mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 10:02:28 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
125 lines
3.9 KiB
Plaintext
125 lines
3.9 KiB
Plaintext
//wip wip wup
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/obj/structure/mirror
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name = "mirror"
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desc = "A SalonPro Nano-Mirror(TM) brand mirror! The leading technology in hair salon products, utilizing nano-machinery to style your hair just right."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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density = 0
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anchored = 1
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var/shattered = 0
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var/list/ui_users = list()
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/obj/structure/mirror/attack_hand(mob/user as mob)
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if(shattered) return
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if(ishuman(user))
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var/datum/nano_module/appearance_changer/AC = ui_users[user]
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if(!AC)
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AC = new(src, user)
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AC.name = "SalonPro Nano-Mirror™"
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ui_users[user] = AC
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AC.ui_interact(user)
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/obj/structure/mirror/proc/shatter()
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if(shattered) return
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shattered = 1
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icon_state = "mirror_broke"
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playsound(src, "shatter", 70, 1)
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desc = "Oh no, seven years of bad luck!"
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/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
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if(prob(Proj.get_structure_damage() * 2))
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if(!shattered)
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shatter()
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else
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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..()
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/obj/structure/mirror/attackby(obj/item/I as obj, mob/user as mob)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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return
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if(prob(I.force * 2))
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visible_message("<span class='warning'>[user] smashes [src] with [I]!</span>")
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shatter()
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else
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visible_message("<span class='warning'>[user] hits [src] with [I]!</span>")
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
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/obj/structure/mirror/attack_generic(var/mob/user, var/damage)
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user.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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return 0
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if(damage)
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user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
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shatter()
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else
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user.visible_message("<span class='danger'>[user] hits [src] and bounces off!</span>")
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return 1
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/obj/structure/mirror/Destroy()
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for(var/user in ui_users)
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var/datum/nano_module/appearance_changer/AC = ui_users[user]
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qdel(AC)
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ui_users.Cut()
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return ..()
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// The following mirror is ~special~.
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/obj/structure/mirror/raider
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name = "cracked mirror"
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desc = "Something seems strange about this old, dirty mirror. Your reflection doesn't look like you remember it."
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icon_state = "mirror_broke"
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shattered = 1
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/obj/structure/mirror/raider/attack_hand(var/mob/living/carbon/human/user)
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if(istype(get_area(src),/area/syndicate_mothership))
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if(istype(user) && user.mind && user.mind.special_role == "Raider" && user.species.name != "Vox")
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var/choice = input("Do you wish to become a true Vox of the Shoal? This is not reversible.") as null|anything in list("No","Yes")
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if(choice && choice == "Yes")
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var/mob/living/carbon/human/vox/vox = new(get_turf(src),"Vox")
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vox.gender = user.gender
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raiders.equip(vox)
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if(user.mind)
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user.mind.transfer_to(vox)
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spawn(1)
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var/newname = sanitizeSafe(input(vox,"Enter a name, or leave blank for the default name.", "Name change","") as text, MAX_NAME_LEN)
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if(!newname || newname == "")
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var/datum/language/L = all_languages[vox.species.default_language]
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newname = L.get_random_name()
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vox.real_name = newname
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vox.name = vox.real_name
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raiders.update_access(vox)
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qdel(user)
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..()
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/obj/item/weapon/mirror
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name = "mirror"
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desc = "A SalonPro Nano-Mirror(TM) brand mirror! Now a portable version."
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icon = 'icons/obj/items.dmi'
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icon_state = "mirror"
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var/list/ui_users = list()
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/obj/item/weapon/mirror/attack_self(mob/user as mob)
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if(ishuman(user))
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var/datum/nano_module/appearance_changer/AC = ui_users[user]
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if(!AC)
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AC = new(src, user)
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AC.name = "SalonPro Nano-Mirror™"
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AC.flags = APPEARANCE_HAIR
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ui_users[user] = AC
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AC.ui_interact(user)
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/obj/item/weapon/mirror/Destroy()
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for(var/user in ui_users)
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var/datum/nano_module/appearance_changer/AC = ui_users[user]
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qdel(AC)
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ui_users.Cut()
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return ..()
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