Using dev-freeze map.

This commit is contained in:
Zuhayr
2013-12-27 10:42:13 +10:30
8 changed files with 56 additions and 45 deletions

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@@ -1246,6 +1246,7 @@
#include "code\modules\surgery\ribcage.dm" #include "code\modules\surgery\ribcage.dm"
#include "code\modules\surgery\robolimbs.dm" #include "code\modules\surgery\robolimbs.dm"
#include "code\modules\surgery\surgery.dm" #include "code\modules\surgery\surgery.dm"
#include "code\modules\surgery\headreattach.dm"
#include "code\modules\telesci\bscrystal.dm" #include "code\modules\telesci\bscrystal.dm"
#include "code\modules\telesci\gps.dm" #include "code\modules\telesci\gps.dm"
#include "code\modules\telesci\telepad.dm" #include "code\modules\telesci\telepad.dm"

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@@ -61,7 +61,7 @@
if(C.cell && C.z == 1) if(C.cell && C.z == 1)
C.cell.charge = C.cell.maxcharge C.cell.charge = C.cell.maxcharge
for(var/obj/machinery/power/smes/S in world) for(var/obj/machinery/power/smes/S in world)
if(S.z != 1) if(istype(get_area(S), /area/turret_protected) || S.z != 1)
continue continue
S.charge = S.last_charge S.charge = S.last_charge
S.output = S.last_output S.output = S.last_output

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@@ -52,6 +52,8 @@
var/const/WIRE_SHOCK = 3 var/const/WIRE_SHOCK = 3
var/const/WIRE_SHOOTINV = 4 var/const/WIRE_SHOOTINV = 4
var/check_accounts = 0 // 1 = requires PIN and checks accounts. 0 = You slide an ID, it vends, SPACE COMMUNISM!
/obj/machinery/vending/New() /obj/machinery/vending/New()
..() ..()
spawn(4) spawn(4)
@@ -164,46 +166,51 @@
if (istype(I, /obj/item/weapon/card/id)) if (istype(I, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = I var/obj/item/weapon/card/id/C = I
visible_message("<span class='info'>[usr] swipes a card through [src].</span>") visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
if(vendor_account) if(check_accounts)
var/attempt_pin = input("Enter pin code", "Vendor transaction") as num if(vendor_account)
var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2) var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
if(D) var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
var/transaction_amount = currently_vending.price if(D)
if(transaction_amount <= D.money) var/transaction_amount = currently_vending.price
if(transaction_amount <= D.money)
//transfer the money //transfer the money
D.money -= transaction_amount D.money -= transaction_amount
vendor_account.money += transaction_amount vendor_account.money += transaction_amount
//create entries in the two account transaction logs //create entries in the two account transaction logs
var/datum/transaction/T = new() var/datum/transaction/T = new()
T.target_name = "[vendor_account.owner_name] (via [src.name])" T.target_name = "[vendor_account.owner_name] (via [src.name])"
T.purpose = "Purchase of [currently_vending.product_name]" T.purpose = "Purchase of [currently_vending.product_name]"
if(transaction_amount > 0) if(transaction_amount > 0)
T.amount = "([transaction_amount])" T.amount = "([transaction_amount])"
else else
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
D.transaction_log.Add(T)
//
T = new()
T.target_name = D.owner_name
T.purpose = "Purchase of [currently_vending.product_name]"
T.amount = "[transaction_amount]" T.amount = "[transaction_amount]"
T.source_terminal = src.name T.source_terminal = src.name
T.date = current_date_string T.date = current_date_string
T.time = worldtime2text() T.time = worldtime2text()
D.transaction_log.Add(T) vendor_account.transaction_log.Add(T)
//
T = new()
T.target_name = D.owner_name
T.purpose = "Purchase of [currently_vending.product_name]"
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
vendor_account.transaction_log.Add(T)
// Vend the item // Vend the item
src.vend(src.currently_vending, usr) src.vend(src.currently_vending, usr)
currently_vending = null currently_vending = null
else
usr << "\icon[src]<span class='warning'>You don't have that much money!</span>"
else else
usr << "\icon[src]<span class='warning'>You don't have that much money!</span>" usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
else else
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>" //Just Vend it.
src.vend(src.currently_vending, usr)
currently_vending = null
else else
usr << "\icon[src]<span class='warning'>Unable to access vendor account. Please record the machine ID and call CentComm Support.</span>" 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 @@
amount-- amount--
/obj/effect/decal/cleanable/blood/proc/dry() /obj/effect/decal/cleanable/blood/proc/dry()
name = "dried [src]" name = "dried [src.name]"
desc = "It's dark red and crusty. Someone is not doing their job." desc = "It's dark red and crusty. Someone is not doing their job."
var/icon/I = icon(icon,icon_state) color = "#999999"
I.SetIntensity(0.7)
icon = I
amount = 0 amount = 0
/obj/effect/decal/cleanable/blood/splatter /obj/effect/decal/cleanable/blood/splatter

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@@ -79,7 +79,7 @@
if(stance_step in list(1,4,7)) //every 3 ticks if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) ) var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
if(action) if(action)
emote(action) custom_emote(1,action)
if(!found_mob) if(!found_mob)
stance_step-- stance_step--
@@ -90,7 +90,7 @@
if(HOSTILE_STANCE_ATTACKING) if(HOSTILE_STANCE_ATTACKING)
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
emote( "is worn out and needs to rest" ) custom_emote(1, "is worn out and needs to rest" )
stance = HOSTILE_STANCE_TIRED stance = HOSTILE_STANCE_TIRED
stance_step = 0 stance_step = 0
walk(src, 0) //This stops the bear's walking walk(src, 0) //This stops the bear's walking
@@ -118,14 +118,16 @@
/mob/living/simple_animal/hostile/bear/FindTarget() /mob/living/simple_animal/hostile/bear/FindTarget()
. = ..() . = ..()
if(.) if(.)
emote("stares alertly at [.]") custom_emote(1,"stares alertly at [.]")
stance = HOSTILE_STANCE_ALERT stance = HOSTILE_STANCE_ALERT
/mob/living/simple_animal/hostile/bear/LoseTarget() /mob/living/simple_animal/hostile/bear/LoseTarget()
..(5) ..(5)
/mob/living/simple_animal/hostile/bear/AttackingTarget() /mob/living/simple_animal/hostile/bear/AttackingTarget()
emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) ) if(!Adjacent(target_mob))
return
custom_emote(1, pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
var/damage = rand(20,30) var/damage = rand(20,30)

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@@ -44,7 +44,7 @@
/mob/living/simple_animal/hostile/carp/FindTarget() /mob/living/simple_animal/hostile/carp/FindTarget()
. = ..() . = ..()
if(.) if(.)
emote("nashes at [.]") custom_emote(1,"nashes at [.]")
/mob/living/simple_animal/hostile/carp/AttackingTarget() /mob/living/simple_animal/hostile/carp/AttackingTarget()
. =..() . =..()

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@@ -87,6 +87,8 @@
return 1 return 1
/mob/living/simple_animal/hostile/proc/AttackingTarget() /mob/living/simple_animal/hostile/proc/AttackingTarget()
if(!Adjacent(target_mob))
return
if(isliving(target_mob)) if(isliving(target_mob))
var/mob/living/L = target_mob var/mob/living/L = target_mob
L.attack_animal(src) L.attack_animal(src)

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@@ -218,6 +218,7 @@
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1) if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user) return src.attack_hand(user)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/crowbar) && opened) if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1) if (has_electronics==1)
if (terminal) if (terminal)