mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 19:44:58 +01:00
Fixes for TGstation upstream
This commit is contained in:
@@ -1,26 +1,4 @@
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#define AIRLOCK_FRAME_CLOSED "closed"
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#define AIRLOCK_FRAME_CLOSING "closing"
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#define AIRLOCK_FRAME_OPEN "open"
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#define AIRLOCK_FRAME_OPENING "opening"
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#define AIRLOCK_SECURITY_NONE 0 //Normal airlock //Wires are not secured
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#define AIRLOCK_SECURITY_IRON 1 //Medium security airlock //There is a simple iron plate over wires (use welder)
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#define AIRLOCK_SECURITY_PLASTEEL_I_S 2 //Sliced inner plating (use crowbar), jumps to 0
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#define AIRLOCK_SECURITY_PLASTEEL_I 3 //Removed outer plating, second layer here (use welder)
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#define AIRLOCK_SECURITY_PLASTEEL_O_S 4 //Sliced outer plating (use crowbar)
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#define AIRLOCK_SECURITY_PLASTEEL_O 5 //There is first layer of plasteel (use welder)
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#define AIRLOCK_SECURITY_PLASTEEL 6 //Max security airlock //Fully secured wires (use wirecutters to remove grille, that is electrified)
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#define AIRLOCK_INTEGRITY_N 300 // Normal airlock integrity
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#define AIRLOCK_INTEGRITY_MULTIPLIER 1.5 // How much reinforced doors health increases
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/// How much extra health airlocks get when braced with a seal
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#define AIRLOCK_SEAL_MULTIPLIER 2
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#define AIRLOCK_DAMAGE_DEFLECTION_N 21 // Normal airlock damage deflection
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#define AIRLOCK_DAMAGE_DEFLECTION_R 30 // Reinforced airlock damage deflection
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#define AIRLOCK_DENY_ANIMATION_TIME (0.6 SECONDS) /// The amount of time for the airlock deny animation to show
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#define DOOR_VISION_DISTANCE 11 ///The maximum distance a door will see out to
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#define AIRLOCK_LIGHT_POWER 0.5
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#define AIRLOCK_LIGHT_RANGE 2
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@@ -22,21 +22,12 @@
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/// Someone, for the love of god, profile this. Is there a reason to cache mutable_appearance
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/// if so, why are we JUST doing the airlocks when we can put this in mutable_appearance.dm for
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/// everything
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/proc/get_airlock_overlay(icon_state, icon_file, atom/offset_spokesman, em_block, state_color = null) // SKYRAT EDIT - Airlock accent greyscale color support - Added `state_color = null`
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/proc/get_airlock_overlay(icon_state, icon_file, atom/offset_spokesman, em_block)
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var/static/list/airlock_overlays = list()
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var/base_icon_key = "[icon_state][REF(icon_file)][state_color]" // SKYRAT EDIT - Airlock accent greyscale color support - ORIGINAL: var/base_icon_key = "[icon_state][REF(icon_file)]"
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var/base_icon_key = "[icon_state][REF(icon_file)]"
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if(!(. = airlock_overlays[base_icon_key]))
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/* SKYRAT EDIT - Airlock accent greyscale color support - ORIGINAL:
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. = airlock_overlays[base_icon_key] = mutable_appearance(icon_file, icon_state)
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*/ // SKYRAT EDIT START
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var/mutable_appearance/airlock_overlay = mutable_appearance(icon_file, icon_state)
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if(state_color)
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airlock_overlay.color = state_color
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. = airlock_overlays[base_icon_key] = airlock_overlay
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// SKYRAT EDIT END
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if(isnull(em_block))
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return
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@@ -54,12 +45,6 @@
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// "Would this be better with a global var"
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// Wires for the airlock are located in the datum folder, inside the wires datum folder.
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// SKYRAT EDIT REMOVAL START - moved to code/__DEFINES/~skyrat_defines/airlock.dm
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/*
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#define AIRLOCK_FRAME_CLOSED "closed"
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#define AIRLOCK_FRAME_CLOSING "closing"
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#define AIRLOCK_FRAME_OPEN "open"
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#define AIRLOCK_FRAME_OPENING "opening"
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#define AIRLOCK_FRAME_CLOSED "closed"
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#define AIRLOCK_FRAME_CLOSING "closing"
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@@ -86,8 +71,6 @@
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#define DOOR_CLOSE_WAIT 60 /// Time before a door closes, if not overridden
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#define DOOR_VISION_DISTANCE 11 ///The maximum distance a door will see out to
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*/
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// SKYRAT EDIT REMOVAL END - moved to code/__DEFINES/~skyrat_defines/airlock.dm
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/obj/machinery/door/airlock
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name = "Airlock"
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@@ -152,9 +135,9 @@
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var/previous_airlock = /obj/structure/door_assembly
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/// Material of inner filling; if its an airlock with glass, this should be set to "glass"
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var/airlock_material
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var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi' //OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
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var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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/// Used for papers and photos pinned to the airlock
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var/note_overlay_file = 'icons/obj/doors/airlocks/station/overlays.dmi'//OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
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var/note_overlay_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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/// Airlock pump that overrides airlock controlls when set up for cycling
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var/obj/machinery/atmospherics/components/unary/airlock_pump/cycle_pump
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@@ -585,7 +568,6 @@
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else
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icon_state = "[base_icon_state]closed"
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/* SKYRAT EDIT MOVED TO AIRLOCK.DM IN AESTHETICS MODULE
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/obj/machinery/door/airlock/update_overlays()
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. = ..()
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@@ -668,7 +650,6 @@
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floorlight.pixel_w = -32
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floorlight.pixel_z = 0
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. += floorlight
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*/
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/obj/machinery/door/airlock/run_animation(animation, force_type = DEFAULT_DOOR_CHECKS)
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if(animation == DOOR_DENY_ANIMATION)
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@@ -680,7 +661,7 @@
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/obj/machinery/door/airlock/animation_effects(animation, force_type = DEFAULT_DOOR_CHECKS)
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if(force_type == BYPASS_DOOR_CHECKS)
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playsound(src, soundin = forcedOpen, vol = 30, vary = TRUE) // BUBBER EDIT - AESTHETICS - ORIGINAL: playsound(src, soundin = 'sound/machines/airlock/airlockforced.ogg', vol = 30, vary = TRUE)
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playsound(src, soundin = 'sound/machines/airlock/airlockforced.ogg', vol = 30, vary = TRUE)
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return
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switch(animation)
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@@ -924,8 +905,7 @@
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if(!istype(H.head, /obj/item/clothing/head/helmet))
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H.visible_message(span_danger("[user] headbutts the airlock."), \
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span_userdanger("You headbutt the airlock!"))
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//H.Paralyze(100) - SKYRAT EDIT REMOVAL - COMBAT
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H.StaminaKnockdown(10, TRUE, TRUE)
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H.Paralyze(100)
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H.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
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else
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visible_message(span_danger("[user] headbutts the airlock. Good thing [user.p_theyre()] wearing a helmet."))
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@@ -2638,8 +2618,6 @@
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opacity = FALSE
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glass = TRUE
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// SKYRAT EDIT REMOVAL START - moved to code/__DEFINES/~skyrat_defines/airlock.dm
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/*
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#undef AIRLOCK_SECURITY_NONE
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#undef AIRLOCK_SECURITY_IRON
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#undef AIRLOCK_SECURITY_PLASTEEL_I_S
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@@ -2664,5 +2642,3 @@
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#undef AIRLOCK_FRAME_CLOSING
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#undef AIRLOCK_FRAME_OPEN
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#undef AIRLOCK_FRAME_OPENING
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*/
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// SKYRAT EDIT REMOVAL END - moved to code/__DEFINES/~skyrat_defines/airlock.dm
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@@ -37,7 +37,6 @@
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continue
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item.insert_path_into_outfit(equipped_outfit, src, visuals_only)
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preference_list = preference_list[preference_source.read_preference(/datum/preference/loadout_index)] // BUBBER EDIT ADDITION: Multiple loadout presets
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// SKYRAT EDIT ADDITION BEGIN
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var/obj/item/storage/briefcase/empty/travel_suitcase
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var/loadout_placement_preference = preference_source.read_preference(/datum/preference/choiced/loadout_override_preference)
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@@ -245,7 +245,6 @@ GLOBAL_LIST_INIT(all_loadout_categories, init_loadout_categories())
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if(!cached_reskin_options[reskin_to])
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return FALSE
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var/list/loadout = manager.preferences.read_preference(/datum/preference/loadout)
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if(!cached_reskin_options[reskin_to])
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return FALSE
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@@ -1,27 +1,3 @@
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/datum/supply_pack/goody/dumdum38
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special = TRUE
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/datum/supply_pack/goody/match38
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special = TRUE
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/datum/supply_pack/goody/rubber
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special = TRUE
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/datum/supply_pack/goody/Survivalknives_single
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special = TRUE
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/datum/supply_pack/goody/disabler_single
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special = TRUE
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/datum/supply_pack/goody/energy_single
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special = TRUE
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/datum/supply_pack/goody/laser_single
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special = TRUE
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/datum/supply_pack/goody/dyespray
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special = TRUE
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/datum/supply_pack/goody/ballistic_single
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name = "Peacekeeper Combat Shotgun Single-Pack"
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contains = list(/obj/item/gun/ballistic/shotgun/automatic/combat, /obj/item/storage/pouch/ammo, /obj/item/storage/belt/bandolier)
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@@ -26,7 +26,7 @@
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..()
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update_icon()
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/obj/machinery/door/airlock/update_overlays()
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/* /obj/machinery/door/airlock/update_overlays()
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. = ..()
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var/frame_state
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var/light_state = AIRLOCK_LIGHT_POWERON
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@@ -150,7 +150,7 @@
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floorlight.pixel_x = -32
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floorlight.pixel_y = 0
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. += floorlight
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*/
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//STATION AIRLOCKS
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/obj/machinery/door/airlock
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icon = 'modular_skyrat/modules/aesthetics/airlock/icons/airlocks/station/public.dmi'
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@@ -3,7 +3,6 @@
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rpg_title = "Guild Protectorate"
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description = "Protect the Heads of Staff and get your hands dirty so they can keep theirs clean."
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auto_deadmin_role_flags = DEADMIN_POSITION_SECURITY
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department_head = list(JOB_NT_REP)
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faction = FACTION_STATION
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total_positions = 1
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spawn_positions = 1
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@@ -17,7 +17,6 @@
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siemens_coefficient = 0
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complexity_max = DEFAULT_MAX_COMPLEXITY
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slowdown_deployed = 0.25
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inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
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allowed_suit_storage = list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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@@ -161,7 +161,6 @@
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title = JOB_SCIENCE_GUARD
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rpg_title = "Secrets Keeper"
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description = "Figure out why the emails aren't working, keep an eye on the eggheads, protect them from their latest mistakes."
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department_head = list(JOB_RESEARCH_DIRECTOR)
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faction = FACTION_STATION
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total_positions = 2
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spawn_positions = 2
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@@ -267,7 +266,6 @@
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title = JOB_ORDERLY
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rpg_title = "Praetorian"
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description = "Defend the medical department, hold down idiots who refuse the vaccine, assist medical with prep and/or cleanup."
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department_head = list(JOB_CHIEF_MEDICAL_OFFICER)
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faction = FACTION_STATION
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total_positions = 2
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spawn_positions = 2
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@@ -375,7 +373,6 @@
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title = JOB_ENGINEERING_GUARD
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rpg_title = "Crystal Guardian"
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description = "Monitor the supermatter, keep an eye on atmospherics, make sure everyone is wearing Proper Protective Equipment."
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department_head = list(JOB_CHIEF_ENGINEER)
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faction = FACTION_STATION
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total_positions = 2
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spawn_positions = 2
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@@ -482,7 +479,6 @@
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title = JOB_CUSTOMS_AGENT
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rpg_title = "Vault Keeper"
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description = "Inspect the packages coming to and from the station, protect the cargo department, beat the shit out of people trying to ship Cocaine to the Spinward Stellar Coalition."
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department_head = list(JOB_QUARTERMASTER)
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faction = FACTION_STATION
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total_positions = 2
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spawn_positions = 2
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@@ -583,7 +579,6 @@
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title = JOB_BOUNCER
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rpg_title = "Tavern Watch"
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description = "Make sure people don't jump the kitchen counter, stop Chapel vandalism, check bargoer's IDs, prevent the dreaded \"food fight\"."
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department_head = list(JOB_HEAD_OF_PERSONNEL)
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faction = FACTION_STATION
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total_positions = 2
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spawn_positions = 2
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@@ -133,7 +133,6 @@
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This one has been stripped of its combat modules, but is still a good suit for those who need protection and mobility. \
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Notably, does not use or require a armor module."
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cost = CARGO_CRATE_VALUE * 22
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contraband = TRUE
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contains = list(/obj/item/mod/control/pre_equipped/frontline/surplus)
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order_flags = ORDER_CONTRABAND
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@@ -23,6 +23,5 @@
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/obj/item/ammo_box/speedloader/c38/hotshot,
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/obj/item/ammo_box/speedloader/c38/iceblox,
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)
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special = FALSE
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//This makes the Security ammo crate use the cool advanced ammo boxes instead of the old ones
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@@ -18,7 +18,7 @@
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stairs_type = /obj/structure/stairs/stone
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GLOBAL_LIST_INIT(stone_recipes, list ( \
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new/datum/stack_recipe("stone brick wall", /turf/closed/wall/mineral/stone, 5, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_STRUCTURE), \
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new/datum/stack_recipe("stone brick wall", /turf/closed/wall/mineral/stone, 5, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_TRANSFERS_REAGENTS, category = CAT_STRUCTURE), \
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new/datum/stack_recipe("stone brick tile", /obj/item/stack/tile/mineral/stone, 1, 4, 20, category = CAT_TILES),
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new/datum/stack_recipe("millstone", /obj/structure/millstone, 6, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND, category = CAT_STRUCTURE),
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new/datum/stack_recipe("stone cauldron", /obj/machinery/cauldron, 5, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND, category = CAT_STRUCTURE),
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@@ -135,7 +135,7 @@
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desc ="A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost."
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cost = PAYCHECK_COMMAND * 2
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contains = list(/obj/item/mod/construction/plating/cosmohonk)
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contraband = TRUE
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order_flags = ORDER_CONTRABAND
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/datum/supply_pack/goody/magnetic_deployable
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name = "MOD Magnetic Deployment Module"
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@@ -1,7 +1,6 @@
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/datum/job/blacksmith
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title = JOB_BLACKSMITH
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description = "Smith wares, Sell them."
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department_head = list(JOB_QUARTERMASTER)
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faction = FACTION_STATION
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total_positions = 1
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spawn_positions = 1
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