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Merge pull request #13253 from SuperSayu/abstract_holodeck
Holodeck Fixes
This commit is contained in:
@@ -91,11 +91,12 @@
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for(var/obj/O in T)
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var/obj/O2 = DuplicateObject(O , 1, newloc = X, nerf=nerf_weapons)
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if(!O2) continue
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copiedobjs += O2.contents + O2
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copiedobjs += O2.GetAllContents() + O2
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for(var/mob/M in T)
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if(istype(M, /mob/camera)) continue // If we need to check for more mobs, I'll add a variable
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copiedobjs += DuplicateObject(M , 1, newloc = X)
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var/mob/SM = DuplicateObject(M , 1, newloc = X)
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copiedobjs += SM.GetAllContents() + SM
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var/global/list/forbidden_vars = list("type","stat","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity")
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for(var/V in T.vars - forbidden_vars)
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@@ -70,15 +70,25 @@
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// should also remove/limit/filter reagents?
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// this is an exercise left to others I'm afraid. -Sayu
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spawned = A.copy_contents_to(linked, 1, nerf_weapons = !emagged)
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for(var/obj/machinery/M in spawned)
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M.flags |= NODECONSTRUCT
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for(var/obj/structure/S in spawned)
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S.flags |= NODECONSTRUCT
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effects = list()
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spawn(30)
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var/list/added = list()
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for(var/obj/effect/holodeck_effect/HE in spawned)
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effects += HE
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spawned -= HE
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var/atom/x = HE.activate(src)
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if(istype(x) || islist(x))
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spawned += x // holocarp are not forever
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added += x
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for(var/obj/machinery/M in added)
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M.flags |= NODECONSTRUCT
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for(var/obj/structure/S in added)
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S.flags |= NODECONSTRUCT
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/obj/machinery/computer/holodeck/proc/derez(var/obj/obj, var/silent = 1, var/forced = 0)
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// Emagging a machine creates an anomaly in the derez systems.
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@@ -213,8 +213,9 @@
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eventstarted = 1
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for(var/obj/structure/window/holo/W in currentarea)
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qdel(W)
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for(var/obj/structure/window/W in currentarea)
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if(W.flags&NODECONSTRUCT) // Just in case: only holo-windows
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qdel(W)
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for(var/mob/M in currentarea)
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M << "FIGHT!"
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@@ -1,68 +0,0 @@
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/obj/structure/table/holo
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name = "table"
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frame = null
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buildstackamount = 0
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framestackamount = 0
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canSmoothWith = null
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/obj/structure/table/holo/glass
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name = "glass table"
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icon = 'icons/obj/smooth_structures/glass_table.dmi'
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icon_state = "glass_table"
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/obj/structure/table/holo/wood
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name = "wood table"
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icon = 'icons/obj/smooth_structures/wood_table.dmi'
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icon_state = "wood_table"
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canSmoothWith = list(/obj/structure/table/holo/wood, /obj/structure/table/holo/poker)
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/obj/structure/table/holo/poker
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name = "poker table"
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icon = 'icons/obj/smooth_structures/poker_table.dmi'
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icon_state = "poker_table"
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canSmoothWith = list(/obj/structure/table/holo/wood, /obj/structure/table/holo/poker)
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/obj/structure/table/holo/attack_paw(mob/user as mob)
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return
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/obj/structure/table/holo/attack_alien(mob/user as mob)
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return
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/obj/structure/table/holo/attack_animal(mob/living/simple_animal/user as mob)
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return
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/obj/structure/table/holo/attack_hand(mob/user as mob)
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return
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/obj/structure/table/holo/attack_hulk()
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return
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/obj/structure/table/holo/attackby(obj/item/I, mob/user, params)
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if (istype(I, /obj/item/weapon/grab))
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tablepush(I, user)
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return
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if (istype(I, /obj/item/weapon/storage/bag/tray))
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var/obj/item/weapon/storage/bag/tray/T = I
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if(T.contents.len > 0) // If the tray isn't empty
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var/list/obj/item/oldContents = T.contents.Copy()
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T.quick_empty()
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for(var/obj/item/C in oldContents)
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C.loc = src.loc
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user.visible_message("[user] empties [I] on [src].")
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return
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// If the tray IS empty, continue on (tray will be placed on the table like other items)
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if(isrobot(user))
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return
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if(!(I.flags & ABSTRACT)) //rip more parems rip in peace ;_;
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if(user.drop_item())
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I.Move(loc)
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var/list/click_params = params2list(params)
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//Center the icon where the user clicked.
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if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
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return
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//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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I.pixel_x = Clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
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I.pixel_y = Clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
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@@ -1,8 +1,8 @@
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/turf/simulated/floor/holofloor
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icon_state = "floor"
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thermal_conductivity = 0
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broken_states = list()
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burnt_states = list()
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broken_states = list("engine")
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burnt_states = list("engine")
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/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
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return // HOLOFLOOR DOES NOT GIVE A FUCK
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@@ -1,44 +0,0 @@
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/obj/structure/window/holo
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name = "reinforced window"
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icon = 'icons/obj/structures.dmi'
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icon_state = "rwindow"
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desc = "A window. It has an electric hum to it."
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density = 1
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layer = 3.2//Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1.0
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flags = ON_BORDER
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maxhealth = 100
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disassembled = 1 // prevents noise on destruction
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/obj/structure/window/holo/New()
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..()
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for(var/O in contents)
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qdel(O) // standard window code generates stuff no matter what we want
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/obj/structure/window/holo/spawnfragments()
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qdel(src)
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return
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/obj/structure/window/holo/attackby(var/obj/item/I, var/mob/user)
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if(istype(I,/obj/item/weapon/screwdriver))
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user << "You see no screws to unfasten!"
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return
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return ..()
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/obj/structure/window/holo/hit(var/damage, var/sound_effect = 1)
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. = ..()
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spawn(50) // self-healing
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health += damage
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/obj/structure/window/holo/opaque
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name = "tinted window"
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opacity = 1
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/obj/structure/window/holo/fulltile
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dir = 5
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maxhealth = 250
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/obj/structure/window/holo/opaque/fulltile
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dir = 5
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maxhealth = 250
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