Merge branch 'Citadel-Station-13:master' into WanderingFox95-TribalOverhaul

This commit is contained in:
WanderingFox95
2021-09-19 21:32:03 +02:00
committed by GitHub
706 changed files with 34176 additions and 17253 deletions
+1
View File
@@ -71,6 +71,7 @@
R.update_icon()
to_chat(user, "<span class='info'>You strengthen [R], improving its resistance against melee, bullet and laser damage.</span>")
else
SEND_SIGNAL(O, COMSIG_ARMOR_PLATED, amount, maxamount)
to_chat(user, "<span class='info'>You strengthen [O], improving its resistance against melee attacks.</span>")
+5 -5
View File
@@ -7,7 +7,7 @@
var/mode_flags = COMBAT_MODE_INACTIVE
var/combatmessagecooldown
var/lastmousedir
var/obj/screen/combattoggle/hud_icon
var/atom/movable/screen/combattoggle/hud_icon
var/hud_loc
/datum/component/combat_mode/Initialize(hud_loc = ui_combat_toggle)
@@ -178,18 +178,18 @@
safe_disable_combat_mode(source)
/// The screen button.
/obj/screen/combattoggle
/atom/movable/screen/combattoggle
name = "toggle combat mode"
icon = 'modular_citadel/icons/ui/screen_midnight.dmi'
icon_state = "combat_off"
var/mutable_appearance/flashy
var/combat_on = FALSE ///Wheter combat mode is enabled or not, so we don't have to store a reference.
/obj/screen/combattoggle/Click()
/atom/movable/screen/combattoggle/Click()
if(hud && usr == hud.mymob)
SEND_SIGNAL(hud.mymob, COMSIG_TOGGLE_COMBAT_MODE)
/obj/screen/combattoggle/update_icon_state()
/atom/movable/screen/combattoggle/update_icon_state()
var/mob/living/user = hud?.mymob
if(!user)
return
@@ -200,7 +200,7 @@
else
icon_state = "combat_off"
/obj/screen/combattoggle/update_overlays()
/atom/movable/screen/combattoggle/update_overlays()
. = ..()
var/mob/living/carbon/user = hud?.mymob
if(!(user?.client))
+3 -3
View File
@@ -5,10 +5,10 @@
/datum/component/personal_crafting/proc/create_mob_button(mob/user, client/CL)
var/datum/hud/H = user.hud_used
for(var/huds in H.static_inventory)
if(istype(huds, /obj/screen/craft))
if(istype(huds, /atom/movable/screen/craft))
return
//We don't want to be stacking multiple crafting huds on relogs
var/obj/screen/craft/C = new()
var/atom/movable/screen/craft/C = new()
C.icon = H.ui_style
H.static_inventory += C
CL.screen += C
@@ -323,7 +323,7 @@
Deletion.Cut(Deletion.len)
qdel(DL)
/datum/component/personal_crafting/proc/component_ui_interact(obj/screen/craft/image, location, control, params, user)
/datum/component/personal_crafting/proc/component_ui_interact(atom/movable/screen/craft/image, location, control, params, user)
if(user == parent)
ui_interact(user)
@@ -1,8 +1,8 @@
//This file is for glass working types of things!
/obj/item/glasswork
name = "This is a bug report it!"
desc = "Failer to code. Contact your local bug remover..."
name = "this is a bug!"
desc = "Uh oh, the coders did a fucky wucky! Contact your local code monkey and tell them about this!"
icon = 'icons/obj/glassworks.dmi'
w_class = WEIGHT_CLASS_SMALL
force = 1
@@ -11,45 +11,45 @@
tool_behaviour = null
/obj/item/glasswork/glasskit
name = "Glass working tools"
desc = "A lovely belt of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
name = "glasswork tools"
desc = "A set of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
icon_state = "glass_tools"
tool_behaviour = TOOL_GLASS_CUT //Cutting takes 20 ticks
/obj/item/glasswork/blowing_rod
name = "Glass working blow rod"
desc = "A hollow metal stick made for glass blowing."
name = "glassblowing rod"
desc = "A hollow metal rod made for blowing glass."
icon_state = "blowing_rods_unused"
tool_behaviour = TOOL_BLOW //Rods take 5 ticks
/obj/item/glasswork/glass_base //Welding takes 30 ticks
name = "Glass fodder sheet"
desc = "A sheet of glass set aside for glass working"
name = "glass fodder sheet"
desc = "A sheet of glass set aside for glass working."
icon_state = "glass_base"
var/next_step = null
var/rod = /obj/item/glasswork/blowing_rod
/obj/item/tea_plate
name = "Tea Plate"
name = "tea saucer"
desc = "A polished plate for a tea cup. How fancy!"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "tea_plate"
/obj/item/tea_cup
name = "Tea Cup"
desc = "A glass cup made for fake tea!"
name = "tea cup"
desc = "A glass cup made for sipping tea!"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "tea_plate"
//////////////////////Chem Disk/////////////////////
//Two Steps //
//Sells for 300 cr, takes 10 glass shets //
//Usefull for chem spliting //
//Useful for chem spliting //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/dish
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass dish. Needs to be cut with some tools."
name = "glass fodder sheet (dish)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a small glass dish. It needs to be cut with some glassworking tools."
next_step = /obj/item/glasswork/glass_base/dish_part1
/obj/item/glasswork/glass_base/dish/attackby(obj/item/I, mob/user, params)
@@ -60,8 +60,8 @@
qdel(src)
/obj/item/glasswork/glass_base/dish_part1
name = "Half chem dish sheet"
desc = "A sheet of glass cut in half, looks like it still needs some more cutting down"
name = "half glass fodder sheet (dish)"
desc = "A sheet of glass cut in half. It looks like it still needs some more cutting down."
icon_state = "glass_base_half"
next_step = /obj/item/reagent_containers/glass/beaker/glass_dish
@@ -75,12 +75,12 @@
//////////////////////Lens//////////////////////////
//Six Steps //
//Sells for 1600 cr, takes 15 glass shets //
//Usefull for selling and later crafting //
//Useful for selling and later crafting //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/glass_lens
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass lens. Needs to be cut with some tools."
name = "glass fodder sheet (lens)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a glass lens. It needs to be cut with some glassworking tools."
next_step = /obj/item/glasswork/glass_base/glass_lens_part1
/obj/item/glasswork/glass_base/glass_lens/attackby(obj/item/I, mob/user, params)
@@ -91,8 +91,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part1
name = "Glass fodder sheet"
desc = "Cut glass ready to be heated. Needs to be heated with some tools."
name = "half glass fodder sheet (lens)"
desc = "Cut glass ready to be heated with something very hot."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/glass_lens_part2
@@ -104,8 +104,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part2
name = "Glass fodder sheet"
desc = "Cut glass that has been heated. Needs to be heated more with some tools."
name = "heated half glass fodder sheet (lens)"
desc = "Cut glass that has been heated once already and is ready to be heated again."
icon_state = "glass_base_heat"
next_step = /obj/item/glasswork/glass_base/glass_lens_part3
@@ -117,8 +117,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part3
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
name = "heated glass blob (lens)"
desc = "Cut glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/glass_lens_part4
@@ -131,8 +131,8 @@
qdel(I)
/obj/item/glasswork/glass_base/glass_lens_part4
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
name = "glassblowing rod (lens)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/glass_lens_part5
@@ -145,8 +145,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part5
name = "Unpolished glass lens"
desc = "A small unpolished glass lens. Could be polished with some cloth."
name = "unpolished glass lens"
desc = "An unpolished glass lens. It needs to be polished with some dry cloth."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/glasswork/glass_base/glass_lens_part6
@@ -159,8 +159,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part6
name = "Unrefined glass lens"
desc = "A small polished glass lens. Just needs to be refined with some sandstone."
name = "unrefined glass lens"
desc = "A polished glass lens. It needs to be refined with some sandstone."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/glasswork/glass_base/lens
@@ -174,12 +174,12 @@
//////////////////////Spouty Flask//////////////////
//Four Steps //
//Sells for 1200 cr, takes 20 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/spouty
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a spout beaker. Needs to be cut with some tools."
name = "Glass fodder sheet (spout)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a spouty flask. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/spouty_part2
/obj/item/glasswork/glass_base/spouty/attackby(obj/item/I, mob/user, params)
@@ -190,8 +190,8 @@
qdel(src)
/obj/item/glasswork/glass_base/spouty_part2
name = "Glass fodder sheet"
desc = "Cut glass that has been heated. Needs to be heated with some tools."
name = "glass fodder sheet (spout)"
desc = "Cut glass ready to be heated with something very hot."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/spouty_part3
@@ -203,8 +203,8 @@
qdel(src)
/obj/item/glasswork/glass_base/spouty_part3
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
name = "heated glass blob (spout)"
desc = "Cut glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/spouty_part4
@@ -217,8 +217,8 @@
qdel(I)
/obj/item/glasswork/glass_base/spouty_part4
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
name = "glassblowing rod (spout)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/reagent_containers/glass/beaker/flask/spouty
@@ -233,12 +233,12 @@
//////////////////////Small Bulb Flask//////////////
//Two Steps //
//Sells for 600 cr, takes 5 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/flask_small
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a small flask. Needs to be heated with some tools."
name = "glass fodder sheet (small flask)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a small flask. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/flask_small_part1
/obj/item/glasswork/glass_base/flask_small/attackby(obj/item/I, mob/user, params)
@@ -249,8 +249,8 @@
qdel(src)
/obj/item/glasswork/glass_base/flask_small_part1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a small flask. Needs to be blown with some tools."
name = "heated glass blob (small flask)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/flask_small_part2
@@ -263,8 +263,8 @@
qdel(I)
/obj/item/glasswork/glass_base/flask_small_part2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (small flask)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/reagent_containers/glass/beaker/flask
@@ -279,12 +279,12 @@
//////////////////////Large Bulb Flask//////////////
//Two Steps //
//Sells for 1000 cr, takes 15 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/flask_large
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a large flask. Needs to be heated with some tools."
name = "glass fodder sheet (large flask)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a large flask. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/flask_large_part1
/obj/item/glasswork/glass_base/flask_large/attackby(obj/item/I, mob/user, params)
@@ -295,8 +295,8 @@
qdel(src)
/obj/item/glasswork/glass_base/flask_large_part1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a large flask. Needs to be blown with some tools."
name = "heated glass blob (large flask)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/flask_large_part2
@@ -309,8 +309,8 @@
qdel(I)
/obj/item/glasswork/glass_base/flask_large_part2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (small flask)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/reagent_containers/glass/beaker/flask/large
@@ -325,12 +325,12 @@
//////////////////////Tea Plates////////////////////
//Three Steps //
//Sells for 1000 cr, takes 5 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/tea_plate
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea plate, how fancy! Needs to be heated with some tools."
name = "glass fodder sheet (tea saucer)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a tea saucer. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/tea_plate1
/obj/item/glasswork/glass_base/tea_plate/attackby(obj/item/I, mob/user, params)
@@ -341,8 +341,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_plate1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a tea plate. Needs to be blown with some tools."
name = "heated glass blob (tea saucer)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/tea_plate2
@@ -355,8 +355,8 @@
qdel(I)
/obj/item/glasswork/glass_base/tea_plate2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (tea saucer)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/tea_plate3
@@ -369,8 +369,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_plate3
name = "Disk of glass"
desc = "A disk of glass that can be cant be used for much. Needs to be polished with some cloth."
name = "unpolished glass saucer (tea saucer)"
desc = "An unpolished glass saucer. It needs to be polished with some dry cloth."
icon_state = "glass_base_half"
next_step = /obj/item/tea_plate
@@ -384,12 +384,12 @@
//////////////////////Tea Cup///////////////////////
//Four Steps //
//Sells for 1600 cr, takes 6 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/tea_cup
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea cup, how fancy! Needs to be heated with some tools."
name = "glass fodder sheet (tea cup)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a tea cup. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/tea_cup1
/obj/item/glasswork/glass_base/tea_cup/attackby(obj/item/I, mob/user, params)
@@ -400,8 +400,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_cup1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a tea cup. Needs to be blown with some tools."
name = "heated glass blob (tea cup)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/tea_cup2
@@ -414,8 +414,8 @@
qdel(I)
/obj/item/glasswork/glass_base/tea_cupe2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (tea cup)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/tea_cup3
@@ -428,8 +428,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_cup3
name = "Disk of glass"
desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some cloth."
name = "unpolished glass cup (tea cup)"
desc = "An unpolished glass cup. It needs to be polished with some dry cloth."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/tea_cup4
@@ -441,8 +441,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_cup4
name = "Disk of glass"
desc = "A bowl of polished glass that can be cant be used for much. Needs some more glass to make a handle."
name = "polished glass cup (tea cup)"
desc = "A polished glass cup. It needs some extra glass to form a handle."
icon_state = "glass_base_half"
next_step = /obj/item/tea_cup
@@ -1,15 +1,15 @@
//This file is for crafting using a lens!
/obj/item/glasswork/glass_base/lens
name = "Optical lens"
desc = "Good for selling or crafting, by itself its useless"
name = "optical lens"
desc = "A glass lens. Useless by itself, but may prove useful in making something with a focus."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
//Laser pointers - 2600
/obj/item/glasswork/glass_base/laserpointer_shell
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs a power capactor."
name = "laser pointer assembly"
desc = "An empty hull of a laser pointer. It's missing a capacitor."
icon_state = "laser_case"
icon = 'icons/obj/glass_ware.dmi'
next_step = /obj/item/glasswork/glass_base/laserpointer_shell_1
@@ -21,8 +21,8 @@
qdel(src)
/obj/item/glasswork/glass_base/laserpointer_shell_1
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs a glass lens."
name = "powered laser pointer assembly"
desc = "A laser pointer hull with a capacitor inside of it. It's missing a lens."
icon_state = "laser_wire"
icon_state = "laser_case"
next_step = /obj/item/glasswork/glass_base/laserpointer_shell_2
@@ -34,8 +34,8 @@
qdel(src)
/obj/item/glasswork/glass_base/laserpointer_shell_2
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs to be screwed together."
name = "near-complete laser pointer assembly"
desc = "A laser pointer hull with a capacitor and a lens inside of it. It needs to be screwed together."
icon_state = "laser_wire"
icon_state = "laser_case"
next_step = /obj/item/laser_pointer/blue/handmade
@@ -50,8 +50,8 @@
//NERD SHIT - 5000
/obj/item/glasswork/glass_base/glasses_frame
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a pare of lens."
name = "glasses frame"
desc = "A pair of glasses without the lenses. You could probably add them yourself, though."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames"
next_step = /obj/item/glasswork/glass_base/glasses_frame_1
@@ -64,8 +64,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glasses_frame_1
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a the other lens."
name = "glasses frame"
desc = "A pair of shoddily-assembled glasses with only one lens. You could probably add the second one yourself, though."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_1"
next_step = /obj/item/glasswork/glass_base/glasses_frame_2
@@ -78,8 +78,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glasses_frame_2
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just adjust the pices into the frame with a screwdriver."
name = "glasses frame"
desc = "A pair of hastily-assembled unfitted glasses with both lenses intact. Use a screwdriver to fit them."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_2"
next_step = /obj/item/glasswork/glasses
@@ -92,7 +92,7 @@
qdel(src)
/obj/item/glasswork/glasses
name = "Handmade Glasses"
desc = "Handmade glasses that have not been polished at all making them useless. Selling them could still be worth a few credits."
name = "handmade glasses"
desc = "A pair of poorly-assembled glasses clearly produced by someone with no qualifications in making glasses. They're smudged, ugly, and don't even fit you. They might be worth some money, though."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_2"
+1 -1
View File
@@ -142,7 +142,7 @@
if(harmful)
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
victim.throw_alert("embeddedobject", /atom/movable/screen/alert/embeddedobject)
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
damage = weapon.w_class * impact_pain_mult
+1 -1
View File
@@ -13,7 +13,7 @@
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/list/datum/mood_event/mood_events = list()
var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
var/obj/screen/mood/screen_obj
var/atom/movable/screen/mood/screen_obj
var/datum/skill_modifier/bad_mood/malus
var/datum/skill_modifier/great_mood/bonus
var/static/malus_id = 0
+1 -1
View File
@@ -90,7 +90,7 @@
return
SEND_SIGNAL(parent, COMSIG_ATOM_ORBIT_END, orbiter, refreshing)
UnregisterSignal(orbiter, COMSIG_MOVABLE_MOVED)
orbiter.SpinAnimation(0, 0)
orbiter.SpinAnimation(0, 0, parallel = FALSE)
if(istype(orbiters[orbiter],/matrix)) //This is ugly.
orbiter.transform = orbiters[orbiter]
orbiters -= orbiter
@@ -135,6 +135,8 @@
var/obj/item/I = AM
var/mob/M = parent.loc
I.dropped(M)
I.item_flags &= ~IN_STORAGE
I.remove_outline()
if(new_location)
AM.forceMove(new_location) // exited comsig will handle removal reset.
//We don't want to call this if the item is being destroyed
@@ -180,6 +182,7 @@
I.forceMove(parent.drop_location())
return FALSE
I.on_enter_storage(master)
I.item_flags |= IN_STORAGE
refresh_mob_views()
I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
if(M)
+6 -3
View File
@@ -423,6 +423,9 @@
var/atom/A = parent
if(ismob(M)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
A.add_fingerprint(M)
if(istype(A, /obj/item))
var/obj/item/I = A
I.remove_outline() //Removes the outline when we drag
if(!over_object)
return FALSE
if(ismecha(M.loc)) // stops inventory actions in a mech
@@ -435,15 +438,15 @@
RevenantThrow(over_object, M, source)
return
if(!M.incapacitated())
if(!istype(over_object, /obj/screen))
if(!istype(over_object, /atom/movable/screen))
dump_content_at(over_object, M)
return
if(A.loc != M)
return
playsound(A, "rustle", 50, 1, -5)
A.do_jiggle()
if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(istype(over_object, /atom/movable/screen/inventory/hand))
var/atom/movable/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(A, H.held_index)
return
A.add_fingerprint(M)
+11 -11
View File
@@ -20,8 +20,8 @@
. = list()
var/list/accessible_contents = accessible_items()
var/adjusted_contents = length(accessible_contents)
var/obj/screen/storage/close/ui_close
var/obj/screen/storage/boxes/ui_boxes
var/atom/movable/screen/storage/close/ui_close
var/atom/movable/screen/storage/boxes/ui_boxes
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
@@ -62,7 +62,7 @@
for(var/obj/O in accessible_items())
if(QDELETED(O))
continue
var/obj/screen/storage/item_holder/D = new(null, src, O)
var/atom/movable/screen/storage/item_holder/D = new(null, src, O)
D.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
D.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
O.maptext = ""
@@ -81,9 +81,9 @@
*/
/datum/component/storage/proc/orient2hud_volumetric(mob/user, maxcolumns)
. = list()
var/obj/screen/storage/left/ui_left
var/obj/screen/storage/continuous/ui_continuous
var/obj/screen/storage/close/ui_close
var/atom/movable/screen/storage/left/ui_left
var/atom/movable/screen/storage/continuous/ui_continuous
var/atom/movable/screen/storage/close/ui_close
// Generate ui_item_blocks for missing ones and render+orient.
var/list/atom/contents = accessible_items()
@@ -137,7 +137,7 @@
for(var/i in percentage_by_item)
I = i
var/percent = percentage_by_item[I]
var/obj/screen/storage/volumetric_box/center/B = new /obj/screen/storage/volumetric_box/center(null, src, I)
var/atom/movable/screen/storage/volumetric_box/center/B = new /atom/movable/screen/storage/volumetric_box/center(null, src, I)
var/pixels_to_use = overrun? MINIMUM_PIXELS_PER_ITEM : max(using_horizontal_pixels * percent, MINIMUM_PIXELS_PER_ITEM)
var/addrow = FALSE
if(CEILING(pixels_to_use, 1) >= FLOOR(horizontal_pixels - current_pixel - VOLUMETRIC_STORAGE_EDGE_PADDING, 1))
@@ -255,22 +255,22 @@
* Gets our ui_boxes, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_boxes()
return new /obj/screen/storage/boxes(null, src)
return new /atom/movable/screen/storage/boxes(null, src)
/**
* Gets our ui_left, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_left()
return new /obj/screen/storage/left(null, src)
return new /atom/movable/screen/storage/left(null, src)
/**
* Gets our ui_close, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_close()
return new /obj/screen/storage/close(null, src)
return new /atom/movable/screen/storage/close(null, src)
/**
* Gets our ui_continuous, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_continuous()
return new /obj/screen/storage/continuous(null, src)
return new /atom/movable/screen/storage/continuous(null, src)
+3 -3
View File
@@ -370,7 +370,7 @@
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/spinesnapped) // oopsie indeed!
shake_camera(user, 7, 7)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
user.clear_fullscreen("flash", 4.5)
if(94 to 98)
@@ -381,7 +381,7 @@
user.gain_trauma_type(BRAIN_TRAUMA_MILD)
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
shake_camera(user, 6, 6)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
user.clear_fullscreen("flash", 3.5)
if(84 to 93)
@@ -394,7 +394,7 @@
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
user.DefaultCombatKnockdown(40)
shake_camera(user, 5, 5)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
user.clear_fullscreen("flash", 2.5)
if(64 to 83)
+3 -2
View File
@@ -10,6 +10,7 @@
var/mob/living/L = parent
if(L.incapacitated() || L.lying)
return
var/matrix/otransform = matrix(L.transform) //make a copy of the current transform
animate(L, pixel_z = 4, time = 0)
animate(pixel_z = 0, transform = turn(matrix(), pick(-12, 0, 12)), time=2)
animate(pixel_z = 0, transform = matrix(), time = 0)
animate(pixel_z = 0, transform = turn(L.transform, pick(-12, 0, 12)), time=2) //waddle.
animate(pixel_z = 0, transform = otransform, time = 0) //return to previous transform.