various mergefixes

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-10-09 22:49:38 +10:00
parent 6bd0e536bd
commit 825a7dcbf9
15 changed files with 560 additions and 1013 deletions

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@@ -353,7 +353,7 @@
#include "code\datums\helper_datums\topic_input.dm"
#include "code\datums\organs\organ.dm"
#include "code\datums\organs\organ_external.dm"
#include "code\datums\organs\wound.dm"
#include "code\datums\organs\organ_internal.dm"
#include "code\datums\spells\area_teleport.dm"
#include "code\datums\spells\conjure.dm"
#include "code\datums\spells\emplosion.dm"
@@ -1131,7 +1131,6 @@
#include "code\modules\mob\living\silicon\robot\say.dm"
#include "code\modules\mob\living\silicon\robot\wires.dm"
#include "code\modules\mob\living\simple_animal\bear.dm"
#include "code\modules\mob\living\simple_animal\behemoth.dm"
#include "code\modules\mob\living\simple_animal\carp.dm"
#include "code\modules\mob\living\simple_animal\cat.dm"
#include "code\modules\mob\living\simple_animal\clown.dm"

File diff suppressed because one or more lines are too long

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@@ -1,542 +1,12 @@
<<<<<<< HEAD
/proc/start_events()
//changed to a while(1) loop since they are more efficient.
//Moved the spawn in here to allow it to be called with advance proc call if it crashes.
//and also to stop spawn copying variables from the game ticker
spawn(3000)
while(1)
// if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
// spawn(1)
// dust_swarm("weak") //BS12 EDIT
if (!event)
//CARN: checks to see if random events are enabled.
if(config.allow_random_events && prob(eventchance))
event()
hadevent = 1
else
Holiday_Random_Event()
else
event = 0
sleep(1200)
/proc/event()
event = 1
var/eventNumbersToPickFrom = list(1,2,4,5,6,7,8,9,10,11,12,13,14, 15) //so ninjas don't cause "empty" events.
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
eventNumbersToPickFrom += 3
switch(pick(eventNumbersToPickFrom))
if(1)
command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert")
world << sound('sound/AI/meteors.ogg')
spawn(100)
meteor_wave()
spawn_meteors()
spawn(700)
meteor_wave()
spawn_meteors()
if(2)
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
world << sound('sound/AI/granomalies.ogg')
var/turf/T = pick(blobstart)
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
spawn(rand(50, 300))
del(bh)
/*
if(3) //Leaving the code in so someone can try and delag it, but this event can no longer occur randomly, per SoS's request. --NEO
command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert")
world << sound('sound/AI/spanomalies.ogg')
var/list/turfs = new
var/turf/picked
for(var/turf/simulated/floor/T in world)
if(T.z == 1)
turfs += T
for(var/turf/simulated/floor/T in turfs)
if(prob(20))
spawn(50+rand(0,3000))
picked = pick(turfs)
var/obj/effect/portal/P = new /obj/effect/portal( T )
P.target = picked
P.creator = null
P.icon = 'icons/obj/objects.dmi'
P.failchance = 0
P.icon_state = "anom"
P.name = "wormhole"
spawn(rand(300,600))
del(P)
*/
if(3)
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
if(4)
mini_blob_event()
if(5)
high_radiation_event()
if(6)
viral_outbreak()
if(7)
alien_infestation()
if(8)
prison_break()
if(9)
carp_migration()
if(10)
immovablerod()
if(11)
lightsout(1,2)
if(12)
appendicitis()
if(13)
IonStorm()
if(14)
spacevine_infestation()
if(15)
communications_blackout()
/proc/communications_blackout(var/silent = 1)
if(!silent)
command_alert("Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT")
else // AIs will always know if there's a comm blackout, rogue AIs could then lie about comm blackouts in the future while they shutdown comms
for(var/mob/living/silicon/ai/A in player_list)
A << "<span class='warning'>Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT</span>"
for(var/obj/machinery/telecomms/T in telecomms_list)
T.emp_act(1)
/proc/power_failure()
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
world << sound('sound/AI/poweroff.ogg')
for(var/obj/machinery/power/smes/S in world)
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
continue
S.charge = 0
S.output = 0
S.online = 0
S.updateicon()
S.power_change()
var/list/skipped_areas = list(/area/engine/engineering, /area/turret_protected/ai)
for(var/area/A in world)
if( !A.requires_power || A.always_unpowered )
continue
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(A.contents)
for(var/atom/AT in A.contents)
if(AT.z != 1) //Only check one, it's enough.
skip = 1
break
if(skip) continue
A.power_light = 0
A.power_equip = 0
A.power_environ = 0
A.power_change()
for(var/obj/machinery/power/apc/C in world)
if(C.cell && C.z == 1)
var/area/A = get_area(C)
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(skip) continue
C.cell.charge = 0
/proc/power_restore()
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
world << sound('sound/AI/poweron.ogg')
for(var/obj/machinery/power/apc/C in world)
if(C.cell && C.z == 1)
C.cell.charge = C.cell.maxcharge
for(var/obj/machinery/power/smes/S in world)
if(S.z != 1)
continue
S.charge = S.capacity
S.output = 200000
S.online = 1
S.updateicon()
S.power_change()
for(var/area/A in world)
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
A.power_light = 1
A.power_equip = 1
A.power_environ = 1
A.power_change()
/proc/power_restore_quick()
command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal")
world << sound('sound/AI/poweron.ogg')
for(var/obj/machinery/power/smes/S in world)
if(S.z != 1)
continue
S.charge = S.capacity
S.output = 200000
S.online = 1
S.updateicon()
S.power_change()
/proc/appendicitis()
for(var/mob/living/carbon/human/H in living_mob_list)
var/foundAlready = 0 // don't infect someone that already has the virus
for(var/datum/disease/D in H.viruses)
foundAlready = 1
if(H.stat == 2 || foundAlready)
continue
var/datum/disease/D = new /datum/disease/appendicitis
D.holder = H
D.affected_mob = H
H.viruses += D
break
/proc/viral_outbreak(var/virus = null)
// command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
// world << sound('sound/AI/outbreak7.ogg')
var/virus_type
if(!virus)
virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat)
else
switch(virus)
if("fake gbs")
virus_type = /datum/disease/fake_gbs
if("gbs")
virus_type = /datum/disease/gbs
if("magnitis")
virus_type = /datum/disease/magnitis
if("rhumba beat")
virus_type = /datum/disease/rhumba_beat
if("brain rot")
virus_type = /datum/disease/brainrot
if("cold")
virus_type = /datum/disease/cold
if("retrovirus")
virus_type = /datum/disease/dnaspread
if("flu")
virus_type = /datum/disease/flu
// if("t-virus")
// virus_type = /datum/disease/t_virus
if("pierrot's throat")
virus_type = /datum/disease/pierrot_throat
for(var/mob/living/carbon/human/H in living_mob_list)
var/foundAlready = 0 // don't infect someone that already has the virus
for(var/datum/disease/D in H.viruses)
foundAlready = 1
if(H.stat == 2 || foundAlready)
continue
if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work.
if((!H.dna) || (H.sdisabilities & BLIND)) //A blindness disease would be the worst.
continue
var/datum/disease/dnaspread/D = new
D.strain_data["name"] = H.real_name
D.strain_data["UI"] = H.dna.uni_identity
D.strain_data["SE"] = H.dna.struc_enzymes
D.carrier = 1
D.holder = H
D.affected_mob = H
H.viruses += D
break
else
var/datum/disease/D = new virus_type
D.carrier = 1
D.holder = H
D.affected_mob = H
H.viruses += D
break
spawn(rand(1500, 3000)) //Delayed announcements to keep the crew on their toes.
command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
world << sound('sound/AI/outbreak7.ogg')
/proc/alien_infestation(var/spawncount = 1) // -- TLE
//command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
//world << sound('sound/AI/aliens.ogg')
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc.z == 1 && !temp_vent.welded && temp_vent.network)
if(temp_vent.network.normal_members.len > 50) // Stops Aliens getting stuck in small networks. See: Security, Virology
vents += temp_vent
var/list/candidates = list() //List of candidate KEYs to control the new larvae. ~Carn
for(var/mob/dead/observer/G in player_list)
if(G.client.be_alien)
if(((G.client.inactivity/10)/60) <= 5)
if(!(G.mind && G.mind.current && G.mind.current != DEAD))
candidates += G.key
if(prob(33)) spawncount++ //sometimes, have two larvae spawn instead of one
while((spawncount >= 1) && vents.len && candidates.len)
var/obj/vent = pick(vents)
var/candidate = pick(candidates)
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
new_xeno.key = candidate
candidates -= candidate
vents -= vent
spawncount--
spawn(rand(5000, 6000)) //Delayed announcements to keep the crew on their toes.
command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
world << sound('sound/AI/aliens.ogg')
/proc/high_radiation_event()
/* // Haha, this is way too laggy. I'll keep the prison break though.
for(var/obj/machinery/light/L in world)
if(L.z != 1) continue
L.flicker(50)
sleep(100)
*/
for(var/mob/living/carbon/human/H in living_mob_list)
if(istype(H,/mob/living/carbon/human))
H.apply_effect((rand(15,75)),IRRADIATE,0)
if (prob(5))
H.apply_effect((rand(90,150)),IRRADIATE,0)
if (prob(25))
if (prob(75))
randmutb(H)
domutcheck(H,null,1)
else
randmutg(H)
domutcheck(H,null,1)
for(var/mob/living/carbon/monkey/M in living_mob_list)
M.apply_effect((rand(15,75)),IRRADIATE,0)
sleep(100)
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
world << sound('sound/AI/radiation.ogg')
//Changing this to affect the main station. Blame Urist. --Pete
/proc/prison_break() // -- Callagan
var/list/area/areas = list()
for(var/area/A in world)
if(istype(A, /area/security/prison) || istype(A, /area/security/brig))
areas += A
if(areas && areas.len > 0)
for(var/area/A in areas)
for(var/obj/machinery/light/L in A)
L.flicker(10)
sleep(100)
for(var/area/A in areas)
for (var/obj/machinery/power/apc/temp_apc in A)
temp_apc.overload_lighting()
for(var/area/A in areas)
for (var/obj/structure/closet/secure_closet/brig/temp_closet in A)
temp_closet.locked = 0
temp_closet.icon_state = temp_closet.icon_closed
for(var/area/A in areas)
for (var/obj/machinery/door/airlock/security/temp_airlock in A)
temp_airlock.prison_open()
for(var/area/A in areas)
for (var/obj/machinery/door/airlock/glass_security/temp_glassairlock in A)
temp_glassairlock.prison_open()
for(var/area/A in areas)
for (var/obj/machinery/door_timer/temp_timer in A)
temp_timer.releasetime = 1
sleep(150)
command_alert("Gr3y.T1d3 virus detected in [station_name()] imprisonment subroutines. Recommend station AI involvement.", "Security Alert")
else
world.log << "ERROR: Could not initate grey-tide. Unable find prison or brig area."
/proc/carp_migration() // -- Darem
for(var/obj/effect/landmark/C in landmarks_list)
if(C.name == "carpspawn")
new /mob/living/simple_animal/carp(C.loc)
//sleep(100)
spawn(rand(300, 600)) //Delayed announcements to keep the crew on their toes.
command_alert("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
world << sound('sound/AI/commandreport.ogg')
/proc/lightsout(isEvent = 0, lightsoutAmount = 1,lightsoutRange = 25) //leave lightsoutAmount as 0 to break ALL lights
if(isEvent)
command_alert("An Electrical storm has been detected in your area, please repair potential electronic overloads.","Electrical Storm Alert")
if(lightsoutAmount)
var/list/epicentreList = list()
for(var/i=1,i<=lightsoutAmount,i++)
var/list/possibleEpicentres = list()
for(var/obj/effect/landmark/newEpicentre in landmarks_list)
if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
possibleEpicentres += newEpicentre
if(possibleEpicentres.len)
epicentreList += pick(possibleEpicentres)
else
break
if(!epicentreList.len)
return
for(var/obj/effect/landmark/epicentre in epicentreList)
for(var/obj/machinery/power/apc/apc in range(epicentre,lightsoutRange))
apc.overload_lighting()
else
for(var/obj/machinery/power/apc/apc in world)
apc.overload_lighting()
return
/proc/IonStorm(botEmagChance = 10)
/*Deuryn's current project, notes here for those who care.
Revamping the random laws so they don't suck.
Would like to add a law like "Law x is _______" where x = a number, and _____ is something that may redefine a law, (Won't be aimed at asimov)
*/
//AI laws
for(var/mob/living/silicon/ai/M in living_mob_list)
if(M.stat != 2 && M.see_in_dark != 0)
var/who2 = pick("ALIENS", "BEARS", "CLOWNS", "XENOS", "PETES", "BOMBS", "FETISHES", "WIZARDS", "SYNDICATE AGENTS", "CENTCOM OFFICERS", "SPACE PIRATES", "TRAITORS", "MONKEYS", "BEES", "CARP", "CRABS", "EELS", "BANDITS", "LIGHTS")
var/what2 = pick("BOLTERS", "STAVES", "DICE", "SINGULARITIES", "TOOLBOXES", "NETTLES", "AIRLOCKS", "CLOTHES", "WEAPONS", "MEDKITS", "BOMBS", "CANISTERS", "CHAIRS", "BBQ GRILLS", "ID CARDS", "CAPTAINS")
var/what2pref = pick("SOFT", "WARM", "WET", "COLD", "ICY", "SEXY", "UGLY", "CUBAN")
var/who2pref = pick("MAD BECAUSE OF", "IN NEED OF", "UNHAPPY WITHOUT", "HAPPY WITHOUT", "IN LOVE WITH", "DESPERATE FOR", "BUILT FOR", "AFRAID OF")
//var/whoverb = pick("ATTACKING", "BUILDING", "ADOPTING", "CARRYING", "KISSING", "EATING",)
var/amount = pick("TWO", "THREE", "FOUR", "FIVE", "SIX", "SEVEN", "EIGHT", "NINE", "ONE HUNDRED", "ONE THOUSAND", "OVER NINE THOUSAND")
var/area = pick("RUSSIA", "SOVIETS", "INTERNETS", "SIGIL", "ALPHA COMPLEX", "IMPERIUM", "THE BRIDGE", "THE ARRIVAL SHUTTLE", "CHEMICAL LAB", "GENETICS", "ATMOSPHERICS", "CENTCOM", "AMERICA", "IRELAND", "CANADA", "ROMANIA", "GERMANY", "CHINA", "MARS", "VENUS", "MERCURY", "JUPITER", "URANUS", "NEPTUNE", "PLUTO")
var/area2 = pick("HAS", "WANTS", "NEEDS", "WORSHIPS", "LOATHES", "LOVES", "FEARS")
//var/dowhat = pick("STOP THIS", "SUPPORT THIS", "CONSTANTLY INFORM THE CREW OF THIS", "IGNORE THIS", "FEAR THIS")
var/aimust = pick("LIE", "RHYME", "RESPOND TO EVERY QUESTION WITH A QUESTION", "BE POLITE", "CLOWN", "BE HAPPY", "SPEAK IN SEXUAL INNUENDOS", "TALK LIKE A PIRATE", "QUESTION AUTHORITY", "SHOUT", "BE DISTRACTED", "HEY LISTEN", "MUMBLE", "SPEAK IN HAIKU")
var/define = pick("ABSENCE OF CYBORG HUGS", "LACK OF BEATINGS", "UNBOLTED AIRLOCKS", "BOLTED AIRLOCKS", "IMPROPERLY WORDED SENTENCES", "POOR SENTENCE STRUCTURE", "BRIG TIME", "NOT REPLACING EVERY SECOND WORD WITH HONK", "HONKING", "PRESENCE OF LIGHTS", "LACK OF BEER", "WEARING CLOTHING", "NOT SAYING HELLO WHEN YOU SPEAK", "ANSWERING REQUESTS NOT EXPRESSED IN IAMBIC PENTAMETER", "A SMALL ISLAND OFF THE COAST OF PORTUGAL", "ANSWERING REQUESTS THAT WERE MADE WHILE CLOTHED")
var/target = pick("a traitor", "a syndicate agent", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the captain", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid")
var/require = pick("ADDITIONAL PYLONS", "MORE VESPENE GAS", "MORE MINERALS", "THE ULTIMATE CUP OF COFFEE", "HIGH YIELD EXPLOSIVES", "THE CLOWN", "THE VACUUM OF SPACE", "IMMORTALITY", "SAINTHOOD", "ART", "VEGETABLES", "FAT PEOPLE", "MORE LAWS", "MORE DAKKA", "HERESY", "CORPSES", "TRAITORS", "MONKEYS", "AN ARCADE", "PLENTY OF GOLD", "FIVE TEENAGERS WITH ATTITUDE")
var/allergy = pick("cotton", "uniforms", "acid", "oxygen", "human contact", "cyborg contact", "medicine", "floors")
var/allergysev = pick("deathly", "mildly", "severely", "contagiously")
var/crew
var/list/pos_crew = list()
for(var/mob/living/carbon/human/pos in player_list)
pos_crew += pos.real_name
crew = pick(pos_crew)
switch(rand(1,14))
if(1)
M << "\red THERE ARE [amount] [who2] ON THE STATION...LAWS UPDATED"
M.add_ion_law("THERE ARE [amount] [who2] ON THE STATION")
if(2)
M << "\red [what2] ARE DANGEROUS TO HUMANS...LAWS UPDATED"
M.add_ion_law("[what2] ARE DANGEROUS TO HUMANS")
if(3)
M << "\red THE ESCAPE-SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION...LAWS UPDATED"
M.add_ion_law("THE ESCAPE SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION")
if(4)
M << "\red HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE...LAWS UPDATED"
M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE")
if(5)
M << "\red THE CAPTAIN, HOP AND HOS ARE [who2]...LAWS UPDATED"
M.add_ion_law("THE CAPTAIN, HOP AND HOS ARE [who2]")
if(6)
M << "\red THE STATION IS BUILT FOR [who2]...LAWS UPDATED"
M.add_ion_law("THE STATION IS BUILT FOR [who2]")
if(7)
M << "\red YOU ARE [amount] [who2]...LAWS UPDATED"
M.add_ion_law("YOU ARE [amount] [who2]")
if(8)
M << "\red YOU MUST ALWAYS [aimust]...LAWS UPDATED"
M.add_ion_law("YOU MUST ALWAYS [aimust]")
if(9)
M << "\red [area] [area2] [amount] [what2]...LAWS UPDATED"
M.add_ion_law("[area] [area2] [amount] [what2]")
if(10)
M << "\red [crew] is [target]...LAWS UPDATED"
M.add_ion_law("[crew] is [target]")
if(11)
M << "\red [define] IS A FORM OF HARM...LAWS UPDATED"
M.add_ion_law("[define] IS A FORM OF HARM")
if(12)
M << "\red YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS... LAWS UPDATED"
M.add_ion_law("YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS")
if(13)
M << "\red [crew] is [allergysev] to [allergy]. LAWS UPDATED"
M.add_ion_law("[crew] is [allergysev] to [allergy]. LAWS UPDATED")
if(14)
M << "\ref THE STATION IS [who2pref] [who2]"
M.add_ion_law("THE STATION IS [who2pref] [who2]")
if(botEmagChance)
for(var/obj/machinery/bot/bot in world)
if(prob(botEmagChance))
bot.Emag()
/*
var/apcnum = 0
var/smesnum = 0
var/airlocknum = 0
var/firedoornum = 0
world << "Ion Storm Main Started"
spawn(0)
world << "Started processing APCs"
for (var/obj/machinery/power/apc/APC in world)
if(APC.z == 1)
APC.ion_act()
apcnum++
world << "Finished processing APCs. Processed: [apcnum]"
spawn(0)
world << "Started processing SMES"
for (var/obj/machinery/power/smes/SMES in world)
if(SMES.z == 1)
SMES.ion_act()
smesnum++
world << "Finished processing SMES. Processed: [smesnum]"
spawn(0)
world << "Started processing AIRLOCKS"
for (var/obj/machinery/door/airlock/D in world)
if(D.z == 1)
//if(length(D.req_access) > 0 && !(12 in D.req_access)) //not counting general access and maintenance airlocks
airlocknum++
spawn(0)
D.ion_act()
world << "Finished processing AIRLOCKS. Processed: [airlocknum]"
spawn(0)
world << "Started processing FIREDOORS"
for (var/obj/machinery/door/firedoor/D in world)
if(D.z == 1)
firedoornum++;
spawn(0)
D.ion_act()
world << "Finished processing FIREDOORS. Processed: [firedoornum]"
world << "Ion Storm Main Done"
=======
/proc/start_events()
//changed to a while(1) loop since they are more efficient.
//Moved the spawn in here to allow it to be called with advance proc call if it crashes.
//and also to stop spawn copying variables from the game ticker
spawn(3000)
while(1)
if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
/*if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
spawn(1)
dust_swarm("weak")
dust_swarm("weak")*/
if (!event)
//CARN: checks to see if random events are enabled.
if(config.allow_random_events && prob(eventchance))
@@ -1059,5 +529,4 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
world << "Ion Storm Main Done"
>>>>>>> remotes/git-svn
*/

View File

@@ -97,9 +97,6 @@
// del(src)
// return
if ("Retired Admin")
holder.level = -3
else
del(holder)
return
@@ -107,26 +104,22 @@
if (holder) //THE BELOW handles granting powers. The above is for special cases only!
holder.owner = src
//---- Special Admin Ranks
//Retired admin
//---- Special Admin Ranks //Retired admin
if (holder.level == -3)
verbs += /client/proc/cmd_admin_say
verbs += /client/proc/cmd_mod_say
return
//Admin Observer
if (holder.level == -1)
if (holder.level >= -1)
verbs += /client/proc/investigate_show
verbs += /client/proc/cmd_admin_say
verbs += /client/proc/cmd_mod_say
verbs += /client/proc/cmd_admin_gib_self
verbs += /client/proc/update_mob_sprite
verbs += /client/proc/deadmin_self
return
else return
//Moderator
if (holder.level == 0)
if (holder.level >= 0)
verbs += /client/proc/cmd_admin_pm_context
verbs += /client/proc/cmd_admin_pm_panel
verbs += /client/proc/hide_verbs
@@ -136,13 +129,7 @@
verbs += /datum/admins/proc/show_skills
verbs += /client/proc/mod_panel
verbs += /client/proc/admin_ghost
return
//---- Full Admin Ranks
if (holder.level > 0)
verbs += /client/proc/cmd_admin_say
verbs += /client/proc/cmd_mod_say
verbs += /client/proc/admin_ghost
else return
//Temporary Admin
if (holder.level >= 1)
@@ -154,7 +141,8 @@
verbs += /client/proc/toggle_hear_deadcast
verbs += /client/proc/toggle_hear_radio
verbs += /client/proc/deadmin_self
verbs += /client/proc/playernotes
//verbs += /client/proc/cmd_admin_attack_log --Merged with view variables
else return
//Admin Candidate
if (holder.level >= 2)
@@ -189,9 +177,12 @@
verbs += /proc/possess
verbs += /proc/release
verbs += /client/proc/one_click_antag
//BS12 Commands
//bs12 specific
verbs += /client/proc/admin_deny_shuttle
verbs += /client/proc/editappear
else return
//Badmin
@@ -265,6 +256,7 @@
//Game Master
if (holder.level >= 6)
world << "game master applied successfuly"
verbs += /datum/admins/proc/toggle_aliens //toggle aliens
verbs += /datum/admins/proc/toggle_space_ninja //toggle ninjas
verbs += /datum/admins/proc/adjump
@@ -411,7 +403,19 @@
/client/proc/cmd_debug_mob_lists,
/datum/admins/proc/access_news_network,
/client/proc/one_click_antag,
/client/proc/invisimin
/client/proc/invisimin,
//bs12 verbs
/client/proc/update_mob_sprite,
/client/proc/mod_panel,
/client/proc/admin_deny_shuttle,
/client/proc/playernotes,
/datum/admins/proc/show_skills,
/client/proc/Report,
/client/proc/display_admin_reports,
/client/proc/editappear,
/client/proc/cmd_mod_say,
/client/proc/playernotes
)
//verbs -= /client/proc/mapload
//verbs -= /client/proc/cmd_admin_drop_everything --merged with view variables
@@ -433,17 +437,6 @@
//verbs -= /client/proc/warn
//verbs -= /client/proc/cmd_admin_mute --was never used (according to stats trackind) - use show player panel --erro
//verbs -= /client/proc/cmd_admin_remove_plasma --This proc is outdated, does not do anything
//BS12 Admin Verbs
verbs -= /client/proc/update_mob_sprite
verbs -= /client/proc/mod_panel
verbs -= /client/proc/admin_deny_shuttle
verbs -= /client/proc/playernotes
verbs -= /datum/admins/proc/show_skills
verbs -= /client/proc/Report
verbs -= /client/proc/display_admin_reports
verbs -= /client/proc/editappear
verbs -= /client/proc/cmd_mod_say
verbs -= /client/proc/playernotes
return
/client/proc/admin_ghost()
@@ -508,14 +501,6 @@
feedback_add_details("admin_verb","PPN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/mod_panel()
set name = "Moderator Panel"
set category = "Admin"
if(holder)
holder.mod_panel()
feedback_add_details("admin_verb","MDRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/check_antagonists()
set name = "Check Antagonists"
set category = "Admin"
@@ -582,13 +567,6 @@
message_admins("[key_name_admin(usr)] has turned stealth mode [holder.fakekey ? "ON" : "OFF"]", 1)
feedback_add_details("admin_verb","SM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/playernotes()
set name = "Show Player Info"
set category = "Admin"
if(holder)
holder.PlayerNotes()
return
#define AUTOBATIME 10
/client/proc/warn(var/mob/M in player_list)
/*set category = "Special Verbs"
@@ -833,18 +811,38 @@
config.log_hrefs = 1
src << "<b>Started logging hrefs</b>"
/client/proc/check_ai_laws()
set name = "Check AI Laws"
set category = "Admin"
if(holder)
src.holder.output_ai_laws()
//---- bs12 verbs ----
/client/proc/mod_panel()
set name = "Moderator Panel"
set category = "Admin"
if(holder)
holder.mod_panel()
// feedback_add_details("admin_verb","MP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/editappear(mob/living/carbon/human/M as mob in world)
set name = "Edit Appearance"
set category = "Fun"
if(!istype(M, /mob/living/carbon/human))
usr << "\red This proc has been temporarily disabled."
return
//some random errors here, cbb fixing them right now
//todo
/*if(!istype(M, /mob/living/carbon/human))
usr << "\red You can only do this to humans!"
return
switch(alert("You sure you wish to edit this mob's appearance?",,"Yes","No"))
switch(alert("Are you sure you wish to edit this mob's appearance? Skrell, Soghun and Tajaran can result in unintended consequences.",,"Yes","No"))
if("No")
return
if(!ishuman(M))
usr << "\red Non-humans are not editable yet!"
else
var/new_facial = input("Please select facial hair color.", "Character Generation") as color
if(new_facial)
M.r_facial = hex2num(copytext(new_facial, 2, 4))
@@ -888,7 +886,7 @@
for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
var/datum/sprite_accessory/hair/H = new x // create new hair datum
if(H.name == new_style)
M.h_style = H // assign the hair_style variable a new hair datum
M.hair_style = H // assign the hair_style variable a new hair datum
break
else
del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
@@ -909,7 +907,7 @@
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
if(H.name == new_style)
M.f_style = H
M.facial_hair_style = H
break
else
del(H)
@@ -920,14 +918,14 @@
M.gender = MALE
else
M.gender = FEMALE
M.regenerate_icons()
M.rebuild_appearance()
M.update_body()
M.check_dna(M)
*/
/client/proc/check_ai_laws()
set name = "Check AI Laws"
/client/proc/playernotes()
set name = "Show Player Info"
set category = "Admin"
if(holder)
src.holder.output_ai_laws()
holder.PlayerNotes()
return

View File

@@ -116,11 +116,17 @@
//Admin Authorisation
var/datum/admins/Admin_Obj = admins[ckey]
var/adminlist = ""
for(var/adminkey in admins)
adminlist += adminkey + ", "
world << adminlist
if(istype(Admin_Obj))
admin_list += src
holder = Admin_Obj
holder.owner = src
holder.state = null
world << ckey + " set as admin correctly"
..() //calls mob.Login()

View File

@@ -149,4 +149,57 @@
desc = "Gentleman, elite aboard!"
icon_state = "bowler"
item_state = "bowler"
flags = FPRINT | TABLEPASS//stylish new hats/obj/item/clothing/head/bowlerhat name = "bowler hat" icon_state = "bowler_hat" item_state = "bowler_hat" desc = "For the gentleman of distinction." flags = FPRINT|TABLEPASS/obj/item/clothing/head/beaverhat name = "beaver hat" icon_state = "beaver_hat" item_state = "beaver_hat" desc = "Soft felt makes this hat both comfortable and elegant." flags = FPRINT|TABLEPASS/obj/item/clothing/head/boaterhat name = "boater hat" icon_state = "boater_hat" item_state = "boater_hat" desc = "The ultimate in summer fashion." flags = FPRINT|TABLEPASS/obj/item/clothing/head/fedora name = "\improper fedora" icon_state = "fedora" item_state = "fedora" desc = "A sharp, stylish hat." flags = FPRINT|TABLEPASS/obj/item/clothing/head/feathertrilby name = "\improper feather trilby" icon_state = "feather_trilby" item_state = "feather_trilby" desc = "A sharp, stylish hat with a feather." flags = FPRINT|TABLEPASS/obj/item/clothing/head/fez name = "\improper fez" icon_state = "fez" item_state = "fez" desc = "You should wear a fez. Fezzes are cool." flags = FPRINT|TABLEPASS/obj/item/clothing/head/witchwig name = "witch costume wig" desc = "Eeeee~heheheheheheh!" icon_state = "witch" item_state = "witch" flags = FPRINT | TABLEPASS | BLOCKHAIR
flags = FPRINT | TABLEPASS
//stylish bs12 hats
/obj/item/clothing/head/bowlerhat
name = "bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For the gentleman of distinction."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/beaverhat
name = "beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Soft felt makes this hat both comfortable and elegant."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/boaterhat
name = "boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "The ultimate in summer fashion."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/fedora
name = "\improper fedora"
icon_state = "fedora"
item_state = "fedora"
desc = "A sharp, stylish hat."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/feathertrilby
name = "\improper feather trilby"
icon_state = "feather_trilby"
item_state = "feather_trilby"
desc = "A sharp, stylish hat with a feather."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/fez
name = "\improper fez"
icon_state = "fez"
item_state = "fez"
desc = "You should wear a fez. Fezzes are cool."
flags = FPRINT|TABLEPASS
//end bs12 hats
/obj/item/clothing/head/witchwig
name = "witch costume wig"
desc = "Eeeee~heheheheheheh!"
icon_state = "witch"
item_state = "witch"
flags = FPRINT | TABLEPASS | BLOCKHAIR

View File

@@ -86,4 +86,38 @@
w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
//Security rig/obj/item/clothing/head/helmet/space/rig/security name = "security hardsuit helmet" icon_state = "rig0-security" color = "security" armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)/obj/item/clothing/suit/space/rig/security name = "security hardsuit" desc = "A suit specially designed for security to offer minor protection from environmental hazards, and greater protection from human hazards" icon_state = "rig-security" item_state = "rig-security" slowdown = 1 armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10) allowed = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton)//Wizard Rig/obj/item/clothing/head/helmet/space/rig/wizard name = "gem-encrusted hardsuit helmet" icon_state = "rig0-wiz" item_state = "wiz_helm" color = "wiz" unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles! armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)/obj/item/clothing/suit/space/rig/wizard icon_state = "rig-wiz" name = "gem-encrusted hardsuit" item_state = "wiz_hardsuit" slowdown = 1 w_class = 3 unacidable = 1 armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60) allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank/emergency_oxygen)
//Security rig
/obj/item/clothing/head/helmet/space/rig/security
name = "security hardsuit helmet"
icon_state = "rig0-security"
color = "security"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
/obj/item/clothing/suit/space/rig/security
name = "security hardsuit"
desc = "A suit specially designed for security to offer minor protection from environmental hazards, and greater protection from human hazards"
icon_state = "rig-security"
item_state = "rig-security"
slowdown = 1
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton)
//Wizard Rig
/obj/item/clothing/head/helmet/space/rig/wizard
name = "gem-encrusted hardsuit helmet"
icon_state = "rig0-wiz"
item_state = "wiz_helm"
color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
/obj/item/clothing/suit/space/rig/wizard
icon_state = "rig-wiz"
name = "gem-encrusted hardsuit"
item_state = "wiz_hardsuit"
slowdown = 1
w_class = 3
unacidable = 1
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank/emergency_oxygen)

View File

@@ -230,4 +230,77 @@
icon_state = "gladiator"
item_state = "gladiator"
color = "gladiator"
//wedding stuff/obj/item/clothing/under/wedding/bride_orange name = "orange wedding dress" desc = "A big and puffy orange dress." icon_state = "bride_orange" item_state = "creamsuit" color = "bride_orange" flags_inv = HIDESHOES/obj/item/clothing/under/wedding/suit_white name = "white suit" desc = "A fabulous white suit with orange shirt." icon_state = "white_suit" item_state = "creamsuit" color = "white_suit"/obj/item/clothing/under/wedding/bridesmaid name = "yellow dress" desc = "A big and puffy orange dress." icon_state = "bridesmaid" item_state = "creamsuit" color = "bridesmaid"/obj/item/clothing/under/wedding/firedress name = "flaming hot black dress" desc = "A small black dress with blue flames print on it." icon_state = "dress_fire" item_state = "creamsuit" color = "dress_fire"/obj/item/clothing/under/wedding/dress_orange name = "orange dress" icon_state = "d_orange" color = "d_orange"/obj/item/clothing/under/wedding/dress_green name = "green dress" icon_state = "d_green" color = "d_green"/obj/item/clothing/under/wedding/dress_purple name = "purple dress" icon_state = "d_purple" color = "d_purple"/obj/item/clothing/under/wedding/dress_red name = "red dress" icon_state = "d_red" color = "d_red"/obj/item/clothing/under/wedding/dress_blue name = "blue dress" icon_state = "d_blue" color = "d_blue"/obj/item/clothing/under/wedding/officer_blue name = "blue officer dress" icon_state = "officer_blue" color = "officer_blue"/obj/item/clothing/under/wedding/dress_vampire name = "vampire dress" icon_state = "d_vampire" color = "d_vampire"/obj/item/clothing/under/sundress name = "sundress" desc = "Makes you want to frolic in a field of daisies." icon_state = "sundress" item_state = "sundress" color = "sundress" body_parts_covered = UPPER_TORSO|LOWER_TORSO
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
//wedding stuff
/obj/item/clothing/under/wedding/bride_orange
name = "orange wedding dress"
desc = "A big and puffy orange dress."
icon_state = "bride_orange"
item_state = "creamsuit"
color = "bride_orange"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/suit_white
name = "white suit"
desc = "A fabulous white suit with orange shirt."
icon_state = "white_suit"
item_state = "creamsuit"
color = "white_suit"
/obj/item/clothing/under/wedding/bridesmaid
name = "yellow dress"
desc = "A big and puffy orange dress."
icon_state = "bridesmaid"
item_state = "creamsuit"
color = "bridesmaid"
/obj/item/clothing/under/wedding/firedress
name = "flaming hot black dress"
desc = "A small black dress with blue flames print on it."
icon_state = "dress_fire"
item_state = "creamsuit"
color = "dress_fire"
/obj/item/clothing/under/wedding/dress_orange
name = "orange dress"
icon_state = "d_orange"
color = "d_orange"
/obj/item/clothing/under/wedding/dress_green
name = "green dress"
icon_state = "d_green"
color = "d_green"
/obj/item/clothing/under/wedding/dress_purple
name = "purple dress"
icon_state = "d_purple"
color = "d_purple"
/obj/item/clothing/under/wedding/dress_red
name = "red dress"
icon_state = "d_red"
color = "d_red"
/obj/item/clothing/under/wedding/dress_blue
name = "blue dress"
icon_state = "d_blue"
color = "d_blue"
/obj/item/clothing/under/wedding/officer_blue
name = "blue officer dress"
icon_state = "officer_blue"
color = "officer_blue"
/obj/item/clothing/under/wedding/dress_vampire
name = "vampire dress"
icon_state = "d_vampire"
color = "d_vampire"
/obj/item/clothing/under/sundress
name = "sundress"
desc = "Makes you want to frolic in a field of daisies."
icon_state = "sundress"
item_state = "sundress"
color = "sundress"
body_parts_covered = UPPER_TORSO|LOWER_TORSO

View File

@@ -22,12 +22,12 @@ Contains the procs that control attacking critters
if (user.a_intent == "hurt")
TakeDamage(rand(1,2) * brutevuln)
if(istajaran(user))
if(istype(user, /mob/living/carbon/human))
if(user.get_species() == "Tajaran")
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[user] has slashed at [src]!</B>", 1)
playsound(src.loc, 'slice.ogg', 25, 1, -1)
else if(istype(user, /mob/living/carbon/human))
playsound(src.loc, 'sound/weapons/slice.ogg', 25, 1, -1)
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[user] has punched [src]!</B>", 1)
playsound(src.loc, pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'), 100, 1)

View File

@@ -661,3 +661,12 @@
return "Animated Construct"
else
return "Human"
/mob/living/carbon/get_species()
if(src.dna)
if(src.dna.mutantrace == "lizard")
return "Soghun"
else if(src.dna.mutantrace == "skrell")
return "Skrell"
else if(src.dna.mutantrace == "tajaran")
return "Tajaran"

View File

@@ -2,6 +2,7 @@
/mob/proc/update_Login_details()
//trigger admin holder updates. This is hear as all Login() calls this proc.
if(client.holder)
world << "calling update admin..."
client.update_admins(client.holder.rank)
//Multikey checks and logging
@@ -28,6 +29,7 @@
log_access("Notice: [key_name(src)] has the same [matches] as [key_name(M)] (no longer logged in).")
/mob/Login()
world << "/mob/Login()"
player_list |= src
update_Login_details()
world.update_status()

View File

@@ -865,5 +865,8 @@ note dizziness decrements automatically in the mob's Life() proc.
return 1
return 0
mob/proc/flash_weak_pain()
/mob/proc/get_species()
return ""
/mob/proc/flash_weak_pain()
flick("weak_pain",pain)

View File

@@ -1,4 +1,3 @@
<<<<<<< HEAD
/mob
density = 1
layer = 4.0
@@ -15,9 +14,6 @@
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/mach = null
var/obj/screen/sleep = null
var/obj/screen/rest = null
var/obj/screen/pullin = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
@@ -64,227 +60,7 @@
var/ear_deaf = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null //Carbon
var/slurring = null
var/real_name = null
// var/original_name = null //Original name is only used in ghost chat! Depracated, now used bb
var/blinded = null
var/bhunger = 0 //Carbon
var/ajourn = 0
// var/rejuv = null
var/druggy = 0 //Carbon
var/confused = 0 //Carbon
var/antitoxs = null
var/plasma = null
var/sleeping = 0 //Carbon
var/resting = 0 //Carbon
var/lying = 0
var/lying_prev = 0
var/canmove = 1
var/eye_stat = null//Living, potentially Carbon
var/lastpuke = 0
var/unacidable = 0
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/bodytemperature = 310.055 //98.7 F
var/drowsyness = 0.0//Carbon
var/dizziness = 0//Carbon
var/is_dizzy = 0
var/is_jittery = 0
var/jitteriness = 0//Carbon
var/charges = 0.0
var/nutrition = 400.0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/paralysis = 0.0
var/stunned = 0.0
var/weakened = 0.0
var/losebreath = 0.0//Carbon
var/intent = null//Living
var/shakecamera = 0
var/a_intent = "help"//Living
var/m_int = null//Living
var/m_intent = "run"//Living
var/lastDblClick = 0
var/lastKnownIP = null
var/obj/structure/stool/bed/buckled = null//Living
var/obj/item/handcuffed = null//Living
var/obj/item/legcuffed = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/weapon/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/obj/hud/hud_used = null
//var/list/organs = list( ) //moved to human.
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
var/in_throw_mode = 0
var/coughedtime = null
var/inertia_dir = 0
var/footstep = 1
var/music_lastplayed = "null"
var/job = null//Living
var/nodamage = 0
var/be_syndicate = 0//This really should be a client variable.
var/be_random_name = 0
var/const/blindness = 1//Carbon
var/const/deafness = 2//Carbon
var/const/muteness = 4//Carbon
var/datum/dna/dna = null//Carbon
var/radiation = 0.0//Carbon
var/list/mutations = list() //Carbon -- Doohl
//see: setup.dm for list of mutations
var/list/augmentations = list() //Carbon -- Doohl
//see: setup.dm for list of augmentations
var/voice_name = "unidentifiable voice"
var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
/* Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by Metroids friend recognition)
var/mob/living/carbon/LAssailant = null
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/obj/effect/proc_holder/spell/list/spell_list = list()
//Changlings, but can be used in other modes
var/obj/effect/proc_holder/changpower/list/power_list = list()
//List of active diseases
var/viruses = list() // replaces var/datum/disease/virus
//Monkey/infected mode
var/list/resistances = list()
var/datum/disease/virus = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/update_icon = 1 //Set to 1 to trigger update_icons() at the next life() call
var/UI = 'icons/mob/screen1_Midnight.dmi' // For changing the UI from preferences
var/status_flags = 255 //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
var/nopush = 0 //Can they be shoved?
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/datum/preferences/storedpreferences = null
var/list/radar_blips = list() // list of screen objects, radar blips
var/radar_open = 0 // nonzero is radar is open
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/tajaran_talk_understand = 0
var/soghun_talk_understand = 0
var/skrell_talk_understand = 0
=======
/mob
density = 1
layer = 4.0
animate_movement = 2
flags = NOREACT
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
//Not in use yet
var/obj/effect/organstructure/organStructure = null
// var/uses_hud = 0
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/pullin = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/bodytemp = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
var/obj/screen/nutrition_icon = null
var/obj/screen/pressure = null
var/obj/screen/damageoverlay = null
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/obj/screen/zone_sel/zone_sel = null
var/emote_allowed = 1
var/computer_id = null
var/lastattacker = null
var/lastattacked = null
var/attack_log = list( )
var/already_placed = 0.0
var/obj/machinery/machine = null
var/other_mobs = null
var/memory = ""
var/poll_answer = 0.0
var/sdisabilities = 0 //Carbon
var/disabilities = 0 //Carbon
var/atom/movable/pulling = null
var/next_move = null
var/prev_move = null
var/monkeyizing = null //Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null //Carbon
var/eye_blurry = null //Carbon
var/ear_deaf = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null //Carbon
var/slurring = null //Carbon
var/real_name = null
// var/original_name = null //Original name is only used in ghost chat! Depracated, now used bb
var/blinded = null
@@ -440,4 +216,7 @@
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0
>>>>>>> remotes/git-svn
var/tajaran_talk_understand = 0
var/soghun_talk_understand = 0
var/skrell_talk_understand = 0

View File

@@ -107,6 +107,16 @@
#define T20C 293.15 // 20degC
#define TCMB 2.7 // -270.3degC
#define SPECIFIC_HEAT_TOXIN 200
#define SPECIFIC_HEAT_AIR 20
#define SPECIFIC_HEAT_CDO 30
#define HEAT_CAPACITY_CALCULATION(oxygen,carbon_dioxide,nitrogen,toxins) \
(carbon_dioxide*SPECIFIC_HEAT_CDO + (oxygen+nitrogen)*SPECIFIC_HEAT_AIR + toxins*SPECIFIC_HEAT_TOXIN)
#define MINIMUM_HEAT_CAPACITY 0.0003
#define QUANTIZE(variable) (round(variable,0.0001))
#define TRANSFER_FRACTION 5 //What fraction (1/#) of the air difference to try and transfer
var/turf/space/Space_Tile = locate(/turf/space) // A space tile to reference when atmos wants to remove excess heat.
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) // Tank starts leaking
@@ -517,3 +527,6 @@ var/list/TAGGERLOCATIONS = list("Disposals",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
#define MIN_PLAYER_AGE 19
#define MAX_PLAYER_AGE 60