Compilation fixes.

This commit is contained in:
PsiOmegaDelta
2015-07-27 10:03:31 +02:00
parent ade491b326
commit 0838de3ba2
2 changed files with 2 additions and 439 deletions

View File

@@ -59,7 +59,7 @@
..()
wires = new(src)
botcard = new(src)
botcard.access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining, access_mining_station)
botcard.access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
cell = new(src)
cell.charge = 2000
cell.maxcharge = 2000

View File

@@ -338,444 +338,7 @@ This saves us from having to call add_fingerprint() any time something is put in
return 0
return 1
/obj/effect/equip_e/process()
return
/obj/effect/equip_e/proc/done()
return
/obj/effect/equip_e/New()
if (!ticker)
del(src)
spawn(100)
del(src)
..()
return
/obj/effect/equip_e/human/process()
if (item)
item.add_fingerprint(source)
else
switch(place)
if("mask")
if (!( target.wear_mask ))
del(src)
if("l_hand")
if (!( target.l_hand ))
del(src)
if("r_hand")
if (!( target.r_hand ))
del(src)
if("suit")
if (!( target.wear_suit ))
del(src)
if("uniform")
if (!( target.w_uniform ))
del(src)
if("back")
if (!( target.back ))
del(src)
if("syringe")
return
if("pill")
return
if("fuel")
return
if("drink")
return
if("dnainjector")
return
if("handcuff")
if (!( target.handcuffed ))
del(src)
if("id")
if ((!( target.wear_id ) || !( target.w_uniform )))
del(src)
if("splints")
var/count = 0
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = target.organs_by_name[organ]
if(o.status & ORGAN_SPLINTED)
count = 1
break
if(count == 0)
del(src)
return
if("sensor")
if (! target.w_uniform )
del(src)
if("internal")
if ((!( (istype(target.wear_mask, /obj/item/clothing/mask) && (istype(target.back, /obj/item/weapon/tank) || istype(target.belt, /obj/item/weapon/tank) || istype(target.s_store, /obj/item/weapon/tank)) && !( target.internal )) ) && !( target.internal )))
del(src)
var/list/L = list( "syringe", "pill", "drink", "dnainjector", "fuel", "sensor", "internal", "tie")
if ((item && !( L.Find(place) )))
if(isrobot(source) && place != "handcuff")
del(src)
for(var/mob/O in viewers(target, null))
O.show_message("\red <B>[source] is trying to put \a [item] on [target]</B>", 1)
else
var/target_part = null
var/obj/item/target_item = null
var/message = null
switch(place)
if("mask")
target_part = "head"
target_item = target.wear_mask
if("l_hand")
target_part = "left hand"
target_item = target.l_hand
if("r_hand")
target_part = "right hand"
target_item = target.r_hand
if("gloves")
target_part = "hands"
target_item = target.gloves
if("eyes")
target_part = "eyes"
target_item = target.glasses
if("l_ear")
target_part = "left ear"
target_item = target.l_ear
if("r_ear")
target_part = "right ear"
target_item = target.r_ear
if("head")
target_part = "head"
target_item = target.head
if("shoes")
target_part = "feet"
target_item = target.shoes
if("belt")
target_part = "waist"
target_item = target.belt
if("suit")
target_part = "body"
target_item = target.wear_suit
if("back")
target_part = "back"
target_item = target.back
if("s_store")
target_part = "suit"
target_item = target.s_store
if("id")
target_part = "uniform"
target_item = target.wear_id
if("syringe")
message = "\red <B>[source] is trying to inject [target]!</B>"
if("pill")
message = "\red <B>[source] is trying to force [target] to swallow [item]!</B>"
if("drink")
message = "\red <B>[source] is trying to force [target] to swallow a gulp of [item]!</B>"
if("dnainjector")
message = "\red <B>[source] is trying to inject [target] with the [item]!</B>"
if("uniform")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their uniform ([target.w_uniform]) removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) uniform ([target.w_uniform])</font>")
if(target.w_uniform && !target.w_uniform.canremove)
message = "\red <B>[source] fails to take off \a [target.w_uniform] from [target]'s body!</B>"
return
else
message = "\red <B>[source] is trying to take off \a [target.w_uniform] from [target]'s body!</B>"
for(var/obj/item/I in list(target.l_store, target.r_store))
if(I.on_found(source))
return
if("handcuff")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Was unhandcuffed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to unhandcuff [target.name]'s ([target.ckey])</font>")
message = "\red <B>[source] is trying to unhandcuff [target]!</B>"
if("legcuff")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Was unlegcuffed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to unlegcuff [target.name]'s ([target.ckey])</font>")
message = "\red <B>[source] is trying to unlegcuff [target]!</B>"
if("tie")
var/obj/item/clothing/under/suit = target.w_uniform
if(suit.accessories.len)
var/obj/item/clothing/accessory/A = suit.accessories[1]
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their accessory ([A]) removed by [source.name] ([source.ckey])</font>"
source.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([A])</font>"
if(istype(A, /obj/item/clothing/accessory/holobadge) || istype(A, /obj/item/clothing/accessory/medal))
for(var/mob/M in viewers(target, null))
M.show_message("\red <B>[source] tears off \the [A] from [target]'s [suit]!</B>" , 1)
done()
return
else
message = "\red <B>[source] is trying to take off \a [A] from [target]'s [suit]!</B>"
if("pockets")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
for(var/obj/item/I in list(target.l_store, target.r_store))
if(I.on_found(source))
return
message = "\red <B>[source] is trying to empty [target]'s pockets.</B>"
if("CPR")
if (!target.cpr_time)
del(src)
target.cpr_time = 0
message = "\red <B>[source] is trying perform CPR on [target]!</B>"
if("internal")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their internals toggled by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [target.name]'s ([target.ckey]) internals</font>")
if (target.internal)
message = "\red <B>[source] is trying to remove [target]'s internals</B>"
else
message = "\red <B>[source] is trying to set on [target]'s internals.</B>"
if("splints")
message = text("\red <B>[] is trying to remove []'s splints!</B>", source, target)
if("sensor")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their sensors toggled by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [target.name]'s ([target.ckey]) sensors</font>")
var/obj/item/clothing/under/suit = target.w_uniform
if (suit.has_sensor >= 2)
source << "The controls are locked."
return
message = "\red <B>[source] is trying to set [target]'s suit sensors!</B>"
if(target_item)
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Had their [target_item] removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) [target_item]</font>")
if(target_item.canremove)
message = "<span class='danger'>[source] is trying to take off \a [target_item] from [target]'s [target_part]!</span>"
else
source.visible_message("<span class='danger'>[source] fails to take off \a [target_item] from [target]'s [target_part]!</span>")
return
source.visible_message(message)
spawn( HUMAN_STRIP_DELAY )
done()
return
return
/*
This proc equips stuff (or does something else) when removing stuff manually from the character window when you click and drag.
It works in conjuction with the process() above.
This proc works for humans only. Aliens stripping humans and the like will all use this proc. Stripping monkeys or somesuch will use their version of this proc.
The first if statement for "mask" and such refers to items that are already equipped and un-equipping them.
The else statement is for equipping stuff to empty slots.
!canremove refers to variable of /obj/item/clothing which either allows or disallows that item to be removed.
It can still be worn/put on as normal.
*/
/obj/effect/equip_e/human/done() //TODO: And rewrite this :< ~Carn
target.cpr_time = 1
if(isanimal(source)) return //animals cannot strip people
if(!source || !target) return //Target or source no longer exist
if(source.loc != s_loc) return //source has moved
if(target.loc != t_loc) return //target has moved
if(LinkBlocked(s_loc,t_loc)) return //Use a proxi!
if(item && source.get_active_hand() != item) return //Swapped hands / removed item from the active one
if ((source.restrained() || source.stat)) return //Source restrained or unconscious / dead
var/slot_to_process
var/strip_item //this will tell us which item we will be stripping - if any.
switch(place) //here we go again...
if("mask")
slot_to_process = slot_wear_mask
if (target.wear_mask && target.wear_mask.canremove)
strip_item = target.wear_mask
if("gloves")
slot_to_process = slot_gloves
if (target.gloves && target.gloves.canremove)
strip_item = target.gloves
if("eyes")
slot_to_process = slot_glasses
if (target.glasses)
strip_item = target.glasses
if("belt")
slot_to_process = slot_belt
if (target.belt)
strip_item = target.belt
if("s_store")
slot_to_process = slot_s_store
if (target.s_store)
strip_item = target.s_store
if("head")
slot_to_process = slot_head
if (target.head && target.head.canremove)
strip_item = target.head
if("l_ear")
slot_to_process = slot_l_ear
if (target.l_ear)
strip_item = target.l_ear
if("r_ear")
slot_to_process = slot_r_ear
if (target.r_ear)
strip_item = target.r_ear
if("shoes")
slot_to_process = slot_shoes
if (target.shoes && target.shoes.canremove)
strip_item = target.shoes
if("l_hand")
if (istype(target, /obj/item/clothing/suit/straight_jacket))
del(src)
slot_to_process = slot_l_hand
if (target.l_hand)
strip_item = target.l_hand
if("r_hand")
if (istype(target, /obj/item/clothing/suit/straight_jacket))
del(src)
slot_to_process = slot_r_hand
if (target.r_hand)
strip_item = target.r_hand
if("uniform")
slot_to_process = slot_w_uniform
if(target.w_uniform && target.w_uniform.canremove)
strip_item = target.w_uniform
if("suit")
slot_to_process = slot_wear_suit
if (target.wear_suit && target.wear_suit.canremove)
strip_item = target.wear_suit
if("tie")
var/obj/item/clothing/under/suit = target.w_uniform
//var/obj/item/clothing/accessory/tie = suit.hastie
/*if(tie)
if (istype(tie,/obj/item/clothing/accessory/storage))
var/obj/item/clothing/accessory/storage/W = tie
if (W.hold)
W.hold.close(usr)
usr.put_in_hands(tie)
suit.hastie = null*/
if(suit && suit.accessories.len)
var/obj/item/clothing/accessory/A = suit.accessories[1]
A.on_removed(usr)
suit.accessories -= A
target.update_inv_w_uniform()
if("id")
slot_to_process = slot_wear_id
if (target.wear_id)
strip_item = target.wear_id
if("back")
slot_to_process = slot_back
if (target.back)
strip_item = target.back
if("handcuff")
slot_to_process = slot_handcuffed
if (target.handcuffed)
strip_item = target.handcuffed
else if (source != target && ishuman(source))
//check that we are still grabbing them
var/grabbing = 0
for (var/obj/item/weapon/grab/G in target.grabbed_by)
if (G.loc == source && G.state >= GRAB_AGGRESSIVE)
grabbing = 1
break
if (!grabbing)
slot_to_process = null
source << "\red Your grasp was broken before you could restrain [target]!"
if("legcuff")
slot_to_process = slot_legcuffed
if (target.legcuffed)
strip_item = target.legcuffed
if("splints")
var/can_reach_splints = 1
if(target.wear_suit && istype(target.wear_suit,/obj/item/clothing/suit/space))
var/obj/item/clothing/suit/space/suit = target.wear_suit
if(suit.supporting_limbs && suit.supporting_limbs.len)
source << "You cannot remove the splints - [target]'s [suit] is supporting some of the breaks."
can_reach_splints = 0
if(can_reach_splints)
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = target.get_organ(organ)
if (o && o.status & ORGAN_SPLINTED)
var/obj/item/W = new /obj/item/stack/medical/splint(amount=1)
o.status &= ~ORGAN_SPLINTED
if (W)
W.loc = target.loc
W.layer = initial(W.layer)
W.add_fingerprint(source)
if("CPR")
if ((target.health > config.health_threshold_dead && target.health < config.health_threshold_crit))
var/suff = min(target.getOxyLoss(), 5) //Pre-merge level, less healing, more prevention of dieing.
target.adjustOxyLoss(-suff)
target.updatehealth()
for(var/mob/O in viewers(source, null))
O.show_message("\red [source] performs CPR on [target]!", 1)
target << "\blue <b>You feel a breath of fresh air enter your lungs. It feels good.</b>"
source << "\red Repeat at least every 7 seconds."
if("dnainjector")
var/obj/item/weapon/dnainjector/S = item
if(S)
S.add_fingerprint(source)
if (!( istype(S, /obj/item/weapon/dnainjector) ))
S.inuse = 0
del(src)
S.inject(target, source)
if (S.s_time >= world.time + 30)
S.inuse = 0
del(src)
S.s_time = world.time
for(var/mob/O in viewers(source, null))
O.show_message("\red [source] injects [target] with the DNA Injector!", 1)
S.inuse = 0
if("pockets")
if (!item || (target.l_store && target.r_store)) // Only empty pockets when hand is empty or both pockets are full
slot_to_process = slot_l_store
strip_item = target.l_store //We'll do both
else if (target.l_store)
slot_to_process = slot_r_store
else
slot_to_process = slot_l_store
if("sensor")
var/obj/item/clothing/under/suit = target.w_uniform
if (suit)
if(suit.has_sensor >= 2)
source << "The controls are locked."
else
suit.set_sensors(source)
if("internal")
if (target.internal)
target.internal.add_fingerprint(source)
target.internal = null
if (target.internals)
target.internals.icon_state = "internal0"
else
if (!( istype(target.wear_mask, /obj/item/clothing/mask) ))
return
else
if (istype(target.back, /obj/item/weapon/tank))
target.internal = target.back
else if (istype(target.s_store, /obj/item/weapon/tank))
target.internal = target.s_store
else if (istype(target.belt, /obj/item/weapon/tank))
target.internal = target.belt
if (target.internal)
for(var/mob/M in viewers(target, 1))
M.show_message("[target] is now running on internals.", 1)
target.internal.add_fingerprint(source)
if (target.internals)
target.internals.icon_state = "internal1"
if(slot_to_process)
if(strip_item) //Stripping an item from the mob
var/obj/item/W = strip_item
if(W.canremove)
target.remove_from_mob(W)
W.add_fingerprint(source)
if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
if(target.r_store)
W = target.r_store
if(W.canremove)
target.remove_from_mob(W) //At this stage l_store is already processed by the code above, we only need to process r_store.
W.add_fingerprint(source)
else
if(item && target.has_organ_for_slot(slot_to_process)) //Placing an item on the mob
if(item.mob_can_equip(target, slot_to_process, 0))
source.u_equip(item)
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
item.dropped(source)
source.update_icons()
target.update_icons()
if(source && target)
if(source.machine == target)
target.show_inv(source)
del(src)/mob/living/carbon/human/get_equipped_item(var/slot)
/mob/living/carbon/human/get_equipped_item(var/slot)
switch(slot)
if(slot_back) return back
if(slot_legcuffed) return legcuffed