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https://github.com/Aurorastation/Aurora.3.git
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Miscellaneous Fixes (#1868)
changes: Engineering now actually gets engineering-type alert consoles instead of the non-functional base type. Lighting is no longer broken by shuttles. The ERT shuttle autoannouncer should no longer cause lighting runtimes. Fixed some bad newlines in some character setup help texts. Custom loadout tweaks now properly write to SQL. Custom loadout is now saved as JSON. Players are now shown a notice when the server was unable to load their custom loadout. Drowsyness is now clamped to zero. Added some new tips to the example. Tweaked some tips' grammar. Removed some tips that do not apply to our code base. Probably fixes embraced vampire thralls not getting vampire verbs. Fixes #1844. Fixes #1835. Probably fixes #1687. Probably fixes #1824. Fixes #1839
This commit is contained in:
@@ -105,12 +105,12 @@
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return TOPIC_NOACTION
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else if(href_list["namehelp"])
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alert(user, "Due to game mechanics, you are no longer able to edit the name for this character. The grace period offered is 5 days since the character's initial save.<br><br>If you have a need to change the character's name, or further questions regarding this policy, please contact an administrator.")
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alert(user, "Due to game mechanics, you are no longer able to edit the name for this character. The grace period offered is 5 days since the character's initial save.\n\nIf you have a need to change the character's name, or further questions regarding this policy, please contact an administrator.")
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return TOPIC_NOACTION
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else if(href_list["random_name"])
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if (!pref.can_edit_name)
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alert(user, "You can no longer edit the name of your character.<br><br>If there is a legitimate need, please contact an administrator regarding the matter.")
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alert(user, "You can no longer edit the name of your character.\n\nIf there is a legitimate need, please contact an administrator regarding the matter.")
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return TOPIC_NOACTION
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pref.real_name = random_name(pref.gender, pref.species)
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@@ -141,4 +141,4 @@
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pref.metadata = sanitize(new_metadata)
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return TOPIC_REFRESH
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return ..()
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return ..()
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@@ -34,6 +34,7 @@ var/list/gear_datums = list()
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name = "Loadout"
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sort_order = 1
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var/current_tab = "General"
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var/gear_reset = FALSE
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/datum/category_item/player_setup_item/loadout/load_character(var/savefile/S)
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S["gear"] >> pref.gear
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@@ -51,7 +52,7 @@ var/list/gear_datums = list()
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return list("ss13_characters" = list("gear", "id" = 1, "ckey" = 1))
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/datum/category_item/player_setup_item/loadout/gather_save_parameters()
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return list(":gear" = list2params(pref.gear), ":id" = pref.current_character, ":ckey" = pref.client.ckey)
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return list(":gear" = json_encode(pref.gear), ":id" = pref.current_character, ":ckey" = pref.client.ckey)
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/datum/category_item/player_setup_item/loadout/proc/valid_gear_choices(var/max_cost)
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. = list()
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@@ -66,9 +67,18 @@ var/list/gear_datums = list()
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. += gear_name
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/datum/category_item/player_setup_item/loadout/sanitize_character(var/sql_load = 0)
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if (sql_load)
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pref.gear = params2list(pref.gear)
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gear_reset = FALSE
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if (pref.gear && istext(pref.gear))
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try
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pref.gear = json_decode(pref.gear)
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catch
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log_debug("SQL_CHAR: Unable to load preferences for client [pref.client ? pref.client.ckey : "UNKNOWN"].")
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pref.gear = list()
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gear_reset = TRUE
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else
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pref.gear = list()
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gear_reset = TRUE
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var/mob/preference_mob = preference_mob()
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if(!islist(pref.gear))
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@@ -106,6 +116,8 @@ var/list/gear_datums = list()
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fcolor = "#E67300"
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. = list()
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. += "<table align = 'center' width = 100%>"
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if (gear_reset)
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. += "<tr><td colspan=3><center><i>Your loadout failed to load and will be reset if you save this slot.</i></center></td></tr>"
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. += "<tr><td colspan=3><center><b><font color = '[fcolor]'>[total_cost]/[MAX_GEAR_COST]</font> loadout points spent.</b> \[<a href='?src=\ref[src];clear_loadout=1'>Clear Loadout</a>\]</center></td></tr>"
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. += "<tr><td colspan=3><center><b>"
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@@ -62,8 +62,8 @@ datum/preferences
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var/species = "Human" //Species datum to use.
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var/species_preview //Used for the species selection window.
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var/list/alternate_languages = list() //Secondary language(s)
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var/list/language_prefixes = list() //Kanguage prefix keys
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var/list/gear //Custom/fluff item loadout.
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var/list/language_prefixes = list() // Language prefix keys
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var/list/gear // Custom/fluff item loadout.
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//Some faction information.
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var/home_system = "Unset" //System of birth.
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@@ -29,3 +29,9 @@
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/datum/effect_system/proc/bind(var/target)
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holder = target
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/datum/effect_system/proc/set_loc(var/atom/movable/loc)
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if (istype(loc, /turf/))
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location = loc
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else
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location = get_turf(loc)
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@@ -5,13 +5,10 @@
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// Using the spark procs is preferred to directly instancing this.
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/datum/effect_system/sparks/New(var/atom/movable/loc, var/start_immediately = TRUE, var/amt = 1, var/list/spread_dirs = list())
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if(!loc || loc.gcDestroyed)
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if(QDELETED(loc))
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return
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if (istype(loc, /turf))
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location = loc
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else
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holder = loc
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set_loc(loc)
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if (amt)
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amount = amt
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@@ -34,8 +31,9 @@
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var/total_sparks = 1
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if (location)
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var/obj/visual_effect/sparks/S = new /obj/visual_effect/sparks(location, src, 0) //Trigger one on the tile it's on
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var/obj/visual_effect/sparks/S = getFromPool(/obj/visual_effect/sparks, location, src, 0) //Trigger one on the tile it's on
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S.start()
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playsound(location, "sparks", 100, 1)
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effects_visuals += S // Queue it.
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while (total_sparks <= src.amount)
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@@ -47,7 +45,7 @@
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else
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direction = pick(src.spread)
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S = new /obj/visual_effect/sparks(location, src)
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S = getFromPool(/obj/visual_effect/sparks, location, src)
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S.start(direction)
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effects_visuals += S
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total_sparks++
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@@ -1,19 +1,13 @@
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// -- Spark visual_effect --
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/obj/visual_effect/sparks
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name = "sparks"
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icon = 'icons/effects/effects.dmi'
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//icon_state = "sparks"
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icon_state = "sparks"
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anchored = 1
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mouse_opacity = 0
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live_icon_state = "sparks"
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/obj/visual_effect/sparks/New(var/turf/loc)
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..(loc)
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life_ticks = rand(2,10)
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/obj/visual_effect/sparks/resetVariables()
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. = ..()
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life_ticks = rand(2,10)
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life_ticks = rand(5,10)
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/obj/visual_effect/sparks/tick()
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. = ..()
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@@ -22,6 +16,9 @@
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if(T)
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T.hotspot_expose(1000, 100)
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if (life_ticks < 2)
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animate(src, alpha = 0, time = 2, easing = SINE_EASING | EASE_IN)
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/obj/visual_effect/sparks/start(var/direction)
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..()
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if (direction)
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@@ -1,23 +1,22 @@
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/obj/visual_effect
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name = "effect"
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icon = 'icons/effects/effects.dmi'
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anchored = 1
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simulated = 0
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mouse_opacity = 0
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var/life_ticks // How many ticks this effect will life before it stops processing.
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var/life_ticks_max // The high limit for the random tick picker.
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var/life_ticks_min // The low limit for the random tick picker.
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var/live_icon_state // The icon-state to use when this object is shown to the user.
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/obj/visual_effect/New(var/life_min = 3 SECONDS, var/life_max = 5 SECONDS)
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..()
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life_ticks_min = life_min
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life_ticks_max = life_max
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life_ticks = rand(life_ticks_min, life_ticks_max)
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flick(icon_state, src)
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// Called when the visual_effect is manifested.
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/obj/visual_effect/proc/start()
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if (live_icon_state)
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icon_state = live_icon_state
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// Called every effects processor tick. Return value determines what the process does to this object.
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/obj/visual_effect/proc/tick()
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@@ -30,8 +29,6 @@
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// Called just before the visual_effect is returned to the pool.
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/obj/visual_effect/proc/end()
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loc = null
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if (live_icon_state)
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icon_state = null
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/obj/visual_effect/Destroy()
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// ¯\_(ツ)_/¯
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@@ -332,6 +332,9 @@
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var/static/update_gen = 1
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applied = 1
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if (!source_turf)
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return
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var/Tx
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var/Ty
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var/Sx = source_turf.x
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@@ -1055,11 +1055,14 @@
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handle_statuses()
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if (drowsyness)
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drowsyness--
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eye_blurry = max(2, eye_blurry)
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if (prob(5))
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sleeping += 1
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Paralyse(5)
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if (drowsyness < 0)
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drowsyness = 0
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else
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drowsyness--
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eye_blurry = max(2, eye_blurry)
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if (prob(5))
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sleeping += 1
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Paralyse(5)
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confused = max(0, confused - 1)
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