Made Save Slots much more robust

-Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.
-Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols
-The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize).
Solves Issue 667 as well

I tested a good bit with other people's saves, so I'm pretty confident it won't bork savefiles. And before anyone asks, the icon blending didn't make any noticeable lag, since icon procs are client-side.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4159 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2012-07-24 04:32:07 +00:00
parent 8d05fffa5b
commit cf86c755d6
7 changed files with 389 additions and 6 deletions

View File

@@ -193,6 +193,43 @@
if(number_of_alphanumeric < 2) return //protects against tiny names like "A" and also names like "' ' ' ' ' ' ' '"
return t_out
/proc/reject_bad_slotname(var/t_in, var/max_length)//Forgive meeeeee
if(length(t_in) > max_length) return //name too long
var/letter = 0//Making sure there is at least 1 letter or symbol in there, so it doesn't become unclickable
var/t_out = ""
for(var/i=1, i<=length(t_in), i++)
var/ascii_char = text2ascii(t_in,i)
switch(ascii_char)
if(65 to 90) //Uppercase Letters
t_out += ascii2text(ascii_char)
letter = 1
if(97 to 122) //Lowercase Letters
t_out += ascii2text(ascii_char)
letter = 1
if(48 to 57) //Numbers
t_out += ascii2text(ascii_char)
letter = 1
if(39,45,46) //Common name punctuation
t_out += ascii2text(ascii_char)
letter = 1
if(126,124,64,58,35,36,37,38,42,43) //Other crap that's harmless
t_out += ascii2text(ascii_char)
letter = 1
if(32) //Space
t_out += ascii2text(ascii_char)
else
return ""
if(!letter)
return ""//Default he
else
return t_out
/proc/strip_html_simple(var/t,var/limit=MAX_MESSAGE_LEN)
var/list/strip_chars = list("<",">")
t = copytext(t,1,limit)

View File

@@ -37,7 +37,9 @@
if(!client.changes)
changes()
else
client.activeslot = preferences.last_slot
if(client.activeslot != preferences.default_slot)//Loads default slot
client.activeslot = preferences.default_slot
preferences.savefile_load(src)
var/lastchangelog = length('changelog.html')
if(!client.changes && preferences.lastchangelog!=lastchangelog)
changes()

View File

@@ -105,12 +105,14 @@ datum/preferences
// Want randomjob if preferences already filled - Donkie
var/userandomjob = 1 // Defaults to 1 for less assistants!
var/default_slot = 1//Holder so it doesn't default to slot 1, rather the last one used
var/slot_name = ""
// OOC Metadata:
var/metadata = ""
var/sound_adminhelp = 0
var/last_slot = 1//Holder so it doesn't default to slot 1, rather the last one used
New()
@@ -129,17 +131,32 @@ datum/preferences
if(!IsGuestKey(user.key))
var/list/saves = list()
var/n = null
for(var/i = 1; i <= MAX_SAVE_SLOTS; i += 1)
saves += "<a href=\"byond://?src=\ref[user];preferences=1;changeslot=[i]\">Save Slot [i]</a>"
var/savefile/F = new /savefile("data/player_saves/[copytext(user.ckey, 1, 2)]/[user.ckey]/preferences[i].sav")
F["slotname"] >> n
if((n == "") || !n)
saves += "<a href=\"byond://?src=\ref[user];preferences=1;changeslot=[i]\">Save Slot [i]</a>"
else
saves += "<a href=\"byond://?src=\ref[user];preferences=1;changeslot=[i]\">[n]</a>"
for(var/i = 1; i <= MAX_SAVE_SLOTS; i += 1)
if(i == user.client.activeslot)
dat += "Save Slot [i]"
if((slot_name == "") || (!slot_name))
dat += "Save Slot [i]"
else
dat += "[slot_name]"
else
dat += "[saves[i]]"
if(i == default_slot)
dat += "(D)"
else
dat += "<a href=\"byond://?src=\ref[user];preferences=1;defaultslot=[i]\">(D)</a>"
if(i != MAX_SAVE_SLOTS)
dat += " / "
dat += "<br>"
dat += "<a href=\"byond://?src=\ref[user];preferences=1;slotname=input\">*</a>"
else
dat += "Please create an account to save your preferences."
@@ -671,9 +688,18 @@ datum/preferences
else if(link_tags["changeslot"])
savefile_save(user)
user.client.activeslot = min(max(text2num(link_tags["changeslot"]), 1), MAX_SAVE_SLOTS)
last_slot = user.client.activeslot//Changes the last used slot to be the temp default one
savefile_load(user)
else if(link_tags["defaultslot"])
default_slot = min(max(text2num(link_tags["defaultslot"]), 1), MAX_SAVE_SLOTS)//Changes the last used slot to be the temp default one
savefile_saveslot(user,default_slot)//Mirrors choice across all saves
else if(link_tags["slotname"])
var/sname = ""
switch(link_tags["slotname"])
if("input")
sname = reject_bad_slotname( (input(user, "Please select a name:", "Save Slot Name") as text|null), 16 )
slot_name = sname
if(link_tags["reset_all"])
gender = MALE

View File

@@ -237,7 +237,296 @@ datum/preferences
eyes_s.Blend(mouth_s, ICON_OVERLAY)
eyes_s.Blend(facial_s, ICON_OVERLAY)
var/icon/clothes_s = null
if(job_civilian_low & ASSISTANT)//This gives the preview icon clothes depending on which job(if any) is set to 'high'
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
else if(job_civilian_high)//I hate how this looks, but there's no reason to go through this switch if it's empty
switch(job_civilian_high)
if(HOP)
clothes_s = new /icon('icons/mob/uniform.dmi', "hop_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(BARTENDER)
clothes_s = new /icon('icons/mob/uniform.dmi', "ba_suit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(BOTANIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "hydroponics_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "ggloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apron"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-hyd"), ICON_OVERLAY)
if(CHEF)
clothes_s = new /icon('icons/mob/uniform.dmi', "chef_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "chef"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(JANITOR)
clothes_s = new /icon('icons/mob/uniform.dmi', "janitor_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(LIBRARIAN)
clothes_s = new /icon('icons/mob/uniform.dmi', "red_suit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(QUARTERMASTER)
clothes_s = new /icon('icons/mob/uniform.dmi', "qm_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(CARGOTECH)
clothes_s = new /icon('icons/mob/uniform.dmi', "cargotech_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(MINER)
clothes_s = new /icon('icons/mob/uniform.dmi', "miner_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(LAWYER)
clothes_s = new /icon('icons/mob/uniform.dmi', "lawyer_blue_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(CHAPLAIN)
clothes_s = new /icon('icons/mob/uniform.dmi', "chapblack_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(CLOWN)
clothes_s = new /icon('icons/mob/uniform.dmi', "clown_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "clown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "clown"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "clownpack"), ICON_OVERLAY)
if(MIME)
clothes_s = new /icon('icons/mob/uniform.dmi', "mime_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "lgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "mime"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suspenders"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
else if(job_medsci_high)
switch(job_medsci_high)
if(RD)
clothes_s = new /icon('icons/mob/uniform.dmi', "director_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY)
if(SCIENTIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "toxinswhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY)
if(CHEMIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "chemistrywhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-chem"), ICON_OVERLAY)
if(CMO)
clothes_s = new /icon('icons/mob/uniform.dmi', "cmo_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY)
if(DOCTOR)
clothes_s = new /icon('icons/mob/uniform.dmi', "medical_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY)
if(GENETICIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "geneticswhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-gen"), ICON_OVERLAY)
if(VIROLOGIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "virologywhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "sterile"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-vir"), ICON_OVERLAY)
else if(job_engsec_high)
switch(job_engsec_high)
if(CAPTAIN)
clothes_s = new /icon('icons/mob/uniform.dmi', "captain_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "caparmor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(HOS)
clothes_s = new /icon('icons/mob/uniform.dmi', "hosred_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(WARDEN)
clothes_s = new /icon('icons/mob/uniform.dmi', "warden_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(DETECTIVE)
clothes_s = new /icon('icons/mob/uniform.dmi', "detective_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(OFFICER)
clothes_s = new /icon('icons/mob/uniform.dmi', "secred_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(CHIEF)
clothes_s = new /icon('icons/mob/uniform.dmi', "chief_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(ENGINEER)
clothes_s = new /icon('icons/mob/uniform.dmi', "engine_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(ATMOSTECH)
clothes_s = new /icon('icons/mob/uniform.dmi', "atmos_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(ROBOTICIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "robotics_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(AI)//Gives AI and borgs assistant-wear, so they can still customize their character
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CYBORG)
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
preview_icon.Blend(eyes_s, ICON_OVERLAY)
if(clothes_s)
preview_icon.Blend(clothes_s, ICON_OVERLAY)
preview_icon_front = new(preview_icon, dir = SOUTH)
preview_icon_side = new(preview_icon, dir = WEST)
@@ -246,6 +535,7 @@ datum/preferences
del(facial_s)
del(hair_s)
del(eyes_s)
del(clothes_s)
proc/style_to_datum()

View File

@@ -7,6 +7,15 @@ datum/preferences/proc/savefile_path(mob/user)
else
return "data/player_saves/[copytext(user.ckey, 1, 2)]/[user.ckey]/preferences[user.client.activeslot].sav"
datum/preferences/proc/savefile_saveslot(mob/user,var/slot)//Mirrors default slot across each save
if(!user.client)
return null
else
for(var/i = 1; i <= MAX_SAVE_SLOTS; i += 1)
var/savefile/F = new /savefile("data/player_saves/[copytext(user.ckey, 1, 2)]/[user.ckey]/preferences[i].sav")
F["default_slot"] << slot
return 1
datum/preferences/proc/savefile_save(mob/user)
if (IsGuestKey(user.key))
return 0
@@ -72,6 +81,8 @@ datum/preferences/proc/savefile_save(mob/user)
F["OOC_Notes"] << src.metadata
F["sound_adminhelp"] << src.sound_adminhelp
F["default_slot"] << src.default_slot
F["slotname"] << src.slot_name
return 1
@@ -163,6 +174,10 @@ datum/preferences/proc/savefile_load(mob/user)
F["OOC_Notes"] >> src.metadata
F["sound_adminhelp"] >> src.sound_adminhelp
F["default_slot"] >> src.default_slot
if(isnull(default_slot))
default_slot = 1
F["slotname"] >> src.slot_name
if(isnull(metadata))
metadata = ""

View File

@@ -227,4 +227,4 @@
user << browse(dat, "window=pacontrol;size=420x500")
onclose(user, "pacontrol")
return
return

View File

@@ -47,6 +47,19 @@ should be listed in the changelog upon commit tho. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">July 23, 2012</h2>
<h3 class="author">Sieve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.</li>
<li class="rscadd">Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols</li>
<li class="rscadd">The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize). </li>
<li class="bugfix">Clowns will no longer be killed trying to use holo eswords</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">24 July 2012</h2>
<h3 class="author">Errorage updated:</h3>