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https://github.com/Aurorastation/Aurora.3.git
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Merge pull request #306 from SkyMarshal/master
More telecomms, improved mob interface, cleaned up the operating table.
This commit is contained in:
@@ -480,6 +480,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"assassin",
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"death commando",
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"syndicate commando",
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"response team",
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"centcom official",
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"centcom commander",
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"special ops officer",
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@@ -677,6 +678,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("syndicate commando")
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M.equip_syndicate_commando()
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if("response team")
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M.equip_strike_team()
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if("centcom official")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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@@ -686,7 +690,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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var/obj/item/clothing/glasses/sunglasses/V = new(M)
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V.loc = K
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M.equip_if_possible(K, M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_s_store)
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M.equip_if_possible(new /obj/item/weapon/gun/energy/gun(M), M.slot_s_store)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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@@ -2118,11 +2118,11 @@ It can still be worn/put on as normal.
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if (!( istype(target.wear_mask, /obj/item/clothing/mask) ))
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return
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else
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if (istype(target.back, /obj/item/weapon/tank))
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if (istype(target.back, /obj/item/weapon/tank) && (internalloc == "back" || !internalloc))
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target.internal = target.back
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else if (istype(target.s_store, /obj/item/weapon/tank))
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else if (istype(target.s_store, /obj/item/weapon/tank) && (internalloc == "store" || !internalloc))
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target.internal = target.s_store
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else if (istype(target.belt, /obj/item/weapon/tank))
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else if (istype(target.belt, /obj/item/weapon/tank) && (internalloc == "belt" || !internalloc))
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target.internal = target.belt
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if (target.internal)
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for(var/mob/M in viewers(target, 1))
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@@ -2160,14 +2160,14 @@ It can still be worn/put on as normal.
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<BR><B>Right Ear:</B> <A href='?src=\ref[src];item=r_ear'>[(r_ear ? r_ear : "Nothing")]</A>
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<BR><B>Head:</B> <A href='?src=\ref[src];item=head'>[(head ? head : "Nothing")]</A>
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<BR><B>Shoes:</B> <A href='?src=\ref[src];item=shoes'>[(shoes ? shoes : "Nothing")]</A>
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<BR><B>Belt:</B> <A href='?src=\ref[src];item=belt'>[(belt ? belt : "Nothing")]</A>
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<BR><B>Belt:</B> <A href='?src=\ref[src];item=belt'>[(belt ? belt : "Nothing")]</A> [(istype(wear_mask, /obj/item/clothing/mask) && istype(belt, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal;loc=belt'>Set Internal</A>", src) : ""]
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<BR><B>Uniform:</B> <A href='?src=\ref[src];item=uniform'>[(w_uniform ? w_uniform : "Nothing")]</A>
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<BR><B>(Exo)Suit:</B> <A href='?src=\ref[src];item=suit'>[(wear_suit ? wear_suit : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A>[(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal;loc=back'>Set Internal</A>", src) : ""]
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<BR><B>ID:</B> <A href='?src=\ref[src];item=id'>[(wear_id ? wear_id : "Nothing")]</A>
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<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A>
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<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A> [(istype(wear_mask, /obj/item/clothing/mask) && istype(s_store, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal;loc=store'>Set Internal</A>", src) : ""]
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : ((istype(wear_mask, /obj/item/clothing/mask) && (istype(back, /obj/item/weapon/tank) || istype(belt, /obj/item/weapon/tank) || istype(s_store, /obj/item/weapon/tank)) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : ""))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[src];item=h_store'>Empty Hat</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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@@ -2341,6 +2341,8 @@ It can still be worn/put on as normal.
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O.s_loc = usr.loc
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O.t_loc = loc
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O.place = href_list["item"]
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if(href_list["loc"])
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O.internalloc = href_list["loc"]
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requests += O
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spawn( 0 )
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O.process()
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@@ -270,15 +270,9 @@
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proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
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if (ticker.current_state == GAME_STATE_PLAYING)
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var/ailist[] = list()
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for (var/mob/living/silicon/ai/A in world)
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if (!A.stat)
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ailist += A
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if (ailist.len)
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var/mob/living/silicon/ai/announcer = pick(ailist)
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if(character.mind)
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if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
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announcer.say("[character.real_name] has signed up as [rank].")
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var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)
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a.autosay("[character.real_name] has arrived on the station.", "Arrivals Announcement Computer")
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del(a)
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proc/ManifestLateSpawn(var/mob/living/carbon/human/H, icon/H_icon) // Attempted fix to add late joiners to various databases -- TLE
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@@ -37,6 +37,18 @@
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for(var/obj/O in contents)
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O.emp_act(severity)
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attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber())
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M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
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if(!do_after(user, 40))
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M.visible_message("\blue [user] decided life was worth living")
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return
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M.visible_message("\red [user] pulls the trigger.")
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M.apply_damage(70, BRUTE, "head")
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M.apply_damage(110, BRUTE, "chest")
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return
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else
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return ..()
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)//TODO: go over this
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if(flag) return //we're placing gun on a table or in backpack
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