This commit is contained in:
caelaislinn
2012-06-22 07:16:43 +10:00
102 changed files with 525 additions and 559 deletions

View File

@@ -225,6 +225,7 @@
#define DEBUG
// END_PREFERENCES
// BEGIN_INCLUDE
#include "code\access_defines.dm"
#include "code\names.dm"
#include "code\setup.dm"
#include "code\stylesheet.dm"

View File

@@ -5,7 +5,7 @@ obj/machinery/atmospherics/trinary/filter
name = "Gas filter"
req_access = list(access_atmospherics)
req_access = list(ACCESS_ATMOSPHERICS)
var/locked = 1 // If it's not locked, no need for an access check.

View File

@@ -5,7 +5,7 @@ obj/machinery/atmospherics/trinary/mixer
name = "Gas mixer"
// req_access = list(access_atmospherics)
// req_access = list(ACCESS_ATMOSPHERICS)
var/on = 0

View File

@@ -50,7 +50,7 @@ max volume of plasma storeable by the field = the total volume of a number of ti
var/obj/machinery/rust/em_field/owned_field
var/field_strength = 0.01
//
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
//
use_power = 1
idle_power_usage = 10

View File

@@ -19,7 +19,7 @@
var/targetting_field = 0
layer = 4
//
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
//
use_power = 1
idle_power_usage = 10

View File

@@ -16,7 +16,7 @@
var/on = 1
var/remoteenabled = 1
//
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
//
use_power = 1
idle_power_usage = 10

View File

@@ -11,7 +11,7 @@
circuit = "/obj/item/weapon/circuitboard/atmoscontrol"
var/obj/machinery/alarm/current
var/overridden = 0 //not set yet, can't think of a good way to do it
req_access = list(access_ce)
req_access = list(ACCESS_CE)
/obj/machinery/computer/atmoscontrol/attack_hand(mob/user)
if(..())

View File

@@ -9,7 +9,7 @@
/obj/item/tape/police
name = "police tape"
desc = "A length of police tape. Do not cross."
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_base = "police"
/obj/item/taperoll/engineering
@@ -22,7 +22,7 @@
/obj/item/tape/engineering
name = "engineering tape"
desc = "A length of engineering tape. Better not cross it."
req_access = list(access_engine,access_atmospherics)
req_access = list(ACCESS_ENGINE,ACCESS_ATMOSPHERICS)
icon_base = "engineering"
/obj/item/taperoll/attack_self(mob/user as mob)

View File

@@ -9,27 +9,36 @@
#define UL_I_ONZERO 2
#define ul_LightingEnabled 1
#define ul_LightingResolution 1
//#define ul_LightingResolution 2
//Uncomment if you want maybe slightly smoother lighting
#define ul_Steps 7
#define ul_FalloffStyle UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
#define ul_Layer 10
#define ul_TopLuminosity 12 //Maximum brightness an object can have.
var
ul_LightingResolutionSqrt = sqrt(ul_LightingResolution)
ul_SuppressLightLevelChanges = 0
//#define ul_LightLevelChangedUpdates
//Uncomment if you have code that you want triggered when the light level on an atom changes.
list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
#define ul_Clamp(Value) min(max(Value, 0), ul_Steps)
#define ul_IsLuminous(A) (A.LuminosityRed > 0 || A.LuminosityGreen > 0 || A.LuminosityBlue > 0)
#define ul_Luminosity(A) max(A.LuminosityRed, A.LuminosityGreen, A.LuminosityBlue)
#ifdef ul_LightingResolution
var/ul_LightingResolutionSqrt = sqrt(ul_LightingResolution)
#endif
var/ul_SuppressLightLevelChanges = 0
var/list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7)
proc/ul_Clamp(var/Value)
return min(max(Value, 0), ul_Steps)
proc/ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
for(var/atom/Light in ReApply)
if(Light.ul_IsLuminous())
if(ul_IsLuminous(Light))
Light.ul_Illuminate()
return
@@ -41,7 +50,7 @@ atom/var/ul_Extinguished = UL_I_ONZERO
atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
if(LuminosityRed == min(Red, ul_TopLuminosity) && LuminosityGreen == min(Green, ul_TopLuminosity) && LuminosityBlue == min(Blue, ul_TopLuminosity))
return //No point doing all that work if it won't have any effect anyways...
if (ul_Extinguished == UL_I_EXTINGUISHED)
@@ -51,7 +60,7 @@ atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
return
if (ul_IsLuminous())
if (ul_IsLuminous(src))
ul_Extinguish()
LuminosityRed = min(Red,ul_TopLuminosity)
@@ -60,7 +69,7 @@ atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
ul_Extinguished = UL_I_ONZERO
if (ul_IsLuminous())
if (ul_IsLuminous(src))
ul_Illuminate()
return
@@ -71,7 +80,7 @@ atom/proc/ul_Illuminate()
ul_Extinguished = UL_I_LIT
luminosity = ul_Luminosity()
luminosity = ul_Luminosity(src)
for(var/turf/Affected in view(luminosity, src))
var/Falloff = src.ul_FalloffAmount(Affected)
@@ -117,11 +126,13 @@ atom/proc/ul_Illuminate()
Affected.ul_UpdateLight()
#ifdef ul_LightLevelChangedUpdates
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
#endif
return
atom/proc/ul_Extinguish()
@@ -131,7 +142,7 @@ atom/proc/ul_Extinguish()
ul_Extinguished = UL_I_EXTINGUISHED
for(var/turf/Affected in view(ul_Luminosity(), src))
for(var/turf/Affected in view(ul_Luminosity(src), src))
var/Falloff = ul_FalloffAmount(Affected)
@@ -182,11 +193,13 @@ atom/proc/ul_Extinguish()
Affected.ul_UpdateLight()
#ifdef ul_LightLevelChangedUpdates
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
#endif
luminosity = 0
@@ -204,17 +217,20 @@ atom/proc/ul_FalloffAmount(var/atom/ref)
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
var/x = (ref.x - src.x)
var/y = (ref.y - src.y)
if(ul_LightingResolution != 1)
#ifdef ul_LightingResolution
if (round((x*x + y*y)*ul_LightingResolutionSqrt,1) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= round(x*x+y*y*ul_LightingResolutionSqrt,1), i++)
ul_FastRoot += round(sqrt(i))
return ul_FastRoot[round((x*x + y*y)*ul_LightingResolutionSqrt, 1) + 1]/ul_LightingResolution
else
#else
if ((x*x + y*y) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
ul_FastRoot += round(sqrt(i))
return ul_FastRoot[x*x + y*y + 1]/ul_LightingResolution
return ul_FastRoot[x*x + y*y + 1]
#endif
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
return get_dist(src, ref)
@@ -237,35 +253,29 @@ atom/proc/ul_BlankLocal()
var/TurfAdjust = isturf(src) ? 1 : 0
for(var/atom/Affected in view(ul_TopLuminosity, src))
if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
if(ul_IsLuminous(Affected) && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
Affected.ul_Extinguish()
Blanked += Affected
return Blanked
atom/proc/ul_Luminosity()
return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
atom/proc/ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
return (Red > 0 || Green > 0 || Blue > 0)
atom/proc/ul_LightLevelChanged()
//Designed for client projects to use. Called on items when the turf they are in has its light level changed
return
atom/New()
. = ..()
if(ul_IsLuminous())
spawn(2)
if(ul_IsLuminous(src))
spawn(5)
ul_Illuminate()
atom/Del()
if(ul_IsLuminous())
if(ul_IsLuminous(src))
ul_Extinguish()
. = ..()
atom/movable/Move()
if(LuminosityRed || LuminosityGreen || LuminosityBlue)
if(ul_IsLuminous(src))
ul_Extinguish()
. = ..()
ul_Illuminate()
@@ -359,7 +369,7 @@ area/proc/ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blu
LightLevelGreen = Green
LightLevelBlue = Blue
luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
luminosity = LightLevelRed || LightLevelGreen || LightLevelBlue
ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
@@ -389,3 +399,5 @@ area/proc/ul_Prep()
#undef ul_FalloffStyle
#undef ul_Layer
#undef ul_TopLuminosity
#undef ul_Clamp
#undef ul_LightLevelChangedUpdates

View File

@@ -83,7 +83,7 @@ vs_control/var
airflow_mob_slowdown_NAME = "Airflow Slowdown"
airflow_mob_slowdown_DESC = "Time in tenths of a second to add as a delay to each movement by a mob if they are fighting the pull of the airflow."
mob/var/last_airflow_stun = 0
mob/var/tmp/last_airflow_stun = 0
mob/proc/airflow_stun()
if(stat == 2)
return 0
@@ -250,10 +250,10 @@ proc/AirflowSpace(zone/A)
//Sometimes shit breaks, and M isn't there after the spawn.
atom/movable
var/turf/airflow_dest
var/airflow_speed = 0
var/airflow_time = 0
var/last_airflow = 0
var/tmp/turf/airflow_dest
var/tmp/airflow_speed = 0
var/tmp/airflow_time = 0
var/tmp/last_airflow = 0
proc/GotoAirflowDest(n)
if(!airflow_dest) return

80
code/access_defines.dm Normal file
View File

@@ -0,0 +1,80 @@
#define ACCESS_SECURITY 1
#define ACCESS_BRIG 2
#define ACCESS_ARMORY 3
#define ACCESS_FORENSICS_LOCKERS 4
#define ACCESS_MEDICAL 5
#define ACCESS_MORGUE 6
#define ACCESS_TOX 7
#define ACCESS_TOX_STORAGE 8
#define ACCESS_GENETICS 9
#define ACCESS_ENGINE 10
#define ACCESS_ENGINE_EQUIP 11
#define ACCESS_MAINT_TUNNELS 12
#define ACCESS_EXTERNAL_AIRLOCKS 13
#define ACCESS_EMERGENCY_STORAGE 14
#define ACCESS_CHANGE_IDS 15
#define ACCESS_AI_UPLOAD 16
#define ACCESS_TELEPORTER 17
#define ACCESS_EVA 18
#define ACCESS_HEADS 19
#define ACCESS_CAPTAIN 20
#define ACCESS_ALL_PERSONAL_LOCKERS 21
#define ACCESS_CHAPEL_OFFICE 22
#define ACCESS_TECH_STORAGE 23
#define ACCESS_ATMOSPHERICS 24
#define ACCESS_BAR 25
#define ACCESS_JANITOR 26
#define ACCESS_CREMATORIUM 27
#define ACCESS_KITCHEN 28
#define ACCESS_ROBOTICS 29
#define ACCESS_RD 30
#define ACCESS_CARGO 31
#define ACCESS_CONSTRUCTION 32
#define ACCESS_CHEMISTRY 33
#define ACCESS_CARGO_BOT 34
#define ACCESS_HYDROPONICS 35
#define ACCESS_MANUFACTURING 36
#define ACCESS_LIBRARY 37
#define ACCESS_LAWYER 38
#define ACCESS_VIROLOGY 39
#define ACCESS_CMO 40
#define ACCESS_QM 41
#define ACCESS_COURT 42
#define ACCESS_CLOWN 43
#define ACCESS_MIME 44
#define ACCESS_SURGERY 45
#define ACCESS_THEATRE 46
#define ACCESS_RESEARCH 47
#define ACCESS_MINING 48
#define ACCESS_MINING_OFFICE 49 //not in use
#define ACCESS_MAILSORTING 50
#define ACCESS_MINT 51
#define ACCESS_MINT_VAULT 52
#define ACCESS_HEADS_VAULT 53
#define ACCESS_MINING_STATION 54
#define ACCESS_XENOBIOLOGY 55
#define ACCESS_CE 56
#define ACCESS_HOP 57
#define ACCESS_HOS 58
#define ACCESS_RC_ANNOUNCE 59 //Request console announcements
#define ACCESS_KEYCARD_AUTH 60 //Used for events which require at least two people to confirm them
#define ACCESS_TCOMSAT 61 // has access to the entire telecomms satellite / machinery
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
Mostly for admin fun times.*/
#define ACCESS_CENT_GENERAL 101//General facilities.
#define ACCESS_CENT_THUNDER 102//Thunderdome.
#define ACCESS_CENT_SPECOPS 103//Special Ops.
#define ACCESS_CENT_MEDICAL 104//Medical/Research
#define ACCESS_CENT_LIVING 105//Living quarters.
#define ACCESS_CENT_STORAGE 106//Generic storage areas.
#define ACCESS_CENT_TELEPORTER 107//Teleporter.
#define ACCESS_CENT_CREED 108//Creed's office.
#define ACCESS_CENT_CAPTAIN 109//Captain's office/ID comp/AI.
//The Syndicate
#define ACCESS_SYNDICATE 150//General Syndicate Access
//MONEY
#define ACCESS_CRATE_CASH 200

View File

@@ -179,23 +179,10 @@ var/list/AAlarmIndexToFlag
var/list/AAlarmIndexToWireColor
var/list/AAlarmWireColorToIndex
var/const/SPEED_OF_LIGHT = 3e8 //not exact but hey!
var/const/SPEED_OF_LIGHT_SQ = 9e+16
var/const/FIRE_DAMAGE_MODIFIER = 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
var/const/AIR_DAMAGE_MODIFIER = 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
var/const/INFINITY = 1e31 //closer then enough
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
var/const/MAX_MESSAGE_LEN = 1024
var/const/MAX_PAPER_MESSAGE_LEN = 3072
var/const/MAX_BOOK_MESSAGE_LEN = 9216
var/const/MAX_NAME_LEN = 32
var/list/paper_blacklist = list("script","frame","iframe","input","button","a","embed","object")
var/const/shuttle_time_in_station = 1800 // 3 minutes in the station
var/const/shuttle_time_to_arrive = 6000 // 10 minutes to arrive
#define shuttle_time_in_station 1800 // 3 minutes in the station
#define shuttle_time_to_arrive 6000 // 10 minutes to arrive

View File

@@ -35,7 +35,7 @@
var/emagged = 0
var/wiresexposed = 0
var/locked = 1
var/list/req_access = list(access_robotics)
var/list/req_access = list(ACCESS_ROBOTICS)
var/ident = 0
//var/list/laws = list()
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list())

View File

@@ -456,7 +456,7 @@
anchored = 1
density = 0
wall_mounted = 1
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
/obj/structure/closet/secure_closet/personal
desc = "It's a secure locker for personnel. The first card swiped gains control."
@@ -475,7 +475,7 @@
/obj/structure/closet/secure_closet/kitchen
name = "kitchen cabinet"
req_access = list(access_kitchen)
req_access = list(ACCESS_KITCHEN)
/obj/structure/closet/secure_closet/kitchen/mining
req_access = list()
@@ -506,14 +506,14 @@
icon_opened = "fridgeopen"
icon_broken = "fridgebroken"
icon_off = "fridge1"
req_access = list(access_heads_vault)
req_access = list(ACCESS_HEADS_VAULT)
/obj/structure/closet/secure_closet/personal/patient
name = "patient's closet"
/obj/structure/closet/secure_closet/wall
name = "wall locker"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_state = "wall-locker1"
density = 1
icon_closed = "wall-locker"

View File

@@ -90,7 +90,7 @@
layer = 2
icon = 'drip.dmi'
icon_state = "1"
track_amt = 0
// track_amt = 0
/obj/effect/decal/cleanable/mucus
name = "mucus"

View File

@@ -157,7 +157,7 @@
icon = 'windoor.dmi'
icon_state = "leftsecure"
base_state = "leftsecure"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
var/id = null

View File

@@ -354,7 +354,7 @@
idle_power_usage = 20
active_power_usage = 80
var/control = 0
req_access = list(access_engine_equip)
req_access = list(ACCESS_ENGINE_EQUIP)
/obj/machinery/light_switch
name = "light switch"
@@ -373,7 +373,7 @@
icon = 'power.dmi'
icon_state = "crema_switch"
anchored = 1.0
req_access = list(access_crematorium)
req_access = list(ACCESS_CREMATORIUM)
var/on = 0
var/area/area = null
var/otherarea = null

View File

@@ -347,7 +347,7 @@
cost = 10
containertype = "/obj/structure/closet/crate/secure"
containername = "Standard Costumes"
access = access_theatre
access = ACCESS_THEATRE
group = "Clothing"
/datum/supply_packs/wizard
@@ -382,7 +382,7 @@
cost = 10
containertype = /obj/structure/closet/crate/hydroponics
containername = "Hydroponics crate"
access = access_hydroponics
access = ACCESS_HYDROPONICS
group = "Hydroponics"
/datum/supply_packs/seeds
@@ -402,7 +402,7 @@
cost = 10
containertype = /obj/structure/closet/crate/hydroponics
containername = "Seeds crate"
access = access_hydroponics
access = ACCESS_HYDROPONICS
group = "Hydroponics"
/datum/supply_packs/exoticseeds
@@ -419,7 +419,7 @@
cost = 15
containertype = /obj/structure/closet/crate/hydroponics
containername = "Exotic Seeds crate"
access = access_hydroponics
access = ACCESS_HYDROPONICS
group = "Hydroponics"
/datum/supply_packs/medical
@@ -454,7 +454,7 @@
cost = 20
containertype = "/obj/structure/closet/crate/secure/weapon"
containername = "Virus crate"
access = access_cmo
access = ACCESS_CMO
group = "Medical / Science"
*/
@@ -489,7 +489,7 @@
cost = 15
containertype = "/obj/structure/closet/crate/secure"
containername = "Electrical maintenance crate"
access = access_engine
access = ACCESS_ENGINE
group = "Engineering"
/datum/supply_packs/mechanical
@@ -506,7 +506,7 @@
cost = 10
containertype = "/obj/structure/closet/crate/secure"
containername = "Mechanical maintenance crate"
access = access_engine
access = ACCESS_ENGINE
group = "Engineering"
/datum/supply_packs/waterfueltank
@@ -524,7 +524,7 @@
cost = 10
containertype = "/obj/structure/closet/crate/secure"
containername = "Emitter crate"
access = access_heads
access = ACCESS_HEADS
group = "Engineering"
/datum/supply_packs/engine/field_gen
@@ -569,7 +569,7 @@
cost = 30
containertype = "/obj/structure/closet/crate/secure"
containername = "APLU \"Ripley\" Circuit Crate"
access = access_robotics
access = ACCESS_ROBOTICS
group = "Robotics"
/datum/supply_packs/surgery
@@ -585,7 +585,7 @@
cost = 20
containertype = "/obj/structure/closet/crate/secure"
containername = "Surgery crate"
access = access_medical
access = ACCESS_MEDICAL
group = "Medical / Science"
/datum/supply_packs/mecha_odysseus
@@ -597,7 +597,7 @@
cost = 25
containertype = "/obj/structure/closet/crate/secure"
containername = "\"Odysseus\" Circuit Crate"
access = access_robotics
access = ACCESS_ROBOTICS
group = "Robotics"
/datum/supply_packs/robotics
@@ -615,7 +615,7 @@
cost = 10
containertype = "/obj/structure/closet/crate/secure/gear"
containername = "Robotics Assembly"
access = access_robotics
access = ACCESS_ROBOTICS
group = "Robotics"
/datum/supply_packs/plasma
@@ -635,7 +635,7 @@
cost = 10
containertype = "/obj/structure/closet/crate/secure/plasma"
containername = "Plasma assembly crate"
access = access_tox
access = ACCESS_TOX
group = "Medical / Science"
/datum/supply_packs/weapons
@@ -651,7 +651,7 @@
cost = 30
containertype = "/obj/structure/closet/crate/secure/weapon"
containername = "Weapons crate"
access = access_security
access = ACCESS_SECURITY
group = "Security"
/datum/supply_packs/eweapons
@@ -666,7 +666,7 @@
cost = 25
containertype = "/obj/structure/closet/crate/secure/weapon"
containername = "Experimental weapons crate"
access = access_heads
access = ACCESS_HEADS
group = "Security"
/datum/supply_packs/armor
@@ -678,7 +678,7 @@
cost = 15
containertype = "/obj/structure/closet/crate/secure"
containername = "Armor crate"
access = access_security
access = ACCESS_SECURITY
group = "Security"
/datum/supply_packs/riot
@@ -704,7 +704,7 @@
cost = 60
containertype = "/obj/structure/closet/crate/secure"
containername = "Riot gear crate"
access = access_armory
access = ACCESS_ARMORY
group = "Security"
/datum/supply_packs/loyalty
@@ -713,7 +713,7 @@
cost = 60
containertype = "/obj/structure/closet/crate/secure"
containername = "Loyalty implant crate"
access = access_armory
access = ACCESS_ARMORY
group = "Security"
/datum/supply_packs/ballistic
@@ -725,7 +725,7 @@
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Ballistic gear crate"
access = access_armory
access = ACCESS_ARMORY
group = "Security"
/datum/supply_packs/expenergy
@@ -737,7 +737,7 @@
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Experimental energy gear crate"
access = access_armory
access = ACCESS_ARMORY
group = "Security"
/datum/supply_packs/exparmor
@@ -749,7 +749,7 @@
cost = 35
containertype = "/obj/structure/closet/crate/secure"
containername = "Experimental armor crate"
access = access_armory
access = ACCESS_ARMORY
group = "Security"
/datum/supply_packs/securitybarriers

View File

@@ -196,7 +196,7 @@
var/split = 5
var/round = 0.01
var/access = list()
access = access_crate_cash
access = ACCESS_CRATE_CASH
/obj/item/weapon/spacecash
New() // Just in case
@@ -219,43 +219,43 @@
/obj/item/weapon/money/c10
icon_state = "spacecash10"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 10 credits."
worth = 10
/obj/item/weapon/money/c20
icon_state = "spacecash20"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 20 credits."
worth = 20
/obj/item/weapon/money/c50
icon_state = "spacecash50"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 50 credits."
worth = 50
/obj/item/weapon/money/c100
icon_state = "spacecash100"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 100 credits."
worth = 100
/obj/item/weapon/money/c200
icon_state = "spacecash200"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 200 credits."
worth = 200
/obj/item/weapon/money/c500
icon_state = "spacecash500"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 500 credits."
worth = 500
/obj/item/weapon/money/c1000
icon_state = "spacecash1000"
access = access_crate_cash
access = ACCESS_CRATE_CASH
desc = "A pile of 1000 credits."
worth = 1000
@@ -706,7 +706,7 @@
/obj/item/weapon/card/id/syndicate
name = "agent card"
// desc = "Shhhhh."
access = list(access_maint_tunnels)
access = list(ACCESS_MAINT_TUNNELS)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate_command
@@ -714,7 +714,7 @@
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
access = list(ACCESS_SYNDICATE)
/obj/item/weapon/card/id/captains_spare
name = "captain's spare ID"

View File

@@ -140,18 +140,18 @@
sleep(10)
if(E.density)
E.air_locked = E.req_access
E.req_access = list(access_engine, access_atmospherics)
E.req_access = list(ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
E.update_icon()
if(E.operating)
spawn(10)
E.close()
if(E.density)
E.air_locked = E.req_access
E.req_access = list(access_engine, access_atmospherics)
E.req_access = list(ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
E.update_icon()
else if(!E:locked) //Don't lock already bolted doors.
E.air_locked = E.req_access
E.req_access = list(access_engine, access_atmospherics)
E.req_access = list(ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
E.update_icon()
for(var/obj/machinery/door/firedoor/D in src)
if(!D.blocked)

View File

@@ -228,7 +228,7 @@
//if there isn't a blood decal already, make one.
var/obj/effect/decal/cleanable/blood/newblood = new /obj/effect/decal/cleanable/blood(T)
newblood.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
newblood.blood_owner = M
// newblood.blood_owner = M
newblood.virus2 = M.virus2
for(var/datum/disease/D in M.viruses)
var/datum/disease/newDisease = new D.type

View File

@@ -206,7 +206,7 @@
density = 1.0
var/processing = null
var/locked = 1
req_access = list(access_janitor)
req_access = list(ACCESS_JANITOR)
desc = "A compact incineration device, used to dispose of garbage."
icon = 'stationobjs.dmi'
icon_state = "trashcan"

View File

@@ -119,21 +119,6 @@ var/const/COMM_FREQ = 1353 //command, colored gold in chat window
var/const/SYND_FREQ = 1213
var/NUKE_FREQ = 1200 //Randomised on nuke rounds.
#define TRANSMISSION_WIRE 0
#define TRANSMISSION_RADIO 1
/* filters */
var/const/RADIO_TO_AIRALARM = "1"
var/const/RADIO_FROM_AIRALARM = "2"
var/const/RADIO_CHAT = "3"
var/const/RADIO_ATMOSIA = "4"
var/const/RADIO_NAVBEACONS = "5"
var/const/RADIO_AIRLOCK = "6"
var/const/RADIO_SECBOT = "7"
var/const/RADIO_MULEBOT = "8"
var/const/RADIO_MAGNETS = "9"
var/const/RADIO_POWER = "10"
var/global/datum/controller/radio/radio_controller
datum/controller/radio

View File

@@ -1,84 +1,3 @@
/var/const/access_security = 1
/var/const/access_brig = 2
/var/const/access_armory = 3
/var/const/access_forensics_lockers= 4
/var/const/access_medical = 5
/var/const/access_morgue = 6
/var/const/access_tox = 7
/var/const/access_tox_storage = 8
/var/const/access_genetics = 9
/var/const/access_engine = 10
/var/const/access_engine_equip= 11
/var/const/access_maint_tunnels = 12
/var/const/access_external_airlocks = 13
/var/const/access_emergency_storage = 14
/var/const/access_change_ids = 15
/var/const/access_ai_upload = 16
/var/const/access_teleporter = 17
/var/const/access_eva = 18
/var/const/access_heads = 19
/var/const/access_captain = 20
/var/const/access_all_personal_lockers = 21
/var/const/access_chapel_office = 22
/var/const/access_tech_storage = 23
/var/const/access_atmospherics = 24
/var/const/access_bar = 25
/var/const/access_janitor = 26
/var/const/access_crematorium = 27
/var/const/access_kitchen = 28
/var/const/access_robotics = 29
/var/const/access_rd = 30
/var/const/access_cargo = 31
/var/const/access_construction = 32
/var/const/access_chemistry = 33
/var/const/access_cargo_bot = 34
/var/const/access_hydroponics = 35
/var/const/access_manufacturing = 36
/var/const/access_library = 37
/var/const/access_lawyer = 38
/var/const/access_virology = 39
/var/const/access_cmo = 40
/var/const/access_qm = 41
/var/const/access_court = 42
/var/const/access_clown = 43
/var/const/access_mime = 44
/var/const/access_surgery = 45
/var/const/access_theatre = 46
/var/const/access_research = 47
/var/const/access_mining = 48
/var/const/access_mining_office = 49 //not in use
/var/const/access_mailsorting = 50
/var/const/access_mint = 51
/var/const/access_mint_vault = 52
/var/const/access_heads_vault = 53
/var/const/access_mining_station = 54
/var/const/access_xenobiology = 55
/var/const/access_ce = 56
/var/const/access_hop = 57
/var/const/access_hos = 58
/var/const/access_RC_announce = 59 //Request console announcements
/var/const/access_keycard_auth = 60 //Used for events which require at least two people to confirm them
/var/const/access_tcomsat = 61 // has access to the entire telecomms satellite / machinery
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
Mostly for admin fun times.*/
/var/const/access_cent_general = 101//General facilities.
/var/const/access_cent_thunder = 102//Thunderdome.
/var/const/access_cent_specops = 103//Special Ops.
/var/const/access_cent_medical = 104//Medical/Research
/var/const/access_cent_living = 105//Living quarters.
/var/const/access_cent_storage = 106//Generic storage areas.
/var/const/access_cent_teleporter = 107//Teleporter.
/var/const/access_cent_creed = 108//Creed's office.
/var/const/access_cent_captain = 109//Captain's office/ID comp/AI.
//The Syndicate
/var/const/access_syndicate = 150//General Syndicate Access
//MONEY
/var/const/access_crate_cash = 200
/obj/var/list/req_access = null
/obj/var/req_access_txt = "0"
@@ -179,143 +98,143 @@
/proc/get_access(job)
switch(job)
if("Geneticist")
return list(access_medical, access_morgue, access_genetics)
return list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS)
if("Station Engineer")
return list(access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction)
return list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION)
if("Assistant")
return list()
if("Chaplain")
return list(access_morgue, access_chapel_office, access_crematorium)
return list(ACCESS_MORGUE, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM)
if("Detective")
return list(access_security, access_forensics_lockers, access_morgue, access_maint_tunnels, access_court)
return list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT)
if("Medical Doctor")
return list(access_medical, access_morgue, access_surgery, access_virology)
return list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_VIROLOGY)
if("Botanist") // -- TLE
return list(access_hydroponics) // Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS // //Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT
return list(ACCESS_HYDROPONICS) // Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS // //Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT
if("Librarian") // -- TLE
return list(access_library)
return list(ACCESS_LIBRARY)
if("Lawyer") //Muskets 160910
return list(access_lawyer, access_court)
return list(ACCESS_LAWYER, ACCESS_COURT)
if("Captain")
return get_all_accesses()
if("Security Officer")
return list(access_security, access_brig, access_court, access_maint_tunnels)
return list(ACCESS_SECURITY, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS)
if("Warden")
return list(access_security, access_brig, access_armory, access_court, access_maint_tunnels)
return list(ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MAINT_TUNNELS)
if("Scientist")
return list(access_tox, access_tox_storage, access_research, access_xenobiology)
return list(ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY)
if("Head of Security")
return list(access_medical, access_morgue, access_tox, access_tox_storage, access_chemistry, access_genetics, access_court,
access_teleporter, access_heads, access_tech_storage, access_security, access_brig, access_atmospherics,
access_maint_tunnels, access_bar, access_janitor, access_kitchen, access_robotics, access_armory, access_hydroponics,
access_theatre, access_research, access_hos, access_RC_announce, access_forensics_lockers, access_keycard_auth)
return list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_COURT,
ACCESS_TELEPORTER, ACCESS_HEADS, ACCESS_TECH_STORAGE, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ATMOSPHERICS,
ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_KITCHEN, ACCESS_ROBOTICS, ACCESS_ARMORY, ACCESS_HYDROPONICS,
ACCESS_THEATRE, ACCESS_RESEARCH, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_FORENSICS_LOCKERS, ACCESS_KEYCARD_AUTH)
if("Head of Personnel")
return list(access_security, access_brig, access_court, access_forensics_lockers,
access_tox, access_tox_storage, access_chemistry, access_medical, access_genetics, access_engine,
access_emergency_storage, access_change_ids, access_ai_upload, access_eva, access_heads,
access_all_personal_lockers, access_tech_storage, access_maint_tunnels, access_bar, access_janitor,
access_crematorium, access_kitchen, access_robotics, access_cargo, access_cargo_bot, access_mailsorting, access_qm, access_hydroponics, access_lawyer,
access_theatre, access_chapel_office, access_library, access_research, access_mining, access_heads_vault, access_mining_station,
access_clown, access_mime, access_hop, access_RC_announce, access_keycard_auth)
return list(ACCESS_SECURITY, ACCESS_BRIG, ACCESS_COURT, ACCESS_FORENSICS_LOCKERS,
ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_CHEMISTRY, ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_ENGINE,
ACCESS_EMERGENCY_STORAGE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_ROBOTICS, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_HEADS_VAULT, ACCESS_MINING_STATION,
ACCESS_CLOWN, ACCESS_MIME, ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH)
if("Atmospheric Technician")
return list(access_atmospherics, access_maint_tunnels, access_emergency_storage)
return list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_EMERGENCY_STORAGE)
if("Bartender")
return list(access_bar)
return list(ACCESS_BAR)
if("Chemist")
return list(access_medical, access_chemistry)
return list(ACCESS_MEDICAL, ACCESS_CHEMISTRY)
if("Janitor")
return list(access_janitor, access_maint_tunnels)
return list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS)
if("Clown")
return list(access_clown, access_theatre)
return list(ACCESS_CLOWN, ACCESS_THEATRE)
if("Mime")
return list(access_mime, access_theatre)
return list(ACCESS_MIME, ACCESS_THEATRE)
if("Chef")
return list(access_kitchen)
return list(ACCESS_KITCHEN)
if("Roboticist")
return list(access_robotics, access_tech_storage, access_maint_tunnels, access_morgue) //As a job that handles so many corpses, it makes sense for them to have morgue access.
return list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE) //As a job that handles so many corpses, it makes sense for them to have morgue access.
if("Cargo Technician")
return list(access_maint_tunnels, access_cargo, access_cargo_bot, access_mailsorting)
return list(ACCESS_MAINT_TUNNELS, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING)
if("Shaft Miner")
return list(access_mining, access_mint, access_mining_station)
return list(ACCESS_MINING, ACCESS_MINT, ACCESS_MINING_STATION)
if("Quartermaster")
return list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining, access_mining_station)
return list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_QM, ACCESS_MINT, ACCESS_MINING, ACCESS_MINING_STATION)
if("Chief Engineer")
return list(access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels,
access_teleporter, access_external_airlocks, access_atmospherics, access_emergency_storage, access_eva,
access_heads, access_ai_upload, access_construction, access_robotics,
access_mint, access_ce, access_RC_announce, access_keycard_auth, access_tcomsat)
return list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
ACCESS_TELEPORTER, ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EMERGENCY_STORAGE, ACCESS_EVA,
ACCESS_HEADS, ACCESS_AI_UPLOAD, ACCESS_CONSTRUCTION, ACCESS_ROBOTICS,
ACCESS_MINT, ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT)
if("Research Director")
return list(access_rd, access_heads, access_tox, access_genetics,
access_tox_storage, access_teleporter,
access_research, access_robotics, access_xenobiology,
access_RC_announce, access_keycard_auth, access_tcomsat)
return list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS,
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER,
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY,
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT)
// if("Virologist")
// return list(access_medical, access_morgue, access_virology)
// return list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_VIROLOGY)
if("Chief Medical Officer")
return list(access_medical, access_morgue, access_genetics, access_heads,
access_chemistry, access_virology, access_cmo, access_surgery, access_RC_announce,
access_keycard_auth)
return list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_HEADS,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
ACCESS_KEYCARD_AUTH)
else
return list()
/proc/get_centcom_access(job)
switch(job)
if("VIP Guest")
return list(access_cent_general)
return list(ACCESS_CENT_GENERAL)
if("Custodian")
return list(access_cent_general, access_cent_living, access_cent_storage)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE)
if("Thunderdome Overseer")
return list(access_cent_general, access_cent_thunder)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_THUNDER)
if("Intel Officer")
return list(access_cent_general, access_cent_living)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_LIVING)
if("Medical Officer")
return list(access_cent_general, access_cent_living, access_cent_medical)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_LIVING, ACCESS_CENT_MEDICAL)
if("Death Commando")
return list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE)
if("Research Officer")
return list(access_cent_general, access_cent_specops, access_cent_medical, access_cent_teleporter, access_cent_storage)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_TELEPORTER, ACCESS_CENT_STORAGE)
if("BlackOps Commander")
return list(access_cent_general, access_cent_thunder, access_cent_specops, access_cent_living, access_cent_storage, access_cent_creed)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_THUNDER, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_CENT_CREED)
if("Supreme Commander")
return get_all_centcom_access()
/proc/get_all_accesses()
return list(access_security, access_brig, access_armory, access_forensics_lockers, access_court,
access_medical, access_genetics, access_morgue, access_rd,
access_tox, access_tox_storage, access_chemistry, access_engine, access_engine_equip, access_maint_tunnels,
access_external_airlocks, access_emergency_storage, access_change_ids, access_ai_upload,
access_teleporter, access_eva, access_heads, access_captain, access_all_personal_lockers,
access_tech_storage, access_chapel_office, access_atmospherics, access_kitchen,
access_bar, access_janitor, access_crematorium, access_robotics, access_cargo, access_cargo_bot, access_construction,
access_hydroponics, access_library, access_manufacturing, access_lawyer, access_virology, access_cmo, access_qm, access_clown, access_mime, access_surgery,
access_theatre, access_research, access_mining, access_mailsorting, access_mint_vault, access_mint,
access_heads_vault, access_mining_station, access_xenobiology, access_ce, access_hop, access_hos, access_RC_announce,
access_keycard_auth, access_tcomsat)
return list(ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT,
ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_MORGUE, ACCESS_RD,
ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_CHEMISTRY, ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_EMERGENCY_STORAGE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD,
ACCESS_TELEPORTER, ACCESS_EVA, ACCESS_HEADS, ACCESS_CAPTAIN, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_TECH_STORAGE, ACCESS_CHAPEL_OFFICE, ACCESS_ATMOSPHERICS, ACCESS_KITCHEN,
ACCESS_BAR, ACCESS_JANITOR, ACCESS_CREMATORIUM, ACCESS_ROBOTICS, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_CONSTRUCTION,
ACCESS_HYDROPONICS, ACCESS_LIBRARY, ACCESS_MANUFACTURING, ACCESS_LAWYER, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_QM, ACCESS_CLOWN, ACCESS_MIME, ACCESS_SURGERY,
ACCESS_THEATRE, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_MAILSORTING, ACCESS_MINT_VAULT, ACCESS_MINT,
ACCESS_HEADS_VAULT, ACCESS_MINING_STATION, ACCESS_XENOBIOLOGY, ACCESS_CE, ACCESS_HOP, ACCESS_HOS, ACCESS_RC_ANNOUNCE,
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT)
/proc/get_all_centcom_access()
return list(access_cent_general, access_cent_thunder, access_cent_specops, access_cent_medical, access_cent_living, access_cent_storage, access_cent_teleporter, access_cent_creed, access_cent_captain)
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_THUNDER, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_CENT_TELEPORTER, ACCESS_CENT_CREED, ACCESS_CENT_CAPTAIN)
/proc/get_all_syndicate_access()
return list(access_syndicate)
return list(ACCESS_SYNDICATE)
/proc/get_region_accesses(var/code)
switch(code)
if(0)
return get_all_accesses()
if(1) //security
return list(access_security, access_brig, access_armory, access_forensics_lockers, access_court, access_hos)
return list(ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS)
if(2) //medbay
return list(access_medical, access_genetics, access_morgue, access_chemistry, access_virology, access_surgery, access_cmo)
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO)
if(3) //research
return list(access_research, access_tox, access_tox_storage, access_xenobiology, access_rd)
return list(ACCESS_RESEARCH, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_XENOBIOLOGY, ACCESS_RD)
if(4) //engineering and maintenance
return list(access_engine, access_engine_equip, access_maint_tunnels, access_external_airlocks, access_tech_storage, access_atmospherics, access_construction, access_robotics, access_ce)
return list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_MAINT_TUNNELS, ACCESS_EXTERNAL_AIRLOCKS, ACCESS_TECH_STORAGE, ACCESS_ATMOSPHERICS, ACCESS_CONSTRUCTION, ACCESS_ROBOTICS, ACCESS_CE)
if(5) //command
return list(access_heads, access_change_ids, access_ai_upload, access_teleporter, access_eva, access_all_personal_lockers, access_heads_vault, access_RC_announce, access_keycard_auth, access_tcomsat, access_hop, access_captain)
return list(ACCESS_HEADS, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_TELEPORTER, ACCESS_EVA, ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_HEADS_VAULT, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_HOP, ACCESS_CAPTAIN)
if(6) //station general
return list(access_kitchen,access_bar, access_hydroponics, access_janitor, access_chapel_office, access_crematorium, access_library, access_theatre, access_lawyer, access_clown, access_mime)
return list(ACCESS_KITCHEN,ACCESS_BAR, ACCESS_HYDROPONICS, ACCESS_JANITOR, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_LIBRARY, ACCESS_THEATRE, ACCESS_LAWYER, ACCESS_CLOWN, ACCESS_MIME)
if(7) //supply
return list(access_cargo, access_cargo_bot, access_mailsorting, access_qm, access_mining, access_mining_station)
return list(ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION)
/proc/get_region_accesses_name(var/code)
switch(code)
@@ -339,148 +258,148 @@
/proc/get_access_desc(A)
switch(A)
if(access_cargo)
if(ACCESS_CARGO)
return "Cargo Bay"
if(access_cargo_bot)
if(ACCESS_CARGO_BOT)
return "Cargo Bot Delivery"
if(access_security)
if(ACCESS_SECURITY)
return "Security"
if(access_brig)
if(ACCESS_BRIG)
return "Brig Cells"
if(access_court)
if(ACCESS_COURT)
return "Courtroom"
if(access_forensics_lockers)
if(ACCESS_FORENSICS_LOCKERS)
return "Detective's Office"
if(access_medical)
if(ACCESS_MEDICAL)
return "Medical"
if(access_genetics)
if(ACCESS_GENETICS)
return "Genetics Lab"
if(access_morgue)
if(ACCESS_MORGUE)
return "Morgue"
if(access_tox)
if(ACCESS_TOX)
return "Research Lab"
if(access_tox_storage)
if(ACCESS_TOX_STORAGE)
return "Toxins Storage"
if(access_chemistry)
if(ACCESS_CHEMISTRY)
return "Chemistry Lab"
if(access_rd)
if(ACCESS_RD)
return "RD Private"
if(access_bar)
if(ACCESS_BAR)
return "Bar"
if(access_janitor)
if(ACCESS_JANITOR)
return "Custodial Closet"
if(access_engine)
if(ACCESS_ENGINE)
return "Engineering"
if(access_engine_equip)
if(ACCESS_ENGINE_EQUIP)
return "APCs"
if(access_maint_tunnels)
if(ACCESS_MAINT_TUNNELS)
return "Maintenance"
if(access_external_airlocks)
if(ACCESS_EXTERNAL_AIRLOCKS)
return "External Airlocks"
if(access_emergency_storage)
if(ACCESS_EMERGENCY_STORAGE)
return "Emergency Storage"
if(access_change_ids)
if(ACCESS_CHANGE_IDS)
return "ID Computer"
if(access_ai_upload)
if(ACCESS_AI_UPLOAD)
return "AI Upload"
if(access_teleporter)
if(ACCESS_TELEPORTER)
return "Teleporter"
if(access_eva)
if(ACCESS_EVA)
return "EVA"
if(access_heads)
if(ACCESS_HEADS)
return "Bridge"
if(access_captain)
if(ACCESS_CAPTAIN)
return "Captain's Quarters"
if(access_all_personal_lockers)
if(ACCESS_ALL_PERSONAL_LOCKERS)
return "Personal Lockers"
if(access_chapel_office)
if(ACCESS_CHAPEL_OFFICE)
return "Chapel Office"
if(access_tech_storage)
if(ACCESS_TECH_STORAGE)
return "Technical Storage"
if(access_atmospherics)
if(ACCESS_ATMOSPHERICS)
return "Atmospherics"
if(access_crematorium)
if(ACCESS_CREMATORIUM)
return "Crematorium"
if(access_armory)
if(ACCESS_ARMORY)
return "Armory"
if(access_construction)
if(ACCESS_CONSTRUCTION)
return "Construction Areas"
if(access_kitchen)
if(ACCESS_KITCHEN)
return "Kitchen"
if(access_hydroponics)
if(ACCESS_HYDROPONICS)
return "Hydroponics"
if(access_library)
if(ACCESS_LIBRARY)
return "Library"
if(access_lawyer)
if(ACCESS_LAWYER)
return "Law Office"
if(access_robotics)
if(ACCESS_ROBOTICS)
return "Robotics"
if(access_virology)
if(ACCESS_VIROLOGY)
return "Virology"
if(access_cmo)
if(ACCESS_CMO)
return "CMO Private"
if(access_qm)
if(ACCESS_QM)
return "Quartermaster's Office"
if(access_clown)
if(ACCESS_CLOWN)
return "HONK! Access"
if(access_mime)
if(ACCESS_MIME)
return "Silent Access"
if(access_surgery)
if(ACCESS_SURGERY)
return "Operating Room"
if(access_theatre)
if(ACCESS_THEATRE)
return "Theatre"
if(access_manufacturing)
if(ACCESS_MANUFACTURING)
return "Manufacturing"
if(access_research)
if(ACCESS_RESEARCH)
return "Research"
if(access_mining)
if(ACCESS_MINING)
return "Mining"
if(access_mining_office)
if(ACCESS_MINING_OFFICE)
return "Mining Office"
if(access_mailsorting)
if(ACCESS_MAILSORTING)
return "Delivery Office"
if(access_mint)
if(ACCESS_MINT)
return "Mint"
if(access_mint_vault)
if(ACCESS_MINT_VAULT)
return "Mint Vault"
if(access_heads_vault)
if(ACCESS_HEADS_VAULT)
return "Main Vault"
if(access_mining_station)
if(ACCESS_MINING_STATION)
return "Mining Station EVA"
if(access_xenobiology)
if(ACCESS_XENOBIOLOGY)
return "Xenobiology Lab"
if(access_hop)
if(ACCESS_HOP)
return "HoP Private"
if(access_hos)
if(ACCESS_HOS)
return "HoS Private"
if(access_ce)
if(ACCESS_CE)
return "CE Private"
if(access_RC_announce)
if(ACCESS_RC_ANNOUNCE)
return "RC Announcements"
if(access_keycard_auth)
if(ACCESS_KEYCARD_AUTH)
return "Keycode Auth. Device"
if(access_tcomsat)
if(ACCESS_TCOMSAT)
return "Telecoms Satellite"
/proc/get_centcom_access_desc(A)
switch(A)
if(access_cent_general)
if(ACCESS_CENT_GENERAL)
return "Code Grey"
if(access_cent_thunder)
if(ACCESS_CENT_THUNDER)
return "Code Yellow"
if(access_cent_storage)
if(ACCESS_CENT_STORAGE)
return "Code Orange"
if(access_cent_living)
if(ACCESS_CENT_LIVING)
return "Code Green"
if(access_cent_medical)
if(ACCESS_CENT_MEDICAL)
return "Code White"
if(access_cent_teleporter)
if(ACCESS_CENT_TELEPORTER)
return "Code Blue"
if(access_cent_specops)
if(ACCESS_CENT_SPECOPS)
return "Code Black"
if(access_cent_creed)
if(ACCESS_CENT_CREED)
return "Code Silver"
if(access_cent_captain)
if(ACCESS_CENT_CAPTAIN)
return "Code Gold"
/proc/get_all_jobs()

View File

@@ -11,7 +11,7 @@
var/cooldown_time = 0
var/cooldown_timeleft = 0
var/cooldown_on = 0
req_access = list(access_ai_upload)
req_access = list(ACCESS_AI_UPLOAD)
/obj/machinery/ai_slipper/power_change()
if(stat & BROKEN)

View File

@@ -64,7 +64,7 @@
idle_power_usage = 4
active_power_usage = 8
power_channel = ENVIRON
req_access = list(access_atmospherics, access_engine_equip)
req_access = list(ACCESS_ATMOSPHERICS, ACCESS_ENGINE_EQUIP)
var/frequency = 1439
//var/skipprocess = 0 //Experimenting
var/alarm_frequency = 1437
@@ -89,7 +89,7 @@
server/New()
..()
req_access = list(access_rd, access_engine_equip, access_atmospherics)
req_access = list(ACCESS_RD, ACCESS_ENGINE_EQUIP, ACCESS_ATMOSPHERICS)
TLV["oxygen"] = list(-1.0, -1.0,-1.0,-1.0) // Partial pressure, kpa
TLV["carbon dioxide"] = list(-1.0, -1.0, 5, 10) // Partial pressure, kpa
TLV["plasma"] = list(-1.0, -1.0, 0.2, 0.5) // Partial pressure, kpa
@@ -362,18 +362,18 @@
sleep(10)
if(E.density)
E:air_locked = E.req_access
E:req_access = list(access_engine, access_atmospherics)
E:req_access = list(ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
E.update_icon()
if(E.operating)
spawn(10)
E.close()
if(E.density)
E:air_locked = E.req_access
E:req_access = list(access_engine, access_atmospherics)
E:req_access = list(ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
E.update_icon()
else if(!E:locked) //Don't lock already bolted doors.
E:air_locked = E.req_access
E:req_access = list(access_engine, access_atmospherics)
E:req_access = list(ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
E.update_icon()
proc/air_doors_open(manual)

View File

@@ -35,7 +35,7 @@
var/obj/effect/decal/cleanable/target
var/obj/effect/decal/cleanable/oldtarget
var/oldloc = null
req_access = list(access_janitor)
req_access = list(ACCESS_JANITOR)
var/path[] = new()
var/patrol_path[] = null
var/beacon_freq = 1445 // navigation beacon frequency

View File

@@ -7,7 +7,7 @@
density = 1
anchored = 0
// weight = 1.0E7
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
health = 100
maxhealth = 100
fire_dam_coeff = 0.7
@@ -86,7 +86,7 @@
radio_controller.add_object(src, control_freq, filter = RADIO_SECBOT)
radio_controller.add_object(src, beacon_freq, filter = RADIO_NAVBEACONS)
if(lasercolor)
req_access = list(access_maint_tunnels,access_clown,access_mime)
req_access = list(ACCESS_MAINT_TUNNELS,ACCESS_CLOWN,ACCESS_MIME)
arrest_type = 1
if(lasercolor == "b")
name = pick("BLUE BALLER","SANIC","BLUE KILLDEATH MURDERBOT")

View File

@@ -46,7 +46,7 @@
var/turf/target
var/turf/oldtarget
var/oldloc = null
req_access = list(access_atmospherics)
req_access = list(ACCESS_ATMOSPHERICS)
var/path[] = new()
var/targetdirection

View File

@@ -13,12 +13,12 @@
anchored = 0
health = 20
maxhealth = 20
req_access =list(access_medical)
req_access =list(ACCESS_MEDICAL)
var/stunned = 0 //It can be stunned by tasers. Delicate circuits.
var/locked = 1
//var/emagged = 0
var/obj/machinery/camera/cam = null
var/list/botcard_access = list(access_medical, access_morgue, access_genetics, access_robotics)
var/list/botcard_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_ROBOTICS)
var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
var/frustration = 0

View File

@@ -30,7 +30,7 @@
var/new_destination = "" // pending new destination (waiting for beacon response)
var/destination = "" // destination description
var/home_destination = "" // tag of home beacon
req_access = list(access_cargo, access_cargo_bot) // added robotics access so assembly line drop-off works properly -veyveyr //I don't think so, Tim. You need to add it to the MULE's hidden robot ID card. -NEO
req_access = list(ACCESS_CARGO, ACCESS_CARGO_BOT) // added robotics access so assembly line drop-off works properly -veyveyr //I don't think so, Tim. You need to add it to the MULE's hidden robot ID card. -NEO
var/path[] = new()
var/mode = 0 //0 = idle/ready
@@ -77,7 +77,7 @@
..()
botcard = new(src)
botcard.access = get_access("Quartermaster")
botcard.access += access_robotics
botcard.access += ACCESS_ROBOTICS
cell = new(src)
cell.charge = 2000
cell.maxcharge = 2000

View File

@@ -11,7 +11,7 @@
fire_dam_coeff = 0.7
brute_dam_coeff = 0.5
// weight = 1.0E7
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
var/locked = 1 //Behavior Controls lock
var/mob/living/carbon/target
var/oldtarget_name

View File

@@ -11,12 +11,12 @@
//when adding a new camera network, you should only need to update these two procs
New()
possibleNets["Engineering"] = access_ce
possibleNets["SS13"] = access_hos
possibleNets["Mining"] = access_mining
possibleNets["Cargo"] = access_qm
possibleNets["Research"] = access_rd
possibleNets["Medbay"] = access_cmo
possibleNets["Engineering"] = ACCESS_CE
possibleNets["SS13"] = ACCESS_HOS
possibleNets["Mining"] = ACCESS_MINING
possibleNets["Cargo"] = ACCESS_QM
possibleNets["Research"] = ACCESS_RD
possibleNets["Medbay"] = ACCESS_CMO
proc/updateBuildPath()
build_path = ""
@@ -102,7 +102,7 @@
var/obj/item/device/pda/pda = I
I = pda.id
if (I && istype(I))
if(access_captain in I.access)
if(ACCESS_CAPTAIN in I.access)
authorised = 1
else if (possibleNets[network] in I.access)
authorised = 1

View File

@@ -11,7 +11,7 @@
density = 1
icon = 'cloning.dmi'
icon_state = "pod_0"
req_access = list(access_genetics) //For premature unlocking.
req_access = list(ACCESS_GENETICS) //For premature unlocking.
var/mob/living/occupant
var/heal_level = 10 //The clone is released once its health reaches this level.
var/locked = 0

View File

@@ -2,7 +2,7 @@
name = "AI System Integrity Restorer"
icon = 'computer.dmi'
icon_state = "ai-fixer"
req_access = list(access_captain, access_robotics, access_heads)
req_access = list(ACCESS_CAPTAIN, ACCESS_ROBOTICS, ACCESS_HEADS)
var/mob/living/silicon/ai/occupant = null
var/active = 0

View File

@@ -4,7 +4,7 @@
name = "Identification Computer"
desc = "A computer used to modify ID cards."
icon_state = "id"
req_access = list(access_change_ids)
req_access = list(ACCESS_CHANGE_IDS)
circuit = "/obj/item/weapon/circuitboard/card"
var/obj/item/weapon/card/id/scan = null
var/obj/item/weapon/card/id/modify = null
@@ -16,7 +16,7 @@
/obj/machinery/computer/card/attackby(O as obj, user as mob)//TODO:SANITY
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/idcard = O
if(access_change_ids in idcard.access)
if(ACCESS_CHANGE_IDS in idcard.access)
if(!scan)
usr.drop_item()
idcard.loc = src
@@ -279,5 +279,5 @@
/obj/machinery/computer/card/centcom
name = "CentCom Identification Computer"
circuit = "/obj/item/weapon/circuitboard/card/centcom"
req_access = list(access_cent_captain)
req_access = list(ACCESS_CENT_CAPTAIN)

View File

@@ -81,7 +81,7 @@
icon = 'computer.dmi'
icon_state = "dna"
circuit = "/obj/item/weapon/circuitboard/cloning"
req_access = list(access_heads) //Only used for record deletion right now.
req_access = list(ACCESS_HEADS) //Only used for record deletion right now.
var/obj/machinery/dna_scannernew/scanner = null //Linked scanner. For scanning.
var/obj/machinery/clonepod/pod1 = null //Linked cloning pod.
var/temp = ""

View File

@@ -5,7 +5,7 @@
name = "Communications Console"
desc = "This can be used for various important functions. Still under developement."
icon_state = "comm"
req_access = list(access_heads)
req_access = list(ACCESS_HEADS)
circuit = "/obj/item/weapon/circuitboard/communications"
var/prints_intercept = 1
var/authenticated = 0
@@ -61,7 +61,7 @@
if (I && istype(I))
if(src.check_access(I))
authenticated = 1
if((access_hop in I.access) || (access_captain in I.access))
if((ACCESS_HOP in I.access) || (ACCESS_CAPTAIN in I.access))
authenticated = 2
if("logout")
authenticated = 0
@@ -73,7 +73,7 @@
var/obj/item/device/pda/pda = I
I = pda.id
if (I && istype(I))
if((access_hop in I.access) || (access_captain in I.access))
if((ACCESS_HOP in I.access) || (ACCESS_CAPTAIN in I.access))
var/old_level = security_level
if(!tmp_alertlevel) tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN) tmp_alertlevel = SEC_LEVEL_GREEN

View File

@@ -4,7 +4,7 @@
name = "Medical Records"
desc = "This can be used to check medical records."
icon_state = "medcomp"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
circuit = "/obj/item/weapon/circuitboard/med_data"
var/obj/item/weapon/card/id/scan = null
var/obj/item/weapon/disk/records/disk = null

View File

@@ -4,7 +4,7 @@
name = "Prisoner Management"
icon = 'computer.dmi'
icon_state = "explosive"
req_access = list(access_armory)
req_access = list(ACCESS_ARMORY)
circuit = "/obj/item/weapon/circuitboard/prisoner"
var/id = 0.0
var/temp = null

View File

@@ -6,7 +6,7 @@
desc = "Used to remotely lockdown or detonate linked Cyborgs."
icon = 'computer.dmi'
icon_state = "robot"
req_access = list(access_robotics)
req_access = list(ACCESS_ROBOTICS)
circuit = "/obj/item/weapon/circuitboard/robotics"
var/id = 0.0

View File

@@ -4,7 +4,7 @@
name = "Security Records"
desc = "Used to view and edit personnel's security records"
icon_state = "security"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
circuit = "/obj/item/weapon/circuitboard/secure_data"
var/obj/item/weapon/card/id/scan = null
var/obj/item/weapon/disk/records/disk = null

View File

@@ -22,7 +22,7 @@
user << "The access level of [W:registered_name]\'s card is not high enough. "
return
if(!(access_heads in W:access)) //doesn't have this access
if(!(ACCESS_HEADS in W:access)) //doesn't have this access
user << "The access level of [W:registered_name]\'s card is not high enough. "
return 0

View File

@@ -1,59 +1,3 @@
/*
CONTAINS:
Deployable items
Barricades
for reference:
access_security = 1
access_brig = 2
access_armory = 3
access_forensics_lockers= 4
access_medical = 5
access_morgue = 6
access_tox = 7
access_tox_storage = 8
access_genetics = 9
access_engine = 10
access_engine_equip= 11
access_maint_tunnels = 12
access_external_airlocks = 13
access_emergency_storage = 14
access_change_ids = 15
access_ai_upload = 16
access_teleporter = 17
access_eva = 18
access_heads = 19
access_captain = 20
access_all_personal_lockers = 21
access_chapel_office = 22
access_tech_storage = 23
access_atmospherics = 24
access_bar = 25
access_janitor = 26
access_crematorium = 27
access_kitchen = 28
access_robotics = 29
access_rd = 30
access_cargo = 31
access_construction = 32
access_chemistry = 33
access_cargo_bot = 34
access_hydroponics = 35
access_manufacturing = 36
access_library = 37
access_lawyer = 38
access_virology = 39
access_cmo = 40
access_qm = 41
access_court = 42
access_clown = 43
access_mime = 44
*/
//Barricades, maybe there will be a metal one later...
/obj/structure/barricade/wooden
name = "wooden barricade"
@@ -145,7 +89,7 @@ for reference:
name = "deployable"
desc = "deployable"
icon = 'objects.dmi'
req_access = list(access_security)//I'm changing this until these are properly tested./N
req_access = list(ACCESS_SECURITY)//I'm changing this until these are properly tested./N
/obj/machinery/deployable/barrier
name = "deployable barrier"
@@ -157,7 +101,7 @@ for reference:
var/health = 100.0
var/maxhealth = 100.0
var/locked = 0.0
// req_access = list(access_maint_tunnels)
// req_access = list(ACCESS_MAINT_TUNNELS)
New()
..()
@@ -214,13 +158,13 @@ for reference:
if (src.health < src.maxhealth)
src.health = src.maxhealth
src.emagged = 0
src.req_access = list(access_security)
src.req_access = list(ACCESS_SECURITY)
for(var/mob/O in viewers(src, null))
O << "\red [user] repairs the [src]!"
return
else if (src.emagged > 0)
src.emagged = 0
src.req_access = list(access_security)
src.req_access = list(ACCESS_SECURITY)
for(var/mob/O in viewers(src, null))
O << "\red [user] repairs the [src]!"
return

View File

@@ -8,7 +8,7 @@
m_amt = 50
g_amt = 50
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
var/list/conf_access = null
var/last_configurator = null

View File

@@ -13,7 +13,7 @@
icon = 'status_display.dmi'
icon_state = "frame"
desc = "A remote control for a door."
req_access = list(access_brig)
req_access = list(ACCESS_BRIG)
anchored = 1.0 // can't pick it up
density = 0 // can walk through it.
var/id = null // id of door it controls.

View File

@@ -1,7 +1,3 @@
/var/const/OPEN = 1
/var/const/CLOSED = 2
/obj/machinery/door/firedoor
name = "Firelock"
desc = "Apply crowbar"

View File

@@ -222,7 +222,7 @@
icon = 'windoor.dmi'
icon_state = "leftsecure"
base_state = "leftsecure"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
var/id = null
health = 500.0 //Stronger doors for prison (regular window door health is 200)

View File

@@ -18,7 +18,7 @@
var/list/codes // assoc. list of transponder codes
var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
New()
..()

View File

@@ -20,7 +20,7 @@
use_power = 1 // this turret uses and requires power
idle_power_usage = 50 // when inactive, this turret takes up constant 50 Equipment power
active_power_usage = 300// when active, this turret takes up constant 300 Equipment power
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
power_channel = EQUIP // drains power from the EQUIPMENT channel
var/lasercolor = ""
@@ -517,7 +517,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
if(!projectile)
lasercolor = ""
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
if(!installation)// if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
projectile = /obj/item/projectile/energy/electrode
reqpower = 200
@@ -531,14 +531,14 @@ Neutralize All Unidentified Life Signs: []<BR>"},
iconholder = null
reqpower = 100
lasercolor = "b"
req_access = list(access_maint_tunnels,access_clown,access_mime)
req_access = list(ACCESS_MAINT_TUNNELS,ACCESS_CLOWN,ACCESS_MIME)
else if(istype(E, /obj/item/weapon/gun/energy/laser/redtag))
projectile = /obj/item/projectile/redtag
iconholder = null
reqpower = 100
lasercolor = "r"
req_access = list(access_maint_tunnels,access_clown,access_mime)
req_access = list(ACCESS_MAINT_TUNNELS,ACCESS_CLOWN,ACCESS_MIME)
else if(istype(E, /obj/item/weapon/gun/energy/pulse_rifle))
projectile = /obj/item/projectile/beam/pulse

View File

@@ -361,7 +361,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
updateUsrDialog()
if(screen == 10)
var/obj/item/weapon/card/id/ID = O
if (access_RC_announce in ID.access)
if (ACCESS_RC_ANNOUNCE in ID.access)
announceAuth = 1
else
announceAuth = 0

View File

@@ -19,7 +19,7 @@
icon_state = "Shield_Gen"
anchored = 0
density = 1
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
var/active = 0
var/power = 0
var/state = 0

View File

@@ -13,7 +13,7 @@
var/universal_translate = 0 // set to 1 if it can translate nonhuman speech
req_access = list(access_tcomsat)
req_access = list(ACCESS_TCOMSAT)
attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))

View File

@@ -68,7 +68,7 @@
req_access = list(access_tcomsat)
req_access = list(ACCESS_TCOMSAT)
attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))

View File

@@ -307,7 +307,7 @@
var/locked = 1
var/control_area //can be area name, path or nothing.
var/ailock = 0 // AI cannot use this
req_access = list(access_ai_upload)
req_access = list(ACCESS_AI_UPLOAD)
var/similar_controls
var/turrets

View File

@@ -7,7 +7,7 @@
internal_damage_threshold = 50
maint_access = 0
//add_req_access = 0
//operation_req_access = list(access_hos)
//operation_req_access = list(ACCESS_HOS)
damage_absorption = list("brute"=0.7,"fire"=1,"bullet"=0.7,"laser"=0.85,"energy"=1,"bomb"=0.8)
var/am = "d3c2fbcadca903a41161ccc9df9cf948"

View File

@@ -9,7 +9,7 @@
damage_absorption = list("brute"=1.2,"fire"=1.5,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
max_temperature = 3500
infra_luminosity = 5
operation_req_access = list(access_clown)
operation_req_access = list(ACCESS_CLOWN)
wreckage = /obj/effect/decal/mecha_wreckage/honker
add_req_access = 0
max_equip = 3

View File

@@ -14,7 +14,7 @@
var/smoke_ready = 1
var/smoke_cooldown = 100
var/datum/effect/effect/system/harmless_smoke_spread/smoke_system = new
operation_req_access = list(access_cent_specops)
operation_req_access = list(ACCESS_CENT_SPECOPS)
wreckage = /obj/effect/decal/mecha_wreckage/marauder
add_req_access = 0
internal_damage_threshold = 25
@@ -25,7 +25,7 @@
desc = "Heavy-duty, command-type exosuit. This is a custom model, utilized only by high-ranking military personnel."
name = "Seraph"
icon_state = "seraph"
operation_req_access = list(access_cent_creed)
operation_req_access = list(ACCESS_CENT_CREED)
step_in = 3
health = 550
wreckage = /obj/effect/decal/mecha_wreckage/seraph
@@ -37,7 +37,7 @@
desc = "Heavy-duty, combat exosuit, developed off of the existing Marauder model."
name = "Mauler"
icon_state = "mauler"
operation_req_access = list(access_syndicate)
operation_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/effect/decal/mecha_wreckage/mauler
/obj/mecha/combat/marauder/New()

View File

@@ -12,7 +12,7 @@
use_power = 1
idle_power_usage = 20
active_power_usage = 5000
req_access = list(access_robotics)
req_access = list(ACCESS_ROBOTICS)
var/time_coeff = 1.5 //can be upgraded with research
var/resource_coeff = 1.5 //can be upgraded with research
var/list/resources = list(

View File

@@ -53,7 +53,7 @@
var/internal_damage = 0 //contains bitflags
var/list/operation_req_access = list()//required access level for mecha operation
var/list/internals_req_access = list(access_engine,access_robotics)//required access level to open cell compartment
var/list/internals_req_access = list(ACCESS_ENGINE,ACCESS_ROBOTICS)//required access level to open cell compartment
var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature
var/datum/global_iterator/pr_inertial_movement //controls intertial movement in spesss

View File

@@ -2,7 +2,7 @@
name = "Exosuit Control"
icon = 'computer.dmi'
icon_state = "mecha"
req_access = list(access_robotics)
req_access = list(ACCESS_ROBOTICS)
circuit = "/obj/item/weapon/circuitboard/mecha_control"
var/list/located = list()
var/screen = 0

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/ert/commander
name = "\improper ERT commander locker"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
@@ -24,7 +24,7 @@
/obj/structure/closet/secure_closet/ert/security
name = "\improper ERT security locker"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_state = "sec1"
icon_closed = "sec"
icon_locked = "sec1"
@@ -47,7 +47,7 @@
/obj/structure/closet/secure_closet/ert/engineer
name = "\improper ERT engineer locker"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
icon_state = "secureeng1"
icon_closed = "secureeng"
icon_locked = "secureeng1"
@@ -69,7 +69,7 @@
/obj/structure/closet/secure_closet/ert/medical
name = "\improper ERT medical locker"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/cargotech
name = "Cargo Technician's Locker"
req_access = list(access_cargo)
req_access = list(ACCESS_CARGO)
icon_state = "securecargo1"
icon_closed = "securecargo"
icon_locked = "securecargo1"
@@ -20,7 +20,7 @@
/obj/structure/closet/secure_closet/qm_personal
name = "Quartermaster's Locker"
req_access = list(access_qm)
req_access = list(ACCESS_QM)
icon_state = "secureqm1"
icon_closed = "secureqm"
icon_locked = "secureqm1"
@@ -43,7 +43,7 @@
/obj/structure/closet/secure_closet/cargo_tech_personal
name = "Cargo Tech's Locker"
req_access = list(access_cargo)
req_access = list(ACCESS_CARGO)
New()
..()
@@ -58,7 +58,7 @@
/obj/structure/closet/secure_closet/miner_personal
name = "Miner's Locker"
req_access = list(access_cargo)
req_access = list(ACCESS_CARGO)
New()
..()

View File

@@ -1,7 +1,7 @@
/obj/structure/closet/secure_closet/chef_personal
name = "Chef's Locker"
req_access = list(access_kitchen)
req_access = list(ACCESS_KITCHEN)
New()
..()
@@ -15,7 +15,7 @@
/obj/structure/closet/secure_closet/bar
name = "Booze"
req_access = list(access_bar)
req_access = list(ACCESS_BAR)
New()
@@ -35,7 +35,7 @@
/obj/structure/closet/secure_closet/barman_personal
name = "Barman's Locker"
req_access = list(access_bar)
req_access = list(ACCESS_BAR)
New()
..()
@@ -53,7 +53,7 @@
/obj/structure/closet/secure_closet/hydro_personal
name = "Botanist's Locker"
req_access = list(access_hydroponics)
req_access = list(ACCESS_HYDROPONICS)
New()
..()
@@ -68,7 +68,7 @@
/obj/structure/closet/secure_closet/janitor_personal
name = "Janitor's Locker"
req_access = list(access_janitor)
req_access = list(ACCESS_JANITOR)
New()
..()
@@ -82,7 +82,7 @@
/obj/structure/closet/secure_closet/lawyer_personal
name = "Lawyer's Locker"
req_access = list(access_lawyer)
req_access = list(ACCESS_LAWYER)
New()
..()
@@ -98,7 +98,7 @@
/obj/structure/closet/secure_closet/librarian_personal
name = "Librarian's Locker"
req_access = list(access_library)
req_access = list(ACCESS_LIBRARY)
New()
..()
@@ -112,7 +112,7 @@
/obj/structure/closet/secure_closet/counselor_personal
name = "Counselor's Locker"
req_access = list(access_chapel_office)
req_access = list(ACCESS_CHAPEL_OFFICE)
New()
..()

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/engineering_chief
name = "Chief Engineer's Locker"
req_access = list(access_ce)
req_access = list(ACCESS_CE)
icon_state = "securece1"
icon_closed = "securece"
icon_locked = "securece1"
@@ -39,7 +39,7 @@
/obj/structure/closet/secure_closet/engineering_electrical
name = "Electrical Supplies"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
icon_state = "secureengelec1"
icon_closed = "secureengelec"
icon_locked = "secureengelec1"
@@ -68,7 +68,7 @@
/obj/structure/closet/secure_closet/engineering_welding
name = "Welding Supplies"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
icon_state = "secureengweld1"
icon_closed = "secureengweld"
icon_locked = "secureengweld1"
@@ -95,7 +95,7 @@
/obj/structure/closet/secure_closet/engineering_personal
name = "Engineer's Locker"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
icon_state = "secureeng1"
icon_closed = "secureeng"
icon_locked = "secureeng1"
@@ -128,7 +128,7 @@
/obj/structure/closet/secure_closet/atmos_personal
name = "Atmospheric Technician's Locker"
req_access = list(access_atmospherics)
req_access = list(ACCESS_ATMOSPHERICS)
New()
..()
@@ -144,7 +144,7 @@
/obj/structure/closet/secure_closet/roboticist_personal
name = "Roboticist's Locker"
req_access = list(access_robotics)
req_access = list(ACCESS_ROBOTICS)
New()
..()

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/hydroponics
name = "Botanist's locker"
req_access = list(access_hydroponics)
req_access = list(ACCESS_HYDROPONICS)
icon_state = "hydrosecure1"
icon_closed = "hydrosecure"
icon_locked = "hydrosecure1"

View File

@@ -7,7 +7,7 @@
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
New()
@@ -35,7 +35,7 @@
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
New()
@@ -53,7 +53,7 @@
/obj/structure/closet/secure_closet/doctor_personal
name = "Medical Doctor's Locker"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
@@ -92,7 +92,7 @@
/obj/structure/closet/secure_closet/chemist_personal
name = "Chemist's Locker"
req_access = list(access_chemistry)
req_access = list(ACCESS_CHEMISTRY)
New()
..()
@@ -108,7 +108,7 @@
/obj/structure/closet/secure_closet/genetics_personal
name = "Geneticist's Locker"
req_access = list(access_genetics)
req_access = list(ACCESS_GENETICS)
New()
..()
@@ -124,7 +124,7 @@
/obj/structure/closet/secure_closet/viro_personal
name = "Virologist's Locker"
req_access = list(access_virology)
req_access = list(ACCESS_VIROLOGY)
New()
..()
@@ -141,7 +141,7 @@
/obj/structure/closet/secure_closet/CMO
name = "Chief Medical Officer's Locker"
req_access = list(access_cmo)
req_access = list(ACCESS_CMO)
icon_state = "cmosecure1"
icon_closed = "cmosecure"
icon_locked = "cmosecure1"
@@ -170,7 +170,7 @@
/obj/structure/closet/secure_closet/animal
name = "Animal Control"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
New()
@@ -193,7 +193,7 @@
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
New()

View File

@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/personal/var/registered_name = null
/obj/structure/closet/secure_closet/personal/req_access = list(access_all_personal_lockers)
/obj/structure/closet/secure_closet/personal/req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
/obj/structure/closet/secure_closet/personal/New()
..()

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/scientist
name = "Scientist's Locker"
req_access = list(access_research)
req_access = list(ACCESS_RESEARCH)
icon_state = "secureres1"
icon_closed = "secureres"
icon_locked = "secureres1"
@@ -25,7 +25,7 @@
/obj/structure/closet/secure_closet/rd
name = "Research Director's Locker"
req_access = list(access_rd)
req_access = list(ACCESS_RD)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/RD
name = "Research Director's Locker"
req_access = list(access_rd)
req_access = list(ACCESS_RD)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/captains
name = "Captain's Locker"
req_access = list(access_captain)
req_access = list(ACCESS_CAPTAIN)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
@@ -30,7 +30,7 @@
/obj/structure/closet/secure_closet/hop
name = "Head of Personnel's Locker"
req_access = list(access_hop)
req_access = list(ACCESS_HOP)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
icon_locked = "hopsecure1"
@@ -59,7 +59,7 @@
/obj/structure/closet/secure_closet/hos
name = "Head of Security's Locker"
req_access = list(access_hos)
req_access = list(ACCESS_HOS)
icon_state = "hossecure1"
icon_closed = "hossecure"
icon_locked = "hossecure1"
@@ -87,7 +87,7 @@
/obj/structure/closet/secure_closet/warden
name = "Warden's Locker"
req_access = list(access_armory)
req_access = list(ACCESS_ARMORY)
icon_state = "wardensecure1"
icon_closed = "wardensecure"
icon_locked = "wardensecure1"
@@ -119,7 +119,7 @@
/obj/structure/closet/secure_closet/security
name = "Security Officer's Locker"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_state = "sec1"
icon_closed = "sec"
icon_locked = "sec1"
@@ -155,7 +155,7 @@
/obj/structure/closet/secure_closet/detective
name = "Detective's Cabinet"
req_access = list(access_forensics_lockers)
req_access = list(ACCESS_FORENSICS_LOCKERS)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
@@ -189,7 +189,7 @@
/obj/structure/closet/secure_closet/injection
name = "Lethal Injections"
req_access = list(access_hos)
req_access = list(ACCESS_HOS)
New()
@@ -203,7 +203,7 @@
/obj/structure/closet/secure_closet/brig
name = "Brig Locker"
req_access = list(access_brig)
req_access = list(ACCESS_BRIG)
anchored = 1
var/id = null
@@ -216,7 +216,7 @@
/obj/structure/closet/secure_closet/courtroom
name = "Courtroom Locker"
req_access = list(access_court)
req_access = list(ACCESS_COURT)
New()
..()

View File

@@ -75,7 +75,7 @@
/obj/structure/closet/walllocker/security
name = "wall locker"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_state = "wall-locker1"
density = 1

View File

@@ -9,7 +9,7 @@
max_w_class = 3
max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
storage_slots = 4
req_access = list(access_armory)
req_access = list(ACCESS_ARMORY)
var/locked = 1
var/broken = 0
var/icon_locked = "lockbox+l"
@@ -74,7 +74,7 @@
/obj/item/weapon/storage/lockbox/loyalty
name = "Lockbox (Loyalty Implants)"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
New()
..()
@@ -87,7 +87,7 @@
/obj/item/weapon/storage/lockbox/clusterbang
name = "lockbox (clusterbang)"
desc = "You have a bad feeling about opening this."
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
New()
..()

View File

@@ -14,7 +14,7 @@ var/prison_shuttle_timeleft = 0
name = "Prison Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
circuit = "/obj/item/weapon/circuitboard/prison_shuttle"
var/temp = null
var/hacked = 0

View File

@@ -230,12 +230,12 @@ proc/trigger_armed_response_team(var/force = 0)
if(leader_selected)
W.name = "[real_name]'s ID Card (Emergency Response Team Leader)"
W.access = get_access("Captain")
W.access += list(access_cent_teleporter)
W.access += list(ACCESS_CENT_TELEPORTER)
W.assignment = "Emergency Response Team Leader"
else
W.access = get_access("Head of Personnel")
W.assignment = "Emergency Response Team"
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.access += list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE)//Let's add their alloted CentCom access.
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)

View File

@@ -15,7 +15,7 @@ var/specops_shuttle_timeleft = 0
name = "Spec. Ops. Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_cent_specops)
req_access = list(ACCESS_CENT_SPECOPS)
var/temp = null
var/hacked = 0
var/allowedtocall = 0

View File

@@ -83,7 +83,7 @@ var/list/supply_groups = new()
name = "Supply shuttle console"
icon = 'computer.dmi'
icon_state = "supply"
req_access = list(access_cargo)
req_access = list(ACCESS_CARGO)
circuit = "/obj/item/weapon/circuitboard/supplycomp"
var/temp = null
var/hacked = 0

View File

@@ -14,7 +14,7 @@ var/syndicate_elite_shuttle_timeleft = 0
name = "Elite Syndicate Squad Shuttle Console"
icon = 'computer.dmi'
icon_state = "syndishuttle"
req_access = list(access_cent_specops)
req_access = list(ACCESS_CENT_SPECOPS)
var/temp = null
var/hacked = 0
var/allowedtocall = 0

View File

@@ -42,7 +42,7 @@
var/internal_damage = 0 //contains bitflags
var/list/operation_req_access = list()//required access level for mecha operation
var/list/internals_req_access = list(access_engine,access_robotics)//required access level to open cell compartment
var/list/internals_req_access = list(ACCESS_ENGINE,ACCESS_ROBOTICS)//required access level to open cell compartment
//var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature //In airtight.dm you go -Agouri
var/datum/global_iterator/pr_inertial_movement //controls intertial movement in spesss

View File

@@ -77,7 +77,7 @@ obj/machinery/computer/forensic_scanning
scan_name = ""
scan_process = 0
req_access = list(access_forensics_lockers)
req_access = list(ACCESS_FORENSICS_LOCKERS)
New()

View File

@@ -15,7 +15,7 @@ obj/item/clothing/gloves/var
mob/living/carbon/human/bloody_hands_mob
obj/effect/decal/cleanable/var
/*obj/effect/decal/cleanable/var
track_amt = 3
mob/blood_owner
@@ -145,7 +145,7 @@ proc/get_tracks(mob/M)
else if(istype(M,/mob/living/carbon/alien/larva))
. = "small alien feet"
else
. = "an unknown creature"
. = "an unknown creature"*/
proc/blood_incompatible(donor,receiver)

View File

@@ -1903,7 +1903,7 @@ var/global/BSACooldown = 0
if(H.wear_id)
var/obj/item/weapon/card/id/id = H.get_idcard()
for(var/A in id.access)
if(A == access_security)
if(A == ACCESS_SECURITY)
security++
if(!security)
//strip their stuff before they teleport into a cell :downs:
@@ -2361,13 +2361,13 @@ var/global/BSACooldown = 0
usr << browse(dat, "window=admin_log")
if("maint_access_brig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
if (access_maint_tunnels in M.req_access)
M.req_access = list(access_brig)
if (ACCESS_MAINT_TUNNELS in M.req_access)
M.req_access = list(ACCESS_BRIG)
message_admins("[key_name_admin(usr)] made all maint doors brig access-only.")
if("maint_access_engiebrig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
if (access_maint_tunnels in M.req_access)
M.req_access = list(access_brig,access_engine)
if (ACCESS_MAINT_TUNNELS in M.req_access)
M.req_access = list(ACCESS_BRIG,ACCESS_ENGINE)
message_admins("[key_name_admin(usr)] made all maint doors engineering and brig access-only.")
if("infinite_sec")
var/datum/job/J = job_master.GetJob("Security Officer")

View File

@@ -190,7 +190,7 @@ var/global/sent_strike_team = 0
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()//They get full station access.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.access += list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)

View File

@@ -184,7 +184,7 @@ var/global/sent_syndicate_strike_team = 0
W.name = "[real_name]'s ID Card"
W.icon_state = "id"
W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
W.access += list(ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_SYNDICATE)//Let's add their forged CentCom access and syndicate access.
W.assignment = "Syndicate Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)

View File

@@ -36,7 +36,7 @@ datum
total_transfered++
src.update_total()
handle_reactions()
// handle_reactions() this proc only removes reagents from src, no reason to check for reactions since they wont happen
return total_transfered
get_master_reagent_name()
@@ -78,7 +78,7 @@ datum
src.update_total()
R.update_total()
R.handle_reactions()
src.handle_reactions()
// src.handle_reactions() this proc only removes reagents from src, no reason to check for reactions since they wont happen
return amount
copy_to(var/obj/target, var/amount=1, var/multiplier=1, var/preserve_data=1)
@@ -99,7 +99,7 @@ datum
src.update_total()
R.update_total()
R.handle_reactions()
src.handle_reactions()
// src.handle_reactions()
return amount
trans_id_to(var/obj/target, var/reagent, var/amount=1, var/preserve_data=1)//Not sure why this proc didn't exist before. It does now! /N
@@ -378,8 +378,8 @@ datum
if (R.id == reagent)
R.volume -= amount
update_total()
if(!safety)//So it does not handle reactions when it need not to
handle_reactions()
// if(!safety)//So it does not handle reactions when it need not to
// handle_reactions() this proc only removes reagents from src, no reason to check for reactions since they wont happen
my_atom.on_reagent_change()
return 0

View File

@@ -166,7 +166,7 @@
var/name = "Cyborg"
name += " [pick(rand(1, 999))]"
W.name = "Fake Cyborg Card"
W.access = list(access_theatre)
W.access = list(ACCESS_THEATRE)
W.assignment = "Kill all humans! Beep. Boop."
W.registered_name = name
del(src)

View File

@@ -17,7 +17,7 @@
icon_opened = "miningsecopen"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
req_access = list(ACCESS_MINING)
/obj/structure/closet/secure_closet/miner/New()
..()
@@ -87,7 +87,7 @@ proc/move_mining_shuttle()
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
req_access = list(ACCESS_MINING)
circuit = "/obj/item/weapon/circuitboard/mining_shuttle"
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base

View File

@@ -12,7 +12,7 @@
var/construction_time = 75
//these vars are so the mecha fabricator doesn't shit itself anymore. --NEO
req_access = list(access_robotics)
req_access = list(ACCESS_ROBOTICS)
//Revised. Brainmob is now contained directly within object of transfer. MMI in this case.

View File

@@ -188,7 +188,7 @@
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
this.blood_owner = src
// this.blood_owner = src
if(virus2)
this.virus2 = virus2.getcopy()

View File

@@ -1,5 +1,5 @@
/var/const/SHARED_TYPES_WEIGHT = 5
/var/const/CAMERA_PROXIMITY_PREFERENCE = 0.2
#define SHARED_TYPES_WEIGHT 5
#define CAMERA_PROXIMITY_PREFERENCE 0.2
// the smaller this is, the more a straight line will be preferred over a closer camera when changing cameras
// if you set this to 0 the game will crash. don't do that.
// if you set it to be negative the algorithm will do completely nonsensical things (like choosing the camera that's

View File

@@ -4,7 +4,7 @@
name = "Antimatter Engine Console"
icon = 'stationobjs.dmi'
icon_state = "comm_computer"
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
var/engine_id = 0
var/authenticated = 0
var/obj/machinery/power/am_engine/engine/connected_E = null

View File

@@ -19,7 +19,7 @@
icon_state = "apc0"
anchored = 1
req_access = list(access_engine_equip)
req_access = list(ACCESS_ENGINE_EQUIP)
var/area/area
var/areastring = null
var/obj/item/weapon/cell/cell

View File

@@ -9,7 +9,7 @@
anchored = 0
density = 1
directwired = 1
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
// use_power = 0
var/obj/item/weapon/tank/plasma/P = null
var/last_power = 0

View File

@@ -7,7 +7,7 @@
icon_state = "emitter"
anchored = 0
density = 1
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
use_power = 1
idle_power_usage = 10

View File

@@ -46,7 +46,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
var/id = 0 //ID of the computer (for server restrictions).
var/sync = 1 //If sync = 0, it doesn't show up on Server Control Console
req_access = list(access_tox) //Data and setting manipulation requires scientist access.
req_access = list(ACCESS_TOX) //Data and setting manipulation requires scientist access.
proc
CallTechName(var/ID) //A simple helper proc to find the name of a tech with a given ID.

View File

@@ -12,7 +12,7 @@
var/heat_gen = 100
var/heating_power = 40000
var/delay = 10
req_access = list(access_rd) //Only the R&D can change server settings.
req_access = list(ACCESS_RD) //Only the R&D can change server settings.
New()
..()

View File

@@ -34,7 +34,7 @@
return
if(istype(W,/obj/item/weapon/card/id))
var/obj/item/weapon/card/id/ID = W
if(access_keycard_auth in ID.access)
if(ACCESS_KEYCARD_AUTH in ID.access)
if(active == 1)
//This is not the device that made the initial request. It is the device confirming the request.
if(event_source)

View File

@@ -1,5 +1,8 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
#define TRUE 1
#define FALSE 0
#define PI 3.1415
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
@@ -394,6 +397,9 @@ var/static/list/scarySounds = list('thudswoosh.ogg','Taser.ogg','armbomb.ogg','h
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
#define OPEN 1
#define CLOSED 0
// Maximum and minimum character ages.
var/const/minimum_age = 20
var/const/maximum_age = 65
@@ -419,3 +425,38 @@ var/list/liftable_structures = list(\
/obj/structure/filingcabinet, \
/obj/structure/reagent_dispensers, \
/obj/machinery/portable_atmospherics/canister)
//////////////////
//GLOBAL DEFINES//
//////////////////
#define SPEED_OF_LIGHT 3e8 //not exact but hey!
#define SPEED_OF_LIGHT_SQ 9e+16
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define INFINITY 1e31 //closer then enough
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
#define MAX_MESSAGE_LEN 1024
#define MAX_PAPER_MESSAGE_LEN 3072
#define MAX_BOOK_MESSAGE_LEN 9216
#define MAX_NAME_LEN 32
/////////////////
//RADIO DEFINES//
/////////////////
#define TRANSMISSION_WIRE 0
#define TRANSMISSION_RADIO 1
/* filters */
#define RADIO_TO_AIRALARM "1"
#define RADIO_FROM_AIRALARM "2"
#define RADIO_CHAT "3"
#define RADIO_ATMOSIA "4"
#define RADIO_NAVBEACONS "5"
#define RADIO_AIRLOCK "6"
#define RADIO_SECBOT "7"
#define RADIO_MULEBOT "8"
#define RADIO_MAGNETS "9"
#define RADIO_POWER "10"

View File

@@ -8,7 +8,7 @@
var/obj/machinery/door/d1 = null
var/obj/machinery/door/d2 = null
anchored = 1.0
req_access = list(access_brig)
req_access = list(ACCESS_BRIG)
use_power = 1
idle_power_usage = 2
active_power_usage = 4

View File

@@ -2,7 +2,7 @@
name = "Medical Records"
size = 32.0
active_icon = "dna"
req_access = list(access_medical)
req_access = list(ACCESS_MEDICAL)
var/authenticated = null
var/rank = null
var/screen = null

Some files were not shown because too many files have changed in this diff Show More