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:
Hawk-v3
2012-06-21 14:09:14 -07:00
98 changed files with 478 additions and 523 deletions

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@@ -77,7 +77,7 @@ obj/machinery/computer/forensic_scanning
scan_name = ""
scan_process = 0
req_access = list(access_forensics_lockers)
req_access = list(ACCESS_FORENSICS_LOCKERS)
New()

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@@ -15,7 +15,7 @@ obj/item/clothing/gloves/var
mob/living/carbon/human/bloody_hands_mob
obj/effect/decal/cleanable/var
/*obj/effect/decal/cleanable/var
track_amt = 3
mob/blood_owner
@@ -145,7 +145,7 @@ proc/get_tracks(mob/M)
else if(istype(M,/mob/living/carbon/alien/larva))
. = "small alien feet"
else
. = "an unknown creature"
. = "an unknown creature"*/
proc/blood_incompatible(donor,receiver)

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@@ -1903,7 +1903,7 @@ var/global/BSACooldown = 0
if(H.wear_id)
var/obj/item/weapon/card/id/id = H.get_idcard()
for(var/A in id.access)
if(A == access_security)
if(A == ACCESS_SECURITY)
security++
if(!security)
//strip their stuff before they teleport into a cell :downs:
@@ -2361,13 +2361,13 @@ var/global/BSACooldown = 0
usr << browse(dat, "window=admin_log")
if("maint_access_brig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
if (access_maint_tunnels in M.req_access)
M.req_access = list(access_brig)
if (ACCESS_MAINT_TUNNELS in M.req_access)
M.req_access = list(ACCESS_BRIG)
message_admins("[key_name_admin(usr)] made all maint doors brig access-only.")
if("maint_access_engiebrig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
if (access_maint_tunnels in M.req_access)
M.req_access = list(access_brig,access_engine)
if (ACCESS_MAINT_TUNNELS in M.req_access)
M.req_access = list(ACCESS_BRIG,ACCESS_ENGINE)
message_admins("[key_name_admin(usr)] made all maint doors engineering and brig access-only.")
if("infinite_sec")
var/datum/job/J = job_master.GetJob("Security Officer")

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@@ -190,7 +190,7 @@ var/global/sent_strike_team = 0
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()//They get full station access.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.access += list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)

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@@ -184,7 +184,7 @@ var/global/sent_syndicate_strike_team = 0
W.name = "[real_name]'s ID Card"
W.icon_state = "id"
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.
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.
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.
W.assignment = "Syndicate Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)

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@@ -166,7 +166,7 @@
var/name = "Cyborg"
name += " [pick(rand(1, 999))]"
W.name = "Fake Cyborg Card"
W.access = list(access_theatre)
W.access = list(ACCESS_THEATRE)
W.assignment = "Kill all humans! Beep. Boop."
W.registered_name = name
del(src)

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@@ -17,7 +17,7 @@
icon_opened = "miningsecopen"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
req_access = list(ACCESS_MINING)
/obj/structure/closet/secure_closet/miner/New()
..()
@@ -87,7 +87,7 @@ proc/move_mining_shuttle()
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
req_access = list(ACCESS_MINING)
circuit = "/obj/item/weapon/circuitboard/mining_shuttle"
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base

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@@ -12,7 +12,7 @@
var/construction_time = 75
//these vars are so the mecha fabricator doesn't shit itself anymore. --NEO
req_access = list(access_robotics)
req_access = list(ACCESS_ROBOTICS)
//Revised. Brainmob is now contained directly within object of transfer. MMI in this case.

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@@ -188,7 +188,7 @@
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
this.blood_owner = src
// this.blood_owner = src
if(virus2)
this.virus2 = virus2.getcopy()

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@@ -1,5 +1,5 @@
/var/const/SHARED_TYPES_WEIGHT = 5
/var/const/CAMERA_PROXIMITY_PREFERENCE = 0.2
#define SHARED_TYPES_WEIGHT 5
#define CAMERA_PROXIMITY_PREFERENCE 0.2
// the smaller this is, the more a straight line will be preferred over a closer camera when changing cameras
// if you set this to 0 the game will crash. don't do that.
// 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 @@
name = "Antimatter Engine Console"
icon = 'stationobjs.dmi'
icon_state = "comm_computer"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
var/engine_id = 0
var/authenticated = 0
var/obj/machinery/power/am_engine/engine/connected_E = null

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@@ -19,7 +19,7 @@
icon_state = "apc0"
anchored = 1
req_access = list(access_engine_equip)
req_access = list(ACCESS_ENGINE_EQUIP)
var/area/area
var/areastring = null
var/obj/item/weapon/cell/cell

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@@ -9,7 +9,7 @@
anchored = 0
density = 1
directwired = 1
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
// use_power = 0
var/obj/item/weapon/tank/plasma/P = null
var/last_power = 0

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@@ -7,7 +7,7 @@
icon_state = "emitter"
anchored = 0
density = 1
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
use_power = 1
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,
var/id = 0 //ID of the computer (for server restrictions).
var/sync = 1 //If sync = 0, it doesn't show up on Server Control Console
req_access = list(access_tox) //Data and setting manipulation requires scientist access.
req_access = list(ACCESS_TOX) //Data and setting manipulation requires scientist access.
proc
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 @@
var/heat_gen = 100
var/heating_power = 40000
var/delay = 10
req_access = list(access_rd) //Only the R&D can change server settings.
req_access = list(ACCESS_RD) //Only the R&D can change server settings.
New()
..()

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@@ -34,7 +34,7 @@
return
if(istype(W,/obj/item/weapon/card/id))
var/obj/item/weapon/card/id/ID = W
if(access_keycard_auth in ID.access)
if(ACCESS_KEYCARD_AUTH in ID.access)
if(active == 1)
//This is not the device that made the initial request. It is the device confirming the request.
if(event_source)