Fixed up cryo.dm a little bit. Cryo tubes are one 32x64 sprite now.

Moved some of the sprites into cryogenics.dmi- Cryogenic2.dmi is full of random shit, someone should probably look at it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4567 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-08-27 15:34:47 +00:00
parent c785acd44a
commit 0195f09059
4 changed files with 230 additions and 529 deletions

View File

@@ -1,14 +1,13 @@
/obj/machinery/atmospherics/unary/cryo_cell
name = "cryo cell"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "celltop-P"
icon = 'icons/obj/cryogenics.dmi'
icon_state = "cell-off"
density = 1
anchored = 1.0
layer = 5
var/on = 0
var/temperature_archived
var/obj/effect/overlay/O1 = null
var/mob/living/carbon/occupant = null
var/beaker = null
var/next_trans = 0
@@ -17,263 +16,247 @@
New()
..()
build_icon()
initialize_directions = dir
/obj/machinery/atmospherics/unary/cryo_cell/New()
..()
initialize_directions = dir
initialize()
if(node) return
var/node_connect = dir
for(var/obj/machinery/atmospherics/target in get_step(src,node_connect))
if(target.initialize_directions & get_dir(target,src))
node = target
break
/obj/machinery/atmospherics/unary/cryo_cell/initialize()
if(node) return
var/node_connect = dir
for(var/obj/machinery/atmospherics/target in get_step(src,node_connect))
if(target.initialize_directions & get_dir(target,src))
node = target
break
process()
..()
if(!node)
return
if(!on)
src.updateUsrDialog()
return
if(src.occupant)
if(occupant.stat != 2)
process_occupant()
if(air_contents)
temperature_archived = air_contents.temperature
heat_gas_contents()
expel_gas()
if(abs(temperature_archived-air_contents.temperature) > 1)
network.update = 1
src.updateUsrDialog()
return 1
allow_drop()
return 0
relaymove(mob/user as mob)
if(user.stat)
return
src.go_out()
/obj/machinery/atmospherics/unary/cryo_cell/process()
..()
if(!node)
return
if(!on)
updateUsrDialog()
return
attack_hand(mob/user as mob)
user.machine = src
var/beaker_text = ""
var/health_text = ""
var/temp_text = ""
if(src.occupant)
if(src.occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(src.occupant.health < 0)
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
else
health_text = "[round(src.occupant.health,0.1)]"
if(air_contents.temperature > T0C)
temp_text = "<FONT color=red>[air_contents.temperature]</FONT>"
else if(air_contents.temperature > 225)
temp_text = "<FONT color=black>[air_contents.temperature]</FONT>"
else
temp_text = "<FONT color=blue>[air_contents.temperature]</FONT>"
if(src.beaker)
beaker_text = "<B>Beaker:</B> <A href='?src=\ref[src];eject=1'>Eject</A>"
else
beaker_text = "<B>Beaker:</B> <FONT color=red>No beaker loaded</FONT>"
var/dat = {"<B>Cryo cell control system</B><BR>
<B>Current cell temperature:</B> [temp_text]K<BR>
<B>Cryo status:</B> [ src.on ? "<A href='?src=\ref[src];start=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=\ref[src];start=1'>On</A>"]<BR>
[beaker_text]<BR><BR>
<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>Oxygen deprivation: [round(src.occupant.getOxyLoss(),0.1)]<BR>Brute damage: [round(src.occupant.getBruteLoss(),0.1)]<BR>Fire damage: [round(src.occupant.getFireLoss(),0.1)]<BR>Toxin damage: [round(src.occupant.getToxLoss(),0.1)]<BR>Body temperature: [src.occupant.bodytemperature]" : "<FONT color=red>None</FONT>"]<BR>
"}
user.machine = src
user << browse(dat, "window=cryo")
onclose(user, "cryo")
Topic(href, href_list)
if ((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["start"])
src.on = !src.on
build_icon()
if(href_list["eject"])
beaker:loc = src.loc
beaker = null
src.updateUsrDialog()
src.add_fingerprint(usr)
return
attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
if(src.beaker)
user << "\red A beaker is already loaded into the machine."
return
src.beaker = G
user.drop_item()
G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
else if(istype(G, /obj/item/weapon/grab))
if(!ismob(G:affecting))
return
for(var/mob/living/carbon/metroid/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting:name] will not fit into the cryo because they have a Metroid latched onto their head."
return
var/mob/M = G:affecting
if(put_mob(M))
del(G)
src.updateUsrDialog()
return
proc
add_overlays()
src.overlays = list(O1)
build_icon()
if(on)
if(src.occupant)
icon_state = "celltop_1"
else
icon_state = "celltop"
else
icon_state = "celltop-p"
O1 = new /obj/effect/overlay( )
O1.icon = 'icons/obj/Cryogenic2.dmi'
if(src.node)
O1.icon_state = "cryo_bottom_[src.on]"
else
O1.icon_state = "cryo_bottom"
O1.pixel_y = -32.0
src.pixel_y = 32
add_overlays()
process_occupant()
if(air_contents.total_moles() < 10)
return
if(occupant)
if(occupant.stat == 2)
return
occupant.bodytemperature += 2*(air_contents.temperature - occupant.bodytemperature)*current_heat_capacity/(current_heat_capacity + air_contents.heat_capacity())
occupant.bodytemperature = max(occupant.bodytemperature, air_contents.temperature) // this is so ugly i'm sorry for doing it i'll fix it later i promise
occupant.stat = 1
if(occupant.bodytemperature < T0C)
occupant.sleeping = max(5, (1/occupant.bodytemperature)*2000)
occupant.Paralyse(max(5, (1/occupant.bodytemperature)*3000))
if(air_contents.oxygen > 2)
if(occupant.getOxyLoss()) occupant.adjustOxyLoss(-1)
else
occupant.adjustOxyLoss(-1)
//severe damage should heal waaay slower without proper chemicals
if(occupant.bodytemperature < 225)
if (occupant.getToxLoss())
occupant.adjustToxLoss(max(-1, -20/occupant.getToxLoss()))
var/heal_brute = occupant.getBruteLoss() ? min(1, 20/occupant.getBruteLoss()) : 0
var/heal_fire = occupant.getFireLoss() ? min(1, 20/occupant.getFireLoss()) : 0
occupant.heal_organ_damage(heal_brute,heal_fire)
if(beaker && (next_trans == 0))
beaker:reagents.trans_to(occupant, 1, 10)
beaker:reagents.reaction(occupant)
next_trans++
if(next_trans == 10)
next_trans = 0
if(occupant)
if(occupant.stat != 2)
process_occupant()
if(air_contents)
temperature_archived = air_contents.temperature
heat_gas_contents()
if(air_contents.total_moles() < 1)
return
var/air_heat_capacity = air_contents.heat_capacity()
var/combined_heat_capacity = current_heat_capacity + air_heat_capacity
if(combined_heat_capacity > 0)
var/combined_energy = T20C*current_heat_capacity + air_heat_capacity*air_contents.temperature
air_contents.temperature = combined_energy/combined_heat_capacity
expel_gas()
if(air_contents.total_moles() < 1)
return
var/datum/gas_mixture/expel_gas = new
var/remove_amount = air_contents.total_moles()/100
expel_gas = air_contents.remove(remove_amount)
expel_gas.temperature = T20C // Lets expel hot gas and see if that helps people not die as they are removed
loc.assume_air(expel_gas)
go_out()
if(!( src.occupant ))
return
//for(var/obj/O in src)
// O.loc = src.loc
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
// src.occupant.metabslow = 0
src.occupant = null
build_icon()
if(abs(temperature_archived-air_contents.temperature) > 1)
network.update = 1
updateUsrDialog()
return 1
/obj/machinery/atmospherics/unary/cryo_cell/allow_drop()
return 0
/obj/machinery/atmospherics/unary/cryo_cell/relaymove(mob/user as mob)
if(user.stat)
return
go_out()
return
/obj/machinery/atmospherics/unary/cryo_cell/attack_hand(mob/user as mob)
user.machine = src
var/beaker_text = ""
var/health_text = ""
var/temp_text = ""
if(occupant)
if(occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(occupant.health < 0)
health_text = "<FONT color=red>[round(occupant.health,0.1)]</FONT>"
else
health_text = "[round(occupant.health,0.1)]"
if(air_contents.temperature > T0C)
temp_text = "<FONT color=red>[air_contents.temperature]</FONT>"
else if(air_contents.temperature > 225)
temp_text = "<FONT color=black>[air_contents.temperature]</FONT>"
else
temp_text = "<FONT color=blue>[air_contents.temperature]</FONT>"
if(beaker)
beaker_text = "<B>Beaker:</B> <A href='?src=\ref[src];eject=1'>Eject</A>"
else
beaker_text = "<B>Beaker:</B> <FONT color=red>No beaker loaded</FONT>"
var/dat = {"<B>Cryo cell control system</B><BR>
<B>Current cell temperature:</B> [temp_text]K<BR>
<B>Cryo status:</B> [ on ? "<A href='?src=\ref[src];start=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=\ref[src];start=1'>On</A>"]<BR>
[beaker_text]<BR><BR>
<B>Current occupant:</B> [occupant ? "<BR>Name: [occupant]<BR>Health: [health_text]<BR>Oxygen deprivation: [round(occupant.getOxyLoss(),0.1)]<BR>Brute damage: [round(occupant.getBruteLoss(),0.1)]<BR>Fire damage: [round(occupant.getFireLoss(),0.1)]<BR>Toxin damage: [round(occupant.getToxLoss(),0.1)]<BR>Body temperature: [occupant.bodytemperature]" : "<FONT color=red>None</FONT>"]<BR>
"}
user.machine = src
user << browse(dat, "window=cryo")
onclose(user, "cryo")
/obj/machinery/atmospherics/unary/cryo_cell/Topic(href, href_list)
if ((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["start"])
on = !on
update_icon()
if(href_list["eject"])
beaker:loc = loc
beaker = null
updateUsrDialog()
add_fingerprint(usr)
return
/obj/machinery/atmospherics/unary/cryo_cell/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
if(beaker)
user << "\red A beaker is already loaded into the machine."
return
put_mob(mob/living/carbon/M as mob)
if (!istype(M))
usr << "\red <B>The cryo cell cannot handle such liveform!</B>"
return
if (src.occupant)
usr << "\red <B>The cryo cell is already occupied!</B>"
return
if (M.abiotic())
usr << "\red Subject may not have abiotic items on."
return
if(!src.node)
usr << "\red The cell is not correctly connected to its pipe network!"
return
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.stop_pulling()
M.loc = src
if(M.health > -100 && (M.health < 0 || M.sleeping))
M << "\blue <b>You feel a cold liquid surround you. Your skin starts to freeze up.</b>"
src.occupant = M
// M.metabslow = 1
src.add_fingerprint(usr)
build_icon()
return 1
verb
move_eject()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr == src.occupant)//If the user is inside the tube...
if (usr.stat == 2)//and he's not dead....
return
usr << "\blue Release sequence activated. This will take two minutes."
sleep(1200)
if(!src || !usr || !src.occupant || (src.occupant != usr)) //Check if someone's released/replaced/bombed him already
return
src.go_out()//and release him from the eternal prison.
beaker = G
user.drop_item()
G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
else if(istype(G, /obj/item/weapon/grab))
if(!ismob(G:affecting))
return
for(var/mob/living/carbon/metroid/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting:name] will not fit into the cryo because they have a Metroid latched onto their head."
return
var/mob/M = G:affecting
if(put_mob(M))
del(G)
updateUsrDialog()
return
/obj/machinery/atmospherics/unary/cryo_cell/update_icon()
if(on)
if(occupant)
icon_state = "cell-occupied"
return
icon_state = "cell-on"
return
icon_state = "cell-off"
/obj/machinery/atmospherics/unary/cryo_cell/proc/process_occupant()
if(air_contents.total_moles() < 10)
return
if(occupant)
if(occupant.stat == 2)
return
occupant.bodytemperature += 2*(air_contents.temperature - occupant.bodytemperature)*current_heat_capacity/(current_heat_capacity + air_contents.heat_capacity())
occupant.bodytemperature = max(occupant.bodytemperature, air_contents.temperature) // this is so ugly i'm sorry for doing it i'll fix it later i promise
occupant.stat = 1
if(occupant.bodytemperature < T0C)
occupant.sleeping = max(5, (1/occupant.bodytemperature)*2000)
occupant.Paralyse(max(5, (1/occupant.bodytemperature)*3000))
if(air_contents.oxygen > 2)
if(occupant.getOxyLoss()) occupant.adjustOxyLoss(-1)
else
if (usr.stat != 0)
return
src.go_out()
add_fingerprint(usr)
return
occupant.adjustOxyLoss(-1)
//severe damage should heal waaay slower without proper chemicals
if(occupant.bodytemperature < 225)
if (occupant.getToxLoss())
occupant.adjustToxLoss(max(-1, -20/occupant.getToxLoss()))
var/heal_brute = occupant.getBruteLoss() ? min(1, 20/occupant.getBruteLoss()) : 0
var/heal_fire = occupant.getFireLoss() ? min(1, 20/occupant.getFireLoss()) : 0
occupant.heal_organ_damage(heal_brute,heal_fire)
if(beaker && (next_trans == 0))
beaker:reagents.trans_to(occupant, 1, 10)
beaker:reagents.reaction(occupant)
next_trans++
if(next_trans == 10)
next_trans = 0
move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
for(var/mob/living/carbon/metroid/M in range(1,usr))
if(M.Victim == usr)
usr << "You're too busy getting your life sucked out of you."
return
if (usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
/obj/machinery/atmospherics/unary/cryo_cell/proc/heat_gas_contents()
if(air_contents.total_moles() < 1)
return
var/air_heat_capacity = air_contents.heat_capacity()
var/combined_heat_capacity = current_heat_capacity + air_heat_capacity
if(combined_heat_capacity > 0)
var/combined_energy = T20C*current_heat_capacity + air_heat_capacity*air_contents.temperature
air_contents.temperature = combined_energy/combined_heat_capacity
/obj/machinery/atmospherics/unary/cryo_cell/proc/expel_gas()
if(air_contents.total_moles() < 1)
return
var/datum/gas_mixture/expel_gas = new
var/remove_amount = air_contents.total_moles()/100
expel_gas = air_contents.remove(remove_amount)
expel_gas.temperature = T20C // Lets expel hot gas and see if that helps people not die as they are removed
loc.assume_air(expel_gas)
/obj/machinery/atmospherics/unary/cryo_cell/proc/go_out()
if(!( occupant ))
return
//for(var/obj/O in src)
// O.loc = loc
if (occupant.client)
occupant.client.eye = occupant.client.mob
occupant.client.perspective = MOB_PERSPECTIVE
occupant.loc = get_step(loc, SOUTH) //this doesn't account for walls or anything, but i don't forsee that being a problem.
// occupant.metabslow = 0
occupant = null
update_icon()
return
/obj/machinery/atmospherics/unary/cryo_cell/proc/put_mob(mob/living/carbon/M as mob)
if (!istype(M))
usr << "\red <B>The cryo cell cannot handle such liveform!</B>"
return
if (occupant)
usr << "\red <B>The cryo cell is already occupied!</B>"
return
if (M.abiotic())
usr << "\red Subject may not have abiotic items on."
return
if(!node)
usr << "\red The cell is not correctly connected to its pipe network!"
return
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.stop_pulling()
M.loc = src
if(M.health > -100 && (M.health < 0 || M.sleeping))
M << "\blue <b>You feel a cold liquid surround you. Your skin starts to freeze up.</b>"
occupant = M
// M.metabslow = 1
add_fingerprint(usr)
update_icon()
return 1
/obj/machinery/atmospherics/unary/cryo_cell/verb/move_eject()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr == occupant)//If the user is inside the tube...
if (usr.stat == 2)//and he's not dead....
return
usr << "\blue Release sequence activated. This will take two minutes."
sleep(1200)
if(!src || !usr || !occupant || (occupant != usr)) //Check if someone's released/replaced/bombed him already
return
go_out()//and release him from the eternal prison.
else
if (usr.stat != 0)
return
go_out()
add_fingerprint(usr)
return
/obj/machinery/atmospherics/unary/cryo_cell/verb/move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
for(var/mob/living/carbon/metroid/M in range(1,usr))
if(M.Victim == usr)
usr << "You're too busy getting your life sucked out of you."
return
if (usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
return

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@@ -6,266 +6,6 @@
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#define FILE_DIR ".svn/pristine/61"
#define FILE_DIR ".svn/pristine/62"
#define FILE_DIR ".svn/pristine/63"
#define FILE_DIR ".svn/pristine/64"
#define FILE_DIR ".svn/pristine/65"
#define FILE_DIR ".svn/pristine/66"
#define FILE_DIR ".svn/pristine/67"
#define FILE_DIR ".svn/pristine/68"
#define FILE_DIR ".svn/pristine/69"
#define FILE_DIR ".svn/pristine/6a"
#define FILE_DIR ".svn/pristine/6b"
#define FILE_DIR ".svn/pristine/6c"
#define FILE_DIR ".svn/pristine/6d"
#define FILE_DIR ".svn/pristine/6e"
#define FILE_DIR ".svn/pristine/6f"
#define FILE_DIR ".svn/pristine/70"
#define FILE_DIR ".svn/pristine/71"
#define FILE_DIR ".svn/pristine/72"
#define FILE_DIR ".svn/pristine/73"
#define FILE_DIR ".svn/pristine/74"
#define FILE_DIR ".svn/pristine/75"
#define FILE_DIR ".svn/pristine/76"
#define FILE_DIR ".svn/pristine/77"
#define FILE_DIR ".svn/pristine/78"
#define FILE_DIR ".svn/pristine/79"
#define FILE_DIR ".svn/pristine/7a"
#define FILE_DIR ".svn/pristine/7b"
#define FILE_DIR ".svn/pristine/7c"
#define FILE_DIR ".svn/pristine/7d"
#define FILE_DIR ".svn/pristine/7e"
#define FILE_DIR ".svn/pristine/7f"
#define FILE_DIR ".svn/pristine/80"
#define FILE_DIR ".svn/pristine/81"
#define FILE_DIR ".svn/pristine/82"
#define FILE_DIR ".svn/pristine/83"
#define FILE_DIR ".svn/pristine/84"
#define FILE_DIR ".svn/pristine/85"
#define FILE_DIR ".svn/pristine/86"
#define FILE_DIR ".svn/pristine/87"
#define FILE_DIR ".svn/pristine/88"
#define FILE_DIR ".svn/pristine/89"
#define FILE_DIR ".svn/pristine/8a"
#define FILE_DIR ".svn/pristine/8b"
#define FILE_DIR ".svn/pristine/8c"
#define FILE_DIR ".svn/pristine/8d"
#define FILE_DIR ".svn/pristine/8e"
#define FILE_DIR ".svn/pristine/8f"
#define FILE_DIR ".svn/pristine/90"
#define FILE_DIR ".svn/pristine/91"
#define FILE_DIR ".svn/pristine/92"
#define FILE_DIR ".svn/pristine/93"
#define FILE_DIR ".svn/pristine/94"
#define FILE_DIR ".svn/pristine/95"
#define FILE_DIR ".svn/pristine/96"
#define FILE_DIR ".svn/pristine/97"
#define FILE_DIR ".svn/pristine/98"
#define FILE_DIR ".svn/pristine/99"
#define FILE_DIR ".svn/pristine/9a"
#define FILE_DIR ".svn/pristine/9b"
#define FILE_DIR ".svn/pristine/9c"
#define FILE_DIR ".svn/pristine/9d"
#define FILE_DIR ".svn/pristine/9e"
#define FILE_DIR ".svn/pristine/9f"
#define FILE_DIR ".svn/pristine/a0"
#define FILE_DIR ".svn/pristine/a1"
#define FILE_DIR ".svn/pristine/a2"
#define FILE_DIR ".svn/pristine/a3"
#define FILE_DIR ".svn/pristine/a4"
#define FILE_DIR ".svn/pristine/a5"
#define FILE_DIR ".svn/pristine/a6"
#define FILE_DIR ".svn/pristine/a7"
#define FILE_DIR ".svn/pristine/a8"
#define FILE_DIR ".svn/pristine/a9"
#define FILE_DIR ".svn/pristine/aa"
#define FILE_DIR ".svn/pristine/ab"
#define FILE_DIR ".svn/pristine/ac"
#define FILE_DIR ".svn/pristine/ad"
#define FILE_DIR ".svn/pristine/ae"
#define FILE_DIR ".svn/pristine/af"
#define FILE_DIR ".svn/pristine/b0"
#define FILE_DIR ".svn/pristine/b1"
#define FILE_DIR ".svn/pristine/b2"
#define FILE_DIR ".svn/pristine/b3"
#define FILE_DIR ".svn/pristine/b4"
#define FILE_DIR ".svn/pristine/b5"
#define FILE_DIR ".svn/pristine/b6"
#define FILE_DIR ".svn/pristine/b7"
#define FILE_DIR ".svn/pristine/b8"
#define FILE_DIR ".svn/pristine/b9"
#define FILE_DIR ".svn/pristine/ba"
#define FILE_DIR ".svn/pristine/bb"
#define FILE_DIR ".svn/pristine/bc"
#define FILE_DIR ".svn/pristine/bd"
#define FILE_DIR ".svn/pristine/be"
#define FILE_DIR ".svn/pristine/bf"
#define FILE_DIR ".svn/pristine/c0"
#define FILE_DIR ".svn/pristine/c1"
#define FILE_DIR ".svn/pristine/c2"
#define FILE_DIR ".svn/pristine/c3"
#define FILE_DIR ".svn/pristine/c4"
#define FILE_DIR ".svn/pristine/c5"
#define FILE_DIR ".svn/pristine/c6"
#define FILE_DIR ".svn/pristine/c7"
#define FILE_DIR ".svn/pristine/c8"
#define FILE_DIR ".svn/pristine/c9"
#define FILE_DIR ".svn/pristine/ca"
#define FILE_DIR ".svn/pristine/cb"
#define FILE_DIR ".svn/pristine/cc"
#define FILE_DIR ".svn/pristine/cd"
#define FILE_DIR ".svn/pristine/ce"
#define FILE_DIR ".svn/pristine/cf"
#define FILE_DIR ".svn/pristine/d0"
#define FILE_DIR ".svn/pristine/d1"
#define FILE_DIR ".svn/pristine/d2"
#define FILE_DIR ".svn/pristine/d3"
#define FILE_DIR ".svn/pristine/d4"
#define FILE_DIR ".svn/pristine/d5"
#define FILE_DIR ".svn/pristine/d6"
#define FILE_DIR ".svn/pristine/d7"
#define FILE_DIR ".svn/pristine/d8"
#define FILE_DIR ".svn/pristine/d9"
#define FILE_DIR ".svn/pristine/da"
#define FILE_DIR ".svn/pristine/db"
#define FILE_DIR ".svn/pristine/dc"
#define FILE_DIR ".svn/pristine/dd"
#define FILE_DIR ".svn/pristine/de"
#define FILE_DIR ".svn/pristine/df"
#define FILE_DIR ".svn/pristine/e0"
#define FILE_DIR ".svn/pristine/e1"
#define FILE_DIR ".svn/pristine/e2"
#define FILE_DIR ".svn/pristine/e3"
#define FILE_DIR ".svn/pristine/e4"
#define FILE_DIR ".svn/pristine/e5"
#define FILE_DIR ".svn/pristine/e6"
#define FILE_DIR ".svn/pristine/e7"
#define FILE_DIR ".svn/pristine/e8"
#define FILE_DIR ".svn/pristine/e9"
#define FILE_DIR ".svn/pristine/ea"
#define FILE_DIR ".svn/pristine/eb"
#define FILE_DIR ".svn/pristine/ec"
#define FILE_DIR ".svn/pristine/ed"
#define FILE_DIR ".svn/pristine/ee"
#define FILE_DIR ".svn/pristine/ef"
#define FILE_DIR ".svn/pristine/f0"
#define FILE_DIR ".svn/pristine/f1"
#define FILE_DIR ".svn/pristine/f2"
#define FILE_DIR ".svn/pristine/f3"
#define FILE_DIR ".svn/pristine/f4"
#define FILE_DIR ".svn/pristine/f5"
#define FILE_DIR ".svn/pristine/f6"
#define FILE_DIR ".svn/pristine/f7"
#define FILE_DIR ".svn/pristine/f8"
#define FILE_DIR ".svn/pristine/f9"
#define FILE_DIR ".svn/pristine/fa"
#define FILE_DIR ".svn/pristine/fb"
#define FILE_DIR ".svn/pristine/fc"
#define FILE_DIR ".svn/pristine/fd"
#define FILE_DIR ".svn/pristine/fe"
#define FILE_DIR ".svn/pristine/ff"
#define FILE_DIR "bot"
#define FILE_DIR "bot/Marakov"
#define FILE_DIR "code"
#define FILE_DIR "code/ATMOSPHERICS"
#define FILE_DIR "code/ATMOSPHERICS/components"
@@ -437,15 +177,6 @@
#define FILE_DIR "code/WorkInProgress/mapload"
#define FILE_DIR "code/WorkInProgress/organs"
#define FILE_DIR "code/WorkInProgress/virus2"
#define FILE_DIR "config"
#define FILE_DIR "config/names"
#define FILE_DIR "data"
#define FILE_DIR "data/logs"
#define FILE_DIR "data/logs/2012"
#define FILE_DIR "data/logs/2012/08-August"
#define FILE_DIR "data/player_saves"
#define FILE_DIR "data/player_saves/g"
#define FILE_DIR "data/player_saves/g/giacomand"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/effects"
@@ -460,7 +191,6 @@
#define FILE_DIR "icons/obj/machines"
#define FILE_DIR "icons/obj/pipes"
#define FILE_DIR "icons/pda_icons"
#define FILE_DIR "icons/PSD files"
#define FILE_DIR "icons/spideros_icons"
#define FILE_DIR "icons/Testing"
#define FILE_DIR "icons/turf"
@@ -469,7 +199,6 @@
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "music"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
@@ -482,18 +211,8 @@
#define FILE_DIR "sound/piano"
#define FILE_DIR "sound/voice"
#define FILE_DIR "sound/weapons"
#define FILE_DIR "SQL"
#define FILE_DIR "tools"
#define FILE_DIR "tools/Redirector"
#define FILE_DIR "tools/Runtime Condenser"
#define FILE_DIR "tools/UnstandardnessTestForDM"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug"
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties"
// END_FILE_DIR
// BEGIN_PREFERENCES
@@ -895,7 +614,6 @@
#include "code\game\objects\items\devices\flash.dm"
#include "code\game\objects\items\devices\flashlight.dm"
#include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\manipulator.dm"
#include "code\game\objects\items\devices\multitool.dm"
#include "code\game\objects\items\devices\paicard.dm"
#include "code\game\objects\items\devices\powersink.dm"