Shitload of bugfixes.

This commit is contained in:
SkyMarshal
2012-06-18 21:18:26 -07:00
parent 4f12065fbe
commit 57fcff3067
9 changed files with 52 additions and 25 deletions

View File

@@ -131,7 +131,7 @@
fire = 1
updateicon()
mouse_opacity = 0
for(var/obj/machinery/door/airlock/E in master.all_doors)
/* for(var/obj/machinery/door/airlock/E in master.all_doors)
if(!E.air_locked)
if((!E.arePowerSystemsOn()) || (E.stat & NOPOWER)) continue
if(!E.density)
@@ -159,7 +159,7 @@
D.nextstate = CLOSED
else if(!D.density)
spawn(0)
D.close()
D.close() */
var/list/cameras = list()
for (var/obj/machinery/camera/C in src)
cameras += C
@@ -174,7 +174,7 @@
fire = 0
mouse_opacity = 0
updateicon()
for(var/obj/machinery/door/airlock/E in master.all_doors)
/* for(var/obj/machinery/door/airlock/E in master.all_doors)
if((!E.arePowerSystemsOn()) || (E.stat & NOPOWER)) continue
if(E.air_locked) //Don't mess with doors locked for other reasons.
if(E.density)
@@ -187,7 +187,7 @@
D.nextstate = OPEN
else if(D.density)
spawn(0)
D.open()
D.open()*/
for (var/mob/living/silicon/ai/aiPlayer in world)
aiPlayer.cancelAlarm("Fire", src, src)
for (var/obj/machinery/computer/station_alert/a in world)

View File

@@ -612,9 +612,9 @@ Code:
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
sum_list[1] = A.fingerprints.Copy()
sum_list[2] = A.suit_fibers.Copy()
sum_list[3] = A.blood_DNA.Copy()
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored_data["\ref [A]"] = sum_list
return 0

View File

@@ -142,7 +142,7 @@ var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
return
/obj/item/stack/tile/plasteel/proc/build(turf/S as turf)
S.ReplaceWithPlating()
S.ReplaceWithAirlessPlating()
// var/turf/simulated/floor/W = S.ReplaceWithFloor()
// W.make_plating()
return

View File

@@ -206,6 +206,34 @@
if(istype(west)) air_master.tiles_to_update |= west
return W
/turf/proc/ReplaceWithAirlessPlating()
var/prior_icon = icon_old
var/old_dir = dir
for(var/obj/structure/lattice/L in locate(src.x, src.y, src.z))
del(L)
var/turf/simulated/floor/plating/airless/W = new /turf/simulated/floor/plating/airless( locate(src.x, src.y, src.z) )
W.RemoveLattice()
W.dir = old_dir
if(prior_icon) W.icon_state = prior_icon
else W.icon_state = "plating"
W.opacity = 1
W.ul_SetOpacity(0)
W.levelupdate()
air_master.tiles_to_update |= W
var/turf/simulated/north = get_step(W,NORTH)
var/turf/simulated/south = get_step(W,SOUTH)
var/turf/simulated/east = get_step(W,EAST)
var/turf/simulated/west = get_step(W,WEST)
if(istype(north)) air_master.tiles_to_update |= north
if(istype(south)) air_master.tiles_to_update |= south
if(istype(east)) air_master.tiles_to_update |= east
if(istype(west)) air_master.tiles_to_update |= west
return W
/turf/proc/ReplaceWithEngineFloor()
var/old_dir = dir

View File

@@ -513,10 +513,10 @@ obj/machinery/computer/forensic_scanning
prints[print] = atom_fingerprints[print]
else
var/list/templist[4]
templist[1] = atom_suit_fibers.Copy()
templist[2] = atom_blood_DNA.Copy()
templist[1] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
templist[2] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
templist[3] = atom_name
templist[4] = atom_fingerprints.Copy()
templist[4] = atom_fingerprints ? atom_fingerprints.Copy() : null
misc[atom_reference] = templist //Store it!
//Has prints.
if(atom_fingerprints)
@@ -560,17 +560,17 @@ obj/machinery/computer/forensic_scanning
//It's not in there! We gotta add it.
update_fingerprints(main_print, atom_fingerprints[main_print])
var/list/data_point[4]
data_point[1] = atom_fingerprints.Copy()
data_point[2] = atom_suit_fibers.Copy()
data_point[3] = atom_blood_DNA.Copy()
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
data_entry[atom_reference] = data_point
continue
//No print at all! New data entry, go!
var/list/data_point[4]
data_point[1] = atom_fingerprints.Copy()
data_point[2] = atom_suit_fibers.Copy()
data_point[3] = atom_blood_DNA.Copy()
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
var/list/new_file[2]
new_file[1] = atom_fingerprints[main_print]

View File

@@ -164,9 +164,9 @@
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
sum_list[1] = A.fingerprints.Copy()
sum_list[2] = A.suit_fibers.Copy()
sum_list[3] = A.blood_DNA.Copy()
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
return 0

View File

@@ -200,8 +200,8 @@
else
dat += "<td>No Assigned Role</td>"
*/
dat += {"<td>IP: [M.client.address]<br>
CID: [M.client.computer_id]</td>
dat += {"<td>IP: [M.client ? M.client.address : "Disconnected"]<br>
CID: [M.client ? M.client.computer_id : "Disconnected"]</td>
"}
dat += {"<td><A HREF='?src=\ref[src];player_info=[M.ckey]'>[player_has_info(M.ckey) ? "Info" : "N/A"] </A></td>

View File

@@ -48,7 +48,7 @@
/mob/proc/death(gibbed)
timeofdeath = world.time
var/log_file = file("[time2text(world.timeofday, "statistics/DD-MM-YYYY.txt")]")
log_file << "Death | \The [get_area(src)] | [bruteloss], [oxyloss], [toxloss], [fireloss][attack_log && attack_log.len? " | attack_log[attack_log.len]" : ""]"
log_file << "Death | \The [get_area(src)] | [bruteloss], [oxyloss], [toxloss], [fireloss][attack_log && attack_log.len? " | [attack_log[attack_log.len]]" : ""]"
if(client)
client.onDeath()

View File

@@ -448,8 +448,7 @@ datum/preferences
// Modify this if you added more jobs and it looks like a mess. Add the jobs in the splitJobs that you want to trigger and intitate a new table.
if(splitJobs == null)
if (ticker.current_state >= GAME_STATE_PLAYING
)
if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
splitJobs = list()
else
splitJobs = list("Chief Engineer")