mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
Using dev-freeze map.
This commit is contained in:
@@ -1246,6 +1246,7 @@
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#include "code\modules\surgery\ribcage.dm"
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#include "code\modules\surgery\ribcage.dm"
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#include "code\modules\surgery\robolimbs.dm"
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#include "code\modules\surgery\robolimbs.dm"
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#include "code\modules\surgery\surgery.dm"
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#include "code\modules\surgery\surgery.dm"
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#include "code\modules\surgery\headreattach.dm"
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#include "code\modules\telesci\bscrystal.dm"
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#include "code\modules\telesci\bscrystal.dm"
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#include "code\modules\telesci\gps.dm"
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#include "code\modules\telesci\gps.dm"
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#include "code\modules\telesci\telepad.dm"
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#include "code\modules\telesci\telepad.dm"
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@@ -61,7 +61,7 @@
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if(C.cell && C.z == 1)
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if(C.cell && C.z == 1)
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C.cell.charge = C.cell.maxcharge
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C.cell.charge = C.cell.maxcharge
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for(var/obj/machinery/power/smes/S in world)
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for(var/obj/machinery/power/smes/S in world)
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if(S.z != 1)
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if(istype(get_area(S), /area/turret_protected) || S.z != 1)
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continue
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continue
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S.charge = S.last_charge
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S.charge = S.last_charge
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S.output = S.last_output
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S.output = S.last_output
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@@ -52,6 +52,8 @@
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var/const/WIRE_SHOCK = 3
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var/const/WIRE_SHOCK = 3
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var/const/WIRE_SHOOTINV = 4
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var/const/WIRE_SHOOTINV = 4
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var/check_accounts = 0 // 1 = requires PIN and checks accounts. 0 = You slide an ID, it vends, SPACE COMMUNISM!
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/obj/machinery/vending/New()
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/obj/machinery/vending/New()
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..()
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..()
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spawn(4)
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spawn(4)
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@@ -164,46 +166,51 @@
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if (istype(I, /obj/item/weapon/card/id))
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if (istype(I, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = I
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var/obj/item/weapon/card/id/C = I
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visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
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visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
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if(vendor_account)
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if(check_accounts)
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var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
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if(vendor_account)
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var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
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var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
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if(D)
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var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
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var/transaction_amount = currently_vending.price
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if(D)
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if(transaction_amount <= D.money)
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var/transaction_amount = currently_vending.price
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if(transaction_amount <= D.money)
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//transfer the money
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//transfer the money
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D.money -= transaction_amount
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D.money -= transaction_amount
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vendor_account.money += transaction_amount
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vendor_account.money += transaction_amount
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//create entries in the two account transaction logs
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//create entries in the two account transaction logs
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var/datum/transaction/T = new()
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var/datum/transaction/T = new()
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T.target_name = "[vendor_account.owner_name] (via [src.name])"
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T.target_name = "[vendor_account.owner_name] (via [src.name])"
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T.purpose = "Purchase of [currently_vending.product_name]"
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T.purpose = "Purchase of [currently_vending.product_name]"
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if(transaction_amount > 0)
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if(transaction_amount > 0)
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T.amount = "([transaction_amount])"
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T.amount = "([transaction_amount])"
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else
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else
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T.amount = "[transaction_amount]"
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T.source_terminal = src.name
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T.date = current_date_string
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T.time = worldtime2text()
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D.transaction_log.Add(T)
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//
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T = new()
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T.target_name = D.owner_name
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T.purpose = "Purchase of [currently_vending.product_name]"
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T.amount = "[transaction_amount]"
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T.amount = "[transaction_amount]"
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T.source_terminal = src.name
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T.source_terminal = src.name
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T.date = current_date_string
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T.date = current_date_string
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T.time = worldtime2text()
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T.time = worldtime2text()
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D.transaction_log.Add(T)
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vendor_account.transaction_log.Add(T)
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//
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T = new()
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T.target_name = D.owner_name
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T.purpose = "Purchase of [currently_vending.product_name]"
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T.amount = "[transaction_amount]"
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T.source_terminal = src.name
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T.date = current_date_string
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T.time = worldtime2text()
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vendor_account.transaction_log.Add(T)
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// Vend the item
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// Vend the item
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src.vend(src.currently_vending, usr)
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src.vend(src.currently_vending, usr)
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currently_vending = null
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currently_vending = null
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else
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usr << "\icon[src]<span class='warning'>You don't have that much money!</span>"
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else
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else
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usr << "\icon[src]<span class='warning'>You don't have that much money!</span>"
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usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
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else
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else
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usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
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//Just Vend it.
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src.vend(src.currently_vending, usr)
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currently_vending = null
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else
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else
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usr << "\icon[src]<span class='warning'>Unable to access vendor account. Please record the machine ID and call CentComm Support.</span>"
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usr << "\icon[src]<span class='warning'>Unable to access vendor account. Please record the machine ID and call CentComm Support.</span>"
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@@ -57,11 +57,9 @@
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amount--
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amount--
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/obj/effect/decal/cleanable/blood/proc/dry()
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/obj/effect/decal/cleanable/blood/proc/dry()
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name = "dried [src]"
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name = "dried [src.name]"
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desc = "It's dark red and crusty. Someone is not doing their job."
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desc = "It's dark red and crusty. Someone is not doing their job."
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var/icon/I = icon(icon,icon_state)
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color = "#999999"
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I.SetIntensity(0.7)
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icon = I
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amount = 0
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amount = 0
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/obj/effect/decal/cleanable/blood/splatter
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/obj/effect/decal/cleanable/blood/splatter
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@@ -79,7 +79,7 @@
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if(stance_step in list(1,4,7)) //every 3 ticks
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if(stance_step in list(1,4,7)) //every 3 ticks
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var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
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var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
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if(action)
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if(action)
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emote(action)
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custom_emote(1,action)
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if(!found_mob)
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if(!found_mob)
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stance_step--
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stance_step--
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@@ -90,7 +90,7 @@
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if(HOSTILE_STANCE_ATTACKING)
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if(HOSTILE_STANCE_ATTACKING)
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if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
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if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
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emote( "is worn out and needs to rest" )
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custom_emote(1, "is worn out and needs to rest" )
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stance = HOSTILE_STANCE_TIRED
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stance = HOSTILE_STANCE_TIRED
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stance_step = 0
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stance_step = 0
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walk(src, 0) //This stops the bear's walking
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walk(src, 0) //This stops the bear's walking
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@@ -118,14 +118,16 @@
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/mob/living/simple_animal/hostile/bear/FindTarget()
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/mob/living/simple_animal/hostile/bear/FindTarget()
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. = ..()
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. = ..()
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if(.)
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if(.)
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emote("stares alertly at [.]")
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custom_emote(1,"stares alertly at [.]")
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stance = HOSTILE_STANCE_ALERT
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stance = HOSTILE_STANCE_ALERT
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/mob/living/simple_animal/hostile/bear/LoseTarget()
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/mob/living/simple_animal/hostile/bear/LoseTarget()
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..(5)
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..(5)
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/mob/living/simple_animal/hostile/bear/AttackingTarget()
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/mob/living/simple_animal/hostile/bear/AttackingTarget()
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emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
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if(!Adjacent(target_mob))
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return
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custom_emote(1, pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
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var/damage = rand(20,30)
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var/damage = rand(20,30)
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@@ -44,7 +44,7 @@
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/mob/living/simple_animal/hostile/carp/FindTarget()
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/mob/living/simple_animal/hostile/carp/FindTarget()
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. = ..()
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. = ..()
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if(.)
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if(.)
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emote("nashes at [.]")
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custom_emote(1,"nashes at [.]")
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/mob/living/simple_animal/hostile/carp/AttackingTarget()
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/mob/living/simple_animal/hostile/carp/AttackingTarget()
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. =..()
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. =..()
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@@ -87,6 +87,8 @@
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return 1
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return 1
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/mob/living/simple_animal/hostile/proc/AttackingTarget()
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/mob/living/simple_animal/hostile/proc/AttackingTarget()
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if(!Adjacent(target_mob))
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return
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if(isliving(target_mob))
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if(isliving(target_mob))
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var/mob/living/L = target_mob
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var/mob/living/L = target_mob
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L.attack_animal(src)
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L.attack_animal(src)
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@@ -218,6 +218,7 @@
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if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
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if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
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return src.attack_hand(user)
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return src.attack_hand(user)
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src.add_fingerprint(user)
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if (istype(W, /obj/item/weapon/crowbar) && opened)
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if (istype(W, /obj/item/weapon/crowbar) && opened)
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if (has_electronics==1)
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if (has_electronics==1)
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if (terminal)
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if (terminal)
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