mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
Merge pull request #1340 from SkyMarshal/BugFixes
UltraLight optimizations, removes derpy footprint code for now, moves access levels into #defines.
This commit is contained in:
@@ -77,7 +77,7 @@ obj/machinery/computer/forensic_scanning
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scan_name = ""
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scan_process = 0
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req_access = list(access_forensics_lockers)
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req_access = list(ACCESS_FORENSICS_LOCKERS)
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New()
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@@ -15,7 +15,7 @@ obj/item/clothing/gloves/var
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mob/living/carbon/human/bloody_hands_mob
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obj/effect/decal/cleanable/var
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/*obj/effect/decal/cleanable/var
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track_amt = 3
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mob/blood_owner
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@@ -145,7 +145,7 @@ proc/get_tracks(mob/M)
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else if(istype(M,/mob/living/carbon/alien/larva))
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. = "small alien feet"
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else
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. = "an unknown creature"
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. = "an unknown creature"*/
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proc/blood_incompatible(donor,receiver)
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@@ -1903,7 +1903,7 @@ var/global/BSACooldown = 0
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if(H.wear_id)
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var/obj/item/weapon/card/id/id = H.get_idcard()
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for(var/A in id.access)
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if(A == access_security)
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if(A == ACCESS_SECURITY)
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security++
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if(!security)
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//strip their stuff before they teleport into a cell :downs:
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@@ -2361,13 +2361,13 @@ var/global/BSACooldown = 0
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usr << browse(dat, "window=admin_log")
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if("maint_access_brig")
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for(var/obj/machinery/door/airlock/maintenance/M in world)
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if (access_maint_tunnels in M.req_access)
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M.req_access = list(access_brig)
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if (ACCESS_MAINT_TUNNELS in M.req_access)
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M.req_access = list(ACCESS_BRIG)
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message_admins("[key_name_admin(usr)] made all maint doors brig access-only.")
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if("maint_access_engiebrig")
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for(var/obj/machinery/door/airlock/maintenance/M in world)
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if (access_maint_tunnels in M.req_access)
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M.req_access = list(access_brig,access_engine)
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if (ACCESS_MAINT_TUNNELS in M.req_access)
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M.req_access = list(ACCESS_BRIG,ACCESS_ENGINE)
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message_admins("[key_name_admin(usr)] made all maint doors engineering and brig access-only.")
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if("infinite_sec")
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var/datum/job/J = job_master.GetJob("Security Officer")
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@@ -190,7 +190,7 @@ var/global/sent_strike_team = 0
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W.name = "[real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()//They get full station access.
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W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
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W.access += list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE)//Let's add their alloted CentCom access.
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W.assignment = "Death Commando"
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W.registered_name = real_name
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equip_if_possible(W, slot_wear_id)
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@@ -184,7 +184,7 @@ var/global/sent_syndicate_strike_team = 0
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W.name = "[real_name]'s ID Card"
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W.icon_state = "id"
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W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
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W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
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W.access += list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_SYNDICATE)//Let's add their forged CentCom access and syndicate access.
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W.assignment = "Syndicate Commando"
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W.registered_name = real_name
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equip_if_possible(W, slot_wear_id)
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@@ -166,7 +166,7 @@
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var/name = "Cyborg"
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name += " [pick(rand(1, 999))]"
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W.name = "Fake Cyborg Card"
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W.access = list(access_theatre)
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W.access = list(ACCESS_THEATRE)
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W.assignment = "Kill all humans! Beep. Boop."
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W.registered_name = name
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del(src)
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@@ -17,7 +17,7 @@
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icon_opened = "miningsecopen"
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icon_broken = "miningsecbroken"
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icon_off = "miningsecoff"
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req_access = list(access_mining)
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req_access = list(ACCESS_MINING)
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/obj/structure/closet/secure_closet/miner/New()
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..()
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@@ -87,7 +87,7 @@ proc/move_mining_shuttle()
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name = "Mining Shuttle Console"
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icon = 'computer.dmi'
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icon_state = "shuttle"
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req_access = list(access_mining)
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req_access = list(ACCESS_MINING)
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circuit = "/obj/item/weapon/circuitboard/mining_shuttle"
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var/hacked = 0
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var/location = 0 //0 = station, 1 = mining base
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@@ -12,7 +12,7 @@
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var/construction_time = 75
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//these vars are so the mecha fabricator doesn't shit itself anymore. --NEO
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req_access = list(access_robotics)
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req_access = list(ACCESS_ROBOTICS)
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//Revised. Brainmob is now contained directly within object of transfer. MMI in this case.
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@@ -188,7 +188,7 @@
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this.icon_state = pick(iconL)
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this.blood_DNA = list()
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this.blood_DNA[dna.unique_enzymes] = dna.b_type
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this.blood_owner = src
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// this.blood_owner = src
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if(virus2)
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this.virus2 = virus2.getcopy()
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@@ -1,5 +1,5 @@
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/var/const/SHARED_TYPES_WEIGHT = 5
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/var/const/CAMERA_PROXIMITY_PREFERENCE = 0.2
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#define SHARED_TYPES_WEIGHT 5
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#define CAMERA_PROXIMITY_PREFERENCE 0.2
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// the smaller this is, the more a straight line will be preferred over a closer camera when changing cameras
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// if you set this to 0 the game will crash. don't do that.
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// if you set it to be negative the algorithm will do completely nonsensical things (like choosing the camera that's
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@@ -4,7 +4,7 @@
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name = "Antimatter Engine Console"
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icon = 'stationobjs.dmi'
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icon_state = "comm_computer"
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req_access = list(access_engine)
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req_access = list(ACCESS_ENGINE)
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var/engine_id = 0
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var/authenticated = 0
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var/obj/machinery/power/am_engine/engine/connected_E = null
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@@ -19,7 +19,7 @@
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icon_state = "apc0"
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anchored = 1
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req_access = list(access_engine_equip)
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req_access = list(ACCESS_ENGINE_EQUIP)
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var/area/area
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var/areastring = null
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var/obj/item/weapon/cell/cell
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@@ -9,7 +9,7 @@
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anchored = 0
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density = 1
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directwired = 1
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req_access = list(access_engine)
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req_access = list(ACCESS_ENGINE)
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// use_power = 0
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var/obj/item/weapon/tank/plasma/P = null
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var/last_power = 0
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@@ -7,7 +7,7 @@
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icon_state = "emitter"
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anchored = 0
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density = 1
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req_access = list(access_engine)
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req_access = list(ACCESS_ENGINE)
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use_power = 1
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idle_power_usage = 10
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@@ -46,7 +46,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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var/id = 0 //ID of the computer (for server restrictions).
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var/sync = 1 //If sync = 0, it doesn't show up on Server Control Console
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req_access = list(access_tox) //Data and setting manipulation requires scientist access.
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req_access = list(ACCESS_TOX) //Data and setting manipulation requires scientist access.
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proc
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CallTechName(var/ID) //A simple helper proc to find the name of a tech with a given ID.
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@@ -12,7 +12,7 @@
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var/heat_gen = 100
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var/heating_power = 40000
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var/delay = 10
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req_access = list(access_rd) //Only the R&D can change server settings.
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req_access = list(ACCESS_RD) //Only the R&D can change server settings.
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New()
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..()
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@@ -34,7 +34,7 @@
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return
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if(istype(W,/obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/ID = W
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if(access_keycard_auth in ID.access)
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if(ACCESS_KEYCARD_AUTH in ID.access)
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if(active == 1)
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//This is not the device that made the initial request. It is the device confirming the request.
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if(event_source)
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