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
This commit is contained in:
Bedshaped
2016-12-04 19:39:20 +02:00
committed by skull132
parent a1a1d6c17e
commit 48f9c995b6
9 changed files with 37 additions and 34 deletions
+1 -1
View File
@@ -96,7 +96,7 @@
if(!isAI(user))
user.set_machine(src)
usr.reset_view(current)
user.reset_view(current_camera)
ui_interact(user)
proc/switch_to_camera(var/mob/user, var/obj/machinery/camera/C)
+1 -4
View File
@@ -479,10 +479,7 @@
user << "<span class='notice'>You stop [L == user ? "climbing into the cryo pod." : "putting [L] into the cryo pod."]</span>"
return
if(orient_right)
icon_state = "[occupied_icon_state]-r"
else
icon_state = occupied_icon_state
icon_state = occupied_icon_state
L << "\blue You feel cool air surround you. You go numb as your senses turn inward."
L << "\blue <b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"
@@ -956,7 +956,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/proc/create_message(var/mob/living/U = usr, var/obj/item/device/pda/P, var/tap = 1)
if(tap)
U.visible_message("<span class='notice'>\The [U] taps on \his PDA's screen.</span>")
U.last_target_click = world.time
var/t = input(U, "Please enter message", P.name, null) as text|null
t = sanitize(t)
//t = readd_quotes(t)
+17 -1
View File
@@ -258,8 +258,24 @@ A list of items and costs is stored under the datum of every game mode, alongsid
establish_db_connection(dbcon)
if (dbcon.IsConnected())
nanoui_data["contracts"] = list()
if (!nanoui_data["contracts_current_page"])
nanoui_data["contracts_current_page"] = 1
if (!nanoui_data["contracts_view"])
nanoui_data["contracts_view"] = 1
var/query_details[0]
query_details[":contract_id"] = text2num(id)
switch (nanoui_data["contracts_view"])
if (1)
query_details[":status"] = "open"
if (2)
query_details[":status"] = "closed"
else
nanoui_data["contracts_view"] = 1
query_details[":status"] = "open"
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")
select_query.Execute(query_details)
+13 -11
View File
@@ -5,23 +5,25 @@
/obj/item/proc/disguise(var/newtype)
//this is necessary, unfortunately, as initial() does not play well with list vars
var/obj/item/copy = new newtype(null) //so that it is GCed once we exit
desc = copy.desc
name = copy.name
icon_state = copy.icon_state
item_state = copy.item_state
body_parts_covered = copy.body_parts_covered
item_icons = copy.item_icons.Copy()
item_state_slots = copy.item_state_slots.Copy()
sprite_sheets = copy.sprite_sheets.Copy()
flags_inv = copy.flags_inv
if(copy.item_icons)
item_icons = copy.item_icons.Copy()
if(copy.sprite_sheets)
sprite_sheets = copy.sprite_sheets.Copy()
//copying sprite_sheets_obj should be unnecessary as chameleon items are not refittable.
return copy //for inheritance
/proc/generate_chameleon_choices(var/basetype, var/blacklist=list())
. = list()
var/i = 1 //in case there is a collision with both name AND icon_state
for(var/typepath in typesof(basetype) - blacklist)
var/obj/O = typepath
@@ -100,7 +102,7 @@
if(!ispath(clothing_choices[picked]))
return
disguise(clothing_choices[picked])
update_clothing_icon() //so our overlays update.
@@ -333,19 +335,19 @@
w_class = 3
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
matter = list()
fire_sound = 'sound/weapons/Gunshot.ogg'
projectile_type = /obj/item/projectile/chameleon
charge_meter = 0
charge_cost = 20 //uses next to no power, since it's just holograms
max_shots = 50
var/obj/item/projectile/copy_projectile
var/global/list/gun_choices
/obj/item/weapon/gun/energy/chameleon/New()
..()
if(!gun_choices)
gun_choices = list()
for(var/gun_type in typesof(/obj/item/weapon/gun/) - src.type)
@@ -156,8 +156,6 @@
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
ears.Blend(earbit, ICON_OVERLAY)
item_icons[icon_head] = ears
/obj/item/clothing/head/richard
name = "chicken mask"
desc = "You can hear the distant sounds of rhythmic electronica."
@@ -28,13 +28,10 @@
user << "You activate the analyzer's microlaser, analyzing \the [loaded_item] and breaking it down."
flick("portable_analyzer_scan", src)
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(loaded_item.reliability >= min_reliability)
var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
else
user << "\The [loaded_item] was not reliable enough to advance research."
var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
loaded_item = null
for(var/obj/I in contents)
for(var/mob/M in I.contents)
@@ -374,7 +374,6 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
/mob/living/simple_animal/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/stack/medical))
user.changeNext_move(4)
if(stat != DEAD)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
@@ -399,7 +398,6 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
//TODO: refactor mob attackby(), attacked_by(), and friends.
/mob/living/simple_animal/proc/attacked_with_item(var/obj/item/O, var/mob/user)
user.changeNext_move(8)
if(!O.force)
visible_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
return
+1 -5
View File
@@ -266,11 +266,7 @@
src << "\blue You're pinned to a wall by [mob.pinned[1]]!"
return 0
move_delay = world.time//set move delay
mob.last_move_intent = world.time + 10
move_delay = world.time //set move delay
if (mob.buckled || mob.pulledby)
if(istype(mob.buckled, /obj/vehicle))