mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev
This commit is contained in:
@@ -11,7 +11,7 @@ datum/directive/terminations/alien_fraud
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datum/directive/terminations/alien_fraud/get_crew_to_terminate()
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var/list/aliens[0]
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for(var/mob/M in player_list)
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if (M.is_ready() && is_alien(M))
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if (M.is_ready() && is_alien(M) && M != mode.head_loyalist.current)
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aliens.Add(M)
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return aliens
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@@ -6,7 +6,7 @@ datum/directive/bluespace_contagion
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proc/get_infection_candidates()
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var/list/candidates[0]
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for(var/mob/M in player_list)
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if (M.is_ready() && !M.is_mechanical())
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if (M.is_ready() && !M.is_mechanical() && M != mode.head_loyalist.current)
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candidates.Add(M)
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return candidates
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@@ -552,6 +552,8 @@
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)
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/internal/eyes/eyes = H.internal_organs_by_name["eyes"]
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if(!eyes)
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return
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eyes.damage += rand(3,4)
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if(eyes.damage >= eyes.min_bruised_damage)
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if(M.stat != 2)
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@@ -631,4 +633,3 @@
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var/obj/item/I = get_active_hand()
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if(I && !I.abstract)
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I.showoff(src)
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@@ -9,7 +9,7 @@ var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','soun
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var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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//var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff)
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global)
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soundin = get_sfx(soundin) // same sound for everyone
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@@ -25,28 +25,27 @@ var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pagetur
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var/mob/M = P
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if(!M || !M.client)
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continue
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var/distance = get_dist(M, turf_source)
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if(distance <= (world.view + extrarange) * 3)
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var/turf/T = get_turf(M)
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if(T && T.z == turf_source.z)
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//check that the air can transmit sound
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var/datum/gas_mixture/environment = T.return_air()
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if (!environment || environment.return_pressure() < SOUND_MINIMUM_PRESSURE)
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if (distance > 1)
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if (distance > 1)
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continue
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var/new_frequency = 32000 + (frequency - 32000)*0.125 //lower the frequency. very rudimentary
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var/new_volume = vol*0.15 //muffle the sound, like we're hearing through contact
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M.playsound_local(turf_source, soundin, new_volume, vary, new_frequency, falloff)
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M.playsound_local(turf_source, soundin, new_volume, vary, new_frequency, falloff, is_global)
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else
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global)
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var/const/FALLOFF_SOUNDS = 2
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var/const/SURROUND_CAP = 255
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var/const/FALLOFF_SOUNDS = 0.5
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff)
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global)
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if(!src.client || ear_deaf > 0) return
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soundin = get_sfx(soundin)
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@@ -54,8 +53,7 @@ var/const/SURROUND_CAP = 255
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S.wait = 0 //No queue
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S.channel = 0 //Any channel
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S.volume = vol
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S.environment = 2
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S.environment = -1
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if (vary)
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if(frequency)
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S.frequency = frequency
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@@ -65,20 +63,21 @@ var/const/SURROUND_CAP = 255
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if(isturf(turf_source))
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// 3D sounds, the technology is here!
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var/turf/T = get_turf(src)
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S.volume -= get_dist(T, turf_source) * 0.75
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S.volume -= get_dist(T, turf_source) * 2 //multiplicative falloff to add on top of natural audio falloff.
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var/datum/gas_mixture/environment = T.return_air()
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if(get_dist(T, turf_source) > 2)
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S.volume -= environment.return_pressure()/100 + 1
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if (S.volume < 0)
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S.volume = 0
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
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S.x = dx
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
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S.z = dz
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// The y value is for above your head, but there is no ceiling in 2d spessmens.
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S.y = 1
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S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
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if(!is_global)
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S.environment = 2
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src << S
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/client/proc/playtitlemusic()
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@@ -1031,11 +1031,13 @@ datum/preferences
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if("input")
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switch(href_list["preference"])
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if("name")
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var/new_name = reject_bad_name( input(user, "Choose your character's name:", "Character Preference") as text|null )
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if(new_name)
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real_name = new_name
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else
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user << "<font color='red'>Invalid name. Your name should be at least 2 and at most [MAX_NAME_LEN] characters long. It may only contain the characters A-Z, a-z, -, ' and .</font>"
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var/raw_name = input(user, "Choose your character's name:", "Character Preference") as text|null
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if (!isnull(raw_name)) // Check to ensure that the user entered text (rather than cancel.)
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var/new_name = reject_bad_name(raw_name)
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if(new_name)
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real_name = new_name
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else
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user << "<font color='red'>Invalid name. Your name should be at least 2 and at most [MAX_NAME_LEN] characters long. It may only contain the characters A-Z, a-z, -, ' and .</font>"
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if("age")
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var/new_age = input(user, "Choose your character's age:\n([AGE_MIN]-[AGE_MAX])", "Character Preference") as num|null
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@@ -159,9 +159,9 @@
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src.damage += 0.2 * process_accuracy
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//Damaged one shares the fun
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else
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var/victim = pick(owner.internal_organs)
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var/datum/organ/internal/O = owner.internal_organs[victim]
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O.damage += 0.2 * process_accuracy
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var/datum/organ/internal/O = pick(owner.internal_organs)
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if(O)
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O.damage += 0.2 * process_accuracy
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//Detox can heal small amounts of damage
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if (src.damage && src.damage < src.min_bruised_damage && owner.reagents.has_reagent("anti_toxin"))
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@@ -34,7 +34,7 @@
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H << "\red You have a monitor for a head, where do you think you're going to put that?"
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return
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M << "\blue You swallow a gulp of [src]."
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M << "\blue You swallow a gulp from \the [src]."
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if(reagents.total_volume)
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reagents.trans_to_ingest(M, gulp_size)
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@@ -71,7 +71,7 @@
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center_of_mass = list("x"=16, "y"=10)
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if("tomatojuice")
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icon_state = "glass_red"
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name = "Glass of Tomato juf"
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name = "Glass of Tomato juice"
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desc = "Are you sure this is tomato juice?"
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center_of_mass = list("x"=16, "y"=10)
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if("blood")
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@@ -10,7 +10,7 @@
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standing_mob = 1
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 8
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load_offset_y = 7
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var/car_limit = 3 //how many cars an engine can pull before performance degrades
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active_engines = 1
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@@ -34,7 +34,7 @@
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standing_mob = 1
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 5
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load_offset_y = 4
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//-------------------------------------------
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// Standard procs
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@@ -44,6 +44,8 @@
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cell = new /obj/item/weapon/cell/high
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verbs -= /atom/movable/verb/pull
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key = new()
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var/image/I = new(icon = 'icons/obj/vehicles.dmi', icon_state = "cargo_engine_overlay", layer = src.layer + 0.2) //over mobs
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overlays += I
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/obj/vehicle/train/cargo/engine/Move()
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if(on && cell.charge < power_use)
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@@ -248,6 +250,9 @@
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if(istype(load, /mob/living/carbon/human))
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load.pixel_y += 4
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if(load)
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return 1
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/obj/vehicle/train/cargo/engine/load(var/atom/movable/C)
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if(!ismob(C))
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@@ -80,7 +80,7 @@
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return 1
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/obj/vehicle/train/MouseDrop_T(var/atom/movable/C, mob/user as mob)
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if(user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C))
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if(user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C) || !istype(C))
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return
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if(istype(C,/obj/vehicle/train))
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latch(C, user)
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@@ -58,6 +58,8 @@
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return 0
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/obj/vehicle/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/hand_labeler))
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(!locked)
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open = !open
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