diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS
index 7a79b28b09aa..4dfa55a79231 100644
--- a/.github/CODEOWNERS
+++ b/.github/CODEOWNERS
@@ -24,9 +24,8 @@
/tools/docker/ @Fira
/Dockerfile @Fira
-# MorrowWolf
+# Zonespace
-/maps/map_files/LV522_Chances_Claim/LV522_Chances_Claim.dmm @morrowwolf
-/code/modules/gear_presets/survivors.dm @morrowwolf
+/code/modules/gear_presets/survivors.dm @zonespace27
# MULTIPLE OWNERS
diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml
index 49eda07616c2..5eb8f0219e73 100644
--- a/.github/ISSUE_TEMPLATE/bug_report.yml
+++ b/.github/ISSUE_TEMPLATE/bug_report.yml
@@ -10,6 +10,12 @@ body:
placeholder: "#1, #2, #3, etc"
validations:
required: true
+ - type: input
+ id: round-id
+ attributes:
+ label: Round ID
+ description: If known, what was the Round ID this bug was found on? Can be left blank if unknown or occured across multiple rounds.
+ placeholder: "12345"
- type: textarea
id: what-happened
attributes:
diff --git a/.github/workflows/ci_suite.yml b/.github/workflows/ci_suite.yml
index 683f3909b447..0488055312f7 100644
--- a/.github/workflows/ci_suite.yml
+++ b/.github/workflows/ci_suite.yml
@@ -60,6 +60,34 @@ jobs:
with:
outputFile: output-annotations.txt
+
+ odlint:
+ name: Lint with OpenDream
+ runs-on: ubuntu-20.04
+ steps:
+ - uses: actions/checkout@v3
+ - name: Get OpenDream Version
+ run: |
+ source dependencies.sh
+ echo "OPENDREAM_VERSION=$OPENDREAM_VERSION" >> $GITHUB_ENV
+ - name: Restore OpenDream cache
+ uses: actions/cache@v3
+ id: cache-od
+ with:
+ path: ~/OpenDream
+ key: ${{ runner.os }}-opendream-${{ env.OPENDREAM_VERSION }}
+ - name: Download OpenDream
+ if: steps.cache-od.outputs.cache-hit != 'true'
+ run: |
+ bash tools/ci/download_od.sh
+ - name: Setup OpenDream
+ if: steps.cache-od.outputs.cache-hit != 'true'
+ run: |
+ bash tools/ci/setup_od.sh
+ - name: Run OpenDream
+ run: |
+ bash tools/ci/run_od.sh
+
compile_all_maps:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
name: Compile Maps
diff --git a/.gitignore b/.gitignore
index 210efc84d75b..4d2b7e810de8 100644
--- a/.gitignore
+++ b/.gitignore
@@ -31,3 +31,6 @@ test_environment.txt
# byond-tracy backend, not shipped with the codebase so it shouldn't be maintained
prof.dll
libprof.so
+
+# OpenDream compatibility stuff
+colonialmarines.json
diff --git a/code/__DEFINES/__game.dm b/code/__DEFINES/__game.dm
index 113b78dbada1..f1424f5560ec 100644
--- a/code/__DEFINES/__game.dm
+++ b/code/__DEFINES/__game.dm
@@ -283,7 +283,6 @@ block( \
/// Only use the CEILING_PROTECTION_TIER_X defines for `protection_level`
#define CEILING_IS_PROTECTED(ceiling, protection_level) (ceiling >= protection_level)
-
// Default font settings
#define FONT_SIZE "5pt"
#define DEFAULT_FONT_COLOR "#09f"
@@ -493,6 +492,18 @@ block( \
#define TURF_PROTECTION_CAS 2
#define TURF_PROTECTION_OB 3
+/// Convert a turf protection level to a ceiling protection level
+/proc/get_ceiling_protection_level(turf_protection_level)
+ switch(turf_protection_level)
+ if(TURF_PROTECTION_OB)
+ return CEILING_PROTECTION_TIER_4
+ if(TURF_PROTECTION_CAS)
+ return CEILING_PROTECTION_TIER_3
+ if(TURF_PROTECTION_MORTAR)
+ return CEILING_PROTECTION_TIER_2
+ else
+ return CEILING_NO_PROTECTION
+
// Anything above the deck boundary is the upper deck, anything below is the lower deck
// This is exclusive, so anything ON the boundary is an edge case that's neither on the upper nor the lower deck
#define ALMAYER_DECK_BOUNDARY 101
diff --git a/code/__DEFINES/assert.dm b/code/__DEFINES/assert.dm
new file mode 100644
index 000000000000..cff78107714c
--- /dev/null
+++ b/code/__DEFINES/assert.dm
@@ -0,0 +1,13 @@
+#undef ASSERT
+
+/// Override BYOND's native ASSERT to optionally specify a message
+#define ASSERT(condition, message...) \
+ if (!(condition)) { \
+ CRASH(assertion_message(__FILE__, __LINE__, #condition, ##message)) \
+ }
+
+/proc/assertion_message(file, line, condition, message)
+ if (!isnull(message))
+ message = " - [message]"
+
+ return "[file]:[line]:Assertion failed: [condition][message]"
diff --git a/code/__DEFINES/atmospherics.dm b/code/__DEFINES/atmospherics.dm
index 3abd79708f7a..de7eb672e87b 100644
--- a/code/__DEFINES/atmospherics.dm
+++ b/code/__DEFINES/atmospherics.dm
@@ -23,6 +23,8 @@
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
+#define T90C 363.15 // 90degC
+#define T120C 393.15 // 120degC
#define TCMB 2.7 // -270.3degC
#define ICE_COLONY_TEMPERATURE 223 //-50degC
#define SOROKYNE_TEMPERATURE 223 // Same as Ice for now
diff --git a/code/__DEFINES/bullet_traits.dm b/code/__DEFINES/bullet_traits.dm
index 0ca3bce2e602..40e250cd0dd2 100644
--- a/code/__DEFINES/bullet_traits.dm
+++ b/code/__DEFINES/bullet_traits.dm
@@ -3,7 +3,7 @@
// list of args if there are any args
/// An entry to a list for giving projectiles bullet traits
/// Must be placed inside of a list
-#define BULLET_TRAIT_ENTRY(trait, args...) trait = #args ? list(##args) : null
+#define BULLET_TRAIT_ENTRY(trait, args...) trait = list(##args)
/// An entry to a list for giving projectiles bullet traits with a unique ID
/// Must be placed inside of a list
#define BULLET_TRAIT_ENTRY_ID(id, trait, args...) id = list(trait, ##args)
diff --git a/code/__DEFINES/client_prefs.dm b/code/__DEFINES/client_prefs.dm
index b1e194354555..5337f64d9e46 100644
--- a/code/__DEFINES/client_prefs.dm
+++ b/code/__DEFINES/client_prefs.dm
@@ -1,6 +1,7 @@
#define BE_ALIEN_AFTER_DEATH (1<<0)
#define BE_AGENT (1<<1)
+//toggle_prefs bits from /datum/preferences
#define TOGGLE_IGNORE_SELF (1<<0) // Determines whether you will not hurt yourself when clicking yourself
#define TOGGLE_HELP_INTENT_SAFETY (1<<1) // Determines whether help intent will be completely harmless
#define TOGGLE_MIDDLE_MOUSE_CLICK (1<<2) // This toggles whether selected ability for xeno uses middle mouse clicking or shift clicking
@@ -13,7 +14,7 @@
// and put the empty magazine in your hand
#define TOGGLE_AUTOMATIC_PUNCTUATION (1<<7) // Whether your sentences will automatically be punctuated with a period
#define TOGGLE_COMBAT_CLICKDRAG_OVERRIDE (1<<8) // Whether disarm/harm intents cause clicks to trigger immediately when the mouse button is depressed.
-#define TOGGLE_ALTERNATING_DUAL_WIELD (1<<9) // Whether dual-wielding fires both guns at once or swaps between them.
+#define TOGGLE_ALTERNATING_DUAL_WIELD (1<<9) // Whether dual-wielding fires both guns at once or swaps between them, OUTDATED, used to update savefiles, now dual_wield_pref
#define TOGGLE_FULLSCREEN (1<<10) // See /client/proc/toggle_fullscreen in client_procs.dm
#define TOGGLE_MEMBER_PUBLIC (1<<11) //determines if you get a byond logo by your name in ooc if you're a member or not
#define TOGGLE_OOC_FLAG (1<<12) // determines if your country flag appears by your name in ooc chat
@@ -32,3 +33,11 @@
#define AGE_MIN 19 //youngest a character can be
#define AGE_MAX 90 //oldest a character can be //no. you are not allowed to be 160.
#define MAX_GEAR_COST 7 //Used in chargen for loadout limit.
+
+///dual_wield_pref from /datum/preferences
+///Fire both weapons when dual wielding
+#define DUAL_WIELD_FIRE 0
+///Swap to the other weapon when dual wielding
+#define DUAL_WIELD_SWAP 1
+///Do nothing when dual wielding
+#define DUAL_WIELD_NONE 2
diff --git a/code/__DEFINES/conflict.dm b/code/__DEFINES/conflict.dm
index 0820c709cdae..d69f0891ffa0 100644
--- a/code/__DEFINES/conflict.dm
+++ b/code/__DEFINES/conflict.dm
@@ -109,6 +109,7 @@
#define SHOES_SLOWDOWN -1
#define SLOWDOWN_ARMOR_NONE 0
+#define SLOWDOWN_ARMOR_SUPER_LIGHT 0.10
#define SLOWDOWN_ARMOR_VERY_LIGHT 0.20
#define SLOWDOWN_ARMOR_LIGHT 0.35
#define SLOWDOWN_ARMOR_MEDIUM 0.55
diff --git a/code/__DEFINES/dcs/signals/atom/mob/living/signals_human.dm b/code/__DEFINES/dcs/signals/atom/mob/living/signals_human.dm
index 90e6db45dbaa..2e247cdccc73 100644
--- a/code/__DEFINES/dcs/signals/atom/mob/living/signals_human.dm
+++ b/code/__DEFINES/dcs/signals/atom/mob/living/signals_human.dm
@@ -36,6 +36,10 @@
#define COMSIG_HUMAN_UPDATE_SIGHT "human_update_sight"
#define COMPONENT_OVERRIDE_UPDATE_SIGHT (1<<0)
+///from /mob/living/carbon/human/movement_delay()
+#define COMSIG_HUMAN_MOVEMENT_CANCEL_INTERACTION "human_movement_cancel_interaction"
+ #define COMPONENT_HUMAN_MOVEMENT_KEEP_USING (1<<0)
+
///from /mob/living/carbon/human/update_sight()
#define COMSIG_HUMAN_POST_UPDATE_SIGHT "human_post_update_sight"
///from /mob/living/carbon/human/movement_delay(): (list/movedata)
diff --git a/code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm b/code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm
index 5ca77a2ba9d2..d60e3d6b52e2 100644
--- a/code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm
+++ b/code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm
@@ -1,3 +1,5 @@
+///from base of mob/set_stat(): (new_stat, old_stat)
+#define COMSIG_MOB_STATCHANGE "mob_statchange"
/// From /obj/structure/machinery/door/airlock/proc/take_damage
#define COMSIG_MOB_DESTROY_AIRLOCK "mob_destroy_airlock"
@@ -167,3 +169,6 @@
/// From /obj/item/grab/proc/progress_passive() : (mob/living/carbon/human/grabber)
#define COMSIG_MOB_AGGRESSIVELY_GRABBED "mob_aggressively_grabbed"
#define COMSIG_MOB_AGGRESIVE_GRAB_CANCEL (1<<0)
+
+/// Cancels all running cloaking effects on target
+#define COMSIG_MOB_EFFECT_CLOAK_CANCEL "mob_effect_cloak_cancel"
diff --git a/code/__DEFINES/dcs/signals/atom/signals_atom.dm b/code/__DEFINES/dcs/signals/atom/signals_atom.dm
index 7431c5593b17..d9bd1202c159 100644
--- a/code/__DEFINES/dcs/signals/atom/signals_atom.dm
+++ b/code/__DEFINES/dcs/signals/atom/signals_atom.dm
@@ -45,3 +45,12 @@
///When the transform or an atom is varedited through vv topic.
#define COMSIG_ATOM_VV_MODIFY_TRANSFORM "atom_vv_modify_transform"
+
+/// Called when an atom has something mouse dropped on it, from /client/MouseDrop: (atom/dropped_on)
+#define COMSIG_ATOM_DROPPED_ON "atom_dropped_on"
+
+/// Called when an atom is mouse dropped on another atom, from /client/MouseDrop: (atom/dropped_onto)
+#define COMSIG_ATOM_DROP_ON "atom_drop_on"
+
+/// Called when an atom has emp_act called on it, from /atom/emp_act: (severity)
+#define COMSIG_ATOM_EMP_ACT "atom_emp_act"
diff --git a/code/__DEFINES/dcs/signals/atom/signals_cell.dm b/code/__DEFINES/dcs/signals/atom/signals_cell.dm
new file mode 100644
index 000000000000..75e13d8bfdfc
--- /dev/null
+++ b/code/__DEFINES/dcs/signals/atom/signals_cell.dm
@@ -0,0 +1,26 @@
+/// (charge_amount)
+#define COMSIG_CELL_USE_CHARGE "cell_use_charge"
+ #define COMPONENT_CELL_NO_USE_CHARGE (1<<0)
+
+/// (charge_amount)
+#define COMSIG_CELL_ADD_CHARGE "cell_add_charge"
+
+#define COMSIG_CELL_START_TICK_DRAIN "cell_start_tick_drain"
+
+#define COMSIG_CELL_STOP_TICK_DRAIN "cell_stop_tick_drain"
+
+/// (mob/living/user)
+#define COMSIG_CELL_TRY_RECHARGING "cell_try_recharging"
+ #define COMPONENT_CELL_NO_RECHARGE (1<<0)
+
+#define COMSIG_CELL_OUT_OF_CHARGE "cell_out_of_charge"
+
+/// (charge_amount)
+#define COMSIG_CELL_CHECK_CHARGE "cell_check_charge"
+ #define COMPONENT_CELL_CHARGE_INSUFFICIENT (1<<0)
+
+#define COMSIG_CELL_TRY_INSERT_CELL "cell_try_insert_cell"
+ #define COMPONENT_CANCEL_CELL_INSERT (1<<0)
+
+/// (mob/living/user)
+#define COMSIG_CELL_REMOVE_CELL "cell_remove_cell"
diff --git a/code/__DEFINES/dcs/signals/atom/signals_item.dm b/code/__DEFINES/dcs/signals/atom/signals_item.dm
index 6c31b77f76a4..6024c0524992 100644
--- a/code/__DEFINES/dcs/signals/atom/signals_item.dm
+++ b/code/__DEFINES/dcs/signals/atom/signals_item.dm
@@ -65,3 +65,6 @@
/// from /obj/item/weapon/gun/proc/load_into_chamber() : ()
#define COMSIG_GUN_INTERRUPT_FIRE "gun_interrupt_fire"
+
+//from /datum/authority/branch/role/proc/equip_role()
+#define COMSIG_POST_SPAWN_UPDATE "post_spawn_update"
diff --git a/code/__DEFINES/dcs/signals/atom/signals_obj.dm b/code/__DEFINES/dcs/signals/atom/signals_obj.dm
index 0f761ef64494..e35367ec5f03 100644
--- a/code/__DEFINES/dcs/signals/atom/signals_obj.dm
+++ b/code/__DEFINES/dcs/signals/atom/signals_obj.dm
@@ -38,3 +38,5 @@
/// from /obj/limb/proc/remove_all_bleeding() : (external, internal)
#define COMSIG_LIMB_STOP_BLEEDING "limb_stop_bleeding"
+
+#define COMSIG_STRUCTURE_CRATE_SQUAD_LAUNCHED "structure_crate_squad_launched"
diff --git a/code/__DEFINES/dcs/signals/signals_global.dm b/code/__DEFINES/dcs/signals/signals_global.dm
index 032a1891a808..dc5e70fcd5ec 100644
--- a/code/__DEFINES/dcs/signals/signals_global.dm
+++ b/code/__DEFINES/dcs/signals/signals_global.dm
@@ -60,8 +60,11 @@
#define COMSIG_GLOB_GROUNDSIDE_FORSAKEN_HANDLING "!groundside_forsaken_handling"
/// From
-#define COMSIG_GLOB_YAUTJA_ARMORY_OPENED "yautja_armory_opened"
+#define COMSIG_GLOB_YAUTJA_ARMORY_OPENED "!yautja_armory_opened"
/// From /proc/biohazard_lockdown()
-#define COMSIG_GLOB_RESEARCH_LOCKDOWN "research_lockdown_closed"
-#define COMSIG_GLOB_RESEARCH_LIFT "research_lockdown_opened"
+#define COMSIG_GLOB_RESEARCH_LOCKDOWN "!research_lockdown_closed"
+#define COMSIG_GLOB_RESEARCH_LIFT "!research_lockdown_opened"
+
+/// From /obj/structure/machinery/power/fusion_engine/proc/set_overloading() : (set_overloading)
+#define COMSIG_GLOB_GENERATOR_SET_OVERLOADING "!generator_set_overloading"
diff --git a/code/__DEFINES/emote_panels.dm b/code/__DEFINES/emote_panels.dm
index 59959818da74..8419f5513cf0 100644
--- a/code/__DEFINES/emote_panels.dm
+++ b/code/__DEFINES/emote_panels.dm
@@ -6,7 +6,8 @@
#define JOE_EMOTE_CATEGORY_WARNING "Warning"
#define JOE_EMOTE_CATEGORY_QUESTION "Question"
#define JOE_EMOTE_CATEGORY_NOTICE "Notice"
-
+#define JOE_EMOTE_CATEGORY_FIRE "Fire"
+#define JOE_EMOTE_CATEGORY_DAMAGE "Damage"
#define YAUTJA_EMOTE_CATEGORY_FAKESOUND "Fake Sound"
#define YAUTJA_EMOTE_CATEGORY_VOICE "Voice Synthesizer"
#define YAUTJA_EMOTE_CATEGORY_SPECIES "Yautja"
diff --git a/code/__DEFINES/equipment.dm b/code/__DEFINES/equipment.dm
index 82e91c5680b8..6628a5c925c2 100644
--- a/code/__DEFINES/equipment.dm
+++ b/code/__DEFINES/equipment.dm
@@ -80,10 +80,8 @@
#define CAN_DIG_SHRAPNEL (1<<11)
/// whether it has an animated icon state of "[icon_state]_on" to be used during surgeries.
#define ANIMATED_SURGICAL_TOOL (1<<12)
-/// The item goes on top of tables, instead of into them with the overlay system
-#define NOTABLEMERGE (1<<13)
/// Has heat source but isn't 'on fire' and thus can be stored
-#define IGNITING_ITEM (1<<14)
+#define IGNITING_ITEM (1<<13)
//==========================================================================================
@@ -551,3 +549,8 @@ var/global/list/uniform_categories = list(
#define PHONE_MARINE "Marine"
#define PHONE_UPP_SOLDIER "Soldier"
#define PHONE_IO "IO"
+
+#define PHONE_DND_FORCED 2
+#define PHONE_DND_ON 1
+#define PHONE_DND_OFF 0
+#define PHONE_DND_FORBIDDEN -1
diff --git a/code/__DEFINES/hijack.dm b/code/__DEFINES/hijack.dm
new file mode 100644
index 000000000000..85d4c227ae70
--- /dev/null
+++ b/code/__DEFINES/hijack.dm
@@ -0,0 +1,13 @@
+#define EVACUATION_TYPE_NONE 0
+#define EVACUATION_TYPE_ADDITIVE 1
+#define EVACUATION_TYPE_MULTIPLICATIVE 2
+
+#define HIJACK_ANNOUNCE "ARES Emergency Procedures"
+#define XENO_HIJACK_ANNOUNCE "You sense something unusual..."
+
+#define EVACUATION_STATUS_NOT_INITIATED 0
+#define EVACUATION_STATUS_INITIATED 1
+
+#define HIJACK_OBJECTIVES_NOT_STARTED 0
+#define HIJACK_OBJECTIVES_STARTED 1
+#define HIJACK_OBJECTIVES_COMPLETE 2
diff --git a/code/__DEFINES/job.dm b/code/__DEFINES/job.dm
index 52263a5e1367..56062cb0213b 100644
--- a/code/__DEFINES/job.dm
+++ b/code/__DEFINES/job.dm
@@ -11,6 +11,7 @@
#define SQUAD_MARINE_CRYO "Foxtrot"
#define SQUAD_MARINE_INTEL "Intel"
#define SQUAD_SOF "SOF"
+#define SQUAD_CBRN "CBRN"
// Job name defines
#define JOB_SQUAD_MARINE "Rifleman"
@@ -267,6 +268,7 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_UPP_GENERAL "UPP Army General"
#define JOB_UPP_COMBAT_SYNTH "UPP Combat Synthetic"
+#define JOB_UPP_SUPPORT_SYNTH "UPP Support Synthetic"
#define UPP_JOB_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_LT_OFFICER, JOB_UPP_LT_DOKTOR, JOB_UPP_SRLT_OFFICER, JOB_UPP_KPT_OFFICER, JOB_UPP_KOL_OFFICER, JOB_UPP_COMBAT_SYNTH)
#define UPP_JOB_GRUNT_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_CREWMAN)
diff --git a/code/__DEFINES/keybinding.dm b/code/__DEFINES/keybinding.dm
index 1878ca63f34e..764282d59765 100644
--- a/code/__DEFINES/keybinding.dm
+++ b/code/__DEFINES/keybinding.dm
@@ -14,6 +14,7 @@
#define COMSIG_KB_ADMIN_INVISIMINTOGGLE_DOWN "keybinding_admin_invisimintoggle_down"
#define COMSIG_KB_ADMIN_DEADMIN_DOWN "keybinding_admin_deadmin_down"
#define COMSIG_KB_ADMIN_READMIN_DOWN "keybinding_admin_readmin_down"
+#define COMSIG_KB_ADMIN_MENTORSAY_DOWN "keybinding_admin_mentorsay_down"
//Carbon
#define COMSIG_KB_CARBON_HOLDRUNMOVEINTENT_DOWN "keybinding_carbon_holdrunmoveintent_down"
@@ -43,12 +44,6 @@
#define COMSIG_KG_CLIENT_RADIO_DOWN "keybinding_client_radio_down"
//Human
-#define COMSIG_KB_HUMAN_QUICKEQUIP_DOWN "keybinding_human_quickequip_down"
-#define COMSIG_KB_HUMAN_SECONDARY_DOWN "keybinding_human_secondary_down"
-#define COMSIG_KB_HUMAN_TERTIARY_DOWN "keybinding_human_tertiary_down"
-#define COMSIG_KB_HUMAN_QUATERNARY_DOWN "keybinding_human_quaternary_down"
-#define COMSIG_KB_HUMAN_QUICK_EQUIP_DOWN "keybinding_human_quick_equip_down"
-
#define COMSIG_KB_HUMAN_ISSUE_ORDER "keybinding_human_issue_order"
#define COMSIG_KB_HUMAN_ISSUE_ORDER_MOVE "keybinding_human_issue_order_move"
#define COMSIG_KB_HUMAN_ISSUE_ORDER_HOLD "keybinding_human_issue_order_hold"
@@ -57,12 +52,31 @@
#define COMSIG_KB_HUMAN_SPECIALIST_ACTIVATION_ONE "keybinding_human_specialist_activation_one"
#define COMSIG_KB_HUMAN_SPECIALIST_ACTIVATION_TWO "keybinding_human_specialist_activation_two"
-#define COMSIG_KB_HUMAN_PICK_UP "keybinding_human_pick_up"
-
#define COMSIG_KB_HUMAN_ROTATE_CHAIR "keybinding_human_rotate_chair"
#define COMSIG_KB_HUMAN_SHOW_HELD_ITEM "keybinding_human_show_held_item"
+#define COMSIG_KB_HUMAN_CYCLE_HELMET_HUD "keybinding_human_cycle_helmet_hud"
+
+// Human Inventory Navigation
+#define COMSIG_KB_HUMAN_INTERACT_OTHER_HAND "keybinding_human_interact_other_hand"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_BACK "keybinding_human_interact_slot_back"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_BELT "keybinding_human_interact_slot_belt"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_UNIFORM "keybinding_human_interact_slot_uniform"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_SUIT "keybinding_human_interact_slot_suit"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_HELMET "keybinding_human_interact_slot_helmet"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_LEFT_POUCH "keybinding_human_interact_slot_left_pouch"
+#define COMSIG_KB_HUMAN_INTERACT_SLOT_RIGHT_POUCH "keybinding_human_interact_slot_right_pouch"
+#define COMSIG_KB_HUMAN_INTERACT_SUIT_S_STORE "keybinding_human_interact_slot_suit_storage"
+
+#define COMSIG_KB_HUMAN_INTERACT_QUICKEQUIP_DOWN "keybinding_human_interact_quickequip_down"
+#define COMSIG_KB_HUMAN_INTERACT_SECONDARY_DOWN "keybinding_human_interact_secondary_down"
+#define COMSIG_KB_HUMAN_INTERACT_TERTIARY_DOWN "keybinding_human_interact_tertiary_down"
+#define COMSIG_KB_HUMAN_INTERACT_QUATERNARY_DOWN "keybinding_human_interact_quaternary_down"
+#define COMSIG_KB_HUMAN_INTERACT_QUICK_EQUIP_DOWN "keybinding_human_interact_quick_equip_down"
+
+#define COMSIG_KB_HUMAN_INTERACT_PICK_UP "keybinding_human_interact_pick_up"
+
// Human Combat
#define COMSIG_KB_HUMAN_WEAPON_FIELDSTRIP "keybinding_human_weapon_fieldstrip"
#define COMSIG_KB_HUMAN_WEAPON_BURSTFIRE "keybinding_human_weapon_burstfire"
@@ -74,6 +88,7 @@
#define COMSIG_KB_HUMAN_WEAPON_UNLOAD "keybinding_human_weapon_unload"
#define COMSIG_KB_HUMAN_WEAPON_ATTACHMENT "keybinding_human_weapon_attachment"
#define COMSIG_KB_HUMAN_WEAPON_ATTACHMENT_RAIL "keybinding_human_weapon_attachment_rail"
+#define COMSIG_KB_HUMAN_WEAPON_SHOTGUN_TUBE "keybinding_human_weapon_shotgun_tube"
#define COMSIG_KB_HUMAN_WEAPON_TOGGLE_IFF "keybinding_human_weapon_toggle_iff"
@@ -185,6 +200,7 @@
//misc yautja
#define COMSIG_KB_YAUTJA_TELE_LOC "keybinding_yautja_tele_loc"
+#define COMSIG_KB_YAUTJA_FOLD_COMBISTICK "keybinding_yautja_fold_combistick"
#define COMSIG_KB_OBSERVER_JOIN_XENO "keybinding_observer_join_as_xeno"
#define COMSIG_KB_OBSERVER_JOIN_ERT "keybinding_observer_join_ert"
@@ -198,6 +214,7 @@
#define CATEGORY_CARBON "CARBON"
#define CATEGORY_HUMAN "HUMAN"
#define CATEGORY_HUMAN_COMBAT "HUMAN COMBAT"
+#define CATEGORY_HUMAN_INVENTORY "HUMAN INVENTORY"
#define CATEGORY_ROBOT "ROBOT"
#define CATEGORY_YAUTJA "YAUTJA"
#define CATEGORY_MISC "MISC"
diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm
index 1bd030313a43..072738184807 100644
--- a/code/__DEFINES/mobs.dm
+++ b/code/__DEFINES/mobs.dm
@@ -417,3 +417,4 @@ var/list/default_xeno_onmob_icons = list(
#define HANDLING_LIMBS list("l_arm","l_hand", "r_arm", "r_hand")
#define EXTREMITY_LIMBS list("l_leg","l_foot","r_leg","r_foot","l_arm","l_hand","r_arm","r_hand")
#define CORE_LIMBS list("chest","head","groin")
+
diff --git a/code/__DEFINES/mode.dm b/code/__DEFINES/mode.dm
index b73b2a0d89af..854da7a52b4c 100644
--- a/code/__DEFINES/mode.dm
+++ b/code/__DEFINES/mode.dm
@@ -240,7 +240,7 @@ var/global/list/whitelist_hierarchy = list(WHITELIST_NORMAL, WHITELIST_COUNCIL,
#define FACTION_MONKEY "Monkey" // Nanu
#define FACTION_LIST_MARINE list(FACTION_MARINE)
-#define FACTION_LIST_HUMANOID list(FACTION_MARINE, FACTION_PMC, FACTION_WY, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_SURVIVOR, FACTION_NEUTRAL, FACTION_COLONIST, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_YAUTJA, FACTION_ZOMBIE, FACTION_TWE)
+#define FACTION_LIST_HUMANOID list(FACTION_MARINE, FACTION_PMC, FACTION_WY, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_MARSHAL, FACTION_UPP, FACTION_FREELANCER, FACTION_SURVIVOR, FACTION_NEUTRAL, FACTION_COLONIST, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_YAUTJA, FACTION_ZOMBIE, FACTION_TWE)
#define FACTION_LIST_ERT list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_MARSHAL, FACTION_TWE)
#define FACTION_LIST_WY list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_MARINE_WY list(FACTION_MARINE, FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
diff --git a/code/__DEFINES/shuttles.dm b/code/__DEFINES/shuttles.dm
index d283656ccae6..a3299184e4ef 100644
--- a/code/__DEFINES/shuttles.dm
+++ b/code/__DEFINES/shuttles.dm
@@ -100,10 +100,12 @@
#define MOBILE_SHUTTLE_ID_ERT_BIG "ert_boarding_shuttle"
#define MOBILE_TRIJENT_ELEVATOR "trijentshuttle2"
-#define STAT_TRIJENT_LZ1 "trigent_lz1"
-#define STAT_TRIJENT_LZ2 "trigent_lz2"
-#define STAT_TRIJENT_ENGI "trigent_engineering"
-#define STAT_TRIJENT_OMEGA "trigent_omega"
+#define STAT_TRIJENT_EMPTY "trijent_empty"
+#define STAT_TRIJENT_OCCUPIED "trijent_occupied"
+#define STAT_TRIJENT_LZ1 "trijent_lz1"
+#define STAT_TRIJENT_LZ2 "trijent_lz2"
+#define STAT_TRIJENT_ENGI "trijent_engineering"
+#define STAT_TRIJENT_OMEGA "trijent_omega"
#define MOBILE_SHUTTLE_LIFEBOAT_PORT "lifeboat-port"
#define MOBILE_SHUTTLE_LIFEBOAT_STARBOARD "lifeboat-starboard"
@@ -115,6 +117,7 @@
#define ALMAYER_DROPSHIP_LZ1 "almayer-hangar-lz1"
#define ALMAYER_DROPSHIP_LZ2 "almayer-hangar-lz2"
+#define DROPSHIP_FLYBY_ID "special_flight"
#define DROPSHIP_LZ1 "dropship-lz1"
#define DROPSHIP_LZ2 "dropship-lz2"
diff --git a/code/__DEFINES/speech_channels.dm b/code/__DEFINES/speech_channels.dm
index 3f6e4720bde9..5a9a74af8ad0 100644
--- a/code/__DEFINES/speech_channels.dm
+++ b/code/__DEFINES/speech_channels.dm
@@ -1,6 +1,7 @@
// Used to direct channels to speak into.
#define SAY_CHANNEL "Say"
#define COMMS_CHANNEL "Comms"
+#define WHISPER_CHANNEL "Whisper"
#define ME_CHANNEL "Me"
#define OOC_CHANNEL "OOC"
#define LOOC_CHANNEL "LOOC"
diff --git a/code/__DEFINES/subsystems.dm b/code/__DEFINES/subsystems.dm
index 8a65a4b961ff..301ca0409655 100644
--- a/code/__DEFINES/subsystems.dm
+++ b/code/__DEFINES/subsystems.dm
@@ -109,36 +109,23 @@
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
-#define SS_INIT_TICKER_SPAWN 999
#define SS_INIT_INPUT 85
-#define SS_INIT_FAIL_TO_TOPIC 84
#define SS_INIT_TOPIC 83
#define SS_INIT_LOBBYART 82
-#define SS_INIT_RUST 30
#define SS_INIT_INFLUXDRIVER 28
-#define SS_INIT_SUPPLY_SHUTTLE 25
#define SS_INIT_GARBAGE 24
#define SS_INIT_EVENTS 23.5
-#define SS_INIT_JOB 23
+#define SS_INIT_HIJACK 22.6
#define SS_INIT_REDIS 22.5
#define SS_INIT_REAGENTS 22.1
#define SS_INIT_MAPPING 22
#define SS_INIT_NIGHTMARE 21.5
#define SS_INIT_TIMETRACK 21.1
#define SS_INIT_HUMANS 21
-#define SS_INIT_MAP 20
-#define SS_INIT_COMPONENT 19.5
#define SS_INIT_POWER 19
-#define SS_INIT_OBJECT 18
-#define SS_INIT_PIPENET 17.5
-#define SS_INIT_XENOARCH 17
-#define SS_INIT_MORE_INIT 16
-#define SS_INIT_AIR 15
-#define SS_INIT_TELEPORTER 13
#define SS_INIT_INFLUXMCSTATS 12
#define SS_INIT_INFLUXSTATS 11
#define SS_INIT_LIGHTING 10
-#define SS_INIT_DEFCON 9
#define SS_INIT_LAW 6
#define SS_INIT_FZ_TRANSITIONS 5
#define SS_INIT_PROJECTILES 4.1
@@ -152,12 +139,9 @@
#define SS_INIT_RADIO 2
#define SS_INIT_TIMER 100
#define SS_INIT_UNSPECIFIED 0
-#define SS_INIT_EMERGENCY_SHUTTLE -19
#define SS_INIT_ASSETS -20
#define SS_INIT_TICKER -21
#define SS_INIT_VOTE -23
-#define SS_INIT_FINISH -24
-#define SS_INIT_ADMIN -26
#define SS_INIT_DATABASE -27
#define SS_INIT_ENTITYMANAGER -28
#define SS_INIT_PLAYTIME -29
@@ -166,7 +150,6 @@
#define SS_INIT_MINIMAP -34
#define SS_INIT_STATPANELS -98
#define SS_INIT_CHAT -100 //Should be last to ensure chat remains smooth during init.
-#define SS_INIT_EARLYRUNTIMES -500 // Post-init notifier
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
@@ -177,7 +160,6 @@
#define SS_PRIORITY_SOUND 250
#define SS_PRIORITY_TICKER 200
#define SS_PRIORITY_NIGHTMARE 180
-#define SS_PRIORITY_MAPVIEW 170
#define SS_PRIORITY_QUADTREE 160
#define SS_PRIORITY_CHAT 155
#define SS_PRIORITY_STATPANEL 154
@@ -195,20 +177,17 @@
#define SS_PRIORITY_VOTE 110
#define SS_PRIORITY_FAST_OBJECTS 105
#define SS_PRIORITY_OBJECTS 104
-#define SS_PRIORITY_FACEHUGGERS 100
#define SS_PRIORITY_DECORATOR 99
+#define SS_PRIORITY_HIJACK 97
#define SS_PRIORITY_POWER 95
#define SS_PRIORITY_EFFECTS 92
#define SS_PRIORITY_MACHINERY 90
#define SS_PRIORITY_FZ_TRANSITIONS 88
-#define SS_PRIORITY_PIPENET 85
#define SS_PRIORITY_ROUND_RECORDING 83
#define SS_PRIORITY_SHUTTLE 80
-#define SS_PRIORITY_TELEPORTER 75
#define SS_PRIORITY_EVENT 65
#define SS_PRIORITY_DISEASE 60
-#define SS_PRIORITY_FAST_MACHINERY 55
-#define SS_PRIORITY_MIDI 40
+#define SS_PRIORITY_DEFENSES 55
#define SS_PRIORITY_ENTITY 37
#define SS_PRIORITY_DEFCON 35
#define SS_PRIORITY_ACID_PILLAR 34
@@ -227,7 +206,6 @@
#define SS_PRIORITY_INFLUXSTATS 8
#define SS_PRIORITY_PLAYTIME 5
#define SS_PRIORITY_PERFLOGGING 4
-#define SS_PRIORITY_CORPSESPAWNER 3
#define SS_PRIORITY_GARBAGE 2
#define SS_PRIORITY_INACTIVITY 1
#define SS_PRIORITY_ADMIN 0
diff --git a/code/__DEFINES/surgery.dm b/code/__DEFINES/surgery.dm
index 1bdf2318d250..9257172eeee5 100644
--- a/code/__DEFINES/surgery.dm
+++ b/code/__DEFINES/surgery.dm
@@ -149,7 +149,7 @@ See also /datum/surgery_step/saw_off_limb/failure var/list/cannot_hack, listing
#define SURGERY_TOOLS_SEVER_BONE list(\
/obj/item/tool/surgery/circular_saw = SURGERY_TOOL_MULT_IDEAL,\
/obj/item/weapon/twohanded/fireaxe = SURGERY_TOOL_MULT_SUBOPTIMAL,\
- /obj/item/weapon/claymore/mercsword/machete = SURGERY_TOOL_MULT_SUBOPTIMAL,\
+ /obj/item/weapon/sword/machete = SURGERY_TOOL_MULT_SUBOPTIMAL,\
/obj/item/tool/hatchet = SURGERY_TOOL_MULT_SUBSTITUTE,\
/obj/item/tool/kitchen/knife/butcher = SURGERY_TOOL_MULT_SUBSTITUTE,\
/obj/item/attachable/bayonet = SURGERY_TOOL_MULT_BAD_SUBSTITUTE\
diff --git a/code/__DEFINES/tgs.dm b/code/__DEFINES/tgs.dm
index 6187a67825a4..0cc106ec9cf2 100644
--- a/code/__DEFINES/tgs.dm
+++ b/code/__DEFINES/tgs.dm
@@ -1,6 +1,6 @@
// tgstation-server DMAPI
-#define TGS_DMAPI_VERSION "6.5.3"
+#define TGS_DMAPI_VERSION "6.6.2"
// All functions and datums outside this document are subject to change with any version and should not be relied on.
@@ -129,6 +129,13 @@
/// DreamDaemon Ultrasafe security level.
#define TGS_SECURITY_ULTRASAFE 2
+/// DreamDaemon public visibility level.
+#define TGS_VISIBILITY_PUBLIC 0
+/// DreamDaemon private visibility level.
+#define TGS_VISIBILITY_PRIVATE 1
+/// DreamDaemon invisible visibility level.
+#define TGS_VISIBILITY_INVISIBLE 2
+
//REQUIRED HOOKS
/**
@@ -458,6 +465,10 @@
/world/proc/TgsSecurityLevel()
return
+/// Returns the current BYOND visibility level as a TGS_VISIBILITY_ define if TGS is present, null otherwise. Requires TGS to be using interop API version 5 or higher otherwise the string "___unimplemented" wil be returned. This function may sleep if the call to [/world/proc/TgsNew] is sleeping!
+/world/proc/TgsVisibility()
+ return
+
/// Returns a list of active [/datum/tgs_revision_information/test_merge]s if TGS is present, null otherwise. This function may sleep if the call to [/world/proc/TgsNew] is sleeping!
/world/proc/TgsTestMerges()
return
diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm
index f7f481fbe236..33f9456a0646 100644
--- a/code/__DEFINES/traits.dm
+++ b/code/__DEFINES/traits.dm
@@ -1,22 +1,20 @@
-//shamelessly ripped from TG
#define SIGNAL_ADDTRAIT(trait_ref) "addtrait [trait_ref]"
#define SIGNAL_REMOVETRAIT(trait_ref) "removetrait [trait_ref]"
// trait accessor defines
-//here be dragons
#define ADD_TRAIT(target, trait, source) \
do { \
var/list/_L; \
- if (!target.status_traits) { \
- target.status_traits = list(); \
- _L = target.status_traits; \
+ if (!target._status_traits) { \
+ target._status_traits = list(); \
+ _L = target._status_traits; \
_L[trait] = list(source); \
SEND_SIGNAL(target, SIGNAL_ADDTRAIT(trait), trait); \
if(trait in GLOB.traits_with_elements){ \
target.AddElement(GLOB.traits_with_elements[trait]); \
} \
} else { \
- _L = target.status_traits; \
+ _L = target._status_traits; \
if (_L[trait]) { \
_L[trait] |= list(source); \
} else { \
@@ -30,16 +28,16 @@
} while (0)
#define REMOVE_TRAIT(target, trait, sources) \
do { \
- var/list/_L = target.status_traits; \
+ var/list/_L = target._status_traits; \
var/list/_S; \
if (sources && !islist(sources)) { \
_S = list(sources); \
} else { \
_S = sources\
}; \
- if (_L && _L[trait]) { \
+ if (_L?[trait]) { \
for (var/_T in _L[trait]) { \
- if ((!_S && (_T != TRAIT_SOURCE_QUIRK)) || (_T in _S)) { \
+ if ((!_S && (_T != ROUNDSTART_TRAIT)) || (_T in _S)) { \
_L[trait] -= _T \
} \
};\
@@ -51,13 +49,40 @@
} \
}; \
if (!length(_L)) { \
- target.status_traits = null \
+ target._status_traits = null \
+ }; \
+ } \
+ } while (0)
+#define REMOVE_TRAIT_NOT_FROM(target, trait, sources) \
+ do { \
+ var/list/_traits_list = target._status_traits; \
+ var/list/_sources_list; \
+ if (sources && !islist(sources)) { \
+ _sources_list = list(sources); \
+ } else { \
+ _sources_list = sources\
+ }; \
+ if (_traits_list?[trait]) { \
+ for (var/_trait_source in _traits_list[trait]) { \
+ if (!(_trait_source in _sources_list)) { \
+ _traits_list[trait] -= _trait_source \
+ } \
+ };\
+ if (!length(_traits_list[trait])) { \
+ _traits_list -= trait; \
+ SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(trait), trait); \
+ if(trait in GLOB.traits_with_elements) { \
+ target.RemoveElement(GLOB.traits_with_elements[trait]); \
+ } \
+ }; \
+ if (!length(_traits_list)) { \
+ target._status_traits = null \
}; \
} \
} while (0)
#define REMOVE_TRAITS_NOT_IN(target, sources) \
do { \
- var/list/_L = target.status_traits; \
+ var/list/_L = target._status_traits; \
var/list/_S = sources; \
if (_L) { \
for (var/_T in _L) { \
@@ -65,20 +90,20 @@
if (!length(_L[_T])) { \
_L -= _T; \
SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(_T), _T); \
- if(_T in GLOB.traits_with_elements) { \
- target.RemoveElement(GLOB.traits_with_elements[_T]); \
+ if(trait in GLOB.traits_with_elements) { \
+ target.RemoveElement(GLOB.traits_with_elements[trait]); \
}; \
};\
};\
if (!length(_L)) { \
- target.status_traits = null\
+ target._status_traits = null\
};\
}\
} while (0)
#define REMOVE_TRAITS_IN(target, sources) \
do { \
- var/list/_L = target.status_traits; \
+ var/list/_L = target._status_traits; \
var/list/_S = sources; \
if (sources && !islist(sources)) { \
_S = list(sources); \
@@ -97,25 +122,32 @@
};\
};\
if (!length(_L)) { \
- target.status_traits = null\
+ target._status_traits = null\
};\
}\
} while (0)
-#define HAS_TRAIT(target, trait) (target.status_traits ? (target.status_traits[trait] ? TRUE : FALSE) : FALSE)
-#define HAS_TRAIT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (source in target.status_traits[trait]) : FALSE) : FALSE)
-#define HAS_TRAIT_FROM_ONLY(target, trait, source) (\
- target.status_traits ?\
- (target.status_traits[trait] ?\
- ((source in target.status_traits[trait]) && (length(target.status_traits) == 1))\
- : FALSE)\
- : FALSE)
-#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
-
+#define HAS_TRAIT(target, trait) (target._status_traits?[trait] ? TRUE : FALSE)
+#define HAS_TRAIT_FROM(target, trait, source) (HAS_TRAIT(target, trait) && (source in target._status_traits[trait]))
+#define HAS_TRAIT_FROM_ONLY(target, trait, source) (HAS_TRAIT(target, trait) && (source in target._status_traits[trait]) && (length(target._status_traits[trait]) == 1))
+#define HAS_TRAIT_NOT_FROM(target, trait, source) (HAS_TRAIT(target, trait) && (length(target._status_traits[trait] - source) > 0))
+/// Returns a list of trait sources for this trait. Only useful for wacko cases and internal futzing
+/// You should not be using this
+#define GET_TRAIT_SOURCES(target, trait) (target._status_traits?[trait] || list())
+/// Returns the amount of sources for a trait. useful if you don't want to have a "thing counter" stuck around all the time
+#define COUNT_TRAIT_SOURCES(target, trait) length(GET_TRAIT_SOURCES(target, trait))
+/// A simple helper for checking traits in a mob's mind
+#define HAS_MIND_TRAIT(target, trait) (HAS_TRAIT(target, trait) || (target.mind ? HAS_TRAIT(target.mind, trait) : FALSE))
/// Example trait
// #define TRAIT_X "t_x"
+
//-- mob traits --
+/// Prevents voluntary movement.
+#define TRAIT_IMMOBILIZED "immobilized"
+/// Apply this to make a mob not dense, and remove it when you want it to no longer make them undense, other sorces of undesity will still apply. Always define a unique source when adding a new instance of this!
+#define TRAIT_UNDENSE "undense"
+
// SPECIES TRAITS
/// Knowledge of Yautja technology
#define TRAIT_YAUTJA_TECH "t_yautja_tech"
@@ -208,6 +240,9 @@
/// Can lockout blackmarket from ASRS console circuits.
#define TRAIT_TOOL_TRADEBAND "t_tool_tradeband"
+/// Can hack ASRS consoles to access the black market
+#define TRAIT_TOOL_BLACKMARKET_HACKER "t_tool_blackmarket_hacker"
+
// CLOTHING TRAITS
#define TRAIT_CLOTHING_HOOD "t_clothing_hood"
@@ -264,6 +299,8 @@ GLOBAL_LIST_INIT(mob_traits, list(
*/
GLOBAL_LIST_INIT(traits_by_type, list(
/mob = list(
+ "TRAIT_IMMOBILIZED" = TRAIT_IMMOBILIZED,
+ "TRAIT_UNDENSE" = TRAIT_UNDENSE,
"TRAIT_YAUTJA_TECH" = TRAIT_YAUTJA_TECH,
"TRAIT_SUPER_STRONG" = TRAIT_SUPER_STRONG,
"TRAIT_FOREIGN_BIO" = TRAIT_FOREIGN_BIO,
@@ -339,15 +376,17 @@ GLOBAL_LIST(trait_name_map)
/// Example trait source
// #define TRAIT_SOURCE_Y "t_s_y"
#define TRAIT_SOURCE_INHERENT "t_s_inherent"
+/// cannot be removed without admin intervention
+#define ROUNDSTART_TRAIT "roundstart"
//-- mob traits --
+///Status trait coming from lying down through update_canmove()
+#define LYING_TRAIT "lying"
///Status trait coming from species. .human/species_gain()
#define TRAIT_SOURCE_SPECIES "t_s_species"
///Status trait coming from the hive.
#define TRAIT_SOURCE_HIVE "t_s_hive"
///Status trait coming from being buckled.
#define TRAIT_SOURCE_BUCKLE "t_s_buckle"
-///Status trait coming from roundstart quirks (that don't exist yet). Unremovable by REMOVE_TRAIT
-#define TRAIT_SOURCE_QUIRK "t_s_quirk"
///Status trait coming from being assigned as [acting] squad leader.
#define TRAIT_SOURCE_SQUAD_LEADER "t_s_squad_leader"
///Status trait coming from their job
@@ -366,6 +405,8 @@ GLOBAL_LIST(trait_name_map)
#define TRAIT_SOURCE_ABILITY(ability) "t_s_ability_[ability]"
///Status trait forced by the xeno action charge
#define TRAIT_SOURCE_XENO_ACTION_CHARGE "t_s_xeno_action_charge"
+///Status trait coming from a xeno nest
+#define XENO_NEST_TRAIT "xeno_nest"
//-- structure traits --
///Status trait coming from being flipped or unflipped.
#define TRAIT_SOURCE_FLIP_TABLE "t_s_flip_table"
@@ -377,3 +418,14 @@ GLOBAL_LIST(trait_name_map)
//Status trait coming from clothing.
#define TRAIT_SOURCE_CLOTHING "t_s_clothing"
+
+/// traits associated with actively interacted machinery
+#define INTERACTION_TRAIT "interaction"
+/// trait effect related to active specialist gear
+#define SPECIALIST_GEAR_TRAIT "specialist_gear"
+/// traits associated with usage of snowflake dropship double seats
+#define DOUBLE_SEATS_TRAIT "double_seats"
+/// traits associated with xeno on-ground weeds
+#define XENO_WEED_TRAIT "xeno_weed"
+/// traits from chloroform usage
+#define CHLOROFORM_TRAIT "chloroform"
diff --git a/code/__DEFINES/urls.dm b/code/__DEFINES/urls.dm
index 137095327a2c..5d3fca1a2032 100644
--- a/code/__DEFINES/urls.dm
+++ b/code/__DEFINES/urls.dm
@@ -1,3 +1,7 @@
+// placeholder strings to be replaced
+#define WIKI_PLACEHOLDER "%WIKIURL%"
+#define LAW_PLACEHOLDER "%LAWURL%"
+
// ------ MISC WIKI LINKS ------ //
#define URL_WIKI_LAW "Marine_Law"
#define URL_WIKI_XENO_QUICKSTART "Xeno_Quickstart_Guide"
diff --git a/code/__DEFINES/vehicle.dm b/code/__DEFINES/vehicle.dm
index 9c6685085788..8a1617229926 100644
--- a/code/__DEFINES/vehicle.dm
+++ b/code/__DEFINES/vehicle.dm
@@ -53,5 +53,6 @@
#define VEHICLE_CLASS_LIGHT (1<<2) //light class armor (APC, tank)
#define VEHICLE_CLASS_MEDIUM (1<<3) //medium class armor (tank)
#define VEHICLE_CLASS_HEAVY (1<<4) //heavy class armor (tank)
-
-#define TANK_POPLOCK 90
+// Other vehicle flags
+/// Vehicle can bypass vehicle blockers, typically going further into maps than intended
+#define VEHICLE_BYPASS_BLOCKERS (1<<5)
diff --git a/code/__DEFINES/xeno.dm b/code/__DEFINES/xeno.dm
index b178f0692dd6..a0a4c927d3d9 100644
--- a/code/__DEFINES/xeno.dm
+++ b/code/__DEFINES/xeno.dm
@@ -174,6 +174,10 @@
/// The time it takes for a pylon to give one larva while activated
#define XENO_PYLON_ACTIVATION_COOLDOWN (5 MINUTES)
+/// The time until you can re-corrupt a comms relay after the last pylon was destroyed
+#define XENO_PYLON_DESTRUCTION_DELAY (5 MINUTES)
+
+
/// The time against away_timer when an AFK xeno larva can be replaced
#define XENO_LEAVE_TIMER_LARVA 80 //80 seconds
/// The time against away_timer when an AFK xeno (not larva) can be replaced
diff --git a/code/__HELPERS/game.dm b/code/__HELPERS/game.dm
index 66ecf9ea034f..37c623bc3215 100644
--- a/code/__HELPERS/game.dm
+++ b/code/__HELPERS/game.dm
@@ -294,6 +294,8 @@
if(sorted && length(candidates))
candidates = sort_list(candidates, GLOBAL_PROC_REF(cmp_obs_larvaqueuetime_asc))
+ GLOB.xeno_queue_candidate_count = length(candidates)
+
return candidates
/**
@@ -309,11 +311,11 @@
var/mob/dead/observer/cur_obs = candidates[i]
// Generate the messages
- var/cached_message = SPAN_XENONOTICE("You are currently [i-dequeued]\th in the larva queue.")
+ var/cached_message = "You are currently [i-dequeued]\th in the larva queue."
cur_obs.larva_queue_cached_message = cached_message
if(!cache_only)
var/chat_message = dequeued ? replacetext(cached_message, "currently", "now") : cached_message
- to_chat(candidates[i], chat_message)
+ to_chat(candidates[i], SPAN_XENONOTICE(chat_message))
/proc/convert_k2c(temp)
return ((temp - T0C))
diff --git a/code/__HELPERS/icons.dm b/code/__HELPERS/icons.dm
index 99f621919771..1116f1acb2a8 100644
--- a/code/__HELPERS/icons.dm
+++ b/code/__HELPERS/icons.dm
@@ -329,7 +329,8 @@ world
/// appearance system (overlays/underlays, etc.) is not available.
///
/// Only the first argument is required.
-/proc/getFlatIcon(image/appearance, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
+/// appearance_flags indicates whether appearance_flags should be respected (at the cost of about 10-20% perf)
+/proc/getFlatIcon(image/appearance, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE, appearance_flags = FALSE)
// Loop through the underlays, then overlays, sorting them into the layers list
#define PROCESS_OVERLAYS_OR_UNDERLAYS(flat, process, base_layer) \
for (var/i in 1 to process.len) { \
@@ -435,11 +436,21 @@ world
if(layer_image.alpha == 0)
continue
+ // variables only relevant when accounting for appearance_flags:
+ var/apply_color = TRUE
+ var/apply_alpha = TRUE
+
if(layer_image == copy) // 'layer_image' is an /image based on the object being flattened.
curblend = BLEND_OVERLAY
add = icon(layer_image.icon, layer_image.icon_state, base_icon_dir)
else // 'I' is an appearance object.
- add = getFlatIcon(image(layer_image), curdir, curicon, curstate, curblend, FALSE, no_anim)
+ var/image/layer_as_image = image(layer_image)
+ if(appearance_flags)
+ if(layer_as_image.appearance_flags & RESET_COLOR)
+ apply_color = FALSE
+ if(layer_as_image.appearance_flags & RESET_ALPHA)
+ apply_alpha = FALSE
+ add = getFlatIcon(layer_as_image, curdir, curicon, curstate, curblend, FALSE, no_anim, appearance_flags)
if(!add)
continue
@@ -451,9 +462,9 @@ world
if (
addX1 != flatX1 \
- && addX2 != flatX2 \
- && addY1 != flatY1 \
- && addY2 != flatY2 \
+ || addX2 != flatX2 \
+ || addY1 != flatY1 \
+ || addY2 != flatY2 \
)
// Resize the flattened icon so the new icon fits
flat.Crop(
@@ -464,21 +475,34 @@ world
)
flatX1 = addX1
- flatX2 = addY1
- flatY1 = addX2
+ flatX2 = addX2
+ flatY1 = addY1
flatY2 = addY2
+ if(appearance_flags)
+ // apply parent's color/alpha to the added layers if the layer didn't opt
+ if(apply_color && appearance.color)
+ if(islist(appearance.color))
+ add.MapColors(arglist(appearance.color))
+ else
+ add.Blend(appearance.color, ICON_MULTIPLY)
+
+ if(apply_alpha && appearance.alpha < 255)
+ add.Blend(rgb(255, 255, 255, appearance.alpha), ICON_MULTIPLY)
+
// Blend the overlay into the flattened icon
flat.Blend(add, blendMode2iconMode(curblend), layer_image.pixel_x + 2 - flatX1, layer_image.pixel_y + 2 - flatY1)
- if(appearance.color)
- if(islist(appearance.color))
- flat.MapColors(arglist(appearance.color))
- else
- flat.Blend(appearance.color, ICON_MULTIPLY)
+ if(!appearance_flags)
+ // If we didn't apply parent colors individually per layer respecting appearance_flags, then do it just the one time now
+ if(appearance.color)
+ if(islist(appearance.color))
+ flat.MapColors(arglist(appearance.color))
+ else
+ flat.Blend(appearance.color, ICON_MULTIPLY)
- if(appearance.alpha < 255)
- flat.Blend(rgb(255, 255, 255, appearance.alpha), ICON_MULTIPLY)
+ if(appearance.alpha < 255)
+ flat.Blend(rgb(255, 255, 255, appearance.alpha), ICON_MULTIPLY)
if(no_anim)
//Clean up repeated frames
@@ -708,11 +732,12 @@ world
if (isnull(dir))
dir = thing.dir
- if (ishuman(thing)) // Shitty workaround for a BYOND issue.
+ // Commented out because this is seemingly our source of bad icon operations
+ /* if (ishuman(thing)) // Shitty workaround for a BYOND issue.
var/icon/temp = icon2collapse
icon2collapse = icon()
icon2collapse.Insert(temp, dir = SOUTH)
- dir = SOUTH
+ dir = SOUTH*/
else
if (isnull(dir))
dir = SOUTH
@@ -852,22 +877,93 @@ world
return image_to_center
//For creating consistent icons for human looking simple animals
-/proc/get_flat_human_icon(icon_id, datum/equipment_preset/preset, datum/preferences/prefs, dummy_key, showDirs = GLOB.cardinals, outfit_override)
+/proc/get_flat_human_icon(icon_id, equipment_preset_dresscode, datum/preferences/prefs, dummy_key, showDirs = GLOB.cardinals, outfit_override)
var/static/list/humanoid_icon_cache = list()
if(!icon_id || !humanoid_icon_cache[icon_id])
var/mob/living/carbon/human/dummy/body = generate_or_wait_for_human_dummy(dummy_key)
+
if(prefs)
prefs.copy_all_to(body)
- arm_equipment(body, preset)
+ body.update_body()
+ body.update_hair()
+
+ // Assumption: Is a list
+ if(outfit_override)
+ for(var/obj/item/cur_item as anything in outfit_override)
+ body.equip_to_appropriate_slot(cur_item)
+
+ // Assumption: Is a string or path
+ if(equipment_preset_dresscode)
+ arm_equipment(body, equipment_preset_dresscode)
var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
- for(var/D in showDirs)
- body.setDir(D)
+ for(var/dir in showDirs)
+ body.setDir(dir)
var/icon/partial = getFlatIcon(body)
- out_icon.Insert(partial, dir = D)
+ out_icon.Insert(partial, dir = dir)
humanoid_icon_cache[icon_id] = out_icon
dummy_key ? unset_busy_human_dummy(dummy_key) : qdel(body)
return out_icon
else
return humanoid_icon_cache[icon_id]
+
+/proc/get_flat_human_copy_icon(mob/living/carbon/human/original, equipment_preset_dresscode, showDirs = GLOB.cardinals, outfit_override)
+ var/mob/living/carbon/human/dummy/body = generate_or_wait_for_human_dummy(null)
+
+ if(original)
+ // From /datum/preferences/proc/copy_appearance_to
+ body.age = original.age
+ body.gender = original.gender
+ body.ethnicity = original.ethnicity
+ body.body_type = original.body_type
+
+ body.r_eyes = original.r_eyes
+ body.g_eyes = original.g_eyes
+ body.b_eyes = original.b_eyes
+
+ body.r_hair = original.r_hair
+ body.g_hair = original.g_hair
+ body.b_hair = original.b_hair
+
+ body.r_gradient = original.r_gradient
+ body.g_gradient = original.g_gradient
+ body.b_gradient = original.b_gradient
+ body.grad_style = original.grad_style
+
+ body.r_facial = original.r_facial
+ body.g_facial = original.g_facial
+ body.b_facial = original.b_facial
+
+ body.r_skin = original.r_skin
+ body.g_skin = original.g_skin
+ body.b_skin = original.b_skin
+
+ body.h_style = original.h_style
+ body.f_style = original.f_style
+
+ body.underwear = original.underwear
+ body.undershirt = original.undershirt
+
+ body.update_body()
+ body.update_hair()
+
+ // Assumption: Is a list
+ if(outfit_override)
+ for(var/obj/item/cur_item as anything in outfit_override)
+ body.equip_to_appropriate_slot(cur_item)
+
+ // Assumption: Is a string or path
+ if(equipment_preset_dresscode)
+ arm_equipment(body, equipment_preset_dresscode)
+
+ var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
+ for(var/dir in showDirs)
+ body.setDir(dir)
+ var/icon/partial = getFlatIcon(body)
+ out_icon.Insert(partial, dir = dir)
+
+ // log_debug("get_flat_human_copy_icon called on ref=[REF(original)], instance=[original], type=[original.type], with [length(original.overlays)] overlays reduced to [length(body.overlays)] overlays")
+
+ qdel(body)
+ return out_icon
diff --git a/code/__HELPERS/job.dm b/code/__HELPERS/job.dm
index 43902b07cfd9..89fe6877647e 100644
--- a/code/__HELPERS/job.dm
+++ b/code/__HELPERS/job.dm
@@ -26,13 +26,6 @@
if(I.assignment in GLOB.joblist) return I.assignment
return "Unknown"
-/proc/FindNameFromID(mob/living/carbon/human/H)
- ASSERT(istype(H))
- var/obj/item/card/id/I = H.wear_id
- if(istype(I)) return I.registered_name
- I = H.get_active_hand()
- if(istype(I)) return I.registered_name
-
/proc/get_all_job_icons() return GLOB.joblist + list("Prisoner")//For all existing HUD icons
/obj/proc/GetJobName() //Used in secHUD icon generation
diff --git a/code/__HELPERS/traits.dm b/code/__HELPERS/traits.dm
new file mode 100644
index 000000000000..ba99b2e1e7ff
--- /dev/null
+++ b/code/__HELPERS/traits.dm
@@ -0,0 +1,43 @@
+#define TRAIT_CALLBACK_ADD(target, trait, source) CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(___TraitAdd), ##target, ##trait, ##source)
+#define TRAIT_CALLBACK_REMOVE(target, trait, source) CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(___TraitRemove), ##target, ##trait, ##source)
+
+///DO NOT USE ___TraitAdd OR ___TraitRemove as a replacement for ADD_TRAIT / REMOVE_TRAIT defines. To be used explicitly for callback.
+/proc/___TraitAdd(target,trait,source)
+ if(!target || !trait || !source)
+ return
+ if(islist(target))
+ for(var/i in target)
+ if(!isatom(i))
+ continue
+ var/atom/the_atom = i
+ ADD_TRAIT(the_atom,trait,source)
+ else if(isatom(target))
+ var/atom/the_atom2 = target
+ ADD_TRAIT(the_atom2,trait,source)
+
+///DO NOT USE ___TraitAdd OR ___TraitRemove as a replacement for ADD_TRAIT / REMOVE_TRAIT defines. To be used explicitly for callback.
+/proc/___TraitRemove(target,trait,source)
+ if(!target || !trait || !source)
+ return
+ if(islist(target))
+ for(var/i in target)
+ if(!isatom(i))
+ continue
+ var/atom/the_atom = i
+ REMOVE_TRAIT(the_atom,trait,source)
+ else if(isatom(target))
+ var/atom/the_atom2 = target
+ REMOVE_TRAIT(the_atom2,trait,source)
+
+
+/// Proc that handles adding multiple traits to a target via a list. Must have a common source and target.
+/datum/proc/add_traits(list/list_of_traits, source)
+ ASSERT(islist(list_of_traits), "Invalid arguments passed to add_traits! Invoked on [src] with [list_of_traits], source being [source].")
+ for(var/trait in list_of_traits)
+ ADD_TRAIT(src, trait, source)
+
+/// Proc that handles removing multiple traits from a target via a list. Must have a common source and target.
+/datum/proc/remove_traits(list/list_of_traits, source)
+ ASSERT(islist(list_of_traits), "Invalid arguments passed to remove_traits! Invoked on [src] with [list_of_traits], source being [source].")
+ for(var/trait in list_of_traits)
+ REMOVE_TRAIT(src, trait, source)
diff --git a/code/__HELPERS/type2type.dm b/code/__HELPERS/type2type.dm
index 4e4a1b3ff31c..5d0d113b0c55 100644
--- a/code/__HELPERS/type2type.dm
+++ b/code/__HELPERS/type2type.dm
@@ -21,7 +21,7 @@
var/char = copytext(hex, i, i + 1)
switch(char)
if("0")
- //Apparently, switch works with empty statements, yay! If that doesn't work, blame me, though. -- Urist
+ pass()
if("9", "8", "7", "6", "5", "4", "3", "2", "1")
num += text2num(char) * 16 ** power
if("a", "A")
@@ -77,7 +77,6 @@
hex += "E"
if(15.0)
hex += "F"
- else
power--
while(length(hex) < placeholder)
hex = text("0[]", hex)
@@ -165,8 +164,6 @@
return 6
if("SOUTHWEST")
return 10
- else
- return
//Converts an angle (degrees) into an ss13 direction
/proc/angle2dir(degree)
diff --git a/code/__HELPERS/unsorted.dm b/code/__HELPERS/unsorted.dm
index 5683d6e684d1..e380b064a477 100644
--- a/code/__HELPERS/unsorted.dm
+++ b/code/__HELPERS/unsorted.dm
@@ -21,16 +21,16 @@
#define between(low, middle, high) (max(min(middle, high), low))
//Offuscate x for coord system
-#define obfuscate_x(x) (x + obfs_x)
+#define obfuscate_x(x) (x + GLOB.obfs_x)
//Offuscate y for coord system
-#define obfuscate_y(y) (y + obfs_y)
+#define obfuscate_y(y) (y + GLOB.obfs_y)
//Deoffuscate x for coord system
-#define deobfuscate_x(x) (x - obfs_x)
+#define deobfuscate_x(x) (x - GLOB.obfs_x)
//Deoffuscate y for coord system
-#define deobfuscate_y(y) (y - obfs_y)
+#define deobfuscate_y(y) (y - GLOB.obfs_y)
#define can_xeno_build(T) (!T.density && !(locate(/obj/structure/fence) in T) && !(locate(/obj/structure/tunnel) in T) && (locate(/obj/effect/alien/weeds) in T))
diff --git a/code/__odlint.dm b/code/__odlint.dm
new file mode 100644
index 000000000000..f42517133746
--- /dev/null
+++ b/code/__odlint.dm
@@ -0,0 +1,11 @@
+// This file is included right at the start of the DME.
+// Its purpose is to enable multiple lints (pragmas) that are supported by OpenDream to better validate the codebase
+// These are essentially nitpicks the DM compiler should pick up on but doesnt
+
+#ifndef SPACEMAN_DMM
+#ifdef OPENDREAM
+// These are in their own file as you need to do it with an include as a hack to avoid
+// SpacemanDMM evaluating the #pragma lines, even if its outside a block it cares about
+#include "__pragmas.dm"
+#endif
+#endif
diff --git a/code/__pragmas.dm b/code/__pragmas.dm
new file mode 100644
index 000000000000..39c14e1bbc95
--- /dev/null
+++ b/code/__pragmas.dm
@@ -0,0 +1,27 @@
+//1000-1999
+#pragma FileAlreadyIncluded error
+#pragma MissingIncludedFile error
+#pragma MisplacedDirective error
+#pragma UndefineMissingDirective error
+#pragma DefinedMissingParen error
+#pragma ErrorDirective error
+#pragma WarningDirective error
+#pragma MiscapitalizedDirective error
+
+//2000-2999
+#pragma SoftReservedKeyword error
+#pragma DuplicateVariable error
+#pragma DuplicateProcDefinition error
+#pragma TooManyArguments error
+#pragma PointlessParentCall error
+#pragma PointlessBuiltinCall error
+#pragma SuspiciousMatrixCall error
+#pragma MalformedRange error
+#pragma InvalidRange error
+#pragma InvalidSetStatement error
+#pragma InvalidOverride error
+#pragma DanglingVarType error
+#pragma MissingInterpolatedExpression error
+
+//3000-3999
+#pragma EmptyBlock error
diff --git a/code/_byond_version_compat.dm b/code/_byond_version_compat.dm
index 719d85654b5f..26968f0f837c 100644
--- a/code/_byond_version_compat.dm
+++ b/code/_byond_version_compat.dm
@@ -3,7 +3,7 @@
//Update this whenever you need to take advantage of more recent byond features
#define MIN_COMPILER_VERSION 514
#define MIN_COMPILER_BUILD 1588
-#if (DM_VERSION < MIN_COMPILER_VERSION || DM_BUILD < MIN_COMPILER_BUILD) && !defined(SPACEMAN_DMM)
+#if (DM_VERSION < MIN_COMPILER_VERSION || DM_BUILD < MIN_COMPILER_BUILD) && !defined(SPACEMAN_DMM) && !defined(OPENDREAM)
//Don't forget to update this part
#error Your version of BYOND is too out-of-date to compile this project. Go to https://secure.byond.com/download and update.
#error You need version 514.1588 or higher
diff --git a/code/_compile_options.dm b/code/_compile_options.dm
index 0f81b0173ac1..20aa2081318c 100644
--- a/code/_compile_options.dm
+++ b/code/_compile_options.dm
@@ -30,7 +30,7 @@
#define CBT
#endif
-#if !defined(CBT) && !defined(SPACEMAN_DMM)
+#if !defined(CBT) && !defined(SPACEMAN_DMM) && !defined(OPENDREAM)
#warn Building with Dream Maker is no longer supported and will result in errors.
#warn In order to build, run BUILD.bat in the bin directory.
#warn Consider switching to VSCode editor instead, where you can press Ctrl+Shift+B to build.
diff --git a/code/_globalvars/bitfields.dm b/code/_globalvars/bitfields.dm
index 53dd40ff6035..b85aa18fdb6b 100644
--- a/code/_globalvars/bitfields.dm
+++ b/code/_globalvars/bitfields.dm
@@ -166,7 +166,6 @@ DEFINE_BITFIELD(flags_item, list(
"ITEM_OVERRIDE_NORTHFACE" = ITEM_OVERRIDE_NORTHFACE,
"CAN_DIG_SHRAPNEL" = CAN_DIG_SHRAPNEL,
"ANIMATED_SURGICAL_TOOL" = ANIMATED_SURGICAL_TOOL,
- "NOTABLEMERGE" = NOTABLEMERGE,
"IGNITING_ITEM" = IGNITING_ITEM,
))
@@ -462,3 +461,11 @@ DEFINE_BITFIELD(vend_flags, list(
"VEND_FACTION_THEMES" = VEND_FACTION_THEMES,
"VEND_USE_VENDOR_FLAGS" = VEND_USE_VENDOR_FLAGS,
))
+
+DEFINE_BITFIELD(vehicle_flags, list(
+ "VEHICLE_CLASS_WEAK" = VEHICLE_CLASS_WEAK,
+ "VEHICLE_CLASS_LIGHT" = VEHICLE_CLASS_LIGHT,
+ "VEHICLE_CLASS_MEDIUM" = VEHICLE_CLASS_MEDIUM,
+ "VEHICLE_CLASS_HEAVY" = VEHICLE_CLASS_HEAVY,
+ "VEHICLE_BYPASS_BLOCKERS" = VEHICLE_BYPASS_BLOCKERS,
+))
diff --git a/code/_globalvars/global_lists.dm b/code/_globalvars/global_lists.dm
index 36058a44fc37..1e1e9cefd5db 100644
--- a/code/_globalvars/global_lists.dm
+++ b/code/_globalvars/global_lists.dm
@@ -1,6 +1,3 @@
-
-var/list/unansweredAhelps = list() //This feels inefficient, but I can't think of a better way. Stores the message indexed by CID
-
GLOBAL_LIST_EMPTY(PressFaxes)
GLOBAL_LIST_EMPTY(WYFaxes) //Departmental faxes
GLOBAL_LIST_EMPTY(USCMFaxes)
diff --git a/code/_globalvars/lists/object_lists.dm b/code/_globalvars/lists/object_lists.dm
index 3a417625538b..3db9bd28cbfe 100644
--- a/code/_globalvars/lists/object_lists.dm
+++ b/code/_globalvars/lists/object_lists.dm
@@ -31,3 +31,6 @@ GLOBAL_LIST_EMPTY_TYPED(all_multi_vehicles, /obj/vehicle/multitile)
GLOBAL_LIST_EMPTY_TYPED(lifeboat_almayer_docks, /obj/docking_port/stationary/lifeboat_dock)
GLOBAL_LIST_EMPTY_TYPED(lifeboat_doors, /obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/lifeboat/blastdoor)
+
+GLOBAL_LIST_EMPTY_TYPED(teleporters, /datum/teleporter)
+GLOBAL_LIST_EMPTY(teleporters_by_id)
diff --git a/code/_globalvars/misc.dm b/code/_globalvars/misc.dm
index 6c689e995504..44f4b2c4010f 100644
--- a/code/_globalvars/misc.dm
+++ b/code/_globalvars/misc.dm
@@ -27,3 +27,13 @@ GLOBAL_VAR_INIT(time_offset, setup_offset())
/// Sets the offset 2 lines above.
/proc/setup_offset()
return rand(10 MINUTES, 24 HOURS)
+
+/// The last count of possible candidates in the xeno larva queue (updated via get_alien_candidates)
+GLOBAL_VAR(xeno_queue_candidate_count)
+
+//Coordinate obsfucator
+//Used by the rangefinders and linked systems to prevent coords collection/prefiring
+/// A number between -500 and 500.
+GLOBAL_VAR(obfs_x)
+/// A number between -500 and 500.
+GLOBAL_VAR(obfs_y)
diff --git a/code/_onclick/adjacent.dm b/code/_onclick/adjacent.dm
index dd7a528bb8a6..6504db0d9f0c 100644
--- a/code/_onclick/adjacent.dm
+++ b/code/_onclick/adjacent.dm
@@ -94,6 +94,11 @@ Quick adjacency (to turf):
/obj/item/Adjacent(atom/neighbor, recurse = 1)
if(neighbor == loc || (loc && neighbor == loc.loc))
return TRUE
+
+ // Internal storages have special relationships with the object they are connected to and we still want two depth adjacency for storages
+ if(istype(loc?.loc, /obj/item/storage/internal) && recurse > 0)
+ return loc.loc.Adjacent(neighbor, recurse)
+
if(issurface(loc))
return loc.Adjacent(neighbor, recurse) //Surfaces don't count as storage depth.
else if(istype(loc, /obj/item))
diff --git a/code/_onclick/click_hold.dm b/code/_onclick/click_hold.dm
index f65dd33c2eea..996f7ed2bf3b 100644
--- a/code/_onclick/click_hold.dm
+++ b/code/_onclick/click_hold.dm
@@ -94,3 +94,12 @@
// Add the hovered atom to the trace
LAZYADD(mouse_trace_history, over_obj)
+
+/client/MouseDrop(datum/over_object, datum/src_location, over_location, src_control, over_control, params)
+ . = ..()
+
+ if(src_location)
+ SEND_SIGNAL(src_location, COMSIG_ATOM_DROPPED_ON, over_object, src)
+
+ if(over_object)
+ SEND_SIGNAL(over_object, COMSIG_ATOM_DROP_ON, src_location, src)
diff --git a/code/_onclick/hud/ghost.dm b/code/_onclick/hud/ghost.dm
index a6754747a019..a99129d09bcd 100644
--- a/code/_onclick/hud/ghost.dm
+++ b/code/_onclick/hud/ghost.dm
@@ -48,6 +48,14 @@
var/mob/dead/observer/G = usr
G.reenter_corpse()
+/atom/movable/screen/ghost/toggle_huds
+ name = "Toggle HUDs"
+ icon_state = "ghost_hud_toggle"
+
+/atom/movable/screen/ghost/toggle_huds/Click()
+ var/client/client = usr.client
+ client.toggle_ghost_hud()
+
/datum/hud/ghost/New(mob/owner, ui_style='icons/mob/hud/human_white.dmi', ui_color, ui_alpha = 230)
. = ..()
var/atom/movable/screen/using
@@ -68,6 +76,9 @@
using.screen_loc = ui_ghost_slot4
static_inventory += using
+ using = new /atom/movable/screen/ghost/toggle_huds()
+ using.screen_loc = ui_ghost_slot5
+ static_inventory += using
/datum/hud/ghost/show_hud(version = 0, mob/viewmob)
// don't show this HUD if observing; show the HUD of the observee
diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm
index d514bdedfcdf..37a858d76699 100644
--- a/code/_onclick/hud/human.dm
+++ b/code/_onclick/hud/human.dm
@@ -116,6 +116,10 @@
return
var/mob/living/carbon/human/H = mymob
var/mob/screenmob = viewer || H
+
+ if(!screenmob?.client)
+ return
+
if(!gear.len)
inventory_shown = FALSE
return //species without inv slots don't show items.
@@ -181,6 +185,9 @@
var/mob/living/carbon/human/H = mymob
var/mob/screenmob = viewer || H
+ if(!screenmob?.client)
+ return
+
if(H.hud_used)
if(H.hud_used.hud_shown)
if(H.s_store)
diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm
index 35b6073ee41b..d114aff6b7cb 100644
--- a/code/_onclick/hud/screen_objects.dm
+++ b/code/_onclick/hud/screen_objects.dm
@@ -30,6 +30,10 @@
/atom/movable/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
+/atom/movable/screen/inventory/Initialize(mapload, ...)
+ . = ..()
+
+ RegisterSignal(src, COMSIG_ATOM_DROPPED_ON, PROC_REF(handle_dropped_on))
/atom/movable/screen/close
name = "close"
@@ -325,6 +329,22 @@
return 1
return 0
+/atom/movable/screen/inventory/proc/handle_dropped_on(atom/dropped_on, atom/dropping, client/user)
+ SIGNAL_HANDLER
+
+ if(slot_id != WEAR_L_HAND && slot_id != WEAR_R_HAND)
+ return
+
+ if(!isstorage(dropping.loc))
+ return
+
+ if(!user.mob.Adjacent(dropping))
+ return
+
+ var/obj/item/storage/store = dropping.loc
+ store.remove_from_storage(dropping, get_turf(user.mob))
+ user.mob.put_in_active_hand(dropping)
+
/atom/movable/screen/throw_catch
name = "throw/catch"
icon = 'icons/mob/hud/human_midnight.dmi'
@@ -515,7 +535,7 @@
if(!user.hive.living_xeno_queen)
to_chat(user, SPAN_WARNING("Without a queen your psychic link is broken!"))
return FALSE
- if(user.burrow || user.is_mob_incapacitated() || user.buckled)
+ if(HAS_TRAIT(user, TRAIT_ABILITY_BURROWED) || user.is_mob_incapacitated() || user.buckled)
return FALSE
user.hive.mark_ui.update_all_data()
user.hive.mark_ui.open_mark_menu(user)
@@ -563,7 +583,7 @@
if(!user.hive.living_xeno_queen)
to_chat(user, SPAN_WARNING("Your hive doesn't have a living queen!"))
return FALSE
- if(user.burrow || user.is_mob_incapacitated() || user.buckled)
+ if(HAS_TRAIT(user, TRAIT_ABILITY_BURROWED) || user.is_mob_incapacitated() || user.buckled)
return FALSE
user.overwatch(user.hive.living_xeno_queen)
diff --git a/code/_onclick/human.dm b/code/_onclick/human.dm
index cb71e27f9d1a..8f329656ef6c 100644
--- a/code/_onclick/human.dm
+++ b/code/_onclick/human.dm
@@ -99,7 +99,7 @@
if(xeno.stat != DEAD) // If the Xeno is alive, fight back
var/mob/living/carbon/carbon_user = user
if(!carbon_user || !carbon_user.ally_of_hivenumber(xeno.hivenumber))
- user.KnockDown(rand(xeno.caste.tacklestrength_min, xeno.caste.tacklestrength_max))
+ carbon_user.KnockDown(rand(xeno.caste.tacklestrength_min, xeno.caste.tacklestrength_max))
playsound(user.loc, 'sound/weapons/pierce.ogg', 25, TRUE)
user.visible_message(SPAN_WARNING("\The [user] tried to unstrap \the [back_item] from [xeno] but instead gets a tail swipe to the head!"))
return
diff --git a/code/_onclick/xeno.dm b/code/_onclick/xeno.dm
index 219a9a40c74f..ceef40c1ed3c 100644
--- a/code/_onclick/xeno.dm
+++ b/code/_onclick/xeno.dm
@@ -3,7 +3,7 @@
*/
/mob/living/carbon/xenomorph/UnarmedAttack(atom/target, proximity, click_parameters, tile_attack = FALSE, ignores_resin = FALSE)
- if(lying || burrow) //No attacks while laying down
+ if(lying || HAS_TRAIT(src, TRAIT_ABILITY_BURROWED)) //No attacks while laying down
return FALSE
var/mob/alt
diff --git a/code/controllers/configuration/configuration.dm b/code/controllers/configuration/configuration.dm
index e8b010669c0e..147f57fcb1aa 100644
--- a/code/controllers/configuration/configuration.dm
+++ b/code/controllers/configuration/configuration.dm
@@ -20,7 +20,8 @@
var/policy
var/static/regex/ic_filter_regex
- var/list/fail_to_topic_whitelisted_ips
+
+ var/is_loaded = FALSE
/datum/controller/configuration/proc/admin_reload()
if(IsAdminAdvancedProcCall())
@@ -53,7 +54,8 @@
loadmaplist(CONFIG_GROUND_MAPS_FILE, GROUND_MAP)
loadmaplist(CONFIG_SHIP_MAPS_FILE, SHIP_MAP)
LoadChatFilter()
- LoadTopicRateWhitelist()
+
+ is_loaded = TRUE
if(Master)
Master.OnConfigLoad()
@@ -333,18 +335,3 @@
/datum/controller/configuration/proc/DelayedMessageAdmins(text)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(message_admins), text), 0)
-/datum/controller/configuration/proc/LoadTopicRateWhitelist()
- LAZYINITLIST(fail_to_topic_whitelisted_ips)
- if(!fexists("[directory]/topic_rate_limit_whitelist.txt"))
- log_config("Error 404: topic_rate_limit_whitelist.txt not found!")
- return
-
- log_config("Loading config file topic_rate_limit_whitelist.txt...")
-
- for(var/line in file2list("[directory]/topic_rate_limit_whitelist.txt"))
- if(!line)
- continue
- if(findtextEx(line, "#", 1, 2))
- continue
-
- fail_to_topic_whitelisted_ips[line] = 1
diff --git a/code/controllers/configuration/entries/general.dm b/code/controllers/configuration/entries/general.dm
index 54ec1548c108..cc3d00fd951b 100644
--- a/code/controllers/configuration/entries/general.dm
+++ b/code/controllers/configuration/entries/general.dm
@@ -273,10 +273,6 @@ Voting
/datum/config_entry/string/gamemode_default
config_entry_value = "Extended"
-// Rounds needed for gamemode vote
-/datum/config_entry/number/gamemode_rounds_needed
- config_entry_value = 5
-
/datum/config_entry/number/rounds_until_hard_restart
config_entry_value = -1 // -1 is disabled by default, 0 is every round, x is after so many rounds
diff --git a/code/controllers/subsystem/admin.dm b/code/controllers/subsystem/admin.dm
deleted file mode 100644
index 8aab64b04881..000000000000
--- a/code/controllers/subsystem/admin.dm
+++ /dev/null
@@ -1,40 +0,0 @@
-SUBSYSTEM_DEF(admin)
- name = "Admin"
- wait = 5 MINUTES
- flags = SS_NO_INIT | SS_KEEP_TIMING
- runlevels = RUNLEVELS_DEFAULT|RUNLEVEL_LOBBY
- var/list/currentrun = list()
- var/times_repeated = 0
-
-/datum/controller/subsystem/admin/stat_entry(msg)
- msg = "P:[unansweredAhelps.len]"
- return ..()
-
-/datum/controller/subsystem/admin/fire(resumed = FALSE)
- if (!resumed)
- currentrun = unansweredAhelps.Copy()
-
- if(!currentrun.len)
- times_repeated = 0
- return
-
- var/msg = "Unheard Ahelps (Repeated [times_repeated] times):"
-
- while (currentrun.len)
- var/ahelp_msg = currentrun[currentrun.len]
- currentrun.len--
-
- if (!ahelp_msg)
- continue
-
- msg += unansweredAhelps[ahelp_msg] + "\n"
-
- if (MC_TICK_CHECK)
- return
-
- for(var/client/C in GLOB.admins)
- if(C && C.admin_holder && (C.admin_holder.rights & R_MOD))
- if(C.prefs.toggles_sound & SOUND_ADMINHELP)
- sound_to(C, 'sound/effects/adminhelp_new.ogg')
- to_chat(C, msg)
- times_repeated++
diff --git a/code/controllers/subsystem/atoms.dm b/code/controllers/subsystem/atoms.dm
index 23da8cc8c9eb..3d544dca1390 100644
--- a/code/controllers/subsystem/atoms.dm
+++ b/code/controllers/subsystem/atoms.dm
@@ -131,7 +131,7 @@ SUBSYSTEM_DEF(atoms)
switch(result)
if (INITIALIZE_HINT_NORMAL)
- // pass
+ pass()
if(INITIALIZE_HINT_LATELOAD)
if(arguments[1]) //mapload
late_loaders += A
diff --git a/code/controllers/subsystem/communications.dm b/code/controllers/subsystem/communications.dm
index a5c5271c8d7d..8458436a53e5 100644
--- a/code/controllers/subsystem/communications.dm
+++ b/code/controllers/subsystem/communications.dm
@@ -107,6 +107,7 @@ var/const/MAX_FREQ = 1468 // ---------------------------------------------------
var/const/HC_FREQ = 1471
var/const/SOF_FREQ = 1472
var/const/PVST_FREQ = 1473
+var/const/CBRN_FREQ = 1474
//Ship department channels
var/const/SENTRY_FREQ = 1480
@@ -162,6 +163,7 @@ var/list/radiochannels = list(
SQUAD_MARINE_5 = ECHO_FREQ,
SQUAD_MARINE_CRYO = CRYO_FREQ,
SQUAD_SOF = SOF_FREQ,
+ SQUAD_CBRN = CBRN_FREQ,
RADIO_CHANNEL_ALAMO = DS1_FREQ,
RADIO_CHANNEL_NORMANDY = DS2_FREQ,
@@ -262,6 +264,7 @@ SUBSYSTEM_DEF(radio)
"[DELTA_FREQ]" = "deltaradio",
"[ECHO_FREQ]" = "echoradio",
"[CRYO_FREQ]" = "cryoradio",
+ "[CBRN_FREQ]" = "hcradio",
"[SOF_FREQ]" = "hcradio",
"[HC_FREQ]" = "hcradio",
"[PVST_FREQ]" = "pvstradio",
diff --git a/code/controllers/subsystem/disease.dm b/code/controllers/subsystem/disease.dm
index 25200cce11ed..b98187ca252c 100644
--- a/code/controllers/subsystem/disease.dm
+++ b/code/controllers/subsystem/disease.dm
@@ -1,22 +1,19 @@
-var/list/active_diseases = list()
-
-
SUBSYSTEM_DEF(disease)
name = "Disease"
wait = 2 SECONDS
flags = SS_NO_INIT | SS_KEEP_TIMING
priority = SS_PRIORITY_DISEASE
- var/list/currentrun = list()
+ var/list/datum/disease/all_diseases = list()
+ var/list/datum/disease/currentrun = list()
/datum/controller/subsystem/disease/stat_entry(msg)
- msg = "P:[active_diseases.len]"
+ msg = "P:[all_diseases.len]"
return ..()
-
/datum/controller/subsystem/disease/fire(resumed = FALSE)
if (!resumed)
- currentrun = active_diseases.Copy()
+ currentrun = all_diseases.Copy()
while (currentrun.len)
var/datum/disease/D = currentrun[currentrun.len]
diff --git a/code/controllers/subsystem/fail_to_topic.dm b/code/controllers/subsystem/fail_to_topic.dm
deleted file mode 100644
index 45674683a443..000000000000
--- a/code/controllers/subsystem/fail_to_topic.dm
+++ /dev/null
@@ -1,81 +0,0 @@
-SUBSYSTEM_DEF(fail_to_topic)
- name = "Fail to Topic"
- init_order = SS_INIT_FAIL_TO_TOPIC
- flags = SS_BACKGROUND
- runlevels = ALL
-
- var/list/rate_limiting = list()
- var/list/fail_counts = list()
- var/list/active_bans = list()
- var/list/currentrun = list()
-
- var/rate_limit
- var/max_fails
- var/enabled = FALSE
-
-/datum/controller/subsystem/fail_to_topic/Initialize(timeofday)
- rate_limit = ((CONFIG_GET(number/topic_rate_limit)) SECONDS)
- max_fails = CONFIG_GET(number/topic_max_fails)
- enabled = CONFIG_GET(flag/topic_enabled)
-
- if (world.system_type == UNIX && enabled)
- enabled = FALSE
- WARNING("fail_to_topic subsystem disabled. UNIX is not supported.")
- return SS_INIT_NO_NEED
-
- if (!enabled)
- can_fire = FALSE
- return SS_INIT_NO_NEED
-
- return SS_INIT_SUCCESS
-
-/datum/controller/subsystem/fail_to_topic/fire(resumed = FALSE)
- if(!resumed)
- currentrun = rate_limiting.Copy()
- //cache for sanic speed (lists are references anyways)
- var/list/current_run = currentrun
-
- while(current_run.len)
- var/ip = current_run[current_run.len]
- var/last_attempt = current_run[ip]
- current_run.len--
-
- // last_attempt list housekeeping
- if(world.time - last_attempt > rate_limit)
- rate_limiting -= ip
- fail_counts -= ip
-
- if(MC_TICK_CHECK)
- return
-
-/datum/controller/subsystem/fail_to_topic/proc/IsRateLimited(ip)
- if(!enabled)
- return FALSE
-
- var/last_attempt = rate_limiting[ip]
-
- if (config.fail_to_topic_whitelisted_ips[ip])
- return FALSE
-
- if (active_bans[ip])
- return TRUE
-
- rate_limiting[ip] = world.time
-
- if (isnull(last_attempt))
- return FALSE
-
- if (world.time - last_attempt > rate_limit)
- fail_counts -= ip
- return FALSE
- else
- var/failures = fail_counts[ip]
-
- if (isnull(failures))
- fail_counts[ip] = 1
- return TRUE
- else if (failures > max_fails)
- return TRUE
- else
- fail_counts[ip] = failures + 1
- return TRUE
diff --git a/code/controllers/subsystem/fast_machinery.dm b/code/controllers/subsystem/fast_machinery.dm
deleted file mode 100644
index 8211b3b5e310..000000000000
--- a/code/controllers/subsystem/fast_machinery.dm
+++ /dev/null
@@ -1,27 +0,0 @@
-var/list/fast_machines = list()
-
-
-SUBSYSTEM_DEF(fast_machinery)
- name = "Fast Machinery"
- wait = 0.7 SECONDS
- priority = SS_PRIORITY_FAST_MACHINERY
- flags = SS_NO_INIT
- var/list/currentrun = list()
-
-/datum/controller/subsystem/fast_machinery/stat_entry(msg)
- msg = "FP:[fast_machines.len]"
- return ..()
-
-/datum/controller/subsystem/fast_machinery/fire(resumed = FALSE)
- if(!resumed)
- currentrun = fast_machines.Copy()
- while(currentrun.len)
- var/obj/structure/machinery/M = currentrun[currentrun.len]
- currentrun.len--
-
- if(QDELETED(M))
- continue
-
- M.process()
- if(MC_TICK_CHECK)
- return
diff --git a/code/controllers/subsystem/game_decorator.dm b/code/controllers/subsystem/game_decorator.dm
new file mode 100644
index 000000000000..dd53b647d1a8
--- /dev/null
+++ b/code/controllers/subsystem/game_decorator.dm
@@ -0,0 +1,35 @@
+// Essentially the same as decorators but that apply to the whole game state instead of individual atoms
+SUBSYSTEM_DEF(game_decorator)
+ name = "Game Decorator"
+ init_order = SS_INIT_DECORATOR
+ flags = SS_NO_FIRE
+
+/datum/controller/subsystem/game_decorator/Initialize()
+ . = ..()
+ for(var/decorator_type in subtypesof(/datum/game_decorator))
+ var/datum/game_decorator/decorator = new decorator_type()
+ if(!decorator.is_active_decor())
+ continue
+ if(!decorator.defer_decoration)
+ decorator.decorate()
+ CHECK_TICK
+
+ return SS_INIT_SUCCESS
+
+/datum/game_decorator
+ var/defer_decoration = TRUE //! So map decoration is done post-setup after nightmare and spawners
+
+/datum/game_decorator/New()
+ if(defer_decoration && is_active_decor())
+ RegisterSignal(SSdcs, COMSIG_GLOB_MODE_POSTSETUP, PROC_REF(defered_decoration))
+
+/datum/game_decorator/proc/is_active_decor()
+ return FALSE
+
+/datum/game_decorator/proc/defered_decoration(dcs)
+ SIGNAL_HANDLER
+ decorate()
+
+/datum/game_decorator/proc/decorate()
+ set waitfor = FALSE
+ return
diff --git a/code/controllers/subsystem/hijack.dm b/code/controllers/subsystem/hijack.dm
new file mode 100644
index 000000000000..55b5aa75caf8
--- /dev/null
+++ b/code/controllers/subsystem/hijack.dm
@@ -0,0 +1,429 @@
+SUBSYSTEM_DEF(hijack)
+ name = "Hijack"
+ wait = 2 SECONDS
+ flags = SS_KEEP_TIMING
+ priority = SS_PRIORITY_HIJACK
+ init_order = SS_INIT_HIJACK
+
+ ///Required progress to evacuate safely via lifeboats
+ var/required_progress = 100
+
+ ///Current progress towards evacuating safely via lifeboats
+ var/current_progress = 0
+
+ /// How much progress is required to early launch
+ var/early_launch_required_progress = 25
+
+ ///The estimated time left to get to the safe evacuation point
+ var/estimated_time_left = 0
+
+ ///Areas that are marked as having progress, assoc list that is progress_area = boolean, the boolean indicating if it was progressing or not on the last fire()
+ var/list/area/progress_areas = list()
+
+ ///The areas that need cycled through currently
+ var/list/area/current_run = list()
+
+ ///The progress of the current run that needs to be added at the end of the current run
+ var/current_run_progress_additive = 0
+
+ ///Holds what the current_run_progress_additive should be multiplied by at the end of the current run
+ var/current_run_progress_multiplicative = 1
+
+ ///Holds the progress change from last run
+ var/last_run_progress_change = 0
+
+ ///Holds the next % point progress should be announced, increments on itself
+ var/announce_checkpoint = 25
+
+ ///What stage of evacuation we are currently on
+ var/evac_status = EVACUATION_STATUS_NOT_INITIATED
+
+ ///What stage of hijack are we currently on
+ var/hijack_status = HIJACK_OBJECTIVES_NOT_STARTED
+
+ ///Whether or not evacuation has been disabled by admins
+ var/evac_admin_denied = FALSE
+
+ /// If TRUE, self destruct has been unlocked and is possible with a hold of reactor
+ var/sd_unlocked = FALSE
+
+ /// Admin var to manually prevent self destruct from occurring
+ var/admin_sd_blocked = FALSE
+
+ /// Maximum amount of fusion generators that can be overloaded at once for a time benefit
+ var/maximum_overload_generators = 18
+
+ /// How many generators are currently overloaded
+ var/overloaded_generators = 0
+
+ /// How long the manual self destruct will take on the high end
+ var/sd_max_time = 15 MINUTES
+
+ /// How long the manual self destruct will take on the low end
+ var/sd_min_time = 5 MINUTES
+
+ /// How much time left until SD detonates
+ var/sd_time_remaining = 0
+
+ /// Roughly what % of the SD countdown remains
+ var/percent_completion_remaining = 100
+
+ /// If the engine room has been heated, occurs at 33% SD completion
+ var/engine_room_heated = FALSE
+
+ /// If the engine room has been superheated, occurs at 66% SD completion
+ var/engine_room_superheated = FALSE
+
+ /// If the self destruct has/is detonating
+ var/sd_detonated = FALSE
+
+ /// If a generator has ever been overloaded in the past this round
+ var/generator_ever_overloaded = FALSE
+
+ /// If ARES has announced the 50% point yet for SD
+ var/ares_sd_announced = FALSE
+
+/datum/controller/subsystem/hijack/Initialize(timeofday)
+ RegisterSignal(SSdcs, COMSIG_GLOB_GENERATOR_SET_OVERLOADING, PROC_REF(on_generator_overload))
+ return SS_INIT_SUCCESS
+
+/datum/controller/subsystem/hijack/stat_entry(msg)
+ if(!SSticker?.mode?.is_in_endgame)
+ msg = " Not Hijack"
+ return ..()
+
+ if(current_progress >= required_progress)
+ msg = " Complete"
+ return ..()
+
+ msg = " Progress: [current_progress]% | Last run: [last_run_progress_change]"
+ return ..()
+
+/datum/controller/subsystem/hijack/fire(resumed = FALSE)
+ if(!SSticker?.mode?.is_in_endgame)
+ return
+
+ if(hijack_status < HIJACK_OBJECTIVES_STARTED)
+ hijack_status = HIJACK_OBJECTIVES_STARTED
+
+ if(current_progress >= required_progress)
+ if(hijack_status < HIJACK_OBJECTIVES_COMPLETE)
+ hijack_status = HIJACK_OBJECTIVES_COMPLETE
+
+ if(sd_unlocked && overloaded_generators)
+ sd_time_remaining -= wait
+ if(!engine_room_heated && (sd_time_remaining <= (max((1 - round(overloaded_generators / maximum_overload_generators, 0.01)) * sd_max_time, sd_min_time) * 0.66)))
+ heat_engine_room()
+
+ if(!ares_sd_announced && (sd_time_remaining <= (max((1 - round(overloaded_generators / maximum_overload_generators, 0.01)) * sd_max_time, sd_min_time) * 0.5)))
+ announce_sd_halfway()
+
+ if(!engine_room_superheated && (sd_time_remaining <= (max((1 - round(overloaded_generators / maximum_overload_generators, 0.01)) * sd_max_time, sd_min_time) * 0.33)))
+ superheat_engine_room()
+
+ if((sd_time_remaining <= 0) && !sd_detonated)
+ detonate_sd()
+
+ return
+
+ if(!resumed)
+ current_run = progress_areas.Copy()
+
+ for(var/area/almayer/cycled_area as anything in current_run)
+ current_run -= cycled_area
+
+ if(progress_areas[cycled_area] != cycled_area.power_equip)
+ progress_areas[cycled_area] = !progress_areas[cycled_area]
+ announce_area_power_change(cycled_area)
+
+ if(progress_areas[cycled_area])
+ switch(cycled_area.hijack_evacuation_type)
+ if(EVACUATION_TYPE_ADDITIVE)
+ current_run_progress_additive += cycled_area.hijack_evacuation_weight
+ if(EVACUATION_TYPE_MULTIPLICATIVE)
+ current_run_progress_multiplicative *= cycled_area.hijack_evacuation_weight
+
+ if (MC_TICK_CHECK)
+ return
+
+ last_run_progress_change = current_run_progress_additive * current_run_progress_multiplicative
+ current_progress += last_run_progress_change
+
+ if(last_run_progress_change)
+ estimated_time_left = ((required_progress - current_progress) / last_run_progress_change) * wait
+ else
+ estimated_time_left = INFINITY
+
+ if(current_progress >= announce_checkpoint)
+ announce_progress()
+ announce_checkpoint += initial(announce_checkpoint)
+
+ current_run_progress_additive = 0
+ current_run_progress_multiplicative = 1
+
+///Called when the xeno dropship crashes into the Almayer and announces the current status of various objectives to marines
+/datum/controller/subsystem/hijack/proc/announce_status_on_crash()
+ var/message = ""
+
+ for(var/area/cycled_area as anything in progress_areas)
+ message += "[cycled_area] - [cycled_area.power_equip ? "Online" : "Offline"]\n"
+ progress_areas[cycled_area] = cycled_area.power_equip
+
+ message += "\nDue to low orbit, extra fuel is required for non-surface evacuations.\nMaintain fueling functionality for optimal evacuation conditions."
+
+ marine_announcement(message, HIJACK_ANNOUNCE)
+
+///Called when an area power status is changed to announce that it has been changed
+/datum/controller/subsystem/hijack/proc/announce_area_power_change(area/changed_area)
+ var/message = "[changed_area] - [changed_area.power_equip ? "Online" : "Offline"]"
+
+ marine_announcement(message, HIJACK_ANNOUNCE)
+
+///Called to announce to xenos the state of evacuation progression
+/datum/controller/subsystem/hijack/proc/announce_progress()
+ var/announce = announce_checkpoint / initial(announce_checkpoint)
+
+ var/marine_warning_areas = ""
+ var/xeno_warning_areas = ""
+
+ for(var/area/cycled_area as anything in progress_areas)
+ if(cycled_area.power_equip)
+ xeno_warning_areas += "[cycled_area], "
+ continue
+ marine_warning_areas += "[cycled_area], "
+
+ if(xeno_warning_areas)
+ xeno_warning_areas = copytext(xeno_warning_areas, 1, -2)
+
+ if(marine_warning_areas)
+ marine_warning_areas = copytext(marine_warning_areas, 1, -2)
+
+ var/datum/hive_status/hive
+ for(var/hivenumber in GLOB.hive_datum)
+ hive = GLOB.hive_datum[hivenumber]
+ if(!length(hive.totalXenos))
+ continue
+
+ switch(announce)
+ if(1)
+ xeno_announcement(SPAN_XENOANNOUNCE("The talls are a quarter of the way towards their goals. Disable the following areas: [xeno_warning_areas]"), hive.hivenumber, XENO_HIJACK_ANNOUNCE)
+ if(2)
+ xeno_announcement(SPAN_XENOANNOUNCE("The talls are half way towards their goals. Disable the following areas: [xeno_warning_areas]"), hive.hivenumber, XENO_HIJACK_ANNOUNCE)
+ if(3)
+ xeno_announcement(SPAN_XENOANNOUNCE("The talls are three quarters of the way towards their goals. Disable the following areas: [xeno_warning_areas]"), hive.hivenumber, XENO_HIJACK_ANNOUNCE)
+ if(4)
+ xeno_announcement(SPAN_XENOANNOUNCE("The talls have completed their goals!"), hive.hivenumber, XENO_HIJACK_ANNOUNCE)
+
+ switch(announce)
+ if(1)
+ marine_announcement("Emergency fuel replenishment at 25 percent. Lifeboat emergency early launch now available.[marine_warning_areas ? "\nTo increase speed restore power to the following areas: [marine_warning_areas]" : " All fueling areas operational."]", HIJACK_ANNOUNCE)
+ if(2)
+ marine_announcement("Emergency fuel replenishment at 50 percent.[marine_warning_areas ? "\nTo increase speed restore power to the following areas: [marine_warning_areas]" : " All fueling areas operational."]", HIJACK_ANNOUNCE)
+ if(3)
+ marine_announcement("Emergency fuel replenishment at 75 percent.[marine_warning_areas ? "\nTo increase speed restore power to the following areas: [marine_warning_areas]" : " All fueling areas operational."]", HIJACK_ANNOUNCE)
+ if(4)
+ marine_announcement("Emergency fuel replenishment at 100 percent. Safe utilization of lifeboats now possible.", HIJACK_ANNOUNCE)
+ if(!admin_sd_blocked)
+ addtimer(CALLBACK(src, PROC_REF(unlock_self_destruct)), 8 SECONDS)
+
+/// Passes the ETA for status panels
+/datum/controller/subsystem/hijack/proc/get_evac_eta()
+ switch(hijack_status)
+ if(HIJACK_OBJECTIVES_STARTED)
+ if(estimated_time_left == INFINITY)
+ return "Never"
+ return "[duration2text_sec(estimated_time_left)]"
+
+ if(HIJACK_OBJECTIVES_COMPLETE)
+ return "Complete"
+
+/datum/controller/subsystem/hijack/proc/get_sd_eta()
+ if(!sd_time_remaining)
+ return "Complete"
+
+ if(overloaded_generators <= 0)
+ return "Never"
+
+ return "[duration2text_sec(sd_time_remaining)]"
+
+//~~~~~~~~~~~~~~~~~~~~~~~~ EVAC STUFF ~~~~~~~~~~~~~~~~~~~~~~~~//
+
+/// Initiates evacuation by announcing and then prepping all lifepods/lifeboats
+/datum/controller/subsystem/hijack/proc/initiate_evacuation()
+ if(evac_status == EVACUATION_STATUS_NOT_INITIATED && !(evac_admin_denied & FLAGS_EVACUATION_DENY))
+ evac_status = EVACUATION_STATUS_INITIATED
+ ai_announcement("Attention. Emergency. All personnel must evacuate immediately.", 'sound/AI/evacuate.ogg')
+
+ for(var/obj/structure/machinery/status_display/cycled_status_display in machines)
+ if(is_mainship_level(cycled_status_display.z))
+ cycled_status_display.set_picture("evac")
+ for(var/obj/docking_port/mobile/crashable/escape_shuttle/shuttle in SSshuttle.mobile)
+ shuttle.prepare_evac()
+ activate_lifeboats()
+ return TRUE
+
+/// Cancels evacuation, tells lifepods/lifeboats and status_displays
+/datum/controller/subsystem/hijack/proc/cancel_evacuation()
+ if(evac_status == EVACUATION_STATUS_INITIATED)
+ evac_status = EVACUATION_STATUS_NOT_INITIATED
+ deactivate_lifeboats()
+ ai_announcement("Evacuation has been cancelled.", 'sound/AI/evacuate_cancelled.ogg')
+
+ for(var/obj/structure/machinery/status_display/cycled_status_display in machines)
+ if(is_mainship_level(cycled_status_display.z))
+ cycled_status_display.set_sec_level_picture()
+
+ for(var/obj/docking_port/mobile/crashable/escape_shuttle/shuttle in SSshuttle.mobile)
+ shuttle.cancel_evac()
+ return TRUE
+
+/// Opens the lifeboat doors and gets them ready to launch
+/datum/controller/subsystem/hijack/proc/activate_lifeboats()
+ for(var/obj/docking_port/stationary/lifeboat_dock/lifeboat_dock in GLOB.lifeboat_almayer_docks)
+ var/obj/docking_port/mobile/crashable/lifeboat/lifeboat = lifeboat_dock.get_docked()
+ if(lifeboat && lifeboat.available)
+ lifeboat.status = LIFEBOAT_ACTIVE
+ lifeboat_dock.open_dock()
+
+/// Turns off ability to manually take off lifeboats
+/datum/controller/subsystem/hijack/proc/deactivate_lifeboats()
+ for(var/obj/docking_port/stationary/lifeboat_dock/lifeboat_dock in GLOB.lifeboat_almayer_docks)
+ var/obj/docking_port/mobile/crashable/lifeboat/lifeboat = lifeboat_dock.get_docked()
+ if(lifeboat && lifeboat.available)
+ lifeboat.status = LIFEBOAT_INACTIVE
+
+
+/// Once refueling is done, marines can optionally hold SD for a time for a stalemate instead of a xeno minor
+/datum/controller/subsystem/hijack/proc/unlock_self_destruct()
+ sd_time_remaining = sd_max_time
+ sd_unlocked = TRUE
+ marine_announcement("Fuel reserves full. Manual detonation of fuel reserves by overloading the on-board fusion reactors now possible.", HIJACK_ANNOUNCE)
+
+/datum/controller/subsystem/hijack/proc/on_generator_overload(obj/structure/machinery/power/fusion_engine/source, new_overloading)
+ SIGNAL_HANDLER
+
+ if(!generator_ever_overloaded)
+ generator_ever_overloaded = TRUE
+ var/datum/hive_status/hive
+ for(var/hivenumber in GLOB.hive_datum)
+ hive = GLOB.hive_datum[hivenumber]
+ if(!length(hive.totalXenos))
+ continue
+
+ xeno_announcement(SPAN_XENOANNOUNCE("The talls may be attempting to take their ship down with them in Engineering, stop them!"), hive.hivenumber, XENO_HIJACK_ANNOUNCE)
+
+ adjust_generator_overload_count(new_overloading ? 1 : -1)
+
+/datum/controller/subsystem/hijack/proc/adjust_generator_overload_count(amount = 1)
+ var/generator_overload_percent = round(overloaded_generators / maximum_overload_generators, 0.01)
+ var/old_required_time = sd_min_time + ((1 - generator_overload_percent) * (sd_max_time - sd_min_time))
+ percent_completion_remaining = sd_time_remaining / old_required_time
+ overloaded_generators = clamp(overloaded_generators + amount, 0, maximum_overload_generators)
+ generator_overload_percent = round(overloaded_generators / maximum_overload_generators, 0.01)
+ var/new_required_time = sd_min_time + ((1 - generator_overload_percent) * (sd_max_time - sd_min_time))
+ sd_time_remaining = percent_completion_remaining * new_required_time
+
+/datum/controller/subsystem/hijack/proc/heat_engine_room()
+ engine_room_heated = TRUE
+ var/area/engine_room = GLOB.areas_by_type[/area/almayer/engineering/engine_core]
+ engine_room.firealert()
+ engine_room.temperature = T90C
+ for(var/mob/current_mob as anything in GLOB.mob_list)
+ var/area/mob_area = get_area(current_mob)
+ if(istype(mob_area, /area/almayer/engineering/engine_core))
+ to_chat(current_mob, SPAN_BOLDWARNING("You feel the heat of the room increase as the fusion engines whirr louder."))
+
+/datum/controller/subsystem/hijack/proc/superheat_engine_room()
+ engine_room_superheated = TRUE
+ var/area/engine_room = GLOB.areas_by_type[/area/almayer/engineering/engine_core]
+ engine_room.firealert()
+ engine_room.temperature = T120C //slowly deals burn at this temp
+ for(var/mob/current_mob as anything in GLOB.mob_list)
+ var/area/mob_area = get_area(current_mob)
+ if(istype(mob_area, /area/almayer/engineering/engine_core))
+ to_chat(current_mob, SPAN_BOLDWARNING("The room feels incredibly hot, you can't take much more of this!"))
+
+/datum/controller/subsystem/hijack/proc/announce_sd_halfway()
+ ares_sd_announced = TRUE
+ marine_announcement("ALERT: Fusion reactor meltdown has reached fifty percent.", HIJACK_ANNOUNCE)
+
+/datum/controller/subsystem/hijack/proc/detonate_sd()
+ set waitfor = FALSE
+ sd_detonated = TRUE
+ var/creak_picked = pick('sound/effects/creak1.ogg', 'sound/effects/creak2.ogg', 'sound/effects/creak3.ogg')
+ for(var/mob/current_mob as anything in GLOB.mob_list)
+ var/turf/current_turf = get_turf(current_mob)
+ if(!current_mob?.loc || !current_mob.client || !current_turf || !is_mainship_level(current_turf.z))
+ continue
+
+ to_chat(current_mob, SPAN_BOLDWARNING("The ship's deck worryingly creaks underneath you."))
+ playsound_client(current_mob.client, creak_picked, vol = 50)
+
+ sleep(7 SECONDS)
+ shakeship(2, 10, TRUE)
+
+ marine_announcement("ALERT: Fusion reactors dangerously overloaded. Runaway meltdown in reactor core imminent.", HIJACK_ANNOUNCE)
+ sleep(5 SECONDS)
+
+ var/sound_picked = pick('sound/theme/nuclear_detonation1.ogg','sound/theme/nuclear_detonation2.ogg')
+ for(var/client/player as anything in GLOB.clients)
+ playsound_client(player, sound_picked, 90)
+
+ var/list/alive_mobs = list() //Everyone who will be destroyed on the zlevel(s).
+ var/list/dead_mobs = list() //Everyone who only needs to see the cinematic.
+ for(var/mob/current_mob as anything in GLOB.mob_list) //This only does something cool for the people about to die, but should prove pretty interesting.
+ var/turf/current_turf = get_turf(current_mob)
+ if(!current_mob?.loc || !current_turf)
+ continue
+
+ if(current_mob.stat == DEAD)
+ dead_mobs |= current_mob
+ continue
+
+ if(is_mainship_level(current_turf.z))
+ alive_mobs |= current_mob
+ shake_camera(current_mob, 110, 4)
+
+
+ sleep(10 SECONDS)
+ /*Hardcoded for now, since this was never really used for anything else.
+ Would ideally use a better system for showing cutscenes.*/
+ var/atom/movable/screen/cinematic/explosion/explosive_cinematic = new()
+
+ for(var/mob/current_mob as anything in (alive_mobs + dead_mobs))
+ if(current_mob?.loc && current_mob.client)
+ current_mob.client.add_to_screen(explosive_cinematic) //They may have disconnected in the mean time.
+
+ sleep(1.5 SECONDS) //Extra 1.5 seconds to look at the ship.
+ flick("intro_nuke", explosive_cinematic)
+
+ sleep(3.5 SECONDS)
+ for(var/mob/current_mob as anything in alive_mobs)
+ var/turf/current_mob_turf = get_turf(current_mob)
+ if(!current_mob?.loc || !current_mob_turf) //Who knows, maybe they escaped, or don't exist anymore.
+ continue
+
+ if(is_mainship_level(current_mob_turf.z))
+ if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge))
+ continue
+
+ current_mob.death(create_cause_data("nuclear explosion"))
+ else
+ current_mob.client.remove_from_screen(explosive_cinematic) //those who managed to escape the z level at last second shouldn't have their view obstructed.
+
+ flick("ship_destroyed", explosive_cinematic)
+ explosive_cinematic.icon_state = "summary_destroyed"
+
+ for(var/client/player as anything in GLOB.clients)
+ playsound_client(player, 'sound/effects/explosionfar.ogg', 90)
+
+
+ sleep(0.5 SECONDS)
+ if(SSticker.mode)
+ SSticker.mode.check_win()
+
+ if(!SSticker.mode) //Just a safety, just in case a mode isn't running, somehow.
+ to_world(SPAN_ROUNDBODY("Resetting in 30 seconds!"))
+ sleep(30 SECONDS)
+ log_game("Rebooting due to nuclear detonation.")
+ world.Reboot()
diff --git a/code/controllers/subsystem/htmlui.dm b/code/controllers/subsystem/htmlui.dm
deleted file mode 100644
index 5dc885abc625..000000000000
--- a/code/controllers/subsystem/htmlui.dm
+++ /dev/null
@@ -1,57 +0,0 @@
-// What in the name of god is this?
-// You'd think it'd be some form of process for the HTML interface module.
-// But it isn't?
-// It's some form of proc queue but ???
-// Does anything even *use* this?
-
-SUBSYSTEM_DEF(html_ui)
- name = "HTMLUI"
- wait = 1.7 SECONDS
- flags = SS_NO_INIT
- runlevels = RUNLEVELS_DEFAULT|RUNLEVEL_LOBBY
- var/list/update = list()
-
-/datum/controller/subsystem/html_ui/fire(resumed = FALSE)
- if (update.len)
- var/list/L = list()
- var/key
-
- for (var/datum/procqueue_item/item in update)
- key = "[item.ref]_[item.procname]"
-
- if (item.args)
- key += "("
- var/first = 1
- for (var/a in item.args)
- if (!first)
- key += ","
- key += "[a]"
- first = 0
- key += ")"
-
- if (!(key in L))
- if (item.args)
- call(item.ref, item.procname)(arglist(item.args))
- else
- call(item.ref, item.procname)()
-
- L.Add(key)
-
- update.Cut()
-
-
-/datum/controller/subsystem/html_ui/proc/queue(ref, procname, ...)
- var/datum/procqueue_item/item = new
- item.ref = ref
- item.procname = procname
-
- if (args.len > 2)
- item.args = args.Copy(3)
-
- update.Insert(1, item)
-
-
-/datum/procqueue_item
- var/ref
- var/procname
- var/list/args
diff --git a/code/controllers/subsystem/inactivity.dm b/code/controllers/subsystem/inactivity.dm
index dd547e1f406b..6b8542444040 100644
--- a/code/controllers/subsystem/inactivity.dm
+++ b/code/controllers/subsystem/inactivity.dm
@@ -1,20 +1,26 @@
-#define INACTIVITY_KICK 6000 //10 minutes in ticks (approx.)
+#define INACTIVITY_KICK 10 MINUTES
SUBSYSTEM_DEF(inactivity)
name = "Inactivity"
- wait = INACTIVITY_KICK
+ wait = 1 MINUTES
flags = SS_NO_INIT | SS_BACKGROUND
priority = SS_PRIORITY_INACTIVITY
runlevels = RUNLEVELS_DEFAULT|RUNLEVEL_LOBBY
/datum/controller/subsystem/inactivity/fire(resumed = FALSE)
- if (CONFIG_GET(flag/kick_inactive))
- for(var/i in GLOB.clients)
- var/client/C = i
- if(C.admin_holder && C.admin_holder.rights & R_ADMIN) //Skip admins.
- continue
- if (C.is_afk(INACTIVITY_KICK))
- if (!istype(C.mob, /mob/dead))
- log_access("AFK: [key_name(C)]")
- to_chat(C, SPAN_WARNING("You have been inactive for more than 10 minutes and have been disconnected."))
- qdel(C)
+ if(list_clear_nulls(GLOB.clients))
+ debug_log("Removed nulls from GLOB.clients!")
+ if(list_clear_nulls(GLOB.player_list))
+ debug_log("Removed nulls from GLOB.player_list!")
+
+ if (!CONFIG_GET(flag/kick_inactive))
+ return
+
+ for(var/client/current as anything in GLOB.clients)
+ if(current.admin_holder && current.admin_holder.rights & R_MOD) //Skip admins.
+ continue
+ if(current.is_afk(INACTIVITY_KICK))
+ if(!istype(current.mob, /mob/dead))
+ log_access("AFK: [key_name(current)]")
+ to_chat(current, SPAN_WARNING("You have been inactive for more than [INACTIVITY_KICK / 600] minutes and have been disconnected."))
+ qdel(current)
diff --git a/code/controllers/subsystem/init/earlyruntimes.dm b/code/controllers/subsystem/init/earlyruntimes.dm
deleted file mode 100644
index 8e43b94a0735..000000000000
--- a/code/controllers/subsystem/init/earlyruntimes.dm
+++ /dev/null
@@ -1,14 +0,0 @@
-/// Just messages the unwary coder to tell them there are errors that likely escaped their debugguer.
-SUBSYSTEM_DEF(earlyruntimes)
- name = "Early Runtimes"
- init_order = SS_INIT_EARLYRUNTIMES
- flags = SS_NO_FIRE
-
-/datum/controller/subsystem/earlyruntimes/stat_entry(msg)
- msg = " Early Runtimes: [init_runtimes_count || 0] | All runtimes: [total_runtimes || 0]"
- return ..()
-
-/datum/controller/subsystem/earlyruntimes/Initialize()
- if(init_runtimes_count)
- return SS_INIT_FAILURE
- return SS_INIT_SUCCESS
diff --git a/code/controllers/subsystem/init/law.dm b/code/controllers/subsystem/init/law.dm
index 52fbbbeadf5d..c7ade815972c 100644
--- a/code/controllers/subsystem/init/law.dm
+++ b/code/controllers/subsystem/init/law.dm
@@ -8,20 +8,24 @@ SUBSYSTEM_DEF(law_init)
var/list/minor_law = list()
var/list/major_law = list()
var/list/capital_law = list()
+ var/list/precautionary_law = list()
/datum/controller/subsystem/law_init/Initialize()
- for(var/L in subtypesof(/datum/law/optional_law))
- optional_law += new L
+ for(var/law in subtypesof(/datum/law/optional_law))
+ optional_law += new law
- for(var/L in subtypesof(/datum/law/minor_law))
- minor_law += new L
+ for(var/law in subtypesof(/datum/law/minor_law))
+ minor_law += new law
- for(var/L in subtypesof(/datum/law/major_law))
- major_law += new L
+ for(var/law in subtypesof(/datum/law/major_law))
+ major_law += new law
- for(var/L in subtypesof(/datum/law/capital_law))
- capital_law += new L
+ for(var/law in subtypesof(/datum/law/capital_law))
+ capital_law += new law
- laws = optional_law + minor_law + major_law + capital_law
+ for(var/law in subtypesof(/datum/law/precautionary_charge))
+ precautionary_law += new law
+
+ laws = optional_law + minor_law + major_law + capital_law + precautionary_law
return SS_INIT_SUCCESS
diff --git a/code/controllers/subsystem/interior.dm b/code/controllers/subsystem/interior.dm
index 389e95fe6022..8fb7ffbfeee7 100644
--- a/code/controllers/subsystem/interior.dm
+++ b/code/controllers/subsystem/interior.dm
@@ -42,7 +42,7 @@ SUBSYSTEM_DEF(interior)
continue
if(x >= bounds[1].x && x <= bounds[2].x && y >= bounds[1].y && y <= bounds[2].y)
return current_interior
- return FALSE
+ return
/// Checks if an atom is in an interior
/datum/controller/subsystem/interior/proc/in_interior(loc)
@@ -51,7 +51,7 @@ SUBSYSTEM_DEF(interior)
if(!isturf(loc))
loc = get_turf(loc)
- var/datum/turf_reservation/interior/reservation = SSmapping.used_turfs[loc]
+ var/datum/weakref/reservation = SSmapping.used_turfs[loc]
if(!istype(reservation))
return FALSE
diff --git a/code/controllers/subsystem/mapping.dm b/code/controllers/subsystem/mapping.dm
index afecabd74be0..913e5dcd50d3 100644
--- a/code/controllers/subsystem/mapping.dm
+++ b/code/controllers/subsystem/mapping.dm
@@ -6,9 +6,13 @@ SUBSYSTEM_DEF(mapping)
var/list/datum/map_config/configs
var/list/datum/map_config/next_map_configs
+ ///Name of all maps
var/list/map_templates = list()
-
+ ///Name of all shuttles
var/list/shuttle_templates = list()
+ var/list/all_shuttle_templates = list()
+ ///map_id of all tents
+ var/list/tent_type_templates = list()
var/list/areas_in_z = list()
@@ -29,9 +33,7 @@ SUBSYSTEM_DEF(mapping)
/datum/controller/subsystem/mapping/proc/HACK_LoadMapConfig()
if(!configs)
configs = load_map_configs(ALL_MAPTYPES, error_if_missing = FALSE)
- for(var/i in GLOB.clients)
- var/client/C = i
- winset(C, null, "mainwindow.title='[CONFIG_GET(string/title)] - [SSmapping.configs[SHIP_MAP].map_name]'")
+ world.name = "[CONFIG_GET(string/title)] - [SSmapping.configs[SHIP_MAP].map_name]"
/datum/controller/subsystem/mapping/Initialize(timeofday)
HACK_LoadMapConfig()
@@ -202,6 +204,7 @@ SUBSYSTEM_DEF(mapping)
map_templates[T.name] = T
preloadShuttleTemplates()
+ preload_tent_templates()
/proc/generateMapList(filename)
. = list()
@@ -240,8 +243,14 @@ SUBSYSTEM_DEF(mapping)
var/datum/map_template/shuttle/S = new shuttle_type()
shuttle_templates[S.shuttle_id] = S
+ all_shuttle_templates[item] = S
map_templates[S.shuttle_id] = S
+/datum/controller/subsystem/mapping/proc/preload_tent_templates()
+ for(var/template in subtypesof(/datum/map_template/tent))
+ var/datum/map_template/tent/new_tent = new template()
+ tent_type_templates[new_tent.map_id] = new_tent
+
/datum/controller/subsystem/mapping/proc/RequestBlockReservation(width, height, z, type = /datum/turf_reservation, turf_type_override)
UNTIL(initialized && !clearing_reserved_turfs)
var/datum/turf_reservation/reserve = new type
diff --git a/code/controllers/subsystem/midi.dm b/code/controllers/subsystem/midi.dm
deleted file mode 100644
index 158d67cf25ac..000000000000
--- a/code/controllers/subsystem/midi.dm
+++ /dev/null
@@ -1,45 +0,0 @@
-/datum/midi_record
- var/target
- var/midi
-
-SUBSYSTEM_DEF(midi)
- name = "Midi"
- wait = 2 SECONDS
- flags = SS_NO_INIT|SS_BACKGROUND
- runlevels = RUNLEVELS_DEFAULT|RUNLEVEL_LOBBY
- priority = SS_PRIORITY_MIDI
-
- var/list/datum/midi_record/prepped_midis = list()
-
- var/list/datum/midi_record/currentrun = list()
-
-
-/datum/controller/subsystem/midi/stat_entry(msg)
- msg = "MR:[prepped_midis.len]"
- return ..()
-
-
-/datum/controller/subsystem/midi/fire(resumed = FALSE)
- if (!resumed)
- currentrun = prepped_midis
- prepped_midis = list()
-
- while (currentrun.len)
- var/datum/midi_record/E = currentrun[currentrun.len]
- currentrun.len--
-
- if (!E)
- continue
-
- E.target << E.midi
-
- if (MC_TICK_CHECK)
- return
-
-/datum/controller/subsystem/midi/proc/queue(target, midi)
- if(!prepped_midis)
- prepped_midis = list()
- var/datum/midi_record/MR = new()
- MR.target = target
- MR.midi = midi
- prepped_midis.Add(MR)
diff --git a/code/controllers/subsystem/processing/defprocess.dm b/code/controllers/subsystem/processing/defprocess.dm
new file mode 100644
index 000000000000..3701a0617a7a
--- /dev/null
+++ b/code/controllers/subsystem/processing/defprocess.dm
@@ -0,0 +1,5 @@
+PROCESSING_SUBSYSTEM_DEF(defprocess)
+ name = "Defenses Processing"
+ priority = SS_PRIORITY_DEFENSES
+ flags = SS_NO_INIT
+ wait = 0.7 SECONDS
diff --git a/code/controllers/subsystem/smoke_system.dm b/code/controllers/subsystem/smoke_system.dm
deleted file mode 100644
index 2010687fcba2..000000000000
--- a/code/controllers/subsystem/smoke_system.dm
+++ /dev/null
@@ -1,31 +0,0 @@
-var/list/active_smoke_effects = list()
-
-
-SUBSYSTEM_DEF(smoke_effects)
- name = "Smoke Effects"
- wait = 1 SECONDS
- flags = SS_NO_INIT | SS_KEEP_TIMING
- priority = SS_PRIORITY_OBJECTS
-
- var/list/currentrun = list()
-
-/datum/controller/subsystem/smoke_effects/stat_entry(msg)
- msg = "P:[active_smoke_effects.len]"
- return ..()
-
-
-/datum/controller/subsystem/smoke_effects/fire(resumed = FALSE)
- if(!resumed)
- currentrun = active_smoke_effects.Copy()
-
- while(currentrun.len)
- var/obj/effect/particle_effect/smoke/E = currentrun[currentrun.len]
- currentrun.len--
-
- if(!E || QDELETED(E))
- continue
-
- E.process()
-
- if(MC_TICK_CHECK)
- return
diff --git a/code/controllers/subsystem/sound.dm b/code/controllers/subsystem/sound.dm
index 1935294394e7..4fdfd7935349 100644
--- a/code/controllers/subsystem/sound.dm
+++ b/code/controllers/subsystem/sound.dm
@@ -41,5 +41,5 @@ SUBSYSTEM_DEF(sound)
if(VI?.ready)
var/list/bounds = VI.get_middle_coords()
if(bounds.len >= 2)
- hearers |= SSquadtree.players_in_range(RECT(bounds[1], bounds[2], VI.map_template.height, VI.map_template.width), bounds[3])
+ hearers |= SSquadtree.players_in_range(RECT(bounds[1], bounds[2], VI.map_template.width, VI.map_template.height), bounds[3])
template_queue[template] = hearers
diff --git a/code/controllers/subsystem/stamina.dm b/code/controllers/subsystem/stamina.dm
deleted file mode 100644
index 84d5b4038cd0..000000000000
--- a/code/controllers/subsystem/stamina.dm
+++ /dev/null
@@ -1,25 +0,0 @@
-var/global/list/active_staminas = list()
-
-SUBSYSTEM_DEF(stamina)
- name = "Stamina"
- wait = 2 SECONDS
- priority = SS_PRIORITY_STAMINA
- flags = SS_NO_INIT
- var/list/currentrun = list()
-
-
-/datum/controller/subsystem/stamina/fire(resumed = FALSE)
- if (!resumed)
- currentrun = active_staminas.Copy()
-
- while (currentrun.len)
- var/datum/stamina/S = currentrun[currentrun.len]
- currentrun.len--
-
- if (!S || QDELETED(S))
- continue
-
- S.process()
-
- if (MC_TICK_CHECK)
- return
diff --git a/code/controllers/subsystem/statpanel.dm b/code/controllers/subsystem/statpanel.dm
index 9a94eb3371f9..b65ca1e758a2 100644
--- a/code/controllers/subsystem/statpanel.dm
+++ b/code/controllers/subsystem/statpanel.dm
@@ -44,6 +44,9 @@ SUBSYSTEM_DEF(statpanels)
var/client/target = currentrun[length(currentrun)]
currentrun.len--
+ if(!target)
+ continue
+
if(!target.stat_panel.is_ready())
continue
@@ -313,14 +316,39 @@ SUBSYSTEM_DEF(statpanels)
for(index in 1 to length(to_make))
var/atom/thing = to_make[index]
+ // var/start_time = REALTIMEOFDAY
var/generated_string
- /* We're cheap and won't render all overlays. It's expensive and updates with onmob changes!
- if(ismob(thing) || length(thing.overlays) > 2)
- generated_string = costly_icon2html(thing, parent, sourceonly=TRUE)
+ // We're cheap and won't render all overlays. It's expensive and updates with onmob changes!
+ //if(ismob(thing) || length(thing.overlays) > 2)
+ //generated_string = costly_icon2html(thing, parent, sourceonly=TRUE)
+ if(ishuman(thing))
+ var/mob/living/carbon/human/human_thing = thing
+ var/icon
+
+ // Ensure they have their armor since its going to be the majority of their appearance
+ var/list/armor = list()
+ var/obj/item/uniform = human_thing.get_item_by_slot(WEAR_BODY)
+ if(uniform)
+ armor += new uniform.type
+ var/obj/item/hat = human_thing.get_item_by_slot(WEAR_HEAD)
+ if(hat)
+ armor += new hat.type
+ var/obj/item/suit = human_thing.get_item_by_slot(WEAR_JACKET)
+ if(suit)
+ armor += new suit.type
+ var/obj/item/gloves = human_thing.get_item_by_slot(WEAR_HANDS)
+ if(gloves)
+ armor += new gloves.type
+ var/obj/item/shoes = human_thing.get_item_by_slot(WEAR_FEET)
+ if(shoes)
+ armor += new shoes.type
+
+ // If we don't succeed making a flat human icon below, allowing the human to pass into icon2html will throw a bad icon operation because of a workaround in icon2html for humans...
+ icon = get_flat_human_copy_icon(human_thing, showDirs = list(SOUTH), outfit_override = armor)
+ generated_string = icon2html(icon, parent, sourceonly=TRUE)
+ // log_debug("object_window_info called on ref=[REF(thing)], instance=[thing], type=[thing.type], finished in [(REALTIMEOFDAY-start_time) / 10]s")
else
generated_string = icon2html(thing, parent, sourceonly=TRUE)
- */
- generated_string = icon2html(thing, parent, sourceonly=TRUE)
newly_seen[thing] = generated_string
if(TICK_CHECK)
@@ -383,8 +411,10 @@ SUBSYSTEM_DEF(statpanels)
set name = "Open Statbrowser Options"
set hidden = TRUE
+ if (!current_fontsize)
+ current_fontsize = 12
- var/datum/statbrowser_options/SM = statbrowser_options
- if(!SM)
- SM = statbrowser_options = new(src, current_fontsize)
- SM.tgui_interact()
+ var/datum/statbrowser_options/options_panel = statbrowser_options
+ if(!options_panel)
+ options_panel = statbrowser_options = new(src, current_fontsize)
+ options_panel.tgui_interact()
diff --git a/code/controllers/subsystem/stats_collector.dm b/code/controllers/subsystem/stats_collector.dm
deleted file mode 100644
index de66e3b2c6b1..000000000000
--- a/code/controllers/subsystem/stats_collector.dm
+++ /dev/null
@@ -1,17 +0,0 @@
-/// Collects simple round statistics periodically
-SUBSYSTEM_DEF(stats_collector)
- name = "Round Stats"
- wait = 30 SECONDS
- priority = SS_PRIORITY_PAGER_STATUS
- runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
- flags = SS_KEEP_TIMING | SS_NO_INIT
-
- var/stat_ticks = 0
- var/players_counter = 0
-
-/datum/controller/subsystem/stats_collector/fire(resumed = FALSE)
- players_counter += length(GLOB.clients)
- stat_ticks++
-
-/datum/controller/subsystem/stats_collector/proc/get_avg_players()
- return players_counter / stat_ticks
diff --git a/code/controllers/subsystem/teleporter.dm b/code/controllers/subsystem/teleporter.dm
deleted file mode 100644
index b753bdb0d519..000000000000
--- a/code/controllers/subsystem/teleporter.dm
+++ /dev/null
@@ -1,10 +0,0 @@
-// Master teleporter controller.
-SUBSYSTEM_DEF(teleporter)
- name = "Teleporter"
- wait = 5 SECONDS
- init_order = SS_INIT_TELEPORTER
- priority = SS_PRIORITY_TELEPORTER
- flags = SS_NO_FIRE|SS_NO_INIT
-
- var/list/teleporters_by_id = list() // Associative list of teleporters by ID, master list of teleporters to process
- var/list/teleporters = list() // Process list (identical contents to teleporters_by_id)
diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm
index 8544c7de9040..c996fc4518ff 100644
--- a/code/controllers/subsystem/ticker.dm
+++ b/code/controllers/subsystem/ticker.dm
@@ -102,17 +102,14 @@ SUBSYSTEM_DEF(ticker)
mode.declare_completion(force_ending)
REDIS_PUBLISH("byond.round", "type" = "round-complete")
flash_clients()
- if(text2num(SSperf_logging?.round?.id) % CONFIG_GET(number/gamemode_rounds_needed) == 0)
- addtimer(CALLBACK(
- SSvote,
- /datum/controller/subsystem/vote/proc/initiate_vote,
- "gamemode",
- "SERVER",
- CALLBACK(src, PROC_REF(handle_map_reboot)),
- TRUE
- ), 3 SECONDS)
- else
- handle_map_reboot()
+ addtimer(CALLBACK(
+ SSvote,
+ /datum/controller/subsystem/vote/proc/initiate_vote,
+ "gamemode",
+ "SERVER",
+ CALLBACK(src, PROC_REF(handle_map_reboot)),
+ TRUE
+ ), 3 SECONDS)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
/// Attempt to start game asynchronously if applicable
diff --git a/code/controllers/subsystem/vote.dm b/code/controllers/subsystem/vote.dm
index 3882228a5ab1..a56e10636a1e 100644
--- a/code/controllers/subsystem/vote.dm
+++ b/code/controllers/subsystem/vote.dm
@@ -273,7 +273,7 @@ SUBSYSTEM_DEF(vote)
question = "Gamemode vote"
randomize_entries = TRUE
for(var/mode_type in config.gamemode_cache)
- var/datum/game_mode/M = initial(mode_type)
+ var/datum/game_mode/M = mode_type
if(initial(M.config_tag))
var/vote_cycle_met = !initial(M.vote_cycle) || (text2num(SSperf_logging?.round?.id) % initial(M.vote_cycle) == 0)
if(initial(M.votable) && vote_cycle_met)
diff --git a/code/controllers/subsystem/xenocon.dm b/code/controllers/subsystem/xenocon.dm
deleted file mode 100644
index d16e59bd9813..000000000000
--- a/code/controllers/subsystem/xenocon.dm
+++ /dev/null
@@ -1,18 +0,0 @@
-SUBSYSTEM_DEF(xenocon)
- name = "XENOCON"
- wait = 5 SECONDS
- priority = SS_PRIORITY_INACTIVITY
- flags = SS_NO_INIT
- var/rewarded = FALSE
-
-/datum/controller/subsystem/xenocon/fire(resumed = FALSE)
- if(rewarded)
- return
-
- var/datum/hive_status/hive
- for(var/hivenumber in GLOB.hive_datum)
- hive = GLOB.hive_datum[hivenumber]
- if(hive.xenocon_points >= XENOCON_THRESHOLD)
- var/datum/emergency_call/em_call = new /datum/emergency_call/xenos/platoon()
- em_call.activate()
- rewarded = TRUE
diff --git a/code/datums/_ndatabase/code/brsql_adapter.dm b/code/datums/_ndatabase/code/brsql_adapter.dm
index 345ddfe005f3..251267a04fdb 100644
--- a/code/datums/_ndatabase/code/brsql_adapter.dm
+++ b/code/datums/_ndatabase/code/brsql_adapter.dm
@@ -101,8 +101,8 @@
SSdatabase.create_parametric_query(query_updatetable, qpars, CB)
/datum/db/adapter/brsql_adapter/insert_table(table_name, list/values, datum/callback/CB, sync = FALSE)
- if(!sync)
- set waitfor = 0
+ set waitfor = FALSE
+
var/length = values.len
var/list/qpars = list()
var/query_inserttable = getquery_insert_table(table_name, values, qpars)
@@ -530,7 +530,7 @@
if(first && !is_id)
if(!items_first)
update_items+=","
- update_items+="`[table_name]`.[esfield]=`__prep_update`.[esfield]"
+ update_items+="`[table_name]`.[esfield]=`subquery`.[esfield]"
items_first = FALSE
local_first = FALSE
calltext += "SELECT [local_text]"
@@ -539,9 +539,7 @@
issue_log += "No ID passed to update query."
return "" // AAAAAAAAAAAAAH FUCK DON'T JUST KILL THE ENTIRE FUCKING TABLE BRUH
return {"
- WITH __prep_update as (
- [calltext]
- ) UPDATE `[connection.database]`.`[table_name]` INNER JOIN `__prep_update` ON `[table_name]`.id = `__prep_update`.id SET [update_items]
+ UPDATE `[connection.database]`.`[table_name]` JOIN (WITH `__prep_update` AS ( [calltext] ) SELECT * FROM `__prep_update`) subquery ON `[table_name]`.id = subquery.id SET [update_items]
"}
/datum/db/adapter/brsql_adapter/proc/getquery_delete_table(table_name, list/ids)
diff --git a/code/datums/_ndatabase/code/native_adapter.dm b/code/datums/_ndatabase/code/native_adapter.dm
index a5e4d41fb6a0..1c23a6ceab8f 100644
--- a/code/datums/_ndatabase/code/native_adapter.dm
+++ b/code/datums/_ndatabase/code/native_adapter.dm
@@ -83,8 +83,7 @@
SSdatabase.create_query(query_gettable, CB)
/datum/db/adapter/native_adapter/update_table(table_name, list/values, datum/callback/CB, sync = FALSE)
- if(!sync)
- set waitfor = 0
+ set waitfor = FALSE
for(var/list/vals in values)
var/list/qpars = list()
diff --git a/code/datums/agents/tools/chloroform.dm b/code/datums/agents/tools/chloroform.dm
index 464533309bcc..c6e3320688eb 100644
--- a/code/datums/agents/tools/chloroform.dm
+++ b/code/datums/agents/tools/chloroform.dm
@@ -47,8 +47,8 @@
/obj/item/weapon/chloroform/proc/grab_stun(mob/living/M, mob/living/user)
M.anchored = TRUE
- M.frozen = TRUE
- M.density = FALSE
+ ADD_TRAIT(M, TRAIT_IMMOBILIZED, CHLOROFORM_TRAIT)
+ ADD_TRAIT(M, TRAIT_UNDENSE, CHLOROFORM_TRAIT)
M.able_to_speak = FALSE
M.update_canmove()
@@ -82,7 +82,8 @@
M.density = TRUE
M.able_to_speak = TRUE
M.layer = MOB_LAYER
- M.unfreeze()
+ REMOVE_TRAIT(M, TRAIT_IMMOBILIZED, CHLOROFORM_TRAIT)
+ REMOVE_TRAIT(M, TRAIT_UNDENSE, CHLOROFORM_TRAIT)
QDEL_NULL(mask_item)
diff --git a/code/datums/ammo/ammo.dm b/code/datums/ammo/ammo.dm
new file mode 100644
index 000000000000..a858c6b1f5a7
--- /dev/null
+++ b/code/datums/ammo/ammo.dm
@@ -0,0 +1,246 @@
+/datum/ammo
+ var/name = "generic bullet"
+ //Icon state when a human is permanently killed with it by execution/suicide.
+ var/headshot_state = null
+ var/icon = 'icons/obj/items/weapons/projectiles.dmi'
+ var/icon_state = "bullet"
+ /// The icon that is displayed when the bullet bounces off something.
+ var/ping = "ping_b"
+ /// When it deals damage.
+ var/sound_hit
+ /// When it's blocked by human armor.
+ var/sound_armor
+ /// When it misses someone.
+ var/sound_miss
+ /// When it bounces off something.
+ var/sound_bounce
+ /// When the bullet is absorbed by a xeno_shield
+ var/sound_shield_hit
+ /// Snipers use this to simulate poor accuracy at close ranges
+ var/accurate_range_min = 0
+ /// How much the ammo scatters when burst fired, added to gun scatter, along with other mods
+ var/scatter = 0
+ var/stamina_damage = 0
+ /// This is the base damage of the bullet as it is fired
+ var/damage = 0
+ /// BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
+ var/damage_type = BRUTE
+ /// How much armor it ignores before calculations take place
+ var/penetration = 0
+ /// The % chance it will imbed in a human
+ var/shrapnel_chance = 0
+ /// The shrapnel type the ammo will embed, if the chance rolls
+ var/shrapnel_type = 0
+ /// Type path of the extra projectiles
+ var/bonus_projectiles_type
+ /// How many extra projectiles it shoots out. Works kind of like firing on burst, but all of the projectiles travel together
+ var/bonus_projectiles_amount = 0
+ /// Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony
+ var/debilitate[] = null
+ /// how much armor breaking will be done per point of penetration. This is for weapons that penetrate with their shape (like needle bullets)
+ var/pen_armor_punch = 0.5
+ /// how much armor breaking is done by sheer weapon force. This is for big blunt weapons
+ var/damage_armor_punch = 0.5
+ /// if we should play a special sound when firing.
+ var/sound_override = null
+ var/flags_ammo_behavior = NO_FLAGS
+
+ /// This is added to the bullet's base accuracy.
+ var/accuracy = HIT_ACCURACY_TIER_1
+ /// How much the accuracy varies when fired. // This REDUCES the lower bound of accuracy variance by 2%, to 96%.
+ var/accuracy_var_low = PROJECTILE_VARIANCE_TIER_9
+ /// This INCREASES the upper bound of accuracy variance by 2%, to 107%.
+ var/accuracy_var_high = PROJECTILE_VARIANCE_TIER_9
+ /// For most guns, this is where the bullet dramatically looses accuracy. Not for snipers though.
+ var/accurate_range = 6
+ /// This will de-increment a counter on the bullet.
+ var/max_range = 22
+ /// Same as with accuracy variance.
+ var/damage_var_low = PROJECTILE_VARIANCE_TIER_9
+ /// This INCREASES the upper bound of damage variance by 2%, to 107%.
+ var/damage_var_high = PROJECTILE_VARIANCE_TIER_9
+ /// How much damage the bullet loses per turf traveled after the effective range
+ var/damage_falloff = DAMAGE_FALLOFF_TIER_10
+ /// How much damage the bullet loses per turf away before the effective range
+ var/damage_buildup = DAMAGE_BUILDUP_TIER_1
+ /// What minimum range the ammo deals full damage, builds up the closer you get. 0 for no minimum. Added onto gun range as a modifier.
+ var/effective_range_min = EFFECTIVE_RANGE_OFF
+ /// What maximum range the ammo deals full damage, tapers off using damage_falloff after hitting this value. 0 for no maximum. Added onto gun range as a modifier.
+ var/effective_range_max = EFFECTIVE_RANGE_OFF
+ /// How fast the projectile moves.
+ var/shell_speed = AMMO_SPEED_TIER_1
+
+ var/handful_type = /obj/item/ammo_magazine/handful
+ var/handful_color
+ /// custom handful sprite, for shotgun shells or etc.
+ var/handful_state = "bullet"
+ /// so handfuls say 'buckshot shells' not 'shell'
+ var/multiple_handful_name
+
+ /// Does this apply xenomorph behaviour delegate?
+ var/apply_delegate = TRUE
+
+ /// An assoc list in the format list(/datum/element/bullet_trait_to_give = list(...args))
+ /// that will be given to a projectile with the current ammo datum
+ var/list/list/traits_to_give
+
+ var/flamer_reagent_type = /datum/reagent/napalm/ut
+
+ /// The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
+ var/hit_effect_color = "#FF0000"
+
+/datum/ammo/New()
+ set_bullet_traits()
+
+/datum/ammo/proc/on_bullet_generation(obj/projectile/generated_projectile, mob/bullet_generator) //NOT used on New(), applied to the projectiles.
+ return
+
+/// Populate traits_to_give in this proc
+/datum/ammo/proc/set_bullet_traits()
+ return
+
+/datum/ammo/can_vv_modify()
+ return FALSE
+
+/datum/ammo/proc/do_at_half_range(obj/projectile/P)
+ SHOULD_NOT_SLEEP(TRUE)
+ return
+
+/datum/ammo/proc/on_embed(mob/embedded_mob, obj/limb/target_organ)
+ return
+
+/datum/ammo/proc/do_at_max_range(obj/projectile/P)
+ SHOULD_NOT_SLEEP(TRUE)
+ return
+
+/datum/ammo/proc/on_shield_block(mob/M, obj/projectile/P) //Does it do something special when shield blocked? Ie. a flare or grenade that still blows up.
+ return
+
+/datum/ammo/proc/on_hit_turf(turf/T, obj/projectile/P) //Special effects when hitting dense turfs.
+ SHOULD_NOT_SLEEP(TRUE)
+ return
+
+/datum/ammo/proc/on_hit_mob(mob/M, obj/projectile/P, mob/user) //Special effects when hitting mobs.
+ SHOULD_NOT_SLEEP(TRUE)
+ return
+
+///Special effects when pointblanking mobs. Ultimately called from /living/attackby(). Return TRUE to end the PB attempt.
+/datum/ammo/proc/on_pointblank(mob/living/L, obj/projectile/P, mob/living/user, obj/item/weapon/gun/fired_from)
+ return
+
+/datum/ammo/proc/on_hit_obj(obj/O, obj/projectile/P) //Special effects when hitting objects.
+ SHOULD_NOT_SLEEP(TRUE)
+ return
+
+/datum/ammo/proc/on_near_target(turf/T, obj/projectile/P) //Special effects when passing near something. Range of things that triggers it is controlled by other ammo flags.
+ return 0 //return 0 means it flies even after being near something. Return 1 means it stops
+
+/datum/ammo/proc/knockback(mob/living/living_mob, obj/projectile/fired_projectile, max_range = 2)
+ if(!living_mob || living_mob == fired_projectile.firer)
+ return
+ if(fired_projectile.distance_travelled > max_range || living_mob.lying)
+ return //Two tiles away or more, basically.
+
+ if(living_mob.mob_size >= MOB_SIZE_BIG)
+ return //Big xenos are not affected.
+
+ shake_camera(living_mob, 3, 4)
+ knockback_effects(living_mob, fired_projectile)
+ slam_back(living_mob, fired_projectile)
+
+/datum/ammo/proc/slam_back(mob/living/living_mob, obj/projectile/fired_projectile)
+ /// Either knockback or slam them into an obstacle.
+ var/direction = Get_Compass_Dir(fired_projectile.z ? fired_projectile : fired_projectile.firer, living_mob) //More precise than get_dir.
+ if(!direction) //Same tile.
+ return
+ if(!step(living_mob, direction))
+ living_mob.animation_attack_on(get_step(living_mob, direction))
+ playsound(living_mob.loc, "punch", 25, 1)
+ living_mob.visible_message(SPAN_DANGER("[living_mob] slams into an obstacle!"),
+ isxeno(living_mob) ? SPAN_XENODANGER("You slam into an obstacle!") : SPAN_HIGHDANGER("You slam into an obstacle!"), null, 4, CHAT_TYPE_TAKING_HIT)
+ living_mob.apply_damage(MELEE_FORCE_TIER_2)
+
+///The applied effects for knockback(), overwrite to change slow/stun amounts for different ammo datums
+/datum/ammo/proc/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile)
+ if(iscarbonsizexeno(living_mob))
+ var/mob/living/carbon/xenomorph/target = living_mob
+ target.apply_effect(0.7, WEAKEN) // 0.9 seconds of stun, per agreement from Balance Team when switched from MC stuns to exact stuns
+ target.apply_effect(1, SUPERSLOW)
+ target.apply_effect(2, SLOW)
+ to_chat(target, SPAN_XENODANGER("You are shaken by the sudden impact!"))
+ else
+ living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET)
+
+/datum/ammo/proc/slowdown(mob/living/living_mob, obj/projectile/fired_projectile)
+ if(iscarbonsizexeno(living_mob))
+ var/mob/living/carbon/xenomorph/target = living_mob
+ target.apply_effect(1, SUPERSLOW)
+ target.apply_effect(2, SLOW)
+ to_chat(target, SPAN_XENODANGER("You are slowed by the sudden impact!"))
+ else
+ living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET)
+
+/datum/ammo/proc/pushback(mob/target_mob, obj/projectile/fired_projectile, max_range = 2)
+ if(!target_mob || target_mob == fired_projectile.firer || fired_projectile.distance_travelled > max_range || target_mob.lying)
+ return
+
+ if(target_mob.mob_size >= MOB_SIZE_BIG)
+ return //too big to push
+
+ to_chat(target_mob, isxeno(target_mob) ? SPAN_XENODANGER("You are pushed back by the sudden impact!") : SPAN_HIGHDANGER("You are pushed back by the sudden impact!"), null, 4, CHAT_TYPE_TAKING_HIT)
+ slam_back(target_mob, fired_projectile, max_range)
+
+/datum/ammo/proc/burst(atom/target, obj/projectile/P, damage_type = BRUTE, range = 1, damage_div = 2, show_message = SHOW_MESSAGE_VISIBLE) //damage_div says how much we divide damage
+ if(!target || !P) return
+ for(var/mob/living/carbon/M in orange(range,target))
+ if(P.firer == M)
+ continue
+ if(show_message)
+ var/msg = "You are hit by backlash from \a [P.name]!"
+ M.visible_message(SPAN_DANGER("[M] is hit by backlash from \a [P.name]!"),isxeno(M) ? SPAN_XENODANGER("[msg]"):SPAN_HIGHDANGER("[msg]"))
+ var/damage = P.damage/damage_div
+
+ var/mob/living/carbon/xenomorph/XNO = null
+
+ if(isxeno(M))
+ XNO = M
+ var/total_explosive_resistance = XNO.caste.xeno_explosion_resistance + XNO.armor_explosive_buff
+ damage = armor_damage_reduction(GLOB.xeno_explosive, damage, total_explosive_resistance , 60, 0, 0.5, XNO.armor_integrity)
+ var/armor_punch = armor_break_calculation(GLOB.xeno_explosive, damage, total_explosive_resistance, 60, 0, 0.5, XNO.armor_integrity)
+ XNO.apply_armorbreak(armor_punch)
+
+ M.apply_damage(damage,damage_type)
+
+ if(XNO && XNO.xeno_shields.len)
+ P.play_shielded_hit_effect(M)
+ else
+ P.play_hit_effect(M)
+
+/datum/ammo/proc/fire_bonus_projectiles(obj/projectile/original_P)
+ set waitfor = 0
+
+ var/turf/curloc = get_turf(original_P.shot_from)
+ var/initial_angle = Get_Angle(curloc, original_P.target_turf)
+
+ for(var/i in 1 to bonus_projectiles_amount) //Want to run this for the number of bonus projectiles.
+ var/final_angle = initial_angle
+
+ var/obj/projectile/P = new /obj/projectile(curloc, original_P.weapon_cause_data)
+ P.generate_bullet(GLOB.ammo_list[bonus_projectiles_type]) //No bonus damage or anything.
+ P.accuracy = round(P.accuracy * original_P.accuracy/initial(original_P.accuracy)) //if the gun changes the accuracy of the main projectile, it also affects the bonus ones.
+ original_P.give_bullet_traits(P)
+
+ var/total_scatter_angle = P.scatter
+ final_angle += rand(-total_scatter_angle, total_scatter_angle)
+ var/turf/new_target = get_angle_target_turf(curloc, final_angle, 30)
+
+ P.fire_at(new_target, original_P.firer, original_P.shot_from, P.ammo.max_range, P.ammo.shell_speed, original_P.original) //Fire!
+
+/datum/ammo/proc/drop_flame(turf/T, datum/cause_data/cause_data) // ~Art updated fire 20JAN17
+ if(!istype(T))
+ return
+ if(locate(/obj/flamer_fire) in T)
+ return
+
+ var/datum/reagent/R = new flamer_reagent_type()
+ new /obj/flamer_fire(T, cause_data, R)
diff --git a/code/datums/ammo/bullet/bullet.dm b/code/datums/ammo/bullet/bullet.dm
new file mode 100644
index 000000000000..dadb644201df
--- /dev/null
+++ b/code/datums/ammo/bullet/bullet.dm
@@ -0,0 +1,81 @@
+/*
+//======
+ Default Ammo
+//======
+*/
+//Only when things screw up do we use this as a placeholder.
+/datum/ammo/bullet
+ name = "default bullet"
+ icon_state = "bullet"
+ headshot_state = HEADSHOT_OVERLAY_LIGHT
+ flags_ammo_behavior = AMMO_BALLISTIC
+ sound_hit = "ballistic_hit"
+ sound_armor = "ballistic_armor"
+ sound_miss = "ballistic_miss"
+ sound_bounce = "ballistic_bounce"
+ sound_shield_hit = "ballistic_shield_hit"
+
+ accurate_range_min = 0
+ damage = 10
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_1
+ shrapnel_type = /obj/item/shard/shrapnel
+ shell_speed = AMMO_SPEED_TIER_4
+
+/datum/ammo/bullet/proc/handle_battlefield_execution(datum/ammo/firing_ammo, mob/living/hit_mob, obj/projectile/firing_projectile, mob/living/user, obj/item/weapon/gun/fired_from)
+ SIGNAL_HANDLER
+
+ if(!user || hit_mob == user || user.zone_selected != "head" || user.a_intent != INTENT_HARM || !ishuman_strict(hit_mob))
+ return
+
+ if(!skillcheck(user, SKILL_EXECUTION, SKILL_EXECUTION_TRAINED))
+ to_chat(user, SPAN_DANGER("You don't know how to execute someone correctly."))
+ return
+
+ var/mob/living/carbon/human/execution_target = hit_mob
+
+ if(execution_target.status_flags & PERMANENTLY_DEAD)
+ to_chat(user, SPAN_DANGER("[execution_target] has already been executed!"))
+ return
+
+ INVOKE_ASYNC(src, PROC_REF(attempt_battlefield_execution), src, execution_target, firing_projectile, user, fired_from)
+
+ return COMPONENT_CANCEL_AMMO_POINT_BLANK
+
+/datum/ammo/bullet/proc/attempt_battlefield_execution(datum/ammo/firing_ammo, mob/living/carbon/human/execution_target, obj/projectile/firing_projectile, mob/living/user, obj/item/weapon/gun/fired_from)
+ user.affected_message(execution_target,
+ SPAN_HIGHDANGER("You aim \the [fired_from] at [execution_target]'s head!"),
+ SPAN_HIGHDANGER("[user] aims \the [fired_from] directly at your head!"),
+ SPAN_DANGER("[user] aims \the [fired_from] at [execution_target]'s head!"))
+
+ user.next_move += 1.1 SECONDS //PB has no click delay; readding it here to prevent people accidentally queuing up multiple executions.
+
+ if(!do_after(user, 1 SECONDS, INTERRUPT_ALL, BUSY_ICON_HOSTILE) || !user.Adjacent(execution_target))
+ fired_from.delete_bullet(firing_projectile, TRUE)
+ return
+
+ if(!(fired_from.flags_gun_features & GUN_SILENCED))
+ playsound(user, fired_from.fire_sound, fired_from.firesound_volume, FALSE)
+ else
+ playsound(user, fired_from.fire_sound, 25, FALSE)
+
+ shake_camera(user, 1, 2)
+
+ execution_target.apply_damage(damage * 3, BRUTE, "head", no_limb_loss = TRUE, permanent_kill = TRUE) //Apply gobs of damage and make sure they can't be revived later...
+ execution_target.apply_damage(200, OXY) //...fill out the rest of their health bar with oxyloss...
+ execution_target.death(create_cause_data("execution", user)) //...make certain they're properly dead...
+ shake_camera(execution_target, 3, 4)
+ execution_target.update_headshot_overlay(headshot_state) //...and add a gory headshot overlay.
+
+ execution_target.visible_message(SPAN_HIGHDANGER(uppertext("[execution_target] WAS EXECUTED!")), \
+ SPAN_HIGHDANGER("You WERE EXECUTED!"))
+
+ user.count_niche_stat(STATISTICS_NICHE_EXECUTION, 1, firing_projectile.weapon_cause_data?.cause_name)
+
+ var/area/execution_area = get_area(execution_target)
+
+ msg_admin_attack(FONT_SIZE_HUGE("[key_name(usr)] has battlefield executed [key_name(execution_target)] in [get_area(usr)] ([usr.loc.x],[usr.loc.y],[usr.loc.z])."), usr.loc.x, usr.loc.y, usr.loc.z)
+ log_attack("[key_name(usr)] battlefield executed [key_name(execution_target)] at [execution_area.name].")
+
+ if(flags_ammo_behavior & AMMO_EXPLOSIVE)
+ execution_target.gib()
+
diff --git a/code/datums/ammo/bullet/lever_action.dm b/code/datums/ammo/bullet/lever_action.dm
new file mode 100644
index 000000000000..2770231b6811
--- /dev/null
+++ b/code/datums/ammo/bullet/lever_action.dm
@@ -0,0 +1,72 @@
+/*
+//======
+ Lever Action
+//======
+*/
+
+/datum/ammo/bullet/lever_action
+ name = "lever-action bullet"
+
+ damage = 80
+ penetration = 0
+ accuracy = HIT_ACCURACY_TIER_1
+ shell_speed = AMMO_SPEED_TIER_6
+ accurate_range = 14
+ handful_state = "lever_action_bullet"
+
+//unused and not working. need to refactor MD code. Unobtainable.
+//intended mechanic is to have xenos hit with it show up very frequently on any MDs around
+/datum/ammo/bullet/lever_action/tracker
+ name = "tracking lever-action bullet"
+ icon_state = "redbullet"
+ damage = 70
+ penetration = ARMOR_PENETRATION_TIER_3
+ accuracy = HIT_ACCURACY_TIER_1
+ handful_state = "tracking_lever_action_bullet"
+
+/datum/ammo/bullet/lever_action/tracker/on_hit_mob(mob/M, obj/projectile/P, mob/user)
+ //SEND_SIGNAL(user, COMSIG_BULLET_TRACKING, user, M)
+ M.visible_message(SPAN_DANGER("You hear a faint beep under [M]'s [M.mob_size > MOB_SIZE_HUMAN ? "chitin" : "skin"]."))
+
+/datum/ammo/bullet/lever_action/training
+ name = "lever-action blank"
+ icon_state = "blank"
+ damage = 70 //blanks CAN hurt you if shot very close
+ penetration = 0
+ accuracy = HIT_ACCURACY_TIER_1
+ damage_falloff = DAMAGE_FALLOFF_BLANK //not much, though (comparatively)
+ shell_speed = AMMO_SPEED_TIER_5
+ handful_state = "training_lever_action_bullet"
+
+//unused, and unobtainable... for now
+/datum/ammo/bullet/lever_action/marksman
+ name = "marksman lever-action bullet"
+ shrapnel_chance = 0
+ damage_falloff = 0
+ accurate_range = 12
+ damage = 70
+ penetration = ARMOR_PENETRATION_TIER_6
+ shell_speed = AMMO_SPEED_TIER_6
+ handful_state = "marksman_lever_action_bullet"
+
+/datum/ammo/bullet/lever_action/xm88
+ name = ".458 SOCOM round"
+
+ damage = 80
+ penetration = ARMOR_PENETRATION_TIER_2
+ accuracy = HIT_ACCURACY_TIER_1
+ shell_speed = AMMO_SPEED_TIER_6
+ accurate_range = 14
+ handful_state = "boomslang_bullet"
+
+/datum/ammo/bullet/lever_action/xm88/pen20
+ penetration = ARMOR_PENETRATION_TIER_4
+
+/datum/ammo/bullet/lever_action/xm88/pen30
+ penetration = ARMOR_PENETRATION_TIER_6
+
+/datum/ammo/bullet/lever_action/xm88/pen40
+ penetration = ARMOR_PENETRATION_TIER_8
+
+/datum/ammo/bullet/lever_action/xm88/pen50
+ penetration = ARMOR_PENETRATION_TIER_10
diff --git a/code/datums/ammo/bullet/pistol.dm b/code/datums/ammo/bullet/pistol.dm
new file mode 100644
index 000000000000..8be63b0a15af
--- /dev/null
+++ b/code/datums/ammo/bullet/pistol.dm
@@ -0,0 +1,265 @@
+/*
+//======
+ Pistol Ammo
+//======
+*/
+
+// Used by M4A3, M4A3 Custom and B92FS
+/datum/ammo/bullet/pistol
+ name = "pistol bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ accuracy = -HIT_ACCURACY_TIER_3
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ damage = 40
+ penetration= ARMOR_PENETRATION_TIER_2
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+
+/datum/ammo/bullet/pistol/tiny
+ name = "light pistol bullet"
+
+/datum/ammo/bullet/pistol/tranq
+ name = "tranquilizer bullet"
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST
+ stamina_damage = 30
+ damage = 15
+
+//2020 rebalance: is supposed to counter runners and lurkers, dealing high damage to the only castes with no armor.
+//Limited by its lack of versatility and lower supply, so marines finally have an answer for flanker castes that isn't just buckshot.
+
+/datum/ammo/bullet/pistol/hollow
+ name = "hollowpoint pistol bullet"
+
+ damage = 55 //hollowpoint is strong
+ penetration = 0 //hollowpoint can't pierce armor!
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_3 //hollowpoint causes shrapnel
+
+// Used by M4A3 AP and mod88
+/datum/ammo/bullet/pistol/ap
+ name = "armor-piercing pistol bullet"
+
+ damage = 25
+ accuracy = HIT_ACCURACY_TIER_2
+ penetration= ARMOR_PENETRATION_TIER_8
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+
+/datum/ammo/bullet/pistol/ap/penetrating
+ name = "wall-penetrating pistol bullet"
+ shrapnel_chance = 0
+
+ damage = 30
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/pistol/ap/penetrating/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating)
+ ))
+
+/datum/ammo/bullet/pistol/ap/toxin
+ name = "toxic pistol bullet"
+ var/acid_per_hit = 10
+ var/organic_damage_mult = 3
+
+/datum/ammo/bullet/pistol/ap/toxin/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/toxic_buildup, acid_per_hit)
+
+/datum/ammo/bullet/pistol/ap/toxin/on_hit_turf(turf/T, obj/projectile/P)
+ . = ..()
+ if(T.flags_turf & TURF_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/pistol/ap/toxin/on_hit_obj(obj/O, obj/projectile/P)
+ . = ..()
+ if(O.flags_obj & OBJ_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/pistol/le
+ name = "armor-shredding pistol bullet"
+
+ damage = 15
+ penetration = ARMOR_PENETRATION_TIER_4
+ pen_armor_punch = 3
+
+/datum/ammo/bullet/pistol/rubber
+ name = "rubber pistol bullet"
+ sound_override = 'sound/weapons/gun_c99.ogg'
+
+ damage = 0
+ stamina_damage = 25
+ shrapnel_chance = 0
+
+// Reskinned rubber bullet used for the ES-4 CL pistol.
+/datum/ammo/bullet/pistol/rubber/stun
+ name = "stun pistol bullet"
+ sound_override = null
+
+// Used by M1911, Deagle and KT-42
+/datum/ammo/bullet/pistol/heavy
+ name = "heavy pistol bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ accuracy = -HIT_ACCURACY_TIER_3
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ damage = 55
+ penetration = ARMOR_PENETRATION_TIER_3
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+
+/datum/ammo/bullet/pistol/heavy/super //Commander's variant
+ name = ".50 heavy pistol bullet"
+ damage = 60
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_6
+ penetration = ARMOR_PENETRATION_TIER_4
+
+/datum/ammo/bullet/pistol/heavy/super/highimpact
+ name = ".50 high-impact pistol bullet"
+ penetration = ARMOR_PENETRATION_TIER_1
+ debilitate = list(0,1.5,0,0,0,1,0,0)
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+/datum/ammo/bullet/pistol/heavy/super/highimpact/ap
+ name = ".50 high-impact armor piercing pistol bullet"
+ penetration = ARMOR_PENETRATION_TIER_10
+ damage = 45
+
+/datum/ammo/bullet/pistol/heavy/super/highimpact/upp
+ name = "high-impact pistol bullet"
+ sound_override = 'sound/weapons/gun_DE50.ogg'
+ penetration = ARMOR_PENETRATION_TIER_6
+ debilitate = list(0,1.5,0,0,0,1,0,0)
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+/datum/ammo/bullet/pistol/heavy/super/highimpact/New()
+ ..()
+ RegisterSignal(src, COMSIG_AMMO_POINT_BLANK, PROC_REF(handle_battlefield_execution))
+
+/datum/ammo/bullet/pistol/heavy/super/highimpact/on_hit_mob(mob/M, obj/projectile/P)
+ knockback(M, P, 4)
+
+/datum/ammo/bullet/pistol/deagle
+ name = ".50 heavy pistol bullet"
+ damage = 45
+ headshot_state = HEADSHOT_OVERLAY_HEAVY
+ accuracy = -HIT_ACCURACY_TIER_3
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ penetration = ARMOR_PENETRATION_TIER_6
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_5
+
+/datum/ammo/bullet/pistol/incendiary
+ name = "incendiary pistol bullet"
+ damage_type = BURN
+ shrapnel_chance = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ accuracy = HIT_ACCURACY_TIER_3
+ damage = 20
+
+/datum/ammo/bullet/pistol/incendiary/set_bullet_traits()
+ ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+// Used by the hipower
+// I know that the 'high power' in the name is supposed to mean its 'impressive' magazine capacity
+// but this is CM, half our guns have baffling misconceptions and mistakes (how do you grab the type-71?) so it's on-brand.
+// maybe in the far flung future of 2280 someone screwed up the design.
+
+/datum/ammo/bullet/pistol/highpower
+ name = "high-powered pistol bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ accuracy = HIT_ACCURACY_TIER_3
+ damage = 36
+ penetration = ARMOR_PENETRATION_TIER_5
+ damage_falloff = DAMAGE_FALLOFF_TIER_7
+
+// Used by VP78 and Auto 9
+/datum/ammo/bullet/pistol/squash
+ name = "squash-head pistol bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ debilitate = list(0,0,0,0,0,0,0,2)
+
+ accuracy = HIT_ACCURACY_TIER_4
+ damage = 45
+ penetration= ARMOR_PENETRATION_TIER_6
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+ damage_falloff = DAMAGE_FALLOFF_TIER_6 //"VP78 - the only pistol viable as a primary."-Vampmare, probably.
+
+/datum/ammo/bullet/pistol/squash/toxin
+ name = "toxic squash-head pistol bullet"
+ var/acid_per_hit = 10
+ var/organic_damage_mult = 3
+
+/datum/ammo/bullet/pistol/squash/toxin/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/toxic_buildup, acid_per_hit)
+
+/datum/ammo/bullet/pistol/squash/toxin/on_hit_turf(turf/T, obj/projectile/P)
+ . = ..()
+ if(T.flags_turf & TURF_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/pistol/squash/toxin/on_hit_obj(obj/O, obj/projectile/P)
+ . = ..()
+ if(O.flags_obj & OBJ_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/pistol/squash/penetrating
+ name = "wall-penetrating squash-head pistol bullet"
+ shrapnel_chance = 0
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/pistol/squash/penetrating/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating)
+ ))
+
+/datum/ammo/bullet/pistol/squash/incendiary
+ name = "incendiary squash-head pistol bullet"
+ damage_type = BURN
+ shrapnel_chance = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+ accuracy = HIT_ACCURACY_TIER_3
+ damage = 35
+
+/datum/ammo/bullet/pistol/squash/incendiary/set_bullet_traits()
+ ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+
+/datum/ammo/bullet/pistol/mankey
+ name = "live monkey"
+ icon_state = "monkey1"
+ ping = null //no bounce off.
+ damage_type = BURN
+ debilitate = list(4,4,0,0,0,0,0,0)
+ flags_ammo_behavior = AMMO_IGNORE_ARMOR
+
+ damage = 15
+ damage_var_high = PROJECTILE_VARIANCE_TIER_5
+ shell_speed = AMMO_SPEED_TIER_2
+
+/datum/ammo/bullet/pistol/mankey/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/pistol/mankey/on_hit_mob(mob/M,obj/projectile/P)
+ if(P && P.loc && !M.stat && !istype(M,/mob/living/carbon/human/monkey))
+ P.visible_message(SPAN_DANGER("The [src] chimpers furiously!"))
+ new /mob/living/carbon/human/monkey(P.loc)
+
+/datum/ammo/bullet/pistol/smart
+ name = "smartpistol bullet"
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ accuracy = HIT_ACCURACY_TIER_8
+ damage = 30
+ penetration = 20
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+
diff --git a/code/datums/ammo/bullet/revolver.dm b/code/datums/ammo/bullet/revolver.dm
new file mode 100644
index 000000000000..633bf3e2f7ff
--- /dev/null
+++ b/code/datums/ammo/bullet/revolver.dm
@@ -0,0 +1,180 @@
+/*
+//======
+ Revolver Ammo
+//======
+*/
+
+/datum/ammo/bullet/revolver
+ name = "revolver bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ damage = 55
+ penetration = ARMOR_PENETRATION_TIER_1
+ accuracy = HIT_ACCURACY_TIER_1
+
+/datum/ammo/bullet/revolver/marksman
+ name = "marksman revolver bullet"
+
+ shrapnel_chance = 0
+ damage_falloff = 0
+ accurate_range = 12
+ penetration = ARMOR_PENETRATION_TIER_7
+
+/datum/ammo/bullet/revolver/heavy
+ name = "heavy revolver bullet"
+
+ damage = 35
+ penetration = ARMOR_PENETRATION_TIER_4
+ accuracy = HIT_ACCURACY_TIER_3
+
+/datum/ammo/bullet/revolver/heavy/on_hit_mob(mob/entity, obj/projectile/bullet)
+ slowdown(entity, bullet)
+ pushback(entity, bullet, 4)
+
+/datum/ammo/bullet/revolver/incendiary
+ name = "incendiary revolver bullet"
+ damage = 40
+
+/datum/ammo/bullet/revolver/incendiary/set_bullet_traits()
+ ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/revolver/marksman/toxin
+ name = "toxic revolver bullet"
+ var/acid_per_hit = 10
+ var/organic_damage_mult = 3
+
+/datum/ammo/bullet/revolver/marksman/toxin/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/toxic_buildup, acid_per_hit)
+
+/datum/ammo/bullet/revolver/marksman/toxin/on_hit_turf(turf/T, obj/projectile/P)
+ . = ..()
+ if(T.flags_turf & TURF_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/revolver/marksman/toxin/on_hit_obj(obj/O, obj/projectile/P)
+ . = ..()
+ if(O.flags_obj & OBJ_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/revolver/penetrating
+ name = "wall-penetrating revolver bullet"
+ shrapnel_chance = 0
+
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/revolver/penetrating/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating)
+ ))
+
+/datum/ammo/bullet/revolver/upp
+ name = "heavy revolver bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ penetration = ARMOR_PENETRATION_TIER_4
+ damage = 70
+
+
+/datum/ammo/bullet/revolver/upp/shrapnel
+ name = "shrapnel shot"
+ headshot_state = HEADSHOT_OVERLAY_HEAVY //Gol-dang shotgun blow your fething head off.
+ debilitate = list(0,0,0,0,0,0,0,0)
+ icon_state = "shrapnelshot"
+ handful_state = "shrapnel"
+ bonus_projectiles_type = /datum/ammo/bullet/revolver/upp/shrapnel_bits
+
+ max_range = 6
+ damage = 40 // + TIER_4 * 3
+ damage_falloff = DAMAGE_FALLOFF_TIER_7
+ penetration = ARMOR_PENETRATION_TIER_8
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3
+ shrapnel_chance = 100
+ shrapnel_type = /obj/item/shard/shrapnel/upp
+ //roughly 90 or so damage with the additional shrapnel, around 130 in total with primary round
+
+/datum/ammo/bullet/revolver/upp/shrapnel/on_hit_mob(mob/M, obj/projectile/P)
+ pushback(M, P, 1)
+
+/datum/ammo/bullet/revolver/upp/shrapnel_bits
+ name = "small shrapnel"
+ icon_state = "shrapnelshot_bit"
+
+ max_range = 6
+ damage = 30
+ penetration = ARMOR_PENETRATION_TIER_4
+ scatter = SCATTER_AMOUNT_TIER_1
+ bonus_projectiles_amount = 0
+ shrapnel_type = /obj/item/shard/shrapnel/upp/bits
+
+/datum/ammo/bullet/revolver/small
+ name = "small revolver bullet"
+ headshot_state = HEADSHOT_OVERLAY_LIGHT
+
+ damage = 45
+
+ penetration = ARMOR_PENETRATION_TIER_3
+
+/datum/ammo/bullet/revolver/small/hollowpoint
+ name = "small hollowpoint revolver bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ damage = 75 // way too strong because it's hard to make a good balance between HP and normal with this system, but the damage falloff is really strong
+ penetration = 0
+ damage_falloff = DAMAGE_FALLOFF_TIER_6
+
+/datum/ammo/bullet/revolver/mateba
+ name = ".454 heavy revolver bullet"
+
+ damage = 60
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_6
+ penetration = ARMOR_PENETRATION_TIER_4
+
+/datum/ammo/bullet/revolver/mateba/highimpact
+ name = ".454 heavy high-impact revolver bullet"
+ debilitate = list(0,2,0,0,0,1,0,0)
+ penetration = ARMOR_PENETRATION_TIER_1
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+/datum/ammo/bullet/revolver/mateba/highimpact/ap
+ name = ".454 heavy high-impact armor piercing revolver bullet"
+ penetration = ARMOR_PENETRATION_TIER_10
+ damage = 45
+
+/datum/ammo/bullet/revolver/mateba/highimpact/New()
+ ..()
+ RegisterSignal(src, COMSIG_AMMO_POINT_BLANK, PROC_REF(handle_battlefield_execution))
+
+/datum/ammo/bullet/revolver/mateba/highimpact/on_hit_mob(mob/M, obj/projectile/P)
+ knockback(M, P, 4)
+
+/datum/ammo/bullet/revolver/mateba/highimpact/explosive //if you ever put this in normal gameplay, i am going to scream
+ name = ".454 heavy explosive revolver bullet"
+ damage = 100
+ damage_var_low = PROJECTILE_VARIANCE_TIER_10
+ damage_var_high = PROJECTILE_VARIANCE_TIER_1
+ penetration = ARMOR_PENETRATION_TIER_10
+ flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_BALLISTIC
+
+/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_mob(mob/M, obj/projectile/P)
+ ..()
+ cell_explosion(get_turf(M), 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data)
+
+/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_obj(obj/O, obj/projectile/P)
+ ..()
+ cell_explosion(get_turf(O), 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data)
+
+/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_turf(turf/T, obj/projectile/P)
+ ..()
+ cell_explosion(T, 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data)
+
+/datum/ammo/bullet/revolver/webley //Mateba round without the knockdown.
+ name = ".455 Webley bullet"
+ damage = 60
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_6
+ penetration = ARMOR_PENETRATION_TIER_2
diff --git a/code/datums/ammo/bullet/rifle.dm b/code/datums/ammo/bullet/rifle.dm
new file mode 100644
index 000000000000..b6085572e3b9
--- /dev/null
+++ b/code/datums/ammo/bullet/rifle.dm
@@ -0,0 +1,210 @@
+/*
+//======
+ Rifle Ammo
+//======
+*/
+
+/datum/ammo/bullet/rifle
+ name = "rifle bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ damage = 40
+ penetration = ARMOR_PENETRATION_TIER_1
+ accurate_range = 16
+ accuracy = HIT_ACCURACY_TIER_4
+ scatter = SCATTER_AMOUNT_TIER_10
+ shell_speed = AMMO_SPEED_TIER_6
+ effective_range_max = 7
+ damage_falloff = DAMAGE_FALLOFF_TIER_7
+ max_range = 24 //So S8 users don't have their bullets magically disappaer at 22 tiles (S8 can see 24 tiles)
+
+/datum/ammo/bullet/rifle/holo_target
+ name = "holo-targeting rifle bullet"
+ damage = 30
+ var/holo_stacks = 10
+
+/datum/ammo/bullet/rifle/holo_target/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/bonus_damage_stack, holo_stacks, world.time)
+
+/datum/ammo/bullet/rifle/holo_target/hunting
+ name = "holo-targeting hunting bullet"
+ damage = 25
+ holo_stacks = 15
+
+/datum/ammo/bullet/rifle/explosive
+ name = "explosive rifle bullet"
+
+ damage = 25
+ accurate_range = 22
+ accuracy = 0
+ shell_speed = AMMO_SPEED_TIER_4
+ damage_falloff = DAMAGE_FALLOFF_TIER_9
+
+/datum/ammo/bullet/rifle/explosive/on_hit_mob(mob/M, obj/projectile/P)
+ cell_explosion(get_turf(M), 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data)
+
+/datum/ammo/bullet/rifle/explosive/on_hit_obj(obj/O, obj/projectile/P)
+ cell_explosion(get_turf(O), 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data)
+
+/datum/ammo/bullet/rifle/explosive/on_hit_turf(turf/T, obj/projectile/P)
+ if(T.density)
+ cell_explosion(T, 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data)
+
+/datum/ammo/bullet/rifle/ap
+ name = "armor-piercing rifle bullet"
+
+ damage = 30
+ penetration = ARMOR_PENETRATION_TIER_8
+
+// Basically AP but better. Focused at taking out armour temporarily
+/datum/ammo/bullet/rifle/ap/toxin
+ name = "toxic rifle bullet"
+ var/acid_per_hit = 7
+ var/organic_damage_mult = 3
+
+/datum/ammo/bullet/rifle/ap/toxin/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/toxic_buildup, acid_per_hit)
+
+/datum/ammo/bullet/rifle/ap/toxin/on_hit_turf(turf/T, obj/projectile/P)
+ . = ..()
+ if(T.flags_turf & TURF_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/rifle/ap/toxin/on_hit_obj(obj/O, obj/projectile/P)
+ . = ..()
+ if(O.flags_obj & OBJ_ORGANIC)
+ P.damage *= organic_damage_mult
+
+
+/datum/ammo/bullet/rifle/ap/penetrating
+ name = "wall-penetrating rifle bullet"
+ shrapnel_chance = 0
+
+ damage = 35
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/rifle/ap/penetrating/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating)
+ ))
+
+/datum/ammo/bullet/rifle/le
+ name = "armor-shredding rifle bullet"
+
+ damage = 20
+ penetration = ARMOR_PENETRATION_TIER_4
+ pen_armor_punch = 5
+
+/datum/ammo/bullet/rifle/heap
+ name = "high-explosive armor-piercing rifle bullet"
+
+ headshot_state = HEADSHOT_OVERLAY_HEAVY
+ damage = 55//big damage, doesn't actually blow up because thats stupid.
+ penetration = ARMOR_PENETRATION_TIER_8
+
+/datum/ammo/bullet/rifle/rubber
+ name = "rubber rifle bullet"
+ sound_override = 'sound/weapons/gun_c99.ogg'
+
+ damage = 0
+ stamina_damage = 15
+ shrapnel_chance = 0
+
+/datum/ammo/bullet/rifle/incendiary
+ name = "incendiary rifle bullet"
+ damage_type = BURN
+ shrapnel_chance = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ damage = 30
+ shell_speed = AMMO_SPEED_TIER_4
+ accuracy = -HIT_ACCURACY_TIER_2
+ damage_falloff = DAMAGE_FALLOFF_TIER_10
+
+/datum/ammo/bullet/rifle/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/rifle/m4ra
+ name = "A19 high velocity bullet"
+ shrapnel_chance = 0
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+ accurate_range_min = 4
+
+ damage = 55
+ scatter = -SCATTER_AMOUNT_TIER_8
+ penetration= ARMOR_PENETRATION_TIER_7
+ shell_speed = AMMO_SPEED_TIER_6
+
+/datum/ammo/bullet/rifle/m4ra/incendiary
+ name = "A19 high velocity incendiary bullet"
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ damage = 40
+ accuracy = HIT_ACCURACY_TIER_4
+ scatter = -SCATTER_AMOUNT_TIER_8
+ penetration= ARMOR_PENETRATION_TIER_5
+ shell_speed = AMMO_SPEED_TIER_6
+
+/datum/ammo/bullet/rifle/m4ra/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/rifle/m4ra/impact
+ name = "A19 high velocity impact bullet"
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ damage = 40
+ accuracy = -HIT_ACCURACY_TIER_2
+ scatter = -SCATTER_AMOUNT_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_10
+ shell_speed = AMMO_SPEED_TIER_6
+
+/datum/ammo/bullet/rifle/m4ra/impact/on_hit_mob(mob/M, obj/projectile/P)
+ knockback(M, P, 32) // Can knockback basically at max range
+
+/datum/ammo/bullet/rifle/m4ra/impact/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile)
+ if(iscarbonsizexeno(living_mob))
+ var/mob/living/carbon/xenomorph/target = living_mob
+ to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!"))
+ target.apply_effect(0.5, WEAKEN)
+ target.apply_effect(2, SUPERSLOW)
+ target.apply_effect(5, SLOW)
+ else
+ if(!isyautja(living_mob)) //Not predators.
+ living_mob.apply_effect(1, SUPERSLOW)
+ living_mob.apply_effect(2, SLOW)
+ to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!"))
+ living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET)
+
+/datum/ammo/bullet/rifle/mar40
+ name = "heavy rifle bullet"
+
+ damage = 55
+
+/datum/ammo/bullet/rifle/type71
+ name = "heavy rifle bullet"
+
+ damage = 55
+ penetration = ARMOR_PENETRATION_TIER_3
+
+/datum/ammo/bullet/rifle/type71/ap
+ name = "heavy armor-piercing rifle bullet"
+
+ damage = 40
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/rifle/type71/heap
+ name = "heavy high-explosive armor-piercing rifle bullet"
+
+ headshot_state = HEADSHOT_OVERLAY_HEAVY
+ damage = 65
+ penetration = ARMOR_PENETRATION_TIER_10
diff --git a/code/datums/ammo/bullet/shotgun.dm b/code/datums/ammo/bullet/shotgun.dm
new file mode 100644
index 000000000000..4cedb8b3ee69
--- /dev/null
+++ b/code/datums/ammo/bullet/shotgun.dm
@@ -0,0 +1,362 @@
+/*
+//======
+ Shotgun Ammo
+//======
+*/
+
+/datum/ammo/bullet/shotgun
+ headshot_state = HEADSHOT_OVERLAY_HEAVY
+
+/datum/ammo/bullet/shotgun/slug
+ name = "shotgun slug"
+ handful_state = "slug_shell"
+
+ accurate_range = 6
+ max_range = 8
+ damage = 70
+ penetration = ARMOR_PENETRATION_TIER_4
+ damage_armor_punch = 2
+ handful_state = "slug_shell"
+
+/datum/ammo/bullet/shotgun/slug/on_hit_mob(mob/M,obj/projectile/P)
+ knockback(M, P, 6)
+
+/datum/ammo/bullet/shotgun/slug/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile)
+ if(iscarbonsizexeno(living_mob))
+ var/mob/living/carbon/xenomorph/target = living_mob
+ to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!"))
+ target.apply_effect(0.5, WEAKEN)
+ target.apply_effect(1, SUPERSLOW)
+ target.apply_effect(3, SLOW)
+ else
+ if(!isyautja(living_mob)) //Not predators.
+ living_mob.apply_effect(1, SUPERSLOW)
+ living_mob.apply_effect(2, SLOW)
+ to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!"))
+ living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET)
+
+/datum/ammo/bullet/shotgun/beanbag
+ name = "beanbag slug"
+ headshot_state = HEADSHOT_OVERLAY_LIGHT //It's not meant to kill people... but if you put it in your mouth, it will.
+ handful_state = "beanbag_slug"
+ icon_state = "beanbag"
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST
+ sound_override = 'sound/weapons/gun_shotgun_riot.ogg'
+
+ max_range = 12
+ shrapnel_chance = 0
+ damage = 0
+ stamina_damage = 45
+ accuracy = HIT_ACCURACY_TIER_3
+ shell_speed = AMMO_SPEED_TIER_3
+ handful_state = "beanbag_slug"
+
+/datum/ammo/bullet/shotgun/beanbag/on_hit_mob(mob/M, obj/projectile/P)
+ if(!M || M == P.firer) return
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ shake_camera(H, 2, 1)
+
+
+/datum/ammo/bullet/shotgun/incendiary
+ name = "incendiary slug"
+ handful_state = "incendiary_slug"
+ damage_type = BURN
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ accuracy = -HIT_ACCURACY_TIER_2
+ max_range = 12
+ damage = 55
+ penetration= ARMOR_PENETRATION_TIER_1
+ handful_state = "incendiary_slug"
+
+/datum/ammo/bullet/shotgun/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/shotgun/incendiary/on_hit_mob(mob/M,obj/projectile/P)
+ burst(get_turf(M),P,damage_type)
+ knockback(M,P)
+
+/datum/ammo/bullet/shotgun/incendiary/on_hit_obj(obj/O,obj/projectile/P)
+ burst(get_turf(P),P,damage_type)
+
+/datum/ammo/bullet/shotgun/incendiary/on_hit_turf(turf/T,obj/projectile/P)
+ burst(get_turf(T),P,damage_type)
+
+
+/datum/ammo/bullet/shotgun/flechette
+ name = "flechette shell"
+ icon_state = "flechette"
+ handful_state = "flechette_shell"
+ bonus_projectiles_type = /datum/ammo/bullet/shotgun/flechette_spread
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ max_range = 12
+ damage = 30
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_7
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3
+ handful_state = "flechette_shell"
+ multiple_handful_name = TRUE
+
+/datum/ammo/bullet/shotgun/flechette_spread
+ name = "additional flechette"
+ icon_state = "flechette"
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ max_range = 12
+ damage = 30
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_7
+ scatter = SCATTER_AMOUNT_TIER_5
+
+/datum/ammo/bullet/shotgun/buckshot
+ name = "buckshot shell"
+ icon_state = "buckshot"
+ handful_state = "buckshot_shell"
+ multiple_handful_name = TRUE
+ bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_5
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_5
+ accurate_range = 4
+ max_range = 4
+ damage = 65
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_1
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3
+ shell_speed = AMMO_SPEED_TIER_2
+ damage_armor_punch = 0
+ pen_armor_punch = 0
+ handful_state = "buckshot_shell"
+ multiple_handful_name = TRUE
+
+/datum/ammo/bullet/shotgun/buckshot/incendiary
+ name = "incendiary buckshot shell"
+ handful_state = "incen_buckshot"
+ handful_type = /obj/item/ammo_magazine/handful/shotgun/buckshot/incendiary
+
+/datum/ammo/bullet/shotgun/buckshot/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/shotgun/buckshot/on_hit_mob(mob/M,obj/projectile/P)
+ knockback(M,P)
+
+//buckshot variant only used by the masterkey shotgun attachment.
+/datum/ammo/bullet/shotgun/buckshot/masterkey
+ bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread/masterkey
+
+ damage = 55
+
+/datum/ammo/bullet/shotgun/spread
+ name = "additional buckshot"
+ icon_state = "buckshot"
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 4
+ max_range = 6
+ damage = 65
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_1
+ shell_speed = AMMO_SPEED_TIER_2
+ scatter = SCATTER_AMOUNT_TIER_1
+ damage_armor_punch = 0
+ pen_armor_punch = 0
+
+/datum/ammo/bullet/shotgun/spread/masterkey
+ damage = 20
+
+/*
+ 8 GAUGE SHOTGUN AMMO
+*/
+
+/datum/ammo/bullet/shotgun/heavy/buckshot
+ name = "heavy buckshot shell"
+ icon_state = "buckshot"
+ handful_state = "heavy_buckshot"
+ multiple_handful_name = TRUE
+ bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/buckshot/spread
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3
+ accurate_range = 3
+ max_range = 3
+ damage = 75
+ penetration = 0
+ shell_speed = AMMO_SPEED_TIER_2
+ damage_armor_punch = 0
+ pen_armor_punch = 0
+
+/datum/ammo/bullet/shotgun/heavy/buckshot/on_hit_mob(mob/M,obj/projectile/P)
+ knockback(M,P)
+
+/datum/ammo/bullet/shotgun/heavy/buckshot/spread
+ name = "additional heavy buckshot"
+ max_range = 4
+ scatter = SCATTER_AMOUNT_TIER_1
+ bonus_projectiles_amount = 0
+
+//basically the same
+/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath
+ name = "dragon's breath shell"
+ handful_state = "heavy_dragonsbreath"
+ multiple_handful_name = TRUE
+ damage_type = BURN
+ damage = 60
+ accurate_range = 3
+ max_range = 4
+ bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/spread
+
+/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/spread
+ name = "additional dragon's breath"
+ bonus_projectiles_amount = 0
+ accurate_range = 4
+ max_range = 5 //make use of the ablaze property
+ shell_speed = AMMO_SPEED_TIER_4 // so they hit before the main shell stuns
+
+
+/datum/ammo/bullet/shotgun/heavy/slug
+ name = "heavy shotgun slug"
+ handful_state = "heavy_slug"
+
+ accurate_range = 7
+ max_range = 8
+ damage = 90 //ouch.
+ penetration = ARMOR_PENETRATION_TIER_6
+ damage_armor_punch = 2
+
+/datum/ammo/bullet/shotgun/heavy/slug/on_hit_mob(mob/M,obj/projectile/P)
+ knockback(M, P, 7)
+
+/datum/ammo/bullet/shotgun/heavy/slug/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile)
+ if(iscarbonsizexeno(living_mob))
+ var/mob/living/carbon/xenomorph/target = living_mob
+ to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!"))
+ target.apply_effect(0.5, WEAKEN)
+ target.apply_effect(2, SUPERSLOW)
+ target.apply_effect(5, SLOW)
+ else
+ if(!isyautja(living_mob)) //Not predators.
+ living_mob.apply_effect(1, SUPERSLOW)
+ living_mob.apply_effect(2, SLOW)
+ to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!"))
+ living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET)
+
+/datum/ammo/bullet/shotgun/heavy/beanbag
+ name = "heavy beanbag slug"
+ icon_state = "beanbag"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ handful_state = "heavy_beanbag"
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST
+ sound_override = 'sound/weapons/gun_shotgun_riot.ogg'
+
+ max_range = 7
+ shrapnel_chance = 0
+ damage = 0
+ stamina_damage = 100
+ accuracy = HIT_ACCURACY_TIER_2
+ shell_speed = AMMO_SPEED_TIER_2
+
+/datum/ammo/bullet/shotgun/heavy/beanbag/on_hit_mob(mob/M, obj/projectile/P)
+ if(!M || M == P.firer)
+ return
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ shake_camera(H, 2, 1)
+
+/datum/ammo/bullet/shotgun/heavy/flechette
+ name = "heavy flechette shell"
+ icon_state = "flechette"
+ handful_state = "heavy_flechette"
+ multiple_handful_name = TRUE
+ bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/flechette_spread
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_3
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_3
+ max_range = 12
+ damage = 45
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_10
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_2
+
+/datum/ammo/bullet/shotgun/heavy/flechette_spread
+ name = "additional heavy flechette"
+ icon_state = "flechette"
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ max_range = 12
+ damage = 45
+ damage_var_low = PROJECTILE_VARIANCE_TIER_8
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_10
+ scatter = SCATTER_AMOUNT_TIER_4
+
+//Enormous shell for Van Bandolier's superheavy double-barreled hunting gun.
+/datum/ammo/bullet/shotgun/twobore
+ name = "two bore bullet"
+ icon_state = "autocannon"
+ handful_state = "twobore"
+
+ accurate_range = 8 //Big low-velocity projectile; this is for blasting dangerous game at close range.
+ max_range = 14 //At this range, it's lost all its damage anyway.
+ damage = 300 //Hits like a buckshot PB.
+ penetration = ARMOR_PENETRATION_TIER_3
+ damage_falloff = DAMAGE_FALLOFF_TIER_1 * 3 //It has a lot of energy, but the 26mm bullet drops off fast.
+ effective_range_max = EFFECTIVE_RANGE_MAX_TIER_2 //Full damage up to this distance, then falloff for each tile beyond.
+ var/hit_messages = list()
+
+/datum/ammo/bullet/shotgun/twobore/on_hit_mob(mob/living/M, obj/projectile/P)
+ var/mob/shooter = P.firer
+ if(shooter && ismob(shooter) && HAS_TRAIT(shooter, TRAIT_TWOBORE_TRAINING) && M.stat != DEAD && prob(40)) //Death is handled by periodic life() checks so this should have a chance to fire on a killshot.
+ if(!length(hit_messages)) //Pick and remove lines, refill on exhaustion.
+ hit_messages = list("Got you!", "Aha!", "Bullseye!", "It's curtains for you, Sonny Jim!", "Your head will look fantastic on my wall!", "I have you now!", "You miserable coward! Come and fight me like a man!", "Tally ho!")
+ var/message = pick_n_take(hit_messages)
+ shooter.say(message)
+
+ if(P.distance_travelled > 8)
+ knockback(M, P, 12)
+
+ else if(!M || M == P.firer || M.lying) //These checks are included in knockback and would be redundant above.
+ return
+
+ shake_camera(M, 3, 4)
+ M.apply_effect(2, WEAKEN)
+ M.apply_effect(4, SLOW)
+ if(iscarbonsizexeno(M))
+ to_chat(M, SPAN_XENODANGER("The impact knocks you off your feet!"))
+ else //This will hammer a Yautja as hard as a human.
+ to_chat(M, SPAN_HIGHDANGER("The impact knocks you off your feet!"))
+
+ step(M, get_dir(P.firer, M))
+
+/datum/ammo/bullet/shotgun/twobore/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile)
+ if(iscarbonsizexeno(living_mob))
+ var/mob/living/carbon/xenomorph/target = living_mob
+ to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!"))
+ target.apply_effect(0.5, WEAKEN)
+ target.apply_effect(2, SUPERSLOW)
+ target.apply_effect(5, SLOW)
+ else
+ if(!isyautja(living_mob)) //Not predators.
+ living_mob.apply_effect(1, SUPERSLOW)
+ living_mob.apply_effect(2, SLOW)
+ to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!"))
+ living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET)
diff --git a/code/datums/ammo/bullet/smg.dm b/code/datums/ammo/bullet/smg.dm
new file mode 100644
index 000000000000..e24b3021da97
--- /dev/null
+++ b/code/datums/ammo/bullet/smg.dm
@@ -0,0 +1,147 @@
+/*
+//======
+ SMG Ammo
+//======
+*/
+//2020 SMG/ammo rebalance. default ammo actually has penetration so it can be useful, by 4khan: should be meh against t3s, better under 15 armor. Perfectly does this right now (oct 2020)
+//has reduced falloff compared to the m39. this means it is best for kiting castes (mostly t2s and below admittedly)
+//while the m39 ap is better for shredding them at close range, but has reduced velocity, so it's better for just running in and erasing armor-centric castes (defender, crusher)
+// which i think is really interesting and good balance, giving both ammo types a reason to exist even against ravagers.
+//i feel it is necessary to reflavor the default bullet, because otherwise, people won't be able to notice it has less falloff and faster bullet speed. even with a changelog,
+//way too many people don't read the changelog, and after one or two months the changelog entry is all but archive, so there needs to be an ingame description of what the ammo does
+//in comparison to armor-piercing rounds.
+
+/datum/ammo/bullet/smg
+ name = "submachinegun bullet"
+ damage = 34
+ accurate_range = 4
+ effective_range_max = 4
+ penetration = ARMOR_PENETRATION_TIER_1
+ shell_speed = AMMO_SPEED_TIER_6
+ damage_falloff = DAMAGE_FALLOFF_TIER_5
+ scatter = SCATTER_AMOUNT_TIER_6
+ accuracy = HIT_ACCURACY_TIER_3
+
+/datum/ammo/bullet/smg/m39
+ name = "high-velocity submachinegun bullet" //i don't want all smgs to inherit 'high velocity'
+
+/datum/ammo/bullet/smg/ap
+ name = "armor-piercing submachinegun bullet"
+
+ damage = 26
+ penetration = ARMOR_PENETRATION_TIER_6
+ shell_speed = AMMO_SPEED_TIER_4
+
+/datum/ammo/bullet/smg/heap
+ name = "high-explosive armor-piercing submachinegun bullet"
+
+ damage = 45
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ penetration = ARMOR_PENETRATION_TIER_6
+ shell_speed = AMMO_SPEED_TIER_4
+
+/datum/ammo/bullet/smg/ap/toxin
+ name = "toxic submachinegun bullet"
+ var/acid_per_hit = 5
+ var/organic_damage_mult = 3
+
+/datum/ammo/bullet/smg/ap/toxin/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/toxic_buildup, acid_per_hit)
+
+/datum/ammo/bullet/smg/ap/toxin/on_hit_turf(turf/T, obj/projectile/P)
+ . = ..()
+ if(T.flags_turf & TURF_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/smg/ap/toxin/on_hit_obj(obj/O, obj/projectile/P)
+ . = ..()
+ if(O.flags_obj & OBJ_ORGANIC)
+ P.damage *= organic_damage_mult
+
+/datum/ammo/bullet/smg/nail
+ name = "7x45mm plasteel nail"
+ icon_state = "nail-projectile"
+
+ damage = 25
+ penetration = ARMOR_PENETRATION_TIER_5
+ damage_falloff = DAMAGE_FALLOFF_TIER_6
+ accurate_range = 5
+ shell_speed = AMMO_SPEED_TIER_4
+
+/datum/ammo/bullet/smg/incendiary
+ name = "incendiary submachinegun bullet"
+ damage_type = BURN
+ shrapnel_chance = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ damage = 25
+ accuracy = -HIT_ACCURACY_TIER_2
+
+/datum/ammo/bullet/smg/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/smg/ap/penetrating
+ name = "wall-penetrating submachinegun bullet"
+ shrapnel_chance = 0
+
+ damage = 30
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/smg/ap/penetrating/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating)
+ ))
+
+/datum/ammo/bullet/smg/le
+ name = "armor-shredding submachinegun bullet"
+
+ scatter = SCATTER_AMOUNT_TIER_10
+ damage = 20
+ penetration = ARMOR_PENETRATION_TIER_4
+ shell_speed = AMMO_SPEED_TIER_3
+ damage_falloff = DAMAGE_FALLOFF_TIER_10
+ pen_armor_punch = 4
+
+/datum/ammo/bullet/smg/rubber
+ name = "rubber submachinegun bullet"
+ sound_override = 'sound/weapons/gun_c99.ogg'
+
+ damage = 0
+ stamina_damage = 10
+ shrapnel_chance = 0
+
+/datum/ammo/bullet/smg/mp27
+ name = "simple submachinegun bullet"
+ damage = 40
+ accurate_range = 5
+ effective_range_max = 7
+ penetration = 0
+ shell_speed = AMMO_SPEED_TIER_6
+ damage_falloff = DAMAGE_FALLOFF_TIER_6
+ scatter = SCATTER_AMOUNT_TIER_6
+ accuracy = HIT_ACCURACY_TIER_2
+
+// less damage than the m39, but better falloff, range, and AP
+
+/datum/ammo/bullet/smg/ppsh
+ name = "crude submachinegun bullet"
+ damage = 26
+ accurate_range = 7
+ effective_range_max = 7
+ penetration = ARMOR_PENETRATION_TIER_2
+ damage_falloff = DAMAGE_FALLOFF_TIER_7
+ scatter = SCATTER_AMOUNT_TIER_5
+
+/datum/ammo/bullet/smg/pps43
+ name = "simple submachinegun bullet"
+ damage = 35
+ accurate_range = 7
+ effective_range_max = 10
+ penetration = ARMOR_PENETRATION_TIER_4
+ damage_falloff = DAMAGE_FALLOFF_TIER_6
+ scatter = SCATTER_AMOUNT_TIER_6
diff --git a/code/datums/ammo/bullet/sniper.dm b/code/datums/ammo/bullet/sniper.dm
new file mode 100644
index 000000000000..a82f00631608
--- /dev/null
+++ b/code/datums/ammo/bullet/sniper.dm
@@ -0,0 +1,170 @@
+/*
+//======
+ Sniper Ammo
+//======
+*/
+
+/datum/ammo/bullet/sniper
+ name = "sniper bullet"
+ headshot_state = HEADSHOT_OVERLAY_HEAVY
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER
+ accurate_range_min = 4
+
+ accuracy = HIT_ACCURACY_TIER_8
+ accurate_range = 32
+ max_range = 32
+ scatter = 0
+ damage = 70
+ penetration= ARMOR_PENETRATION_TIER_10
+ shell_speed = AMMO_SPEED_TIER_6
+ damage_falloff = 0
+
+/datum/ammo/bullet/sniper/on_hit_mob(mob/M,obj/projectile/P)
+ if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original)
+ var/mob/living/L = M
+ L.apply_armoured_damage(damage*2, ARMOR_BULLET, BRUTE, null, penetration)
+ to_chat(P.firer, SPAN_WARNING("Bullseye!"))
+
+/datum/ammo/bullet/sniper/incendiary
+ name = "incendiary sniper bullet"
+ damage_type = BRUTE
+ shrapnel_chance = 0
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER
+
+ //Removed accuracy = 0, accuracy_var_high = Variance Tier 6, and scatter = 0. -Kaga
+ damage = 60
+ penetration = ARMOR_PENETRATION_TIER_4
+
+/datum/ammo/bullet/sniper/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/sniper/incendiary/on_hit_mob(mob/M,obj/projectile/P)
+ if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original)
+ var/mob/living/L = M
+ var/blind_duration = 5
+ if(isxeno(M))
+ var/mob/living/carbon/xenomorph/target = M
+ if(target.mob_size >= MOB_SIZE_BIG)
+ blind_duration = 2
+ L.AdjustEyeBlur(blind_duration)
+ L.adjust_fire_stacks(10)
+ to_chat(P.firer, SPAN_WARNING("Bullseye!"))
+
+/datum/ammo/bullet/sniper/flak
+ name = "flak sniper bullet"
+ damage_type = BRUTE
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER
+
+ accuracy = HIT_ACCURACY_TIER_8
+ scatter = SCATTER_AMOUNT_TIER_8
+ damage = 55
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8 //Documenting old code: This converts to a variance of 96-109% damage. -Kaga
+ penetration = 0
+
+/datum/ammo/bullet/sniper/flak/on_hit_mob(mob/M,obj/projectile/P)
+ if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original)
+ var/slow_duration = 7
+ var/mob/living/L = M
+ if(isxeno(M))
+ var/mob/living/carbon/xenomorph/target = M
+ if(target.mob_size >= MOB_SIZE_BIG)
+ slow_duration = 4
+ M.adjust_effect(slow_duration, SUPERSLOW)
+ L.apply_armoured_damage(damage, ARMOR_BULLET, BRUTE, null, penetration)
+ to_chat(P.firer, SPAN_WARNING("Bullseye!"))
+ else
+ burst(get_turf(M),P,damage_type, 2 , 2)
+ burst(get_turf(M),P,damage_type, 1 , 2 , 0)
+
+/datum/ammo/bullet/sniper/flak/on_near_target(turf/T, obj/projectile/P)
+ burst(T,P,damage_type, 2 , 2)
+ burst(T,P,damage_type, 1 , 2, 0)
+ return 1
+
+/datum/ammo/bullet/sniper/crude
+ name = "crude sniper bullet"
+ damage = 42
+ penetration = ARMOR_PENETRATION_TIER_6
+
+/datum/ammo/bullet/sniper/crude/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ pushback(M, P, 3)
+
+/datum/ammo/bullet/sniper/upp
+ name = "armor-piercing sniper bullet"
+ damage = 80
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/bullet/sniper/anti_materiel
+ name = "anti-materiel sniper bullet"
+
+ shrapnel_chance = 0 // This isn't leaving any shrapnel.
+ accuracy = HIT_ACCURACY_TIER_8
+ damage = 125
+ shell_speed = AMMO_SPEED_TIER_6
+
+/datum/ammo/bullet/sniper/anti_materiel/on_hit_mob(mob/M,obj/projectile/P)
+ if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original)
+ var/mob/living/L = M
+ var/size_damage_mod = 0.8
+ if(isxeno(M))
+ var/mob/living/carbon/xenomorph/target = M
+ if(target.mob_size >= MOB_SIZE_XENO)
+ size_damage_mod += 0.6
+ if(target.mob_size >= MOB_SIZE_BIG)
+ size_damage_mod += 0.6
+ L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration)
+ // 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga
+ to_chat(P.firer, SPAN_WARNING("Bullseye!"))
+
+/datum/ammo/bullet/sniper/anti_materiel/vulture
+ damage = 400 // Fully intended to vaporize anything smaller than a mini cooper
+ accurate_range_min = 10
+ handful_state = "vulture_bullet"
+ sound_hit = 'sound/bullets/bullet_vulture_impact.ogg'
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER|AMMO_ANTIVEHICLE
+
+/datum/ammo/bullet/sniper/anti_materiel/vulture/on_hit_mob(mob/hit_mob, obj/projectile/bullet)
+ . = ..()
+ knockback(hit_mob, bullet, 30)
+ hit_mob.apply_effect(3, SLOW)
+
+/datum/ammo/bullet/sniper/anti_materiel/vulture/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating/heavy)
+ ))
+
+/datum/ammo/bullet/sniper/elite
+ name = "supersonic sniper bullet"
+
+ shrapnel_chance = 0 // This isn't leaving any shrapnel.
+ accuracy = HIT_ACCURACY_TIER_8
+ damage = 150
+ shell_speed = AMMO_SPEED_TIER_6 + AMMO_SPEED_TIER_2
+
+/datum/ammo/bullet/sniper/elite/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating)
+ ))
+
+/datum/ammo/bullet/sniper/elite/on_hit_mob(mob/M,obj/projectile/P)
+ if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original)
+ var/mob/living/L = M
+ var/size_damage_mod = 0.5
+ if(isxeno(M))
+ var/mob/living/carbon/xenomorph/target = M
+ if(target.mob_size >= MOB_SIZE_XENO)
+ size_damage_mod += 0.5
+ if(target.mob_size >= MOB_SIZE_BIG)
+ size_damage_mod += 1
+ L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration)
+ else
+ L.apply_armoured_damage(damage, ARMOR_BULLET, BRUTE, null, penetration)
+ // 150% damage to runners (225), 300% against Big xenos (450), and 200% against all others (300). -Kaga
+ to_chat(P.firer, SPAN_WARNING("Bullseye!"))
diff --git a/code/datums/ammo/bullet/special_ammo.dm b/code/datums/ammo/bullet/special_ammo.dm
new file mode 100644
index 000000000000..cdf30b1af7fe
--- /dev/null
+++ b/code/datums/ammo/bullet/special_ammo.dm
@@ -0,0 +1,176 @@
+/*
+//======
+ Special Ammo
+//======
+*/
+
+/datum/ammo/bullet/smartgun
+ name = "smartgun bullet"
+ icon_state = "redbullet"
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ max_range = 12
+ accuracy = HIT_ACCURACY_TIER_4
+ damage = 30
+ penetration = 0
+
+/datum/ammo/bullet/smartgun/armor_piercing
+ name = "armor-piercing smartgun bullet"
+ icon_state = "bullet"
+
+ accurate_range = 12
+ accuracy = HIT_ACCURACY_TIER_2
+ damage = 20
+ penetration = ARMOR_PENETRATION_TIER_8
+ damage_armor_punch = 1
+
+/datum/ammo/bullet/smartgun/dirty
+ name = "irradiated smartgun bullet"
+ debilitate = list(0,0,0,3,0,0,0,1)
+
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_7
+ accurate_range = 32
+ accuracy = HIT_ACCURACY_TIER_3
+ damage = 40
+ penetration = 0
+
+/datum/ammo/bullet/smartgun/dirty/armor_piercing
+ debilitate = list(0,0,0,3,0,0,0,1)
+
+ accurate_range = 22
+ accuracy = HIT_ACCURACY_TIER_3
+ damage = 30
+ penetration = ARMOR_PENETRATION_TIER_7
+ damage_armor_punch = 3
+
+/datum/ammo/bullet/smartgun/holo_target //Royal marines smartgun bullet has only diff between regular ammo is this one does holostacks
+ name = "holo-targeting smartgun bullet"
+ damage = 30
+ ///Stuff for the HRP holotargetting stacks
+ var/holo_stacks = 15
+
+/datum/ammo/bullet/smartgun/holo_target/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/bonus_damage_stack, holo_stacks, world.time)
+
+/datum/ammo/bullet/smartgun/holo_target/ap
+ name = "armor-piercing smartgun bullet"
+ icon_state = "bullet"
+
+ accurate_range = 12
+ accuracy = HIT_ACCURACY_TIER_2
+ damage = 20
+ penetration = ARMOR_PENETRATION_TIER_8
+ damage_armor_punch = 1
+
+/datum/ammo/bullet/smartgun/m56_fpw
+ name = "\improper M56 FPW bullet"
+ icon_state = "redbullet"
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ max_range = 7
+ accuracy = HIT_ACCURACY_TIER_7
+ damage = 35
+ penetration = ARMOR_PENETRATION_TIER_1
+
+/datum/ammo/bullet/turret
+ name = "autocannon bullet"
+ icon_state = "redbullet" //Red bullets to indicate friendly fire restriction
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_COVER
+
+ accurate_range = 22
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_8
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_8
+ max_range = 22
+ damage = 30
+ penetration = ARMOR_PENETRATION_TIER_7
+ damage_armor_punch = 0
+ pen_armor_punch = 0
+ shell_speed = 2*AMMO_SPEED_TIER_6
+ accuracy = HIT_ACCURACY_TIER_5
+
+/datum/ammo/bullet/turret/dumb
+ icon_state = "bullet"
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+/datum/ammo/bullet/machinegun //Adding this for the MG Nests (~Art)
+ name = "machinegun bullet"
+ icon_state = "bullet" // Keeping it bog standard with the turret but allows it to be changed
+
+ accurate_range = 12
+ damage = 35
+ penetration= ARMOR_PENETRATION_TIER_10 //Bumped the penetration to serve a different role from sentries, MGs are a bit more offensive
+ accuracy = HIT_ACCURACY_TIER_3
+
+/datum/ammo/bullet/machinegun/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff)
+ ))
+
+/datum/ammo/bullet/machinegun/auto // for M2C, automatic variant for M56D, stats for bullet should always be moderately overtuned to fulfill its ultra-offense + flank-push purpose
+ name = "heavy machinegun bullet"
+
+ accurate_range = 10
+ damage = 50
+ penetration = ARMOR_PENETRATION_TIER_6
+ accuracy = -HIT_ACCURACY_TIER_2 // 75 accuracy
+ shell_speed = AMMO_SPEED_TIER_2
+ max_range = 15
+ effective_range_max = 7
+ damage_falloff = DAMAGE_FALLOFF_TIER_8
+
+/datum/ammo/bullet/machinegun/auto/set_bullet_traits()
+ return
+
+/datum/ammo/bullet/minigun
+ name = "minigun bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ accuracy = -HIT_ACCURACY_TIER_3
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 12
+ damage = 35
+ penetration = ARMOR_PENETRATION_TIER_6
+
+/datum/ammo/bullet/minigun/New()
+ ..()
+ if(SSticker.mode && MODE_HAS_FLAG(MODE_FACTION_CLASH))
+ damage = 15
+ else if(SSticker.current_state < GAME_STATE_PLAYING)
+ RegisterSignal(SSdcs, COMSIG_GLOB_MODE_PRESETUP, PROC_REF(setup_hvh_damage))
+
+/datum/ammo/bullet/minigun/proc/setup_hvh_damage()
+ if(MODE_HAS_FLAG(MODE_FACTION_CLASH))
+ damage = 15
+
+/datum/ammo/bullet/minigun/tank
+ accuracy = -HIT_ACCURACY_TIER_1
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_8
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_8
+ accurate_range = 12
+
+/datum/ammo/bullet/m60
+ name = "M60 bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ accuracy = HIT_ACCURACY_TIER_2
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_8
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 12
+ damage = 45 //7.62x51 is scary
+ penetration= ARMOR_PENETRATION_TIER_6
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+
+/datum/ammo/bullet/pkp
+ name = "machinegun bullet"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+
+ accuracy = HIT_ACCURACY_TIER_1
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_8
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 14
+ damage = 35
+ penetration= ARMOR_PENETRATION_TIER_6
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
diff --git a/code/datums/ammo/bullet/tank.dm b/code/datums/ammo/bullet/tank.dm
new file mode 100644
index 000000000000..70a953c6e273
--- /dev/null
+++ b/code/datums/ammo/bullet/tank.dm
@@ -0,0 +1,74 @@
+/*
+//======
+ Tank Ammo
+//======
+*/
+
+/datum/ammo/bullet/tank/flak
+ name = "flak autocannon bullet"
+ icon_state = "autocannon"
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+ accurate_range_min = 4
+
+ accuracy = HIT_ACCURACY_TIER_8
+ scatter = 0
+ damage = 60
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_6
+ accurate_range = 32
+ max_range = 32
+ shell_speed = AMMO_SPEED_TIER_6
+
+/datum/ammo/bullet/tank/flak/on_hit_mob(mob/M,obj/projectile/P)
+ burst(get_turf(M),P,damage_type, 2 , 3)
+ burst(get_turf(M),P,damage_type, 1 , 3 , 0)
+
+/datum/ammo/bullet/tank/flak/on_near_target(turf/T, obj/projectile/P)
+ burst(get_turf(T),P,damage_type, 2 , 3)
+ burst(get_turf(T),P,damage_type, 1 , 3, 0)
+ return 1
+
+/datum/ammo/bullet/tank/flak/on_hit_obj(obj/O,obj/projectile/P)
+ burst(get_turf(P),P,damage_type, 2 , 3)
+ burst(get_turf(P),P,damage_type, 1 , 3 , 0)
+
+/datum/ammo/bullet/tank/flak/on_hit_turf(turf/T,obj/projectile/P)
+ burst(get_turf(T),P,damage_type, 2 , 3)
+ burst(get_turf(T),P,damage_type, 1 , 3 , 0)
+
+/datum/ammo/bullet/tank/dualcannon
+ name = "dualcannon bullet"
+ icon_state = "autocannon"
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_BALLISTIC
+
+ accuracy = HIT_ACCURACY_TIER_8
+ scatter = 0
+ damage = 50
+ damage_var_high = PROJECTILE_VARIANCE_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_3
+ accurate_range = 10
+ max_range = 12
+ shell_speed = AMMO_SPEED_TIER_5
+
+/datum/ammo/bullet/tank/dualcannon/on_hit_mob(mob/M,obj/projectile/P)
+ for(var/mob/living/carbon/L in get_turf(M))
+ if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO)
+ shake_camera(L, 1, 1)
+
+/datum/ammo/bullet/tank/dualcannon/on_near_target(turf/T, obj/projectile/P)
+ for(var/mob/living/carbon/L in T)
+ if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO)
+ shake_camera(L, 1, 1)
+ return 1
+
+/datum/ammo/bullet/tank/dualcannon/on_hit_obj(obj/O,obj/projectile/P)
+ for(var/mob/living/carbon/L in get_turf(O))
+ if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO)
+ shake_camera(L, 1, 1)
+
+/datum/ammo/bullet/tank/dualcannon/on_hit_turf(turf/T,obj/projectile/P)
+ for(var/mob/living/carbon/L in T)
+ if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO)
+ shake_camera(L, 1, 1)
diff --git a/code/datums/ammo/energy.dm b/code/datums/ammo/energy.dm
new file mode 100644
index 000000000000..01c69ffa0015
--- /dev/null
+++ b/code/datums/ammo/energy.dm
@@ -0,0 +1,241 @@
+/*
+//======
+ Energy Ammo
+//======
+*/
+
+/datum/ammo/energy
+ ping = null //no bounce off. We can have one later.
+ sound_hit = "energy_hit"
+ sound_miss = "energy_miss"
+ sound_bounce = "energy_bounce"
+
+ damage_type = BURN
+ flags_ammo_behavior = AMMO_ENERGY
+
+ accuracy = HIT_ACCURACY_TIER_4
+
+/datum/ammo/energy/emitter //Damage is determined in emitter.dm
+ name = "emitter bolt"
+ icon_state = "emitter"
+ flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_ARMOR
+
+ accurate_range = 6
+ max_range = 6
+
+/datum/ammo/energy/taser
+ name = "taser bolt"
+ icon_state = "stun"
+ damage_type = OXY
+ flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST|AMMO_ALWAYS_FF //Not that ignoring will do much right now.
+
+ stamina_damage = 45
+ accuracy = HIT_ACCURACY_TIER_8
+ shell_speed = AMMO_SPEED_TIER_1 // Slightly faster
+ hit_effect_color = "#FFFF00"
+
+/datum/ammo/energy/taser/on_hit_mob(mob/M, obj/projectile/P)
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ H.disable_special_items() // Disables scout cloak
+
+/datum/ammo/energy/taser/precise
+ name = "precise taser bolt"
+ flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST|AMMO_MP
+
+/datum/ammo/energy/rxfm_eva
+ name = "laser blast"
+ icon_state = "laser_new"
+ flags_ammo_behavior = AMMO_LASER
+ accurate_range = 14
+ max_range = 22
+ damage = 45
+ stamina_damage = 25 //why not
+ shell_speed = AMMO_SPEED_TIER_3
+
+/datum/ammo/energy/rxfm_eva/on_hit_mob(mob/living/M, obj/projectile/P)
+ ..()
+ if(prob(10)) //small chance for one to ignite on hit
+ M.fire_act()
+
+/datum/ammo/energy/laz_uzi
+ name = "laser bolt"
+ icon_state = "laser_new"
+ flags_ammo_behavior = AMMO_ENERGY
+ damage = 40
+ accurate_range = 5
+ effective_range_max = 7
+ max_range = 10
+ shell_speed = AMMO_SPEED_TIER_4
+ scatter = SCATTER_AMOUNT_TIER_6
+ accuracy = HIT_ACCURACY_TIER_3
+ damage_falloff = DAMAGE_FALLOFF_TIER_8
+
+/datum/ammo/energy/yautja
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ accurate_range = 12
+ shell_speed = AMMO_SPEED_TIER_3
+ damage_type = BURN
+ flags_ammo_behavior = AMMO_IGNORE_RESIST
+
+/datum/ammo/energy/yautja/pistol
+ name = "plasma pistol bolt"
+ icon_state = "ion"
+
+ damage = 40
+ shell_speed = AMMO_SPEED_TIER_2
+
+/datum/ammo/energy/yautja/pistol/incendiary
+ damage = 10
+
+/datum/ammo/energy/yautja/pistol/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/shrapnel/plasma
+ name = "plasma wave"
+ shrapnel_chance = 0
+ penetration = ARMOR_PENETRATION_TIER_10
+ accuracy = HIT_ACCURACY_TIER_MAX
+ damage = 15
+ icon_state = "shrapnel_plasma"
+ damage_type = BURN
+
+/datum/ammo/bullet/shrapnel/plasma/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile)
+ hit_mob.apply_effect(2, WEAKEN)
+
+/datum/ammo/energy/yautja/caster
+ name = "root caster bolt"
+ icon_state = "ion"
+
+/datum/ammo/energy/yautja/caster/stun
+ name = "low power stun bolt"
+ debilitate = list(2,2,0,0,0,1,0,0)
+
+ damage = 0
+ flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST
+
+/datum/ammo/energy/yautja/caster/bolt
+ name = "plasma bolt"
+ icon_state = "pulse1"
+ flags_ammo_behavior = AMMO_IGNORE_RESIST
+ shell_speed = AMMO_SPEED_TIER_6
+ damage = 35
+
+/datum/ammo/energy/yautja/caster/bolt/stun
+ name = "high power stun bolt"
+ var/stun_time = 2
+
+ damage = 0
+ flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST
+
+/datum/ammo/energy/yautja/caster/bolt/stun/on_hit_mob(mob/M, obj/projectile/P)
+ var/mob/living/carbon/C = M
+ var/stun_time = src.stun_time
+ if(istype(C))
+ if(isyautja(C) || ispredalien(C))
+ return
+ to_chat(C, SPAN_DANGER("An electric shock ripples through your body, freezing you in place!"))
+ log_attack("[key_name(C)] was stunned by a high power stun bolt from [key_name(P.firer)] at [get_area(P)]")
+
+ if(ishuman(C))
+ var/mob/living/carbon/human/H = C
+ stun_time++
+ H.apply_effect(stun_time, WEAKEN)
+ else
+ M.apply_effect(stun_time, WEAKEN)
+
+ C.apply_effect(stun_time, STUN)
+ ..()
+
+/datum/ammo/energy/yautja/caster/sphere
+ name = "plasma eradicator"
+ icon_state = "bluespace"
+ flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_HITS_TARGET_TURF
+ shell_speed = AMMO_SPEED_TIER_4
+ accuracy = HIT_ACCURACY_TIER_8
+
+ damage = 55
+
+ accurate_range = 8
+ max_range = 8
+
+ var/vehicle_slowdown_time = 5 SECONDS
+
+/datum/ammo/energy/yautja/caster/sphere/on_hit_mob(mob/M, obj/projectile/P)
+ cell_explosion(P, 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/energy/yautja/caster/sphere/on_hit_turf(turf/T, obj/projectile/P)
+ cell_explosion(P, 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/energy/yautja/caster/sphere/on_hit_obj(obj/O, obj/projectile/P)
+ if(istype(O, /obj/vehicle/multitile))
+ var/obj/vehicle/multitile/multitile_vehicle = O
+ multitile_vehicle.next_move = world.time + vehicle_slowdown_time
+ playsound(multitile_vehicle, 'sound/effects/meteorimpact.ogg', 35)
+ multitile_vehicle.at_munition_interior_explosion_effect(cause_data = create_cause_data("Plasma Eradicator", P.firer))
+ multitile_vehicle.interior_crash_effect()
+ multitile_vehicle.ex_act(150, P.dir, P.weapon_cause_data, 100)
+ cell_explosion(get_turf(P), 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/energy/yautja/caster/sphere/do_at_max_range(obj/projectile/P)
+ cell_explosion(get_turf(P), 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+
+/datum/ammo/energy/yautja/caster/sphere/stun
+ name = "plasma immobilizer"
+ damage = 0
+ flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST
+ accurate_range = 20
+ max_range = 20
+
+ var/stun_range = 4 // Big
+ var/stun_time = 6
+
+/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_mob(mob/M, obj/projectile/P)
+ do_area_stun(P)
+
+/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_turf(turf/T,obj/projectile/P)
+ do_area_stun(P)
+
+/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_obj(obj/O,obj/projectile/P)
+ do_area_stun(P)
+
+/datum/ammo/energy/yautja/caster/sphere/stun/do_at_max_range(obj/projectile/P)
+ do_area_stun(P)
+
+/datum/ammo/energy/yautja/caster/sphere/stun/proc/do_area_stun(obj/projectile/P)
+ playsound(P, 'sound/weapons/wave.ogg', 75, 1, 25)
+ for (var/mob/living/carbon/M in view(src.stun_range, get_turf(P)))
+ var/stun_time = src.stun_time
+ log_attack("[key_name(M)] was stunned by a plasma immobilizer from [key_name(P.firer)] at [get_area(P)]")
+ if (isyautja(M))
+ stun_time -= 2
+ if(ispredalien(M))
+ continue
+ to_chat(M, SPAN_DANGER("A powerful electric shock ripples through your body, freezing you in place!"))
+ M.apply_effect(stun_time, STUN)
+
+ if (ishuman(M))
+ var/mob/living/carbon/human/H = M
+ H.apply_effect(stun_time, WEAKEN)
+ else
+ M.apply_effect(stun_time, WEAKEN)
+
+/datum/ammo/energy/yautja/rifle/bolt
+ name = "plasma rifle bolt"
+ icon_state = "ion"
+ damage_type = BURN
+ debilitate = list(0,2,0,0,0,0,0,0)
+ flags_ammo_behavior = AMMO_IGNORE_RESIST
+
+ damage = 55
+ penetration = ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/energy/yautja/rifle/bolt/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile)
+ if(isxeno(hit_mob))
+ var/mob/living/carbon/xenomorph/xeno = hit_mob
+ xeno.apply_damage(damage * 0.75, BURN)
+ xeno.interference = 30
diff --git a/code/datums/ammo/misc.dm b/code/datums/ammo/misc.dm
new file mode 100644
index 000000000000..bdb284753dc4
--- /dev/null
+++ b/code/datums/ammo/misc.dm
@@ -0,0 +1,294 @@
+/*
+//======
+ Misc Ammo
+//======
+*/
+
+/datum/ammo/alloy_spike
+ name = "alloy spike"
+ headshot_state = HEADSHOT_OVERLAY_MEDIUM
+ ping = "ping_s"
+ icon_state = "MSpearFlight"
+ sound_hit = "alloy_hit"
+ sound_armor = "alloy_armor"
+ sound_bounce = "alloy_bounce"
+
+ accuracy = HIT_ACCURACY_TIER_8
+ accurate_range = 12
+ max_range = 12
+ damage = 30
+ penetration= ARMOR_PENETRATION_TIER_10
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_7
+ shrapnel_type = /obj/item/shard/shrapnel
+
+/datum/ammo/flamethrower
+ name = "flame"
+ icon_state = "pulse0"
+ damage_type = BURN
+ flags_ammo_behavior = AMMO_IGNORE_ARMOR|AMMO_HITS_TARGET_TURF
+
+ max_range = 6
+ damage = 35
+
+/datum/ammo/flamethrower/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/flamethrower/on_hit_mob(mob/M, obj/projectile/P)
+ drop_flame(get_turf(M), P.weapon_cause_data)
+
+/datum/ammo/flamethrower/on_hit_obj(obj/O, obj/projectile/P)
+ drop_flame(get_turf(O), P.weapon_cause_data)
+
+/datum/ammo/flamethrower/on_hit_turf(turf/T, obj/projectile/P)
+ drop_flame(T, P.weapon_cause_data)
+
+/datum/ammo/flamethrower/do_at_max_range(obj/projectile/P)
+ drop_flame(get_turf(P), P.weapon_cause_data)
+
+/datum/ammo/flamethrower/tank_flamer
+ flamer_reagent_type = /datum/reagent/napalm/blue
+
+/datum/ammo/flamethrower/sentry_flamer
+ flags_ammo_behavior = AMMO_IGNORE_ARMOR|AMMO_IGNORE_COVER|AMMO_FLAME
+ flamer_reagent_type = /datum/reagent/napalm/blue
+
+ accuracy = HIT_ACCURACY_TIER_8
+ accurate_range = 6
+ max_range = 12
+ shell_speed = AMMO_SPEED_TIER_3
+
+/datum/ammo/flamethrower/sentry_flamer/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/flamethrower/sentry_flamer/glob
+ max_range = 14
+ accurate_range = 10
+ var/datum/effect_system/smoke_spread/phosphorus/smoke
+
+/datum/ammo/flamethrower/sentry_flamer/glob/New()
+ . = ..()
+ smoke = new()
+
+/datum/ammo/flamethrower/sentry_flamer/glob/drop_flame(turf/T, datum/cause_data/cause_data)
+ if(!istype(T))
+ return
+ smoke.set_up(1, 0, T, new_cause_data = cause_data)
+ smoke.start()
+
+/datum/ammo/flamethrower/sentry_flamer/glob/Destroy()
+ qdel(smoke)
+ return ..()
+
+/datum/ammo/flamethrower/sentry_flamer/mini
+ name = "normal fire"
+
+/datum/ammo/flamethrower/sentry_flamer/mini/drop_flame(turf/T, datum/cause_data/cause_data)
+ if(!istype(T))
+ return
+ var/datum/reagent/napalm/ut/R = new()
+ R.durationfire = BURN_TIME_INSTANT
+ new /obj/flamer_fire(T, cause_data, R, 0)
+
+/datum/ammo/flare
+ name = "flare"
+ ping = null //no bounce off.
+ damage_type = BURN
+ flags_ammo_behavior = AMMO_HITS_TARGET_TURF
+ icon_state = "flare"
+
+ damage = 15
+ accuracy = HIT_ACCURACY_TIER_3
+ max_range = 14
+ shell_speed = AMMO_SPEED_TIER_3
+
+ var/flare_type = /obj/item/device/flashlight/flare/on/gun
+ handful_type = /obj/item/device/flashlight/flare
+
+/datum/ammo/flare/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/flare/on_hit_mob(mob/M,obj/projectile/P)
+ drop_flare(get_turf(M), P, P.firer)
+
+/datum/ammo/flare/on_hit_obj(obj/O,obj/projectile/P)
+ drop_flare(get_turf(P), P, P.firer)
+
+/datum/ammo/flare/on_hit_turf(turf/T, obj/projectile/P)
+ if(T.density && isturf(P.loc))
+ drop_flare(P.loc, P, P.firer)
+ else
+ drop_flare(T, P, P.firer)
+
+/datum/ammo/flare/do_at_max_range(obj/projectile/P, mob/firer)
+ drop_flare(get_turf(P), P, P.firer)
+
+/datum/ammo/flare/proc/drop_flare(turf/T, obj/projectile/fired_projectile, mob/firer)
+ var/obj/item/device/flashlight/flare/G = new flare_type(T)
+ var/matrix/rotation = matrix()
+ rotation.Turn(fired_projectile.angle - 90)
+ G.apply_transform(rotation)
+ G.visible_message(SPAN_WARNING("\A [G] bursts into brilliant light nearby!"))
+ return G
+
+/datum/ammo/flare/signal
+ name = "signal flare"
+ icon_state = "flare_signal"
+ flare_type = /obj/item/device/flashlight/flare/signal/gun
+ handful_type = /obj/item/device/flashlight/flare/signal
+
+/datum/ammo/flare/signal/drop_flare(turf/T, obj/projectile/fired_projectile, mob/firer)
+ var/obj/item/device/flashlight/flare/signal/gun/signal_flare = ..()
+ signal_flare.activate_signal(firer)
+ if(istype(fired_projectile.shot_from, /obj/item/weapon/gun/flare))
+ var/obj/item/weapon/gun/flare/flare_gun_fired_from = fired_projectile.shot_from
+ flare_gun_fired_from.last_signal_flare_name = signal_flare.name
+
+/datum/ammo/flare/starshell
+ name = "starshell ash"
+ icon_state = "starshell_bullet"
+ max_range = 5
+ flare_type = /obj/item/device/flashlight/flare/on/starshell_ash
+
+/datum/ammo/flare/starshell/set_bullet_traits()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff, /datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/souto
+ name = "Souto Can"
+ ping = null //no bounce off.
+ damage_type = BRUTE
+ shrapnel_type = /obj/item/reagent_container/food/drinks/cans/souto/classic
+ flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_IGNORE_ARMOR|AMMO_IGNORE_RESIST|AMMO_BALLISTIC|AMMO_STOPPED_BY_COVER|AMMO_SPECIAL_EMBED
+ var/obj/item/reagent_container/food/drinks/cans/souto/can_type
+ icon_state = "souto_classic"
+
+ max_range = 12
+ shrapnel_chance = 10
+ accuracy = HIT_ACCURACY_TIER_8 + HIT_ACCURACY_TIER_8
+ accurate_range = 12
+ shell_speed = AMMO_SPEED_TIER_1
+
+/datum/ammo/souto/on_embed(mob/embedded_mob, obj/limb/target_organ)
+ if(ishuman(embedded_mob) && !isyautja(embedded_mob))
+ if(istype(target_organ))
+ target_organ.embed(new can_type)
+
+/datum/ammo/souto/on_hit_mob(mob/M, obj/projectile/P)
+ if(!M || M == P.firer) return
+ if(M.throw_mode && !M.get_active_hand()) //empty active hand and we're in throw mode. If so we catch the can.
+ if(!M.is_mob_incapacitated()) // People who are not able to catch cannot catch.
+ if(P.contents.len == 1)
+ for(var/obj/item/reagent_container/food/drinks/cans/souto/S in P.contents)
+ M.put_in_active_hand(S)
+ for(var/mob/O in viewers(world_view_size, P)) //find all people in view.
+ O.show_message(SPAN_DANGER("[M] catches the [S]!"), SHOW_MESSAGE_VISIBLE) //Tell them the can was caught.
+ return //Can was caught.
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ if(H.species.name == "Human") //no effect on synths or preds.
+ H.apply_effect(6, STUN)
+ H.apply_effect(8, WEAKEN)
+ H.apply_effect(15, DAZE)
+ H.apply_effect(15, SLOW)
+ shake_camera(H, 2, 1)
+ if(P.contents.len)
+ drop_can(P.loc, P) //We make a can at the location.
+
+/datum/ammo/souto/on_hit_obj(obj/O,obj/projectile/P)
+ drop_can(P.loc, P) //We make a can at the location.
+
+/datum/ammo/souto/on_hit_turf(turf/T, obj/projectile/P)
+ drop_can(P.loc, P) //We make a can at the location.
+
+/datum/ammo/souto/do_at_max_range(obj/projectile/P)
+ drop_can(P.loc, P) //We make a can at the location.
+
+/datum/ammo/souto/on_shield_block(mob/M, obj/projectile/P)
+ drop_can(P.loc, P) //We make a can at the location.
+
+/datum/ammo/souto/proc/drop_can(loc, obj/projectile/P)
+ if(P.contents.len)
+ for(var/obj/item/I in P.contents)
+ I.forceMove(loc)
+ randomize_projectile(P)
+
+/datum/ammo/souto/proc/randomize_projectile(obj/projectile/P)
+ shrapnel_type = pick(typesof(/obj/item/reagent_container/food/drinks/cans/souto)-/obj/item/reagent_container/food/drinks/cans/souto)
+
+/datum/ammo/grenade_container
+ name = "grenade shell"
+ ping = null
+ damage_type = BRUTE
+ var/nade_type = /obj/item/explosive/grenade/high_explosive
+ icon_state = "grenade"
+ flags_ammo_behavior = AMMO_IGNORE_COVER|AMMO_SKIPS_ALIENS
+
+ damage = 15
+ accuracy = HIT_ACCURACY_TIER_3
+ max_range = 6
+
+/datum/ammo/grenade_container/on_hit_mob(mob/M,obj/projectile/P)
+ drop_nade(P)
+
+/datum/ammo/grenade_container/on_hit_obj(obj/O,obj/projectile/P)
+ drop_nade(P)
+
+/datum/ammo/grenade_container/on_hit_turf(turf/T,obj/projectile/P)
+ drop_nade(P)
+
+/datum/ammo/grenade_container/do_at_max_range(obj/projectile/P)
+ drop_nade(P)
+
+/datum/ammo/grenade_container/proc/drop_nade(obj/projectile/P)
+ var/turf/T = get_turf(P)
+ var/obj/item/explosive/grenade/G = new nade_type(T)
+ G.visible_message(SPAN_WARNING("\A [G] lands on [T]!"))
+ G.det_time = 10
+ G.cause_data = P.weapon_cause_data
+ G.activate()
+
+/datum/ammo/grenade_container/rifle
+ flags_ammo_behavior = NO_FLAGS
+
+/datum/ammo/grenade_container/smoke
+ name = "smoke grenade shell"
+ nade_type = /obj/item/explosive/grenade/smokebomb
+ icon_state = "smoke_shell"
+
+/datum/ammo/hugger_container
+ name = "hugger shell"
+ ping = null
+ damage_type = BRUTE
+ var/hugger_hive = XENO_HIVE_NORMAL
+ icon_state = "smoke_shell"
+
+ damage = 15
+ accuracy = HIT_ACCURACY_TIER_3
+ max_range = 6
+
+/datum/ammo/hugger_container/on_hit_mob(mob/M,obj/projectile/P)
+ spawn_hugger(get_turf(P))
+
+/datum/ammo/hugger_container/on_hit_obj(obj/O,obj/projectile/P)
+ spawn_hugger(get_turf(P))
+
+/datum/ammo/hugger_container/on_hit_turf(turf/T,obj/projectile/P)
+ spawn_hugger(get_turf(P))
+
+/datum/ammo/hugger_container/do_at_max_range(obj/projectile/P)
+ spawn_hugger(get_turf(P))
+
+/datum/ammo/hugger_container/proc/spawn_hugger(turf/T)
+ var/obj/item/clothing/mask/facehugger/child = new(T)
+ child.hivenumber = hugger_hive
+ INVOKE_ASYNC(child, TYPE_PROC_REF(/obj/item/clothing/mask/facehugger, leap_at_nearest_target))
diff --git a/code/datums/ammo/rocket.dm b/code/datums/ammo/rocket.dm
new file mode 100644
index 000000000000..52914f745110
--- /dev/null
+++ b/code/datums/ammo/rocket.dm
@@ -0,0 +1,300 @@
+/*
+//======
+ Rocket Ammo
+//======
+*/
+
+/datum/ammo/rocket
+ name = "high explosive rocket"
+ icon_state = "missile"
+ ping = null //no bounce off.
+ sound_bounce = "rocket_bounce"
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET|AMMO_STRIKES_SURFACE
+ var/datum/effect_system/smoke_spread/smoke
+
+ accuracy = HIT_ACCURACY_TIER_2
+ accurate_range = 7
+ max_range = 7
+ damage = 15
+ shell_speed = AMMO_SPEED_TIER_2
+
+/datum/ammo/rocket/New()
+ ..()
+ smoke = new()
+
+/datum/ammo/rocket/Destroy()
+ qdel(smoke)
+ smoke = null
+ . = ..()
+
+/datum/ammo/rocket/on_hit_mob(mob/M, obj/projectile/P)
+ cell_explosion(get_turf(M), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, get_turf(M))
+ if(ishuman_strict(M)) // No yautya or synths. Makes humans gib on direct hit.
+ M.ex_act(350, P.dir, P.weapon_cause_data, 100)
+ smoke.start()
+
+/datum/ammo/rocket/on_hit_obj(obj/O, obj/projectile/P)
+ cell_explosion(get_turf(O), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, get_turf(O))
+ smoke.start()
+
+/datum/ammo/rocket/on_hit_turf(turf/T, obj/projectile/P)
+ cell_explosion(T, 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, T)
+ smoke.start()
+
+/datum/ammo/rocket/do_at_max_range(obj/projectile/P)
+ cell_explosion(get_turf(P), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, get_turf(P))
+ smoke.start()
+
+/datum/ammo/rocket/ap
+ name = "anti-armor rocket"
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET
+
+ accuracy = HIT_ACCURACY_TIER_8
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_9
+ accurate_range = 6
+ max_range = 6
+ damage = 10
+ penetration= ARMOR_PENETRATION_TIER_10
+
+/datum/ammo/rocket/ap/on_hit_mob(mob/M, obj/projectile/P)
+ var/turf/T = get_turf(M)
+ M.ex_act(150, P.dir, P.weapon_cause_data, 100)
+ M.apply_effect(2, WEAKEN)
+ M.apply_effect(2, PARALYZE)
+ if(ishuman_strict(M)) // No yautya or synths. Makes humans gib on direct hit.
+ M.ex_act(300, P.dir, P.weapon_cause_data, 100)
+ cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, T)
+ smoke.start()
+
+/datum/ammo/rocket/ap/on_hit_obj(obj/O, obj/projectile/P)
+ var/turf/T = get_turf(O)
+ O.ex_act(150, P.dir, P.weapon_cause_data, 100)
+ cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, T)
+ smoke.start()
+
+/datum/ammo/rocket/ap/on_hit_turf(turf/T, obj/projectile/P)
+ var/hit_something = 0
+ for(var/mob/M in T)
+ M.ex_act(150, P.dir, P.weapon_cause_data, 100)
+ M.apply_effect(4, WEAKEN)
+ M.apply_effect(4, PARALYZE)
+ hit_something = 1
+ continue
+ if(!hit_something)
+ for(var/obj/O in T)
+ if(O.density)
+ O.ex_act(150, P.dir, P.weapon_cause_data, 100)
+ hit_something = 1
+ continue
+ if(!hit_something)
+ T.ex_act(150, P.dir, P.weapon_cause_data, 200)
+
+ cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, T)
+ smoke.start()
+
+/datum/ammo/rocket/ap/do_at_max_range(obj/projectile/P)
+ var/turf/T = get_turf(P)
+ var/hit_something = 0
+ for(var/mob/M in T)
+ M.ex_act(250, P.dir, P.weapon_cause_data, 100)
+ M.apply_effect(2, WEAKEN)
+ M.apply_effect(2, PARALYZE)
+ hit_something = 1
+ continue
+ if(!hit_something)
+ for(var/obj/O in T)
+ if(O.density)
+ O.ex_act(250, P.dir, P.weapon_cause_data, 100)
+ hit_something = 1
+ continue
+ if(!hit_something)
+ T.ex_act(250, P.dir, P.weapon_cause_data)
+ cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ smoke.set_up(1, T)
+ smoke.start()
+
+/datum/ammo/rocket/ap/anti_tank
+ name = "anti-tank rocket"
+ damage = 100
+ var/vehicle_slowdown_time = 5 SECONDS
+ shrapnel_chance = 5
+ shrapnel_type = /obj/item/large_shrapnel/at_rocket_dud
+
+/datum/ammo/rocket/ap/anti_tank/on_hit_obj(obj/O, obj/projectile/P)
+ if(istype(O, /obj/vehicle/multitile))
+ var/obj/vehicle/multitile/M = O
+ M.next_move = world.time + vehicle_slowdown_time
+ playsound(M, 'sound/effects/meteorimpact.ogg', 35)
+ M.at_munition_interior_explosion_effect(cause_data = create_cause_data("Anti-Tank Rocket"))
+ M.interior_crash_effect()
+ var/turf/T = get_turf(M.loc)
+ M.ex_act(150, P.dir, P.weapon_cause_data, 100)
+ smoke.set_up(1, T)
+ smoke.start()
+ return
+ return ..()
+
+
+/datum/ammo/rocket/ltb
+ name = "cannon round"
+ icon_state = "ltb"
+ flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET|AMMO_STRIKES_SURFACE
+
+ accuracy = HIT_ACCURACY_TIER_3
+ accurate_range = 32
+ max_range = 32
+ damage = 25
+ shell_speed = AMMO_SPEED_TIER_3
+
+/datum/ammo/rocket/ltb/on_hit_mob(mob/M, obj/projectile/P)
+ cell_explosion(get_turf(M), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ cell_explosion(get_turf(M), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/rocket/ltb/on_hit_obj(obj/O, obj/projectile/P)
+ cell_explosion(get_turf(O), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ cell_explosion(get_turf(O), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/rocket/ltb/on_hit_turf(turf/T, obj/projectile/P)
+ cell_explosion(get_turf(T), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ cell_explosion(get_turf(T), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/rocket/ltb/do_at_max_range(obj/projectile/P)
+ cell_explosion(get_turf(P), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+ cell_explosion(get_turf(P), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data)
+
+/datum/ammo/rocket/wp
+ name = "white phosphorous rocket"
+ flags_ammo_behavior = AMMO_ROCKET|AMMO_EXPLOSIVE|AMMO_STRIKES_SURFACE
+ damage_type = BURN
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 8
+ damage = 90
+ max_range = 8
+
+/datum/ammo/rocket/wp/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/rocket/wp/drop_flame(turf/T, datum/cause_data/cause_data)
+ playsound(T, 'sound/weapons/gun_flamethrower3.ogg', 75, 1, 7)
+ if(!istype(T)) return
+ smoke.set_up(1, T)
+ smoke.start()
+ var/datum/reagent/napalm/blue/R = new()
+ new /obj/flamer_fire(T, cause_data, R, 3)
+
+ var/datum/effect_system/smoke_spread/phosphorus/landingSmoke = new /datum/effect_system/smoke_spread/phosphorus
+ landingSmoke.set_up(3, 0, T, null, 6, cause_data)
+ landingSmoke.start()
+ landingSmoke = null
+
+/datum/ammo/rocket/wp/on_hit_mob(mob/M, obj/projectile/P)
+ drop_flame(get_turf(M), P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/on_hit_obj(obj/O, obj/projectile/P)
+ drop_flame(get_turf(O), P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/on_hit_turf(turf/T, obj/projectile/P)
+ drop_flame(T, P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/do_at_max_range(obj/projectile/P)
+ drop_flame(get_turf(P), P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/upp
+ name = "extreme-intensity incendiary rocket"
+ flags_ammo_behavior = AMMO_ROCKET|AMMO_EXPLOSIVE|AMMO_STRIKES_SURFACE
+ damage_type = BURN
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 8
+ damage = 150
+ max_range = 10
+
+/datum/ammo/rocket/wp/upp/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/rocket/wp/upp/drop_flame(turf/T, datum/cause_data/cause_data)
+ playsound(T, 'sound/weapons/gun_flamethrower3.ogg', 75, 1, 7)
+ if(!istype(T)) return
+ smoke.set_up(1, T)
+ smoke.start()
+ var/datum/reagent/napalm/upp/R = new()
+ new /obj/flamer_fire(T, cause_data, R, 3)
+
+/datum/ammo/rocket/wp/upp/on_hit_mob(mob/M, obj/projectile/P)
+ drop_flame(get_turf(M), P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/upp/on_hit_obj(obj/O, obj/projectile/P)
+ drop_flame(get_turf(O), P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/upp/on_hit_turf(turf/T, obj/projectile/P)
+ drop_flame(T, P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/upp/do_at_max_range(obj/projectile/P)
+ drop_flame(get_turf(P), P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/quad
+ name = "thermobaric rocket"
+ flags_ammo_behavior = AMMO_ROCKET|AMMO_STRIKES_SURFACE
+
+ damage = 100
+ max_range = 32
+ shell_speed = AMMO_SPEED_TIER_3
+
+/datum/ammo/rocket/wp/quad/on_hit_mob(mob/M, obj/projectile/P)
+ drop_flame(get_turf(M), P.weapon_cause_data)
+ explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/quad/on_hit_obj(obj/O, obj/projectile/P)
+ drop_flame(get_turf(O), P.weapon_cause_data)
+ explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/quad/on_hit_turf(turf/T, obj/projectile/P)
+ drop_flame(T, P.weapon_cause_data)
+ explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data)
+
+/datum/ammo/rocket/wp/quad/do_at_max_range(obj/projectile/P)
+ drop_flame(get_turf(P), P.weapon_cause_data)
+ explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data)
+
+/datum/ammo/rocket/custom
+ name = "custom rocket"
+
+/datum/ammo/rocket/custom/proc/prime(atom/A, obj/projectile/P)
+ var/obj/item/weapon/gun/launcher/rocket/launcher = P.shot_from
+ var/obj/item/ammo_magazine/rocket/custom/rocket = launcher.current_mag
+ if(rocket.locked && rocket.warhead && rocket.warhead.detonator)
+ if(rocket.fuel && rocket.fuel.reagents.get_reagent_amount(rocket.fuel_type) >= rocket.fuel_requirement)
+ rocket.forceMove(P.loc)
+ rocket.warhead.cause_data = P.weapon_cause_data
+ rocket.warhead.prime()
+ qdel(rocket)
+ smoke.set_up(1, get_turf(A))
+ smoke.start()
+
+/datum/ammo/rocket/custom/on_hit_mob(mob/M, obj/projectile/P)
+ prime(M, P)
+
+/datum/ammo/rocket/custom/on_hit_obj(obj/O, obj/projectile/P)
+ prime(O, P)
+
+/datum/ammo/rocket/custom/on_hit_turf(turf/T, obj/projectile/P)
+ prime(T, P)
+
+/datum/ammo/rocket/custom/do_at_max_range(obj/projectile/P)
+ prime(null, P)
diff --git a/code/datums/ammo/shrapnel.dm b/code/datums/ammo/shrapnel.dm
new file mode 100644
index 000000000000..e27caa4b277d
--- /dev/null
+++ b/code/datums/ammo/shrapnel.dm
@@ -0,0 +1,157 @@
+/*
+//======
+ Shrapnel
+//======
+*/
+/datum/ammo/bullet/shrapnel
+ name = "shrapnel"
+ icon_state = "buckshot"
+ accurate_range_min = 5
+ flags_ammo_behavior = AMMO_BALLISTIC|AMMO_STOPPED_BY_COVER
+
+ accuracy = HIT_ACCURACY_TIER_3
+ accurate_range = 32
+ max_range = 8
+ damage = 25
+ damage_var_low = -PROJECTILE_VARIANCE_TIER_6
+ damage_var_high = PROJECTILE_VARIANCE_TIER_6
+ penetration = ARMOR_PENETRATION_TIER_4
+ shell_speed = AMMO_SPEED_TIER_2
+ shrapnel_chance = 5
+
+/datum/ammo/bullet/shrapnel/on_hit_obj(obj/O, obj/projectile/P)
+ if(istype(O, /obj/structure/barricade))
+ var/obj/structure/barricade/B = O
+ B.health -= rand(2, 5)
+ B.update_health(1)
+
+/datum/ammo/bullet/shrapnel/rubber
+ name = "rubber pellets"
+ icon_state = "rubber_pellets"
+ flags_ammo_behavior = AMMO_STOPPED_BY_COVER
+
+ damage = 0
+ stamina_damage = 25
+ shrapnel_chance = 0
+
+
+/datum/ammo/bullet/shrapnel/hornet_rounds
+ name = ".22 hornet round"
+ icon_state = "hornet_round"
+ flags_ammo_behavior = AMMO_BALLISTIC
+ damage = 20
+ shrapnel_chance = 0
+ shell_speed = AMMO_SPEED_TIER_3//she fast af boi
+ penetration = ARMOR_PENETRATION_TIER_5
+
+/datum/ammo/bullet/shrapnel/hornet_rounds/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ M.AddComponent(/datum/component/bonus_damage_stack, 10, world.time)
+
+/datum/ammo/bullet/shrapnel/incendiary
+ name = "flaming shrapnel"
+ icon_state = "beanbag" // looks suprisingly a lot like flaming shrapnel chunks
+ flags_ammo_behavior = AMMO_STOPPED_BY_COVER
+
+ shell_speed = AMMO_SPEED_TIER_1
+ damage = 20
+ penetration = ARMOR_PENETRATION_TIER_4
+
+/datum/ammo/bullet/shrapnel/incendiary/set_bullet_traits()
+ . = ..()
+ LAZYADD(traits_to_give, list(
+ BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary)
+ ))
+
+/datum/ammo/bullet/shrapnel/metal
+ name = "metal shrapnel"
+ icon_state = "shrapnelshot_bit"
+ flags_ammo_behavior = AMMO_STOPPED_BY_COVER|AMMO_BALLISTIC
+ shell_speed = AMMO_SPEED_TIER_1
+ damage = 30
+ shrapnel_chance = 15
+ accuracy = HIT_ACCURACY_TIER_8
+ penetration = ARMOR_PENETRATION_TIER_4
+
+/datum/ammo/bullet/shrapnel/light // weak shrapnel
+ name = "light shrapnel"
+ icon_state = "shrapnel_light"
+
+ damage = 10
+ penetration = ARMOR_PENETRATION_TIER_1
+ shell_speed = AMMO_SPEED_TIER_1
+ shrapnel_chance = 0
+
+/datum/ammo/bullet/shrapnel/light/human
+ name = "human bone fragments"
+ icon_state = "shrapnel_human"
+
+ shrapnel_chance = 50
+ shrapnel_type = /obj/item/shard/shrapnel/bone_chips/human
+
+/datum/ammo/bullet/shrapnel/light/human/var1 // sprite variants
+ icon_state = "shrapnel_human1"
+
+/datum/ammo/bullet/shrapnel/light/human/var2 // sprite variants
+ icon_state = "shrapnel_human2"
+
+/datum/ammo/bullet/shrapnel/light/xeno
+ name = "alien bone fragments"
+ icon_state = "shrapnel_xeno"
+
+ shrapnel_chance = 50
+ shrapnel_type = /obj/item/shard/shrapnel/bone_chips/xeno
+
+/datum/ammo/bullet/shrapnel/spall // weak shrapnel
+ name = "spall"
+ icon_state = "shrapnel_light"
+
+ damage = 10
+ penetration = ARMOR_PENETRATION_TIER_1
+ shell_speed = AMMO_SPEED_TIER_1
+ shrapnel_chance = 0
+
+/datum/ammo/bullet/shrapnel/light/glass
+ name = "glass shrapnel"
+ icon_state = "shrapnel_glass"
+
+/datum/ammo/bullet/shrapnel/light/effect/ // no damage, but looks bright and neat
+ name = "sparks"
+
+ damage = 1 // Tickle tickle
+
+/datum/ammo/bullet/shrapnel/light/effect/ver1
+ icon_state = "shrapnel_bright1"
+
+/datum/ammo/bullet/shrapnel/light/effect/ver2
+ icon_state = "shrapnel_bright2"
+
+/datum/ammo/bullet/shrapnel/jagged
+ shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
+ accuracy = HIT_ACCURACY_TIER_MAX
+
+/datum/ammo/bullet/shrapnel/jagged/on_hit_mob(mob/M, obj/projectile/P)
+ if(isxeno(M))
+ M.apply_effect(0.4, SLOW)
+
+/*
+//========
+ CAS 30mm impacters
+//========
+*/
+/datum/ammo/bullet/shrapnel/gau //for the GAU to have a impact bullet instead of firecrackers
+ name = "30mm Multi-Purpose shell"
+
+ damage = 1 // ALL DAMAGE IS IN dropship_ammo SO WE CAN DEAL DAMAGE TO RESTING MOBS, these will still remain however so that we can get cause_data and status effects.
+ damage_type = BRUTE
+ penetration = ARMOR_PENETRATION_TIER_2
+ accuracy = HIT_ACCURACY_TIER_MAX
+ max_range = 0
+ shrapnel_chance = 100 //the least of your problems
+
+/datum/ammo/bullet/shrapnel/gau/at
+ name = "30mm Anti-Tank shell"
+
+ damage = 1 // ALL DAMAGE IS IN dropship_ammo SO WE CAN DEAL DAMAGE TO RESTING MOBS, these will still remain however so that we can get cause_data and status effects.
+ penetration = ARMOR_PENETRATION_TIER_8
+ accuracy = HIT_ACCURACY_TIER_MAX
diff --git a/code/datums/ammo/xeno.dm b/code/datums/ammo/xeno.dm
new file mode 100644
index 000000000000..75c78298fe4f
--- /dev/null
+++ b/code/datums/ammo/xeno.dm
@@ -0,0 +1,394 @@
+/*
+//======
+ Xeno Spits
+//======
+*/
+/datum/ammo/xeno
+ icon_state = "neurotoxin"
+ ping = "ping_x"
+ damage_type = TOX
+ flags_ammo_behavior = AMMO_XENO
+
+ ///used to make cooldown of the different spits vary.
+ var/added_spit_delay = 0
+ var/spit_cost
+
+ /// Should there be a windup for this spit?
+ var/spit_windup = FALSE
+
+ /// Should there be an additional warning while winding up? (do not put to true if there is not a windup)
+ var/pre_spit_warn = FALSE
+ accuracy = HIT_ACCURACY_TIER_8*2
+ max_range = 12
+
+/datum/ammo/xeno/toxin
+ name = "neurotoxic spit"
+ damage_falloff = 0
+ flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST
+ spit_cost = 25
+ var/effect_power = XENO_NEURO_TIER_4
+ var/datum/callback/neuro_callback
+
+ shell_speed = AMMO_SPEED_TIER_3
+ max_range = 7
+
+/datum/ammo/xeno/toxin/New()
+ ..()
+
+ neuro_callback = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(apply_neuro))
+
+/proc/apply_neuro(mob/living/M, power, insta_neuro)
+ if(skillcheck(M, SKILL_ENDURANCE, SKILL_ENDURANCE_MAX) && !insta_neuro)
+ M.visible_message(SPAN_DANGER("[M] withstands the neurotoxin!"))
+ return //endurance 5 makes you immune to weak neurotoxin
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ if(H.chem_effect_flags & CHEM_EFFECT_RESIST_NEURO || H.species.flags & NO_NEURO)
+ H.visible_message(SPAN_DANGER("[M] shrugs off the neurotoxin!"))
+ return //species like zombies or synths are immune to neurotoxin
+
+ if(!isxeno(M))
+ if(insta_neuro)
+ if(M.knocked_down < 3)
+ M.adjust_effect(1 * power, WEAKEN)
+ return
+
+ if(ishuman(M))
+ M.apply_effect(2.5, SUPERSLOW)
+ M.visible_message(SPAN_DANGER("[M]'s movements are slowed."))
+
+ var/no_clothes_neuro = FALSE
+
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ if(!H.wear_suit || H.wear_suit.slowdown == 0)
+ no_clothes_neuro = TRUE
+
+ if(no_clothes_neuro)
+ if(M.knocked_down < 5)
+ M.adjust_effect(1 * power, WEAKEN) // KD them a bit more
+ M.visible_message(SPAN_DANGER("[M] falls prone."))
+
+/proc/apply_scatter_neuro(mob/living/M)
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ if(skillcheck(M, SKILL_ENDURANCE, SKILL_ENDURANCE_MAX))
+ M.visible_message(SPAN_DANGER("[M] withstands the neurotoxin!"))
+ return //endurance 5 makes you immune to weak neuro
+ if(H.chem_effect_flags & CHEM_EFFECT_RESIST_NEURO || H.species.flags & NO_NEURO)
+ H.visible_message(SPAN_DANGER("[M] shrugs off the neurotoxin!"))
+ return
+
+ if(M.knocked_down < 0.7) // apply knockdown only if current knockdown is less than 0.7 second
+ M.apply_effect(0.7, WEAKEN)
+ M.visible_message(SPAN_DANGER("[M] falls prone."))
+
+/datum/ammo/xeno/toxin/on_hit_mob(mob/M,obj/projectile/P)
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ if(H.status_flags & XENO_HOST)
+ neuro_callback.Invoke(H, effect_power, TRUE)
+ return
+
+ neuro_callback.Invoke(M, effect_power, FALSE)
+
+/datum/ammo/xeno/toxin/medium //Spitter
+ name = "neurotoxic spatter"
+ spit_cost = 50
+ effect_power = 1
+
+ shell_speed = AMMO_SPEED_TIER_3
+
+/datum/ammo/xeno/toxin/queen
+ name = "neurotoxic spit"
+ spit_cost = 50
+ effect_power = 2
+
+ accuracy = HIT_ACCURACY_TIER_5*2
+ max_range = 6 - 1
+
+/datum/ammo/xeno/toxin/queen/on_hit_mob(mob/M,obj/projectile/P)
+ neuro_callback.Invoke(M, effect_power, TRUE)
+
+/datum/ammo/xeno/toxin/shotgun
+ name = "neurotoxic droplet"
+ flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST
+ bonus_projectiles_type = /datum/ammo/xeno/toxin/shotgun/additional
+
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_6
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_6
+ accurate_range = 5
+ max_range = 5
+ scatter = SCATTER_AMOUNT_NEURO
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_4
+
+/datum/ammo/xeno/toxin/shotgun/New()
+ ..()
+
+ neuro_callback = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(apply_scatter_neuro))
+
+/datum/ammo/xeno/toxin/shotgun/additional
+ name = "additional neurotoxic droplets"
+
+ bonus_projectiles_amount = 0
+
+/datum/ammo/xeno/acid
+ name = "acid spit"
+ icon_state = "xeno_acid"
+ sound_hit = "acid_hit"
+ sound_bounce = "acid_bounce"
+ damage_type = BURN
+ spit_cost = 25
+ flags_ammo_behavior = AMMO_ACIDIC|AMMO_XENO
+ accuracy = HIT_ACCURACY_TIER_5
+ damage = 20
+ max_range = 8 // 7 will disappear on diagonals. i love shitcode
+ penetration = ARMOR_PENETRATION_TIER_2
+ shell_speed = AMMO_SPEED_TIER_3
+
+/datum/ammo/xeno/acid/on_shield_block(mob/M, obj/projectile/P)
+ burst(M,P,damage_type)
+
+/datum/ammo/xeno/acid/on_hit_mob(mob/M, obj/projectile/P)
+ if(iscarbon(M))
+ var/mob/living/carbon/C = M
+ if(C.status_flags & XENO_HOST && HAS_TRAIT(C, TRAIT_NESTED) || C.stat == DEAD)
+ return FALSE
+ ..()
+
+/datum/ammo/xeno/acid/spatter
+ name = "acid spatter"
+
+ damage = 30
+ max_range = 6
+
+/datum/ammo/xeno/acid/spatter/on_hit_mob(mob/M, obj/projectile/P)
+ . = ..()
+ if(. == FALSE)
+ return
+
+ new /datum/effects/acid(M, P.firer)
+
+/datum/ammo/xeno/acid/praetorian
+ name = "acid splash"
+
+ accuracy = HIT_ACCURACY_TIER_10 + HIT_ACCURACY_TIER_5
+ max_range = 8
+ damage = 30
+ shell_speed = AMMO_SPEED_TIER_2
+ added_spit_delay = 0
+
+/datum/ammo/xeno/acid/dot
+ name = "acid spit"
+
+/datum/ammo/xeno/acid/prae_nade // Used by base prae's acid nade
+ name = "acid scatter"
+
+ flags_ammo_behavior = AMMO_STOPPED_BY_COVER
+ accuracy = HIT_ACCURACY_TIER_5
+ accurate_range = 32
+ max_range = 4
+ damage = 25
+ shell_speed = AMMO_SPEED_TIER_1
+ scatter = SCATTER_AMOUNT_TIER_6
+
+ apply_delegate = FALSE
+
+/datum/ammo/xeno/acid/prae_nade/on_hit_mob(mob/M, obj/projectile/P)
+ if (!ishuman(M))
+ return
+
+ var/mob/living/carbon/human/H = M
+
+ var/datum/effects/prae_acid_stacks/PAS = null
+ for (var/datum/effects/prae_acid_stacks/prae_acid_stacks in H.effects_list)
+ PAS = prae_acid_stacks
+ break
+
+ if (PAS == null)
+ PAS = new /datum/effects/prae_acid_stacks(H)
+ else
+ PAS.increment_stack_count()
+
+/datum/ammo/xeno/boiler_gas
+ name = "glob of neuro gas"
+ icon_state = "neuro_glob"
+ ping = "ping_x"
+ debilitate = list(2,2,0,1,11,12,1,10) // Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony
+ flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_EXPLOSIVE|AMMO_IGNORE_RESIST|AMMO_HITS_TARGET_TURF|AMMO_ACIDIC
+ var/datum/effect_system/smoke_spread/smoke_system
+ spit_cost = 200
+ pre_spit_warn = TRUE
+ spit_windup = 5 SECONDS
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_4
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_4
+ accuracy = HIT_ACCURACY_TIER_2
+ scatter = SCATTER_AMOUNT_TIER_4
+ shell_speed = 0.75
+ max_range = 16
+ /// range on the smoke in tiles from center
+ var/smokerange = 4
+ var/lifetime_mult = 1.0
+
+/datum/ammo/xeno/boiler_gas/New()
+ ..()
+ set_xeno_smoke()
+
+/datum/ammo/xeno/boiler_gas/Destroy()
+ qdel(smoke_system)
+ smoke_system = null
+ . = ..()
+
+/datum/ammo/xeno/boiler_gas/on_hit_mob(mob/moob, obj/projectile/proj)
+ if(iscarbon(moob))
+ var/mob/living/carbon/carbon = moob
+ if(carbon.status_flags & XENO_HOST && HAS_TRAIT(carbon, TRAIT_NESTED) || carbon.stat == DEAD)
+ return
+ var/datum/effects/neurotoxin/neuro_effect = locate() in moob.effects_list
+ if(!neuro_effect)
+ neuro_effect = new /datum/effects/neurotoxin(moob, proj.firer)
+ neuro_effect.duration += 5
+ moob.apply_effect(3, DAZE)
+ to_chat(moob, SPAN_HIGHDANGER("Neurotoxic liquid spreads all over you and immediately soaks into your pores and orifices! Oh fuck!")) // Fucked up but have a chance to escape rather than being game-ended
+ drop_nade(get_turf(proj), proj,TRUE)
+
+/datum/ammo/xeno/boiler_gas/on_hit_obj(obj/outbacksteakhouse, obj/projectile/proj)
+ drop_nade(get_turf(proj), proj)
+
+/datum/ammo/xeno/boiler_gas/on_hit_turf(turf/Turf, obj/projectile/proj)
+ if(Turf.density && isturf(proj.loc))
+ drop_nade(proj.loc, proj) //we don't want the gas globs to land on dense turfs, they block smoke expansion.
+ else
+ drop_nade(Turf, proj)
+
+/datum/ammo/xeno/boiler_gas/do_at_max_range(obj/projectile/proj)
+ drop_nade(get_turf(proj), proj)
+
+/datum/ammo/xeno/boiler_gas/proc/set_xeno_smoke(obj/projectile/proj)
+ smoke_system = new /datum/effect_system/smoke_spread/xeno_weaken()
+
+/datum/ammo/xeno/boiler_gas/proc/drop_nade(turf/turf, obj/projectile/proj)
+ var/lifetime_mult = 1.0
+ var/datum/cause_data
+ if(isboiler(proj.firer))
+ cause_data = proj.weapon_cause_data
+ smoke_system.set_up(smokerange, 0, turf, new_cause_data = cause_data)
+ smoke_system.lifetime = 12 * lifetime_mult
+ smoke_system.start()
+ turf.visible_message(SPAN_DANGER("A glob of acid lands with a splat and explodes into noxious fumes!"))
+
+
+/datum/ammo/xeno/boiler_gas/acid
+ name = "glob of acid gas"
+ icon_state = "acid_glob"
+ ping = "ping_x"
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_4
+ smokerange = 3
+
+
+/datum/ammo/xeno/boiler_gas/acid/set_xeno_smoke(obj/projectile/proj)
+ smoke_system = new /datum/effect_system/smoke_spread/xeno_acid()
+
+/datum/ammo/xeno/boiler_gas/acid/on_hit_mob(mob/moob, obj/projectile/proj)
+ if(iscarbon(moob))
+ var/mob/living/carbon/carbon = moob
+ if(carbon.status_flags & XENO_HOST && HAS_TRAIT(carbon, TRAIT_NESTED) || carbon.stat == DEAD)
+ return
+ to_chat(moob,SPAN_HIGHDANGER("Acid covers your body! Oh fuck!"))
+ playsound(moob,"acid_strike",75,1)
+ INVOKE_ASYNC(moob, TYPE_PROC_REF(/mob, emote), "pain") // why do I need this bullshit
+ new /datum/effects/acid(moob, proj.firer)
+ drop_nade(get_turf(proj), proj,TRUE)
+
+/datum/ammo/xeno/bone_chips
+ name = "bone chips"
+ icon_state = "shrapnel_light"
+ ping = null
+ flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_STOPPED_BY_COVER|AMMO_IGNORE_ARMOR
+ damage_type = BRUTE
+ bonus_projectiles_type = /datum/ammo/xeno/bone_chips/spread
+
+ damage = 8
+ max_range = 6
+ accuracy = HIT_ACCURACY_TIER_8
+ accuracy_var_low = PROJECTILE_VARIANCE_TIER_7
+ accuracy_var_high = PROJECTILE_VARIANCE_TIER_7
+ bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_7
+ shrapnel_type = /obj/item/shard/shrapnel/bone_chips
+ shrapnel_chance = 60
+
+/datum/ammo/xeno/bone_chips/on_hit_mob(mob/living/M, obj/projectile/P)
+ if(iscarbon(M))
+ var/mob/living/carbon/C = M
+ if((HAS_FLAG(C.status_flags, XENO_HOST) && HAS_TRAIT(C, TRAIT_NESTED)) || C.stat == DEAD)
+ return
+ if(ishuman_strict(M) || isxeno(M))
+ playsound(M, 'sound/effects/spike_hit.ogg', 25, 1, 1)
+ if(M.slowed < 3)
+ M.apply_effect(3, SLOW)
+
+/datum/ammo/xeno/bone_chips/spread
+ name = "small bone chips"
+
+ scatter = 30 // We want a wild scatter angle
+ max_range = 5
+ bonus_projectiles_amount = 0
+
+/datum/ammo/xeno/bone_chips/spread/short_range
+ name = "small bone chips"
+
+ max_range = 3 // Very short range
+
+/datum/ammo/xeno/bone_chips/spread/runner_skillshot
+ name = "bone chips"
+
+ scatter = 0
+ max_range = 5
+ damage = 10
+ shrapnel_chance = 0
+
+/datum/ammo/xeno/bone_chips/spread/runner/on_hit_mob(mob/living/M, obj/projectile/P)
+ if(iscarbon(M))
+ var/mob/living/carbon/C = M
+ if((HAS_FLAG(C.status_flags, XENO_HOST) && HAS_TRAIT(C, TRAIT_NESTED)) || C.stat == DEAD)
+ return
+ if(ishuman_strict(M) || isxeno(M))
+ playsound(M, 'sound/effects/spike_hit.ogg', 25, 1, 1)
+ if(M.slowed < 6)
+ M.apply_effect(6, SLOW)
+
+/datum/ammo/xeno/oppressor_tail
+ name = "tail hook"
+ icon_state = "none"
+ ping = null
+ flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_STOPPED_BY_COVER|AMMO_IGNORE_ARMOR
+ damage_type = BRUTE
+
+ damage = XENO_DAMAGE_TIER_5
+ max_range = 4
+ accuracy = HIT_ACCURACY_TIER_MAX
+
+/datum/ammo/xeno/oppressor_tail/on_bullet_generation(obj/projectile/generated_projectile, mob/bullet_generator)
+ //The projectile has no icon, so the overlay shows up in FRONT of the projectile, and the beam connects to it in the middle.
+ var/image/hook_overlay = new(icon = 'icons/effects/beam.dmi', icon_state = "oppressor_tail_hook", layer = BELOW_MOB_LAYER)
+ generated_projectile.overlays += hook_overlay
+
+/datum/ammo/xeno/oppressor_tail/on_hit_mob(mob/target, obj/projectile/fired_proj)
+ var/mob/living/carbon/xenomorph/xeno_firer = fired_proj.firer
+ if(xeno_firer.can_not_harm(target))
+ return
+
+ shake_camera(target, 5, 0.1 SECONDS)
+ var/obj/effect/beam/tail_beam = fired_proj.firer.beam(target, "oppressor_tail", 'icons/effects/beam.dmi', 0.5 SECONDS, 5)
+ var/image/tail_image = image('icons/effects/status_effects.dmi', "hooked")
+ target.overlays += tail_image
+
+ new /datum/effects/xeno_slow(target, fired_proj.firer, ttl = 0.5 SECONDS)
+ target.apply_effect(0.5, STUN)
+ INVOKE_ASYNC(target, TYPE_PROC_REF(/atom/movable, throw_atom), fired_proj.firer, get_dist(fired_proj.firer, target)-1, SPEED_VERY_FAST)
+
+ qdel(tail_beam)
+ addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/ammo/xeno/oppressor_tail, remove_tail_overlay), target, tail_image), 0.5 SECONDS) //needed so it can actually be seen as it gets deleted too quickly otherwise.
+
+/datum/ammo/xeno/oppressor_tail/proc/remove_tail_overlay(mob/overlayed_mob, image/tail_image)
+ overlayed_mob.overlays -= tail_image
diff --git a/code/datums/components/autofire/autofire.dm b/code/datums/components/autofire/autofire.dm
index 2b9401e8d346..455fb70a9fa1 100644
--- a/code/datums/components/autofire/autofire.dm
+++ b/code/datums/components/autofire/autofire.dm
@@ -82,6 +82,8 @@
/datum/component/automatedfire/autofire/proc/initiate_shot()
SIGNAL_HANDLER
if(shooting)//if we are already shooting, it means the shooter is still on cooldown
+ if(bursting && (world.time > (next_fire + (burstfire_shot_delay * burst_shots_to_fire))))
+ hard_reset()
return
shooting = TRUE
process_shot()
@@ -123,19 +125,19 @@
if(GUN_FIREMODE_BURSTFIRE)
shots_fired++
if(shots_fired == burst_shots_to_fire)
- callback_bursting.Invoke(FALSE)
- callback_display_ammo.Invoke()
+ callback_bursting?.Invoke(FALSE)
+ callback_display_ammo?.Invoke()
bursting = FALSE
stop_firing()
if(have_to_reset_at_burst_end)//We failed to reset because we were bursting, we do it now
- callback_reset_fire.Invoke()
+ callback_reset_fire?.Invoke()
have_to_reset_at_burst_end = FALSE
return
- callback_bursting.Invoke(TRUE)
+ callback_bursting?.Invoke(TRUE)
bursting = TRUE
next_fire = world.time + burstfire_shot_delay
if(GUN_FIREMODE_AUTOMATIC)
- callback_set_firing.Invoke(TRUE)
+ callback_set_firing?.Invoke(TRUE)
next_fire = world.time + (auto_fire_shot_delay * automatic_delay_mult)
if(GUN_FIREMODE_SEMIAUTO)
return
diff --git a/code/datums/components/cell.dm b/code/datums/components/cell.dm
new file mode 100644
index 000000000000..81ef3733e2e2
--- /dev/null
+++ b/code/datums/components/cell.dm
@@ -0,0 +1,202 @@
+#define UNLIMITED_CHARGE -1
+#define UNLIMITED_DISTANCE -1
+
+/datum/component/cell
+ dupe_mode = COMPONENT_DUPE_UNIQUE
+ /// Maximum charge of the power cell, set to -1 for infinite charge
+ var/max_charge = 10000
+ /// Initial max charge of the power cell
+ var/initial_max_charge
+ /// Current charge of power cell
+ var/charge = 10000
+ /// If the component can be recharged by hitting its parent with a cell
+ var/hit_charge = FALSE
+ /// The maximum amount that can be recharged per tick when using a cell to recharge this component
+ var/max_recharge_tick = 400
+ /// If draining charge on process(), how much to drain per process call
+ var/charge_drain = 10
+ /// If the parent should show cell charge on examine
+ var/display_charge = TRUE
+ /// From how many tiles at the highest someone can examine the parent to see the charge
+ var/charge_examine_range = 1
+ /// If the component requires a cell to be inserted to work instead of having an integrated one
+ var/cell_insert = FALSE
+ /// Ref to an inserted cell. Should only be null if cell_insert is false
+ var/obj/item/cell/inserted_cell
+
+
+/datum/component/cell/Initialize(
+ max_charge = 10000,
+ hit_charge = FALSE,
+ max_recharge_tick = 400,
+ charge_drain = 10,
+ display_charge = TRUE,
+ charge_examine_range = 1,
+ cell_insert = FALSE,
+ )
+
+ . = ..()
+ if(!isatom(parent))
+ return COMPONENT_INCOMPATIBLE
+
+ src.max_charge = max_charge
+ charge = max_charge
+ src.hit_charge = hit_charge
+ src.max_recharge_tick = max_recharge_tick
+ src.charge_drain = charge_drain
+ src.display_charge = display_charge
+ src.charge_examine_range = charge_examine_range
+ src.cell_insert = cell_insert
+
+/datum/component/cell/Destroy(force, silent)
+ QDEL_NULL(inserted_cell)
+ return ..()
+
+
+/datum/component/cell/RegisterWithParent()
+ ..()
+ RegisterSignal(parent, list(COMSIG_PARENT_ATTACKBY, COMSIG_ITEM_ATTACKED), PROC_REF(on_object_hit))
+ RegisterSignal(parent, COMSIG_CELL_ADD_CHARGE, PROC_REF(add_charge))
+ RegisterSignal(parent, COMSIG_CELL_USE_CHARGE, PROC_REF(use_charge))
+ RegisterSignal(parent, COMSIG_CELL_CHECK_CHARGE, PROC_REF(has_charge))
+ RegisterSignal(parent, COMSIG_CELL_START_TICK_DRAIN, PROC_REF(start_drain))
+ RegisterSignal(parent, COMSIG_CELL_STOP_TICK_DRAIN, PROC_REF(stop_drain))
+ RegisterSignal(parent, COMSIG_CELL_REMOVE_CELL, PROC_REF(remove_cell))
+ RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
+ RegisterSignal(parent, COMSIG_ATOM_EMP_ACT, PROC_REF(on_emp))
+
+/datum/component/cell/process()
+ use_charge(null, charge_drain)
+
+/datum/component/cell/proc/on_emp(datum/source, severity)
+ SIGNAL_HANDLER
+
+ use_charge(null, round(max_charge / severity))
+
+/datum/component/cell/proc/start_drain(datum/source)
+ SIGNAL_HANDLER
+
+ START_PROCESSING(SSobj, src)
+
+/datum/component/cell/proc/stop_drain(datum/source)
+ SIGNAL_HANDLER
+
+ STOP_PROCESSING(SSobj, src)
+
+/datum/component/cell/proc/on_examine(datum/source, mob/examiner, list/examine_text)
+ SIGNAL_HANDLER
+
+ if(!display_charge)
+ return
+
+ if((charge_examine_range != UNLIMITED_DISTANCE) && get_dist(examiner, parent) > charge_examine_range)
+ return
+
+ examine_text += "A small gauge in the corner reads \"Power: [round(100 * charge / max_charge)]%\"."
+
+/datum/component/cell/proc/on_object_hit(datum/source, obj/item/cell/attack_obj, mob/living/attacker, params)
+ SIGNAL_HANDLER
+
+ if(!hit_charge || !istype(attack_obj))
+ return
+
+ if(!cell_insert)
+ INVOKE_ASYNC(src, PROC_REF(charge_from_cell), attack_obj, attacker)
+
+ else
+ insert_cell(attack_obj, attacker)
+
+ return COMPONENT_NO_AFTERATTACK|COMPONENT_CANCEL_ITEM_ATTACK
+
+/datum/component/cell/proc/insert_cell(obj/item/cell/power_cell, mob/living/user)
+ if(inserted_cell)
+ to_chat(user, SPAN_WARNING("There's already a power cell in [parent]!"))
+ return
+
+ if(SEND_SIGNAL(parent, COMSIG_CELL_TRY_INSERT_CELL) & COMPONENT_CANCEL_CELL_INSERT)
+ return
+
+ power_cell.drop_to_floor(user)
+ power_cell.forceMove(parent)
+ inserted_cell = power_cell
+ charge = power_cell.charge
+ max_charge = power_cell.maxcharge
+
+/datum/component/cell/proc/remove_cell(mob/living/user)
+ SIGNAL_HANDLER
+
+ user.put_in_hands(inserted_cell, TRUE)
+ to_chat(user, SPAN_NOTICE("You remove [inserted_cell] from [parent]."))
+ inserted_cell = null
+ max_charge = initial_max_charge
+ charge = 0
+
+/datum/component/cell/proc/charge_from_cell(obj/item/cell/power_cell, mob/living/user)
+ if(max_charge == UNLIMITED_CHARGE)
+ to_chat(user, SPAN_WARNING("[parent] doesn't need more power."))
+ return
+
+ while(charge < max_charge)
+ if(SEND_SIGNAL(parent, COMSIG_CELL_TRY_RECHARGING, user) & COMPONENT_CELL_NO_RECHARGE)
+ return
+
+ if(power_cell.charge <= 0)
+ to_chat(user, SPAN_WARNING("[power_cell] is completely dry."))
+ return
+
+ if(!do_after(user, 1 SECONDS, (INTERRUPT_ALL & (~INTERRUPT_MOVED)), BUSY_ICON_BUILD, power_cell, INTERRUPT_DIFF_LOC))
+ to_chat(user, SPAN_WARNING("You were interrupted."))
+ return
+
+ if(power_cell.charge <= 0)
+ return
+
+ var/to_transfer = min(max_recharge_tick, power_cell.charge, (max_charge - charge))
+ if(power_cell.use(to_transfer))
+ add_charge(null, to_transfer)
+ to_chat(user, "You transfer some power between [power_cell] and [parent]. The gauge now reads: [round(100 * charge / max_charge)]%.")
+
+/datum/component/cell/proc/add_charge(datum/source, charge_add = 0)
+ SIGNAL_HANDLER
+
+ if(max_charge == UNLIMITED_CHARGE)
+ return
+
+ if(!charge_add)
+ return
+
+ charge = clamp(charge + charge_add, 0, max_charge)
+
+/datum/component/cell/proc/use_charge(datum/source, charge_use = 0)
+ SIGNAL_HANDLER
+
+ if(max_charge == UNLIMITED_CHARGE)
+ return
+
+ if(!charge_use)
+ return
+
+ if(!charge)
+ return COMPONENT_CELL_NO_USE_CHARGE
+
+ charge = clamp(charge - charge_use, 0, max_charge)
+
+ if(!charge)
+ on_charge_empty()
+ return
+
+/datum/component/cell/proc/has_charge(datum/source, charge_amount = 0)
+ SIGNAL_HANDLER
+
+ if(!charge)
+ return COMPONENT_CELL_CHARGE_INSUFFICIENT
+
+ if(charge < charge_amount)
+ return COMPONENT_CELL_CHARGE_INSUFFICIENT
+
+/datum/component/cell/proc/on_charge_empty()
+ stop_drain()
+ SEND_SIGNAL(parent, COMSIG_CELL_OUT_OF_CHARGE)
+
+#undef UNLIMITED_CHARGE
+#undef UNLIMITED_DISTANCE
diff --git a/code/datums/components/crate_tag.dm b/code/datums/components/crate_tag.dm
new file mode 100644
index 000000000000..379df82a2084
--- /dev/null
+++ b/code/datums/components/crate_tag.dm
@@ -0,0 +1,36 @@
+/datum/component/crate_tag
+ dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
+ /// The crate tag used for notifications and as label
+ var/name
+
+/datum/component/crate_tag/Initialize(name, obj/structure/closet/crate/masquarade_type)
+ var/obj/structure/closet/crate/crate = parent
+ if(!istype(crate))
+ return COMPONENT_INCOMPATIBLE
+ setup(name, masquarade_type)
+ RegisterSignal(parent, COMSIG_STRUCTURE_CRATE_SQUAD_LAUNCHED, PROC_REF(notify_squad))
+
+/datum/component/crate_tag/InheritComponent(datum/component/C, i_am_original, name, obj/structure/closet/crate/masquarade_type)
+ . = ..()
+ setup(name, masquarade_type)
+
+/datum/component/crate_tag/proc/setup(name, obj/structure/closet/crate/masquarade_type)
+ var/obj/structure/closet/crate/crate = parent
+ if(masquarade_type)
+ crate.name = initial(masquarade_type.name)
+ crate.desc = initial(masquarade_type.desc)
+ crate.icon_opened = initial(masquarade_type.icon_opened)
+ crate.icon_closed = initial(masquarade_type.icon_closed)
+ if(crate.opened)
+ crate.icon_state = crate.icon_opened
+ else
+ crate.icon_state = crate.icon_closed
+ if(name)
+ parent.AddComponent(/datum/component/label, name)
+ src.name = name // Keep it around additionally for notifications
+
+/// Handler to notify an overwatched squad that this crate has been dropped for them
+/datum/component/crate_tag/proc/notify_squad(datum/source, datum/squad/squad)
+ SIGNAL_HANDLER
+ squad.send_message("'[name]' supply drop incoming. Heads up!")
+ squad.send_maptext(name, "Incoming Supply Drop:")
diff --git a/code/datums/components/weed_food.dm b/code/datums/components/weed_food.dm
index ce6c17e0af95..16be8665f55b 100644
--- a/code/datums/components/weed_food.dm
+++ b/code/datums/components/weed_food.dm
@@ -259,7 +259,7 @@
active = FALSE
merged = TRUE
- parent_mob.density = FALSE
+ ADD_TRAIT(parent_mob, TRAIT_UNDENSE, XENO_WEED_TRAIT)
parent_mob.anchored = TRUE
parent_mob.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
parent_mob.plane = FLOOR_PLANE
diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm
index 404ab3c43b1f..353c69d72e49 100644
--- a/code/datums/datacore.dm
+++ b/code/datums/datacore.dm
@@ -133,6 +133,9 @@ GLOBAL_DATUM_INIT(data_core, /datum/datacore, new)
continue
dept_flags |= FLAG_SHOW_MARINES
squad_sublists[squad_name] = TRUE
+ ///If it is a real squad in the USCM squad list to prevent the crew manifest from breaking
+ if(!(squad_name in ROLES_SQUAD_ALL))
+ continue
LAZYSET(marines_by_squad[squad_name][real_rank], name, rank)
//here we fill manifest
diff --git a/code/datums/datum.dm b/code/datums/datum.dm
index b26c6afe4d91..7d497785a72a 100644
--- a/code/datums/datum.dm
+++ b/code/datums/datum.dm
@@ -19,8 +19,8 @@
/// Active timers with this datum as the target
var/list/active_timers
- /// Status traits attached.
- var/list/status_traits
+ /// Status traits attached to this datum. associative list of the form: list(trait name (string) = list(source1, source2, source3,...))
+ var/list/_status_traits
/**
* Components attached to this datum
diff --git a/code/datums/disease.dm b/code/datums/disease.dm
index e9c399c7b8bf..d2f466ebeb39 100644
--- a/code/datums/disease.dm
+++ b/code/datums/disease.dm
@@ -121,17 +121,17 @@ var/list/diseases = typesof(/datum/disease) - /datum/disease
check_range = 1 // everything else, like infect-on-contact things, only infect things on top of it
if(isturf(source.loc))
- for(var/mob/living/carbon/M in oview(check_range, source))
- if(isturf(M.loc))
- if(AStar(source.loc, M.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance, check_range))
- M.contract_disease(src, 0, 1, force_spread)
+ for(var/mob/living/carbon/victim in oview(check_range, source))
+ if(isturf(victim.loc))
+ if(AStar(source.loc, victim.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance, check_range))
+ victim.contract_disease(src, 0, 1, force_spread)
return
/datum/disease/process()
if(!holder)
- active_diseases -= src
+ SSdisease.all_diseases -= src
return
if(prob(65))
spread(holder)
@@ -173,12 +173,10 @@ var/list/diseases = typesof(/datum/disease) - /datum/disease
var/mob/living/carbon/human/H = affected_mob
H.med_hud_set_status()
-
-
/datum/disease/New(process=TRUE)//process = 1 - adding the object to global list. List is processed by master controller.
cure_list = list(cure_id) // to add more cures, add more vars to this list in the actual disease's New()
if(process) // Viruses in list are considered active.
- active_diseases += src
+ SSdisease.all_diseases += src
initial_spread = spread
/datum/disease/proc/IsSame(datum/disease/D)
@@ -193,5 +191,5 @@ var/list/diseases = typesof(/datum/disease) - /datum/disease
/datum/disease/Destroy()
affected_mob = null
holder = null
- active_diseases -= src
+ SSdisease.all_diseases -= src
. = ..()
diff --git a/code/datums/diseases/advance/advance.dm b/code/datums/diseases/advance/advance.dm
index 6440c9734374..ad4703ba65fe 100644
--- a/code/datums/diseases/advance/advance.dm
+++ b/code/datums/diseases/advance/advance.dm
@@ -391,7 +391,7 @@ var/list/advance_cures = list(
D.AssignName(new_name)
D.Refresh()
- for(var/datum/disease/advance/AD in active_diseases)
+ for(var/datum/disease/advance/AD in SSdisease.all_diseases)
AD.Refresh()
for(var/mob/living/carbon/human/H in shuffle(GLOB.alive_mob_list.Copy()))
@@ -409,7 +409,7 @@ var/list/advance_cures = list(
/*
/mob/verb/test()
- for(var/datum/disease/D in active_diseases)
+ for(var/datum/disease/D in SSdisease.all_diseases)
to_chat(src, "[D.name] - [D.holder]")
*/
diff --git a/code/datums/diseases/black_goo.dm b/code/datums/diseases/black_goo.dm
index 38a26f3648c7..d4d9b6f50996 100644
--- a/code/datums/diseases/black_goo.dm
+++ b/code/datums/diseases/black_goo.dm
@@ -211,6 +211,15 @@
. = ..()
reagents.add_reagent("antiZed", 30)
+/obj/item/reagent_container/glass/bottle/labeled_black_goo_cure
+ name = "\"Pathogen\" cure bottle"
+ desc = "The bottle has a biohazard symbol on the front, and has a label, designating its use against Agent A0-3959X.91–15, colloquially known as the \"Black Goo\"."
+ icon_state = "bottle20"
+
+/obj/item/reagent_container/glass/bottle/labeled_black_goo_cure/Initialize()
+ . = ..()
+ reagents.add_reagent("antiZed", 60)
+
/datum/language/zombie
name = "Zombie"
desc = "A growling, guttural method of communication, only Zombies seem to be capable of producing these sounds."
diff --git a/code/datums/diseases/mob_procs.dm b/code/datums/diseases/mob_procs.dm
index 7f9704c46f47..c27efecdff84 100644
--- a/code/datums/diseases/mob_procs.dm
+++ b/code/datums/diseases/mob_procs.dm
@@ -80,9 +80,6 @@
passed = check_disease_pass_clothes(target_zone)
- if(!passed && spread_type == AIRBORNE && !internal)
- passed = (prob((50*virus.permeability_mod) - 1))
-
if(passed)
AddDisease(virus)
@@ -111,36 +108,39 @@
/mob/living/carbon/human/check_disease_pass_clothes(target_zone)
var/obj/item/clothing/Cl
+ var/protection = 0
switch(target_zone)
if(1)
if(isobj(head) && !istype(head, /obj/item/paper))
Cl = head
- . = prob((Cl.permeability_coefficient*100) - 1)
- if(. && wear_mask)
- . = prob((Cl.permeability_coefficient*100) - 1)
+ protection += (Cl.permeability_coefficient*100)-100
+ if(isobj(wear_mask))
+ Cl = wear_mask
+ protection += (Cl.permeability_coefficient*100)-100
if(2)//arms and legs included
if(isobj(wear_suit))
Cl = wear_suit
- . = prob((Cl.permeability_coefficient*100) - 1)
- if(. && isobj(WEAR_BODY))
+ protection += (Cl.permeability_coefficient*100)-100
+ if(isobj(WEAR_BODY))
Cl = WEAR_BODY
- . = prob((Cl.permeability_coefficient*100) - 1)
+ protection += (Cl.permeability_coefficient*100)-100
if(3)
if(isobj(wear_suit) && wear_suit.flags_armor_protection & BODY_FLAG_HANDS)
Cl = wear_suit
- . = prob((Cl.permeability_coefficient*100) - 1)
+ protection += (Cl.permeability_coefficient*100)-100
- if(. && isobj(gloves))
+ if(isobj(gloves))
Cl = gloves
- . = prob((Cl.permeability_coefficient*100) - 1)
+ protection += (Cl.permeability_coefficient*100)-100
if(4)
if(isobj(wear_suit) && wear_suit.flags_armor_protection & BODY_FLAG_FEET)
Cl = wear_suit
- . = prob((Cl.permeability_coefficient*100) - 1)
+ protection += (Cl.permeability_coefficient*100)-100
- if(. && isobj(shoes))
+ if(isobj(shoes))
Cl = shoes
- . = prob((Cl.permeability_coefficient*100) - 1)
+ protection += (Cl.permeability_coefficient*100)-100
else
to_chat(src, "Something bad happened with disease target zone code, tell a dev or admin ")
+ return prob(clamp(protection, 5, 90))
diff --git a/code/datums/effects/xeno_strains/boiler_trap.dm b/code/datums/effects/xeno_strains/boiler_trap.dm
index 61451391e816..1833b9641a9a 100644
--- a/code/datums/effects/xeno_strains/boiler_trap.dm
+++ b/code/datums/effects/xeno_strains/boiler_trap.dm
@@ -4,19 +4,17 @@
effect_name = "boiler trap"
duration = null
flags = INF_DURATION
- /// Ghetto flag indicating whether we actually placed the freeze or not, until we have an actual effects system
- var/freezer = FALSE
/datum/effects/boiler_trap/New(atom/A, mob/from, last_dmg_source, zone)
. = ..()
if(!QDELETED(src))
var/mob/M = affected_atom
- freezer = M.freeze()
+ ADD_TRAIT(M, TRAIT_IMMOBILIZED, TRAIT_SOURCE_ABILITY(effect_name))
/datum/effects/boiler_trap/Destroy(force)
- if(ismob(affected_atom) && freezer)
+ if(ismob(affected_atom))
var/mob/M = affected_atom
- M.unfreeze()
+ REMOVE_TRAIT(M, TRAIT_IMMOBILIZED, TRAIT_SOURCE_ABILITY(effect_name))
return ..()
/datum/effects/boiler_trap/validate_atom(atom/A)
@@ -29,7 +27,5 @@
. = ..()
if(!.) return FALSE
var/mob/M = affected_atom
- if(M.frozen) return TRUE
- if(!freezer)
- freezer = M.freeze()
+ ADD_TRAIT(M, TRAIT_IMMOBILIZED, TRAIT_SOURCE_ABILITY(effect_name))
return TRUE
diff --git a/code/datums/emergency_calls/cbrn.dm b/code/datums/emergency_calls/cbrn.dm
new file mode 100644
index 000000000000..3a6b1c640632
--- /dev/null
+++ b/code/datums/emergency_calls/cbrn.dm
@@ -0,0 +1,80 @@
+/datum/emergency_call/cbrn
+ name = "CBRN (Squad)"
+ arrival_message = "A CBRN squad has been dispatched to your ship. Stand by."
+ objectives = "Handle the chemical, biological, radiological, or nuclear threat. Further orders may be provided."
+ mob_min = 3
+ mob_max = 5
+ max_heavies = 0
+ max_smartgunners = 0
+
+/datum/emergency_call/cbrn/create_member(datum/mind/new_mind, turf/override_spawn_loc)
+ var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
+
+ if(!istype(spawn_loc))
+ return //Didn't find a useable spawn point.
+
+ var/mob/living/carbon/human/mob = new(spawn_loc)
+ new_mind.transfer_to(mob, TRUE)
+
+ if(!leader && HAS_FLAG(mob.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(mob.client, JOB_SQUAD_LEADER, time_required_for_job))
+ leader = mob
+ arm_equipment(mob, /datum/equipment_preset/uscm/cbrn/leader, TRUE, TRUE)
+ to_chat(mob, SPAN_ROLE_HEADER("You are the CBRN Fireteam Leader!"))
+
+ else if(medics < max_medics && HAS_FLAG(mob.client.prefs.toggles_ert, PLAY_MEDIC) && check_timelock(mob.client, JOB_SQUAD_MEDIC, time_required_for_job))
+ medics++
+ arm_equipment(mob, /datum/equipment_preset/uscm/cbrn/medic, TRUE, TRUE)
+ to_chat(mob, SPAN_ROLE_HEADER("You are the CBRN Squad Medic!"))
+
+ else if(engineers < max_engineers && HAS_FLAG(mob.client.prefs.toggles_ert, PLAY_ENGINEER) && check_timelock(mob.client, JOB_SQUAD_ENGI, time_required_for_job))
+ engineers++
+ arm_equipment(mob, /datum/equipment_preset/uscm/cbrn/engineer, TRUE, TRUE)
+ to_chat(mob, SPAN_ROLE_HEADER("You are the CBRN Squad Engineer!"))
+
+ else
+ arm_equipment(mob, /datum/equipment_preset/uscm/cbrn/standard, TRUE, TRUE)
+ to_chat(mob, SPAN_ROLE_HEADER("You are a CBRN Squad Rifleman!"))
+
+ to_chat(mob, SPAN_ROLE_BODY("You are a member of the USCM's CBRN. The CBRN is a force that specializes in handling chemical, biological, radiological, and nuclear threats."))
+ addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
+
+/datum/emergency_call/cbrn/ert
+ name = "CBRN (Distress)"
+ arrival_message = "Your distress signal has been received and we are dispatching the nearest CBRN squad to board with you now. Stand by."
+ probability = 10
+
+/datum/emergency_call/cbrn/ert/New()
+ ..()
+ objectives = "Investigate the distress signal aboard the [MAIN_SHIP_NAME]."
+
+/datum/emergency_call/cbrn/specialists
+ name = "CBRN (Specialists)"
+ mob_min = 2
+ mob_max = 5
+ max_engineers = 0
+ max_medics = 0
+
+/datum/emergency_call/cbrn/specialists/New()
+ var/cbrn_ship_name = "Unit [pick(nato_phonetic_alphabet)]-[rand(1, 99)]"
+ arrival_message = "[MAIN_SHIP_NAME], CBRN [cbrn_ship_name] has been dispatched. Follow all orders provided by [cbrn_ship_name]."
+ objectives = "You are a specialist team in [cbrn_ship_name] dispatched to quell a threat to [MAIN_SHIP_NAME]. Further orders may be provided."
+
+/datum/emergency_call/cbrn/specialists/create_member(datum/mind/new_mind, turf/override_spawn_loc)
+ var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
+
+ if(!istype(spawn_loc))
+ return //Didn't find a useable spawn point.
+
+ var/mob/living/carbon/human/mob = new(spawn_loc)
+ new_mind.transfer_to(mob, TRUE)
+
+ if(!leader && HAS_FLAG(mob.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(mob.client, JOB_SQUAD_LEADER, time_required_for_job))
+ leader = mob
+ arm_equipment(mob, /datum/equipment_preset/uscm/cbrn/specialist/lead, TRUE, TRUE)
+ to_chat(mob, SPAN_ROLE_HEADER("You are the CBRN Specialist Squad Leader!"))
+ else
+ arm_equipment(mob, /datum/equipment_preset/uscm/cbrn/specialist, TRUE, TRUE)
+ to_chat(mob, SPAN_ROLE_HEADER("You are a CBRN Specialist!"))
+
+ to_chat(mob, SPAN_ROLE_BODY("You are a member of the USCM's CBRN. The CBRN is a force that specializes in handling chemical, biological, radiological, and nuclear threats."))
+ addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
diff --git a/code/datums/emergency_calls/cmb.dm b/code/datums/emergency_calls/cmb.dm
index 52da1c967a00..a49c0a4ce273 100644
--- a/code/datums/emergency_calls/cmb.dm
+++ b/code/datums/emergency_calls/cmb.dm
@@ -100,6 +100,19 @@
to_chat(M, SPAN_BOLD("Corporate Officers chase after paychecks and promotions, but you are motivated to do your sworn duty and care for the population, no matter how far or isolated a colony may be."))
to_chat(M, SPAN_BOLD("Despite being stretched thin, the stalwart oath of the Marshals has continued to keep communities safe, with the CMB well respected by many. You are a representation of that oath, serve with distinction."))
+
+// A Nearby Colonial Marshal patrol team responding to Marshals in Distress.
+/datum/emergency_call/cmb/alt
+ name = "CMB - Patrol Team - Marshals in Distress (Friendly)"
+ mob_max = 5
+ mob_min = 1
+ probability = 0
+
+/datum/emergency_call/cmb/alt/New()
+ ..()
+ arrival_message = "CMB Team, this is Anchorpoint Station. We have confirmed you are in distress. Routing nearby units to assist!"
+ objectives = "Patrol Unit 5807, we have nearby Marshals in Distress! Locate and assist them immediately."
+
// Anchorpoint Station Colonial Marines, use this primarily for reinforcing or evacuating the CMB, as the CMB themselves are not equipped to handle heavy engagements.
/datum/emergency_call/cmb/anchorpoint
name = "CMB - Anchorpoint Station Colonial Marine QRF (Friendly)"
@@ -113,7 +126,7 @@
/datum/emergency_call/cmb/anchorpoint/New()
..()
arrival_message = "[MAIN_SHIP_NAME], this is Anchorpoint Station. Be advised, a QRF Team of our Colonial Marines is currently attempting to board you. Open your ports, transmitting docking codes now. Standby."
- objectives = "QRF Team. You are here to reinforce the cmb team we deployed earlier. Make contact and work with the CMB Marshal and their deputies. Facilitate their protection and evacuation if necessary. Secondary Objective: Investigate the reason for distress aboard the [MAIN_SHIP_NAME], and assist the crew if possible."
+ objectives = "QRF Team. You are here to reinforce the CMB team we deployed earlier. Make contact and work with the CMB Marshal and their deputies. Facilitate their protection and evacuation if necessary. Secondary Objective: Investigate the reason for distress aboard the [MAIN_SHIP_NAME], and assist the crew if possible."
/datum/emergency_call/cmb/anchorpoint/create_member(datum/mind/M, turf/override_spawn_loc)
var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
diff --git a/code/datums/emergency_calls/cryo_marines.dm b/code/datums/emergency_calls/cryo_marines.dm
index 7ed61852e9bf..19f73a9843ce 100644
--- a/code/datums/emergency_calls/cryo_marines.dm
+++ b/code/datums/emergency_calls/cryo_marines.dm
@@ -13,7 +13,7 @@
var/leaders = 0
spawn_max_amount = TRUE
-/datum/emergency_call/cryo_squad/spawn_candidates(announce, override_spawn_loc, announce_dispatch_message)
+/datum/emergency_call/cryo_squad/spawn_candidates(quiet_launch, announce_incoming, override_spawn_loc)
var/datum/squad/marine/cryo/cryo_squad = RoleAuthority.squads_by_type[/datum/squad/marine/cryo]
leaders = cryo_squad.num_leaders
. = ..()
diff --git a/code/datums/emergency_calls/cryo_marines_heavy.dm b/code/datums/emergency_calls/cryo_marines_heavy.dm
index 70ce52443573..f4fe3c9f2a57 100644
--- a/code/datums/emergency_calls/cryo_marines_heavy.dm
+++ b/code/datums/emergency_calls/cryo_marines_heavy.dm
@@ -16,7 +16,7 @@
var/leaders = 0
-/datum/emergency_call/cryo_squad_equipped/spawn_candidates(announce, override_spawn_loc, announce_dispatch_message)
+/datum/emergency_call/cryo_squad_equipped/spawn_candidates(quiet_launch, announce_incoming, override_spawn_loc)
var/datum/squad/marine/cryo/cryo_squad = RoleAuthority.squads_by_type[/datum/squad/marine/cryo]
leaders = cryo_squad.num_leaders
. = ..()
diff --git a/code/datums/emergency_calls/deathsquad.dm b/code/datums/emergency_calls/deathsquad.dm
index 0bfab8fbf2b7..1cd5bdef6713 100644
--- a/code/datums/emergency_calls/deathsquad.dm
+++ b/code/datums/emergency_calls/deathsquad.dm
@@ -3,7 +3,7 @@
//Weyland-Yutani Deathsquad - W-Y Deathsquad. Event only
/datum/emergency_call/death
- name = "Weyland Whiteout Operators"
+ name = "Weyland Whiteout Operators (!DEATHSQUAD!)"
mob_max = 8
mob_min = 5
arrival_message = "'!`2*%slau#*jer t*h$em a!l%. le&*ve n(o^ w&*nes%6es.*v$e %#d ou^'"
@@ -18,41 +18,76 @@
// DEATH SQUAD--------------------------------------------------------------------------------
-/datum/emergency_call/death/create_member(datum/mind/M, turf/override_spawn_loc)
+/datum/emergency_call/death/create_member(datum/mind/player, turf/override_spawn_loc)
var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
if(!istype(spawn_loc))
return //Didn't find a useable spawn point.
- var/mob/living/carbon/human/H = new(spawn_loc)
- M.transfer_to(H, TRUE)
+ var/mob/living/carbon/human/person = new(spawn_loc)
+ player.transfer_to(person, TRUE)
- if(!leader && HAS_FLAG(H.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(H.client, JOB_SQUAD_LEADER, time_required_for_job))
- leader = H
- to_chat(H, SPAN_ROLE_HEADER("You are the Whiteout Team Leader!"))
- to_chat(H, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
- arm_equipment(H, /datum/equipment_preset/pmc/w_y_whiteout/leader, TRUE, TRUE)
- else if(medics < max_medics && HAS_FLAG(H.client.prefs.toggles_ert, PLAY_MEDIC) && check_timelock(H.client, JOB_SQUAD_MEDIC, time_required_for_job))
+ if(!leader && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(person.client, JOB_SQUAD_LEADER, time_required_for_job))
+ leader = person
+ to_chat(person, SPAN_ROLE_HEADER("You are the Whiteout Team Leader!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/leader, TRUE, TRUE)
+ else if(medics < max_medics && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_MEDIC) && check_timelock(person.client, JOB_SQUAD_MEDIC, time_required_for_job))
medics++
- to_chat(H, SPAN_ROLE_HEADER("You are a Whiteout Team Medic!"))
- to_chat(H, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
- arm_equipment(H, /datum/equipment_preset/pmc/w_y_whiteout/medic, TRUE, TRUE)
- else if(heavies < max_heavies && HAS_FLAG(H.client.prefs.toggles_ert, PLAY_SMARTGUNNER) && check_timelock(H.client, list(JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN), time_required_for_job))
+ to_chat(person, SPAN_ROLE_HEADER("You are a Whiteout Team Medic!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/medic, TRUE, TRUE)
+ else if(heavies < max_heavies && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_SMARTGUNNER) && check_timelock(person.client, list(JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN), time_required_for_job))
heavies++
- to_chat(H, SPAN_ROLE_HEADER("You are a Whiteout Team Terminator!"))
- to_chat(H, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
- arm_equipment(H, /datum/equipment_preset/pmc/w_y_whiteout/terminator, TRUE, TRUE)
+ to_chat(person, SPAN_ROLE_HEADER("You are a Whiteout Team Terminator!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/terminator, TRUE, TRUE)
else
- to_chat(H, SPAN_ROLE_HEADER("You are a Whiteout Team Operative!"))
- to_chat(H, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
- arm_equipment(H, /datum/equipment_preset/pmc/w_y_whiteout, TRUE, TRUE)
+ to_chat(person, SPAN_ROLE_HEADER("You are a Whiteout Team Operative!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout, TRUE, TRUE)
- addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), H, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
+ addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), person, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
+
+/datum/emergency_call/death/low_threat
+ name = "Weyland Whiteout Operators"
+
+// DEATH SQUAD--------------------------------------------------------------------------------
+/datum/emergency_call/death/low_threat/create_member(datum/mind/player, turf/override_spawn_loc)
+ var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
+
+ if(!istype(spawn_loc))
+ return //Didn't find a useable spawn point.
+
+ var/mob/living/carbon/human/person = new(spawn_loc)
+ player.transfer_to(person, TRUE)
+
+ if(!leader && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(person.client, JOB_SQUAD_LEADER, time_required_for_job))
+ leader = person
+ to_chat(person, SPAN_ROLE_HEADER("You are the Whiteout Team Leader!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/low_threat/leader, TRUE, TRUE)
+ else if(medics < max_medics && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_MEDIC) && check_timelock(person.client, JOB_SQUAD_MEDIC, time_required_for_job))
+ medics++
+ to_chat(person, SPAN_ROLE_HEADER("You are a Whiteout Team Medic!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/low_threat/medic, TRUE, TRUE)
+ else if(heavies < max_heavies && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_SMARTGUNNER) && check_timelock(person.client, list(JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN), time_required_for_job))
+ heavies++
+ to_chat(person, SPAN_ROLE_HEADER("You are a Whiteout Team Terminator!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/low_threat/terminator, TRUE, TRUE)
+ else
+ to_chat(person, SPAN_ROLE_HEADER("You are a Whiteout Team Operative!"))
+ to_chat(person, SPAN_ROLE_BODY("Whiteout protocol is in effect for the target, all assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above."))
+ arm_equipment(person, /datum/equipment_preset/pmc/w_y_whiteout/low_threat, TRUE, TRUE)
+
+ addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), person, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
//################################################################################################
// Marine commandos - USCM Deathsquad. Event only
/datum/emergency_call/marsoc
- name = "Marine Raider Strike Team"
+ name = "Marine Raider Strike Team (!DEATHSQUAD!)"
mob_max = 8
mob_min = 5
probability = 0
@@ -81,7 +116,7 @@
return
/datum/emergency_call/marsoc_covert
- name = "Marine Raider Operatives (Covert)"
+ name = "Marine Raider Operatives (!DEATHSQUAD! Covert)"
mob_max = 8
mob_min = 5
probability = 0
@@ -107,3 +142,27 @@
to_chat(H, SPAN_BOLDNOTICE("You are absolutely loyal to High Command and must follow their directives."))
to_chat(H, SPAN_BOLDNOTICE("Execute the mission assigned to you with extreme prejudice!"))
return
+
+
+/datum/emergency_call/marsoc/low_threat
+ name = "Marine Raider Operatives"
+
+/datum/emergency_call/marsoc/low_threat/create_member(datum/mind/MIND)
+
+ var/turf/spawn_loc = get_spawn_point()
+
+ if(!istype(spawn_loc))
+ return //Didn't find a useable spawn point.
+
+ var/mob/living/carbon/human/player = new(spawn_loc)
+ MIND.transfer_to(player, TRUE)
+ if(!leader && HAS_FLAG(player.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(player.client, JOB_SQUAD_LEADER, time_required_for_job)) //First one spawned is always the leader.
+ leader = player
+ to_chat(player, SPAN_WARNING(FONT_SIZE_BIG("You are a Marine Raider Team Leader, better than all the rest.")))
+ arm_equipment(player, /datum/equipment_preset/uscm/marsoc/low_threat/sl, TRUE, TRUE)
+ else
+ to_chat(player, SPAN_WARNING(FONT_SIZE_BIG("You are an elite Marine Raider, the best of the best.")))
+ arm_equipment(player, /datum/equipment_preset/uscm/marsoc/low_threat, TRUE, TRUE)
+ to_chat(player, SPAN_BOLDNOTICE("You are absolutely loyal to High Command and must follow their directives."))
+ to_chat(player, SPAN_BOLDNOTICE("Execute the mission assigned to you with extreme prejudice!"))
+ return
diff --git a/code/datums/emergency_calls/emergency_call.dm b/code/datums/emergency_calls/emergency_call.dm
index 6533086d98f3..9db46955a5ea 100644
--- a/code/datums/emergency_calls/emergency_call.dm
+++ b/code/datums/emergency_calls/emergency_call.dm
@@ -91,12 +91,12 @@
else
return chosen_call
-/datum/game_mode/proc/get_specific_call(call_name, quiet_launch = FALSE, announce = TRUE, is_emergency = TRUE, info = "", announce_dispatch_message = TRUE)
+/datum/game_mode/proc/get_specific_call(call_name, quiet_launch = FALSE, announce_incoming = TRUE, info = "")
for(var/datum/emergency_call/E in all_calls) //Loop through all potential candidates
if(E.name == call_name)
var/datum/emergency_call/em_call = new E.type()
em_call.objective_info = info
- em_call.activate(quiet_launch, announce, is_emergency, announce_dispatch_message)
+ em_call.activate(quiet_launch, announce_incoming)
return
error("get_specific_call could not find emergency call '[call_name]'")
return
@@ -168,7 +168,7 @@
return
var/deathtime = world.time - usr.timeofdeath
- if(deathtime < 1 MINUTES) //Nice try, ghosting right after the announcement
+ if(deathtime < 30 SECONDS) //Nice try, ghosting right after the announcement
if(SSmapping.configs[GROUND_MAP].map_name != MAP_WHISKEY_OUTPOST) // people ghost so often on whiskey outpost.
to_chat(src, SPAN_WARNING("You ghosted too recently."))
return
@@ -192,7 +192,7 @@
else
to_chat(src, SPAN_WARNING("You did not get enlisted in the response team. Better luck next time!"))
-/datum/emergency_call/proc/activate(quiet_launch = FALSE, announce = TRUE, turf/override_spawn_loc, announce_dispatch_message = TRUE)
+/datum/emergency_call/proc/activate(quiet_launch = FALSE, announce_incoming = TRUE, turf/override_spawn_loc)
set waitfor = 0
if(!SSticker.mode) //Something horribly wrong with the gamemode ticker
return
@@ -205,9 +205,9 @@
if(!quiet_launch)
marine_announcement("A distress beacon has been launched from the [MAIN_SHIP_NAME].", "Priority Alert", 'sound/AI/distressbeacon.ogg', logging = ARES_LOG_SECURITY)
- addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/emergency_call, spawn_candidates), quiet_launch, announce, override_spawn_loc, announce_dispatch_message), 30 SECONDS)
+ addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/emergency_call, spawn_candidates), quiet_launch, announce_incoming, override_spawn_loc), 30 SECONDS)
-/datum/emergency_call/proc/spawn_candidates(quiet_launch = FALSE, announce = TRUE, override_spawn_loc, announce_dispatch_message = TRUE)
+/datum/emergency_call/proc/spawn_candidates(quiet_launch = FALSE, announce_incoming = TRUE, override_spawn_loc)
if(SSticker.mode)
SSticker.mode.picked_calls -= src
@@ -248,7 +248,7 @@
if(I.current)
to_chat(I.current, SPAN_WARNING("You didn't get selected to join the distress team. Better luck next time!"))
- if(announce)
+ if(announce_incoming)
marine_announcement(dispatch_message, "Distress Beacon", 'sound/AI/distressreceived.ogg', logging = ARES_LOG_SECURITY) //Announcement that the Distress Beacon has been answered, does not hint towards the chosen ERT
message_admins("Distress beacon: [src.name] finalized, setting up candidates.")
@@ -304,8 +304,8 @@
create_member(null, override_spawn_loc)
candidates = list()
- if(arrival_message && announce)
- marine_announcement(arrival_message, "Intercepted Tranmission:")
+ if(arrival_message && announce_incoming)
+ marine_announcement(arrival_message, "Intercepted Transmission:")
/datum/emergency_call/proc/add_candidate(mob/M)
if(!M.client || (M.mind && (M.mind in candidates)) || istype(M, /mob/living/carbon/xenomorph))
diff --git a/code/datums/emergency_calls/inspection.dm b/code/datums/emergency_calls/inspection.dm
index 4c33d7d9bfa3..ad0200339952 100644
--- a/code/datums/emergency_calls/inspection.dm
+++ b/code/datums/emergency_calls/inspection.dm
@@ -183,7 +183,7 @@
/datum/emergency_call/inspection_cmb/New()
..()
- arrival_message = "[MAIN_SHIP_NAME], This is Anchorpoint Station with the Colonial Marshal Bureau. Be advised, a CMB transport vessel is preparing to board you, submitting Federal docking clearances now. Standby."
+ arrival_message = "[MAIN_SHIP_NAME], this is Anchorpoint Station with the Colonial Marshal Bureau. Be advised, a CMB transport vessel is preparing to board you, submitting Federal docking clearances now. Standby."
objectives = "Get your instructions from the CMB Office at Anchorpoint Station, and carry out your orders. Ensure that Colonial assets are safe and in your custody. Do not enforce or override Marine Law on a Marine Ship unless requested, as it's outside of your juristiction."
will_spawn_icc_liaison = prob(90)
@@ -265,7 +265,7 @@
to_chat(M, SPAN_BOLD("Despite being stretched thin, the stalwart oath of the Marshals has continued to keep communities safe, with the CMB well respected by many. You are a representation of that oath, serve with distinction."))
/datum/emergency_call/inspection_cmb/black_market
- name = "Inspection - Colonial Marshal Ledger Investigation Team"
+ name = "Inspection - Colonial Marshals Ledger Investigation Team"
mob_max = 3 //Marshal, Deputy, ICC CL
mob_min = 2
shuttle_id = "Distress_PMC"
diff --git a/code/datums/emergency_calls/upp.dm b/code/datums/emergency_calls/upp.dm
index 04bcfecf9128..562dac3fe154 100644
--- a/code/datums/emergency_calls/upp.dm
+++ b/code/datums/emergency_calls/upp.dm
@@ -4,7 +4,7 @@
/datum/emergency_call/upp
name = "UPP Naval Infantry (Squad)"
mob_max = 9
- probability = 10
+ probability = 20
shuttle_id = "Distress_UPP"
name_of_spawn = /obj/effect/landmark/ert_spawns/distress_upp
item_spawn = /obj/effect/landmark/ert_spawns/distress_upp/item
@@ -14,15 +14,17 @@
max_heavies = 1
max_smartgunners = 0
var/heavy_pick = TRUE // whether heavy should count as either a minigunner or shotgunner
- hostility = TRUE
var/max_synths = 1
var/synths = 0
/datum/emergency_call/upp/New()
- ..()
- arrival_message = "T*is i* UP* d^sp^*ch`. STr*&e teaM, #*u are cLe*% for a*pr*%^h. Pr*mE a*l wE*p^ns )0r c|*$e @u*r*r$ c0m&*t."
- objectives = "Eliminate the UA Forces to ensure the UPP prescence in this sector is continued. Listen to your superior officers and take over the [MAIN_SHIP_NAME] at all costs."
-
+ . = ..()
+ hostility = pick(50;FALSE,50;TRUE)
+ arrival_message = "[MAIN_SHIP_NAME] t*is i* UP* d^sp^*ch`. STr*&e teaM, #*u are cLe*% for a*pr*%^h. Pr*mE a*l wE*p^ns and pR*epr# t% r@nd$r a(tD."
+ if(hostility)
+ objectives = "Eliminate the UA Forces to ensure the UPP prescence in this sector is continued. Listen to your superior officers and take over the [MAIN_SHIP_NAME] at all costs."
+ else
+ objectives = "Render assistance towards the UA Forces, do not engage UA forces. Listen to your superior officers."
/datum/emergency_call/upp/print_backstory(mob/living/carbon/human/M)
if(ishuman_strict(M))
@@ -94,10 +96,26 @@
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), H, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
+/datum/emergency_call/upp/hostile
+ name = "UPP Naval Infantry (Squad) (Hostile)"
+ hostility = TRUE
+
+/datum/emergency_call/upp/hostile/New()
+ ..()
+ arrival_message = "[MAIN_SHIP_NAME] t*is i* UP* d^sp^*ch`. STr*&e teaM, #*u are cLe*% for a*pr*%^h. Pr*mE a*l wE*p^ns and pR*epr# t% r@nd$r a(tD."
+ objectives = "Eliminate the UA Forces to ensure the UPP presence in this sector is continued. Listen to your superior officers and take over the [MAIN_SHIP_NAME] at all costs."
+
+/datum/emergency_call/upp/friendly
+ name = "UPP Naval Infantry (Squad) (Friendly)"
+ hostility = FALSE
+
+/datum/emergency_call/upp/friendly/New()
+ ..()
+ arrival_message = "This is UPP dispatch. USS Almayer, We are responding to your distress call, we will render aid as able, do not fire."
+ objectives = "Render assistance towards the UA Forces, Listen to your superior officers."
/datum/emergency_call/upp/platoon
- name = "UPP Naval Infantry (Platoon)"
- mob_min = 4
+ name = "UPP Naval Infantry (Platoon) (Hostile)"
mob_max = 30
probability = 0
max_medics = 3
@@ -106,6 +124,21 @@
max_engineers = 2
max_synths = 1
heavy_pick = FALSE
+ hostility = TRUE
+
+/datum/emergency_call/upp/platoon/New()
+ ..()
+ arrival_message = "[MAIN_SHIP_NAME] t*is i* UP* d^sp^*ch`. STr*&e teaM, #*u are cLe*% for a*pr*%^h. Pr*mE a*l wE*p^ns and pR*epr# t% r@nd$r a(tD."
+ objectives = "Eliminate the UA Forces to ensure the UPP presence in this sector is continued. Listen to your superior officers and take over the [MAIN_SHIP_NAME] at all costs."
+
+/datum/emergency_call/upp/platoon/friendly
+ name = "UPP Naval Infantry (Platoon) (Friendly)"
+ hostility = FALSE
+
+/datum/emergency_call/upp/platoon/friendly/New()
+ ..()
+ arrival_message = "This is UPP dispatch. USS Almayer, We are responding to your distress call, we will render aid as able, do not fire."
+ objectives = "Render assistance towards the UA Forces, Listen to your superior officers."
/obj/effect/landmark/ert_spawns/distress_upp
name = "Distress_UPP"
diff --git a/code/datums/emergency_calls/upp_commando.dm b/code/datums/emergency_calls/upp_commando.dm
index 14c4af46c27b..1bc2b59ba08c 100644
--- a/code/datums/emergency_calls/upp_commando.dm
+++ b/code/datums/emergency_calls/upp_commando.dm
@@ -1,7 +1,7 @@
//UPP COMMANDOS
/datum/emergency_call/upp_commando
- name = "UPP Commandos"
+ name = "UPP Commandos (!DEATHSQUAD!)"
mob_max = 6
probability = 0
objectives = "Stealthily assault the ship. Use your silenced weapons, tranquilizers, and night vision to get the advantage on the enemy. Take out the power systems, comms and engine. Stick together and keep a low profile."
@@ -51,3 +51,29 @@
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), H, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
+/datum/emergency_call/upp_commando/low_threat
+ name = "UPP Commandos"
+
+/datum/emergency_call/upp_commando/create_member(datum/mind/mind, turf/override_spawn_loc)
+ var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
+
+ if(!istype(spawn_loc))
+ return //Didn't find a useable spawn point.
+
+ var/mob/living/carbon/human/person = new(spawn_loc)
+ mind.transfer_to(person, TRUE)
+
+ if(!leader && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(person.client, JOB_SQUAD_LEADER, time_required_for_job)) //First one spawned is always the leader.
+ leader = person
+ arm_equipment(person, /datum/equipment_preset/upp/commando/leader/low_threat, TRUE, TRUE)
+ to_chat(person, SPAN_ROLE_HEADER("You are a Commando Team Leader of the Union of Progressive People, a powerful socialist state that rivals the United Americas!"))
+ else if(medics < max_medics && HAS_FLAG(person.client.prefs.toggles_ert, PLAY_MEDIC) && check_timelock(person.client, JOB_SQUAD_MEDIC, time_required_for_job))
+ medics++
+ to_chat(person, SPAN_ROLE_HEADER("You are a Commando Medic of the Union of Progressive People, a powerful socialist state that rivals the United Americas!"))
+ arm_equipment(person, /datum/equipment_preset/upp/commando/medic/low_threat, TRUE, TRUE)
+ else
+ to_chat(person, SPAN_ROLE_HEADER("You are a Commando of the Union of Progressive People, a powerful socialist state that rivals the United Americas!"))
+ arm_equipment(person, /datum/equipment_preset/upp/commando/low_threat, TRUE, TRUE)
+ print_backstory(person)
+
+ addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), person, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS)
diff --git a/code/datums/emergency_calls/whiskey_outpost.dm b/code/datums/emergency_calls/whiskey_outpost.dm
index 8a20043da558..436e02007c6c 100644
--- a/code/datums/emergency_calls/whiskey_outpost.dm
+++ b/code/datums/emergency_calls/whiskey_outpost.dm
@@ -60,7 +60,7 @@
/datum/game_mode/whiskey_outpost/activate_distress()
var/datum/emergency_call/em_call = /datum/emergency_call/wo
- em_call.activate(FALSE)
+ em_call.activate(TRUE, FALSE)
return
/datum/emergency_call/wo/platoon
diff --git a/code/datums/factions/upp.dm b/code/datums/factions/upp.dm
index 5a790c89be67..90b04765cf85 100644
--- a/code/datums/factions/upp.dm
+++ b/code/datums/factions/upp.dm
@@ -41,6 +41,8 @@
hud_icon_state = "co"
if(JOB_UPP_COMBAT_SYNTH)
hud_icon_state = "synth"
+ if(JOB_UPP_SUPPORT_SYNTH)
+ hud_icon_state = "synth"
if(JOB_UPP_COMMANDO)
hud_icon_state = "com"
if(JOB_UPP_COMMANDO_MEDIC)
diff --git a/code/datums/factions/uscm.dm b/code/datums/factions/uscm.dm
index cf77142ce5d6..0a9b0cff40b9 100644
--- a/code/datums/factions/uscm.dm
+++ b/code/datums/factions/uscm.dm
@@ -189,6 +189,19 @@
if(JOB_CMB_OBS)
marine_rk = "obs"
icon_prefix = "cmb_"
+ // Check squad marines here too, for the unique ones
+ if(JOB_SQUAD_ENGI)
+ marine_rk = "engi"
+ if(JOB_SQUAD_MEDIC)
+ marine_rk = "med"
+ if(JOB_SQUAD_SPECIALIST)
+ marine_rk = "spec"
+ if(JOB_SQUAD_SMARTGUN)
+ marine_rk = "gun"
+ if(JOB_SQUAD_TEAM_LEADER)
+ marine_rk = "tl"
+ if(JOB_SQUAD_LEADER)
+ marine_rk = "leader"
if(marine_rk)
var/image/I = image('icons/mob/hud/marine_hud.dmi', current_human, "hudsquad")
diff --git a/code/datums/keybinding/client.dm b/code/datums/keybinding/client.dm
index a5baf09a1360..752287882277 100644
--- a/code/datums/keybinding/client.dm
+++ b/code/datums/keybinding/client.dm
@@ -4,8 +4,8 @@
/datum/keybinding/client/admin_help
- hotkey_keys = list("F1")
- classic_keys = list("F1")
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
name = "admin_help"
full_name = "Admin Help"
description = "Ask an admin for help."
diff --git a/code/datums/keybinding/communication.dm b/code/datums/keybinding/communication.dm
index 4164198d4818..e1ba0ab5a31e 100644
--- a/code/datums/keybinding/communication.dm
+++ b/code/datums/keybinding/communication.dm
@@ -32,7 +32,7 @@
/datum/keybinding/client/communication/whisper
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
- name = "Whisper"
+ name = WHISPER_CHANNEL
full_name = "IC Whisper"
keybind_signal = COMSIG_KB_CLIENT_WHISPER_DOWN
@@ -56,4 +56,4 @@
name = MENTOR_CHANNEL
full_name = "Mentor Say"
description = "Talk with other mentors."
- keybind_signal = COMSIG_KB_ADMIN_ASAY_DOWN
+ keybind_signal = COMSIG_KB_ADMIN_MENTORSAY_DOWN
diff --git a/code/datums/keybinding/human.dm b/code/datums/keybinding/human.dm
index 6580c38083ea..6d7037eac398 100644
--- a/code/datums/keybinding/human.dm
+++ b/code/datums/keybinding/human.dm
@@ -1,8 +1,3 @@
-#define QUICK_EQUIP_PRIMARY 1
-#define QUICK_EQUIP_SECONDARY 2
-#define QUICK_EQUIP_TERTIARY 3
-#define QUICK_EQUIP_QUATERNARY 4
-
/datum/keybinding/human
category = CATEGORY_HUMAN
weight = WEIGHT_MOB
@@ -10,86 +5,6 @@
/datum/keybinding/human/can_use(client/user)
return ishuman(user.mob)
-/datum/keybinding/human/quick_equip
- hotkey_keys = list("E")
- classic_keys = list("E")
- name = "quick_equip"
- full_name = "Unholster"
- description = "Take out an available weapon"
- keybind_signal = COMSIG_KB_HUMAN_QUICKEQUIP_DOWN
-
-/datum/keybinding/human/quick_equip/down(client/user)
- . = ..()
- if(.)
- return
- var/mob/living/carbon/human/H = user.mob
- H.holster_verb(QUICK_EQUIP_PRIMARY)
- return TRUE
-
-/datum/keybinding/human/quick_equip_secondary
- hotkey_keys = list("Shift+E")
- classic_keys = list("Shift+E")
- name = "quick_equip_secondary"
- full_name = "Unholster secondary"
- description = "Take out your secondary weapon"
- keybind_signal = COMSIG_KB_HUMAN_SECONDARY_DOWN
-
-/datum/keybinding/human/quick_equip_secondary/down(client/user)
- . = ..()
- if(.)
- return
- var/mob/living/carbon/human/H = user.mob
- H.holster_verb(QUICK_EQUIP_SECONDARY)
- return TRUE
-
-/datum/keybinding/human/quick_equip_tertiary
- hotkey_keys = list("Ctrl+E", "Alt+E")
- classic_keys = list("Ctrl+E", "Alt+E")
- name = "quick_equip_tertiary"
- full_name = "Unholster tertiary"
- description = "Take out your tertiary item."
- keybind_signal = COMSIG_KB_HUMAN_TERTIARY_DOWN
-
-/datum/keybinding/human/quick_equip_tertiary/down(client/user)
- . = ..()
- if(.)
- return
- var/mob/living/carbon/human/H = user.mob
- H.holster_verb(QUICK_EQUIP_TERTIARY)
- return TRUE
-
-/datum/keybinding/human/quick_equip_quaternary
- hotkey_keys = list("Unbound")
- classic_keys = list("Unbound")
- name = "quick_equip_quaternary"
- full_name = "Unholster quaternary"
- description = "Take out your quaternary item."
- keybind_signal = COMSIG_KB_HUMAN_QUATERNARY_DOWN
-
-/datum/keybinding/human/quick_equip_quaternary/down(client/user)
- . = ..()
- if(.)
- return
- var/mob/living/carbon/human/H = user.mob
- H.holster_verb(QUICK_EQUIP_QUATERNARY)
- return TRUE
-
-/datum/keybinding/human/quick_equip_inventory
- hotkey_keys = list("Unbound")
- classic_keys = list("Unbound")
- name = "quick_equip_inventory"
- full_name = "Quick equip inventory"
- description = "Quickly puts an item in the best slot available"
- keybind_signal = COMSIG_KB_HUMAN_QUICK_EQUIP_DOWN
-
-/datum/keybinding/human/quick_equip_inventory/down(client/user)
- . = ..()
- if(.)
- return
- var/mob/living/carbon/human/H = user.mob
- H.quick_equip()
- return TRUE
-
/datum/keybinding/human/issue_order
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
@@ -103,8 +18,8 @@
. = ..()
if(.)
return
- var/mob/living/carbon/human/H = user.mob
- H.issue_order(order)
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.issue_order(order)
return TRUE
/datum/keybinding/human/issue_order/move
@@ -139,8 +54,8 @@
. = ..()
if(.)
return
- var/mob/living/carbon/human/H = user.mob
- H.spec_activation_one()
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.spec_activation_one()
return TRUE
/datum/keybinding/human/specialist_two
@@ -154,24 +69,8 @@
. = ..()
if(.)
return
- var/mob/living/carbon/human/H = user.mob
- H.spec_activation_two()
- return TRUE
-
-/datum/keybinding/human/pick_up
- hotkey_keys = list("F")
- classic_keys = list("Unbound")
- name = "pick_up"
- full_name = "Pick Up Dropped Items"
- keybind_signal = COMSIG_KB_HUMAN_PICK_UP
-
-/datum/keybinding/human/pick_up/down(client/user)
- . = ..()
- if(.)
- return
-
- var/mob/living/carbon/human/human_user = user.mob
- human_user.pickup_recent()
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.spec_activation_two()
return TRUE
/datum/keybinding/human/rotate_chair
@@ -209,7 +108,23 @@
shown_item.showoff(human_user)
return TRUE
-#undef QUICK_EQUIP_PRIMARY
-#undef QUICK_EQUIP_SECONDARY
-#undef QUICK_EQUIP_TERTIARY
-#undef QUICK_EQUIP_QUATERNARY
+/datum/keybinding/human/cycle_helmet_hud
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
+ name = "cycle_helmet_hud"
+ full_name = "Cycle Helmet HUD"
+ keybind_signal = COMSIG_KB_HUMAN_CYCLE_HELMET_HUD
+
+/datum/keybinding/human/cycle_helmet_hud/down(client/user)
+ . = ..()
+ if(.)
+ return
+
+ var/mob/living/carbon/human/human_user = user.mob
+ var/obj/item/clothing/head/helmet/marine/marine_helmet = human_user?.head
+ var/cycled_hud = marine_helmet?.cycle_huds(human_user)
+
+ var/datum/action/item_action/cycle_helmet_huds/cycle_action = locate() in marine_helmet.actions
+ cycle_action.set_action_overlay(cycled_hud)
+
+ return TRUE
diff --git a/code/datums/keybinding/human_combat.dm b/code/datums/keybinding/human_combat.dm
index 003fba3b00bd..d30414d68563 100644
--- a/code/datums/keybinding/human_combat.dm
+++ b/code/datums/keybinding/human_combat.dm
@@ -1,6 +1,5 @@
/datum/keybinding/human/combat
category = CATEGORY_HUMAN_COMBAT
- weight = WEIGHT_MOB
/datum/keybinding/human/combat/can_use(client/user)
. = ..()
@@ -191,3 +190,20 @@
var/obj/item/weapon/gun/rifle/m46c/COgun = held_item
COgun.toggle_iff(human)
return TRUE
+
+/datum/keybinding/human/combat/toggle_shotgun_tube
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
+ name = "toggle_shotgun_tube"
+ full_name = "Toggle Shotgun Tube"
+ keybind_signal = COMSIG_KB_HUMAN_WEAPON_SHOTGUN_TUBE
+
+/datum/keybinding/human/combat/toggle_shotgun_tube/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human = user.mob
+ var/obj/item/weapon/gun/shotgun/pump/dual_tube/held_item = human.get_held_item()
+ if(istype(held_item))
+ held_item.toggle_tube()
+ return TRUE
diff --git a/code/datums/keybinding/human_inventory.dm b/code/datums/keybinding/human_inventory.dm
new file mode 100644
index 000000000000..163cbccdd5c0
--- /dev/null
+++ b/code/datums/keybinding/human_inventory.dm
@@ -0,0 +1,244 @@
+/datum/keybinding/human/inventory
+ category = CATEGORY_HUMAN_INVENTORY
+
+#define QUICK_EQUIP_PRIMARY 1
+#define QUICK_EQUIP_SECONDARY 2
+#define QUICK_EQUIP_TERTIARY 3
+#define QUICK_EQUIP_QUATERNARY 4
+
+/datum/keybinding/human/inventory/quick_equip
+ hotkey_keys = list("E")
+ classic_keys = list("E")
+ name = "quick_equip"
+ full_name = "Unholster"
+ description = "Take out an available weapon"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_QUICKEQUIP_DOWN
+
+/datum/keybinding/human/inventory/quick_equip/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.holster_verb(QUICK_EQUIP_PRIMARY)
+ return TRUE
+
+/datum/keybinding/human/inventory/quick_equip_secondary
+ hotkey_keys = list("Shift+E")
+ classic_keys = list("Shift+E")
+ name = "quick_equip_secondary"
+ full_name = "Unholster secondary"
+ description = "Take out your secondary weapon"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SECONDARY_DOWN
+
+/datum/keybinding/human/inventory/quick_equip_secondary/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.holster_verb(QUICK_EQUIP_SECONDARY)
+ return TRUE
+
+/datum/keybinding/human/inventory/quick_equip_tertiary
+ hotkey_keys = list("Ctrl+E", "Alt+E")
+ classic_keys = list("Ctrl+E", "Alt+E")
+ name = "quick_equip_tertiary"
+ full_name = "Unholster tertiary"
+ description = "Take out your tertiary item."
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_TERTIARY_DOWN
+
+/datum/keybinding/human/inventory/quick_equip_tertiary/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.holster_verb(QUICK_EQUIP_TERTIARY)
+ return TRUE
+
+/datum/keybinding/human/inventory/quick_equip_quaternary
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
+ name = "quick_equip_quaternary"
+ full_name = "Unholster quaternary"
+ description = "Take out your quaternary item."
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_QUATERNARY_DOWN
+
+/datum/keybinding/human/inventory/quick_equip_quaternary/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.holster_verb(QUICK_EQUIP_QUATERNARY)
+ return TRUE
+
+#undef QUICK_EQUIP_PRIMARY
+#undef QUICK_EQUIP_SECONDARY
+#undef QUICK_EQUIP_TERTIARY
+#undef QUICK_EQUIP_QUATERNARY
+
+/datum/keybinding/human/inventory/quick_equip_inventory
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
+ name = "quick_equip_inventory"
+ full_name = "Quick equip inventory"
+ description = "Quickly puts an item in the best slot available"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_QUICK_EQUIP_DOWN
+
+/datum/keybinding/human/inventory/quick_equip_inventory/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human_mob = user.mob
+ human_mob.quick_equip()
+ return TRUE
+
+/datum/keybinding/human/inventory/pick_up
+ hotkey_keys = list("F")
+ classic_keys = list("Unbound")
+ name = "pick_up"
+ full_name = "Pick Up Dropped Items"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_PICK_UP
+
+/datum/keybinding/human/inventory/pick_up/down(client/user)
+ . = ..()
+ if(.)
+ return
+
+ var/mob/living/carbon/human/human_user = user.mob
+ human_user.pickup_recent()
+ return TRUE
+
+/datum/keybinding/human/inventory/interact_other_hand
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
+ name = "interact_other_hand"
+ full_name = "Interact With Other Hand"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_OTHER_HAND
+
+/datum/keybinding/human/inventory/interact_other_hand/down(client/user)
+ . = ..()
+ if(.)
+ return
+
+ var/mob/living/carbon/human/human_user = user.mob
+
+ var/active_hand = human_user.get_active_hand()
+ var/inactive_hand = human_user.get_inactive_hand()
+
+ if(!inactive_hand)
+ return
+ human_user.click_adjacent(inactive_hand, active_hand)
+ return TRUE
+
+#define INTERACT_KEYBIND_COOLDOWN_TIME (0.2 SECONDS)
+#define COOLDOWN_SLOT_INTERACT_KEYBIND "slot_interact_keybind_cooldown"
+
+/datum/keybinding/human/inventory/interact_slot
+ hotkey_keys = list("Unbound")
+ classic_keys = list("Unbound")
+ var/storage_slot
+
+/datum/keybinding/human/inventory/interact_slot/proc/check_slot(mob/living/carbon/human/user)
+ return
+
+/datum/keybinding/human/inventory/interact_slot/down(client/user)
+ . = ..()
+ if(.)
+ return
+ if(!storage_slot)
+ return
+ if(TIMER_COOLDOWN_CHECK(src, COOLDOWN_SLOT_INTERACT_KEYBIND))
+ return
+
+ TIMER_COOLDOWN_START(src, COOLDOWN_SLOT_INTERACT_KEYBIND, INTERACT_KEYBIND_COOLDOWN_TIME)
+ var/mob/living/carbon/human/human_user = user.mob
+ var/obj/item/current_item = check_slot(human_user)
+ var/obj/item/in_hand_item = human_user.get_active_hand()
+
+ if(in_hand_item)
+ if(!current_item)
+ if(!human_user.equip_to_slot_if_possible(in_hand_item, storage_slot, FALSE, FALSE))
+ return
+ return TRUE
+
+ current_item.attackby(in_hand_item, human_user)
+ return TRUE
+
+ if(!current_item)
+ return
+ current_item.attack_hand(human_user)
+ return TRUE
+
+/datum/keybinding/human/inventory/interact_slot/back
+ name = "interact_storage_back"
+ full_name = "Interact With Back Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_BACK
+ storage_slot = WEAR_BACK
+
+/datum/keybinding/human/inventory/interact_slot/back/check_slot(mob/living/carbon/human/user)
+ return user.back
+
+/datum/keybinding/human/inventory/interact_slot/belt
+ name = "interact_storage_belt"
+ full_name = "Interact With Belt Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_BELT
+ storage_slot = WEAR_WAIST
+
+/datum/keybinding/human/inventory/interact_slot/belt/check_slot(mob/living/carbon/human/user)
+ return user.belt
+
+/datum/keybinding/human/inventory/interact_slot/pouch_left
+ name = "interact_storage_pouch_left"
+ full_name = "Interact With Left Pouch Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_LEFT_POUCH
+ storage_slot = WEAR_L_STORE
+
+/datum/keybinding/human/inventory/interact_slot/pouch_left/check_slot(mob/living/carbon/human/user)
+ return user.l_store
+
+/datum/keybinding/human/inventory/interact_slot/pouch_right
+ name = "interact_storage_pouch_right"
+ full_name = "Interact With Right Pouch Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_RIGHT_POUCH
+ storage_slot = WEAR_R_STORE
+
+/datum/keybinding/human/inventory/interact_slot/pouch_right/check_slot(mob/living/carbon/human/user)
+ return user.r_store
+
+/datum/keybinding/human/inventory/interact_slot/uniform
+ name = "interact_storage_uniform"
+ full_name = "Interact With Uniform Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_UNIFORM
+ storage_slot = WEAR_BODY
+
+/datum/keybinding/human/inventory/interact_slot/uniform/check_slot(mob/living/carbon/human/user)
+ return user.w_uniform
+
+/datum/keybinding/human/inventory/interact_slot/suit
+ name = "interact_storage_suit"
+ full_name = "Interact With Suit Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_SUIT
+ storage_slot = WEAR_JACKET
+
+/datum/keybinding/human/inventory/interact_slot/suit/check_slot(mob/living/carbon/human/user)
+ return user.wear_suit
+
+/datum/keybinding/human/inventory/interact_slot/helmet
+ name = "interact_storage_helmet"
+ full_name = "Interact With Head Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SLOT_HELMET
+ storage_slot = WEAR_HEAD
+
+/datum/keybinding/human/inventory/interact_slot/helmet/check_slot(mob/living/carbon/human/user)
+ return user.head
+
+/datum/keybinding/human/inventory/interact_slot/suit_storage
+ name = "interact_storage_suit_store"
+ full_name = "Interact With Suit Storage Slot"
+ keybind_signal = COMSIG_KB_HUMAN_INTERACT_SUIT_S_STORE
+ storage_slot = WEAR_J_STORE
+
+/datum/keybinding/human/inventory/interact_slot/suit_storage/check_slot(mob/living/carbon/human/user)
+ return user.s_store
+
+#undef INTERACT_KEYBIND_COOLDOWN_TIME
+#undef COOLDOWN_SLOT_INTERACT_KEYBIND
diff --git a/code/datums/keybinding/yautja.dm b/code/datums/keybinding/yautja.dm
index 40ffbf8d16e7..4729db004582 100644
--- a/code/datums/keybinding/yautja.dm
+++ b/code/datums/keybinding/yautja.dm
@@ -594,3 +594,21 @@
var/mob/living/carbon/human/H = user.mob
var/obj/item/device/yautja_teleporter/tele = locate(/obj/item/device/yautja_teleporter) in H.contents
tele.add_tele_loc()
+
+
+/datum/keybinding/yautja/fold_combi
+ hotkey_keys = list("Space")
+ classic_keys = list("Unbound")
+ name = "fold_combi"
+ full_name = "Collapse Combi-stick"
+ keybind_signal = COMSIG_KB_YAUTJA_FOLD_COMBISTICK
+
+/datum/keybinding/yautja/fold_combi/down(client/user)
+ . = ..()
+ if(.)
+ return
+ var/mob/living/carbon/human/human = user.mob
+ var/obj/item/weapon/yautja/combistick/held_item = human.get_held_item()
+ if(istype(held_item))
+ held_item.fold_combistick()
+ return TRUE
diff --git a/code/datums/langchat/langchat.dm b/code/datums/langchat/langchat.dm
index d1a6adafa2f3..83b9be0ac053 100644
--- a/code/datums/langchat/langchat.dm
+++ b/code/datums/langchat/langchat.dm
@@ -13,7 +13,6 @@
#define LANGCHAT_LONGEST_TEXT 64
#define LANGCHAT_WIDTH 96
-#define LANGCHAT_X_OFFSET -32
#define LANGCHAT_MAX_ALPHA 196
//pop defines
@@ -48,6 +47,13 @@
M.client.images -= langchat_image
langchat_listeners = null
+/atom/proc/langchat_set_x_offset()
+ langchat_image.maptext_x = world.icon_size / 2 - langchat_image.maptext_width / 2
+/atom/movable/langchat_set_x_offset()
+ langchat_image.maptext_x = bound_width / 2 - langchat_image.maptext_width / 2
+/mob/langchat_set_x_offset()
+ langchat_image.maptext_x = icon_size / 2 - langchat_image.maptext_width / 2
+
///Creates the image if one does not exist, resets settings that are modified by speech procs.
/atom/proc/langchat_make_image(override_color = null)
if(!langchat_image)
@@ -57,8 +63,8 @@
langchat_image.appearance_flags = NO_CLIENT_COLOR|KEEP_APART|RESET_COLOR|RESET_TRANSFORM
langchat_image.maptext_y = langchat_height
langchat_image.maptext_height = 64
- langchat_image.maptext_x = LANGCHAT_X_OFFSET
langchat_image.maptext_y -= LANGCHAT_MESSAGE_POP_Y_SINK
+ langchat_set_x_offset()
langchat_image.pixel_y = 0
langchat_image.alpha = 0
@@ -103,6 +109,7 @@
langchat_image.maptext = text_to_display
langchat_image.maptext_width = LANGCHAT_WIDTH
+ langchat_set_x_offset()
langchat_listeners = listeners
for(var/mob/M in langchat_listeners)
@@ -149,6 +156,7 @@
langchat_image.maptext = text_to_display
langchat_image.maptext_width = LANGCHAT_WIDTH * 2
+ langchat_set_x_offset()
langchat_listeners = listeners
for(var/mob/M in langchat_listeners)
diff --git a/code/datums/map_config.dm b/code/datums/map_config.dm
index 1f3c265ead76..3bf5c601cec9 100644
--- a/code/datums/map_config.dm
+++ b/code/datums/map_config.dm
@@ -87,12 +87,14 @@
/datum/equipment_preset/synth/survivor/janitor_synth,
/datum/equipment_preset/synth/survivor/chef_synth,
/datum/equipment_preset/synth/survivor/teacher_synth,
+ /datum/equipment_preset/synth/survivor/freelancer_synth,
+ /datum/equipment_preset/synth/survivor/trucker_synth,
/datum/equipment_preset/synth/survivor/bartender_synth,
/datum/equipment_preset/synth/survivor/detective_synth,
/datum/equipment_preset/synth/survivor/cmb_synth,
- /datum/equipment_preset/synth/survivor/security_synth,
- /datum/equipment_preset/synth/survivor/protection_synth,
- /datum/equipment_preset/synth/survivor/corporate_synth,
+ /datum/equipment_preset/synth/survivor/wy/security_synth,
+ /datum/equipment_preset/synth/survivor/wy/protection_synth,
+ /datum/equipment_preset/synth/survivor/wy/corporate_synth,
/datum/equipment_preset/synth/survivor/radiation_synth,
)
diff --git a/code/datums/mind.dm b/code/datums/mind.dm
index bdeb60c4ae98..ff68fc05256b 100644
--- a/code/datums/mind.dm
+++ b/code/datums/mind.dm
@@ -29,9 +29,14 @@
research_objective_interface = new()
/datum/mind/Destroy()
+ QDEL_NULL(initial_account)
QDEL_NULL(objective_memory)
QDEL_NULL(objective_interface)
QDEL_NULL(research_objective_interface)
+ current = null
+ original = null
+ ghost_mob = null
+ player_entity = null
return ..()
/datum/mind/proc/transfer_to(mob/living/new_character, force = FALSE)
diff --git a/code/datums/mob_hud.dm b/code/datums/mob_hud.dm
index 65c5a47896fa..b0df9bca7745 100644
--- a/code/datums/mob_hud.dm
+++ b/code/datums/mob_hud.dm
@@ -798,7 +798,7 @@ var/global/image/hud_icon_hudfocus
tag_holder.overlays += image('icons/mob/hud/hud.dmi', src, "prae_tag")
// Hacky, but works. Currently effects are hard to make with precise timings
- var/freeze_found = frozen
+ var/freeze_found = HAS_TRAIT(src, TRAIT_IMMOBILIZED) && !buckled && !lying
if (freeze_found)
freeze_holder.overlays += image('icons/mob/hud/hud.dmi', src, "xeno_freeze")
diff --git a/code/datums/quadtree.dm b/code/datums/quadtree.dm
index d00f202cc15c..2b0360152997 100644
--- a/code/datums/quadtree.dm
+++ b/code/datums/quadtree.dm
@@ -10,14 +10,14 @@
var/z_level
/// Don't divide further when truthy
- var/final
+ var/final_divide = FALSE
/datum/quadtree/New(datum/shape/rectangle/rect, z)
. = ..()
boundary = rect
z_level = z
if(boundary.width <= QUADTREE_BOUNDARY_MINIMUM_WIDTH || boundary.height <= QUADTREE_BOUNDARY_MINIMUM_HEIGHT)
- final = TRUE
+ final_divide = TRUE
// By design i guess, discarding branch discards rest with BYOND soft-GCing
// There should never be anything else but SSquadtree referencing quadtrees,
@@ -103,7 +103,7 @@
player_coords = list(p_coords)
return TRUE
- else if(!final && player_coords.len >= QUADTREE_CAPACITY)
+ else if(!final_divide && player_coords.len >= QUADTREE_CAPACITY)
if(!is_divided)
subdivide()
if(nw_branch.insert_player(p_coords))
diff --git a/code/datums/shuttles.dm b/code/datums/shuttles.dm
index eb1fd2341920..98bcf296755b 100644
--- a/code/datums/shuttles.dm
+++ b/code/datums/shuttles.dm
@@ -100,6 +100,18 @@
if(movement_force)
M.movement_force = movement_force.Copy()
+
/datum/map_template/shuttle/vehicle
shuttle_id = MOBILE_SHUTTLE_VEHICLE_ELEVATOR
name = "Vehicle Elevator"
+
+/datum/map_template/shuttle/trijent_elevator
+ name = "Trijent Elevator"
+ shuttle_id = MOBILE_TRIJENT_ELEVATOR
+ var/elevator_network
+
+/datum/map_template/shuttle/trijent_elevator/A
+ elevator_network = "A"
+
+/datum/map_template/shuttle/trijent_elevator/B
+ elevator_network = "B"
diff --git a/code/datums/skills.dm b/code/datums/skills.dm
deleted file mode 100644
index 9178e6f7a1b1..000000000000
--- a/code/datums/skills.dm
+++ /dev/null
@@ -1,2199 +0,0 @@
-// Individual skill
-/datum/skill
- /// Name of the skill
- var/skill_name = null
- /// used for the view UI
- var/readable_skill_name = null
- /// Level of skill in this... skill
- var/skill_level = 0
- /// the max level this skill can be, used for tgui
- var/max_skill_level = 0
-
-/datum/skill/proc/get_skill_level()
- return skill_level
-
-/datum/skill/proc/set_skill(new_level, mob/owner)
- skill_level = new_level
-
-/datum/skill/proc/is_skilled(req_level, is_explicit = FALSE)
- if(is_explicit)
- return (skill_level == req_level)
- return (skill_level >= req_level)
-
-// Lots of defines here. See #define/skills.dm
-
-/datum/skill/cqc
- skill_name = SKILL_CQC
- readable_skill_name = "CQC"
- skill_level = SKILL_CQC_DEFAULT
- max_skill_level = SKILL_CQC_MAX
-
-/datum/skill/melee_weapons
- skill_name = SKILL_MELEE_WEAPONS
- readable_skill_name = "melee weapons"
- skill_level = SKILL_MELEE_DEFAULT
- max_skill_level = SKILL_MELEE_MAX
-
-/datum/skill/firearms
- skill_name = SKILL_FIREARMS
- skill_level = SKILL_FIREARMS_TRAINED
- max_skill_level = SKILL_FIREARMS_MAX
-
-/datum/skill/spec_weapons
- skill_name = SKILL_SPEC_WEAPONS
- readable_skill_name = "specialist weapons"
- skill_level = SKILL_SPEC_DEFAULT
- max_skill_level = SKILL_SPEC_ALL
-
-/datum/skill/endurance
- skill_name = SKILL_ENDURANCE
- skill_level = SKILL_ENDURANCE_WEAK
- max_skill_level = SKILL_ENDURANCE_MAX
-
-/datum/skill/engineer
- skill_name = SKILL_ENGINEER
- skill_level = SKILL_ENGINEER_DEFAULT
- max_skill_level = SKILL_ENGINEER_MAX
-
-/datum/skill/construction
- skill_name = SKILL_CONSTRUCTION
- skill_level = SKILL_CONSTRUCTION_DEFAULT
- max_skill_level = SKILL_CONSTRUCTION_MAX
-
-/datum/skill/leadership
- skill_name = SKILL_LEADERSHIP
- skill_level = SKILL_LEAD_NOVICE
- max_skill_level = SKILL_LEAD_MAX
-
-/datum/skill/leadership/set_skill(new_level, mob/living/owner)
- ..()
- if(!owner)
- return
-
- if(!ishuman(owner))
- return
-
- // Give/remove issue order actions
- if(is_skilled(SKILL_LEAD_TRAINED))
- ADD_TRAIT(owner, TRAIT_LEADERSHIP, TRAIT_SOURCE_SKILL(skill_name))
- else
- REMOVE_TRAIT(owner, TRAIT_LEADERSHIP, TRAIT_SOURCE_SKILL(skill_name))
-
-/datum/skill/overwatch
- skill_name = SKILL_OVERWATCH
- skill_level = SKILL_OVERWATCH_DEFAULT
- max_skill_level = SKILL_OVERWATCH_MAX
-
-/datum/skill/medical
- skill_name = SKILL_MEDICAL
- skill_level = SKILL_MEDICAL_DEFAULT
- max_skill_level = SKILL_MEDICAL_MAX
-
-/datum/skill/surgery
- skill_name = SKILL_SURGERY
- skill_level = SKILL_SURGERY_DEFAULT
- max_skill_level = SKILL_SURGERY_MAX
-
-/datum/skill/surgery/set_skill(new_level, mob/living/owner)
- ..()
- if(!owner)
- return
-
- if(!ishuman(owner))
- return
-
- // Give/remove surgery toggle action
- var/datum/action/surgery_toggle/surgery_action = locate() in owner.actions
- if(is_skilled(SKILL_SURGERY_NOVICE))
- if(!surgery_action)
- give_action(owner, /datum/action/surgery_toggle)
- else
- surgery_action.update_surgery_skill()
- else
- if(surgery_action)
- surgery_action.remove_from(owner)
-
-/datum/skill/research
- skill_name = SKILL_RESEARCH
- skill_level = SKILL_RESEARCH_DEFAULT
- max_skill_level = SKILL_RESEARCH_MAX
-
-/datum/skill/antag
- skill_name = SKILL_ANTAG
- readable_skill_name = "illegal technology"
- skill_level = SKILL_ANTAG_DEFAULT
- max_skill_level = SKILL_ANTAG_MAX
-
-/datum/skill/pilot
- skill_name = SKILL_PILOT
- skill_level = SKILL_PILOT_DEFAULT
- max_skill_level = SKILL_PILOT_MAX
-
-/datum/skill/navigations
- skill_name = SKILL_NAVIGATIONS
- skill_level = SKILL_NAVIGATIONS_DEFAULT
- max_skill_level = SKILL_NAVIGATIONS_MAX
-
-/datum/skill/police
- skill_name = SKILL_POLICE
- skill_level = SKILL_POLICE_DEFAULT
- max_skill_level = SKILL_POLICE_MAX
-
-/datum/skill/powerloader
- skill_name = SKILL_POWERLOADER
- skill_level = SKILL_POWERLOADER_DEFAULT
- max_skill_level = SKILL_POWERLOADER_MAX
-
-/datum/skill/vehicles
- skill_name = SKILL_VEHICLE
- skill_level = SKILL_VEHICLE_DEFAULT
- max_skill_level = SKILL_VEHICLE_MAX
-
-/datum/skill/jtac
- skill_name = SKILL_JTAC
- readable_skill_name = "JTAC"
- skill_level = SKILL_JTAC_NOVICE
- max_skill_level = SKILL_JTAC_MAX
-
-/datum/skill/execution
- skill_name = SKILL_EXECUTION
- skill_level = SKILL_EXECUTION_DEFAULT
- max_skill_level = SKILL_EXECUTION_MAX
-
-/datum/skill/intel
- skill_name = SKILL_INTEL
- skill_level = SKILL_INTEL_NOVICE
- max_skill_level = SKILL_INTEL_MAX
-
-/datum/skill/domestic
- skill_name = SKILL_DOMESTIC
- skill_level = SKILL_DOMESTIC_NONE
- max_skill_level = SKILL_DOMESTIC_MAX
-
-/datum/skill/fireman
- skill_name = SKILL_FIREMAN
- readable_skill_name = "fireman carrying"
- skill_level = SKILL_FIREMAN_DEFAULT
- max_skill_level = SKILL_FIREMAN_MAX
-
-/// Skill with an extra S at the end is a collection of multiple skills. Basically a skillSET
-/// This is to organize and provide a common interface to the huge heap of skills there are
-/datum/skills
- /// The name of the skillset
- var/name
- // The mob that has this skillset
- var/mob/owner
-
- // List of skill datums.
- // Also, if this is populated when the datum is created, it will set the skill levels automagically
- var/list/skills = list()
- // Same as above, but for children of parents that just add a lil something else
- var/list/additional_skills = list()
-
-/datum/skills/New(mob/skillset_owner)
- owner = skillset_owner
-
- // Setup every single skill
- for(var/skill_type in subtypesof(/datum/skill))
- var/datum/skill/S = new skill_type()
-
- // Fancy hack to convert a list of desired skill levels in each named skill into a skill level in the actual skill datum
- // Lets the skills list be used multipurposely for both storing skill datums and choosing skill levels for different skillsets
- var/predetermined_skill_level = additional_skills[S.skill_name] ? additional_skills[S.skill_name] : skills[S.skill_name]
- skills[S.skill_name] = S
-
- if(!isnull(predetermined_skill_level))
- S.set_skill(predetermined_skill_level, owner)
-
-/datum/skills/Destroy()
- owner = null
- skills = null // Don't need to delete, /datum/skill should softdel
- SStgui.close_uis(src)
- return ..()
-
-// Checks if the given skill is contained in this skillset at all
-/datum/skills/proc/has_skill(skill)
- return isnull(skills[skill])
-
-// Returns the skill DATUM for the given skill
-/datum/skills/proc/get_skill(skill)
- if(!skills)
- return null
- return skills[skill]
-
-// Returns the skill level for the given skill
-/datum/skills/proc/get_skill_level(skill)
- var/datum/skill/S = get_skill(skill)
- if(!S)
- return -1
- if(QDELETED(S))
- return -1
- return S.get_skill_level()
-
-// Sets the skill LEVEL for a given skill
-/datum/skills/proc/set_skill(skill, new_level)
- var/datum/skill/S = skills[skill]
- if(!S)
- return
- return S.set_skill(new_level, owner)
-
-/datum/skills/proc/increment_skill(skill, increment, cap)
- var/datum/skill/S = skills[skill]
- if(!S || skillcheck(owner, skill, cap))
- return
- return S.set_skill(min(cap,S.skill_level+increment), owner)
-
-/datum/skills/proc/decrement_skill(skill, increment)
- var/datum/skill/S = skills[skill]
- if(!S)
- return
- return S.set_skill(max(0,S.skill_level-increment), owner)
-
-// Checks if the skillset is AT LEAST skilled enough to pass a skillcheck for the given skill level
-/datum/skills/proc/is_skilled(skill, req_level, is_explicit = FALSE)
- var/datum/skill/S = get_skill(skill)
- if(QDELETED(S))
- return FALSE
- return S.is_skilled(req_level, is_explicit)
-
-// Adjusts the full skillset to a new type of skillset. Pass the datum type path for the desired skillset
-/datum/skills/proc/set_skillset(skillset_type)
- var/datum/skills/skillset = new skillset_type()
- var/list/skill_levels = initial(skillset.skills)
-
- name = skillset.name
- for(var/skill in skill_levels)
- set_skill(skill, skill_levels[skill])
- qdel(skillset)
-
-/*
----------------------
-CIVILIAN
----------------------
-*/
-
-/datum/skills/civilian
- name = "Civilian"
- skills = list(
- SKILL_CQC = SKILL_CQC_DEFAULT,
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_ENDURANCE = SKILL_ENDURANCE_NONE,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/manager
- name = "Weyland-Yutani Manager" // Semi-competent leader with basic knowledge in most things.
- skills = list(
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- )
-
-/datum/skills/civilian/icc_investigation
- name = "ICC CL - Black Market ERT"
- skills = list(
- SKILL_CQC = SKILL_CQC_DEFAULT,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI, //The ASRS consoles
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_POLICE = SKILL_POLICE_SKILLED, //The CMB Tradeband Compliance Device
- )
-
-/datum/skills/civilian/manager/director
- name = "Weyland-Yutani Director"
- skills = list(
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- )
-
-/datum/skills/civilian/survivor
- name = "Survivor"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- )
-
-/datum/skills/civilian/survivor/manager
- name = "Weyland-Yutani Manager"
- skills = list(
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- )
-
-/datum/skills/civilian/survivor/goon
- name = "Survivor Goon"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/survivor/pmc
- name = "Survivor PMC"
- additional_skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/survivor/pmc/medic
- name = "Survivor PMC Medic"
- additional_skills = list(
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/survivor/pmc/engineer
- name = "Survivor PMC Engineer"
- additional_skills = list(
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- )
-
-/datum/skills/civilian/survivor/doctor
- name = "Survivor Doctor"
- additional_skills = list(
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- )
-
-/datum/skills/civilian/survivor/clf
- name = "Survivor CLF"
- additional_skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- )
-
-/datum/skills/civilian/survivor/scientist
- name = "Survivor Scientist"
- additional_skills = list(
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- )
-
-/datum/skills/civilian/survivor/chef
- name = "Survivor Chef"
- additional_skills = list(
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_DOMESTIC = SKILL_DOMESTIC_TRAINED,
- )
-
-/datum/skills/civilian/survivor/miner
- name = "Survivor Miner"
- additional_skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/survivor/trucker
- name = "Survivor Trucker"
- additional_skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
- )
-
-/datum/skills/civilian/survivor/engineer
- name = "Survivor Engineer"
- additional_skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/survivor/chaplain
- name = "Survivor Chaplain"
- additional_skills = list(
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- )
-
-/datum/skills/civilian/survivor/marshal
- name = "Survivor Marshal"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- )
-
-/datum/skills/civilian/survivor/prisoner
- name = "Survivor Prisoner"
- additional_skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/civilian/survivor/gangleader
- name = "Survivor Gang Leader"
- additional_skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- )
-
-/*
----------------------
-MILITARY SURVIVORS
----------------------
-*/
-//Hardcore survivors with poor equipment and skills, prove you're the best of the best.
-
-/datum/skills/military/survivor/forecon_standard
- name = "Reconnaissance Rifleman"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/forecon_techician
- name = "Reconnaissance Support Technician"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/forecon_marksman
- name = "Reconnaissance Designated Marksman"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SCOUT,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/forecon_smartgunner
- name = "Reconnaissance Smartgunner"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/forecon_sniper
- name = "Reconnaissance Sniper"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SNIPER,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/forecon_squad_leader
- name = "Reconnaissance Squad Leader"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/*
----------------------
-COMMAND STAFF
----------------------
-*/
-
-/datum/skills/general
- name = "General"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_EXECUTION = SKILL_EXECUTION_TRAINED, //can BE people
- SKILL_INTEL = SKILL_INTEL_EXPERT
- )
-
-/datum/skills/commander
- name = "Commanding Officer"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_EXECUTION = SKILL_EXECUTION_TRAINED, //can BE people
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED //can change ship alt
- )
-
-/datum/skills/XO
- name = "Executive Officer"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI, //to fix CIC apc.
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
- )
-
-/datum/skills/SO
- name = "Staff Officer"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/datum/skills/SEA
- name = "Senior Enlisted Advisor"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- )
-
-/datum/skills/SEA/New(mob/skillset_owner)
- ..()
- give_action(skillset_owner, /datum/action/looc_toggle)
-
-/datum/skills/SEA/Destroy()
- remove_action(owner, /datum/action/looc_toggle)
- return ..()
-
-/datum/skills/CMO
- name = "CMO"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/datum/skills/CMP
- name = "Chief MP"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/datum/skills/auxiliary_officer
- name = "Auxiliary Support Officer"
- skills = list(
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- )
-
-/datum/skills/CE
- name = "Chief Engineer"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
- )
-
-/datum/skills/RO
- name = "Requisition Officer"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/*
----------------------
-MILITARY NONCOMBATANT
----------------------
-*/
-
-/datum/skills/doctor
- name = "Doctor"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- )
-
-/datum/skills/nurse
- name = "Nurse"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- )
-
-/datum/skills/researcher
- name = "Researcher"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/datum/skills/pilot
- name = "Pilot Officer"
- skills = list(
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/datum/skills/crew_chief
- name = "Dropship Crew Chief"
- skills = list(
- SKILL_PILOT = SKILL_PILOT_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- )
-
-/datum/skills/MP
- name = "Military Police"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- )
-
-/datum/skills/MW
- name = "Military Warden"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- )
-
-/datum/skills/provost
- name = "Provost"
- skills = list(
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- )
-
-/datum/skills/OT
- name = "Ordnance Technician"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- )
-
-/datum/skills/MT
- name = "Maintenance Technician"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_DOMESTIC = SKILL_DOMESTIC_TRAINED,
- )
-
-/datum/skills/mess_technician
- name = "Mess Technician"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT, // need to hunt food somehow
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER
- )
-
-/datum/skills/CT
- name = "Cargo Technician"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- )
-
-/*
----------------------
-SYNTHETIC
----------------------
-*/
-
-/datum/skills/synthetic
- name = "Synthetic"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MASTER,
- SKILL_SURGERY = SKILL_SURGERY_EXPERT,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_MAX,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
- SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
- )
-
-/datum/skills/colonial_synthetic
- name = SYNTH_COLONY
- skills = list(
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
- )
-
-/datum/skills/working_joe
- name = SYNTH_WORKING_JOE
- skills = list(
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER, //So they can fully use the Maintenance Jack
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
- )
-
-/datum/skills/infiltrator_synthetic
- name = SYNTH_INFILTRATOR
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MASTER,
- SKILL_SURGERY = SKILL_SURGERY_EXPERT,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_MAX,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
- SKILL_ANTAG = SKILL_ANTAG_AGENT,
- )
-
-/*
-------------------------------
-United States Colonial Marines
-------------------------------
-*/
-
-/datum/skills/pfc
- name = "Private"
- //same as default
-
-/datum/skills/pfc/crafty
- name = "Crafty Private"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- )
-
-/datum/skills/combat_medic
- name = "Combat Medic"
- skills = list(
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/combat_medic/crafty
- name = "Crafty Combat Medic"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- )
-
-/datum/skills/combat_engineer
- name = "Combat Engineer"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/smartgunner
- name = "Squad Smartgunner"
- skills = list(
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/specialist
- name = "Squad Weapons Specialist"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED, //to use c4 in demo set.
- SKILL_SPEC_WEAPONS = SKILL_SPEC_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER
- )
-
-/datum/skills/tl
- name = "Fireteam Leader"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/datum/skills/SL
- name = "Squad Leader"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_INTEL = SKILL_INTEL_TRAINED,
- )
-
-/datum/skills/intel
- name = "Intelligence Officer"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- )
-
-/*
--------------------------
-COLONIAL LIBERATION FRONT
--------------------------
-*/
-
-/datum/skills/clf
- name = "CLF Soldier"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_WEAK,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/clf/combat_engineer
- name = "CLF Engineer"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_WEAK,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/clf/combat_medic
- name = "CLF Medic"
- skills = list(
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_WEAK,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/clf/specialist
- name = "CLF Specialist"
- skills = list(
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED, //to use c4 in demo set.
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED
- )
-
-/datum/skills/clf/leader
- name = "CLF Leader"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI, // to use their C4
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI
- )
-
-/datum/skills/clf/commander
- name = "CLF Cell Commander"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
- )
-
-/*
------------
-FREELANCERS
------------
-*/
-
-//NOTE: Freelancer training is similar to the USCM's, but with additional construction skills
-
-/datum/skills/freelancer
- name = "Freelancer Private"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- )
-
-/datum/skills/freelancer/combat_medic
- name = "Freelancer Medic"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- )
-
-/datum/skills/freelancer/SL
- name = "Freelancer Leader"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/*
---------------------------
-UNITED PROGRESSIVE PEOPLES
---------------------------
-*/
-
-//NOTE: UPP make up for their subpar gear with extreme training.
-
-/datum/skills/upp
- name = "UPP Private"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_CQC = SKILL_CQC_DEFAULT,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- )
-
-/datum/skills/upp/combat_engineer
- name = "UPP Sapper"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_CQC = SKILL_CQC_DEFAULT,
- SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- )
-
-/datum/skills/upp/combat_medic
- name = "UPP Medic"
- skills = list(
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_CQC = SKILL_CQC_DEFAULT,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- )
-
-/datum/skills/upp/specialist
- name = "UPP Specialist"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- )
-
-/datum/skills/upp/SL
- name = "UPP Squad Leader"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/datum/skills/upp/military_police
- name = "UPP Military Police"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- )
-
-/datum/skills/upp/officer
- name = "UPP Officer"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_POLICE = SKILL_POLICE_FLASH,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/datum/skills/upp/kapitan
- name = "UPP Kapitan"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/datum/skills/upp/commander
- name = "UPP Command Officer"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
- )
-/datum/skills/upp/conscript
- name = "UPP Conscript"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- )
-
-/*
-----------------------------
-Private Military Contractors
-----------------------------
-*/
-
-//NOTE: Compared to the USCM, PMCs have additional firearms training, construction skills and policing skills
-
-/datum/skills/pmc
- name = "PMC Private"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- )
-
-/datum/skills/pmc/medic
- name = "PMC Medic"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- )
-
-/datum/skills/pmc/medic/chem
- name = "PMC Medical Investigator"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- )
-
-/datum/skills/pmc/smartgunner
- name = "PMC Smartgunner"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/pmc/specialist
- name = "PMC Specialist"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/pmc/SL
- name = "PMC Leader"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/pmc/SL/chem
- name = "PMC Lead Investigator"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/pmc/tank_crew
- name = "Vehicle Crewman"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- )
-
-/datum/skills/pmc/doctor
- name = "PMC Triage Doctor"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_EXPERT,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER, //trained in medicine more than combat
- SKILL_CQC = SKILL_CQC_TRAINED
- )
-
-/datum/skills/pmc/engineer
- name = "PMC Corporate Technician"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- )
-
-/datum/skills/pmc/director
- name = "PMC Site Director"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
- )
-
-/*
----------------------
-CONTRACTORS
----------------------
-*/
-/datum/skills/contractor
- name = "Contractor Standard"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- )
-
-/datum/skills/contractor/leader
- name = "Contractor Leader"
- skills = list(
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- )
-
-/datum/skills/contractor/medic
- name = "Contractor Medic"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/contractor/engi
- name = "Contractor Engi"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_MAX,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MAX,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
- )
-
-/datum/skills/contractor/heavy
- name = "Contractor Machinegunner"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- )
-
-/*
----------------------
-COLONIAL MARSHALS
----------------------
-*/
-/datum/skills/cmb
- name = "CMB Deputy"
- skills = list(
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- )
-
-/datum/skills/cmb/leader
- name = "CMB Marshal"
- skills = list(
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_FIREMAN = SKILL_FIREMAN_MASTER,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/datum/skills/synthetic/cmb
- name = "CMB Investigative Synthetic"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT, // incase the synth needs to use consoles for investigations or tracking
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED, // Not a medical Synthetic, but operate if absolutely needed.
- SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_PILOT = SKILL_PILOT_TRAINED,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_MAX,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_INTEL = SKILL_INTEL_EXPERT,
- SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER
- )
-
-/datum/skills/military/survivor/upp_private
- name = "UPP Private"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/upp_sapper
- name = "UPP Sapper"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/upp_medic
- name = "UPP Medic"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/military/survivor/upp_spec
- name = "UPP Specialist"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- )
-
-/datum/skills/military/survivor/upp_sl
- name = "UPP Squad Leader"
- skills = list(
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
- SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/*
----------------------
-SPEC-OPS
----------------------
-*/
-
-/datum/skills/commando
- name = "Commando"
- skills = list(
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/commando/medic
- name = "Commando Medic"
- skills = list(
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/commando/leader
- name = "Commando Leader"
- skills = list(
- SKILL_CQC = SKILL_CQC_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/commando/deathsquad
- name = "Deathsquad"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/commando/deathsquad/leader
- name = "Deathsquad Leader"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/commando/deathsquad/officer
- name = "Deathsquad Officer"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/spy
- name = "Spy"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/ninja
- name = "Ninja"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/*
----------------------
-MISCELLANEOUS
----------------------
-*/
-
-/datum/skills/mercenary
- name = "Mercenary"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/mercenary/elite
- name = "Elite Mercenary"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- )
-
-/datum/skills/mercenary/elite/medic
- name = "Elite Mercenary Medic"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_MEDICAL = SKILL_MEDICAL_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_SURGERY = SKILL_SURGERY_TRAINED,
- )
-
-/datum/skills/mercenary/elite/engineer
- name = "Elite Mercenary Engineer"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- )
-
-/datum/skills/mercenary/elite/heavy
- name = "Elite Mercenary Heavy"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- )
-
-/datum/skills/mercenary/elite/leader
- name = "Elite Mercenary Leader"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_PILOT = SKILL_PILOT_EXPERT,
- )
-
-/datum/skills/dutchmerc
- name = "Dutch's Dozen Mercenary"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
- )
-
-/datum/skills/dutchmedic
- name = "Dutch's Dozen Medic"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
- )
-
-/datum/skills/tank_crew
- name = "Vehicle Crewman"
- skills = list(
- SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
- SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- )
-
-/datum/skills/gladiator
- name = "Gladiator"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- )
-
-/datum/skills/gladiator/champion
- name = "Gladiator Champion"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- )
-
-/datum/skills/gladiator/champion/leader
- name = "Gladiator Leader"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER, //Spartacus!
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- )
-
-/datum/skills/yautja/warrior
- name = "Yautja Warrior"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_MAX,
- SKILL_ANTAG = SKILL_ANTAG_HUNTER,
- )
-
-/datum/skills/dutch
- name = "Dutch"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_MAX,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_EXPERT,
- SKILL_ANTAG = SKILL_ANTAG_HUNTER,
- )
-
-/datum/skills/cultist_leader
- name = "Cultist Leader"
- skills = list(
- SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
- SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_JTAC = SKILL_JTAC_MASTER,
- )
-
-/datum/skills/souto
- name = "Souto Man"
- skills = list(
- SKILL_CQC = SKILL_CQC_MASTER,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- )
-
-/datum/skills/everything //max it out
- name = "Ultra"
- skills = list(
- SKILL_CQC = SKILL_CQC_MAX,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_MAX,
- SKILL_FIREARMS = SKILL_FIREARMS_MAX,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
- SKILL_ENGINEER = SKILL_ENGINEER_MAX,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MAX,
- SKILL_LEADERSHIP = SKILL_LEAD_MAX,
- SKILL_OVERWATCH = SKILL_OVERWATCH_MAX,
- SKILL_MEDICAL = SKILL_MEDICAL_MAX,
- SKILL_SURGERY = SKILL_SURGERY_MAX,
- SKILL_RESEARCH = SKILL_RESEARCH_MAX,
- SKILL_ANTAG = SKILL_ANTAG_MAX,
- SKILL_PILOT = SKILL_PILOT_MAX,
- SKILL_POLICE = SKILL_POLICE_MAX,
- SKILL_FIREMAN = SKILL_FIREMAN_MAX,
- SKILL_POWERLOADER = SKILL_POWERLOADER_MAX,
- SKILL_VEHICLE = SKILL_VEHICLE_MAX,
- SKILL_JTAC = SKILL_JTAC_MAX,
- SKILL_EXECUTION = SKILL_EXECUTION_MAX,
- SKILL_INTEL = SKILL_INTEL_MAX,
- )
-
-/*
-----------------------------
-Royal Marines Commando
-----------------------------
-*/
-
-//NOTE: Skills take heavy from PMCs
-
-/datum/skills/rmc
- name = "Royal Marines Commando"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- )
-
-/datum/skills/rmc/specialist
- name = "Royal Marines Commando Specialist"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- )
-
-/datum/skills/rmc/smartgun
- name = "Royal Marines Commando Smartgunner"
- skills = list(
- SKILL_CQC = SKILL_CQC_TRAINED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_BEGINNER,
- SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
- )
-
-/datum/skills/rmc/leader
- name = "Royal Marines Commando Leader"
- skills = list(
- SKILL_CQC = SKILL_CQC_SKILLED,
- SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
- SKILL_POLICE = SKILL_POLICE_SKILLED,
- SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
- SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
- SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
- SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
- SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
- SKILL_SURGERY = SKILL_SURGERY_NOVICE,
- SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
- SKILL_JTAC = SKILL_JTAC_TRAINED,
- SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
- )
diff --git a/code/datums/skills/civilian.dm b/code/datums/skills/civilian.dm
new file mode 100644
index 000000000000..9b55adc9b1f4
--- /dev/null
+++ b/code/datums/skills/civilian.dm
@@ -0,0 +1,213 @@
+/*
+---------------------
+CIVILIAN
+---------------------
+*/
+
+/datum/skills/civilian
+ name = "Civilian"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_DEFAULT,
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_NONE,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/manager
+ name = "Weyland-Yutani Manager" // Semi-competent leader with basic knowledge in most things.
+ skills = list(
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ )
+
+/datum/skills/civilian/icc_investigation
+ name = "ICC CL - Black Market ERT"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_DEFAULT,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI, //The ASRS consoles
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_POLICE = SKILL_POLICE_SKILLED, //The CMB Tradeband Compliance Device
+ )
+
+/datum/skills/civilian/manager/director
+ name = "Weyland-Yutani Director"
+ skills = list(
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ )
+
+//civilian that are survivor could be in is own file maybe
+
+/datum/skills/civilian/survivor
+ name = "Survivor"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ )
+
+/datum/skills/civilian/survivor/manager
+ name = "Weyland-Yutani Manager"
+ skills = list(
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ )
+
+/datum/skills/civilian/survivor/goon
+ name = "Survivor Goon"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/survivor/pmc
+ name = "Survivor PMC"
+ additional_skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/survivor/pmc/medic
+ name = "Survivor PMC Medic"
+ additional_skills = list(
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/survivor/pmc/engineer
+ name = "Survivor PMC Engineer"
+ additional_skills = list(
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ )
+
+/datum/skills/civilian/survivor/doctor
+ name = "Survivor Doctor"
+ additional_skills = list(
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ )
+
+/datum/skills/civilian/survivor/clf
+ name = "Survivor CLF"
+ additional_skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ )
+
+/datum/skills/civilian/survivor/scientist
+ name = "Survivor Scientist"
+ additional_skills = list(
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ )
+
+/datum/skills/civilian/survivor/chef
+ name = "Survivor Chef"
+ additional_skills = list(
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_TRAINED,
+ )
+
+/datum/skills/civilian/survivor/miner
+ name = "Survivor Miner"
+ additional_skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/survivor/trucker
+ name = "Survivor Trucker"
+ additional_skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
+ )
+
+/datum/skills/civilian/survivor/engineer
+ name = "Survivor Engineer"
+ additional_skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/survivor/chaplain
+ name = "Survivor Chaplain"
+ additional_skills = list(
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ )
+
+/datum/skills/civilian/survivor/marshal
+ name = "Survivor Marshal"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ )
+
+/datum/skills/civilian/survivor/prisoner
+ name = "Survivor Prisoner"
+ additional_skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/civilian/survivor/gangleader
+ name = "Survivor Gang Leader"
+ additional_skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ )
diff --git a/code/datums/skills/clf.dm b/code/datums/skills/clf.dm
new file mode 100644
index 000000000000..6042febb6b48
--- /dev/null
+++ b/code/datums/skills/clf.dm
@@ -0,0 +1,92 @@
+/*
+-------------------------
+COLONIAL LIBERATION FRONT
+-------------------------
+*/
+
+/datum/skills/clf
+ name = "CLF Soldier"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_WEAK,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/clf/combat_engineer
+ name = "CLF Engineer"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_WEAK,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/clf/combat_medic
+ name = "CLF Medic"
+ skills = list(
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_WEAK,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/clf/specialist
+ name = "CLF Specialist"
+ skills = list(
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED, //to use c4 in demo set.
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED
+ )
+
+/datum/skills/clf/leader
+ name = "CLF Leader"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI, // to use their C4
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI
+ )
+
+/datum/skills/clf/commander
+ name = "CLF Cell Commander"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
+ )
diff --git a/code/datums/skills/cmb.dm b/code/datums/skills/cmb.dm
new file mode 100644
index 000000000000..b29a4c314567
--- /dev/null
+++ b/code/datums/skills/cmb.dm
@@ -0,0 +1,60 @@
+/*
+---------------------
+COLONIAL MARSHALS
+---------------------
+*/
+/datum/skills/cmb
+ name = "CMB Deputy"
+ skills = list(
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ )
+
+/datum/skills/cmb/leader
+ name = "CMB Marshal"
+ skills = list(
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_FIREMAN = SKILL_FIREMAN_MASTER,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+/datum/skills/synthetic/cmb
+ name = "CMB Investigative Synthetic"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT, // incase the synth needs to use consoles for investigations or tracking
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED, // Not a medical Synthetic, but operate if absolutely needed.
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_PILOT = SKILL_PILOT_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_MAX,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER
+ )
diff --git a/code/datums/skills/commando.dm b/code/datums/skills/commando.dm
new file mode 100644
index 000000000000..dabae682bd0b
--- /dev/null
+++ b/code/datums/skills/commando.dm
@@ -0,0 +1,116 @@
+/*
+---------------------
+SPEC-OPS
+---------------------
+*/
+
+/datum/skills/commando
+ name = "Commando"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/commando/medic
+ name = "Commando Medic"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/commando/leader
+ name = "Commando Leader"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/commando/deathsquad
+ name = "Deathsquad"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/commando/deathsquad/leader
+ name = "Deathsquad Leader"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/commando/deathsquad/officer
+ name = "Deathsquad Officer"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/spy
+ name = "Spy"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/ninja
+ name = "Ninja"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
diff --git a/code/datums/skills/contractor.dm b/code/datums/skills/contractor.dm
new file mode 100644
index 000000000000..183e95c941f5
--- /dev/null
+++ b/code/datums/skills/contractor.dm
@@ -0,0 +1,90 @@
+/*
+---------------------
+CONTRACTORS
+---------------------
+*/
+/datum/skills/contractor
+ name = "Contractor Standard"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ )
+
+/datum/skills/contractor/leader
+ name = "Contractor Leader"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ )
+
+/datum/skills/contractor/medic
+ name = "Contractor Medic"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/contractor/engi
+ name = "Contractor Engi"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_MAX,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MAX,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
+ )
+
+/datum/skills/contractor/heavy
+ name = "Contractor Machinegunner"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ )
diff --git a/code/datums/skills/dutch.dm b/code/datums/skills/dutch.dm
new file mode 100644
index 000000000000..5c2c63a8c463
--- /dev/null
+++ b/code/datums/skills/dutch.dm
@@ -0,0 +1,46 @@
+/datum/skills/dutch
+ name = "Dutch"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_MAX,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_ANTAG = SKILL_ANTAG_HUNTER,
+ )
+
+/datum/skills/dutchmerc
+ name = "Dutch's Dozen Mercenary"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
+ )
+
+/datum/skills/dutchmedic
+ name = "Dutch's Dozen Medic"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_EXPERT,
+ )
diff --git a/code/datums/skills/forecon.dm b/code/datums/skills/forecon.dm
new file mode 100644
index 000000000000..4799dd68d617
--- /dev/null
+++ b/code/datums/skills/forecon.dm
@@ -0,0 +1,102 @@
+/*
+---------------------
+MILITARY SURVIVORS
+---------------------
+*/
+//Hardcore survivors with poor equipment and skills, prove you're the best of the best.
+
+/datum/skills/military/survivor/forecon_standard
+ name = "Reconnaissance Rifleman"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/forecon_techician
+ name = "Reconnaissance Support Technician"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/forecon_marksman
+ name = "Reconnaissance Designated Marksman"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SCOUT,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/forecon_smartgunner
+ name = "Reconnaissance Smartgunner"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/forecon_sniper
+ name = "Reconnaissance Sniper"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SNIPER,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/forecon_squad_leader
+ name = "Reconnaissance Squad Leader"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_DEFAULT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_SURVIVOR,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
diff --git a/code/datums/skills/freelancer.dm b/code/datums/skills/freelancer.dm
new file mode 100644
index 000000000000..7f7256318edb
--- /dev/null
+++ b/code/datums/skills/freelancer.dm
@@ -0,0 +1,40 @@
+/*
+-----------
+FREELANCERS
+-----------
+*/
+
+//NOTE: Freelancer training is similar to the USCM's, but with additional construction skills
+
+/datum/skills/freelancer
+ name = "Freelancer Private"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ )
+
+/datum/skills/freelancer/combat_medic
+ name = "Freelancer Medic"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ )
+
+/datum/skills/freelancer/SL
+ name = "Freelancer Leader"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+
diff --git a/code/datums/skills/gladiator.dm b/code/datums/skills/gladiator.dm
new file mode 100644
index 000000000000..7ba2c9eff455
--- /dev/null
+++ b/code/datums/skills/gladiator.dm
@@ -0,0 +1,33 @@
+/datum/skills/gladiator
+ name = "Gladiator"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_LEADERSHIP = SKILL_LEAD_NOVICE,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ )
+
+/datum/skills/gladiator/champion
+ name = "Gladiator Champion"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/gladiator/champion/leader
+ name = "Gladiator Leader"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER, //Spartacus!
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ )
diff --git a/code/datums/skills/mercenary.dm b/code/datums/skills/mercenary.dm
new file mode 100644
index 000000000000..8d842ea30dd2
--- /dev/null
+++ b/code/datums/skills/mercenary.dm
@@ -0,0 +1,85 @@
+/datum/skills/mercenary
+ name = "Mercenary"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/mercenary/elite
+ name = "Elite Mercenary"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ )
+
+/datum/skills/mercenary/elite/medic
+ name = "Elite Mercenary Medic"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_MEDICAL = SKILL_MEDICAL_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ )
+
+/datum/skills/mercenary/elite/engineer
+ name = "Elite Mercenary Engineer"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ )
+
+/datum/skills/mercenary/elite/heavy
+ name = "Elite Mercenary Heavy"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ )
+
+/datum/skills/mercenary/elite/leader
+ name = "Elite Mercenary Leader"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ )
diff --git a/code/datums/skills/misc.dm b/code/datums/skills/misc.dm
new file mode 100644
index 000000000000..e4f78219b5c6
--- /dev/null
+++ b/code/datums/skills/misc.dm
@@ -0,0 +1,86 @@
+/*
+---------------------
+MISCELLANEOUS
+---------------------
+*/
+
+/datum/skills/tank_crew
+ name = "Vehicle Crewman"
+ skills = list(
+ SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+/datum/skills/yautja/warrior
+ name = "Yautja Warrior"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_MAX,
+ SKILL_ANTAG = SKILL_ANTAG_HUNTER,
+ )
+
+/datum/skills/cultist_leader
+ name = "Cultist Leader"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ )
+
+/datum/skills/souto
+ name = "Souto Man"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ )
+
+/datum/skills/everything //max it out
+ name = "Ultra"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MAX,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_MAX,
+ SKILL_FIREARMS = SKILL_FIREARMS_MAX,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_ENGINEER = SKILL_ENGINEER_MAX,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MAX,
+ SKILL_LEADERSHIP = SKILL_LEAD_MAX,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_MAX,
+ SKILL_MEDICAL = SKILL_MEDICAL_MAX,
+ SKILL_SURGERY = SKILL_SURGERY_MAX,
+ SKILL_RESEARCH = SKILL_RESEARCH_MAX,
+ SKILL_ANTAG = SKILL_ANTAG_MAX,
+ SKILL_PILOT = SKILL_PILOT_MAX,
+ SKILL_POLICE = SKILL_POLICE_MAX,
+ SKILL_FIREMAN = SKILL_FIREMAN_MAX,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MAX,
+ SKILL_VEHICLE = SKILL_VEHICLE_MAX,
+ SKILL_JTAC = SKILL_JTAC_MAX,
+ SKILL_EXECUTION = SKILL_EXECUTION_MAX,
+ SKILL_INTEL = SKILL_INTEL_MAX,
+ )
diff --git a/code/datums/skills/pmc.dm b/code/datums/skills/pmc.dm
new file mode 100644
index 000000000000..df7027e2a7ab
--- /dev/null
+++ b/code/datums/skills/pmc.dm
@@ -0,0 +1,171 @@
+/*
+----------------------------
+Private Military Contractors
+----------------------------
+*/
+
+//NOTE: Compared to the USCM, PMCs have additional firearms training, construction skills and policing skills
+
+/datum/skills/pmc
+ name = "PMC Private"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ )
+
+/datum/skills/pmc/medic
+ name = "PMC Medic"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ )
+
+/datum/skills/pmc/medic/chem
+ name = "PMC Medical Investigator"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ )
+
+/datum/skills/pmc/smartgunner
+ name = "PMC Smartgunner"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/pmc/specialist
+ name = "PMC Specialist"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/pmc/SL
+ name = "PMC Leader"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/pmc/SL/chem
+ name = "PMC Lead Investigator"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/pmc/tank_crew
+ name = "Vehicle Crewman"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ )
+
+/datum/skills/pmc/doctor
+ name = "PMC Triage Doctor"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_EXPERT,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER, //trained in medicine more than combat
+ SKILL_CQC = SKILL_CQC_TRAINED
+ )
+
+/datum/skills/pmc/engineer
+ name = "PMC Corporate Technician"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ )
+
+/datum/skills/pmc/director
+ name = "PMC Site Director"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
+ )
diff --git a/code/datums/skills/rmc.dm b/code/datums/skills/rmc.dm
new file mode 100644
index 000000000000..89aa39b154ad
--- /dev/null
+++ b/code/datums/skills/rmc.dm
@@ -0,0 +1,71 @@
+/*
+----------------------------
+Royal Marines Commando
+----------------------------
+*/
+
+//NOTE: Skills take heavy from PMCs
+
+/datum/skills/rmc
+ name = "Royal Marines Commando"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ )
+
+/datum/skills/rmc/specialist
+ name = "Royal Marines Commando Specialist"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/rmc/smartgun
+ name = "Royal Marines Commando Smartgunner"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ )
+
+/datum/skills/rmc/leader
+ name = "Royal Marines Commando Leader"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ )
diff --git a/code/datums/skills/skills.dm b/code/datums/skills/skills.dm
new file mode 100644
index 000000000000..5d1a69e174ed
--- /dev/null
+++ b/code/datums/skills/skills.dm
@@ -0,0 +1,267 @@
+// Individual skill
+/datum/skill
+ /// Name of the skill
+ var/skill_name = null
+ /// used for the view UI
+ var/readable_skill_name = null
+ /// Level of skill in this... skill
+ var/skill_level = 0
+ /// the max level this skill can be, used for tgui
+ var/max_skill_level = 0
+
+/datum/skill/proc/get_skill_level()
+ return skill_level
+
+/datum/skill/proc/set_skill(new_level, mob/owner)
+ skill_level = new_level
+
+/datum/skill/proc/is_skilled(req_level, is_explicit = FALSE)
+ if(is_explicit)
+ return (skill_level == req_level)
+ return (skill_level >= req_level)
+
+// Lots of defines here. See #define/skills.dm
+
+/datum/skill/cqc
+ skill_name = SKILL_CQC
+ readable_skill_name = "CQC"
+ skill_level = SKILL_CQC_DEFAULT
+ max_skill_level = SKILL_CQC_MAX
+
+/datum/skill/melee_weapons
+ skill_name = SKILL_MELEE_WEAPONS
+ readable_skill_name = "melee weapons"
+ skill_level = SKILL_MELEE_DEFAULT
+ max_skill_level = SKILL_MELEE_MAX
+
+/datum/skill/firearms
+ skill_name = SKILL_FIREARMS
+ skill_level = SKILL_FIREARMS_TRAINED
+ max_skill_level = SKILL_FIREARMS_MAX
+
+/datum/skill/spec_weapons
+ skill_name = SKILL_SPEC_WEAPONS
+ readable_skill_name = "specialist weapons"
+ skill_level = SKILL_SPEC_DEFAULT
+ max_skill_level = SKILL_SPEC_ALL
+
+/datum/skill/endurance
+ skill_name = SKILL_ENDURANCE
+ skill_level = SKILL_ENDURANCE_WEAK
+ max_skill_level = SKILL_ENDURANCE_MAX
+
+/datum/skill/engineer
+ skill_name = SKILL_ENGINEER
+ skill_level = SKILL_ENGINEER_DEFAULT
+ max_skill_level = SKILL_ENGINEER_MAX
+
+/datum/skill/construction
+ skill_name = SKILL_CONSTRUCTION
+ skill_level = SKILL_CONSTRUCTION_DEFAULT
+ max_skill_level = SKILL_CONSTRUCTION_MAX
+
+/datum/skill/leadership
+ skill_name = SKILL_LEADERSHIP
+ skill_level = SKILL_LEAD_NOVICE
+ max_skill_level = SKILL_LEAD_MAX
+
+/datum/skill/leadership/set_skill(new_level, mob/living/owner)
+ ..()
+ if(!owner)
+ return
+
+ if(!ishuman(owner))
+ return
+
+ // Give/remove issue order actions
+ if(is_skilled(SKILL_LEAD_TRAINED))
+ ADD_TRAIT(owner, TRAIT_LEADERSHIP, TRAIT_SOURCE_SKILL(skill_name))
+ else
+ REMOVE_TRAIT(owner, TRAIT_LEADERSHIP, TRAIT_SOURCE_SKILL(skill_name))
+
+/datum/skill/overwatch
+ skill_name = SKILL_OVERWATCH
+ skill_level = SKILL_OVERWATCH_DEFAULT
+ max_skill_level = SKILL_OVERWATCH_MAX
+
+/datum/skill/medical
+ skill_name = SKILL_MEDICAL
+ skill_level = SKILL_MEDICAL_DEFAULT
+ max_skill_level = SKILL_MEDICAL_MAX
+
+/datum/skill/surgery
+ skill_name = SKILL_SURGERY
+ skill_level = SKILL_SURGERY_DEFAULT
+ max_skill_level = SKILL_SURGERY_MAX
+
+/datum/skill/surgery/set_skill(new_level, mob/living/owner)
+ ..()
+ if(!owner)
+ return
+
+ if(!ishuman(owner))
+ return
+
+ // Give/remove surgery toggle action
+ var/datum/action/surgery_toggle/surgery_action = locate() in owner.actions
+ if(is_skilled(SKILL_SURGERY_NOVICE))
+ if(!surgery_action)
+ give_action(owner, /datum/action/surgery_toggle)
+ else
+ surgery_action.update_surgery_skill()
+ else
+ if(surgery_action)
+ surgery_action.remove_from(owner)
+
+/datum/skill/research
+ skill_name = SKILL_RESEARCH
+ skill_level = SKILL_RESEARCH_DEFAULT
+ max_skill_level = SKILL_RESEARCH_MAX
+
+/datum/skill/antag
+ skill_name = SKILL_ANTAG
+ readable_skill_name = "illegal technology"
+ skill_level = SKILL_ANTAG_DEFAULT
+ max_skill_level = SKILL_ANTAG_MAX
+
+/datum/skill/pilot
+ skill_name = SKILL_PILOT
+ skill_level = SKILL_PILOT_DEFAULT
+ max_skill_level = SKILL_PILOT_MAX
+
+/datum/skill/navigations
+ skill_name = SKILL_NAVIGATIONS
+ skill_level = SKILL_NAVIGATIONS_DEFAULT
+ max_skill_level = SKILL_NAVIGATIONS_MAX
+
+/datum/skill/police
+ skill_name = SKILL_POLICE
+ skill_level = SKILL_POLICE_DEFAULT
+ max_skill_level = SKILL_POLICE_MAX
+
+/datum/skill/powerloader
+ skill_name = SKILL_POWERLOADER
+ skill_level = SKILL_POWERLOADER_DEFAULT
+ max_skill_level = SKILL_POWERLOADER_MAX
+
+/datum/skill/vehicles
+ skill_name = SKILL_VEHICLE
+ skill_level = SKILL_VEHICLE_DEFAULT
+ max_skill_level = SKILL_VEHICLE_MAX
+
+/datum/skill/jtac
+ skill_name = SKILL_JTAC
+ readable_skill_name = "JTAC"
+ skill_level = SKILL_JTAC_NOVICE
+ max_skill_level = SKILL_JTAC_MAX
+
+/datum/skill/execution
+ skill_name = SKILL_EXECUTION
+ skill_level = SKILL_EXECUTION_DEFAULT
+ max_skill_level = SKILL_EXECUTION_MAX
+
+/datum/skill/intel
+ skill_name = SKILL_INTEL
+ skill_level = SKILL_INTEL_NOVICE
+ max_skill_level = SKILL_INTEL_MAX
+
+/datum/skill/domestic
+ skill_name = SKILL_DOMESTIC
+ skill_level = SKILL_DOMESTIC_NONE
+ max_skill_level = SKILL_DOMESTIC_MAX
+
+/datum/skill/fireman
+ skill_name = SKILL_FIREMAN
+ readable_skill_name = "fireman carrying"
+ skill_level = SKILL_FIREMAN_DEFAULT
+ max_skill_level = SKILL_FIREMAN_MAX
+
+/// Skill with an extra S at the end is a collection of multiple skills. Basically a skillSET
+/// This is to organize and provide a common interface to the huge heap of skills there are
+/datum/skills
+ /// The name of the skillset
+ var/name
+ // The mob that has this skillset
+ var/mob/owner
+
+ // List of skill datums.
+ // Also, if this is populated when the datum is created, it will set the skill levels automagically
+ var/list/skills = list()
+ // Same as above, but for children of parents that just add a lil something else
+ var/list/additional_skills = list()
+
+/datum/skills/New(mob/skillset_owner)
+ owner = skillset_owner
+
+ // Setup every single skill
+ for(var/skill_type in subtypesof(/datum/skill))
+ var/datum/skill/S = new skill_type()
+
+ // Fancy hack to convert a list of desired skill levels in each named skill into a skill level in the actual skill datum
+ // Lets the skills list be used multipurposely for both storing skill datums and choosing skill levels for different skillsets
+ var/predetermined_skill_level = additional_skills[S.skill_name] ? additional_skills[S.skill_name] : skills[S.skill_name]
+ skills[S.skill_name] = S
+
+ if(!isnull(predetermined_skill_level))
+ S.set_skill(predetermined_skill_level, owner)
+
+/datum/skills/Destroy()
+ owner = null
+ skills = null // Don't need to delete, /datum/skill should softdel
+ SStgui.close_uis(src)
+ return ..()
+
+// Checks if the given skill is contained in this skillset at all
+/datum/skills/proc/has_skill(skill)
+ return isnull(skills[skill])
+
+// Returns the skill DATUM for the given skill
+/datum/skills/proc/get_skill(skill)
+ if(!skills)
+ return null
+ return skills[skill]
+
+// Returns the skill level for the given skill
+/datum/skills/proc/get_skill_level(skill)
+ var/datum/skill/S = get_skill(skill)
+ if(!S)
+ return -1
+ if(QDELETED(S))
+ return -1
+ return S.get_skill_level()
+
+// Sets the skill LEVEL for a given skill
+/datum/skills/proc/set_skill(skill, new_level)
+ var/datum/skill/S = skills[skill]
+ if(!S)
+ return
+ return S.set_skill(new_level, owner)
+
+/datum/skills/proc/increment_skill(skill, increment, cap)
+ var/datum/skill/S = skills[skill]
+ if(!S || skillcheck(owner, skill, cap))
+ return
+ return S.set_skill(min(cap,S.skill_level+increment), owner)
+
+/datum/skills/proc/decrement_skill(skill, increment)
+ var/datum/skill/S = skills[skill]
+ if(!S)
+ return
+ return S.set_skill(max(0,S.skill_level-increment), owner)
+
+// Checks if the skillset is AT LEAST skilled enough to pass a skillcheck for the given skill level
+/datum/skills/proc/is_skilled(skill, req_level, is_explicit = FALSE)
+ var/datum/skill/S = get_skill(skill)
+ if(QDELETED(S))
+ return FALSE
+ return S.is_skilled(req_level, is_explicit)
+
+// Adjusts the full skillset to a new type of skillset. Pass the datum type path for the desired skillset
+/datum/skills/proc/set_skillset(skillset_type)
+ var/datum/skills/skillset = new skillset_type()
+ var/list/skill_levels = initial(skillset.skills)
+
+ name = skillset.name
+ for(var/skill in skill_levels)
+ set_skill(skill, skill_levels[skill])
+ qdel(skillset)
diff --git a/code/datums/skills/synthetic.dm b/code/datums/skills/synthetic.dm
new file mode 100644
index 000000000000..3925dd9605b3
--- /dev/null
+++ b/code/datums/skills/synthetic.dm
@@ -0,0 +1,90 @@
+/*
+---------------------
+SYNTHETIC
+---------------------
+*/
+
+/datum/skills/synthetic
+ name = "Synthetic"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MASTER,
+ SKILL_SURGERY = SKILL_SURGERY_EXPERT,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_MAX,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
+ SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
+ )
+
+/datum/skills/colonial_synthetic
+ name = SYNTH_COLONY
+ skills = list(
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
+ )
+
+/datum/skills/working_joe
+ name = SYNTH_WORKING_JOE
+ skills = list(
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER, //So they can fully use the Maintenance Jack
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
+ )
+
+/datum/skills/infiltrator_synthetic
+ name = SYNTH_INFILTRATOR
+ skills = list(
+ SKILL_CQC = SKILL_CQC_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MASTER,
+ SKILL_SURGERY = SKILL_SURGERY_EXPERT,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_MAX,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_CREWMAN,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER,
+ SKILL_ANTAG = SKILL_ANTAG_AGENT,
+ )
diff --git a/code/datums/skills/upp.dm b/code/datums/skills/upp.dm
new file mode 100644
index 000000000000..77401ab62878
--- /dev/null
+++ b/code/datums/skills/upp.dm
@@ -0,0 +1,218 @@
+/*
+--------------------------
+UNITED PROGRESSIVE PEOPLES
+--------------------------
+*/
+
+//NOTE: UPP make up for their subpar gear with extreme training.
+
+/datum/skills/upp
+ name = "UPP Private"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_CQC = SKILL_CQC_DEFAULT,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ )
+
+/datum/skills/upp/combat_engineer
+ name = "UPP Sapper"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_CQC = SKILL_CQC_DEFAULT,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ )
+
+/datum/skills/upp/combat_medic
+ name = "UPP Medic"
+ skills = list(
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_CQC = SKILL_CQC_DEFAULT,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ )
+
+/datum/skills/upp/specialist
+ name = "UPP Specialist"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ )
+
+/datum/skills/upp/SL
+ name = "UPP Squad Leader"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+/datum/skills/upp/military_police
+ name = "UPP Military Police"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ )
+
+/datum/skills/upp/officer
+ name = "UPP Officer"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+/datum/skills/upp/kapitan
+ name = "UPP Kapitan"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+/datum/skills/upp/commander
+ name = "UPP Command Officer"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_EXECUTION = SKILL_EXECUTION_TRAINED,
+ )
+/datum/skills/upp/conscript
+ name = "UPP Conscript"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ )
+
+
+//Survivor
+
+/datum/skills/military/survivor/upp_private
+ name = "UPP Private"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/upp_sapper
+ name = "UPP Sapper"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/upp_medic
+ name = "UPP Medic"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ )
+
+/datum/skills/military/survivor/upp_spec
+ name = "UPP Specialist"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ )
+
+/datum/skills/military/survivor/upp_sl
+ name = "UPP Squad Leader"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
+ SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
diff --git a/code/datums/skills/uscm.dm b/code/datums/skills/uscm.dm
new file mode 100644
index 000000000000..8a6d2fd2c8c2
--- /dev/null
+++ b/code/datums/skills/uscm.dm
@@ -0,0 +1,410 @@
+/*
+------------------------------
+United States Colonial Marines
+------------------------------
+*/
+
+/datum/skills/pfc
+ name = "Private"
+ //same as default
+
+/datum/skills/pfc/crafty
+ name = "Crafty Private"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ )
+
+/datum/skills/combat_medic
+ name = "Combat Medic"
+ skills = list(
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/combat_medic/crafty
+ name = "Crafty Combat Medic"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ )
+
+/datum/skills/combat_engineer
+ name = "Combat Engineer"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/smartgunner
+ name = "Squad Smartgunner"
+ skills = list(
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER,
+ )
+
+/datum/skills/specialist
+ name = "Squad Weapons Specialist"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED, //to use c4 in demo set.
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_BEGINNER
+ )
+
+/datum/skills/tl
+ name = "Fireteam Leader"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ )
+
+/datum/skills/SL
+ name = "Squad Leader"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
+
+/datum/skills/intel
+ name = "Intelligence Officer"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ )
+
+/*
+---------------------
+MILITARY NONCOMBATANT
+---------------------
+*/
+
+/datum/skills/doctor
+ name = "Doctor"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ )
+
+/datum/skills/nurse
+ name = "Nurse"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ )
+
+/datum/skills/researcher
+ name = "Researcher"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
+
+/datum/skills/pilot
+ name = "Pilot Officer"
+ skills = list(
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
+
+/datum/skills/crew_chief
+ name = "Dropship Crew Chief"
+ skills = list(
+ SKILL_PILOT = SKILL_PILOT_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_JTAC = SKILL_JTAC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ )
+
+/datum/skills/MP
+ name = "Military Police"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ )
+
+/datum/skills/MW
+ name = "Military Warden"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ )
+
+/datum/skills/provost
+ name = "Provost"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MASTER,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ )
+
+/datum/skills/OT
+ name = "Ordnance Technician"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ )
+
+/datum/skills/MT
+ name = "Maintenance Technician"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_TRAINED,
+ )
+
+/datum/skills/mess_technician
+ name = "Mess Technician"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT, // need to hunt food somehow
+ SKILL_ENGINEER = SKILL_ENGINEER_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER
+ )
+
+/datum/skills/CT
+ name = "Cargo Technician"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ )
+
+/*
+---------------------
+COMMAND STAFF
+---------------------
+*/
+
+/datum/skills/general
+ name = "General"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_TRAINED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_MAX,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_ALL,
+ SKILL_EXECUTION = SKILL_EXECUTION_TRAINED, //can BE people
+ SKILL_INTEL = SKILL_INTEL_EXPERT
+ )
+
+/datum/skills/commander
+ name = "Commanding Officer"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_SPEC_WEAPONS = SKILL_SPEC_SMARTGUN,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_EXECUTION = SKILL_EXECUTION_TRAINED, //can BE people
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED //can change ship alt
+ )
+
+/datum/skills/XO
+ name = "Executive Officer"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI, //to fix CIC apc.
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
+ )
+
+/datum/skills/SO
+ name = "Staff Officer"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
+
+/datum/skills/SEA
+ name = "Senior Enlisted Advisor"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ )
+
+/datum/skills/SEA/New(mob/skillset_owner)
+ ..()
+ give_action(skillset_owner, /datum/action/looc_toggle)
+
+/datum/skills/SEA/Destroy()
+ remove_action(owner, /datum/action/looc_toggle)
+ return ..()
+
+/datum/skills/CMO
+ name = "CMO"
+ skills = list(
+ SKILL_FIREARMS = SKILL_FIREARMS_CIVILIAN,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
+ SKILL_SURGERY = SKILL_SURGERY_TRAINED,
+ SKILL_RESEARCH = SKILL_RESEARCH_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
+
+/datum/skills/CMP
+ name = "Chief MP"
+ skills = list(
+ SKILL_CQC = SKILL_CQC_SKILLED,
+ SKILL_POLICE = SKILL_POLICE_SKILLED,
+ SKILL_FIREMAN = SKILL_FIREMAN_SKILLED,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
+
+/datum/skills/auxiliary_officer
+ name = "Auxiliary Support Officer"
+ skills = list(
+ SKILL_PILOT = SKILL_PILOT_EXPERT,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
+ SKILL_SURGERY = SKILL_SURGERY_NOVICE,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_EXPERT,
+ SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
+ SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ )
+
+/datum/skills/CE
+ name = "Chief Engineer"
+ skills = list(
+ SKILL_ENGINEER = SKILL_ENGINEER_MASTER,
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_MASTER,
+ SKILL_LEADERSHIP = SKILL_LEAD_MASTER,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_JTAC = SKILL_JTAC_MASTER,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ SKILL_NAVIGATIONS = SKILL_NAVIGATIONS_TRAINED,
+ )
+
+/datum/skills/RO
+ name = "Requisition Officer"
+ skills = list(
+ SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
+ SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
+ SKILL_OVERWATCH = SKILL_OVERWATCH_TRAINED,
+ SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
+ SKILL_POLICE = SKILL_POLICE_FLASH,
+ SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
+ SKILL_JTAC = SKILL_JTAC_EXPERT,
+ SKILL_INTEL = SKILL_INTEL_TRAINED,
+ )
diff --git a/code/datums/stamina/_stamina.dm b/code/datums/stamina/_stamina.dm
index 36705e3be300..e233aaa81676 100644
--- a/code/datums/stamina/_stamina.dm
+++ b/code/datums/stamina/_stamina.dm
@@ -37,13 +37,11 @@
current_stamina = Clamp(current_stamina - amount, 0, max_stamina)
if(current_stamina < max_stamina)
- if(!(src in active_staminas))
- active_staminas.Add(src)
-
+ START_PROCESSING(SSobj, src)
if(amount > 0)
apply_rest_period(STAMINA_REST_PERIOD)
else
- active_staminas.Remove(src)
+ STOP_PROCESSING(SSobj, src)
update_stamina_level()
diff --git a/code/datums/statistics/entities/caste_stats.dm b/code/datums/statistics/entities/caste_stats.dm
index 639e1b4a05f5..6bfc18d124b7 100644
--- a/code/datums/statistics/entities/caste_stats.dm
+++ b/code/datums/statistics/entities/caste_stats.dm
@@ -3,6 +3,10 @@
var/total_hits = 0
var/list/abilities_used = list() // types of /datum/entity/statistic, "tail sweep" = 10, "screech" = 2
+/datum/entity/player_stats/caste/Destroy(force)
+ . = ..()
+ QDEL_LIST_ASSOC_VAL(abilities_used)
+
/datum/entity/player_stats/caste/proc/setup_ability(ability)
if(!ability)
return
diff --git a/code/datums/statistics/entities/death_stats.dm b/code/datums/statistics/entities/death_stats.dm
index 4a01e4e9d72b..35ff1769b925 100644
--- a/code/datums/statistics/entities/death_stats.dm
+++ b/code/datums/statistics/entities/death_stats.dm
@@ -84,6 +84,10 @@
if(!mind || statistic_exempt)
return
+ var/area/area = get_area(death_loc)
+ handle_observer_message(cause_data, cause_mob, death_loc, area)
+
+ // Perform logging above before get_player_from_key to avoid delays
var/datum/entity/statistic/death/new_death = DB_ENTITY(/datum/entity/statistic/death)
var/datum/entity/player/player_entity = get_player_from_key(mind.ckey)
if(player_entity)
@@ -95,11 +99,8 @@
new_death.role_name = get_role_name()
new_death.mob_name = real_name
new_death.faction_name = faction
-
new_death.is_xeno = FALSE
-
- var/area/A = get_area(death_loc)
- new_death.area_name = A.name
+ new_death.area_name = area.name
new_death.cause_name = cause_data?.cause_name
var/datum/entity/player/cause_player = get_player_from_key(cause_data?.ckey)
@@ -132,8 +133,6 @@
new_death.total_damage_taken = life_damage_taken_total
new_death.total_revives_done = life_revives_total
- handle_observer_message(cause_data, cause_mob, death_loc, A)
-
if(round_statistics)
round_statistics.track_death(new_death)
@@ -141,16 +140,16 @@
new_death.detach()
return new_death
-/mob/living/carbon/human/track_mob_death(cause, cause_mob)
- . = ..(cause, cause_mob, job)
+/mob/living/carbon/human/track_mob_death(datum/cause_data/cause_data, turf/death_loc)
+ . = ..()
if(statistic_exempt || !mind)
return
var/datum/entity/player_stats/human/human_stats = mind.setup_human_stats()
if(human_stats && human_stats.death_list)
human_stats.death_list.Insert(1, .)
-/mob/living/carbon/xenomorph/track_mob_death(cause, cause_mob)
- var/datum/entity/statistic/death/new_death = ..(cause, cause_mob, caste_type)
+/mob/living/carbon/xenomorph/track_mob_death(datum/cause_data/cause_data, turf/death_loc)
+ var/datum/entity/statistic/death/new_death = ..()
if(!new_death)
return
new_death.is_xeno = TRUE // this was placed beneath the if below, which meant gibbing as a xeno wouldn't track properly in stats
diff --git a/code/datums/statistics/entities/human_stats.dm b/code/datums/statistics/entities/human_stats.dm
index 51b07867dfd3..1e15aa1d161b 100644
--- a/code/datums/statistics/entities/human_stats.dm
+++ b/code/datums/statistics/entities/human_stats.dm
@@ -5,10 +5,17 @@
var/total_shots = 0
var/total_shots_hit = 0
var/total_screams = 0
- var/datum/entity/weapon_stats/top_weapon = null // reference to /datum/entity/weapon_stats (like tac-shotty)
- var/list/weapon_stats_list = list() // list of types /datum/entity/weapon_stats
- var/list/job_stats_list = list() // list of types /datum/entity/job_stats
- var/list/datum/entity/statistic/medal/medal_list = list() // list of all medals earned
+ var/list/weapon_stats_list = list() //! indexed list of types /datum/entity/weapon_stats
+ var/list/job_stats_list = list() //! indexed list of types /datum/entity/job_stats
+ var/datum/entity/weapon_stats/top_weapon //! reference to /datum/entity/weapon_stats (like tac-shotty)
+ var/list/datum/entity/statistic/medal/medal_list = list() //! list of all medals earned
+
+/datum/entity/player_stats/human/Destroy(force)
+ . = ..()
+ QDEL_LIST_ASSOC_VAL(weapon_stats_list)
+ QDEL_LIST_ASSOC_VAL(job_stats_list)
+ QDEL_NULL(top_weapon)
+ QDEL_LIST(medal_list)
/datum/entity/player_stats/human/get_playtime(type)
if(!type)
diff --git a/code/datums/statistics/entities/job_stats.dm b/code/datums/statistics/entities/job_stats.dm
index ecde1c942082..199c2adb3160 100644
--- a/code/datums/statistics/entities/job_stats.dm
+++ b/code/datums/statistics/entities/job_stats.dm
@@ -1,8 +1,8 @@
/datum/entity/player_stats/job
- var/name = null
- var/total_friendly_fire = null
- var/total_revives = null
- var/total_lives_saved = null
- var/total_shots = null
- var/total_shots_hit = null
- var/total_screams = null
+ var/name
+ var/total_friendly_fire
+ var/total_revives
+ var/total_lives_saved
+ var/total_shots
+ var/total_shots_hit
+ var/total_screams
diff --git a/code/datums/statistics/entities/panel_stats.dm b/code/datums/statistics/entities/panel_stats.dm
index d6e391e1731f..e507d5d81a8b 100644
--- a/code/datums/statistics/entities/panel_stats.dm
+++ b/code/datums/statistics/entities/panel_stats.dm
@@ -8,7 +8,7 @@
update_panel_data(round_statistics)
ui_interact(user)
-/datum/entity/player_entity/proc/ui_interact(mob/user, ui_key = "statistics", datum/nanoui/ui = null, force_open = 1)
+/datum/entity/player_entity/proc/ui_interact(mob/user, ui_key = "statistics", datum/nanoui/ui, force_open = 1)
data["menu"] = menu
data["subMenu"] = subMenu
data["dataMenu"] = dataMenu
diff --git a/code/datums/statistics/entities/player_entity.dm b/code/datums/statistics/entities/player_entity.dm
index 72f4d95d7aa3..f0b3d37ede7e 100644
--- a/code/datums/statistics/entities/player_entity.dm
+++ b/code/datums/statistics/entities/player_entity.dm
@@ -8,8 +8,8 @@
/datum/entity/player_entity
var/name
var/ckey // "cakey"
- var/list/datum/entity/player_stats = list()
- var/list/datum/entity/statistic/death/death_stats = list()
+ var/list/player_stats = list() //! Indeed list of /datum/entity/player_stats
+ var/list/death_stats = list() //! Indexed list of /datum/entity/statistic/death
var/menu = 0
var/subMenu = 0
var/dataMenu = 0
@@ -18,6 +18,11 @@
var/savefile_version
var/save_loaded = FALSE
+/datum/entity/player_entity/Destroy(force)
+ QDEL_LIST_ASSOC_VAL(player_stats)
+ QDEL_LIST_ASSOC_VAL(death_stats)
+ return ..()
+
/datum/entity/player_entity/proc/get_playtime(branch, type)
var/playtime = 0
if(player_stats["[branch]"])
diff --git a/code/datums/statistics/entities/player_stats.dm b/code/datums/statistics/entities/player_stats.dm
index b378d7c2ea24..d9fbd3b11e03 100644
--- a/code/datums/statistics/entities/player_stats.dm
+++ b/code/datums/statistics/entities/player_stats.dm
@@ -6,13 +6,21 @@
var/total_rounds_played = 0
var/steps_walked = 0
var/round_played = FALSE
- var/datum/entity/statistic/nemesis = null // "runner" = 3
+ var/datum/entity/statistic/nemesis // "runner" = 3
var/list/niche_stats = list() // list of type /datum/entity/statistic, "Total Executions" = number
var/list/humans_killed = list() // list of type /datum/entity/statistic, "jobname2" = number
var/list/xenos_killed = list() // list of type /datum/entity/statistic, "caste" = number
var/list/death_list = list() // list of type /datum/entity/death_stats
var/display_stat = TRUE
+/datum/entity/player_stats/Destroy(force)
+ QDEL_NULL(nemesis)
+ QDEL_LIST_ASSOC_VAL(niche_stats)
+ QDEL_LIST_ASSOC_VAL(humans_killed)
+ QDEL_LIST_ASSOC_VAL(xenos_killed)
+ QDEL_LIST_ASSOC_VAL(death_list)
+ return ..()
+
/datum/entity/player_stats/proc/get_playtime()
return total_playtime
diff --git a/code/datums/statistics/entities/round_stats.dm b/code/datums/statistics/entities/round_stats.dm
index 0e1fb6e387db..baed6befa912 100644
--- a/code/datums/statistics/entities/round_stats.dm
+++ b/code/datums/statistics/entities/round_stats.dm
@@ -23,7 +23,7 @@
var/total_slashes = 0
// untracked data
- var/datum/entity/statistic/map/current_map = null // reference to current map
+ var/datum/entity/statistic/map/current_map // reference to current map
var/list/datum/entity/statistic/death/death_stats_list = list()
var/list/abilities_used = list() // types of /datum/entity/statistic, "tail sweep" = 10, "screech" = 2
@@ -37,8 +37,20 @@
var/list/job_stats_list = list() // list of types /datum/entity/job_stats
// nanoui data
- var/round_data[0]
- var/death_data[0]
+ var/list/round_data = list()
+ var/list/death_data = list()
+
+/datum/entity/statistic/round/Destroy(force)
+ . = ..()
+ QDEL_NULL(current_map)
+ QDEL_LIST(death_stats_list)
+ QDEL_LIST_ASSOC_VAL(abilities_used)
+ QDEL_LIST_ASSOC_VAL(final_participants)
+ QDEL_LIST_ASSOC_VAL(hijack_participants)
+ QDEL_LIST_ASSOC_VAL(total_deaths)
+ QDEL_LIST_ASSOC_VAL(caste_stats_list)
+ QDEL_LIST_ASSOC_VAL(weapon_stats_list)
+ QDEL_LIST_ASSOC_VAL(job_stats_list)
/datum/entity_meta/statistic_round
entity_type = /datum/entity/statistic/round
diff --git a/code/datums/statistics/entities/weapon_stats.dm b/code/datums/statistics/entities/weapon_stats.dm
index 0d8458c20de2..9fff5c514458 100644
--- a/code/datums/statistics/entities/weapon_stats.dm
+++ b/code/datums/statistics/entities/weapon_stats.dm
@@ -1,16 +1,23 @@
/datum/entity/weapon_stats
- var/datum/entity/player = null // "deanthelis"
- var/list/niche_stats = list() // list of type /datum/entity/statistic, "Total Reloads" = number
- var/list/humans_killed = list() // list of type /datum/entity/statistic, "jobname2" = number
- var/list/xenos_killed = list() // list of type /datum/entity/statistic, "caste" = number
- var/name = null
+ var/datum/entity/player
+ var/list/niche_stats = list() //! Indexed list of /datum/entity/statistic, "Total Reloads" = number
+ var/list/humans_killed = list() //! Indexed list of /datum/entity/statistic, "jobname2" = number
+ var/list/xenos_killed = list() //! Indexed list of /datum/entity/statistic, "caste" = number
+ var/name
var/total_kills = 0
- var/total_hits = null
- var/total_shots = null
- var/total_shots_hit = null
- var/total_friendly_fire = null
+ var/total_hits
+ var/total_shots
+ var/total_shots_hit
+ var/total_friendly_fire
var/display_stat = TRUE
+/datum/entity/weapon_stats/Destroy(force)
+ player = null
+ QDEL_LIST_ASSOC_VAL(niche_stats)
+ QDEL_LIST_ASSOC_VAL(humans_killed)
+ QDEL_LIST_ASSOC_VAL(xenos_killed)
+ return ..()
+
/datum/entity/weapon_stats/proc/count_human_kill(job_name)
if(!job_name)
return
diff --git a/code/datums/statistics/entities/xeno_stats.dm b/code/datums/statistics/entities/xeno_stats.dm
index 9ed327258258..8fff4a2e5dd3 100644
--- a/code/datums/statistics/entities/xeno_stats.dm
+++ b/code/datums/statistics/entities/xeno_stats.dm
@@ -4,6 +4,12 @@
var/list/caste_stats_list = list() // list of types /datum/entity/player_stats/caste
var/list/datum/entity/statistic/medal/medal_list = list() // list of all royal jelly earned
+/datum/entity/player_stats/xeno/Destroy(force)
+ . = ..()
+ QDEL_NULL(top_caste)
+ QDEL_LIST_ASSOC_VAL(caste_stats_list)
+ QDEL_LIST(medal_list)
+
/datum/entity/player_stats/xeno/get_playtime(type)
if(!type || type == FACTION_XENOMORPH)
return ..()
diff --git a/code/datums/supply_packs/black_market.dm b/code/datums/supply_packs/black_market.dm
index 0709811195b4..1af965898548 100644
--- a/code/datums/supply_packs/black_market.dm
+++ b/code/datums/supply_packs/black_market.dm
@@ -127,70 +127,42 @@ Non-USCM items, from CLF, UPP, colonies, etc. Mostly combat-related.
spawn_guns() //the crate gives 2 guns
/obj/structure/largecrate/black_market/confiscated_weaponry/proc/spawn_guns()
- switch(rand(1,6))
+ switch(rand(1, 5))
if(1) //pmc
- if(prob(50))
- new /obj/item/weapon/gun/rifle/nsg23/no_lock(src)
- new /obj/item/ammo_magazine/rifle/nsg23(src)
- new /obj/item/ammo_magazine/rifle/nsg23(src)
- new /obj/item/ammo_magazine/rifle/nsg23/ap(src)
- new /obj/item/ammo_magazine/rifle/nsg23/extended(src)
- else
- new /obj/item/weapon/gun/smg/fp9000(src)
- new /obj/item/ammo_magazine/smg/fp9000(src)
- new /obj/item/ammo_magazine/smg/fp9000(src)
- new /obj/item/ammo_magazine/smg/fp9000(src)
- new /obj/item/ammo_magazine/smg/fp9000(src)
+ new /obj/item/weapon/gun/smg/fp9000(src)
+ new /obj/item/ammo_magazine/smg/fp9000(src)
+ new /obj/item/ammo_magazine/smg/fp9000(src)
+ new /obj/item/ammo_magazine/smg/fp9000(src)
+ new /obj/item/ammo_magazine/smg/fp9000(src)
if(2) //pizza
new /obj/item/weapon/gun/pistol/holdout(src)
new /obj/item/ammo_magazine/pistol/holdout(src)
if(3) //clf
- switch(rand(1, 3))
+ switch(rand(1, 2))
if(1)
- new /obj/item/weapon/twohanded/lungemine/damaged(src)
- if(2)
new /obj/item/weapon/gun/smg/uzi(src)
new /obj/item/ammo_magazine/smg/uzi/extended(src)
new /obj/item/ammo_magazine/smg/uzi(src)
new /obj/item/ammo_magazine/smg/uzi(src)
- if(3)
+ if(2)
new /obj/item/weapon/gun/smg/mac15(src)
new /obj/item/ammo_magazine/smg/mac15/extended(src)
new /obj/item/ammo_magazine/smg/mac15(src)
new /obj/item/ammo_magazine/smg/mac15(src)
if(4) //upp
- if(prob(50))
- new /obj/item/weapon/gun/rifle/type71(src)
- new /obj/item/ammo_magazine/rifle/type71/ap(src)
- new /obj/item/ammo_magazine/rifle/type71(src)
- new /obj/item/ammo_magazine/rifle/type71(src)
- else
- new /obj/item/weapon/gun/shotgun/type23/riot_control(src)
- new /obj/item/ammo_magazine/handful/shotgun/heavy/beanbag(src)
- new /obj/item/ammo_magazine/handful/shotgun/heavy/beanbag(src)
- new /obj/item/ammo_magazine/handful/shotgun/heavy/flechette(src)
- new /obj/item/ammo_magazine/handful/shotgun/heavy/flechette(src)
- new /obj/item/ammo_magazine/handful/shotgun/heavy/slug(src)
- new /obj/item/ammo_magazine/handful/shotgun/heavy/slug(src) //NO buckshot!
+ new /obj/item/weapon/gun/shotgun/type23/riot_control(src)
+ new /obj/item/ammo_magazine/handful/shotgun/heavy/beanbag(src)
+ new /obj/item/ammo_magazine/handful/shotgun/heavy/beanbag(src)
+ new /obj/item/ammo_magazine/handful/shotgun/heavy/flechette(src)
+ new /obj/item/ammo_magazine/handful/shotgun/heavy/flechette(src)
+ new /obj/item/ammo_magazine/handful/shotgun/heavy/slug(src)
+ new /obj/item/ammo_magazine/handful/shotgun/heavy/slug(src) //NO buckshot!
if(5) //freelancer
- if(prob(80))
- new /obj/item/weapon/gun/rifle/mar40(src)
- new /obj/item/ammo_magazine/rifle/mar40/extended(src)
- new /obj/item/ammo_magazine/rifle/mar40(src)
- new /obj/item/ammo_magazine/rifle/mar40(src)
- else
- new /obj/item/weapon/gun/rifle/mar40/lmg(src)
- new /obj/item/ammo_magazine/rifle/mar40/lmg(src)
- if(6) //VAIPO
- if(prob(50))
- new /obj/item/weapon/gun/rifle/mar40/tactical(src)
- new /obj/item/ammo_magazine/rifle/mar40/extended(src)
- new /obj/item/ammo_magazine/rifle/mar40/extended(src)
- new /obj/item/ammo_magazine/rifle/mar40(src)
- else
- new /obj/item/weapon/gun/rifle/mar40/lmg(src)
- new /obj/item/ammo_magazine/rifle/mar40/lmg(src)
- new /obj/item/ammo_magazine/rifle/mar40/lmg(src)
+ new /obj/item/weapon/gun/rifle/mar40(src)
+ new /obj/item/ammo_magazine/rifle/mar40/extended(src)
+ new /obj/item/ammo_magazine/rifle/mar40(src)
+ new /obj/item/ammo_magazine/rifle/mar40(src)
+
/* Misc. Individual Guns */
@@ -448,7 +420,7 @@ Additionally, weapons that are way too good to put in the basically-flavor black
containertype = /obj/structure/largecrate/black_market
/datum/supply_packs/contraband/seized/small
- name = "S&W revolver (x6 magazines included)"
+ name = "Smith and Wesson revolver (x6 magazines included)"
contains = list(
/obj/item/weapon/gun/revolver/small,
/obj/item/ammo_magazine/revolver/small,
@@ -561,10 +533,6 @@ Primarily made up of things that would be best utilized, well, shipside. Recreat
/obj/item/reagent_container/food/snacks/egg/random,
/obj/item/reagent_container/food/snacks/egg/random, //not a dupe
/obj/item/reagent_container/food/snacks/xemeatpie,
- /obj/item/reagent_container/food/snacks/monkeycube,
- /obj/item/reagent_container/food/snacks/monkeycube/farwacube,
- /obj/item/reagent_container/food/snacks/monkeycube/stokcube,
- /obj/item/reagent_container/food/snacks/monkeycube/yirencube,
/obj/item/reagent_container/food/snacks/upp,
/obj/item/reagent_container/food/snacks/mre_pack/xmas1,
/obj/item/reagent_container/food/snacks/mre_pack/xmas2,
@@ -617,7 +585,7 @@ Primarily made up of things that would be best utilized, well, shipside. Recreat
/obj/item/storage/box/packet/hefa/toy,
/obj/item/toy/inflatable_duck,
/obj/item/toy/beach_ball,
- /obj/item/toy/farwadoll,
+ /obj/item/toy/plush/farwa,
/obj/item/toy/waterflower,
/obj/item/toy/spinningtoy,
/obj/item/storage/box/snappops,
@@ -722,13 +690,6 @@ USCM spare items, miscellaneous gear that's too niche and distant (or restricted
dollar_cost = 50
containertype = /obj/structure/largecrate/black_market
-/datum/supply_packs/contraband/surplus/surplus_m4ra_extended
- name = "surplus magazine box (Ext M4RA x 12)"
- contains = list(/obj/item/ammo_box/magazine/m4ra/ext)
- dollar_cost = 45
- crate_heat = 3
- containertype = /obj/structure/largecrate/black_market
-
/* - Misc. USCM weaponry - */
/datum/supply_packs/contraband/surplus/mk45_automag
@@ -1108,7 +1069,7 @@ Things that don't fit anywhere else. If they're meant for shipside use, they pro
new /obj/item/ammo_magazine/smg/mac15/extended(loc)
new /obj/item/ammo_magazine/smg/mac15/extended(loc)
loot_message = SPAN_NOTICE("It's some CLF SMG armaments.")
- if(21 to 25)
+ if(21 to 29)
// Discovered Yautja ruins.. (None of these will trigger any alarms. They are far too old, degraded, and useless for any Yautja to care.)
new /obj/item/clothing/mask/yautja_flavor(loc)
new /obj/item/clothing/suit/armor/yautja_flavor(loc)
@@ -1116,13 +1077,7 @@ Things that don't fit anywhere else. If they're meant for shipside use, they pro
new /obj/item/weapon/twohanded/yautja/glaive/damaged(loc)
new /obj/item/stack/yautja_rope(loc)
loot_message = SPAN_NOTICE("It's some strange ancient gear...?")
- if(26 to 30)
- // Damaged lunge mines, don't let the marines near these. Not even *close* to effective against even a runner.
- new /obj/item/weapon/twohanded/lungemine/damaged(loc)
- new /obj/item/weapon/twohanded/lungemine/damaged(loc)
- new /obj/item/weapon/twohanded/lungemine/damaged(loc)
- loot_message = SPAN_NOTICE("It's a bunch of lunge mines..?")
- if(31 to 35)
+ if(30 to 35)
// CLF nades!
loot_message = SPAN_NOTICE("It's a package of assorted CLF grenades!")
var/list/nades_to_pick = list(
diff --git a/code/datums/supply_packs/gear.dm b/code/datums/supply_packs/gear.dm
index b67f8f134c25..54a2ae221c9d 100644
--- a/code/datums/supply_packs/gear.dm
+++ b/code/datums/supply_packs/gear.dm
@@ -63,15 +63,3 @@
containertype = /obj/structure/closet/crate/ammo
containername = "fulton recovery device crate"
group = "Gear"
-
-/datum/supply_packs/nvg
- name = "M2 Night Vision Goggles Crate (x3)"
- contains = list(
- /obj/item/prop/helmetgarb/helmet_nvg,
- /obj/item/prop/helmetgarb/helmet_nvg,
- /obj/item/prop/helmetgarb/helmet_nvg,
- )
- cost = 60
- containertype = /obj/structure/closet/crate/supply
- containername = "M2 Night Vission Goggles Crate"
- group = "Gear"
diff --git a/code/defines/procs/announcement.dm b/code/defines/procs/announcement.dm
index 5223d63b8e59..8e42fd1e76a8 100644
--- a/code/defines/procs/announcement.dm
+++ b/code/defines/procs/announcement.dm
@@ -45,13 +45,11 @@
if((H.faction != faction_to_display && !add_PMCs) || (H.faction != faction_to_display && add_PMCs && !(H.faction in FACTION_LIST_WY)) && !(faction_to_display in H.faction_group)) //faction checks
targets.Remove(H)
- var/datum/ares_link/link = GLOB.ares_link
- if(ares_can_log())
- switch(logging)
- if(ARES_LOG_MAIN)
- link.log_ares_announcement(title, message)
- if(ARES_LOG_SECURITY)
- link.log_ares_security(title, message)
+ switch(logging)
+ if(ARES_LOG_MAIN)
+ log_ares_announcement(title, message)
+ if(ARES_LOG_SECURITY)
+ log_ares_security(title, message)
else if(faction_to_display == "Everyone (-Yautja)")
for(var/mob/M in targets)
@@ -98,13 +96,11 @@
for(var/mob/living/silicon/decoy/ship_ai/AI in ai_mob_list)
INVOKE_ASYNC(AI, TYPE_PROC_REF(/mob/living/silicon/decoy/ship_ai, say), message)
- var/datum/ares_link/link = GLOB.ares_link
- if(ares_can_log())
- switch(logging)
- if(ARES_LOG_MAIN)
- link.log_ares_announcement("[MAIN_AI_SYSTEM] Comms Update", message)
- if(ARES_LOG_SECURITY)
- link.log_ares_security("[MAIN_AI_SYSTEM] Security Update", message)
+ switch(logging)
+ if(ARES_LOG_MAIN)
+ log_ares_announcement("[MAIN_AI_SYSTEM] Comms Update", message)
+ if(ARES_LOG_SECURITY)
+ log_ares_security("[MAIN_AI_SYSTEM] Security Update", message)
/proc/ai_silent_announcement(message, channel_prefix, bypass_cooldown = FALSE)
if(!message)
@@ -125,7 +121,7 @@
//AI shipside announcement, that uses announcement mechanic instead of talking into comms
//to ensure that all humans on ship hear it regardless of comms and power
-/proc/shipwide_ai_announcement(message, title = MAIN_AI_SYSTEM, sound_to_play = sound('sound/misc/interference.ogg'), signature)
+/proc/shipwide_ai_announcement(message, title = MAIN_AI_SYSTEM, sound_to_play = sound('sound/misc/interference.ogg'), signature, ares_logging = ARES_LOG_MAIN)
var/list/targets = GLOB.human_mob_list + GLOB.dead_mob_list
for(var/mob/T in targets)
if(isobserver(T))
@@ -135,9 +131,11 @@
if(!isnull(signature))
message += "
Signed by,
[signature]"
- var/datum/ares_link/link = GLOB.ares_link
- if(link.interface && !(link.interface.inoperable()))
- link.log_ares_announcement(title, message)
+ switch(ares_logging)
+ if(ARES_LOG_MAIN)
+ log_ares_announcement(title, message)
+ if(ARES_LOG_SECURITY)
+ log_ares_security(title, message)
announcement_helper(message, title, targets, sound_to_play)
@@ -150,9 +148,7 @@
if(!ishuman(T) || isyautja(T) || !is_mainship_level(T.z))
targets.Remove(T)
- var/datum/ares_link/link = GLOB.ares_link
- if(ares_can_log())
- link.log_ares_announcement("[title] Shipwide Update", message)
+ log_ares_announcement("[title] Shipwide Update", message)
announcement_helper(message, title, targets, sound_to_play)
diff --git a/code/game/area/WhiskeyOutpost.dm b/code/game/area/WhiskeyOutpost.dm
index 02d94dc942da..aef72d1a9941 100644
--- a/code/game/area/WhiskeyOutpost.dm
+++ b/code/game/area/WhiskeyOutpost.dm
@@ -65,7 +65,7 @@
icon_state = "livingspace"
/area/whiskey_outpost/inside/supply
- name = "\improper Supply Depo"
+ name = "\improper Supply Depot"
icon_state = "req"
/*
diff --git a/code/game/area/almayer.dm b/code/game/area/almayer.dm
index 6ced81a22b15..742ae7a1addb 100644
--- a/code/game/area/almayer.dm
+++ b/code/game/area/almayer.dm
@@ -13,6 +13,21 @@
ambience_exterior = AMBIENCE_ALMAYER
ceiling_muffle = FALSE
+ ///Whether this area is used for hijack evacuation progress
+ var/hijack_evacuation_area = FALSE
+
+ ///The weight this area gives towards hijack evacuation progress
+ var/hijack_evacuation_weight = 0
+
+ ///Whether this area is additive or multiplicative towards evacuation progress
+ var/hijack_evacuation_type = EVACUATION_TYPE_NONE
+
+/area/almayer/Initialize(mapload, ...)
+ . = ..()
+
+ if(hijack_evacuation_area)
+ SShijack.progress_areas[src] = power_equip
+
/area/shuttle/almayer/elevator_maintenance/upperdeck
name = "\improper Maintenance Elevator"
icon_state = "shuttle"
@@ -160,6 +175,9 @@
fake_zlevel = 2 // lowerdeck
soundscape_playlist = SCAPE_PL_ENG
soundscape_interval = 15
+ hijack_evacuation_area = TRUE
+ hijack_evacuation_weight = 0.2
+ hijack_evacuation_type = EVACUATION_TYPE_ADDITIVE
/area/almayer/engineering/starboard_atmos
name = "\improper Atmospherics Starboard"
@@ -183,6 +201,9 @@
name = "\improper Astronavigational Deck"
icon_state = "astronavigation"
fake_zlevel = 2 // lowerdeck
+ hijack_evacuation_area = TRUE
+ hijack_evacuation_weight = 1.1
+ hijack_evacuation_type = EVACUATION_TYPE_MULTIPLICATIVE
/area/almayer/shipboard/panic
name = "\improper Hangar Panic Room"
@@ -712,6 +733,9 @@
icon_state = "lifeboat_pump"
requires_power = 1
fake_zlevel = 1
+ hijack_evacuation_area = TRUE
+ hijack_evacuation_weight = 0.1
+ hijack_evacuation_type = EVACUATION_TYPE_ADDITIVE
/area/almayer/lifeboat_pumps/north1
name = "North West Lifeboat Fuel Pump"
diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm
index c9625ec1c44f..776d81bb10ad 100644
--- a/code/game/area/areas.dm
+++ b/code/game/area/areas.dm
@@ -93,7 +93,7 @@
initialize_power()
/area/Initialize(mapload, ...)
- icon_state = "" //Used to reset the icon overlay, I assume.
+ icon = null
layer = AREAS_LAYER
uid = ++global_uid
. = ..()
diff --git a/code/game/atoms.dm b/code/game/atoms.dm
index e1541f8368b8..e0590265840c 100644
--- a/code/game/atoms.dm
+++ b/code/game/atoms.dm
@@ -33,8 +33,11 @@
var/list/filter_data //For handling persistent filters
- // Base transform matrix
- var/matrix/base_transform = null
+ /// Base transform matrix, edited by admin tooling and such
+ var/matrix/base_transform
+ /// Last transform used before being compound with base_transform
+ /// This allows us to re-create transform if only base_transform changes
+ var/matrix/raw_transform
///Chemistry.
var/datum/reagents/reagents = null
@@ -116,7 +119,14 @@ directive is properly returned.
//===========================================================================
-
+// TODO make all atoms use set_density, do not rely on it at present
+///Setter for the `density` variable to append behavior related to its changing.
+/atom/proc/set_density(new_value)
+ SHOULD_CALL_PARENT(TRUE)
+ if(density == new_value)
+ return
+ . = density
+ density = new_value
//atmos procs
@@ -141,15 +151,27 @@ directive is properly returned.
if(loc)
return loc.return_gas()
-// Updates the atom's transform
-/atom/proc/apply_transform(matrix/M)
- if(!base_transform)
- transform = M
- return
+/// Updates the atom's transform compounding it with [/atom/var/base_transform]
+/atom/proc/apply_transform(matrix/new_transform, time = 0, easing = (EASE_IN|EASE_OUT))
+ var/matrix/base_copy
+ if(base_transform)
+ base_copy = matrix(base_transform)
+ else
+ base_copy = matrix()
+ raw_transform = matrix(new_transform) // Keep a copy to replay if needed
- var/matrix/base_copy = matrix(base_transform)
// Compose the base and applied transform in that order
- transform = base_copy.Multiply(M)
+ var/matrix/complete = base_copy.Multiply(raw_transform)
+
+ if(!time)
+ transform = complete
+ return
+ animate(src, transform = complete, time = time, easing = easing)
+
+/// Upates the base_transform which will be compounded with other transforms
+/atom/proc/update_base_transform(matrix/new_transform, time = 0)
+ base_transform = matrix(new_transform)
+ apply_transform(raw_transform, time)
/atom/proc/on_reagent_change()
return
@@ -183,7 +205,9 @@ directive is properly returned.
return
/atom/proc/emp_act(severity)
- return
+ SHOULD_CALL_PARENT(TRUE)
+
+ SEND_SIGNAL(src, COMSIG_ATOM_EMP_ACT, severity)
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
@@ -223,8 +247,8 @@ directive is properly returned.
if(!examine_strings)
log_debug("Attempted to create an examine block with no strings! Atom : [src], user : [user]")
return
- to_chat(user, examine_block(examine_strings.Join("\n")))
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, examine_strings)
+ to_chat(user, examine_block(examine_strings.Join("\n")))
/atom/proc/get_examine_text(mob/user)
. = list()
@@ -699,10 +723,9 @@ Parameters are passed from New.
usr.client.cmd_admin_emp(src)
if(href_list[VV_HK_MODIFY_TRANSFORM] && check_rights(R_VAREDIT))
- var/result = tgui_input_list(usr, "Choose the transformation to apply","Transform Mod", list("Scale","Translate","Rotate"))
+ var/result = tgui_input_list(usr, "Choose the transformation to apply","Transform Mod", list("Scale","Translate","Rotate", "Reflect X Axis", "Reflect Y Axis"))
if(!result)
return
- var/matrix/M = transform
if(!result)
return
switch(result)
@@ -711,19 +734,37 @@ Parameters are passed from New.
var/y = tgui_input_real_number(usr, "Choose y mod","Transform Mod")
if(isnull(x) || isnull(y))
return
- transform = M.Scale(x,y)
+ var/matrix/base_matrix = matrix(base_transform)
+ update_base_transform(base_matrix.Scale(x,y))
if("Translate")
var/x = tgui_input_real_number(usr, "Choose x mod (negative = left, positive = right)","Transform Mod")
var/y = tgui_input_real_number(usr, "Choose y mod (negative = down, positive = up)","Transform Mod")
if(isnull(x) || isnull(y))
return
- transform = M.Translate(x,y)
+ var/matrix/base_matrix = matrix(base_transform)
+ update_base_transform(base_matrix.Translate(x,y))
if("Rotate")
var/angle = tgui_input_real_number(usr, "Choose angle to rotate","Transform Mod")
if(isnull(angle))
return
- transform = M.Turn(angle)
-
+ var/matrix/base_matrix = matrix(base_transform)
+ update_base_transform(base_matrix.Turn(angle))
+ if("Reflect X Axis")
+ var/matrix/current = matrix(base_transform)
+ var/matrix/reflector = matrix()
+ reflector.a = -1
+ reflector.d = 0
+ reflector.b = 0
+ reflector.e = 1
+ update_base_transform(current * reflector)
+ if("Reflect Y Axis")
+ var/matrix/current = matrix(base_transform)
+ var/matrix/reflector = matrix()
+ reflector.a = 1
+ reflector.d = 0
+ reflector.b = 0
+ reflector.e = -1
+ update_base_transform(current * reflector)
SEND_SIGNAL(src, COMSIG_ATOM_VV_MODIFY_TRANSFORM)
if(href_list[VV_HK_AUTO_RENAME] && check_rights(R_VAREDIT))
diff --git a/code/game/bioscans.dm b/code/game/bioscans.dm
index 62c801a02d29..ff6e00ec430e 100644
--- a/code/game/bioscans.dm
+++ b/code/game/bioscans.dm
@@ -109,24 +109,21 @@ GLOBAL_DATUM_INIT(bioscan_data, /datum/bioscan_data, new)
to_chat(ghost, ghost_scan)
-/// This will do something after Project ARES.
/datum/bioscan_data/proc/ares_can_bioscan()
var/datum/ares_link/link = GLOB.ares_link
if(!istype(link))
return FALSE
- if(link.p_bioscan && !link.p_bioscan.inoperable())
+ if(link.processor_bioscan && !link.processor_bioscan.inoperable())
return TRUE
return FALSE
/// The announcement to all Humans. Slightly off for the planet and elsewhere, accurate for the ship.
/datum/bioscan_data/proc/ares_bioscan(forced = FALSE, variance = 2)
- var/datum/ares_link/link = GLOB.ares_link
if(!forced && !ares_can_bioscan())
message_admins("An ARES Bioscan has failed.")
var/name = "[MAIN_AI_SYSTEM] Bioscan Status"
var/input = "Bioscan failed. \n\nInvestigation into Bioscan subsystem recommended."
- if(ares_can_log())
- link.log_ares_bioscan(name, input)
+ log_ares_bioscan(name, input)
if(ares_can_interface())
marine_announcement(input, name, 'sound/misc/interference.ogg', logging = ARES_LOG_NONE)
return
@@ -137,8 +134,7 @@ GLOBAL_DATUM_INIT(bioscan_data, /datum/bioscan_data, new)
log_game("BIOSCAN: ARES bioscan completed. [input]")
- if(forced || ares_can_log())
- link.log_ares_bioscan(name, input) //if interface is down, bioscan still logged, just have to go read it.
+ log_ares_bioscan(name, input) //if interface is down, bioscan still logged, just have to go read it.
if(forced || ares_can_interface())
marine_announcement(input, name, 'sound/AI/bioscan.ogg', logging = ARES_LOG_NONE)
else
diff --git a/code/game/cas_manager/datums/cas_fire_envelope.dm b/code/game/cas_manager/datums/cas_fire_envelope.dm
index d7c939b76e16..330521f34e36 100644
--- a/code/game/cas_manager/datums/cas_fire_envelope.dm
+++ b/code/game/cas_manager/datums/cas_fire_envelope.dm
@@ -181,7 +181,7 @@
apply_upgrade(user)
if(!(user in guidance.users))
guidance.users += user
- RegisterSignal(usr, COMSIG_MOB_RESISTED, PROC_REF(exit_cam_resist))
+ RegisterSignal(user, COMSIG_MOB_RESISTED, PROC_REF(exit_cam_resist))
/datum/cas_fire_envelope/proc/apply_upgrade(user)
@@ -220,6 +220,7 @@
M.reset_view()
remove_upgrades(user)
guidance.users -= user
+ UnregisterSignal(user, COMSIG_MOB_RESISTED)
/datum/cas_fire_envelope/proc/exit_cam_resist(mob/user)
SIGNAL_HANDLER
diff --git a/code/game/gamemodes/cm_initialize.dm b/code/game/gamemodes/cm_initialize.dm
index 1dbcd7a5fa33..9899a8d993ea 100644
--- a/code/game/gamemodes/cm_initialize.dm
+++ b/code/game/gamemodes/cm_initialize.dm
@@ -356,17 +356,21 @@ Additional game mode variables.
else
available_xenos_non_ssd += cur_xeno
- var/datum/hive_status/hive
- for(var/hivenumber in GLOB.hive_datum)
- hive = GLOB.hive_datum[hivenumber]
- if(!hive.hardcore && hive.stored_larva && (hive.hive_location || (world.time < XENO_BURIED_LARVA_TIME_LIMIT + SSticker.round_start_time)))
- if(SSticker.mode && (SSticker.mode.flags_round_type & MODE_RANDOM_HIVE))
- available_xenos |= "any buried larva"
- LAZYADD(available_xenos["any buried larva"], hive)
- else
- var/larva_option = "buried larva ([hive])"
- available_xenos += larva_option
- available_xenos[larva_option] = list(hive)
+ // Only offer buried larva if there is no queue:
+ // This basically means this block of code will almost never execute, because we are instead relying on the hive cores/larva pops to handle their larva
+ // Technically this should be after a get_alien_candidates() call to be accurate, but we are intentionally trying to not call that proc as much as possible
+ if(GLOB.xeno_queue_candidate_count < 1)
+ var/datum/hive_status/hive
+ for(var/hivenumber in GLOB.hive_datum)
+ hive = GLOB.hive_datum[hivenumber]
+ if(!hive.hardcore && hive.stored_larva && (hive.hive_location || (world.time < XENO_BURIED_LARVA_TIME_LIMIT + SSticker.round_start_time)))
+ if(SSticker.mode && (SSticker.mode.flags_round_type & MODE_RANDOM_HIVE))
+ available_xenos |= "any buried larva"
+ LAZYADD(available_xenos["any buried larva"], hive)
+ else
+ var/larva_option = "buried larva ([hive])"
+ available_xenos += larva_option
+ available_xenos[larva_option] = list(hive)
if(!available_xenos.len || (instant_join && !available_xenos_non_ssd.len))
if(!xeno_candidate.client || !xeno_candidate.client.prefs || !(xeno_candidate.client.prefs.be_special & BE_ALIEN_AFTER_DEATH))
@@ -378,7 +382,7 @@ Additional game mode variables.
var/mob/dead/observer/candidate_observer = xeno_candidate
if(istype(candidate_observer))
if(candidate_observer.larva_queue_cached_message)
- to_chat(xeno_candidate, candidate_observer.larva_queue_cached_message)
+ to_chat(xeno_candidate, SPAN_XENONOTICE(candidate_observer.larva_queue_cached_message))
return FALSE
// No cache, lets check now then
@@ -389,14 +393,14 @@ Additional game mode variables.
cur_hive = GLOB.hive_datum[hive_num]
for(var/mob_name in cur_hive.banished_ckeys)
if(cur_hive.banished_ckeys[mob_name] == xeno_candidate.ckey)
- candidate_observer.larva_queue_cached_message += "\n" + SPAN_WARNING("NOTE: You are banished from the [cur_hive] and you may not rejoin unless the Queen re-admits you or dies. Your queue number won't update until there is a hive you aren't banished from.")
+ candidate_observer.larva_queue_cached_message += "\nNOTE: You are banished from the [cur_hive] and you may not rejoin unless the Queen re-admits you or dies. Your queue number won't update until there is a hive you aren't banished from."
break
- to_chat(xeno_candidate, candidate_observer.larva_queue_cached_message)
+ to_chat(xeno_candidate, SPAN_XENONOTICE(candidate_observer.larva_queue_cached_message))
return FALSE
// We aren't in queue yet, lets teach them about the queue then
- candidate_observer.larva_queue_cached_message = SPAN_XENONOTICE("You are currently awaiting assignment in the larva queue. The ordering is based on your time of death or the time you joined. When you have been dead long enough and are not inactive, you will periodically receive messages where you are in the queue relative to other currently valid xeno candidates. Your current position will shift as others change their preferences or go inactive, but your relative position compared to all observers is the same. Note: Playing as a facehugger or in the thunderdome will not alter your time of death. This means you won't lose your relative place in queue if you step away, disconnect, play as a facehugger, or play in the thunderdome.")
- to_chat(xeno_candidate, candidate_observer.larva_queue_cached_message)
+ candidate_observer.larva_queue_cached_message = "You are currently awaiting assignment in the larva queue. The ordering is based on your time of death or the time you joined. When you have been dead long enough and are not inactive, you will periodically receive messages where you are in the queue relative to other currently valid xeno candidates. Your current position will shift as others change their preferences or go inactive, but your relative position compared to all observers is the same. Note: Playing as a facehugger or in the thunderdome will not alter your time of death. This means you won't lose your relative place in queue if you step away, disconnect, play as a facehugger, or play in the thunderdome."
+ to_chat(xeno_candidate, SPAN_XENONOTICE(candidate_observer.larva_queue_cached_message))
return FALSE
var/mob/living/carbon/xenomorph/new_xeno
@@ -446,7 +450,7 @@ Additional game mode variables.
to_chat(xeno_candidate, SPAN_WARNING("You cannot join if the xenomorph is dead."))
return FALSE
- if(new_xeno.stat == UNCONSCIOUS)
+ if(new_xeno.health <= 0)
to_chat(xeno_candidate, SPAN_WARNING("You cannot join if the xenomorph is in critical condition or unconscious."))
return FALSE
diff --git a/code/game/gamemodes/cm_self_destruct.dm b/code/game/gamemodes/cm_self_destruct.dm
deleted file mode 100644
index b86de24eed74..000000000000
--- a/code/game/gamemodes/cm_self_destruct.dm
+++ /dev/null
@@ -1,476 +0,0 @@
-/*
-TODO
-Look into animation screen not showing on self-destruct and other weirdness
-Intergrate distress into this controller.
-Finish nanoui conversion for comm console.
-Make sure people who get nuked and wake up from SSD don't live.
-Add flashing lights to evac. //DEFERRED TO BETTER LIGHTING
-Finish the game mode announcement thing.
-Fix escape doors to work properly.
-*/
-
-/*
-How this works:
-
-First: All of the linking is done automatically on world start, so nothing needs to be done on that end other than making
-sure that objects are actually placed in the game world. If not, the game will error and let you know about it. But you
-don't need to modify variables or worry about area placement. It's all done for you.
-The rods, for example, configure the time per activation based on their number. Shuttles link their own machines via area.
-Nothing in this controller is linked to game mode, so it's stand alone, more or less, but it's best used during a game mode.
-Admins have a lot of tools in their disposal via the check antagonist panel, and devs can access the VV of this controller
-through that panel.
-
-Second: The communication console handles most of the IC triggers for activating these functions, the rest is handled elsewhere.
-Check communications.dm for that. shuttle_controller.dm handles the set up for the escape pods. escape_pods.dm handles most of the
-functions of the escape pods themselves. This file would likely need to be broken down into individual parts at some point in the
-future.
-
-Evacuation takes place when sufficient alert level is reaised and a distress beacon was launched. All of the evac pods come online
-and open their doors to allow entry inside. Characters may then get inside of the cryo units to before the shuttles automatically launch.
-If wanted, a nearby controller object may launch each individual shuttle early. Only three people may ride on a shuttle to escape,
-otherwise the launch will fail and the shuttle will become inoperable.
-Any launched shuttles are taken out of the game. If the evacuation is canceled, any persons inside of the cryo tubes will be ejected.
-They may temporarily open the door to exit if they are stuck inside after evac is canceled.
-
-When the self-destruct is enabled, the console comes online. This usually happens during an evacuation. Once the console is
-interacted with, it fires up the self-destruct sequence. Several rods rise and must be interacted with in order to arm the system.
-Once that happens, the console must be interacted with again to trigger the self-destruct. The self-destruct may also be
-canceled from the console.
-
-The self-destruct may also happen if a nuke is detonated on the ship's zlevel; if it is detonated elsewhere, the ship will not blow up.
-Regardless of where it's detonated, or how, a successful detonation will end the round or automatically restart the game.
-
-All of the necessary difines are stored under mode.dm in defines.
-*/
-
-var/global/datum/authority/branch/evacuation/EvacuationAuthority //This is initited elsewhere so that the world has a chance to load in.
-
-/datum/authority/branch/evacuation
- var/name = "Evacuation Authority"
- var/evac_time //Time the evacuation was initiated.
- var/evac_status = EVACUATION_STATUS_STANDING_BY //What it's doing now? It can be standing by, getting ready to launch, or finished.
-
- var/obj/structure/machinery/self_destruct/console/dest_master //The main console that does the brunt of the work.
- var/dest_rods[] //Slave devices to make the explosion work.
- var/dest_cooldown //How long it takes between rods, determined by the amount of total rods present.
- var/dest_index = 1 //What rod the thing is currently on.
- var/dest_status = NUKE_EXPLOSION_INACTIVE
- var/dest_started_at = 0
-
- var/flags_scuttle = NO_FLAGS
-
-/datum/authority/branch/evacuation/New()
- ..()
- dest_master = locate()
- if(!dest_master)
- log_debug("ERROR CODE SD1: could not find master self-destruct console")
- to_world(SPAN_DEBUG("ERROR CODE SD1: could not find master self-destruct console"))
- return FALSE
- dest_rods = new
- for(var/obj/structure/machinery/self_destruct/rod/I in dest_master.loc.loc) dest_rods += I
- if(!dest_rods.len)
- log_debug("ERROR CODE SD2: could not find any self-destruct rods")
- to_world(SPAN_DEBUG("ERROR CODE SD2: could not find any self-destruct rods"))
- QDEL_NULL(dest_master)
- return FALSE
- dest_cooldown = SELF_DESTRUCT_ROD_STARTUP_TIME / dest_rods.len
- dest_master.desc = "The main operating panel for a self-destruct system. It requires very little user input, but the final safety mechanism is manually unlocked.\nAfter the initial start-up sequence, [dest_rods.len] control rods must be armed, followed by manually flipping the detonation switch."
-
-/**
- * This proc returns the ship's z level list (or whatever specified),
- * when an evac/self-destruct happens.
- */
-/datum/authority/branch/evacuation/proc/get_affected_zlevels()
- //Nuke is not in progress, end the round on ship only.
- if(dest_status < NUKE_EXPLOSION_IN_PROGRESS && SSticker?.mode.is_in_endgame)
- . = SSmapping.levels_by_any_trait(list(ZTRAIT_MARINE_MAIN_SHIP))
- return
-
-//=========================================================================================
-//=========================================================================================
-//=====================================EVACUATION==========================================
-//=========================================================================================
-//=========================================================================================
-
-
-/datum/authority/branch/evacuation/proc/initiate_evacuation(force=0) //Begins the evacuation procedure.
- if(force || (evac_status == EVACUATION_STATUS_STANDING_BY && !(flags_scuttle & FLAGS_EVACUATION_DENY)))
- evac_time = world.time
- evac_status = EVACUATION_STATUS_INITIATING
- ai_announcement("Attention. Emergency. All personnel must evacuate immediately. You have [round(EVACUATION_ESTIMATE_DEPARTURE/60,1)] minute\s until departure.", 'sound/AI/evacuate.ogg')
- xeno_message_all("A wave of adrenaline ripples through the hive. The fleshy creatures are trying to escape!")
-
- for(var/obj/structure/machinery/status_display/SD in machines)
- if(is_mainship_level(SD.z))
- SD.set_picture("evac")
- for(var/obj/docking_port/mobile/crashable/escape_shuttle/shuttle in SSshuttle.mobile)
- shuttle.prepare_evac()
- activate_lifeboats()
- process_evacuation()
- return TRUE
-
-/datum/authority/branch/evacuation/proc/cancel_evacuation() //Cancels the evac procedure. Useful if admins do not want the marines leaving.
- if(evac_status == EVACUATION_STATUS_INITIATING)
- evac_time = null
- evac_status = EVACUATION_STATUS_STANDING_BY
- deactivate_lifeboats()
- ai_announcement("Evacuation has been cancelled.", 'sound/AI/evacuate_cancelled.ogg')
-
- if(get_security_level() == "red")
- for(var/obj/structure/machinery/status_display/SD in machines)
- if(is_mainship_level(SD.z))
- SD.set_picture("redalert")
-
- for(var/obj/docking_port/mobile/crashable/escape_shuttle/shuttle in SSshuttle.mobile)
- shuttle.cancel_evac()
- return TRUE
-
-/datum/authority/branch/evacuation/proc/begin_launch() //Launches the pods.
- if(evac_status == EVACUATION_STATUS_INITIATING)
- evac_status = EVACUATION_STATUS_IN_PROGRESS //Cannot cancel at this point. All shuttles are off.
- spawn() //One of the few times spawn() is appropriate. No need for a new proc.
- ai_announcement("WARNING: Evacuation order confirmed. Launching escape pods.", 'sound/AI/evacuation_confirmed.ogg')
- addtimer(CALLBACK(src, PROC_REF(launch_lifeboats)), 10 SECONDS) // giving some time to board lifeboats
-
- for(var/obj/docking_port/mobile/crashable/escape_shuttle/shuttle in SSshuttle.mobile)
- shuttle.evac_launch()
- sleep(50)
-
- sleep(300) //Sleep 30 more seconds to make sure everyone had a chance to leave.
- var/lifesigns = 0
- // lifesigns += P.passengers
- var/obj/docking_port/mobile/crashable/lifeboat/lifeboat1 = SSshuttle.getShuttle(MOBILE_SHUTTLE_LIFEBOAT_PORT)
- lifeboat1.check_for_survivors()
- lifesigns += lifeboat1.survivors
- var/obj/docking_port/mobile/crashable/lifeboat/lifeboat2 = SSshuttle.getShuttle(MOBILE_SHUTTLE_LIFEBOAT_STARBOARD)
- lifeboat2.check_for_survivors()
- lifesigns += lifeboat2.survivors
- ai_announcement("ATTENTION: Evacuation complete. Outbound lifesigns detected: [lifesigns ? lifesigns : "none"].", 'sound/AI/evacuation_complete.ogg')
- evac_status = EVACUATION_STATUS_COMPLETE
- return TRUE
-
-/datum/authority/branch/evacuation/proc/process_evacuation() //Process the timer.
- set background = 1
-
- spawn while(evac_status == EVACUATION_STATUS_INITIATING) //If it's not departing, no need to process.
- if(world.time >= evac_time + EVACUATION_AUTOMATIC_DEPARTURE) begin_launch()
- sleep(10) //One second.
-
-/datum/authority/branch/evacuation/proc/get_status_panel_eta()
- switch(evac_status)
- if(EVACUATION_STATUS_INITIATING)
- var/eta = EVACUATION_ESTIMATE_DEPARTURE
- . = "[(eta / 60) % 60]:[add_zero(num2text(eta % 60), 2)]"
- if(EVACUATION_STATUS_IN_PROGRESS) . = "NOW"
-
-// LIFEBOATS CORNER
-/datum/authority/branch/evacuation/proc/activate_lifeboats()
- for(var/obj/docking_port/stationary/lifeboat_dock/lifeboat_dock in GLOB.lifeboat_almayer_docks)
- var/obj/docking_port/mobile/crashable/lifeboat/lifeboat = lifeboat_dock.get_docked()
- if(lifeboat && lifeboat.available)
- lifeboat.status = LIFEBOAT_ACTIVE
- lifeboat_dock.open_dock()
-
-
-/datum/authority/branch/evacuation/proc/deactivate_lifeboats()
- for(var/obj/docking_port/stationary/lifeboat_dock/lifeboat_dock in GLOB.lifeboat_almayer_docks)
- var/obj/docking_port/mobile/crashable/lifeboat/lifeboat = lifeboat_dock.get_docked()
- if(lifeboat && lifeboat.available)
- lifeboat.status = LIFEBOAT_INACTIVE
-
-/datum/authority/branch/evacuation/proc/launch_lifeboats()
- for(var/obj/docking_port/stationary/lifeboat_dock/lifeboat_dock in GLOB.lifeboat_almayer_docks)
- var/obj/docking_port/mobile/crashable/lifeboat/lifeboat = lifeboat_dock.get_docked()
- if(lifeboat && lifeboat.available)
- lifeboat.evac_launch()
-
-//=========================================================================================
-//=========================================================================================
-//=====================================SELF DETRUCT========================================
-//=========================================================================================
-//=========================================================================================
-
-/datum/authority/branch/evacuation/proc/enable_self_destruct(force=0)
- if(force || (dest_status == NUKE_EXPLOSION_INACTIVE && !(flags_scuttle & FLAGS_SELF_DESTRUCT_DENY)))
- dest_status = NUKE_EXPLOSION_ACTIVE
- dest_master.lock_or_unlock()
- dest_started_at = world.time
- set_security_level(SEC_LEVEL_DELTA) //also activate Delta alert, to open the SD shutters.
- spawn(0)
- for(var/obj/structure/machinery/door/poddoor/shutters/almayer/D in machines)
- if(D.id == "sd_lockdown")
- D.open()
- return TRUE
-
-//Override is for admins bypassing normal player restrictions.
-/datum/authority/branch/evacuation/proc/cancel_self_destruct(override)
- if(dest_status == NUKE_EXPLOSION_ACTIVE)
- var/obj/structure/machinery/self_destruct/rod/I
- var/i
- for(i in EvacuationAuthority.dest_rods)
- I = i
- if(I.active_state == SELF_DESTRUCT_MACHINE_ARMED && !override)
- dest_master.state(SPAN_WARNING("WARNING: Unable to cancel detonation. Please disarm all control rods."))
- return FALSE
-
- dest_status = NUKE_EXPLOSION_INACTIVE
- dest_master.in_progress = 1
- dest_started_at = 0
- for(i in dest_rods)
- I = i
- if(I.active_state == SELF_DESTRUCT_MACHINE_ACTIVE || (I.active_state == SELF_DESTRUCT_MACHINE_ARMED && override)) I.lock_or_unlock(1)
- dest_master.lock_or_unlock(1)
- dest_index = 1
- ai_announcement("The emergency destruct system has been deactivated.", 'sound/AI/selfdestruct_deactivated.ogg')
- if(evac_status == EVACUATION_STATUS_STANDING_BY) //the evac has also been cancelled or was never started.
- set_security_level(SEC_LEVEL_RED, TRUE) //both SD and evac are inactive, lowering the security level.
- return TRUE
-
-/datum/authority/branch/evacuation/proc/initiate_self_destruct(override)
- if(dest_status < NUKE_EXPLOSION_IN_PROGRESS)
- var/obj/structure/machinery/self_destruct/rod/I
- var/i
- for(i in dest_rods)
- I = i
- if(I.active_state != SELF_DESTRUCT_MACHINE_ARMED && !override)
- dest_master.state(SPAN_WARNING("WARNING: Unable to trigger detonation. Please arm all control rods."))
- return FALSE
- dest_master.in_progress = !dest_master.in_progress
- for(i in EvacuationAuthority.dest_rods)
- I = i
- I.in_progress = 1
- ai_announcement("DANGER. DANGER. Self-destruct system activated. DANGER. DANGER. Self-destruct in progress. DANGER. DANGER.")
- trigger_self_destruct(,,override)
- return TRUE
-
-/datum/authority/branch/evacuation/proc/trigger_self_destruct(list/z_levels = SSmapping.levels_by_trait(ZTRAIT_MARINE_MAIN_SHIP), origin = dest_master, override = FALSE, end_type = NUKE_EXPLOSION_FINISHED, play_anim = TRUE, end_round = TRUE)
- set waitfor = 0
- if(dest_status < NUKE_EXPLOSION_IN_PROGRESS) //One more check for good measure, in case it's triggered through a bomb instead of the destruct mechanism/admin panel.
- dest_status = NUKE_EXPLOSION_IN_PROGRESS
- playsound(origin, 'sound/machines/Alarm.ogg', 75, 0, 30)
- world << pick('sound/theme/nuclear_detonation1.ogg','sound/theme/nuclear_detonation2.ogg')
-
- var/ship_status = 1
- for(var/i in z_levels)
- if(is_mainship_level(i))
- ship_status = 0 //Destroyed.
- break
-
- var/list/alive_mobs = list() //Everyone who will be destroyed on the zlevel(s).
- var/list/dead_mobs = list() //Everyone who only needs to see the cinematic.
- for(var/mob/current_mob as anything in GLOB.mob_list) //This only does something cool for the people about to die, but should prove pretty interesting.
- if(!current_mob || !current_mob.loc)
- continue //In case something changes when we sleep().
- if(current_mob.stat == DEAD)
- dead_mobs |= current_mob
- continue
- var/turf/current_turf = get_turf(current_mob)
- if(current_turf.z in z_levels)
- alive_mobs |= current_mob
- shake_camera(current_mob, 110, 4)
-
-
- sleep(100)
- /*Hardcoded for now, since this was never really used for anything else.
- Would ideally use a better system for showing cutscenes.*/
- var/atom/movable/screen/cinematic/explosion/C = new
-
- if(play_anim)
- for(var/mob/current_mob as anything in alive_mobs + dead_mobs)
- if(current_mob && current_mob.loc && current_mob.client)
- current_mob.client.add_to_screen(C) //They may have disconnected in the mean time.
-
- sleep(15) //Extra 1.5 seconds to look at the ship.
- flick(override ? "intro_override" : "intro_nuke", C)
- sleep(35)
- for(var/mob/current_mob in alive_mobs)
- if(current_mob && current_mob.loc) //Who knows, maybe they escaped, or don't exist anymore.
- var/turf/current_mob_turf = get_turf(current_mob)
- if(current_mob_turf.z in z_levels)
- if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge))
- continue
- current_mob.death(create_cause_data("nuclear explosion"))
- else
- if(play_anim)
- current_mob.client.remove_from_screen(C) //those who managed to escape the z level at last second shouldn't have their view obstructed.
- if(play_anim)
- flick(ship_status ? "ship_spared" : "ship_destroyed", C)
- C.icon_state = ship_status ? "summary_spared" : "summary_destroyed"
- world << sound('sound/effects/explosionfar.ogg')
-
- if(end_round)
- dest_status = end_type
-
- sleep(5)
- if(SSticker.mode)
- SSticker.mode.check_win()
-
- if(!SSticker.mode) //Just a safety, just in case a mode isn't running, somehow.
- to_world(SPAN_ROUNDBODY("Resetting in 30 seconds!"))
- sleep(300)
- log_game("Rebooting due to nuclear detonation.")
- world.Reboot()
- return TRUE
-
-/datum/authority/branch/evacuation/proc/process_self_destruct()
- set background = 1
-
- spawn while(dest_master && dest_master.loc && dest_master.active_state == SELF_DESTRUCT_MACHINE_ARMED && dest_status == NUKE_EXPLOSION_ACTIVE && dest_index <= dest_rods.len)
- var/obj/structure/machinery/self_destruct/rod/I = dest_rods[dest_index]
- if(world.time >= dest_cooldown + I.activate_time)
- I.lock_or_unlock() //Unlock it.
- if(++dest_index <= dest_rods.len)
- I = dest_rods[dest_index]//Start the next sequence.
- I.activate_time = world.time
- sleep(10) //Checks every second. Could integrate into another controller for better tracking.
-
-//Generic parent base for the self_destruct items.
-/obj/structure/machinery/self_destruct
- icon = 'icons/obj/structures/machinery/self_destruct.dmi'
- icon_state = "console_1"
- var/base_icon_state = "console"
- use_power = USE_POWER_NONE //Runs unpowered, may need to change later.
- density = FALSE
- anchored = TRUE //So it doesn't go anywhere.
- unslashable = TRUE
- unacidable = TRUE //Cannot C4 it either.
- mouse_opacity = FALSE //No need to click or interact with this initially.
- var/in_progress = 0 //Cannot interact with while it's doing something, like an animation.
- var/active_state = SELF_DESTRUCT_MACHINE_INACTIVE //What step of the process it's on.
-
-/obj/structure/machinery/self_destruct/Initialize(mapload, ...)
- . = ..()
- icon_state = "[base_icon_state]_1"
-
-/obj/structure/machinery/self_destruct/Destroy()
- . = ..()
- machines -= src
- operator = null
-
-/obj/structure/machinery/self_destruct/ex_act(severity)
- return FALSE
-
-/obj/structure/machinery/self_destruct/attack_hand()
- if(..() || in_progress)
- return FALSE //This check is backward, ugh.
- return TRUE
-
-//Add sounds.
-/obj/structure/machinery/self_destruct/proc/lock_or_unlock(lock)
- set waitfor = 0
- in_progress = 1
- flick("[base_icon_state]" + (lock? "_5" : "_2"),src)
- sleep(9)
- mouse_opacity = !mouse_opacity
- icon_state = "[base_icon_state]" + (lock? "_1" : "_3")
- in_progress = 0
- active_state = active_state > SELF_DESTRUCT_MACHINE_INACTIVE ? SELF_DESTRUCT_MACHINE_INACTIVE : SELF_DESTRUCT_MACHINE_ACTIVE
-
-/obj/structure/machinery/self_destruct/console
- name = "self-destruct control panel"
- icon_state = "console_1"
- base_icon_state = "console"
- req_one_access = list(ACCESS_MARINE_CO, ACCESS_MARINE_SENIOR)
-
-/obj/structure/machinery/self_destruct/console/Destroy()
- . = ..()
- EvacuationAuthority.dest_master = null
- EvacuationAuthority.dest_rods = null
-
-/obj/structure/machinery/self_destruct/console/lock_or_unlock(lock)
- playsound(src, 'sound/machines/hydraulics_1.ogg', 25, 1)
- ..()
-
-//TODO: Add sounds.
-/obj/structure/machinery/self_destruct/console/attack_hand(mob/user)
- if(inoperable())
- return
-
- tgui_interact(user)
-
-/obj/structure/machinery/self_destruct/console/tgui_interact(mob/user, datum/tgui/ui)
- ui = SStgui.try_update_ui(user, src, ui)
- if(!ui)
- ui = new(user, src, "SelfDestructConsole", name)
- ui.open()
-
-/obj/structure/machinery/sleep_console/ui_status(mob/user, datum/ui_state/state)
- . = ..()
- if(inoperable())
- return UI_CLOSE
-
-
-/obj/structure/machinery/self_destruct/console/ui_data(mob/user)
- var/list/data = list()
-
- data["dest_status"] = active_state
-
- return data
-
-/obj/structure/machinery/self_destruct/console/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
- . = ..()
- if(.)
- return
-
- switch(action)
- if("dest_start")
- to_chat(usr, SPAN_NOTICE("You press a few keys on the panel."))
- to_chat(usr, SPAN_NOTICE("The system must be booting up the self-destruct sequence now."))
- playsound(src.loc, 'sound/items/rped.ogg', 25, TRUE)
- sleep(2 SECONDS)
- ai_announcement("Danger. The emergency destruct system is now activated. The ship will detonate in T-minus 20 minutes. Automatic detonation is unavailable. Manual detonation is required.", 'sound/AI/selfdestruct.ogg')
- active_state = SELF_DESTRUCT_MACHINE_ARMED //Arm it here so the process can execute it later.
- var/obj/structure/machinery/self_destruct/rod/I = EvacuationAuthority.dest_rods[EvacuationAuthority.dest_index]
- I.activate_time = world.time
- EvacuationAuthority.process_self_destruct()
- . = TRUE
-
- if("dest_trigger")
- EvacuationAuthority.initiate_self_destruct()
- . = TRUE
-
- if("dest_cancel")
- if(!allowed(usr))
- to_chat(usr, SPAN_WARNING("You don't have the necessary clearance to cancel the emergency destruct system!"))
- return
- EvacuationAuthority.cancel_self_destruct()
- . = TRUE
-
-/obj/structure/machinery/self_destruct/rod
- name = "self-destruct control rod"
- desc = "It is part of a complicated self-destruct sequence, but relatively simple to operate. Twist to arm or disarm."
- icon_state = "rod_1"
- base_icon_state = "rod"
- layer = BELOW_OBJ_LAYER
- var/activate_time
-
-/obj/structure/machinery/self_destruct/rod/Destroy()
- . = ..()
- if(EvacuationAuthority && EvacuationAuthority.dest_rods)
- EvacuationAuthority.dest_rods -= src
-
-/obj/structure/machinery/self_destruct/rod/lock_or_unlock(lock)
- playsound(src, 'sound/machines/hydraulics_2.ogg', 25, 1)
- ..()
- if(lock)
- activate_time = null
- density = FALSE
- layer = initial(layer)
- else
- density = TRUE
- layer = ABOVE_OBJ_LAYER
-
-/obj/structure/machinery/self_destruct/rod/attack_hand(mob/user)
- if(..())
- switch(active_state)
- if(SELF_DESTRUCT_MACHINE_ACTIVE)
- to_chat(user, SPAN_NOTICE("You twist and release the control rod, arming it."))
- playsound(src, 'sound/machines/switch.ogg', 25, 1)
- icon_state = "rod_4"
- active_state = SELF_DESTRUCT_MACHINE_ARMED
- if(SELF_DESTRUCT_MACHINE_ARMED)
- to_chat(user, SPAN_NOTICE("You twist and release the control rod, disarming it."))
- playsound(src, 'sound/machines/switch.ogg', 25, 1)
- icon_state = "rod_3"
- active_state = SELF_DESTRUCT_MACHINE_ACTIVE
- else to_chat(user, SPAN_WARNING("The control rod is not ready."))
diff --git a/code/game/gamemodes/colonialmarines/colonialmarines.dm b/code/game/gamemodes/colonialmarines/colonialmarines.dm
index a2afdabe53f7..368368e83944 100644
--- a/code/game/gamemodes/colonialmarines/colonialmarines.dm
+++ b/code/game/gamemodes/colonialmarines/colonialmarines.dm
@@ -265,7 +265,7 @@
continue
if(groundside_humans > (groundside_xenos * GROUNDSIDE_XENO_MULTIPLIER))
- SSticker.mode.get_specific_call("Xenomorphs Groundside (Forsaken)", TRUE, FALSE, FALSE, announce_dispatch_message = FALSE)
+ SSticker.mode.get_specific_call("Xenomorphs Groundside (Forsaken)", TRUE, FALSE)
TIMER_COOLDOWN_START(src, COOLDOWN_HIJACK_GROUND_CHECK, 1 MINUTES)
@@ -297,29 +297,25 @@
if(SSticker.current_state != GAME_STATE_PLAYING)
return
- var/living_player_list[] = count_humans_and_xenos(EvacuationAuthority.get_affected_zlevels())
+ var/living_player_list[] = count_humans_and_xenos(get_affected_zlevels())
var/num_humans = living_player_list[1]
var/num_xenos = living_player_list[2]
if(force_end_at && world.time > force_end_at)
round_finished = MODE_INFESTATION_X_MINOR
- if(EvacuationAuthority.dest_status == NUKE_EXPLOSION_FINISHED)
- round_finished = MODE_GENERIC_DRAW_NUKE //Nuke went off, ending the round.
- if(EvacuationAuthority.dest_status == NUKE_EXPLOSION_GROUND_FINISHED)
- round_finished = MODE_INFESTATION_M_MINOR //Nuke went off, ending the round.
- if(EvacuationAuthority.dest_status < NUKE_EXPLOSION_IN_PROGRESS) //If the nuke ISN'T in progress. We do not want to end the round before it detonates.
- if(!num_humans && num_xenos) //No humans remain alive.
- round_finished = MODE_INFESTATION_X_MAJOR //Evacuation did not take place. Everyone died.
- else if(num_humans && !num_xenos)
- if(SSticker.mode && SSticker.mode.is_in_endgame)
- round_finished = MODE_INFESTATION_X_MINOR //Evacuation successfully took place.
- else
- SSticker.roundend_check_paused = TRUE
- round_finished = MODE_INFESTATION_M_MAJOR //Humans destroyed the xenomorphs.
- ares_conclude()
- addtimer(VARSET_CALLBACK(SSticker, roundend_check_paused, FALSE), MARINE_MAJOR_ROUND_END_DELAY)
- else if(!num_humans && !num_xenos)
- round_finished = MODE_INFESTATION_DRAW_DEATH //Both were somehow destroyed.
+
+ if(!num_humans && num_xenos) //No humans remain alive.
+ round_finished = MODE_INFESTATION_X_MAJOR //Evacuation did not take place. Everyone died.
+ else if(num_humans && !num_xenos)
+ if(SSticker.mode && SSticker.mode.is_in_endgame)
+ round_finished = MODE_INFESTATION_X_MINOR //Evacuation successfully took place.
+ else
+ SSticker.roundend_check_paused = TRUE
+ round_finished = MODE_INFESTATION_M_MAJOR //Humans destroyed the xenomorphs.
+ ares_conclude()
+ addtimer(VARSET_CALLBACK(SSticker, roundend_check_paused, FALSE), MARINE_MAJOR_ROUND_END_DELAY)
+ else if(!num_humans && !num_xenos)
+ round_finished = MODE_INFESTATION_DRAW_DEATH //Both were somehow destroyed.
/datum/game_mode/colonialmarines/check_queen_status(hivenumber)
set waitfor = 0
@@ -367,7 +363,7 @@
round_statistics.current_map.total_marine_victories++
round_statistics.current_map.total_marine_majors++
if(MODE_INFESTATION_X_MINOR)
- var/list/living_player_list = count_humans_and_xenos(EvacuationAuthority.get_affected_zlevels())
+ var/list/living_player_list = count_humans_and_xenos(get_affected_zlevels())
if(living_player_list[1] && !living_player_list[2]) // If Xeno Minor but Xenos are dead and Humans are alive, see which faction is the last standing
var/headcount = count_per_faction()
var/living = headcount["total_headcount"]
diff --git a/code/game/gamemodes/colonialmarines/huntergames.dm b/code/game/gamemodes/colonialmarines/huntergames.dm
index c8c90fa51c0c..bd5302bf7ec0 100644
--- a/code/game/gamemodes/colonialmarines/huntergames.dm
+++ b/code/game/gamemodes/colonialmarines/huntergames.dm
@@ -11,11 +11,11 @@
#define HUNTER_GOOD_ITEM pick(\
50; /obj/item/weapon/shield/riot, \
- 100; /obj/item/weapon/claymore, \
- 100; /obj/item/weapon/katana, \
+ 100; /obj/item/weapon/sword, \
+ 100; /obj/item/weapon/sword/katana, \
100; /obj/item/weapon/harpoon/yautja, \
- 150; /obj/item/weapon/claymore/mercsword, \
- 200; /obj/item/weapon/claymore/mercsword/machete, \
+ 150; /obj/item/weapon/sword, \
+ 200; /obj/item/weapon/sword/machete, \
125; /obj/item/weapon/twohanded/fireaxe, \
\
100; /obj/item/device/binoculars, \
@@ -51,7 +51,7 @@
300; /obj/item/tool/hatchet, \
100; /obj/item/tool/scythe, \
100; /obj/item/tool/kitchen/knife/butcher, \
- 50; /obj/item/weapon/katana/replica, \
+ 50; /obj/item/weapon/sword/katana/replica, \
100; /obj/item/weapon/harpoon, \
75; /obj/item/attachable/bayonet, \
200; /obj/item/weapon/throwing_knife, \
diff --git a/code/game/gamemodes/colonialmarines/whiskey_outpost.dm b/code/game/gamemodes/colonialmarines/whiskey_outpost.dm
index 3d856f35ce77..9b3ef1df4c15 100644
--- a/code/game/gamemodes/colonialmarines/whiskey_outpost.dm
+++ b/code/game/gamemodes/colonialmarines/whiskey_outpost.dm
@@ -152,9 +152,6 @@
spawn(0)
//Deleting Almayer, for performance!
SSitem_cleanup.delete_almayer()
- if(SSxenocon)
- //Don't need XENOCON
- SSxenocon.wait = 30 MINUTES
//PROCCESS
@@ -193,7 +190,7 @@
announce_xeno_wave(wave)
if(xeno_wave == 7)
//Wave when Marines get reinforcements!
- get_specific_call("Marine Reinforcements (Squad)", FALSE, TRUE, FALSE)
+ get_specific_call("Marine Reinforcements (Squad)", FALSE, TRUE)
xeno_wave = min(xeno_wave + 1, WO_MAX_WAVE)
@@ -322,9 +319,9 @@
OT = "sup" //no breaking anything.
else if (OT == "sup")
- randpick = rand(0,50)
+ randpick = rand(0,90)
switch(randpick)
- if(0 to 5)//Marine Gear 10% Chance.
+ if(0 to 3)//Marine Gear 3% Chance.
crate = new /obj/structure/closet/crate/secure/gear(T)
choosemax = rand(5,10)
randomitems = list(/obj/item/clothing/head/helmet/marine,
@@ -340,19 +337,19 @@
/obj/effect/landmark/wo_supplies/storage/webbing,
/obj/item/device/binoculars)
- if(6 to 10)//Lights and shiet 10%
+ if(4 to 6)//Lights and shiet 2%
new /obj/structure/largecrate/supply/floodlights(T)
new /obj/structure/largecrate/supply/supplies/flares(T)
- if(11 to 13) //6% Chance to drop this !FUN! junk.
+ if(7 to 10) //3% Chance to drop this !FUN! junk.
crate = new /obj/structure/closet/crate/secure/gear(T)
spawnitems = list(/obj/item/storage/belt/utility/full,
/obj/item/storage/belt/utility/full,
/obj/item/storage/belt/utility/full,
/obj/item/storage/belt/utility/full)
- if(14 to 18)//Materials 10% Chance.
+ if(11 to 22)//Materials 12% Chance.
crate = new /obj/structure/closet/crate/secure/gear(T)
choosemax = rand(3,8)
randomitems = list(/obj/item/stack/sheet/metal,
@@ -363,7 +360,7 @@
/obj/item/stack/sandbags_empty/half,
/obj/item/stack/sandbags_empty/half)
- if(19 to 20)//Blood Crate 4% chance
+ if(23 to 25)//Blood Crate 2% chance
crate = new /obj/structure/closet/crate/medical(T)
spawnitems = list(/obj/item/reagent_container/blood/OMinus,
/obj/item/reagent_container/blood/OMinus,
@@ -371,7 +368,7 @@
/obj/item/reagent_container/blood/OMinus,
/obj/item/reagent_container/blood/OMinus)
- if(21 to 25)//Advanced meds Crate 10%
+ if(26 to 30)//Advanced meds Crate 5%
crate = new /obj/structure/closet/crate/medical(T)
spawnitems = list(/obj/item/storage/firstaid/fire,
/obj/item/storage/firstaid/regular,
@@ -386,7 +383,7 @@
/obj/item/clothing/glasses/hud/health,
/obj/item/device/defibrillator)
- if(26 to 30)//Random Medical Items 10% as well. Made the list have less small junk
+ if(31 to 34)//Random Medical Items 4%. Made the list have less small junk
crate = new /obj/structure/closet/crate/medical(T)
spawnitems = list(/obj/item/storage/belt/medical/lifesaver/full,
/obj/item/storage/belt/medical/lifesaver/full,
@@ -394,7 +391,7 @@
/obj/item/storage/belt/medical/lifesaver/full,
/obj/item/storage/belt/medical/lifesaver/full)
- if(31 to 35)//Random explosives Crate 10% because the lord commeth and said let there be explosives.
+ if(35 to 40)//Random explosives Crate 5% because the lord commeth and said let there be explosives.
crate = new /obj/structure/closet/crate/ammo(T)
choosemax = rand(1,5)
randomitems = list(/obj/item/storage/box/explosive_mines,
@@ -404,7 +401,7 @@
/obj/item/explosive/grenade/high_explosive,
/obj/item/storage/box/nade_box
)
- if(36 to 40) // Junk
+ if(41 to 44)
crate = new /obj/structure/closet/crate/ammo(T)
spawnitems = list(
/obj/item/attachable/heavy_barrel,
@@ -412,20 +409,75 @@
/obj/item/attachable/heavy_barrel,
/obj/item/attachable/heavy_barrel)
- if(40 to 48)//Weapon + supply beacon drop. 6%
+ if(45 to 50)//Weapon + supply beacon drop. 5%
crate = new /obj/structure/closet/crate/ammo(T)
spawnitems = list(/obj/item/device/whiskey_supply_beacon,
/obj/item/device/whiskey_supply_beacon,
/obj/item/device/whiskey_supply_beacon,
/obj/item/device/whiskey_supply_beacon)
- if(49 to 50)//Rare weapons. Around 4%
+ if(51 to 57)//Rare weapons. Around 6%
crate = new /obj/structure/closet/crate/ammo(T)
spawnitems = list(/obj/effect/landmark/wo_supplies/ammo/box/rare/m41aap,
/obj/effect/landmark/wo_supplies/ammo/box/rare/m41aapmag,
/obj/effect/landmark/wo_supplies/ammo/box/rare/m41aextend,
/obj/effect/landmark/wo_supplies/ammo/box/rare/smgap,
/obj/effect/landmark/wo_supplies/ammo/box/rare/smgextend)
+
+ if(58 to 65) // Sandbags kit
+ crate = new /obj/structure/closet/crate(T)
+ spawnitems = list(/obj/item/tool/shovel/etool,
+ /obj/item/stack/sandbags_empty/half,
+ /obj/item/stack/sandbags_empty/half,
+ /obj/item/stack/sandbags_empty/half)
+
+ if(66 to 70) // Mortar shells. Pew Pew!
+ crate = new /obj/structure/closet/crate/secure/mortar_ammo(T)
+ choosemax = rand(6,10)
+ randomitems = list(/obj/item/mortar_shell/he,
+ /obj/item/mortar_shell/incendiary,
+ /obj/item/mortar_shell/flare,
+ /obj/item/mortar_shell/frag)
+
+ if(71 to 79)
+ crate = new /obj/structure/closet/crate/ammo(T)
+ choosemax = rand(2, 3)
+ randomitems = list(/obj/item/ammo_box/rounds,
+ /obj/item/ammo_box/rounds/ap,
+ /obj/item/ammo_box/rounds/smg,
+ /obj/item/ammo_box/rounds/smg/ap,
+ /obj/item/ammo_box/magazine/ap,
+ /obj/item/ammo_box/magazine/ext,
+ /obj/item/ammo_box/magazine/m4ra/ap,
+ /obj/item/ammo_box/magazine/m4ra/ap,
+ /obj/item/ammo_box/magazine/m39/ap,
+ /obj/item/ammo_box/magazine/m39/ext,
+ )
+
+ if(80 to 82)
+ crate = new /obj/structure/closet/crate/ammo(T)
+ choosemax = rand(2, 3)
+ randomitems = list(/obj/item/ammo_magazine/rifle/lmg/holo_target,
+ /obj/item/ammo_magazine/rifle/lmg/holo_target,
+ /obj/item/ammo_magazine/rifle/lmg,
+ /obj/item/ammo_magazine/rifle/lmg,
+ )
+
+ if(83 to 86)
+ crate = new /obj/structure/closet/crate/ammo(T)
+ spawnitems = list(
+ /obj/item/attachable/magnetic_harness,
+ /obj/item/attachable/magnetic_harness,
+ /obj/item/attachable/magnetic_harness,
+ /obj/item/attachable/magnetic_harness)
+
+ if(86 to 90)
+ crate = new /obj/structure/closet/crate/secure/gear(T)
+ spawnitems = list(
+ /obj/item/device/binoculars/range,
+ /obj/item/device/binoculars/range,
+ )
+
if(crate)
crate.storage_capacity = 60
diff --git a/code/game/gamemodes/colonialmarines/xenovsxeno.dm b/code/game/gamemodes/colonialmarines/xenovsxeno.dm
index 5623295f1915..a19c3e3582c1 100644
--- a/code/game/gamemodes/colonialmarines/xenovsxeno.dm
+++ b/code/game/gamemodes/colonialmarines/xenovsxeno.dm
@@ -79,9 +79,6 @@
spawn(0)
//Deleting Almayer, for performance!
SSitem_cleanup.delete_almayer()
- if(SSxenocon)
- //Don't need XENOCON
- SSxenocon.wait = 30 MINUTES
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
diff --git a/code/game/gamemodes/extended/infection.dm b/code/game/gamemodes/extended/infection.dm
index 04e0545361aa..a6b909022aef 100644
--- a/code/game/gamemodes/extended/infection.dm
+++ b/code/game/gamemodes/extended/infection.dm
@@ -95,7 +95,7 @@
possible_survivors -= new_survivor //either we drafted a survivor, or we're skipping over someone, either or - remove them
/datum/game_mode/infection/check_win()
- var/living_player_list[] = count_humans_and_xenos(EvacuationAuthority.get_affected_zlevels())
+ var/list/living_player_list = count_humans_and_xenos(get_affected_zlevels())
var/num_humans = living_player_list[1]
var/zed = living_player_list[2]
diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm
index f6f75c6ba4e0..e467631c915e 100644
--- a/code/game/gamemodes/game_mode.dm
+++ b/code/game/gamemodes/game_mode.dm
@@ -105,11 +105,16 @@ var/global/cas_tracking_id_increment = 0 //this var used to assign unique tracki
np.new_player_panel_proc()
round_time_lobby = world.time
log_game("Round started at [time2text(world.realtime)]")
+ log_game("Operation time at round start is [worldtime2text()]")
if(SSticker.mode)
log_game("Game mode set to [SSticker.mode]")
log_game("Server IP: [world.internet_address]:[world.port]")
return TRUE
+/datum/game_mode/proc/get_affected_zlevels()
+ if(is_in_endgame)
+ . = SSmapping.levels_by_any_trait(list(ZTRAIT_MARINE_MAIN_SHIP))
+ return
///process()
///Called by the gameticker
@@ -118,8 +123,7 @@ var/global/cas_tracking_id_increment = 0 //this var used to assign unique tracki
/datum/game_mode/proc/check_finished() //to be called by ticker
- if(EvacuationAuthority.dest_status == NUKE_EXPLOSION_FINISHED || EvacuationAuthority.dest_status == NUKE_EXPLOSION_GROUND_FINISHED )
- return TRUE
+ return
/datum/game_mode/proc/cleanup() //This is called when the round has ended but not the game, if any cleanup would be necessary in that case.
return
diff --git a/code/game/jobs/job/civilians/other/liaison.dm b/code/game/jobs/job/civilians/other/liaison.dm
index 7f73376a05dd..cbbb87124957 100644
--- a/code/game/jobs/job/civilians/other/liaison.dm
+++ b/code/game/jobs/job/civilians/other/liaison.dm
@@ -6,7 +6,7 @@
selection_class = "job_cl"
flags_startup_parameters = ROLE_ADD_TO_DEFAULT
gear_preset = /datum/equipment_preset/uscm_ship/liaison
- entry_message_body = "As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders. Your primary job is to observe and report back your findings to Weyland-Yutani. Follow regular game rules unless told otherwise by your superiors. Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal."
+ entry_message_body = "As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders. Your primary job is to observe and report back your findings to Weyland-Yutani. Follow regular game rules unless told otherwise by your superiors. Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal."
var/mob/living/carbon/human/active_liaison
/datum/job/civilian/liaison/generate_entry_conditions(mob/living/liaison, whitelist_status)
diff --git a/code/game/jobs/job/civilians/other/mess_seargent.dm b/code/game/jobs/job/civilians/other/mess_seargent.dm
index 4b1975015a95..97578eb1159d 100644
--- a/code/game/jobs/job/civilians/other/mess_seargent.dm
+++ b/code/game/jobs/job/civilians/other/mess_seargent.dm
@@ -6,7 +6,7 @@
flags_startup_parameters = ROLE_ADD_TO_DEFAULT
supervisors = "the auxiliary support officer"
gear_preset = /datum/equipment_preset/uscm_ship/chef
- entry_message_body = "Your job is to service the marines with excellent food, drinks and entertaining the shipside crew when needed. You have a lot of freedom and it is up to you, to decide what to do with it. Good luck!"
+ entry_message_body = "Your job is to service the marines with excellent food, drinks and entertaining the shipside crew when needed. You have a lot of freedom and it is up to you, to decide what to do with it. Good luck!"
/obj/effect/landmark/start/chef
name = JOB_MESS_SERGEANT
diff --git a/code/game/jobs/job/civilians/other/survivors.dm b/code/game/jobs/job/civilians/other/survivors.dm
index 5c82241c47de..23097e139eda 100644
--- a/code/game/jobs/job/civilians/other/survivors.dm
+++ b/code/game/jobs/job/civilians/other/survivors.dm
@@ -10,6 +10,8 @@
job_options = SURVIVOR_VARIANT_LIST
var/intro_text
var/story_text
+ /// Whether or not the survivor is an inherently hostile to marines.
+ var/hostile = FALSE
/datum/job/civilian/survivor/set_spawn_positions(count)
spawn_positions = Clamp((round(count * SURVIVOR_TO_TOTAL_SPAWN_RATIO)), 2, 8)
@@ -59,23 +61,32 @@
if(picked_spawner.story_text)
story_text = picked_spawner.story_text
+
+ if(picked_spawner.hostile)
+ hostile = TRUE
+
new /datum/cm_objective/move_mob/almayer/survivor(H)
-/datum/job/civilian/survivor/generate_entry_message(mob/living/carbon/human/H)
+/datum/job/civilian/survivor/generate_entry_message(mob/living/carbon/human/survivor)
if(intro_text)
for(var/line in intro_text)
- to_chat(H, line)
+ to_chat(survivor, line)
else
- to_chat(H, "
"}
- dat += text("Search Records
", src)
- dat += text("New Record
", src)
+ dat += "Search Records
"
+ dat += "New Record
"
dat += {"
[] | ", background, src, R, R.fields["name"]) - dat += text("[] | ", R.fields["id"]) - dat += text("[] | ", R.fields["rank"]) + dat += "
[R.fields["name"]] | " + dat += "[R.fields["id"]] | " + dat += "[R.fields["rank"]] | " dat += "
\
+ dat += "
|
Search Results for '[]': | ", tempname) + dat += "Search Results for '[tempname]': | " dat += {"
---|
That's it. I'm sick of all this \"Masterwork Bastard Sword\" bullshit that's going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that.
\I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.
\ @@ -190,7 +190,7 @@ attack_verb = list("sliced", "diced", "cut") -/obj/item/weapon/katana/sharp/attack(mob/living/M, mob/living/user) +/obj/item/weapon/sword/katana/sharp/attack(mob/living/M, mob/living/user) if(flags_item & NOBLUDGEON) return @@ -223,7 +223,7 @@ //if the target also has a katana (and we aren't attacking ourselves), we add some suspense - if( ( istype(M.get_active_hand(), /obj/item/weapon/katana) || istype(M.get_inactive_hand(), /obj/item/weapon/katana) ) && M != user ) + if( ( istype(M.get_active_hand(), /obj/item/weapon/sword/katana) || istype(M.get_inactive_hand(), /obj/item/weapon/sword/katana) ) && M != user ) if(prob(50)) user.visible_message(SPAN_DANGER("[M] and [user] cross blades!")) diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 184fc51bd507..3fa16af05875 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -226,9 +226,14 @@ /obj/proc/afterbuckle(mob/M as mob) // Called after somebody buckled / unbuckled handle_rotation() SEND_SIGNAL(src, COSMIG_OBJ_AFTER_BUCKLE, buckled_mob) + if(!buckled_mob) + UnregisterSignal(M, COMSIG_PARENT_QDELETING) + else + RegisterSignal(buckled_mob, COMSIG_PARENT_QDELETING, PROC_REF(unbuckle)) return buckled_mob /obj/proc/unbuckle() + SIGNAL_HANDLER if(buckled_mob && buckled_mob.buckled == src) buckled_mob.buckled = null buckled_mob.anchored = initial(buckled_mob.anchored) diff --git a/code/game/objects/prop.dm b/code/game/objects/prop.dm index e59c24b30d5f..c067a9730e70 100644 --- a/code/game/objects/prop.dm +++ b/code/game/objects/prop.dm @@ -11,6 +11,66 @@ w_class = SIZE_SMALL garbage = TRUE +/obj/item/prop/geiger_counter + name = "geiger counter" + desc = "A geiger counter measures the radiation it receives. This type automatically records and transfers any information it reads, provided it has a battery, with no user input required beyond being enabled." + icon = 'icons/obj/items/devices.dmi' + icon_state = "geiger" + item_state = "" + w_class = SIZE_SMALL + flags_equip_slot = SLOT_WAIST + ///Whether the geiger counter is on or off + var/toggled_on = FALSE + ///Iconstate of geiger counter when on + var/enabled_state = "geiger_on" + ///Iconstate of geiger counter when off + var/disabled_state = "geiger" + ///New battery it will spawn with + var/starting_battery = /obj/item/cell/crap + ///Battery inside geiger counter + var/obj/item/cell/battery //It doesn't drain the battery, but it has a battery for emergency use + +/obj/item/prop/geiger_counter/Initialize(mapload, ...) + . = ..() + if(!starting_battery) + return + battery = new starting_battery(src) + +/obj/item/prop/geiger_counter/Destroy() + . = ..() + if(battery) + qdel(battery) + +/obj/item/prop/geiger_counter/attack_self(mob/user) + . = ..() + toggled_on = !toggled_on + if(!battery) + to_chat(user, SPAN_NOTICE("[src] is missing a battery.")) + return + to_chat(user, SPAN_NOTICE("You [toggled_on ? "enable" : "disable"] [src].")) + update_icon() + +/obj/item/prop/geiger_counter/attackby(obj/item/attacking_item, mob/user) + . = ..() + if(!HAS_TRAIT(attacking_item, TRAIT_TOOL_SCREWDRIVER) && !HAS_TRAIT(attacking_item, TRAIT_TOOL_CROWBAR)) + return + + if(!battery) + to_chat(user, SPAN_NOTICE("There is no battery for you to remove.")) + return + to_chat(user, SPAN_NOTICE("You jam [battery] out of [src] with [attacking_item], prying it out irreversibly.")) + user.put_in_hands(battery) + battery = null + update_icon() + +/obj/item/prop/geiger_counter/update_icon() + . = ..() + + if(battery && toggled_on) + icon_state = enabled_state + return + icon_state = disabled_state + /obj/item/prop/tableflag name = "United Americas table flag" icon = 'icons/obj/items/items.dmi' diff --git a/code/game/objects/structures/airlock_assembly.dm b/code/game/objects/structures/airlock_assembly.dm index 0679e1287ff7..d9e55e868016 100644 --- a/code/game/objects/structures/airlock_assembly.dm +++ b/code/game/objects/structures/airlock_assembly.dm @@ -22,9 +22,11 @@ var/airlock_type = "generic" //the type path of the airlock once completed var/glass = AIRLOCK_NOGLASS // see defines var/created_name = null + /// Used for multitile assemblies + var/width = 1 + /obj/structure/airlock_assembly/Initialize(mapload, ...) . = ..() - update_icon() /obj/structure/airlock_assembly/get_examine_text(mob/user) @@ -35,23 +37,26 @@ switch(state) if(STATE_STANDARD) if(anchored) - helpmessage += "It looks like a [SPAN_HELPFUL("wrench")] will unsecure it. Insert a [SPAN_HELPFUL("airlock circuit")]." + var/temp = "" + if(width == 1) + temp += "It looks like a [SPAN_HELPFUL("wrench")] will unsecure it. " + helpmessage += "[temp]You can insert an [SPAN_HELPFUL("airlock circuit")]. " if(!glass) - helpmessage += "Insert some [SPAN_HELPFUL("glass sheets")] to add windows to it." + helpmessage += "Insert some [SPAN_HELPFUL("glass sheets")] to add windows to it. " else if(glass == AIRLOCK_GLASSIN) - helpmessage += "You can take out the windows with a [SPAN_HELPFUL("screwdriver")]." + helpmessage += "You can take out the windows with a [SPAN_HELPFUL("screwdriver")]. " else - helpmessage += "It looks like a [SPAN_HELPFUL("wrench")] will secure it." + helpmessage += "It looks like a [SPAN_HELPFUL("wrench")] will secure it. " if(STATE_CIRCUIT) - helpmessage += "Add [SPAN_HELPFUL("cable coil")] to the circuit." + helpmessage += "Add [SPAN_HELPFUL("cable coil")] to the circuit. " if(STATE_WIRES) - helpmessage += "Secure the circuit with a [SPAN_HELPFUL("screwdriver")]." + helpmessage += "Secure the circuit with a [SPAN_HELPFUL("screwdriver")]. " if(STATE_SCREWDRIVER) - helpmessage += "[SPAN_HELPFUL("Weld")] it all in place." + helpmessage += "[SPAN_HELPFUL("Weld")] it all in place. " helpmessage += "You can name it with a [SPAN_HELPFUL("pen")]." . += SPAN_NOTICE(helpmessage) -/obj/structure/airlock_assembly/attackby(obj/item/W as obj, mob/user as mob) +/obj/structure/airlock_assembly/attackby(obj/item/attacking_item as obj, mob/user as mob) if(user.action_busy) return TRUE //no afterattack @@ -59,16 +64,16 @@ to_chat(user, SPAN_WARNING("You are not trained to configure \the [src]...")) return - if(HAS_TRAIT(W, TRAIT_TOOL_PEN)) - var/t = copytext(stripped_input(user, "Enter the name for the airlock.", name, created_name), 1, MAX_NAME_LEN) - if(!t || !in_range(src, usr) && loc != usr) + if(HAS_TRAIT(attacking_item, TRAIT_TOOL_PEN)) + var/input_text = copytext(stripped_input(user, "Enter the name for the airlock.", name, created_name), 1, MAX_NAME_LEN) + if(!input_text || !in_range(src, usr) && loc != usr) return - created_name = t + created_name = input_text playsound(src, "paper_writing", 15, TRUE) return - if(istype(W, /obj/item/stack/sheet/glass)) - var/obj/item/stack/sheet/glass/G = W + if(istype(attacking_item, /obj/item/stack/sheet/glass)) + var/obj/item/stack/sheet/glass/glass_sheet = attacking_item if(!anchored) to_chat(user, SPAN_NOTICE("The airlock is not secured!")) return @@ -83,7 +88,7 @@ return if(!do_after(user, 20 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) return - if(G.use(5)) + if(glass_sheet.use(5)) playsound(loc, 'sound/items/Deconstruct.ogg', 25, 1) glass = AIRLOCK_GLASSIN to_chat(user, SPAN_NOTICE("You insert some glass into \the [src], adding windows to it.")) @@ -93,7 +98,7 @@ to_chat(user, SPAN_WARNING("You need five sheets of glass to add windows to \the [src]!")) return - if(HAS_TRAIT(W, TRAIT_TOOL_CROWBAR)) + if(HAS_TRAIT(attacking_item, TRAIT_TOOL_CROWBAR)) to_chat(user, SPAN_NOTICE("You start pulling \the [src] apart.")) playsound(loc, 'sound/items/Crowbar.ogg', 25, 1) if(!do_after(user, 20 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) @@ -108,10 +113,14 @@ switch(state) if(STATE_STANDARD) - if(HAS_TRAIT(W, TRAIT_TOOL_WRENCH)) + if(HAS_TRAIT(attacking_item, TRAIT_TOOL_WRENCH)) + //Moving wide doors is wonky and doesn't work properly, if it's fixed we could make it unwrenchable again + if(width > 1 && anchored) + to_chat(user, SPAN_WARNING("[src] cannot be unwrenched.")) + return if(!anchored) - var/turf/open/T = loc - if(!(istype(T) && T.allow_construction)) + var/turf/open/checked_turf = loc + if(!(istype(checked_turf) && checked_turf.allow_construction)) to_chat(user, SPAN_WARNING("\The [src] cannot be secured here!")) return playsound(loc, 'sound/items/Ratchet.ogg', 25, 1) @@ -127,10 +136,10 @@ to_chat(user, SPAN_NOTICE("The airlock is not secured!")) return ..() - if(istype(W, /obj/item/circuitboard/airlock)) - var/obj/item/circuitboard/airlock/C = W - if(C.fried) // guess what this used to check? ICON STATE!! - to_chat(user, SPAN_WARNING("\The [C] are totally broken!")) + if(istype(attacking_item, /obj/item/circuitboard/airlock)) + var/obj/item/circuitboard/airlock/airlock_circuit = attacking_item + if(airlock_circuit.fried) // guess what this used to check? ICON STATE!! + to_chat(user, SPAN_WARNING("\The [airlock_circuit] are totally broken!")) return playsound(loc, 'sound/items/Screwdriver.ogg', 25, 1) to_chat(user, SPAN_NOTICE("You start installing the airlock electronics.")) @@ -138,14 +147,14 @@ return playsound(loc, 'sound/items/Screwdriver.ogg', 25, 1) user.drop_held_item() - W.forceMove(src) + attacking_item.forceMove(src) to_chat(user, SPAN_NOTICE("You installed the airlock electronics!")) state = STATE_CIRCUIT - electronics = W + electronics = attacking_item update_icon() return - if(HAS_TRAIT(W, TRAIT_TOOL_SCREWDRIVER)) + if(HAS_TRAIT(attacking_item, TRAIT_TOOL_SCREWDRIVER)) if(!anchored) to_chat(user, SPAN_NOTICE("The airlock is not secured!")) return @@ -163,22 +172,22 @@ if(STATE_CIRCUIT) - if(istype(W, /obj/item/stack/cable_coil)) - var/obj/item/stack/cable_coil/C = W - if (C.get_amount() < 1) + if(istype(attacking_item, /obj/item/stack/cable_coil)) + var/obj/item/stack/cable_coil/airlock_circuit = attacking_item + if (airlock_circuit.get_amount() < 1) to_chat(user, SPAN_WARNING("You need one length of coil to wire the airlock assembly.")) return to_chat(user, SPAN_NOTICE("You start to wire the circuit.")) if(!do_after(user, 40 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) return - if(C.use(1)) + if(airlock_circuit.use(1)) state = STATE_WIRES to_chat(user, SPAN_NOTICE("You wire the circuit.")) update_icon() return if(STATE_WIRES) - if(HAS_TRAIT(W, TRAIT_TOOL_SCREWDRIVER)) + if(HAS_TRAIT(attacking_item, TRAIT_TOOL_SCREWDRIVER)) playsound(loc, 'sound/items/Screwdriver.ogg', 25, 1) to_chat(user, SPAN_NOTICE("You start securing the circuit")) if(!do_after(user, 40 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) @@ -190,27 +199,23 @@ return if(STATE_SCREWDRIVER) - if(iswelder(W)) - if(!HAS_TRAIT(W, TRAIT_TOOL_BLOWTORCH)) + if(iswelder(attacking_item)) + if(!HAS_TRAIT(attacking_item, TRAIT_TOOL_BLOWTORCH)) to_chat(user, SPAN_WARNING("You need a stronger blowtorch!")) return - var/obj/item/tool/weldingtool/WT = W - if(!WT.remove_fuel(5, user)) + var/obj/item/tool/weldingtool/welder = attacking_item + if(!welder.remove_fuel(5, user)) return playsound(loc, 'sound/items/Welder2.ogg', 25, 1) to_chat(user, SPAN_NOTICE("Now finishing the airlock.")) if(!do_after(user, 40 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) - WT.remove_fuel(-5) + welder.remove_fuel(-5) return playsound(loc, 'sound/items/Welder2.ogg', 25, 1) to_chat(user, SPAN_NOTICE("You finish the airlock!")) - var/path - if (glass == AIRLOCK_GLASSIN) - path = text2path("/obj/structure/machinery/door/airlock/almayer/[airlock_type]/glass") - else - path = text2path("/obj/structure/machinery/door/airlock/almayer/[airlock_type]") + var/path = get_airlock_path() var/obj/structure/machinery/door/airlock/door = new path(loc) door.assembly_type = type door.electronics = electronics @@ -225,7 +230,7 @@ door.name = created_name else door.name = base_name - + door.handle_multidoor() electronics.forceMove(door) qdel(src) return @@ -238,107 +243,107 @@ else icon_state = "door_as_[base_icon_state][state]" +/obj/structure/airlock_assembly/proc/get_airlock_path() + //For some reason multi_tile doors have different paths... can't say it isn't annoying + if (width > 1) + return "/obj/structure/machinery/door/airlock/multi_tile/almayer/[airlock_type][glass ? "" : "/solid"]" + return "/obj/structure/machinery/door/airlock/almayer/[airlock_type][glass ? "/glass" : ""]" + +/// Used for overloading proc in multi_tile +/obj/structure/airlock_assembly/proc/update_collision_box() + return + /obj/structure/airlock_assembly/airlock_assembly_com base_icon_state = "com" base_name = "Command Airlock" - airlock_type = "/command" + airlock_type = "command" /obj/structure/airlock_assembly/airlock_assembly_sec base_icon_state = "sec" base_name = "Security Airlock" - airlock_type = "/security" + airlock_type = "security" /obj/structure/airlock_assembly/airlock_assembly_eng base_icon_state = "eng" base_name = "Engineering Airlock" - airlock_type = "/engineering" + airlock_type = "engineering" /obj/structure/airlock_assembly/airlock_assembly_min base_icon_state = "min" base_name = "Mining Airlock" - airlock_type = "/mining" + airlock_type = "mining" /obj/structure/airlock_assembly/airlock_assembly_atmo base_icon_state = "atmo" base_name = "Atmospherics Airlock" - airlock_type = "/atmos" + airlock_type = "atmos" /obj/structure/airlock_assembly/airlock_assembly_research base_icon_state = "res" base_name = "Research Airlock" - airlock_type = "/research" + airlock_type = "research" /obj/structure/airlock_assembly/airlock_assembly_science base_icon_state = "sci" base_name = "Science Airlock" - airlock_type = "/science" + airlock_type = "science" /obj/structure/airlock_assembly/airlock_assembly_med base_icon_state = "med" base_name = "Medical Airlock" - airlock_type = "/medical" + airlock_type = "medical" /obj/structure/airlock_assembly/airlock_assembly_mai base_icon_state = "mai" base_name = "Maintenance Airlock" - airlock_type = "/maintenance" + airlock_type = "maintenance" glass = AIRLOCK_CANTGLASS /obj/structure/airlock_assembly/airlock_assembly_ext base_icon_state = "ext" base_name = "External Airlock" - airlock_type = "/external" + airlock_type = "external" glass = AIRLOCK_CANTGLASS /obj/structure/airlock_assembly/airlock_assembly_fre base_icon_state = "fre" base_name = "Freezer Airlock" - airlock_type = "/freezer" + airlock_type = "freezer" glass = AIRLOCK_CANTGLASS /obj/structure/airlock_assembly/airlock_assembly_hatch base_icon_state = "hatch" base_name = "Airtight Hatch" - airlock_type = "/hatch" + airlock_type = "hatch" glass = AIRLOCK_CANTGLASS /obj/structure/airlock_assembly/airlock_assembly_mhatch base_icon_state = "mhatch" base_name = "Maintenance Hatch" - airlock_type = "/maintenance_hatch" + airlock_type = "maintenance_hatch" glass = AIRLOCK_CANTGLASS /obj/structure/airlock_assembly/airlock_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly base_icon_state = "highsec" base_name = "High Security Airlock" - airlock_type = "/highsecurity" + airlock_type = "highsecurity" glass = AIRLOCK_CANTGLASS /obj/structure/airlock_assembly/multi_tile icon = 'icons/obj/structures/doors/airlock_assembly2x1.dmi' - icon_state = "door_as_g0" - dir = EAST - var/width = 1 - -/*Temporary until we get sprites. - airlock_type = "/multi_tile/maint" - glass = 1*/ - base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1. - airlock_type = "/multi_tile/glass" - glass = AIRLOCK_CANTGLASS //To prevent bugs in deconstruction process. + icon_state = "door_as_0" + width = 2 /obj/structure/airlock_assembly/multi_tile/Initialize(mapload, ...) . = ..() - if(dir in list(EAST, WEST)) - bound_width = width * world.icon_size - bound_height = world.icon_size - else - bound_width = world.icon_size - bound_height = width * world.icon_size + update_collision_box() update_icon() /obj/structure/airlock_assembly/multi_tile/Move() . = ..() + update_collision_box() + +/obj/structure/airlock_assembly/multi_tile/update_collision_box() if(dir in list(EAST, WEST)) bound_width = width * world.icon_size bound_height = world.icon_size diff --git a/code/game/objects/structures/barricade/barricade.dm b/code/game/objects/structures/barricade/barricade.dm index 0ca2ccb1ddbc..5a72ec33ea2a 100644 --- a/code/game/objects/structures/barricade/barricade.dm +++ b/code/game/objects/structures/barricade/barricade.dm @@ -78,7 +78,7 @@ switch(dir) if(SOUTH) layer = ABOVE_MOB_LAYER - else if(NORTH) + if(NORTH) layer = initial(layer) - 0.01 else layer = initial(layer) diff --git a/code/game/objects/structures/barricade/handrail.dm b/code/game/objects/structures/barricade/handrail.dm index ea10dc7256de..ae166dbbf985 100644 --- a/code/game/objects/structures/barricade/handrail.dm +++ b/code/game/objects/structures/barricade/handrail.dm @@ -24,7 +24,7 @@ switch(dir) if(SOUTH) layer = ABOVE_MOB_LAYER - else if(NORTH) + if(NORTH) layer = initial(layer) - 0.01 else layer = initial(layer) diff --git a/code/game/objects/structures/blocker.dm b/code/game/objects/structures/blocker.dm index 284daf0028aa..f85b1e65fff5 100644 --- a/code/game/objects/structures/blocker.dm +++ b/code/game/objects/structures/blocker.dm @@ -105,9 +105,21 @@ /obj/structure/blocker/forcefield/vehicles types = list(/obj/vehicle/) + +/obj/structure/blocker/forcefield/vehicles/handle_vehicle_bump(obj/vehicle/multitile/multitile_vehicle) + if(multitile_vehicle.vehicle_flags & VEHICLE_BYPASS_BLOCKERS) + return TRUE + return FALSE + /obj/structure/blocker/forcefield/multitile_vehicles types = list(/obj/vehicle/multitile/) + +/obj/structure/blocker/forcefield/multitile_vehicles/handle_vehicle_bump(obj/vehicle/multitile/multitile_vehicle) + if(multitile_vehicle.vehicle_flags & VEHICLE_BYPASS_BLOCKERS) + return TRUE + return FALSE + /obj/structure/blocker/forcefield/human types = list(/mob/living/carbon/human) icon_state = "purple_line" diff --git a/code/game/objects/structures/bookcase.dm b/code/game/objects/structures/bookcase.dm index c71b2853ea07..becb0906e3c6 100644 --- a/code/game/objects/structures/bookcase.dm +++ b/code/game/objects/structures/bookcase.dm @@ -58,8 +58,6 @@ contents_explosion(severity) deconstruct(FALSE) return - else - return /obj/structure/bookcase/update_icon() if(contents.len < 5) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm index 0ff7c4317193..1edac3a8f324 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm @@ -32,6 +32,8 @@ GLOBAL_LIST_EMPTY(co_secure_boxes) /obj/structure/closet/secure_closet/securecom/Initialize() . = ..() + new /obj/item/storage/box/kit/honorguard(src) + new /obj/item/storage/box/kit/honorguard(src) GLOB.co_secure_boxes += src /obj/structure/closet/secure_closet/securecom/Destroy() @@ -62,8 +64,6 @@ GLOBAL_LIST_EMPTY(co_secure_boxes) new /obj/item/storage/belt/marine(src) new /obj/item/clothing/under/marine/officer/boiler(src) new /obj/item/clothing/under/marine/officer/boiler(src) - new /obj/item/clothing/suit/storage/webbing(src) - new /obj/item/clothing/suit/storage/webbing(src) new /obj/item/clothing/gloves/combat(src) new /obj/item/clothing/gloves/combat(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/guncabinet.dm b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/guncabinet.dm similarity index 85% rename from code/game/objects/structures/crates_lockers/closets/secure/guncabinet.dm rename to code/game/objects/structures/crates_lockers/closets/secure/guncabinet/guncabinet.dm index db20a738c8ed..4531a68c42dd 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/guncabinet.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/guncabinet.dm @@ -65,21 +65,7 @@ contents_explosion(severity - EXPLOSION_THRESHOLD_LOW) deconstruct(FALSE) -/obj/structure/closet/secure_closet/guncabinet/mp_armory -// req_access = list(ACCESS_MARINE_BRIG) - req_level = SEC_LEVEL_RED - -/obj/structure/closet/secure_closet/guncabinet/mp_armory/Initialize() - . = ..() - new /obj/item/weapon/gun/shotgun/combat(src) - new /obj/item/weapon/gun/shotgun/combat(src) - new /obj/item/ammo_magazine/shotgun/slugs(src) - new /obj/item/ammo_magazine/shotgun/buckshot(src) - new /obj/item/ammo_magazine/shotgun/buckshot(src) - new /obj/item/ammo_magazine/shotgun/buckshot(src) - - - +//this is used on corsat.(leaving it as a prop i guess) /obj/structure/closet/secure_closet/guncabinet/riot_control name = "riot control equipment closet" // req_access = list(ACCESS_MARINE_BRIG) @@ -111,15 +97,10 @@ new /obj/item/clothing/suit/armor/riot/marine(src) new /obj/item/storage/box/flashbangs(src) - /obj/structure/closet/secure_closet/guncabinet/green name = "green level gun cabinet" req_level = SEC_LEVEL_GREEN -/obj/structure/closet/secure_closet/guncabinet/blue - name = "blue level gun cabinet" - req_level = SEC_LEVEL_BLUE - /obj/structure/closet/secure_closet/guncabinet/red name = "red level gun cabinet" req_level = SEC_LEVEL_RED diff --git a/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/level_blue.dm b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/level_blue.dm new file mode 100644 index 000000000000..acc43c302e6d --- /dev/null +++ b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/level_blue.dm @@ -0,0 +1,37 @@ +/obj/structure/closet/secure_closet/guncabinet/blue + name = "blue level gun cabinet" + req_level = SEC_LEVEL_BLUE + +//riot gear control cabinet adding vehicle clamp to it to... +// make more sense than in red alert cabinet. + +/obj/structure/closet/secure_closet/guncabinet/blue/riot_control + name = "riot control equipment closet" + storage_capacity = 55 //lots of stuff to fit in + req_level = SEC_LEVEL_BLUE + +/obj/structure/closet/secure_closet/guncabinet/blue/riot_control/Initialize() + . = ..() + new /obj/item/weapon/gun/shotgun/combat/riot(src, TRUE) + new /obj/item/weapon/gun/shotgun/combat/riot(src, TRUE) + new /obj/item/weapon/gun/shotgun/combat/riot(src, TRUE) + new /obj/item/weapon/shield/riot(src) + new /obj/item/weapon/shield/riot(src) + new /obj/item/weapon/shield/riot(src) + new /obj/item/ammo_magazine/shotgun/beanbag/riot(src) + new /obj/item/ammo_magazine/shotgun/beanbag/riot(src) + new /obj/item/ammo_magazine/shotgun/beanbag/riot(src) + new /obj/item/ammo_magazine/shotgun/beanbag/riot(src) + new /obj/item/weapon/gun/launcher/grenade/m81/riot(src, TRUE) + new /obj/item/storage/box/nade_box/tear_gas(src) + new /obj/item/clothing/mask/gas(src) + new /obj/item/clothing/mask/gas(src) + new /obj/item/clothing/mask/gas(src) + new /obj/item/clothing/head/helmet/riot(src) + new /obj/item/clothing/head/helmet/riot(src) + new /obj/item/clothing/head/helmet/riot(src) + new /obj/item/clothing/suit/armor/riot/marine(src) + new /obj/item/clothing/suit/armor/riot/marine(src) + new /obj/item/clothing/suit/armor/riot/marine(src) + new /obj/item/storage/box/flashbangs(src) + new /obj/item/vehicle_clamp(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/level_red.dm b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/level_red.dm new file mode 100644 index 000000000000..487ffd546d8e --- /dev/null +++ b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet/level_red.dm @@ -0,0 +1,112 @@ +/obj/structure/closet/secure_closet/guncabinet/red + name = "red level gun cabinet" + req_level = SEC_LEVEL_RED + +// MP ARMORY + +// 3 shotgun cabinet are in brig armory +/obj/structure/closet/secure_closet/guncabinet/red/mp_armory_shotgun + +/obj/structure/closet/secure_closet/guncabinet/red/mp_armory_shotgun/Initialize() + . = ..() + new /obj/item/weapon/gun/shotgun/combat(src) + new /obj/item/weapon/gun/shotgun/combat(src) + new /obj/item/weapon/gun/shotgun/combat(src) + new /obj/item/ammo_box/magazine/shotgun/buckshot(src) + new /obj/item/ammo_box/magazine/shotgun(src) + +// 2 M39 cabinet are in brig armory (4 M39 and 12 mags) +/obj/structure/closet/secure_closet/guncabinet/red/mp_armory_m39_submachinegun + +/obj/structure/closet/secure_closet/guncabinet/red/mp_armory_m39_submachinegun/Initialize() + . = ..() + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/ammo_box/magazine/m39(src) + +// 2 m4ra cabinet are in brig armory (m4ra guns and 12 mags) +/obj/structure/closet/secure_closet/guncabinet/red/mp_armory_m4ra_rifle + +/obj/structure/closet/secure_closet/guncabinet/red/mp_armory_m4ra_rifle/Initialize() + . = ..() + new /obj/item/weapon/gun/rifle/m4ra(src) + new /obj/item/weapon/gun/rifle/m4ra(src) + new /obj/item/weapon/gun/rifle/m4ra(src) + new /obj/item/weapon/gun/rifle/m4ra(src) + new /obj/item/ammo_box/magazine/m4ra(src) + +// EXECUTION CHAMBER might add that here need to ask first... will reskin if asked. + + + +// CIC ARMORY + +// 4 shotgun cabinet are in cic armory +/obj/structure/closet/secure_closet/guncabinet/red/cic_armory_shotgun + +/obj/structure/closet/secure_closet/guncabinet/red/cic_armory_shotgun/Initialize() + . = ..() + new /obj/item/weapon/gun/shotgun/combat(src) + new /obj/item/ammo_magazine/shotgun/slugs(src) + new /obj/item/ammo_magazine/shotgun/buckshot(src) + +//4 MK1 cabinet(using guncase because it fit well here it seem) +/obj/structure/closet/secure_closet/guncabinet/red/cic_armory_mk1_rifle + +/obj/structure/closet/secure_closet/guncabinet/red/cic_armory_mk1_rifle/Initialize() + . = ..() + new /obj/item/storage/box/guncase/m41aMK1(src) + +//4 MK1 (with AP) cabinet(using guncase because it fit well here it seem) +/obj/structure/closet/secure_closet/guncabinet/red/cic_armory_mk1_rifle_ap + +/obj/structure/closet/secure_closet/guncabinet/red/cic_armory_mk1_rifle_ap/Initialize() + . = ..() + new /obj/item/storage/box/guncase/m41aMK1AP(src) + +// UPPER MEDBAY ARMORY + +//1 shotgun armory closet 2 guns and 4 mags +/obj/structure/closet/secure_closet/guncabinet/red/armory_shotgun + +/obj/structure/closet/secure_closet/guncabinet/red/armory_shotgun/Initialize() + . = ..() + new /obj/item/weapon/gun/shotgun/combat(src) + new /obj/item/weapon/gun/shotgun/combat(src) + new /obj/item/ammo_magazine/shotgun/slugs(src) + new /obj/item/ammo_magazine/shotgun/slugs(src) + new /obj/item/ammo_magazine/shotgun/buckshot(src) + new /obj/item/ammo_magazine/shotgun/buckshot(src) + +// 2 pistol amory closet maybe to replace with full pistol belt... +/obj/structure/closet/secure_closet/guncabinet/red/armory_m4a3_pistol + +/obj/structure/closet/secure_closet/guncabinet/red/armory_m4a3_pistol/Initialize() + . = ..() + new /obj/item/storage/belt/gun/m4a3/full(src) + new /obj/item/storage/belt/gun/m4a3/full(src) + new /obj/item/storage/belt/gun/m4a3/full(src) + new /obj/item/storage/belt/gun/m4a3/full(src) + new /obj/item/ammo_box/magazine/m4a3(src) + +// 2 M39 cabinet are in medical armory (4 M39 and 12 mags) +/obj/structure/closet/secure_closet/guncabinet/red/armory_m39_submachinegun + +/obj/structure/closet/secure_closet/guncabinet/red/armory_m39_submachinegun/Initialize() + . = ..() + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/weapon/gun/smg/m39(src) + new /obj/item/ammo_box/magazine/m39(src) + +// UPPER ENGI ARMORY +// same as medical + +// REQ ARMORY +// same as medical + +// Small office in hangar armory same as brig armory.... +// same as brig armory diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm index e290a23a61e9..331cb884bd59 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm @@ -30,6 +30,7 @@ return 0 /obj/structure/closet/secure_closet/emp_act(severity) + . = ..() for(var/obj/O in src) O.emp_act(severity) if(!broken) @@ -42,7 +43,6 @@ else src.req_access = list() src.req_access += pick(get_access(ACCESS_LIST_MARINE_MAIN)) - ..() /obj/structure/closet/secure_closet/proc/togglelock(mob/living/user) if(src.opened) diff --git a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm index 7848aaba4897..b000fd5733a2 100644 --- a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm @@ -51,8 +51,6 @@ new /obj/item/clothing/mask/gas(src) new /obj/item/clothing/mask/gas(src) new /obj/item/storage/firstaid/o2(src) - if ("nothing") - // doot // teehee - Ah, tg coders... if ("delete") diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm index 7c9faaf1a027..119615ab7aed 100644 --- a/code/game/objects/structures/crates_lockers/crates.dm +++ b/code/game/objects/structures/crates_lockers/crates.dm @@ -12,6 +12,19 @@ throwpass = 1 //prevents moving crates by hurling things at them store_mobs = FALSE var/rigged = 0 + /// Types this crate can be made into + var/list/crate_customizing_types = list( + "Plain" = /obj/structure/closet/crate, + "Weapons" = /obj/structure/closet/crate/weapon, + "Supply" = /obj/structure/closet/crate/supply, + "Ammo" = /obj/structure/closet/crate/ammo, + "Construction" = /obj/structure/closet/crate/construction, + "Explosives" = /obj/structure/closet/crate/explosives, + "Alpha" = /obj/structure/closet/crate/alpha, + "Bravo" = /obj/structure/closet/crate/bravo, + "Charlie" = /obj/structure/closet/crate/charlie, + "Delta" = /obj/structure/closet/crate/delta, + ) /obj/structure/closet/crate/initialize_pass_flags(datum/pass_flags_container/PF) ..() @@ -130,8 +143,6 @@ contents_explosion(severity) deconstruct(FALSE) return - else - return /obj/structure/closet/crate/alpha name = "alpha squad crate" @@ -209,6 +220,7 @@ icon_state = "closed_freezer" icon_opened = "open_freezer" icon_closed = "closed_freezer" + crate_customizing_types = null var/target_temp = T0C - 40 var/cooling_power = 40 diff --git a/code/game/objects/structures/crates_lockers/secure_crates.dm b/code/game/objects/structures/crates_lockers/secure_crates.dm index a308c4c0a21c..28a77e0c81c0 100644 --- a/code/game/objects/structures/crates_lockers/secure_crates.dm +++ b/code/game/objects/structures/crates_lockers/secure_crates.dm @@ -4,6 +4,7 @@ icon_state = "secure_locked_basic" icon_opened = "secure_open_basic" icon_closed = "secure_locked_basic" + crate_customizing_types = null var/icon_locked = "secure_locked_basic" var/icon_unlocked = "secure_unlocked_basic" var/sparks = "securecratesparks" @@ -86,6 +87,7 @@ ..() /obj/structure/closet/crate/secure/emp_act(severity) + . = ..() for(var/obj/O in src) O.emp_act(severity) if(!broken && !opened && prob(50/severity)) @@ -105,7 +107,6 @@ else src.req_access = list() src.req_access += pick(get_access(ACCESS_LIST_MARINE_MAIN)) - ..() //------------------------------------ diff --git a/code/game/objects/structures/flora.dm b/code/game/objects/structures/flora.dm index 9c1f46de50d5..b1e950dd18f0 100644 --- a/code/game/objects/structures/flora.dm +++ b/code/game/objects/structures/flora.dm @@ -72,6 +72,7 @@ PLANT_CUT_MACHETE = 3 = Needs at least a machete to be cut down addtimer(CALLBACK(src, PROC_REF(burn_up)), spread_time + 5 SECONDS) /obj/structure/flora/proc/spread_fire() + SIGNAL_HANDLER for(var/D in cardinal) //Spread fire var/turf/T = get_step(src.loc, D) if(T) @@ -82,6 +83,7 @@ PLANT_CUT_MACHETE = 3 = Needs at least a machete to be cut down new /obj/flamer_fire(T, create_cause_data("wildfire")) /obj/structure/flora/proc/burn_up() + SIGNAL_HANDLER new /obj/effect/decal/cleanable/dirt(loc) if(center) new /obj/effect/decal/cleanable/dirt(loc) //Produces more ash at the center @@ -717,7 +719,7 @@ ICEY GRASS. IT LOOKS LIKE IT'S MADE OF ICE. //hatchets and shiet can clear away undergrowth if(I && (I.sharp >= IS_SHARP_ITEM_ACCURATE) && !stump) var/damage = rand(2,5) - if(istype(I,/obj/item/weapon/claymore/mercsword)) + if(istype(I,/obj/item/weapon/sword)) damage = rand(8,18) if(indestructable) //this bush marks the edge of the map, you can't destroy it diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index e719359ab439..6cd6a5cd0300 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -173,6 +173,14 @@ return do_reinforced_wall(W, user) if(STATE_DISPLACED) if(HAS_TRAIT(W, TRAIT_TOOL_CROWBAR)) + var/turf/open/floor = loc + if(!floor.allow_construction) + to_chat(user, SPAN_WARNING("The girder must be secured on a proper surface!")) + return + var/obj/structure/tunnel/tunnel = locate(/obj/structure/tunnel) in loc + if(tunnel) + to_chat(user, SPAN_WARNING("The girder cannot be secured on a tunnel!")) + return playsound(loc, 'sound/items/Crowbar.ogg', 25, 1) to_chat(user, SPAN_NOTICE("Now securing the girder...")) if(!do_after(user, 40 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm index 38201e052c50..d2b3d36b5920 100644 --- a/code/game/objects/structures/lattice.dm +++ b/code/game/objects/structures/lattice.dm @@ -43,8 +43,6 @@ if(EXPLOSION_THRESHOLD_MEDIUM to INFINITY) deconstruct(FALSE) return - else - return /obj/structure/lattice/attackby(obj/item/C as obj, mob/user as mob) diff --git a/code/game/objects/structures/misc.dm b/code/game/objects/structures/misc.dm index d290925d4cdf..89bc3da6ab23 100644 --- a/code/game/objects/structures/misc.dm +++ b/code/game/objects/structures/misc.dm @@ -189,3 +189,126 @@ /obj/structure/computer3frame/laptop name = "laptop frame" + +// Dartboard +#define DOUBLE_BAND 2 +#define TRIPLE_BAND 3 + +/obj/structure/dartboard + name = "dartboard" + desc = "A dartboard, loosely secured." + icon = 'icons/obj/structures/props/props.dmi' + icon_state = "dart_board" + density = TRUE + unslashable = TRUE + +/obj/structure/dartboard/get_examine_text() + . = ..() + if(length(contents)) + var/is_are = "is" + if(length(contents) != 1) + is_are = "are" + + . += SPAN_NOTICE("There [is_are] [length(contents)] item\s embedded into [src].") + +/obj/structure/dartboard/initialize_pass_flags(datum/pass_flags_container/pass_flags) + ..() + if(pass_flags) + pass_flags.flags_can_pass_all = PASS_MOB_IS + +/obj/structure/dartboard/get_projectile_hit_boolean(obj/projectile/projectile) + . = ..() + visible_message(SPAN_DANGER("[projectile] hits [src], collapsing it!")) + collapse() + +/obj/structure/dartboard/proc/flush_contents() + for(var/atom/movable/embedded_items as anything in contents) + embedded_items.forceMove(loc) + +/obj/structure/dartboard/proc/collapse() + playsound(src, 'sound/effects/thud1.ogg', 50) + new /obj/item/dartboard/(loc) + qdel(src) + +/obj/structure/dartboard/attack_hand(mob/user) + if(length(contents)) + user.visible_message(SPAN_NOTICE("[user] starts recovering items from [src]..."), SPAN_NOTICE("You start recovering items from [src]...")) + if(do_after(user, 1 SECONDS, INTERRUPT_ALL, BUSY_ICON_FRIENDLY, user, INTERRUPT_MOVED, BUSY_ICON_GENERIC)) + flush_contents() + else + to_chat(user, SPAN_WARNING("[src] has nothing embedded!")) + +/obj/structure/dartboard/Destroy() + flush_contents() + . = ..() + +/obj/structure/dartboard/hitby(obj/item/thrown_item) + if(thrown_item.sharp != IS_SHARP_ITEM_ACCURATE && !istype(thrown_item, /obj/item/weapon/dart)) + visible_message(SPAN_DANGER("[thrown_item] hits [src], collapsing it!")) + collapse() + return + + contents += thrown_item + playsound(src, 'sound/weapons/tablehit1.ogg', 50) + var/score = rand(1,21) + if(score == 21) + visible_message(SPAN_DANGER("[thrown_item] embeds into [src], striking the bullseye! 50 points.")) + return + + var/band = "single" + var/band_number = rand(1,3) + score *= band_number + switch(band_number) + if(DOUBLE_BAND) + band = "double" + if(TRIPLE_BAND) + band = "triple" + visible_message(SPAN_DANGER("[thrown_item] embeds into [src], striking [band] for [score] point\s.")) + +/obj/structure/dartboard/attackby(obj/item/item, mob/user) + user.visible_message(SPAN_DANGER("[user] hits [src] with [item], collapsing it!"), SPAN_DANGER("You collapse [src] with [item]!")) + collapse() + +/obj/structure/dartboard/MouseDrop(over_object, src_location, over_location) + . = ..() + if(over_object != usr || !Adjacent(usr)) + return + + if(!ishuman(usr)) + return + + visible_message(SPAN_NOTICE("[usr] unsecures [src].")) + var/obj/item/dartboard/unsecured_board = new(loc) + usr.put_in_hands(unsecured_board) + qdel(src) + +/obj/item/dartboard + name = "dartboard" + desc = "A dartboard for darts." + icon = 'icons/obj/structures/props/props.dmi' + icon_state = "dart_board" + +/obj/item/dartboard/attack_self(mob/user) + . = ..() + + var/turf_ahead = get_step(user, user.dir) + if(!istype(turf_ahead, /turf/closed)) + to_chat(user, SPAN_WARNING("[src] needs a wall to be secured to!")) + return + + var/obj/structure/dartboard/secured_board = new(user.loc) + switch(user.dir) + if(NORTH) + secured_board.pixel_y = 32 + if(EAST) + secured_board.pixel_x = 32 + if(SOUTH) + secured_board.pixel_y = -32 + if(WEST) + secured_board.pixel_x = -32 + + to_chat(user, SPAN_NOTICE("You secure [secured_board] to [turf_ahead].")) + qdel(src) + +#undef DOUBLE_BAND +#undef TRIPLE_BAND diff --git a/code/game/objects/structures/morgue.dm b/code/game/objects/structures/morgue.dm index dc8cf08d13f1..b3fb2423008a 100644 --- a/code/game/objects/structures/morgue.dm +++ b/code/game/objects/structures/morgue.dm @@ -113,7 +113,7 @@ else . = ..() -/obj/structure/morgue/relaymove(mob/user) +/obj/structure/morgue/relaymove(mob/living/user) if(user.is_mob_incapacitated()) return if(exit_stun) diff --git a/code/game/objects/structures/props.dm b/code/game/objects/structures/props.dm index 3e3150040cb6..bd5610487ea0 100644 --- a/code/game/objects/structures/props.dm +++ b/code/game/objects/structures/props.dm @@ -810,8 +810,10 @@ var/obj/item/stack/sheet/wood/fuel = attacking_item if(remaining_fuel >= initial(remaining_fuel)) to_chat(user, SPAN_NOTICE("You cannot fuel [src] further.")) + return if(!fuel.use(1)) to_chat(SPAN_NOTICE("You do not have enough [attacking_item] to fuel [src].")) + return visible_message(SPAN_NOTICE("[user] fuels [src] with [fuel].")) remaining_fuel++ @@ -1306,19 +1308,19 @@ COOLDOWN_DECLARE(damage_delay) /// list of quip emotes, taken from Working Joe var/static/list/quips = list( - /datum/emote/living/carbon/human/synthetic/working_joe/quip/alwaysknow_damaged, + /datum/emote/living/carbon/human/synthetic/working_joe/damage/alwaysknow_damaged, /datum/emote/living/carbon/human/synthetic/working_joe/quip/not_liking, /datum/emote/living/carbon/human/synthetic/working_joe/greeting/how_can_i_help, - /datum/emote/living/carbon/human/synthetic/working_joe/task_update/day_never_done, - /datum/emote/living/carbon/human/synthetic/working_joe/task_update/required_by_apollo, + /datum/emote/living/carbon/human/synthetic/working_joe/farewell/day_never_done, + /datum/emote/living/carbon/human/synthetic/working_joe/farewell/required_by_apollo, /datum/emote/living/carbon/human/synthetic/working_joe/warning/safety_breach ) /// list of voicelines to use when damaged var/static/list/damaged = list( - /datum/emote/living/carbon/human/synthetic/working_joe/warning/damage, - /datum/emote/living/carbon/human/synthetic/working_joe/warning/that_stings, - /datum/emote/living/carbon/human/synthetic/working_joe/warning/irresponsible, - /datum/emote/living/carbon/human/synthetic/working_joe/warning/this_is_futile, + /datum/emote/living/carbon/human/synthetic/working_joe/damage/damage, + /datum/emote/living/carbon/human/synthetic/working_joe/damage/that_stings, + /datum/emote/living/carbon/human/synthetic/working_joe/damage/irresponsible, + /datum/emote/living/carbon/human/synthetic/working_joe/damage/this_is_futile, /datum/emote/living/carbon/human/synthetic/working_joe/warning/hysterical, /datum/emote/living/carbon/human/synthetic/working_joe/warning/patience ) diff --git a/code/game/objects/structures/reagent_dispensers.dm b/code/game/objects/structures/reagent_dispensers.dm index 7dc6d883a2d5..6471dfa21520 100644 --- a/code/game/objects/structures/reagent_dispensers.dm +++ b/code/game/objects/structures/reagent_dispensers.dm @@ -119,8 +119,6 @@ if(EXPLOSION_THRESHOLD_MEDIUM to INFINITY) deconstruct(FALSE) return - else - return /obj/structure/reagent_dispensers/attack_hand() if(!reagents || reagents.locked) diff --git a/code/game/objects/structures/safe.dm b/code/game/objects/structures/safe.dm index 87e713ad0af8..011fa2a17f48 100644 --- a/code/game/objects/structures/safe.dm +++ b/code/game/objects/structures/safe.dm @@ -222,3 +222,28 @@ FLOOR SAFES /obj/structure/safe/floor/hide(intact) invisibility = intact ? 101 : 0 + +//almayer + +/obj/structure/safe/co_office + +/obj/structure/safe/co_office/Initialize() + . = ..() + new /obj/item/clothing/glasses/monocle(src) + new /obj/item/book/codebook(src) + new /obj/item/coin/silver/falcon(src) + new /obj/item/weapon/telebaton(src) + new /obj/item/moneybag(src) + +/obj/structure/safe/cl_office + +/obj/structure/safe/cl_office/Initialize() + . = ..() + new /obj/item/clothing/suit/armor/bulletproof(src) + new /obj/item/weapon/gun/pistol/es4(src) + new /obj/item/ammo_magazine/pistol/es4(src) + new /obj/item/ammo_magazine/pistol/es4(src) + new /obj/item/clothing/accessory/storage/holster(src) + new /obj/item/spacecash/c1000/counterfeit(src) + new /obj/item/spacecash/c1000/counterfeit(src) + new /obj/item/coin/platinum(src) diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index fbd6920875ad..adabf0c54141 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -17,6 +17,7 @@ S.desc = desc S.icon_state = icon_state S.sign_state = icon_state + S.icon = icon deconstruct(FALSE) else ..() @@ -45,6 +46,7 @@ S.name = name S.desc = desc S.icon_state = sign_state + S.icon = icon to_chat(user, "You fasten \the [S] with your [tool].") qdel(src) else ..() @@ -568,7 +570,7 @@ /obj/structure/sign/ROsign name = "\improper USCM Requisitions Office Guidelines" - desc = " 1. You are not entitled to service or equipment. Attachments are a privilege, not a right.\n 2. You must be fully dressed to obtain service. Cyrosleep underwear is non-permissible.\n 3. The Requsitions Officer has the final say and the right to decline service. Only the Acting Commanding Officer may override their decisions.\n 4. Please treat your Requsitions staff with respect. They work hard." + desc = " 1. You are not entitled to service or equipment. Attachments are a privilege, not a right.\n 2. You must be fully dressed to obtain service. Cryosleep underwear is non-permissible.\n 3. The Quartermaster has the final say and the right to decline service. Only the Acting Commanding Officer may override their decisions.\n 4. Please treat your Requsitions staff with respect. They work hard." icon_state = "roplaque" /obj/structure/sign/prop1 @@ -592,9 +594,3 @@ desc = "An unbelievably creepy cat clock that surveys the room with every tick and every tock." icon = 'icons/obj/structures/props/catclock.dmi' icon_state = "cat_clock_motion" - -/obj/structure/sign/dartboard - name = "dartboard" - desc = "A dartboard, secured with a nail and a string. It has bullet holes and knife stab marks over and around it." - icon = 'icons/obj/structures/props/props.dmi' - icon_state = "dart_board" diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index 7979994915f4..bc3b4ad7f4d0 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -404,7 +404,17 @@ var/global/list/activated_medevac_stretchers = list() //bedroll /obj/structure/bed/bedroll - name = "bedroll" - desc = "bedroll" + name = "unfolded bedroll" + desc = "Perfect for those long missions, when there's nowhere else to sleep, you remembered to bring at least one thing of comfort." + icon = 'icons/monkey_icos.dmi' icon_state = "bedroll_o" + buckling_y = 0 + foldabletype = /obj/item/roller/bedroll + accepts_bodybag = FALSE + +/obj/item/roller/bedroll + name = "folded bedroll" + desc = "A standard issue USCMC bedroll, They've been in service for as long as you can remember. The tag on it states to unfold it before rest, but who needs rules anyway, right?" icon = 'icons/monkey_icos.dmi' + icon_state = "bedroll" + rollertype = /obj/structure/bed/bedroll diff --git a/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm b/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm index 7a4274c2c16e..6375fcd13823 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm @@ -53,7 +53,7 @@ current_mob.pixel_y = buckling_y["[dir]"] current_mob.pixel_x = buckling_x["[dir]"] current_mob.dir = turn(dir, 180) - current_mob.density = FALSE + ADD_TRAIT(current_mob, TRAIT_UNDENSE, XENO_NEST_TRAIT) pixel_y = buckling_y["[dir]"] pixel_x = buckling_x["[dir]"] if(dir == SOUTH) @@ -67,7 +67,7 @@ current_mob.pixel_y = initial(buckled_mob.pixel_y) current_mob.pixel_x = initial(buckled_mob.pixel_x) - current_mob.density = !(current_mob.lying || current_mob.stat == DEAD) + REMOVE_TRAIT(current_mob, TRAIT_UNDENSE, XENO_NEST_TRAIT) if(dir == SOUTH) current_mob.layer = initial(current_mob.layer) if(!ishuman(current_mob)) diff --git a/code/game/objects/structures/surface.dm b/code/game/objects/structures/surface.dm index 3a2dbd3e8d5c..13a81af2dc3d 100644 --- a/code/game/objects/structures/surface.dm +++ b/code/game/objects/structures/surface.dm @@ -1,160 +1,20 @@ //Surface structures are structures that can have items placed on them /obj/structure/surface health = 100 - var/list/update_types = list( - /obj/item/reagent_container/glass, - /obj/item/storage, - /obj/item/reagent_container/food/snacks - ) - //add items there that behave like structures for whatever dumb reason - var/list/blacklisted_item_types = list( - /obj/item/device/radio/intercom, - /obj/item/device/sentry_computer - ) -/obj/structure/surface/Initialize() - . = ..() - return INITIALIZE_HINT_LATELOAD - -/obj/structure/surface/LateInitialize() - attach_all() - update_icon() - -/obj/structure/surface/Destroy() - detach_all() - . = ..() - -/obj/structure/surface/ex_act(severity, direction, datum/cause_data/cause_data) - health -= severity - if(health <= 0) - var/location = get_turf(src) - handle_debris(severity, direction) - detach_all() - for(var/obj/item/O in loc) - O.explosion_throw(severity, direction) - qdel(src) - if(prob(66)) - create_shrapnel(location, rand(1,4), direction, , /datum/ammo/bullet/shrapnel/light, cause_data) - return TRUE - -/obj/structure/surface/proc/attach_all() - for(var/obj/item/O in loc) - if(in_blacklist(O)) - continue - attach_item(O, FALSE) - draw_item_overlays() - -/obj/structure/surface/proc/in_blacklist(obj/item/O) - for(var/allowed_type in blacklisted_item_types) - if(istype(O, allowed_type)) - return TRUE - return FALSE - -/obj/structure/surface/proc/attach_item(obj/item/O, update = TRUE) - if(!O) +/obj/structure/surface/attackby(obj/item/attacking_item, mob/user, click_data) + if(!user.drop_inv_item_to_loc(attacking_item, loc)) return - if(O.luminosity) //it can't make light as an overlay - return - O.forceMove(src) - RegisterSignal(O, COMSIG_ATOM_DECORATED, PROC_REF(decorate_update)) - if(update) - draw_item_overlays() - -/obj/structure/surface/proc/detach_item(obj/item/O) - O.pixel_x = initial(O.pixel_x) - O.pixel_y = initial(O.pixel_y) - UnregisterSignal(O, COMSIG_ATOM_DECORATED) - draw_item_overlays() - return - -/obj/structure/surface/proc/decorate_update(obj/item/O) - SIGNAL_HANDLER - draw_item_overlays() -/obj/structure/surface/proc/detach_all() - overlays.Cut() - for(var/obj/item/O in contents) - UnregisterSignal(O, COMSIG_ATOM_DECORATED) - O.forceMove(loc) + auto_align(attacking_item, click_data) + user.next_move = world.time + 2 + return TRUE -/obj/structure/surface/proc/get_item(list/click_data) - var/i = LAZYLEN(contents) - if(!click_data) - return - if(i < 1) - return FALSE - for(i, i >= 1, i--)//starting from the end because that's where the topmost is - var/obj/item/O = contents[i] - var/bounds_x = text2num(click_data["icon-x"])-1 - O.pixel_x - var/bounds_y = text2num(click_data["icon-y"])-1 - O.pixel_y - if(bounds_x < 0 || bounds_y < 0) - continue - var/icon/I = icon(O.icon, O.icon_state) - var/p = I.GetPixel(bounds_x, bounds_y) - if(p) - return O - return FALSE - -/obj/structure/surface/proc/draw_item_overlays() - overlays.Cut() - for(var/obj/item/O in contents) - var/image/I = image(O.icon) - I.appearance = O.appearance - I.appearance_flags |= RESET_COLOR - I.overlays = O.overlays - LAZYADD(overlays, I) - -/obj/structure/surface/clicked(mob/user, list/mods) - if(mods["shift"] && !mods["middle"]) - var/obj/item/O = get_item(mods) - if(!O) - return ..() - if(O.can_examine(user)) - O.examine(user) - return TRUE - ..() - -/obj/structure/surface/proc/try_to_open_container(mob/user, mods) - if(!Adjacent(user)) - return - - if(ishuman(user) || isrobot(user)) - var/obj/item/O = get_item(mods) - if(O && isstorage(O)) - var/obj/item/storage/S = O - S.open(usr) - return TRUE - -/obj/structure/surface/attack_hand(mob/user, click_data) - . = ..() - if(click_data && click_data["alt"]) - return - var/obj/item/O = get_item(click_data) - if(!O) - return - O.attack_hand(user) - if(!LAZYISIN(contents, O))//in case attack_hand did not pick up the item - detach_item(O) - -/obj/structure/surface/attackby(obj/item/W, mob/user, click_data) - var/obj/item/O = get_item(click_data) - if(!O || click_data["ctrl"])//holding the ctrl key will force it to place the object - // Placing stuff on tables - if(user.drop_inv_item_to_loc(W, loc)) - auto_align(W, click_data) - user.next_move = world.time + 2 - return TRUE - else if(!O.attackby(W, user)) - W.afterattack(O, user, TRUE) - for(var/type in update_types) - if(istype(O, type)) - draw_item_overlays() - -/obj/structure/surface/proc/auto_align(obj/item/W, click_data) - if(!W.center_of_mass) // Clothing, material stacks, generally items with large sprites where exact placement would be unhandy. - W.pixel_x = rand(-W.randpixel, W.randpixel) - W.pixel_y = rand(-W.randpixel, W.randpixel) - W.pixel_z = 0 +/obj/structure/surface/proc/auto_align(obj/item/new_item, click_data) + if(!new_item.center_of_mass) // Clothing, material stacks, generally items with large sprites where exact placement would be unhandy. + new_item.pixel_x = rand(-new_item.randpixel, new_item.randpixel) + new_item.pixel_y = rand(-new_item.randpixel, new_item.randpixel) + new_item.pixel_z = 0 return if(!click_data) @@ -170,16 +30,8 @@ var/cell_x = Clamp(round(mouse_x/CELLSIZE), 0, CELLS-1) // Ranging from 0 to CELLS-1 var/cell_y = Clamp(round(mouse_y/CELLSIZE), 0, CELLS-1) - var/list/center = cached_key_number_decode(W.center_of_mass) - - W.pixel_x = (CELLSIZE * (cell_x + 0.5)) - center["x"] - W.pixel_y = (CELLSIZE * (cell_y + 0.5)) - center["y"] - W.pixel_z = 0 - - if(!(W.flags_item & NOTABLEMERGE)) - attach_item(W) + var/list/center = cached_key_number_decode(new_item.center_of_mass) -/obj/structure/surface/MouseDrop(atom/over) - . = ..() - if(over == usr && usr && usr.client && usr.client.lmb_last_mousedown_mods) - return try_to_open_container(usr, usr.client.lmb_last_mousedown_mods) + new_item.pixel_x = (CELLSIZE * (cell_x + 0.5)) - center["x"] + new_item.pixel_y = (CELLSIZE * (cell_y + 0.5)) - center["y"] + new_item.pixel_z = 0 diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index db3ce98339a3..8d6441293f86 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -434,8 +434,6 @@ verbs -= /obj/structure/surface/table/verb/do_flip verbs += /obj/structure/surface/table/proc/do_put - detach_all() - var/list/targets = list(get_step(src, dir), get_step(src, turn(dir, 45)), get_step(src, turn(dir, -45))) for(var/atom/movable/movable_on_table in get_turf(src)) if(!movable_on_table.anchored) @@ -479,7 +477,6 @@ var/obj/structure/surface/table/T = locate() in get_step(src.loc,D) if(T && T.flipped && T.dir == src.dir) T.unflip() - attach_all() update_icon() update_adjacent() diff --git a/code/game/objects/structures/vulture_spotter.dm b/code/game/objects/structures/vulture_spotter.dm index 50505ab239b8..44efd5ce84ea 100644 --- a/code/game/objects/structures/vulture_spotter.dm +++ b/code/game/objects/structures/vulture_spotter.dm @@ -92,7 +92,7 @@ user.lighting_alpha = 127 user.sync_lighting_plane_alpha() user.overlay_fullscreen("vulture_spotter", /atom/movable/screen/fullscreen/vulture/spotter) - user.freeze() + ADD_TRAIT(user, TRAIT_IMMOBILIZED, TRAIT_SOURCE_ABILITY("Vulture spotter")) user.status_flags |= IMMOBILE_ACTION user.visible_message(SPAN_NOTICE("[user] looks through [src]."),SPAN_NOTICE("You look through [src], ready to go!")) user.forceMove(loc) @@ -105,7 +105,7 @@ /obj/structure/vulture_spotter_tripod/on_unset_interaction(mob/user) user.status_flags &= ~IMMOBILE_ACTION user.visible_message(SPAN_NOTICE("[user] looks up from [src]."),SPAN_NOTICE("You look up from [src].")) - user.unfreeze() + REMOVE_TRAIT(user, TRAIT_IMMOBILIZED, TRAIT_SOURCE_ABILITY("Vulture spotter")) user.reset_view(null) user.Move(get_step(src, reverse_direction(src.dir))) user.client?.change_view(world_view_size, src) diff --git a/code/game/runtimes.dm b/code/game/runtimes.dm index 1332309168a3..2cdc955aa426 100644 --- a/code/game/runtimes.dm +++ b/code/game/runtimes.dm @@ -11,7 +11,6 @@ GLOBAL_REAL(stui_init_runtimes, /list) //! Shorthand of Static Initializer errors only, for use in STUI GLOBAL_REAL(full_init_runtimes, /list) //! Full text of all Static Initializer + World Init errors, for log backfilling GLOBAL_REAL_VAR(runtime_logging_ready) //! Truthy when init is done and we don't need these shenanigans anymore -GLOBAL_REAL_VAR(init_runtimes_count) //! Count of runtimes that occured before logging is ready, for in-game reporting // Deduplication of errors via hash to reduce spamming GLOBAL_REAL(runtime_hashes, /list) @@ -24,8 +23,6 @@ GLOBAL_REAL_VAR(total_runtimes) if(!total_runtimes) total_runtimes = 0 total_runtimes += 1 - if(!init_runtimes_count) - init_runtimes_count = 0 if(!stui_init_runtimes) stui_init_runtimes = list() if(!full_init_runtimes) @@ -33,7 +30,6 @@ GLOBAL_REAL_VAR(total_runtimes) // If this occured during early init, we store the full error to write it to world.log when it's available if(!runtime_logging_ready) - init_runtimes_count += 1 full_init_runtimes += E.desc // Runtime was already reported once, dedup it for STUI diff --git a/code/game/smoothwall.dm b/code/game/smoothwall.dm index a06ed7750c26..eb81861a3b1f 100644 --- a/code/game/smoothwall.dm +++ b/code/game/smoothwall.dm @@ -170,6 +170,11 @@ setDir(NORTH) /obj/structure/window/framed/handle_icon_junction(jun_1, jun_2) + if(!icon_exists(icon, "[basestate][jun_2 ? jun_2 : jun_1]")) //Missing states for 5, 6, 7, 9, 10, 11, 13, 14, 15 for the vast majority of /obj/structure/window/framed + icon_state = "[basestate]0" + junction = 0 + return + icon_state = "[basestate][jun_2 ? jun_2 : jun_1]" //Use junction 2 if possible, junction 1 otherwise. if(jun_2) junction = jun_2 @@ -177,6 +182,11 @@ junction = jun_1 /obj/structure/window_frame/handle_icon_junction(jun_1, jun_2) + if(!icon_exists(icon, "[basestate][jun_2 ? jun_2 : jun_1]_frame")) //Missing states for 5, 6, 7, 9, 10, 11, 13, 14, 15 for the vast majority of /obj/structure/window_frame + icon_state = "[basestate]0_frame" + junction = 0 + return + icon_state = "[basestate][jun_2 ? jun_2 : jun_1]_frame" //Use junction 2 if possible, junction 1 otherwise. if(jun_2) junction = jun_2 diff --git a/code/game/supplyshuttle.dm b/code/game/supplyshuttle.dm index e1d5b585f76f..6eef83a7b985 100644 --- a/code/game/supplyshuttle.dm +++ b/code/game/supplyshuttle.dm @@ -327,7 +327,7 @@ var/datum/controller/supply/supply_controller = new() M.count_niche_stat(STATISTICS_NICHE_CRATES) playsound(C.loc,'sound/effects/bamf.ogg', 50, 1) //Ehh - var/obj/structure/droppod/supply/pod = new() + var/obj/structure/droppod/supply/pod = new(null, C) C.forceMove(pod) pod.launch(T) visible_message("[icon2html(src, viewers(src))] [SPAN_BOLDNOTICE("'[C.name]' supply drop launched! Another launch will be available in five minutes.")]") @@ -1020,7 +1020,6 @@ var/datum/controller/supply/supply_controller = new() to_chat(usr, SPAN_DANGER("Current retrieval load has reached maximum capacity.")) return - var/datum/ares_link/link = GLOB.ares_link for(var/i=1, i<=supply_controller.requestlist.len, i++) var/datum/supply_order/SO = supply_controller.requestlist[i] if(SO.ordernum == ordernum) @@ -1046,7 +1045,7 @@ var/datum/controller/supply/supply_controller = new() pack_source = "Unknown" if(prob(90)) pack_name = "Unknown" - link.log_ares_requisition(pack_source, pack_name, usr.name) + log_ares_requisition(pack_source, pack_name, usr.name) else temp = "Not enough money left.{{:data.clan_description}}- {{if data.clan_honor != null}} -
Name | Rank | -Honor | {{if data.player_modify_ranks}}{{/if}} @@ -128,7 +124,6 @@ | {{:keys.name}} | {{:keys.rank}} | -{{:keys.honor}} | {{if data.player_rank_pos > keys.rank_pos}} {{if data.player_modify_ranks}}{{:helper.link('Set Rank', '', { 'clan_target_href' : keys.player_id, 'clan_action': 'modifyrank' })}} |
@@ -142,4 +137,4 @@
{{/if}}
---|