mirror of
https://github.com/Bubberstation/Bubberstation.git
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Merge pull request #9616 from Jordie0608/ifhuamnityexpandstoanothersolarsystemwewillhavetorenamesunglasses
Bugfix goes Forth+1
This commit is contained in:
@@ -11,6 +11,7 @@
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clothes_req = 0
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range = 0
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cast_sound = null
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human_req = 1
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action_icon_state = "mime"
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action_background_icon_state = "bg_mime"
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@@ -320,7 +320,7 @@
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if(gang_mind.current)
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if(gang_mind.current.stat == DEAD || isbrain(gang_mind.current))
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text += "died"
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else if(gang_mind.current.z != ZLEVEL_STATION)
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else if(gang_mind.current.z > ZLEVEL_STATION)
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text += "fled the station"
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else
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text += "survived"
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@@ -85,7 +85,7 @@ datum/objective/mutiny/check_completion()
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if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey || !target.current.client)
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return 1
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var/turf/T = get_turf(target.current)
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if(T && (T.z != ZLEVEL_STATION)) //If they leave the station they count as dead for this
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if(T && (T.z > ZLEVEL_STATION) || target.current.client.is_afk()) //If they leave the station or go afk they count as dead for this
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return 2
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return 0
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return 1
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@@ -339,7 +339,7 @@
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if(headrev.current)
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if(headrev.current.stat == DEAD)
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text += "died"
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else if(headrev.current.z != ZLEVEL_STATION)
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else if(headrev.current.z > ZLEVEL_STATION)
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text += "fled the station"
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else
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text += "survived the revolution"
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@@ -363,7 +363,7 @@
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if(rev.current)
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if(rev.current.stat == DEAD || isbrain(rev.current))
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text += "died"
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else if(rev.current.z != ZLEVEL_STATION)
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else if(rev.current.z > ZLEVEL_STATION)
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text += "fled the station"
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else
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text += "survived the revolution"
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@@ -389,7 +389,7 @@
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if(head.current)
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if(head.current.stat == DEAD || isbrain(head.current))
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text += "died"
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else if(head.current.z != ZLEVEL_STATION)
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else if(head.current.z > ZLEVEL_STATION)
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text += "fled the station"
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else
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text += "survived the revolution"
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@@ -78,9 +78,6 @@
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src.startgibbing(user)
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/obj/machinery/gibber/attackby(obj/item/weapon/grab/G as obj, mob/user as mob, params)
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if(src.occupant)
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user << "<span class='danger'>The gibber is full, empty it first!</span>"
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return
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if(default_unfasten_wrench(user, G))
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return
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@@ -123,9 +123,6 @@
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if(src.processing)
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user << "<span class='warning'>The processor is in the process of processing!</span>"
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return 1
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if(src.contents.len > 0) //TODO: several items at once? several different items?
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user << "<span class='warning'>Something is already in the processing chamber!</span>"
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return 1
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if(default_unfasten_wrench(user, O))
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return
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var/what = O
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@@ -62,7 +62,7 @@ emp_act
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return -1 // complete projectile permutation
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if(check_shields(P.damage, "the [P.name]"))
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if(check_shields(P.damage, "the [P.name]", P))
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P.on_hit(src, 100, def_zone)
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return 2
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return (..(P , def_zone))
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@@ -85,7 +85,10 @@ emp_act
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//End Here
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/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
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/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack", var/obj/item/O)
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if(O)
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if(O.flags & NOSHIELD) //weapon ignores shields altogether
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return 0
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if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
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var/obj/item/weapon/I = l_hand
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if(I.IsShield() && (prob(50 - round(damage / 3))))
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@@ -134,7 +137,7 @@ emp_act
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else
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if(user != src)
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user.do_attack_animation(src)
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if(check_shields(I.force, "the [I.name]"))
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if(check_shields(I.force, "the [I.name]", I))
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return 0
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if(I.attack_verb && I.attack_verb.len)
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@@ -182,6 +182,7 @@
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S = H.get_item_by_slot(slot_back) //else we put in backpack
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if(istype(S, /obj/item/weapon/storage) && S.can_be_inserted(I,1))
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S.handle_item_insertion(I)
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playsound(src.loc, "rustle", 50, 1, -5)
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else
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H << "<span class='warning'>You are unable to equip that!</span>"
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@@ -855,7 +855,7 @@
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// Allows you to put in item-specific reactions based on species
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if(user != src)
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user.do_attack_animation(H)
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if((user != H) && H.check_shields(I.force, "the [I.name]"))
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if((user != H) && H.check_shields(I.force, "the [I.name]", I))
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return 0
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if(I.attack_verb && I.attack_verb.len)
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@@ -50,7 +50,8 @@
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if(rigged && amount > 0)
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explode()
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return 0
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if(maxcharge < amount) return 0
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if(maxcharge < amount)
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amount = maxcharge
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var/power_used = min(maxcharge-charge,amount)
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if(crit_fail) return 0
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if(!prob(reliability))
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@@ -106,7 +107,7 @@
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/obj/item/weapon/stock_parts/cell/proc/corrupt()
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charge /= 2
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maxcharge /= 2
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maxcharge = max(maxcharge/2, chargerate)
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if (prob(10))
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rigged = 1 //broken batterys are dangerous
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@@ -328,18 +328,18 @@
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mode = !mode
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else if(href_list["createbottle"])
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if(!condi)
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var/name = stripped_input(usr, "Name:","Name your bottle!", (reagents.total_volume ? reagents.get_master_reagent_name() : " "), MAX_NAME_LEN)
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if(!name)
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return
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var/obj/item/weapon/reagent_containers/glass/bottle/P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
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P.name = trim("[name] bottle")
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var/name = stripped_input(usr, "Name:","Name your bottle!", (reagents.total_volume ? reagents.get_master_reagent_name() : " "), MAX_NAME_LEN)
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if(!name)
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return
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var/obj/item/weapon/reagent_containers/P
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if(condi)
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P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc)
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else
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P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
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P.pixel_x = rand(-7, 7) //random position
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P.pixel_y = rand(-7, 7)
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reagents.trans_to(P, 30)
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else
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var/obj/item/weapon/reagent_containers/food/condiment/P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc)
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reagents.trans_to(P, 50)
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P.name = trim("[name] bottle")
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reagents.trans_to(P, P.volume)
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if(beaker)
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