Polaris Sync

This commit is contained in:
killer653
2017-11-10 11:37:41 -05:00
73 changed files with 706 additions and 215 deletions

View File

@@ -298,6 +298,15 @@
name = "speedloader (.38 rubber)"
path =/obj/item/ammo_magazine/s38/rubber
/datum/category_item/autolathe/arms/speedloader_45
name = "speedloader (.45)"
path = /obj/item/ammo_magazine/s45
hidden = 1
/datum/category_item/autolathe/arms/speedloader_45r
name = "speedloader (.45 rubber)"
path = /obj/item/ammo_magazine/s45/rubber
// Commented out until metal exploits with autolathe is fixed.
/*/datum/category_item/autolathe/arms/pistol_clip_45
name = "ammo clip (.45)"

View File

@@ -22,6 +22,14 @@
name = "Pistol Magazine (.45 AP)"
path = /obj/item/ammo_magazine/m45/ap
/datum/uplink_item/item/ammo/s45m
name = "Speedloader (.45)"
path = /obj/item/ammo_magazine/s45
/datum/uplink_item/item/ammo/s45map
name = "Speedloader (.45 AP)"
path = /obj/item/ammo_magazine/s45/ap
/datum/uplink_item/item/ammo/tommymag
name = "Tommygun Magazine (.45)"
path = /obj/item/ammo_magazine/m45tommy

View File

@@ -640,7 +640,7 @@
name = "Nonstandard suit cycler"
model_text = "Nonstandard"
req_access = list(access_syndicate)
departments = list("Mercenary")
departments = list("Mercenary", "Charring")
can_repair = 1
/obj/machinery/suit_cycler/attack_ai(mob/user as mob)
@@ -752,7 +752,7 @@
//Clear the access reqs, disable the safeties, and open up all paintjobs.
user << "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>"
departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Crowd Control","Emergency Medical Response","^%###^%$")
departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Crowd Control","Emergency Medical Response","^%###^%$", "Charring")
species = list("Human","Skrell","Unathi","Tajara", "Teshari", "Nevrean", "Akula", "Sergal", "Flatland Zorren", "Highlander Zorren", "Vulpkanin", "Promethean", "Xenomorph Hybrid", "Vasilissan", "Rapala") //VORESTATION EDIT
emagged = 1
@@ -1073,6 +1073,15 @@
suit.name = "blood-red voidsuit"
suit.item_state = "syndie_voidsuit"
suit.icon_state = "rig-syndie"
if("Charring")
if(helmet)
helmet.name = "soot-covered voidsuit helmet"
helmet.icon_state = "rig0-firebug"
helmet.item_state = "rig0-firebug"
if(suit)
suit.name = "soot-covered voidsuit"
suit.item_state = "rig-firebug"
suit.icon_state = "rig-firebug"
if(helmet) helmet.name = "refitted [helmet.name]"
if(suit) suit.name = "refitted [suit.name]"

View File

@@ -0,0 +1,19 @@
/obj/item/gunbox
name = "detective's gun box"
desc = "A secure box containing a Detective's sidearm."
icon = 'icons/obj/storage.dmi'
icon_state = "gunbox"
w_class = ITEMSIZE_HUGE
/obj/item/gunbox/attack_self(mob/living/user)
var/list/options = list()
options[".45 Pistol"] = list(/obj/item/weapon/gun/projectile/colt/detective, /obj/item/ammo_magazine/m45/rubber, /obj/item/ammo_magazine/m45/rubber)
options[".45 Revolver"] = list(/obj/item/weapon/gun/projectile/revolver/detective45, /obj/item/ammo_magazine/s45/rubber, /obj/item/ammo_magazine/s45/rubber)
var/choice = input(user,"Would you prefer a pistol or a revolver?") as null|anything in options
if(src && choice)
var/list/things_to_spawn = options[choice]
for(var/new_type in things_to_spawn) // Spawn all the things, the gun and the ammo.
var/atom/movable/AM = new new_type(get_turf(src))
if(istype(AM, /obj/item/weapon/gun))
to_chat(user, "You have chosen \the [AM]. Say hello to your new friend.")
qdel(src)

View File

@@ -260,6 +260,17 @@
new /obj/item/device/camera(src)
new /obj/item/weapon/storage/fancy/vials(src) //VOREStation Edit - adding vials for new hypo
new /obj/item/toy/plushie/therapy/blue(src)
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/beakers(src)
new /obj/item/weapon/storage/box/autoinjectors(src)
new /obj/item/weapon/storage/box/syringes(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/glass/bottle/inaprovaline(src)
new /obj/item/weapon/reagent_containers/glass/bottle/inaprovaline(src)
new /obj/item/weapon/reagent_containers/glass/bottle/antitoxin(src)
new /obj/item/weapon/reagent_containers/glass/bottle/antitoxin(src)
return
/obj/structure/closet/secure_closet/psych
@@ -276,8 +287,21 @@
New()
..()
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/clothing/under/rank/psych(src)
new /obj/item/clothing/under/rank/psych/turtleneck(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/weapon/reagent_containers/glass/bottle/stoxin(src)
new /obj/item/weapon/reagent_containers/syringe(src)
new /obj/item/weapon/storage/pill_bottle/citalopram(src)
new /obj/item/weapon/reagent_containers/pill/methylphenidate(src)
new /obj/item/weapon/clipboard(src)
new /obj/item/weapon/folder/white(src)
new /obj/item/device/taperecorder(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/camera(src)
new /obj/item/toy/plushie/therapy/blue(src)
return
/obj/structure/closet/secure_closet/medical_wall

View File

@@ -296,6 +296,7 @@
..()
new /obj/item/clothing/accessory/badge/holo/detective(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/gunbox(src)
new /obj/item/weapon/storage/belt/detective(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)

View File

@@ -1226,21 +1226,6 @@ var/datum/announcement/minor/admin_min_announcer = new
if(istype(H))
H.regenerate_icons()
/*
helper proc to test if someone is an event manager or not. Got tired of writing this same check all over the place.
*/
/proc/is_eventM(client/C)
if(!istype(C))
return 0
if(!C.holder)
return 0
if(C.holder.rights == R_EVENT)
return 1
return 0
/proc/get_options_bar(whom, detail = 2, name = 0, link = 1, highlight_special = 1)
if(!whom)
return "<b>(*null*)</b>"

View File

@@ -100,18 +100,18 @@ var/datum/admin_secrets/admin_secrets = new()
/datum/admin_secret_item/admin_secret
category = /datum/admin_secret_category/admin_secrets
log = 0
permissions = R_ADMIN
permissions = R_ADMIN|R_EVENT
/datum/admin_secret_item/random_event
category = /datum/admin_secret_category/random_events
permissions = R_FUN
permissions = R_FUN|R_EVENT
warn_before_use = 1
/datum/admin_secret_item/fun_secret
category = /datum/admin_secret_category/fun_secrets
permissions = R_FUN
permissions = R_FUN|R_EVENT
warn_before_use = 1
/datum/admin_secret_item/final_solution
category = /datum/admin_secret_category/final_solutions
permissions = R_FUN|R_SERVER|R_ADMIN
permissions = R_FUN|R_SERVER|R_ADMIN|R_EVENT

View File

@@ -8,7 +8,6 @@ var/list/admin_verbs_default = list(
/client/proc/debug_variables, //allows us to -see- the variables of any instance in the game. +VAREDIT needed to modify,
// /client/proc/check_antagonists, //shows all antags,
// /client/proc/cmd_mod_say,
/client/proc/cmd_eventM_check_new_players,
// /client/proc/deadchat //toggles deadchat on/off,
// /client/proc/toggle_ahelp_sound,
)
@@ -336,11 +335,11 @@ var/list/admin_verbs_mod = list(
)
var/list/admin_verbs_event_manager = list(
/client/proc/cmd_event_say,
/client/proc/cmd_admin_pm_context,
/client/proc/cmd_admin_pm_panel,
/datum/admins/proc/PlayerNotes,
/client/proc/admin_ghost,
/client/proc/cmd_mod_say,
/datum/admins/proc/show_player_info,
/client/proc/dsay,
/client/proc/cmd_admin_subtle_message,
@@ -454,9 +453,6 @@ var/list/admin_verbs_event_manager = list(
feedback_add_details("admin_verb","TAVVS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_ghost()
set category = "Admin"
set name = "Aghost"
@@ -467,7 +463,7 @@ var/list/admin_verbs_event_manager = list(
if(ghost.can_reenter_corpse)
ghost.reenter_corpse()
else
ghost << "<font color='red'>Error: Aghost: Can't reenter corpse, event managers that use adminHUD while aghosting are not permitted to enter their corpse again</font>"
to_chat(ghost, "<font color='red'>Error: Aghost: Can't reenter corpse.</font>")
return
feedback_add_details("admin_verb","P") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!

View File

@@ -363,13 +363,7 @@
<td align=center><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>
"}
if(usr.client)
var/client/C = usr.client
if(is_eventM(C))
dat += {"<td align=center> N/A </td>"}
else
switch(is_special_character(M))
if(0)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'>Traitor?</A></td>"}

View File

@@ -36,6 +36,7 @@
if(check_rights(R_ADMIN, 0))
sender_name = "<span class='admin'>[sender_name]</span>"
for(var/client/C in admins)
if(check_rights(R_ADMIN|R_MOD|R_SERVER))
C << "<span class='mod_channel'>" + create_text_tag("mod", "MOD:", C) + " <span class='name'>[sender_name]</span>([admin_jump_link(mob, C.holder)]): <span class='message'>[msg]</span></span>"
feedback_add_details("admin_verb","MS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -45,7 +46,7 @@
set name = "Esay"
set hidden = 1
if(!check_rights(R_ADMIN|R_MOD|R_EVENT|R_SERVER))
if(!check_rights(R_ADMIN|R_MOD|R_EVENT|R_SERVER|R_EVENT))
return
msg = sanitize(msg)

View File

@@ -65,42 +65,6 @@
message_admins("<font color='blue'><B>SubtleMessage: [key_name_admin(usr)] -> [key_name_admin(M)] : [msg]</B></font>", 1)
feedback_add_details("admin_verb","SMS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_eventM_check_new_players() //Allows event managers / admins to determine who the newer players are.
set category = "Admin"
set name = "Check new Players"
if(!holder)
src << "Only staff members may use this command."
var/age = alert(src, "Age check", "Show accounts yonger then _____ days","7", "30" , "All")
if(age == "All")
age = 9999999
else
age = text2num(age)
var/missing_ages = 0
var/msg = ""
var/highlight_special_characters = 1
if(is_eventM(usr.client))
highlight_special_characters = 0
for(var/client/C in clients)
if(C.player_age == "Requires database")
missing_ages = 1
continue
if(C.player_age < age)
msg += "[key_name(C, 1, 1, highlight_special_characters)]: account is [C.player_age] days old<br>"
if(missing_ages)
src << "Some accounts did not have proper ages set in their clients. This function requires database to be present"
if(msg != "")
src << browse(msg, "window=Player_age_check")
else
src << "No matches for that age range found."
/client/proc/cmd_admin_world_narrate() // Allows administrators to fluff events a little easier -- TLE
set category = "Special Verbs"
set name = "Global Narrate"

View File

@@ -49,6 +49,7 @@
/var/list/economic_species_modifier = list(
/datum/species/human = 10,
/datum/species/human/vatgrown = 10,
/datum/species/skrell = 12,
/datum/species/unathi = 7,
/datum/species/tajaran = 7,

View File

@@ -18,7 +18,9 @@
else
io_list.Add(new io_type(src, io_entry, default_data))
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, var/new_data)
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, datum/new_data)
if (istype(new_data) && !isweakref(new_data))
new_data = weakref(new_data)
var/datum/integrated_io/pin = get_pin_ref(pin_type, pin_number)
return pin.write_data_to_pin(new_data)

View File

@@ -29,6 +29,28 @@
if(assembly)
assembly.give_power(adjusted_power)
/obj/item/integrated_circuit/passive/power/starter
name = "starter"
desc = "This tiny circuit will send a pulse right after device is turned on, or when power is restored."
icon_state = "led"
complexity = 1
activators = list("pulse out" = IC_PINTYPE_PULSE_OUT)
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3, TECH_DATA = 2)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
var/is_charge=0
/obj/item/integrated_circuit/passive/power/starter/make_energy()
if(assembly.battery)
if(assembly.battery.charge)
if(!is_charge)
activate_pin(1)
is_charge=1
else
is_charge=0
else
is_charge=0
return FALSE
// For implants.
/obj/item/integrated_circuit/passive/power/metabolic_siphon
name = "metabolic siphon"
@@ -82,6 +104,44 @@
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3, TECH_DATA = 2)
spawn_flags = IC_SPAWN_RESEARCH
var/power_amount = 250
//fuel cell
/obj/item/integrated_circuit/passive/power/chemical_cell
name = "fuel cell"
desc = "Produces electricity from chemicals."
icon_state = "chemical_cell"
extended_desc = "This is effectively an internal beaker. It will consume and produce power from phoron, slime jelly, welding fuel, carbon,\
ethanol, nutriments and blood, in order of decreasing efficiency. It will consume fuel only if the battery can take more energy."
flags = OPENCONTAINER
complexity = 4
inputs = list()
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list()
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
var/volume = 60
var/list/fuel = list("phoron" = 50000, "slimejelly" = 25000, "fuel" = 15000, "carbon" = 10000, "ethanol"= 10000, "nutriment" =8000, "blood" = 5000)
/obj/item/integrated_circuit/passive/power/chemical_cell/New()
..()
create_reagents(volume)
/obj/item/integrated_circuit/passive/power/chemical_cell/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/passive/power/chemical_cell/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
/obj/item/integrated_circuit/passive/power/chemical_cell/make_energy()
if(assembly)
for(var/I in fuel)
if((assembly.battery.maxcharge-assembly.battery.charge) / CELLRATE > fuel[I])
if(reagents.remove_reagent(I, 1))
assembly.give_power(fuel[I])
// For really fat machines.
/obj/item/integrated_circuit/passive/power/relay/large

View File

@@ -27,12 +27,9 @@
/obj/item/integrated_circuit/transfer/multiplexer/do_work()
var/input_index = get_pin_data(IC_INPUT, 1)
var/output = null
if(!isnull(input_index) && (input_index >= 1 && input_index < inputs.len))
output = get_pin_data(IC_INPUT, input_index + 1)
set_pin_data(IC_OUTPUT, 1, output)
set_pin_data(IC_OUTPUT, 1,get_pin_data(IC_INPUT, input_index + 1))
push_data()
activate_pin(2)
@@ -79,10 +76,8 @@
/obj/item/integrated_circuit/transfer/demultiplexer/do_work()
var/output_index = get_pin_data(IC_INPUT, 1)
var/output = get_pin_data(IC_INPUT, 2)
for(var/i = 1 to outputs.len)
set_pin_data(IC_OUTPUT, i, i == output_index ? output : null)
set_pin_data(IC_OUTPUT, i, i == output_index ? get_pin_data(IC_INPUT, 2) : null)
activate_pin(2)
@@ -102,3 +97,50 @@
icon_state = "dmux16"
w_class = ITEMSIZE_SMALL
number_of_outputs = 16
/obj/item/integrated_circuit/transfer/pulsedemultiplexer
name = "two pulse demultiplexer"
desc = "Selector switch to choose the pin to be activated by number."
extended_desc = "The first input pin is used to select which of the pulse out pins will be activated after activation of the circuit. \
If the output selection is outside the valid range then no output is given."
complexity = 2
icon_state = "dmux2"
inputs = list("output selection" = IC_PINTYPE_NUMBER)
outputs = list()
activators = list("select" = IC_PINTYPE_PULSE_IN)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
power_draw_per_use = 4
var/number_of_outputs = 2
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/New()
for(var/i = 1 to number_of_outputs)
// outputs += "output [i]"
activators["output [i]"] = IC_PINTYPE_PULSE_OUT
complexity = number_of_outputs
..()
desc += " It has [number_of_outputs] output pins."
extended_desc += " This pulse demultiplexer has a range from 1 to [activators.len - 1]."
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/do_work()
var/output_index = get_pin_data(IC_INPUT, 1)
if(output_index == Clamp(output_index, 1, number_of_outputs))
activate_pin(round(output_index + 1 ,1))
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/medium
name = "four pulse demultiplexer"
icon_state = "dmux4"
number_of_outputs = 4
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/large
name = "eight pulse demultiplexer"
icon_state = "dmux8"
w_class = ITEMSIZE_SMALL
number_of_outputs = 8
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/huge
name = "sixteen pulse demultiplexer"
icon_state = "dmux16"
w_class = ITEMSIZE_SMALL
number_of_outputs = 16

View File

@@ -110,8 +110,10 @@
/obj/item/integrated_circuit/input/adv_med_scanner
name = "integrated advanced medical analyser"
desc = "A very small version of the medbot's medical analyser. This allows the machine to know how healthy someone is. \
name = "integrated advanced medical analyzer"
desc = "A very small version of the medibot's medical analyzer. This allows the machine to know how healthy someone is. \
This type is much more precise, allowing the machine to know much more about the target than a normal analyzer."
icon_state = "medscan_adv"
complexity = 12
@@ -134,7 +136,9 @@
var/mob/living/carbon/human/H = get_pin_data_as_type(IC_INPUT, 1, /mob/living/carbon/human)
if(!istype(H)) //Invalid input
return
if(H in view(get_turf(H))) // Like medbot's analyzer it can be used in range..
var/total_health = round(H.health/H.getMaxHealth(), 0.01)*100
var/missing_health = H.getMaxHealth() - H.health
@@ -336,6 +340,7 @@
// Set the pins so when someone sees them, they won't show as null
set_pin_data(IC_INPUT, 1, frequency)
set_pin_data(IC_INPUT, 2, code)
push_data()
/obj/item/integrated_circuit/input/signaler/Destroy()
if(radio_controller)
@@ -464,6 +469,7 @@
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
if(!T)
push_data()
return
set_pin_data(IC_OUTPUT, 1, T.x)
@@ -486,7 +492,7 @@
"speaker" = IC_PINTYPE_STRING,
"message" = IC_PINTYPE_STRING
)
activators = list("on message received" = IC_PINTYPE_PULSE_IN, "on translation" = IC_PINTYPE_PULSE_OUT)
activators = list("on message received" = IC_PINTYPE_PULSE_OUT, "on translation" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
power_draw_per_use = 15
@@ -618,7 +624,6 @@
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/atmo_scanner
name = "integrated atmospheric analyser"
desc = "The same atmospheric analysis module that is integrated into every PDA. \

View File

@@ -52,12 +52,123 @@
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/search
name = "search circuit"
desc = "This circuit will give index of desired element in the list."
extended_desc = "Search will start at 1 position and will return first matching position."
inputs = list(
"list" = IC_PINTYPE_LIST,
"item" = IC_PINTYPE_ANY
)
outputs = list(
"index" = IC_PINTYPE_NUMBER
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/search/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/item = get_pin_data(IC_INPUT, 2)
set_pin_data(IC_OUTPUT, 1, input_list.Find(item))
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/at
name = "at circuit"
desc = "This circuit will pick an element from a list by index."
extended_desc = "If there is no element with such index, result will be null."
inputs = list(
"list" = IC_PINTYPE_LIST,
"index" = IC_PINTYPE_NUMBER
)
outputs = list("item" = IC_PINTYPE_ANY)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/at/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/index = get_pin_data(IC_INPUT, 2)
var/item = input_list[index]
set_pin_data(IC_OUTPUT, 1, item)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/delete
name = "delete circuit"
desc = "This circuit will delete the element from a list by index."
extended_desc = "If there is no element with such index, result list will be unchanged."
inputs = list(
"list" = IC_PINTYPE_LIST,
"index" = IC_PINTYPE_NUMBER
)
outputs = list(
"item" = IC_PINTYPE_LIST
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/delete/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/list/red_list = list()
var/index = get_pin_data(IC_INPUT, 2)
var/j = 0
for(var/I in input_list)
j = j + 1
if(j != index)
red_list.Add(I)
set_pin_data(IC_OUTPUT, 1, red_list)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/write
name = "write circuit"
desc = "This circuit will write element in list with given index."
extended_desc = "If there is no element with such index, it will give the same list, as before."
inputs = list(
"list" = IC_PINTYPE_LIST,
"index" = IC_PINTYPE_NUMBER,
"item" = IC_PINTYPE_ANY
)
outputs = list(
"redacted list" = IC_PINTYPE_LIST
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/write/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/index = get_pin_data(IC_INPUT, 2)
var/item = get_pin_data(IC_INPUT, 3)
input_list[index] = item
set_pin_data(IC_OUTPUT, 1, input_list)
push_data()
activate_pin(2)
obj/item/integrated_circuit/list/len
name = "len circuit"
desc = "This circuit will give length of the list."
inputs = list(
"list" = IC_PINTYPE_LIST,
)
outputs = list(
"item" = IC_PINTYPE_NUMBER
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/len/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
set_pin_data(IC_OUTPUT, 1, input_list.len)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/jointext
name = "join text circuit"
desc = "This circuit will add all elements of a list into one string, seperated by a character."
extended_desc = "Default settings will encode the entire list into a string."
inputs = list(
"list to join" = IC_PINTYPE_LIST,
"list to join" = IC_PINTYPE_LIST,//
"delimiter" = IC_PINTYPE_CHAR,
"start" = IC_PINTYPE_NUMBER,
"end" = IC_PINTYPE_NUMBER

View File

@@ -40,8 +40,15 @@
O.push_data()
activate_pin(2)
/obj/item/integrated_circuit/memory/tiny
name = "small memory circuit"
desc = "This circuit can store two pieces of data."
icon_state = "memory2"
power_draw_per_use = 2
number_of_pins = 2
/obj/item/integrated_circuit/memory/medium
name = "memory circuit"
name = "medium memory circuit"
desc = "This circuit can store four pieces of data."
icon_state = "memory4"
power_draw_per_use = 2

View File

@@ -37,9 +37,7 @@
amount_to_move = 20000
/obj/item/integrated_circuit/power/transmitter/do_work()
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
set_pin_data(IC_OUTPUT, 3, null)
var/atom/movable/AM = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
if(AM)
if(!assembly)
@@ -72,7 +70,15 @@
set_pin_data(IC_OUTPUT, 2, cell.maxcharge)
set_pin_data(IC_OUTPUT, 3, cell.percent())
activate_pin(2)
push_data()
return TRUE
else
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
set_pin_data(IC_OUTPUT, 3, null)
activate_pin(2)
push_data()
return FALSE
return FALSE
/obj/item/integrated_circuit/power/transmitter/large/do_work()

View File

@@ -1,6 +1,8 @@
/obj/item/integrated_circuit/reagent
category_text = "Reagent"
var/volume = 0
unacidable = 1
phoronproof = 1
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/New()
@@ -18,13 +20,23 @@
complexity = 20
cooldown_per_use = 30 SECONDS
inputs = list()
outputs = list()
activators = list("create smoke" = IC_PINTYPE_PULSE_IN)
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list("create smoke" = IC_PINTYPE_PULSE_IN,"on smoked" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3, TECH_BIO = 3)
volume = 100
power_draw_per_use = 20
/obj/item/integrated_circuit/reagent/smoke/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
/obj/item/integrated_circuit/reagent/smoke/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/reagent/smoke/do_work()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
var/datum/effect/effect/system/smoke_spread/chem/smoke_system = new()
@@ -33,36 +45,63 @@
for(var/i = 1 to 8)
smoke_system.start()
reagents.clear_reagents()
activate_pin(2)
/obj/item/integrated_circuit/reagent/injector
name = "integrated hypo-injector"
desc = "This scary looking thing is able to pump liquids into whatever it's pointed at."
icon_state = "injector"
extended_desc = "This autoinjector can push reagents into another container or someone else outside of the machine. The target \
must be adjacent to the machine, and if it is a person, they cannot be wearing thick clothing."
must be adjacent to the machine, and if it is a person, they cannot be wearing thick clothing. A negative amount makes the injector draw out reagents."
flags = OPENCONTAINER
complexity = 20
cooldown_per_use = 6 SECONDS
inputs = list("target" = IC_PINTYPE_REF, "injection amount" = IC_PINTYPE_NUMBER)
inputs_default = list("2" = 5)
outputs = list()
activators = list("inject" = IC_PINTYPE_PULSE_IN)
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list("inject" = IC_PINTYPE_PULSE_IN, "on injected" = IC_PINTYPE_PULSE_OUT, "on fail" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
volume = 30
power_draw_per_use = 15
var/direc = 1
var/transfer_amount = 10
/obj/item/integrated_circuit/reagent/injector/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/reagent/injector/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
/obj/item/integrated_circuit/reagent/injector/on_data_written()
var/new_amount = get_pin_data(IC_INPUT, 2)
if(new_amount < 0)
new_amount = -new_amount
direc = 0
else
direc = 1
if(isnum(new_amount))
new_amount = Clamp(new_amount, 0, volume)
transfer_amount = new_amount
/obj/item/integrated_circuit/reagent/injector/proc/inject_amount()
var/amount = get_pin_data(IC_INPUT, 2)
if(isnum(amount))
return Clamp(amount, 0, 30)
/obj/item/integrated_circuit/reagent/injector/do_work()
set waitfor = 0 // Don't sleep in a proc that is called by a processor without this set, otherwise it'll delay the entire thing
var/atom/movable/AM = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
if(!istype(AM)) //Invalid input
activate_pin(3)
return
if(direc == 1)
if(!istype(AM)) //Invalid input
activate_pin(3)
return
if(!reagents.total_volume) // Empty
activate_pin(3)
return
if(AM.can_be_injected_by(src))
if(isliving(AM))
@@ -71,14 +110,76 @@
T.visible_message("<span class='warning'>[src] is trying to inject [L]!</span>")
sleep(3 SECONDS)
if(!L.can_be_injected_by(src))
activate_pin(3)
return
var/contained = reagents.get_reagents()
var/trans = reagents.trans_to_mob(L, inject_amount(), CHEM_BLOOD)
var/trans = reagents.trans_to_mob(L, transfer_amount, CHEM_BLOOD)
message_admins("[src] injected \the [L] with [trans]u of [contained].")
to_chat(AM, "<span class='notice'>You feel a tiny prick!</span>")
visible_message("<span class='warning'>[src] injects [L]!</span>")
else
reagents.trans_to(AM, inject_amount())
reagents.trans_to(AM, transfer_amount)
else
if(reagents.total_volume >= volume) // Full
activate_pin(3)
return
var/obj/target = AM
if(!target.reagents)
activate_pin(3)
return
var/turf/TS = get_turf(src)
var/turf/TT = get_turf(AM)
if(!TS.Adjacent(TT))
activate_pin(3)
return
var/tramount = Clamp(min(transfer_amount, reagents.maximum_volume - reagents.total_volume), 0, reagents.maximum_volume)
if(ismob(target))//Blood!
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/T = target
if(!T.dna)
if(T.reagents.trans_to_obj(src, tramount))
activate_pin(2)
else
activate_pin(3)
return
if(NOCLONE in T.mutations) //target done been et, no more blood in him
if(T.reagents.trans_to_obj(src, tramount))
activate_pin(2)
else
activate_pin(3)
return
return
var/datum/reagent/B
if(istype(T, /mob/living/carbon/human))
var/mob/living/carbon/human/H = T
if(H.species && !H.should_have_organ(O_HEART))
H.reagents.trans_to_obj(src, tramount)
else
B = T.take_blood(src, tramount)
else
B = T.take_blood(src,tramount)
if (B)
reagents.reagent_list |= B
reagents.update_total()
on_reagent_change()
reagents.handle_reactions()
B = null
visible_message( "<span class='notice'>Machine takes a blood sample from [target].</span>")
else
activate_pin(3)
return
else //if not mob
if(!target.reagents.total_volume)
visible_message( "<span class='notice'>[target] is empty.</span>")
activate_pin(3)
return
target.reagents.trans_to_obj(src, tramount)
activate_pin(2)
/obj/item/integrated_circuit/reagent/pump
name = "reagent pump"
@@ -96,11 +197,17 @@
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
var/transfer_amount = 10
var/direc = 1
power_draw_per_use = 10
/obj/item/integrated_circuit/reagent/pump/on_data_written()
var/new_amount = get_pin_data(IC_INPUT, 3)
if(!isnull(new_amount))
if(new_amount < 0)
new_amount = -new_amount
direc = 0
else
direc = 1
if(isnum(new_amount))
new_amount = Clamp(new_amount, 0, 50)
transfer_amount = new_amount
@@ -111,17 +218,23 @@
if(!istype(source) || !istype(target)) //Invalid input
return
var/turf/T = get_turf(src)
if(source.Adjacent(T) && target.Adjacent(T))
var/turf/TS = get_turf(source)
var/turf/TT = get_turf(target)
if(TS.Adjacent(T) && TT.Adjacent(T))
if(!source.reagents || !target.reagents)
return
if(ismob(source) || ismob(target))
return
if(!source.is_open_container() || !target.is_open_container())
return
if(direc)
if(!target.reagents.get_free_space())
return
source.reagents.trans_to(target, transfer_amount)
else
if(!source.reagents.get_free_space())
return
target.reagents.trans_to(source, transfer_amount)
activate_pin(2)
/obj/item/integrated_circuit/reagent/storage
@@ -132,12 +245,18 @@
flags = OPENCONTAINER
complexity = 4
inputs = list()
outputs = list("volume used" = IC_PINTYPE_NUMBER)
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list()
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
volume = 60
/obj/item/integrated_circuit/reagent/storage/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/reagent/storage/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
@@ -150,4 +269,95 @@
flags = OPENCONTAINER | NOREACT
complexity = 8
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
origin_tech = list(TECH_MATERIALS = 4, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/storage/big
name = "big reagent storage"
desc = "Stores liquid inside, and away from electrical components. Can store up to 180u."
icon_state = "reagent_storage_big"
extended_desc = "This is effectively an internal beaker."
flags = OPENCONTAINER
complexity = 16
volume = 180
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_MATERIALS = 3, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/storage/scan
name = "reagent scanner"
desc = "Stores liquid inside, and away from electrical components. Can store up to 60u. On pulse this beaker will send list of contained reagents."
icon_state = "reagent_scan"
extended_desc = "Mostly useful for reagent filter."
flags = OPENCONTAINER
complexity = 8
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF,"list of reagents" = IC_PINTYPE_LIST)
activators = list("scan" = IC_PINTYPE_PULSE_IN)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_MATERIALS = 3, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/storage/scan/do_work()
var/cont[0]
for(var/datum/reagent/RE in reagents.reagent_list)
cont += RE.id
set_pin_data(IC_OUTPUT, 3, cont)
push_data()
/obj/item/integrated_circuit/reagent/filter
name = "reagent filter"
desc = "Filtering liquids by list of desired or unwanted reagents."
icon_state = "reagent_filter"
extended_desc = "This is a filter which will move liquids from the source ref to the target ref. \
It will move all reagents, except list, given in fourth pin if amount value is positive.\
Or it will move only desired reagents if amount is negative, The third pin determines \
how much reagent is moved per pulse, between 0 and 50. Amount is given for each separate reagent."
flags = OPENCONTAINER
complexity = 8
inputs = list("source" = IC_PINTYPE_REF, "target" = IC_PINTYPE_REF, "injection amount" = IC_PINTYPE_NUMBER, "list of reagents" = IC_PINTYPE_LIST)
inputs_default = list("3" = 5)
outputs = list()
activators = list("transfer reagents" = IC_PINTYPE_PULSE_IN, "on transfer" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
var/transfer_amount = 10
var/direc = 1
power_draw_per_use = 10
/obj/item/integrated_circuit/reagent/filter/on_data_written()
var/new_amount = get_pin_data(IC_INPUT, 3)
if(new_amount < 0)
new_amount = -new_amount
direc = 0
else
direc = 1
if(isnum(new_amount))
new_amount = Clamp(new_amount, 0, 50)
transfer_amount = new_amount
/obj/item/integrated_circuit/reagent/filter/do_work()
var/atom/movable/source = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
var/atom/movable/target = get_pin_data_as_type(IC_INPUT, 2, /atom/movable)
var/list/demand = get_pin_data(IC_INPUT, 4)
if(!istype(source) || !istype(target)) //Invalid input
return
var/turf/T = get_turf(src)
if(source.Adjacent(T) && target.Adjacent(T))
if(!source.reagents || !target.reagents)
return
if(ismob(source) || ismob(target))
return
if(!source.is_open_container() || !target.is_open_container())
return
if(!target.reagents.get_free_space())
return
for(var/datum/reagent/G in source.reagents.reagent_list)
if (!direc)
if(G.id in demand)
source.reagents.trans_id_to(target, G.id, transfer_amount)
else
if(!(G.id in demand))
source.reagents.trans_id_to(target, G.id, transfer_amount)
activate_pin(2)
push_data()

View File

@@ -321,19 +321,18 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if(!client)
return
var/mentor = is_eventM(usr.client)
if(!config.antag_hud_allowed && (!client.holder || mentor))
if(!config.antag_hud_allowed && !client.holder)
src << "<font color='red'>Admins have disabled this for this round.</font>"
return
var/mob/observer/dead/M = src
if(jobban_isbanned(M, "AntagHUD"))
src << "<font color='red'><B>You have been banned from using this feature</B></font>"
return
if(config.antag_hud_restricted && !M.has_enabled_antagHUD && (!client.holder || mentor))
if(config.antag_hud_restricted && !M.has_enabled_antagHUD && !client.holder)
var/response = alert(src, "If you turn this on, you will not be able to take any part in the round.","Are you sure you want to turn this feature on?","Yes","No")
if(response == "No") return
M.can_reenter_corpse = 0
if(!M.has_enabled_antagHUD && (!client.holder || mentor))
if(!M.has_enabled_antagHUD && !client.holder)
M.has_enabled_antagHUD = 1
if(M.antagHUD)
M.antagHUD = 0

View File

@@ -294,6 +294,8 @@ var/global/list/damage_icon_parts = list()
base_icon = chest.get_icon()
for(var/obj/item/organ/external/part in organs)
if(isnull(part) || part.is_stump())
continue
var/icon/temp = part.get_icon(skeleton)
//That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST
//And no change in rendering for other parts (they icon_position is 0, so goes to 'else' part)

View File

@@ -160,6 +160,7 @@ var/list/ai_verbs_hidden = list( // For why this exists, refer to https://xkcd.c
add_language(LANGUAGE_EAL, 1)
add_language(LANGUAGE_SCHECHI, 1)
add_language(LANGUAGE_SIGN, 1)
add_language(LANGUAGE_ROOTLOCAL, 1)
if(!safety)//Only used by AIize() to successfully spawn an AI.
if (!B)//If there is no player/brain inside.

View File

@@ -400,7 +400,7 @@ proc/is_blind(A)
return // Can't talk in deadchat if you can't see it.
for(var/mob/M in player_list)
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && !is_eventM(M.client))) && M.is_preference_enabled(/datum/client_preference/show_dsay))
if(M.client && (!istype(M, /mob/new_player) && M.stat == DEAD) && M.is_preference_enabled(/datum/client_preference/show_dsay))
var/follow
var/lname
if(M.forbid_seeing_deadchat && !M.client.holder)

View File

@@ -324,7 +324,7 @@
name = "Overeye Long"
icon_state = "hair_longovereye"
fag
flowhair
name = "Flow Hair"
icon_state = "hair_f"

View File

@@ -159,6 +159,34 @@
name = "ammo clip (.45 flash)"
ammo_type = /obj/item/ammo_casing/a45f
/obj/item/ammo_magazine/s45
name = "speedloader (.45)"
icon_state = "45s"
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
/obj/item/ammo_magazine/s45/empty
initial_ammo = 0
/obj/item/ammo_magazine/s45/rubber
name = "speedloader (.45 rubber)"
ammo_type = /obj/item/ammo_casing/a45r
/obj/item/ammo_magazine/s45/practice
name = "speedloader (.45 practice)"
ammo_type = /obj/item/ammo_casing/a45p
/obj/item/ammo_magazine/s45/flash
name = "speedloader (.45 flash)"
ammo_type = /obj/item/ammo_casing/a45f
/obj/item/ammo_magazine/s45/ap
name = "speedloader (.45 AP)"
ammo_type = /obj/item/ammo_casing/a45ap
///////// 9mm /////////
/obj/item/ammo_magazine/m9mm

View File

@@ -23,7 +23,7 @@
icon_state = "[initial(icon_state)]-e"
/obj/item/weapon/gun/projectile/colt/detective
desc = "A Martian recreation of an old Terran pistol. Uses .45 rounds."
desc = "A Martian recreation of an old pistol. Uses .45 rounds."
magazine_type = /obj/item/ammo_magazine/m45/rubber
/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
@@ -60,7 +60,8 @@
options["H&K VP"] = "VP78"
options["P08 Luger"] = "p08"
options["P08 Luger, Brown"] = "p08b"
var/choice = input(M,"What do you want the gun's sprite to be?","Resprite Gun") in options
options["Glock 37"] = "enforcer_black"
var/choice = input(M,"Choose your sprite!","Resprite Gun") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
unique_reskin = options[choice]

View File

@@ -66,6 +66,58 @@
M << "You name the gun [input]. Say hello to your new friend."
return 1
/obj/item/weapon/gun/projectile/revolver/detective45
name = ".45 revolver"
desc = "A fancy replica of an old revolver, modified for .45 rounds and a seven-shot cylinder."
icon_state = "detective"
caliber = ".45"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
fire_sound = 'sound/weapons/gunshot_heavy.ogg'
ammo_type = /obj/item/ammo_casing/a45r
max_shells = 7
obj/item/weapon/gun/projectile/revolver/detective45/verb/rename_gun()
set name = "Name Gun"
set category = "Object"
set desc = "Rename your gun. If you're the Detective."
var/mob/M = usr
if(!M.mind) return 0
var/job = M.mind.assigned_role
if(job != "Detective")
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
return 0
var/input = sanitizeSafe(input("What do you want to name the gun?", ,""), MAX_NAME_LEN)
if(src && input && !M.stat && in_range(M,src))
name = input
M << "You name the gun [input]. Say hello to your new friend."
return 1
/obj/item/weapon/gun/projectile/revolver/detective45/verb/reskin_gun()
set name = "Resprite gun"
set category = "Object"
set desc = "Click to choose a sprite for your gun."
var/mob/M = usr
var/list/options = list()
options["Colt Detective Special"] = "detective"
options["Ruger GP100"] = "GP100"
options["Colt Single Action Army"] = "detective_peacemaker"
options["Colt Single Action Army, Dark"] = "detective_peacemaker_dark"
options["H&K PT"] = "detective_panther"
options["Vintage LeMat"] = "lemat_old"
options["Webley MKVI "] = "webley"
var/choice = input(M,"Choose your sprite!","Resprite Gun") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
M << "Your gun is now sprited as [choice]. Say hello to your new friend."
return 1
// Blade Runner pistol.
/obj/item/weapon/gun/projectile/revolver/deckard
name = "\improper Deckard .38"

View File

@@ -210,6 +210,7 @@
icon_state = "vial"
matter = list("glass" = 250)
volume = 30
w_class = ITEMSIZE_TINY
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)
flags = OPENCONTAINER

View File

@@ -76,6 +76,13 @@
..()
reagents.add_reagent("water",1000)
/obj/structure/reagent_dispensers/watertank/high/New()
name = "high-capacity water tank"
desc = "A highly-pressurized water tank made to hold vast amounts of water.."
icon_state = "watertank_high"
..()
reagents.add_reagent("water",4000)
/obj/structure/reagent_dispensers/fueltank
name = "fueltank"
desc = "A fueltank."

View File

@@ -53,6 +53,20 @@
-->
<div class="commit sansserif">
<h2 class="date">06 November 2017</h2>
<h3 class="author">Atermonera updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">AI's can speak local rootspeak.</li>
<li class="rscadd">Implements Virtual Reality.</li>
</ul>
<h3 class="author">Woodrat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added 'see down' in open spaces from Vore.</li>
<li class="rscadd">Added talking and visible messages upward through open space from Vore.</li>
<li class="rscadd">Added a Syndicate ID with all access (admin spawn only).</li>
<li class="tweak">Port of 'Syndicate id cards now listen for owner destruction' from Bay.</li>
</ul>
<h2 class="date">24 September 2017</h2>
<h3 class="author">Belsima updated:</h3>
<ul class="changes bgimages16">

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@@ -0,0 +1,5 @@
author: MoondancerPony
delete-after: True
changes:
- bugfix: "Fixed a mislabeled pulse pin on the microphone."
- bugfix: "Fixed an issue with reference pins and multiplexers, and reference pins in general."

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@@ -1,37 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Woodrat
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Added 'see down' in open spaces from Vore."
- rscadd: "Added talking and visible messages upward through open space from Vore."

View File

@@ -1,37 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Woodrat
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Added a Syndicate ID with all access (admin spawn only)."
- tweak: "Port of 'Syndicate id cards now listen for owner destruction' from Bay."

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@@ -870,6 +870,7 @@
#include "code\game\objects\items\contraband_vr.dm"
#include "code\game\objects\items\crayons.dm"
#include "code\game\objects\items\glassjar.dm"
#include "code\game\objects\items\gunbox.dm"
#include "code\game\objects\items\latexballoon.dm"
#include "code\game\objects\items\paintkit.dm"
#include "code\game\objects\items\shooting_range.dm"