mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +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
264 lines
5.5 KiB
Plaintext
264 lines
5.5 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/device/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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origin_tech = list(TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
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wires = WIRE_PULSE
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secured = 0
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var/on = 0
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var/visible = 0
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var/obj/effect/beam/i_beam/first = null
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proc
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trigger_beam()
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activate()
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if(!..()) return 0//Cooldown check
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on = !on
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update_icon()
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return 1
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toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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on = 0
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if(first) qdel(first)
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processing_objects.Remove(src)
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update_icon()
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return secured
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update_icon()
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cut_overlays()
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attached_overlays = list()
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if(on)
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add_overlay("infrared_on")
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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return
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process()//Old code
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if(!on)
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if(first)
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qdel(first)
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return
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if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
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I.master = src
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I.density = 1
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I.set_dir(dir)
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step(I, I.dir)
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if(I)
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I.density = 0
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first = I
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I.vis_spread(visible)
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spawn(0)
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if(I)
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//world << "infra: setting limit"
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I.limit = 8
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//world << "infra: processing beam \ref[I]"
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I.process()
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return
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return
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attack_hand()
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qdel(first)
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..()
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return
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Move()
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var/t = dir
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..()
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set_dir(t)
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qdel(first)
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return
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holder_movement()
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if(!holder) return 0
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// set_dir(holder.dir)
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qdel(first)
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return 1
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trigger_beam()
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if((!secured)||(!on)||(cooldown > 0)) return 0
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pulse(0)
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if(!holder)
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visible_message("\icon[src] *beep* *beep*")
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cooldown = 2
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addtimer(CALLBACK(src, .proc/process_cooldown), 10)
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return
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interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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Topic(href, href_list)
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..()
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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if(href_list["visible"])
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visible = !(visible)
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spawn(0)
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if(first)
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first.vis_spread(visible)
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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return
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verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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set_dir(turn(dir, 90))
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return
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "i beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/effect/beam/i_beam/next = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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var/visible = 0.0
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var/left = null
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anchored = 1.0
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/obj/effect/beam/i_beam/proc/hit()
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if(master)
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master.trigger_beam()
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qdel(src)
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return
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/obj/effect/beam/i_beam/proc/vis_spread(v)
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//world << "i_beam \ref[src] : vis_spread"
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visible = v
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spawn(0)
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if(next)
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//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
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next.vis_spread(v)
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return
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return
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/obj/effect/beam/i_beam/process()
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if((loc && loc.density) || !master)
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qdel(src)
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return
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if(left > 0)
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left--
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if(left < 1)
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if(!(visible))
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invisibility = 101
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else
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invisibility = 0
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else
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invisibility = 0
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//world << "now [src.left] left"
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.set_dir(dir)
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//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
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step(I, I.dir)
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if(I)
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//world << "step worked, now at [I.x] [I.y] [I.z]"
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if(!(next))
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//world << "no next"
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I.density = 0
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//world << "spreading"
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I.vis_spread(visible)
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next = I
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spawn(0)
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//world << "limit = [limit] "
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if((I && limit > 0))
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I.limit = limit - 1
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//world << "calling next process"
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I.process()
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return
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else
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//world << "is a next: \ref[next], deleting beam \ref[I]"
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qdel(I)
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else
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//world << "step failed, deleting \ref[next]"
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qdel(next)
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spawn(10)
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process()
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return
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return
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/obj/effect/beam/i_beam/Bump()
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qdel(src)
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return
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/obj/effect/beam/i_beam/Bumped()
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hit()
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return
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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if(istype(AM, /obj/effect/beam))
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return
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if( (AM.invisibility == INVISIBILITY_OBSERVER) || (AM.invisibility == 101) )
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return
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spawn(0)
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hit()
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return
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return
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/obj/effect/beam/i_beam/Destroy()
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if(master.first == src)
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master.first = null
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if(next)
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qdel(next)
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next = null
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return ..()
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