Assorted bugfixes and tweaks + changelog

- Adds codersprites for tablet programs that are currently required.
- Adds computer icons to some programs that missed them.
- Temporarily removes separate keyboard icon states for consoles. They may be reimplemented in the future in a bit better way.
- Rebalanced sizes of programs a bit
- File manager is no longer downloadable, as it is part of each hard drive's ROM.
- Fixed runtime error when vending a laptop
- Adjusted some code segments as per Techhead's suggestions on github
- Adds changelog.
This commit is contained in:
Atlantis
2015-12-30 02:55:11 +01:00
parent 605b78d377
commit 9e1168ae9c
20 changed files with 61 additions and 80 deletions
@@ -10,7 +10,6 @@
var/filedesc = "Unknown Program" // User-friendly name of this program.
var/extended_desc = "N/A" // Short description of this program's function.
var/program_icon_state = null // Program-specific screen icon state
var/keyboard_icon_state = null // Program-specific keboard icon state, only supported on some devices.
var/requires_ntnet = 0 // Set to 1 for program to require nonstop NTNet connection to run. If NTNet connection is lost program crashes.
var/requires_ntnet_feature = 0 // Optional, if above is set to 1 checks for specific function of NTNet (currently NTNET_SOFTWAREDOWNLOAD, NTNET_PEERTOPEER, NTNET_SYSTEMCONTROL and NTNET_COMMUNICATION)
var/ntnet_status = 1 // NTNet status, updated every tick by computer running this program. Don't use this for checks if NTNet works, computers do that. Use this for calculations, etc.
@@ -62,29 +61,17 @@
access_to_check = required_access
if(!access_to_check) // No required_access, allow it.
return 1
if(istype(user, /mob/living/silicon)) // AI or robot. Allow it.
return 1
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/weapon/card/id/I = H.wear_id
var/obj/item/device/pda/P = H.wear_id
if(P && istype(P)) // PDA. Try to grab the ID from it then.
I = P.id
if(!I) // No equipped ID, let's try checking active hand too
I = H.get_active_hand()
P = H.get_active_hand()
if(P && istype(P))
I = P.id
if(!I || !istype(I)) // Still no ID.
if(loud && computer)
user << "<span class='danger'>\The [computer] flashes an \"RFID Error - Unable to scan ID\" warning.</span>"
return 0
if(access_to_check in I.access)
return 1
if(loud && computer)
var/obj/item/weapon/card/id/I = user.GetIdCard()
if(!I)
if(loud)
user << "<span class='danger'>\The [computer] flashes an \"RFID Error - Unable to scan ID\" warning.</span>"
return 0
if(access_to_check in I.access)
return 1
else if(loud)
user << "<span class='danger'>\The [computer] flashes an \"Access Denied\" warning.</span>"
return 0
// This attempts to retrieve header data for NanoUIs. If implementing completely new device of different type than existing ones
// always include the device here in this proc. This proc basically relays the request to whatever is running the program.
@@ -122,7 +109,7 @@
if(!running) // Our program was closed. Close the ui if it exists.
if(ui)
ui.close()
return 0
return computer.ui_interact(user)
if(istype(NM))
NM.ui_interact(user, ui_key, null, force_open)
return 0