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https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-24 05:06:16 +01:00
Scopes updates all merged and stuff
A lot of these will probably get edited again
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@@ -482,39 +482,52 @@
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var/obj/vehicle/V = AM
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V.RunOver(src)
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// Get rank from ID, ID inside PDA, PDA, ID in wallet, etc.
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/mob/living/carbon/human/proc/get_authentification_rank(var/if_no_id = "No id", var/if_no_job = "No job")
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var/obj/item/device/pda/pda = wear_id
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if (istype(pda))
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if (pda.id)
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return pda.id.rank
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else
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return pda.ownrank
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else
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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return id.rank ? id.rank : if_no_job
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else
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return if_no_id
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//gets assignment from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/mob/living/carbon/human/proc/get_assignment(var/if_no_id = "No id", var/if_no_job = "No job")
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var/obj/item/device/pda/pda = wear_id
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var/obj/item/weapon/card/id/id = wear_id
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if (istype(pda))
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if (pda.id && istype(pda.id, /obj/item/weapon/card/id))
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. = pda.id.assignment
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if (pda.id)
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return pda.id.assignment
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else
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. = pda.ownjob
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else if (istype(id))
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. = id.assignment
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return pda.ownjob
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else
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return if_no_id
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if (!.)
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. = if_no_job
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return
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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return id.assignment ? id.assignment : if_no_job
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else
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return if_no_id
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//gets name from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/mob/living/carbon/human/proc/get_authentification_name(var/if_no_id = "Unknown")
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var/obj/item/device/pda/pda = wear_id
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var/obj/item/weapon/card/id/id = wear_id
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if (istype(pda))
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if (pda.id)
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. = pda.id.registered_name
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return pda.id.registered_name
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else
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. = pda.owner
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else if (istype(id))
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. = id.registered_name
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return pda.owner
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else
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return if_no_id
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return
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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return id.registered_name
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else
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return if_no_id
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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/mob/living/carbon/human/proc/get_visible_name()
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@@ -955,13 +968,13 @@
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if(!lastpuke)
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lastpuke = 1
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src << "<spawn class='warning'>You feel nauseous...</spawn>"
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src << "<span class='warning'>You feel nauseous...</span>"
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spawn(150) //15 seconds until second warning
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src << "<spawn class='warning'>You feel like you are about to throw up!</spawn>"
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src << "<span class='warning'>You feel like you are about to throw up!</span>"
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spawn(100) //and you have 10 more for mad dash to the bucket
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Stun(5)
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src.visible_message("<spawn class='warning'>[src] throws up!","<spawn class='warning'>You throw up!</spawn>")
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src.visible_message("<span class='warning'>[src] throws up!</span>","<span class='warning'>You throw up!</span>")
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playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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var/turf/location = loc
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@@ -1077,6 +1090,7 @@
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else
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target.show_message("\blue You hear a voice that seems to echo around the room: [say]")
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usr.show_message("\blue You project your mind into [target.real_name]: [say]")
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log_say("[key_name(usr)] sent a telepathic message to [key_name(target)]: [say]")
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for(var/mob/dead/observer/G in world)
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G.show_message("<i>Telepathic message from <b>[src]</b> to <b>[target]</b>: [say]</i>")
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@@ -49,4 +49,5 @@
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var/attacktext = "attacks"
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var/attack_sound = null
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var/friendly = "nuzzles"
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var/wall_smash = 0
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var/wall_smash = 0
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var/footstep = 0
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@@ -75,6 +75,7 @@ var/list/ai_verbs_default = list(
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var/mob/living/silicon/ai/parent = null
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var/apc_override = 0 //hack for letting the AI use its APC even when visionless
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var/camera_light_on = 0 //Defines if the AI toggled the light on the camera it's looking through.
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var/datum/trackable/track = null
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var/last_announcement = ""
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@@ -820,5 +821,8 @@ var/list/ai_verbs_default = list(
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return 1
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return 0
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/mob/living/silicon/ai/proc/is_in_chassis()
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return istype(loc, /turf)
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#undef AI_CHECK_WIRELESS
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#undef AI_CHECK_RADIO
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