Merge branch 'master' into computer_tweaks

# Conflicts:
#	code/game/jobs/job/ship_crew.dm
This commit is contained in:
alberyk
2021-10-10 13:18:14 -03:00
229 changed files with 3237 additions and 502 deletions
+45 -30
View File
@@ -423,7 +423,7 @@
break
Debug("ER/([H]): Completed.")
H.megavend = 1
return H
/mob/living/carbon/human
@@ -500,7 +500,7 @@
Debug("EP/([H]): Abort, H is AI.")
return EquipRank(H, rank, 1)
if(!current_map.command_spawn_enabled || spawning_at != "Arrivals Shuttle")
if(!current_map.command_spawn_enabled || spawning_at != "Arrivals Shuttle" && spawning_at != "Cryogenic Storage")
return EquipRank(H, rank, 1)
H.centcomm_despawn_timer = addtimer(CALLBACK(H, /mob/living/.proc/centcomm_timeout), 10 MINUTES, TIMER_STOPPABLE)
@@ -509,11 +509,12 @@
H.job = rank
if(spawning_at != "Arrivals Shuttle" || job.latejoin_at_spawnpoints)
if(spawning_at != "Arrivals Shuttle" && spawning_at != "Cryogenic Storage" || job.latejoin_at_spawnpoints)
return EquipRank(H, rank, 1)
var/list/spawn_in_storage = list()
to_chat(H,"<span class='notice'>You have ten minutes to reach the station before you will be forced there.</span>")
if(spawning_at == "Arrivals Shuttle")
to_chat(H,SPAN_NOTICE("You have ten minutes to reach the station before you will be forced there."))
if(H.needs_wheelchair())
H.equip_wheelchair()
@@ -560,7 +561,8 @@
BITSET(H.hud_updateflag, IMPLOYAL_HUD)
BITSET(H.hud_updateflag, SPECIALROLE_HUD)
to_chat(H, "<b>[current_map.command_spawn_message]</b>")
if(spawning_at == "Arrivals Shuttle")
to_chat(H, "<b>[current_map.command_spawn_message]</b>")
Debug("EP/([H]): Completed.")
@@ -654,38 +656,44 @@
H.job = rank
if(job.latejoin_at_spawnpoints)
for (var/thing in landmarks_list)
var/obj/effect/landmark/L = thing
if(istype(L))
if(L.name == "LateJoin[rank]")
H.forceMove(L.loc)
return
if(current_map.force_spawnpoint && LAZYLEN(force_spawnpoints))
if(force_spawnpoints[rank])
H.forceMove(pick(force_spawnpoints[rank]))
else
H.forceMove(pick(force_spawnpoints["Anyone"]))
else
if(job.latejoin_at_spawnpoints)
for (var/thing in landmarks_list)
var/obj/effect/landmark/L = thing
if(istype(L))
if(L.name == "LateJoin[rank]")
H.forceMove(L.loc)
return
var/datum/spawnpoint/spawnpos
var/datum/spawnpoint/spawnpos
if(H.client.prefs.spawnpoint)
spawnpos = SSatlas.spawn_locations[H.client.prefs.spawnpoint]
if(H.client.prefs.spawnpoint)
spawnpos = SSatlas.spawn_locations[H.client.prefs.spawnpoint]
if(spawnpos && istype(spawnpos))
if(spawnpos.check_job_spawning(rank))
if(istype(spawnpos, /datum/spawnpoint/cryo) && (rank in command_positions))
var/datum/spawnpoint/cryo/C = spawnpos
if(length(C.command_turfs))
H.forceMove(pick(C.command_turfs))
if(spawnpos && istype(spawnpos))
if(spawnpos.check_job_spawning(rank))
if(istype(spawnpos, /datum/spawnpoint/cryo) && (rank in command_positions))
var/datum/spawnpoint/cryo/C = spawnpos
if(length(C.command_turfs))
H.forceMove(pick(C.command_turfs))
else
H.forceMove(pick(spawnpos.turfs))
else
H.forceMove(pick(spawnpos.turfs))
. = spawnpos.msg
spawnpos.after_join(H)
else
H.forceMove(pick(spawnpos.turfs))
. = spawnpos.msg
spawnpos.after_join(H)
to_chat(H, "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead.")
H.forceMove(pick(latejoin))
. = "is inbound from the [current_map.dock_name]"
else
to_chat(H, "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead.")
H.forceMove(pick(latejoin))
. = "is inbound from the [current_map.dock_name]"
else
H.forceMove(pick(latejoin))
. = "is inbound from the [current_map.dock_name]"
H.mind.selected_faction = SSjobs.GetFaction(H)
@@ -971,9 +979,16 @@
if(!uniform) // silicons don't have uniforms or gear
return
var/datum/outfit/U = new uniform
var/spawned_uniform = FALSE
var/spawned_suit = FALSE
for(var/item in prefs.gear)
var/datum/gear/L = gear_datums[item]
if(L.slot == slot_w_uniform)
H.equip_or_collect(new U.uniform(H), H.back)
break
if(U.uniform && !spawned_uniform)
H.equip_or_collect(new U.uniform(H), H.back)
spawned_uniform = TRUE
if(L.slot == slot_wear_suit)
if(U.suit && !spawned_suit)
H.equip_or_collect(new U.suit(H), H.back)
spawned_suit = TRUE
#undef Debug