mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Fixed some runtimes.
Virus2 has been effectively removed from the code as it was not actually used and was causing some runtimes. The PA is now properly affected by meteors/blobs/bombs. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2903 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -6,6 +6,6 @@
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var/eye_op_stage = 0.0
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var/appendix_op_stage = 0.0
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var/datum/disease2/disease/virus2 = null
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var/list/datum/disease2/disease/resistances2 = list()
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//var/datum/disease2/disease/virus2 = null
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//var/list/datum/disease2/disease/resistances2 = list()
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var/antibodies = 0
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@@ -51,7 +51,7 @@
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var/list/viruses = list()
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blood_DNA = null
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blood_type = null
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var/datum/disease2/disease/virus2 = null
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//var/datum/disease2/disease/virus2 = null
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Del()
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for(var/datum/disease/D in viruses)
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@@ -717,7 +717,7 @@
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if (src.connected) //Is something connected?
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var/mob/occupant = src.connected.occupant
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dat = "<font color='blue'><B>Occupant Statistics:</B></FONT><BR>" //Blah obvious
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if (occupant) //is there REALLY someone in there?
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if(occupant && occupant.dna) //is there REALLY someone in there?
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if(occupant.mutations & HUSK)
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dat += "The occupant's DNA structure is of an unknown configuration, please insert a subject with a standard DNA structure.<BR><BR>" //NOPE. -Pete
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dat += text("<A href='?src=\ref[];buffermenu=1'>View/Edit/Transfer Buffer</A><BR><BR>", src)
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@@ -72,7 +72,6 @@ datum/controller/game_controller
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if(!processing)
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return 0
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//world << "Processing"
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controllernum = "yes"
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spawn (100) controllernum = "no"
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@@ -107,7 +106,6 @@ datum/controller/game_controller
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sleep(1)
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for(var/obj/object in processing_objects)
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// spawn(0)Still need to test the spawn ticker
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object.process()
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for(var/datum/pipe_network/network in pipe_networks)
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@@ -86,8 +86,8 @@
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for(var/datum/disease/D in patient.viruses)
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if(!D.hidden[SCANNER])
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foundVirus++
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if(patient.virus2)
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foundVirus++
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//if(patient.virus2)
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// foundVirus++
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C.images += image(tempHud,patient,"hud[RoundHealth(patient.health)]")
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if(patient.stat == 2)
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C.images += image(tempHud,patient,"huddead")
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@@ -1463,6 +1463,8 @@
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viral_outbreak(V)
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message_admins("[key_name_admin(usr)] has triggered a virus outbreak of [V]", 1)
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else
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usr << "Nope"
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/*
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var/lesser = (alert("Do you want to infect the mob with a major or minor disease?",,"Major","Minor") == "Minor")
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var/mob/living/carbon/victim = input("Select a mob to infect", "Virus2") as null|mob in world
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if(!istype(victim)) return
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@@ -1471,6 +1473,7 @@
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else
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infect_mob_random_greater(victim)
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message_admins("[key_name_admin(usr)] has infected [victim] with a [lesser ? "minor" : "major"] virus2.", 1)
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*/
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if("retardify")
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if (src.rank in list("Badmin", "Game Admin", "Game Master"))
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feedback_inc("admin_secrets_fun_used",1)
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@@ -96,7 +96,7 @@ datum
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blood
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data = new/list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"virus2"=null,"antibodies"=0)
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data = new/list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null)
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name = "Blood"
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id = "blood"
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reagent_state = LIQUID
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@@ -113,20 +113,6 @@ datum
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else //injected
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M.contract_disease(virus, 1, 0)
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if(self.data["virus2"])
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if(method == TOUCH)
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infect_virus2(M,self.data["virus2"])
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else
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infect_virus2(M,self.data["virus2"],1)
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if(istype(M,/mob/living/carbon))
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// add the host's antibodies to their blood
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self.data["antibodies"] |= M:antibodies
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// check if the blood has antibodies that cure our disease
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if(self.data["antibodies"] & M:virus2.antigen) if(prob(10))
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M:virus2.dead = 1
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/*
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if(self.data["virus"])
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@@ -157,18 +143,6 @@ datum
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blood_prop.viruses += newVirus
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newVirus.holder = blood_prop
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var/datum/disease2/disease/v = self.data["virus2"]
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if(v)
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blood_prop.virus2 = v.getcopy()
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// this makes it almost impossible for airborne diseases to spread
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// THIS SHIT HAS TO GO, SORRY!
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/*
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if(T.density==0)
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newVirus.spread_type = CONTACT_FEET
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else
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newVirus.spread_type = CONTACT_HANDS
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*/
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else if(istype(self.data["donor"], /mob/living/carbon/monkey))
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var/obj/effect/decal/cleanable/blood/blood_prop = locate() in T
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@@ -780,10 +780,7 @@
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/obj/machinery/bot/medbot,
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/obj/machinery/computer/pandemic,
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/obj/item/weapon/secstorage/ssafe,
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/obj/machinery/disposal,
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/obj/machinery/disease2/incubator,
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/obj/machinery/disease2/isolator,
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/obj/machinery/disease2/biodestroyer
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/obj/machinery/disposal
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)
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examine()
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@@ -1003,9 +1000,6 @@
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B.data["viruses"] += new D.type
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// not sure why it was checking if(B.data["virus2"]), but it seemed wrong
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if(T.virus2)
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B.data["virus2"] = T.virus2.getcopy()
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B.data["blood_DNA"] = copytext(T.dna.unique_enzymes,1,0)
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if(T.resistances&&T.resistances.len)
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@@ -1018,11 +1012,7 @@
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temp_chem += R.name
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temp_chem[R.name] = R.volume
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B.data["trace_chem"] = list2params(temp_chem)
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B.data["antibodies"] = T.antibodies
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//debug
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//for(var/D in B.data)
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// world << "Data [D] = [B.data[D]]"
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//debug
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src.reagents.reagent_list += B
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src.reagents.update_total()
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src.on_reagent_change()
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@@ -51,8 +51,6 @@
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for(var/datum/disease/D in patient.viruses)
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if(!D.hidden[SCANNER])
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foundVirus++
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if(patient.virus2)
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foundVirus++
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C.images += image(tempHud,patient,"hud[RoundHealth(patient.health)]")
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if(patient.stat == 2)
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C.images += image(tempHud,patient,"huddead")
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@@ -1015,33 +1015,6 @@
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if(bodytemperature > 406)
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for(var/datum/disease/D in viruses)
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D.cure()
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if(!virus2)
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// the following is silly since it lets you infect people through glass
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/*for(var/mob/living/carbon/M in oviewers(4,src))
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if(M.virus2)
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infect_virus2(src,M.virus2)*/
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// instead we're going to use little floating disease objects
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for(var/obj/virus/V in src.loc) if(src.get_infection_chance())
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infect_virus2(src,V.disease)
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for(var/obj/effect/decal/cleanable/blood/B in view(4, src))
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if(B.virus2)
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infect_virus2(src,B.virus2)
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else
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virus2.activate(src)
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// activate may have deleted the virus
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if(!virus2) return
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// check if we're immune
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if(virus2.antigen & src.antibodies) virus2.dead = 1
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if(src.get_infection_chance())
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var/obj/virus/V = new(src.loc)
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V.disease = src.virus2
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return
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@@ -626,16 +626,6 @@
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D.cure()
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return
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if(!virus2)
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for(var/mob/living/carbon/M in oviewers(4,src))
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if(M.virus2)
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infect_virus2(src,M.virus2)
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for(var/obj/effect/decal/cleanable/blood/B in view(4, src))
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if(B.virus2)
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infect_virus2(src,B.virus2)
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else
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virus2.activate(src)
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check_if_buckled()
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if (src.buckled)
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@@ -5,9 +5,6 @@
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//Being dead doesn't mean your temperature never changes
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var/turf/T = get_turf(src)
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// if (isturf(T)) //let cryo/sleeper handle adjusting body temp in their respective alter_health procs
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// src.bodytemperature = adjustBodyTemp(src.bodytemperature, (shuttlefloor ? shuttlefloor.temp : T.temp), 1.0) //TODO: DEFERRED
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if (src.stat!=0)
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src:cameraFollow = null
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src:current = null
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@@ -17,16 +14,6 @@
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src.update_mind()
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/*if (istype(T, /turf))
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var/ficheck = src.firecheck(T)
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if (ficheck)
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src.adjustFireLoss(ficheck * 10)
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src.updatehealth()
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if (src.fire)
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src.fire.icon_state = "fire1"
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else if (src.fire)
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src.fire.icon_state = "fire0"
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*/ //TODO: DEFERRED
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if (src.malfhack)
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if (src.malfhack.aidisabled)
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src << "\red ERROR: APC access disabled, hack attempt canceled."
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@@ -39,8 +26,6 @@
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if (src.health <= config.health_threshold_dead)
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death()
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return
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// else if (src.health < config.health_threshold_crit && !istype(src.loc, /obj/machinery/computer/aifixer)) //Removing this for now, as it's bloody annoying. We'll see how it works -- Urist
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// src.oxyloss++
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if (src.machine)
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if (!( src.machine.check_eye(src) ))
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@@ -73,6 +58,7 @@
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src.see_invisible = 2
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var/area/home = get_area(src)
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if(!home) return//something to do with malf fucking things up I guess.
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if(home.powered(EQUIP))
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home.use_power(1000, EQUIP)
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@@ -89,6 +89,35 @@ PE|PE|PE
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(25))
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del(src)
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return
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else
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return
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blob_act()
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if(prob(50))
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del(src)
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return
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meteorhit()
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if(prob(50))
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del(src)
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return
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proc
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update_state()
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if(master)
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@@ -169,7 +198,8 @@ PE|PE|PE
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return 0
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/obj/machinery/particle_accelerator/
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/obj/machinery/particle_accelerator
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name = "Particle Accelerator"
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desc = "Part of a Particle Accelerator."
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icon = 'particle_accelerator.dmi'
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@@ -217,6 +247,34 @@ PE|PE|PE
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..()
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(25))
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del(src)
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return
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else
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return
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blob_act()
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if(prob(50))
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del(src)
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return
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meteorhit()
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if(prob(50))
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del(src)
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return
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proc
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update_state()
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@@ -38,7 +38,7 @@
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// attack by item places it in to disposal
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attackby(var/obj/item/I, var/mob/user)
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if(stat & BROKEN)
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if(stat & BROKEN || !I || !user)
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return
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if(istype(I, /obj/item/weapon/melee/energy/blade))
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@@ -68,19 +68,20 @@
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for (var/mob/C in viewers(src))
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C.show_message("\red [GM.name] has been placed in the [src] by [user].", 3)
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del(G)
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return
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if(isrobot(user))
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return
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else
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user.drop_item()
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if(!I) return
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I.loc = src
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user << "You place \the [I] into the [src]."
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] places \the [I] into the [src].", 3)
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user.drop_item()
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I.loc = src
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user << "You place \the [I] into the [src]."
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] places \the [I] into the [src].", 3)
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update()
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@@ -984,16 +984,6 @@
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#include "code\WorkInProgress\mapload\reader.dm"
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#include "code\WorkInProgress\organs\implants.dm"
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#include "code\WorkInProgress\organs\organs.dm"
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#include "code\WorkInProgress\virus2\analyser.dm"
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#include "code\WorkInProgress\virus2\antibodies.dm"
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#include "code\WorkInProgress\virus2\base.dm"
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#include "code\WorkInProgress\virus2\biohazard destroyer.dm"
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#include "code\WorkInProgress\virus2\cureimplanter.dm"
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#include "code\WorkInProgress\virus2\curer.dm"
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#include "code\WorkInProgress\virus2\diseasesplicer.dm"
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#include "code\WorkInProgress\virus2\dishincubator.dm"
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#include "code\WorkInProgress\virus2\isolator.dm"
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#include "code\WorkInProgress\virus2\monkeydispensor.dm"
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#include "interface\skin.dmf"
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#include "maps\tgstation.2.0.8.dmm"
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// END_INCLUDE
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Reference in New Issue
Block a user