Fixes for TGstation upstream

This commit is contained in:
nevimer
2025-12-15 18:44:28 -05:00
parent 1a21687143
commit e82dd05cf1
16 changed files with 10 additions and 92 deletions
-22
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@@ -1,26 +1,4 @@
#define AIRLOCK_FRAME_CLOSED "closed"
#define AIRLOCK_FRAME_CLOSING "closing"
#define AIRLOCK_FRAME_OPEN "open"
#define AIRLOCK_FRAME_OPENING "opening"
#define AIRLOCK_SECURITY_NONE 0 //Normal airlock //Wires are not secured
#define AIRLOCK_SECURITY_IRON 1 //Medium security airlock //There is a simple iron plate over wires (use welder)
#define AIRLOCK_SECURITY_PLASTEEL_I_S 2 //Sliced inner plating (use crowbar), jumps to 0
#define AIRLOCK_SECURITY_PLASTEEL_I 3 //Removed outer plating, second layer here (use welder)
#define AIRLOCK_SECURITY_PLASTEEL_O_S 4 //Sliced outer plating (use crowbar)
#define AIRLOCK_SECURITY_PLASTEEL_O 5 //There is first layer of plasteel (use welder)
#define AIRLOCK_SECURITY_PLASTEEL 6 //Max security airlock //Fully secured wires (use wirecutters to remove grille, that is electrified)
#define AIRLOCK_INTEGRITY_N 300 // Normal airlock integrity
#define AIRLOCK_INTEGRITY_MULTIPLIER 1.5 // How much reinforced doors health increases
/// How much extra health airlocks get when braced with a seal
#define AIRLOCK_SEAL_MULTIPLIER 2
#define AIRLOCK_DAMAGE_DEFLECTION_N 21 // Normal airlock damage deflection
#define AIRLOCK_DAMAGE_DEFLECTION_R 30 // Reinforced airlock damage deflection
#define AIRLOCK_DENY_ANIMATION_TIME (0.6 SECONDS) /// The amount of time for the airlock deny animation to show
#define DOOR_VISION_DISTANCE 11 ///The maximum distance a door will see out to
#define AIRLOCK_LIGHT_POWER 0.5
#define AIRLOCK_LIGHT_RANGE 2
+6 -30
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@@ -22,21 +22,12 @@
/// Someone, for the love of god, profile this. Is there a reason to cache mutable_appearance
/// if so, why are we JUST doing the airlocks when we can put this in mutable_appearance.dm for
/// everything
/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`
/proc/get_airlock_overlay(icon_state, icon_file, atom/offset_spokesman, em_block)
var/static/list/airlock_overlays = list()
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)]"
var/base_icon_key = "[icon_state][REF(icon_file)]"
if(!(. = airlock_overlays[base_icon_key]))
/* SKYRAT EDIT - Airlock accent greyscale color support - ORIGINAL:
. = airlock_overlays[base_icon_key] = mutable_appearance(icon_file, icon_state)
*/ // SKYRAT EDIT START
var/mutable_appearance/airlock_overlay = mutable_appearance(icon_file, icon_state)
if(state_color)
airlock_overlay.color = state_color
. = airlock_overlays[base_icon_key] = airlock_overlay
// SKYRAT EDIT END
if(isnull(em_block))
return
@@ -54,12 +45,6 @@
// "Would this be better with a global var"
// Wires for the airlock are located in the datum folder, inside the wires datum folder.
// SKYRAT EDIT REMOVAL START - moved to code/__DEFINES/~skyrat_defines/airlock.dm
/*
#define AIRLOCK_FRAME_CLOSED "closed"
#define AIRLOCK_FRAME_CLOSING "closing"
#define AIRLOCK_FRAME_OPEN "open"
#define AIRLOCK_FRAME_OPENING "opening"
#define AIRLOCK_FRAME_CLOSED "closed"
#define AIRLOCK_FRAME_CLOSING "closing"
@@ -86,8 +71,6 @@
#define DOOR_CLOSE_WAIT 60 /// Time before a door closes, if not overridden
#define DOOR_VISION_DISTANCE 11 ///The maximum distance a door will see out to
*/
// SKYRAT EDIT REMOVAL END - moved to code/__DEFINES/~skyrat_defines/airlock.dm
/obj/machinery/door/airlock
name = "Airlock"
@@ -152,9 +135,9 @@
var/previous_airlock = /obj/structure/door_assembly
/// Material of inner filling; if its an airlock with glass, this should be set to "glass"
var/airlock_material
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi' //OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
/// Used for papers and photos pinned to the airlock
var/note_overlay_file = 'icons/obj/doors/airlocks/station/overlays.dmi'//OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
var/note_overlay_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
/// Airlock pump that overrides airlock controlls when set up for cycling
var/obj/machinery/atmospherics/components/unary/airlock_pump/cycle_pump
@@ -585,7 +568,6 @@
else
icon_state = "[base_icon_state]closed"
/* SKYRAT EDIT MOVED TO AIRLOCK.DM IN AESTHETICS MODULE
/obj/machinery/door/airlock/update_overlays()
. = ..()
@@ -668,7 +650,6 @@
floorlight.pixel_w = -32
floorlight.pixel_z = 0
. += floorlight
*/
/obj/machinery/door/airlock/run_animation(animation, force_type = DEFAULT_DOOR_CHECKS)
if(animation == DOOR_DENY_ANIMATION)
@@ -680,7 +661,7 @@
/obj/machinery/door/airlock/animation_effects(animation, force_type = DEFAULT_DOOR_CHECKS)
if(force_type == BYPASS_DOOR_CHECKS)
playsound(src, soundin = forcedOpen, vol = 30, vary = TRUE) // BUBBER EDIT - AESTHETICS - ORIGINAL: playsound(src, soundin = 'sound/machines/airlock/airlockforced.ogg', vol = 30, vary = TRUE)
playsound(src, soundin = 'sound/machines/airlock/airlockforced.ogg', vol = 30, vary = TRUE)
return
switch(animation)
@@ -924,8 +905,7 @@
if(!istype(H.head, /obj/item/clothing/head/helmet))
H.visible_message(span_danger("[user] headbutts the airlock."), \
span_userdanger("You headbutt the airlock!"))
//H.Paralyze(100) - SKYRAT EDIT REMOVAL - COMBAT
H.StaminaKnockdown(10, TRUE, TRUE)
H.Paralyze(100)
H.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
else
visible_message(span_danger("[user] headbutts the airlock. Good thing [user.p_theyre()] wearing a helmet."))
@@ -2638,8 +2618,6 @@
opacity = FALSE
glass = TRUE
// SKYRAT EDIT REMOVAL START - moved to code/__DEFINES/~skyrat_defines/airlock.dm
/*
#undef AIRLOCK_SECURITY_NONE
#undef AIRLOCK_SECURITY_IRON
#undef AIRLOCK_SECURITY_PLASTEEL_I_S
@@ -2664,5 +2642,3 @@
#undef AIRLOCK_FRAME_CLOSING
#undef AIRLOCK_FRAME_OPEN
#undef AIRLOCK_FRAME_OPENING
*/
// SKYRAT EDIT REMOVAL END - moved to code/__DEFINES/~skyrat_defines/airlock.dm
-1
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@@ -37,7 +37,6 @@
continue
item.insert_path_into_outfit(equipped_outfit, src, visuals_only)
preference_list = preference_list[preference_source.read_preference(/datum/preference/loadout_index)] // BUBBER EDIT ADDITION: Multiple loadout presets
// SKYRAT EDIT ADDITION BEGIN
var/obj/item/storage/briefcase/empty/travel_suitcase
var/loadout_placement_preference = preference_source.read_preference(/datum/preference/choiced/loadout_override_preference)
-1
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@@ -245,7 +245,6 @@ GLOBAL_LIST_INIT(all_loadout_categories, init_loadout_categories())
if(!cached_reskin_options[reskin_to])
return FALSE
var/list/loadout = manager.preferences.read_preference(/datum/preference/loadout)
if(!cached_reskin_options[reskin_to])
return FALSE
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@@ -1,27 +1,3 @@
/datum/supply_pack/goody/dumdum38
special = TRUE
/datum/supply_pack/goody/match38
special = TRUE
/datum/supply_pack/goody/rubber
special = TRUE
/datum/supply_pack/goody/Survivalknives_single
special = TRUE
/datum/supply_pack/goody/disabler_single
special = TRUE
/datum/supply_pack/goody/energy_single
special = TRUE
/datum/supply_pack/goody/laser_single
special = TRUE
/datum/supply_pack/goody/dyespray
special = TRUE
/datum/supply_pack/goody/ballistic_single
name = "Peacekeeper Combat Shotgun Single-Pack"
contains = list(/obj/item/gun/ballistic/shotgun/automatic/combat, /obj/item/storage/pouch/ammo, /obj/item/storage/belt/bandolier)
@@ -26,7 +26,7 @@
..()
update_icon()
/obj/machinery/door/airlock/update_overlays()
/* /obj/machinery/door/airlock/update_overlays()
. = ..()
var/frame_state
var/light_state = AIRLOCK_LIGHT_POWERON
@@ -150,7 +150,7 @@
floorlight.pixel_x = -32
floorlight.pixel_y = 0
. += floorlight
*/
//STATION AIRLOCKS
/obj/machinery/door/airlock
icon = 'modular_skyrat/modules/aesthetics/airlock/icons/airlocks/station/public.dmi'
@@ -3,7 +3,6 @@
rpg_title = "Guild Protectorate"
description = "Protect the Heads of Staff and get your hands dirty so they can keep theirs clean."
auto_deadmin_role_flags = DEADMIN_POSITION_SECURITY
department_head = list(JOB_NT_REP)
faction = FACTION_STATION
total_positions = 1
spawn_positions = 1
@@ -17,7 +17,6 @@
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY
slowdown_deployed = 0.25
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/ammo_box,
/obj/item/ammo_casing,
@@ -161,7 +161,6 @@
title = JOB_SCIENCE_GUARD
rpg_title = "Secrets Keeper"
description = "Figure out why the emails aren't working, keep an eye on the eggheads, protect them from their latest mistakes."
department_head = list(JOB_RESEARCH_DIRECTOR)
faction = FACTION_STATION
total_positions = 2
spawn_positions = 2
@@ -267,7 +266,6 @@
title = JOB_ORDERLY
rpg_title = "Praetorian"
description = "Defend the medical department, hold down idiots who refuse the vaccine, assist medical with prep and/or cleanup."
department_head = list(JOB_CHIEF_MEDICAL_OFFICER)
faction = FACTION_STATION
total_positions = 2
spawn_positions = 2
@@ -375,7 +373,6 @@
title = JOB_ENGINEERING_GUARD
rpg_title = "Crystal Guardian"
description = "Monitor the supermatter, keep an eye on atmospherics, make sure everyone is wearing Proper Protective Equipment."
department_head = list(JOB_CHIEF_ENGINEER)
faction = FACTION_STATION
total_positions = 2
spawn_positions = 2
@@ -482,7 +479,6 @@
title = JOB_CUSTOMS_AGENT
rpg_title = "Vault Keeper"
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."
department_head = list(JOB_QUARTERMASTER)
faction = FACTION_STATION
total_positions = 2
spawn_positions = 2
@@ -583,7 +579,6 @@
title = JOB_BOUNCER
rpg_title = "Tavern Watch"
description = "Make sure people don't jump the kitchen counter, stop Chapel vandalism, check bargoer's IDs, prevent the dreaded \"food fight\"."
department_head = list(JOB_HEAD_OF_PERSONNEL)
faction = FACTION_STATION
total_positions = 2
spawn_positions = 2
@@ -133,7 +133,6 @@
This one has been stripped of its combat modules, but is still a good suit for those who need protection and mobility. \
Notably, does not use or require a armor module."
cost = CARGO_CRATE_VALUE * 22
contraband = TRUE
contains = list(/obj/item/mod/control/pre_equipped/frontline/surplus)
order_flags = ORDER_CONTRABAND
@@ -23,6 +23,5 @@
/obj/item/ammo_box/speedloader/c38/hotshot,
/obj/item/ammo_box/speedloader/c38/iceblox,
)
special = FALSE
//This makes the Security ammo crate use the cool advanced ammo boxes instead of the old ones
+1 -1
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@@ -18,7 +18,7 @@
stairs_type = /obj/structure/stairs/stone
GLOBAL_LIST_INIT(stone_recipes, list ( \
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), \
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), \
new/datum/stack_recipe("stone brick tile", /obj/item/stack/tile/mineral/stone, 1, 4, 20, category = CAT_TILES),
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),
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),
@@ -135,7 +135,7 @@
desc ="A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost."
cost = PAYCHECK_COMMAND * 2
contains = list(/obj/item/mod/construction/plating/cosmohonk)
contraband = TRUE
order_flags = ORDER_CONTRABAND
/datum/supply_pack/goody/magnetic_deployable
name = "MOD Magnetic Deployment Module"
@@ -1,7 +1,6 @@
/datum/job/blacksmith
title = JOB_BLACKSMITH
description = "Smith wares, Sell them."
department_head = list(JOB_QUARTERMASTER)
faction = FACTION_STATION
total_positions = 1
spawn_positions = 1