Merge branch 'dev' of git://github.com/Baystation12/Baystation12 into dev

This commit is contained in:
Erthilo
2013-08-27 10:57:25 +01:00
8 changed files with 358 additions and 78 deletions
+43 -24
View File
@@ -13,8 +13,6 @@
var/current_heat_capacity = 50
/obj/machinery/atmospherics/unary/cryo_cell/New()
..()
initialize_directions = dir
@@ -65,17 +63,22 @@
ui_interact(user)
/obj/machinery/atmospherics/unary/cryo_cell/ui_interact(mob/user, ui_key = "main")
if(user == occupant || user.stat)
return
var/data[0]
data["isOperating"] = on
data["hasOccupant"] = occupant ? 1 : 0
var/occupantData[0]
if (!occupant)
occupantData["name"] = null
occupantData["stat"] = null
occupantData["health"] = null
occupantData["maxHealth"] = null
occupantData["minHealth"] = null
occupantData["bruteLoss"] = null
occupantData["oxyLoss"] = null
occupantData["toxLoss"] = null
@@ -84,12 +87,14 @@
else
occupantData["name"] = occupant.name
occupantData["stat"] = occupant.stat
occupantData["health"] = round(occupant.health)
occupantData["bruteLoss"] = round(occupant.getBruteLoss())
occupantData["oxyLoss"] = round(occupant.getOxyLoss())
occupantData["toxLoss"] = round(occupant.getToxLoss())
occupantData["fireLoss"] = round(occupant.getFireLoss())
occupantData["bodyTemperature"] = round(occupant.bodytemperature)
occupantData["health"] = occupant.health
occupantData["maxHealth"] = occupant.maxHealth
occupantData["minHealth"] = config.health_threshold_dead
occupantData["bruteLoss"] = occupant.getBruteLoss()
occupantData["oxyLoss"] = occupant.getOxyLoss()
occupantData["toxLoss"] = occupant.getToxLoss()
occupantData["fireLoss"] = occupant.getFireLoss()
occupantData["bodyTemperature"] = occupant.bodytemperature
data["occupant"] = occupantData;
data["cellTemperature"] = round(air_contents.temperature)
@@ -103,9 +108,9 @@
var beakerContents[0]
if(beaker && beaker:reagents && beaker:reagents.reagent_list.len)
for(var/datum/reagent/R in beaker:reagents.reagent_list)
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
data["beakerContents"] = beakerContents
//user << list2json(data)
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, ui_key)
@@ -123,19 +128,33 @@
//user.set_machine(src)
/obj/machinery/atmospherics/unary/cryo_cell/Topic(href, href_list)
if ((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["start"])
on = !on
update_icon()
if(href_list["eject"])
if (beaker)
var/obj/item/weapon/reagent_containers/glass/B = beaker
B.loc = get_step(loc, SOUTH)
beaker = null
if(usr == occupant)
return 0 // don't update UIs attached to this object
nanomanager.update_uis(src) // update all UIs attached to this object
add_fingerprint(usr)
return
if(..())
return 0 // don't update UIs attached to this object
if(href_list["switchOn"])
on = 1
update_icon()
if(href_list["switchOff"])
on = 0
update_icon()
if(href_list["ejectBeaker"])
if(beaker)
var/obj/item/weapon/reagent_containers/glass/B = beaker
B.loc = get_step(loc, SOUTH)
beaker = null
if(href_list["ejectOccupant"])
if(!occupant || isslime(usr) || ispAI(usr))
return 0 // don't update UIs attached to this object
go_out()
add_fingerprint(usr)
return 1 // update UIs attached to this object
/obj/machinery/atmospherics/unary/cryo_cell/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
+69 -19
View File
@@ -82,9 +82,19 @@
if(src.occupant)
user << "\red The gibber is full, empty it first!"
return
if (!( istype(G, /obj/item/weapon/grab)) || !(istype(G.affecting, /mob/living/carbon/human)))
if( !(istype(G, /obj/item/weapon/grab)) )
user << "\red This item is not suitable for the gibber!"
return
if( !(istype(G.affecting, /mob/living/carbon)) && !(istype(G.affecting, /mob/living/simple_animal)) )
user << "\red This item is not suitable for the gibber!"
return
if(G.state < 2)
user << "\red You need a better grip to do that!"
return
if(G.affecting.abiotic(1))
user << "\red Subject may not have abiotic items on."
return
@@ -137,29 +147,69 @@
visible_message("\red You hear a loud squelchy grinding sound.")
src.operating = 1
update_icon()
var/sourcename = src.occupant.real_name
var/sourcejob = src.occupant.job
var/sourcenutriment = src.occupant.nutrition / 15
var/sourcetotalreagents = src.occupant.reagents.total_volume
var/totalslabs = 3
var/obj/item/weapon/reagent_containers/food/snacks/meat/allmeat[totalslabs]
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/allmeat[totalslabs]
for (var/i=1 to totalslabs)
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new
newmeat.name = sourcename + newmeat.name
newmeat.subjectname = sourcename
newmeat.subjectjob = sourcejob
newmeat.reagents.add_reagent ("nutriment", sourcenutriment / totalslabs) // Thehehe. Fat guys go first
src.occupant.reagents.trans_to (newmeat, round (sourcetotalreagents / totalslabs, 1)) // Transfer all the reagents from the
allmeat[i] = newmeat
if( istype(src.occupant, /mob/living/carbon/human/) )
var/sourcename = src.occupant.real_name
var/sourcejob = src.occupant.job
var/sourcenutriment = src.occupant.nutrition / 15
var/sourcetotalreagents = src.occupant.reagents.total_volume
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>" //One shall not simply gib a mob unnoticed!
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> gibbed <b>[src.occupant]/[src.occupant.ckey]</b>")
for(var/i=1 to totalslabs)
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new
newmeat.name = sourcename + newmeat.name
newmeat.subjectname = sourcename
newmeat.subjectjob = sourcejob
newmeat.reagents.add_reagent("nutriment", sourcenutriment / totalslabs) // Thehehe. Fat guys go first
src.occupant.reagents.trans_to(newmeat, round (sourcetotalreagents / totalslabs, 1)) // Transfer all the reagents from the
allmeat[i] = newmeat
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>" //One shall not simply gib a mob unnoticed!
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> gibbed <b>[src.occupant]/[src.occupant.ckey]</b>")
src.occupant.death(1)
src.occupant.ghostize()
else if( istype(src.occupant, /mob/living/carbon/) || istype(src.occupant, /mob/living/simple_animal/ ) )
var/sourcename = src.occupant.name
var/sourcenutriment = src.occupant.nutrition / 15
var/sourcetotalreagents = 0
if( istype(src.occupant, /mob/living/carbon/monkey/) || istype(src.occupant, /mob/living/carbon/alien/) ) // why are you gibbing aliens? oh well
totalslabs = 3
sourcetotalreagents = src.occupant.reagents.total_volume
else if( istype(src.occupant, /mob/living/simple_animal/cow) || istype(src.occupant, /mob/living/simple_animal/hostile/bear) )
totalslabs = 2
else
totalslabs = 1
sourcenutriment = src.occupant.nutrition / 30 // small animals don't have as much nutrition
for(var/i=1 to totalslabs)
var/obj/item/weapon/reagent_containers/food/snacks/meat/newmeat = new
newmeat.name = "[sourcename]-[newmeat.name]"
newmeat.reagents.add_reagent("nutriment", sourcenutriment / totalslabs)
// Transfer reagents from the old mob to the meat
if( istype(src.occupant, /mob/living/carbon/) )
src.occupant.reagents.trans_to(newmeat, round(sourcetotalreagents / totalslabs, 1))
allmeat[i] = newmeat
if(src.occupant.client) // Gibbed a cow with a client in it? log that shit
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>"
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> gibbed <b>[src.occupant]/[src.occupant.ckey]</b>")
src.occupant.death(1)
src.occupant.ghostize()
src.occupant.death(1)
src.occupant.ghostize()
del(src.occupant)
spawn(src.gibtime)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
+80 -1
View File
@@ -98,4 +98,83 @@
/mob/living/silicon/robot/proc/clear_ion_laws()
laws_sanity_check()
laws.clear_ion_laws()
laws.clear_ion_laws()
/mob/living/silicon/robot/proc/statelaws() // -- TLE
// set category = "AI Commands"
// set name = "State Laws"
src.say("Current Active Laws:")
//src.laws_sanity_check()
//src.laws.show_laws(world)
var/number = 1
sleep(10)
if (src.laws.zeroth)
if (src.lawcheck[1] == "Yes") //This line and the similar lines below make sure you don't state a law unless you want to. --NeoFite
src.say("0. [src.laws.zeroth]")
sleep(10)
for (var/index = 1, index <= src.laws.ion.len, index++)
var/law = src.laws.ion[index]
var/num = ionnum()
if (length(law) > 0)
if (src.ioncheck[index] == "Yes")
src.say("[num]. [law]")
sleep(10)
for (var/index = 1, index <= src.laws.inherent.len, index++)
var/law = src.laws.inherent[index]
if (length(law) > 0)
if (src.lawcheck[index+1] == "Yes")
src.say("[number]. [law]")
sleep(10)
number++
for (var/index = 1, index <= src.laws.supplied.len, index++)
var/law = src.laws.supplied[index]
if (length(law) > 0)
if(src.lawcheck.len >= number+1)
if (src.lawcheck[number+1] == "Yes")
src.say("[number]. [law]")
sleep(10)
number++
/mob/living/silicon/robot/verb/checklaws() //Gives you a link-driven interface for deciding what laws the statelaws() proc will share with the crew. --NeoFite
set category = "Robot Commands"
set name = "State Laws"
var/list = "<b>Which laws do you want to include when stating them for the crew?</b><br><br>"
if (src.laws.zeroth)
if (!src.lawcheck[1])
src.lawcheck[1] = "No" //Given Law 0's usual nature, it defaults to NOT getting reported. --NeoFite
list += {"<A href='byond://?src=\ref[src];lawc=0'>[src.lawcheck[1]] 0:</A> [src.laws.zeroth]<BR>"}
for (var/index = 1, index <= src.laws.ion.len, index++)
var/law = src.laws.ion[index]
if (length(law) > 0)
if (!src.ioncheck[index])
src.ioncheck[index] = "Yes"
list += {"<A href='byond://?src=\ref[src];lawi=[index]'>[src.ioncheck[index]] [ionnum()]:</A> [law]<BR>"}
src.ioncheck.len += 1
var/number = 1
for (var/index = 1, index <= src.laws.inherent.len, index++)
var/law = src.laws.inherent[index]
if (length(law) > 0)
src.lawcheck.len += 1
if (!src.lawcheck[number+1])
src.lawcheck[number+1] = "Yes"
list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
number++
for (var/index = 1, index <= src.laws.supplied.len, index++)
var/law = src.laws.supplied[index]
if (length(law) > 0)
src.lawcheck.len += 1
if (!src.lawcheck[number+1])
src.lawcheck[number+1] = "Yes"
list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
number++
list += {"<br><br><A href='byond://?src=\ref[src];laws=1'>State Laws</A>"}
usr << browse(list, "window=laws")
@@ -59,6 +59,8 @@
var/weapon_lock = 0
var/weaponlock_time = 120
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/lawcheck[1] //For stating laws.
var/ioncheck[1] //Ditto.
var/lockcharge //Used when locking down a borg to preserve cell charge
var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
@@ -1129,6 +1131,25 @@
else
src << "Module isn't activated"
installed_modules()
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawc"])
switch(lawcheck[L+1])
if ("Yes") lawcheck[L+1] = "No"
if ("No") lawcheck[L+1] = "Yes"
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws()
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawi"])
switch(ioncheck[L])
if ("Yes") ioncheck[L] = "No"
if ("No") ioncheck[L] = "Yes"
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws()
if (href_list["laws"]) // With how my law selection code works, I changed statelaws from a verb to a proc, and call it through my law selection panel. --NeoFite
statelaws()
return
/mob/living/silicon/robot/proc/radio_menu()
+57 -22
View File
@@ -1,3 +1,7 @@
#define STATUS_INTERACTIVE 2 // GREEN Visability
#define STATUS_UPDATE 1 // ORANGE Visability
#define STATUS_DISABLED 0 // RED Visability
/datum/nanoui
var/mob/user
var/atom/movable/src_object
@@ -19,7 +23,10 @@
var/content = "<div id='mainTemplate'></div>" // the #mainTemplate div will contain the compiled "main" template html
var/list/initial_data[0]
var/is_auto_updating = 0
var/status = 2
var/status = STATUS_INTERACTIVE
// Only allow users with a certain user.stat to get updates. Defaults to 0 (concious)
var/allowed_user_stat = 0 // -1 = ignore, 0 = alive, 1 = unconcious or alive, 2 = dead concious or alive
/datum/nanoui/New(nuser, nsrc_object, nui_key, ntemplate, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null)
@@ -39,7 +46,7 @@
if (nref)
ref = nref
add_common_assets()
add_common_assets()
/datum/nanoui/proc/add_common_assets()
add_script("libraries.min.js") // The jQuery library
@@ -49,13 +56,42 @@
add_stylesheet("shared.css") // this CSS sheet is common to all UIs
add_stylesheet("icons.css") // this CSS sheet is common to all UIs
/datum/nanoui/proc/set_status(state)
/datum/nanoui/proc/set_status(state, push_update)
if (state != status)
status = state
push_data(list(), 1) // Update the UI
if (push_update || !status)
push_data(list(), 1) // Update the UI, force the update in case the status is 0
else
status = state
/datum/nanoui/proc/update_status(push_update = 0)
if (istype(user, /mob/living/silicon/ai))
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else if (istype(user, /mob/living/silicon/robot))
if (src_object in view(7, user)) // robots can see and interact with things they can see within 7 tiles
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
else
var/dist = get_dist(src_object, user)
if (dist > 4)
close()
return
if ((allowed_user_stat > -1) && (user.stat > allowed_user_stat))
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
else if (user.restrained() || user.lying)
set_status(STATUS_UPDATE, push_update) // update only (orange visibility)
else if (!(src_object in view(4, user))) // If the src object is not in visable, set status to 0
set_status(STATUS_DISABLED, push_update) // interactive (green visibility)
else if (dist <= 1)
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else if (dist <= 2)
set_status(STATUS_UPDATE, push_update) // update only (orange visibility)
else if (dist <= 4)
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
/datum/nanoui/proc/set_auto_update(state = 1)
is_auto_updating = state
@@ -109,7 +145,7 @@
if (initial_data.len > 0)
initial_data_json = list2json(initial_data)
var/url_parameters_json = list2json(list("src" = "\ref[src_object]"))
var/url_parameters_json = list2json(list("src" = "\ref[src]"))
return {"<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
@@ -145,6 +181,14 @@
[title ? "<div id='uiTitleWrapper'><div id='uiStatusIcon' class='icon24 uiStatusGood'></div><div [title_attributes]>[title]</div><div id='uiTitleFluff'></div></div>" : ""]
<div id='uiContent'>
"}
/datum/nanoui/Topic(href, href_list)
update_status(0) // update the status
if (status != STATUS_INTERACTIVE || user != usr) // If UI is not interactive or usr calling Topic is not the UI user
return
if (src_object.Topic(href, href_list))
nanomanager.update_uis(src_object) // update all UIs attached to src_object
/datum/nanoui/proc/get_footer()
var/scriptsContent = ""
@@ -170,6 +214,7 @@
var/window_size = ""
if (width && height)
window_size = "size=[width]x[height];"
update_status(0)
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
on_close_winset()
//onclose(user, window_id)
@@ -188,21 +233,11 @@
winset(user, window_id, "on-close=\"nanoclose [params]\"")
/datum/nanoui/proc/process(update = 0)
var/dist = get_dist(src_object, user)
if (dist <= 1)
set_status(2) // interactive
else if (dist <= 2)
set_status(1) // update only
else if (dist <= 3)
set_status(0) // no updates, completely disabled
return // don't auto update
/datum/nanoui/proc/process(update = 0)
if (status && (update || is_auto_updating))
src_object.ui_interact(user, ui_key) // Update the UI (update_status() is called whenever a UI is updated)
else
close()
return
if (update || is_auto_updating)
src_object.ui_interact(user, ui_key)
update_status(1) // Not updating UI, so lets check here if status has changed
/datum/nanoui/proc/modify_data(data)
data["ui"] = list(
@@ -213,9 +248,9 @@
return data
/datum/nanoui/proc/push_data(data, force_push = 0)
if (!status && !force_push)
user << "Cannot update UI, user out of range (status [status])"
return
update_status(0)
if (status == STATUS_DISABLED && !force_push)
return // Cannot update UI, no visibility
data = modify_data(data)
+8
View File
@@ -322,6 +322,12 @@ div.notice
height: 100%;
background: #40628a;
overflow: hidden;
float: left;
}
.progressFill.alignRight
{
float: right;
}
.progressFill.good
@@ -342,6 +348,8 @@ div.notice
background: #ee0000;
}
.progressFill.highlight
{
color: #ffffff;
+37 -2
View File
@@ -46,7 +46,7 @@ NanoBaseHelpers = function ()
string: function() {
if (arguments.length == 0)
{
return "";
return '';
}
else if (arguments.length == 1)
{
@@ -61,7 +61,42 @@ NanoBaseHelpers = function ()
}
return arguments[0].format(stringArgs);
}
return
return '';
},
// Display a bar. Used to show health, capacity, etc.
displayBar: function(value, rangeMin, rangeMax, styleClass) {
if (rangeMin < rangeMax)
{
if (value < rangeMin)
{
value = rangeMin;
}
else if (value > rangeMax)
{
value = rangeMax;
}
}
else
{
if (value > rangeMin)
{
value = rangeMin;
}
else if (value < rangeMax)
{
value = rangeMax;
}
}
if (typeof styleClass == 'undefined')
{
styleClass = '';
}
var percentage = Math.round((value - rangeMin) / (rangeMax - rangeMin) * 100);
return '<div class="progressBar"><div class="progressFill ' + styleClass + '" style="width: ' + percentage + '%;"></div></div>';
}
});
}
+43 -10
View File
@@ -14,16 +14,46 @@
<span class="bad">DEAD</span>
{{/if}}
</div>
<div class="line"><div class="statusLabel">Health:</div><div class="progressBar">{^{:~string('<div class="progressFill good" style="width: {0}%;"></div>', [occupant.health])}}</div><div class="statusValue">{^{:occupant.health}}%</div></div>
<div class="line"><div class="statusLabel">=&gt; Brute Damage:</div><div class="progressBar">{^{:~string('<div class="progressFill bad" style="width: {0}%;"></div>', [occupant.bruteLoss])}}</div><div class="statusValue">{^{:occupant.bruteLoss}}%</div></div>
<div class="line"><div class="statusLabel">=&gt; Resp. Damage:</div><div class="progressBar">{^{:~string('<div class="progressFill bad" style="width: {0}%;"></div>', [occupant.oxyLoss])}}</div><div class="statusValue">{^{:occupant.oxyLoss}}%</div></div>
<div class="line"><div class="statusLabel">=&gt; Toxin Content:</div><div class="progressBar">{^{:~string('<div class="progressFill bad" style="width: {0}%;"></div>', [occupant.toxLoss])}}</div><div class="statusValue">{^{:occupant.toxLoss}}%</div></div>
<div class="line"><div class="statusLabel">=&gt; Burn Severity:</div><div class="progressBar">{^{:~string('<div class="progressFill bad" style="width: {0}%;"></div>', [occupant.fireLoss])}}</div><div class="statusValue">{^{:occupant.fireLoss}}%</div></div>
<div class="line"><div class="statusLabel">Body Temperature:</div><div class="statusValue">{^{:occupant.bodyTemperature}} K</div></div>
{^{if occupant.stat < 2}}
<div class="line">
<div class="statusLabel">Health:</div>
{^{if occupant.health >= 0}}
{^{:~displayBar(occupant.health, 0, occupant.maxHealth, 'good')}}
{{else}}
{^{:~displayBar(occupant.health, 0, occupant.minHealth, 'average alignRight')}}
{{/if}}
<div class="statusValue">{^{:~round(occupant.health)}}</div>
</div>
<div class="line">
<div class="statusLabel">=&gt; Brute Damage:</div>
{^{:~displayBar(occupant.bruteLoss, 0, occupant.maxHealth, 'bad')}}
<div class="statusValue">{^{:~round(occupant.bruteLoss)}}</div>
</div>
<div class="line">
<div class="statusLabel">=&gt; Resp. Damage:</div>
{^{:~displayBar(occupant.oxyLoss, 0, occupant.maxHealth, 'bad')}}
<div class="statusValue">{^{:~round(occupant.oxyLoss)}}</div>
</div>
<div class="line">
<div class="statusLabel">=&gt; Toxin Damage:</div>
{^{:~displayBar(occupant.toxLoss, 0, occupant.maxHealth, 'bad')}}
<div class="statusValue">{^{:~round(occupant.toxLoss)}}</div>
</div>
<div class="line">
<div class="statusLabel">=&gt; Burn Severity:</div>
{^{:~displayBar(occupant.fireLoss, 0, occupant.maxHealth, 'bad')}}
<div class="statusValue">{^{:~round(occupant.fireLoss)}}</div>
</div>
{{/if}}
{{/if}}
<hr>
<div class="line"><div class="statusLabel">Cell Temperature:</div><div class="statusValue">
{^{:~string('<span class="{0}">{1} K</span>', cellTemperatureStatus, cellTemperature)}} <!-- syntax error, bloody arrays are not allowed... -->
{^{:~string('<span class="{0}">{1} K</span>', cellTemperatureStatus, cellTemperature)}}
</div></div>
</div>
@@ -32,8 +62,11 @@
<div class="itemLabel">
Cryo Cell Status:
</div>
<div class="itemContent">
{^{:~link('On', 'power', {'start' : 1}, isOperating ? 'selected' : null)}}{^{:~link('Off', 'close', {'start' : 1}, isOperating ? null : 'selected')}}
<div class="itemContent" style="width: 40%;">
{^{:~link('On', 'power', {'switchOn' : 1}, isOperating ? 'selected' : null)}}{^{:~link('Off', 'close', {'switchOff' : 1}, isOperating ? null : 'selected')}}
</div>
<div class="itemContent" style="width: 26%;">
{^{:~link('Eject Occupant', 'arrowreturnthick-1-s', {'ejectOccupant' : 1}, hasOccupant ? null : 'disabled')}}
</div>
</div>
<div class="item">&nbsp;</div>
@@ -53,6 +86,6 @@
{{/if}}
</div>
<div class="itemContent" style="width: 26%;">
{^{:~link('Eject Beaker', 'eject', {'eject' : 1}, isBeakerLoaded ? null : 'disabled')}}
{^{:~link('Eject Beaker', 'eject', {'ejectBeaker' : 1}, isBeakerLoaded ? null : 'disabled')}}
</div>
</div>