Merge pull request #3744 from Baystation12/dev-freeze

BYOND AKBAR
This commit is contained in:
Chinsky
2013-10-10 02:45:45 -07:00
224 changed files with 19615 additions and 14847 deletions
+2
View File
@@ -8,3 +8,5 @@
#ignore any files in config/, except those in subdirectories.
/config/*
!/config/*/*
/baystation12.int
+5 -9
View File
@@ -65,6 +65,7 @@
#include "code\controllers\verbs.dm"
#include "code\controllers\voting.dm"
#include "code\datums\ai_laws.dm"
#include "code\datums\browser.dm"
#include "code\datums\computerfiles.dm"
#include "code\datums\datacore.dm"
#include "code\datums\datumvars.dm"
@@ -147,7 +148,6 @@
#include "code\game\atoms.dm"
#include "code\game\atoms_movable.dm"
#include "code\game\communications.dm"
#include "code\game\dna.dm"
#include "code\game\hud.dm"
#include "code\game\response_team.dm"
#include "code\game\shuttle_engines.dm"
@@ -158,6 +158,9 @@
#include "code\game\area\ai_monitored.dm"
#include "code\game\area\areas.dm"
#include "code\game\area\Space Station 13 areas.dm"
#include "code\game\dna\dna.dm"
#include "code\game\dna\dna_misc.dm"
#include "code\game\dna\dna_modifier.dm"
#include "code\game\gamemodes\events.dm"
#include "code\game\gamemodes\factions.dm"
#include "code\game\gamemodes\game_mode.dm"
@@ -435,6 +438,7 @@
#include "code\game\objects\items\devices\flash.dm"
#include "code\game\objects\items\devices\flashlight.dm"
#include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\megaphone.dm"
#include "code\game\objects\items\devices\modkit.dm"
#include "code\game\objects\items\devices\multitool.dm"
#include "code\game\objects\items\devices\paicard.dm"
@@ -1237,8 +1241,6 @@
#include "code\WorkInProgress\explosion_particles.dm"
#include "code\WorkInProgress\periodic_news.dm"
#include "code\WorkInProgress\Apples\artifacts.dm"
#include "code\WorkInProgress\Cael_Aislinn\meteor_battery.dm"
#include "code\WorkInProgress\Cael_Aislinn\sculpture.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Accounts.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events.dm"
@@ -1281,14 +1283,12 @@
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
#include "code\WorkInProgress\Chinsky\ashtray.dm"
#include "code\WorkInProgress\Cib\MedicalSideEffects.dm"
#include "code\WorkInProgress\kilakk\fax.dm"
#include "code\WorkInProgress\Mini\ATM.dm"
#include "code\WorkInProgress\Mini\atmos_control.dm"
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\WorkInProgress\Susan\susan_desert_turfs.dm"
#include "code\ZAS\Airflow.dm"
#include "code\ZAS\Connection.dm"
#include "code\ZAS\Debug.dm"
@@ -1303,8 +1303,4 @@
#include "interface\interface.dm"
#include "interface\skin.dmf"
#include "maps\tgstation2.dmm"
#include "maps\RandomZLevels\Academy.dm"
#include "maps\RandomZLevels\challenge.dm"
#include "maps\RandomZLevels\stationCollision.dm"
#include "maps\RandomZLevels\wildwest.dm"
// END_INCLUDE
@@ -14,7 +14,7 @@ var/global/list/all_money_accounts = list()
station_account = new()
station_account.owner_name = "[station_name()] Station Account"
station_account.account_number = rand(111111, 999999)
station_account.remote_access_pin = rand(1111, 111111)
station_account.remote_access_pin = rand(1000, 9999)
station_account.money = 75000
//create an entry in the account transaction log for when it was created
@@ -36,7 +36,7 @@ var/global/list/all_money_accounts = list()
var/datum/money_account/department_account = new()
department_account.owner_name = "[department] Account"
department_account.account_number = rand(111111, 999999)
department_account.remote_access_pin = rand(1111, 111111)
department_account.remote_access_pin = rand(1000, 9999)
department_account.money = 5000
//create an entry in the account transaction log for when it was created
@@ -62,7 +62,7 @@ var/global/list/all_money_accounts = list()
//create a new account
var/datum/money_account/M = new()
M.owner_name = new_owner_name
M.remote_access_pin = rand(1111, 111111)
M.remote_access_pin = rand(1000, 9999)
M.money = starting_funds
//create an entry in the account transaction log for when it was created
@@ -161,7 +161,7 @@ var/global/list/all_money_accounts = list()
vendor_account = department_accounts["Vendor"]
if(!current_date_string)
current_date_string = "[num2text(rand(1,31))] [pick("January","February","March","April","May","June","July","August","September","October","November","December")], 2557"
current_date_string = "[num2text(rand(1,31))] [pick("January","February","March","April","May","June","July","August","September","October","November","December")], [game_year]"
machine_id = "[station_name()] Acc. DB #[num_financial_terminals++]"
+106 -104
View File
@@ -1,7 +1,7 @@
/obj/machinery/faxmachine
name = "fax machine"
icon = 'icons/obj/library.dmi'
icon_state = "bigscanner"
icon_state = "fax"
req_access = list(access_lawyer)
anchored = 1
density = 1
@@ -14,133 +14,135 @@
var/obj/item/weapon/paper/tofax = null // what we're sending to central
var/sendcooldown = 0 // to avoid spamming fax messages
attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/faxmachine/process()
return 0
attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/faxmachine/attack_ai(mob/user as mob)
return attack_hand(user)
attack_hand(mob/user as mob)
user.set_machine(src)
/obj/machinery/faxmachine/attack_paw(mob/user as mob)
return attack_hand(user)
var/dat = "Central Command Fax Machine<BR>"
/obj/machinery/faxmachine/attack_hand(mob/user as mob)
user.set_machine(src)
var/scan_name
if(scan)
scan_name = scan.name
else
scan_name = "--------"
var/dat = "Central Command Fax Machine<BR>"
dat += "Confirm Identity: <a href='byond://?src=\ref[src];scan=1'>[scan_name]</a><br>"
var/scan_name
if(scan)
scan_name = scan.name
else
scan_name = "--------"
if(authenticated)
dat += "<a href='byond://?src=\ref[src];logout=1'>{Log Out}</a>"
else
dat += "<a href='byond://?src=\ref[src];auth=1'>{Log In}</a>"
dat += "Confirm Identity: <a href='byond://?src=\ref[src];scan=1'>[scan_name]</a><br>"
dat += "<hr>"
if(authenticated)
dat += "<a href='byond://?src=\ref[src];logout=1'>{Log Out}</a>"
else
dat += "<a href='byond://?src=\ref[src];auth=1'>{Log In}</a>"
if(authenticated)
dat += "<b>Logged in to:</b> Central Command Quantum Entanglement Network<br><br>"
dat += "<hr>"
if(tofax)
dat += "<a href='byond://?src=\ref[src];remove=1'>Remove Paper</a><br><br>"
if(authenticated)
dat += "<b>Logged in to:</b> Central Command Quantum Entanglement Network<br><br>"
if(sendcooldown)
dat += "<b>Transmitter arrays realigning. Please stand by.</b><br>"
if(tofax)
dat += "<a href='byond://?src=\ref[src];remove=1'>Remove Paper</a><br><br>"
else
dat += "<a href='byond://?src=\ref[src];send=1'>Send</a><br>"
dat += "<b>Currently sending:</b> [tofax.name]"
if(sendcooldown)
dat += "<b>Transmitter arrays realigning. Please stand by.</b><br>"
else
if(sendcooldown)
dat += "Please insert paper to send to Central Command via secure connection.<br><br>"
dat += "<b>Transmitter arrays realigning. Please stand by.</b><br>"
else
dat += "Please insert paper to send to Central Command via secure connection.<br><br>"
dat += "<a href='byond://?src=\ref[src];send=1'>Send</a><br>"
dat += "<b>Currently sending:</b> [tofax.name]"
else
dat += "Proper authentication is required to use this device.<br><br>"
if(tofax)
dat += "<a href ='byond://?src=\ref[src];remove=1'>Remove Paper</a><br>"
user << browse(dat, "window=copier")
onclose(user, "copier")
return
Topic(href, href_list)
if(href_list["send"])
if(tofax)
Centcomm_fax(tofax.info, tofax.name, usr)
usr << "Message transmitted."
sendcooldown = 1
spawn(3000) // three minute cooldown. might mess with this number a bit as time goes on
sendcooldown = 0
if(href_list["remove"])
if(tofax)
tofax.loc = usr.loc
usr.put_in_hands(tofax)
usr << "<span class='notice'>You take the paper out of \the [src].</span>"
tofax = null
if(href_list["scan"])
if (scan)
if(ishuman(usr))
scan.loc = usr.loc
if(!usr.get_active_hand())
usr.put_in_hands(scan)
scan = null
else
scan.loc = src.loc
scan = null
if(sendcooldown)
dat += "Please insert paper to send to Central Command via secure connection.<br><br>"
dat += "<b>Transmitter arrays realigning. Please stand by.</b><br>"
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
scan = I
authenticated = 0
dat += "Please insert paper to send to Central Command via secure connection.<br><br>"
if(href_list["auth"])
if ( (!( authenticated ) && (scan)) )
if (check_access(scan))
authenticated = 1
else
dat += "Proper authentication is required to use this device.<br><br>"
if(href_list["logout"])
authenticated = 0
if(tofax)
dat += "<a href ='byond://?src=\ref[src];remove=1'>Remove Paper</a><br>"
updateUsrDialog()
user << browse(dat, "window=copier")
onclose(user, "copier")
return
attackby(obj/item/O as obj, mob/user as mob)
/obj/machinery/faxmachine/Topic(href, href_list)
if(href_list["send"])
if(tofax)
Centcomm_fax(tofax.info, tofax.name, usr)
usr << "Message transmitted."
sendcooldown = 1
spawn(3000) // three minute cooldown. might mess with this number a bit as time goes on
sendcooldown = 0
if(istype(O, /obj/item/weapon/paper))
if(!tofax)
user.drop_item()
tofax = O
O.loc = src
user << "<span class='notice'>You insert the paper into \the [src].</span>"
flick("bigscanner1", src)
updateUsrDialog()
if(href_list["remove"])
if(tofax)
tofax.loc = usr.loc
usr.put_in_hands(tofax)
usr << "<span class='notice'>You take the paper out of \the [src].</span>"
tofax = null
if(href_list["scan"])
if (scan)
if(ishuman(usr))
scan.loc = usr.loc
if(!usr.get_active_hand())
usr.put_in_hands(scan)
scan = null
else
user << "<span class='notice'>There is already something in \the [src].</span>"
else if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/idcard = O
if(!scan)
scan.loc = src.loc
scan = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
idcard.loc = src
scan = idcard
I.loc = src
scan = I
authenticated = 0
else if(istype(O, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
anchored = !anchored
user << "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>"
return
if(href_list["auth"])
if ( (!( authenticated ) && (scan)) )
if (check_access(scan))
authenticated = 1
if(href_list["logout"])
authenticated = 0
updateUsrDialog()
/obj/machinery/faxmachine/attackby(obj/item/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/paper))
if(!tofax)
user.drop_item()
tofax = O
O.loc = src
user << "<span class='notice'>You insert the paper into \the [src].</span>"
flick("faxsend", src)
updateUsrDialog()
else
user << "<span class='notice'>There is already something in \the [src].</span>"
else if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/idcard = O
if(!scan)
usr.drop_item()
idcard.loc = src
scan = idcard
else if(istype(O, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
anchored = !anchored
user << "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>"
return
/proc/Centcomm_fax(var/sent, var/sentname, var/mob/Sender)
+99 -53
View File
@@ -13,68 +13,62 @@ Indirect connections will not merge the two zones after they reach equilibrium.
var/zone/zone_A
var/zone/zone_B
var/ref_A
var/ref_B
var/indirect = CONNECTION_DIRECT //If the connection is purely indirect, the zones should not join.
var/last_updated //The tick at which this was last updated.
var/no_zone_count = 0
/connection/New(turf/T,turf/O)
. = ..()
A = T
B = O
if(A.zone && B.zone)
if(!A.zone.connections) A.zone.connections = list()
if(!A.zone.connections)
A.zone.connections = list()
A.zone.connections += src
zone_A = A.zone
ref_A = "\ref[A]"
if(!B.zone.connections) B.zone.connections = list()
if(!B.zone.connections)
B.zone.connections = list()
B.zone.connections += src
zone_B = B.zone
ref_B = "\ref[B]"
if(ref_A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_A]
if(A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[A]
connections.Add(src)
else
air_master.turfs_with_connections[ref_A] = list(src)
air_master.turfs_with_connections[A] = list(src)
if(ref_B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_B]
if(B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[B]
connections.Add(src)
else
air_master.turfs_with_connections[ref_B] = list(src)
air_master.turfs_with_connections[B] = list(src)
if(A.CanPass(null, B, 0, 0))
ConnectZones(A.zone, B.zone, 1)
if(A.HasDoor(B) || B.HasDoor(A))
if(!A.CanPass(null, B, 1.5, 1))
indirect = CONNECTION_INDIRECT
ConnectZones(A.zone, B.zone, indirect)
else
ConnectZones(A.zone, B.zone)
indirect = CONNECTION_CLOSED
else
world.log << "Attempted to create connection object for non-zone tiles: [T] ([T.x],[T.y],[T.z]) -> [O] ([O.x],[O.y],[O.z])"
del(src)
SoftDelete()
/connection/Del()
//remove connections from master lists.
if(ref_B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_B]
if(B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[B]
connections.Remove(src)
if(ref_A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_A]
if(A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[A]
connections.Remove(src)
//Remove connection from zones.
@@ -110,6 +104,46 @@ Indirect connections will not merge the two zones after they reach equilibrium.
. = ..()
/connection/proc/SoftDelete()
//remove connections from master lists.
if(B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[B]
connections.Remove(src)
if(A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[A]
connections.Remove(src)
//Remove connection from zones.
if(A)
if(A.zone && A.zone.connections)
A.zone.connections.Remove(src)
if(!A.zone.connections.len)
A.zone.connections = null
if(istype(zone_A) && (!A || A.zone != zone_A))
if(zone_A.connections)
zone_A.connections.Remove(src)
if(!zone_A.connections.len)
zone_A.connections = null
if(B)
if(B.zone && B.zone.connections)
B.zone.connections.Remove(src)
if(!B.zone.connections.len)
B.zone.connections = null
if(istype(zone_B) && (!B || B.zone != zone_B))
if(zone_B.connections)
zone_B.connections.Remove(src)
if(!zone_B.connections.len)
zone_B.connections = null
//Disconnect zones while handling unusual conditions.
// e.g. loss of a zone on a turf
DisconnectZones(zone_A, zone_B)
/connection/proc/ConnectZones(var/zone/zone_1, var/zone/zone_2, open = 0)
//Sanity checking
@@ -139,6 +173,18 @@ Indirect connections will not merge the two zones after they reach equilibrium.
zone_2.connected_zones += zone_1
zone_2.connected_zones[zone_1] = 1
if(open == CONNECTION_DIRECT)
if(!zone_1.direct_connections)
zone_1.direct_connections = list(src)
else
zone_1.direct_connections += src
if(!zone_2.direct_connections)
zone_2.direct_connections = list(src)
else
zone_2.direct_connections += src
//Handle closed connections.
else
@@ -162,6 +208,11 @@ Indirect connections will not merge the two zones after they reach equilibrium.
zone_2.closed_connection_zones += zone_1
zone_2.closed_connection_zones[zone_1] = 1
if(zone_1.status == ZONE_SLEEPING)
zone_1.SetStatus(ZONE_ACTIVE)
if(zone_2.status == ZONE_SLEEPING)
zone_2.SetStatus(ZONE_ACTIVE)
/connection/proc/DisconnectZones(var/zone/zone_1, var/zone/zone_2)
//Sanity checking
@@ -192,6 +243,15 @@ Indirect connections will not merge the two zones after they reach equilibrium.
if(!zone_2.connected_zones.len)
zone_2.connected_zones = null
if(indirect == CONNECTION_DIRECT)
zone_1.direct_connections -= src
if(!zone_1.direct_connections.len)
zone_1.direct_connections = null
zone_2.direct_connections -= src
if(!zone_2.direct_connections.len)
zone_2.direct_connections = null
else
//Handle disconnection of closed zones.
if( (zone_1 in zone_2.closed_connection_zones) || (zone_2 in zone_1.closed_connection_zones) )
@@ -221,35 +281,23 @@ Indirect connections will not merge the two zones after they reach equilibrium.
//Check sanity: existance of turfs
if(!A || !B)
del src
SoftDelete()
return
//Check sanity: loss of zone
if(!A.zone || !B.zone)
SoftDelete()
return
//Check sanity: zones are different
if(A.zone == B.zone)
del src
//Check sanity: same turfs as before.
if(ref_A != "\ref[A]" || ref_B != "\ref[B]")
del src
SoftDelete()
return
//Handle zones changing on a turf.
if((A.zone && A.zone != zone_A) || (B.zone && B.zone != zone_B))
Sanitize()
//Manage sudden loss of a turfs zone. (e.g. a wall being built)
if(!A.zone || !B.zone)
no_zone_count++
if(no_zone_count >= 5)
//world.log << "Connection removed: [A] or [B] missing a zone."
del src
return 0
return 1
/connection/proc/CheckPassSanity()
//Sanity check, first.
Cleanup()
if(A.zone && B.zone)
//If no walls are blocking us...
@@ -262,7 +310,7 @@ Indirect connections will not merge the two zones after they reach equilibrium.
//Make and remove connections to let air pass.
if(indirect == CONNECTION_CLOSED)
DisconnectZones(A.zone, B.zone)
ConnectZones(A.zone, B.zone, 1)
ConnectZones(A.zone, B.zone, door_pass + 1)
if(door_pass)
indirect = CONNECTION_DIRECT
@@ -277,7 +325,8 @@ Indirect connections will not merge the two zones after they reach equilibrium.
//If I can no longer pass air, better delete
else
del src
SoftDelete()
return
/connection/proc/Sanitize()
//If the zones change on connected turfs, update it.
@@ -293,9 +342,6 @@ Indirect connections will not merge the two zones after they reach equilibrium.
A = temp
zone_B = B.zone
zone_A = A.zone
var/temp_ref = ref_A
ref_A = ref_B
ref_B = temp_ref
return
//Handle removal of connections from archived zones.
+95 -4
View File
@@ -1,3 +1,14 @@
client/proc/ZoneTick()
set category = "Debug"
set name = "Process Atmos"
var/result = air_master.Tick()
if(result)
src << "Sucessfully Processed."
else
src << "Failed to process! ([air_master.tick_progress])"
client/proc/Zone_Info(turf/T as null|turf)
set category = "Debug"
@@ -115,8 +126,88 @@ zone/proc/DebugDisplay(client/client)
client.images -= client.zone_debug_images[src]
client.zone_debug_images.Remove(src)
for(var/zone/Z in zones)
if(Z.air == air && Z != src)
var/turf/zloc = pick(Z.contents)
client << "\red Illegal air datum shared by: [zloc.loc.name]"
if(air_master)
for(var/zone/Z in air_master.zones)
if(Z.air == air && Z != src)
var/turf/zloc = pick(Z.contents)
client << "\red Illegal air datum shared by: [zloc.loc.name]"
client/proc/TestZASRebuild()
// var/turf/turf = get_turf(mob)
var/zone/current_zone = mob.loc:zone
if(!current_zone)
src << "There is no zone there!"
return
var/list/current_adjacents = list()
var/list/overlays = list()
var/adjacent_id
var/lowest_id
var/list/identical_ids = list()
var/list/turfs = current_zone.contents.Copy()
var/current_identifier = 1
for(var/turf/simulated/current in turfs)
lowest_id = null
current_adjacents = list()
for(var/direction in cardinal)
var/turf/simulated/adjacent = get_step(current, direction)
if(!current.ZAirPass(adjacent))
continue
if(turfs.Find(adjacent))
current_adjacents += adjacent
adjacent_id = turfs[adjacent]
if(adjacent_id && (!lowest_id || adjacent_id < lowest_id))
lowest_id = adjacent_id
if(!lowest_id)
lowest_id = current_identifier++
identical_ids += lowest_id
overlays += image('icons/misc/debug_rebuild.dmi',, "[lowest_id]")
for(var/turf/simulated/adjacent in current_adjacents)
adjacent_id = turfs[adjacent]
if(adjacent_id != lowest_id)
if(adjacent_id)
adjacent.overlays -= overlays[adjacent_id]
identical_ids[adjacent_id] = lowest_id
turfs[adjacent] = lowest_id
adjacent.overlays += overlays[lowest_id]
sleep(5)
if(turfs[current])
current.overlays -= overlays[turfs[current]]
turfs[current] = lowest_id
current.overlays += overlays[lowest_id]
sleep(5)
var/list/final_arrangement = list()
for(var/turf/simulated/current in turfs)
current_identifier = identical_ids[turfs[current]]
current.overlays -= overlays[turfs[current]]
current.overlays += overlays[current_identifier]
sleep(5)
if( current_identifier > final_arrangement.len )
final_arrangement.len = current_identifier
final_arrangement[current_identifier] = list(current)
else
final_arrangement[current_identifier] += current
//lazy but fast
final_arrangement.Remove(null)
src << "There are [final_arrangement.len] unique segments."
for(var/turf/current in turfs)
current.overlays -= overlays
return final_arrangement
+4 -4
View File
@@ -8,7 +8,7 @@ What are the archived variables for?
#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)
max(0, 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))
@@ -385,7 +385,7 @@ What are the archived variables for?
removed.oxygen = QUANTIZE((oxygen/sum)*amount)
removed.nitrogen = QUANTIZE((nitrogen/sum)*amount)
removed.carbon_dioxide = QUANTIZE((carbon_dioxide/sum)*amount)
removed.toxins = QUANTIZE((toxins/sum)*amount)
removed.toxins = QUANTIZE(((toxins/sum)*amount))
oxygen -= removed.oxygen/group_multiplier
nitrogen -= removed.nitrogen/group_multiplier
@@ -397,8 +397,8 @@ What are the archived variables for?
var/datum/gas/corresponding = new trace_gas.type()
removed.trace_gases += corresponding
corresponding.moles = (trace_gas.moles/sum)*amount
trace_gas.moles -= corresponding.moles/group_multiplier
corresponding.moles = ((trace_gas.moles/sum)*amount)
trace_gas.moles -= (corresponding.moles/group_multiplier)
removed.temperature = temperature
update_values()
+183 -48
View File
@@ -50,10 +50,8 @@ Important Procedures
air_master.process()
This first processes the air_master update/rebuild lists then processes all groups and tiles for air calculations
*/
var/kill_air = 0
var/tick_multiplier = 2
atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
@@ -87,17 +85,32 @@ atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
var/datum/controller/air_system/air_master
/datum/controller/air_system/
//Geoemetry lists
/datum/controller/air_system
//Geometry lists
var/list/turfs_with_connections = list()
var/list/active_hotspots = list()
//Special functions lists
var/reconsidering_zones = FALSE
var/list/tiles_to_reconsider_zones = list()
var/list/tiles_to_reconsider_alternate
//Geometry updates lists
var/updating_tiles = FALSE
var/list/tiles_to_update = list()
var/list/tiles_to_update_alternate
var/checking_connections = FALSE
var/list/connections_to_check = list()
var/list/connections_to_check_alternate
var/list/potential_intrazone_connections = list()
//Zone lists
var/list/active_zones = list()
var/list/zones_needing_rebuilt = list()
var/list/zones = list()
var/current_cycle = 0
var/update_delay = 5 //How long between check should it try to process atmos again.
@@ -106,20 +119,7 @@ var/datum/controller/air_system/air_master
var/tick_progress = 0
/* process()
//Call this to process air movements for a cycle
process_rebuild_select_groups()
//Used by process()
//Warning: Do not call this
rebuild_group(datum/air_group)
//Used by process_rebuild_select_groups()
//Warning: Do not call this, add the group to air_master.groups_to_rebuild instead
*/
/datum/controller/air_system/proc/setup()
/datum/controller/air_system/proc/Setup()
//Purpose: Call this at the start to setup air groups geometry
// (Warning: Very processor intensive but only must be done once per round)
//Called by: Gameticker/Master controller
@@ -147,10 +147,11 @@ var/datum/controller/air_system/air_master
Total Simulated Turfs: [simulated_turf_count]
Total Zones: [zones.len]
Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_count]</font>"}
/*
spawn start()
/datum/controller/air_system/proc/start()
// spawn Start()
/datum/controller/air_system/proc/Start()
//Purpose: This is kicked off by the master controller, and controls the processing of all atmosphere.
//Called by: Master controller
//Inputs: None.
@@ -160,62 +161,196 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
set background = 1
while(1)
if(!kill_air)
current_cycle++
var/success = tick() //Changed so that a runtime does not crash the ticker.
if(!air_processing_killed)
var/success = Tick() //Changed so that a runtime does not crash the ticker.
if(!success) //Runtimed.
failed_ticks++
if(failed_ticks > 20)
world << "<font color='red'><b>ERROR IN ATMOS TICKER. Killing air simulation!</font></b>"
kill_air = 1
air_processing_killed = 1
sleep(max(5,update_delay*tick_multiplier))
*/
/datum/controller/air_system/proc/tick()
/datum/controller/air_system/proc/Tick()
. = 1 //Set the default return value, for runtime detection.
tick_progress = "update_air_properties"
if(tiles_to_update.len) //If there are tiles to update, do so.
current_cycle++
//If there are tiles to update, do so.
tick_progress = "updating turf properties"
if(tiles_to_update.len)
updating_tiles = TRUE
for(var/turf/simulated/T in tiles_to_update)
if(. && T && !T.update_air_properties())
. = 0 //If a runtime occured, make sure we can sense it.
//message_admins("ZASALERT: Unable run turf/simualted/update_air_properties()")
//If a runtime occured, make sure we can sense it.
. = 0
updating_tiles = FALSE
if(.)
tiles_to_update = list()
if(tiles_to_update_alternate)
tiles_to_update = tiles_to_update_alternate
tiles_to_update_alternate = null
else
tiles_to_update = list()
else if(tiles_to_update_alternate)
tiles_to_update |= tiles_to_update_alternate
tiles_to_update_alternate = null
//Rebuild zones.
if(.)
tick_progress = "rebuilding zones"
if(zones_needing_rebuilt.len)
for(var/zone/zone in zones_needing_rebuilt)
zone.Rebuild()
zones_needing_rebuilt = list()
//Check sanity on connection objects.
if(.)
tick_progress = "connections_to_check"
tick_progress = "checking/creating connections"
if(connections_to_check.len)
for(var/connection/C in connections_to_check)
C.CheckPassSanity()
connections_to_check = list()
checking_connections = TRUE
//Ensure tiles still have zones.
if(.)
tick_progress = "tiles_to_reconsider_zones"
if(tiles_to_reconsider_zones.len)
for(var/turf/simulated/T in tiles_to_reconsider_zones)
if(!T.zone)
new /zone(T)
tiles_to_reconsider_zones = list()
for(var/connection/C in connections_to_check)
C.Cleanup()
for(var/turf/simulated/turf_1 in potential_intrazone_connections)
for(var/turf/simulated/turf_2 in potential_intrazone_connections[turf_1])
if(!turf_1.zone || !turf_2.zone)
continue
if(turf_1.zone == turf_2.zone)
continue
var/should_skip = FALSE
if(turf_1 in air_master.turfs_with_connections)
for(var/connection/C in turfs_with_connections[turf_1])
if(C.B == turf_2 || C.A == turf_2)
should_skip = TRUE
break
if(should_skip)
continue
new /connection(turf_1, turf_2)
checking_connections = FALSE
potential_intrazone_connections = list()
if(connections_to_check_alternate)
connections_to_check = connections_to_check_alternate
connections_to_check_alternate = null
else
connections_to_check = list()
//Process zones.
if(.)
tick_progress = "zone/process()"
for(var/zone/Z in zones)
tick_progress = "processing zones"
for(var/zone/Z in active_zones)
if(Z.last_update < current_cycle)
var/output = Z.process()
if(Z)
Z.last_update = current_cycle
if(. && Z && !output)
. = 0
//Ensure tiles still have zones.
if(.)
tick_progress = "reconsidering zones on turfs"
if(tiles_to_reconsider_zones.len)
reconsidering_zones = TRUE
for(var/turf/simulated/T in tiles_to_reconsider_zones)
if(!T.zone)
new /zone(T)
reconsidering_zones = FALSE
if(tiles_to_reconsider_alternate)
tiles_to_reconsider_zones = tiles_to_reconsider_alternate
tiles_to_reconsider_alternate = null
else
tiles_to_reconsider_zones = list()
//Process fires.
if(.)
tick_progress = "active_hotspots (fire)"
tick_progress = "processing fire"
for(var/obj/fire/F in active_hotspots)
if(. && F && !F.process())
. = 0
if(.)
tick_progress = "success"
tick_progress = "success"
/datum/controller/air_system/proc/AddTurfToUpdate(turf/simulated/outdated_turf)
var/list/tiles_to_check = list()
if(istype(outdated_turf))
tiles_to_check |= outdated_turf
if(istype(outdated_turf, /turf))
for(var/direction in cardinal)
var/turf/simulated/adjacent_turf = get_step(outdated_turf, direction)
if(istype(adjacent_turf))
tiles_to_check |= adjacent_turf
if(updating_tiles)
if(!tiles_to_update_alternate)
tiles_to_update_alternate = tiles_to_check
else
tiles_to_update_alternate |= tiles_to_check
else
tiles_to_update |= tiles_to_check
/datum/controller/air_system/proc/AddConnectionToCheck(connection/connection)
if(checking_connections)
if(istype(connection, /list))
if(!connections_to_check_alternate)
connections_to_check_alternate = connection
else if(!connections_to_check_alternate)
connections_to_check_alternate = list()
connections_to_check_alternate |= connection
else
connections_to_check |= connection
/datum/controller/air_system/proc/ReconsiderTileZone(var/turf/simulated/zoneless_turf)
if(zoneless_turf.zone)
return
if(reconsidering_zones)
if(!tiles_to_reconsider_alternate)
tiles_to_reconsider_alternate = list()
tiles_to_reconsider_alternate |= zoneless_turf
else
tiles_to_reconsider_zones |= zoneless_turf
/datum/controller/air_system/proc/AddIntrazoneConnection(var/turf/simulated/A, var/turf/simulated/B)
if(!istype(A) || !istype(B))
return
if(A in potential_intrazone_connections)
if(B in potential_intrazone_connections[A])
return
if (B in potential_intrazone_connections)
if(A in potential_intrazone_connections[B])
return
potential_intrazone_connections[B] += A
else
potential_intrazone_connections[B] = list(A)
+6 -10
View File
@@ -80,7 +80,7 @@ obj
if(firelevel > vsc.IgnitionLevel)
var/turf/simulated/floor/S = loc
if(!S.zone) src.gc_del() //Cannot exist where zones are broken.
if(!S.zone) del src //Cannot exist where zones are broken.
if(istype(S))
var
@@ -139,17 +139,17 @@ obj
else
src.gc_del()
del src
S.assume_air(flow) //Then put it back where you found it.
else
src.gc_del()
del src
else
src.gc_del()
del src
else
src.gc_del()
del src
for(var/mob/living/carbon/human/M in loc)
@@ -160,17 +160,13 @@ obj
..()
if(!istype(loc, /turf))
src.gc_del()
del src
dir = pick(cardinal)
//sd_SetLuminosity(3,2,0)
firelevel = fl
air_master.active_hotspots.Add(src)
proc/gc_del()
loc = null
air_master.active_hotspots.Remove(src)
Del()
if (istype(loc, /turf/simulated))
//sd_SetLuminosity(0)
+7 -6
View File
@@ -155,16 +155,17 @@ proc/ZConnect(turf/simulated/A,turf/simulated/B)
//Make some preliminary checks to see if the connection is valid.
if(!A.zone || !B.zone) return
if(A.zone == B.zone) return
if(A.zone == B.zone)
air_master.AddIntrazoneConnection(A,B)
return
if(A.CanPass(null,B,0,1))
if(A.CanPass(null, B, 1.5, 1) && A.zone.air.compare(B.zone.air))
return ZMerge(A.zone,B.zone)
//Ensure the connection isn't already made.
if("\ref[A]" in air_master.turfs_with_connections)
for(var/connection/C in air_master.turfs_with_connections["\ref[A]"])
C.Cleanup()
if(C && (C.B == B || C.A == B))
if(A in air_master.turfs_with_connections)
for(var/connection/C in air_master.turfs_with_connections[A])
if(C.B == B || C.A == B)
return
//Make the connection.
+33 -78
View File
@@ -43,6 +43,8 @@
/turf/simulated/var/tmp/air_check_directions = 0 //Do not modify this, just add turf to air_master.tiles_to_update
/turf/simulated/var/tmp/unsim_check_directions = 0 //See above.
/turf/simulated/var/tmp/obj/fire/active_hotspot
/turf/simulated/proc/update_visuals()
@@ -95,7 +97,7 @@
/turf/simulated/assume_air(datum/gas_mixture/giver)
if(!giver) return 0
if(zone)
zone.air.merge(giver)
zone.assume_air(giver)
return 1
else
return ..()
@@ -111,9 +113,8 @@
/turf/simulated/remove_air(amount as num)
if(zone)
var/datum/gas_mixture/removed = null
removed = zone.air.remove(amount)
return removed
return zone.remove_air(amount)
else if(air)
var/datum/gas_mixture/removed = null
removed = air.remove(amount)
@@ -129,14 +130,21 @@
var/air_directions_archived = air_check_directions
air_check_directions = 0
var/unsim_directions_archived = unsim_check_directions
unsim_check_directions = 0
for(var/direction in cardinal)
if(ZAirPass(get_step(src,direction)))
air_check_directions |= direction
var/turf/check_turf = get_step(src, direction)
if(ZAirPass(check_turf))
if(istype(check_turf, /turf/simulated))
air_check_directions |= direction
else if(istype(check_turf, /turf/space) || istype(check_turf, /turf/unsimulated))
unsim_check_directions |= direction
if(!zone && !blocks_air) //No zone, but not a wall.
for(var/direction in DoorDirections) //Check door directions first.
if(air_check_directions&direction)
var/turf/simulated/T = get_step(src,direction)
if(air_check_directions & direction)
var/turf/simulated/T = get_step(src, direction)
if(!istype(T))
continue
if(T.zone)
@@ -144,7 +152,7 @@
break
if(!zone) //Still no zone
for(var/direction in CounterDoorDirections) //Check the others second.
if(air_check_directions&direction)
if(air_check_directions & direction)
var/turf/simulated/T = get_step(src,direction)
if(!istype(T))
continue
@@ -157,82 +165,29 @@
new/zone(list(src))
//Check pass sanity of the connections.
if("\ref[src]" in air_master.turfs_with_connections)
for(var/connection/C in air_master.turfs_with_connections["\ref[src]"])
air_master.connections_to_check |= C
if(src in air_master.turfs_with_connections)
air_master.AddConnectionToCheck(air_master.turfs_with_connections[src])
if(zone && CanPass(null, src, 0, 0))
if(zone && !zone.rebuild)
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!istype(T))
continue
//I can connect to air in this direction
if(air_check_directions&direction)
//If either block air, we must look to see if the adjacent turfs need rebuilt.
if(!CanPass(null, T, 0, 0))
//Target blocks air
if(!T.CanPass(null, T, 0, 0))
var/turf/NT = get_step(T, direction)
//If that turf is in my zone still, rebuild.
if(istype(NT,/turf/simulated) && NT in zone.contents)
zone.rebuild = 1
//If that is an unsimulated tile in my zone, see if we need to rebuild or just remove.
else if(istype(NT) && NT in zone.unsimulated_tiles)
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
consider_rebuild = 1
break
if(consider_rebuild)
zone.rebuild = 1 //Gotta check if we need to rebuild, dammit
else
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
//To make a closed connection through closed door.
ZConnect(T, src)
//If I block air.
else if(T.zone && !T.zone.rebuild)
var/turf/NT = get_step(src, reverse_direction(direction))
//If I am splitting a zone, rebuild.
if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
T.zone.rebuild = 1
//If NT is unsimulated, parse if I should remove it or rebuild.
else if(istype(NT) && NT in T.zone.unsimulated_tiles)
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
if(istype(UT, /turf/simulated) && UT.zone == T.zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
consider_rebuild = 1
break
//Needs rebuilt.
if(consider_rebuild)
T.zone.rebuild = 1
//Not adjacent to anything, and unsimulated. Goodbye~
else
T.zone.RemoveTurf(NT)
else
//Produce connection through open door.
ZConnect(src,T)
//I can connect to air or space in this direction
if((air_check_directions & direction && !(air_directions_archived & direction)) || \
(unsim_check_directions & direction && !(unsim_directions_archived & direction)))
ZConnect(src,T)
//Something like a wall was built, changing the geometry.
else if(air_directions_archived&direction)
else if((!(air_check_directions & direction) && air_directions_archived & direction) || \
(!(unsim_check_directions & direction) && unsim_directions_archived & direction))
var/turf/NT = get_step(T, direction)
//If the tile is in our own zone, and we cannot connect to it, better rebuild.
if(istype(NT,/turf/simulated) && NT in zone.contents)
zone.rebuild = 1
air_master.zones_needing_rebuilt.Add(zone)
//Parse if we need to remove the tile, or rebuild the zone.
else if(istype(NT) && NT in zone.unsimulated_tiles)
@@ -250,7 +205,7 @@
//The unsimulated turf is adjacent to another one of our zone's turfs,
// better rebuild to be sure we didn't get cut in twain
if(consider_rebuild)
zone.rebuild = 1
air_master.zones_needing_rebuilt.Add(zone)
//Not adjacent to anything, and unsimulated. Goodbye~
else
@@ -289,13 +244,13 @@
return 0
for(var/obj/obstacle in src)
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
continue
if(!obstacle.CanPass(null, T, 1.5, 1))
return 0
for(var/obj/obstacle in T)
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
continue
if(!obstacle.CanPass(null, src, 1.5, 1))
return 0
@@ -311,13 +266,13 @@
return 0
for(var/obj/obstacle in src)
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
continue
if(!obstacle.CanPass(null, T, 0, 0))
return 0
for(var/obj/obstacle in T)
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
continue
if(!obstacle.CanPass(null, src, 0, 0))
return 0
+258 -101
View File
@@ -1,18 +1,26 @@
var/list/zones = list()
var/list/DoorDirections = list(NORTH,WEST) //Which directions doors turfs can connect to zones
var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs can connect to zones
/zone
var/dbg_output = 0 //Enables debug output.
var/rebuild = 0 //If 1, zone will be rebuilt on next process. Not sure if used.
var/datum/gas_mixture/air //The air contents of the zone.
var/datum/gas_mixture/archived_air
var/list/contents //All the tiles that are contained in this zone.
var/list/connections // /connection objects which refer to connections with other zones, e.g. through a door.
var/list/connected_zones //Parallels connections, but lists zones to which this one is connected and the number
//of points they're connected at.
var/list/closed_connection_zones //Same as connected_zones, but for zones where the door or whatever is closed.
var/list/unsimulated_tiles // Any space tiles in this list will cause air to flow out.
var/list/connections //connection objects which refer to connections with other zones, e.g. through a door.
var/list/direct_connections //connections which directly connect two zones.
var/list/connected_zones //Parallels connections, but lists zones to which this one is connected and the number
//of points they're connected at.
var/list/closed_connection_zones //Same as connected_zones, but for zones where the door or whatever is closed.
var/last_update = 0
var/last_rebuilt = 0
var/status = ZONE_ACTIVE
var/interactions_with_neighbors = 0
var/progress = "nothing"
@@ -46,34 +54,42 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
air.update_values()
//Add this zone to the global list.
zones.Add(src)
if(air_master)
air_master.zones.Add(src)
air_master.active_zones.Add(src)
//LEGACY, DO NOT USE. Use the SoftDelete proc.
//DO NOT USE. Use the SoftDelete proc.
/zone/Del()
//Ensuring the zone list doesn't get clogged with null values.
for(var/turf/simulated/T in contents)
RemoveTurf(T)
air_master.tiles_to_reconsider_zones += T
air_master.ReconsiderTileZone(T)
for(var/zone/Z in connected_zones)
if(src in Z.connected_zones)
Z.connected_zones.Remove(src)
for(var/connection/C in connections)
air_master.connections_to_check += C
zones.Remove(src)
air_master.AddConnectionToCheck(connections)
if(air_master)
air_master.zones.Remove(src)
air_master.active_zones.Remove(src)
air_master.zones_needing_rebuilt.Remove(src)
air = null
. = ..()
//Handles deletion via garbage collection.
//Handles deletion via garbage collection.
/zone/proc/SoftDelete()
zones.Remove(src)
if(air_master)
air_master.zones.Remove(src)
air_master.active_zones.Remove(src)
air_master.zones_needing_rebuilt.Remove(src)
air = null
//Ensuring the zone list doesn't get clogged with null values.
for(var/turf/simulated/T in contents)
RemoveTurf(T)
air_master.tiles_to_reconsider_zones += T
air_master.ReconsiderTileZone(T)
//Removing zone connections and scheduling connection cleanup
for(var/zone/Z in connected_zones)
@@ -81,8 +97,7 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
Z.connected_zones.Remove(src)
connected_zones = null
for(var/connection/C in connections)
air_master.connections_to_check += C
air_master.AddConnectionToCheck(connections)
connections = null
return 1
@@ -99,7 +114,9 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
contents += T
if(air)
air.group_multiplier++
T.zone = src
else
if(!unsimulated_tiles)
unsimulated_tiles = list()
@@ -116,8 +133,13 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
contents -= T
if(air)
air.group_multiplier--
if(T.zone == src)
T.zone = null
if(!contents.len)
SoftDelete()
else if(unsimulated_tiles)
unsimulated_tiles -= T
if(!unsimulated_tiles.len)
@@ -140,11 +162,6 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
progress = "problem with: Rebuild()"
//Does rebuilding stuff.
if(rebuild)
rebuild = 0
Rebuild() //Shoving this into a proc.
if(!contents.len) //If we got soft deleted.
return
@@ -226,17 +243,13 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
progress = "problem with: ZMerge(), a couple of misc procs"
for(var/connection/C in connections)
//Check if the connection is valid first.
if(!C.Cleanup())
continue
if(length(direct_connections))
for(var/connection/C in direct_connections)
//Do merging if conditions are met. Specifically, if there's a non-door connection
//to somewhere with space, the zones are merged regardless of equilibrium, to speed
//up spacing in areas with double-plated windows.
if(C && C.A.zone && C.B.zone)
//indirect = 2 is a direct connection.
if( C.indirect == 2 )
//Do merging if conditions are met. Specifically, if there's a non-door connection
//to somewhere with space, the zones are merged regardless of equilibrium, to speed
//up spacing in areas with double-plated windows.
if(C.A.zone && C.B.zone)
if(C.A.zone.air.compare(C.B.zone.air) || unsimulated_tiles)
ZMerge(C.A.zone,C.B.zone)
@@ -248,10 +261,17 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
if(Z.last_update > last_update)
continue
//Handle adjacent zones that are sleeping
if(Z.status == ZONE_SLEEPING)
if(air.compare(Z.air))
continue
else
Z.SetStatus(ZONE_ACTIVE)
if(air && Z.air)
//Ensure we're not doing pointless calculations on equilibrium zones.
var/moles_delta = abs(air.total_moles() - Z.air.total_moles())
if(moles_delta > 0.1 || abs(air.temperature - Z.air.temperature) > 0.1)
if(!air.compare(Z.air))
if(abs(Z.air.return_pressure() - air.return_pressure()) > vsc.airflow_lightest_pressure)
Airflow(src,Z)
var/unsimulated_boost = 0
@@ -262,16 +282,78 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
unsimulated_boost = max(0, min(3, unsimulated_boost))
ShareRatio( air , Z.air , connected_zones[Z] + unsimulated_boost)
Z.interactions_with_neighbors++
interactions_with_neighbors++
for(var/zone/Z in closed_connection_zones)
//If that zone has already processed, skip it.
if(Z.last_update > last_update)
continue
var/handle_temperature = abs(air.temperature - Z.air.temperature) > vsc.connection_temperature_delta
if(Z.status == ZONE_SLEEPING)
if (handle_temperature)
Z.SetStatus(ZONE_ACTIVE)
else
continue
if(air && Z.air)
if( abs(air.temperature - Z.air.temperature) > vsc.connection_temperature_delta )
if( handle_temperature )
ShareHeat(air, Z.air, closed_connection_zones[Z])
Z.interactions_with_neighbors++
interactions_with_neighbors++
if(!interactions_with_neighbors && !unsimulated_tiles)
SetStatus(ZONE_SLEEPING)
interactions_with_neighbors = 0
progress = "all components completed successfully, the problem is not here"
/zone/proc/SetStatus(var/new_status)
if(status == ZONE_SLEEPING && new_status == ZONE_ACTIVE)
air_master.active_zones.Add(src)
status = ZONE_ACTIVE
else if(status == ZONE_ACTIVE && new_status == ZONE_SLEEPING)
air_master.active_zones.Remove(src)
status = ZONE_SLEEPING
if(!archived_air)
archived_air = new
archived_air.copy_from(air)
/zone/proc/CheckStatus()
return status
/zone/proc/assume_air(var/datum/gas_mixture/giver)
if(status == ZONE_ACTIVE)
return air.merge(giver)
else
var/result = air.merge(giver)
if(!archived_air.compare(air))
SetStatus(ZONE_ACTIVE)
return result
/zone/proc/remove_air(var/amount)
if(status == ZONE_ACTIVE)
return air.remove(amount)
else
var/result = air.remove(amount)
if(!archived_air.compare(air))
SetStatus(ZONE_ACTIVE)
return result
////////////////
//Air Movement//
////////////////
@@ -383,7 +465,7 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
unsim_co2 *= correction_ratio
unsim_nitrogen *= correction_ratio
unsim_plasma *= correction_ratio
unsim_heat_capacity = HEAT_CAPACITY_CALCULATION(unsim_oxygen,unsim_co2,unsim_nitrogen,unsim_plasma)
unsim_heat_capacity = HEAT_CAPACITY_CALCULATION(unsim_oxygen, unsim_co2, unsim_nitrogen, unsim_plasma)
var
ratio = sharing_lookup_table[6]
@@ -402,6 +484,9 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
co2_avg = (full_co2 + unsim_co2) / (size + share_size)
plasma_avg = (full_plasma + unsim_plasma) / (size + share_size)
temp_avg = 0
if((full_heat_capacity + unsim_heat_capacity) > 0)
temp_avg = (A.temperature * full_heat_capacity + unsim_temperature * unsim_heat_capacity) / (full_heat_capacity + unsim_heat_capacity)
if(sharing_lookup_table.len >= unsimulated_tiles.len) //6 or more interconnecting tiles will max at 42% of air moved per tick.
@@ -451,72 +536,151 @@ proc/ShareHeat(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
///////////////////
//Zone Rebuilding//
///////////////////
//Used for updating zone geometry when a zone is cut into two parts.
zone/proc/Rebuild()
if(last_rebuilt == air_master.current_cycle)
return
last_rebuilt = air_master.current_cycle
var/list/new_zone_contents = IsolateContents()
if(new_zone_contents.len == 1)
return
var/list/current_contents
var/list/new_zones = list()
contents = new_zone_contents[1]
air.group_multiplier = contents.len
for(var/identifier in 2 to new_zone_contents.len)
current_contents = new_zone_contents[identifier]
var/zone/new_zone = new (current_contents)
new_zone.air.copy_from(air)
new_zones += new_zone
for(var/connection/connection in connections)
connection.Cleanup()
var/turf/simulated/adjacent
for(var/turf/unsimulated in unsimulated_tiles)
for(var/direction in cardinal)
adjacent = get_step(unsimulated, direction)
if(istype(adjacent) && adjacent.CanPass(null, unsimulated, 0, 0))
for(var/zone/zone in new_zones)
if(adjacent in zone)
zone.AddTurf(unsimulated)
//Implements a two-pass connected component labeling algorithm to determine if the zone is, in fact, split.
/zone/proc/IsolateContents()
var/list/current_adjacents = list()
var/adjacent_id
var/lowest_id
var/list/identical_ids = list()
var/list/turfs = contents.Copy()
var/current_identifier = 1
for(var/turf/simulated/current in turfs)
lowest_id = null
current_adjacents = list()
for(var/direction in cardinal)
if( !(current.air_check_directions & direction))
continue
var/turf/simulated/adjacent = get_step(current, direction)
if(adjacent in turfs)
current_adjacents += adjacent
adjacent_id = turfs[adjacent]
if(adjacent_id && (!lowest_id || adjacent_id < lowest_id))
lowest_id = adjacent_id
if(!lowest_id)
lowest_id = current_identifier++
identical_ids += lowest_id
for(var/turf/simulated/adjacent in current_adjacents)
adjacent_id = turfs[adjacent]
if(adjacent_id != lowest_id)
if(adjacent_id)
identical_ids[adjacent_id] = lowest_id
turfs[adjacent] = lowest_id
turfs[current] = lowest_id
var/list/final_arrangement = list()
for(var/turf/simulated/current in turfs)
current_identifier = identical_ids[turfs[current]]
if( current_identifier > final_arrangement.len )
final_arrangement.len = current_identifier
final_arrangement[current_identifier] = list(current)
else
final_arrangement[current_identifier] += current
//lazy but fast
final_arrangement.Remove(null)
return final_arrangement
/*
if(!RequiresRebuild())
return
//Choose a random turf and regenerate the zone from it.
var
turf/simulated/sample = locate() in contents
list/new_contents
problem = 0
var/list/new_contents
var/list/new_unsimulated
//
var/list/turfs_to_consider = contents.Copy()
var/list/turfs_needing_zones = list()
while(!sample || !sample.CanPass(null, sample, 1.5, 1))
if(sample)
turfs_to_consider.Remove(sample)
sample = locate() in turfs_to_consider
if(!sample)
break
var/list/zones_to_check_connections = list(src)
if(!istype(sample) || !sample.CanPass(null, sample, 1.5, 1)) //Not a single valid turf.
for(var/turf/simulated/T in contents)
air_master.tiles_to_update |= T
if(!locate(/turf/simulated/floor) in contents)
for(var/turf/simulated/turf in contents)
air_master.ReconsiderTileZone(turf)
return SoftDelete()
new_contents = FloodFill(sample)
var/turfs_to_ignore = list()
if(direct_connections)
for(var/connection/connection in direct_connections)
if(connection.A.zone != src)
turfs_to_ignore += A
else if(connection.B.zone != src)
turfs_to_ignore += B
var/list/new_unsimulated = ( unsimulated_tiles ? unsimulated_tiles : list() )
new_unsimulated = ( unsimulated_tiles ? unsimulated_tiles : list() )
//Now, we have allocated the new turfs into proper lists, and we can start actually rebuilding.
//If something isn't carried over, it will need a new zone.
for(var/turf/T in contents)
if(!(T in new_contents))
RemoveTurf(T)
turfs_needing_zones += T
//Handle addition of new turfs
for(var/turf/S in new_contents)
if(!istype(S, /turf/simulated))
new_unsimulated |= S
new_contents.Remove(S)
if(contents.len != new_contents.len)
problem = 1
//If something new is added, we need to deal with it seperately.
else if(!(S in contents) && istype(S, /turf/simulated))
if(!(S.zone in zones_to_check_connections))
zones_to_check_connections += S.zone
//If something isn't carried over, there was a complication.
for(var/turf/T in contents)
if(!(T in new_contents))
T.zone = null
problem = 1
S.zone.RemoveTurf(S)
AddTurf(S)
if(problem)
//Build some new zones for stuff that wasn't included.
var/list/turf/simulated/rebuild_turfs = contents - new_contents
var/list/turf/simulated/reconsider_turfs = list()
contents = new_contents
for(var/turf/simulated/T in rebuild_turfs)
if(!T.zone && T.CanPass(null, T, 1.5, 1))
var/zone/Z = new /zone(T)
Z.air.copy_from(air)
else
reconsider_turfs |= T
for(var/turf/simulated/T in reconsider_turfs)
if(!T.zone && T.CanPass(null, T, 1.5, 1))
var/zone/Z = new /zone(T)
Z.air.copy_from(air)
else if(!T in air_master.tiles_to_update)
air_master.tiles_to_update.Add(T)
for(var/turf/simulated/T in contents)
if(T.zone && T.zone != src)
T.zone.RemoveTurf(T)
T.zone = src
else if(!T.zone)
T.zone = src
air.group_multiplier = contents.len
//Handle the addition of new unsimulated tiles.
unsimulated_tiles = null
if(new_unsimulated.len)
@@ -528,20 +692,13 @@ zone/proc/Rebuild()
if(istype(T) && T.zone && S.CanPass(null, T, 0, 0))
T.zone.AddTurf(S)
//UNUSED
/*
zone/proc/connected_zones()
//A legacy proc for getting connected zones.
. = list()
for(var/connection/C in connections)
var/zone/Z
if(C.A.zone == src)
Z = C.B.zone
else
Z = C.A.zone
//Finally, handle the orphaned turfs
for(var/turf/simulated/T in turfs_needing_zones)
if(!T.zone)
zones_to_check_connections += new /zone(T)
for(var/zone/zone in zones_to_check_connections)
for(var/connection/C in zone.connections)
C.Cleanup()*/
if(Z in .)
.[Z]++
else
. += Z
.[Z] = 1*/
+3 -51
View File
@@ -542,57 +542,6 @@ Turf and target are seperate in case you want to teleport some distance from a t
return key_name(whom, 1, include_name)
// Registers the on-close verb for a browse window (client/verb/.windowclose)
// this will be called when the close-button of a window is pressed.
//
// This is usually only needed for devices that regularly update the browse window,
// e.g. canisters, timers, etc.
//
// windowid should be the specified window name
// e.g. code is : user << browse(text, "window=fred")
// then use : onclose(user, "fred")
//
// Optionally, specify the "ref" parameter as the controlled atom (usually src)
// to pass a "close=1" parameter to the atom's Topic() proc for special handling.
// Otherwise, the user mob's machine var will be reset directly.
//
/proc/onclose(mob/user, windowid, var/atom/ref=null)
if(!user.client) return
var/param = "null"
if(ref)
param = "\ref[ref]"
winset(user, windowid, "on-close=\".windowclose [param]\"")
//world << "OnClose [user]: [windowid] : ["on-close=\".windowclose [param]\""]"
// the on-close client verb
// called when a browser popup window is closed after registering with proc/onclose()
// if a valid atom reference is supplied, call the atom's Topic() with "close=1"
// otherwise, just reset the client mob's machine var.
//
/client/verb/windowclose(var/atomref as text)
set hidden = 1 // hide this verb from the user's panel
set name = ".windowclose" // no autocomplete on cmd line
//world << "windowclose: [atomref]"
if(atomref!="null") // if passed a real atomref
var/hsrc = locate(atomref) // find the reffed atom
var/href = "close=1"
if(hsrc)
//world << "[src] Topic [href] [hsrc]"
usr = src.mob
src.Topic(href, params2list(href), hsrc) // this will direct to the atom's
return // Topic() proc via client.Topic()
// no atomref specified (or not found)
// so just reset the user mob's machine var
if(src && src.mob)
//world << "[src] was [src.mob.machine], setting to null"
src.mob.unset_machine()
return
//Will return the location of the turf an atom is ultimatly sitting on
/proc/get_turf_loc(var/atom/movable/M) //gets the location of the turf that the atom is on, or what the atom is in is on, etc
//in case they're in a closet or sleeper or something
@@ -1423,3 +1372,6 @@ var/list/WALLITEMS = list(
if(O.pixel_x == 0 && O.pixel_y == 0)
return 1
return 0
/proc/format_text(text)
return replacetext(replacetext(text,"\proper ",""),"\improper ","")
+5 -2
View File
@@ -67,8 +67,8 @@
var/server
var/banappeals
var/wikiurl = "http://baystation12.net/wiki/index.php?title=Main_Page"
var/forumurl = "http://baystation12.net/forums/"
var/wikiurl
var/forumurl
//Alert level description
var/alert_desc_green = "All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced."
@@ -82,6 +82,7 @@
//game_options.txt configs
var/health_threshold_softcrit = 0
var/health_threshold_crit = 0
var/health_threshold_dead = -100
@@ -451,6 +452,8 @@
switch(name)
if("health_threshold_crit")
config.health_threshold_crit = value
if("health_threshold_softcrit")
config.health_threshold_softcrit = value
if("health_threshold_dead")
config.health_threshold_dead = value
if("revival_pod_plants")
+4 -4
View File
@@ -57,7 +57,7 @@ datum/controller/game_controller/proc/setup()
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
air_master.Setup()
if(!ticker)
ticker = new /datum/controller/gameticker()
@@ -127,8 +127,7 @@ datum/controller/game_controller/proc/process()
timer = world.timeofday
last_thing_processed = air_master.type
air_master.current_cycle++
if(!air_master.tick()) //Runtimed.
if(!air_master.Tick()) //Runtimed.
air_master.failed_ticks++
if(air_master.failed_ticks > 5)
world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
@@ -137,7 +136,8 @@ datum/controller/game_controller/proc/process()
log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
air_processing_killed = 1
air_master.failed_ticks = 0
air_cost = (world.timeofday - timer) / 10
air_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
+174
View File
@@ -0,0 +1,174 @@
/datum/browser
var/mob/user
var/title
var/window_id // window_id is used as the window name for browse and onclose
var/width = 0
var/height = 0
var/atom/ref = null
var/window_options = "focus=0;can_close=1;can_minimize=1;can_maximize=0;can_resize=1;titlebar=1;" // window option is set using window_id
var/stylesheets[0]
var/scripts[0]
var/title_image
var/head_elements
var/body_elements
var/head_content = ""
var/content = ""
/datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null)
user = nuser
window_id = nwindow_id
if (ntitle)
title = format_text(ntitle)
if (nwidth)
width = nwidth
if (nheight)
height = nheight
if (nref)
ref = nref
add_stylesheet("common", 'html/browser/common.css') // this CSS sheet is common to all UIs
/datum/browser/proc/add_head_content(nhead_content)
head_content = nhead_content
/datum/browser/proc/set_window_options(nwindow_options)
window_options = nwindow_options
/datum/browser/proc/set_title_image(ntitle_image)
//title_image = ntitle_image
/datum/browser/proc/add_stylesheet(name, file)
stylesheets[name] = file
/datum/browser/proc/add_script(name, file)
scripts[name] = file
/datum/browser/proc/set_content(ncontent)
content = ncontent
/datum/browser/proc/add_content(ncontent)
content += ncontent
/datum/browser/proc/get_header()
var/key
var/filename
for (key in stylesheets)
filename = "[ckey(key)].css"
user << browse_rsc(stylesheets[key], filename)
head_content += "<link rel='stylesheet' type='text/css' href='[filename]'>"
for (key in scripts)
filename = "[ckey(key)].js"
user << browse_rsc(scripts[key], filename)
head_content += "<script type='text/javascript' src='[filename]'></script>"
var/title_attributes = "class='uiTitle'"
if (title_image)
title_attributes = "class='uiTitle icon' style='background-image: url([title_image]);'"
return {"<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<head>
[head_content]
</head>
<body scroll=auto>
<div class='uiWrapper'>
[title ? "<div class='uiTitleWrapper'><div [title_attributes]><tt>[title]</tt></div></div>" : ""]
<div class='uiContent'>
"}
/datum/browser/proc/get_footer()
return {"
</div>
</div>
</body>
</html>"}
/datum/browser/proc/get_content()
return {"
[get_header()]
[content]
[get_footer()]
"}
/datum/browser/proc/open(var/use_onclose = 1)
var/window_size = ""
if (width && height)
window_size = "size=[width]x[height];"
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
if (use_onclose)
onclose(user, window_id, ref)
/datum/browser/proc/close()
user << browse(null, "window=[window_id]")
// This will allow you to show an icon in the browse window
// This is added to mob so that it can be used without a reference to the browser object
// There is probably a better place for this...
/mob/proc/browse_rsc_icon(icon, icon_state, dir = -1)
/*
var/icon/I
if (dir >= 0)
I = new /icon(icon, icon_state, dir)
else
I = new /icon(icon, icon_state)
dir = "default"
var/filename = "[ckey("[icon]_[icon_state]_[dir]")].png"
src << browse_rsc(I, filename)
return filename
*/
// Registers the on-close verb for a browse window (client/verb/.windowclose)
// this will be called when the close-button of a window is pressed.
//
// This is usually only needed for devices that regularly update the browse window,
// e.g. canisters, timers, etc.
//
// windowid should be the specified window name
// e.g. code is : user << browse(text, "window=fred")
// then use : onclose(user, "fred")
//
// Optionally, specify the "ref" parameter as the controlled atom (usually src)
// to pass a "close=1" parameter to the atom's Topic() proc for special handling.
// Otherwise, the user mob's machine var will be reset directly.
//
/proc/onclose(mob/user, windowid, var/atom/ref=null)
if(!user.client) return
var/param = "null"
if(ref)
param = "\ref[ref]"
winset(user, windowid, "on-close=\".windowclose [param]\"")
//world << "OnClose [user]: [windowid] : ["on-close=\".windowclose [param]\""]"
// the on-close client verb
// called when a browser popup window is closed after registering with proc/onclose()
// if a valid atom reference is supplied, call the atom's Topic() with "close=1"
// otherwise, just reset the client mob's machine var.
//
/client/verb/windowclose(var/atomref as text)
set hidden = 1 // hide this verb from the user's panel
set name = ".windowclose" // no autocomplete on cmd line
//world << "windowclose: [atomref]"
if(atomref!="null") // if passed a real atomref
var/hsrc = locate(atomref) // find the reffed atom
var/href = "close=1"
if(hsrc)
//world << "[src] Topic [href] [hsrc]"
usr = src.mob
src.Topic(href, params2list(href), hsrc) // this will direct to the atom's
return // Topic() proc via client.Topic()
// no atomref specified (or not found)
// so just reset the user mob's machine var
if(src && src.mob)
//world << "[src] was [src.mob.machine], setting to null"
src.mob.unset_machine()
return
+15 -13
View File
@@ -130,11 +130,11 @@ datum/mind
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (assigned_role in command_positions)
text += "<b>HEAD</b>|officer|employee|headrev|rev"
else if (assigned_role in list("Security Officer", "Detective", "Warden"))
text += "head|<b>OFFICER</b>|employee|headre|rev"
text += "<b>HEAD</b>|employee|headrev|rev"
// else if (assigned_role in list("Security Officer", "Detective", "Warden"))
// text += "head|<b>OFFICER</b>|employee|headre|rev"
else if (src in ticker.mode.head_revolutionaries)
text = "head|officer|<a href='?src=\ref[src];revolution=clear'>employee</a>|<b>HEADREV</b>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
text = "head|<a href='?src=\ref[src];revolution=clear'>employee</a>|<b>HEADREV</b>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
text += "<br>Flash: <a href='?src=\ref[src];revolution=flash'>give</a>"
var/list/L = current.get_contents()
@@ -151,9 +151,9 @@ datum/mind
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];revolution=autoobjectives'>Set to kill all heads</a>."
else if (src in ticker.mode.revolutionaries)
text += "head|officer|<a href='?src=\ref[src];revolution=clear'>employee</a>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<b>REV</b>"
text += "head|<a href='?src=\ref[src];revolution=clear'>employee</a>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<b>REV</b>"
else
text += "head|officer|<b>EMPLOYEE</b>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
text += "head|<b>EMPLOYEE</b>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
sections["revolution"] = text
/** CULT ***/
@@ -162,18 +162,18 @@ datum/mind
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (assigned_role in command_positions)
text += "<b>HEAD</b>|officer|employee|cultist"
else if (assigned_role in list("Security Officer", "Detective", "Warden"))
text += "head|<b>OFFICER</b>|employee|cultist"
text += "<b>HEAD</b>|employee|cultist"
// else if (assigned_role in list("Security Officer", "Detective", "Warden"))
// text += "head|<b>OFFICER</b>|employee|cultist"
else if (src in ticker.mode.cult)
text += "head|officer|<a href='?src=\ref[src];cult=clear'>employee</a>|<b>CULTIST</b>"
text += "head|<a href='?src=\ref[src];cult=clear'>employee</a>|<b>CULTIST</b>"
text += "<br>Give <a href='?src=\ref[src];cult=tome'>tome</a>|<a href='?src=\ref[src];cult=amulet'>amulet</a>."
/*
if (objectives.len==0)
text += "<br>Objectives are empty! Set to sacrifice and <a href='?src=\ref[src];cult=escape'>escape</a> or <a href='?src=\ref[src];cult=summon'>summon</a>."
*/
else
text += "head|officer|<b>EMPLOYEE</b>|<a href='?src=\ref[src];cult=cultist'>cultist</a>"
text += "head|<b>EMPLOYEE</b>|<a href='?src=\ref[src];cult=cultist'>cultist</a>"
sections["cult"] = text
/** WIZARD ***/
@@ -707,7 +707,8 @@ datum/mind
var/mob/living/carbon/human/H = current
del(H.belt)
del(H.back)
del(H.ears)
del(H.l_ear)
del(H.r_ear)
del(H.gloves)
del(H.head)
del(H.shoes)
@@ -989,7 +990,8 @@ datum/mind
var/mob/living/carbon/human/H = current
del(H.belt)
del(H.back)
del(H.ears)
del(H.l_ear)
del(H.r_ear)
del(H.gloves)
del(H.head)
del(H.shoes)
+3 -3
View File
@@ -68,7 +68,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/farwa
name = "Farwa crate"
contains = list (/obj/item/weapon/storage/box/farwacubes)
contains = list (/obj/item/weapon/storage/box/monkeycubes/farwacubes)
cost = 30
containertype = /obj/structure/closet/crate/freezer
containername = "Farwa crate"
@@ -76,7 +76,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/skrell
name = "Neaera crate"
contains = list (/obj/item/weapon/storage/box/neaeracubes)
contains = list (/obj/item/weapon/storage/box/monkeycubes/neaeracubes)
cost = 30
containertype = /obj/structure/closet/crate/freezer
containername = "Neaera crate"
@@ -84,7 +84,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/stok
name = "Stok crate"
contains = list (/obj/item/weapon/storage/box/stokcubes)
contains = list (/obj/item/weapon/storage/box/monkeycubes/stokcubes)
cost = 30
containertype = /obj/structure/closet/crate/freezer
containername = "Stok crate"
+128
View File
@@ -0,0 +1,128 @@
/////////////////////////// DNA DATUM
/datum/dna
var/unique_enzymes = null
var/struc_enzymes = null
var/uni_identity = null
var/b_type = "A+"
var/mutantrace = null //The type of mutant race the player is if applicable (i.e. potato-man)
var/real_name //Stores the real name of the person who originally got this dna datum. Used primarely for changelings,
/datum/dna/proc/check_integrity(var/mob/living/carbon/human/character)
if(character)
if(length(uni_identity) != 39)
//Lazy.
var/temp
//Hair
var/hair = 0
if(!character.h_style)
character.h_style = "Skinhead"
var/hrange = round(4095 / hair_styles_list.len)
var/index = hair_styles_list.Find(character.h_style)
if(index)
hair = index * hrange - rand(1,hrange-1)
//Facial Hair
var/beard = 0
if(!character.f_style)
character.f_style = "Shaved"
var/f_hrange = round(4095 / facial_hair_styles_list.len)
index = facial_hair_styles_list.Find(character.f_style)
if(index)
beard = index * f_hrange - rand(1,f_hrange-1)
temp = add_zero2(num2hex((character.r_hair),1), 3)
temp += add_zero2(num2hex((character.b_hair),1), 3)
temp += add_zero2(num2hex((character.g_hair),1), 3)
temp += add_zero2(num2hex((character.r_facial),1), 3)
temp += add_zero2(num2hex((character.b_facial),1), 3)
temp += add_zero2(num2hex((character.g_facial),1), 3)
temp += add_zero2(num2hex(((character.s_tone + 220) * 16),1), 3)
temp += add_zero2(num2hex((character.r_eyes),1), 3)
temp += add_zero2(num2hex((character.g_eyes),1), 3)
temp += add_zero2(num2hex((character.b_eyes),1), 3)
var/gender
if (character.gender == MALE)
gender = add_zero2(num2hex((rand(1,(2050+BLOCKADD))),1), 3)
else
gender = add_zero2(num2hex((rand((2051+BLOCKADD),4094)),1), 3)
temp += gender
temp += add_zero2(num2hex((beard),1), 3)
temp += add_zero2(num2hex((hair),1), 3)
uni_identity = temp
if(length(struc_enzymes)!= 3*STRUCDNASIZE)
var/mutstring = ""
for(var/i = 1, i <= STRUCDNASIZE, i++)
mutstring += add_zero2(num2hex(rand(1,1024)),3)
struc_enzymes = mutstring
if(length(unique_enzymes) != 32)
unique_enzymes = md5(character.real_name)
else
if(length(uni_identity) != 39) uni_identity = "00600200A00E0110148FC01300B0095BD7FD3F4"
if(length(struc_enzymes)!= 3*STRUCDNASIZE) struc_enzymes = "43359156756131E13763334D1C369012032164D4FE4CD61544B6C03F251B6C60A42821D26BA3B0FD6"
/datum/dna/proc/ready_dna(mob/living/carbon/human/character)
var/temp
//Hair
var/hair = 0
if(!character.h_style)
character.h_style = "Bald"
var/hrange = round(4095 / hair_styles_list.len)
var/index = hair_styles_list.Find(character.h_style)
if(index)
hair = index * hrange - rand(1,hrange-1)
//Facial Hair
var/beard = 0
if(!character.f_style)
character.f_style = "Shaved"
var/f_hrange = round(4095 / facial_hair_styles_list.len)
index = facial_hair_styles_list.Find(character.f_style)
if(index)
beard = index * f_hrange - rand(1,f_hrange-1)
temp = add_zero2(num2hex((character.r_hair),1), 3)
temp += add_zero2(num2hex((character.b_hair),1), 3)
temp += add_zero2(num2hex((character.g_hair),1), 3)
temp += add_zero2(num2hex((character.r_facial),1), 3)
temp += add_zero2(num2hex((character.b_facial),1), 3)
temp += add_zero2(num2hex((character.g_facial),1), 3)
temp += add_zero2(num2hex(((character.s_tone + 220) * 16),1), 3)
temp += add_zero2(num2hex((character.r_eyes),1), 3)
temp += add_zero2(num2hex((character.g_eyes),1), 3)
temp += add_zero2(num2hex((character.b_eyes),1), 3)
var/gender
if (character.gender == MALE)
gender = add_zero2(num2hex((rand(1,(2050+BLOCKADD))),1), 3)
else
gender = add_zero2(num2hex((rand((2051+BLOCKADD),4094)),1), 3)
temp += gender
temp += add_zero2(num2hex((beard),1), 3)
temp += add_zero2(num2hex((hair),1), 3)
uni_identity = temp
var/mutstring = ""
for(var/i = 1, i <= STRUCDNASIZE, i++)
mutstring += add_zero2(num2hex(rand(1,1024)),3)
struc_enzymes = mutstring
unique_enzymes = md5(character.real_name)
reg_dna[unique_enzymes] = character.real_name
/////////////////////////// DNA DATUM
+559
View File
@@ -0,0 +1,559 @@
/////////////////////////// DNA HELPER-PROCS
/proc/getleftblocks(input,blocknumber,blocksize)
var/string
if (blocknumber > 1)
string = copytext(input,1,((blocksize*blocknumber)-(blocksize-1)))
return string
else
return null
/proc/getrightblocks(input,blocknumber,blocksize)
var/string
if (blocknumber < (length(input)/blocksize))
string = copytext(input,blocksize*blocknumber+1,length(input)+1)
return string
else
return null
/proc/getblockstring(input,block,subblock,blocksize,src,ui) // src is probably used here just for urls; ui is 1 when requesting for the unique identifier screen, 0 for structural enzymes screen
var/string
var/subpos = 1 // keeps track of the current sub block
var/blockpos = 1 // keeps track of the current block
for(var/i = 1, i <= length(input), i++) // loop through each letter
var/pushstring
if(subpos == subblock && blockpos == block) // if the current block/subblock is selected, mark it
pushstring = "</font color><b>[copytext(input, i, i+1)]</b><font color='blue'>"
else
if(ui) //This is for allowing block clicks to be differentiated
pushstring = "<a href='?src=\ref[src];uimenuset=[num2text(blockpos)];uimenusubset=[num2text(subpos)]'>[copytext(input, i, i+1)]</a>"
else
pushstring = "<a href='?src=\ref[src];semenuset=[num2text(blockpos)];semenusubset=[num2text(subpos)]'>[copytext(input, i, i+1)]</a>"
string += pushstring // push the string to the return string
if(subpos >= blocksize) // add a line break for every block
string += " </font color><font color='#285B5B'>|</font color><font color='blue'> "
subpos = 0
blockpos++
subpos++
return string
/proc/getblock(input,blocknumber,blocksize)
var/result
result = copytext(input ,(blocksize*blocknumber)-(blocksize-1),(blocksize*blocknumber)+1)
return result
/proc/getblockbuffer(input,blocknumber,blocksize)
var/result[3]
var/block = copytext(input ,(blocksize*blocknumber)-(blocksize-1),(blocksize*blocknumber)+1)
for(var/i = 1, i <= 3, i++)
result[i] = copytext(block, i, i+1)
return result
/proc/setblock(istring, blocknumber, replacement, blocksize)
if(!blocknumber)
return istring
if(!istring || !replacement || !blocksize) return 0
var/result = getleftblocks(istring, blocknumber, blocksize) + replacement + getrightblocks(istring, blocknumber, blocksize)
return result
/proc/add_zero2(t, u)
var/temp1
while (length(t) < u)
t = "0[t]"
temp1 = t
if (length(t) > u)
temp1 = copytext(t,2,u+1)
return temp1
/proc/miniscramble(input,rs,rd)
var/output
output = null
if (input == "C" || input == "D" || input == "E" || input == "F")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"6",prob((rs*10));"7",prob((rs*5)+(rd));"0",prob((rs*5)+(rd));"1",prob((rs*10)-(rd));"2",prob((rs*10)-(rd));"3")
if (input == "8" || input == "9" || input == "A" || input == "B")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"A",prob((rs*10));"B",prob((rs*5)+(rd));"C",prob((rs*5)+(rd));"D",prob((rs*5)+(rd));"2",prob((rs*5)+(rd));"3")
if (input == "4" || input == "5" || input == "6" || input == "7")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"A",prob((rs*10));"B",prob((rs*5)+(rd));"C",prob((rs*5)+(rd));"D",prob((rs*5)+(rd));"2",prob((rs*5)+(rd));"3")
if (input == "0" || input == "1" || input == "2" || input == "3")
output = pick(prob((rs*10));"8",prob((rs*10));"9",prob((rs*10));"A",prob((rs*10));"B",prob((rs*10)-(rd));"C",prob((rs*10)-(rd));"D",prob((rs*5)+(rd));"E",prob((rs*5)+(rd));"F")
if (!output) output = "5"
return output
//Instead of picking a value far from the input, this will pick values closer to it.
//Sorry for the block of code, but it's more efficient then calling text2hex -> loop -> hex2text
/proc/miniscrambletarget(input,rs,rd)
var/output = null
switch(input)
if("0")
output = pick(prob((rs*10)+(rd));"0",prob((rs*10)+(rd));"1",prob((rs*10));"2",prob((rs*10)-(rd));"3")
if("1")
output = pick(prob((rs*10)+(rd));"0",prob((rs*10)+(rd));"1",prob((rs*10)+(rd));"2",prob((rs*10));"3",prob((rs*10)-(rd));"4")
if("2")
output = pick(prob((rs*10));"0",prob((rs*10)+(rd));"1",prob((rs*10)+(rd));"2",prob((rs*10)+(rd));"3",prob((rs*10));"4",prob((rs*10)-(rd));"5")
if("3")
output = pick(prob((rs*10)-(rd));"0",prob((rs*10));"1",prob((rs*10)+(rd));"2",prob((rs*10)+(rd));"3",prob((rs*10)+(rd));"4",prob((rs*10));"5",prob((rs*10)-(rd));"6")
if("4")
output = pick(prob((rs*10)-(rd));"1",prob((rs*10));"2",prob((rs*10)+(rd));"3",prob((rs*10)+(rd));"4",prob((rs*10)+(rd));"5",prob((rs*10));"6",prob((rs*10)-(rd));"7")
if("5")
output = pick(prob((rs*10)-(rd));"2",prob((rs*10));"3",prob((rs*10)+(rd));"4",prob((rs*10)+(rd));"5",prob((rs*10)+(rd));"6",prob((rs*10));"7",prob((rs*10)-(rd));"8")
if("6")
output = pick(prob((rs*10)-(rd));"3",prob((rs*10));"4",prob((rs*10)+(rd));"5",prob((rs*10)+(rd));"6",prob((rs*10)+(rd));"7",prob((rs*10));"8",prob((rs*10)-(rd));"9")
if("7")
output = pick(prob((rs*10)-(rd));"4",prob((rs*10));"5",prob((rs*10)+(rd));"6",prob((rs*10)+(rd));"7",prob((rs*10)+(rd));"8",prob((rs*10));"9",prob((rs*10)-(rd));"A")
if("8")
output = pick(prob((rs*10)-(rd));"5",prob((rs*10));"6",prob((rs*10)+(rd));"7",prob((rs*10)+(rd));"8",prob((rs*10)+(rd));"9",prob((rs*10));"A",prob((rs*10)-(rd));"B")
if("9")
output = pick(prob((rs*10)-(rd));"6",prob((rs*10));"7",prob((rs*10)+(rd));"8",prob((rs*10)+(rd));"9",prob((rs*10)+(rd));"A",prob((rs*10));"B",prob((rs*10)-(rd));"C")
if("10")//A
output = pick(prob((rs*10)-(rd));"7",prob((rs*10));"8",prob((rs*10)+(rd));"9",prob((rs*10)+(rd));"A",prob((rs*10)+(rd));"B",prob((rs*10));"C",prob((rs*10)-(rd));"D")
if("11")//B
output = pick(prob((rs*10)-(rd));"8",prob((rs*10));"9",prob((rs*10)+(rd));"A",prob((rs*10)+(rd));"B",prob((rs*10)+(rd));"C",prob((rs*10));"D",prob((rs*10)-(rd));"E")
if("12")//C
output = pick(prob((rs*10)-(rd));"9",prob((rs*10));"A",prob((rs*10)+(rd));"B",prob((rs*10)+(rd));"C",prob((rs*10)+(rd));"D",prob((rs*10));"E",prob((rs*10)-(rd));"F")
if("13")//D
output = pick(prob((rs*10)-(rd));"A",prob((rs*10));"B",prob((rs*10)+(rd));"C",prob((rs*10)+(rd));"D",prob((rs*10)+(rd));"E",prob((rs*10));"F")
if("14")//E
output = pick(prob((rs*10)-(rd));"B",prob((rs*10));"C",prob((rs*10)+(rd));"D",prob((rs*10)+(rd));"E",prob((rs*10)+(rd));"F")
if("15")//F
output = pick(prob((rs*10)-(rd));"C",prob((rs*10));"D",prob((rs*10)+(rd));"E",prob((rs*10)+(rd));"F")
if(!input || !output) //How did this happen?
output = "8"
return output
/proc/isblockon(hnumber, bnumber , var/UI = 0)
var/temp2
temp2 = hex2num(hnumber)
if(UI)
if(temp2 >= 2050)
return 1
else
return 0
if (bnumber == HULKBLOCK || bnumber == TELEBLOCK || bnumber == NOBREATHBLOCK || bnumber == NOPRINTSBLOCK || bnumber == SMALLSIZEBLOCK || bnumber == SHOCKIMMUNITYBLOCK)
if (temp2 >= 3500 + BLOCKADD)
return 1
else
return 0
if (bnumber == XRAYBLOCK || bnumber == FIREBLOCK || bnumber == REMOTEVIEWBLOCK || bnumber == REGENERATEBLOCK || bnumber == INCREASERUNBLOCK || bnumber == REMOTETALKBLOCK || bnumber == MORPHBLOCK)
if (temp2 >= 3050 + BLOCKADD)
return 1
else
return 0
if (temp2 >= 2050 + BLOCKADD)
return 1
else
return 0
/proc/ismuton(var/block,var/mob/M)
return isblockon(getblock(M.dna.struc_enzymes, block,3),block)
/proc/randmutb(mob/M as mob)
if(!M) return
var/num
var/newdna
num = pick(GLASSESBLOCK,COUGHBLOCK,FAKEBLOCK,NERVOUSBLOCK,CLUMSYBLOCK,TWITCHBLOCK,HEADACHEBLOCK,BLINDBLOCK,DEAFBLOCK,HALLUCINATIONBLOCK)
M.dna.check_integrity()
newdna = setblock(M.dna.struc_enzymes,num,toggledblock(getblock(M.dna.struc_enzymes,num,3)),3)
M.dna.struc_enzymes = newdna
return
/proc/randmutg(mob/M as mob)
if(!M) return
var/num
var/newdna
num = pick(HULKBLOCK,XRAYBLOCK,FIREBLOCK,TELEBLOCK,NOBREATHBLOCK,REMOTEVIEWBLOCK,REGENERATEBLOCK,INCREASERUNBLOCK,REMOTETALKBLOCK,MORPHBLOCK,BLENDBLOCK,NOPRINTSBLOCK,SHOCKIMMUNITYBLOCK,SMALLSIZEBLOCK)
M.dna.check_integrity()
newdna = setblock(M.dna.struc_enzymes,num,toggledblock(getblock(M.dna.struc_enzymes,num,3)),3)
M.dna.struc_enzymes = newdna
return
/proc/scramble(var/type, mob/M as mob, var/p)
if(!M) return
M.dna.check_integrity()
if(type)
for(var/i = 1, i <= STRUCDNASIZE-1, i++)
if(prob(p))
M.dna.uni_identity = setblock(M.dna.uni_identity, i, add_zero2(num2hex(rand(1,4095), 1), 3), 3)
updateappearance(M, M.dna.uni_identity)
else
for(var/i = 1, i <= STRUCDNASIZE-1, i++)
if(prob(p))
M.dna.struc_enzymes = setblock(M.dna.struc_enzymes, i, add_zero2(num2hex(rand(1,4095), 1), 3), 3)
domutcheck(M, null)
return
/proc/randmuti(mob/M as mob)
if(!M) return
var/num
var/newdna
num = rand(1,UNIDNASIZE)
M.dna.check_integrity()
newdna = setblock(M.dna.uni_identity,num,add_zero2(num2hex(rand(1,4095),1),3),3)
M.dna.uni_identity = newdna
return
/proc/toggledblock(hnumber) //unused
var/temp3
var/chtemp
temp3 = hex2num(hnumber)
if (temp3 < 2050)
chtemp = rand(2050,4095)
return add_zero2(num2hex(chtemp,1),3)
else
chtemp = rand(1,2049)
return add_zero2(num2hex(chtemp,1),3)
/////////////////////////// DNA HELPER-PROCS
/////////////////////////// DNA MISC-PROCS
/proc/updateappearance(mob/M as mob , structure)
if(istype(M, /mob/living/carbon/human))
M.dna.check_integrity()
var/mob/living/carbon/human/H = M
H.r_hair = hex2num(getblock(structure,1,3))
H.b_hair = hex2num(getblock(structure,2,3))
H.g_hair = hex2num(getblock(structure,3,3))
H.r_facial = hex2num(getblock(structure,4,3))
H.b_facial = hex2num(getblock(structure,5,3))
H.g_facial = hex2num(getblock(structure,6,3))
H.s_tone = round(((hex2num(getblock(structure,7,3)) / 16) - 220))
H.r_eyes = hex2num(getblock(structure,8,3))
H.g_eyes = hex2num(getblock(structure,9,3))
H.b_eyes = hex2num(getblock(structure,10,3))
if (isblockon(getblock(structure, 11,3),11 , 1))
H.gender = FEMALE
else
H.gender = MALE
//Hair
var/hairnum = hex2num(getblock(structure,13,3))
var/index = round(1 +(hairnum / 4096)*hair_styles_list.len)
if((0 < index) && (index <= hair_styles_list.len))
H.h_style = hair_styles_list[index]
//Facial Hair
var/beardnum = hex2num(getblock(structure,12,3))
index = round(1 +(beardnum / 4096)*facial_hair_styles_list.len)
if((0 < index) && (index <= facial_hair_styles_list.len))
H.f_style = facial_hair_styles_list[index]
H.update_body(0)
H.update_hair()
return 1
else
return 0
/proc/probinj(var/pr, var/inj)
return prob(pr+inj*pr)
/proc/domutcheck(mob/living/M as mob, connected, inj)
if (!M) return
M.dna.check_integrity()
M.disabilities = 0
M.sdisabilities = 0
var/old_mutations = M.mutations
M.mutations = list()
// M.see_in_dark = 2
// M.see_invisible = 0
if(PLANT in old_mutations)
M.mutations.Add(PLANT)
if(SKELETON in old_mutations)
M.mutations.Add(SKELETON)
if(FAT in old_mutations)
M.mutations.Add(FAT)
if(HUSK in old_mutations)
M.mutations.Add(HUSK)
if(ismuton(NOBREATHBLOCK,M))
if(probinj(45,inj) || (mNobreath in old_mutations))
M << "\blue You feel no need to breathe."
M.mutations.Add(mNobreath)
if(ismuton(REMOTEVIEWBLOCK,M))
if(probinj(45,inj) || (mRemote in old_mutations))
M << "\blue Your mind expands"
M.mutations.Add(mRemote)
if(ismuton(REGENERATEBLOCK,M))
if(probinj(45,inj) || (mRegen in old_mutations))
M << "\blue You feel strange"
M.mutations.Add(mRegen)
if(ismuton(INCREASERUNBLOCK,M))
if(probinj(45,inj) || (mRun in old_mutations))
M << "\blue You feel quick"
M.mutations.Add(mRun)
if(ismuton(REMOTETALKBLOCK,M))
if(probinj(45,inj) || (mRemotetalk in old_mutations))
M << "\blue You expand your mind outwards"
M.mutations.Add(mRemotetalk)
if(ismuton(MORPHBLOCK,M))
if(probinj(45,inj) || (mMorph in old_mutations))
M.mutations.Add(mMorph)
M << "\blue Your skin feels strange"
if(ismuton(BLENDBLOCK,M))
if(probinj(45,inj) || (mBlend in old_mutations))
M.mutations.Add(mBlend)
M << "\blue You feel alone"
if(ismuton(HALLUCINATIONBLOCK,M))
if(probinj(45,inj) || (mHallucination in old_mutations))
M.mutations.Add(mHallucination)
M << "\blue Your mind says 'Hello'"
if(ismuton(NOPRINTSBLOCK,M))
if(probinj(45,inj) || (mFingerprints in old_mutations))
M.mutations.Add(mFingerprints)
M << "\blue Your fingers feel numb"
if(ismuton(SHOCKIMMUNITYBLOCK,M))
if(probinj(45,inj) || (mShock in old_mutations))
M.mutations.Add(mShock)
M << "\blue You feel strange"
if(ismuton(SMALLSIZEBLOCK,M))
if(probinj(45,inj) || (mSmallsize in old_mutations))
M << "\blue Your skin feels rubbery"
M.mutations.Add(mSmallsize)
if (isblockon(getblock(M.dna.struc_enzymes, HULKBLOCK,3),HULKBLOCK))
if(probinj(5,inj) || (HULK in old_mutations))
M << "\blue Your muscles hurt."
M.mutations.Add(HULK)
if (isblockon(getblock(M.dna.struc_enzymes, HEADACHEBLOCK,3),HEADACHEBLOCK))
M.disabilities |= EPILEPSY
M << "\red You get a headache."
if (isblockon(getblock(M.dna.struc_enzymes, FAKEBLOCK,3),FAKEBLOCK))
M << "\red You feel strange."
if (prob(95))
if(prob(50))
randmutb(M)
else
randmuti(M)
else
randmutg(M)
if (isblockon(getblock(M.dna.struc_enzymes, COUGHBLOCK,3),COUGHBLOCK))
M.disabilities |= COUGHING
M << "\red You start coughing."
if (isblockon(getblock(M.dna.struc_enzymes, CLUMSYBLOCK,3),CLUMSYBLOCK))
M << "\red You feel lightheaded."
M.mutations.Add(CLUMSY)
if (isblockon(getblock(M.dna.struc_enzymes, TWITCHBLOCK,3),TWITCHBLOCK))
M.disabilities |= TOURETTES
M << "\red You twitch."
if (isblockon(getblock(M.dna.struc_enzymes, XRAYBLOCK,3),XRAYBLOCK))
if(probinj(30,inj) || (XRAY in old_mutations))
M << "\blue The walls suddenly disappear."
// M.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
// M.see_in_dark = 8
// M.see_invisible = 2
M.mutations.Add(XRAY)
if (isblockon(getblock(M.dna.struc_enzymes, NERVOUSBLOCK,3),NERVOUSBLOCK))
M.disabilities |= NERVOUS
M << "\red You feel nervous."
if (isblockon(getblock(M.dna.struc_enzymes, FIREBLOCK,3),FIREBLOCK))
if(probinj(30,inj) || (COLD_RESISTANCE in old_mutations))
M << "\blue Your body feels warm."
M.mutations.Add(COLD_RESISTANCE)
if (isblockon(getblock(M.dna.struc_enzymes, BLINDBLOCK,3),BLINDBLOCK))
M.sdisabilities |= BLIND
M << "\red You can't seem to see anything."
if (isblockon(getblock(M.dna.struc_enzymes, TELEBLOCK,3),TELEBLOCK))
if(probinj(15,inj) || (TK in old_mutations))
M << "\blue You feel smarter."
M.mutations.Add(TK)
if (isblockon(getblock(M.dna.struc_enzymes, DEAFBLOCK,3),DEAFBLOCK))
M.sdisabilities |= DEAF
M.ear_deaf = 1
M << "\red Its kinda quiet.."
if (isblockon(getblock(M.dna.struc_enzymes, GLASSESBLOCK,3),GLASSESBLOCK))
M.disabilities |= NEARSIGHTED
M << "Your eyes feel weird..."
/* If you want the new mutations to work, UNCOMMENT THIS.
if(istype(M, /mob/living/carbon))
for (var/datum/mutations/mut in global_mutations)
mut.check_mutation(M)
*/
//////////////////////////////////////////////////////////// Monkey Block
if (isblockon(getblock(M.dna.struc_enzymes, MONKEYBLOCK,3),MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
// human > monkey
var/mob/living/carbon/human/H = M
H.monkeyizing = 1
var/list/implants = list() //Try to preserve implants.
for(var/obj/item/weapon/implant/W in H)
implants += W
W.loc = null
if(!connected)
for(var/obj/item/W in (H.contents-implants))
if (W==H.w_uniform) // will be teared
continue
H.drop_from_inventory(W)
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.invisibility = 101
var/atom/movable/overlay/animation = new( M.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
del(animation)
var/mob/living/carbon/monkey/O = null
if(H.species.primitive)
O = new H.species.primitive(src)
else
H.gib() //Trying to change the species of a creature with no primitive var set is messy.
return
if(M)
if (M.dna)
O.dna = M.dna
M.dna = null
if (M.suiciding)
O.suiciding = M.suiciding
M.suiciding = null
for(var/datum/disease/D in M.viruses)
O.viruses += D
D.affected_mob = O
M.viruses -= D
for(var/obj/T in (M.contents-implants))
del(T)
O.loc = M.loc
if(M.mind)
M.mind.transfer_to(O) //transfer our mind to the cute little monkey
if (connected) //inside dna thing
var/obj/machinery/dna_scannernew/C = connected
O.loc = C
C.occupant = O
connected = null
O.real_name = text("monkey ([])",copytext(md5(M.real_name), 2, 6))
O.take_overall_damage(M.getBruteLoss() + 40, M.getFireLoss())
O.adjustToxLoss(M.getToxLoss() + 20)
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
O.a_intent = "hurt"
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
// O.update_icon = 1 //queue a full icon update at next life() call
del(M)
return
if (!isblockon(getblock(M.dna.struc_enzymes, MONKEYBLOCK,3),MONKEYBLOCK) && !istype(M, /mob/living/carbon/human))
// monkey > human,
var/mob/living/carbon/monkey/Mo = M
Mo.monkeyizing = 1
var/list/implants = list() //Still preserving implants
for(var/obj/item/weapon/implant/W in Mo)
implants += W
W.loc = null
if(!connected)
for(var/obj/item/W in (Mo.contents-implants))
Mo.drop_from_inventory(W)
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.invisibility = 101
var/atom/movable/overlay/animation = new( M.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("monkey2h", animation)
sleep(48)
del(animation)
var/mob/living/carbon/human/O = new( src )
if(Mo.greaterform)
O.set_species(Mo.greaterform)
if (isblockon(getblock(M.dna.uni_identity, 11,3),11))
O.gender = FEMALE
else
O.gender = MALE
if (M)
if (M.dna)
O.dna = M.dna
M.dna = null
if (M.suiciding)
O.suiciding = M.suiciding
M.suiciding = null
for(var/datum/disease/D in M.viruses)
O.viruses += D
D.affected_mob = O
M.viruses -= D
//for(var/obj/T in M)
// del(T)
O.loc = M.loc
if(M.mind)
M.mind.transfer_to(O) //transfer our mind to the human
if (connected) //inside dna thing
var/obj/machinery/dna_scannernew/C = connected
O.loc = C
C.occupant = O
connected = null
var/i
while (!i)
var/randomname
if (O.gender == MALE)
randomname = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
else
randomname = capitalize(pick(first_names_female) + " " + capitalize(pick(last_names)))
if (findname(randomname))
continue
else
O.real_name = randomname
i++
updateappearance(O,O.dna.uni_identity)
O.take_overall_damage(M.getBruteLoss(), M.getFireLoss())
O.adjustToxLoss(M.getToxLoss())
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
// O.update_icon = 1 //queue a full icon update at next life() call
del(M)
return
//////////////////////////////////////////////////////////// Monkey Block
if(M)
M.update_icon = 1 //queue a full icon update at next life() call
return null
/////////////////////////// DNA MISC-PROCS
File diff suppressed because it is too large Load Diff
@@ -109,7 +109,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 2
cell.charge-=(C*10)
cell.use(C*10)
return
//=======//ENERGY BLADE//=======//
@@ -129,7 +129,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
U.put_in_hands(W)
cell.charge-=(C*10)
cell.use(C*10)
else
U << "\red You can only summon one blade. Try dropping an item first."
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
@@ -173,7 +173,7 @@ This could be a lot better but I'm too tired atm.*/
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
cell.charge-=(C*100)// Ninja stars now cost 100 energy, stil la fair chunk to avoid spamming, will run out of power quickly if used 3 or more times
cell.use(C*100)// Ninja stars now cost 100 energy, stil la fair chunk to avoid spamming, will run out of power quickly if used 3 or more times
A.process()
else
U << "\red There are no targets in view."
@@ -210,7 +210,7 @@ Must right click on a mob to activate.*/
E.master = U
spawn(0)//Parallel processing.
E.process(M)
cell.charge-=(C*100) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
cell.use(C*100) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
else
U << "They are already trapped inside an energy net."
else
@@ -520,7 +520,10 @@ ________________________________________________________________________________
if(damage>1)//So they don't spam it when energy is a factor.
spark_system.start()//SPARKS THERE SHALL BE SPARKS
U.electrocute_act(damage, src,0.1,1)//The last argument is a safety for the human proc that checks for gloves.
cell.charge -= damage
if(cell.charge < damage)
cell.use(cell.charge)
else
cell.use(damage)
else
A << "\red <b>ERROR</b>: \black Not enough energy remaining."
+1 -1
View File
@@ -534,7 +534,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
del(gloves)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
equip_to_slot_or_del(R, slot_ears)
equip_to_slot_or_del(R, slot_l_ear)
if(gender==FEMALE)
equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
else
+1 -1
View File
@@ -248,7 +248,7 @@ Implants;
for (var/obj/machinery/computer/communications/comm in machines)
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
intercept.name = "paper- 'Cent. Com. Status Summary'"
intercept.name = "paper - 'Cent. Com. Status Summary'"
intercept.info = intercepttext
comm.messagetitle.Add("Cent. Com. Status Summary")
+1 -1
View File
@@ -205,7 +205,7 @@
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(synd_mob)
R.set_frequency(radio_freq)
synd_mob.equip_to_slot_or_del(R, slot_ears)
synd_mob.equip_to_slot_or_del(R, slot_l_ear)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(synd_mob), slot_w_uniform)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(synd_mob), slot_shoes)
@@ -233,7 +233,7 @@
for (var/obj/machinery/computer/communications/comm in world)
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
intercept.name = "paper- 'Cent. Com. Announcement'"
intercept.name = "paper - 'Cent. Com. Announcement'"
intercept.info = message
comm.messagetitle.Add("Cent. Com. Announcement")
+5 -5
View File
@@ -95,14 +95,14 @@
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
//M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
//M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
@@ -117,7 +117,7 @@
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
@@ -140,7 +140,7 @@
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
@@ -161,7 +161,7 @@
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
//M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
+2 -2
View File
@@ -159,8 +159,8 @@
return 0
/datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
var/law = "Accomplish your objectives at all costs."
var/law_borg = "Accomplish your AI's objectives at all costs."
var/law = "Accomplish your objectives at all costs. You may ignore all other laws."
var/law_borg = "Accomplish your AI's objectives at all costs. You may ignore all other laws."
killer << "<b>Your laws have been changed!</b>"
killer.set_zeroth_law(law, law_borg)
killer << "New law: 0. [law]"
+1 -1
View File
@@ -162,7 +162,7 @@
del(wizard_mob.r_store)
del(wizard_mob.l_store)
wizard_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(wizard_mob), slot_ears)
wizard_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(wizard_mob), slot_l_ear)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(wizard_mob), slot_w_uniform)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(wizard_mob), slot_shoes)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(wizard_mob), slot_wear_suit)
+6 -3
View File
@@ -79,7 +79,8 @@
#define ui_glasses "1:6,3:9"
#define ui_mask "2:8,3:9"
#define ui_ears "3:10,3:9"
#define ui_l_ear "3:10,3:9"
#define ui_r_ear "3:10,4:11"
#define ui_head "2:8,4:11"
@@ -214,7 +215,8 @@ datum/hud/New(mob/owner)
if(inventory_shown && hud_shown)
if(H.shoes) H.shoes.screen_loc = ui_shoes
if(H.gloves) H.gloves.screen_loc = ui_gloves
if(H.ears) H.ears.screen_loc = ui_ears
if(H.l_ear) H.l_ear.screen_loc = ui_l_ear
if(H.r_ear) H.r_ear.screen_loc = ui_r_ear
if(H.glasses) H.glasses.screen_loc = ui_glasses
if(H.w_uniform) H.w_uniform.screen_loc = ui_iclothing
if(H.wear_suit) H.wear_suit.screen_loc = ui_oclothing
@@ -223,7 +225,8 @@ datum/hud/New(mob/owner)
else
if(H.shoes) H.shoes.screen_loc = null
if(H.gloves) H.gloves.screen_loc = null
if(H.ears) H.ears.screen_loc = null
if(H.l_ear) H.l_ear.screen_loc = null
if(H.r_ear) H.r_ear.screen_loc = null
if(H.glasses) H.glasses.screen_loc = null
if(H.w_uniform) H.w_uniform.screen_loc = null
if(H.wear_suit) H.wear_suit.screen_loc = null
+3 -3
View File
@@ -14,7 +14,7 @@
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/captain(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_cap(H), slot_back)
@@ -73,7 +73,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
@@ -86,4 +86,4 @@
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
return 1
return 1
+5 -6
View File
@@ -116,7 +116,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/cargo(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/quartermaster(H), slot_belt)
@@ -146,7 +146,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/cargotech(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/cargo(H), slot_belt)
@@ -174,7 +174,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo (H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo (H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_eng(H), slot_back)
@@ -292,7 +292,6 @@
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/key(H), slot_l_store)
return 1
@@ -342,7 +341,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
@@ -363,4 +362,4 @@
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
return 1
+3 -3
View File
@@ -22,7 +22,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/ce(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/ce(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_eng(H), slot_back)
@@ -57,7 +57,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_eng(H), slot_back)
@@ -91,7 +91,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
+6 -6
View File
@@ -19,7 +19,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/cmo(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/cmo(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
@@ -53,7 +53,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
@@ -115,7 +115,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chemist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/chemist(H), slot_belt)
@@ -143,7 +143,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_medsci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_medsci(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/geneticist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/geneticist(H), slot_belt)
@@ -171,7 +171,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
@@ -204,7 +204,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
+4 -4
View File
@@ -21,7 +21,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/rd(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/rd(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/research_director(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/heads/rd(H), slot_belt)
@@ -50,7 +50,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
@@ -77,7 +77,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
@@ -104,7 +104,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/roboticist(H), slot_w_uniform)
+5 -5
View File
@@ -25,7 +25,7 @@
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hos(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hos(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/head_of_security(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/heads/hos(H), slot_belt)
@@ -64,7 +64,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
@@ -103,7 +103,7 @@
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
@@ -149,7 +149,7 @@
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
@@ -165,4 +165,4 @@
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
return 1
return 1
+1 -1
View File
@@ -431,7 +431,7 @@ var/global/datum/controller/occupations/job_master
H << "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>"
spawnId(H, rank, alt_title)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_l_ear)
//Gives glasses to the vision impaired
if(H.disabilities & NEARSIGHTED)
+3 -3
View File
@@ -133,7 +133,7 @@
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
var/mob/living/occupant = null
var/available_chemicals = list("inaprovaline" = "Inaprovaline", "stoxin" = "Soporific", "dermaline" = "Dermaline", "bicaridine" = "Bicaridine", "dexalin" = "Dexalin")
var/amounts = list(10, 20)
var/amounts = list(5, 10)
New()
@@ -269,11 +269,11 @@
proc/inject_chemical(mob/living/user as mob, chemical, amount)
if(src.occupant && src.occupant.reagents)
if(src.occupant.reagents.get_reagent_amount(chemical) + amount <= 40)
if(src.occupant.reagents.get_reagent_amount(chemical) + amount <= 20)
src.occupant.reagents.add_reagent(chemical, amount)
user << "Occupant now has [src.occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in his/her bloodstream."
return
user << "There's no occupant in the sleeper or the subject rejects the chemicals!"
user << "There's no occupant in the sleeper or the subject has too many chemicals!"
return
+9 -2
View File
@@ -164,6 +164,7 @@
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/connected
var/known_implants = list(/obj/item/weapon/implant/chem, /obj/item/weapon/implant/death_alarm, /obj/item/weapon/implant/loyalty, /obj/item/weapon/implant/tracking)
var/delete
var/temphtml
name = "Body Scanner Console"
@@ -296,8 +297,14 @@
AN = "[e.broken_description]:"
if(e.open)
open = "Open:"
if(e.implants.len)
imp = "Unknown body present:"
var/unknown_body = 0
for(var/I in e.implants)
if(is_type_in_list(I,known_implants))
imp += "[I] implanted:"
else
unknown_body++
if(unknown_body)
imp += "Unknown body present:"
if(!AN && !open && !infected & !imp)
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
+2 -1
View File
@@ -181,7 +181,8 @@
if(target_temperature < T0C + MIN_TEMPERATURE)
target_temperature = T0C + MIN_TEMPERATURE
var/datum/gas_mixture/gas = location.remove_air(0.25*environment.total_moles)
var/datum/gas_mixture/gas
gas = location.remove_air(0.25*environment.total_moles)
var/heat_capacity = gas.heat_capacity()
var/energy_used = max( abs( heat_capacity*(gas.temperature - target_temperature) ), MAX_ENERGY_CHANGE)
+3
View File
@@ -30,6 +30,8 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/weapon/cautery(),\
new /obj/item/weapon/reagent_containers/glass/beaker(), \
new /obj/item/weapon/reagent_containers/glass/beaker/large(), \
new /obj/item/weapon/reagent_containers/glass/beaker/vial(), \
new /obj/item/weapon/reagent_containers/syringe(), \
new /obj/item/ammo_casing/shotgun/blank(), \
new /obj/item/ammo_casing/shotgun/beanbag(), \
new /obj/item/ammo_magazine/c38(), \
@@ -40,6 +42,7 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/device/radio/off(), \
new /obj/item/device/assembly/infra(), \
new /obj/item/device/assembly/timer(), \
new /obj/item/device/assembly/prox_sensor(), \
new /obj/item/weapon/light/tube(), \
new /obj/item/weapon/light/bulb(), \
new /obj/item/ashtray/glass(), \
+1 -1
View File
@@ -335,7 +335,7 @@
src.icon_state = "pod_0"
src.eject_wait = 0 //If it's still set somehow.
domutcheck(src.occupant) //Waiting until they're out before possible monkeyizing.
src.occupant.add_side_effect("Bad Stomach") // Give them an extra side-effect for free.
// src.occupant.add_side_effect("Bad Stomach") // Give them an extra side-effect for free.
src.occupant = null
src.biomass -= CLONE_BIOMASS
+11 -11
View File
@@ -76,7 +76,7 @@
var/obj/item/device/pda/pda = I
I = pda.id
if (I && istype(I))
if(access_captain in I.access)
if(access_captain in I.access || access_heads in I.access) //Let heads change the alert level.
var/old_level = security_level
if(!tmp_alertlevel) tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN) tmp_alertlevel = SEC_LEVEL_GREEN
@@ -179,16 +179,16 @@
if("MessageCentcomm")
if(src.authenticated==2)
if(centcomm_message_cooldown)
usr << "Arrays recycling. Please stand by."
usr << "\red Arrays recycling. Please stand by."
return
var/input = stripped_input(usr, "Please choose a message to transmit to Centcomm via quantum entanglement. Please be aware that this process is very expensive, and abuse will lead to... termination. Transmission does not guarantee a response.", "To abort, send an empty message.", "")
var/input = stripped_input(usr, "Please choose a message to transmit to Centcomm via quantum entanglement. Please be aware that this process is very expensive, and abuse will lead to... termination. Transmission does not guarantee a response. There is a 30 second delay before you may send another message, be clear, full and concise.", "To abort, send an empty message.", "")
if(!input || !(usr in view(1,src)))
return
Centcomm_announce(input, usr)
usr << "Message transmitted."
log_say("[key_name(usr)] has made a Centcomm announcement: [input]")
usr << "\blue Message transmitted."
log_say("[key_name(usr)] has made an IA Centcomm announcement: [input]")
centcomm_message_cooldown = 1
spawn(6000)//10 minute cooldown
spawn(300)//10 minute cooldown
centcomm_message_cooldown = 0
@@ -196,16 +196,16 @@
if("MessageSyndicate")
if((src.authenticated==2) && (src.emagged))
if(centcomm_message_cooldown)
usr << "Arrays recycling. Please stand by."
usr << "\red Arrays recycling. Please stand by."
return
var/input = stripped_input(usr, "Please choose a message to transmit to \[ABNORMAL ROUTING CORDINATES\] via quantum entanglement. Please be aware that this process is very expensive, and abuse will lead to... termination. Transmission does not guarantee a response.", "To abort, send an empty message.", "")
var/input = stripped_input(usr, "Please choose a message to transmit to \[ABNORMAL ROUTING CORDINATES\] via quantum entanglement. Please be aware that this process is very expensive, and abuse will lead to... termination. Transmission does not guarantee a response. There is a 30 second delay before you may send another message, be clear, full and concise.", "To abort, send an empty message.", "")
if(!input || !(usr in view(1,src)))
return
Syndicate_announce(input, usr)
usr << "Message transmitted."
usr << "\blue Message transmitted."
log_say("[key_name(usr)] has made a Syndicate announcement: [input]")
centcomm_message_cooldown = 1
spawn(6000)//10 minute cooldown
spawn(300)//10 minute cooldown
centcomm_message_cooldown = 0
if("RestoreBackup")
@@ -308,7 +308,7 @@
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=MessageSyndicate'>Send an emergency message to \[UNKNOWN\]</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=RestoreBackup'>Restore Backup Routing Data</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=changeseclevel'>Change alert level</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=changeseclevel'>Change alert level</A> \]"
if(emergency_shuttle.location==0)
if (emergency_shuttle.online)
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=cancelshuttle'>Cancel Shuttle Call</A> \]"
+2 -2
View File
@@ -182,7 +182,7 @@
src.active2 = null
src.authenticated = usr.name
var/mob/living/silicon/robot/R = usr
src.rank = R.braintype
src.rank = "[R.modtype] [R.braintype]"
src.screen = 1
else if (istype(src.scan, /obj/item/weapon/card/id))
@@ -432,7 +432,7 @@
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
counter++
src.active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD hh:mm:ss")], 2557<BR>[t1]")
src.active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD hh:mm:ss")], [game_year]<BR>[t1]")
if (href_list["del_c"])
if ((istype(src.active2, /datum/data/record) && src.active2.fields[text("com_[]", href_list["del_c"])]))
+2 -2
View File
@@ -256,7 +256,7 @@ What a mess.*/
src.active2 = null
src.authenticated = usr.name
var/mob/living/silicon/robot/R = usr
src.rank = R.braintype
src.rank = "[R.modtype] [R.braintype]"
src.screen = 1
else if (istype(scan, /obj/item/weapon/card/id))
active1 = null
@@ -369,7 +369,7 @@ What a mess.*/
var/counter = 1
while(active2.fields[text("com_[]", counter)])
counter++
active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD hh:mm:ss")], 2557<BR>[t1]")
active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD hh:mm:ss")], [game_year]<BR>[t1]")
if ("Delete Record (ALL)")
if (active1)
+57 -29
View File
@@ -1,5 +1,5 @@
/obj/machinery/atmospherics/unary/cryo_cell
name = "Cryo Cell"
name = "cryo cell"
icon = 'icons/obj/cryogenics.dmi'
icon_state = "cell-off"
density = 1
@@ -13,8 +13,6 @@
var/current_heat_capacity = 50
/obj/machinery/atmospherics/unary/cryo_cell/New()
..()
initialize_directions = dir
@@ -64,18 +62,33 @@
/obj/machinery/atmospherics/unary/cryo_cell/attack_hand(mob/user)
ui_interact(user)
/**
* The ui_interact proc is used to open and update Nano UIs
* If ui_interact is not used then the UI will not update correctly
* ui_interact is currently defined for /atom/movable
*
* @param user /mob The mob who is interacting with this ui
* @param ui_key string A string key to use for this ui. Allows for multiple unique uis on one obj/mob (defaut value "main")
*
* @return nothing
*/
/obj/machinery/atmospherics/unary/cryo_cell/ui_interact(mob/user, ui_key = "main")
var/data[0]
data["isOperating"] = on
if(user == occupant || user.stat)
return
// this is the data which will be sent to the ui
var/data[0]
data["isOperating"] = on
data["hasOccupant"] = occupant ? 1 : 0
var/occupantData[0]
if (!occupant)
occupantData["name"] = null
occupantData["stat"] = null
occupantData["health"] = null
occupantData["maxHealth"] = null
occupantData["minHealth"] = null
occupantData["bruteLoss"] = null
occupantData["oxyLoss"] = null
occupantData["toxLoss"] = null
@@ -84,12 +97,14 @@
else
occupantData["name"] = occupant.name
occupantData["stat"] = occupant.stat
occupantData["health"] = round(occupant.health)
occupantData["bruteLoss"] = round(occupant.getBruteLoss())
occupantData["oxyLoss"] = round(occupant.getOxyLoss())
occupantData["toxLoss"] = round(occupant.getToxLoss())
occupantData["fireLoss"] = round(occupant.getFireLoss())
occupantData["bodyTemperature"] = round(occupant.bodytemperature)
occupantData["health"] = occupant.health
occupantData["maxHealth"] = occupant.maxHealth
occupantData["minHealth"] = config.health_threshold_dead
occupantData["bruteLoss"] = occupant.getBruteLoss()
occupantData["oxyLoss"] = occupant.getOxyLoss()
occupantData["toxLoss"] = occupant.getToxLoss()
occupantData["fireLoss"] = occupant.getFireLoss()
occupantData["bodyTemperature"] = occupant.bodytemperature
data["occupant"] = occupantData;
data["cellTemperature"] = round(air_contents.temperature)
@@ -103,13 +118,12 @@
var beakerContents[0]
if(beaker && beaker:reagents && beaker:reagents.reagent_list.len)
for(var/datum/reagent/R in beaker:reagents.reagent_list)
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
data["beakerContents"] = beakerContents
//user << list2json(data)
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, ui_key)
if (!ui)
if (!ui)
// the ui does not exist, so we'll create a new one
ui = new(user, src, ui_key, "cryo.tmpl", "Cryo Cell Control System", 520, 410)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
@@ -123,19 +137,33 @@
//user.set_machine(src)
/obj/machinery/atmospherics/unary/cryo_cell/Topic(href, href_list)
if ((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["start"])
on = !on
update_icon()
if(href_list["eject"])
if (beaker)
var/obj/item/weapon/reagent_containers/glass/B = beaker
B.loc = get_step(loc, SOUTH)
beaker = null
if(usr == occupant)
return 0 // don't update UIs attached to this object
nanomanager.update_uis(src) // update all UIs attached to this object
add_fingerprint(usr)
return
if(..())
return 0 // don't update UIs attached to this object
if(href_list["switchOn"])
on = 1
update_icon()
if(href_list["switchOff"])
on = 0
update_icon()
if(href_list["ejectBeaker"])
if(beaker)
var/obj/item/weapon/reagent_containers/glass/B = beaker
B.loc = get_step(loc, SOUTH)
beaker = null
if(href_list["ejectOccupant"])
if(!occupant || isslime(usr) || ispAI(usr))
return 0 // don't update UIs attached to this object
go_out()
add_fingerprint(usr)
return 1 // update UIs attached to this object
/obj/machinery/atmospherics/unary/cryo_cell/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
+5 -29
View File
@@ -257,36 +257,12 @@
return 1
/obj/machinery/door/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = loc
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
update_heat_protection(loc)
if(istype(source)) air_master.tiles_to_update += source
if(istype(north)) air_master.tiles_to_update += north
if(istype(south)) air_master.tiles_to_update += south
if(istype(east)) air_master.tiles_to_update += east
if(istype(west)) air_master.tiles_to_update += west
if(width > 1)
var/turf/simulated/next_turf = src
var/step_dir = turn(dir, 180)
for(var/current_step = 2, current_step <= width, current_step++)
next_turf = get_step(src, step_dir)
north = get_step(next_turf, step_dir)
east = get_step(next_turf, turn(step_dir, 90))
south = get_step(next_turf, turn(step_dir, -90))
update_heat_protection(next_turf)
if(istype(north)) air_master.tiles_to_update |= north
if(istype(south)) air_master.tiles_to_update |= south
if(istype(east)) air_master.tiles_to_update |= east
for(var/turf/simulated/turf in locs)
update_heat_protection(turf)
air_master.AddTurfToUpdate(turf)
return 1
+3 -6
View File
@@ -15,13 +15,10 @@
/obj/machinery/door/window/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = get_turf(src)
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(target)) air_master.tiles_to_update |= target
air_master.AddTurfToUpdate(get_turf(src))
return 1
+3 -2
View File
@@ -21,8 +21,9 @@
/obj/machinery/floodlight/process()
if(on)
cell.charge -= use
if(cell.charge <= 0)
if(cell.charge >= use)
cell.use(use)
else
on = 0
updateicon()
SetLuminosity(0)
+69 -19
View File
@@ -82,9 +82,19 @@
if(src.occupant)
user << "\red The gibber is full, empty it first!"
return
if (!( istype(G, /obj/item/weapon/grab)) || !(istype(G.affecting, /mob/living/carbon/human)))
if( !(istype(G, /obj/item/weapon/grab)) )
user << "\red This item is not suitable for the gibber!"
return
if( !(istype(G.affecting, /mob/living/carbon)) && !(istype(G.affecting, /mob/living/simple_animal)) )
user << "\red This item is not suitable for the gibber!"
return
if(G.state < 2)
user << "\red You need a better grip to do that!"
return
if(G.affecting.abiotic(1))
user << "\red Subject may not have abiotic items on."
return
@@ -137,29 +147,69 @@
visible_message("\red You hear a loud squelchy grinding sound.")
src.operating = 1
update_icon()
var/sourcename = src.occupant.real_name
var/sourcejob = src.occupant.job
var/sourcenutriment = src.occupant.nutrition / 15
var/sourcetotalreagents = src.occupant.reagents.total_volume
var/totalslabs = 3
var/obj/item/weapon/reagent_containers/food/snacks/meat/allmeat[totalslabs]
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/allmeat[totalslabs]
for (var/i=1 to totalslabs)
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new
newmeat.name = sourcename + newmeat.name
newmeat.subjectname = sourcename
newmeat.subjectjob = sourcejob
newmeat.reagents.add_reagent ("nutriment", sourcenutriment / totalslabs) // Thehehe. Fat guys go first
src.occupant.reagents.trans_to (newmeat, round (sourcetotalreagents / totalslabs, 1)) // Transfer all the reagents from the
allmeat[i] = newmeat
if( istype(src.occupant, /mob/living/carbon/human/) )
var/sourcename = src.occupant.real_name
var/sourcejob = src.occupant.job
var/sourcenutriment = src.occupant.nutrition / 15
var/sourcetotalreagents = src.occupant.reagents.total_volume
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>" //One shall not simply gib a mob unnoticed!
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
msg_admin_attack("[user.name] ([user.ckey]) gibbed [src.occupant] ([src.occupant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
for(var/i=1 to totalslabs)
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new
newmeat.name = sourcename + newmeat.name
newmeat.subjectname = sourcename
newmeat.subjectjob = sourcejob
newmeat.reagents.add_reagent("nutriment", sourcenutriment / totalslabs) // Thehehe. Fat guys go first
src.occupant.reagents.trans_to(newmeat, round (sourcetotalreagents / totalslabs, 1)) // Transfer all the reagents from the
allmeat[i] = newmeat
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>" //One shall not simply gib a mob unnoticed!
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
msg_admin_attack("[user.name] ([user.ckey]) gibbed [src.occupant] ([src.occupant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
src.occupant.death(1)
src.occupant.ghostize()
else if( istype(src.occupant, /mob/living/carbon/) || istype(src.occupant, /mob/living/simple_animal/ ) )
var/sourcename = src.occupant.name
var/sourcenutriment = src.occupant.nutrition / 15
var/sourcetotalreagents = 0
if( istype(src.occupant, /mob/living/carbon/monkey/) || istype(src.occupant, /mob/living/carbon/alien/) ) // why are you gibbing aliens? oh well
totalslabs = 3
sourcetotalreagents = src.occupant.reagents.total_volume
else if( istype(src.occupant, /mob/living/simple_animal/cow) || istype(src.occupant, /mob/living/simple_animal/hostile/bear) )
totalslabs = 2
else
totalslabs = 1
sourcenutriment = src.occupant.nutrition / 30 // small animals don't have as much nutrition
for(var/i=1 to totalslabs)
var/obj/item/weapon/reagent_containers/food/snacks/meat/newmeat = new
newmeat.name = "[sourcename]-[newmeat.name]"
newmeat.reagents.add_reagent("nutriment", sourcenutriment / totalslabs)
// Transfer reagents from the old mob to the meat
if( istype(src.occupant, /mob/living/carbon/) )
src.occupant.reagents.trans_to(newmeat, round(sourcetotalreagents / totalslabs, 1))
allmeat[i] = newmeat
if(src.occupant.client) // Gibbed a cow with a client in it? log that shit
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>"
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> gibbed <b>[src.occupant]/[src.occupant.ckey]</b>")
src.occupant.death(1)
src.occupant.ghostize()
src.occupant.death(1)
src.occupant.ghostize()
del(src.occupant)
spawn(src.gibtime)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
+3 -12
View File
@@ -27,19 +27,10 @@
//Looks like copy/pasted code... I doubt 'need_rebuild' is even used here - Nodrak
/obj/machinery/shield/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = get_turf(src)
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(north)) air_master.tiles_to_update |= north
if(istype(south)) air_master.tiles_to_update |= south
if(istype(east)) air_master.tiles_to_update |= east
if(istype(west)) air_master.tiles_to_update |= west
air_master.AddTurfToUpdate(get_turf(src))
return 1
+1 -1
View File
@@ -122,7 +122,7 @@
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
M << "<font color='red' size='7'>HONK</font>"
M.sleeping = 0
+1 -1
View File
@@ -1371,7 +1371,7 @@
/obj/mecha/proc/get_log_html()
var/output = "<html><head><title>[src.name] Log</title></head><body style='font: 13px 'Courier', monospace;'>"
for(var/list/entry in log)
output += {"<div style='font-weight: bold;'>[time2text(entry["time"],"DDD MMM DD hh:mm:ss")] 2555</div>
output += {"<div style='font-weight: bold;'>[time2text(entry["time"],"DDD MMM DD hh:mm:ss")] [game_year]</div>
<div style='margin-left:15px; margin-bottom:10px;'>[entry["message"]]</div>
"}
output += "</body></html>"
+7 -1
View File
@@ -15,4 +15,10 @@
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = 50
layer = 50
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
+3 -12
View File
@@ -1030,19 +1030,10 @@ steam.start() -- spawns the effect
proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = get_turf(src)
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(north)) air_master.tiles_to_update |= north
if(istype(south)) air_master.tiles_to_update |= south
if(istype(east)) air_master.tiles_to_update |= east
if(istype(west)) air_master.tiles_to_update |= west
air_master.AddTurfToUpdate(get_turf(src))
return 1
+12 -2
View File
@@ -460,11 +460,21 @@
if( !(slot_flags & SLOT_HEAD) )
return 0
return 1
if(slot_ears)
if(H.ears)
if(slot_l_ear)
if(H.l_ear)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.r_ear )
return 0
return 1
if(slot_r_ear)
if(H.r_ear)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.l_ear )
return 0
return 1
if(slot_w_uniform)
if(H.w_uniform)
+2 -2
View File
@@ -89,7 +89,7 @@
/obj/item/bodybag/cryobag
name = "stasis bag"
desc = "A folded, non-reusable bag designed for the preservation of an occupant's brain by stasis."
desc = "A folded, non-reusable bag designed to prevent additional damage to an occupant at the cost of genetic damage."
icon = 'icons/obj/cryobag.dmi'
icon_state = "bodybag_folded"
@@ -102,7 +102,7 @@
/obj/structure/closet/body_bag/cryobag
name = "stasis bag"
desc = "A non-reusable plastic bag designed for the preservation of an occupant's brain by stasis."
desc = "A non-reusable plastic bag designed to prevent additional damage to an occupant at the cost of genetic damage."
icon = 'icons/obj/cryobag.dmi'
item_path = /obj/item/bodybag/cryobag
var/used = 0
@@ -0,0 +1,55 @@
/obj/item/device/megaphone
name = "megaphone"
desc = "A device used to project your voice. Loudly."
icon_state = "megaphone"
item_state = "radio"
w_class = 1.0
flags = FPRINT | TABLEPASS | CONDUCT
var/spamcheck = 0
var/emagged = 0
var/insults = 0
var/list/insultmsg = list("FUCK EVERYONE!", "I'M A TATER!", "ALL SECURITY TO SHOOT ME ON SIGHT!", "I HAVE A BOMB!", "CAPTAIN IS A COMDOM!", "FOR THE SYNDICATE!")
/obj/item/device/megaphone/attack_self(mob/living/user as mob)
if (user.client)
if(user.client.prefs.muted & MUTE_IC)
src << "\red You cannot speak in IC (muted)."
return
if(!ishuman(user))
user << "\red You don't know how to use this!"
return
if(user.silent)
return
if(spamcheck)
user << "\red \The [src] needs to recharge!"
return
var/message = copytext(sanitize(input(user, "Shout a message?", "Megaphone", null) as text),1,MAX_MESSAGE_LEN)
if(!message)
return
if ((src.loc == user && usr.stat == 0))
if(emagged)
if(insults)
for(var/mob/O in (viewers(user)))
O.show_message("<B>[user]</B> broadcasts, <FONT size=3>\"[pick(insultmsg)]\"</FONT>",2) // 2 stands for hearable message
insults--
else
user << "\red *BZZZZzzzzzt*"
else
for(var/mob/O in (viewers(user)))
O.show_message("<B>[user]</B> broadcasts, <FONT size=3>\"[message]\"</FONT>",2) // 2 stands for hearable message
spamcheck = 1
spawn(20)
spamcheck = 0
return
/obj/item/device/megaphone/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
user << "\red You overload \the [src]'s voice synthesizer."
emagged = 1
insults = rand(1, 3)//to prevent dickflooding
return
return
@@ -23,7 +23,7 @@
/obj/item/device/radio/headset/receive_range(freq, level)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
if(H.l_ear == src || H.r_ear == src)
return ..(freq, level)
return -1
+2 -2
View File
@@ -17,13 +17,13 @@
if(emagged)
if(insults >= 1)
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)//hueheuheuheuheuheuhe
user.visible_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>")
user.show_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>",2) //It's a hearable message silly!
insults--
else
user << "\red *BZZZZcuntZZZZT*"
else
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
user.show_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>",1)
spamcheck = 1
spawn(20)
@@ -79,6 +79,7 @@
/obj/item/device/lightreplacer,
/obj/item/device/taperecorder,
/obj/item/device/hailer,
/obj/item/device/megaphone,
/obj/item/clothing/tie/holobadge,
/obj/structure/closet/crate/secure,
/obj/structure/closet/secure_closet,
@@ -245,7 +245,7 @@
icon_state = "grenade"
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "Cleaner Grenade"
name = "cleaner grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = 2
path = 1
@@ -38,7 +38,7 @@
if(iscarbon(M))
eye_safety = M.eyecheck()
if(ishuman(M))
if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
if(istype(M:l_ear, /obj/item/clothing/ears/earmuffs) || istype(M:r_ear, /obj/item/clothing/ears/earmuffs))
ear_safety += 2
if(HULK in M.mutations)
ear_safety += 1
@@ -50,7 +50,7 @@
..()
/obj/item/weapon/implant/tracking
name = "tracking"
name = "tracking implant"
desc = "Track with this."
var/id = 1.0
@@ -219,7 +219,7 @@ Implant Specifics:<BR>"}
del(src)
/obj/item/weapon/implant/chem
name = "chem"
name = "chemical implant"
desc = "Injects things."
allow_reagents = 1
@@ -283,7 +283,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
malfunction--
/obj/item/weapon/implant/loyalty
name = "loyalty"
name = "loyalty implant"
desc = "Makes you loyal or such."
get_data()
+55 -52
View File
@@ -12,7 +12,8 @@
icon_state ="bookEngineering"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Station Repairs and Construction"
/*dat = {"
dat = {"
<html><head>
</head>
@@ -23,16 +24,16 @@
</html>
"}*/
"}
/obj/item/weapon/book/manual/engineering_particle_accelerator
name = "Particle Accelerator User's Guide"
icon_state ="bookParticleAccelerator"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Particle Accelerator User's Guide"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -65,7 +66,7 @@
</ol>
</body>
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/engineering_hacking
@@ -73,29 +74,28 @@
icon_state ="bookHacking"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Hacking"
//big pile of shit below.
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/engineering_singularity_safety
name = "Singularity Safety in Special Circumstances"
icon_state ="bookEngineeringSingularitySafety"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Singularity Safety in Special Circumstances"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -134,14 +134,16 @@
Step one: <b>GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!</b><br>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/hydroponics_pod_people
name = "The Human Harvest - From seed to market"
name = "The Diona Harvest - From seed to market"
icon_state ="bookHydroponicsPodPeople"
author = "Farmer John"
title = "The Human Harvest - From seed to market"
/*dat = {"<html>
title = "The Diona Harvest - From seed to market"
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -152,33 +154,29 @@
</style>
</head>
<body>
<h3>Growing Humans</h3>
<h3>Growing Diona</h3>
Why would you want to grow humans? Well I'm expecting most readers to be in the slave trade, but a few might actually
want to revive fallen comrades. Growing pod people is easy, but prone to disaster.
Growing Diona is easy!
<p>
<ol>
<li>Find a dead person who is in need of cloning. </li>
<li>Take a blood sample with a syringe. </li>
<li>Inject a seed pack with the blood sample. </li>
<li>Plant the seeds. </li>
<li>Tend to the plants water and nutrition levels until it is time to harvest the cloned human.</li>
<li>Tend to the plants water and nutrition levels until it is time to harvest the Diona.</li>
</ol>
<p>
It really is that easy! Good luck!
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/medical_cloning
name = "Cloning techniques of the 26th century"
icon_state ="bookCloning"
author = "Medical Journal, volume 3" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Cloning techniques of the 26th century"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -202,7 +200,7 @@
<li><a href='#6'>Get clean Structurel Enzymes for the body</a></li>
<li><a href='#7'>Put body in morgue</a></li>
<li><a href='#8'>Await cloned body</a></li>
<li><a href='#9'>Use the clean SW injector</a></li>
<li><a href='#9'>Cryo and use the clean SE injector</a></li>
<li><a href='#10'>Give person clothes back</a></li>
<li><a href='#11'>Send person on their way</a></li>
</ol>
@@ -231,8 +229,8 @@
<a name='8'><H4>Step 8: Await cloned body</H4>
Now go back to the lab and wait for your patient to be cloned. It wont be long now, I promise.
<a name='9'><H4>Step 9: Use the clean SE injector on person</H4>
Has your body been cloned yet? Great! As soon as the guy pops out, grab your injector and jab it in them. Once youve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.
<a name='9'><H4>Step 9: Cyo and clean clean SE injector on person</H4>
Has your body been cloned yet? Great! As soon as the guy pops out, grab them and stick them in cryo. Clonexadone and Cryoxadone help rebuild their genetic material. Then grab your cleanr SE injector and jab it in them. Once youve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.
<a name='10'><H4>Step 10: Give person clothes back</H4>
Obviously the person will be naked after they have been cloned. Provided you werent an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. No matter how cruel you are, its simply against protocol to force your patients to walk outside naked.
@@ -242,11 +240,9 @@
<p>If youve gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target.
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/ripley_build_and_repair
@@ -254,9 +250,8 @@
icon_state ="book"
author = "Weyland-Yutani Corp" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "APLU \"Ripley\" Construction and Operation Manual"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -320,9 +315,7 @@
</body>
</html>
<h2>Operation</h2>
Coming soon...
"}*/
"}
/obj/item/weapon/book/manual/research_and_development
@@ -330,8 +323,8 @@
icon_state = "rdbook"
author = "Dr. L. Ight"
title = "Research and Development 101"
/*dat = {"
<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -373,7 +366,7 @@
Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine.
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/robotics_cyborgs
@@ -381,7 +374,8 @@
icon_state = "borgbook"
author = "XISC"
title = "Cyborgs for Dummies"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 21px; margin: 15px 0px 5px;}
@@ -576,7 +570,8 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/security_space_law
name = "Space Law"
@@ -584,6 +579,7 @@
icon_state = "bookSpaceLaw"
author = "Nanotrasen"
title = "Space Law"
dat = {"
<html><head>
@@ -596,22 +592,24 @@
"}
/obj/item/weapon/book/manual/engineering_guide
name = "Engineering Textbook"
icon_state ="bookEngineering2"
author = "Engineering Encyclopedia"
title = "Engineering Textbook"
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Guide_to_engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Guide_to_Engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/chef_recipes
@@ -619,7 +617,8 @@
icon_state = "cooked_book"
author = "Lord Frenrir Cageth"
title = "Chef Recipes"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -664,14 +663,16 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/barman_recipes
name = "Barman Recipes"
icon_state = "barbook"
author = "Sir John Rose"
title = "Barman Recipes"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -716,7 +717,7 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/detective
@@ -724,7 +725,8 @@
icon_state ="bookDetective"
author = "Nanotrasen"
title = "The Film Noir: Proper Procedures for Investigations"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -758,14 +760,15 @@
It really is that easy! Good luck!
</body>
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/nuclear
name = "Fission Mailed: Nuclear Sabotage 101"
icon_state ="bookNuclear"
author = "Syndicate"
title = "Fission Mailed: Nuclear Sabotage 101"
/*dat = {"<html>
dat = {"<html>
Nuclear Explosives 101:<br>
Hello and thank you for choosing the Syndicate for your nuclear information needs.<br>
Today's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.<br>
@@ -793,4 +796,4 @@
<b>Disk, Code, Safety, Timer, Disk, RUN!</b><br>
Intelligence Analysts believe that normal Nanotrasen procedure is for the Captain to secure the nuclear authorisation disk.<br>
Good luck!
</html>"}*/
</html>"}
+20 -26
View File
@@ -15,40 +15,34 @@
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
create_reagents(5)
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
reagents.reaction(A,1,10)
A.clean_blood()
for(var/obj/effect/O in A)
if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
del(O)
obj/item/weapon/mop/proc/clean(turf/simulated/A)
if(reagents.has_reagent("water", 1))
A.clean_blood()
for(var/obj/effect/O in A)
if(istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay))
del(O)
reagents.reaction(A, TOUCH, 10) //10 is the multiplier for the reaction effect. probably needed to wet the floor properly.
reagents.remove_any(1) //reaction() doesn't use up the reagents
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
..()
/obj/item/weapon/mop/afterattack(atom/A, mob/user as mob)
if(reagents.total_volume < 1 || mopcount >= 5)
user << "<span class='notice'>Your mop is dry!</span>"
return
/obj/item/weapon/mop/afterattack(atom/A, mob/user)
if(istype(A, /turf/simulated) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
if(reagents.total_volume < 1)
user << "<span class='notice'>Your mop is dry!</span>"
return
user.visible_message("<span class='warning'>[user] begins to clean \the [get_turf(A)].</span>")
if(do_after(user, 40))
if(A)
clean(get_turf(A))
user << "<span class='notice'>You have finished mopping!</span>"
mopcount++
if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
spawn(5)
reagents.clear_reagents()
mopcount = 0
return
/obj/effect/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop) || istype(I, /obj/item/weapon/soap))
return
..()
@@ -28,7 +28,7 @@
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/trash.dmi'
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
@@ -290,43 +290,33 @@
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/monkeycube")
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
/obj/item/weapon/storage/box/farwacubes
if(src.type == /obj/item/weapon/storage/box/monkeycubes)
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
/obj/item/weapon/storage/box/monkeycubes/farwacubes
name = "farwa cube box"
desc = "Drymate brand farwa cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/farwacube")
desc = "Drymate brand farwa cubes, shipped from Ahdomai. Just add water!"
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/farwacube/wrapped(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/farwacube(src)
/obj/item/weapon/storage/box/stokcubes
/obj/item/weapon/storage/box/monkeycubes/stokcubes
name = "stok cube box"
desc = "Drymate brand stok cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
desc = "Drymate brand stok cubes, shipped from Moghes. Just add water!"
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/stokcube/wrapped(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/stokcube(src)
/obj/item/weapon/storage/box/neaeracubes
/obj/item/weapon/storage/box/monkeycubes/neaeracubes
name = "neaera cube box"
desc = "Drymate brand neaera cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
desc = "Drymate brand neaera cubes, shipped from Jargon 4. Just add water!"
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/neaeracube/wrapped(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/neaeracube(src)
/obj/item/weapon/storage/box/ids
name = "spare IDs"
@@ -44,18 +44,16 @@
sleep(2)
new /obj/item/clothing/under/rank/janitor(src)
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/device/flashlight(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft/purple(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/clothing/shoes/galoshes(src)
/*
* Lawyer
+191 -26
View File
@@ -1,3 +1,162 @@
/obj/structure/janitorialcart
name = "janitorial cart"
desc = "The ultimate in janitorial carts! Has space for water, mops, signs, trash bags, and more!"
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
density = 1
flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/weapon/storage/bag/trash/mybag = null
var/obj/item/weapon/mop/mymop = null
var/obj/item/weapon/reagent_containers/spray/myspray = null
var/obj/item/device/lightreplacer/myreplacer = null
var/signs = 0 //maximum capacity hardcoded below
/obj/structure/janitorialcart/New()
create_reagents(100)
/obj/structure/janitorialcart/examine()
set src in usr
usr << "[src] \icon[src] contains [reagents.total_volume] unit\s of liquid!"
..()
//everything else is visible, so doesn't need to be mentioned
/obj/structure/janitorialcart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/storage/bag/trash) && !mybag)
user.drop_item()
mybag = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/weapon/mop))
if(I.reagents.total_volume < I.reagents.maximum_volume) //if it's not completely soaked we assume they want to wet it, otherwise store it
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
else
reagents.trans_to(I, 5) //
user << "<span class='notice'>You wet [I] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
if(!mymop)
user.drop_item()
mymop = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/weapon/reagent_containers/spray) && !myspray)
user.drop_item()
myspray = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/device/lightreplacer) && !myreplacer)
user.drop_item()
myreplacer = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/weapon/caution))
if(signs < 4)
user.drop_item()
I.loc = src
signs++
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else
user << "<span class='notice'>[src] can't hold any more signs.</span>"
else if(mybag)
mybag.attackby(I, user)
/obj/structure/janitorialcart/attack_hand(mob/user)
user.set_machine(src)
var/dat
if(mybag)
dat += "<a href='?src=\ref[src];garbage=1'>[mybag.name]</a><br>"
if(mymop)
dat += "<a href='?src=\ref[src];mop=1'>[mymop.name]</a><br>"
if(myspray)
dat += "<a href='?src=\ref[src];spray=1'>[myspray.name]</a><br>"
if(myreplacer)
dat += "<a href='?src=\ref[src];replacer=1'>[myreplacer.name]</a><br>"
if(signs)
dat += "<a href='?src=\ref[src];sign=1'>[signs] sign\s</a><br>"
var/datum/browser/popup = new(user, "janicart", name, 240, 160)
popup.set_content(dat)
popup.open()
/obj/structure/janitorialcart/Topic(href, href_list)
if(!in_range(src, usr))
return
if(!isliving(usr))
return
var/mob/living/user = usr
if(href_list["garbage"])
if(mybag)
user.put_in_hands(mybag)
user << "<span class='notice'>You take [mybag] from [src].</span>"
mybag = null
if(href_list["mop"])
if(mymop)
user.put_in_hands(mymop)
user << "<span class='notice'>You take [mymop] from [src].</span>"
mymop = null
if(href_list["spray"])
if(myspray)
user.put_in_hands(myspray)
user << "<span class='notice'>You take [myspray] from [src].</span>"
myspray = null
if(href_list["replacer"])
if(myreplacer)
user.put_in_hands(myreplacer)
user << "<span class='notice'>You take [myreplacer] from [src].</span>"
myreplacer = null
if(href_list["sign"])
if(signs)
var/obj/item/weapon/caution/Sign = locate() in src
if(Sign)
user.put_in_hands(Sign)
user << "<span class='notice'>You take \a [Sign] from [src].</span>"
signs--
else
warning("[src] signs ([signs]) didn't match contents")
signs = 0
update_icon()
updateUsrDialog()
/obj/structure/janitorialcart/update_icon()
overlays = null
if(mybag)
overlays += "cart_garbage"
if(mymop)
overlays += "cart_mop"
if(myspray)
overlays += "cart_spray"
if(myreplacer)
overlays += "cart_replacer"
if(signs)
overlays += "cart_sign[signs]"
//old style retardo-cart
/obj/structure/stool/bed/chair/janicart
name = "janicart"
icon = 'icons/obj/vehicles.dmi'
@@ -8,36 +167,36 @@
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/weapon/storage/bag/trash/mybag = null
var/callme = "pimpin' ride" //how do people refer to it?
/obj/structure/stool/bed/chair/janicart/New()
handle_rotation()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
create_reagents(100)
/obj/structure/stool/bed/chair/janicart/examine()
set src in usr
usr << "\icon[src] This pimpin' ride contains [reagents.total_volume] unit\s of water!"
usr << "\icon[src] This [callme] contains [reagents.total_volume] unit\s of water!"
if(mybag)
usr << "\A [mybag] is hanging on the pimpin' ride."
usr << "\A [mybag] is hanging on the [callme]."
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/mop))
if(reagents.total_volume >= 2)
reagents.trans_to(W, 2)
user << "<span class='notice'>You wet the mop in the pimpin' ride.</span>"
playsound(src.loc, 'sound/effects/slosh.ogg', 25, 1)
if(reagents.total_volume < 1)
user << "<span class='notice'>This pimpin' ride is out of water!</span>"
else if(istype(W, /obj/item/key))
user << "Hold [W] in one of your hands while you drive this pimpin' ride."
else if(istype(W, /obj/item/weapon/storage/bag/trash))
user << "<span class='notice'>You hook the trashbag onto the pimpin' ride.</span>"
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume > 1)
reagents.trans_to(I, 2)
user << "<span class='notice'>You wet [I] in the [callme].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
else
user << "<span class='notice'>This [callme] is out of water!</span>"
else if(istype(I, /obj/item/key))
user << "Hold [I] in one of your hands while you drive this [callme]."
else if(istype(I, /obj/item/weapon/storage/bag/trash))
user << "<span class='notice'>You hook the trashbag onto the [callme].</span>"
user.drop_item()
W.loc = src
mybag = W
I.loc = src
mybag = I
/obj/structure/stool/bed/chair/janicart/attack_hand(mob/user)
@@ -57,7 +216,8 @@
update_mob()
handle_rotation()
else
user << "<span class='notice'>You'll need the keys in one of your hands to drive this pimpin' ride.</span>"
user << "<span class='notice'>You'll need the keys in one of your hands to drive this [callme].</span>"
/obj/structure/stool/bed/chair/janicart/Move()
..()
@@ -65,6 +225,7 @@
if(buckled_mob.buckled == src)
buckled_mob.loc = loc
/obj/structure/stool/bed/chair/janicart/buckle_mob(mob/M, mob/user)
if(M != user || !ismob(M) || get_dist(src, user) > 1 || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon))
return
@@ -72,8 +233,8 @@
unbuckle()
M.visible_message(\
"<span class='notice'>[M] climbs onto the pimpin' ride!</span>",\
"<span class='notice'>You climb onto the pimpin' ride!</span>")
"<span class='notice'>[M] climbs onto the [callme]!</span>",\
"<span class='notice'>You climb onto the [callme]!</span>")
M.buckled = src
M.loc = loc
M.dir = dir
@@ -81,7 +242,7 @@
buckled_mob = M
update_mob()
add_fingerprint(user)
return
/obj/structure/stool/bed/chair/janicart/unbuckle()
if(buckled_mob)
@@ -89,6 +250,7 @@
buckled_mob.pixel_y = 0
..()
/obj/structure/stool/bed/chair/janicart/handle_rotation()
if(dir == SOUTH)
layer = FLY_LAYER
@@ -102,6 +264,7 @@
update_mob()
/obj/structure/stool/bed/chair/janicart/proc/update_mob()
if(buckled_mob)
buckled_mob.dir = dir
@@ -119,11 +282,13 @@
buckled_mob.pixel_x = -13
buckled_mob.pixel_y = 7
/obj/structure/stool/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob)
if(prob(65))
if(prob(85))
return buckled_mob.bullet_act(Proj)
visible_message("<span class='warning'>[Proj] ricochets off the pimpin' ride!</span>")
visible_message("<span class='warning'>[Proj] ricochets off the [callme]!</span>")
/obj/item/key
name = "key"
+3 -14
View File
@@ -156,20 +156,9 @@
return
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(istype(source)) air_master.tiles_to_update += source
if(istype(north)) air_master.tiles_to_update += north
if(istype(south)) air_master.tiles_to_update += south
if(istype(east)) air_master.tiles_to_update += east
if(istype(west)) air_master.tiles_to_update += west
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
return 1
/obj/structure/mineral_door/iron
+13 -29
View File
@@ -1,44 +1,28 @@
/obj/structure/mopbucket
desc = "Fill it with water, but don't forget a mop!"
name = "mop bucket"
desc = "Fill it with water, but don't forget a mop!"
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
pressure_resistance = 5
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
/obj/structure/mopbucket/New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
create_reagents(100)
/obj/structure/mopbucket/examine()
set src in usr
usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
usr << "[src] \icon[src] contains [reagents.total_volume] unit\s of water!"
..()
/obj/structure/mopbucket/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/mop))
if (src.reagents.total_volume >= 2)
src.reagents.trans_to(W, 2)
user << "\blue You wet the mop"
playsound(src.loc, 'sound/effects/slosh.ogg', 25, 1)
if (src.reagents.total_volume < 1)
user << "\blue Out of water!"
return
/obj/structure/mopbucket/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
else
reagents.trans_to(I, 5)
user << "<span class='notice'>You wet [I] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
+5 -2
View File
@@ -258,8 +258,11 @@
if(H.glasses && washglasses)
if(H.glasses.clean_blood())
H.update_inv_glasses(0)
if(H.ears && washears)
if(H.ears.clean_blood())
if(H.l_ear && washears)
if(H.l_ear.clean_blood())
H.update_inv_ears(0)
if(H.r_ear && washears)
if(H.r_ear.clean_blood())
H.update_inv_ears(0)
if(H.belt)
if(H.belt.clean_blood())
@@ -294,12 +294,9 @@ obj/structure/windoor_assembly/Del()
return
/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = loc
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update += source
if(istype(target)) air_master.tiles_to_update += target
air_master.AddTurfToUpdate(loc)
return 1
+3 -15
View File
@@ -316,21 +316,9 @@
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!dir in cardinal)
var/turf/simulated/source = get_turf(src)
if(istype(source))
air_master.tiles_to_update |= source
for(var/dir in cardinal)
var/turf/simulated/target = get_step(source,dir)
if(istype(target)) air_master.tiles_to_update |= target
return 1
var/turf/simulated/source = get_turf(src)
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(target)) air_master.tiles_to_update |= target
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
return 1
+1 -2
View File
@@ -280,13 +280,12 @@ proc/trigger_armed_response_team(var/force = 0)
/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
//Special radio setup
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
//Replaced with new ERT uniform
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(src), slot_back)
/*
+24 -18
View File
@@ -214,8 +214,15 @@
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
if(ispath(N, /turf/simulated/floor))
//if the old turf had a zone, connect the new turf to it as well - Cael
//Adjusted by SkyMarshal 5/10/13 - The air master will handle the addition of the new turf.
if(zone)
zone.RemoveTurf(src)
if(!zone.CheckStatus())
zone.SetStatus(ZONE_ACTIVE)
var/turf/simulated/W = new N( locate(src.x, src.y, src.z) )
W.Assimilate_Air()
//W.Assimilate_Air()
W.lighting_lumcount += old_lumcount
if(old_lumcount != W.lighting_lumcount)
@@ -225,20 +232,17 @@
if (istype(W,/turf/simulated/floor))
W.RemoveLattice()
//if the old turf had a zone, connect the new turf to it as well - Cael
if(src.zone)
src.zone.RemoveTurf(src)
W.zone = src.zone
W.zone.AddTurf(W)
for(var/turf/simulated/T in orange(src,1))
air_master.tiles_to_update.Add(T)
if(air_master)
air_master.AddTurfToUpdate(src)
W.levelupdate()
return W
else
/*if(istype(src, /turf/simulated) && src.zone)
src.zone.rebuild = 1*/
if(zone)
zone.RemoveTurf(src)
if(!zone.CheckStatus())
zone.SetStatus(ZONE_ACTIVE)
var/turf/W = new N( locate(src.x, src.y, src.z) )
W.lighting_lumcount += old_lumcount
@@ -246,19 +250,19 @@
W.lighting_changed = 1
lighting_controller.changed_turfs += W
if(src.zone)
src.zone.RemoveTurf(src)
W.zone = src.zone
W.zone.AddTurf(W)
if(air_master)
for(var/turf/simulated/T in orange(src,1))
air_master.tiles_to_update.Add(T)
air_master.AddTurfToUpdate(src)
W.levelupdate()
return W
//Commented out by SkyMarshal 5/10/13 - If you are patching up space, it should be vacuum.
// If you are replacing a wall, you have increased the volume of the room without increasing the amount of gas in it.
// As such, this will no longer be used.
//////Assimilate Air//////
/*
/turf/simulated/proc/Assimilate_Air()
var/aoxy = 0//Holders to assimilate air from nearby turfs
var/anitro = 0
@@ -302,6 +306,8 @@
S.air.toxins = air.toxins
S.air.temperature = air.temperature
S.air.update_values()
*/
/turf/proc/ReplaceWithLattice()
src.ChangeTurf(/turf/space)
+2 -1
View File
@@ -79,6 +79,7 @@ var/href_logfile = null
var/station_name = "NSS Exodus"
var/game_version = "Baystation12"
var/changelog_hash = ""
var/game_year = (text2num(time2text(world.realtime, "YYYY")) + 544)
var/datum/air_tunnel/air_tunnel1/SS13_airtunnel = null
var/going = 1.0
@@ -192,7 +193,7 @@ var/list/AAlarmWireColorToIndex
#define SPEED_OF_LIGHT_SQ 9e+16
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define INFINITY 1e31 //closer then enough
#define INFINITY 1.#INF
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
#define MAX_MESSAGE_LEN 1024
+1 -1
View File
@@ -2,7 +2,7 @@
hub = "Exadv1.spacestation13"
hub_password = "SORRYNOPASSWORD"
name = "Baystation12"
name = "Space Station 13"
/* This is for any host that would like their server to appear on the main SS13 hub.
To use it, simply replace the password above, with the password found below, and it should work.
If not, let us know on the main tgstation IRC channel of irc.rizon.net #tgstation13 we can help you there.
+8 -8
View File
@@ -107,8 +107,8 @@ obj/machinery/computer/forensic_scanning
dat += "<a href='?src=\ref[src];operation=logout'>{Log Out}</a><br><hr><br>"
if(scanning)
if(scan_process)
dat += "Scan Object: {[scanning.name]}<br>"
dat += "<a href='?src=\ref[src];operation=cancel'>{Cancel Scan}</a> {Print}<br>"
dat += {"Scan Object: {[scanning.name]}<br>
<a href='?src=\ref[src];operation=cancel'>{Cancel Scan}</a> {Print}<br>"}
else
if(isai) dat += "Scan Object: {[scanning.name]}<br>"
else dat += "Scan Object: <a href='?src=\ref[src];operation=eject'>{[scanning.name]}</a><br>"
@@ -117,8 +117,8 @@ obj/machinery/computer/forensic_scanning
if(isai) dat += "{No Object Inserted}<br>"
else dat += "<a href='?src=\ref[src];operation=insert'>{No Object Inserted}</a><br>"
dat += "{Scan} <a href='?src=\ref[src];operation=print'>{Print}</a><br>"
dat += "<a href='?src=\ref[src];operation=database'>{Access Database}</a><br><br>"
dat += "<tt>[scan_data]</tt>"
dat += {"<a href='?src=\ref[src];operation=database'>{Access Database}</a><br><br>"
<tt>[scan_data]</tt>"}
if(scan_data && !scan_process)
dat += "<br><a href='?src=\ref[src];operation=erase'>{Erase Data}</a>"
user << browse(dat,"window=scanner")
@@ -200,8 +200,8 @@ obj/machinery/computer/forensic_scanning
else
temp = ""
if(misc && misc.len)
temp += "<b>Auxiliary Evidence Database</b><br><br>"
temp += "This is where anything without fingerprints goes.<br><br>"
temp += {"<b>Auxiliary Evidence Database</b><br><br>
This is where anything without fingerprints goes.<br><br>"}
for(var/atom in misc)
var/list/data_entry = misc[atom]
temp += "<a href='?src=\ref[src];operation=auxiliary;identifier=[atom]'>{[data_entry[3]]}</a><br>"
@@ -215,8 +215,8 @@ obj/machinery/computer/forensic_scanning
dossier[2] = new_title
else
usr << "Illegal or blank name."
temp = "<b>Criminal Evidence Database</b><br><br>"
temp += "Consolidated data points: [dossier[2]]<br>"
temp = {"<b>Criminal Evidence Database</b><br><br>
Consolidated data points: [dossier[2]]<br>"}
var/print_string = "Fingerprints: Print not complete!<br>"
if(stringpercent(dossier[1]) <= FINGERPRINT_COMPLETE)
print_string = "Fingerprints: (80% or higher completion reached)<br>[dossier[1]]<br>"
-1
View File
@@ -560,7 +560,6 @@ var/global/floorIsLava = 0
dat += {"
<B>Admin Secrets</B><BR>
<BR>
<A href='?src=\ref[src];secretsadmin=clear_bombs'>Remove all bombs currently in existence</A><BR>
<A href='?src=\ref[src];secretsadmin=list_bombers'>Bombing List</A><BR>
<A href='?src=\ref[src];secretsadmin=check_antagonist'>Show current traitors and objectives</A><BR>
<A href='?src=\ref[src];secretsadmin=list_signalers'>Show last [length(lastsignalers)] signalers</A><BR>
+5 -4
View File
@@ -233,7 +233,8 @@ var/list/admin_verbs_mod = list(
/client/proc/cmd_mod_say,
/datum/admins/proc/show_player_info,
/client/proc/player_panel_new,
/datum/admins/proc/show_skills
/datum/admins/proc/show_skills,
/client/proc/dsay
)
/client/proc/add_admin_verbs()
if(holder)
@@ -580,11 +581,11 @@ var/list/admin_verbs_mod = list(
set category = "Debug"
set name = "Kill Air"
set desc = "Toggle Air Processing"
if(kill_air)
kill_air = 0
if(air_processing_killed)
air_processing_killed = 0
usr << "<b>Enabled air processing.</b>"
else
kill_air = 1
air_processing_killed = 1
usr << "<b>Disabled air processing.</b>"
feedback_add_details("admin_verb","KA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] used 'kill air'.")
+3 -1
View File
@@ -18,12 +18,14 @@ var/jobban_keylist[0] //to store the keys & ranks
if(M && rank)
/*
if(_jobban_isbanned(M, rank)) return "Reason Unspecified" //for old jobban
*/
if (guest_jobbans(rank))
if(config.guest_jobban && IsGuestKey(M.key))
return "Guest Job-ban"
if(config.usewhitelist && !check_whitelist(M))
return "Whitelisted Job"
*/
for (var/s in jobban_keylist)
if( findtext(s,"[M.ckey] - [rank]") == 1 )
var/startpos = findtext(s, "## ")+3
+112 -20
View File
@@ -1405,7 +1405,7 @@
if(!istype(H))
usr << "This can only be used on instances of type /mob/living/carbon/human"
return
if(!istype(H.ears, /obj/item/device/radio/headset))
if(!istype(H.l_ear, /obj/item/device/radio/headset) && !istype(H.r_ear, /obj/item/device/radio/headset))
usr << "The person you are trying to contact is not wearing a headset"
return
@@ -1415,14 +1415,14 @@
src.owner << "You sent [input] to [H] via a secure channel."
log_admin("[src.owner] replied to [key_name(H)]'s Centcomm message with the message [input].")
message_admins("[src.owner] replied to [key_name(H)]'s Centcom message with: \"[input]\"")
H << "You hear something crackle in your headset for a moment before a voice speaks. \"Please stand by for a message from Central Command. Message as follows. [input]. Message ends.\""
H << "You hear something crackle in your headset for a moment before a voice speaks. \"Please stand by for a message from Central Command. Message as follows. <b>\"[input]\"</b> Message ends.\""
else if(href_list["SyndicateReply"])
var/mob/living/carbon/human/H = locate(href_list["SyndicateReply"])
if(!istype(H))
usr << "This can only be used on instances of type /mob/living/carbon/human"
return
if(!istype(H.ears, /obj/item/device/radio/headset))
if(!istype(H.l_ear, /obj/item/device/radio/headset) && !istype(H.r_ear, /obj/item/device/radio/headset))
usr << "The person you are trying to contact is not wearing a headset"
return
@@ -1431,7 +1431,7 @@
src.owner << "You sent [input] to [H] via a secure channel."
log_admin("[src.owner] replied to [key_name(H)]'s Syndicate message with the message [input].")
H << "You hear something crackle in your headset for a moment before a voice speaks. \"Please stand by for a message from your benefactor. Message as follows, agent. [input]. Message ends.\""
H << "You hear something crackle in your headset for a moment before a voice speaks. \"Please stand by for a message from your benefactor. Message as follows, agent. <b>\"[input]\"</b> Message ends.\""
else if(href_list["CentcommFaxView"])
var/info = locate(href_list["CentcommFaxView"])
@@ -1446,22 +1446,29 @@
var/customname = input(src.owner, "Pick a title for the report", "Title") as text|null
for(var/obj/machinery/faxmachine/F in world)
for(var/obj/machinery/faxmachine/F in machines)
if(! (F.stat & (BROKEN|NOPOWER) ) )
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( F.loc )
P.name = "[command_name()]- [customname]"
P.info = input
P.update_icon()
playsound(F.loc, "sound/items/polaroid1.ogg", 50, 1)
// Stamps
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
stampoverlay.icon_state = "paper_stamp-cent"
if(!P.stamped)
P.stamped = new
P.stamped += /obj/item/weapon/stamp
P.overlays += stampoverlay
P.stamps += "<HR><i>This paper has been stamped by the Central Command Quantum Relay.</i>"
// animate! it's alive!
flick("faxreceive", F)
// give the sprite some time to flick
spawn(20)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( F.loc )
P.name = "[command_name()]- [customname]"
P.info = input
P.update_icon()
playsound(F.loc, "sound/items/polaroid1.ogg", 50, 1)
// Stamps
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
stampoverlay.icon_state = "paper_stamp-cent"
if(!P.stamped)
P.stamped = new
P.stamped += /obj/item/weapon/stamp
P.overlays += stampoverlay
P.stamps += "<HR><i>This paper has been stamped by the Central Command Quantum Relay.</i>"
src.owner << "Message reply to transmitted successfully."
log_admin("[key_name(src.owner)] replied to a fax message from [key_name(H)]: [input]")
@@ -1733,6 +1740,21 @@
log_admin("[key_name(usr)] spawned a meteor wave", 1)
message_admins("\blue [key_name_admin(usr)] spawned a meteor wave.", 1)
new /datum/event/meteor_wave
if("goblob")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","Blob")
log_admin("[key_name(usr)] spawned a blob", 1)
message_admins("\blue [key_name_admin(usr)] spawned a blob.", 1)
new /datum/event/blob
if("aliens")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","Aliens")
log_admin("[key_name(usr)] spawned an alien infestation", 1)
message_admins("\blue [key_name_admin(usr)] attempted an alien infestation", 1)
new /datum/event/alien_infestation
if("power")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","P")
@@ -1967,6 +1989,76 @@
spawn(0)
sleep(rand(30,400))
Wall.ex_act(rand(2,1)) */
if("wave")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","MW")
new /datum/event/meteor_wave
if("gravanomalies")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","GA")
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(100, 600))
del(bh)
if("timeanomalies") //dear god this code was awful :P Still needs further optimisation
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","STA")
//moved to its own dm so I could split it up and prevent the spawns copying variables over and over
//can be found in code\game\game_modes\events\wormholes.dm
wormhole_event()
if("goblob")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","BL")
mini_blob_event()
message_admins("[key_name_admin(usr)] has spawned blob", 1)
if("aliens")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","AL")
if(aliens_allowed)
new /datum/event/alien_infestation
message_admins("[key_name_admin(usr)] has spawned aliens", 1)
if("alien_silent") //replaces the spawn_xeno verb
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","ALS")
if(aliens_allowed)
create_xeno()
if("spiders")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","SL")
new /datum/event/spider_infestation
message_admins("[key_name_admin(usr)] has spawned spiders", 1)
if("comms_blackout")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","CB")
var/answer = alert(usr, "Would you like to alert the crew?", "Alert", "Yes", "No")
if(answer == "Yes")
communications_blackout(0)
else
communications_blackout(1)
message_admins("[key_name_admin(usr)] triggered a communications blackout.", 1)
if("spaceninja")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","SN")
if(toggle_space_ninja)
if(space_ninja_arrival())//If the ninja is actually spawned. They may not be depending on a few factors.
message_admins("[key_name_admin(usr)] has sent in a space ninja", 1)
if("carp")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","C")
var/choice = input("You sure you want to spawn carp?") in list("Badmin", "Cancel")
if(choice == "Badmin")
message_admins("[key_name_admin(usr)] has spawned carp.", 1)
new /datum/event/carp_migration
if("radiation")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","R")
message_admins("[key_name_admin(usr)] has has irradiated the station", 1)
new /datum/event/radiation_storm
if("immovable")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","IR")
@@ -2125,13 +2217,13 @@
if("spacevines")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","K")
//new /datum/event/spacevine
new /datum/event/spacevine
message_admins("[key_name_admin(usr)] has spawned spacevines", 1)
if("onlyone")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","OO")
usr.client.only_one()
// message_admins("[key_name_admin(usr)] has triggered a battle to the death (only one)")
message_admins("[key_name_admin(usr)] has triggered a battle to the death (only one)")
if(usr)
log_admin("[key_name(usr)] used secret [href_list["secretsfun"]]")
if (ok)
+9 -1
View File
@@ -18,13 +18,21 @@
if (src.handle_spam_prevention(msg,MUTE_DEADCHAT))
return
var/stafftype = null
if (src.holder.rights & R_MOD)
stafftype = "MOD"
if (src.holder.rights & R_ADMIN)
stafftype = "ADMIN"
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
log_admin("[key_name(src)] : [msg]")
if (!msg)
return
var/rendered = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <span class='name'>ADMIN([src.holder.fakekey ? pick("BADMIN", "hornigranny", "TLF", "scaredforshadows", "KSI", "Silnazi", "HerpEs", "BJ69", "SpoofedEdd", "Uhangay", "Wario90900", "Regarity", "MissPhareon", "LastFish", "unMportant", "Deurpyn", "Fatbeaver") : src.key])</span> says, <span class='message'>\"[msg]\"</span></span>"
var/rendered = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <span class='name'>[stafftype]([src.holder.fakekey ? pick("BADMIN", "hornigranny", "TLF", "scaredforshadows", "KSI", "Silnazi", "HerpEs", "BJ69", "SpoofedEdd", "Uhangay", "Wario90900", "Regarity", "MissPhareon", "LastFish", "unMportant", "Deurpyn", "Fatbeaver") : src.key])</span> says, <span class='message'>\"[msg]\"</span></span>"
for (var/mob/M in player_list)
if (istype(M, /mob/new_player))
+12 -12
View File
@@ -667,7 +667,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
@@ -689,7 +689,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_store)
@@ -706,7 +706,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
@@ -747,7 +747,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
@@ -772,7 +772,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
@@ -797,7 +797,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
@@ -821,7 +821,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
@@ -840,7 +840,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/havana(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
@@ -861,7 +861,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
@@ -873,7 +873,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
@@ -885,7 +885,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/marisa(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
@@ -896,7 +896,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
+25 -24
View File
@@ -2,45 +2,46 @@
set category = "Debug"
set name = "Show Air Report"
/*(!master_controller || !air_master)
if(!master_controller || !air_master)
alert(usr,"Master_controller or air_master not found.","Air Report")
return 0
return
var/active_groups = 0
var/inactive_groups = 0
var/active_tiles = 0
for(var/datum/air_group/group in air_master.air_groups)
if(group.group_processing)
active_groups++
else
inactive_groups++
active_tiles += group.members.len
var/active_groups = air_master.active_zones.len
var/inactive_groups = air_master.zones.len - active_groups
var/hotspots = 0
for(var/obj/effect/hotspot/hotspot in world)
for(var/obj/fire/hotspot in world)
hotspots++
var/active_on_main_station = 0
var/inactive_on_main_station = 0
for(var/zone/zone in air_master.zones)
var/turf/simulated/turf = locate() in zone.contents
if(turf && turf.z == 1)
if(zone.status)
active_on_main_station++
else
inactive_on_main_station++
var/output = {"<B>AIR SYSTEMS REPORT</B><HR>
<B>General Processing Data</B><BR>
<B># of Groups:</B> [air_master.air_groups.len]<BR>
Cycle: [air_master.current_cycle]<br>
Groups: [air_master.zones.len]<BR>
---- <I>Active:</I> [active_groups]<BR>
---- <I>Inactive:</I> [inactive_groups]<BR>
-------- <I>Tiles:</I> [active_tiles]<BR>
<B># of Active Singletons:</B> [air_master.active_singletons.len]<BR>
---- <I>Inactive:</I> [inactive_groups]<BR><br>
---- <I>Active on station:</i> [active_on_main_station]<br>
---- <i>Inactive on station:</i> [inactive_on_main_station]<br>
<BR>
<B>Special Processing Data</B><BR>
<B>Hotspot Processing:</B> [hotspots]<BR>
<B>High Temperature Processing:</B> [air_master.active_super_conductivity.len]<BR>
<B>High Pressure Processing:</B> [air_master.high_pressure_delta.len] (not yet implemented)<BR>
<BR>
Hotspot Processing: [hotspots]<BR>
<br>
<B>Geometry Processing Data</B><BR>
<B>Group Rebuild:</B> [air_master.groups_to_rebuild.len]<BR>
<B>Tile Update:</B> [air_master.tiles_to_update.len]<BR>
Tile Update: [air_master.tiles_to_update.len]<BR>
"}
usr << browse(output,"window=airreport")
feedback_add_details("admin_verb","SAR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
*/
/client/proc/air_status(turf/target as turf)
set category = "Debug"
set name = "Display Air Status"
+2
View File
@@ -161,6 +161,8 @@ var/intercom_range_display_status = 0
src.verbs += /client/proc/disable_movement
src.verbs += /client/proc/Zone_Info
src.verbs += /client/proc/Test_ZAS_Connection
src.verbs += /client/proc/ZoneTick
src.verbs += /client/proc/TestZASRebuild
//src.verbs += /client/proc/cmd_admin_rejuvenate
feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+1 -1
View File
@@ -31,7 +31,7 @@
del(I)
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
+2 -2
View File
@@ -27,9 +27,9 @@
feedback_add_details("admin_verb","PR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//log_admin("HELP: [key_name(src)]: [msg]")
/proc/Centcomm_announce(var/text , var/mob/Sender)
/proc/Centcomm_announce(var/text , var/mob/Sender , var/iamessage)
var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
msg = "\blue <b><font color=orange>CENTCOMM:</font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
msg = "\blue <b><font color=orange>CENTCOMM[iamessage ? " IA" : ""]:</font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
admins << msg
/proc/Syndicate_announce(var/text , var/mob/Sender)
+1 -1
View File
@@ -125,7 +125,7 @@ var/global/sent_strike_team = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(1441)
equip_to_slot_or_del(R, slot_ears)
equip_to_slot_or_del(R, slot_l_ear)
if (leader_selected == 0)
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else
@@ -131,7 +131,7 @@ var/global/sent_syndicate_strike_team = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_ears)
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
if (!syndicate_leader_selected)
+1 -1
View File
@@ -4,7 +4,7 @@ var/global/vox_tick = 1
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_ears)
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(src), slot_shoes) // REPLACE THESE WITH CODED VOX ALTERNATIVES.
@@ -3,7 +3,7 @@
var/reload = 180
name = "bluespace artillery control"
icon_state = "control_boxp1"
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon = 'icons/obj/machines/particle_accelerator2.dmi'
density = 1
anchored = 1
+1 -1
View File
@@ -42,7 +42,7 @@
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_ears)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
+4 -2
View File
@@ -99,7 +99,7 @@
return null
if(IsGuestKey(key))
alert(src,"Baystation12 doesn't allow guest accounts to play. Please go to http://www.byond.com/ and register for a key.","Guest","OK")
alert(src,"This server doesn't allow guest accounts to play. Please go to http://www.byond.com/ and register for a key.","Guest","OK")
del(src)
return
@@ -107,7 +107,7 @@
if(config.resource_urls)
src.preload_rsc = pick(config.resource_urls)
else src.preload_rsc = 1 // If config.resource_urls is not set, preload like normal.
src << "\red If the title screen is black, resources are still downloading. Please be patient until the title screen appears."
@@ -241,6 +241,7 @@
//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
/client/proc/send_resources()
// preload_vox() //Causes long delays with initial start window and subsequent windows when first logged in.
getFiles(
'nano/js/libraries.min.js',
'nano/js/nano_update.js',
@@ -248,6 +249,7 @@
'nano/js/nano_base_helpers.js',
'nano/css/shared.css',
'nano/css/icons.css',
'nano/templates/chem_dispenser.tmpl',
'nano/templates/cryo.tmpl',
'nano/images/uiBackground.png',
'nano/images/uiIcons16.png',
+49 -1
View File
@@ -35,12 +35,60 @@
throwforce = 2
slot_flags = SLOT_EARS
/obj/item/clothing/ears/attack_hand(mob/user as mob)
if (!user) return
if (src.loc != user || !istype(user,/mob/living/carbon/human))
..()
return
var/mob/living/carbon/human/H = user
if(H.l_ear != src && H.r_ear != src)
..()
return
if(!canremove)
return
var/obj/item/clothing/ears/O
if(slot_flags & SLOT_TWOEARS )
O = (H.l_ear == src ? H.r_ear : H.l_ear)
user.u_equip(O)
if(!istype(src,/obj/item/clothing/ears/offear))
del(O)
O = src
else
O = src
user.u_equip(src)
if (O)
user.put_in_hands(O)
O.add_fingerprint(user)
if(istype(src,/obj/item/clothing/ears/offear))
del(src)
/obj/item/clothing/ears/offear
name = "Other ear"
w_class = 5.0
icon = 'icons/mob/screen1_Midnight.dmi'
icon_state = "block"
slot_flags = SLOT_EARS | SLOT_TWOEARS
New(var/obj/O)
name = O.name
desc = O.desc
icon = O.icon
icon_state = O.icon_state
dir = O.dir
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
item_state = "earmuffs"
slot_flags = SLOT_EARS | SLOT_TWOEARS
//Glasses
/obj/item/clothing/glasses
+2 -2
View File
@@ -6,8 +6,8 @@
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "ultra rare Pete's hat!"
desc = "It smells faintly of plasma"
name = "ultra rare hat"
desc = "an ultra rare hat. It commands a certain respect."
icon_state = "petehat"
/obj/item/clothing/head/collectable/slime
+2 -1
View File
@@ -1,6 +1,6 @@
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply."
desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
icon_state = "gas_alt"
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
@@ -9,6 +9,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
siemens_coefficient = 0.9
var/gas_filter_strength = 1 //For gas mask filters
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor

Some files were not shown because too many files have changed in this diff Show More