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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 21:12:24 +01:00
FINISHED ALL NON-PREF ERRORS (#27)
* code\game\machinery\cryopod.dm:482:error: orient_right: undefined var * code\modules\mob\mob_movement.dm:272:error: mob.last_move_intent: undefined var * code\modules\mob\living\simple_animal\simple_animal.dm:377&402:error: user.changeNext_move: undefined proc * code\modules\mob\living\silicon\robot\robot_items.dm:31:error: loaded_item.reliability: undefined var * fixes whatever to do with chameleon.dm * camera.dm * didn't get chameloeon the first time round * uplink.dm * code\game\objects\items\devices\PDA\PDA.dm:959:error: U.last_target_click: undefined var * code\modules\clothing\head\misc_special.dm:159:error: icon_head: undefined var
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@@ -96,7 +96,7 @@
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if(!isAI(user))
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user.set_machine(src)
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usr.reset_view(current)
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user.reset_view(current_camera)
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ui_interact(user)
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proc/switch_to_camera(var/mob/user, var/obj/machinery/camera/C)
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@@ -479,10 +479,7 @@
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user << "<span class='notice'>You stop [L == user ? "climbing into the cryo pod." : "putting [L] into the cryo pod."]</span>"
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return
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if(orient_right)
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icon_state = "[occupied_icon_state]-r"
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else
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icon_state = occupied_icon_state
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icon_state = occupied_icon_state
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L << "\blue You feel cool air surround you. You go numb as your senses turn inward."
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L << "\blue <b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"
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@@ -956,7 +956,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
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/obj/item/device/pda/proc/create_message(var/mob/living/U = usr, var/obj/item/device/pda/P, var/tap = 1)
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if(tap)
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U.visible_message("<span class='notice'>\The [U] taps on \his PDA's screen.</span>")
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U.last_target_click = world.time
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var/t = input(U, "Please enter message", P.name, null) as text|null
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t = sanitize(t)
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//t = readd_quotes(t)
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@@ -258,8 +258,24 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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establish_db_connection(dbcon)
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if (dbcon.IsConnected())
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nanoui_data["contracts"] = list()
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if (!nanoui_data["contracts_current_page"])
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nanoui_data["contracts_current_page"] = 1
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if (!nanoui_data["contracts_view"])
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nanoui_data["contracts_view"] = 1
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var/query_details[0]
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query_details[":contract_id"] = text2num(id)
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switch (nanoui_data["contracts_view"])
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if (1)
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query_details[":status"] = "open"
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if (2)
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query_details[":status"] = "closed"
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else
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nanoui_data["contracts_view"] = 1
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query_details[":status"] = "open"
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var/DBQuery/select_query = dbcon.NewQuery("SELECT contract_id, contractee_name, status, title, description, reward_other FROM ss13_syndie_contracts WHERE contract_id = :contract_id")
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select_query.Execute(query_details)
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@@ -5,23 +5,25 @@
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/obj/item/proc/disguise(var/newtype)
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//this is necessary, unfortunately, as initial() does not play well with list vars
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var/obj/item/copy = new newtype(null) //so that it is GCed once we exit
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desc = copy.desc
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name = copy.name
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icon_state = copy.icon_state
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item_state = copy.item_state
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body_parts_covered = copy.body_parts_covered
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item_icons = copy.item_icons.Copy()
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item_state_slots = copy.item_state_slots.Copy()
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sprite_sheets = copy.sprite_sheets.Copy()
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flags_inv = copy.flags_inv
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if(copy.item_icons)
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item_icons = copy.item_icons.Copy()
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if(copy.sprite_sheets)
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sprite_sheets = copy.sprite_sheets.Copy()
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//copying sprite_sheets_obj should be unnecessary as chameleon items are not refittable.
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return copy //for inheritance
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/proc/generate_chameleon_choices(var/basetype, var/blacklist=list())
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. = list()
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var/i = 1 //in case there is a collision with both name AND icon_state
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for(var/typepath in typesof(basetype) - blacklist)
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var/obj/O = typepath
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@@ -100,7 +102,7 @@
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if(!ispath(clothing_choices[picked]))
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return
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disguise(clothing_choices[picked])
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update_clothing_icon() //so our overlays update.
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@@ -333,19 +335,19 @@
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w_class = 3
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
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matter = list()
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fire_sound = 'sound/weapons/Gunshot.ogg'
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projectile_type = /obj/item/projectile/chameleon
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charge_meter = 0
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charge_cost = 20 //uses next to no power, since it's just holograms
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max_shots = 50
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var/obj/item/projectile/copy_projectile
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var/global/list/gun_choices
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/obj/item/weapon/gun/energy/chameleon/New()
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..()
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if(!gun_choices)
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gun_choices = list()
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for(var/gun_type in typesof(/obj/item/weapon/gun/) - src.type)
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@@ -156,8 +156,6 @@
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var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
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ears.Blend(earbit, ICON_OVERLAY)
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item_icons[icon_head] = ears
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/obj/item/clothing/head/richard
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name = "chicken mask"
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desc = "You can hear the distant sounds of rhythmic electronica."
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@@ -28,13 +28,10 @@
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user << "You activate the analyzer's microlaser, analyzing \the [loaded_item] and breaking it down."
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flick("portable_analyzer_scan", src)
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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if(loaded_item.reliability >= min_reliability)
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var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
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for(var/T in temp_tech)
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files.UpdateTech(T, temp_tech[T])
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user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
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else
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user << "\The [loaded_item] was not reliable enough to advance research."
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var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
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for(var/T in temp_tech)
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files.UpdateTech(T, temp_tech[T])
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user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
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loaded_item = null
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for(var/obj/I in contents)
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for(var/mob/M in I.contents)
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@@ -374,7 +374,6 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
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/mob/living/simple_animal/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/stack/medical))
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user.changeNext_move(4)
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if(stat != DEAD)
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var/obj/item/stack/medical/MED = O
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if(health < maxHealth)
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@@ -399,7 +398,6 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
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//TODO: refactor mob attackby(), attacked_by(), and friends.
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/mob/living/simple_animal/proc/attacked_with_item(var/obj/item/O, var/mob/user)
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user.changeNext_move(8)
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if(!O.force)
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visible_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
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return
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@@ -266,11 +266,7 @@
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src << "\blue You're pinned to a wall by [mob.pinned[1]]!"
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return 0
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move_delay = world.time//set move delay
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mob.last_move_intent = world.time + 10
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move_delay = world.time //set move delay
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if (mob.buckled || mob.pulledby)
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if(istype(mob.buckled, /obj/vehicle))
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