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Merge pull request #194 from Miniature/master
bunch of emlocker stuffs, also a couple of runtimes
This commit is contained in:
@@ -108,6 +108,7 @@ var
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// list/traitors = list() //traitor list
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list/cardinal = list( NORTH, SOUTH, EAST, WEST )
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list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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list/emclosets = list() //random emergency closets woo
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datum/station_state/start_state = null
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datum/configuration/config = null
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@@ -61,6 +61,10 @@
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xeno_spawn += loc
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del(src)
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if(name == "emcloset")
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emclosets += loc
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del(src)
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return 1
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/obj/effect/landmark/start/New()
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@@ -65,6 +65,13 @@ datum/controller/game_controller
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for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
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T.broadcast_status()
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var/emclosetcount = rand((emclosets.len)/2, (emclosets.len)*2/3)
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while(emclosetcount > 0)
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var/turf/loc = pick(emclosets)
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emclosets -= loc
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new /obj/structure/closet/emcloset(loc)
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emclosetcount--
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world << "\red \b Initializations complete."
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@@ -4,30 +4,13 @@
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if (prob(40))
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new /obj/item/weapon/storage/toolbox/emergency(src)
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switch (pickweight(list("small" = 20, "aid" = 15, "tank" = 10, "both" = 50, "nothing" = 4, "delete" = 1)))
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if ("small")
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new /obj/item/weapon/tank/emergency_oxygen(src)
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new /obj/item/weapon/tank/emergency_oxygen(src)
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if ("aid")
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new /obj/item/weapon/tank/emergency_oxygen(src)
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new /obj/item/weapon/storage/firstaid/o2(src)
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if ("tank")
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new /obj/item/weapon/tank/air(src)
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if ("both")
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new /obj/item/weapon/tank/emergency_oxygen(src)
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new /obj/item/clothing/mask/breath(src)
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if ("nothing")
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// doot
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// teehee
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if ("delete")
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del(src)
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//If you want to re-add fire, just add "fire" = 15 to the pick list.
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/*if ("fire")
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new /obj/structure/closet/firecloset(src.loc)
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del(src)*/
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/weapon/tank/emergency_oxygen(src)
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var/counter = 0
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while(prob(60) && counter < 3)
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new /obj/item/weapon/tank/emergency_oxygen(src)
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counter++
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counter = 0
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while(prob(60) && counter < 3)
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new /obj/item/clothing/mask/breath(src)
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counter++
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@@ -74,6 +74,8 @@ obj/structure
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else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2))
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!W)
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return
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithWall()
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@@ -85,6 +87,8 @@ obj/structure
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if (src.icon_state == "reinforced") //Time to finalize!
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user << "\blue Now finalising reinforced wall."
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if(do_after(user, 50))
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if(!W)
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return
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user << "\blue Wall fully reinforced!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithRWall()
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@@ -95,6 +99,8 @@ obj/structure
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else
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user << "\blue Now reinforcing girders"
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if (do_after(user,60))
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if(!W)
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return
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user << "\blue Girders reinforced!"
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W:use(1)
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new/obj/structure/girder/reinforced( src.loc )
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@@ -95,7 +95,7 @@
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return
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else
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if(isnull(I))
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if(!I || isnull(I))
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//CRASH("disposal/attackby() was called, but I was nulled before calling user.drop_item()")
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return // No idea why, but somehow I gets nulled before it goes into the else, and that leads to a lot of spam with runtime errors.
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