Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 5/10/2015_bay_merge_attempt_two

Conflicts:
	code/game/turfs/simulated/floor.dm
	icons/mob/back.dmi
	maps/exodus-3.dmm
	polaris.dme
This commit is contained in:
Neerti
2015-05-10 04:21:37 -04:00
233 changed files with 12838 additions and 11596 deletions

View File

@@ -54,9 +54,6 @@
air2.volume = ATMOS_DEFAULT_VOLUME_FILTER
air3.volume = ATMOS_DEFAULT_VOLUME_FILTER
if(radio_controller)
initialize()
/obj/machinery/atmospherics/trinary/filter/update_icon()
if(istype(src, /obj/machinery/atmospherics/trinary/filter/m_filter))
icon_state = "m"

View File

@@ -73,9 +73,6 @@
if (!id_tag)
assign_uid()
id_tag = num2text(uid)
if(ticker && ticker.current_state == 3)//if the game is running
src.initialize()
src.broadcast_status()
/obj/machinery/atmospherics/unary/vent_pump/high_volume
name = "Large Air Vent"
@@ -259,11 +256,12 @@
/obj/machinery/atmospherics/unary/vent_pump/initialize()
..()
//some vents work his own spesial way
//some vents work his own special way
radio_filter_in = frequency==1439?(RADIO_FROM_AIRALARM):null
radio_filter_out = frequency==1439?(RADIO_TO_AIRALARM):null
if(frequency)
set_frequency(frequency)
src.broadcast_status()
/obj/machinery/atmospherics/unary/vent_pump/receive_signal(datum/signal/signal)
if(stat & (NOPOWER|BROKEN))

View File

@@ -42,9 +42,6 @@
if (!id_tag)
assign_uid()
id_tag = num2text(uid)
if(ticker && ticker.current_state == 3)//if the game is running
src.initialize()
src.broadcast_status()
/obj/machinery/atmospherics/unary/vent_scrubber/update_icon(var/safety = 0)
if(!check_icon_cache())
@@ -121,6 +118,7 @@
radio_filter_out = frequency==initial(frequency)?(RADIO_TO_AIRALARM):null
if (frequency)
set_frequency(frequency)
src.broadcast_status()
/obj/machinery/atmospherics/unary/vent_scrubber/process()
..()

View File

@@ -45,8 +45,6 @@ obj/machinery/atmospherics/pipe/zpipe/New()
initialize_directions = EAST
if(SOUTHWEST)
initialize_directions = SOUTH
initialize()
obj/machinery/atmospherics/pipe/zpipe/hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))

View File

@@ -97,7 +97,7 @@
src.d_state = 1
if(target)
var/obj/item/stack/rods/R = new /obj/item/stack/rods(target.loc)
var/obj/item/stack/rods/R = PoolOrNew(/obj/item/stack/rods, target.loc)
R.amount = 2
qdel(Target)

View File

@@ -50,7 +50,7 @@ atom/proc/c_airblock(turf/other)
#ifdef ZASDBG
ASSERT(isturf(other))
#endif
return !CanPass(null, other, 0, 0) + 2*!CanPass(null, other, 1.5, 1)
return (AIR_BLOCKED*!CanPass(null, other, 0, 0))|(ZONE_BLOCKED*!CanPass(null, other, 1.5, 1))
turf/c_airblock(turf/other)

View File

@@ -154,7 +154,18 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
#ifdef ZASDBG
var/updated = 0
#endif
//defer updating of self-zone-blocked turfs until after all other turfs have been updated.
//this hopefully ensures that non-self-zone-blocked turfs adjacent to self-zone-blocked ones
//have valid zones when the self-zone-blocked turfs update.
var/list/deferred = list()
for(var/turf/T in updating)
//check if the turf is self-zone-blocked
if(T.c_airblock(T) & ZONE_BLOCKED)
deferred += T
continue
T.update_air_properties()
T.post_update_air_properties()
T.needs_air_update = 0
@@ -164,6 +175,15 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
#endif
//sleep(1)
for(var/turf/T in deferred)
T.update_air_properties()
T.post_update_air_properties()
T.needs_air_update = 0
#ifdef ZASDBG
T.overlays -= mark
updated++
#endif
#ifdef ZASDBG
if(updated != updating.len)
tick_progress = "[updating.len - updated] tiles left unupdated."
@@ -307,7 +327,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
/datum/controller/air_system/proc/mark_edge_sleeping(connection_edge/E)
#ifdef ZASDBG
ASSERT(istype(E)
ASSERT(istype(E))
#endif
if(E.sleeping) return
active_edges.Remove(E)
@@ -315,7 +335,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
/datum/controller/air_system/proc/mark_edge_active(connection_edge/E)
#ifdef ZASDBG
ASSERT(istype(E)
ASSERT(istype(E))
#endif
if(!E.sleeping) return
active_edges.Add(E)

View File

@@ -1,255 +1,259 @@
/turf/simulated/var/zone/zone
/turf/simulated/var/open_directions
/turf/var/needs_air_update = 0
/turf/var/datum/gas_mixture/air
/turf/simulated/proc/update_graphic(list/graphic_add = null, list/graphic_remove = null)
if(graphic_add && graphic_add.len)
overlays += graphic_add
if(graphic_remove && graphic_remove.len)
overlays -= graphic_remove
/turf/proc/update_air_properties()
var/block = c_airblock(src)
if(block & AIR_BLOCKED)
//dbg(blocked)
return 1
#ifdef ZLEVELS
for(var/d = 1, d < 64, d *= 2)
#else
for(var/d = 1, d < 16, d *= 2)
#endif
var/turf/unsim = get_step(src, d)
if(!unsim)
continue
block = unsim.c_airblock(src)
if(block & AIR_BLOCKED)
//unsim.dbg(air_blocked, turn(180,d))
continue
var/r_block = c_airblock(unsim)
if(r_block & AIR_BLOCKED)
continue
if(istype(unsim, /turf/simulated))
var/turf/simulated/sim = unsim
if(air_master.has_valid_zone(sim))
air_master.connect(sim, src)
/turf/simulated/update_air_properties()
if(zone && zone.invalid)
c_copy_air()
zone = null //Easier than iterating through the list at the zone.
var/s_block = c_airblock(src)
if(s_block & AIR_BLOCKED)
#ifdef ZASDBG
if(verbose) world << "Self-blocked."
//dbg(blocked)
#endif
if(zone)
var/zone/z = zone
if(locate(/obj/machinery/door/airlock) in src) //Hacky, but prevents normal airlocks from rebuilding zones all the time
z.remove(src)
else
z.rebuild()
return 1
var/previously_open = open_directions
open_directions = 0
var/list/postponed
#ifdef ZLEVELS
for(var/d = 1, d < 64, d *= 2)
#else
for(var/d = 1, d < 16, d *= 2)
#endif
var/turf/unsim = get_step(src, d)
if(!unsim) //edge of map
continue
var/block = unsim.c_airblock(src)
if(block & AIR_BLOCKED)
#ifdef ZASDBG
if(verbose) world << "[d] is blocked."
//unsim.dbg(air_blocked, turn(180,d))
#endif
continue
var/r_block = c_airblock(unsim)
if(r_block & AIR_BLOCKED)
#ifdef ZASDBG
if(verbose) world << "[d] is blocked."
//dbg(air_blocked, d)
#endif
//Check that our zone hasn't been cut off recently.
//This happens when windows move or are constructed. We need to rebuild.
if((previously_open & d) && istype(unsim, /turf/simulated))
var/turf/simulated/sim = unsim
if(zone && sim.zone == zone)
zone.rebuild()
return
continue
open_directions |= d
if(istype(unsim, /turf/simulated))
var/turf/simulated/sim = unsim
sim.open_directions |= reverse_dir[d]
if(air_master.has_valid_zone(sim))
//Might have assigned a zone, since this happens for each direction.
if(!zone)
//if((block & ZONE_BLOCKED) || (r_block & ZONE_BLOCKED && !(s_block & ZONE_BLOCKED)))
if(((block & ZONE_BLOCKED) && !(r_block & ZONE_BLOCKED)) || (r_block & ZONE_BLOCKED && !(s_block & ZONE_BLOCKED)))
#ifdef ZASDBG
if(verbose) world << "[d] is zone blocked."
//dbg(zone_blocked, d)
#endif
//Postpone this tile rather than exit, since a connection can still be made.
if(!postponed) postponed = list()
postponed.Add(sim)
else
sim.zone.add(src)
#ifdef ZASDBG
dbg(assigned)
if(verbose) world << "Added to [zone]"
#endif
else if(sim.zone != zone)
#ifdef ZASDBG
if(verbose) world << "Connecting to [sim.zone]"
#endif
air_master.connect(src, sim)
#ifdef ZASDBG
else if(verbose) world << "[d] has same zone."
else if(verbose) world << "[d] has invalid zone."
#endif
else
//Postponing connections to tiles until a zone is assured.
if(!postponed) postponed = list()
postponed.Add(unsim)
if(!air_master.has_valid_zone(src)) //Still no zone, make a new one.
var/zone/newzone = new/zone()
newzone.add(src)
#ifdef ZASDBG
dbg(created)
ASSERT(zone)
#endif
//At this point, a zone should have happened. If it hasn't, don't add more checks, fix the bug.
for(var/turf/T in postponed)
air_master.connect(src, T)
/turf/proc/post_update_air_properties()
if(connections) connections.update_all()
/turf/assume_air(datum/gas_mixture/giver) //use this for machines to adjust air
return 0
/turf/proc/assume_gas(gasid, moles, temp = 0)
return 0
/turf/return_air()
//Create gas mixture to hold data for passing
var/datum/gas_mixture/GM = new
GM.adjust_multi("oxygen", oxygen, "carbon_dioxide", carbon_dioxide, "nitrogen", nitrogen, "phoron", phoron)
GM.temperature = temperature
return GM
/turf/remove_air(amount as num)
var/datum/gas_mixture/GM = new
var/sum = oxygen + carbon_dioxide + nitrogen + phoron
if(sum>0)
GM.gas["oxygen"] = (oxygen/sum)*amount
GM.gas["carbon_dioxide"] = (carbon_dioxide/sum)*amount
GM.gas["nitrogen"] = (nitrogen/sum)*amount
GM.gas["phoron"] = (phoron/sum)*amount
GM.temperature = temperature
GM.update_values()
return GM
/turf/simulated/assume_air(datum/gas_mixture/giver)
var/datum/gas_mixture/my_air = return_air()
my_air.merge(giver)
/turf/simulated/assume_gas(gasid, moles, temp = null)
var/datum/gas_mixture/my_air = return_air()
if(isnull(temp))
my_air.adjust_gas(gasid, moles)
else
my_air.adjust_gas_temp(gasid, moles, temp)
return 1
/turf/simulated/remove_air(amount as num)
var/datum/gas_mixture/my_air = return_air()
return my_air.remove(amount)
/turf/simulated/return_air()
if(zone)
if(!zone.invalid)
air_master.mark_zone_update(zone)
return zone.air
else
if(!air)
make_air()
c_copy_air()
return air
else
if(!air)
make_air()
return air
/turf/proc/make_air()
air = new/datum/gas_mixture
air.temperature = temperature
air.adjust_multi("oxygen", oxygen, "carbon_dioxide", carbon_dioxide, "nitrogen", nitrogen, "phoron", phoron)
air.group_multiplier = 1
air.volume = CELL_VOLUME
/turf/simulated/proc/c_copy_air()
if(!air) air = new/datum/gas_mixture
air.copy_from(zone.air)
air.group_multiplier = 1
/turf/simulated/var/zone/zone
/turf/simulated/var/open_directions
/turf/var/needs_air_update = 0
/turf/var/datum/gas_mixture/air
/turf/simulated/proc/update_graphic(list/graphic_add = null, list/graphic_remove = null)
if(graphic_add && graphic_add.len)
overlays += graphic_add
if(graphic_remove && graphic_remove.len)
overlays -= graphic_remove
/turf/proc/update_air_properties()
var/block = c_airblock(src)
if(block & AIR_BLOCKED)
//dbg(blocked)
return 1
#ifdef ZLEVELS
for(var/d = 1, d < 64, d *= 2)
#else
for(var/d = 1, d < 16, d *= 2)
#endif
var/turf/unsim = get_step(src, d)
if(!unsim)
continue
block = unsim.c_airblock(src)
if(block & AIR_BLOCKED)
//unsim.dbg(air_blocked, turn(180,d))
continue
var/r_block = c_airblock(unsim)
if(r_block & AIR_BLOCKED)
continue
if(istype(unsim, /turf/simulated))
var/turf/simulated/sim = unsim
if(air_master.has_valid_zone(sim))
air_master.connect(sim, src)
/turf/simulated/update_air_properties()
if(zone && zone.invalid)
c_copy_air()
zone = null //Easier than iterating through the list at the zone.
var/s_block = c_airblock(src)
if(s_block & AIR_BLOCKED)
#ifdef ZASDBG
if(verbose) world << "Self-blocked."
//dbg(blocked)
#endif
if(zone)
var/zone/z = zone
if(s_block & ZONE_BLOCKED) //Hacky, but prevents normal airlocks from rebuilding zones all the time
z.remove(src)
else
z.rebuild()
return 1
var/previously_open = open_directions
open_directions = 0
var/list/postponed
#ifdef ZLEVELS
for(var/d = 1, d < 64, d *= 2)
#else
for(var/d = 1, d < 16, d *= 2)
#endif
var/turf/unsim = get_step(src, d)
if(!unsim) //edge of map
continue
var/block = unsim.c_airblock(src)
if(block & AIR_BLOCKED)
#ifdef ZASDBG
if(verbose) world << "[d] is blocked."
//unsim.dbg(air_blocked, turn(180,d))
#endif
continue
var/r_block = c_airblock(unsim)
if(r_block & AIR_BLOCKED)
#ifdef ZASDBG
if(verbose) world << "[d] is blocked."
//dbg(air_blocked, d)
#endif
//Check that our zone hasn't been cut off recently.
//This happens when windows move or are constructed. We need to rebuild.
if((previously_open & d) && istype(unsim, /turf/simulated))
var/turf/simulated/sim = unsim
if(zone && sim.zone == zone)
zone.rebuild()
return
continue
open_directions |= d
if(istype(unsim, /turf/simulated))
var/turf/simulated/sim = unsim
sim.open_directions |= reverse_dir[d]
if(air_master.has_valid_zone(sim))
//Might have assigned a zone, since this happens for each direction.
if(!zone)
//We do not merge if
// they are blocking us and we are not blocking them, or if
// we are blocking them and not blocking ourselves - this prevents tiny zones from forming on doorways.
if(((block & ZONE_BLOCKED) && !(r_block & ZONE_BLOCKED)) || ((r_block & ZONE_BLOCKED) && !(s_block & ZONE_BLOCKED)))
#ifdef ZASDBG
if(verbose) world << "[d] is zone blocked."
//dbg(zone_blocked, d)
#endif
//Postpone this tile rather than exit, since a connection can still be made.
if(!postponed) postponed = list()
postponed.Add(sim)
else
sim.zone.add(src)
#ifdef ZASDBG
dbg(assigned)
if(verbose) world << "Added to [zone]"
#endif
else if(sim.zone != zone)
#ifdef ZASDBG
if(verbose) world << "Connecting to [sim.zone]"
#endif
air_master.connect(src, sim)
#ifdef ZASDBG
else if(verbose) world << "[d] has same zone."
else if(verbose) world << "[d] has invalid zone."
#endif
else
//Postponing connections to tiles until a zone is assured.
if(!postponed) postponed = list()
postponed.Add(unsim)
if(!air_master.has_valid_zone(src)) //Still no zone, make a new one.
var/zone/newzone = new/zone()
newzone.add(src)
#ifdef ZASDBG
dbg(created)
ASSERT(zone)
#endif
//At this point, a zone should have happened. If it hasn't, don't add more checks, fix the bug.
for(var/turf/T in postponed)
air_master.connect(src, T)
/turf/proc/post_update_air_properties()
if(connections) connections.update_all()
/turf/assume_air(datum/gas_mixture/giver) //use this for machines to adjust air
return 0
/turf/proc/assume_gas(gasid, moles, temp = 0)
return 0
/turf/return_air()
//Create gas mixture to hold data for passing
var/datum/gas_mixture/GM = new
GM.adjust_multi("oxygen", oxygen, "carbon_dioxide", carbon_dioxide, "nitrogen", nitrogen, "phoron", phoron)
GM.temperature = temperature
return GM
/turf/remove_air(amount as num)
var/datum/gas_mixture/GM = new
var/sum = oxygen + carbon_dioxide + nitrogen + phoron
if(sum>0)
GM.gas["oxygen"] = (oxygen/sum)*amount
GM.gas["carbon_dioxide"] = (carbon_dioxide/sum)*amount
GM.gas["nitrogen"] = (nitrogen/sum)*amount
GM.gas["phoron"] = (phoron/sum)*amount
GM.temperature = temperature
GM.update_values()
return GM
/turf/simulated/assume_air(datum/gas_mixture/giver)
var/datum/gas_mixture/my_air = return_air()
my_air.merge(giver)
/turf/simulated/assume_gas(gasid, moles, temp = null)
var/datum/gas_mixture/my_air = return_air()
if(isnull(temp))
my_air.adjust_gas(gasid, moles)
else
my_air.adjust_gas_temp(gasid, moles, temp)
return 1
/turf/simulated/remove_air(amount as num)
var/datum/gas_mixture/my_air = return_air()
return my_air.remove(amount)
/turf/simulated/return_air()
if(zone)
if(!zone.invalid)
air_master.mark_zone_update(zone)
return zone.air
else
if(!air)
make_air()
c_copy_air()
return air
else
if(!air)
make_air()
return air
/turf/proc/make_air()
air = new/datum/gas_mixture
air.temperature = temperature
air.adjust_multi("oxygen", oxygen, "carbon_dioxide", carbon_dioxide, "nitrogen", nitrogen, "phoron", phoron)
air.group_multiplier = 1
air.volume = CELL_VOLUME
/turf/simulated/proc/c_copy_air()
if(!air) air = new/datum/gas_mixture
air.copy_from(zone.air)
air.group_multiplier = 1

View File

@@ -111,6 +111,13 @@ Class Procs:
#ifdef ZASDBG
T.dbg(merged)
#endif
//rebuild the old zone's edges so that the will be possesed by the new zone
for(var/connection_edge/E in edges)
if(E.contains_zone(into))
continue //don't need to rebuild this edge
for(var/turf/T in E.connecting_turfs)
air_master.mark_for_update(T)
/zone/proc/c_invalidate()
invalid = 1

View File

@@ -23,24 +23,20 @@ var/global/list/GlobalPool = list()
//Either way it gets passed to new
/proc/PoolOrNew(var/get_type,var/second_arg)
if(!get_type)
return
var/datum/D
D = GetFromPool(get_type,second_arg)
if(!D)
if(ispath(get_type))
if(islist(second_arg))
return new get_type (arglist(second_arg))
else
return new get_type (second_arg)
// So the GC knows we're pooling this type.
if(!GlobalPool[get_type])
GlobalPool[get_type] = list(new get_type)
if(islist(second_arg))
return new get_type (arglist(second_arg))
else
return new get_type (second_arg)
return D
/proc/GetFromPool(var/get_type,var/second_arg)
if(!get_type)
return 0
if(isnull(GlobalPool[get_type]))
return 0
@@ -75,9 +71,10 @@ var/global/list/GlobalPool = list()
D.Destroy()
D.ResetVars()
D.disposed = 1 //Set to stop processing while pooled
/proc/IsPooled(var/datum/D)
if(isnull(GlobalPool[D.type]) || length(GlobalPool[D.type]) == 0)
if(isnull(GlobalPool[D.type]))
return 0
return 1
@@ -86,10 +83,13 @@ var/global/list/GlobalPool = list()
New(arglist(args))
else
New(args)
disposed = null
/atom/movable/Prepare(args)
if(islist(args))
var/list/args_list = args
if(istype(args_list) && args_list.len)
loc = args[1]
else
loc = args
..()

View File

@@ -16,6 +16,9 @@
return 1
return 0
/proc/max_default_z_level()
return max(config.station_levels, max(config.admin_levels, config.player_levels))
/proc/get_area(O)
var/turf/loc = get_turf(O)
if(loc)
@@ -27,7 +30,7 @@
if(A.name == N)
return A
return 0
/proc/get_area_master(const/O)
var/area/A = get_area(O)
if (isarea(A))
@@ -435,6 +438,34 @@ datum/projectile_data
var/b = mixOneColor(weights, blues)
return rgb(r,g,b)
/proc/mixOneColor(var/list/weight, var/list/color)
if (!weight || !color || length(weight)!=length(color))
return 0
var/contents = length(weight)
var/i
//normalize weights
var/listsum = 0
for(i=1; i<=contents; i++)
listsum += weight[i]
for(i=1; i<=contents; i++)
weight[i] /= listsum
//mix them
var/mixedcolor = 0
for(i=1; i<=contents; i++)
mixedcolor += weight[i]*color[i]
mixedcolor = round(mixedcolor)
//until someone writes a formal proof for this algorithm, let's keep this in
// if(mixedcolor<0x00 || mixedcolor>0xFF)
// return 0
//that's not the kind of operation we are running here, nerd
mixedcolor=min(max(mixedcolor,0),255)
return mixedcolor
/**
* Gets the highest and lowest pressures from the tiles in cardinal directions
* around us, then checks the difference.

View File

@@ -927,30 +927,6 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
refined_trg -= B
continue moving
var/list/doors = new/list()
if(toupdate.len)
for(var/turf/simulated/T1 in toupdate)
for(var/obj/machinery/door/D2 in T1)
doors += D2
/*if(T1.parent)
air_master.groups_to_rebuild += T1.parent
else
air_master.tiles_to_update += T1*/
if(fromupdate.len)
for(var/turf/simulated/T2 in fromupdate)
for(var/obj/machinery/door/D2 in T2)
doors += D2
/*if(T2.parent)
air_master.groups_to_rebuild += T2.parent
else
air_master.tiles_to_update += T2*/
for(var/obj/O in doors)
O:update_nearby_tiles(1)
proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
if(!original)

View File

@@ -52,7 +52,7 @@ return_location()
var/offset_x = 0 // distance to increment each step
var/offset_y = 0
/datum/plot_vector/proc/setup(var/turf/S, var/turf/T, var/xo = 0, var/yo = 0)
/datum/plot_vector/proc/setup(var/turf/S, var/turf/T, var/xo = 0, var/yo = 0, var/angle_offset=0)
source = S
target = T
@@ -78,7 +78,7 @@ return_location()
return
// calculate the angle
angle = Atan2(dx, dy)
angle = Atan2(dx, dy) + angle_offset
// and some rounding to stop the increments jumping whole turfs - because byond favours certain angles
if(angle > -135 && angle < 45)
@@ -118,7 +118,7 @@ return_location()
/datum/plot_vector/proc/return_location(var/datum/vector_loc/data)
if(!data)
data = new()
data.loc = locate(round(loc_x / world.icon_size), round(loc_y / world.icon_size), loc_z)
data.loc = locate(round(loc_x / world.icon_size, 1), round(loc_y / world.icon_size, 1), loc_z)
if(!data.loc)
return
data.pixel_x = loc_x - (data.loc.x * world.icon_size)

View File

@@ -341,6 +341,7 @@ datum/hud/New(mob/owner)
if(src.hud_used.item_action_list)
src.client.screen -= src.hud_used.item_action_list
src.client.screen -= src.internals
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
else
hud_used.hud_shown = 1
if(src.hud_used.adding)

View File

@@ -18,7 +18,7 @@ var/list/delayed_garbage = list()
/datum/controller/process/garbage_collector/setup()
name = "garbage"
schedule_interval = 6 SECONDS
schedule_interval = 2 SECONDS
if(!garbage_collector)
garbage_collector = src
@@ -94,8 +94,9 @@ var/list/delayed_garbage = list()
if(!istype(A))
//warning("qdel() passed object of type [A.type]. qdel() can only handle /datum types.")
del(A)
garbage_collector.dels++
garbage_collector.hard_dels++
if(garbage_collector)
garbage_collector.dels++
garbage_collector.hard_dels++
else if(isnull(A.gcDestroyed))
// Let our friend know they're about to get collected
. = !A.Destroy()

View File

@@ -11,5 +11,10 @@
powernets.Remove(powerNetwork)
// This is necessary to ensure powersinks are always the first devices that drain power from powernet.
// Otherwise APCs or other stuff go first, resulting in bad things happening.
for(var/obj/item/device/powersink/S in processing_objects)
S.drain()
/datum/controller/process/powernet/getStatName()
return ..()+"([powernets.len])"
return ..()+"([powernets.len])"

View File

@@ -186,6 +186,7 @@ var/list/gamemode_cache = list()
var/ninjas_allowed = 0
var/abandon_allowed = 1
var/ooc_allowed = 1
var/looc_allowed = 1
var/dooc_allowed = 1
var/dsay_allowed = 1
@@ -402,6 +403,7 @@ var/list/gamemode_cache = list()
if ("disable_ooc")
config.ooc_allowed = 0
config.looc_allowed = 0
if ("disable_entry")
config.enter_allowed = 0

View File

@@ -14,179 +14,177 @@
var/force_teleport = 1 //if false, teleport will use Move() proc (dense objects will prevent teleportation)
New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
..()
if(!initTeleport(arglist(args)))
return 0
return 1
proc/initTeleport(ateleatom,adestination,aprecision,afteleport,aeffectin,aeffectout,asoundin,asoundout)
if(!setTeleatom(ateleatom))
return 0
if(!setDestination(adestination))
return 0
if(!setPrecision(aprecision))
return 0
setEffects(aeffectin,aeffectout)
setForceTeleport(afteleport)
setSounds(asoundin,asoundout)
return 1
//must succeed
proc/setPrecision(aprecision)
if(isnum(aprecision))
precision = aprecision
return 1
/datum/teleport/New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
..()
if(!initTeleport(arglist(args)))
return 0
return 1
//must succeed
proc/setDestination(atom/adestination)
if(istype(adestination))
destination = adestination
return 1
/datum/teleport/proc/initTeleport(ateleatom,adestination,aprecision,afteleport,aeffectin,aeffectout,asoundin,asoundout)
if(!setTeleatom(ateleatom))
return 0
//must succeed in most cases
proc/setTeleatom(atom/movable/ateleatom)
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
qdel(ateleatom)
return 0
if(istype(ateleatom))
teleatom = ateleatom
return 1
if(!setDestination(adestination))
return 0
if(!setPrecision(aprecision))
return 0
setEffects(aeffectin,aeffectout)
setForceTeleport(afteleport)
setSounds(asoundin,asoundout)
return 1
//custom effects must be properly set up first for instant-type teleports
//optional
proc/setEffects(datum/effect/effect/system/aeffectin=null,datum/effect/effect/system/aeffectout=null)
effectin = istype(aeffectin) ? aeffectin : null
effectout = istype(aeffectout) ? aeffectout : null
//must succeed
/datum/teleport/proc/setPrecision(aprecision)
if(isnum(aprecision))
precision = aprecision
return 1
return 0
//optional
proc/setForceTeleport(afteleport)
//must succeed
/datum/teleport/proc/setDestination(atom/adestination)
if(istype(adestination))
destination = adestination
return 1
return 0
//must succeed in most cases
/datum/teleport/proc/setTeleatom(atom/movable/ateleatom)
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
qdel(ateleatom)
return 0
if(istype(ateleatom))
teleatom = ateleatom
return 1
return 0
//custom effects must be properly set up first for instant-type teleports
//optional
/datum/teleport/proc/setEffects(datum/effect/effect/system/aeffectin=null,datum/effect/effect/system/aeffectout=null)
effectin = istype(aeffectin) ? aeffectin : null
effectout = istype(aeffectout) ? aeffectout : null
return 1
//optional
/datum/teleport/proc/setForceTeleport(afteleport)
force_teleport = afteleport
return 1
//optional
proc/setSounds(asoundin=null,asoundout=null)
//optional
/datum/teleport/proc/setSounds(asoundin=null,asoundout=null)
soundin = isfile(asoundin) ? asoundin : null
soundout = isfile(asoundout) ? asoundout : null
return 1
//placeholder
proc/teleportChecks()
//placeholder
/datum/teleport/proc/teleportChecks()
return 1
proc/playSpecials(atom/location,datum/effect/effect/system/effect,sound)
if(location)
if(effect)
spawn(-1)
src = null
effect.attach(location)
effect.start()
if(sound)
spawn(-1)
src = null
playsound(location,sound,60,1)
return
/datum/teleport/proc/playSpecials(atom/location,datum/effect/effect/system/effect,sound)
if(location)
if(effect)
spawn(-1)
src = null
effect.attach(location)
effect.start()
if(sound)
spawn(-1)
src = null
playsound(location,sound,60,1)
return
//do the monkey dance
proc/doTeleport()
//do the monkey dance
/datum/teleport/proc/doTeleport()
var/turf/destturf
var/turf/curturf = get_turf(teleatom)
var/area/destarea = get_area(destination)
if(precision)
var/list/posturfs = circlerangeturfs(destination,precision)
destturf = safepick(posturfs)
else
destturf = get_turf(destination)
var/turf/destturf
var/turf/curturf = get_turf(teleatom)
var/area/destarea = get_area(destination)
if(precision)
var/list/posturfs = circlerangeturfs(destination,precision)
destturf = safepick(posturfs)
else
destturf = get_turf(destination)
if(!destturf || !curturf)
return 0
playSpecials(curturf,effectin,soundin)
var/obj/structure/bed/chair/C = null
if(isliving(teleatom))
var/mob/living/L = teleatom
if(L.buckled)
C = L.buckled
if(force_teleport)
teleatom.forceMove(destturf)
playSpecials(destturf,effectout,soundout)
else
if(teleatom.Move(destturf))
playSpecials(destturf,effectout,soundout)
if(C)
C.forceMove(destturf)
destarea.Entered(teleatom)
return 1
proc/teleport()
if(teleportChecks())
return doTeleport()
if(!destturf || !curturf)
return 0
playSpecials(curturf,effectin,soundin)
var/obj/structure/bed/chair/C = null
if(isliving(teleatom))
var/mob/living/L = teleatom
if(L.buckled)
C = L.buckled
if(force_teleport)
teleatom.forceMove(destturf)
playSpecials(destturf,effectout,soundout)
else
if(teleatom.Move(destturf))
playSpecials(destturf,effectout,soundout)
if(C)
C.forceMove(destturf)
destarea.Entered(teleatom)
return 1
/datum/teleport/proc/teleport()
if(teleportChecks())
return doTeleport()
return 0
/datum/teleport/instant //teleports when datum is created
New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
if(..())
teleport()
return
/datum/teleport/instant/New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
if(..())
teleport()
return
/datum/teleport/instant/science
setEffects(datum/effect/effect/system/aeffectin,datum/effect/effect/system/aeffectout)
if(!aeffectin || !aeffectout)
var/datum/effect/effect/system/spark_spread/aeffect = new
aeffect.set_up(5, 1, teleatom)
effectin = effectin || aeffect
effectout = effectout || aeffect
return 1
else
return ..()
setPrecision(aprecision)
..()
if(istype(teleatom, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
var/list/bagholding = teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)
if(bagholding.len)
precision = max(rand(1,100)*bagholding.len,100)
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM << "\red The Bluespace interface on your Bag of Holding interferes with the teleport!"
/datum/teleport/instant/science/setEffects(datum/effect/effect/system/aeffectin,datum/effect/effect/system/aeffectout)
if(!aeffectin || !aeffectout)
var/datum/effect/effect/system/spark_spread/aeffect = new
aeffect.set_up(5, 1, teleatom)
effectin = effectin || aeffect
effectout = effectout || aeffect
return 1
else
return ..()
teleportChecks()
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
/datum/teleport/instant/science/setPrecision(aprecision)
..()
if(istype(teleatom, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
var/list/bagholding = teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)
if(bagholding.len)
precision = max(rand(1,100)*bagholding.len,100)
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM << "<span class='danger>The Bluespace interface on your [teleatom] interferes with the teleport!</span>"
return 1
/datum/teleport/instant/science/teleportChecks()
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
teleatom.visible_message("<span class='danger'>\The [teleatom] bounces off of the portal!</span>")
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM.visible_message("<span class='danger'>\The [MM] bounces off of the portal!</span>","<span class='warning'>Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.</span>")
else
teleatom.visible_message("<span class='danger'>\The [teleatom] bounces off of the portal!</span>")
return 0
if(destination.z in config.admin_levels) //centcomm z-level
if(istype(teleatom, /obj/mecha))
var/obj/mecha/MM = teleatom
MM.occupant << "<span class='danger'>\The [MM] would not survive the jump to a location so far away!</span>"
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)))
teleatom.visible_message("<span class='danger'>\The [teleatom] bounces off of the portal!</span>")
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM.visible_message("\red <B>The [MM] bounces off of the portal!</B>","\red Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.")
else
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
return 0
if(destination.z == 2) //centcomm z-level
if(istype(teleatom, /obj/mecha))
var/obj/mecha/MM = teleatom
MM.occupant << "\red <B>The mech would not survive the jump to a location so far away!</B>"
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)))
teleatom.visible_message("\red <B>The Bag of Holding bounces off of the portal!</B>")
return 0
if(destination.z > 7) //Away mission z-levels
return 0
return 1
if(destination.z > max_default_z_level()) //Away mission z-levels
return 0
return 1

View File

@@ -80,7 +80,8 @@
for(var/datum/data/record/t in data_core.general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = t.fields["real_rank"]
var/real_rank = make_list_rank(t.fields["real_rank"])
if(OOC)
var/active = 0
for(var/mob/M in player_list)
@@ -165,6 +166,15 @@
return dat
/var/list/acting_rank_prefixes = list("acting", "temporary", "interim")
/proc/make_list_rank(rank)
for(var/prefix in acting_rank_prefixes)
if(findtext(rank, "[prefix] ", 1, 2+length(prefix)))
return copytext(rank, 2+length(prefix))
return rank
/*
We can't just insert in HTML into the nanoUI so we need the raw data to play with.
Instead of creating this list over and over when someone leaves their PDA open to the page
@@ -189,7 +199,8 @@ var/global/ManifestJSON
for(var/datum/data/record/t in data_core.general)
var/name = sanitize(t.fields["name"])
var/rank = sanitize(t.fields["rank"])
var/real_rank = t.fields["real_rank"]
var/real_rank = make_list_rank(t.fields["real_rank"])
var/isactive = t.fields["p_stat"]
var/department = 0
var/depthead = 0 // Department Heads will be placed at the top of their lists.

View File

@@ -32,13 +32,9 @@ var/datum/antagonist/ert/ert
player.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
player.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
var/obj/item/weapon/card/id/W = new(src)
W.assignment = "Emergency Response Team"
var/obj/item/weapon/card/id/centcom/ERT/W = new(src)
W.registered_name = player.real_name
W.name = "[player.real_name]'s ID Card ([W.assignment])"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
player.equip_to_slot_or_del(W, slot_wear_id)
return 1

View File

@@ -30,6 +30,12 @@
power_change() // all machines set to current power level, also updates lighting icon
InitializeLighting()
/area/proc/get_contents()
var/list/concat_contents = list()
for (var/area/RA in related)
concat_contents |= RA.contents
return concat_contents
/area/proc/get_cameras()
var/list/cameras = list()
for (var/area/RA in related)

View File

@@ -14,6 +14,11 @@
var/moved_recently = 0
var/mob/pulledby = null
/atom/movable/New()
..()
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
initialize()
/atom/movable/Del()
if(isnull(gcDestroyed) && loc)
testing("GC: -- [type] was deleted via del() rather than qdel() --")
@@ -33,6 +38,10 @@
..()
/atom/movable/proc/initialize()
return
/atom/movable/Bump(var/atom/A, yes)
if(src.throwing)
src.throw_impact(A)

View File

@@ -1,11 +1,5 @@
var/global/datum/controller/gameticker/ticker
#define GAME_STATE_PREGAME 1
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
/datum/controller/gameticker
var/const/restart_timeout = 600
var/current_state = GAME_STATE_PREGAME
@@ -424,7 +418,7 @@ var/global/datum/controller/gameticker/ticker
robo.laws.show_laws(world)
if(dronecount)
world << "<b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round."
world << "<b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.</b>"
mode.declare_completion()//To declare normal completion.

View File

@@ -231,7 +231,7 @@
H.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/stamp/clown(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/pen/crayon/rainbow(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/fancy/crayons(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/toy/waterflower(H), slot_in_backpack)
H.mutations.Add(CLUMSY)
@@ -265,11 +265,11 @@
H.equip_to_slot_or_del(new /obj/item/clothing/suit/suspenders(H), slot_wear_suit)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/toy/crayon/mime(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/weapon/pen/crayon/mime(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), slot_l_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/toy/crayon/mime(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/pen/crayon/mime(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), slot_in_backpack)
H.verbs += /client/proc/mimespeak
H.verbs += /client/proc/mimewall

View File

@@ -118,8 +118,6 @@
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
if(ticker && ticker.current_state == 3)//if the game is running
src.initialize()
return
first_run()
@@ -624,7 +622,7 @@
if(buildstage != 2)
return STATUS_CLOSE
if(aidisabled && user.isAI())
if(aidisabled && user.isMobAI())
user << "<span class='warning'>AI control for \the [src] interface has been disabled.</span>"
return STATUS_CLOSE

View File

@@ -67,12 +67,6 @@
/obj/machinery/air_sensor/initialize()
set_frequency(frequency)
/obj/machinery/air_sensor/New()
..()
if(radio_controller)
set_frequency(frequency)
obj/machinery/air_sensor/Destroy()
if(radio_controller)
radio_controller.remove_object(src,frequency)

View File

@@ -21,7 +21,8 @@
return 1
/obj/machinery/portable_atmospherics/Destroy()
del(air_contents)
qdel(air_contents)
qdel(holding)
..()
/obj/machinery/portable_atmospherics/initialize()

View File

@@ -7,7 +7,10 @@
var/on = 0
var/direction_out = 0 //0 = siphoning, 1 = releasing
var/target_pressure = 100
var/target_pressure = ONE_ATMOSPHERE
var/pressuremin = 0
var/pressuremax = 10 * ONE_ATMOSPHERE
volume = 1000
@@ -106,64 +109,59 @@
/obj/machinery/portable_atmospherics/powered/pump/return_air()
return air_contents
/obj/machinery/portable_atmospherics/powered/pump/attack_ai(var/mob/user as mob)
/obj/machinery/portable_atmospherics/powered/pump/attack_ai(var/mob/user)
src.add_hiddenprint(user)
return src.attack_hand(user)
/obj/machinery/portable_atmospherics/powered/pump/attack_hand(var/mob/user as mob)
/obj/machinery/portable_atmospherics/powered/pump/attack_ghost(var/mob/user)
return src.attack_hand(user)
user.set_machine(src)
var/holding_text
/obj/machinery/portable_atmospherics/powered/pump/attack_hand(var/mob/user)
ui_interact(user)
if(holding)
holding_text = {"<BR><B>Tank Pressure</B>: [round(holding.air_contents.return_pressure(), 0.01)] kPa<BR>
<A href='?src=\ref[src];remove_tank=1'>Remove Tank</A>
"}
var/output_text = {"<TT><B>[capitalize(name)]</B><BR>
Pressure: [round(air_contents.return_pressure(), 0.01)] kPa<BR>
Flow Rate: [round(last_flow_rate, 0.1)] L/s<BR>
Port Status: [(connected_port)?("Connected"):("Disconnected")]
[holding_text]<BR>
<BR>
Cell Charge: [cell? "[round(cell.percent())]%" : "N/A"] | Load: [round(last_power_draw)] W<BR>
Power Switch: <A href='?src=\ref[src];power=1'>[on?("On"):("Off")]</A><BR>
Pump Direction: <A href='?src=\ref[src];direction=1'>[direction_out?("Out"):("In")]</A><BR>
Target Pressure: <A href='?src=\ref[src];pressure_adj=-1000'>-</A> <A href='?src=\ref[src];pressure_adj=-100'>-</A> <A href='?src=\ref[src];pressure_adj=-10'>-</A> <A href='?src=\ref[src];pressure_adj=-1'>-</A> [target_pressure] kPa<A href='?src=\ref[src];pressure_adj=1'>+</A> <A href='?src=\ref[src];pressure_adj=10'>+</A> <A href='?src=\ref[src];pressure_adj=100'>+</A> <A href='?src=\ref[src];pressure_adj=1000'>+</A><BR>
<HR>
<A href='?src=\ref[user];mach_close=pump'>Close</A><BR>
"}
/obj/machinery/portable_atmospherics/powered/pump/ui_interact(mob/user, ui_key = "rcon", datum/nanoui/ui=null, force_open=1)
var/list/data[0]
data["portConnected"] = connected_port ? 1 : 0
data["tankPressure"] = round(air_contents.return_pressure() > 0 ? air_contents.return_pressure() : 0)
data["targetpressure"] = round(target_pressure)
data["pump_dir"] = direction_out
data["minpressure"] = round(pressuremin)
data["maxpressure"] = round(pressuremax)
data["powerDraw"] = round(last_power_draw)
data["cellCharge"] = cell ? cell.charge : 0
data["cellMaxCharge"] = cell ? cell.maxcharge : 1
data["on"] = on ? 1 : 0
user << browse(output_text, "window=pump;size=600x300")
onclose(user, "pump")
data["hasHoldingTank"] = holding ? 1 : 0
if (holding)
data["holdingTank"] = list("name" = holding.name, "tankPressure" = round(holding.air_contents.return_pressure() > 0 ? holding.air_contents.return_pressure() : 0))
return
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "portpump.tmpl", "Portable Pump", 480, 410, state = physical_state)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/portable_atmospherics/powered/pump/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if(..())
return 1
if (((get_dist(src, usr) <= 1) && istype(src.loc, /turf)))
usr.set_machine(src)
if(href_list["power"])
on = !on
. = 1
if(href_list["direction"])
direction_out = !direction_out
. = 1
if (href_list["remove_tank"])
if(holding)
holding.loc = loc
holding = null
. = 1
if (href_list["pressure_adj"])
var/diff = text2num(href_list["pressure_adj"])
target_pressure = min(10*ONE_ATMOSPHERE, max(0, target_pressure+diff))
. = 1
if(href_list["power"])
on = !on
if(href_list["direction"])
direction_out = !direction_out
if (href_list["remove_tank"])
if(holding)
holding.loc = loc
holding = null
if (href_list["pressure_adj"])
var/diff = text2num(href_list["pressure_adj"])
target_pressure = min(10*ONE_ATMOSPHERE, max(0, target_pressure+diff))
src.updateUsrDialog()
src.add_fingerprint(usr)
if(.)
update_icon()
else
usr << browse(null, "window=pump")
return
return

View File

@@ -13,6 +13,9 @@
power_rating = 7500 //7500 W ~ 10 HP
power_losses = 150
var/minrate = 0
var/maxrate = 10 * ONE_ATMOSPHERE
var/list/scrubbing_gas = list("phoron", "carbon_dioxide", "sleeping_agent", "oxygen_agent_b")
/obj/machinery/portable_atmospherics/powered/scrubber/New()
@@ -82,63 +85,58 @@
/obj/machinery/portable_atmospherics/powered/scrubber/return_air()
return air_contents
/obj/machinery/portable_atmospherics/powered/scrubber/attack_ai(var/mob/user as mob)
/obj/machinery/portable_atmospherics/powered/scrubber/attack_ai(var/mob/user)
src.add_hiddenprint(user)
return src.attack_hand(user)
/obj/machinery/portable_atmospherics/powered/scrubber/attack_hand(var/mob/user as mob)
/obj/machinery/portable_atmospherics/powered/scrubber/attack_ghost(var/mob/user)
return src.attack_hand(user)
user.set_machine(src)
var/holding_text
if(holding)
holding_text = {"<BR><B>Tank Pressure</B>: [round(holding.air_contents.return_pressure(), 0.01)] kPa<BR>
<A href='?src=\ref[src];remove_tank=1'>Remove Tank</A>
"}
var/output_text = {"<TT><B>[name]</B><BR>
Pressure: [round(air_contents.return_pressure(), 0.01)] kPa<BR>
Flow Rate: [round(last_flow_rate, 0.1)] L/s<BR>
Port Status: [(connected_port)?("Connected"):("Disconnected")]
[holding_text]<BR>
<BR>
Cell Charge: [cell? "[round(cell.percent())]%" : "N/A"] | Load: [round(last_power_draw)] W<BR>
Power Switch: <A href='?src=\ref[src];power=1'>[on?("On"):("Off")]</A><BR>
Flow Rate Regulator: <A href='?src=\ref[src];volume_adj=-1000'>-</A> <A href='?src=\ref[src];volume_adj=-100'>-</A> <A href='?src=\ref[src];volume_adj=-10'>-</A> <A href='?src=\ref[src];volume_adj=-1'>-</A> [volume_rate] L/s <A href='?src=\ref[src];volume_adj=1'>+</A> <A href='?src=\ref[src];volume_adj=10'>+</A> <A href='?src=\ref[src];volume_adj=100'>+</A> <A href='?src=\ref[src];volume_adj=1000'>+</A><BR>
<HR>
<A href='?src=\ref[user];mach_close=scrubber'>Close</A><BR>
"}
user << browse(output_text, "window=scrubber;size=600x300")
onclose(user, "scrubber")
/obj/machinery/portable_atmospherics/powered/scrubber/attack_hand(var/mob/user)
ui_interact(user)
return
/obj/machinery/portable_atmospherics/powered/scrubber/ui_interact(mob/user, ui_key = "rcon", datum/nanoui/ui=null, force_open=1)
var/list/data[0]
data["portConnected"] = connected_port ? 1 : 0
data["tankPressure"] = round(air_contents.return_pressure() > 0 ? air_contents.return_pressure() : 0)
data["rate"] = round(volume_rate)
data["minrate"] = round(minrate)
data["maxrate"] = round(maxrate)
data["powerDraw"] = round(last_power_draw)
data["cellCharge"] = cell ? cell.charge : 0
data["cellMaxCharge"] = cell ? cell.maxcharge : 1
data["on"] = on ? 1 : 0
data["hasHoldingTank"] = holding ? 1 : 0
if (holding)
data["holdingTank"] = list("name" = holding.name, "tankPressure" = round(holding.air_contents.return_pressure() > 0 ? holding.air_contents.return_pressure() : 0))
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "portscrubber.tmpl", "Portable Scrubber", 480, 400, state = physical_state)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/portable_atmospherics/powered/scrubber/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if(..())
return 1
if (((get_dist(src, usr) <= 1) && istype(src.loc, /turf)))
usr.set_machine(src)
if(href_list["power"])
on = !on
if (href_list["remove_tank"])
if(holding)
holding.loc = loc
holding = null
if (href_list["volume_adj"])
var/diff = text2num(href_list["volume_adj"])
volume_rate = min(initial(volume_rate), max(0, volume_rate+diff))
src.updateUsrDialog()
src.add_fingerprint(usr)
update_icon()
else
usr << browse(null, "window=scrubber")
return
return
if(href_list["power"])
on = !on
. = 1
if (href_list["remove_tank"])
if(holding)
holding.loc = loc
holding = null
. = 1
if (href_list["volume_adj"])
var/diff = text2num(href_list["volume_adj"])
volume_rate = Clamp(volume_rate+diff, minrate, maxrate)
. = 1
update_icon()
//Huge scrubber

View File

@@ -868,8 +868,8 @@
var/turf/Tsec = get_turf(src)
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/rods(Tsec)
PoolOrNew(/obj/item/stack/rods, Tsec)
PoolOrNew(/obj/item/stack/rods, Tsec)
new /obj/item/stack/cable_coil/cut(Tsec)
if (cell)
cell.loc = Tsec

View File

@@ -102,6 +102,12 @@ var/global/list/engineering_networks = list(
..()
upgradeMotion()
/obj/machinery/camera/motion/engineering_outpost
network = list(NETWORK_ENGINEERING_OUTPOST)
/obj/machinery/camera/motion/security
network = list(NETWORK_SECURITY)
// ALL UPGRADES

View File

@@ -1,9 +1,10 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/proc/invalidateCameraCache()
for(var/obj/machinery/computer/security/s in world)
for(var/obj/machinery/computer/security/s in machines)
s.camera_cache = null
for(var/datum/alarm/A in world)
var/datum/alarm_handler/AHandler = new /datum/alarm_handler()
for(var/datum/alarm/A in AHandler.alarms)
A.cameras = null
/obj/machinery/computer/security

View File

@@ -14,20 +14,18 @@
var/obj/item/weapon/disk/data/diskette = null //Mostly so the geneticist can steal everything.
var/loading = 0 // Nice loading text
/obj/machinery/computer/cloning/New()
/obj/machinery/computer/cloning/initialize()
..()
updatemodules()
/obj/machinery/computer/cloning/Destroy()
releasecloner()
..()
spawn(5)
updatemodules()
return
return
/obj/machinery/computer/cloning/proc/updatemodules()
src.scanner = findscanner()
releasecloner()
findcloner()
var/num = 1
for (var/obj/machinery/clonepod/pod in pods)
pod.connected = src
pod.name = "[initial(pod.name)] #[num++]"
/obj/machinery/computer/cloning/proc/findscanner()
var/obj/machinery/dna_scannernew/scannerf = null
@@ -40,18 +38,26 @@
//Then look for a free one in the area
if(!scannerf)
for(var/obj/machinery/dna_scannernew/S in get_area(src))
var/area/A = get_area(src)
for(var/obj/machinery/dna_scannernew/S in A.get_contents())
return S
return
/obj/machinery/computer/cloning/proc/findcloner()
/obj/machinery/computer/cloning/proc/releasecloner()
for(var/obj/machinery/clonepod/P in pods)
P.connected = null
P.name = initial(P.name)
pods.Cut()
for(var/obj/machinery/clonepod/P in get_area(src))
/obj/machinery/computer/cloning/proc/findcloner()
var/num = 1
var/area/A = get_area(src)
for(var/obj/machinery/clonepod/P in A.get_contents())
if(!P.connected)
pods += P
return
P.connected = src
P.name = "[initial(P.name)] #[num++]"
/obj/machinery/computer/cloning/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/disk/data)) //INSERT SOME DISKETTES

View File

@@ -9,12 +9,6 @@
var/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
var/processing = 0
/obj/machinery/computer/New()
..()
if(ticker)
initialize()
/obj/machinery/computer/initialize()
power_change()
@@ -60,6 +54,9 @@
return
/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
if(prob(Proj.damage))
set_broken()
..()

View File

@@ -3,13 +3,17 @@
name = "Station Alert Console"
desc = "Used to access the station's automated alert system."
icon_state = "alert:0"
circuit = "/obj/item/weapon/circuitboard/stationalert"
circuit = /obj/item/weapon/circuitboard/stationalert_engineering
var/obj/nano_module/alarm_monitor/alarm_monitor
var/monitor_type = /obj/nano_module/alarm_monitor/engineering
/obj/machinery/computer/station_alert/security
name = "Security Alert Console"
monitor_type = /obj/nano_module/alarm_monitor/security
circuit = /obj/item/weapon/circuitboard/stationalert_security
/obj/machinery/computer/station_alert/all
monitor_type = /obj/nano_module/alarm_monitor/all
circuit = /obj/item/weapon/circuitboard/stationalert_all
/obj/machinery/computer/station_alert/New()
..()
@@ -18,6 +22,7 @@
/obj/machinery/computer/station_alert/Destroy()
alarm_monitor.unregister(src)
qdel(alarm_monitor)
..()
/obj/machinery/computer/station_alert/attack_ai(mob/user)

View File

@@ -264,7 +264,7 @@ for reference:
var/turf/Tsec = get_turf(src)
/* var/obj/item/stack/rods/ =*/
new /obj/item/stack/rods(Tsec)
PoolOrNew(/obj/item/stack/rods, Tsec)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)

View File

@@ -1,27 +1,10 @@
#define CONTROL_POD_DOORS 0
#define CONTROL_NORMAL_DOORS 1
#define CONTROL_EMITTERS 2
/obj/machinery/door_control
name = "remote door-control"
desc = "It controls doors, remotely."
/obj/machinery/button/remote
name = "remote object control"
desc = "It controls objects, remotely."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "doorctrl0"
desc = "A remote control-switch for a door."
power_channel = ENVIRON
var/id = null
var/normaldoorcontrol = CONTROL_POD_DOORS
var/desiredstate = 0 // Zero is closed, 1 is open.
var/specialfunctions = 1
/*
Bitflag, 1= open
2= idscan,
4= bolts
8= shock
16= door safties
*/
var/desiredstate = 0
var/exposedwires = 0
var/wires = 3
/*
@@ -34,14 +17,13 @@
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/door_control/attack_ai(mob/user as mob)
/obj/machinery/button/remote/attack_ai(mob/user as mob)
if(wires & 2)
return src.attack_hand(user)
else
user << "Error, no route to host."
/obj/machinery/door_control/attackby(obj/item/weapon/W, mob/user as mob)
/obj/machinery/button/remote/attackby(obj/item/weapon/W, mob/user as mob)
/* For later implementation
if (istype(W, /obj/item/weapon/screwdriver))
{
@@ -64,7 +46,56 @@
playsound(src.loc, "sparks", 100, 1)
return src.attack_hand(user)
/obj/machinery/door_control/proc/handle_door()
/obj/machinery/button/remote/attack_hand(mob/user as mob)
if(..())
return
src.add_fingerprint(user)
if(stat & (NOPOWER|BROKEN))
return
if(!allowed(user) && (wires & 1))
user << "<span class='warning'>Access Denied</span>"
flick("doorctrl-denied",src)
return
use_power(5)
icon_state = "doorctrl1"
desiredstate = !desiredstate
trigger()
spawn(15)
update_icon()
/obj/machinery/button/remote/proc/trigger()
return
/obj/machinery/button/remote/power_change()
..()
update_icon()
/obj/machinery/button/remote/update_icon()
if(stat & NOPOWER)
icon_state = "doorctrl-p"
else
icon_state = "doorctrl0"
/*
Airlock remote control
*/
/obj/machinery/button/remote/airlock
name = "remote door-control"
desc = "It controls doors, remotely."
var/specialfunctions = 1
/*
Bitflag, 1= open
2= idscan,
4= bolts
8= shock
16= door safties
*/
/obj/machinery/button/remote/airlock/trigger()
for(var/obj/machinery/door/airlock/D in world)
if(D.id_tag == src.id)
if(specialfunctions & OPEN)
@@ -78,24 +109,31 @@
return
if(desiredstate == 1)
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = 1
D.set_idscan(0)
if(specialfunctions & BOLTS)
D.lock()
if(specialfunctions & SHOCK)
D.electrify(-1)
if(specialfunctions & SAFE)
D.safe = 0
D.set_safeties(0)
else
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = 0
D.set_idscan(1)
if(specialfunctions & BOLTS)
D.unlock()
if(specialfunctions & SHOCK)
D.electrify(0)
if(specialfunctions & SAFE)
D.safe = 1
D.set_safeties(1)
/obj/machinery/door_control/proc/handle_pod()
/*
Blast door remote control
*/
/obj/machinery/button/remote/blast_door
name = "remote blast door-control"
desc = "It controls blast doors, remotely."
/obj/machinery/button/remote/blast_door/trigger()
for(var/obj/machinery/door/blast/M in world)
if(M.id == src.id)
if(M.density)
@@ -107,59 +145,32 @@
M.close()
return
/obj/machinery/door_control/proc/handle_emitters(mob/user as mob)
/*
Emitter remote control
*/
/obj/machinery/button/remote/emitter
name = "remote emitter control"
desc = "It controls emitters, remotely."
/obj/machinery/button/remote/emitter/trigger(mob/user as mob)
for(var/obj/machinery/power/emitter/E in world)
if(E.id == src.id)
spawn(0)
E.activate(user)
return
/obj/machinery/door_control/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(stat & (NOPOWER|BROKEN))
return
if(!allowed(user) && (wires & 1))
user << "\red Access Denied"
flick("doorctrl-denied",src)
return
use_power(5)
icon_state = "doorctrl1"
add_fingerprint(user)
switch(normaldoorcontrol)
if(CONTROL_NORMAL_DOORS)
handle_door()
if(CONTROL_POD_DOORS)
handle_pod()
if(CONTROL_EMITTERS)
handle_emitters(user)
desiredstate = !desiredstate
spawn(15)
if(!(stat & NOPOWER))
icon_state = "doorctrl0"
/obj/machinery/door_control/power_change()
..()
if(stat & NOPOWER)
icon_state = "doorctrl-p"
else
icon_state = "doorctrl0"
/obj/machinery/button/driver
/*
Mass driver remote control
*/
/obj/machinery/button/remote/driver
name = "mass driver button"
desc = "A remote control switch for a mass driver."
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
/obj/machinery/button/driver/attack_hand(mob/user as mob)
if(..())
return
use_power(5)
/obj/machinery/button/remote/driver/trigger(mob/user as mob)
active = 1
icon_state = "launcheract"
update_icon()
for(var/obj/machinery/door/blast/M in machines)
if (M.id == src.id)
@@ -177,11 +188,17 @@
for(var/obj/machinery/door/blast/M in machines)
if (M.id == src.id)
spawn( 0 )
spawn(0)
M.close()
return
icon_state = "launcherbtt"
active = 0
update_icon()
return
/obj/machinery/button/remote/driver/update_icon()
if(!active || (stat & NOPOWER))
icon_state = "launcherbtt"
else
icon_state = "launcheract"

View File

@@ -4,7 +4,7 @@
icon_state = "door_closed"
power_channel = ENVIRON
explosion_resistance = 15
explosion_resistance = 10
var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
var/hackProof = 0 // if 1, this door can't be hacked by the AI
var/electrified_until = 0 //World time when the door is no longer electrified. -1 if it is permanently electrified until someone fixes it.
@@ -80,6 +80,7 @@
icon = 'icons/obj/doors/Doorglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
glass = 1
@@ -91,6 +92,7 @@
/obj/machinery/door/airlock/vault
name = "Vault"
icon = 'icons/obj/doors/vault.dmi'
explosion_resistance = 20
opacity = 1
secured_wires = 1
assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity //Until somebody makes better sprites.
@@ -108,12 +110,14 @@
/obj/machinery/door/airlock/hatch
name = "Airtight Hatch"
icon = 'icons/obj/doors/Doorhatchele.dmi'
explosion_resistance = 20
opacity = 1
assembly_type = /obj/structure/door_assembly/door_assembly_hatch
/obj/machinery/door/airlock/maintenance_hatch
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorhatchmaint2.dmi'
explosion_resistance = 20
opacity = 1
assembly_type = /obj/structure/door_assembly/door_assembly_mhatch
@@ -122,6 +126,7 @@
icon = 'icons/obj/doors/Doorcomglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_com
glass = 1
@@ -131,6 +136,7 @@
icon = 'icons/obj/doors/Doorengglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_eng
glass = 1
@@ -140,6 +146,7 @@
icon = 'icons/obj/doors/Doorsecglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_sec
glass = 1
@@ -149,6 +156,7 @@
icon = 'icons/obj/doors/Doormedglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_med
glass = 1
@@ -173,6 +181,7 @@
icon = 'icons/obj/doors/Doorresearchglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_research
glass = 1
@@ -183,6 +192,7 @@
icon = 'icons/obj/doors/Doorminingglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_min
glass = 1
@@ -192,6 +202,7 @@
icon = 'icons/obj/doors/Dooratmoglass.dmi'
hitsound = 'sound/effects/Glasshit.ogg'
maxhealth = 300
explosion_resistance = 5
opacity = 0
assembly_type = /obj/structure/door_assembly/door_assembly_atmo
glass = 1
@@ -292,6 +303,7 @@
/obj/machinery/door/airlock/highsecurity
name = "Secure Airlock"
icon = 'icons/obj/doors/hightechsecurity.dmi'
explosion_resistance = 20
secured_wires = 1
assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity
@@ -421,6 +433,33 @@ About the new airlock wires panel:
if(feedback && message)
usr << message
/obj/machinery/door/airlock/proc/set_idscan(var/activate, var/feedback = 0)
var/message = ""
if(src.isWireCut(AIRLOCK_WIRE_IDSCAN))
message = "The IdScan wire is cut - IdScan feature permanently disabled."
else if(activate && src.aiDisabledIdScanner)
src.aiDisabledIdScanner = 0
message = "IdScan feature has been enabled."
else if(!activate && !src.aiDisabledIdScanner)
src.aiDisabledIdScanner = 1
message = "IdScan feature has been disabled."
if(feedback && message)
usr << message
/obj/machinery/door/airlock/proc/set_safeties(var/activate, var/feedback = 0)
var/message = ""
// Safeties! We don't need no stinking safeties!
if (src.isWireCut(AIRLOCK_WIRE_SAFETY))
message = text("The safety wire is cut - Cannot enable safeties.")
else if (!activate && src.safe)
safe = 0
else if (activate && !src.safe)
safe = 1
if(feedback && message)
usr << message
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
// The preceding comment was borrowed from the grille's shock script
@@ -490,7 +529,8 @@ About the new airlock wires panel:
if("deny")
if(density && src.arePowerSystemsOn())
flick("door_deny", src)
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
if(secured_wires)
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
return
/obj/machinery/door/airlock/attack_ai(mob/user as mob)
@@ -636,14 +676,7 @@ About the new airlock wires panel:
var/activate = text2num(href_list["activate"])
switch (href_list["command"])
if("idscan")
if(src.isWireCut(AIRLOCK_WIRE_IDSCAN))
usr << "The IdScan wire has been cut - IdScan feature permanently disabled."
else if(activate && src.aiDisabledIdScanner)
src.aiDisabledIdScanner = 0
usr << "IdScan feature has been enabled."
else if(!activate && !src.aiDisabledIdScanner)
src.aiDisabledIdScanner = 1
usr << "IdScan feature has been disabled."
set_idscan(activate, 1)
if("main_power")
if(!main_power_lost_until)
src.loseMainPower()
@@ -652,7 +685,7 @@ About the new airlock wires panel:
src.loseBackupPower()
if("bolts")
if(src.isWireCut(AIRLOCK_WIRE_DOOR_BOLTS))
usr << "The door bolt control wire has been cut - Door bolts permanently dropped."
usr << "The door bolt control wire is cut - Door bolts permanently dropped."
else if(activate && src.lock())
usr << "The door bolts have been dropped."
else if(!activate && src.unlock())
@@ -671,13 +704,7 @@ About the new airlock wires panel:
else if(!activate && !density)
close()
if("safeties")
// Safeties! We don't need no stinking safeties!
if (src.isWireCut(AIRLOCK_WIRE_SAFETY))
usr << text("The safety wire is cut - Cannot secure the door.")
else if (activate && src.safe)
safe = 0
else if (!activate && !src.safe)
safe = 1
set_safeties(!activate, 1)
if("timing")
// Door speed control
if(src.isWireCut(AIRLOCK_WIRE_SPEED))
@@ -689,7 +716,7 @@ About the new airlock wires panel:
if("lights")
// Bolt lights
if(src.isWireCut(AIRLOCK_WIRE_LIGHT))
usr << "The bolt lights wire has been cut - The door bolt lights are permanently disabled."
usr << "The bolt lights wire is cut - The door bolt lights are permanently disabled."
else if (!activate && src.lights)
lights = 0
usr << "The door bolt lights have been disabled."
@@ -856,40 +883,68 @@ About the new airlock wires panel:
return ..()
/atom/movable/proc/blocks_airlock()
return density
/obj/machinery/door/blocks_airlock()
return 0
/obj/machinery/mech_sensor/blocks_airlock()
return 0
/mob/living/blocks_airlock()
return 1
/atom/movable/proc/airlock_crush(var/crush_damage)
return 0
/obj/machinery/portable_atmospherics/canister/airlock_crush(var/crush_damage)
. = ..()
health -= crush_damage
healthcheck()
/obj/structure/closet/airlock_crush(var/crush_damage)
..()
damage(crush_damage)
for(var/atom/movable/AM in src)
AM.airlock_crush()
return 1
/mob/living/airlock_crush(var/crush_damage)
. = ..()
adjustBruteLoss(crush_damage)
SetStunned(5)
SetWeakened(5)
var/turf/T = get_turf(src)
T.add_blood(src)
/mob/living/carbon/airlock_crush(var/crush_damage)
. = ..()
if (!(species && (species.flags & NO_PAIN)))
emote("scream")
/mob/living/silicon/robot/airlock_crush(var/crush_damage)
adjustBruteLoss(crush_damage)
return 0
/obj/machinery/door/airlock/close(var/forced=0)
if(!can_close(forced))
return 0
if(safe)
for(var/turf/turf in locs)
if(locate(/mob/living) in turf)
if(world.time > next_beep_at)
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
next_beep_at = world.time + SecondsToTicks(10)
close_door_at = world.time + 6
return
for(var/atom/movable/AM in turf)
if(AM.blocks_airlock())
if(world.time > next_beep_at)
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
next_beep_at = world.time + SecondsToTicks(10)
close_door_at = world.time + 6
return
for(var/turf/turf in locs)
for(var/mob/living/M in turf)
if(isrobot(M))
M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
else
M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
M.SetStunned(5)
M.SetWeakened(5)
var/obj/effect/stop/S
S = new /obj/effect/stop
S.victim = M
S.loc = M.loc
spawn(20)
qdel(S)
if (iscarbon(M))
var/mob/living/carbon/C = M
if (!(C.species && (C.species.flags & NO_PAIN)))
M.emote("scream")
var/turf/location = src.loc
if(istype(location, /turf/simulated))
location.add_blood(M)
for(var/atom/movable/AM in turf)
if(AM.airlock_crush(DOOR_CRUSH_DAMAGE))
take_damage(DOOR_CRUSH_DAMAGE)
use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
if(istype(src, /obj/machinery/door/airlock/glass))
@@ -928,6 +983,11 @@ About the new airlock wires panel:
update_icon()
return 1
/obj/machinery/door/airlock/allowed(mob/M)
if(locked)
return 0
return ..(M)
/obj/machinery/door/airlock/New(var/newloc, var/obj/structure/door_assembly/assembly=null)
..()

View File

@@ -164,7 +164,7 @@
switch (Proj.damage_type)
if(BRUTE)
new /obj/item/stack/sheet/metal(src.loc, 2)
new /obj/item/stack/rods(src.loc, 3)
PoolOrNew(/obj/item/stack/rods, list(src.loc, 3))
if(BURN)
new /obj/effect/decal/cleanable/ash(src.loc) // Turn it to ashes!
qdel(src)
@@ -388,7 +388,9 @@
/obj/machinery/door/proc/open(var/forced = 0)
if(!can_open(forced)) return
if(!can_open(forced))
return
operating = 1
do_animate("opening")
icon_state = "door0"
@@ -401,8 +403,7 @@
update_icon()
SetOpacity(0)
update_nearby_tiles()
if(operating) operating = 0
operating = 0
if(autoclose)
close_door_at = next_close_time()

View File

@@ -32,7 +32,7 @@
if(80 to 90) filling.icon_state = "reagent80"
if(91 to INFINITY) filling.icon_state = "reagent100"
filling.icon += mix_color_from_reagents(reagents.reagent_list)
filling.icon += reagents.get_color()
overlays += filling
/obj/machinery/iv_drip/MouseDrop(over_object, src_location, over_location)

View File

@@ -504,42 +504,12 @@
/obj/machinery/porta_turret/proc/assess_perp(var/mob/living/carbon/human/H)
if(!H || !istype(H))
return
return 0
if(emagged)
return 10
var/threatcount = 0
var/obj/item/weapon/card/id/id = GetIdCard(H) //Agent cards lower threatlevel.
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
threatcount -= 2
if(check_weapons && !allowed(H))
if(istype(H.l_hand, /obj/item/weapon/gun) || istype(H.l_hand, /obj/item/weapon/melee))
threatcount += 4
if(istype(H.r_hand, /obj/item/weapon/gun) || istype(H.r_hand, /obj/item/weapon/melee))
threatcount += 4
if(istype(H.belt, /obj/item/weapon/gun) || istype(H.belt, /obj/item/weapon/melee))
threatcount += 2
if(H.species.name != "Human")
threatcount += 2
if(check_records || check_arrest)
var/perpname = H.name
if(id)
perpname = id.registered_name
var/datum/data/record/R = find_security_record("name", perpname)
if(check_records && !R)
threatcount += 4
if(check_arrest && R && (R.fields["criminal"] == "*Arrest*"))
threatcount += 4
return threatcount
return H.assess_perp(src, check_weapons, check_records, check_arrest)
/obj/machinery/porta_turret/proc/tryToShootAt(var/list/mob/living/targets)
if(targets.len && last_target && (last_target in targets) && target(last_target))
@@ -587,17 +557,6 @@
invisibility = INVISIBILITY_LEVEL_TWO
update_icon()
/*
/obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp)
if((check_access || attacked) && !allowed(perp))
//if the turret has been attacked or is angry, target all non-authorized personnel, see req_access
return 10
return ..()
*/
/obj/machinery/porta_turret/proc/target(var/mob/living/target)
if(disabled)
return
@@ -613,7 +572,7 @@
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate
if(!(emagged || attacked)) //if it hasn't been emagged or attacked, it has to obey a cooldown rate
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
return
last_fired = 1

View File

@@ -987,7 +987,6 @@
helmet.name = "engineering voidsuit helmet"
helmet.icon_state = "rig0-engineering"
helmet.item_state = "eng_helm"
helmet.item_color = "engineering"
if(suit)
suit.name = "engineering voidsuit"
suit.icon_state = "rig-engineering"
@@ -997,7 +996,6 @@
helmet.name = "mining voidsuit helmet"
helmet.icon_state = "rig0-mining"
helmet.item_state = "mining_helm"
helmet.item_color = "mining"
if(suit)
suit.name = "mining voidsuit"
suit.icon_state = "rig-mining"
@@ -1007,7 +1005,6 @@
helmet.name = "medical voidsuit helmet"
helmet.icon_state = "rig0-medical"
helmet.item_state = "medical_helm"
helmet.item_color = "medical"
if(suit)
suit.name = "medical voidsuit"
suit.icon_state = "rig-medical"
@@ -1017,7 +1014,6 @@
helmet.name = "security voidsuit helmet"
helmet.icon_state = "rig0-sec"
helmet.item_state = "sec_helm"
helmet.item_color = "sec"
if(suit)
suit.name = "security voidsuit"
suit.icon_state = "rig-sec"
@@ -1027,7 +1023,6 @@
helmet.name = "atmospherics voidsuit helmet"
helmet.icon_state = "rig0-atmos"
helmet.item_state = "atmos_helm"
helmet.item_color = "atmos"
if(suit)
suit.name = "atmospherics voidsuit"
suit.icon_state = "rig-atmos"
@@ -1037,7 +1032,6 @@
helmet.name = "blood-red voidsuit helmet"
helmet.icon_state = "rig0-syndie"
helmet.item_state = "syndie_helm"
helmet.item_color = "syndie"
if(suit)
suit.name = "blood-red voidsuit"
suit.item_state = "syndie_voidsuit"

View File

@@ -63,64 +63,37 @@
// If the log is a speech file
if(C.input_type == "Speech File")
dat += "<li><font color = #008F00>[C.name]</font color> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font color><br>"
dat += "<li><font color = #008F00>[C.name]</font> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font><br>"
// -- Determine race of orator --
var/race // The actual race of the mob
var/language = "Human" // MMIs, pAIs, Cyborgs and humans all speak Human
var/mobtype = C.parameters["mobtype"]
var/mob/M = new mobtype
if(ishuman(M) || isbrain(M))
var/mob/living/carbon/human/H = M
race = "[H.species.name]"
else if(issmall(M))
race = "Monkey"
language = race
else if(issilicon(M) || C.parameters["job"] == "AI") // sometimes M gets deleted prematurely for AIs... just check the job
race = "Artificial Life"
else if(isslime(M)) // NT knows a lot about slimes, but not aliens. Can identify slimes
race = "slime"
language = race
else if(isanimal(M))
race = "Domestic Animal"
language = race
else
race = "<i>Unidentifiable</i>"
language = race
qdel(M)
var/race = C.parameters["race"] // The actual race of the mob
var/language = C.parameters["language"] // The language spoken, or null/""
// -- If the orator is a human, or universal translate is active, OR mob has universal speech on --
if(language == "Human" || universal_translate || C.parameters["uspeech"])
dat += "<u><font color = #18743E>Data type</font color></u>: [C.input_type]<br>"
dat += "<u><font color = #18743E>Source</font color></u>: [C.parameters["name"]] (Job: [C.parameters["job"]])<br>"
dat += "<u><font color = #18743E>Class</font color></u>: [race]<br>"
dat += "<u><font color = #18743E>Contents</font color></u>: \"[C.parameters["message"]]\"<br>"
if(universal_translate || C.parameters["uspeech"] || C.parameters["intelligible"])
dat += "<u><font color = #18743E>Data type</font></u>: [C.input_type]<br>"
dat += "<u><font color = #18743E>Source</font></u>: [C.parameters["name"]] (Job: [C.parameters["job"]])<br>"
dat += "<u><font color = #18743E>Class</font></u>: [race]<br>"
dat += "<u><font color = #18743E>Contents</font></u>: \"[C.parameters["message"]]\"<br>"
if(language)
dat += "<u><font color = #18743E>Language</font></u>: [language]<br/>"
// -- Orator is not human and universal translate not active --
else
dat += "<u><font color = #18743E>Data type</font color></u>: Audio File<br>"
dat += "<u><font color = #18743E>Source</font color></u>: <i>Unidentifiable</i><br>"
dat += "<u><font color = #18743E>Class</font color></u>: [race]<br>"
dat += "<u><font color = #18743E>Contents</font color></u>: <i>Unintelligble</i><br>"
dat += "<u><font color = #18743E>Data type</font></u>: Audio File<br>"
dat += "<u><font color = #18743E>Source</font></u>: <i>Unidentifiable</i><br>"
dat += "<u><font color = #18743E>Class</font></u>: [race]<br>"
dat += "<u><font color = #18743E>Contents</font></u>: <i>Unintelligble</i><br>"
dat += "</li><br>"
else if(C.input_type == "Execution Error")
dat += "<li><font color = #990000>[C.name]</font color> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font color><br>"
dat += "<u><font color = #787700>Output</font color></u>: \"[C.parameters["message"]]\"<br>"
dat += "<li><font color = #990000>[C.name]</font> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font color><br>"
dat += "<u><font color = #787700>Output</font></u>: \"[C.parameters["message"]]\"<br>"
dat += "</li><br>"

View File

@@ -537,6 +537,28 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list()
log.parameters["message"] = signal.data["message"]
log.parameters["name"] = signal.data["name"]
log.parameters["realname"] = signal.data["realname"]
log.parameters["language"] = signal.data["language"]
var/race = "unknown"
if(ishuman(M))
var/mob/living/carbon/human/H = M
race = "[H.species.name]"
log.parameters["intelligible"] = 1
else if(isbrain(M))
var/mob/living/carbon/brain/B = M
race = "[B.species.name]"
log.parameters["intelligible"] = 1
else if(M.isMonkey())
race = "Monkey"
else if(M.isSilicon())
race = "Artificial Life"
log.parameters["intelligible"] = 1
else if(isslime(M))
race = "Slime"
else if(isanimal(M))
race = "Domestic Animal"
log.parameters["race"] = race
if(!istype(M, /mob/new_player) && M)
log.parameters["uspeech"] = M.universal_speak

View File

@@ -51,128 +51,7 @@
var/obj/item/stack/sheet/wetleather/WL = new(src)
WL.amount = HH.amount
qdel(HH)
if(crayon)
var/wash_color
if(istype(crayon,/obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = crayon
wash_color = CR.colourName
else if(istype(crayon,/obj/item/weapon/stamp))
var/obj/item/weapon/stamp/ST = crayon
wash_color = ST.item_color
if(wash_color)
var/new_jumpsuit_icon_state = ""
var/new_jumpsuit_item_state = ""
var/new_jumpsuit_name = ""
var/new_glove_icon_state = ""
var/new_glove_item_state = ""
var/new_glove_name = ""
var/new_shoe_icon_state = ""
var/new_shoe_name = ""
var/new_sheet_icon_state = ""
var/new_sheet_name = ""
var/new_softcap_icon_state = ""
var/new_softcap_name = ""
var/new_desc = "The colors are a bit dodgy."
for(var/T in typesof(/obj/item/clothing/under))
var/obj/item/clothing/under/J = new T
//world << "DEBUG: [color] == [J.color]"
if(wash_color == J.item_color)
new_jumpsuit_icon_state = J.icon_state
new_jumpsuit_item_state = J.item_state
new_jumpsuit_name = J.name
qdel(J)
//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
break
qdel(J)
for(var/T in typesof(/obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = new T
//world << "DEBUG: [color] == [J.color]"
if(wash_color == G.item_color)
new_glove_icon_state = G.icon_state
new_glove_item_state = G.item_state
new_glove_name = G.name
qdel(G)
//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
break
qdel(G)
for(var/T in typesof(/obj/item/clothing/shoes))
var/obj/item/clothing/shoes/S = new T
//world << "DEBUG: [color] == [J.color]"
if(wash_color == S.item_color)
new_shoe_icon_state = S.icon_state
new_shoe_name = S.name
qdel(S)
//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
break
qdel(S)
for(var/T in typesof(/obj/item/weapon/bedsheet))
var/obj/item/weapon/bedsheet/B = new T
//world << "DEBUG: [color] == [J.color]"
if(wash_color == B.item_color)
new_sheet_icon_state = B.icon_state
new_sheet_name = B.name
qdel(B)
//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
break
qdel(B)
for(var/T in typesof(/obj/item/clothing/head/soft))
var/obj/item/clothing/head/soft/H = new T
//world << "DEBUG: [color] == [J.color]"
if(wash_color == H.item_color)
new_softcap_icon_state = H.icon_state
new_softcap_name = H.name
qdel(H)
//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
break
qdel(H)
if(new_jumpsuit_icon_state && new_jumpsuit_item_state && new_jumpsuit_name)
for(var/obj/item/clothing/under/J in contents)
//world << "DEBUG: YUP! FOUND IT!"
J.item_state = new_jumpsuit_item_state
J.icon_state = new_jumpsuit_icon_state
J.item_color = wash_color
J.name = new_jumpsuit_name
J.desc = new_desc
if(new_glove_icon_state && new_glove_item_state && new_glove_name)
for(var/obj/item/clothing/gloves/G in contents)
//world << "DEBUG: YUP! FOUND IT!"
G.item_state = new_glove_item_state
G.icon_state = new_glove_icon_state
G.item_color = wash_color
G.name = new_glove_name
G.desc = new_desc
if(new_shoe_icon_state && new_shoe_name)
for(var/obj/item/clothing/shoes/S in contents)
//world << "DEBUG: YUP! FOUND IT!"
if (istype(S,/obj/item/clothing/shoes/orange))
var/obj/item/clothing/shoes/orange/L = S
if (L.chained)
L.remove_cuffs()
S.icon_state = new_shoe_icon_state
S.item_color = wash_color
S.name = new_shoe_name
S.desc = new_desc
if(new_sheet_icon_state && new_sheet_name)
for(var/obj/item/weapon/bedsheet/B in contents)
//world << "DEBUG: YUP! FOUND IT!"
B.icon_state = new_sheet_icon_state
B.item_color = wash_color
B.name = new_sheet_name
B.desc = new_desc
if(new_softcap_icon_state && new_softcap_name)
for(var/obj/item/clothing/head/soft/H in contents)
//world << "DEBUG: YUP! FOUND IT!"
H.icon_state = new_softcap_icon_state
H.item_color = wash_color
H.name = new_softcap_name
H.desc = new_desc
qdel(crayon)
crayon = null
if( locate(/mob,contents) )
state = 7
gibs_ready = 1
@@ -197,7 +76,7 @@
/*if(istype(W,/obj/item/weapon/screwdriver))
panel = !panel
user << "\blue you [panel ? "open" : "close"] the [src]'s maintenance panel"*/
if(istype(W,/obj/item/toy/crayon) ||istype(W,/obj/item/weapon/stamp))
if(istype(W,/obj/item/weapon/pen/crayon) || istype(W,/obj/item/weapon/stamp))
if( state in list( 1, 3, 6 ) )
if(!crayon)
user.drop_item()

View File

@@ -511,7 +511,7 @@
src.updateUsrDialog()
sleep(30) //only sleep if called by user
var/found = 0
for(var/obj/machinery/computer/rdconsole/RDC in get_area(src))
for(var/obj/machinery/computer/rdconsole/RDC in get_area_all_atoms(get_area(src)))
if(!RDC.sync)
continue
found++

View File

@@ -497,6 +497,11 @@
/obj/mecha/proc/dynabsorbdamage(damage,damage_type)
return damage*(listgetindex(damage_absorption,damage_type) || 1)
/obj/mecha/airlock_crush(var/crush_damage)
..()
take_damage(crush_damage)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
return 1
/obj/mecha/proc/update_health()
if(src.health > 0)

View File

@@ -155,7 +155,7 @@
//build smoke icon
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
var/color = chemholder.reagents.get_color()
var/icon/I
if(color)
I = icon('icons/effects/chemsmoke.dmi')
@@ -229,6 +229,10 @@
// Fades out the smoke smoothly using it's alpha variable.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/proc/fadeOut(var/atom/A, var/frames = 16)
if(A.alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = A.alpha / frames
for(var/i = 0, i < frames, i++)
A.alpha -= step

View File

@@ -22,9 +22,9 @@
/obj/effect/spider/attackby(var/obj/item/weapon/W, var/mob/user)
if(W.attack_verb.len)
visible_message("\red <B>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
visible_message("<span class='warning'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else
visible_message("\red <B>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]")
visible_message("<span class='warning'>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = W.force / 4.0

View File

@@ -65,7 +65,7 @@ proc/explosion_rec(turf/epicenter, power)
var/explosion_resistance
/turf/space
explosion_resistance = 10
explosion_resistance = 3
/turf/simulated/floor
explosion_resistance = 1
@@ -83,10 +83,10 @@ proc/explosion_rec(turf/epicenter, power)
explosion_resistance = 1
/turf/simulated/shuttle/wall
explosion_resistance = 5
explosion_resistance = 10
/turf/simulated/wall
explosion_resistance = 5
explosion_resistance = 10
/turf/simulated/wall/r_wall
explosion_resistance = 25
@@ -107,24 +107,16 @@ proc/explosion_rec(turf/epicenter, power)
explosion_turfs[src] = power
var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
for(var/obj/O in src)
if(O.explosion_resistance)
spread_power -= O.explosion_resistance
side_spread_power -= O.explosion_resistance
var/turf/T = get_step(src, direction)
T.explosion_spread(spread_power, direction)
T = get_step(src, turn(direction,90))
T.explosion_spread(side_spread_power, turn(direction,90))
T.explosion_spread(spread_power, turn(direction,90))
T = get_step(src, turn(direction,-90))
T.explosion_spread(side_spread_power, turn(direction,90))
/*
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
T.explosion_spread(spread_power)
*/
T.explosion_spread(spread_power, turn(direction,90))
/turf/unsimulated/explosion_spread(power)
return //So it doesn't get to the parent proc, which simulates explosions

View File

@@ -3,7 +3,6 @@
icon = 'icons/obj/items.dmi'
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/item_state = null
var/r_speed = 1.0
var/health = null
var/burn_point = null
@@ -26,7 +25,6 @@
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/item_color = null
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
@@ -40,6 +38,9 @@
var/zoomdevicename = null //name used for message when binoculars/scope is used
var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state_slots = null //overrides the default item_state for particular slots.
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.

View File

@@ -1,40 +1,40 @@
/obj/item/toy/crayon/red
/obj/item/weapon/pen/crayon/red
icon_state = "crayonred"
colour = "#DA0000"
shadeColour = "#810C0C"
colourName = "red"
/obj/item/toy/crayon/orange
/obj/item/weapon/pen/crayon/orange
icon_state = "crayonorange"
colour = "#FF9300"
shadeColour = "#A55403"
colourName = "orange"
/obj/item/toy/crayon/yellow
/obj/item/weapon/pen/crayon/yellow
icon_state = "crayonyellow"
colour = "#FFF200"
shadeColour = "#886422"
colourName = "yellow"
/obj/item/toy/crayon/green
/obj/item/weapon/pen/crayon/green
icon_state = "crayongreen"
colour = "#A8E61D"
shadeColour = "#61840F"
colourName = "green"
/obj/item/toy/crayon/blue
/obj/item/weapon/pen/crayon/blue
icon_state = "crayonblue"
colour = "#00B7EF"
shadeColour = "#0082A8"
colourName = "blue"
/obj/item/toy/crayon/purple
/obj/item/weapon/pen/crayon/purple
icon_state = "crayonpurple"
colour = "#DA00FF"
shadeColour = "#810CFF"
colourName = "purple"
/obj/item/toy/crayon/mime
/obj/item/weapon/pen/crayon/mime
icon_state = "crayonmime"
desc = "A very sad-looking crayon."
colour = "#FFFFFF"
@@ -42,7 +42,7 @@
colourName = "mime"
uses = 0
/obj/item/toy/crayon/mime/attack_self(mob/living/user as mob) //inversion
/obj/item/weapon/pen/crayon/mime/attack_self(mob/living/user as mob) //inversion
if(colour != "#FFFFFF" && shadeColour != "#000000")
colour = "#FFFFFF"
shadeColour = "#000000"
@@ -53,19 +53,19 @@
user << "You will now draw in black and white with this crayon."
return
/obj/item/toy/crayon/rainbow
/obj/item/weapon/pen/crayon/rainbow
icon_state = "crayonrainbow"
colour = "#FFF000"
shadeColour = "#000FFF"
colourName = "rainbow"
uses = 0
/obj/item/toy/crayon/rainbow/attack_self(mob/living/user as mob)
/obj/item/weapon/pen/crayon/rainbow/attack_self(mob/living/user as mob)
colour = input(user, "Please select the main colour.", "Crayon colour") as color
shadeColour = input(user, "Please select the shade colour.", "Crayon colour") as color
return
/obj/item/toy/crayon/afterattack(atom/target, mob/user as mob, proximity)
/obj/item/weapon/pen/crayon/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity) return
if(istype(target,/turf/simulated/floor))
var/drawtype = input("Choose what you'd like to draw.", "Crayon scribbles") in list("graffiti","rune","letter")
@@ -88,7 +88,7 @@
qdel(src)
return
/obj/item/toy/crayon/attack(mob/M as mob, mob/user as mob)
/obj/item/weapon/pen/crayon/attack(mob/M as mob, mob/user as mob)
if(M == user)
user << "You take a bite of the crayon and swallow it."
user.nutrition += 1

View File

@@ -58,10 +58,9 @@
icon_state = "cart-s"
access_security = 1
/obj/item/weapon/cartridge/security/New()
/obj/item/weapon/cartridge/security/initialize()
radio = new /obj/item/radio/integrated/beepsky(src)
..()
spawn(5)
radio = new /obj/item/radio/integrated/beepsky(src)
/obj/item/weapon/cartridge/detective
name = "\improper D.E.T.E.C.T. cartridge"
@@ -102,6 +101,7 @@
/obj/item/weapon/cartridge/signal
name = "generic signaler cartridge"
desc = "A data cartridge with an integrated radio signaler module."
var/qdeled = 0
/obj/item/weapon/cartridge/signal/science
name = "\improper Signal Ace 2 cartridge"
@@ -110,10 +110,9 @@
access_reagent_scanner = 1
access_atmos = 1
/obj/item/weapon/cartridge/signal/New()
..()
spawn(5)
radio = new /obj/item/radio/integrated/signal(src)
/obj/item/weapon/cartridge/signal/initialize()
radio = new /obj/item/radio/integrated/signal(src)
..()
/obj/item/weapon/cartridge/signal/Destroy()
qdel(radio)
@@ -125,10 +124,9 @@
icon_state = "cart-q"
access_quartermaster = 1
/obj/item/weapon/cartridge/quartermaster/New()
/obj/item/weapon/cartridge/quartermaster/initialize()
radio = new /obj/item/radio/integrated/mule(src)
..()
spawn(5)
radio = new /obj/item/radio/integrated/mule(src)
/obj/item/weapon/cartridge/head
name = "\improper Easy-Record DELUXE"
@@ -143,10 +141,8 @@
access_janitor = 1
access_security = 1
/obj/item/weapon/cartridge/hop/New()
..()
spawn(5)
radio = new /obj/item/radio/integrated/mule(src)
/obj/item/weapon/cartridge/hop/initialize()
radio = new /obj/item/radio/integrated/mule(src)
/obj/item/weapon/cartridge/hos
name = "\improper R.O.B.U.S.T. DELUXE"
@@ -154,10 +150,9 @@
access_status_display = 1
access_security = 1
/obj/item/weapon/cartridge/hos/New()
/obj/item/weapon/cartridge/hos/initialize()
radio = new /obj/item/radio/integrated/beepsky(src)
..()
spawn(5)
radio = new /obj/item/radio/integrated/beepsky(src)
/obj/item/weapon/cartridge/ce
name = "\improper Power-On DELUXE"
@@ -180,10 +175,9 @@
access_reagent_scanner = 1
access_atmos = 1
/obj/item/weapon/cartridge/rd/New()
/obj/item/weapon/cartridge/rd/initialize()
radio = new /obj/item/radio/integrated/signal(src)
..()
spawn(5)
radio = new /obj/item/radio/integrated/signal(src)
/obj/item/weapon/cartridge/captain
name = "\improper Value-PAK cartridge"

View File

@@ -217,12 +217,10 @@
var/last_transmission
var/datum/radio_frequency/radio_connection
New()
..()
if(radio_controller)
initialize()
initialize()
if(!radio_controller)
return
if (src.frequency < 1441 || src.frequency > 1489)
src.frequency = sanitize_frequency(src.frequency)

View File

@@ -14,108 +14,114 @@
matter = list("metal" = 750,"waste" = 750)
origin_tech = "powerstorage=3;syndicate=5"
var/drain_rate = 1000000 // amount of power to drain per tick
var/dissipation_rate = 20000
var/power_drained = 0 // has drained this much power
var/max_power = 5e9 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/drain_rate = 1500000 // amount of power to drain per tick
var/apc_drain_rate = 5000 // Max. amount drained from single APC. In Watts.
var/dissipation_rate = 20000 // Passive dissipation of drained power. In Watts.
var/power_drained = 0 // Amount of power drained.
var/max_power = 5e9 // Detonation point.
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs.
var/datum/powernet/PN // Our powernet
var/obj/structure/cable/attached // the attached cable
attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
return
else
anchored = 1
mode = 1
user << "You attach the device to the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] attaches the power sink to the cable."
return
/obj/item/device/powersink/Destroy()
processing_objects.Remove(src)
..()
/obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
return
else
user << "Device must be placed over an exposed cable to attach to it."
anchored = 1
mode = 1
src.visible_message("<span class='notice'>[user] attaches [src] to the cable!</span>")
return
else
if (mode == 2)
processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
anchored = 0
mode = 0
user << "You detach the device from the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] detaches the power sink from the cable."
SetLuminosity(0)
icon_state = "powersink0"
user << "Device must be placed over an exposed cable to attach to it."
return
else
..()
if (mode == 2)
processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
anchored = 0
mode = 0
src.visible_message("<span class='notice'>[user] detaches [src] from the cable!</span>")
SetLuminosity(0)
icon_state = "powersink0"
attack_ai()
return
else
..()
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(1)
src.visible_message("<span class='notice'>[user] activates [src]!</span>")
mode = 2
icon_state = "powersink1"
processing_objects.Add(src)
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
src.visible_message("<span class='notice'>[user] deactivates [src]!</span>")
mode = 1
SetLuminosity(0)
icon_state = "powersink0"
processing_objects.Remove(src)
/obj/item/device/powersink/proc/drain()
if(!attached)
return
attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(drained_this_tick)
return
drained_this_tick = 1
if(1)
user << "You activate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] activates the power sink!"
mode = 2
icon_state = "powersink1"
processing_objects.Add(src)
var/drained = 0
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
user << "You deactivate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] deactivates the power sink!"
mode = 1
SetLuminosity(0)
icon_state = "powersink0"
processing_objects.Remove(src)
if(!PN)
return
process()
power_drained -= min(dissipation_rate, power_drained)
if(attached)
var/datum/powernet/PN = attached.get_powernet()
if(PN)
SetLuminosity(12)
PN.trigger_warning()
// found a powernet, so drain up to max power from it
var/drained = PN.draw_power(drain_rate)
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
// Enough power drained this tick, no need to torture more APCs
if(drained >= drain_rate)
break
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
var/cur_charge = A.cell.charge / CELLRATE
var/drain_val = min(2000, cur_charge)
A.cell.use(drain_val * CELLRATE)
drained += drain_val
SetLuminosity(12)
PN.trigger_warning()
// found a powernet, so drain up to max power from it
drained = PN.draw_power(drain_rate)
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
// Enough power drained this tick, no need to torture more APCs
if(drained >= drain_rate)
break
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
var/cur_charge = A.cell.charge / CELLRATE
var/drain_val = min(apc_drain_rate, cur_charge)
A.cell.use(drain_val * CELLRATE)
drained += drain_val
power_drained += drained
if(power_drained > max_power * 0.95)
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
processing_objects.Remove(src)
explosion(src.loc, 3,6,9,12)
qdel(src)
/obj/item/device/powersink/process()
drained_this_tick = 0
power_drained -= min(dissipation_rate, power_drained)
if(power_drained > max_power * 0.95)
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
explosion(src.loc, 3,6,9,12)
qdel(src)
return
if(attached && attached.powernet)
PN = attached.powernet
else
PN = null

View File

@@ -42,8 +42,6 @@
/obj/item/device/radio/New()
..()
wires = new(src)
if(radio_controller)
initialize()
/obj/item/device/radio/Destroy()
qdel(wires)

View File

@@ -35,9 +35,6 @@
R.notify_ai(ROBOT_NOTIFICATION_MODULE_RESET, R.module.name)
R.module.Reset(R)
qdel(R.module)
R.module = null
R.updatename("Default")
return 1

View File

@@ -8,7 +8,6 @@
* Toy swords
* Toy bosun's whistle
* Toy mechs
* Crayons
* Snap pops
* Water flower
* Therapy dolls
@@ -375,31 +374,6 @@
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Please refrain from eating it or putting it in your nose."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
w_class = 1.0
attack_verb = list("attacked", "coloured")
var/colour = "#FF0000" //RGB
var/shadeColour = "#220000" //RGB
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is jamming the [src.name] up \his nose and into \his brain. It looks like \he's trying to commit suicide.</b>"
return (BRUTELOSS|OXYLOSS)
New()
name = "[colourName] crayon"
..()
/*
* Snap pops
*/

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/flame/candle
name = "red candle"
desc = "a candle"
desc = "a small pillar candle. Its specially-formulated fuel-oxidizer wax mixture allows continued combustion in airless environments."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
item_state = "candle1"
@@ -8,6 +8,10 @@
var/wax = 2000
/obj/item/weapon/flame/candle/New()
wax = rand(800, 1000) // Enough for 27-33 minutes. 30 minutes on average.
..()
/obj/item/weapon/flame/candle/update_icon()
var/i
if(wax > 1500)
@@ -80,4 +84,4 @@
/obj/item/weapon/flame/candle/dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity - CANDLE_LUM)
SetLuminosity(CANDLE_LUM)
SetLuminosity(CANDLE_LUM)

View File

@@ -92,7 +92,7 @@
/obj/machinery/shield_gen,
/obj/machinery/clonepod,
/obj/machinery/deployable,
/obj/machinery/door_control,
/obj/machinery/button/remote,
/obj/machinery/porta_turret,
/obj/machinery/shieldgen,
/obj/machinery/turretid,
@@ -293,3 +293,11 @@
New()
access = get_all_centcom_access()
..()
/obj/item/weapon/card/id/centcom/ERT
name = "\improper Emergency Response Team ID"
assignment = "Emergency Response Team"
/obj/item/weapon/card/id/centcom/ERT/New()
..()
access += get_all_accesses()

View File

@@ -57,9 +57,17 @@
name = T_BOARD("employment records console")
build_path = /obj/machinery/computer/skills
/obj/item/weapon/circuitboard/stationalert
name = T_BOARD("station alert console")
/obj/item/weapon/circuitboard/stationalert_engineering
name = T_BOARD("station alert console (engineering)")
build_path = /obj/machinery/computer/station_alert
/obj/item/weapon/circuitboard/stationalert_security
name = T_BOARD("station alert console (security)")
build_path = /obj/machinery/computer/station_alert
/obj/item/weapon/circuitboard/stationalert_all
name = T_BOARD("station alert console (all)")
build_path = /obj/machinery/computer/station_alert/all
/obj/item/weapon/circuitboard/atmos_alert
name = T_BOARD("atmospheric alert console")

View File

@@ -82,7 +82,7 @@
if(ptank)
ptank.loc = T
ptank = null
new /obj/item/stack/rods(T)
PoolOrNew(/obj/item/stack/rods, T)
qdel(src)
return

View File

@@ -9,7 +9,7 @@
var/implanted = null
var/mob/imp_in = null
var/obj/item/organ/external/part = null
item_color = "b"
var/implant_color = "b"
var/allow_reagents = 0
var/malfunction = 0

View File

@@ -13,7 +13,7 @@
/obj/item/weapon/implantcase/proc/update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.item_color)
src.icon_state = text("implantcase-[]", src.imp.implant_color)
else
src.icon_state = "implantcase-0"
return

View File

@@ -3,7 +3,7 @@
/obj/item/weapon/implant/freedom
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
item_color = "r"
implant_color = "r"
var/activation_emote = "chuckle"
var/uses = 1.0

View File

@@ -113,6 +113,7 @@
origin_tech = "magnets=3;syndicate=4"
sharp = 1
edge = 1
var/blade_color
/obj/item/weapon/melee/energy/sword/dropped(var/mob/user)
..()
@@ -120,26 +121,26 @@
deactivate(user)
/obj/item/weapon/melee/energy/sword/New()
item_color = pick("red","blue","green","purple")
blade_color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/green/New()
item_color = "green"
blade_color = "green"
/obj/item/weapon/melee/energy/sword/red/New()
item_color = "red"
blade_color = "red"
/obj/item/weapon/melee/energy/sword/blue/New()
item_color = "blue"
blade_color = "blue"
/obj/item/weapon/melee/energy/sword/purple/New()
item_color = "purple"
blade_color = "purple"
/obj/item/weapon/melee/energy/sword/activate(mob/living/user)
if(!active)
user << "<span class='notice'>\The [src] is now energised.</span>"
..()
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
icon_state = "sword[item_color]"
icon_state = "sword[blade_color]"
/obj/item/weapon/melee/energy/sword/deactivate(mob/living/user)
if(active)

View File

@@ -6,8 +6,17 @@
/obj/item/weapon/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_backpacks.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_backpacks.dmi',
)
icon_state = "backpack"
item_state = "backpack"
item_state = null
//most backpacks use the default backpack state for inhand overlays
item_state_slots = list(
slot_l_hand_str = "backpack",
slot_r_hand_str = "backpack",
)
w_class = 4
slot_flags = SLOT_BACK
max_w_class = 3
@@ -95,6 +104,7 @@
storage_slots = 20
max_w_class = 3
max_storage_space = 400 // can store a ton of shit!
item_state_slots = null
/obj/item/weapon/storage/backpack/cultpack
name = "trophy rack"
@@ -105,61 +115,56 @@
name = "Giggles von Honkerton"
desc = "It's a backpack made by Honk! Co."
icon_state = "clownpack"
item_state = "clownpack"
item_state_slots = null
/obj/item/weapon/storage/backpack/medic
name = "medical backpack"
desc = "It's a backpack especially designed for use in a sterile environment."
icon_state = "medicalpack"
item_state = "medicalpack"
item_state_slots = null
/obj/item/weapon/storage/backpack/security
name = "security backpack"
desc = "It's a very robust backpack."
icon_state = "securitypack"
item_state = "securitypack"
item_state_slots = null
/obj/item/weapon/storage/backpack/captain
name = "captain's backpack"
desc = "It's a special backpack made exclusively for Nanotrasen officers."
icon_state = "captainpack"
item_state = "captainpack"
item_state_slots = null
/obj/item/weapon/storage/backpack/industrial
name = "industrial backpack"
desc = "It's a tough backpack for the daily grind of station life."
icon_state = "engiepack"
item_state = "engiepack"
item_state_slots = null
/obj/item/weapon/storage/backpack/toxins
name = "laboratory backpack"
desc = "It's a light backpack modeled for use in laboratories and other scientific institutions."
icon_state = "toxpack"
item_state = "toxpack"
/obj/item/weapon/storage/backpack/hydroponics
name = "herbalist's backpack"
desc = "It's a green backpack with many pockets to store plants and tools in."
icon_state = "hydpack"
item_state = "hydpack"
/obj/item/weapon/storage/backpack/genetics
name = "geneticist backpack"
desc = "It's a backpack fitted with slots for diskettes and other workplace tools."
icon_state = "genpack"
item_state = "genpack"
/obj/item/weapon/storage/backpack/virology
name = "sterile backpack"
desc = "It's a sterile backpack able to withstand different pathogens from entering its fabric."
icon_state = "viropack"
item_state = "viropack"
/obj/item/weapon/storage/backpack/chemistry
name = "chemistry backpack"
desc = "It's an orange backpack which was designed to hold beakers, pill bottles and bottles."
icon_state = "chempack"
item_state = "chempack"
/*
* Satchel Types
@@ -184,13 +189,19 @@
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
item_state = "engiepack"
item_state_slots = list(
slot_l_hand_str = "engiepack",
slot_r_hand_str = "engiepack",
)
/obj/item/weapon/storage/backpack/satchel_med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med"
item_state = "medicalpack"
item_state_slots = list(
slot_l_hand_str = "medicalpack",
slot_r_hand_str = "medicalpack",
)
/obj/item/weapon/storage/backpack/satchel_vir
name = "virologist satchel"
@@ -216,7 +227,10 @@
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-sec"
item_state = "securitypack"
item_state_slots = list(
slot_l_hand_str = "securitypack",
slot_r_hand_str = "securitypack",
)
/obj/item/weapon/storage/backpack/satchel_hyd
name = "hydroponics satchel"
@@ -228,13 +242,17 @@
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
item_state_slots = null
//ERT backpacks.
/obj/item/weapon/storage/backpack/ert
name = "emergency response team backpack"
desc = "A spacious backpack with lots of pockets, used by members of the Nanotrasen Emergency Response Team."
icon_state = "ert_commander"
item_state = "backpack"
item_state_slots = list(
slot_l_hand_str = "securitypack",
slot_r_hand_str = "securitypack",
)
//Commander
/obj/item/weapon/storage/backpack/ert/commander

View File

@@ -93,27 +93,27 @@
storage_slots = 6
icon_type = "crayon"
can_hold = list(
/obj/item/toy/crayon
/obj/item/weapon/pen/crayon
)
/obj/item/weapon/storage/fancy/crayons/New()
..()
new /obj/item/toy/crayon/red(src)
new /obj/item/toy/crayon/orange(src)
new /obj/item/toy/crayon/yellow(src)
new /obj/item/toy/crayon/green(src)
new /obj/item/toy/crayon/blue(src)
new /obj/item/toy/crayon/purple(src)
new /obj/item/weapon/pen/crayon/red(src)
new /obj/item/weapon/pen/crayon/orange(src)
new /obj/item/weapon/pen/crayon/yellow(src)
new /obj/item/weapon/pen/crayon/green(src)
new /obj/item/weapon/pen/crayon/blue(src)
new /obj/item/weapon/pen/crayon/purple(src)
update_icon()
/obj/item/weapon/storage/fancy/crayons/update_icon()
overlays = list() //resets list
overlays += image('icons/obj/crayons.dmi',"crayonbox")
for(var/obj/item/toy/crayon/crayon in contents)
for(var/obj/item/weapon/pen/crayon/crayon in contents)
overlays += image('icons/obj/crayons.dmi',crayon.colourName)
/obj/item/weapon/storage/fancy/crayons/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/toy/crayon))
if(istype(W,/obj/item/weapon/pen/crayon))
switch(W:colourName)
if("mime")
usr << "This crayon is too sad to be contained in this box."

View File

@@ -131,6 +131,7 @@
/obj/item/weapon/storage/firstaid/surgery
name = "surgery kit"
desc = "Contains tools for surgery."
storage_slots = 10
/obj/item/weapon/storage/firstaid/surgery/New()
..()
@@ -142,6 +143,9 @@
new /obj/item/weapon/retractor(src)
new /obj/item/weapon/scalpel(src)
new /obj/item/weapon/surgicaldrill(src)
new /obj/item/weapon/bonegel(src)
new /obj/item/weapon/FixOVein(src)
new /obj/item/stack/medical/advanced/bruise_pack(src)
return
/*

View File

@@ -37,5 +37,4 @@
i++
/obj/item/weapon/storage/box/donut/empty
icon_state = "donutbox0"
startswith = 0

View File

@@ -11,7 +11,6 @@
/obj/item/device/flashlight/pen,
/obj/item/seeds,
/obj/item/stack/medical,
/obj/item/toy/crayon,
/obj/item/weapon/coin,
/obj/item/weapon/dice,
/obj/item/weapon/disk,

View File

@@ -144,11 +144,11 @@
var/obj/structure/window/W = A
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if(W.reinf) PoolOrNew(/obj/item/stack/rods, W.loc)
if (W.dir == SOUTHWEST)
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if(W.reinf) PoolOrNew(/obj/item/stack/rods, W.loc)
qdel(A)

View File

@@ -61,9 +61,6 @@
else
return null
/atom/movable/proc/initialize()
return
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = 0

View File

@@ -15,8 +15,6 @@ LINEN BINS
throw_speed = 1
throw_range = 2
w_class = 2.0
item_color = "white"
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
user.drop_item()
@@ -30,67 +28,51 @@ LINEN BINS
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
item_color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
item_color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
item_color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
item_color = "purple"
/obj/item/weapon/bedsheet/rainbow
icon_state = "sheetrainbow"
item_color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
item_color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
item_color = "yellow"
/obj/item/weapon/bedsheet/mime
icon_state = "sheetmime"
item_color = "mime"
/obj/item/weapon/bedsheet/clown
icon_state = "sheetclown"
item_color = "clown"
/obj/item/weapon/bedsheet/captain
icon_state = "sheetcaptain"
item_color = "captain"
/obj/item/weapon/bedsheet/rd
icon_state = "sheetrd"
item_color = "director"
/obj/item/weapon/bedsheet/medical
icon_state = "sheetmedical"
item_color = "medical"
/obj/item/weapon/bedsheet/hos
icon_state = "sheethos"
item_color = "hosred"
/obj/item/weapon/bedsheet/hop
icon_state = "sheethop"
item_color = "hop"
/obj/item/weapon/bedsheet/ce
icon_state = "sheetce"
item_color = "chief"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
item_color = "brown"
/obj/structure/bedsheetbin

View File

@@ -10,7 +10,7 @@
var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
var/open_sound = 'sound/machines/click.ogg'
@@ -160,16 +160,19 @@
A.ex_act(severity++)
qdel(src)
/obj/structure/closet/proc/damage(var/damage)
health -= damage
if(health <= 0)
for(var/atom/movable/A in src)
A.loc = src.loc
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
health -= Proj.damage
..()
if(health <= 0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
qdel(src)
damage(Proj.damage)
return
@@ -259,12 +262,6 @@
if(!src.open())
user << "<span class='notice'>It won't budge!</span>"
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
spawn(30)
lastbang = 0
/obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
@@ -312,3 +309,64 @@
dump_contents()
spawn(1) qdel(src)
return 1
/obj/structure/closet/proc/req_breakout()
if(breakout)
return 0 //Already breaking out.
if(opened)
return 0 //Door's open... wait, why are you in it's contents then?
if(!welded)
return 0 //closed but not welded...
return 1
/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
var/breakout_time = 2 //2 minutes by default
if(!req_breakout())
return
//okay, so the closet is either welded or locked... resist!!!
escapee.next_move = world.time + 100
escapee.last_special = world.time + 100
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
breakout = 1 //can't think of a better way to do this right now.
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
animate_shake()
if(!do_after(escapee, 50)) //5 seconds
breakout = 0
return
if(!escapee || escapee.stat || escapee.loc != src)
breakout = 0
return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
if(!req_breakout())
breakout = 0
return
//Well then break it!
breakout = 0
escapee << "<span class='warning'>You successfully break out!</span>"
visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
break_open()
animate_shake()
/obj/structure/closet/proc/break_open()
welded = 0
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
if(istype(loc, /obj/structure/bigDelivery))
var/obj/structure/bigDelivery/BD = loc
BD.unwrap()
open()
/obj/structure/closet/proc/animate_shake()
var/init_px = pixel_x
var/shake_dir = pick(-1, 1)
animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)

View File

@@ -132,3 +132,25 @@
overlays += "welded"
else
icon_state = icon_opened
/obj/structure/closet/secure_closet/req_breakout()
if(!opened && locked) return 1
return ..() //It's a secure closet, but isn't locked.
/obj/structure/closet/secure_closet/break_open()
desc += " It appears to be broken."
icon_state = icon_off
spawn()
flick(icon_broken, src)
sleep(10)
flick(icon_broken, src)
sleep(10)
broken = 1
locked = 0
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
if(istype(loc, /obj/structure/bigDelivery))
var/obj/structure/bigDelivery/BD = loc
BD.unwrap()
open()

View File

@@ -8,7 +8,7 @@
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
explosion_resistance = 5
explosion_resistance = 1
var/health = 10
var/destroyed = 0
@@ -103,7 +103,7 @@
if(iswirecutter(W))
if(!shock(user, 100))
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
new /obj/item/stack/rods(loc, 2)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), destroyed ? 1 : 2))
qdel(src)
else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
if(!shock(user, 90))
@@ -173,11 +173,11 @@
density = 0
destroyed = 1
update_icon()
new /obj/item/stack/rods(loc)
PoolOrNew(/obj/item/stack/rods, get_turf(src))
else
if(health <= -6)
new /obj/item/stack/rods(loc)
PoolOrNew(/obj/item/stack/rods, get_turf(src))
qdel(src)
return
return
@@ -221,6 +221,16 @@
spawn(1) healthcheck()
return 1
// Used in mapping to avoid
/obj/structure/grille/broken
destroyed = 1
icon_state = "grille-b"
density = 0
New()
..()
health = rand(-5, -1) //In the destroyed but not utterly threshold.
healthcheck() //Send this to healthcheck just in case we want to do something else with it.
/obj/structure/grille/cult
name = "cult grille"
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"

View File

@@ -61,7 +61,7 @@
var/obj/item/weapon/weldingtool/WT = C
if(WT.remove_fuel(0, user))
user << "\blue Slicing lattice joints ..."
new /obj/item/stack/rods(src.loc)
PoolOrNew(/obj/item/stack/rods, src.loc)
qdel(src)
return

View File

@@ -78,7 +78,7 @@ obj/structure/windoor_assembly/Destroy()
user << "\blue You dissasembled the windoor assembly!"
new /obj/item/stack/sheet/glass/reinforced(get_turf(src), 5)
if(secure)
new /obj/item/stack/rods(get_turf(src), 4)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
qdel(src)
else
user << "\blue You need more welding fuel to dissassemble the windoor assembly."

View File

@@ -88,11 +88,11 @@
index = 0
while(index < 2)
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
index++
else
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
qdel(src)
return

View File

@@ -64,7 +64,7 @@
user << "\blue Removing rods..."
playsound(src, 'sound/items/Ratchet.ogg', 80, 1)
if(do_after(user, 30))
new /obj/item/stack/rods(src, 2)
PoolOrNew(/obj/item/stack/rods, list(loc, 2))
ChangeTurf(/turf/simulated/floor)
var/turf/simulated/floor/F = src
F.make_plating()

View File

@@ -98,7 +98,7 @@
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
src.d_state = 1
src.icon_state = "r_wall-1"
new /obj/item/stack/rods( src )
PoolOrNew(/obj/item/stack/rods, src)
user << "<span class='notice'>You cut the outer grille.</span>"
return
@@ -206,7 +206,7 @@
if( d_state == 5 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 6
src.icon_state = "r_wall-6"
new /obj/item/stack/rods( src )
PoolOrNew(/obj/item/stack/rods, src)
user << "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>"
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
@@ -223,7 +223,7 @@
if( d_state == 5 && user.loc == T && user.get_active_hand() == W )
src.d_state = 6
src.icon_state = "r_wall-6"
new /obj/item/stack/rods( src )
PoolOrNew(/obj/item/stack/rods, src)
user << "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>"
return

View File

@@ -233,12 +233,6 @@
if(S.zone) S.zone.rebuild()
if(ispath(N, /turf/simulated/floor))
//if the old turf had a zone, connect the new turf to it as well - Cael
//Adjusted by SkyMarshal 5/10/13 - The air master will handle the addition of the new turf.
//if(zone)
// zone.RemoveTurf(src)
// if(!zone.CheckStatus())
// zone.SetStatus(ZONE_ACTIVE)
var/turf/simulated/W = new N( locate(src.x, src.y, src.z) )
//W.Assimilate_Air()
@@ -258,7 +252,7 @@
universe.OnTurfChange(W)
if(air_master)
air_master.mark_for_update(src)
air_master.mark_for_update(src) //handle the addition of the new turf.
for(var/turf/space/S in range(W,1))
S.update_starlight()
@@ -267,10 +261,6 @@
return W
else
//if(zone)
// zone.RemoveTurf(src)
// if(!zone.CheckStatus())
// zone.SetStatus(ZONE_ACTIVE)
var/turf/W = new N( locate(src.x, src.y, src.z) )
W.lighting_lumcount += old_lumcount
@@ -348,7 +338,8 @@
/turf/proc/ReplaceWithLattice()
src.ChangeTurf(/turf/space)
new /obj/structure/lattice( locate(src.x, src.y, src.z) )
spawn()
new /obj/structure/lattice( locate(src.x, src.y, src.z) )
/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N
//Useful to batch-add creatures to the list.

View File

@@ -85,8 +85,8 @@
return
if(!holder)
if(!config.ooc_allowed)
src << "<span class='danger'>OOC is globally muted.</span>"
if(!config.looc_allowed)
src << "<span class='danger'>LOOC is globally muted.</span>"
return
if(!config.dooc_allowed && (mob.stat == DEAD))
usr << "<span class='danger'>OOC for dead mobs has been turned off.</span>"

View File

@@ -277,6 +277,13 @@ var/global/floorIsLava = 0
var/dat = "<html><head><title>Info on [key]</title></head>"
dat += "<body>"
var/p_age = "unknown"
for(var/client/C in clients)
if(C.ckey == key)
p_age = C.player_age
break
dat +="<span style='color:#000000; font-weight: bold'>Player age: [p_age]</span><br>"
var/savefile/info = new("data/player_saves/[copytext(key, 1, 2)]/[key]/info.sav")
var/list/infos
info >> infos
@@ -747,20 +754,43 @@ var/global/floorIsLava = 0
set category = "Server"
set desc="Globally Toggles OOC"
set name="Toggle OOC"
if(!check_rights(R_ADMIN))
return
config.ooc_allowed = !(config.ooc_allowed)
if (config.ooc_allowed)
world << "<B>The OOC channel has been globally enabled!</B>"
else
world << "<B>The OOC channel has been globally disabled!</B>"
log_admin("[key_name(usr)] toggled OOC.")
message_admins("[key_name_admin(usr)] toggled OOC.", 1)
log_and_message_admins("toggled OOC.")
feedback_add_details("admin_verb","TOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/togglelooc()
set category = "Server"
set desc="Globally Toggles LOOC"
set name="Toggle LOOC"
if(!check_rights(R_ADMIN))
return
config.looc_allowed = !(config.looc_allowed)
if (config.looc_allowed)
world << "<B>The LOOC channel has been globally enabled!</B>"
else
world << "<B>The LOOC channel has been globally disabled!</B>"
log_and_message_admins("toggled LOOC.")
feedback_add_details("admin_verb","TLOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggledsay()
set category = "Server"
set desc="Globally Toggles DSAY"
set name="Toggle DSAY"
if(!check_rights(R_ADMIN))
return
config.dsay_allowed = !(config.dsay_allowed)
if (config.dsay_allowed)
world << "<B>Deadchat has been globally enabled!</B>"
@@ -774,6 +804,10 @@ var/global/floorIsLava = 0
set category = "Server"
set desc="Toggle Dead OOC."
set name="Toggle Dead OOC"
if(!check_rights(R_ADMIN))
return
config.dooc_allowed = !( config.dooc_allowed )
log_admin("[key_name(usr)] toggled Dead OOC.")
message_admins("[key_name_admin(usr)] toggled Dead OOC.", 1)

View File

@@ -58,6 +58,7 @@ var/list/admin_verbs_admin = list(
/client/proc/investigate_show, /*various admintools for investigation. Such as a singulo grief-log*/
/client/proc/secrets,
/datum/admins/proc/toggleooc, /*toggles ooc on/off for everyone*/
/datum/admins/proc/togglelooc, /*toggles looc on/off for everyone*/
/datum/admins/proc/toggleoocdead, /*toggles ooc on/off for everyone who is dead*/
/datum/admins/proc/toggledsay, /*toggles dsay on/off for everyone*/
/client/proc/game_panel, /*game panel, allows to change game-mode etc*/
@@ -109,7 +110,8 @@ var/list/admin_verbs_fun = list(
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/make_sound,
/client/proc/toggle_random_events,
/client/proc/editappear
/client/proc/editappear,
/client/proc/roll_dices
)
var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_fruit,
@@ -254,6 +256,7 @@ var/list/admin_verbs_hideable = list(
/client/proc/cmd_debug_tog_aliens,
/client/proc/air_report,
/client/proc/enable_debug_verbs,
/client/proc/roll_dices,
/proc/possess,
/proc/release
)

View File

@@ -1369,8 +1369,8 @@
var/data = ""
var/obj/item/weapon/paper_bundle/B = fax
for (var/page = 1, page <= B.amount, page++)
var/obj/pageobj = B.contents[page]
for (var/page = 1, page <= B.pages.len, page++)
var/obj/pageobj = B.pages[page]
data += "<A href='?src=\ref[src];AdminFaxViewPage=[page];paper_bundle=\ref[B]'>Page [page] - [pageobj.name]</A><BR>"
usr << browse(data, "window=[B.name]")
@@ -1383,11 +1383,11 @@
if (!bundle) return
if (istype(bundle.contents[page], /obj/item/weapon/paper))
var/obj/item/weapon/paper/P = bundle.contents[page]
if (istype(bundle.pages[page], /obj/item/weapon/paper))
var/obj/item/weapon/paper/P = bundle.pages[page]
P.show_content(src.owner, 1)
else if (istype(bundle.contents[page], /obj/item/weapon/photo))
var/obj/item/weapon/photo/H = bundle.contents[page]
else if (istype(bundle.pages[page], /obj/item/weapon/photo))
var/obj/item/weapon/photo/H = bundle.pages[page]
H.show(src.owner)
return
@@ -2216,7 +2216,6 @@
for(var/obj/item/clothing/under/W in world)
W.icon_state = "schoolgirl"
W.item_state = "w_suit"
W.item_color = "schoolgirl"
message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
world << sound('sound/AI/animes.ogg')
if("paintball")

View File

@@ -13,7 +13,7 @@
display_name = holder.fakekey
for(var/mob/M in mob_list)
if((M.mind && M.mind.special_role && M.client) || (M.client && M.client.holder))
if((M.mind && M.mind.special_role && M.client) || check_rights(R_ADMIN, 0, M))
M << "<font color='#960018'><span class='ooc'>" + create_text_tag("aooc", "Antag-OOC:", M.client) + " <EM>[display_name]:</EM> <span class='message'>[msg]</span></span></font>"
log_ooc("(ANTAG) [key] : [msg]")

View File

@@ -1,12 +1,17 @@
/client/proc/cinematic(var/cinematic as anything in list("explosion",null))
set name = "cinematic"
set name = "Cinematic"
set category = "Fun"
set desc = "Shows a cinematic." // Intended for testing but I thought it might be nice for events on the rare occasion Feel free to comment it out if it's not wanted.
set hidden = 1
if(!check_rights(R_FUN))
return
if(alert("Are you sure you want to run [cinematic]?","Confirmation","Yes","No")=="No") return
if(!ticker) return
switch(cinematic)
if("explosion")
if(alert("The game will be over. Are you really sure?", "Confirmation" ,"Continue", "Cancel") == "Cancel")
return
var/parameter = input(src,"station_missed = ?","Enter Parameter",0) as num
var/override
switch(parameter)
@@ -15,4 +20,8 @@
if(0)
override = input(src,"mode = ?","Enter Parameter",null) as anything in list("blob","mercenary","AI malfunction","no override")
ticker.station_explosion_cinematic(parameter,override)
log_admin("[key_name(src)] launched cinematic \"[cinematic]\"")
message_admins("[key_name_admin(src)] launched cinematic \"[cinematic]\"", 1)
return

View File

@@ -525,6 +525,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
//log_admin("[key_name(src)] has alienized [M.key].")
var/list/dresspacks = list(
"strip",
"job",
"standard space gear",
"tournament standard red",
"tournament standard green",
@@ -555,10 +556,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
for (var/obj/item/I in M)
if (istype(I, /obj/item/weapon/implant))
continue
qdel(I)
M.drop_from_inventory(I)
if(I.loc != M)
qdel(I)
switch(dresscode)
if ("strip")
//do nothing
if ("job")
var/selected_job = input("Select job", "Robust quick dress shop") as null|anything in joblist
if (isnull(selected_job))
return
var/datum/job/job = job_master.GetJob(selected_job)
if(!job)
return
job.equip(M)
job.apply_fingerprints(M)
job_master.spawnId(M, selected_job)
if ("standard space gear")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)

View File

@@ -0,0 +1,24 @@
/client/proc/roll_dices()
set category = "Fun"
set name = "Roll Dice"
if(!check_rights(R_FUN))
return
var/sum = input("How many times should we throw?") as num
var/side = input("Select the number of sides.") as num
if(!side)
side = 6
if(!sum)
sum = 2
var/dice = num2text(sum) + "d" + num2text(side)
if(alert("Do you want to inform the world about your game?",,"Yes", "No") == "Yes")
world << "<h2 style=\"color:#A50400\">The dice have been rolled by Gods!</h2>"
var/result = roll(dice)
if(alert("Do you want to inform the world about the result?",,"Yes", "No") == "Yes")
world << "<h2 style=\"color:#A50400\">Gods rolled [dice], result is [result]</h2>"
message_admins("[key_name_admin(src)] rolled dice [dice], result is [result]", 1)

View File

@@ -1447,7 +1447,7 @@ datum/preferences
rlimb_data[limb] = choice
organ_data[limb] = "cyborg"
if(second_limb)
organ_data[second_limb] = choice
rlimb_data[second_limb] = choice
organ_data[second_limb] = "cyborg"
if(third_limb && organ_data[third_limb] == "amputated")
organ_data[third_limb] = null

View File

@@ -163,6 +163,12 @@ var/global/list/gear_datums = list()
cost = 1
slot = slot_head
/datum/gear/wcap
display_name = "cap, white"
path = /obj/item/clothing/head/soft/mime
cost = 1
slot = slot_head
/datum/gear/hairflower
display_name = "hair flower pin"
path = /obj/item/clothing/head/hairflower
@@ -181,6 +187,12 @@ var/global/list/gear_datums = list()
cost = 2
slot = slot_head
/datum/gear/rhardhat
display_name = "hardhat, red"
path = /obj/item/clothing/head/hardhat/red
cost = 2
slot = slot_head
/datum/gear/yhardhat
display_name = "hardhat, yellow"
path = /obj/item/clothing/head/hardhat
@@ -205,6 +217,12 @@ var/global/list/gear_datums = list()
cost = 1
slot = slot_head
/datum/gear/tophat
display_name = "hat, tophat"
path = /obj/item/clothing/head/that
cost = 1
slot = slot_head
// Wig by Earthcrusher, blame him.
/datum/gear/philosopher_wig
display_name = "natural philosopher's wig"
@@ -239,12 +257,37 @@ var/global/list/gear_datums = list()
display_name = "Glasses, green"
path = /obj/item/clothing/glasses/gglasses
cost = 1
slot = slot_glasses
/datum/gear/prescriptionhipster
display_name = "Glasses, hipster"
path = /obj/item/clothing/glasses/regular/hipster
cost = 1
slot = slot_glasses
/datum/gear/prescription
display_name = "Glasses, prescription"
path = /obj/item/clothing/glasses/regular
cost = 1
slot = slot_glasses
/datum/gear/monocle
display_name = "Monocle"
path = /obj/item/clothing/glasses/monocle
cost = 1
slot = slot_glasses
/datum/gear/scanning_goggles
display_name = "scanning goggles"
path = /obj/item/clothing/glasses/fluff/uzenwa_sissra_1
cost = 1
// allowed_roles = list("Roboticist", "Scientist", "Research Director")
slot = slot_glasses
/datum/gear/sciencegoggles
display_name = "Science Goggles"
path = /obj/item/clothing/glasses/science
cost = 1
slot = slot_glasses
/datum/gear/security
display_name = "Security HUD"
@@ -260,7 +303,7 @@ var/global/list/gear_datums = list()
slot = slot_glasses
allowed_roles = list("Security Officer","Head of Security","Warden")
/datum/gear/prescription
/datum/gear/prescriptionsun
display_name = "sunglasses, presciption"
path = /obj/item/clothing/glasses/sunglasses/prescription
cost = 2
@@ -276,18 +319,18 @@ var/global/list/gear_datums = list()
// Uniform slot
/datum/gear/exec_suit
display_name = "executive suit"
path = /obj/item/clothing/under/suit_jacket/really_black
slot = slot_w_uniform
cost = 1
/datum/gear/blazer_blue
display_name = "blazer, blue"
path = /obj/item/clothing/under/blazer
slot = slot_w_uniform
cost = 1
/datum/gear/cheongsam
display_name = "cheongsam, white"
path = /obj/item/clothing/under/cheongsam
slot = slot_w_uniform
cost = 1
/datum/gear/kilt
display_name = "kilt"
path = /obj/item/clothing/under/kilt
@@ -300,6 +343,17 @@ var/global/list/gear_datums = list()
slot = slot_w_uniform
cost = 1
/datum/gear/blackfjumpsuit
display_name = "jumpsuit, female-black"
path = /obj/item/clothing/under/color/blackf
slot = slot_w_uniform
cost = 1
/datum/gear/blackfjumpsuit
display_name = "jumpsuit, rainbow"
path = /obj/item/clothing/under/rainbow
slot = slot_w_uniform
cost = 1
/datum/gear/skirt_blue
display_name = "plaid skirt, blue"
path = /obj/item/clothing/under/dress/plaid_blue
@@ -324,6 +378,114 @@ var/global/list/gear_datums = list()
slot = slot_w_uniform
cost = 1
/datum/gear/amishsuit
display_name = "suit, amish"
path = /obj/item/clothing/under/sl_suit
slot = slot_w_uniform
cost = 1
/datum/gear/blacksuit
display_name = "suit, black"
path = /obj/item/clothing/under/suit_jacket
slot = slot_w_uniform
cost = 1
/datum/gear/shinyblacksuit
display_name = "suit, shiny-black"
path = /obj/item/clothing/under/lawyer/black
slot = slot_w_uniform
cost = 1
/datum/gear/bluesuit
display_name = "suit, blue"
path = /obj/item/clothing/under/lawyer/blue
slot = slot_w_uniform
cost = 1
/datum/gear/burgundysuit
display_name = "suit, burgundy"
path = /obj/item/clothing/under/suit_jacket/burgundy
slot = slot_w_uniform
cost = 1
/datum/gear/checkeredsuit
display_name = "suit, checkered"
path = /obj/item/clothing/under/suit_jacket/checkered
slot = slot_w_uniform
cost = 1
/datum/gear/charcoalsuit
display_name = "suit, charcoal"
path = /obj/item/clothing/under/suit_jacket/charcoal
slot = slot_w_uniform
cost = 1
/datum/gear/execsuit
display_name = "suit, executive"
path = /obj/item/clothing/under/suit_jacket/really_black
slot = slot_w_uniform
cost = 1
/datum/gear/femaleexecsuit
display_name = "suit, female-executive"
path = /obj/item/clothing/under/suit_jacket/female
slot = slot_w_uniform
cost = 1
/datum/gear/gentlesuit
display_name = "suit, gentlemen"
path = /obj/item/clothing/under/gentlesuit
slot = slot_w_uniform
cost = 1
/datum/gear/navysuit
display_name = "suit, navy"
path = /obj/item/clothing/under/suit_jacket/navy
slot = slot_w_uniform
cost = 1
/datum/gear/redsuit
display_name = "suit, red"
path = /obj/item/clothing/under/suit_jacket/red
slot = slot_w_uniform
cost = 1
/datum/gear/redlawyer
display_name = "suit, lawyer-red"
path = /obj/item/clothing/under/lawyer/red
slot = slot_w_uniform
cost = 1
/datum/gear/oldmansuit
display_name = "suit, old-man"
path = /obj/item/clothing/under/lawyer/oldman
slot = slot_w_uniform
cost = 1
/datum/gear/purplesuit
display_name = "suit, purple"
path = /obj/item/clothing/under/lawyer/purpsuit
slot = slot_w_uniform
cost = 1
/datum/gear/tansuit
display_name = "suit, tan"
path = /obj/item/clothing/under/suit_jacket/tan
slot = slot_w_uniform
cost = 1
/datum/gear/whitesuit
display_name = "suit, white"
path = /obj/item/clothing/under/scratch
slot = slot_w_uniform
cost = 1
/datum/gear/whitebluesuit
display_name = "suit, white-blue"
path = /obj/item/clothing/under/lawyer/bluesuit
slot = slot_w_uniform
cost = 1
/datum/gear/sundress
display_name = "sundress"
path = /obj/item/clothing/under/sundress
@@ -336,12 +498,6 @@ var/global/list/gear_datums = list()
slot = slot_w_uniform
cost = 1
/datum/gear/cheongsam
display_name = "cheongsam, white"
path = /obj/item/clothing/under/cheongsam
slot = slot_w_uniform
cost = 1
/datum/gear/uniform_captain
display_name = "uniform, captain's dress"
path = /obj/item/clothing/under/dress/dress_cap
@@ -518,9 +674,9 @@ var/global/list/gear_datums = list()
cost = 2
slot = slot_wear_suit
/datum/gear/blue_lawyer_jacket
display_name = "suit jacket, blue"
path = /obj/item/clothing/suit/storage/toggle/lawyer/bluejacket
/datum/gear/hazard_vest
display_name = "hazard vest"
path = /obj/item/clothing/suit/storage/hazardvest
cost = 2
slot = slot_wear_suit
@@ -548,6 +704,36 @@ var/global/list/gear_datums = list()
cost = 2
slot = slot_wear_suit
/datum/gear/bluelabcoat
display_name = "labcoat, blue"
path = /obj/item/clothing/suit/storage/toggle/labcoat/blue
cost = 2
slot = slot_wear_suit
/datum/gear/greenlabcoat
display_name = "labcoat, green"
path = /obj/item/clothing/suit/storage/toggle/labcoat/green
cost = 2
slot = slot_wear_suit
/datum/gear/orangelabcoat
display_name = "labcoat, orange"
path = /obj/item/clothing/suit/storage/toggle/labcoat/orange
cost = 2
slot = slot_wear_suit
/datum/gear/purplelabcoat
display_name = "labcoat, purple"
path = /obj/item/clothing/suit/storage/toggle/labcoat/purple
cost = 2
slot = slot_wear_suit
/datum/gear/redlabcoat
display_name = "labcoat, red"
path = /obj/item/clothing/suit/storage/toggle/labcoat/red
cost = 2
slot = slot_wear_suit
/datum/gear/overalls
display_name = "overalls"
path = /obj/item/clothing/suit/apron/overalls
@@ -591,6 +777,18 @@ var/global/list/gear_datums = list()
slot = slot_wear_suit
// whitelisted = "Unathi" // You don't have a monopoly on a robe!
/datum/gear/blue_lawyer_jacket
display_name = "suit jacket, blue"
path = /obj/item/clothing/suit/storage/toggle/lawyer/bluejacket
cost = 2
slot = slot_wear_suit
/datum/gear/purple_lawyer_jacket
display_name = "suit jacket, purple"
path = /obj/item/clothing/suit/storage/lawyer/purpjacket
cost = 2
slot = slot_wear_suit
/datum/gear/suspenders
display_name = "suspenders"
path = /obj/item/clothing/suit/suspenders
@@ -630,18 +828,49 @@ var/global/list/gear_datums = list()
cost = 2
slot = slot_gloves
/datum/gear/light_brown_gloves
display_name = "gloves, light-brown"
path = /obj/item/clothing/gloves/light_brown
cost = 2
slot = slot_gloves
/datum/gear/green_gloves
display_name = "gloves, green"
path = /obj/item/clothing/gloves/green
cost = 2
slot = slot_gloves
/datum/gear/grey_gloves
display_name = "gloves, grey"
path = /obj/item/clothing/gloves/grey
cost = 2
slot = slot_gloves
/datum/gear/latex_gloves
display_name = "gloves, latex"
path = /obj/item/clothing/gloves/latex
cost = 2
slot = slot_gloves
/datum/gear/orange_gloves
display_name = "gloves, orange"
path = /obj/item/clothing/gloves/orange
cost = 2
slot = slot_gloves
/datum/gear/purple_gloves
display_name = "gloves, purple"
path = /obj/item/clothing/gloves/purple
cost = 2
slot = slot_gloves
/datum/gear/rainbow_gloves
display_name = "gloves, rainbow"
path = /obj/item/clothing/gloves/rainbow
cost = 2
slot = slot_gloves
/datum/gear/red_gloves
display_name = "gloves, red"
path = /obj/item/clothing/gloves/red
@@ -728,6 +957,12 @@ var/global/list/gear_datums = list()
cost = 1
slot = slot_shoes
/datum/gear/rainbow_shoes
display_name = "shoes, rainbow"
path = /obj/item/clothing/shoes/rainbow
cost = 1
slot = slot_shoes
/datum/gear/red_shoes
display_name = "shoes, red"
path = /obj/item/clothing/shoes/red
@@ -822,6 +1057,17 @@ var/global/list/gear_datums = list()
sort_category = "misc"
cost = 1
/datum/gear/flask
display_name = "flask"
path = /obj/item/weapon/reagent_containers/food/drinks/flask/barflask
sort_category = "misc"
cost = 1
/datum/gear/vacflask
display_name = "vacuum-flask"
path = /obj/item/weapon/reagent_containers/food/drinks/flask/vacuumflask
sort_category = "misc"
cost = 1
/datum/gear/blipstick
display_name = "lipstick, black"
path = /obj/item/weapon/lipstick/black
@@ -846,6 +1092,18 @@ var/global/list/gear_datums = list()
sort_category = "misc"
cost = 1
/datum/gear/smokingpipe
display_name = "pipe, smoking"
path = /obj/item/clothing/mask/smokable/pipe
sort_category = "misc"
cost = 1
/datum/gear/cornpipe
display_name = "pipe, corn"
path = /obj/item/clothing/mask/smokable/pipe/cobpipe
sort_category = "misc"
cost = 1
/datum/gear/matchbook
display_name = "matchbook"
path = /obj/item/weapon/storage/box/matches
@@ -858,6 +1116,12 @@ var/global/list/gear_datums = list()
sort_category = "misc"
cost = 1
/datum/gear/zippo
display_name = "zippo"
path = /obj/item/weapon/flame/lighter/zippo
sort_category = "misc"
cost = 1
/*/datum/gear/combitool
display_name = "combi-tool"
path = /obj/item/weapon/combitool
@@ -865,6 +1129,12 @@ var/global/list/gear_datums = list()
// Stuff worn on the ears. Items here go in the "ears" sort_category but they must not use
// the slot_r_ear or slot_l_ear as the slot, or else players will spawn with no headset.
/datum/gear/earmuffs
display_name = "earmuffs"
path = /obj/item/clothing/ears/earmuffs
cost = 1
sort_category = "ears"
/datum/gear/skrell_chain
display_name = "skrell headtail-wear, female, chain"
path = /obj/item/clothing/ears/skrell/chain

View File

@@ -191,7 +191,7 @@ BLIND // can't see anything
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = 2.0
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.50
siemens_coefficient = 0.75
var/wired = 0
var/obj/item/weapon/cell/cell = 0
var/clipped = 0
@@ -391,13 +391,17 @@ BLIND // can't see anything
//Under clothing
/obj/item/clothing/under
icon = 'icons/obj/clothing/uniforms.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_uniforms.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_uniforms.dmi',
)
name = "under"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
permeability_coefficient = 0.90
slot_flags = SLOT_ICLOTHING
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
w_class = 3
var/has_sensor = 1//For the crew computer 2 = unable to change mode
var/has_sensor = 1 //For the crew computer 2 = unable to change mode
var/sensor_mode = 0
/*
1 = Report living/dead
@@ -406,7 +410,25 @@ BLIND // can't see anything
*/
var/list/accessories = list()
var/displays_id = 1
var/rolled_down = -1 //0 = unrolled, 1 = rolled, -1 = cannot be toggled
sprite_sheets = list("Vox" = 'icons/mob/species/vox/uniform.dmi')
//convenience var for defining the icon state for the overlay used when the clothing is worn.
//Also used by rolling/unrolling.
var/worn_state = null
/obj/item/clothing/under/New()
if(worn_state)
if(!item_state_slots)
item_state_slots = list()
item_state_slots[slot_w_uniform_str] = worn_state
else
worn_state = icon_state
//autodetect rollability
if(rolled_down < 0)
if((worn_state + "_d_s") in icon_states('icons/mob/uniform.dmi'))
rolled_down = 0
/obj/item/clothing/under/update_clothing_icon()
if (ismob(src.loc))
@@ -549,17 +571,18 @@ BLIND // can't see anything
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if(initial(item_color) + "_d_s" in icon_states('icons/mob/uniform.dmi'))
if (item_color == initial(item_color))
body_parts_covered &= LOWER_TORSO|LEGS|FEET
item_color = "[initial(item_color)]_d"
else
body_parts_covered = initial(body_parts_covered)
item_color = initial(item_color)
update_clothing_icon()
if(rolled_down < 0)
usr << "<span class='notice'>You cannot roll down [src]!</span>"
return
rolled_down = !rolled_down
if(rolled_down)
body_parts_covered &= LOWER_TORSO|LEGS|FEET
item_state_slots[slot_w_uniform_str] = "[worn_state]_d"
else
usr << "<span class='notice'>You cannot roll down the uniform!</span>"
body_parts_covered = initial(body_parts_covered)
item_state_slots[slot_w_uniform_str] = "[worn_state]"
update_clothing_icon()
/obj/item/clothing/under/proc/remove_accessory(mob/user, obj/item/clothing/accessory/A)
if(!(A in accessories))

View File

@@ -27,7 +27,3 @@
desc = "These look pretty fancy."
icon_state = "latex"
item_state = "lgloves"
item_color="mime"
redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.

View File

@@ -5,7 +5,6 @@
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
/obj/item/clothing/gloves/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
@@ -15,101 +14,73 @@
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
New()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
//average of 0.5, somewhat better than regular gloves' 0.75
siemens_coefficient = pick(0,0.1,0.3,0.5,0.5,0.75,1.35)
/obj/item/clothing/gloves/black
desc = "These gloves are fire-resistant."
desc = "These work gloves are thick and fire-resistant."
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
item_color="brown"
siemens_coefficient = 0.50
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
clown
item_color = "clown"
/obj/item/clothing/gloves/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.

View File

@@ -3,11 +3,6 @@
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
/obj/item/clothing/gloves/cyborg
desc = "beep boop borp"
@@ -21,7 +16,7 @@
name = "\improper SWAT Gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0.6
siemens_coefficient = 0.50
permeability_coefficient = 0.05
cold_protection = HANDS
@@ -46,17 +41,13 @@
desc = "Sterile latex gloves."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.30
siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC)
permeability_coefficient = 0.01
item_color="white"
cmo
item_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
name = "botanist's leather gloves"
icon_state = "leather"
item_state = "ggloves"
permeability_coefficient = 0.9
siemens_coefficient = 0.9
permeability_coefficient = 0.05
siemens_coefficient = 0.50 //thick work gloves

View File

@@ -5,7 +5,6 @@
item_state = "hardhat0_yellow"
brightness_on = 4 //luminosity when on
light_overlay = "hardhat_light"
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0
siemens_coefficient = 0.9
@@ -13,12 +12,10 @@
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
item_color = "red"
name = "firefighter helmet"
flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
@@ -27,7 +24,6 @@
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
@@ -35,4 +31,3 @@
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"

View File

@@ -122,7 +122,6 @@
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = HEAD|EYES

View File

@@ -1,16 +1,15 @@
/obj/item/clothing/head/soft
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow color."
desc = "It's a peaked cap in a tasteless yellow color."
icon_state = "cargosoft"
flags = HEADCOVERSEYES
item_state = "helmet"
item_color = "cargo"
var/flipped = 0
siemens_coefficient = 0.9
body_parts_covered = 0
dropped()
src.icon_state = "[item_color]soft"
src.icon_state = initial(icon_state)
src.flipped=0
..()
@@ -21,10 +20,10 @@
if(usr.canmove && !usr.stat && !usr.restrained())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
icon_state = "[icon_state]_flipped"
usr << "You flip the hat backwards."
else
icon_state = "[item_color]soft"
src.icon_state = initial(icon_state)
usr << "You flip the hat back in normal position."
update_clothing_icon() //so our mob-overlays update
@@ -32,64 +31,53 @@
name = "red cap"
desc = "It's a baseball hat in a tasteless red color."
icon_state = "redsoft"
item_color = "red"
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue color."
desc = "It's a peaked cap in a tasteless blue color."
icon_state = "bluesoft"
item_color = "blue"
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green color."
desc = "It's a peaked cap in a tasteless green color."
icon_state = "greensoft"
item_color = "green"
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow color."
desc = "It's a peaked cap in a tasteless yellow color."
icon_state = "yellowsoft"
item_color = "yellow"
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey color."
desc = "It's a peaked cap in a tasteful grey color."
icon_state = "greysoft"
item_color = "grey"
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange color."
desc = "It's a peaked cap in a tasteless orange color."
icon_state = "orangesoft"
item_color = "orange"
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white color."
desc = "It's a peaked cap in a tasteless white color."
icon_state = "mimesoft"
item_color = "mime"
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple color."
desc = "It's a peaked cap in a tasteless purple color."
icon_state = "purplesoft"
item_color = "purple"
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
desc = "It's a peaked cap in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's baseball hat in tasteful red color."
desc = "It's a field cap in tasteful red color."
icon_state = "secsoft"
item_color = "sec"
/obj/item/clothing/head/soft/sec/corp
name = "corporate security cap"
desc = "It's baseball hat in corporate colors."
desc = "It's field cap in corporate colors."
icon_state = "corpsoft"
item_color = "corp"

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