Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync

This commit is contained in:
Arokha Sieyes
2017-02-14 20:29:57 -05:00
63 changed files with 662 additions and 78 deletions

View File

@@ -28,6 +28,16 @@
return list("title" = title, "message" = message)
/datum/uplink_item/abstract/announcements/fake_centcom/get_goods(var/obj/item/device/uplink/U, var/loc, var/mob/user, var/list/args)
for (var/obj/machinery/computer/communications/C in machines)
if(! (C.stat & (BROKEN|NOPOWER) ) )
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( C.loc )
P.name = "'[command_name()] Update.'"
P.info = replacetext(args["message"], "\n", "<br/>")
P.update_space(P.info)
P.update_icon()
C.messagetitle.Add(args["title"])
C.messagetext.Add(P.info)
command_announcement.Announce(args["message"], args["title"])
return 1

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@@ -16,8 +16,8 @@ var/datum/antagonist/mercenary/mercs
hard_cap = 4
hard_cap_round = 8
initial_spawn_req = 4
initial_spawn_target = 6
initial_spawn_req = 3
initial_spawn_target = 4
/datum/antagonist/mercenary/New()
..()

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@@ -14,8 +14,8 @@ var/datum/antagonist/raider/raiders
hard_cap = 6
hard_cap_round = 10
initial_spawn_req = 4
initial_spawn_target = 6
initial_spawn_req = 3
initial_spawn_target = 4
id_type = /obj/item/weapon/card/id/syndicate

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@@ -7,9 +7,9 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
/datum/game_mode/heist
name = "Heist"
config_tag = "heist"
required_players = 15
required_players_secret = 15
required_enemies = 4
required_players = 8
required_players_secret = 8
required_enemies = 3
round_description = "An unidentified bluespace signature is approaching the station!"
extended_round_description = "The Company's majority control of phoron in "+starsys_name+" has marked the \
station to be a highly valuable target for many competing organizations and individuals. Being a \

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@@ -12,9 +12,9 @@ var/list/nuke_disks = list()
colony of sizable population and considerable wealth causes it to often be the target of various \
attempts of robbery, fraud and other malicious actions."
config_tag = "mercenary"
required_players = 15
required_players_secret = 15
required_enemies = 1
required_players = 8
required_players_secret = 8
required_enemies = 3
end_on_antag_death = 0
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level

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@@ -158,7 +158,7 @@
//Body Scan Console
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/scanner
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/known_implants = list(/obj/item/weapon/implant/health, /obj/item/weapon/implant/chem, /obj/item/weapon/implant/death_alarm, /obj/item/weapon/implant/loyalty, /obj/item/weapon/implant/tracking, /obj/item/weapon/implant/language, /obj/item/weapon/implant/language/eal)
var/delete
var/temphtml
name = "Body Scanner Console"

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@@ -123,6 +123,7 @@
if(user.species.can_shred(user))
set_status(0)
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
add_hiddenprint(user)

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@@ -10,6 +10,7 @@
var/active = 0
/obj/machinery/computer/aifixer/New()
..()
update_icon()
/obj/machinery/computer/aifixer/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)

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@@ -253,7 +253,7 @@
desc = "Used to access the various cameras on the outpost."
icon_keyboard = "mining_key"
icon_screen = "mining"
network = list("MINE")
network = list("Mining Outpost")
circuit = /obj/item/weapon/circuitboard/security/mining
light_color = "#F9BBFC"

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@@ -413,7 +413,7 @@
if(istype(W,/obj/item/weapon/implant/health))
for(var/obj/machinery/computer/cloning/com in world)
for(var/datum/dna2/record/R in com.records)
if(R.implant == W)
if(locate(R.implant) == W)
qdel(R)
qdel(W)

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@@ -160,6 +160,8 @@
if(H.species.can_shred(H))
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='danger'>[user] smashes against the [src.name].</span>", 1)
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
take_damage(25)
return
return src.attackby(user, user)

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@@ -780,8 +780,8 @@
name = "SweatMAX"
desc = "Fueled by your inner inadequacy!"
icon_state = "fitness"
products = list(/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton = 8,
/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton/chocolate = 8,
products = list(/obj/item/weapon/reagent_containers/food/drinks/smallmilk = 8,
/obj/item/weapon/reagent_containers/food/drinks/smallchocmilk = 8,
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/proteinshake = 8,
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask = 8,
/obj/item/weapon/reagent_containers/food/snacks/candy/proteinbar = 8,
@@ -789,8 +789,8 @@
/obj/item/weapon/reagent_containers/pill/diet = 8,
/obj/item/weapon/towel/random = 8)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton = 3,
/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton/chocolate = 3,
prices = list(/obj/item/weapon/reagent_containers/food/drinks/smallmilk = 3,
/obj/item/weapon/reagent_containers/food/drinks/smallchocmilk = 3,
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/proteinshake = 20,
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask = 5,
/obj/item/weapon/reagent_containers/food/snacks/candy/proteinbar = 5,

View File

@@ -173,7 +173,7 @@
cell = C
return
cell = new(src)
cell.name = "high-capacity power cell"
cell.name = "mecha power cell"
cell.charge = 15000
cell.maxcharge = 15000
@@ -514,6 +514,7 @@
if(H.species.can_shred(user))
if(!prob(src.deflect_chance))
src.take_damage(15)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
user << "<span class='danger'>You slash at the armored suit!</span>"

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@@ -77,6 +77,8 @@
desc = "They seem to pulse slightly with an inner life"
icon_state = "eggs"
var/amount_grown = 0
var/spiders_min = 6
var/spiders_max = 24
New()
pixel_x = rand(3,-3)
pixel_y = rand(3,-3)
@@ -97,7 +99,7 @@
/obj/effect/spider/eggcluster/process()
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/num = rand(6,24)
var/num = rand(spiders_min, spiders_max)
var/obj/item/organ/external/O = null
if(istype(loc, /obj/item/organ/external))
O = loc
@@ -108,6 +110,10 @@
O.implants += spiderling
qdel(src)
/obj/effect/spider/eggcluster/small
spiders_min = 1
spiders_max = 3
/obj/effect/spider/spiderling
name = "spiderling"
desc = "It never stays still for long."

View File

@@ -26,7 +26,7 @@
/obj/item/weapon/circuitboard/security/mining
name = T_BOARD("mining camera monitor")
build_path = /obj/machinery/computer/security/mining
network = list("MINE")
network = list("Mining Outpost")
req_access = list()
/obj/item/weapon/circuitboard/security/telescreen/entertainment

View File

@@ -285,4 +285,59 @@
/obj/item/weapon/anobattery,
/obj/item/device/ano_scanner,
/obj/item/weapon/pickaxe/hand
)
)
/obj/item/weapon/storage/belt/fannypack
name = "leather fannypack"
desc = "A dorky fannypack for keeping small items in."
icon_state = "fannypack_leather"
item_state = "fannypack_leather"
max_w_class = ITEMSIZE_SMALL
storage_slots = null
max_storage_space = ITEMSIZE_COST_NORMAL * 2
/obj/item/weapon/storage/belt/fannypack/black
name = "black fannypack"
icon_state = "fannypack_black"
item_state = "fannypack_black"
/obj/item/weapon/storage/belt/fannypack/blue
name = "blue fannypack"
icon_state = "fannypack_blue"
item_state = "fannypack_blue"
/obj/item/weapon/storage/belt/fannypack/cyan
name = "cyan fannypack"
icon_state = "fannypack_cyan"
item_state = "fannypack_cyan"
/obj/item/weapon/storage/belt/fannypack/green
name = "green fannypack"
icon_state = "fannypack_green"
item_state = "fannypack_green"
/obj/item/weapon/storage/belt/fannypack/orange
name = "orange fannypack"
icon_state = "fannypack_orange"
item_state = "fannypack_orange"
/obj/item/weapon/storage/belt/fannypack/purple
name = "purple fannypack"
icon_state = "fannypack_purple"
item_state = "fannypack_purple"
/obj/item/weapon/storage/belt/fannypack/red
name = "red fannypack"
icon_state = "fannypack_red"
item_state = "fannypack_red"
/obj/item/weapon/storage/belt/fannypack/white
name = "white fannypack"
icon_state = "fannypack_white"
item_state = "fannypack_white"
/obj/item/weapon/storage/belt/fannypack/yellow
name = "yellow fannypack"
icon_state = "fannypack_yellow"
item_state = "fannypack_yellow"

View File

@@ -50,10 +50,10 @@
if (!( user.restrained() ) && !( user.stat ))
switch(over_object.name)
if("r_hand")
user.u_equip(master_item)
user.unEquip(master_item)
user.put_in_r_hand(master_item)
if("l_hand")
user.u_equip(master_item)
user.unEquip(master_item)
user.put_in_l_hand(master_item)
master_item.add_fingerprint(user)
return 0

View File

@@ -77,10 +77,10 @@
switch(over_object.name)
if("r_hand")
usr.u_equip(src)
usr.unEquip(src)
usr.put_in_r_hand(src)
if("l_hand")
usr.u_equip(src)
usr.unEquip(src)
usr.put_in_l_hand(src)
src.add_fingerprint(usr)

View File

@@ -1245,7 +1245,7 @@ proc/admin_notice(var/message, var/rights)
M = whom
C = M.client
else
return "<b>(*not an mob*)</b>"
return "<b>(*not a mob*)</b>"
switch(detail)
if(0)
return "<b>[key_name(C, link, name, highlight_special)]</b>"
@@ -1255,15 +1255,15 @@ proc/admin_notice(var/message, var/rights)
if(2) //Admins
var/ref_mob = "\ref[M]"
return "<b>[key_name(C, link, name, highlight_special)](<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(M, src)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>)</b>"
return "<b>[key_name(C, link, name, highlight_special)](<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(M, src)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) (<A HREF='?_src_=holder;take_question=\ref[M]'>TAKE</A>)</b>"
if(3) //Devs
var/ref_mob = "\ref[M]"
return "<b>[key_name(C, link, name, highlight_special)](<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>)([admin_jump_link(M, src)])</b>"
return "<b>[key_name(C, link, name, highlight_special)](<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>)([admin_jump_link(M, src)]) (<A HREF='?_src_=holder;take_question=\ref[M]'>TAKE</A>)</b>"
if(4) //Mentors
var/ref_mob = "\ref[M]"
return "<b>[key_name(C, link, name, highlight_special)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(M, src)])</b>"
return "<b>[key_name(C, link, name, highlight_special)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(M, src)]) (<A HREF='?_src_=holder;take_question=\ref[M]'>TAKE</A>)</b>"
/proc/ishost(whom)

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@@ -1218,6 +1218,18 @@
else if(href_list["check_antagonist"])
check_antagonists()
else if(href_list["take_question"])
var/mob/M = locate(href_list["take_question"])
if(ismob(M))
var/take_msg = "<span class='notice'><b>ADMINHELP</b>: <b>[key_name(usr.client)]</b> is attending to <b>[key_name(M)]'s</b> adminhelp, please don't dogpile them.</span>"
for(var/client/X in admins)
if((R_ADMIN|R_MOD|R_MENTOR) & X.holder.rights)
to_chat(X, take_msg)
to_chat(M, "<span class='notice'><b>Your adminhelp is being attended to by [usr.client]. Thanks for your patience!</b></span>")
else
to_chat(usr, "<span class='warning'>Unable to locate mob.</span>")
else if(href_list["adminplayerobservecoodjump"])
if(!check_rights(R_ADMIN|R_SERVER|R_MOD)) return

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@@ -1,6 +1,6 @@
/obj/item/device/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices."
desc = "Used to remotely activate devices. Tap against another secured signaler to transfer configuration."
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
@@ -98,6 +98,15 @@
return
attackby(obj/item/weapon/W, mob/user, params)
if(issignaler(W))
var/obj/item/device/assembly/signaler/signaler2 = W
if(secured && signaler2.secured)
code = signaler2.code
frequency = signaler2.frequency
user << "You transfer the frequency and code of [signaler2] to [src]"
else
..()
proc/signal()
if(!radio_connection) return

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@@ -280,6 +280,18 @@
path = /obj/item/clothing/accessory/storage/white_drop_pouches
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
/datum/gear/accessory/fannypack
display_name = "fannypack selection"
cost = 2
/datum/gear/accessory/fannypack/New()
..()
var/list/fannys = list()
for(var/fanny in typesof(/obj/item/weapon/storage/belt/fannypack))
var/obj/item/weapon/storage/belt/fannypack/fanny_type = fanny
fannys[initial(fanny_type.name)] = fanny_type
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(fannys))
/datum/gear/accessory/webbing
display_name = "webbing, simple"
path = /obj/item/clothing/accessory/storage/webbing

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@@ -34,6 +34,7 @@
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | PHORONGUARD
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
phoronproof = 1
slowdown = 2
armor = list(melee = 60, bullet = 50, laser = 40,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS

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@@ -49,6 +49,9 @@
item_flags = THICKMATERIAL
siemens_coefficient = 0.2
phoronproof = 1
offline_slowdown = 5
slowdown = 2
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
air_type = /obj/item/weapon/tank/vox
@@ -108,7 +111,6 @@
icon_state = "voxstealth_rig"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100)
emp_protection = 40 //change this to 30 if too high.
slowdown = 0
phoronproof = 1
req_access = list(access_syndicate)

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@@ -25,7 +25,7 @@
icon_state = "webbing-vox"
slot = "vox"
slots = 5
slots = 3
/obj/item/clothing/accessory/storage/vox/New()
..()

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@@ -5,12 +5,9 @@
var/chaotic = 0 // A number showing how chaotic the action may be. If danger is high, the GM will avoid it.
var/reusable = FALSE // If true, the event does not become disabled upon being used. Should be used sparingly.
var/observers_used = FALSE // Determines if the GM should check if ghosts are available before using this.
var/length = 0 // Determines how long the event lasts, until end() is called.
var/datum/game_master/gm = null
/datum/gm_action/New(var/datum/game_master/new_gm)
..()
gm = new_gm
/datum/gm_action/proc/set_up()
return

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@@ -0,0 +1,65 @@
//carp_migration
/datum/gm_action/carp_migration
name = "carp migration"
departments = list(ROLE_SECURITY, ROLE_EVERYONE)
chaotic = 50
var/list/spawned_carp = list()
var/carp_amount = 0
length = 20 MINUTES
/datum/gm_action/carp_migration/get_weight()
var/people_in_space = 0
for(var/mob/living/L in player_list)
if(!(L.z in config.station_levels))
continue // Not on the right z-level.
var/turf/T = get_turf(L)
if(istype(T, /turf/space) && istype(T.loc,/area/space))
people_in_space++
return 50 + (metric.count_people_in_department(ROLE_SECURITY) * 10) + (people_in_space * 20)
/datum/gm_action/carp_migration/announce()
var/announcement = "Unknown biological entities have been detected near [station_name()], please stand-by."
command_announcement.Announce(announcement, "Lifesign Alert")
/datum/gm_action/carp_migration/set_up()
// Higher filled roles means more groups of fish.
var/station_strength = 0
station_strength += (metric.count_people_in_department(ROLE_SECURITY) * 3)
station_strength += (metric.count_people_in_department(ROLE_ENGINEERING) * 2)
station_strength += metric.count_people_in_department(ROLE_MEDICAL)
// Less active emergency response departments tones the event down.
var/activeness = ((metric.assess_department(ROLE_SECURITY) + metric.assess_department(ROLE_ENGINEERING) + metric.assess_department(ROLE_MEDICAL)) / 3)
activeness = max(activeness, 20)
carp_amount = Ceiling(station_strength * (activeness / 100) + 1)
/datum/gm_action/carp_migration/start()
..()
var/list/spawn_locations = list()
var/group_size_min = 3
var/group_size_max = 5
for(var/obj/effect/landmark/C in landmarks_list)
if(C.name == "carpspawn")
spawn_locations.Add(C.loc)
spawn_locations = shuffle(spawn_locations)
carp_amount = min(carp_amount, spawn_locations.len)
var/i = 1
while (i <= carp_amount)
var/group_size = rand(group_size_min, group_size_max)
for (var/j = 1, j <= group_size, j++)
spawned_carp.Add(new /mob/living/simple_animal/hostile/carp(spawn_locations[i]))
i++
message_admins("[spawned_carp.len] carp spawned by event.")
/datum/gm_action/carp_migration/end()
for(var/mob/living/simple_animal/hostile/carp/C in spawned_carp)
if(!C.stat)
var/turf/T = get_turf(C)
if(istype(T, /turf/space))
if(!prob(25))
qdel(C)

View File

@@ -1,9 +1,21 @@
// Comms blackout is, just like grid check, mostly the same as always, yet engineering has an option to get it back sooner.
/datum/gm_action/comms_blackout
name = "communications blackout"
departments = list(ROLE_ENGINEERING, ROLE_EVERYONE)
chaotic = 35
/datum/gm_action/comms_blackout/get_weight()
return 50 + (metric.count_people_in_department(ROLE_ENGINEERING) * 40)
return 50 + (metric.count_people_in_department(ROLE_ENGINEERING) * 40)
/datum/gm_action/comms_blackout/announce()
if(prob(33))
command_announcement.Announce("Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT", new_sound = 'sound/misc/interference.ogg')
// AIs will always know if there's a comm blackout, rogue AIs could then lie about comm blackouts in the future while they shutdown comms
for(var/mob/living/silicon/ai/A in player_list)
A << "<br>"
A << "<span class='warning'><b>Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT</b></span>"
A << "<br>"
/datum/gm_action/comms_blackout/start()
..()
for(var/obj/machinery/telecomms/T in telecomms_list)
T.emp_act(1)

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@@ -0,0 +1,17 @@
/datum/gm_action/dust
name = "dust"
departments = list(ROLE_ENGINEERING)
chaotic = 10
reusable = TRUE
/datum/gm_action/dust/announce()
command_announcement.Announce("Debris resulting from activity on another nearby asteroid is approaching your colony.", "Dust Alert")
/datum/gm_action/dust/get_weight()
var/engineers = metric.count_people_in_department(ROLE_ENGINEERING)
var/weight = 30 + (engineers * 25)
return weight
/datum/gm_action/dust/start()
..()
dust_swarm("norm")

View File

@@ -13,6 +13,7 @@
return 50 + (metric.count_people_in_department(ROLE_ENGINEERING) * 30)
/datum/gm_action/grid_check/start()
..()
// This sets off a chain of events that lead to the actual grid check (or perhaps worse).
// First, the Supermatter engine makes a power spike.
for(var/obj/machinery/power/generator/engine in machines)

View File

@@ -0,0 +1,51 @@
// This event gives the station an advance warning about meteors, so that they can prepare in various ways.
/datum/gm_action/meteor_defense
name = "meteor defense"
departments = list(ROLE_ENGINEERING)
chaotic = 50
var/direction = null
var/dir_text = null
var/waves = 0
/datum/gm_action/meteor_defense/get_weight()
var/engineers = metric.count_people_in_department(ROLE_ENGINEERING)
var/weight = (max(engineers - 1, 0) * 25) // If only one engineer exists, no meteors for now.
return weight
/datum/gm_action/meteor_defense/set_up()
direction = pick(cardinal) // alldirs doesn't work with current meteor code unfortunately.
waves = rand(5, 8)
switch(direction)
if(NORTH)
dir_text = "aft" // For some reason this is needed.
if(SOUTH)
dir_text = "fore"
if(EAST)
dir_text = "port"
if(WEST)
dir_text = "starboard"
/datum/gm_action/meteor_defense/announce()
var/announcement = "Alert! Two other asteroids have collided near [station_name()]. Chunks of it are expected to approach from the [dir_text] side. ETA to arrival is \
approximately 10 minutes."
command_announcement.Announce(announcement, "Meteor Alert", new_sound = 'sound/AI/meteors.ogg')
/datum/gm_action/meteor_defense/start()
..()
spawn(0)
// sleep(5 MINUTES)
var/announcement = "The incoming debris are expected to approach from the [dir_text] side. ETA to arrival is approximately 5 minutes."
command_announcement.Announce(announcement, "Meteor Alert - Update")
// sleep(5 MINUTES)
announcement = "Incoming debris approaches from the [dir_text] side!"
command_announcement.Announce(announcement, "Meteor Alert - Update")
while(waves)
message_admins("[waves] more wave\s of meteors remain.")
spawn(1) // Dir is reversed because the direction describes where meteors are going, not what side it's gonna hit.
spawn_meteors(rand(8, 12), meteors_threatening, reverse_dir[direction])
waves--
sleep(30 SECONDS)
announcement = "The colony has cleared the incoming debris."
command_announcement.Announce(announcement, "Meteor Alert - Update")
message_admins("Meteor defense event has ended.")

View File

@@ -0,0 +1,17 @@
/datum/gm_action/shipping_error
name = "shipping error"
departments = list(ROLE_CARGO)
reusable = TRUE
/datum/gm_action/shipping_error/get_weight()
var/cargo = metric.count_people_in_department(ROLE_CARGO)
var/weight = (cargo * 40)
return weight
/datum/gm_action/shipping_error/start()
..()
var/datum/supply_order/O = new /datum/supply_order()
O.ordernum = supply_controller.ordernum
O.object = supply_controller.supply_packs[pick(supply_controller.supply_packs)]
O.orderedby = random_name(pick(MALE,FEMALE), species = "Human")
supply_controller.shoppinglist += O

View File

@@ -0,0 +1,53 @@
// This event sends a few carp after someone in space.
/datum/gm_action/surprise_carp_attack
name = "surprise carp attack"
departments = list(ROLE_EVERYONE)
reusable = TRUE
chaotic = 10
var/mob/living/victim = null
/datum/gm_action/surprise_carp_attack/get_weight()
var/people_in_space = 0
for(var/mob/living/L in player_list)
if(!(L.z in config.station_levels))
continue // Not on the right z-level.
var/turf/T = get_turf(L)
if(istype(T, /turf/space) && istype(T.loc,/area/space))
people_in_space++
return people_in_space * 50
/datum/gm_action/surprise_carp_attack/set_up()
var/list/potential_victims = list()
victim = null
for(var/mob/living/L in player_list)
if(!(L.z in config.station_levels))
continue // Not on the right z-level.
if(L.stat)
continue // Don't want dead people.
var/turf/T = get_turf(L)
if(istype(T, /turf/space) && istype(T.loc,/area/space))
potential_victims.Add(L)
victim = pick(potential_victims)
/datum/gm_action/surprise_carp_attack/start()
..()
if(!victim)
message_admins("Surprise carp attack failed to find a target.")
return
var/number_of_carp = rand(1, 2)
message_admins("Sending [number_of_carp] carp\s after [victim].")
while(number_of_carp)
var/turf/spawning_turf = null
var/list/nearby_things = oview(10, victim)
for(var/turf/space/space in nearby_things)
if(get_dist(space, victim) <= 7)
continue
spawning_turf = space
break
if(spawning_turf)
var/mob/living/simple_animal/hostile/carp/C = new(spawning_turf)
C.target_mob = victim
C.stance = STANCE_ATTACK
number_of_carp--

View File

@@ -0,0 +1,17 @@
// This event sends one wave of meteors unannounced.
/datum/gm_action/surprise_meteors
name = "surprise meteors"
departments = list(ROLE_ENGINEERING)
chaotic = 25
/datum/gm_action/surprise_meteors/get_weight()
var/engineers = metric.count_people_in_department(ROLE_ENGINEERING)
var/weight = (max(engineers - 1, 0) * 25) // If only one engineer exists, no meteors for now.
return weight
/datum/gm_action/surprise_meteors/start()
..()
spawn(1)
spawn_meteors(rand(4, 8), meteors_normal, pick(cardinal))
message_admins("Surprise meteors event has ended.")

View File

@@ -24,7 +24,7 @@
for(var/datum/gm_action/action in available_actions)
if(action.enabled == FALSE)
continue
HTML += "[action.name] ([english_list(action.departments)]) (weight: [action.get_weight()])<br>"
HTML += "[action.name] ([english_list(action.departments)]) (weight: [action.get_weight()]) <a href='?src=\ref[action];force=1'>\[Force\]</a> <br>"
HTML += "<br>"
HTML += "All living mobs activity: [metric.assess_all_living_mobs()]%<br>"
@@ -77,4 +77,16 @@
adjust_danger(amount)
message_admins("GM danger was adjusted by [amount] by [usr.key].")
interact(usr) // To refresh the UI.
interact(usr) // To refresh the UI.
/datum/gm_action/Topic(href, href_list)
if(..())
return
if(!is_admin(usr))
message_admins("[usr] has attempted to force an event without being an admin.")
return
if(href_list["force"])
gm.run_action(src)
message_admins("GM event [name] was forced by [usr.key].")

View File

@@ -19,6 +19,8 @@
/datum/game_master/New()
..()
available_actions = init_subtypes(/datum/gm_action)
for(var/datum/gm_action/action in available_actions)
action.gm = src
/datum/game_master/proc/process()
if(ticker && ticker.current_state == GAME_STATE_PLAYING && !suspended)
@@ -68,17 +70,26 @@
if(best_actions && best_actions.len)
var/list/weighted_actions = list()
for(var/datum/gm_action/action in best_actions)
if(action.chaotic > danger)
continue // We skip dangerous events when bad stuff is already occuring.
weighted_actions[action] = action.get_weight()
var/datum/gm_action/choice = pickweight(weighted_actions)
if(choice)
log_debug("[choice.name] was chosen by the Game Master, and is now being ran.")
choice.set_up()
choice.start()
next_action = world.time + rand(15 MINUTES, 30 MINUTES)
last_department_used = choice.departments[1]
run_action(choice)
/datum/game_master/proc/run_action(var/datum/gm_action/action)
action.set_up()
action.start()
action.announce()
if(action.chaotic)
danger += action.chaotic
if(action.length)
spawn(action.length)
action.end()
next_action = world.time + rand(15 MINUTES, 30 MINUTES)
last_department_used = action.departments[1]
/datum/game_master/proc/decide_best_action(var/list/most_active_departments)

View File

@@ -148,11 +148,19 @@
return
user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
var/input = input(user, "Enter [codelen] digits.", "Deca-Code Lock", "") as text
var/input = input(usr, "Enter [codelen] digits. All digits must be unique.", "Deca-Code Lock", "") as text
if(!Adjacent(user))
return
var/list/sanitised = list()
var/sanitycheck = 1
for(var/i=1,i<=length(input),i++) //put the guess into a list
sanitised += text2num(copytext(input,i,i+1))
for(var/i=1,i<=(length(input)-1),i++) //compare each digit in the guess to all those following it
for(var/j=(i+1),j<=length(input),j++)
if(sanitised[i] == sanitised[j])
sanitycheck = null //if a digit is repeated, reject the input
if(input == null || length(input) != codelen)
if(input == null || sanitycheck == null || length(input) != codelen)
user << "<span class='notice'>You leave the crate alone.</span>"
else if(check_input(input))
user << "<span class='notice'>The crate unlocks!</span>"
@@ -203,6 +211,9 @@
else if(lastattempt[i] in code_contents)
++cows
code_contents -= lastattempt[i]
user << "<span class='notice'>Last code attempt had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
var/previousattempt = null //convert back to string for readback
for(var/i in 1 to codelen)
previousattempt = addtext(previousattempt, lastattempt[i])
user << "<span class='notice'>Last code attempt, [previousattempt], had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
return
..()

View File

@@ -17,7 +17,7 @@
var/list/resource_field = list()
var/ore_types = list(
"iron" = /obj/item/weapon/ore/iron,
"hematite" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
"silver" = /obj/item/weapon/ore/silver,
@@ -26,7 +26,7 @@
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbonaceous rock" = /obj/item/weapon/ore/coal
"carbon" = /obj/item/weapon/ore/coal
)
//Upgrades

View File

@@ -29,7 +29,7 @@
var/ore_type
switch(metal)
if("silicates", "carbonaceous rock", "iron") ore_type = "surface minerals"
if("silicates", "carbon", "hematite") ore_type = "surface minerals"
if("gold", "silver", "diamond") ore_type = "precious metals"
if("uranium") ore_type = "nuclear fuel"
if("phoron", "osmium", "hydrogen") ore_type = "exotic matter"

View File

@@ -175,9 +175,8 @@ var/list/mining_overlay_cache = list()
if(severity <= 2) // Now to expose the ore lying under the sand.
spawn(1) // Otherwise most of the ore is lost to the explosion, which makes this rather moot.
var/losses = rand(0.5, 1) // Between 0% to 50% loss due to booms.
for(var/ore in resources)
var/amount_to_give = Ceiling(resources[ore] * losses) // Should result in at least one piece of ore.
var/amount_to_give = rand(Ceiling(resources[ore]/2), resources[ore]) // Should result in at least one piece of ore.
for(var/i=1, i <= amount_to_give, i++)
var/oretype = ore_types[ore]
new oretype(src)

View File

@@ -708,6 +708,10 @@
icon_state = module_sprites[icontype]
return
if(typing)
typing = FALSE
set_typing_indicator(1)
/mob/living/silicon/robot/proc/installed_modules()
if(weapon_lock)
src << "\red Weapon lock active, unable to use modules! Count:[weaponlock_time]"

View File

@@ -29,7 +29,7 @@
cold_damage_per_tick = 20
var/poison_per_bite = 5
var/poison_chance = 10
var/poison_type = "toxin"
var/poison_type = "spidertoxin"
faction = "spiders"
var/busy = 0
pass_flags = PASSTABLE
@@ -85,9 +85,14 @@
if(prob(5))
var/obj/item/organ/external/O = pick(H.organs)
if(!(O.robotic >= ORGAN_ROBOT))
var/eggs = PoolOrNew(/obj/effect/spider/eggcluster/, list(O, src))
O.implants += eggs
H << "<span class='warning'>The [src] injects something into your [O.name]!</span>"
var/eggcount
for(var/obj/I in O.implants)
if(istype(I, /obj/effect/spider/eggcluster))
eggcount ++
if(!eggcount)
var/eggs = PoolOrNew(/obj/effect/spider/eggcluster/small, list(O, src))
O.implants += eggs
H << "<span class='warning'>The [src] injects something into your [O.name]!</span>"
/mob/living/simple_animal/hostile/giant_spider/Life()
..()

View File

@@ -23,10 +23,10 @@
if(!M.restrained() && !M.stat)
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.unEquip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.unEquip(src)
M.put_in_l_hand(src)
add_fingerprint(usr)

View File

@@ -16,6 +16,7 @@
var/maxcopies = 10 //how many copies can be copied at once- idea shamelessly stolen from bs12's copier!
/obj/machinery/photocopier/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)

View File

@@ -98,10 +98,10 @@ var/global/photo_count = 0
if((!( M.restrained() ) && !( M.stat ) && M.back == src))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.unEquip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.unEquip(src)
M.put_in_l_hand(src)
add_fingerprint(usr)
return

View File

@@ -701,6 +701,7 @@
var/mob/living/carbon/human/H = user
if(H.species.can_shred(H))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("<span call='warning'>[user.name] slashes at the [src.name]!</span>", "<span class='notice'>You slash at the [src.name]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)

View File

@@ -535,6 +535,7 @@
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(H))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
for(var/mob/M in viewers(src))
M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
broken()

View File

@@ -57,6 +57,7 @@
icon_state = "darkcannon"
item_state = "darkcannon"
fire_sound = 'sound/weapons/eLuger.ogg'
w_class = ITEMSIZE_HUGE
charge_cost = 600
projectile_type = /obj/item/projectile/beam/darkmatter
self_recharge = 1
@@ -102,6 +103,7 @@
icon_state = "noise"
item_state = "noise"
fire_sound = 'sound/effects/basscannon.ogg'
w_class = ITEMSIZE_HUGE
self_recharge = 1
charge_cost = 600

View File

@@ -107,8 +107,10 @@ obj/aiming_overlay/proc/update_aiming_deferred()
cancel_aiming()
return
if(!locked && lock_time >= world.time)
if(!locked && lock_time <= world.time)
locked = 1
owner << "<span class ='notice'>You are locked onto your target.</span>"
aiming_at << "<span class='danger'>The gun is trained on you!</span>"
update_icon()
var/cancel_aim = 1
@@ -176,7 +178,7 @@ obj/aiming_overlay/proc/update_aiming_deferred()
toggle_active(1)
locked = 0
update_icon()
lock_time = world.time + 35
lock_time = world.time + 25
/obj/aiming_overlay/update_icon()
if(locked)

View File

@@ -27,3 +27,5 @@
var/obj/item/weapon/gun/G = aiming_with
if(istype(G))
G.Fire(aiming_at, owner, reflex = 1)
locked = 0
lock_time = world.time+10

View File

@@ -49,11 +49,11 @@
if(!priority_process) sleep(-1)
T.resources = list()
T.resources["silicates"] = rand(3,5)
T.resources["carbonaceous rock"] = rand(3,5)
T.resources["carbon"] = rand(3,5)
var/current_cell = map[get_map_cell(x,y)]
if(current_cell < rare_val) // Surface metals.
T.resources["iron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["hematite"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["gold"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["silver"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
@@ -69,14 +69,14 @@
T.resources["osmium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["hydrogen"] = 0
T.resources["diamond"] = 0
T.resources["iron"] = 0
T.resources["hematite"] = 0
else // Deep metals.
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["phoron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["osmium"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["hydrogen"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["iron"] = 0
T.resources["hematite"] = 0
T.resources["gold"] = 0
T.resources["silver"] = 0
return

View File

@@ -75,7 +75,7 @@
return
else
trans = reagents.splash(target, amount_per_transfer_from_this, max_spill=30) //sprinkling reagents on generic non-mobs
trans = reagents.splash(target, amount_per_transfer_from_this, max_spill=0) //sprinkling reagents on generic non-mobs
user << "<span class='notice'>You transfer [trans] units of the solution.</span>"
else // Taking from something

View File

@@ -131,23 +131,28 @@
..()
reagents.add_reagent("soymilk", 50)
/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton
/obj/item/weapon/reagent_containers/food/drinks/smallmilk
name = "small milk carton"
desc = "It's milk. White and nutritious goodness!"
volume = 30
icon_state = "mini-milk"
/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton/New()
item_state = "carton"
center_of_mass = list("x"=16, "y"=9)
/obj/item/weapon/reagent_containers/food/drinks/smallmilk/New()
..()
reagents.add_reagent("milk", 30)
/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton/chocolate
/obj/item/weapon/reagent_containers/food/drinks/smallchocmilk
name = "small chocolate milk carton"
desc = "It's milk! This one is in delicious chocolate flavour."
volume = 30
icon_state = "mini-milk_choco"
/obj/item/weapon/reagent_containers/food/drinks/milk/smallcarton/chocolate/New()
item_state = "carton"
center_of_mass = list("x"=16, "y"=9)
/obj/item/weapon/reagent_containers/food/drinks/smallchocmilk/New()
..()
reagents.add_reagent("chocolate_milk", 30)
/obj/item/weapon/reagent_containers/food/drinks/coffee
name = "\improper Robust Coffee"
desc = "Careful, the beverage you're about to enjoy is extremely hot."

View File

@@ -22,16 +22,16 @@
if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/breadslice))
sandwich_limit += 4
if(src.contents.len > sandwich_limit)
user << "\red If you put anything else on \the [src] it's going to collapse."
return
else if(istype(W,/obj/item/weapon/material/shard))
if(istype(W,/obj/item/weapon/material/shard))
user << "\blue You hide [W] in \the [src]."
user.drop_item()
W.loc = src
update()
return
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks))
if(src.contents.len > sandwich_limit)
user << "\red If you put anything else on \the [src] it's going to collapse."
return
user << "\blue You layer [W] over \the [src]."
var/obj/item/weapon/reagent_containers/F = W
F.reagents.trans_to_obj(src, F.reagents.total_volume)

View File

@@ -0,0 +1,36 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Anewbe
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Fake command reports now make the paper show up."

View File

@@ -0,0 +1,36 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Anewbe
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- bugfix: "Mining cameras should work now."

View File

@@ -0,0 +1,36 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: MagmaRam
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- tweak: "There is now a short delay before being able to fire when using hostage-taking mode, and a short delay between shots. This should make hostage mode useful for taking hostages and ambushes, rather than as an aimbot in actual firefights."

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@@ -0,0 +1,36 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: MagmaRam
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- bugfix: "Sandwiches at max size can be eaten with a fork."

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@@ -0,0 +1,36 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Zuhayr
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Adminhelps now have a TAKE button that allow an admin to claim it, and inform the adminhelper that someone is on the case."

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@@ -1428,8 +1428,14 @@
#include "code\modules\gamemaster\game_master.dm"
#include "code\modules\gamemaster\helpers.dm"
#include "code\modules\gamemaster\actions\action.dm"
#include "code\modules\gamemaster\actions\carp_migration.dm"
#include "code\modules\gamemaster\actions\comms_blackout.dm"
#include "code\modules\gamemaster\actions\dust.dm"
#include "code\modules\gamemaster\actions\grid_check.dm"
#include "code\modules\gamemaster\actions\meteor_defense.dm"
#include "code\modules\gamemaster\actions\shipping_error.dm"
#include "code\modules\gamemaster\actions\surprise_carp_attack.dm"
#include "code\modules\gamemaster\actions\surprise_meteor.dm"
#include "code\modules\gamemaster\actions\waste_disposal.dm"
#include "code\modules\games\cah.dm"
#include "code\modules\games\cah_black_cards.dm"