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https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 03:21:30 +00:00
-Fixed 592 - The recharger was checking if the gamemode was monkey. I just removed it, I doubt this will have an effect on anything.
-Fixed 661 - There was a typo which would show toxin damage twice instead of showing oxygen damage. I also made it clearer which damage was which with colour. -Fixed 565 - I wish there was a proper way to fix this but it's better than having no door for 5 seconds. It'll now wait 2 ticks before performing the closing animation for the door. -Fixed 722 - I think this is causing the problem, it's using name instead of real_name. I couldn't find any problems when testing this. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4309 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -516,7 +516,7 @@
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O.loc = C
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C.occupant = O
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connected = null
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O.name = text("monkey ([])",copytext(md5(M.real_name), 2, 6))
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O.real_name = text("monkey ([])",copytext(md5(M.real_name), 2, 6))
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O.take_overall_damage(M.getBruteLoss() + 40, M.getFireLoss())
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O.adjustToxLoss(M.getToxLoss() + 20)
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O.adjustOxyLoss(M.getOxyLoss())
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@@ -60,31 +60,38 @@
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user.machine = src
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src.scan()
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var/t = "<TT><B>Crew Monitoring</B><HR>"
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t += "<BR><A href='?src=\ref[src];update=1'>Refresh</A>"
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t += "<BR><A href='?src=\ref[src];close=1'>Close</A>"
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t += "<table><tr><td>Name</td><td>Vitals</td><td>Position</td></tr>"
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t += "<BR><A href='?src=\ref[src];update=1'>Refresh</A> "
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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t += "<table><tr><td width='40%'>Name</td><td width='20%'>Vitals</td><td width='40%'>Position</td></tr>"
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var/list/logs = list()
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for(var/obj/item/clothing/under/C in src.tracked)
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var/log = ""
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if((C) && (C.has_sensor) && (C.loc) && (C.loc.z == 1) && C.sensor_mode)
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if(istype(C.loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = C.loc
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var/dam1 = round(H.getOxyLoss(),1)
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var/dam2 = round(H.getToxLoss(),1)
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var/dam3 = round(H.getFireLoss(),1)
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var/dam4 = round(H.getBruteLoss(),1)
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var/life_status = "[H.stat > 1 ? "<font color=red>Deceased</font>" : "Living"]"
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var/damage_report = "(<font color='blue'>[dam1]</font>/<font color='green'>[dam2]</font>/<font color='orange'>[dam3]</font>/<font color='red'>[dam4]</font>)"
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if(H.wear_id)
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log += "<tr><td>[H.wear_id.name]</td>"
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log += "<tr><td width='40%'>[H.wear_id.name]</td>"
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else
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log += "<tr><td>Unknown:</td>"
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log += "<tr><td width='40%'>Unknown:</td>"
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switch(C.sensor_mode)
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if(1)
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log+= "<td>[H.stat > 1 ? "<font color=red>Deceased</font>" : "Living"]</td><td>Not Available</td></tr>"
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log += "<td width='15%'>[life_status]</td><td width='40%'>Not Available</td></tr>"
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if(2)
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log += "<td>[H.stat > 1 ? "<font color=red>Deceased</font>" : "Living"], [dam1] - [dam2] - [dam3] - [dam4]</td><td>Not Available</td></tr>"
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log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>Not Available</td></tr>"
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if(3)
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log+= "<td>[H.stat > 1 ? "<font color=red>Deceased</font>" : "Living"], [dam2] - [dam2] - [dam3] - [dam4]</td><td>[get_area(H)] ([H.x], [H.y])</td></tr>"
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var/area/player_area = get_area(H)
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log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>[player_area.name] ([H.x], [H.y])</td></tr>"
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logs += log
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logs = sortList(logs)
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for(var/log in logs)
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@@ -634,7 +634,8 @@ About the new airlock wires panel:
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if("opening")
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if(overlays) overlays = null
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if(p_open)
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icon_state = "o_door_opening" //can not use flick due to BYOND bug updating overlays right before flicking
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spawn(2) // The only work around that works. Downside is that the door will be gone for a millisecond.
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flick("o_door_opening", src) //can not use flick due to BYOND bug updating overlays right before flicking
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else
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flick("door_opening", src)
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if("closing")
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@@ -53,8 +53,7 @@ obj/machinery/recharger/attack_hand(mob/user as mob)
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update_icon()
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obj/machinery/recharger/attack_paw(mob/user as mob)
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if((ticker && ticker.mode.name == "monkey"))
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return attack_hand(user)
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return attack_hand(user)
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obj/machinery/recharger/process()
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if(stat & (NOPOWER|BROKEN) || !anchored)
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