Commit Graph

71 Commits

Author SHA1 Message Date
EOBGames
b08632353c [MDB IGNORE] Eliminates Toxins (#60619)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)
2021-08-17 11:49:47 -07:00
Wayland-Smithy
be73916ced Fixes edible rabbit eggs (#60796)
Fixed chocolate surprise easter eggs being edible before they are unwrapped and tasting like egg.
2021-08-11 22:50:23 -03:00
Rohesie
2c5a357035 Reverts Entered() passing dir instead of old loc (#59910) 2021-07-01 17:06:42 -07:00
Fikou
24549d707b Toy Update (#59754)
* code

* sprite part 1

* sprites and mapping

* wa

* fix

* warden figure fix

* warden fix 2

* wahwah

* Update code/game/objects/items/toys.dm

* series

Co-authored-by: tralezab <spamqetuo2@gmail.com>
2021-06-22 00:17:26 -07:00
Rohesie
e03cd1aada Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
2021-06-20 14:55:37 -07:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
tralezab
9904e2a244 Refactors both taming + egg laying + animal colors into components (#58919)
Co-authored-by: Floyd <Floydje123@hotmail.com>
2021-05-22 17:55:25 -07:00
tralezab
1928826bc7 Refactors pet bonuses to be an element (#58912) 2021-05-07 15:26:59 -07:00
Winter Flare
b1fc436afc Mexican Food Tab, Food Tagging Tweaks (#58622)
* Tagging Fixes, Food Moves

Fixes Food Tags on a bunch of burritos. (3/4 don't use MEAT. They were tagged with MEAT.)
Fixes Food Tag and renames Egg Wrap (It doesn't use Tortillas. No GRAIN)
Moves Scotch Egg and Egg Wrap to EGG foods.

Makes a Mexican Food Tab, and moves burritos, tacos, and nachos into it.
2021-04-23 16:28:48 -07:00
ATH1909
f7accbd1ad Bunnies conjured from top hats each start with no eggs remaining instead of ten (#57597)
This PR adds a subtype of rabbits that starts with eggsleft = 0 instead
of eggsleft = 10 to the game, and makes top hats summon them instead of
normal rabbits. Note that these rabbits can still lay loaded eggs if
you feed them carrots (each carrot will give them 1-4 more eggs, which
they will disgorge from themselves with time).

The slowdown values of the Easter Bunny outfit's pieces have been
nerfed to be -0.3 each instead of -1 each, which I believe should make
someone wearing both pieces of the outfit move at the same speed as a
cultist who's wearing berserker robes (which have a slowdown value of
-0.6). Both pieces of the Easter Bunny set now also have the
THICKCLOTHING flag, and the Easter Bunny head now has the SNUG_FIT
flag.

---

https://youtu.be/QZj3h7FODhU

So, #56773 added the ability to pull rabbits from hats using wands. It
was a great PR, but there was one teensy little issue with it- each
rabbit that you pull out of a hat will, over a somewhat long period of
time, lay 10 loaded eggs, which you can use in-hand to receive a
chocolate egg and an Easter-related item.

Most of these items are just action figures, toys, etc., but two of the
items in the pool of prizes are the Easter Bunny head and the Easter
Bunny suit, which are two of the very few pieces of clothing in the
game that have negative slowdown values. Wearing even one of them will
let you zoom across the station at incredible speeds (you can see this
demonstrated in the Youtube video I linked above).

You will still be able to farm for Easter Bunny gear after this PR, but
you'll now have to acquire a consistent source of carrots and feed each
rabbit a carrot whenever you think it's low on remaining egg uses (you
can't stockpile eggsleft charges too far, as carrots won't increase the
eggsleft variable if it's >=8). You'll also still have to actually
collect and open each laid egg and deal with the risk of getting
swarmed by bees. This, I think, is a reasonable enough amount of effort
to acquire post-nerf Easter Bunny gear.

It should also be noted that you'll still be able to farm pet moodlets
and meat slabs from bunnies, which I've decided to leave in because you
can already do a similar thing with the kittens produced by Runtime and
a cat clone from cytology (which will always be male). Also, petting
zoos are fun, and I like the idea of the chef using small, innocent
creatures (and some bees) that have been summoned by stage magic as the
primary source of his food's meat.

The new clothing flags are there because the Easter Bunny set looks
like a mascot costume, which should be resistant to syringe injections
and dislodgements from thrown hats.
2021-03-11 17:00:57 +00:00
cacogen
34bd52c51d Makes spawned hot cross buns edible again (#57179)
Fixes (Not being able to eat hot cross buns due to them not having a reagents list)

You no longer hit yourself in the face with these.

Also does the following:

Formats the taste list properly (so it doesn't taste indescribable)
Fixes grammar in name and desc
Adds BREAKFAST foodtype
Adds pastry taste
Makes it require a bread slice rather than a whole loaf (not economical)
Moves it to the bread category
2021-02-25 23:01:24 -08:00
Ryll Ryll
83ec7a698f Adds pulling rabbits from top-hats (#56773)
This PR makes it so using a wand on a top-hat makes a rabbit appear in
your hand! Fun! There's a 10% chance that instead of a cute bun you get
angry bees though, but a true performer will soldier on anyway. You can
now also scoop up rabbits in your hands, and scooping animals only
requires one free hand to do so instead of all your hands being free.
2021-02-22 10:16:12 +00:00
Qustinnus
95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

    Lucky winner - Free pizza and beer every 6-12 minutes
    Galactic Grant - Larger starting funds for cargo
    Premium internals boxes - emergency box has flare + radio as bonus
    Bountiful bounties - Bounties pay 20% more
    Strong supply lines - Imports 20% cheaper
    Filled maint - More loot in maint
    Fast shuttle - Cargo shuttle is faster
    Free scarves - Free scarfs if a slot is free

Neutral:

    Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
    Unnatural atmosphere - Lava planet can get more restricted gasses
    Unique AI - Random lawset at roundstart for AI
    Ian adventure - Ian teleports to a random spot on the station
    Glitched PDAs - PDA's have a different beep
    Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom

Negative:

    Carp infestation - Carp event is more common and can start earlier
    Weak supply lines - Imports 20% more expensive
    Blackout - Station lights are partially broken around the station
    Empty maint - Less loot in maint
    Overflow bureacracy mistake - Random overflow job (From a vetted list)
    Late Arrivals - Everyone starts in arrivals
    Random spawns - Random spawn location (by drop pod)
    Slow shuttle - Cargo shuttle is slower

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00
Ghom
cd1d49112c Fixing a very old issue about lizard snouts and hoods, fake mustaches and similars. (#55574)
Fixing a little visual issue with certain hoods, fake mustaches and similars making lizard snouts magically disappear when worn.
2020-12-20 16:28:52 -08:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
Qustinnus
b713fa1bc3 moves misc food to newfood code (#54788)
misc food is now using newfood code
2020-11-18 12:20:47 -08:00
Qustinnus
3068082e35 sodium chloride is now called salt (#54328) 2020-10-12 15:19:09 -03:00
Qustinnus
eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
Qustinnus
c6be808bf3 Moves over cakes to newfood and transfers reagents when crafting (#53316) 2020-09-07 15:04:14 -03:00
Qustinnus
87c4df3880 Food refactor part 1: Bread destruction and processable element (#53047) 2020-08-20 21:07:05 -03:00
uomo
358e549229 Petting more animals now causes floating hearts and a moodlet, borgs can now pet animals. (#52594)
* Petting.

* Oops.

* Update code/modules/mob/living/simple_animal/friendly/penguin.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* Working on underlying redo.

* More.

* Fixing to work with new emote system.

* Move proc and defines to living instead of mob.

* ...Moves it to simple_animal instead.

* Revert cat crate fix (other PR handling), fixes emote thing.

* Appveyor did not care for that.

* Comment typo.

* Very descriptive var name.

* Borgs can now commit pet.

* sweeps up missing manual_emotes, adds a hop to link for ghosts, and moves the name preface to ghost only

* More descriptive vars and proc name.

* Better descriptive vars.

* Making the borg code slightly nicer.

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-07 20:46:49 -04:00
AnturK
e5cf3c05b8 Simple skill/skillchip framework (#52314)
* Simple skills framework.

* Map changes.

* Adds skillchips to vendor

* Adds skill stations to the map.

* Circuitboards

* Fix typo

* Some minimal instability

* Fixes,tweaks etc

* Suggest better names or we'll end up with these.

* sharpness thing

* tgui build

* Makes wine from booze synthetizer show to wine tasters.

* Makes wine from dispenser have taste for wine tasters.

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Swaps to carbon var.

* wordy helper proc

* While i'm at it, other relaymoves

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 05:13:36 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
spookydonut
8dbf1cf4ec Changes to comply with GitHub TOS
Further changes to comply with the ToS

More ToS cleanup

Bye bye George Melons

Better to be safe than sorry
2020-04-14 21:24:50 +00:00
Fikou
facef200d4 last commit probably 2020-02-25 01:48:34 +01:00
Nick
bf157b0e6e [READY]Easter additions:Electric Bugaloo 2 (#49191)
* Update easter.dm

* the carrotoning

* carrotless version

* THE FINAL TOUCH

* boop

* Update easter.dm

* Push

* Final
2020-02-20 10:04:13 +01:00
Fikou
a30635fb72 fixes category on easter foods 2020-01-27 19:07:43 +01:00
Rob Bailey
26b04ede42 Obliterates item_color: new washing machine functionality edition (#45961)
About The Pull Request

Completely removes item_color and the clusterfuck of bad programming it caused.

In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed

In places where item_color was used as a dye color, it was converted to the new dye_color var

In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.

A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.

Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.

Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.

Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game

It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog

cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
2019-08-26 20:38:11 +12:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Akrilla
2d32be1904 Small storage refactor and examine change (#44109)
* Removes repeated line

* Description change for clothing items that can only store specific items

* Get all children of can_hold listed items.

* can_hold only needs the top most item, child items are dealt automatically

* cant_hold related change

* Text change

* Moves the item check to the line above, and removes the current.

* Same changes, but to belt/wallet code.

* Change to using signals instead

* Generic signal on datum/topic

* Cache typecache, and small signal change

* Small argument tweaks and remove unneeded lists

* Change to proc

* Change call can_holds/cant_holds to use new proc

* initial, and cleaned up display code

* Null check
2019-05-30 14:20:29 -04:00
Tad Hardesty
39742d62a8 Fix redundant typepaths for Easter food recipes 2018-06-27 14:38:07 -07:00
kevinz000
ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
81Denton
5e4c3c3e9f Changes event earliest_start to use time helpers (#35841)
* uses time helpers, tweaks santa/shuttle loan times

* hourS
2018-02-21 12:38:09 -05:00
tortellinitony
be923c9b58 Future proofs Easter calculations 2018-01-28 16:54:46 -05:00
Jordan Brown
2d04e1172d Merge pull request #32641 from praisenarsie/patch-8
blah blah adds some initialize() for squeaky clean code and performance
2017-11-13 12:37:22 -05:00
FrozenGuy5
de0d93467e Adds alot of initialize() in lots of files 2017-11-11 20:58:15 +00:00
AnturK
3093d86897 Makes false alarm use more explicit in event code. (#32559) 2017-11-11 18:35:49 -02:00
Tad Hardesty
c1794bb402 Fix many instances of "the the"
All uses of "the [src]" have been fixed, as well as other bad string
interpolation directly adjacent to such uses.

In addition to its message, the circumstances under which the tracking
implant locator fails have been updated to use the correct define,
malfunctioning on CentCom rather than on the station.
2017-10-11 21:55:44 -07:00
Tad Hardesty
5a0bb2f599 Grammar fixes to atom descriptions (#31293)
* Grammar fixes to atom descriptions

- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate

* Remove spaces before newlines and oneline some strings
2017-10-05 16:33:35 -04:00
Emmett Gaines
76c08c601a New squeaky datum and plushes (#30710)
* New squeaky datum and plushies

new plush subtype
clown shoes, bike horns, and mice slightly changed to use the datum

* narsie and ratvar plushes

* fixes duplicate obj/item/attack_self()

and other misc requested changes

* moves the sounds into initialize
2017-09-18 12:49:03 +02:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
Lzimann
3f705c0479 Changes all dmis to be lowercase 2017-06-11 16:05:17 -03:00
Lzimann
3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
MrPerson
ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Jack Edge
4fe95d0459 Fixes easter eggs spawning during non-easter
So I changed lootspawners to Initialize, which caused some code in
easter.dm to start working and added eggs and baskets to maint loot
table.

- The maintenance loot table is now a global list
- The easter event now modifies that global list.
- Maintenance loot spawners now run on roundstart
2017-04-22 22:07:50 +01:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00