Merge remote-tracking branch 'upstream/dev' into CanHasNano

Conflicts:
	code/setup.dm
This commit is contained in:
PsiOmega
2015-02-03 23:54:27 +01:00
49 changed files with 1319 additions and 1389 deletions

View File

@@ -20,7 +20,7 @@
item_state = "hardhat0_red"
item_color = "red"
name = "firefighter helmet"
flags = STOPSPRESSUREDMAGE
flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
@@ -28,11 +28,11 @@
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
flags = STOPSPRESSUREDMAGE
flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
item_color = "dblue"

View File

@@ -54,7 +54,7 @@
/obj/item/clothing/head/helmet/space/vox
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.6
flags = HEADCOVERSEYES|STOPSPRESSUREDMAGE
flags = HEADCOVERSEYES|STOPPRESSUREDAMAGE
species_restricted = list("Vox","Vox Armalis")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',

View File

@@ -4,7 +4,7 @@
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
flags = HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
flags_inv = HIDEFACE
permeability_coefficient = 0.01
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
@@ -18,7 +18,7 @@
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPSPRESSUREDMAGE
flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5

View File

@@ -17,7 +17,7 @@
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPSPRESSUREDMAGE
flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
@@ -34,7 +34,7 @@
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
siemens_coefficient = 0.6
/obj/item/clothing/head/helmet/space/deathsquad/beret
@@ -42,7 +42,7 @@
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
siemens_coefficient = 0.9
//Space santa outfit suit
@@ -50,7 +50,7 @@
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags = HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
body_parts_covered = HEAD
/obj/item/clothing/suit/space/santa
@@ -59,10 +59,9 @@
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = ONESIZEFITSALL | STOPSPRESSUREDMAGE
flags = ONESIZEFITSALL | STOPPRESSUREDAMAGE
allowed = list(/obj/item) //for stuffing exta special presents
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "pirate hat"
@@ -70,7 +69,7 @@
icon_state = "pirate"
item_state = "pirate"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
body_parts_covered = 0
siemens_coefficient = 0.9
@@ -85,5 +84,3 @@
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.9
body_parts_covered = UPPER_TORSO|ARMS

View File

@@ -175,7 +175,7 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)]"
piece.flags &= ~STOPSPRESSUREDMAGE
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
update_icon(1)
@@ -291,10 +291,10 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
if(canremove)
piece.flags &= ~STOPSPRESSUREDMAGE
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
else
piece.flags |= STOPSPRESSUREDMAGE
piece.flags |= STOPPRESSUREDAMAGE
piece.flags |= AIRTIGHT
update_icon(1)
@@ -735,4 +735,4 @@
#undef ONLY_DEPLOY
#undef ONLY_RETRACT
#undef SEAL_DELAY
#undef SEAL_DELAY

View File

@@ -36,7 +36,7 @@
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT|HIDETAIL
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT
flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
slowdown = 0
breach_threshold = 35
can_breach = 1
@@ -64,4 +64,4 @@
if(module.engage(A))
return 1
return 0
return 0

View File

@@ -7,7 +7,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
slowdown = 0
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
offline_slowdown = 0
offline_vision_restriction = 0
@@ -87,4 +87,4 @@
/obj/item/rig_module/teleporter,
/obj/item/rig_module/stealth_field,
/obj/item/rig_module/vision
)
)

View File

@@ -6,7 +6,7 @@
name = "Space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_state = "space"
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
@@ -53,7 +53,7 @@
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 3
@@ -91,4 +91,4 @@
for(var/datum/organ/external/E in supporting_limbs)
E.status &= ~ ORGAN_SPLINTED
user << "The suit stops supporting your [E.display_name]."
supporting_limbs = list()
supporting_limbs = list()

View File

@@ -71,7 +71,7 @@
item_state = "swat_suit"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1
@@ -258,4 +258,4 @@
/obj/item/clothing/suit/armor/vest/ert/medical
name = "emergency response team medical armor"
desc = "A set of armor worn by medical members of the NanoTrasen Emergency Response Team. Has red and white highlights."
icon_state = "ertarmor_med"
icon_state = "ertarmor_med"

View File

@@ -21,7 +21,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags = STOPSPRESSUREDMAGE
flags = STOPPRESSUREDAMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS

View File

@@ -1,63 +1,60 @@
//This dm file includes some food processing machines:
// This dreammaker file includes the food processing machines:
// - I. Mill
// - II. Fermenter
// - III. Still
// - IV. Squeezer
// - V. Centrifuge
// I. The mill is intended to be loaded with produce and returns ground up items. For example: Wheat should become flour and grapes should become raisins.
/obj/machinery/mill
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/list/obj/item/weapon/reagent_containers/food/output = list()
var/obj/item/weapon/reagent_containers/food/milled_item
var/busy = 0
var/busy = 0
var/progress = 0
var/error = 0
var/error = 0
name = "\improper Mill"
desc = "It is a machine that grinds produce."
icon_state = "autolathe"
density = 1
anchored = 1
density = 1
anchored = 1
use_power = 1
idle_power_usage = 10
idle_power_usage = 10
active_power_usage = 1000
/obj/machinery/mill/process()
if(error)
if (error)
return
if(!busy)
if (!busy)
use_power = 1
if(input.len)
if (input.len)
milled_item = input[1]
input -= milled_item
progress = 0
busy = 1
use_power = 2
return
progress++
if(progress < 10) //Edit this value to make milling faster or slower
return //Not done yet.
switch(milled_item.type)
if(/obj/item/weapon/reagent_containers/food/snacks/grown/wheat) //Wheat becomes flour
if (progress < 10) // Edit this value to make milling faster or slower.
return // Not done yet.
switch (milled_item.type)
if (/obj/item/weapon/reagent_containers/food/snacks/grown/wheat) // Wheat becomes flour.
var/obj/item/weapon/reagent_containers/food/snacks/flour/F = new(src)
output += F
if(/obj/item/weapon/reagent_containers/food/snacks/flour) //Flour is still flour
if (/obj/item/weapon/reagent_containers/food/snacks/flour) // Flour is still flour.
var/obj/item/weapon/reagent_containers/food/snacks/flour/F = new(src)
output += F
else
error = 1
del(milled_item)
busy = 0
/obj/machinery/mill/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/reagent_containers/food))
if (istype(W,/obj/item/weapon/reagent_containers/food))
user.u_equip(W)
W.loc = src
input += W
@@ -65,17 +62,11 @@
..()
/obj/machinery/mill/attack_hand(var/mob/user as mob)
for(var/obj/item/weapon/reagent_containers/food/F in output)
for (var/obj/item/weapon/reagent_containers/food/F in output)
F.loc = src.loc
output -= F
// II. The fermenter is intended to be loaded with food items and returns medium-strength alcohol items, sucha s wine and beer.
/obj/machinery/fermenter
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/list/obj/item/weapon/reagent_containers/food/output = list()
@@ -94,40 +85,40 @@
active_power_usage = 500
/obj/machinery/fermenter/process()
if(error)
if (error)
return
if(!busy)
if (!busy)
use_power = 1
if(input.len)
if (input.len)
fermenting_item = input[1]
input -= fermenting_item
progress = 0
busy = 1
use_power = 2
return
if(!water_level)
if (!water_level)
return
water_level--
progress++
if(progress < 10) //Edit this value to make milling faster or slower
return //Not done yet.
switch(fermenting_item.type)
if(/obj/item/weapon/reagent_containers/food/snacks/flour) //Flour is still flour
if (progress < 10) // Edit this value to make milling faster or slower.
return // Not done yet.
switch (fermenting_item.type)
if (/obj/item/weapon/reagent_containers/food/snacks/flour) // Flour is still flour.
var/obj/item/weapon/reagent_containers/food/drinks/cans/beer/B = new(src)
output += B
else
error = 1
del(fermenting_item)
busy = 0
/obj/machinery/fermenter/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/reagent_containers/food))
if (istype(W,/obj/item/weapon/reagent_containers/food))
user.u_equip(W)
W.loc = src
input += W
@@ -135,60 +126,57 @@
..()
/obj/machinery/fermenter/attack_hand(var/mob/user as mob)
for(var/obj/item/weapon/reagent_containers/food/F in output)
for (var/obj/item/weapon/reagent_containers/food/F in output)
F.loc = src.loc
output -= F
// III. The still is a machine that is loaded with food items and returns hard liquor, such as vodka.
/obj/machinery/still
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/list/obj/item/weapon/reagent_containers/food/output = list()
var/obj/item/weapon/reagent_containers/food/destilling_item
var/busy = 0
var/obj/item/weapon/reagent_containers/food/distilling_item
var/busy = 0
var/progress = 0
var/error = 0
var/error = 0
name = "\improper Still"
desc = "It is a machine that produces hard liquor from alcoholic drinks."
icon_state = "autolathe"
density = 1
anchored = 1
density = 1
anchored = 1
use_power = 1
idle_power_usage = 10
active_power_usage = 10000
/obj/machinery/still/process()
if(error)
if (error)
return
if(!busy)
if (!busy)
use_power = 1
if(input.len)
destilling_item = input[1]
input -= destilling_item
if (input.len)
distilling_item = input[1]
input -= distilling_item
progress = 0
busy = 1
use_power = 2
return
progress++
if(progress < 10) //Edit this value to make distilling faster or slower
return //Not done yet.
switch(destilling_item.type)
if(/obj/item/weapon/reagent_containers/food/drinks/cans/beer) //Flour is still flour
if (progress < 10) // Edit this value to make distilling faster or slower.
return // Not done yet.
switch (distilling_item.type)
if (/obj/item/weapon/reagent_containers/food/drinks/cans/beer) // Flour is still flour.
var/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka/V = new(src)
output += V
else
error = 1
del(destilling_item)
del(distilling_item)
busy = 0
/obj/machinery/still/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/reagent_containers/food))
if (istype(W,/obj/item/weapon/reagent_containers/food))
user.u_equip(W)
W.loc = src
input += W
@@ -196,84 +184,75 @@
..()
/obj/machinery/still/attack_hand(var/mob/user as mob)
for(var/obj/item/weapon/reagent_containers/food/F in output)
for (var/obj/item/weapon/reagent_containers/food/F in output)
F.loc = src.loc
output -= F
// IV. The squeezer is intended to destroy inserted food items, but return some of the reagents they contain.
/obj/machinery/squeezer
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/obj/item/weapon/reagent_containers/food/squeezed_item
var/water_level = 0
var/busy = 0
var/progress = 0
var/error = 0
var/busy = 0
var/progress = 0
var/error = 0
name = "\improper Squeezer"
desc = "It is a machine that squeezes extracts from produce."
icon_state = "autolathe"
density = 1
anchored = 1
density = 1
anchored = 1
use_power = 1
idle_power_usage = 10
idle_power_usage = 10
active_power_usage = 500
// V. The centrifuge spins inserted food items. It is intended to squeeze out the reagents that are common food catalysts (enzymes currently)
/obj/machinery/centrifuge
var/list/obj/item/weapon/reagent_containers/food/input = list()
var/list/obj/item/weapon/reagent_containers/food/output = list()
var/obj/item/weapon/reagent_containers/food/spinning_item
var/busy = 0
var/busy = 0
var/progress = 0
var/error = 0
var/enzymes = 0
var/water = 0
var/error = 0
var/enzymes = 0
var/water = 0
name = "\improper Centrifuge"
desc = "It is a machine that spins produce."
icon_state = "autolathe"
density = 1
anchored = 1
density = 1
anchored = 1
use_power = 1
idle_power_usage = 10
idle_power_usage = 10
active_power_usage = 10000
/obj/machinery/centrifuge/process()
if(error)
if (error)
return
if(!busy)
if (!busy)
use_power = 1
if(input.len)
if (input.len)
spinning_item = input[1]
input -= spinning_item
progress = 0
busy = 1
use_power = 2
return
progress++
if(progress < 10) //Edit this value to make milling faster or slower
return //Not done yet.
if (progress < 10) // Edit this value to make milling faster or slower.
return // Not done yet.
var/transfer_enzymes = spinning_item.reagents.get_reagent_amount("enzyme")
if(transfer_enzymes)
if (transfer_enzymes)
enzymes += transfer_enzymes
spinning_item.reagents.remove_reagent("enzyme",transfer_enzymes)
output += spinning_item
busy = 0
/obj/machinery/centrifuge/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/reagent_containers/food))
if (istype(W,/obj/item/weapon/reagent_containers/food))
user.u_equip(W)
W.loc = src
input += W
@@ -281,10 +260,9 @@
..()
/obj/machinery/centrifuge/attack_hand(var/mob/user as mob)
for(var/obj/item/weapon/reagent_containers/food/F in output)
for (var/obj/item/weapon/reagent_containers/food/F in output)
F.loc = src.loc
output -= F
while(enzymes >= 50)
while (enzymes >= 50)
enzymes -= 50
new/obj/item/weapon/reagent_containers/food/condiment/enzyme(src.loc)

View File

@@ -195,12 +195,12 @@
admin_log_and_message_admins("has [report_at_round_end ? "enabled" : "disabled"] the round end event report.")
else if(href_list["dec_timer"])
var/datum/event_container/EC = locate(href_list["event"])
var/decrease = (60 * 10 ** text2num(href_list["dec_timer"]))
var/decrease = 60 * (10 ** text2num(href_list["dec_timer"]))
EC.next_event_time -= decrease
admin_log_and_message_admins("decreased timer for [severity_to_string[EC.severity]] events by [decrease/600] minute(s).")
else if(href_list["inc_timer"])
var/datum/event_container/EC = locate(href_list["event"])
var/increase = (60 * 10 ** text2num(href_list["inc_timer"]))
var/increase = 60 * (10 ** text2num(href_list["inc_timer"]))
EC.next_event_time += increase
admin_log_and_message_admins("increased timer for [severity_to_string[EC.severity]] events by [increase/600] minute(s).")
else if(href_list["select_event"])

View File

@@ -179,7 +179,7 @@ var/list/rune_animation = list(
var/icon/base = icon('icons/effects/uristrunes.dmi', "")
for(var/i = 0, i < 10, i++)
if(rune_bits & (1 << i))
if(BITTEST(rune_bits, i))
base.Blend(icon('icons/effects/uristrunes.dmi', "rune-[1 << i]"), ICON_OVERLAY)
var/icon/result
@@ -217,7 +217,7 @@ var/list/rune_animation = list(
var/icon/I = icon('icons/effects/uristrunes.dmi', "blank")
for(var/i = 0, i < 10, i++)
if(rune & (1 << i))
if(BITTEST(rune, i))
I.Blend(icon('icons/effects/uristrunes.dmi', "rune-[1 << i]"), ICON_OVERLAY)
var/obj/o = new(locate(x, y, z))
@@ -229,7 +229,7 @@ var/list/rune_animation = list(
var/rune = rand(1, 1023)
for(var/i = 0, i < 10, i++)
if(rune & (1 << i))
if(BITTEST(rune, i))
I.Blend(icon('icons/effects/uristrunes.dmi', "rune-[1 << i]"), ICON_OVERLAY)
var/obj/o = new(t)
@@ -265,4 +265,4 @@ var/list/rune_animation = list(
list(0.250, 1),
list(0.125, 1),
))
*/
*/

View File

@@ -28,8 +28,9 @@
if(stat == DEAD) return
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
handle_hud_list()
//Handle species-specific deaths.

View File

@@ -412,7 +412,7 @@
modified = 1
spawn()
hud_updateflag |= 1 << WANTED_HUD
BITSET(hud_updateflag, WANTED_HUD)
if(istype(usr,/mob/living/carbon/human))
var/mob/living/carbon/human/U = usr
U.handle_regular_hud_updates()
@@ -1301,4 +1301,4 @@
/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
return 0
..(slipped_on,stun_duration)
..(slipped_on,stun_duration)

View File

@@ -87,7 +87,7 @@
take_overall_damage(amount, 0)
else
heal_overall_damage(-amount, 0)
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
/mob/living/carbon/human/adjustFireLoss(var/amount)
if(species && species.burn_mod)
@@ -97,7 +97,7 @@
take_overall_damage(0, amount)
else
heal_overall_damage(0, -amount)
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
/mob/living/carbon/human/proc/adjustBruteLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
if(species && species.brute_mod)
@@ -112,7 +112,7 @@
//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
O.heal_damage(-amount, 0, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
/mob/living/carbon/human/proc/adjustFireLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
if(species && species.burn_mod)
@@ -127,7 +127,7 @@
//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
O.heal_damage(0, -amount, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
/mob/living/carbon/human/Stun(amount)
if(HULK in mutations) return
@@ -185,7 +185,7 @@
if (O.status & ORGAN_MUTATED)
O.unmutate()
src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
// Defined here solely to take species flags into account without having to recast at mob/living level.
/mob/living/carbon/human/getOxyLoss()
@@ -249,7 +249,7 @@
var/datum/organ/external/picked = pick(parts)
if(picked.heal_damage(brute,burn))
UpdateDamageIcon()
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
updatehealth()
@@ -265,7 +265,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
var/datum/organ/external/picked = pick(parts)
if(picked.take_damage(brute,burn,sharp,edge))
UpdateDamageIcon()
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
updatehealth()
speech_problem_flag = 1
@@ -288,7 +288,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
parts -= picked
updatehealth()
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
speech_problem_flag = 1
if(update) UpdateDamageIcon()
@@ -309,7 +309,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
parts -= picked
updatehealth()
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
if(update) UpdateDamageIcon()
@@ -336,7 +336,7 @@ This function restores all organs.
if(istype(E, /datum/organ/external))
if (E.heal_damage(brute, burn))
UpdateDamageIcon()
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
else
return 0
return
@@ -393,5 +393,5 @@ This function restores all organs.
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
hud_updateflag |= 1 << HEALTH_HUD
BITSET(hud_updateflag, HEALTH_HUD)
return 1

View File

@@ -137,7 +137,7 @@
var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE) && head && (head.flags & STOPSPRESSUREDMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
if(wear_suit && (wear_suit.flags & STOPPRESSUREDAMAGE) && head && (head.flags & STOPPRESSUREDAMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
pressure_adjustment_coefficient = 0
// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
@@ -1614,8 +1614,7 @@
/mob/living/carbon/human/proc/handle_hud_list()
if(hud_updateflag & 1 << HEALTH_HUD)
if (BITTEST(hud_updateflag, HEALTH_HUD))
var/image/holder = hud_list[HEALTH_HUD]
if(stat == 2)
holder.icon_state = "hudhealth-100" // X_X
@@ -1623,8 +1622,8 @@
var/percentage_health = RoundHealth((health-config.health_threshold_crit)/(maxHealth-config.health_threshold_crit)*100)
holder.icon_state = "hud[percentage_health]"
hud_list[HEALTH_HUD] = holder
if(hud_updateflag & 1 << STATUS_HUD)
if (BITTEST(hud_updateflag, STATUS_HUD))
var/foundVirus = 0
for(var/datum/disease/D in viruses)
if(!D.hidden[SCANNER])
@@ -1660,8 +1659,8 @@
hud_list[STATUS_HUD] = holder
hud_list[STATUS_HUD_OOC] = holder2
if(hud_updateflag & 1 << ID_HUD)
if (BITTEST(hud_updateflag, ID_HUD))
var/image/holder = hud_list[ID_HUD]
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
@@ -1674,8 +1673,8 @@
hud_list[ID_HUD] = holder
if(hud_updateflag & 1 << WANTED_HUD)
if (BITTEST(hud_updateflag, WANTED_HUD))
var/image/holder = hud_list[WANTED_HUD]
holder.icon_state = "hudblank"
var/perpname = name
@@ -1700,8 +1699,11 @@
holder.icon_state = "hudreleased"
break
hud_list[WANTED_HUD] = holder
if(hud_updateflag & 1 << IMPLOYAL_HUD || hud_updateflag & 1 << IMPCHEM_HUD || hud_updateflag & 1 << IMPTRACK_HUD)
if ( BITTEST(hud_updateflag, IMPLOYAL_HUD) \
|| BITTEST(hud_updateflag, IMPCHEM_HUD) \
|| BITTEST(hud_updateflag, IMPTRACK_HUD))
var/image/holder1 = hud_list[IMPTRACK_HUD]
var/image/holder2 = hud_list[IMPLOYAL_HUD]
var/image/holder3 = hud_list[IMPCHEM_HUD]
@@ -1721,9 +1723,9 @@
hud_list[IMPTRACK_HUD] = holder1
hud_list[IMPLOYAL_HUD] = holder2
hud_list[IMPCHEM_HUD] = holder3
if(hud_updateflag & 1 << SPECIALROLE_HUD)
hud_list[IMPCHEM_HUD] = holder3
if (BITTEST(hud_updateflag, SPECIALROLE_HUD))
var/image/holder = hud_list[SPECIALROLE_HUD]
holder.icon_state = "hudblank"
if(mind)

View File

@@ -569,8 +569,8 @@ proc/get_damage_icon_part(damage_state, body_part)
else
overlays_standing[ID_LAYER] = null
hud_updateflag |= 1 << ID_HUD
hud_updateflag |= 1 << WANTED_HUD
BITSET(hud_updateflag, ID_HUD)
BITSET(hud_updateflag, WANTED_HUD)
if(update_icons) update_icons()

View File

@@ -279,8 +279,8 @@
if (C.legcuffed && !initial(C.legcuffed))
C.drop_from_inventory(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
ExtinguishMob()
fire_stacks = 0
@@ -331,8 +331,8 @@
// make the icons look correct
regenerate_icons()
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
return
/mob/living/proc/UpdateDamageIcon()

View File

@@ -206,10 +206,10 @@ nanoui is used to open and update nano browser uis
/mob/living/proc/shared_living_nano_distance(var/atom/movable/src_object)
if(!isturf(src_object.loc))
if(src.contents.Find(src_object.loc)) // This is a hidden uplink
if(src_object.loc == src) // Item in the inventory
return STATUS_INTERACTIVE
if(src.contents.Find(src_object.loc)) // A hidden uplink inside an item
return STATUS_INTERACTIVE
if(src_object.loc != src)
return STATUS_CLOSE
if (!(src_object in view(4, src))) // If the src object is not in visable, disable updates
return STATUS_CLOSE

View File

@@ -111,7 +111,7 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
//init values
major_radius = field_strength * 0.21875// max = 8.75
minor_radius = field_strength * 0.2125// max = 8.625
volume_covered = PI * major_radius * minor_radius * 2.5 * 2.5 * 1000
volume_covered = M_PI * major_radius * minor_radius * 2.5 * 2.5 * 1000
processing_objects.Add(src)
@@ -131,7 +131,7 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
var/transfer_ratio = field_strength / 50 //higher field strength will result in faster phoron aggregation
major_radius = field_strength * 0.21875// max = 8.75m
minor_radius = field_strength * 0.2125// max = 8.625m
volume_covered = PI * major_radius * minor_radius * 2.5 * 2.5 * 2.5 * 7 * 7 * transfer_ratio //one tile = 2.5m*2.5m*2.5m
volume_covered = M_PI * major_radius * minor_radius * 2.5 * 2.5 * 2.5 * 7 * 7 * transfer_ratio //one tile = 2.5m*2.5m*2.5m
//add phoron from the surrounding environment
var/datum/gas_mixture/environment = loc.return_air()

View File

@@ -190,7 +190,7 @@
"\blue You take [obj] out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.implants -= obj
target.hud_updateflag |= 1 << IMPLOYAL_HUD
BITSET(target.hud_updateflag, IMPLOYAL_HUD)
//Handle possessive brain borers.
if(istype(obj,/mob/living/simple_animal/borer))

View File

@@ -105,7 +105,7 @@
for(var/datum/disease2/effectholder/e in effects)
e.effect.deactivate(mob)
mob.virus2.Remove("[uniqueID]")
mob.hud_updateflag |= 1 << STATUS_HUD
BITSET(mob.hud_updateflag, STATUS_HUD)
/datum/disease2/disease/proc/minormutate()
//uniqueID = rand(0,10000)

View File

@@ -97,7 +97,7 @@ proc/airborne_can_reach(turf/source, turf/target)
D.minormutate()
// log_debug("Adding virus")
M.virus2["[D.uniqueID]"] = D
M.hud_updateflag |= 1 << STATUS_HUD
BITSET(M.hud_updateflag, STATUS_HUD)
//Infects mob M with disease D
@@ -108,12 +108,14 @@ proc/airborne_can_reach(turf/source, turf/target)
//Infects mob M with random lesser disease, if he doesn't have one
/proc/infect_mob_random_lesser(var/mob/living/carbon/M)
var/datum/disease2/disease/D = new /datum/disease2/disease
D.makerandom(1)
infect_mob(M, D)
//Infects mob M with random greated disease, if he doesn't have one
/proc/infect_mob_random_greater(var/mob/living/carbon/M)
var/datum/disease2/disease/D = new /datum/disease2/disease
D.makerandom(2)
infect_mob(M, D)