list/slots = list("uniform", "r_hand", "l_hand", "suit", "shoes", "gloves", "ears", "glasses", "mask", "head", "belt", "r_pocket", "l_pocket", "back", "id")
for(var/slot in slots)
var/T = vars[slot]
if(!isnum(T))
outfit.vars[slot] = T
H.equipOutfit(outfit)
if(disable_pda)
// We don't want corpse PDAs to show up in the messenger list.
var/obj/item/device/pda/PDA = locate(/obj/item/device/pda) in H
if(PDA)
PDA.toff = TRUE
var/obj/item/weapon/card/id/W = H.wear_id
if(W)
if(id_access)
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
@@ -176,15 +158,6 @@
W.assignment = id_job
W.registered_name = H.real_name
W.update_label()
H.equip_to_slot_or_del(W, slot_wear_id)
for(var/I in implants)
var/obj/item/weapon/implant/X = new I
X.implant(H)
if(!H.head && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
HS.ToggleHelmet()
//Instant version - use when spawning corpses during runtime
/obj/effect/mob_spawn/human/corpse
@@ -248,52 +221,22 @@
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
/obj/effect/mob_spawn/human/syndicatesoldier
name = "Syndicate Operative"
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/gas
helmet = /obj/item/clothing/head/helmet/swat
back = /obj/item/weapon/storage/backpack
has_id = 1
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
/obj/effect/mob_spawn/human/syndicatecommando
name = "Syndicate Commando"
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/gas/syndicate
back = /obj/item/weapon/tank/jetpack/oxygen
pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
has_id = 1
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
///////////Civilians//////////////////////
/obj/effect/mob_spawn/human/cook
name = "Cook"
outfit_type = /datum/outfit/job/cook
outfit = /datum/outfit/job/cook
/obj/effect/mob_spawn/human/doctor
name = "Doctor"
outfit_type = /datum/outfit/job/doctor
outfit = /datum/outfit/job/doctor
/obj/effect/mob_spawn/human/doctor/alive
death = FALSE
roundstart = FALSE
random = TRUE
radio = null
back = null
name = "sleeper"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper"
@@ -309,49 +252,40 @@
/obj/effect/mob_spawn/human/engineer
name = "Engineer"
outfit_type = /datum/outfit/job/engineer
gloves = /obj/item/clothing/gloves/color/yellow
outfit = /datum/outfit/job/engineer/gloved
/obj/effect/mob_spawn/human/engineer/rig
outfit_type = /datum/outfit/job/engineer/rig
outfit = /datum/outfit/job/engineer/gloved/rig
/obj/effect/mob_spawn/human/clown
name = "Clown"
outfit_type = /datum/outfit/job/clown
outfit = /datum/outfit/job/clown
/obj/effect/mob_spawn/human/scientist
name = "Scientist"
outfit_type = /datum/outfit/job/scientist
outfit = /datum/outfit/job/scientist
/obj/effect/mob_spawn/human/miner
name = "Shaft Miner"
outfit_type = /datum/outfit/job/miner/asteroid
outfit = /datum/outfit/job/miner/asteroid
/obj/effect/mob_spawn/human/miner/rig
outfit_type = /datum/outfit/job/miner/equipped/asteroid
outfit = /datum/outfit/job/miner/equipped/asteroid
/obj/effect/mob_spawn/human/miner/explorer
outfit_type = /datum/outfit/job/miner/equipped
outfit = /datum/outfit/job/miner/equipped
/obj/effect/mob_spawn/human/plasmaman
mob_species = /datum/species/plasmaman
helmet = /obj/item/clothing/head/helmet/space/plasmaman
uniform = /obj/item/clothing/under/plasmaman
back = /obj/item/weapon/tank/internals/plasmaman/full
mask = /obj/item/clothing/mask/breath
outfit = /datum/outfit/plasmaman
/obj/effect/mob_spawn/human/bartender
name = "Space Bartender"
uniform = /obj/item/clothing/under/rank/bartender
back = /obj/item/weapon/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent
has_id = 1
id_job = "Bartender"
id_access_list = list(GLOB.access_bar)
outfit = /datum/outfit/spacebartender
/obj/effect/mob_spawn/human/bartender/alive
death = FALSE
@@ -362,10 +296,18 @@
icon_state = "sleeper"
flavour_text = "You are a space bartender!"
/datum/outfit/spacebartender
name = "Space Bartender"
uniform = /obj/item/clothing/under/rank/bartender
back = /obj/item/weapon/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/beach
glasses = /obj/item/clothing/glasses/sunglasses
uniform = /obj/item/clothing/under/shorts/red
pocket1 = /obj/item/weapon/storage/wallet/random
outfit = /datum/outfit/beachbum
/obj/effect/mob_spawn/human/beach/alive
death = FALSE
@@ -377,46 +319,74 @@
icon_state = "sleeper"
flavour_text = "You are a beach bum!"
/datum/outfit/beachbum
name = "Beach Bum"
glasses = /obj/item/clothing/glasses/sunglasses
uniform = /obj/item/clothing/under/shorts/red
r_pocket = /obj/item/weapon/storage/wallet/random
/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.dna.add_mutation(STONER)
/////////////////Officers+Nanotrasen Security//////////////////////
/obj/effect/mob_spawn/human/bridgeofficer
name = "Bridge Officer"
radio = /obj/item/device/radio/headset/heads/hop
id_job = "Bridge Officer"
id_access_list = list(GLOB.access_cent_captain)
outfit = /datum/outfit/nanotrasenbridgeofficercorpse
/datum/outfit/nanotrasenbridgeofficercorpse
name = "Bridge Officer Corpse"
ears = /obj/item/device/radio/headset/heads/hop
uniform = /obj/item/clothing/under/rank/centcom_officer
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/sneakers/black
glasses = /obj/item/clothing/glasses/sunglasses
has_id = 1
id_job = "Bridge Officer"
id_access_list = list(GLOB.access_cent_captain)
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/commander
name = "Commander"
uniform = /obj/item/clothing/under/rank/centcom_commander
suit = /obj/item/clothing/suit/armor/bulletproof
radio = /obj/item/device/radio/headset/heads/captain
glasses = /obj/item/clothing/glasses/eyepatch
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
helmet = /obj/item/clothing/head/centhat
gloves = /obj/item/clothing/gloves/combat
shoes = /obj/item/clothing/shoes/combat/swat
pocket1 = /obj/item/weapon/lighter
has_id = 1
id_job = "Commander"
id_access_list = list(GLOB.access_cent_captain)
outfit = /datum/outfit/nanotrasencommandercorpse
/datum/outfit/nanotrasencommandercorpse
name = "Nanotrasen Private Security Commander"
uniform = /obj/item/clothing/under/rank/centcom_commander
suit = /obj/item/clothing/suit/armor/bulletproof
ears = /obj/item/device/radio/headset/heads/captain
glasses = /obj/item/clothing/glasses/eyepatch
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
head = /obj/item/clothing/head/centhat
gloves = /obj/item/clothing/gloves/combat
shoes = /obj/item/clothing/shoes/combat/swat
r_pocket = /obj/item/weapon/lighter
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/nanotrasensoldier
name = "Nanotrasen Private Security Officer"
id_job = "Private Security Force"
id_access_list = list(GLOB.access_cent_specops)
outfit = /datum/outfit/nanotrasensoldiercorpse
/datum/outfit/nanotrasensoldiercorpse
name = "NT Private Security Officer Corpse"
uniform = /obj/item/clothing/under/rank/security
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
mask = /obj/item/clothing/mask/gas/sechailer/swat
helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
head = /obj/item/clothing/head/helmet/swat/nanotrasen
back = /obj/item/weapon/storage/backpack/security
has_id = 1
id_job = "Private Security Force"
id_access_list = list(GLOB.access_cent_specops)
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/commander/alive
death = FALSE
@@ -427,6 +397,7 @@
icon_state = "sleeper"
flavour_text = "You are a Nanotrasen Commander!"
/////////////////Spooky Undead//////////////////////
/obj/effect/mob_spawn/human/skeleton
@@ -459,9 +430,14 @@
name = "abductor"
mob_name = "alien"
mob_species = /datum/species/abductor
outfit = /datum/outfit/abductorcorpse
/datum/outfit/abductorcorpse
name = "Abductor Corpse"
uniform = /obj/item/clothing/under/color/grey
shoes = /obj/item/clothing/shoes/combat
//For ghost bar.
/obj/effect/mob_spawn/human/alive/space_bar_patron
name = "Bar cryogenics"
@@ -469,11 +445,7 @@
random = TRUE
permanent = TRUE
uses = -1
uniform = /obj/item/clothing/under/rank/bartender
back = /obj/item/weapon/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent
outfit = /datum/outfit/spacebartender
/obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
@@ -481,3 +453,11 @@
return
user.visible_message("<span class='notice'>[user.name] climbs back into cryosleep...</span>")
qdel(user)
/datum/outfit/cryobartender
name = "Cryogenic Bartender"
uniform = /obj/item/clothing/under/rank/bartender
back = /obj/item/weapon/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent

View File

@@ -186,12 +186,11 @@
/obj/effect/mob_spawn/human/syndicatesoldier/coldres
name = "Syndicate Snow Operative"
uniform = /obj/item/clothing/under/syndicate/coldres
shoes = /obj/item/clothing/shoes/combat/coldres
radio = /obj/item/device/radio/headset/syndicate/alt
pocket1 = /obj/item/weapon/gun/ballistic/automatic/pistol
pocket2 = /obj/item/weapon/card/id/syndicate
has_id = 0
outfit = /datum/outfit/snowsyndie/corpse
/datum/outfit/snowsyndie/corpse
name = "Syndicate Snow Operative Corpse"
implants = null
/obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive
name = "sleeper"
@@ -200,11 +199,20 @@
icon_state = "sleeper"
roundstart = FALSE
death = FALSE
implants = list(/obj/item/weapon/implant/exile)
faction = "syndicate"
outfit = /datum/outfit/snowsyndie
flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record infomation. All intruders should be
disposed of swirfly to assure no gathered infomation is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
/datum/outfit/snowsyndie
name = "Syndicate Snow Operative"
uniform = /obj/item/clothing/under/syndicate/coldres
shoes = /obj/item/clothing/shoes/combat/coldres
ears = /obj/item/device/radio/headset/syndicate/alt
r_pocket = /obj/item/weapon/gun/ballistic/automatic/pistol
l_pocket = /obj/item/weapon/card/id/syndicate
implants = list(/obj/item/weapon/implant/exile)
/obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive/female
mob_gender = FEMALE

View File

@@ -46,8 +46,8 @@
//Syndicate sub-machine guns.
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/New()
..()
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/Initialize()
. = ..()
for(var/ammo in magazine.stored_ammo)
if(prob(95)) //95% chance
magazine.stored_ammo -= ammo
@@ -55,8 +55,8 @@
//Barman's shotgun
/obj/item/weapon/gun/ballistic/shotgun/sc_pump
/obj/item/weapon/gun/ballistic/shotgun/sc_pump/New()
..()
/obj/item/weapon/gun/ballistic/shotgun/sc_pump/Initialize()
. = ..()
for(var/ammo in magazine.stored_ammo)
if(prob(95)) //95% chance
magazine.stored_ammo -= ammo

View File

@@ -107,7 +107,7 @@
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
explosion(M, 1, 0, 0, 0)
explosion(M, 1, 0, 0, 0)
qdel(src)
/////For the Wishgranter///////////

View File

@@ -8,7 +8,7 @@
var/safety_warning = "For safety reasons the automated supply shuttle \
cannot transport live organisms, classified nuclear weaponry or \
homing beacons."
light_color = "#E2853D"//orange
/obj/machinery/computer/cargo/request
@@ -106,9 +106,9 @@
SSshuttle.supply.contraband = contraband
SSshuttle.moveShuttle("supply", "supply_away", TRUE)
say("The supply shuttle has departed.")
investigate_log("[key_name(usr)] sent the supply shuttle away.", "cargo")
investigate_log("[key_name(usr)] sent the supply shuttle away.", INVESTIGATE_CARGO)
else
investigate_log("[key_name(usr)] called the supply shuttle.", "cargo")
investigate_log("[key_name(usr)] called the supply shuttle.", INVESTIGATE_CARGO)
say("The supply shuttle has been called and will arrive in [SSshuttle.supply.timeLeft(600)] minutes.")
SSshuttle.moveShuttle("supply", "supply_home", TRUE)
. = TRUE

View File

@@ -46,7 +46,7 @@
// Plasma. The oil of 26 century. The reason why you are here.
/datum/export/material/plasma
cost = 500
cost = 300
material_id = MAT_PLASMA
message = "cm3 of plasma"
@@ -76,7 +76,7 @@
// Plastitanium.
/datum/export/material/plastitanium
cost = 750
cost = 550
material_id = MAT_TITANIUM // code can only check for one material_id; plastitanium is half plasma, half titanium, so ((250 x 250) + (250 x 500)) / 250
message = "cm3 of plastitanium"

View File

@@ -1582,7 +1582,7 @@
name = "Contraband Crate"
contraband = TRUE
cost = 3000
num_contained = 6
num_contained = 5
contains = list(/obj/item/weapon/poster/random_contraband,
/obj/item/weapon/storage/fancy/cigarettes/cigpack_shadyjims,
/obj/item/weapon/storage/fancy/cigarettes/cigpack_midori,

View File

@@ -420,8 +420,8 @@
var/badmin_mode = FALSE
var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z")
/obj/item/weapon/gun/energy/laser/chameleon/New()
..()
/obj/item/weapon/gun/energy/laser/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/gun
chameleon_action.chameleon_name = "Gun"

View File

@@ -7,18 +7,18 @@
actions_types = list(/datum/action/item_action/toggle_mode)
origin_tech = "materials=3;magnets=3;engineering=3;plasmatech=3"
mode = FALSE //FALSE - regular mesons mode TRUE - t-ray mode
mesons_on = TRUE //if set to FALSE, these goggles work as t-ray scanners.
var/range = 1
/obj/item/clothing/glasses/meson/engine/toggle_mode(mob/user, voluntary)
var/turf/T = get_turf(src)
if(T && T.z == ZLEVEL_MINING && mode)
if(T && T.z == ZLEVEL_MINING && !mesons_on)
if(picked_excuse)
to_chat(user, "<span class='warning'>Due to [picked_excuse], the [name] cannot currently be swapped to \[Meson] mode.</span>")
return
mode = !mode
mesons_on = !mesons_on
if(mode)
if(!mesons_on)
vision_flags = 0
darkness_view = 2
invis_view = SEE_INVISIBLE_LIVING
@@ -50,7 +50,7 @@
toggle_mode(user, TRUE)
/obj/item/clothing/glasses/meson/engine/process()
if(!mode)
if(mesons_on)
var/turf/T = get_turf(src)
if(T && T.z == ZLEVEL_MINING)
toggle_mode(loc)
@@ -83,15 +83,8 @@
if(M.client)
flick_overlay(I, list(M.client), 8)
/obj/item/clothing/glasses/meson/engine/proc/t_ray_on()
if(!ishuman(loc))
return 0
var/mob/living/carbon/human/user = loc
return mode & (user.glasses == src)
/obj/item/clothing/glasses/meson/engine/update_icon()
icon_state = mode ? "trayson-tray" : "trayson-meson"
icon_state = mesons_on ? "trayson-meson" : "trayson-tray"
if(istype(loc,/mob/living/carbon/human/))
var/mob/living/carbon/human/user = loc
if(user.glasses == src)
@@ -103,7 +96,7 @@
icon_state = "trayson-tray_off"
origin_tech = "materials=3;magnets=2;engineering=2"
mode = TRUE
mesons_on = FALSE
var/on = FALSE
vision_flags = 0
darkness_view = 2
@@ -135,6 +128,3 @@
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/glasses/meson/engine/tray/t_ray_on()
return on && ..()

View File

@@ -39,10 +39,11 @@
vision_flags = SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
var/static/list/meson_mining_failure_excuses = list("seismic activity", "excessive lava", "ambient radiation", "electromagnetic storms", "bluespace disruption", \
"gravity", "dust", "dense rock", "ash", "badly understood science", "radiant heat")
var/static/list/meson_mining_failure_excuses = list("badly understood science", "damaged meson generators", "electromagnetic storms", "bluespace disruption", "ancient structures", \
"ambient radiation", "seismic activity", "extreme weather", "strange signals", "excessive lava", "giant monsters", "a loose wire", "lens warping", "radiant heat", "volcanic ash", \
"budget cuts","alien life","dense rock", "gravity", "dust")
var/picked_excuse
var/mode = FALSE //if FALSE, is in normal meson mode.
var/mesons_on = TRUE
/obj/item/clothing/glasses/meson/Initialize()
. = ..()
@@ -56,34 +57,28 @@
/obj/item/clothing/glasses/meson/examine(mob/user)
..()
var/turf/T = get_turf(src)
if(T && T.z == ZLEVEL_MINING && mode && picked_excuse)
if(T && T.z == ZLEVEL_MINING && !mesons_on && picked_excuse)
to_chat(user, "<span class='warning'>Due to [picked_excuse], these Meson Scanners will not be able to display terrain layouts in this area.</span>")
/obj/item/clothing/glasses/meson/proc/toggle_mode(mob/user)
if(vision_flags & SEE_TURFS)
mode = TRUE
vision_flags &= ~SEE_TURFS
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(picked_excuse)
to_chat(H, "<span class='warning'>Due to [picked_excuse], your Meson Scanners will not be able to display terrain layouts in this area.</span>")
if(H.glasses == src)
H.update_sight()
else if(!(vision_flags & SEE_TURFS))
mode = FALSE
vision_flags |= SEE_TURFS
if(ishuman(user))
var/mob/living/carbon/human/H = user
to_chat(H, "<span class='notice'>Your Meson Scanners have reactivated.</span>")
if(H.glasses == src)
H.update_sight()
vision_flags ^= SEE_TURFS
mesons_on = (vision_flags & SEE_TURFS)? TRUE : FALSE
if(iscarbon(user)) //only carbons can wear glasses
var/mob/living/carbon/C = user
if(mesons_on)
to_chat(C, "<span class='notice'>Your Meson Scanners have reactivated.</span>")
else if(picked_excuse)
to_chat(C, "<span class='warning'>Due to [picked_excuse], your Meson Scanners will not be able to display terrain layouts in this area.</span>")
if(C.glasses == src)
C.update_sight()
/obj/item/clothing/glasses/meson/process()
var/turf/T = get_turf(src)
if(T && T.z == ZLEVEL_MINING)
if(!mode)
if(mesons_on) //if we're on mining, turn mesons OFF
toggle_mode(loc)
else if(mode)
else if(!mesons_on) //otherwise, if we're not on mining, turn mesons back ON
toggle_mode(loc)
/obj/item/clothing/glasses/meson/night

View File

@@ -1,5 +0,0 @@
/obj/item/clothing/head/hunter
name = "hunter hat"
desc = "It's a flimsy looking hat."
icon_state = "hunter"
icon = 'icons/obj/clothing/cit_hats.dmi'

View File

@@ -280,3 +280,9 @@
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the land."
icon_state = "fancycrown"
/obj/item/clothing/head/hunter
name = "hunter hat"
desc = "It's a flimsy looking hat."
item_state = "hunter_hat"
icon_state = "hunter_hat"

View File

@@ -65,9 +65,8 @@
backpack_contents = list(/obj/item/weapon/storage/box/engineer=1,\
/obj/item/weapon/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/weapon/gun/energy/e_gun=1,\
/obj/item/weapon/melee/baton/loaded=1,\
/obj/item/weapon/gun/energy/e_gun/advtaser=1)
/obj/item/weapon/gun/energy/e_gun/stun=1,\
/obj/item/weapon/melee/baton/loaded=1)
/datum/outfit/ert/security/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()

View File

@@ -14,14 +14,14 @@
/obj/item/clothing/suit/armor/vest
name = "armor vest"
desc = "A slim armored vest that protects against most types of damage."
desc = "A slim Type I armored vest that provides decent protection against most types of damage."
icon_state = "armoralt"
item_state = "armoralt"
blood_overlay_type = "armor"
dog_fashion = /datum/dog_fashion/back
/obj/item/clothing/suit/armor/vest/alt
desc = "An armored vest that protects against most types of damage."
desc = "A Type I armored vest that provides decent protection against most types of damage."
icon_state = "armor"
item_state = "armor"
@@ -31,7 +31,7 @@
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
desc = "A greatcoat enhanced with a special alloy for some extra protection and style for those with a commanding presence."
icon_state = "hos"
item_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
@@ -77,7 +77,7 @@
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
desc = "An fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = CHEST|GROIN
@@ -93,7 +93,7 @@
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of armor with heavy padding to protect against melee attacks."
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks."
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -115,7 +115,7 @@
/obj/item/clothing/suit/armor/bulletproof
name = "bulletproof armor"
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
desc = "A Type III heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"

View File

@@ -50,12 +50,28 @@
name = "captain's cloak"
desc = "Worn by the commander of Space Station 13."
icon_state = "capcloak"
/obj/item/clothing/neck/cloak/hop
name = "head of personnel's cloak"
desc = "Worn by the Head of Personnel. It smells faintly of bureaucracy."
icon_state = "hopcloak"
/obj/item/clothing/suit/hooded/cloak/goliath
name = "goliath cloak"
icon_state = "goliath_cloak"
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank/internals, /obj/item/weapon/pickaxe, /obj/item/weapon/twohanded/spear, /obj/item/weapon/twohanded/bonespear, /obj/item/organ/hivelord_core/legion, /obj/item/weapon/kitchen/knife/combat/bone, /obj/item/weapon/kitchen/knife/combat/survival)
armor = list(melee = 35, bullet = 10, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 60, acid = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/head/hooded/cloakhood/goliath
name = "goliath cloak hood"
icon_state = "golhood"
desc = "A protective & concealing hood."
armor = list(melee = 35, bullet = 10, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 60, acid = 60)
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/suit/hooded/cloak/drake
name = "drake armour"
icon_state = "dragon"

View File

@@ -541,5 +541,5 @@
name = "spooky ghost"
desc = "this is obviously just a bedsheet, but maybe try it on?"
icon_state = "bedsheet"
user_vars_to_edit = list("name" = "Spooky Ghost", "real_name" = "Spooky Ghost" , "incorporeal_move" = 1, "appearance_flags" = KEEP_TOGETHER|TILE_BOUND, "alpha" = 150)
user_vars_to_edit = list("name" = "Spooky Ghost", "real_name" = "Spooky Ghost" , "incorporeal_move" = INCORPOREAL_MOVE_BASIC, "appearance_flags" = KEEP_TOGETHER|TILE_BOUND, "alpha" = 150)
alternate_worn_layer = ABOVE_BODY_FRONT_LAYER //so the bedsheet goes over everything but fire

View File

@@ -337,9 +337,9 @@
/obj/item/weapon/restraints/handcuffs/cable = 1
)
category = CAT_MISC
/datum/crafting_recipe/toysword
name = "Toy Sword"
name = "Toy Sword"
reqs = list(/obj/item/weapon/light/bulb = 1, /obj/item/stack/cable_coil = 1, /obj/item/stack/sheet/plastic = 4)
result = /obj/item/toy/sword
category = CAT_MISC
@@ -398,6 +398,15 @@
reqs = list(/obj/item/stack/sheet/bone = 4)
category = CAT_PRIMAL
/datum/crafting_recipe/goliathcloak
name = "Goliath Cloak"
result = /obj/item/clothing/suit/hooded/cloak/goliath
time = 50
reqs = list(/obj/item/stack/sheet/leather = 2,
/obj/item/stack/sheet/sinew = 2,
/obj/item/stack/sheet/animalhide/goliath_hide = 2) //it takes 4 goliaths to make 1 cloak if the plates are skinned
category = CAT_PRIMAL
/datum/crafting_recipe/drakecloak
name = "Ash Drake Armour"
result = /obj/item/clothing/suit/hooded/cloak/drake

View File

@@ -27,7 +27,7 @@
/datum/round_event/brand_intelligence/start()
for(var/obj/machinery/vending/V in GLOB.machines)
if(V.z != 1)
if(V.z != ZLEVEL_STATION)
continue
vendingMachines.Add(V)
if(!vendingMachines.len)
@@ -57,7 +57,7 @@
M.speak = rampant_speeches.Copy()
M.speak_chance = 7
else
explosion(upriser.loc, -1, 1, 2, 4, 0)
explosion(upriser.loc, -1, 1, 2, 4, 0)
qdel(upriser)
kill()

View File

@@ -25,7 +25,7 @@
var/turf/T = get_turf(H)
if(!T)
continue
if(T.z != 1)
if(T.z != ZLEVEL_STATION)
continue
var/foundAlready = 0 // don't infect someone that already has the virus
for(var/datum/disease/D in H.viruses)

View File

@@ -25,7 +25,7 @@
/datum/round_event/presents/start()
for(var/obj/structure/flora/tree/pine/xmas in world)
if(xmas.z != 1)
if(xmas.z != ZLEVEL_STATION)
continue
for(var/turf/open/floor/T in orange(1,xmas))
for(var/i=1,i<=rand(1,5),i++)

View File

@@ -32,7 +32,7 @@
var/obj/machinery/telecomms/processor/P = T
if(prob(10))
// Damage the surrounding area to indicate that it popped
explosion(get_turf(P), 0, 0, 2)
explosion(get_turf(P), 0, 0, 2)
// Only a level 1 explosion actually damages the machine
// at all
P.ex_act(1)

View File

@@ -38,7 +38,7 @@
ruins_wizard_loadout = 1
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if(ruins_spaceworthiness && (H.z != 1 || isspaceturf(H.loc) || isplasmaman(H)))
if(ruins_spaceworthiness && (H.z != ZLEVEL_STATION || isspaceturf(H.loc) || isplasmaman(H)))
continue //#savetheminers
if(ruins_wizard_loadout && H.mind && ((H.mind in SSticker.mode.wizards) || (H.mind in SSticker.mode.apprentices)))
continue

View File

@@ -13,7 +13,7 @@
var/list/mobs = list()
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if(H.z != 1)
if(H.z != ZLEVEL_STATION)
continue //lets not try to strand people in space or stuck in the wizards den
moblocs += H.loc
mobs += H

View File

@@ -37,7 +37,7 @@
return FALSE
to_chat(user, "<span class='notice'>You plant [src].</span>")
message_admins("Kudzu planted by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(user)]",0,1)
investigate_log("was planted by [key_name(user)] at [COORD(user)]","botany")
investigate_log("was planted by [key_name(user)] at [COORD(user)]", INVESTIGATE_BOTANY)
new /datum/spacevine_controller(get_turf(user), mutations, potency, production)
qdel(src)

View File

@@ -306,6 +306,5 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/shadowshroom/attack_self(mob/user)
. = ..()
if(.)
message_admins("Shadowshroom planted by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(user)]",0,1)
investigate_log("was planted by [key_name(user)] at [COORD(user)]", "botany")
investigate_log("was planted by [key_name(user)] at [COORD(user)]", INVESTIGATE_BOTANY)

View File

@@ -136,26 +136,27 @@ GLOBAL_VAR_CONST(access_away_generic4, 208)
/obj/item/proc/GetID()
return null
/obj/proc/text2access(access_text)
. = list()
if(!access_text)
return
var/list/split = splittext(access_text,";")
for(var/x in split)
var/n = text2num(x)
if(n)
. += n
//Call this before using req_access or req_one_access directly
/obj/proc/gen_access()
//These generations have been moved out of /obj/New() because they were slowing down the creation of objects that never even used the access system.
if(!src.req_access)
src.req_access = list()
if(src.req_access_txt)
var/list/req_access_str = splittext(req_access_txt,";")
for(var/x in req_access_str)
var/n = text2num(x)
if(n)
req_access += n
if(!src.req_one_access)
src.req_one_access = list()
if(src.req_one_access_txt)
var/list/req_one_access_str = splittext(req_one_access_txt,";")
for(var/x in req_one_access_str)
var/n = text2num(x)
if(n)
req_one_access += n
if(!req_access)
req_access = list()
for(var/a in text2access(req_access_txt))
req_access += a
if(!req_one_access)
req_one_access = list()
for(var/b in text2access(req_one_access_txt))
req_one_access += b
/obj/proc/check_access(obj/item/I)
gen_access()

View File

@@ -89,7 +89,8 @@ Shaft Miner
backpack_contents = list(
/obj/item/weapon/storage/bag/ore=1,\
/obj/item/weapon/kitchen/knife/combat/survival=1,\
/obj/item/weapon/mining_voucher=1)
/obj/item/weapon/mining_voucher=1,\
/obj/item/stack/marker_beacon/ten=1)
backpack = /obj/item/weapon/storage/backpack/explorer
satchel = /obj/item/weapon/storage/backpack/satchel/explorer
@@ -113,7 +114,8 @@ Shaft Miner
/obj/item/weapon/kitchen/knife/combat/survival=1,
/obj/item/weapon/mining_voucher=1,
/obj/item/device/t_scanner/adv_mining_scanner/lesser=1,
/obj/item/weapon/gun/energy/kinetic_accelerator=1)
/obj/item/weapon/gun/energy/kinetic_accelerator=1,\
/obj/item/stack/marker_beacon/ten=1)
/datum/outfit/job/miner/equipped/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()

View File

@@ -98,13 +98,16 @@ Station Engineer
pda_slot = slot_l_store
backpack_contents = list(/obj/item/device/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/engineer/rig
/datum/outfit/job/engineer/gloved
name = "Station Engineer (Gloves)"
gloves = /obj/item/clothing/gloves/color/yellow
/datum/outfit/job/engineer/gloved/rig
name = "Station Engineer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/engine
suit_store = /obj/item/weapon/tank/internals/oxygen
gloves = /obj/item/clothing/gloves/color/yellow
head = null
internals_slot = slot_s_store

View File

@@ -1,190 +1,185 @@
/datum/job
//The name of the job
var/title = "NOPE"
//Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access
var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population)
var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!)
//Determines who can demote this position
var/department_head = list()
//Tells the given channels that the given mob is the new department head. See communications.dm for valid channels.
var/list/head_announce = null
//Bitflags for the job
var/flag = 0
var/department_flag = 0
//Players will be allowed to spawn in as jobs that are set to "Station"
var/faction = "None"
//How many players can be this job
var/total_positions = 0
//How many players can spawn in as this job
var/spawn_positions = 0
//How many players have this job
var/current_positions = 0
//Supervisors, who this person answers to directly
var/supervisors = ""
//Sellection screen color
var/selection_color = "#ffffff"
//If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
var/req_admin_notify
//If you have the use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
var/minimal_player_age = 0
var/outfit = null
//Only override this proc
//H is usually a human unless an /equip override transformed it
/datum/job/proc/after_spawn(mob/living/H, mob/M)
//do actions on H but send messages to M as the key may not have been transferred_yet
/datum/job/proc/announce(mob/living/carbon/human/H)
if(head_announce)
announce_head(H, head_announce)
//Don't override this unless the job transforms into a non-human (Silicons do this for example)
/datum/job/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE)
if(!H)
return 0
//Equip the rest of the gear
H.dna.species.before_equip_job(src, H, visualsOnly)
if(outfit)
H.equipOutfit(outfit, visualsOnly)
H.dna.species.after_equip_job(src, H, visualsOnly)
if(!visualsOnly && announce)
announce(H)
if(config.enforce_human_authority && (title in GLOB.command_positions))
H.dna.features["tail_human"] = "None"
H.dna.features["ears"] = "None"
H.regenerate_icons()
/datum/job/proc/get_access()
if(!config) //Needed for robots.
return src.minimal_access.Copy()
. = list()
if(config.jobs_have_minimal_access)
. = src.minimal_access.Copy()
else
. = src.access.Copy()
if(config.jobs_have_maint_access & EVERYONE_HAS_MAINT_ACCESS) //Config has global maint access set
. |= list(GLOB.access_maint_tunnels)
/datum/job/proc/announce_head(var/mob/living/carbon/human/H, var/channels) //tells the given channel that the given mob is the new department head. See communications.dm for valid channels.
if(H && GLOB.announcement_systems.len)
//timer because these should come after the captain announcement
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/addtimer, CALLBACK(pick(GLOB.announcement_systems), /obj/machinery/announcement_system/proc/announce, "NEWHEAD", H.real_name, H.job, channels), 1))
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
/datum/job/proc/player_old_enough(client/C)
if(available_in_days(C) == 0)
return 1 //Available in 0 days = available right now = player is old enough to play.
return 0
/datum/job/proc/available_in_days(client/C)
if(!C)
return 0
if(!config.use_age_restriction_for_jobs)
return 0
if(!isnum(C.player_age))
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
if(!isnum(minimal_player_age))
return 0
return max(0, minimal_player_age - C.player_age)
/datum/job/proc/config_check()
return 1
/datum/job/proc/map_check()
return TRUE
/datum/outfit/job
name = "Standard Gear"
var/jobtype = null
uniform = /obj/item/clothing/under/color/grey
id = /obj/item/weapon/card/id
ears = /obj/item/device/radio/headset
belt = /obj/item/device/pda
back = /obj/item/weapon/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
var/list/implants = null
var/backpack = /obj/item/weapon/storage/backpack
var/satchel = /obj/item/weapon/storage/backpack/satchel
var/dufflebag = /obj/item/weapon/storage/backpack/dufflebag
var/box = /obj/item/weapon/storage/box/survival
var/pda_slot = slot_belt
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
switch(H.backbag)
if(GBACKPACK)
back = /obj/item/weapon/storage/backpack //Grey backpack
if(GSATCHEL)
back = /obj/item/weapon/storage/backpack/satchel //Grey satchel
if(GDUFFLEBAG)
back = /obj/item/weapon/storage/backpack/dufflebag //Grey Dufflebag
if(LSATCHEL)
back = /obj/item/weapon/storage/backpack/satchel/leather //Leather Satchel
if(DSATCHEL)
back = satchel //Department satchel
if(DDUFFLEBAG)
back = dufflebag //Department dufflebag
else
back = backpack //Department backpack
if(box)
backpack_contents.Insert(1, box) // Box always takes a first slot in backpack
backpack_contents[box] = 1
/datum/outfit/job/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/datum/job/J = SSjob.GetJobType(jobtype)
if(!J)
J = SSjob.GetJob(H.job)
var/obj/item/weapon/card/id/C = H.wear_id
if(istype(C))
C.access = J.get_access()
C.registered_name = H.real_name
C.assignment = J.title
C.update_label()
H.sec_hud_set_ID()
var/obj/item/device/pda/PDA = H.get_item_by_slot(pda_slot)
if(istype(PDA))
PDA.owner = H.real_name
PDA.ownjob = J.title
PDA.update_label()
if(implants)
for(var/implant_type in implants)
var/obj/item/weapon/implant/I = new implant_type(H)
I.implant(H, null, silent=TRUE)
/datum/job
//The name of the job
var/title = "NOPE"
//Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access
var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population)
var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!)
//Determines who can demote this position
var/department_head = list()
//Tells the given channels that the given mob is the new department head. See communications.dm for valid channels.
var/list/head_announce = null
//Bitflags for the job
var/flag = 0
var/department_flag = 0
//Players will be allowed to spawn in as jobs that are set to "Station"
var/faction = "None"
//How many players can be this job
var/total_positions = 0
//How many players can spawn in as this job
var/spawn_positions = 0
//How many players have this job
var/current_positions = 0
//Supervisors, who this person answers to directly
var/supervisors = ""
//Sellection screen color
var/selection_color = "#ffffff"
//If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
var/req_admin_notify
//If you have the use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
var/minimal_player_age = 0
var/outfit = null
//Only override this proc
//H is usually a human unless an /equip override transformed it
/datum/job/proc/after_spawn(mob/living/H, mob/M)
//do actions on H but send messages to M as the key may not have been transferred_yet
/datum/job/proc/announce(mob/living/carbon/human/H)
if(head_announce)
announce_head(H, head_announce)
//Don't override this unless the job transforms into a non-human (Silicons do this for example)
/datum/job/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE)
if(!H)
return 0
//Equip the rest of the gear
H.dna.species.before_equip_job(src, H, visualsOnly)
if(outfit)
H.equipOutfit(outfit, visualsOnly)
H.dna.species.after_equip_job(src, H, visualsOnly)
if(!visualsOnly && announce)
announce(H)
if(config.enforce_human_authority && (title in GLOB.command_positions))
H.dna.features["tail_human"] = "None"
H.dna.features["ears"] = "None"
H.regenerate_icons()
/datum/job/proc/get_access()
if(!config) //Needed for robots.
return src.minimal_access.Copy()
. = list()
if(config.jobs_have_minimal_access)
. = src.minimal_access.Copy()
else
. = src.access.Copy()
if(config.jobs_have_maint_access & EVERYONE_HAS_MAINT_ACCESS) //Config has global maint access set
. |= list(GLOB.access_maint_tunnels)
/datum/job/proc/announce_head(var/mob/living/carbon/human/H, var/channels) //tells the given channel that the given mob is the new department head. See communications.dm for valid channels.
if(H && GLOB.announcement_systems.len)
//timer because these should come after the captain announcement
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/addtimer, CALLBACK(pick(GLOB.announcement_systems), /obj/machinery/announcement_system/proc/announce, "NEWHEAD", H.real_name, H.job, channels), 1))
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
/datum/job/proc/player_old_enough(client/C)
if(available_in_days(C) == 0)
return 1 //Available in 0 days = available right now = player is old enough to play.
return 0
/datum/job/proc/available_in_days(client/C)
if(!C)
return 0
if(!config.use_age_restriction_for_jobs)
return 0
if(!isnum(C.player_age))
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
if(!isnum(minimal_player_age))
return 0
return max(0, minimal_player_age - C.player_age)
/datum/job/proc/config_check()
return 1
/datum/job/proc/map_check()
return TRUE
/datum/outfit/job
name = "Standard Gear"
var/jobtype = null
uniform = /obj/item/clothing/under/color/grey
id = /obj/item/weapon/card/id
ears = /obj/item/device/radio/headset
belt = /obj/item/device/pda
back = /obj/item/weapon/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
var/backpack = /obj/item/weapon/storage/backpack
var/satchel = /obj/item/weapon/storage/backpack/satchel
var/dufflebag = /obj/item/weapon/storage/backpack/dufflebag
var/box = /obj/item/weapon/storage/box/survival
var/pda_slot = slot_belt
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
switch(H.backbag)
if(GBACKPACK)
back = /obj/item/weapon/storage/backpack //Grey backpack
if(GSATCHEL)
back = /obj/item/weapon/storage/backpack/satchel //Grey satchel
if(GDUFFLEBAG)
back = /obj/item/weapon/storage/backpack/dufflebag //Grey Dufflebag
if(LSATCHEL)
back = /obj/item/weapon/storage/backpack/satchel/leather //Leather Satchel
if(DSATCHEL)
back = satchel //Department satchel
if(DDUFFLEBAG)
back = dufflebag //Department dufflebag
else
back = backpack //Department backpack
if(box)
if(!backpack_contents)
backpack_contents = list()
backpack_contents.Insert(1, box) // Box always takes a first slot in backpack
backpack_contents[box] = 1
/datum/outfit/job/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/datum/job/J = SSjob.GetJobType(jobtype)
if(!J)
J = SSjob.GetJob(H.job)
var/obj/item/weapon/card/id/C = H.wear_id
if(istype(C))
C.access = J.get_access()
C.registered_name = H.real_name
C.assignment = J.title
C.update_label()
H.sec_hud_set_ID()
var/obj/item/device/pda/PDA = H.get_item_by_slot(pda_slot)
if(istype(PDA))
PDA.owner = H.real_name
PDA.ownjob = J.title
PDA.update_label()

View File

@@ -0,0 +1,22 @@
/datum/language/beachbum
name = "Beach Bumbian"
desc = "For when you're too toasted to speak normally."
speech_verb = "mumbles"
ask_verb = "grills"
exclaim_verb = "hollers"
key = "u"
space_chance = 85
default_priority = 90
syllables = list("cowabunga", "rad", "radical", "dudes", "bogus", "weeed", "every",
"dee", "dah", "woah", "surf", "blazed", "high", "heinous", "day",
"brah", "bro", "blown", "catch", "body", "beach", "oooo", "twenty",
"shiz", "phiz", "wizz", "pop", "chill", "awesome", "dude", "it",
"wax", "stoked", "yes", "ding", "way", "no", "wicked", "aaaa",
"cool", "hoo", "wah", "wee", "man", "maaaaaan", "mate", "wick",
"oh", "ocean", "up", "out", "rip", "slide", "big", "stomp",
"weed", "pot", "smoke", "four-twenty", "shove", "wacky", "hah",
"sick", "slash", "spit", "stoked", "shallow", "gun", "party",
"heavy", "stellar", "excellent", "triumphant", "babe", "four",
"tail", "trim", "tube", "wobble", "roll", "gnarly", "epic")
icon_state = "beach"

View File

@@ -107,7 +107,6 @@
/datum/language_holder/construct
languages = list(/datum/language/common, /datum/language/narsie)
only_speaks_language = /datum/language/narsie
/datum/language_holder/drone
languages = list(/datum/language/common, /datum/language/drone, /datum/language/machine)

View File

@@ -270,7 +270,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
if(5)
dat += "<H3>Upload a New Title</H3>"
if(!scanner)
findscanner(9)
scanner = findscanner(9)
if(!scanner)
dat += "<FONT color=red>No scanner found within wireless network range.</FONT><BR>"
else if(!scanner.cache)
@@ -314,7 +314,7 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums
popup.open()
/obj/machinery/computer/libraryconsole/bookmanagement/proc/findscanner(viewrange)
for(var/obj/machinery/libraryscanner/S in range(viewrange))
for(var/obj/machinery/libraryscanner/S in range(viewrange, get_turf(src)))
return S
return null

View File

@@ -1,557 +0,0 @@
/****************Explorer's Suit**************************/
/obj/item/clothing/suit/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/explorer
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining"
visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0, fire = 20, acid = 40)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/gas/explorer/adjustmask(user)
..()
w_class = mask_adjusted ? WEIGHT_CLASS_NORMAL : WEIGHT_CLASS_SMALL
/obj/item/clothing/mask/gas/explorer/folded/New()
..()
adjustmask()
/**********************Mining Equipment Vendor Items**************************/
/**********************Jaunter**********************/
/obj/item/device/wormhole_jaunter
name = "wormhole jaunter"
desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
icon = 'icons/obj/mining.dmi'
icon_state = "Jaunter"
item_state = "electronic"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
origin_tech = "bluespace=2"
slot_flags = SLOT_BELT
/obj/item/device/wormhole_jaunter/attack_self(mob/user)
user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
SSblackbox.add_details("jaunter", "User") // user activated
activate(user)
/obj/item/device/wormhole_jaunter/proc/turf_check(mob/user)
var/turf/device_turf = get_turf(user)
if(!device_turf||device_turf.z==2||device_turf.z>=7)
to_chat(user, "<span class='notice'>You're having difficulties getting the [src.name] to work.</span>")
return FALSE
return TRUE
/obj/item/device/wormhole_jaunter/proc/get_destinations(mob/user)
var/list/destinations = list()
if(isgolem(user))
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(istype(T.loc, /area/ruin/powered/golem_ship))
destinations += B
// In the event golem beacon is destroyed, send to station instead
if(destinations.len)
return destinations
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(T.z == ZLEVEL_STATION)
destinations += B
return destinations
/obj/item/device/wormhole_jaunter/proc/activate(mob/user)
if(!turf_check(user))
return
var/list/L = get_destinations(user)
if(!L.len)
to_chat(user, "<span class='notice'>The [src.name] found no beacons in the world to anchor a wormhole to.</span>")
return
var/chosen_beacon = pick(L)
var/obj/effect/portal/wormhole/jaunt_tunnel/J = new /obj/effect/portal/wormhole/jaunt_tunnel(get_turf(src), chosen_beacon, lifespan=100)
J.target = chosen_beacon
try_move_adjacent(J)
playsound(src,'sound/effects/sparks4.ogg',50,1)
qdel(src)
/obj/item/device/wormhole_jaunter/emp_act(power)
var/triggered = FALSE
if(usr.get_item_by_slot(slot_belt) == src)
if(power == 1)
triggered = TRUE
else if(power == 2 && prob(50))
triggered = TRUE
if(triggered)
usr.visible_message("<span class='warning'>The [src] overloads and activates!</span>")
SSblackbox.add_details("jaunter","EMP") // EMP accidental activation
activate(usr)
/obj/item/device/wormhole_jaunter/proc/chasm_react(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
to_chat(user, "Your [src] activates, saving you from the chasm!</span>")
SSblackbox.add_details("jaunter","Chasm") // chasm automatic activation
activate(user)
else
to_chat(user, "The [src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>")
/obj/effect/portal/wormhole/jaunt_tunnel
name = "jaunt tunnel"
icon = 'icons/effects/effects.dmi'
icon_state = "bhole3"
desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
mech_sized = TRUE //save your ripley
/obj/effect/portal/wormhole/jaunt_tunnel/teleport(atom/movable/M)
if(istype(M, /obj/effect))
return
if(M.anchored)
if(!(istype(M, /obj/mecha) && mech_sized))
return
if(istype(M, /atom/movable))
if(do_teleport(M, target, 6))
// KERPLUNK
playsound(M,'sound/weapons/resonator_blast.ogg',50,1)
if(iscarbon(M))
var/mob/living/carbon/L = M
L.Weaken(3)
if(ishuman(L))
shake_camera(L, 20, 1)
addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)
/**********************Resonator**********************/
/obj/item/weapon/resonator
name = "resonator"
icon = 'icons/obj/mining.dmi'
icon_state = "resonator"
item_state = "resonator"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It's more effective in a vacuum."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
var/burst_time = 30
var/fieldlimit = 4
var/list/fields = list()
var/quick_burst_mod = 0.8
origin_tech = "magnets=3;engineering=3"
/obj/item/weapon/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early."
icon_state = "resonator_u"
item_state = "resonator_u"
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
fieldlimit = 6
quick_burst_mod = 1
/obj/item/weapon/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
/obj/item/weapon/resonator/proc/CreateResonance(target, mob/user)
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/resonance/R = locate(/obj/effect/temp_visual/resonance) in T
if(R)
R.damage_multiplier = quick_burst_mod
R.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(T, user, src, burst_time)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/weapon/resonator/pre_attackby(atom/target, mob/user, params)
if(check_allowed_items(target, 1))
CreateResonance(target, user)
return TRUE
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 50
var/resonance_damage = 20
var/damage_multiplier = 1
var/creator
var/obj/item/weapon/resonator/res
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, set_duration)
duration = set_duration
. = ..()
creator = set_creator
res = set_resonator
if(res)
res.fields += src
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/burst), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(res)
res.fields -= src
res = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
if(!istype(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
resonance_damage = initial(resonance_damage)
if(pressure < 50)
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(T)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(creator)
check_pressure(T)
playsound(T,'sound/weapons/resonator_blast.ogg',50,1)
for(var/mob/living/L in T)
if(creator)
add_logs(creator, L, "used a resonator field on", "resonator")
to_chat(L, "<span class='userdanger'>[src] ruptured with you in it!</span>")
L.apply_damage(resonance_damage, BRUTE)
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize()
. = ..()
transform = matrix()*1.5
animate(src, transform = matrix()*0.1, alpha = 50, time = 4)
/**********************Facehugger toy**********************/
/obj/item/clothing/mask/facehugger/toy
item_state = "facehugger_inactive"
desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
throwforce = 0
real = 0
sterile = 1
tint = 3 //Makes it feel more authentic when it latches on
/obj/item/clothing/mask/facehugger/toy/Die()
return
/**********************Lazarus Injector**********************/
/obj/item/weapon/lazarus_injector
name = "lazarus injector"
desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
icon = 'icons/obj/syringe.dmi'
icon_state = "lazarus_hypo"
item_state = "hypo"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
var/loaded = 1
var/malfunctioning = 0
var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
origin_tech = "biotech=4;magnets=6"
/obj/item/weapon/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
if(!loaded)
return
if(isliving(target) && proximity_flag)
if(istype(target, /mob/living/simple_animal))
var/mob/living/simple_animal/M = target
if(M.sentience_type != revive_type)
to_chat(user, "<span class='info'>[src] does not work on this sort of creature.</span>")
return
if(M.stat == DEAD)
M.faction = list("neutral")
M.revive(full_heal = 1, admin_revive = 1)
if(ishostile(target))
var/mob/living/simple_animal/hostile/H = M
if(malfunctioning)
H.faction |= list("lazarus", "\ref[user]")
H.robust_searching = 1
H.friends += user
H.attack_same = 1
log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
else
H.attack_same = 0
loaded = 0
user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
SSblackbox.add_details("lazarus_injector", "[M.type]")
playsound(src,'sound/effects/refill.ogg',50,1)
icon_state = "lazarus_empty"
return
else
to_chat(user, "<span class='info'>[src] is only effective on the dead.</span>")
return
else
to_chat(user, "<span class='info'>[src] is only effective on lesser beings.</span>")
return
/obj/item/weapon/lazarus_injector/emp_act()
if(!malfunctioning)
malfunctioning = 1
/obj/item/weapon/lazarus_injector/examine(mob/user)
..()
if(!loaded)
to_chat(user, "<span class='info'>[src] is empty.</span>")
if(malfunctioning)
to_chat(user, "<span class='info'>The display on [src] seems to be flickering.</span>")
/**********************Mining Scanners**********************/
/obj/item/device/mining_scanner
desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
name = "manual mining scanner"
icon_state = "mining1"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
origin_tech = "engineering=1;magnets=1"
/obj/item/device/mining_scanner/attack_self(mob/user)
if(!user.client)
return
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
mineral_scan_pulse(get_turf(user))
//Debug item to identify all ore spread quickly
/obj/item/device/mining_scanner/admin
/obj/item/device/mining_scanner/admin/attack_self(mob/user)
for(var/turf/closed/mineral/M in world)
if(M.scan_state)
M.icon_state = M.scan_state
qdel(src)
/obj/item/device/t_scanner/adv_mining_scanner
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. This one has an extended range."
name = "advanced automatic mining scanner"
icon_state = "mining0"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
var/range = 7
origin_tech = "engineering=3;magnets=3"
/obj/item/device/t_scanner/adv_mining_scanner/lesser
name = "automatic mining scanner"
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
range = 4
cooldown = 50
/obj/item/device/t_scanner/adv_mining_scanner/scan()
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
var/turf/t = get_turf(src)
mineral_scan_pulse(t, range)
/proc/mineral_scan_pulse(turf/T, range = world.view)
var/list/minerals = list()
for(var/turf/closed/mineral/M in range(range, T))
if(M.scan_state)
minerals += M
if(LAZYLEN(minerals))
for(var/turf/closed/mineral/M in minerals)
var/obj/effect/temp_visual/mining_overlay/oldC = locate(/obj/effect/temp_visual/mining_overlay) in M
if(oldC)
qdel(oldC)
var/obj/effect/temp_visual/mining_overlay/C = new /obj/effect/temp_visual/mining_overlay(M)
C.icon_state = M.scan_state
/obj/effect/temp_visual/mining_overlay
plane = FULLSCREEN_PLANE
layer = FLASH_LAYER
icon = 'icons/effects/ore_visuals.dmi'
appearance_flags = 0 //to avoid having TILE_BOUND in the flags, so that the 480x480 icon states let you see it no matter where you are
duration = 35
pixel_x = -224
pixel_y = -224
/obj/effect/temp_visual/mining_overlay/Initialize()
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_IN)
/**********************Xeno Warning Sign**********************/
/obj/structure/sign/xeno_warning_mining
name = "DANGEROUS ALIEN LIFE"
desc = "A sign that warns would be travellers of hostile alien life in the vicinity."
icon = 'icons/obj/mining.dmi'
icon_state = "xeno_warning"
/*********************Hivelord stabilizer****************/
/obj/item/weapon/hivelordstabilizer
name = "stabilizing serum"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
desc = "Inject certain types of monster organs with this stabilizer to preserve their healing powers indefinitely."
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=3"
/obj/item/weapon/hivelordstabilizer/afterattack(obj/item/organ/M, mob/user)
var/obj/item/organ/hivelord_core/C = M
if(!istype(C, /obj/item/organ/hivelord_core))
to_chat(user, "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>")
return ..()
C.preserved()
to_chat(user, "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>")
qdel(src)
/*********************Mining Hammer****************/
/obj/item/weapon/twohanded/required/mining_hammer
icon = 'icons/obj/mining.dmi'
icon_state = "mining_hammer1"
item_state = "mining_hammer1"
name = "proto-kinetic crusher"
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club. \
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna.\
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
This weapon is only particularly effective against large creatures.</span>"
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 20 //It's never not wielded so these are the same
force_wielded = 20
throwforce = 5
throw_speed = 4
luminosity = 4
armour_penetration = 10
materials = list(MAT_METAL=1150, MAT_GLASS=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharpness = IS_SHARP
var/charged = TRUE
var/charge_time = 14
/obj/item/projectile/destabilizer
name = "destabilizing force"
icon_state = "pulse1"
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
flag = "bomb"
range = 6
log_override = TRUE
var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced
/obj/item/projectile/destabilizer/Destroy()
hammer_synced = null
return ..()
/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0)
if(isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.apply_status_effect(STATUS_EFFECT_CRUSHERMARK)
CM.hammer_synced = hammer_synced
var/target_turf = get_turf(target)
if(ismineralturf(target_turf))
var/turf/closed/mineral/M = target_turf
new /obj/effect/temp_visual/kinetic_blast(M)
M.gets_drilled(firer)
..()
/obj/item/weapon/twohanded/required/mining_hammer/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag && charged)//Mark a target, or mine a tile.
var/turf/proj_turf = user.loc
if(!isturf(proj_turf))
return
var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf)
D.preparePixelProjectile(target, get_turf(target), user)
D.hammer_synced = src
playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
D.fire()
charged = FALSE
icon_state = "mining_hammer1_uncharged"
addtimer(CALLBACK(src, .proc/Recharge), charge_time)
return
if(proximity_flag && isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
return
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
var/def_check = L.getarmor(type = "bomb")
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
L.apply_damage(80, BRUTE, blocked = def_check)
playsound(user, 'sound/weapons/Kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
else
L.apply_damage(50, BRUTE, blocked = def_check)
/obj/item/weapon/twohanded/required/mining_hammer/proc/Recharge()
if(!charged)
charged = TRUE
icon_state = "mining_hammer1"
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)

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/****************Explorer's Suit and Mask****************/
/obj/item/clothing/suit/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/explorer
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining"
visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0, fire = 20, acid = 40)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/gas/explorer/adjustmask(user)
..()
w_class = mask_adjusted ? WEIGHT_CLASS_NORMAL : WEIGHT_CLASS_SMALL
/obj/item/clothing/mask/gas/explorer/folded/New()
..()
adjustmask()

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/*********************Mining Hammer****************/
/obj/item/weapon/twohanded/required/mining_hammer
icon = 'icons/obj/mining.dmi'
icon_state = "mining_hammer1"
item_state = "mining_hammer1"
name = "proto-kinetic crusher"
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club. \
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna.\
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
This weapon is only particularly effective against large creatures.</span>"
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 20 //It's never not wielded so these are the same
force_wielded = 20
throwforce = 5
throw_speed = 4
luminosity = 4
armour_penetration = 10
materials = list(MAT_METAL=1150, MAT_GLASS=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharpness = IS_SHARP
var/charged = TRUE
var/charge_time = 14
/obj/item/projectile/destabilizer
name = "destabilizing force"
icon_state = "pulse1"
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
flag = "bomb"
range = 6
log_override = TRUE
var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced
/obj/item/projectile/destabilizer/Destroy()
hammer_synced = null
return ..()
/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0)
if(isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.apply_status_effect(STATUS_EFFECT_CRUSHERMARK)
CM.hammer_synced = hammer_synced
var/target_turf = get_turf(target)
if(ismineralturf(target_turf))
var/turf/closed/mineral/M = target_turf
new /obj/effect/temp_visual/kinetic_blast(M)
M.gets_drilled(firer)
..()
/obj/item/weapon/twohanded/required/mining_hammer/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag && charged)//Mark a target, or mine a tile.
var/turf/proj_turf = user.loc
if(!isturf(proj_turf))
return
var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf)
D.preparePixelProjectile(target, get_turf(target), user)
D.hammer_synced = src
playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
D.fire()
charged = FALSE
icon_state = "mining_hammer1_uncharged"
addtimer(CALLBACK(src, .proc/Recharge), charge_time)
return
if(proximity_flag && isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
return
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
var/def_check = L.getarmor(type = "bomb")
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
L.apply_damage(80, BRUTE, blocked = def_check)
playsound(user, 'sound/weapons/Kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
else
L.apply_damage(50, BRUTE, blocked = def_check)
/obj/item/weapon/twohanded/required/mining_hammer/proc/Recharge()
if(!charged)
charged = TRUE
icon_state = "mining_hammer1"
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)

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/**********************Lazarus Injector**********************/
/obj/item/weapon/lazarus_injector
name = "lazarus injector"
desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
icon = 'icons/obj/syringe.dmi'
icon_state = "lazarus_hypo"
item_state = "hypo"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
var/loaded = 1
var/malfunctioning = 0
var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
origin_tech = "biotech=4;magnets=6"
/obj/item/weapon/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
if(!loaded)
return
if(isliving(target) && proximity_flag)
if(istype(target, /mob/living/simple_animal))
var/mob/living/simple_animal/M = target
if(M.sentience_type != revive_type)
to_chat(user, "<span class='info'>[src] does not work on this sort of creature.</span>")
return
if(M.stat == DEAD)
M.faction = list("neutral")
M.revive(full_heal = 1, admin_revive = 1)
if(ishostile(target))
var/mob/living/simple_animal/hostile/H = M
if(malfunctioning)
H.faction |= list("lazarus", "\ref[user]")
H.robust_searching = 1
H.friends += user
H.attack_same = 1
log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
else
H.attack_same = 0
loaded = 0
user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
SSblackbox.add_details("lazarus_injector", "[M.type]")
playsound(src,'sound/effects/refill.ogg',50,1)
icon_state = "lazarus_empty"
return
else
to_chat(user, "<span class='info'>[src] is only effective on the dead.</span>")
return
else
to_chat(user, "<span class='info'>[src] is only effective on lesser beings.</span>")
return
/obj/item/weapon/lazarus_injector/emp_act()
if(!malfunctioning)
malfunctioning = 1
/obj/item/weapon/lazarus_injector/examine(mob/user)
..()
if(!loaded)
to_chat(user, "<span class='info'>[src] is empty.</span>")
if(malfunctioning)
to_chat(user, "<span class='info'>The display on [src] seems to be flickering.</span>")

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/*****************Marker Beacons**************************/
GLOBAL_LIST_INIT(marker_beacon_colors, list(
"Random" = FALSE,//not a true color, will pick a random color
"Burgundy" = LIGHT_COLOR_FLARE,
"Bronze" = LIGHT_COLOR_ORANGE,
"Yellow" = LIGHT_COLOR_YELLOW,
"Lime" = LIGHT_COLOR_SLIME_LAMP,
"Olive" = LIGHT_COLOR_GREEN,
"Jade" = LIGHT_COLOR_BLUEGREEN,
"Teal" = LIGHT_COLOR_LIGHT_CYAN,
"Cerulean" = LIGHT_COLOR_BLUE,
"Indigo" = LIGHT_COLOR_DARK_BLUE,
"Purple" = LIGHT_COLOR_PURPLE,
"Violet" = LIGHT_COLOR_LAVENDER,
"Fuchsia" = LIGHT_COLOR_PINK))
/obj/item/stack/marker_beacon
name = "marker beacon"
singular_name = "marker beacon"
desc = "Prism-brand path illumination devices. Used by miners to mark paths and warn of danger."
icon = 'icons/obj/lighting.dmi'
icon_state = "marker"
merge_type = /obj/item/stack/marker_beacon
max_amount = 100
var/picked_color = "random"
/obj/item/stack/marker_beacon/ten //miners start with 10 of these
amount = 10
/obj/item/stack/marker_beacon/thirty //and they're bought in stacks of 1, 10, or 30
amount = 30
/obj/item/stack/marker_beacon/Initialize(mapload)
. = ..()
update_icon()
/obj/item/stack/marker_beacon/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Use in-hand to place a [singular_name].</span>")
to_chat(user, "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>")
/obj/item/stack/marker_beacon/update_icon()
icon_state = "[initial(icon_state)][lowertext(picked_color)]"
/obj/item/stack/marker_beacon/attack_self(mob/user)
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You need more space to place a [singular_name] here.</span>")
return
if(locate(/obj/structure/marker_beacon) in user.loc)
to_chat(user, "<span class='warning'>There is already a [singular_name] here.</span>")
return
if(use(1))
to_chat(user, "<span class='notice'>You activate and anchor [amount ? "a":"the"] [singular_name] in place.</span>")
playsound(user, 'sound/machines/click.ogg', 50, 1)
var/obj/structure/marker_beacon/M = new(user.loc, picked_color)
transfer_fingerprints_to(M)
/obj/item/stack/marker_beacon/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
var/input_color = input(user, "Choose a color.", "Beacon Color") as null|anything in GLOB.marker_beacon_colors
if(user.incapacitated() || !in_range(src, user))
return
if(input_color)
picked_color = input_color
update_icon()
/obj/structure/marker_beacon
name = "marker beacon"
desc = "A Prism-brand path illumination device. It is anchored in place and glowing steadily."
icon = 'icons/obj/lighting.dmi'
icon_state = "marker"
layer = BELOW_OPEN_DOOR_LAYER
armor = list(melee = 50, bullet = 75, laser = 75, energy = 75, bomb = 25, bio = 100, rad = 100, fire = 25, acid = 0)
obj_integrity = 50
max_integrity = 50
anchored = TRUE
light_range = 2
light_power = 3
var/remove_speed = 15
var/picked_color
/obj/structure/marker_beacon/Initialize(mapload, set_color)
. = ..()
picked_color = set_color
update_icon()
/obj/structure/marker_beacon/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
M.update_icon()
qdel(src)
/obj/structure/marker_beacon/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>")
/obj/structure/marker_beacon/update_icon()
while(!picked_color || !GLOB.marker_beacon_colors[picked_color])
picked_color = pick(GLOB.marker_beacon_colors)
icon_state = "[initial(icon_state)][lowertext(picked_color)]-on"
set_light(light_range, light_power, GLOB.marker_beacon_colors[picked_color])
/obj/structure/marker_beacon/attack_hand(mob/living/user)
to_chat(user, "<span class='notice'>You start picking [src] up...</span>")
if(do_after(user, remove_speed, target = src))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
M.update_icon()
transfer_fingerprints_to(M)
if(user.put_in_hands(M, TRUE)) //delete the beacon if it fails
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(src) //otherwise delete us
/obj/structure/marker_beacon/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/marker_beacon))
var/obj/item/stack/marker_beacon/M = I
to_chat(user, "<span class='notice'>You start picking [src] up...</span>")
if(do_after(user, remove_speed, target = src) && M.amount + 1 <= M.max_amount)
M.add(1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(src)
else
return ..()
/obj/structure/marker_beacon/AltClick(mob/user)
..()
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
var/input_color = input(user, "Choose a color.", "Beacon Color") as null|anything in GLOB.marker_beacon_colors
if(user.incapacitated() || !in_range(src, user))
return
if(input_color)
picked_color = input_color
update_icon()

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/**********************Mining Scanners**********************/
/obj/item/device/mining_scanner
desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
name = "manual mining scanner"
icon_state = "mining1"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
origin_tech = "engineering=1;magnets=1"
/obj/item/device/mining_scanner/attack_self(mob/user)
if(!user.client)
return
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
mineral_scan_pulse(get_turf(user))
//Debug item to identify all ore spread quickly
/obj/item/device/mining_scanner/admin
/obj/item/device/mining_scanner/admin/attack_self(mob/user)
for(var/turf/closed/mineral/M in world)
if(M.scan_state)
M.icon_state = M.scan_state
qdel(src)
/obj/item/device/t_scanner/adv_mining_scanner
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. This one has an extended range."
name = "advanced automatic mining scanner"
icon_state = "mining0"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
var/range = 7
origin_tech = "engineering=3;magnets=3"
/obj/item/device/t_scanner/adv_mining_scanner/lesser
name = "automatic mining scanner"
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations."
range = 4
cooldown = 50
/obj/item/device/t_scanner/adv_mining_scanner/scan()
if(current_cooldown <= world.time)
current_cooldown = world.time + cooldown
var/turf/t = get_turf(src)
mineral_scan_pulse(t, range)
/proc/mineral_scan_pulse(turf/T, range = world.view)
var/list/minerals = list()
for(var/turf/closed/mineral/M in range(range, T))
if(M.scan_state)
minerals += M
if(LAZYLEN(minerals))
for(var/turf/closed/mineral/M in minerals)
var/obj/effect/temp_visual/mining_overlay/oldC = locate(/obj/effect/temp_visual/mining_overlay) in M
if(oldC)
qdel(oldC)
var/obj/effect/temp_visual/mining_overlay/C = new /obj/effect/temp_visual/mining_overlay(M)
C.icon_state = M.scan_state
/obj/effect/temp_visual/mining_overlay
plane = FULLSCREEN_PLANE
layer = FLASH_LAYER
icon = 'icons/effects/ore_visuals.dmi'
appearance_flags = 0 //to avoid having TILE_BOUND in the flags, so that the 480x480 icon states let you see it no matter where you are
duration = 35
pixel_x = -224
pixel_y = -224
/obj/effect/temp_visual/mining_overlay/Initialize()
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_IN)

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/*****************Pickaxes & Drills & Shovels****************/
/obj/item/weapon/pickaxe
name = "pickaxe"
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 15
throwforce = 10
item_state = "pickaxe"
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
var/digspeed = 40
var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
origin_tech = "materials=2;engineering=3"
attack_verb = list("hit", "pierced", "sliced", "attacked")
/obj/item/weapon/pickaxe/mini
name = "compact pickaxe"
desc = "A smaller, compact version of the standard pickaxe."
icon_state = "minipick"
force = 10
throwforce = 7
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=1000)
/obj/item/weapon/pickaxe/proc/playDigSound()
playsound(src, pick(digsound),50,1)
/obj/item/weapon/pickaxe/silver
name = "silver-plated pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 20 //mines faster than a normal pickaxe, bought from mining vendor
origin_tech = "materials=3;engineering=4"
desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
force = 17
/obj/item/weapon/pickaxe/diamond
name = "diamond-tipped pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 14
origin_tech = "materials=5;engineering=4"
desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
force = 19
/obj/item/weapon/pickaxe/drill
name = "mining drill"
icon_state = "handdrill"
item_state = "jackhammer"
slot_flags = SLOT_BELT
digspeed = 25 //available from roundstart, faster than a pickaxe.
digsound = list('sound/weapons/drill.ogg')
hitsound = 'sound/weapons/drill.ogg'
origin_tech = "materials=2;powerstorage=2;engineering=3"
desc = "An electric mining drill for the especially scrawny."
/obj/item/weapon/pickaxe/drill/cyborg
name = "cyborg mining drill"
desc = "An integrated electric mining drill."
flags = NODROP
/obj/item/weapon/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
digspeed = 7
origin_tech = "materials=6;powerstorage=4;engineering=4"
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/weapon/pickaxe/drill/cyborg/diamond //This is the BORG version!
name = "diamond-tipped cyborg mining drill" //To inherit the NODROP flag, and easier to change borg specific drill mechanics.
icon_state = "diamonddrill"
digspeed = 7
/obj/item/weapon/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 5 //the epitome of powertools. extremely fast mining, laughs at puny walls
origin_tech = "materials=6;powerstorage=4;engineering=5;magnets=4"
digsound = list('sound/weapons/sonic_jackhammer.ogg')
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts, and doubles as a demolition power tool for smashing walls."
/obj/item/weapon/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/mining.dmi'
icon_state = "shovel"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
var/digspeed = 20
throwforce = 4
item_state = "shovel"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=50)
origin_tech = "materials=2;engineering=2"
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharpness = IS_SHARP
/obj/item/weapon/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
item_state = "spade"
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL

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/**********************Resonator**********************/
/obj/item/weapon/resonator
name = "resonator"
icon = 'icons/obj/mining.dmi'
icon_state = "resonator"
item_state = "resonator"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It's more effective in a vacuum."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
var/burst_time = 30
var/fieldlimit = 4
var/list/fields = list()
var/quick_burst_mod = 0.8
origin_tech = "magnets=3;engineering=3"
/obj/item/weapon/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early."
icon_state = "resonator_u"
item_state = "resonator_u"
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
fieldlimit = 6
quick_burst_mod = 1
/obj/item/weapon/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
/obj/item/weapon/resonator/proc/CreateResonance(target, mob/user)
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/resonance/R = locate(/obj/effect/temp_visual/resonance) in T
if(R)
R.damage_multiplier = quick_burst_mod
R.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(T, user, src, burst_time)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/weapon/resonator/pre_attackby(atom/target, mob/user, params)
if(check_allowed_items(target, 1))
CreateResonance(target, user)
return TRUE
//resonance field, crushes rock, damages mobs
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 50
var/resonance_damage = 20
var/damage_multiplier = 1
var/creator
var/obj/item/weapon/resonator/res
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, set_duration)
duration = set_duration
. = ..()
creator = set_creator
res = set_resonator
if(res)
res.fields += src
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/burst), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(res)
res.fields -= src
res = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
if(!istype(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
resonance_damage = initial(resonance_damage)
if(pressure < 50)
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(T)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(creator)
check_pressure(T)
playsound(T,'sound/weapons/resonator_blast.ogg',50,1)
for(var/mob/living/L in T)
if(creator)
add_logs(creator, L, "used a resonator field on", "resonator")
to_chat(L, "<span class='userdanger'>[src] ruptured with you in it!</span>")
L.apply_damage(resonance_damage, BRUTE)
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize()
. = ..()
transform = matrix()*1.5
animate(src, transform = matrix()*0.1, alpha = 50, time = 4)

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/*****************************Survival Pod********************************/
/area/survivalpod
name = "\improper Emergency Shelter"
icon_state = "away"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = FALSE
has_gravity = TRUE
//Survival Capsule
/obj/item/weapon/survivalcapsule
name = "bluespace shelter capsule"
desc = "An emergency shelter stored within a pocket of bluespace."
icon_state = "capsule"
icon = 'icons/obj/mining.dmi'
w_class = WEIGHT_CLASS_TINY
origin_tech = "engineering=3;bluespace=3"
var/template_id = "shelter_alpha"
var/datum/map_template/shelter/template
var/used = FALSE
/obj/item/weapon/survivalcapsule/proc/get_template()
if(template)
return
template = SSmapping.shelter_templates[template_id]
if(!template)
throw EXCEPTION("Shelter template ([template_id]) not found!")
qdel(src)
/obj/item/weapon/survivalcapsule/Destroy()
template = null // without this, capsules would be one use. per round.
. = ..()
/obj/item/weapon/survivalcapsule/examine(mob/user)
. = ..()
get_template()
to_chat(user, "This capsule has the [template.name] stored.")
to_chat(user, template.description)
/obj/item/weapon/survivalcapsule/attack_self()
//Can't grab when capsule is New() because templates aren't loaded then
get_template()
if(!used)
loc.visible_message("<span class='warning'>\The [src] begins to shake. Stand back!</span>")
used = TRUE
sleep(50)
var/turf/deploy_location = get_turf(src)
var/status = template.check_deploy(deploy_location)
switch(status)
if(SHELTER_DEPLOY_BAD_AREA)
src.loc.visible_message("<span class='warning'>\The [src] will not function in this area.</span>")
if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS)
var/width = template.width
var/height = template.height
src.loc.visible_message("<span class='warning'>\The [src] doesn't have room to deploy! You need to clear a [width]x[height] area!</span>")
if(status != SHELTER_DEPLOY_ALLOWED)
used = FALSE
return
playsound(get_turf(src), 'sound/effects/phasein.ogg', 100, 1)
var/turf/T = deploy_location
if(T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND)//only report capsules away from the mining/lavaland level
message_admins("[ADMIN_LOOKUPFLW(usr)] activated a bluespace capsule away from the mining level! [ADMIN_JMP(T)]")
log_admin("[key_name(usr)] activated a bluespace capsule away from the mining level at [get_area(T)][COORD(T)]")
template.load(deploy_location, centered = TRUE)
new /obj/effect/particle_effect/smoke(get_turf(src))
qdel(src)
/obj/item/weapon/survivalcapsule/luxury
name = "luxury bluespace shelter capsule"
desc = "An exorbitantly expensive luxury suite stored within a pocket of bluespace."
origin_tech = "engineering=3;bluespace=4"
template_id = "shelter_beta"
//Pod objects
//Window
/obj/structure/window/shuttle/survival_pod
name = "pod window"
icon = 'icons/obj/smooth_structures/pod_window.dmi'
icon_state = "smooth"
smooth = SMOOTH_MORE
canSmoothWith = list(/turf/closed/wall/mineral/titanium/survival, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod)
/obj/structure/window/reinforced/survival_pod
name = "pod window"
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "pwindow"
//Door
/obj/machinery/door/airlock/survival_pod
name = "airlock"
icon = 'icons/obj/doors/airlocks/survival/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_pod
opacity = FALSE
glass = TRUE
var/expected_dir = SOUTH //we visually turn when shuttle rotated, but need to not turn for any other reason
/obj/machinery/door/airlock/survival_pod/setDir(direction)
direction = expected_dir
..()
/obj/machinery/door/airlock/survival_pod/shuttleRotate(rotation)
expected_dir = angle2dir(rotation+dir2angle(dir))
..()
/obj/machinery/door/airlock/survival_pod/vertical
dir = EAST
expected_dir = EAST
/obj/structure/door_assembly/door_assembly_pod
name = "pod airlock assembly"
icon = 'icons/obj/doors/airlocks/survival/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi'
airlock_type = /obj/machinery/door/airlock/survival_pod
anchored = TRUE
state = 1
mineral = "glass"
material = "glass"
var/expected_dir = SOUTH
/obj/structure/door_assembly/door_assembly_pod/setDir(direction)
direction = expected_dir
..()
/obj/structure/door_assembly/door_assembly_pod/shuttleRotate(rotation)
expected_dir = angle2dir(rotation+dir2angle(dir))
..()
/obj/structure/door_assembly/door_assembly_pod/vertical
dir = EAST
expected_dir = EAST
//Windoor
/obj/machinery/door/window/survival_pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "windoor"
base_state = "windoor"
//Table
/obj/structure/table/survival_pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "table"
smooth = SMOOTH_FALSE
//Sleeper
/obj/machinery/sleeper/survival_pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "sleeper"
/obj/machinery/sleeper/survival_pod/update_icon()
if(state_open)
cut_overlays()
else
add_overlay("sleeper_cover")
//Computer
/obj/item/device/gps/computer
name = "pod computer"
icon_state = "pod_computer"
icon = 'icons/obj/lavaland/pod_computer.dmi'
anchored = TRUE
density = TRUE
pixel_y = -32
/obj/item/device/gps/computer/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
playsound(src.loc, W.usesound, 50, 1)
user.visible_message("<span class='warning'>[user] disassembles the gps.</span>", \
"<span class='notice'>You start to disassemble the gps...</span>", "You hear clanking and banging noises.")
if(do_after(user, 20*W.toolspeed, target = src))
new /obj/item/device/gps(loc)
qdel(src)
return
return ..()
/obj/item/device/gps/computer/attack_hand(mob/user)
attack_self(user)
//Bed
/obj/structure/bed/pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "bed"
//Survival Storage Unit
/obj/machinery/smartfridge/survival_pod
name = "survival pod storage"
desc = "A heated storage unit."
icon_state = "donkvendor"
icon = 'icons/obj/lavaland/donkvendor.dmi'
icon_on = "donkvendor"
icon_off = "donkvendor"
light_range = 5
light_power = 1.2
light_color = "#DDFFD3"
max_n_of_items = 10
pixel_y = -4
flags = NODECONSTRUCT
/obj/machinery/smartfridge/survival_pod/empty
name = "dusty survival pod storage"
desc = "A heated storage unit. This one's seen better days."
/obj/machinery/smartfridge/survival_pod/empty/Initialize(mapload)
..(mapload, TRUE)
/obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O)
if(istype(O, /obj/item))
return 1
return 0
/obj/machinery/smartfridge/survival_pod/Initialize(mapload, empty)
. = ..()
if(empty)
return
for(var/i in 1 to 5)
var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/warm/W = new(src)
load(W)
if(prob(50))
var/obj/item/weapon/storage/pill_bottle/dice/D = new(src)
load(D)
else
var/obj/item/device/instrument/guitar/G = new(src)
load(G)
//Fans
/obj/structure/fans
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "fans"
name = "environmental regulation system"
desc = "A large machine releasing a constant gust of air."
anchored = TRUE
density = TRUE
var/arbitraryatmosblockingvar = TRUE
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 5
CanAtmosPass = ATMOS_PASS_NO
/obj/structure/fans/deconstruct()
if(!(flags & NODECONSTRUCT))
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
qdel(src)
/obj/structure/fans/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
playsound(src.loc, W.usesound, 50, 1)
user.visible_message("<span class='warning'>[user] disassembles the fan.</span>", \
"<span class='notice'>You start to disassemble the fan...</span>", "You hear clanking and banging noises.")
if(do_after(user, 20*W.toolspeed, target = src))
deconstruct()
return ..()
/obj/structure/fans/tiny
name = "tiny fan"
desc = "A tiny fan, releasing a thin gust of air."
layer = ABOVE_NORMAL_TURF_LAYER
density = FALSE
icon_state = "fan_tiny"
buildstackamount = 2
/obj/structure/fans/Initialize(mapload)
. = ..()
air_update_turf(1)
/obj/structure/fans/Destroy()
var/turf/T = loc
. = ..()
T.air_update_turf(1)
//Inivisible, indestructible fans
/obj/structure/fans/tiny/invisible
name = "air flow blocker"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
invisibility = INVISIBILITY_ABSTRACT
//Signs
/obj/structure/sign/mining
name = "nanotrasen mining corps sign"
desc = "A sign of relief for weary miners, and a warning for would-be competitors to Nanotrasen's mining claims."
icon = 'icons/turf/walls/survival_pod_walls.dmi'
icon_state = "ntpod"
/obj/structure/sign/mining/survival
name = "shelter sign"
desc = "A high visibility sign designating a safe shelter."
icon = 'icons/turf/walls/survival_pod_walls.dmi'
icon_state = "survival"
//Fluff
/obj/structure/tubes
icon_state = "tubes"
icon = 'icons/obj/lavaland/survival_pod.dmi'
name = "tubes"
anchored = TRUE
layer = BELOW_MOB_LAYER
density = FALSE
/obj/item/fakeartefact
name = "expensive forgery"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
var/possible = list(/obj/item/ship_in_a_bottle,
/obj/item/weapon/gun/energy/pulse,
/obj/item/weapon/sleeping_carp_scroll,
/obj/item/weapon/melee/supermatter_sword,
/obj/item/weapon/shield/changeling,
/obj/item/weapon/lava_staff,
/obj/item/weapon/katana/energy,
/obj/item/weapon/hierophant_club,
/obj/item/weapon/his_grace,
/obj/item/weapon/gun/ballistic/minigun,
/obj/item/weapon/gun/ballistic/automatic/l6_saw,
/obj/item/weapon/gun/magic/staff/chaos,
/obj/item/weapon/gun/magic/staff/spellblade,
/obj/item/weapon/gun/magic/wand/death,
/obj/item/weapon/gun/magic/wand/fireball,
/obj/item/stack/telecrystal/twenty,
/obj/item/nuke_core,
/obj/item/phylactery,
/obj/item/riding_offhand,
/obj/item/weapon/banhammer)
/obj/item/fakeartefact/Initialize()
. = ..()
var/obj/item/I = pick(possible)
name = initial(I.name)
icon = initial(I.icon)
desc = initial(I.desc)
icon_state = initial(I.icon_state)
item_state = initial(I.item_state)

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/**********************Mining Equipment Vendor Items**************************/
//misc stuff you can buy from the vendor that has special code but doesn't really need its own file
/**********************Facehugger toy**********************/
/obj/item/clothing/mask/facehugger/toy
item_state = "facehugger_inactive"
desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
throwforce = 0
real = 0
sterile = 1
tint = 3 //Makes it feel more authentic when it latches on
/obj/item/clothing/mask/facehugger/toy/Die()
return
/*********************Hivelord stabilizer****************/
/obj/item/weapon/hivelordstabilizer
name = "stabilizing serum"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
desc = "Inject certain types of monster organs with this stabilizer to preserve their healing powers indefinitely."
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=3"
/obj/item/weapon/hivelordstabilizer/afterattack(obj/item/organ/M, mob/user)
var/obj/item/organ/hivelord_core/C = M
if(!istype(C, /obj/item/organ/hivelord_core))
to_chat(user, "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>")
return ..()
C.preserved()
to_chat(user, "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>")
qdel(src)

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/**********************Jaunter**********************/
/obj/item/device/wormhole_jaunter
name = "wormhole jaunter"
desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
icon = 'icons/obj/mining.dmi'
icon_state = "Jaunter"
item_state = "electronic"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
origin_tech = "bluespace=2"
slot_flags = SLOT_BELT
/obj/item/device/wormhole_jaunter/attack_self(mob/user)
user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
SSblackbox.add_details("jaunter", "User") // user activated
activate(user)
/obj/item/device/wormhole_jaunter/proc/turf_check(mob/user)
var/turf/device_turf = get_turf(user)
if(!device_turf||device_turf.z==2||device_turf.z>=7)
to_chat(user, "<span class='notice'>You're having difficulties getting the [src.name] to work.</span>")
return FALSE
return TRUE
/obj/item/device/wormhole_jaunter/proc/get_destinations(mob/user)
var/list/destinations = list()
if(isgolem(user))
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(istype(T.loc, /area/ruin/powered/golem_ship))
destinations += B
// In the event golem beacon is destroyed, send to station instead
if(destinations.len)
return destinations
for(var/obj/item/device/radio/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(T.z == ZLEVEL_STATION)
destinations += B
return destinations
/obj/item/device/wormhole_jaunter/proc/activate(mob/user)
if(!turf_check(user))
return
var/list/L = get_destinations(user)
if(!L.len)
to_chat(user, "<span class='notice'>The [src.name] found no beacons in the world to anchor a wormhole to.</span>")
return
var/chosen_beacon = pick(L)
var/obj/effect/portal/wormhole/jaunt_tunnel/J = new /obj/effect/portal/wormhole/jaunt_tunnel(get_turf(src), chosen_beacon, lifespan=100)
J.target = chosen_beacon
try_move_adjacent(J)
playsound(src,'sound/effects/sparks4.ogg',50,1)
qdel(src)
/obj/item/device/wormhole_jaunter/emp_act(power)
var/triggered = FALSE
if(usr.get_item_by_slot(slot_belt) == src)
if(power == 1)
triggered = TRUE
else if(power == 2 && prob(50))
triggered = TRUE
if(triggered)
usr.visible_message("<span class='warning'>The [src] overloads and activates!</span>")
SSblackbox.add_details("jaunter","EMP") // EMP accidental activation
activate(usr)
/obj/item/device/wormhole_jaunter/proc/chasm_react(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
to_chat(user, "Your [src] activates, saving you from the chasm!</span>")
SSblackbox.add_details("jaunter","Chasm") // chasm automatic activation
activate(user)
else
to_chat(user, "The [src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>")
//jaunter tunnel
/obj/effect/portal/wormhole/jaunt_tunnel
name = "jaunt tunnel"
icon = 'icons/effects/effects.dmi'
icon_state = "bhole3"
desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
mech_sized = TRUE //save your ripley
/obj/effect/portal/wormhole/jaunt_tunnel/teleport(atom/movable/M)
if(istype(M, /obj/effect))
return
if(M.anchored)
if(!(istype(M, /obj/mecha) && mech_sized))
return
if(istype(M, /atom/movable))
if(do_teleport(M, target, 6))
// KERPLUNK
playsound(M,'sound/weapons/resonator_blast.ogg',50,1)
if(iscarbon(M))
var/mob/living/carbon/L = M
L.Weaken(3)
if(ishuman(L))
shake_camera(L, 20, 1)
addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)

View File

@@ -9,6 +9,9 @@
anchored = 1
var/obj/item/weapon/card/id/inserted_id
var/list/prize_list = list( //if you add something to this, please, for the love of god, use tabs and not spaces.
new /datum/data/mining_equipment("1 Marker Beacon", /obj/item/stack/marker_beacon, 10),
new /datum/data/mining_equipment("10 Marker Beacons", /obj/item/stack/marker_beacon/ten, 100),
new /datum/data/mining_equipment("30 Marker Beacons", /obj/item/stack/marker_beacon/thirty, 300),
new /datum/data/mining_equipment("Whiskey", /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey, 100),
new /datum/data/mining_equipment("Absinthe", /obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe/premium,100),
new /datum/data/mining_equipment("Cigar", /obj/item/clothing/mask/cigarette/cigar/havana, 150),
@@ -182,6 +185,7 @@
if("Extraction and Rescue Kit")
new /obj/item/weapon/extraction_pack(loc)
new /obj/item/fulton_core(loc)
new /obj/item/stack/marker_beacon/thirty(loc)
if("Crusher Kit")
new /obj/item/weapon/twohanded/required/mining_hammer(loc)
new /obj/item/weapon/storage/belt/mining/alt(loc)

View File

@@ -72,429 +72,9 @@
return
..()
/*********************Pickaxe & Drills**************************/
/obj/item/weapon/pickaxe
name = "pickaxe"
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 15
throwforce = 10
item_state = "pickaxe"
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
var/digspeed = 40
var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
origin_tech = "materials=2;engineering=3"
attack_verb = list("hit", "pierced", "sliced", "attacked")
/obj/item/weapon/pickaxe/mini
name = "compact pickaxe"
desc = "A smaller, compact version of the standard pickaxe."
icon_state = "minipick"
force = 10
throwforce = 7
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=1000)
/obj/item/weapon/pickaxe/proc/playDigSound()
playsound(src, pick(digsound),50,1)
/obj/item/weapon/pickaxe/silver
name = "silver-plated pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 20 //mines faster than a normal pickaxe, bought from mining vendor
origin_tech = "materials=3;engineering=4"
desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
force = 17
/obj/item/weapon/pickaxe/diamond
name = "diamond-tipped pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 14
origin_tech = "materials=5;engineering=4"
desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
force = 19
/obj/item/weapon/pickaxe/drill
name = "mining drill"
icon_state = "handdrill"
item_state = "jackhammer"
slot_flags = SLOT_BELT
digspeed = 25 //available from roundstart, faster than a pickaxe.
digsound = list('sound/weapons/drill.ogg')
hitsound = 'sound/weapons/drill.ogg'
origin_tech = "materials=2;powerstorage=2;engineering=3"
desc = "An electric mining drill for the especially scrawny."
/obj/item/weapon/pickaxe/drill/cyborg
name = "cyborg mining drill"
desc = "An integrated electric mining drill."
flags = NODROP
/obj/item/weapon/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
digspeed = 7
origin_tech = "materials=6;powerstorage=4;engineering=4"
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/weapon/pickaxe/drill/cyborg/diamond //This is the BORG version!
name = "diamond-tipped cyborg mining drill" //To inherit the NODROP flag, and easier to change borg specific drill mechanics.
icon_state = "diamonddrill"
digspeed = 7
/obj/item/weapon/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 5 //the epitome of powertools. extremely fast mining, laughs at puny walls
origin_tech = "materials=6;powerstorage=4;engineering=5;magnets=4"
digsound = list('sound/weapons/sonic_jackhammer.ogg')
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts, and doubles as a demolition power tool for smashing walls."
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/mining.dmi'
icon_state = "shovel"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
var/digspeed = 20
throwforce = 4
item_state = "shovel"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=50)
origin_tech = "materials=2;engineering=2"
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharpness = IS_SHARP
/obj/item/weapon/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
item_state = "spade"
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
/obj/item/weapon/emptysandbag
name = "empty sandbag"
desc = "A bag to be filled with sand."
icon = 'icons/obj/items.dmi'
icon_state = "sandbag"
w_class = WEIGHT_CLASS_TINY
/obj/item/weapon/emptysandbag/attackby(obj/item/W, mob/user, params)
if(istype(W,/obj/item/weapon/ore/glass))
to_chat(user, "<span class='notice'>You fill the sandbag.</span>")
var/obj/item/stack/sheet/mineral/sandbags/I = new /obj/item/stack/sheet/mineral/sandbags
qdel(src)
user.put_in_hands(I)
qdel(W)
else
return ..()
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon_state = "miningcar"
/*****************************Survival Pod********************************/
/area/survivalpod
name = "\improper Emergency Shelter"
icon_state = "away"
requires_power = 0
has_gravity = 1
/obj/item/weapon/survivalcapsule
name = "bluespace shelter capsule"
desc = "An emergency shelter stored within a pocket of bluespace."
icon_state = "capsule"
icon = 'icons/obj/mining.dmi'
w_class = WEIGHT_CLASS_TINY
origin_tech = "engineering=3;bluespace=3"
var/template_id = "shelter_alpha"
var/datum/map_template/shelter/template
var/used = FALSE
/obj/item/weapon/survivalcapsule/proc/get_template()
if(template)
return
template = SSmapping.shelter_templates[template_id]
if(!template)
throw EXCEPTION("Shelter template ([template_id]) not found!")
qdel(src)
/obj/item/weapon/survivalcapsule/Destroy()
template = null // without this, capsules would be one use. per round.
. = ..()
/obj/item/weapon/survivalcapsule/examine(mob/user)
. = ..()
get_template()
to_chat(user, "This capsule has the [template.name] stored.")
to_chat(user, template.description)
/obj/item/weapon/survivalcapsule/attack_self()
// Can't grab when capsule is New() because templates aren't loaded then
get_template()
if(used == FALSE)
src.loc.visible_message("<span class='warning'>\The [src] begins \
to shake. Stand back!</span>")
used = TRUE
sleep(50)
var/turf/deploy_location = get_turf(src)
var/status = template.check_deploy(deploy_location)
switch(status)
if(SHELTER_DEPLOY_BAD_AREA)
src.loc.visible_message("<span class='warning'>\The [src] \
will not function in this area.</span>")
if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS)
var/width = template.width
var/height = template.height
src.loc.visible_message("<span class='warning'>\The [src] \
doesn't have room to deploy! You need to clear a \
[width]x[height] area!</span>")
if(status != SHELTER_DEPLOY_ALLOWED)
used = FALSE
return
playsound(get_turf(src), 'sound/effects/phasein.ogg', 100, 1)
var/turf/T = deploy_location
if(T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND)//only report capsules away from the mining/lavaland level
message_admins("[ADMIN_LOOKUPFLW(usr)] activated a bluespace capsule away from the mining level! [ADMIN_JMP(T)]")
log_admin("[key_name(usr)] activated a bluespace capsule away from the mining level at [get_area(T)][COORD(T)]")
template.load(deploy_location, centered = TRUE)
new /obj/effect/particle_effect/smoke(get_turf(src))
qdel(src)
//Pod turfs and objects
//Window
/obj/structure/window/shuttle/survival_pod
name = "pod window"
icon = 'icons/obj/smooth_structures/pod_window.dmi'
icon_state = "smooth"
smooth = SMOOTH_MORE
canSmoothWith = list(/turf/closed/wall/mineral/titanium/survival, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod)
//Door
/obj/machinery/door/airlock/survival_pod
name = "airlock"
icon = 'icons/obj/doors/airlocks/survival/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_pod
opacity = 0
glass = 1
var/expected_dir = SOUTH //we visually turn when shuttle rotated, but need to not turn for any other reason
/obj/machinery/door/airlock/survival_pod/setDir(direction)
direction = expected_dir
..()
/obj/machinery/door/airlock/survival_pod/shuttleRotate(rotation)
expected_dir = angle2dir(rotation+dir2angle(dir))
..()
/obj/machinery/door/airlock/survival_pod/vertical
dir = EAST
expected_dir = EAST
/obj/structure/door_assembly/door_assembly_pod
name = "pod airlock assembly"
icon = 'icons/obj/doors/airlocks/survival/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi'
airlock_type = /obj/machinery/door/airlock/survival_pod
anchored = 1
state = 1
mineral = "glass"
material = "glass"
var/expected_dir = SOUTH
/obj/structure/door_assembly/door_assembly_pod/setDir(direction)
direction = expected_dir
..()
/obj/structure/door_assembly/door_assembly_pod/shuttleRotate(rotation)
expected_dir = angle2dir(rotation+dir2angle(dir))
..()
/obj/structure/door_assembly/door_assembly_pod/vertical
dir = EAST
expected_dir = EAST
//Table
/obj/structure/table/survival_pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "table"
smooth = SMOOTH_FALSE
//Sleeper
/obj/machinery/sleeper/survival_pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "sleeper"
/obj/machinery/sleeper/survival_pod/update_icon()
if(state_open)
cut_overlays()
else
add_overlay("sleeper_cover")
//Computer
/obj/item/device/gps/computer
name = "pod computer"
icon_state = "pod_computer"
icon = 'icons/obj/lavaland/pod_computer.dmi'
anchored = 1
density = 1
pixel_y = -32
/obj/item/device/gps/computer/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
playsound(src.loc, W.usesound, 50, 1)
user.visible_message("<span class='warning'>[user] disassembles the gps.</span>", \
"<span class='notice'>You start to disassemble the gps...</span>", "You hear clanking and banging noises.")
if(do_after(user, 20*W.toolspeed, target = src))
new /obj/item/device/gps(src.loc)
qdel(src)
return ..()
/obj/item/device/gps/computer/attack_hand(mob/user)
attack_self(user)
//Bed
/obj/structure/bed/pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "bed"
//Survival Storage Unit
/obj/machinery/smartfridge/survival_pod
name = "survival pod storage"
desc = "A heated storage unit."
icon_state = "donkvendor"
icon = 'icons/obj/lavaland/donkvendor.dmi'
icon_on = "donkvendor"
icon_off = "donkvendor"
luminosity = 8
max_n_of_items = 10
pixel_y = -4
flags = NODECONSTRUCT
/obj/machinery/smartfridge/survival_pod/empty
name = "dusty survival pod storage"
desc = "A heated storage unit. This one's seen better days."
/obj/machinery/smartfridge/survival_pod/empty/Initialize(mapload)
..(mapload, TRUE)
/obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O)
if(istype(O, /obj/item))
return 1
return 0
/obj/machinery/smartfridge/survival_pod/Initialize(mapload, empty)
..()
if(empty)
return
for(var/i in 1 to 5)
var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/warm/W = new(src)
load(W)
if(prob(50))
var/obj/item/weapon/storage/pill_bottle/dice/D = new(src)
load(D)
else
var/obj/item/device/instrument/guitar/G = new(src)
load(G)
//Fans
/obj/structure/fans
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "fans"
name = "environmental regulation system"
desc = "A large machine releasing a constant gust of air."
anchored = 1
density = 1
var/arbitraryatmosblockingvar = TRUE
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 5
CanAtmosPass = ATMOS_PASS_NO
/obj/structure/fans/deconstruct()
if(!(flags & NODECONSTRUCT))
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
qdel(src)
/obj/structure/fans/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
playsound(src.loc, W.usesound, 50, 1)
user.visible_message("<span class='warning'>[user] disassembles the fan.</span>", \
"<span class='notice'>You start to disassemble the fan...</span>", "You hear clanking and banging noises.")
if(do_after(user, 20*W.toolspeed, target = src))
deconstruct()
return ..()
/obj/structure/fans/tiny
name = "tiny fan"
desc = "A tiny fan, releasing a thin gust of air."
layer = ABOVE_NORMAL_TURF_LAYER
density = 0
icon_state = "fan_tiny"
buildstackamount = 2
/obj/structure/fans/New(loc)
..()
air_update_turf(1)
/obj/structure/fans/Destroy()
var/turf/T = loc
. = ..()
T.air_update_turf(1)
//Inivisible, indestructible fans
/obj/structure/fans/tiny/invisible
name = "air flow blocker"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
invisibility = INVISIBILITY_ABSTRACT
//Signs
/obj/structure/sign/mining
name = "nanotrasen mining corps sign"
desc = "A sign of relief for weary miners, and a warning for would-be competitors to Nanotrasen's mining claims."
icon = 'icons/turf/walls/survival_pod_walls.dmi'
icon_state = "ntpod"
/obj/structure/sign/mining/survival
name = "shelter sign"
desc = "A high visibility sign designating a safe shelter."
icon = 'icons/turf/walls/survival_pod_walls.dmi'
icon_state = "survival"
//Fluff
/obj/structure/tubes
icon_state = "tubes"
icon = 'icons/obj/lavaland/survival_pod.dmi'
name = "tubes"
anchored = 1
layer = BELOW_MOB_LAYER
density = 0

View File

@@ -263,11 +263,11 @@
spawn(det_time)
if(primed)
if(quality == 3)
explosion(src.loc,2,4,9,adminlog = notify_admins)
explosion(src.loc,2,4,9,adminlog = notify_admins)
if(quality == 2)
explosion(src.loc,1,2,5,adminlog = notify_admins)
explosion(src.loc,1,2,5,adminlog = notify_admins)
if(quality == 1)
explosion(src.loc,-1,1,3,adminlog = notify_admins)
explosion(src.loc,-1,1,3,adminlog = notify_admins)
qdel(src)
/obj/item/weapon/ore/Initialize()

View File

@@ -72,6 +72,9 @@
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
var/obj/item/organ/zombie_infection/ZI = L.getorganslot("zombie_infection")
if(ZI)
brainmob.set_species(ZI.old_species) //For if the brain is cloned
if(L.mind && L.mind.current)
L.mind.transfer_to(brainmob)
to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>")

View File

@@ -65,12 +65,22 @@ GLOBAL_VAR(posibrain_notify_cooldown)
/obj/item/device/mmi/posibrain/attack_ghost(mob/user)
activate(user)
/obj/item/device/mmi/posibrain/proc/is_occupied()
if(brainmob.key)
return TRUE
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
if(R.mmi == src)
return TRUE
return FALSE
//Two ways to activate a positronic brain. A clickable link in the ghost notif, or simply clicking the object itself.
/obj/item/device/mmi/posibrain/proc/activate(mob/user)
if(QDELETED(brainmob))
return
if(brainmob.key || jobban_isbanned(user,"posibrain"))
if(is_occupied() || jobban_isbanned(user,"posibrain"))
return
var/posi_ask = alert("Become a [name]? (Warning, You can no longer be cloned, and all past lives will be forgotten!)","Are you positive?","Yes","No")
if(posi_ask == "No" || QDELETED(src))
return
@@ -98,7 +108,7 @@ GLOBAL_VAR(posibrain_notify_cooldown)
/obj/item/device/mmi/posibrain/proc/transfer_personality(mob/candidate)
if(QDELETED(brainmob))
return
if(brainmob.key) //Prevents hostile takeover if two ghosts get the prompt or link for the same brain.
if(is_occupied()) //Prevents hostile takeover if two ghosts get the prompt or link for the same brain.
to_chat(candidate, "This brain has already been taken! Please try your possession again later!")
return FALSE
if(candidate.mind && !isobserver(candidate))

View File

@@ -413,7 +413,7 @@
if(R)
if(H.canUseHUD())
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.getorganslot("eye_hud"), /obj/item/organ/cyberimp/eyes/hud/security))
investigate_log("[src.key] has been set from [R.fields["criminal"]] to [setcriminal] by [usr.name] ([usr.key]).", "records")
investigate_log("[src.key] has been set from [R.fields["criminal"]] to [setcriminal] by [usr.name] ([usr.key]).", INVESTIGATE_RECORDS)
R.fields["criminal"] = setcriminal
sec_hud_set_security_status()
return

View File

@@ -622,7 +622,7 @@
gain = 100
if(mind.assigned_role == "Clown")
gain = rand(-300, 300)
investigate_log("([key_name(src)]) has been consumed by the singularity.","singulo") //Oh that's where the clown ended up!
investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
gib()
return(gain)

View File

@@ -815,7 +815,7 @@
if(T.title == "Botanist")
return /area/hydroponics
else
return pick(/area/hallway,/area/crew_quarters)
return pick(/area/hallway,/area/crew_quarters/locker)
/mob/living/carbon/human/interactive/proc/target_filter(target)
var/list/filtered_targets = list(/area, /turf, /obj/machinery/door, /atom/movable/light, /obj/structure/cable, /obj/machinery/atmospherics)

View File

@@ -20,3 +20,16 @@
. = ..()
if(.)
update_hair()
/mob/living/carbon/human/set_drugginess(amount)
..()
if(!amount)
remove_language(/datum/language/beachbum)
/mob/living/carbon/human/adjust_drugginess(amount)
..()
if(!dna.check_mutation(STONER))
if(druggy)
grant_language(/datum/language/beachbum)
else
remove_language(/datum/language/beachbum)

View File

@@ -31,10 +31,8 @@
create_internal_organs()
..()
. = ..()
/mob/living/carbon/monkey/Initialize()
..()
create_dna(src)
dna.initialize_dna(random_blood_type())

View File

@@ -291,7 +291,7 @@
/mob/living/singularity_act()
var/gain = 20
investigate_log("([key_name(src)]) has been consumed by the singularity.","singulo") //Oh that's where the clown ended up!
investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
gib()
return(gain)

View File

@@ -24,7 +24,8 @@
var/last_special = 0 //Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.
//Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
var/incorporeal_move = 0 //0 is off, 1 is normal, 2 is for ninjas.
var/incorporeal_move = FALSE //FALSE is off, INCORPOREAL_MOVE_BASIC is normal, INCORPOREAL_MOVE_SHADOW is for ninjas
//and INCORPOREAL_MOVE_JAUNT is blocked by holy water/salt
var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.

View File

@@ -833,8 +833,20 @@
/mob/living/silicon/ai/proc/relay_speech(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
raw_message = lang_treat(speaker, message_language, raw_message, spans, message_mode)
var/name_used = speaker.GetVoice()
var/rendered = "<i><span class='game say'>Relayed Speech: <span class='name'>[name_used]</span> <span class='message'>[raw_message]</span></span></i>"
var/start = "Relayed Speech: "
var/namepart = "[speaker.GetVoice()][speaker.get_alt_name()]"
var/hrefpart = "<a href='?src=\ref[src];track=[html_encode(namepart)]'>"
var/jobpart
if (iscarbon(speaker))
var/mob/living/carbon/S = speaker
if(S.job)
jobpart = "[S.job]"
else
jobpart = "Unknown"
var/rendered = "<i><span class='game say'>[start]<span class='name'>[hrefpart][namepart] ([jobpart])</a> </span><span class='message'>[raw_message]</span></span></i>"
show_message(rendered, 2)
/mob/living/silicon/ai/fully_replace_character_name(oldname,newname)

View File

@@ -23,7 +23,7 @@
if(explosive)
spawn(10)
explosion(src.loc, 3, 6, 12, 15)
explosion(src.loc, 3, 6, 12, 15)
for(var/obj/machinery/ai_status_display/O in world) //change status
if(src.key)

View File

@@ -79,7 +79,7 @@
/mob/living/silicon/pai/Destroy()
GLOB.pai_list -= src
..()
return ..()
/mob/living/silicon/pai/Initialize()
var/obj/item/device/paicard/P = loc

View File

@@ -273,7 +273,7 @@
//Medbot Assembly
/obj/item/weapon/firstaid_arm_assembly
name = "incomplete medibot assembly."
name = "incomplete medibot assembly"
desc = "A first aid kit with a robot arm permanently grafted to it."
icon = 'icons/mob/aibots.dmi'
icon_state = "firstaid_arm"

View File

@@ -386,7 +386,6 @@
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
button_icon_state = "cult_mark"
var/tracking = FALSE
var/mob/living/simple_animal/hostile/construct/harvester/the_construct
/datum/action/innate/seek_prey/Grant(var/mob/living/C)
@@ -396,12 +395,10 @@
/datum/action/innate/seek_prey/Activate()
if(GLOB.cult_narsie == null)
return
if(tracking)
if(the_construct.seeking)
desc = "None can hide from Nar'Sie, activate to track a survivor attempting to flee the red harvest!"
button_icon_state = "cult_mark"
tracking = FALSE
the_construct.seeking = FALSE
the_construct.master = GLOB.cult_narsie
to_chat(the_construct, "<span class='cultitalic'>You are now tracking Nar'Sie, return to reap the harvest!</span>")
return
else
@@ -413,7 +410,6 @@
return
desc = "Activate to track Nar'Sie!"
button_icon_state = "sintouch"
tracking = TRUE
the_construct.seeking = TRUE

View File

@@ -10,45 +10,58 @@
/obj/effect/mob_spawn/human/corpse/syndicatesoldier
name = "Syndicate Operative"
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
outfit = /datum/outfit/syndicatesoldiercorpse
/datum/outfit/syndicatesoldiercorpse
name = "Syndicate Operative Corpse"
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
ears = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/gas
helmet = /obj/item/clothing/head/helmet/swat
head = /obj/item/clothing/head/helmet/swat
back = /obj/item/weapon/storage/backpack
has_id = 1
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/corpse/syndicatecommando
name = "Syndicate Commando"
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
outfit = /datum/outfit/syndicatecommandocorpse
/datum/outfit/syndicatecommandocorpse
name = "Syndicate Commando Corpse"
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
ears = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/gas/syndicate
back = /obj/item/weapon/tank/jetpack/oxygen
pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
has_id = 1
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
r_pocket = /obj/item/weapon/tank/internals/emergency_oxygen
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/corpse/syndicatestormtrooper
name = "Syndicate Stormtrooper"
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
outfit = /datum/outfit/syndicatestormtroopercorpse
/datum/outfit/syndicatestormtroopercorpse
name = "Syndicate Stormtrooper Corpse"
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi/elite
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
ears = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/gas/syndicate
back = /obj/item/weapon/tank/jetpack/oxygen/harness
has_id = 1
id_job = "Operative"
id_access_list = list(GLOB.access_syndicate)
id = /obj/item/weapon/card/id
/obj/effect/mob_spawn/human/clown/corpse
@@ -58,62 +71,97 @@
/obj/effect/mob_spawn/human/corpse/pirate
name = "Pirate"
outfit = /datum/outfit/piratecorpse
/datum/outfit/piratecorpse
name = "Pirate Corpse"
uniform = /obj/item/clothing/under/pirate
shoes = /obj/item/clothing/shoes/jackboots
glasses = /obj/item/clothing/glasses/eyepatch
helmet = /obj/item/clothing/head/bandana
head = /obj/item/clothing/head/bandana
/obj/effect/mob_spawn/human/corpse/pirate/ranged
name = "Pirate Gunner"
outfit = /datum/outfit/piratecorpse/ranged
/datum/outfit/piratecorpse/ranged
name = "Pirate Gunner Corpse"
suit = /obj/item/clothing/suit/pirate
helmet = /obj/item/clothing/head/pirate
head = /obj/item/clothing/head/pirate
/obj/effect/mob_spawn/human/corpse/russian
name = "Russian"
outfit = /datum/outfit/russiancorpse
/datum/outfit/russiancorpse
name = "Russian Corpse"
uniform = /obj/item/clothing/under/soviet
shoes = /obj/item/clothing/shoes/jackboots
helmet = /obj/item/clothing/head/bearpelt
head = /obj/item/clothing/head/bearpelt
/obj/effect/mob_spawn/human/corpse/russian/ranged
helmet = /obj/item/clothing/head/ushanka
outfit = /datum/outfit/russiancorpse/ranged
/datum/outfit/russiancorpse/ranged
name = "Ranged Russian Corpse"
head = /obj/item/clothing/head/ushanka
/obj/effect/mob_spawn/human/corpse/russian/ranged/trooper
outfit = /datum/outfit/russiancorpse/ranged/trooper
/datum/outfit/russiancorpse/ranged/trooper
name = "Ranged Russian Trooper Corpse"
uniform = /obj/item/clothing/under/syndicate/camo
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
ears = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/balaclava
helmet = /obj/item/clothing/head/helmet/alt
head = /obj/item/clothing/head/helmet/alt
/obj/effect/mob_spawn/human/corpse/russian/ranged/officer
name = "Russian Officer"
outfit = /datum/outfit/russiancorpse/officer
/datum/outfit/russiancorpse/officer
name = "Russian Officer Corpse"
uniform = /obj/item/clothing/under/rank/security/navyblue/russian
suit = /obj/item/clothing/suit/security/officer/russian
shoes = /obj/item/clothing/shoes/laceup
radio = /obj/item/device/radio/headset
helmet = /obj/item/clothing/head/ushanka
ears = /obj/item/device/radio/headset
head = /obj/item/clothing/head/ushanka
/obj/effect/mob_spawn/human/corpse/wizard
name = "Space Wizard"
name = "Space Wizard Corpse"
outfit = /datum/outfit/wizardcorpse
/datum/outfit/wizardcorpse
name = "Space Wizard Corpse"
uniform = /obj/item/clothing/under/color/lightpurple
suit = /obj/item/clothing/suit/wizrobe
shoes = /obj/item/clothing/shoes/sandal/magic
helmet = /obj/item/clothing/head/wizard
head = /obj/item/clothing/head/wizard
/obj/effect/mob_spawn/human/corpse/nanotrasensoldier
name = "Nanotrasen Private Security Officer"
id_job = "Private Security Force"
id_access = "Security Officer"
outfit = /datum/outfit/nanotrasensoldiercorpse2
/datum/outfit/nanotrasensoldiercorpse2
name = "NT Private Security Officer Corpse"
uniform = /obj/item/clothing/under/rank/security
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
radio = /obj/item/device/radio/headset
ears = /obj/item/device/radio/headset
mask = /obj/item/clothing/mask/gas/sechailer/swat
helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
head = /obj/item/clothing/head/helmet/swat/nanotrasen
back = /obj/item/weapon/storage/backpack/security
has_id = 1
id_job = "Private Security Force"
id_access = "Security Officer"
id = /obj/item/weapon/card/id

View File

@@ -44,6 +44,14 @@
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/pug = 3)
gold_core_spawnable = 2
/mob/living/simple_animal/pet/dog/Initialize()
. = ..()
var/dog_area = get_area(src)
for(var/obj/structure/bed/dogbed/D in dog_area)
if(!D.owner)
D.update_owner(src)
break
/mob/living/simple_animal/pet/dog/corgi/Initialize()
..()
regenerate_icons()

View File

@@ -37,7 +37,7 @@
environment_smash = initial(environment_smash)
alpha = 255
range = initial(range)
incorporeal_move = 0
incorporeal_move = FALSE
to_chat(src, "<span class='danger'><B>You switch to combat mode.</span></B>")
toggle = FALSE
else
@@ -48,7 +48,7 @@
environment_smash = ENVIRONMENT_SMASH_NONE
alpha = 45
range = 255
incorporeal_move = 1
incorporeal_move = INCORPOREAL_MOVE_BASIC
to_chat(src, "<span class='danger'><B>You switch to scout mode.</span></B>")
toggle = TRUE
else

View File

@@ -193,6 +193,7 @@ Difficulty: Medium
return
animate(src, transform = matrix()*0.7, time = 7)
swooping |= SWOOP_INVULNERABLE
mouse_opacity = 0
sleep(7)
var/list/flame_hit = list()
while(swoop_duration > 0)
@@ -233,6 +234,7 @@ Difficulty: Medium
animate(src, transform = oldtransform, time = 5)
sleep(5)
swooping &= ~SWOOP_INVULNERABLE
mouse_opacity = initial(mouse_opacity)
icon_state = "dragon"
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 200, 1)
for(var/mob/living/L in orange(1, src))

View File

@@ -255,10 +255,8 @@
addtimer(CALLBACK(src, .proc/inert_check), 2400)
/obj/item/organ/hivelord_core/proc/inert_check()
if(!owner && !preserved)
if(!preserved)
go_inert()
else
preserved(implanted = 1)
/obj/item/organ/hivelord_core/proc/preserved(implanted = 0)
inert = FALSE
@@ -278,7 +276,10 @@
update_icon()
/obj/item/organ/hivelord_core/ui_action_click()
owner.revive(full_heal = 1)
if(inert)
to_chat(owner, "<span class='notice'>[src] breaks down as it tries to activate.</span>")
else
owner.revive(full_heal = 1)
qdel(src)
/obj/item/organ/hivelord_core/on_life()
@@ -306,6 +307,18 @@
qdel(src)
..()
/obj/item/organ/hivelord_core/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
. = ..()
if(!preserved && !inert)
preserved(TRUE)
owner.visible_message("<span class='notice'>[src] stabilizes as it's inserted.</span>")
/obj/item/organ/hivelord_core/Remove(mob/living/carbon/M, special = 0)
if(!inert && !special)
owner.visible_message("<span class='notice'>[src] goes inert as it's removed.</span>")
go_inert()
return ..()
/obj/item/organ/hivelord_core/prepare_eat()
return null
@@ -827,6 +840,9 @@
health = 120
brood_type = /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/advanced
icon_state = "dwarf_legion"
icon_living = "dwarf_legion"
icon_aggro = "dwarf_legion"
icon_dead = "dwarf_legion"
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/advanced
stat_attack = 2
@@ -846,6 +862,7 @@
max_mobs = 3
spawn_time = 200
spawn_text = "peels itself off from"
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion
melee_damage_lower = 20
melee_damage_upper = 20
anchored = FALSE
@@ -1024,6 +1041,11 @@
regenerate_icons()
//Nests
/obj/effect/light_emitter/tendril
set_luminosity = 4
set_cap = 2.5
light_color = LIGHT_COLOR_LAVA
/mob/living/simple_animal/hostile/spawner/lavaland
name = "necropolis tendril"
desc = "A vile tendril of corruption, originating deep underground. Terrible monsters are pouring out of it."
@@ -1033,7 +1055,6 @@
icon_dead = "tendril"
faction = list("mining")
weather_immunities = list("lava","ash")
luminosity = 1
health = 250
maxHealth = 250
max_mobs = 3
@@ -1046,9 +1067,17 @@
loot = list(/obj/effect/collapse, /obj/structure/closet/crate/necropolis/tendril)
del_on_death = 1
var/gps = null
var/obj/effect/light_emitter/tendril/emitted_light
/mob/living/simple_animal/hostile/spawner/lavaland/goliath
mob_type = /mob/living/simple_animal/hostile/asteroid/goliath/beast
/mob/living/simple_animal/hostile/spawner/lavaland/legion
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion
/mob/living/simple_animal/hostile/spawner/lavaland/Initialize()
..()
. = ..()
emitted_light = new(loc)
for(var/F in RANGE_TURFS(1, src))
if(ismineralturf(F))
var/turf/closed/mineral/M = F
@@ -1056,7 +1085,8 @@
gps = new /obj/item/device/gps/internal(src)
/mob/living/simple_animal/hostile/spawner/lavaland/Destroy()
qdel(gps)
QDEL_NULL(emitted_light)
QDEL_NULL(gps)
. = ..()
#define MEDAL_PREFIX "Tendril"
@@ -1083,29 +1113,31 @@
/obj/effect/collapse
name = "collapsing necropolis tendril"
desc = "Get clear!"
luminosity = 1
layer = ABOVE_OPEN_TURF_LAYER
layer = BELOW_OBJ_LAYER
icon = 'icons/mob/nest.dmi'
icon_state = "tendril"
anchored = TRUE
density = TRUE
var/obj/effect/light_emitter/tendril/emitted_light
/obj/effect/collapse/New()
..()
/obj/effect/collapse/Initialize()
. = ..()
emitted_light = new(loc)
visible_message("<span class='boldannounce'>The tendril writhes in fury as the earth around it begins to crack and break apart! Get back!</span>")
visible_message("<span class='warning'>Something falls free of the tendril!</span>")
playsound(get_turf(src),'sound/effects/tendril_destroyed.ogg', 200, 0, 50, 1, 1)
spawn(50)
for(var/mob/M in range(7,src))
shake_camera(M, 15, 1)
playsound(get_turf(src),'sound/effects/explosionfar.ogg', 200, 1)
visible_message("<span class='boldannounce'>The tendril falls inward, the ground around it widening into a yawning chasm!</span>")
for(var/turf/T in range(2,src))
if(!T.density)
T.TerraformTurf(/turf/open/chasm/straight_down/lava_land_surface)
qdel(src)
playsound(loc,'sound/effects/tendril_destroyed.ogg', 200, 0, 50, 1, 1)
addtimer(CALLBACK(src, .proc/collapse), 50)
/mob/living/simple_animal/hostile/spawner/lavaland/goliath
mob_type = /mob/living/simple_animal/hostile/asteroid/goliath/beast
/obj/effect/collapse/Destroy()
QDEL_NULL(emitted_light)
return ..()
/mob/living/simple_animal/hostile/spawner/lavaland/legion
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion
/obj/effect/collapse/proc/collapse()
for(var/mob/M in range(7,src))
shake_camera(M, 15, 1)
playsound(get_turf(src),'sound/effects/explosionfar.ogg', 200, 1)
visible_message("<span class='boldannounce'>The tendril falls inward, the ground around it widening into a yawning chasm!</span>")
for(var/turf/T in range(2,src))
if(!T.density)
T.TerraformTurf(/turf/open/chasm/straight_down/lava_land_surface)
qdel(src)

View File

@@ -948,7 +948,7 @@
color = "#FFFFFF77"
speak_chance = 20
status_flags = GODMODE
incorporeal_move = 1
incorporeal_move = INCORPOREAL_MOVE_BASIC
butcher_results = list(/obj/item/weapon/ectoplasm = 1)
/mob/living/simple_animal/parrot/Poly/ghost/Initialize()

View File

@@ -209,10 +209,10 @@
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(1)
if(INCORPOREAL_MOVE_BASIC)
L.loc = get_step(L, direct)
L.setDir(direct)
if(2)
if(INCORPOREAL_MOVE_SHADOW)
if(prob(50))
var/locx
var/locy
@@ -250,7 +250,7 @@
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
L.loc = get_step(L, direct)
L.setDir(direct)
if(3) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
to_chat(L, "<span class='warning'>[S] bars your passage!</span>")

View File

@@ -5,7 +5,7 @@
var/_has_battery = 0
var/_has_ai = 0
/obj/machinery/modular_computer/console/preset/New()
/obj/machinery/modular_computer/console/preset/Initialize()
. = ..()
if(!cpu)
return

View File

@@ -27,15 +27,13 @@
var/obj/item/device/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
/obj/machinery/modular_computer/New()
..()
/obj/machinery/modular_computer/Initialize()
. = ..()
cpu = new(src)
cpu.physical = src
/obj/machinery/modular_computer/Destroy()
if(cpu)
qdel(cpu)
cpu = null
QDEL_NULL(cpu)
return ..()
/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)

View File

@@ -20,8 +20,8 @@
max_integrity = 300
integrity_failure = 150
/obj/machinery/modular_computer/console/buildable/New()
..()
/obj/machinery/modular_computer/console/buildable/Initialize()
. = ..()
// User-built consoles start as empty frames.
var/obj/item/weapon/computer_hardware/hard_drive/hard_drive = cpu.all_components[MC_HDD]
var/obj/item/weapon/computer_hardware/hard_drive/network_card = cpu.all_components[MC_NET]
@@ -30,8 +30,8 @@
qdel(network_card)
qdel(hard_drive)
/obj/machinery/modular_computer/console/New()
..()
/obj/machinery/modular_computer/console/Initialize()
. = ..()
var/obj/item/weapon/computer_hardware/battery/battery_module = cpu.all_components[MC_CELL]
if(battery_module)
qdel(battery_module)

View File

@@ -154,7 +154,7 @@
/obj/item/weapon/pen/sleepy/New()
create_reagents(45)
reagents.add_reagent("morphine", 20)
reagents.add_reagent("chloralhydrate2", 20)
reagents.add_reagent("mutetoxin", 15)
reagents.add_reagent("tirizene", 10)
..()
@@ -205,4 +205,4 @@
/obj/item/weapon/pen/poison/on_write(obj/item/weapon/paper/P, mob/user)
P.contact_poison = "delayed_toxin"
P.contact_poison_volume = 10
add_logs(user,P,"used poison pen on")
add_logs(user,P,"used poison pen on")

View File

@@ -18,12 +18,12 @@
/obj/item/weapon/am_containment/ex_act(severity, target)
switch(severity)
if(1)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
if(src)
qdel(src)
if(2)
if(prob((fuel/10)-stability))
explosion(get_turf(src), 1, 2, 3, 5)
explosion(get_turf(src), 1, 2, 3, 5)
if(src)
qdel(src)
return

View File

@@ -46,7 +46,7 @@
/obj/machinery/power/am_control_unit/process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
explosion(get_turf(src),8,12,18,12)
if(src)
qdel(src)

View File

@@ -27,8 +27,6 @@
#define APC_UPOVERLAY_OPERATING 8192
#define APC_UPDATE_ICON_COOLDOWN 200 // 20 seconds
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network through a terminal
@@ -93,7 +91,7 @@
var/force_update = 0
var/update_state = -1
var/update_overlay = -1
var/icon_update_needed = FALSE
/obj/machinery/power/apc/connect_to_network()
//Override because the APC does not directly connect to the network; it goes through a terminal.
@@ -212,11 +210,11 @@
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/update_icon()
var/update = check_updates() //returns 0 if no need to update icons.
// 1 if we need to update the icon_state
// 2 if we need to update the overlays
if(!update)
icon_update_needed = FALSE
return
if(update & 1) // Updating the icon state
@@ -272,8 +270,9 @@
else
set_light(0)
/obj/machinery/power/apc/proc/check_updates()
icon_update_needed = FALSE
/obj/machinery/power/apc/proc/check_updates()
var/last_update_state = update_state
var/last_update_overlay = update_overlay
update_state = 0
@@ -344,7 +343,7 @@
// Used in process so it doesn't update the icon too much
/obj/machinery/power/apc/proc/queue_icon_update()
addtimer(CALLBACK(src, .proc/update_icon), APC_UPDATE_ICON_COOLDOWN, TIMER_UNIQUE)
icon_update_needed = TRUE
//attack with an item - open/close cover, insert cell, or (un)lock interface
@@ -828,7 +827,7 @@
if(!malf.can_shunt)
to_chat(malf, "<span class='warning'>You cannot shunt!</span>")
return
if(src.z != 1)
if(src.z != ZLEVEL_STATION)
return
occupier = new /mob/living/silicon/ai(src, malf.laws, malf) //DEAR GOD WHY? //IKR????
occupier.adjustOxyLoss(malf.getOxyLoss())
@@ -937,7 +936,8 @@
return 0
/obj/machinery/power/apc/process()
if(icon_update_needed)
update_icon()
if(stat & (BROKEN|MAINT))
return
if(!area.requires_power)

View File

@@ -66,9 +66,8 @@ By design, d1 is the smallest direction and d2 is the highest
icon = 'icons/obj/power_cond/power_cond_white.dmi'
// the power cable object
/obj/structure/cable/New()
..()
/obj/structure/cable/Initialize()
. = ..()
// ensure d1 & d2 reflect the icon_state for entering and exiting cable
var/dash = findtext(icon_state, "-")
@@ -131,7 +130,7 @@ By design, d1 is the smallest direction and d2 is the highest
return
user.visible_message("[user] cuts the cable.", "<span class='notice'>You cut the cable.</span>")
stored.add_fingerprint(user)
investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires")
investigate_log("was cut by [key_name(usr, usr.client)] in [get_area(T)]", INVESTIGATE_WIRES)
deconstruct()
return
@@ -528,8 +527,8 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restrai
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return(OXYLOSS)
/obj/item/stack/cable_coil/New(loc, new_amount = null, var/param_color = null)
..()
/obj/item/stack/cable_coil/Initialize(mapload, new_amount = null, param_color = null)
. = ..()
if(new_amount) // MAXCOIL by default
amount = new_amount
if(param_color)
@@ -780,9 +779,9 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restrai
/obj/item/stack/cable_coil/cut
item_state = "coil_red2"
/obj/item/stack/cable_coil/cut/New(loc)
..()
src.amount = rand(1,2)
/obj/item/stack/cable_coil/cut/Initialize(mapload)
. =..()
amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
@@ -820,10 +819,11 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restrai
item_color = "white"
icon_state = "coil_white"
/obj/item/stack/cable_coil/random/New()
/obj/item/stack/cable_coil/random/Initialize(mapload)
. = ..()
item_color = pick("red","orange","yellow","green","cyan","blue","pink","white")
icon_state = "coil_[item_color]"
..()
/obj/item/stack/cable_coil/random/five
amount = 5

View File

@@ -123,7 +123,7 @@
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
qdel(src)
/obj/item/weapon/stock_parts/cell/proc/corrupt()

View File

@@ -131,7 +131,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
var/broken_state = 0
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", "gravity")
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
on = 0
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
@@ -173,7 +173,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
breaker = 0
set_power()
set_state(0)
investigate_log("has broken down.", "gravity")
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/set_fix()
..()
@@ -263,7 +263,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
if(href_list["gentoggle"])
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [usr.key].", "gravity")
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [usr.key].", INVESTIGATE_GRAVITY)
set_power()
src.updateUsrDialog()
@@ -271,7 +271,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
/obj/machinery/gravity_generator/main/power_change()
..()
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", "gravity")
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
set_power()
/obj/machinery/gravity_generator/main/get_status()
@@ -293,7 +293,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
new_state = 1
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "gravity")
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
update_icon()
// Set the state of the gravity.
@@ -308,12 +308,12 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
if(on) // If we turned on and the game is live.
if(gravity_in_level() == 0)
alert = 1
investigate_log("was brought online and is now producing gravity for this level.", "gravity")
investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought online [A][ADMIN_COORDJMP(src)]")
else
if(gravity_in_level() == 1)
alert = 1
investigate_log("was brought offline and there is now no gravity for this level.", "gravity")
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought offline with no backup generator. [A][ADMIN_COORDJMP(src)]")
update_icon()

View File

@@ -167,7 +167,7 @@
src.updateDialog()
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src.loc, 2, 5, 2, -1)
explosion(src.loc, 2, 5, 2, -1)
/obj/machinery/power/port_gen/pacman/attackby(obj/item/O, mob/user, params)
if(istype(O, sheet_path))
@@ -294,7 +294,7 @@
board_path = /obj/item/weapon/circuitboard/machine/pacman/super
/obj/machinery/power/port_gen/pacman/super/overheat()
explosion(src.loc, 3, 3, 3, -1)
explosion(src.loc, 3, 3, 3, -1)
/obj/machinery/power/port_gen/pacman/mrs
name = "\improper M.R.S.P.A.C.M.A.N.-type portable generator"
@@ -305,4 +305,4 @@
board_path = /obj/item/weapon/circuitboard/machine/pacman/mrs
/obj/machinery/power/port_gen/pacman/mrs/overheat()
explosion(src.loc, 4, 4, 4, -1)
explosion(src.loc, 4, 4, 4, -1)

View File

@@ -30,7 +30,7 @@ GLOBAL_LIST_EMPTY(rad_collectors)
/obj/machinery/power/rad_collector/process()
if(loaded_tank)
if(!loaded_tank.air_contents.gases["plasma"])
investigate_log("<font color='red'>out of fuel</font>.","singulo")
investigate_log("<font color='red'>out of fuel</font>.", INVESTIGATE_SINGULO)
eject()
else
loaded_tank.air_contents.gases["plasma"][MOLES] -= 0.001*drainratio
@@ -46,9 +46,11 @@ GLOBAL_LIST_EMPTY(rad_collectors)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
var/fuel = loaded_tank.air_contents.gases["plasma"]
var/fuel
if(loaded_tank)
fuel = loaded_tank.air_contents.gases["plasma"]
fuel = fuel ? fuel[MOLES] : 0
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].", INVESTIGATE_SINGULO)
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
@@ -73,28 +75,34 @@ GLOBAL_LIST_EMPTY(rad_collectors)
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/device/multitool))
to_chat(user, "<span class='notice'>The [W.name] detects that [last_power]W were recently produced.</span>")
return 1
return TRUE
else if(istype(W, /obj/item/device/analyzer) && loaded_tank)
atmosanalyzer_scan(loaded_tank.air_contents, user)
else if(istype(W, /obj/item/weapon/tank/internals/plasma))
if(!anchored)
to_chat(user, "<span class='warning'>The [src] needs to be secured to the floor first!</span>")
return 1
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
return 1
return TRUE
if(!user.drop_item())
return 1
return TRUE
loaded_tank = W
W.forceMove(src)
update_icons()
else if(istype(W, /obj/item/weapon/crowbar))
if(loaded_tank && !locked)
if(loaded_tank)
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return TRUE
eject()
return 1
return TRUE
else
to_chat(user, "<span class='warning'>There isn't a tank loaded!</span>")
return TRUE
else if(istype(W, /obj/item/weapon/wrench))
default_unfasten_wrench(user, W, 0)
return 1
return TRUE
else if(W.GetID())
if(allowed(user))
if(active)
@@ -104,7 +112,7 @@ GLOBAL_LIST_EMPTY(rad_collectors)
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return 1
return TRUE
else
return ..()
@@ -141,11 +149,11 @@ GLOBAL_LIST_EMPTY(rad_collectors)
/obj/machinery/power/rad_collector/proc/update_icons()
cut_overlays()
if(loaded_tank)
add_overlay("ptank")
add_overlay("ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
add_overlay("on")
add_overlay("on")
/obj/machinery/power/rad_collector/proc/toggle_power()

View File

@@ -100,7 +100,7 @@
if(SSticker && SSticker.IsRoundInProgress())
message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter deleted at ([x],[y],[z])")
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z]) at [get_area(src)]","singulo")
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z]) at [get_area(src)]", INVESTIGATE_SINGULO)
QDEL_NULL(sparks)
return ..()
@@ -123,13 +123,13 @@
to_chat(user, "<span class='notice'>You turn off \the [src].</span>")
message_admins("Emitter turned off by [ADMIN_LOOKUPFLW(user)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("Emitter turned off by [key_name(user)] in [COORD(src)]")
investigate_log("turned <font color='red'>off</font> by [key_name(user)] at [get_area(src)]","singulo")
investigate_log("turned <font color='red'>off</font> by [key_name(user)] at [get_area(src)]", INVESTIGATE_SINGULO)
else
src.active = 1
to_chat(user, "<span class='notice'>You turn on \the [src].</span>")
src.shot_number = 0
src.fire_delay = maximum_fire_delay
investigate_log("turned <font color='green'>on</font> by [key_name(user)] at [get_area(src)]","singulo")
investigate_log("turned <font color='green'>on</font> by [key_name(user)] at [get_area(src)]", INVESTIGATE_SINGULO)
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
@@ -170,12 +170,12 @@
if(!powered)
powered = 1
update_icon()
investigate_log("regained power and turned <font color='green'>on</font> at [get_area(src)]","singulo")
investigate_log("regained power and turned <font color='green'>on</font> at [get_area(src)]", INVESTIGATE_SINGULO)
else
if(powered)
powered = 0
update_icon()
investigate_log("lost power and turned <font color='red'>off</font> at [get_area(src)]","singulo")
investigate_log("lost power and turned <font color='red'>off</font> at [get_area(src)]", INVESTIGATE_SINGULO)
log_game("Emitter lost power in ([x],[y],[z])")
return
if(charge <=80)

View File

@@ -71,7 +71,7 @@ field_generator power level display
"<span class='notice'>You turn on the [name].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
investigate_log("<font color='green'>activated</font> by [user.key].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
@@ -197,7 +197,7 @@ field_generator power level display
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
return 0
@@ -324,7 +324,7 @@ field_generator power level display
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
message_admins("A singulo exists and a containment field has failed.",1)
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.", INVESTIGATE_SINGULO)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)

View File

@@ -1,4 +1,4 @@
/area/engine/engineering/poweralert(state, source)
if (state != poweralm)
investigate_log("has a power alarm!","singulo")
investigate_log("has a power alarm!", INVESTIGATE_SINGULO)
..()

View File

@@ -156,7 +156,7 @@
..()
if(master && master.active)
master.toggle_power()
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.","singulo")
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
/obj/structure/particle_accelerator/update_icon()

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