mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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[MIRROR] next grep, no spaces (#10548)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
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commit
8d0febfbb6
@@ -44,14 +44,14 @@
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name = JOB_CARGO_TECHNICIAN
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/obj/effect/landmark/start/miner
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name = JOB_SHAFT_MINER
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//CHOMP explo keep removed wide comment field
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//CHOMP explo keep removed wide comment field
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/obj/effect/landmark/start/pf
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name = JOB_PATHFINDER
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/obj/effect/landmark/start/explorer
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name = JOB_EXPLORER
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/obj/effect/landmark/start/fieldmedic
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name = JOB_FIELD_MEDIC
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//CHOMP explo keep removed wide comment field end
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//CHOMP explo keep removed wide comment field end
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/obj/effect/landmark/start/bartender
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name = JOB_BARTENDER
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/obj/effect/landmark/start/botanist
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@@ -10,9 +10,9 @@
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can_atmos_pass = ATMOS_PASS_PROC
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/obj/effect/zone_divider/CanZASPass(turf/T, is_zone)
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// Special case to prevent us from being part of a zone during the first air master tick.
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// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
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// startup, but it can't really be helped you know?
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// Special case to prevent us from being part of a zone during the first air master tick.
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// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
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// startup, but it can't really be helped you know?
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if(SSair && SSair.current_cycle == 0)
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spawn(1)
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SSair.mark_for_update(get_turf(src))
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@@ -183,8 +183,8 @@ GLOBAL_LIST_EMPTY(GPS_list)
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/obj/item/gps/attack_self(mob/user)
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display(user)
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// Compiles all the data not available directly from the GPS
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// Like the positions and directions to all other GPS units
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// Compiles all the data not available directly from the GPS
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// Like the positions and directions to all other GPS units
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/obj/item/gps/proc/display_list()
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var/list/dat = list()
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@@ -73,7 +73,7 @@
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if(blood_volume <= M.species.blood_volume*M.species.blood_level_safe)
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bloodloss = TRUE
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//CHOMPedit start: Wording
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//CHOMPedit start: Wording
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if(bleeding_external)
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dat += span_bold("Surface Bleeding") + " - Apply bandages or administer Bicaridine.<br>"
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if(bleeding_internal)
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@@ -38,16 +38,16 @@
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return //Stub, used on children.
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// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
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/* How to create an uplink in 3 easy steps!
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1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
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The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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*/
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/** How to create an uplink in 3 easy steps!
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*
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* 1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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*
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* 2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
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* The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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*
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* 3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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* Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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*/
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/obj/item/uplink/hidden
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name = "hidden uplink"
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@@ -58,18 +58,18 @@
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return 0 //not in range and not telekinetic
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/**
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* this proc combines "sleep" while also checking for if the battle should continue
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*
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* this goes through some of the checks - the toys need to be next to each other to fight!
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* if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK).
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* if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK).
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* if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE.
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* Arguments:
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* * delay - the amount of time the sleep at the end of the check will sleep for
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* * attacker - the attacking toy in the battle.
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* * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller
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* * opponent - (optional) the defender controller in the battle, for PvP
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*/
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* this proc combines "sleep" while also checking for if the battle should continue
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*
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* this goes through some of the checks - the toys need to be next to each other to fight!
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* if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK).
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* if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK).
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* if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE.
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* Arguments:
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* * delay - the amount of time the sleep at the end of the check will sleep for
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* * attacker - the attacking toy in the battle.
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* * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller
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* * opponent - (optional) the defender controller in the battle, for PvP
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*/
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/obj/item/toy/mecha/proc/combat_sleep(var/delay, obj/item/toy/mecha/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
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if(!attacker_controller) // If the attacker for whatever reason is null, don't continue.
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@@ -130,8 +130,8 @@
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attack_self(user)
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/**
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* If you attack a mech with a mech, initiate combat between them
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*/
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* If you attack a mech with a mech, initiate combat between them
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*/
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/obj/item/toy/mecha/attackby(obj/item/user_toy, mob/living/user)
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if(istype(user_toy, /obj/item/toy/mecha))
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var/obj/item/toy/mecha/M = user_toy
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@@ -140,8 +140,8 @@
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..()
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/**
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* Attack is called from the user's toy, aimed at target(another human), checking for target's toy.
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*/
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* Attack is called from the user's toy, aimed at target(another human), checking for target's toy.
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*/
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/obj/item/toy/mecha/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
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if(target == user)
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to_chat(user, span_notice("Target another toy mech if you want to start a battle with yourself."))
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@@ -176,8 +176,8 @@
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..()
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/**
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* Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship
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*/
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* Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship
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*/
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/obj/item/toy/mecha/attack_tk(mob/user)
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if(timer < world.time)
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to_chat(user, span_notice("You telekinetically play with [src]."))
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@@ -185,12 +185,12 @@
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playsound(user, 'sound/mecha/mechstep.ogg', 20, TRUE)
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/**
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* Resets the request for battle.
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*
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* For use in a timer, this proc resets the wants_to_battle variable after a short period.
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* Arguments:
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* * user - the user wanting to do battle
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*/
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* Resets the request for battle.
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*
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* For use in a timer, this proc resets the wants_to_battle variable after a short period.
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* Arguments:
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* * user - the user wanting to do battle
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*/
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/obj/item/toy/mecha/proc/withdraw_offer(mob/living/carbon/user)
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if(wants_to_battle)
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wants_to_battle = FALSE
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@@ -209,18 +209,18 @@
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. += span_notice("This toy has [wins] wins, and [losses] losses.")
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/**
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* The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly.
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*
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* src is the defending toy, and the battle proc is called on it to begin the battle.
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* After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts
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* until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other.
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* It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
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* When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
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* Arguments:
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* * attacker - the attacking toy, the toy in the attacker_controller's hands
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* * attacker_controller - the user, the one who is holding the toys / controlling the fight
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* * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src)
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*/
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* The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly.
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*
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* src is the defending toy, and the battle proc is called on it to begin the battle.
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* After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts
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* until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other.
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* It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
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* When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
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* Arguments:
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* * attacker - the attacking toy, the toy in the attacker_controller's hands
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* * attacker_controller - the user, the one who is holding the toys / controlling the fight
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* * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src)
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*/
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/obj/item/toy/mecha/proc/mecha_brawl(obj/item/toy/mecha/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
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//A GOOD DAY FOR A SWELL BATTLE!
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attacker_controller.visible_message(span_danger(" [attacker_controller.name] collides [attacker] with [src]! Looks like they're preparing for a brawl! "), \
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@@ -380,16 +380,16 @@
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return
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/**
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* This proc checks if a battle can be initiated between src and attacker.
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*
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* Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and
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* both SRC and attacker (if attacker is included) are checked if they are in combat already.
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* If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE
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* Arguments:
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* * user: the user who is initiating the battle
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* * attacker: optional arg for checking two mechs at once
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* * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
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*/
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* This proc checks if a battle can be initiated between src and attacker.
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*
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* Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and
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* both SRC and attacker (if attacker is included) are checked if they are in combat already.
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* If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE
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* Arguments:
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* * user: the user who is initiating the battle
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* * attacker: optional arg for checking two mechs at once
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* * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
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*/
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/obj/item/toy/mecha/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/mecha/attacker, mob/living/carbon/target)
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var/datum/gender/T
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if(target)
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@@ -418,12 +418,12 @@
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return TRUE
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/**
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* Processes any special attack moves that happen in the battle (called in the mechaBattle proc).
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*
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* Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack.
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* Arguments:
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* * victim - the toy being hit by the special move
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*/
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* Processes any special attack moves that happen in the battle (called in the mechaBattle proc).
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*
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* Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack.
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* Arguments:
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* * victim - the toy being hit by the special move
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*/
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/obj/item/toy/mecha/proc/special_attack_move(obj/item/toy/mecha/victim)
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visible_message(special_attack_cry + "!!")
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@@ -447,12 +447,12 @@
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visible_message("I FORGOT MY SPECIAL ATTACK...")
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/**
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* Base proc for 'other' special attack moves.
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*
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* This one is only for inheritance, each mech with an 'other' type move has their procs below.
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* Arguments:
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* * victim - the toy being hit by the super special move (doesn't necessarily need to be used)
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*/
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* Base proc for 'other' special attack moves.
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*
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* This one is only for inheritance, each mech with an 'other' type move has their procs below.
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* Arguments:
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* * victim - the toy being hit by the super special move (doesn't necessarily need to be used)
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*/
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/obj/item/toy/mecha/proc/super_special_attack(obj/item/toy/mecha/victim)
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visible_message(span_notice(" [src] does a cool flip."))
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@@ -14,7 +14,7 @@
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* Plushies
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* Toy cult sword
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* Bouquets
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Stick Horse
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* Stick Horse
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*/
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@@ -543,49 +543,49 @@
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max_storage_space = ITEMSIZE_COST_NORMAL * 2
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/obj/item/storage/belt/fannypack/black
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name = "black fannypack"
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icon_state = "fannypack_black"
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item_state = "fannypack_black"
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name = "black fannypack"
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icon_state = "fannypack_black"
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item_state = "fannypack_black"
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/obj/item/storage/belt/fannypack/blue
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name = "blue fannypack"
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icon_state = "fannypack_blue"
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item_state = "fannypack_blue"
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name = "blue fannypack"
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icon_state = "fannypack_blue"
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item_state = "fannypack_blue"
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/obj/item/storage/belt/fannypack/cyan
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name = "cyan fannypack"
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icon_state = "fannypack_cyan"
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item_state = "fannypack_cyan"
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name = "cyan fannypack"
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icon_state = "fannypack_cyan"
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item_state = "fannypack_cyan"
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/obj/item/storage/belt/fannypack/green
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name = "green fannypack"
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icon_state = "fannypack_green"
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item_state = "fannypack_green"
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name = "green fannypack"
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icon_state = "fannypack_green"
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item_state = "fannypack_green"
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/obj/item/storage/belt/fannypack/orange
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name = "orange fannypack"
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icon_state = "fannypack_orange"
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item_state = "fannypack_orange"
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name = "orange fannypack"
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icon_state = "fannypack_orange"
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item_state = "fannypack_orange"
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/obj/item/storage/belt/fannypack/purple
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name = "purple fannypack"
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icon_state = "fannypack_purple"
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item_state = "fannypack_purple"
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name = "purple fannypack"
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icon_state = "fannypack_purple"
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item_state = "fannypack_purple"
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/obj/item/storage/belt/fannypack/red
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name = "red fannypack"
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icon_state = "fannypack_red"
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item_state = "fannypack_red"
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name = "red fannypack"
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icon_state = "fannypack_red"
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item_state = "fannypack_red"
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/obj/item/storage/belt/fannypack/white
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name = "white fannypack"
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icon_state = "fannypack_white"
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item_state = "fannypack_white"
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name = "white fannypack"
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icon_state = "fannypack_white"
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item_state = "fannypack_white"
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/obj/item/storage/belt/fannypack/yellow
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name = "yellow fannypack"
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icon_state = "fannypack_yellow"
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item_state = "fannypack_yellow"
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name = "yellow fannypack"
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icon_state = "fannypack_yellow"
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item_state = "fannypack_yellow"
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/obj/item/storage/belt/ranger
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name = "ranger belt"
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@@ -68,11 +68,11 @@ GLOBAL_LIST_INIT(bibleitemstates, list(
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to_chat(user, span_notice("You invoke [user.mind.my_religion.deity] and prepare a copy of [src]."))
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/**
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* Checks if we are allowed to interact with a radial menu
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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* Checks if we are allowed to interact with a radial menu
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/item/storage/bible/proc/check_menu(mob/living/carbon/human/user)
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if(user.mind.my_religion.configured)
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return FALSE
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@@ -61,7 +61,7 @@
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/**
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*
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Notes on change_state
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* Notes on change_state
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*
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* tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations"
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*
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Reference in New Issue
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