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

Conflicts:
	code/_helpers/time.dm
	code/modules/economy/ATM.dm
This commit is contained in:
SinTwo
2016-08-09 15:46:24 -04:00
209 changed files with 4110 additions and 3899 deletions

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btime.dll

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btime.so

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@@ -1,18 +0,0 @@
// Comment this out if the external btime library is unavailable
#define PRECISE_TIMER_AVAILABLE
#ifdef PRECISE_TIMER_AVAILABLE
var/global/__btime__libName = "btime.[world.system_type==MS_WINDOWS?"dll":"so"]"
#define TimeOfHour (__extern__timeofhour)
#define __extern__timeofhour text2num(call(__btime__libName, "gettime")())
/hook/startup/proc/checkbtime()
try
// This will always return 1 unless the btime library cannot be accessed
if(TimeOfHour || 1) return 1
catch(var/exception/e)
log_to_dd("PRECISE_TIMER_AVAILABLE is defined in btime.dm, but calling the btime library failed: [e]")
log_to_dd("This is a fatal error. The world will now shut down.")
del(world)
#else
#define TimeOfHour (world.timeofday % 36000)
#endif

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@@ -27,3 +27,6 @@
#define TICKS_IN_DAY 24*60*60*10
#define TICKS_IN_SECOND 10
#define SIMPLE_SIGN(X) ((X) < 0 ? -1 : 1)
#define SIGN(X) ((X) ? SIMPLE_SIGN(X) : 0)

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@@ -11,10 +11,9 @@
#define PROCESS_DEFAULT_HANG_ALERT_TIME 600 // 60 seconds
#define PROCESS_DEFAULT_HANG_RESTART_TIME 900 // 90 seconds
#define PROCESS_DEFAULT_SCHEDULE_INTERVAL 50 // 50 ticks
#define PROCESS_DEFAULT_SLEEP_INTERVAL 8 // 2 ticks
#define PROCESS_DEFAULT_CPU_THRESHOLD 90 // 90%
#define PROCESS_DEFAULT_SLEEP_INTERVAL 8 // 1/8th of a tick
// SCHECK macros
// This references src directly to work around a weird bug with try/catch
#define SCHECK_EVERY(this_many_calls) if(++src.calls_since_last_scheck >= this_many_calls) sleepCheck()
#define SCHECK SCHECK_EVERY(50)
#define SCHECK sleepCheck()

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@@ -0,0 +1,72 @@
#define ARCHAEO_BOWL 1
#define ARCHAEO_URN 2
#define ARCHAEO_CUTLERY 3
#define ARCHAEO_STATUETTE 4
#define ARCHAEO_INSTRUMENT 5
#define ARCHAEO_KNIFE 6
#define ARCHAEO_COIN 7
#define ARCHAEO_HANDCUFFS 8
#define ARCHAEO_BEARTRAP 9
#define ARCHAEO_LIGHTER 10
#define ARCHAEO_BOX 11
#define ARCHAEO_GASTANK 12
#define ARCHAEO_TOOL 13
#define ARCHAEO_METAL 14
#define ARCHAEO_PEN 15
#define ARCHAEO_CRYSTAL 16
#define ARCHAEO_CULTBLADE 17
#define ARCHAEO_TELEBEACON 18
#define ARCHAEO_CLAYMORE 19
#define ARCHAEO_CULTROBES 20
#define ARCHAEO_SOULSTONE 21
#define ARCHAEO_SHARD 22
#define ARCHAEO_RODS 23
#define ARCHAEO_STOCKPARTS 24
#define ARCHAEO_KATANA 25
#define ARCHAEO_LASER 26
#define ARCHAEO_GUN 27
#define ARCHAEO_UNKNOWN 28
#define ARCHAEO_FOSSIL 29
#define ARCHAEO_SHELL 30
#define ARCHAEO_PLANT 31
#define ARCHAEO_REMAINS_HUMANOID 32
#define ARCHAEO_REMAINS_ROBOT 33
#define ARCHAEO_REMAINS_XENO 34
#define ARCHAEO_GASMASK 35
#define MAX_ARCHAEO 35
#define DIGSITE_GARDEN 1
#define DIGSITE_ANIMAL 2
#define DIGSITE_HOUSE 3
#define DIGSITE_TECHNICAL 4
#define DIGSITE_TEMPLE 5
#define DIGSITE_WAR 6
#define EFFECT_TOUCH 0
#define EFFECT_AURA 1
#define EFFECT_PULSE 2
#define MAX_EFFECT 2
#define TRIGGER_TOUCH 0
#define TRIGGER_WATER 1
#define TRIGGER_ACID 2
#define TRIGGER_VOLATILE 3
#define TRIGGER_TOXIN 4
#define TRIGGER_FORCE 5
#define TRIGGER_ENERGY 6
#define TRIGGER_HEAT 7
#define TRIGGER_COLD 8
#define TRIGGER_PHORON 9
#define TRIGGER_OXY 10
#define TRIGGER_CO2 11
#define TRIGGER_NITRO 12
#define MAX_TRIGGER 12
#define EFFECT_UNKNOWN 0
#define EFFECT_ENERGY 1
#define EFFECT_PSIONIC 2
#define EFFECT_ELECTRO 3
#define EFFECT_PARTICLE 4
#define EFFECT_ORGANIC 5
#define EFFECT_BLUESPACE 6
#define EFFECT_SYNTH 7

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@@ -4,17 +4,56 @@
#define MINUTE *600
#define MINUTES *600
var/roundstart_hour = 0
//Returns the world time in english
proc/worldtime2text(time = world.time, timeshift = 1)
if(!roundstart_hour) roundstart_hour = pick(2,7,12,17)
return timeshift ? time2text(time+(36000*roundstart_hour), "hh:mm") : time2text(time, "hh:mm")
#define HOUR *36000
#define HOURS *36000
proc/worlddate2text()
return num2text((text2num(time2text(world.timeofday, "YYYY"))+544)) + "-" + time2text(world.timeofday, "MM-DD")
#define DAY *864000
#define DAYS *864000
proc/time_stamp()
return time2text(world.timeofday, "hh:mm:ss")
#define TimeOfGame (get_game_time())
#define TimeOfTick (world.tick_usage*0.01*world.tick_lag)
/proc/get_game_time()
var/global/time_offset = 0
var/global/last_time = 0
var/global/last_usage = 0
var/wtime = world.time
var/wusage = world.tick_usage * 0.01
if(last_time < wtime && last_usage > 1)
time_offset += last_usage - 1
last_time = wtime
last_usage = wusage
return wtime + (time_offset + wusage) * world.tick_lag
var/roundstart_hour
var/station_date = ""
var/next_station_date_change = 1 DAY
#define duration2stationtime(time) time2text(station_time_in_ticks + time, "hh:mm")
#define worldtime2stationtime(time) time2text(roundstart_hour HOURS + time, "hh:mm")
#define round_duration_in_ticks (round_start_time ? world.time - round_start_time : 0)
#define station_time_in_ticks (roundstart_hour HOURS + round_duration_in_ticks)
/proc/stationtime2text()
return time2text(station_time_in_ticks, "hh:mm")
/proc/stationdate2text()
var/update_time = FALSE
if(station_time_in_ticks > next_station_date_change)
next_station_date_change += 1 DAY
update_time = TRUE
if(!station_date || update_time)
var/extra_days = round(station_time_in_ticks / (1 DAY)) DAYS
var/timeofday = world.timeofday + extra_days
station_date = num2text((text2num(time2text(timeofday, "YYYY"))+544)) + "-" + time2text(timeofday, "MM-DD")
return station_date
/proc/time_stamp()
return time2text(station_time_in_ticks, "hh:mm:ss")
/* Returns 1 if it is the selected month and day */
proc/isDay(var/month, var/day)
@@ -36,9 +75,7 @@ var/round_start_time = 0
round_start_time = world.time
return 1
#define round_duration_in_ticks (round_start_time ? world.time - round_start_time : 0)
/proc/round_duration_as_text()
/proc/roundduration2text()
if(!round_start_time)
return "00:00"
if(last_round_duration && world.time < next_duration_update)
@@ -56,6 +93,14 @@ var/round_start_time = 0
next_duration_update = world.time + 1 MINUTES
return last_round_duration
//Can be useful for things dependent on process timing
/proc/process_schedule_interval(var/process_name)
var/datum/controller/process/process = processScheduler.getProcess(process_name)
return process.schedule_interval
/hook/startup/proc/set_roundstart_hour()
roundstart_hour = pick(2,7,12,17)
return 1
/*
Returns "watch handle" (really just a timestamp)
*/

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@@ -1,19 +0,0 @@
/**
* _stubs.dm
*
* This file contains constructs that the process scheduler expects to exist
* in a standard ss13 fork.
*/
/**
* logTheThing
*
* In goonstation, this proc writes a message to either the world log or diary.
*
* Blame Keelin.
*/
/proc/logTheThing(type, source, target, text, diaryType)
if(diaryType)
log_debug("Diary: \[[diaryType]:[type]] [text]")
else
log_debug("Log: \[[type]] [text]")

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@@ -69,10 +69,10 @@
* recordkeeping vars
*/
// Records the time (1/10s timeofday) at which the process last finished sleeping
// Records the time (1/10s timeoftick) at which the process last finished sleeping
var/tmp/last_slept = 0
// Records the time (1/10s timeofday) at which the process last began running
// Records the time (1/10s timeofgame) at which the process last began running
var/tmp/run_start = 0
// Records the number of times this process has been killed and restarted
@@ -106,12 +106,8 @@
last_object = null
/datum/controller/process/proc/started()
var/timeofhour = TimeOfHour
// Initialize last_slept so we can know when to sleep
last_slept = timeofhour
// Initialize run_start so we can detect hung processes.
run_start = timeofhour
run_start = TimeOfGame
// Initialize defer count
cpu_defer_count = 0
@@ -163,18 +159,13 @@
setStatus(PROCESS_STATUS_HUNG)
/datum/controller/process/proc/handleHung()
var/timeofhour = TimeOfHour
var/datum/lastObj = last_object
var/lastObjType = "null"
if(istype(lastObj))
lastObjType = lastObj.type
// If timeofhour has rolled over, then we need to adjust.
if (timeofhour < run_start)
run_start -= 36000
var/msg = "[name] process hung at tick #[ticks]. Process was unresponsive for [(timeofhour - run_start) / 10] seconds and was restarted. Last task: [last_task]. Last Object Type: [lastObjType]"
logTheThing("debug", null, null, msg)
logTheThing("diary", null, null, msg, "debug")
var/msg = "[name] process hung at tick #[ticks]. Process was unresponsive for [(TimeOfGame - run_start) / 10] seconds and was restarted. Last task: [last_task]. Last Object Type: [lastObjType]"
log_debug(msg)
message_admins(msg)
main.restartProcess(src.name)
@@ -182,8 +173,8 @@
/datum/controller/process/proc/kill()
if (!killed)
var/msg = "[name] process was killed at tick #[ticks]."
logTheThing("debug", null, null, msg)
logTheThing("diary", null, null, msg, "debug")
log_debug(msg)
message_admins(msg)
//finished()
// Allow inheritors to clean up if needed
@@ -208,17 +199,12 @@
if (main.getCurrentTickElapsedTime() > main.timeAllowance)
sleep(world.tick_lag)
cpu_defer_count++
last_slept = TimeOfHour
last_slept = 0
else
var/timeofhour = TimeOfHour
// If timeofhour has rolled over, then we need to adjust.
if (timeofhour < last_slept)
last_slept -= 36000
if (timeofhour > last_slept + sleep_interval)
if (TimeOfTick > last_slept + sleep_interval)
// If we haven't slept in sleep_interval deciseconds, sleep to allow other work to proceed.
sleep(0)
last_slept = TimeOfHour
last_slept = TimeOfTick
/datum/controller/process/proc/update()
// Clear delta
@@ -239,10 +225,7 @@
/datum/controller/process/proc/getElapsedTime()
var/timeofhour = TimeOfHour
if (timeofhour < run_start)
return timeofhour - (run_start - 36000)
return timeofhour - run_start
return TimeOfGame - run_start
/datum/controller/process/proc/tickDetail()
return
@@ -343,6 +326,11 @@
stat("[name]", "T#[getTicks()] | AR [averageRunTime] | LR [lastRunTime] | HR [highestRunTime] | D [cpu_defer_count]")
/datum/controller/process/proc/catchException(var/exception/e, var/thrower)
if(istype(e)) // Real runtimes go to the real error handler
// There are two newlines here, because handling desc sucks
e.desc = " Caught by process: [name]\n\n" + e.desc
world.Error(e, e_src = thrower)
return
var/etext = "[e]"
var/eid = "[e]" // Exception ID, for tracking repeated exceptions
var/ptext = "" // "processing..." text, for what was being processed (if known)

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@@ -43,8 +43,6 @@ var/global/datum/controller/processScheduler/processScheduler
var/tmp/currentTick = 0
var/tmp/currentTickStart = 0
var/tmp/timeAllowance = 0
var/tmp/cpuAverage = 0
@@ -247,7 +245,7 @@ var/global/datum/controller/processScheduler/processScheduler
/datum/controller/processScheduler/proc/recordStart(var/datum/controller/process/process, var/time = null)
if (isnull(time))
time = TimeOfHour
time = TimeOfGame
last_queued[process] = world.time
last_start[process] = time
else
@@ -256,11 +254,7 @@ var/global/datum/controller/processScheduler/processScheduler
/datum/controller/processScheduler/proc/recordEnd(var/datum/controller/process/process, var/time = null)
if (isnull(time))
time = TimeOfHour
// If world.timeofday has rolled over, then we need to adjust.
if (time < last_start[process])
last_start[process] -= 36000
time = TimeOfGame
var/lastRunTime = time - last_start[process]
@@ -349,29 +343,23 @@ var/global/datum/controller/processScheduler/processScheduler
updateCurrentTickData()
return 0
else
return TimeOfHour - currentTickStart
return TimeOfTick
/datum/controller/processScheduler/proc/updateCurrentTickData()
if (world.time > currentTick)
// New tick!
currentTick = world.time
currentTickStart = TimeOfHour
updateTimeAllowance()
cpuAverage = (world.cpu + cpuAverage + cpuAverage) / 3
/datum/controller/processScheduler/proc/updateTimeAllowance()
// Time allowance goes down linearly with world.cpu.
var/tmp/error = cpuAverage - 100
var/tmp/timeAllowanceDelta = sign(error) * -0.5 * world.tick_lag * max(0, 0.001 * abs(error))
var/tmp/timeAllowanceDelta = SIMPLE_SIGN(error) * -0.5 * world.tick_lag * max(0, 0.001 * abs(error))
//timeAllowance = world.tick_lag * min(1, 0.5 * ((200/max(1,cpuAverage)) - 1))
timeAllowance = min(timeAllowanceMax, max(0, timeAllowance + timeAllowanceDelta))
/datum/controller/processScheduler/proc/sign(var/x)
if (x == 0)
return 1
return x / abs(x)
/datum/controller/processScheduler/proc/statProcesses()
if(!isRunning)
stat("Processes", "Scheduler not running")
@@ -380,3 +368,6 @@ var/global/datum/controller/processScheduler/processScheduler
stat(null, "[round(cpuAverage, 0.1)] CPU, [round(timeAllowance, 0.1)/10] TA")
for(var/datum/controller/process/p in processes)
p.statProcess()
/datum/controller/processScheduler/proc/getProcess(var/process_name)
return nameToProcessMap[process_name]

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@@ -1,56 +0,0 @@
(function ($) {
function setRef(theRef) {
ref = theRef;
}
function jax(action, data) {
if (typeof data === 'undefined')
data = {};
var params = [];
for (var k in data) {
if (data.hasOwnProperty(k)) {
params.push(encodeURIComponent(k) + '=' + encodeURIComponent(data[k]));
}
}
var newLoc = '?src=' + ref + ';action=' + action + ';' + params.join(';');
window.location = newLoc;
}
function requestRefresh(e) {
jax("refresh", null);
}
function handleRefresh(processTable) {
$('#processTable').html(processTable);
initProcessTableButtons();
}
function requestKill(e) {
var button = $(e.currentTarget);
jax("kill", {name: button.data("process-name")});
}
function requestEnable(e) {
var button = $(e.currentTarget);
jax("enable", {name: button.data("process-name")});
}
function requestDisable(e) {
var button = $(e.currentTarget);
jax("disable", {name: button.data("process-name")});
}
function initProcessTableButtons() {
$(".kill-btn").on("click", requestKill);
$(".enable-btn").on("click", requestEnable);
$(".disable-btn").on("click", requestDisable);
}
window.setRef = setRef;
window.handleRefresh = handleRefresh;
$(function() {
initProcessTableButtons();
$('#btn-refresh').on("click", requestRefresh);
});
}(jQuery));

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@@ -120,7 +120,7 @@ var/global/list/round_voters = list() // Keeps track of the individuals voting f
if(choices[current_votes[key]] == .)
round_voters += key // Keep track of who voted for the winning round.
if(mode != VOTE_GAMEMODE || . == "Extended" || ticker.hide_mode == 0) // Announce Extended gamemode, but not other gamemodes
text += "<b>Vote Result: [.]</b>"
text += "<b>Vote Result: [mode == VOTE_GAMEMODE ? gamemode_names[.] : .]</b>"
else
text += "<b>The vote has ended.</b>"

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@@ -25,11 +25,12 @@
/datum/uplink_item/item/ammo/tommydrum
name = "Tommygun Drum Magazine (.45)"
path = /obj/item/ammo_magazine/tommydrum
item_cost = 4 // Buy 40 bullets, get 10 free!
item_cost = 40 // Buy 40 bullets, get 10 free!
/datum/uplink_item/item/ammo/darts
name = "Darts"
path = /obj/item/ammo_magazine/chemdart
item_cost = 5
/datum/uplink_item/item/ammo/sniperammo
name = "Anti-Materiel Rifle ammo box (14.5mm)"
@@ -98,7 +99,9 @@
/datum/uplink_item/item/ammo/g12/stun
name = "12g Auto-Shotgun Magazine (Stun)"
path = /obj/item/weapon/storage/box/stunshells
item_cost = 10 // Discount due to it being LTL.
/datum/uplink_item/item/ammo/g12/flash
name = "12g Auto-Shotgun Magazine (Flash)"
path = /obj/item/weapon/storage/box/flashshells
item_cost = 10 // Discount due to it being LTL.

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@@ -61,17 +61,17 @@
/datum/uplink_item/item/badassery/surplus/merc2
name = "Surplus Crate - 240 TC"
item_cost = DEFAULT_TELECRYSTAL_AMOUNT * 2
item_worth = 360
item_worth = 540
/datum/uplink_item/item/badassery/surplus/merc4
name = "Surplus Crate - 480 TC"
item_cost = DEFAULT_TELECRYSTAL_AMOUNT * 4
item_worth = 720
item_worth = 1200
/datum/uplink_item/item/badassery/surplus/merc6
name = "Surplus Crate - 720 TC"
item_cost = DEFAULT_TELECRYSTAL_AMOUNT * 6
item_worth = 1440
item_worth = 1980
/datum/uplink_item/item/badassery/surplus/New()
..()

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@@ -31,10 +31,10 @@
/datum/uplink_item/item/stealth_items/voice
name = "Voice Changer"
item_cost = 30
item_cost = 15
path = /obj/item/clothing/mask/gas/voice
/datum/uplink_item/item/stealth_items/camera_floppy
name = "Camera Network Access - Floppy"
item_cost = 30
item_cost = 15
path = /obj/item/weapon/disk/file/cameras/syndicate

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@@ -26,10 +26,10 @@
/datum/uplink_item/item/stealthy_weapons/cigarette_kit
name = "Cigarette Kit"
item_cost = 15
item_cost = 10
path = /obj/item/weapon/storage/box/syndie_kit/cigarette
/datum/uplink_item/item/stealthy_weapons/random_toxin
name = "Random Toxin - Beaker"
item_cost = 15
item_cost = 10
path = /obj/item/weapon/storage/box/syndie_kit/toxin

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@@ -14,16 +14,55 @@
item_cost = 10
path = /obj/item/weapon/storage/toolbox/syndicate
/datum/uplink_item/item/tools/plastique
name = "C-4 (Destroys walls)"
item_cost = 20
path = /obj/item/weapon/plastique
/datum/uplink_item/item/tools/clerical
name = "Morphic Clerical Kit"
item_cost = 10
path = /obj/item/weapon/storage/box/syndie_kit/clerical
/datum/uplink_item/item/tools/encryptionkey_radio
name = "Encrypted Radio Channel Key"
item_cost = 20
item_cost = 10
path = /obj/item/device/encryptionkey/syndicate
/datum/uplink_item/item/tools/money
name = "Operations Funding"
item_cost = 10
path = /obj/item/weapon/storage/secure/briefcase/money
desc = "A briefcase with 10,000 untraceable thalers for funding your sneaky activities."
/datum/uplink_item/item/tools/plastique
name = "C-4 (Destroys walls)"
item_cost = 10
path = /obj/item/weapon/plastique
/datum/uplink_item/item/tools/duffle
name = "Black Duffle Bag"
item_cost = 10
path = /obj/item/weapon/storage/backpack/dufflebag/syndie
/datum/uplink_item/item/tools/duffle/med
name = "Black Medical Duffle Bag"
path = /obj/item/weapon/storage/backpack/dufflebag/syndie/med
/datum/uplink_item/item/tools/duffle/ammo
name = "Black Ammunition Duffle Bag"
path = /obj/item/weapon/storage/backpack/dufflebag/syndie/ammo
/datum/uplink_item/item/tools/space_suit
name = "Space Suit"
item_cost = 15
path = /obj/item/weapon/storage/box/syndie_kit/space
/datum/uplink_item/item/tools/encryptionkey_binary
name = "Binary Translator Key"
item_cost = 15
path = /obj/item/device/encryptionkey/binary
/datum/uplink_item/item/tools/packagebomb
name = "Package Bomb (Small)"
item_cost = 20
path = /obj/item/weapon/storage/box/syndie_kit/demolitions
/datum/uplink_item/item/tools/hacking_tool
name = "Door Hacking Tool"
item_cost = 20
@@ -32,32 +71,11 @@
When in hacking mode this device will grant full access to any standard airlock within 20 to 40 seconds. \
This device will also be able to immediately access the last 6 to 8 hacked airlocks."
/datum/uplink_item/item/tools/encryptionkey_binary
name = "Binary Translator Key"
item_cost = 20
path = /obj/item/device/encryptionkey/binary
/datum/uplink_item/item/tools/emag
name = "Cryptographic Sequencer"
item_cost = 30
path = /obj/item/weapon/card/emag
/datum/uplink_item/item/tools/clerical
name = "Morphic Clerical Kit"
item_cost = 15
path = /obj/item/weapon/storage/box/syndie_kit/clerical
/datum/uplink_item/item/tools/money
name = "Operations Funding"
item_cost = 15
path = /obj/item/weapon/storage/secure/briefcase/money
desc = "A briefcase with 10,000 untraceable thalers for funding your sneaky activities."
/datum/uplink_item/item/tools/space_suit
name = "Space Suit"
item_cost = 15
path = /obj/item/weapon/storage/box/syndie_kit/space
/datum/uplink_item/item/tools/thermal
name = "Thermal Imaging Glasses"
item_cost = 30
@@ -65,9 +83,21 @@
/datum/uplink_item/item/tools/powersink
name = "Powersink (DANGER!)"
item_cost = 50
item_cost = 40
path = /obj/item/device/powersink
/datum/uplink_item/item/tools/packagebomb/large
name = "Package Bomb (Large)"
item_cost = 40
path = /obj/item/weapon/storage/box/syndie_kit/demolitions_heavy
/*
/datum/uplink_item/item/tools/packagebomb/huge
name = "Package Bomb (Huge)
item_cost = 60
path = /obj/item/weapon/storage/box/syndie_kit/demolitions_super_heavy
*/
/datum/uplink_item/item/tools/ai_module
name = "Hacked AI Upload Module"
item_cost = 60

View File

@@ -11,7 +11,7 @@
/datum/uplink_item/item/visible_weapons/combatknife
name = "Combat Knife"
item_cost = 30
item_cost = 20
path = /obj/item/weapon/material/hatchet/tacknife/combatknife
/datum/uplink_item/item/visible_weapons/energy_sword

View File

@@ -41,7 +41,9 @@ var/datum/antagonist/technomancer/technomancers
technomancer_mob.equip_to_slot_or_del(new /obj/item/weapon/disposable_teleporter/free(technomancer_mob), slot_r_store)
technomancer_mob.equip_to_slot_or_del(new /obj/item/weapon/technomancer_catalog(technomancer_mob), slot_l_store)
technomancer_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(technomancer_mob), slot_l_ear)
technomancer_mob.equip_to_slot_or_del(new /obj/item/weapon/technomancer_core(technomancer_mob), slot_back)
var/obj/item/weapon/technomancer_core/core = new /obj/item/weapon/technomancer_core(technomancer_mob)
technomancer_mob.equip_to_slot_or_del(core, slot_back)
technomancer_belongings.Add(core) // So it can be Tracked.
technomancer_mob.equip_to_slot_or_del(new /obj/item/device/flashlight(technomancer_mob), slot_belt)
technomancer_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(technomancer_mob), slot_shoes)
technomancer_mob.equip_to_slot_or_del(new /obj/item/clothing/head/technomancer/master(technomancer_mob), slot_head)
@@ -59,7 +61,9 @@ var/datum/antagonist/technomancer/technomancers
technomancer_mob.equip_to_slot_or_del(catalog, slot_l_store)
technomancer_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(technomancer_mob), slot_l_ear)
technomancer_mob.equip_to_slot_or_del(new /obj/item/weapon/technomancer_core(technomancer_mob), slot_back)
var/obj/item/weapon/technomancer_core/core = new /obj/item/weapon/technomancer_core(technomancer_mob)
technomancer_mob.equip_to_slot_or_del(core, slot_back)
technomancer_belongings.Add(core) // So it can be Tracked.
technomancer_mob.equip_to_slot_or_del(new /obj/item/device/flashlight(technomancer_mob), slot_belt)
technomancer_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(technomancer_mob), slot_shoes)
technomancer_mob.equip_to_slot_or_del(new /obj/item/clothing/head/technomancer/apprentice(technomancer_mob), slot_head)

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@@ -2,7 +2,7 @@
name = "Organic Space Suit"
desc = "We grow an organic suit to protect ourselves from space exposure."
helptext = "To remove the suit, use the ability again."
ability_icon_state = "ling_space_suit"
ability_icon_state = "lingspacesuit"
genomecost = 1
verbpath = /mob/proc/changeling_spacesuit
@@ -17,7 +17,7 @@
name = "Chitinous Spacearmor"
desc = "We turn our skin into tough chitin to protect us from damage and space exposure."
helptext = "To remove the armor, use the ability again."
ability_icon_state = "ling_armor"
ability_icon_state = "lingarmor"
genomecost = 3
verbpath = /mob/proc/changeling_spacearmor
@@ -34,7 +34,6 @@
/obj/item/clothing/suit/space/changeling
name = "flesh mass"
icon_state = "lingspacesuit"
item_state = "lingspacehelmet"
desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
flags = STOPPRESSUREDAMAGE //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it,
//it still ends up in your blood. (also balance but muh fluff)
@@ -55,7 +54,6 @@
/obj/item/clothing/head/helmet/space/changeling
name = "flesh mass"
icon_state = "lingspacehelmet"
item_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags = BLOCKHAIR | STOPPRESSUREDAMAGE //Again, no THICKMATERIAL.
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)

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@@ -37,6 +37,7 @@
for(var/limb in H.organs_by_name)
var/obj/item/organ/external/current_limb = H.organs_by_name[limb]
current_limb.undislocate()
current_limb.open = 0
C.halloss = 0
C.shock_stage = 0 //Pain

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@@ -2,15 +2,30 @@
name = "Self Respiration"
desc = "We evolve our body to no longer require drawing oxygen from the atmosphere."
helptext = "We will no longer require internals, and we cannot inhale any gas, including harmful ones."
ability_icon_state = "ling_toggle_breath"
genomecost = 0
isVerb = 0
verbpath = /mob/proc/changeling_self_respiration
//No breathing required
/mob/proc/changeling_self_respiration()
set category = "Changeling"
set name = "Toggle Breathing"
set desc = "We choose whether or not to breathe."
var/datum/changeling/changeling = changeling_power(0,0,100,UNCONSCIOUS)
if(!changeling)
return 0
if(istype(src,/mob/living/carbon))
var/mob/living/carbon/C = src
if(C.suiciding)
src << "You're committing suicide, this isn't going to work."
return 0
if(C.does_not_breathe == 0)
C.does_not_breathe = 1
src << "<span class='notice'>We stop breathing, as we no longer need to.</span>"
return 1
else
C.does_not_breathe = 0
src << "<span class='notice'>We resume breathing, as we now need to again.</span>"
return 0

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@@ -247,7 +247,8 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
if(desired_object.cost <= budget)
budget -= desired_object.cost
H << "<span class='notice'>You have just bought \a [desired_object.name].</span>"
new desired_object.obj_path(get_turf(H))
var/obj/O = new desired_object.obj_path(get_turf(H))
technomancer_belongings.Add(O) // Used for the Track spell.
else //Can't afford.
H << "<span class='danger'>You can't afford that!</span>"

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@@ -83,6 +83,9 @@
energy_delta = energy - old_energy
if(world.time % 5 == 0) // Maintaining fat lists is expensive, I imagine.
maintain_summon_list()
if(wearer && wearer.mind)
if(!(technomancers.is_antagonist(wearer.mind))) // In case someone tries to wear a stolen core.
wearer.adjust_instability(20)
/obj/item/weapon/technomancer_core/proc/regenerate()
energy = min(max(energy + regen_rate, 0), max_energy)

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@@ -0,0 +1,11 @@
/datum/technomancer/consumable/freedom_implant
name = "Freedom Implant"
desc = "A hidden implant which allows one to escape bindings such as handcuffs."
cost = 50
obj_path = /obj/item/weapon/storage/box/syndie_kit/imp_freedom
/datum/technomancer/consumable/explosive_implant
name = "Explosive Implant"
desc = "A hidden implant which will explode if it hears a passphrase."
cost = 150
obj_path = /obj/item/weapon/storage/box/syndie_kit/imp_explosive

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@@ -82,8 +82,7 @@
/obj/item/weapon/storage/belt/holding
name = "Belt of Holding"
desc = "Can hold more than you'd expect."
icon_state = "emsbelt"
item_state = "emsbelt"
icon_state = "ems"
max_w_class = 3 // Can hold normal sized items.
storage_slots = 14 // Twice the capacity of a typical belt.
max_storage_space = 42

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@@ -205,6 +205,11 @@
var/radius = max(get_dist(H, src), 1)
// People next to the source take a third of the instability. Further distance decreases the amount absorbed.
var/outgoing_instability = (instability / 3) * ( 1 / (radius**2) )
// Energy armor like from the AMI RIG can protect from this.
var/armor = getarmor(null, "energy")
var/armor_factor = abs( (armor - 100) / 100)
outgoing_instability = outgoing_instability * armor_factor
H.adjust_instability(outgoing_instability)
set_light(distance, distance, l_color = "#C26DDE")

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@@ -13,7 +13,7 @@
icon_state = "generic"
cast_methods = null
aspect = ASPECT_FROST
glow_color = "#FF6A00"
glow_color = "#00B3FF"
/obj/item/weapon/spell/aura/frost/process()
if(!pay_energy(100))

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@@ -15,7 +15,7 @@
glow_color = "#0000FF" //TODO
/obj/item/weapon/spell/aura/unstable/process()
if(!pay_energy(500))
if(!pay_energy(200))
qdel(src)
var/list/nearby_mobs = range(14,owner)
for(var/mob/living/L in nearby_mobs)
@@ -25,6 +25,7 @@
var/damage_to_inflict = max(L.health / L.maxHealth, 0) // Otherwise, those in crit would actually be healed.
var/armor_factor = abs(L.getarmor(null, "energy") - 100)
armor_factor = armor_factor / 100
damage_to_inflict = damage_to_inflict * armor_factor

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@@ -6,11 +6,13 @@
obj_path = /obj/item/weapon/spell/gambit
/var/global/list/all_technomancer_gambit_spells = typesof(/obj/item/weapon/spell) - list(
/obj/item/weapon/spell,
/obj/item/weapon/spell/gambit,
/obj/item/weapon/spell/projectile,
/obj/item/weapon/spell/aura,
/obj/item/weapon/spell/insert,
/obj/item/weapon/spell/spawner)
/obj/item/weapon/spell/spawner,
/obj/item/weapon/spell/summon)
/obj/item/weapon/spell/gambit
name = "gambit"

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@@ -46,10 +46,19 @@
/obj/item/weapon/spell/illusion/on_use_cast(mob/user)
if(illusion)
var/choice = alert(user, "Would you like to have \the [illusion] speak, or do an emote?", "Illusion", "Speak","Emote","Cancel")
switch(choice)
if("Cancel")
return
if("Speak")
var/what_to_say = input(user, "What do you want \the [illusion] to say?","Illusion Speak") as null|text
what_to_say = sanitize(what_to_say)
//what_to_say = sanitize(what_to_say) //Sanitize occurs inside say() already.
if(what_to_say)
illusion.say(what_to_say)
if("Emote")
var/what_to_emote = input(user, "What do you want \the [illusion] to do?","Illusion Emote") as null|text
if(what_to_emote)
illusion.emote(what_to_emote)
/obj/item/weapon/spell/illusion/Destroy()
if(illusion)

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@@ -33,15 +33,24 @@
AM.forceMove(get_turf(src))
..()
/obj/effect/phase_shift/relaymove(mob/user as mob)
if(user.stat)
return
user << "<span class='notice'>You step out of the rift.</span>"
user.forceMove(get_turf(src))
qdel(src)
/obj/item/weapon/spell/phase_shift/on_use_cast(mob/user)
if(isturf(user.loc)) //Check if we're not already in a rift.
if(pay_energy(2000))
var/obj/effect/phase_shift/PS = new(get_turf(user))
visible_message("<span class='warning'>[user] vanishes into a pink rift!</span>")
user << "<span class='info'>You create an unstable rift, and go through it. Be sure to not stay too long.</span>"
user.forceMove(PS)
else //We're already in a rift, time to get out.
if(istype(loc, /obj/effect/phase_shift))
var/obj/effect/phase_shift/PS = user.loc
qdel(PS) //Ejecting is handled in Destory()
visible_message("<span class='warning'>[user] reappears from the rift as it collapses.</span>")
adjust_instability(10)
qdel(src)
else
user << "<span class='warning'>You don't have enough energy to make a rift!</span>"
else //We're already in a rift or something like a closet.
user << "<span class='warning'>Making a rift here would probably be a bad idea.</span>"

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@@ -22,6 +22,7 @@
icon_state = "bluespace"
// nodamage = 1
damage_type = BURN
armor_penetration = 100
/obj/item/weapon/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
energy_cost_per_shot = round(core.max_energy * 0.15)

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@@ -43,6 +43,8 @@
/mob/living/simple_animal/ward/death()
if(creator)
creator << "<span class='danger'>Your ward inside [get_area(src)] was killed!</span>"
..()
qdel(src)
/mob/living/simple_animal/ward/proc/expire()
if(creator && src)

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@@ -39,6 +39,8 @@ var/list/technomancer_belongings = list()
for(var/mob/living/L in mob_list)
if(!is_ally(L) && !can_track_non_allies)
continue
if(L == user)
continue
mob_choices += L
var/choice = input(user,"Decide what or who to track.","Tracking") as null|anything in object_choices + mob_choices
if(choice)
@@ -58,9 +60,9 @@ var/list/technomancer_belongings = list()
icon_state = "track_unknown"
else
set_dir(get_dir(src,tracked))
set_dir(get_dir(src,get_turf(tracked)))
switch(get_dist(src,tracked))
switch(get_dist(src,get_turf(tracked)))
if(0)
icon_state = "track_direct"
if(1 to 8)

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@@ -343,10 +343,12 @@ var/global/datum/controller/occupations/job_master
permitted = 1
if(G.whitelisted && !is_alien_whitelisted(H, all_species[G.whitelisted]))
//if(G.whitelisted && (G.whitelisted != H.species.name || !is_alien_whitelisted(H, G.whitelisted)))
permitted = 0
if(!permitted)
H << "<span class='warning'>Your current job or whitelist status does not permit you to spawn with [thing]!</span>"
H << "<span class='warning'>Your current species, job or whitelist status does not permit you to spawn with [thing]!</span>"
continue
if(G.slot && !(G.slot in custom_equip_slots))

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@@ -75,7 +75,7 @@ var/list/whitelist = list()
/proc/whitelist_overrides(mob/M)
if(!config.usealienwhitelist)
return 1
if(check_rights(R_ADMIN, 0))
if(check_rights(R_ADMIN, 0, M))
return 1
return 0

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@@ -419,7 +419,7 @@
visible_message("<span class='notice'>\The [src] rattles and prints out a sheet of paper.</span>")
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(loc)
P.info = "<CENTER><B>Body Scan - [href_list["name"]]</B></CENTER><BR>"
P.info += "<b>Time of scan:</b> [worldtime2text(world.time)]<br><br>"
P.info += "<b>Time of scan:</b> [worldtime2stationtime(world.time)]<br><br>"
P.info += "[printing_text]"
P.info += "<br><br><b>Notes:</b><br>"
P.name = "Body Scan - [href_list["name"]]"

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@@ -250,7 +250,7 @@
var/obj/item/weapon/paper/P = new(loc)
if (mode)
P.name = text("crew manifest ([])", worldtime2text())
P.name = text("crew manifest ([])", stationtime2text())
P.info = {"<h4>Crew Manifest</h4>
<br>
[data_core ? data_core.get_manifest(0) : ""]

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@@ -20,17 +20,17 @@
/obj/item/weapon/card/id/guest/examine(mob/user)
..(user)
if (world.time < expiration_time)
user << "<span class='notice'>This pass expires at [worldtime2text(expiration_time)].</span>"
user << "<span class='notice'>This pass expires at [worldtime2stationtime(expiration_time)].</span>"
else
user << "<span class='warning'>It expired at [worldtime2text(expiration_time)].</span>"
user << "<span class='warning'>It expired at [worldtime2stationtime(expiration_time)].</span>"
/obj/item/weapon/card/id/guest/read()
if(!Adjacent(usr))
return //Too far to read
if (world.time > expiration_time)
usr << "<span class='notice'>This pass expired at [worldtime2text(expiration_time)].</span>"
usr << "<span class='notice'>This pass expired at [worldtime2stationtime(expiration_time)].</span>"
else
usr << "<span class='notice'>This pass expires at [worldtime2text(expiration_time)].</span>"
usr << "<span class='notice'>This pass expires at [worldtime2stationtime(expiration_time)].</span>"
usr << "<span class='notice'>It grants access to following areas:</span>"
for (var/A in temp_access)
@@ -207,13 +207,13 @@
if ("issue")
if (giver)
var/number = add_zero("[rand(0,9999)]", 4)
var/entry = "\[[worldtime2text()]\] Pass #[number] issued by [giver.registered_name] ([giver.assignment]) to [giv_name]. Reason: [reason]. Grants access to following areas: "
var/entry = "\[[stationtime2text()]\] Pass #[number] issued by [giver.registered_name] ([giver.assignment]) to [giv_name]. Reason: [reason]. Grants access to following areas: "
for (var/i=1 to accesses.len)
var/A = accesses[i]
if (A)
var/area = get_access_desc(A)
entry += "[i > 1 ? ", [area]" : "[area]"]"
entry += ". Expires at [worldtime2text(world.time + duration*10*60)]."
entry += ". Expires at [worldtime2stationtime(world.time + duration*10*60)]."
internal_log.Add(entry)
var/obj/item/weapon/card/id/guest/pass = new(src.loc)

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@@ -454,7 +454,7 @@
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
counter++
src.active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [worldtime2text()], [game_year]<BR>[t1]")
src.active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [stationtime2text()], [game_year]<BR>[t1]")
if (href_list["del_c"])
if ((istype(src.active2, /datum/data/record) && src.active2.fields[text("com_[]", href_list["del_c"])]))

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@@ -391,7 +391,7 @@ What a mess.*/
var/counter = 1
while(active2.fields[text("com_[]", counter)])
counter++
active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [worldtime2text()], [game_year]<BR>[t1]")
active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [stationtime2text()], [game_year]<BR>[t1]")
if ("Delete Record (ALL)")
if (active1)

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@@ -461,7 +461,7 @@
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
counter++
src.active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [worldtime2text()], [game_year]<BR>[t1]")
src.active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [stationtime2text()], [game_year]<BR>[t1]")
if (href_list["del_c"])
if ((istype(src.active2, /datum/data/record) && src.active2.fields[text("com_[]", href_list["del_c"])]))

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@@ -410,7 +410,7 @@ What a mess.*/
var/counter = 1
while(active2.fields[text("com_[]", counter)])
counter++
active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [worldtime2text()], [game_year]<BR>[t1]")
active2.fields[text("com_[counter]")] = text("Made by [authenticated] ([rank]) on [time2text(world.realtime, "DDD MMM DD")] [stationtime2text()], [game_year]<BR>[t1]")
if ("Delete Record (ALL)")
if (active1)

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@@ -201,7 +201,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
D.transaction_log.Add(T)
//
T = new()
@@ -210,7 +210,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
vendor_account.transaction_log.Add(T)
newlap = new /obj/machinery/computer3/laptop/vended(src.loc)
@@ -350,7 +350,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
D.transaction_log.Add(T)
//
T = new()
@@ -359,7 +359,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
vendor_account.transaction_log.Add(T)
qdel(relap)

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@@ -466,8 +466,8 @@
//Make an announcement and log the person entering storage.
control_computer.frozen_crew += "[occupant.real_name], [occupant.mind.role_alt_title] - [worldtime2text()]"
control_computer._admin_logs += "[key_name(occupant)] ([occupant.mind.role_alt_title]) at [worldtime2text()]"
control_computer.frozen_crew += "[occupant.real_name], [occupant.mind.role_alt_title] - [stationtime2text()]"
control_computer._admin_logs += "[key_name(occupant)] ([occupant.mind.role_alt_title]) at [stationtime2text()]"
log_and_message_admins("[key_name(occupant)] ([occupant.mind.role_alt_title]) entered cryostorage.")
announce.autosay("[occupant.real_name], [occupant.mind.role_alt_title], [on_store_message]", "[on_store_name]")

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@@ -412,6 +412,8 @@ About the new airlock wires panel:
if(electrified_until && isAllPowerLoss())
electrify(0)
update_icon()
/obj/machinery/door/airlock/proc/loseBackupPower()
backup_power_lost_until = backupPowerCablesCut() ? -1 : world.time + SecondsToTicks(60)
@@ -419,6 +421,8 @@ About the new airlock wires panel:
if(electrified_until && isAllPowerLoss())
electrify(0)
update_icon()
/obj/machinery/door/airlock/proc/regainMainPower()
if(!mainPowerCablesCut())
main_power_lost_until = 0
@@ -426,11 +430,15 @@ About the new airlock wires panel:
if(!backup_power_lost_until)
backup_power_lost_until = -1
update_icon()
/obj/machinery/door/airlock/proc/regainBackupPower()
if(!backupPowerCablesCut())
// Restore backup power only if main power is offline, otherwise permanently disable
backup_power_lost_until = main_power_lost_until == 0 ? -1 : 0
update_icon()
/obj/machinery/door/airlock/proc/electrify(var/duration, var/feedback = 0)
var/message = ""
if(src.isWireCut(AIRLOCK_WIRE_ELECTRIFY) && arePowerSystemsOn())

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@@ -64,6 +64,7 @@
bound_height = width * world.icon_size
health = maxhealth
update_icon()
update_nearby_tiles(need_rebuild=1)
return

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@@ -24,10 +24,16 @@
src.base_state = src.icon_state
return
/obj/machinery/door/window/update_icon()
if(density)
icon_state = base_state
else
icon_state = "[base_state]open"
/obj/machinery/door/window/proc/shatter(var/display_message = 1)
new /obj/item/weapon/material/shard(src.loc)
var/obj/item/stack/cable_coil/CC = new /obj/item/stack/cable_coil(src.loc)
CC.amount = 2
new /obj/item/weapon/material/shard(src.loc)
new /obj/item/stack/cable_coil(src.loc, 1)
var/obj/item/weapon/airlock_electronics/ae
if(!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
@@ -103,43 +109,39 @@
return 1
/obj/machinery/door/window/open()
if (src.operating == 1) //doors can still open when emag-disabled
if (operating == 1) //doors can still open when emag-disabled
return 0
if (!ticker)
return 0
if(!src.operating) //in case of emag
src.operating = 1
flick(text("[]opening", src.base_state), src)
if (!operating) //in case of emag
operating = 1
flick(text("[src.base_state]opening"), src)
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state = text("[]open", src.base_state)
sleep(10)
explosion_resistance = 0
src.density = 0
// src.sd_SetOpacity(0) //TODO: why is this here? Opaque windoors? ~Carn
density = 0
update_icon()
update_nearby_tiles()
if(operating == 1) //emag again
src.operating = 0
operating = 0
return 1
/obj/machinery/door/window/close()
if (src.operating)
if (operating)
return 0
src.operating = 1
flick(text("[]closing", src.base_state), src)
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state = src.base_state
src.density = 1
density = 1
update_icon()
explosion_resistance = initial(explosion_resistance)
// if(src.visible)
// SetOpacity(1) //TODO: why is this here? Opaque windoors? ~Carn
update_nearby_tiles()
sleep(10)
src.operating = 0
operating = 0
return 1
/obj/machinery/door/window/take_damage(var/damage)
@@ -197,12 +199,14 @@
var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc)
if (istype(src, /obj/machinery/door/window/brigdoor))
wa.secure = "secure_"
wa.name = "Secure Wired Windoor Assembly"
wa.name = "secure wired windoor assembly"
else
wa.name = "Wired Windoor Assembly"
wa.name = "wired windoor assembly"
if (src.base_state == "right" || src.base_state == "rightsecure")
wa.facing = "r"
wa.set_dir(src.dir)
wa.anchored = 1
wa.created_name = name
wa.state = "02"
wa.update_icon()
@@ -223,7 +227,7 @@
ae.icon_state = "door_electronics_smoked"
operating = 0
shatter(src)
qdel(src)
return
//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
@@ -262,6 +266,10 @@
maxhealth = 300
health = 300.0 //Stronger doors for prison (regular window door health is 150)
/obj/machinery/door/window/brigdoor/shatter()
new /obj/item/stack/rods(src.loc, 2)
..()
/obj/machinery/door/window/northleft
dir = NORTH

View File

@@ -76,7 +76,7 @@
var/datum/feed_message/newMsg = new /datum/feed_message
newMsg.author = author
newMsg.body = msg
newMsg.time_stamp = "[worldtime2text()]"
newMsg.time_stamp = "[stationtime2text()]"
newMsg.is_admin_message = adminMessage
if(message_type)
newMsg.message_type = message_type

View File

@@ -150,7 +150,7 @@
return 1
if(STATUS_DISPLAY_TIME)
message1 = "TIME"
message2 = worldtime2text()
message2 = stationtime2text()
update_display(message1, message2)
return 1
return 0

View File

@@ -23,12 +23,6 @@ var/list/ai_status_emotions = list(
"Dorfy" = new /datum/ai_emotion("ai_urist"),
"Facepalm" = new /datum/ai_emotion("ai_facepalm"),
"Friend Computer" = new /datum/ai_emotion("ai_friend"),
"Your Best Friend" = new /datum/ai_emotion("ai_flowey"),
"Your Best Nightmare" = new /datum/ai_emotion("ai_floweymalf"),
"Soviet Union" = new /datum/ai_emotion("ai_soviet"),
"Holly" = new /datum/ai_emotion("ai_holly"),
"Hilly" = new /datum/ai_emotion("ai_hilly"),
"Fish" = new /datum/ai_emotion("ai_fishtank"),
"Tribunal" = new /datum/ai_emotion("ai_tribunal", "serithi"),
"Tribunal Malfunctioning" = new /datum/ai_emotion("ai_tribunal_malf", "serithi")
)

View File

@@ -314,7 +314,7 @@
T.amount = "[currently_vending.price]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
customer_account.transaction_log.Add(T)
// Give the vendor the money. We use the account owner name, which means
@@ -337,7 +337,7 @@
T.amount = "[currently_vending.price]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
vendor_account.transaction_log.Add(T)
/obj/machinery/vending/attack_ai(mob/user as mob)

View File

@@ -66,7 +66,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/examine(mob/user)
if(..(user, 1))
user << "The time [worldtime2text()] is displayed in the corner of the screen."
user << "The time [stationtime2text()] is displayed in the corner of the screen."
/obj/item/device/pda/medical
default_cartridge = /obj/item/weapon/cartridge/medical
@@ -523,7 +523,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
cartdata["charges"] = cartridge.charges ? cartridge.charges : 0
data["cartridge"] = cartdata
data["stationTime"] = worldtime2text()
data["stationTime"] = stationtime2text()
data["new_Message"] = new_message
data["new_News"] = new_news

View File

@@ -334,7 +334,7 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
data["video_comm"] = video_source ? "\ref[video_source.loc]" : null
data["imContacts"] = im_contacts_ui
data["imList"] = im_list_ui
data["time"] = worldtime2text()
data["time"] = stationtime2text()
data["ring"] = ringer
data["homeScreen"] = modules_ui
data["note"] = note // current notes

View File

@@ -4,7 +4,7 @@
w_class = 4
icon = 'icons/obj/device.dmi'
icon_state = "suitcooler0"
slot_flags = SLOT_BACK //you can carry it on your back if you want, but it won't do anything unless attached to suit storage
slot_flags = SLOT_BACK
//copied from tank.dm
flags = CONDUCT
@@ -20,7 +20,7 @@
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/obj/item/weapon/cell/cell
var/max_cooling = 12 // in degrees per second - probably don't need to mess with heat capacity here
var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here
var/charge_consumption = 3 // charge per second at max_cooling
var/thermostat = T20C
@@ -87,7 +87,7 @@
var/mob/living/carbon/human/H = M
if (!H.wear_suit || H.s_store != src)
if (!H.wear_suit || (H.s_store != src && H.back != src))
return 0
return 1

View File

@@ -158,7 +158,7 @@
nanoui_data["categories"] = categories
nanoui_data["discount_name"] = discount_item ? discount_item.name : ""
nanoui_data["discount_amount"] = (1-discount_amount)*100
nanoui_data["offer_expiry"] = worldtime2text(next_offer_time)
nanoui_data["offer_expiry"] = worldtime2stationtime(next_offer_time)
else if(nanoui_menu == 1)
var/items[0]
for(var/datum/uplink_item/item in category.items)

View File

@@ -7,19 +7,16 @@
icon_state = "telecrystal"
w_class = 1
max_amount = 240
flags = NOBLUDGEON
origin_tech = list(TECH_MATERIAL = 6, TECH_BLUESPACE = 4)
force = 1 //Needs a token force to ensure you can attack because for some reason you can't attack with 0 force things
/obj/item/stack/telecrystal/afterattack(var/obj/item/I as obj, mob/user as mob, proximity)
if(!proximity)
return
if(istype(I, /obj/item))
if(I.hidden_uplink && I.hidden_uplink.active) //No metagaming by using this on every PDA around just to see if it gets used up.
I.hidden_uplink.uses += amount
I.hidden_uplink.update_nano_data()
nanomanager.update_uis(I.hidden_uplink)
use(amount)
user << "<span class='notice'>You slot \the [src] into \the [I] and charge its internal uplink.</span>"
/obj/item/stack/telecrystal/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(amount >= 5)
target.visible_message("<span class='warning'>\The [target] has been transported with \the [src] by \the [user].</span>")
safe_blink(target, 14)
use(5)
else
user << "<span class='warning'>There are not enough telecrystals to do that.</span>"
/obj/item/stack/telecrystal/attack_self(mob/user as mob)
if(user.mind.accept_tcrystals) //Checks to see if antag type allows for tcrystals

View File

@@ -86,7 +86,7 @@
var/scan_data = ""
if(timeofdeath)
scan_data += "<b>Time of death:</b> [worldtime2text(timeofdeath)]<br><br>"
scan_data += "<b>Time of death:</b> [worldtime2stationtime(timeofdeath)]<br><br>"
var/n = 1
for(var/wdata_idx in wdata)
@@ -133,7 +133,7 @@
if(damaging_weapon)
scan_data += "Severity: [damage_desc]<br>"
scan_data += "Hits by weapon: [total_hits]<br>"
scan_data += "Approximate time of wound infliction: [worldtime2text(age)]<br>"
scan_data += "Approximate time of wound infliction: [worldtime2stationtime(age)]<br>"
scan_data += "Affected limbs: [D.organ_names]<br>"
scan_data += "Possible weapons:<br>"
for(var/weapon_name in weapon_chances)

View File

@@ -7,10 +7,10 @@
hitsound = 'sound/weapons/smash.ogg'
flags = CONDUCT
throwforce = 10
w_class = 3.0
w_class = 3
throw_speed = 2
throw_range = 10
force = 10.0
force = 10
matter = list(DEFAULT_WALL_MATERIAL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")

View File

@@ -17,7 +17,8 @@
//Explosive grenade projectile, borrowed from fragmentation grenade code.
/obj/item/projectile/bullet/pellet/fragment
damage = 10
range_step = 2
armor_penetration = 30
range_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone
spread_step = 20
@@ -32,9 +33,8 @@
icon_state = "frggrenade"
item_state = "grenade"
var/num_fragments = 50 //total number of fragments produced by the grenade
var/fragment_damage = 10
var/damage_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
var/fragment_type = /obj/item/projectile/bullet/pellet/fragment
var/num_fragments = 63 //total number of fragments produced by the grenade
var/explosion_size = 2 //size of the center explosion
//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
@@ -56,9 +56,7 @@
for(var/turf/T in target_turfs)
var/obj/item/projectile/bullet/pellet/fragment/P = new (O)
P.damage = fragment_damage
P.pellets = fragments_per_projectile
P.range_step = damage_step
P.shot_from = src.name
P.launch(T)

View File

@@ -8,8 +8,8 @@
sharp = 1
edge = 1
w_class = 2
force_divisor = 0.2 // 6 with hardness 30 (glass)
thrown_force_divisor = 0.4 // 4 with weight 15 (glass)
force_divisor = 0.25 // 7.5 with hardness 30 (glass)
thrown_force_divisor = 0.5
item_state = "shard-glass"
attack_verb = list("stabbed", "slashed", "sliced", "cut")
default_material = "glass"
@@ -87,7 +87,7 @@
if(affecting)
if(affecting.robotic >= ORGAN_ROBOT)
return
if(affecting.take_damage(5, 0))
if(affecting.take_damage(force, 0))
H.UpdateDamageIcon()
H.updatehealth()
if(affecting.can_feel_pain())

View File

@@ -214,25 +214,25 @@
name = "virologist satchel"
desc = "A sterile satchel with virologist colours."
icon_state = "satchel-vir"
item_state_slots = list(slot_r_hand_str = "medicalpack", slot_l_hand_str = "medicalpack")
item_state_slots = list(slot_r_hand_str = "viropack", slot_l_hand_str = "viropack")
/obj/item/weapon/storage/backpack/satchel/chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chem"
item_state_slots = list(slot_r_hand_str = "medicalpack", slot_l_hand_str = "medicalpack")
item_state_slots = list(slot_r_hand_str = "chempack", slot_l_hand_str = "chempack")
/obj/item/weapon/storage/backpack/satchel/gen
name = "geneticist satchel"
desc = "A sterile satchel with geneticist colours."
icon_state = "satchel-gen"
item_state_slots = list(slot_r_hand_str = "medicalpack", slot_l_hand_str = "medicalpack")
item_state_slots = list(slot_r_hand_str = "genpack", slot_l_hand_str = "genpack")
/obj/item/weapon/storage/backpack/satchel/tox
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-tox"
item_state_slots = list(slot_r_hand_str = "medicalpack", slot_l_hand_str = "medicalpack")
item_state_slots = list(slot_r_hand_str = "toxpack", slot_l_hand_str = "toxpack")
/obj/item/weapon/storage/backpack/satchel/sec
name = "security satchel"

View File

@@ -2,7 +2,7 @@
name = "belt"
desc = "Can hold various things."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "utilitybelt"
icon_state = "utility"
storage_slots = 7
max_storage_space = 28 //This should ensure belts always have enough room to store whatever.
max_w_class = 3
@@ -27,11 +27,10 @@
var/mob/M = src.loc
M.update_inv_belt()
/obj/item/weapon/storage/belt/utility
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
desc = "Can hold various tools."
icon_state = "utilitybelt"
icon_state = "utility"
can_hold = list(
///obj/item/weapon/combitool,
/obj/item/weapon/crowbar,
@@ -59,7 +58,6 @@
/obj/item/weapon/tape_roll,
)
/obj/item/weapon/storage/belt/utility/full/New()
..()
new /obj/item/weapon/screwdriver(src)
@@ -69,7 +67,6 @@
new /obj/item/weapon/wirecutters(src)
new /obj/item/stack/cable_coil(src,30,pick("red","yellow","orange"))
/obj/item/weapon/storage/belt/utility/atmostech/New()
..()
new /obj/item/weapon/screwdriver(src)
@@ -79,12 +76,10 @@
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/t_scanner(src)
/obj/item/weapon/storage/belt/medical
name = "medical belt"
desc = "Can hold various medical equipment."
icon_state = "medicalbelt"
icon_state = "medical"
can_hold = list(
/obj/item/device/healthanalyzer,
/obj/item/weapon/dnainjector,
@@ -115,12 +110,12 @@
/obj/item/weapon/storage/belt/medical/emt
name = "EMT utility belt"
desc = "A sturdy black webbing belt with attached pouches."
icon_state = "emsbelt"
icon_state = "ems"
/obj/item/weapon/storage/belt/security
name = "security belt"
desc = "Can hold security gear like handcuffs and flashes."
icon_state = "securitybelt"
icon_state = "security"
max_w_class = 3
can_hold = list(
/obj/item/weapon/grenade,
@@ -150,7 +145,7 @@
/obj/item/weapon/storage/belt/detective
name = "forensic utility belt"
desc = "A belt for holding forensics equipment."
icon_state = "securitybelt"
icon_state = "security"
storage_slots = 7
max_w_class = 3
can_hold = list(
@@ -190,7 +185,7 @@
/obj/item/weapon/storage/belt/soulstone
name = "soul stone belt"
desc = "Designed for ease of access to the shards during a fight, as to not let a single enemy spirit slip away"
icon_state = "soulstonebelt"
icon_state = "soulstone"
storage_slots = 6
can_hold = list(
/obj/item/device/soulstone
@@ -209,7 +204,7 @@
/obj/item/weapon/storage/belt/champion
name = "championship belt"
desc = "Proves to the world that you are the strongest!"
icon_state = "championbelt"
icon_state = "champion"
storage_slots = 1
can_hold = list(
"/obj/item/clothing/mask/luchador"
@@ -218,7 +213,7 @@
/obj/item/weapon/storage/belt/security/tactical
name = "combat belt"
desc = "Can hold security gear like handcuffs and flashes, with more pouches for more storage."
icon_state = "swatbelt"
icon_state = "swat"
storage_slots = 9
max_w_class = 3
max_storage_space = 28
@@ -231,7 +226,7 @@
/obj/item/weapon/storage/belt/janitor
name = "janitorial belt"
desc = "A belt used to hold most janitorial supplies."
icon_state = "janibelt"
icon_state = "janitor"
storage_slots = 7
max_w_class = 3
can_hold = list(
@@ -251,3 +246,33 @@
/obj/item/weapon/reagent_containers/spray,
/obj/item/weapon/soap
)
/obj/item/weapon/storage/belt/archaeology
name = "excavation gear-belt"
desc = "Can hold various excavation gear."
icon_state = "gear"
can_hold = list(
/obj/item/weapon/storage/box/samplebags,
/obj/item/device/core_sampler,
/obj/item/device/beacon_locator,
/obj/item/device/radio/beacon,
/obj/item/device/gps,
/obj/item/device/measuring_tape,
/obj/item/device/flashlight,
/obj/item/weapon/pickaxe,
/obj/item/device/depth_scanner,
/obj/item/device/camera,
/obj/item/weapon/paper,
/obj/item/weapon/photo,
/obj/item/weapon/folder,
/obj/item/weapon/pen,
/obj/item/weapon/folder,
/obj/item/weapon/clipboard,
/obj/item/weapon/anodevice,
/obj/item/clothing/glasses,
/obj/item/weapon/wrench,
/obj/item/weapon/storage/excavation,
/obj/item/weapon/anobattery,
/obj/item/device/ano_scanner,
/obj/item/weapon/pickaxe/hand
)

View File

@@ -5,7 +5,7 @@
icon_state = "red"
item_state_slots = list(slot_r_hand_str = "toolbox_red", slot_l_hand_str = "toolbox_red")
flags = CONDUCT
force = 5
force = 10
throwforce = 10
throw_speed = 1
throw_range = 7
@@ -67,7 +67,7 @@
icon_state = "syndicate"
item_state_slots = list(slot_r_hand_str = "toolbox_syndi", slot_l_hand_str = "toolbox_syndi")
origin_tech = list(TECH_COMBAT = 1, TECH_ILLEGAL = 1)
force = 7.0
force = 14
/obj/item/weapon/storage/toolbox/syndicate/New()
..()

View File

@@ -266,3 +266,18 @@
new /obj/item/clothing/gloves/arm_guard/combat(src)
new /obj/item/clothing/shoes/leg_guard/combat(src)
return
/obj/item/weapon/storage/box/syndie_kit/demolitions/New()
..()
new /obj/item/weapon/syndie/c4explosive(src)
new /obj/item/weapon/screwdriver(src)
/obj/item/weapon/storage/box/syndie_kit/demolitions_heavy/New()
..()
new /obj/item/weapon/syndie/c4explosive/heavy(src)
new /obj/item/weapon/screwdriver(src)
/obj/item/weapon/storage/box/syndie_kit/demolitions_super_heavy/New()
..()
new /obj/item/weapon/syndie/c4explosive/heavy/super_heavy(src)
new /obj/item/weapon/screwdriver(src)

View File

@@ -23,19 +23,23 @@
power = 2
size = "large"
/obj/item/weapon/syndie/c4explosive/heavy/super_heavy
name = "large-sized package"
desc = "A mysterious package, it's quite exceptionally heavy."
power = 3
/obj/item/weapon/syndie/c4explosive/New()
var/K = rand(1,2000)
K = md5(num2text(K)+name)
K = copytext(K,1,7)
src.desc += "\n You see [K] engraved on \the [src]."
var/obj/item/weapon/syndie/c4detonator/detonator = new(src.loc)
detonator.desc += "\n You see [K] engraved on the lighter."
desc += "\n You see [K] engraved on \the [src]."
var/obj/item/weapon/flame/lighter/zippo/c4detonator/detonator = new(src.loc)
detonator.desc += " You see [K] engraved on the lighter."
detonator.bomb = src
/obj/item/weapon/syndie/c4explosive/proc/detonate()
icon_state = "c-4[size]_1"
spawn(50)
explosion(get_turf(src), power, power*2, power*3, power*4, power*4)
explosion(get_turf(src), power, power*2, power*3, power*4, power*5)
for(var/dirn in cardinal) //This is to guarantee that C4 at least breaks down all immediately adjacent walls and doors.
var/turf/simulated/wall/T = get_step(src,dirn)
if(locate(/obj/machinery/door/airlock) in T)
@@ -50,35 +54,39 @@
/*Detonator, disguised as a lighter*/
/*Click it when closed to open, when open to bring up a prompt asking you if you want to close it or press the button.*/
/obj/item/weapon/syndie/c4detonator
icon_state = "c-4detonator_0"
item_state = "zippo"
name = "\improper Zippo lighter" /*Sneaky, thanks Dreyfus.*/
desc = "The zippo."
w_class = 1
/obj/item/weapon/flame/lighter/zippo/c4detonator
var/detonator_mode = 0
var/obj/item/weapon/syndie/c4explosive/bomb
var/pr_open = 0 /*Is the "What do you want to do?" prompt open?*/
/obj/item/weapon/syndie/c4detonator/attack_self(mob/user as mob)
switch(src.icon_state)
if("c-4detonator_0")
src.icon_state = "c-4detonator_1"
user << "You flick open the lighter."
/obj/item/weapon/flame/lighter/zippo/c4detonator/attack_self(mob/user as mob)
if(!detonator_mode)
..()
if("c-4detonator_1")
if(!pr_open)
pr_open = 1
else if(!lit)
base_state = icon_state
lit = 1
icon_state = "[base_state]1"
//item_state = "[base_state]on"
user.visible_message("<span class='rose'>Without even breaking stride, \the [user] flips open \the [src] in one smooth movement.</span>")
else if(lit && detonator_mode)
switch(alert(user, "What would you like to do?", "Lighter", "Press the button.", "Close the lighter."))
if("Press the button.")
user << "<span class='warning'>You press the button.</span>"
flick("c-4detonator_click", src)
icon_state = "[base_state]click"
if(src.bomb)
src.bomb.detonate()
log_admin("[key_name(user)] has triggered [src.bomb] with [src].")
message_admins("<span class='danger'>[key_name_admin(user)] has triggered [src.bomb] with [src].</span>")
if("Close the lighter.")
src.icon_state = "c-4detonator_0"
user << "You close the lighter."
pr_open = 0
lit = 0
icon_state = "[base_state]"
//item_state = "[base_state]"
user.visible_message("<span class='rose'>You hear a quiet click, as \the [user] shuts off \the [src] without even looking at what they're doing.</span>")
/obj/item/weapon/flame/lighter/zippo/c4detonator/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
detonator_mode = !detonator_mode
user << "<span class='notice'>You unscrew the top panel of \the [src] revealing a button.</span>"

View File

@@ -21,9 +21,9 @@
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
w_class = 2.0
force = 6
throwforce = 7
w_class = 2
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
@@ -39,9 +39,9 @@
icon_state = "screwdriver"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
force = 5.0
w_class = 1.0
throwforce = 5.0
force = 6
w_class = 1
throwforce = 5
throw_speed = 3
throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 75)
@@ -100,7 +100,7 @@
icon_state = "cutters"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6.0
force = 6
throw_speed = 2
throw_range = 9
w_class = 2.0
@@ -411,11 +411,11 @@
icon_state = "crowbar"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
force = 6
throwforce = 7
pry = 1
item_state = "crowbar"
w_class = 2.0
w_class = 2
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")

View File

@@ -114,6 +114,8 @@
new /obj/item/weapon/shield/riot/tele(src)
new /obj/item/weapon/storage/box/holobadge/hos(src)
new /obj/item/clothing/accessory/badge/holo/hos(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)

View File

@@ -7,7 +7,7 @@
w_class = 5
var/state = 0
var/base_icon_state = ""
var/base_name = "Airlock"
var/base_name = "airlock"
var/obj/item/weapon/airlock_electronics/electronics = null
var/airlock_type = "" //the type path of the airlock once completed
var/glass_type = "/glass"
@@ -19,91 +19,91 @@
/obj/structure/door_assembly/door_assembly_com
base_icon_state = "com"
base_name = "Command Airlock"
base_name = "Command airlock"
glass_type = "/glass_command"
airlock_type = "/command"
/obj/structure/door_assembly/door_assembly_sec
base_icon_state = "sec"
base_name = "Security Airlock"
base_name = "Security airlock"
glass_type = "/glass_security"
airlock_type = "/security"
/obj/structure/door_assembly/door_assembly_eng
base_icon_state = "eng"
base_name = "Engineering Airlock"
base_name = "Engineering airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
/obj/structure/door_assembly/door_assembly_eat
base_icon_state = "eat"
base_name = "Engineering Atmos Airlock"
base_name = "Engineering atmos airlock"
glass_type = "/glass_engineeringatmos"
airlock_type = "/engineering"
/obj/structure/door_assembly/door_assembly_min
base_icon_state = "min"
base_name = "Mining Airlock"
base_name = "Mining airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
/obj/structure/door_assembly/door_assembly_atmo
base_icon_state = "atmo"
base_name = "Atmospherics Airlock"
base_name = "Atmospherics airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
/obj/structure/door_assembly/door_assembly_research
base_icon_state = "res"
base_name = "Research Airlock"
base_name = "Research airlock"
glass_type = "/glass_research"
airlock_type = "/research"
/obj/structure/door_assembly/door_assembly_science
base_icon_state = "sci"
base_name = "Science Airlock"
base_name = "Science airlock"
glass_type = "/glass_science"
airlock_type = "/science"
/obj/structure/door_assembly/door_assembly_med
base_icon_state = "med"
base_name = "Medical Airlock"
base_name = "Medical airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
/obj/structure/door_assembly/door_assembly_mai
base_icon_state = "mai"
base_name = "Maintenance Airlock"
base_name = "Maintenance airlock"
airlock_type = "/maintenance"
glass = -1
/obj/structure/door_assembly/door_assembly_ext
base_icon_state = "ext"
base_name = "External Airlock"
base_name = "External airlock"
airlock_type = "/external"
glass = -1
/obj/structure/door_assembly/door_assembly_fre
base_icon_state = "fre"
base_name = "Freezer Airlock"
base_name = "Freezer airlock"
airlock_type = "/freezer"
glass = -1
/obj/structure/door_assembly/door_assembly_hatch
base_icon_state = "hatch"
base_name = "Airtight Hatch"
base_name = "airtight hatch"
airlock_type = "/hatch"
glass = -1
/obj/structure/door_assembly/door_assembly_mhatch
base_icon_state = "mhatch"
base_name = "Maintenance Hatch"
base_name = "maintenance hatch"
airlock_type = "/maintenance_hatch"
glass = -1
/obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
base_icon_state = "highsec"
base_name = "High Security Airlock"
base_name = "high security airlock"
airlock_type = "/highsecurity"
glass = -1
@@ -221,7 +221,6 @@
W.loc = src
user << "<span class='notice'>You installed the airlock electronics!</span>"
src.state = 2
src.name = "Near finished Airlock Assembly"
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
@@ -238,7 +237,6 @@
if(!src) return
user << "<span class='notice'>You removed the airlock electronics!</span>"
src.state = 1
src.name = "Wired Airlock Assembly"
electronics.loc = src.loc
electronics = null
@@ -294,9 +292,9 @@
switch (state)
if(0)
if (anchored)
name = "Secured "
name = "secured "
if(1)
name = "Wired "
name = "wired "
if(2)
name = "Near Finished "
name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"
name = "near finished "
name += "[glass == 1 ? "window " : ""][istext(glass) ? "[glass] airlock" : base_name] assembly ([created_name])"

View File

@@ -126,7 +126,8 @@
return ..()
/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
if(S.get_amount() < 2)
var/amount_to_use = reinf_material ? 1 : 2
if(S.get_amount() < amount_to_use)
user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
return 0
@@ -143,7 +144,6 @@
user << "<span class='notice'>You begin adding the plating...</span>"
var/amount_to_use = reinf_material ? 1 : 2
if(!do_after(user,40) || !S.use(amount_to_use))
return 1 //once we've gotten this far don't call parent attackby()

View File

@@ -19,12 +19,18 @@ obj/structure/windoor_assembly
w_class = 3
var/obj/item/weapon/airlock_electronics/electronics = null
var/created_name = null
//Vars to help with the icon's name
var/facing = "l" //Does the windoor open to the left or right?
var/secure = "" //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed in terms of sprites
obj/structure/windoor_assembly/secure
name = "secure windoor assembly"
secure = "secure_"
icon_state = "l_secure_windoor_assembly01"
obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
..()
if(constructed)
@@ -65,24 +71,31 @@ obj/structure/windoor_assembly/Destroy()
/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
//I really should have spread this out across more states but thin little windoors are hard to sprite.
if(istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
if(!t) return
if(!in_range(src, usr) && src.loc != usr) return
created_name = t
return
switch(state)
if("01")
if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
if (WT.remove_fuel(0,user))
user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
user.visible_message("[user] disassembles the windoor assembly.", "You start to disassemble the windoor assembly.")
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
new /obj/item/stack/material/glass/reinforced(get_turf(src), 5)
user << "<span class='notice'>You disassembled the windoor assembly!</span>"
if(secure)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
new /obj/item/stack/material/glass/reinforced(get_turf(src), 2)
else
new /obj/item/stack/material/glass(get_turf(src), 2)
qdel(src)
else
user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
user << "<span class='notice'>You need more welding fuel to disassemble the windoor assembly.</span>"
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
@@ -95,9 +108,9 @@ obj/structure/windoor_assembly/Destroy()
user << "<span class='notice'>You've secured the windoor assembly!</span>"
src.anchored = 1
if(src.secure)
src.name = "Secure Anchored Windoor Assembly"
src.name = "secure anchored windoor assembly"
else
src.name = "Anchored Windoor Assembly"
src.name = "anchored windoor assembly"
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(istype(W, /obj/item/weapon/wrench) && anchored)
@@ -109,26 +122,9 @@ obj/structure/windoor_assembly/Destroy()
user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
src.anchored = 0
if(src.secure)
src.name = "Secure Windoor Assembly"
src.name = "secure windoor assembly"
else
src.name = "Windoor Assembly"
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/rods) && !secure)
var/obj/item/stack/rods/R = W
if(R.get_amount() < 4)
user << "<span class='warning'>You need more rods to do this.</span>"
return
user << "<span class='notice'>You start to reinforce the windoor with rods.</span>"
if(do_after(user,40) && !secure)
if (R.use(4))
user << "<span class='notice'>You reinforce the windoor.</span>"
src.secure = "secure_"
if(src.anchored)
src.name = "Secure Anchored Windoor Assembly"
else
src.name = "Secure Windoor Assembly"
src.name = "windoor assembly"
//Adding cable to the assembly. Step 5 complete.
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
@@ -140,9 +136,9 @@ obj/structure/windoor_assembly/Destroy()
user << "<span class='notice'>You wire the windoor!</span>"
src.state = "02"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
src.name = "secure wired windoor assembly"
else
src.name = "Wired Windoor Assembly"
src.name = "wired windoor assembly"
else
..()
@@ -160,9 +156,9 @@ obj/structure/windoor_assembly/Destroy()
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
src.name = "Secure Anchored Windoor Assembly"
src.name = "secure anchored windoor assembly"
else
src.name = "Anchored Windoor Assembly"
src.name = "anchored windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
@@ -175,7 +171,7 @@ obj/structure/windoor_assembly/Destroy()
user.drop_item()
W.loc = src
user << "<span class='notice'>You've installed the airlock electronics!</span>"
src.name = "Near finished Windoor Assembly"
src.name = "near finished windoor assembly"
src.electronics = W
else
W.loc = src.loc
@@ -189,9 +185,9 @@ obj/structure/windoor_assembly/Destroy()
if(!src || !src.electronics) return
user << "<span class='notice'>You've removed the airlock electronics!</span>"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
src.name = "secure wired windoor assembly"
else
src.name = "Wired Windoor Assembly"
src.name = "wired windoor assembly"
var/obj/item/weapon/airlock_electronics/ae = electronics
electronics = null
ae.loc = src.loc
@@ -222,6 +218,9 @@ obj/structure/windoor_assembly/Destroy()
windoor.base_state = "rightsecure"
windoor.set_dir(src.dir)
windoor.density = 0
windoor.name = created_name
spawn(0)
windoor.close()
if(src.electronics.one_access)
windoor.req_access = null
@@ -240,6 +239,9 @@ obj/structure/windoor_assembly/Destroy()
windoor.base_state = "right"
windoor.set_dir(src.dir)
windoor.density = 0
windoor.name = created_name
spawn(0)
windoor.close()
if(src.electronics.one_access)
windoor.req_access = null
@@ -257,8 +259,11 @@ obj/structure/windoor_assembly/Destroy()
..()
//Update to reflect changes(if applicable)
update_icon()
update_state()
/obj/structure/windoor_assembly/proc/update_state()
update_icon()
name += " ([created_name])"
//Rotates the windoor assembly clockwise
/obj/structure/windoor_assembly/verb/revrotate()

View File

@@ -161,6 +161,7 @@
if(reinf) tforce *= 0.25
if(health - tforce <= 7 && !reinf)
anchored = 0
update_verbs()
update_nearby_icons()
step(src, get_dir(AM, src))
take_damage(tforce)

View File

@@ -7,7 +7,6 @@
if(density)
can_open = WALL_OPENING
//flick("[material.icon_base]fwall_opening", src)
sleep(15)
density = 0
update_icon()
set_light(0)
@@ -20,7 +19,6 @@
//flick("[material.icon_base]fwall_closing", src)
density = 1
update_icon()
sleep(15)
set_light(1)
src.blocks_air = 1
src.opacity = 1

View File

@@ -27,6 +27,7 @@
src << "You can't commit suicide whilst restrained! ((You can type Ghost instead however.))"
return
suiciding = 1
does_not_breathe = 0 //Prevents ling-suicide zombies, or something
var/obj/item/held_item = get_active_hand()
if(held_item)
var/damagetype = held_item.suicide_act(src)

View File

@@ -392,7 +392,7 @@
if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
var/dat = "<html><head><title>Round Status</title></head><body><h1><B>Round Status</B></h1>"
dat += "Current Game Mode: <B>[ticker.mode.name]</B><BR>"
dat += "Round Duration: <B>[round_duration_as_text()]</B><BR>"
dat += "Round Duration: <B>[roundduration2text()]</B><BR>"
dat += "<B>Emergency shuttle</B><BR>"
if (!emergency_shuttle.online())
dat += "<a href='?src=\ref[src];call_shuttle=1'>Call Shuttle</a><br>"

View File

@@ -892,9 +892,9 @@
if (ticker && ticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
master_mode = href_list["c_mode2"]
log_admin("[key_name(usr)] set the mode as [master_mode].")
message_admins("\blue [key_name_admin(usr)] set the mode as [master_mode].", 1)
world << "\blue <b>The mode is now: [master_mode]</b>"
log_admin("[key_name(usr)] set the mode as [config.mode_names[master_mode]].")
message_admins("\blue [key_name_admin(usr)] set the mode as [config.mode_names[master_mode]].", 1)
world << "\blue <b>The mode is now: [config.mode_names[master_mode]]</b>"
Game() // updates the main game menu
world.save_mode(master_mode)
.(href, list("c_mode"=1))

View File

@@ -137,6 +137,7 @@
prefs.last_id = computer_id //these are gonna be used for banning
. = ..() //calls mob.Login()
prefs.sanitize_preferences()
if(custom_event_msg && custom_event_msg != "")
src << "<h1 class='alert'>Custom Event</h1>"

View File

@@ -52,34 +52,38 @@ var/list/gear_datums = list()
S["gear"] << pref.gear
/datum/category_item/player_setup_item/loadout/proc/valid_gear_choices(var/max_cost)
var/list/valid_gear_choices = list()
. = list()
var/mob/preference_mob = preference_mob()
for(var/gear_name in gear_datums)
var/datum/gear/G = gear_datums[gear_name]
if(G.whitelisted && !is_alien_whitelisted(preference_mob(), all_species[G.whitelisted]))
if(G.whitelisted && !is_alien_whitelisted(preference_mob, all_species[G.whitelisted]))
continue
if(max_cost && G.cost > max_cost)
continue
valid_gear_choices += gear_name
return valid_gear_choices
. += gear_name
/datum/category_item/player_setup_item/loadout/sanitize_character()
var/mob/preference_mob = preference_mob()
if(!islist(pref.gear))
pref.gear = list()
for(var/gear_name in pref.gear)
if(!(gear_name in gear_datums))
pref.gear -= gear_name
var/total_cost = 0
for(var/gear_name in pref.gear)
if(!gear_datums[gear_name])
preference_mob << "<span class='warning'>You cannot have more than one of the \the [gear_name]</span>"
pref.gear -= gear_name
else if(!(gear_name in valid_gear_choices()))
preference_mob << "<span class='warning'>You cannot take \the [gear_name] as you are not whitelisted for the species.</span>"
pref.gear -= gear_name
else
var/datum/gear/G = gear_datums[gear_name]
if(total_cost + G.cost > MAX_GEAR_COST)
pref.gear -= gear_name
preference_mob << "<span class='warning'>You cannot afford to take \the [gear_name]</span>"
else
total_cost += G.cost

View File

@@ -180,6 +180,31 @@
path = /obj/item/clothing/suit/wcoat
cost = 1
/datum/gear/suit/wcoat/red
display_name = "red waistcoat"
path = /obj/item/clothing/suit/wcoat/red
/datum/gear/suit/wcoat/grey
display_name = "grey waistcoat"
path = /obj/item/clothing/suit/wcoat/grey
/datum/gear/suit/wcoat/brown
display_name = "brown waistcoat"
path = /obj/item/clothing/suit/wcoat/brown
/datum/gear/suit/swvest
display_name = "black sweatervest"
path = /obj/item/clothing/suit/wcoat/swvest
cost = 1
/datum/gear/suit/swvest/blue
display_name = "blue sweatervest"
path = /obj/item/clothing/suit/wcoat/swvest/blue
/datum/gear/suit/swvest/red
display_name = "red sweatervest"
path = /obj/item/clothing/suit/wcoat/swvest/red
/datum/gear/suit/forensics
display_name = "forensics long, red"
path = /obj/item/clothing/suit/storage/forensics/red/long

View File

@@ -2,14 +2,12 @@
/datum/gear/suit/zhan_furs
display_name = "Zhan-Khazan furs (Tajara)"
path = /obj/item/clothing/suit/tajaran/furs
whitelisted = "Tajara"
sort_category = "Xenowear"
/datum/gear/suit/unathi_mantle
display_name = "hide mantle (Unathi)"
path = /obj/item/clothing/suit/unathi/mantle
cost = 1
whitelisted = "Unathi"
sort_category = "Xenowear"
/datum/gear/ears/skrell/chains //Chains

View File

@@ -129,8 +129,6 @@
// Need due to, for example, the 01_basic module relying on species having been loaded to sanitize correctly but that isn't loaded until module 03_body.
for(var/datum/category_item/player_setup_item/PI in items)
PI.load_character(S)
for(var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_character()
/datum/category_group/player_setup_category/proc/save_character(var/savefile/S)
// Sanitize all data, then save it
@@ -142,8 +140,6 @@
/datum/category_group/player_setup_category/proc/load_preferences(var/savefile/S)
for(var/datum/category_item/player_setup_item/PI in items)
PI.load_preferences(S)
for(var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_preferences()
/datum/category_group/player_setup_category/proc/save_preferences(var/savefile/S)
for(var/datum/category_item/player_setup_item/PI in items)

View File

@@ -237,12 +237,14 @@ datum/preferences
else if(href_list["reload"])
load_preferences()
load_character()
sanitize_preferences()
else if(href_list["load"])
if(!IsGuestKey(usr.key))
open_load_dialog(usr)
return 1
else if(href_list["changeslot"])
load_character(text2num(href_list["changeslot"]))
sanitize_preferences()
close_load_dialog(usr)
else
return 0

View File

@@ -32,7 +32,8 @@
/obj/item/clothing/head/chaplain_hood
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "beret_black"
icon_state = "chaplain_hood"
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
flags_inv = BLOCKHAIR
body_parts_covered = HEAD

View File

@@ -5,6 +5,11 @@
siemens_coefficient = 0.9
body_parts_covered = 0
/obj/item/clothing/head/centhat/customs
name = "Customs Hat"
desc = "A formal hat for SolGov Customs Officers."
icon_state = "customshat"
/obj/item/clothing/head/hairflower
name = "hair flower pin"
icon_state = "hairflower"
@@ -73,7 +78,7 @@
/obj/item/clothing/head/nursehat
name = "nurse's hat"
desc = "It allows quick identification of trained medical personnel."
item_state_slots = list(slot_r_hand_str = "nursehat", slot_l_hand_str = "nursehat")
icon_state = "nursehat"
siemens_coefficient = 0.9
body_parts_covered = 0

View File

@@ -168,7 +168,7 @@
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/stack/flag,/obj/item/weapon/storage/box/excavation,/obj/item/weapon/pickaxe,/obj/item/device/healthanalyzer,/obj/item/device/measuring_tape,/obj/item/device/ano_scanner,/obj/item/device/depth_scanner,/obj/item/device/core_sampler,/obj/item/device/gps,/obj/item/device/beacon_locator,/obj/item/device/radio/beacon,/obj/item/weapon/pickaxe/hand,/obj/item/weapon/storage/bag/fossils)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/stack/flag,/obj/item/weapon/storage/excavation,/obj/item/weapon/pickaxe,/obj/item/device/healthanalyzer,/obj/item/device/measuring_tape,/obj/item/device/ano_scanner,/obj/item/device/depth_scanner,/obj/item/device/core_sampler,/obj/item/device/gps,/obj/item/device/beacon_locator,/obj/item/device/radio/beacon,/obj/item/weapon/pickaxe/hand,/obj/item/weapon/storage/bag/fossils)
req_access = list()
req_one_access = list()

View File

@@ -92,6 +92,31 @@
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/suit/wcoat/red
name = "red waistcoat"
icon_state = "red_waistcoat"
/obj/item/clothing/suit/wcoat/grey
name = "grey waistcoat"
icon_state = "grey_waistcoat"
/obj/item/clothing/suit/wcoat/brown
name = "brown waistcoat"
icon_state = "brown_waistcoat"
/obj/item/clothing/suit/wcoat/swvest
name = "black sweatervest"
desc = "A sleeveless sweater. Wear this if you don't want your arms to be warm, or if you're a nerd."
icon_state = "sweatervest"
/obj/item/clothing/suit/wcoat/swvest/blue
name = "blue sweatervest"
icon_state = "sweatervest_blue"
/obj/item/clothing/suit/wcoat/swvest/red
name = "red sweatervest"
icon_state = "sweatervest_red"
/obj/item/clothing/suit/apron/overalls
name = "coveralls"
desc = "A set of denim overalls."
@@ -198,6 +223,12 @@
icon_state = "neocoat"
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
/obj/item/clothing/suit/customs
name = "customs jacket"
desc = "A standard SolGov Customs formal jacket."
icon_state = "customs_jacket"
item_state_slots = list(slot_r_hand_str = "suit_blue", slot_l_hand_str = "suit_blue")
/*
* stripper
*/

View File

@@ -33,6 +33,14 @@
icon_state = "waiter"
rolled_sleeves = 0
/obj/item/clothing/under/customs
name = "customs uniform"
desc = "A standard SolGov customs uniform. Complete with epaulettes."
icon_state = "cu_suit"
/obj/item/clothing/under/customs/khaki
icon_state = "cu_suit_kh"
/obj/item/clothing/under/rank/mailman
name = "mailman's jumpsuit"
desc = "<i>'Special delivery!'</i>"

View File

@@ -132,7 +132,7 @@ log transactions
T.amount = I:worth
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
authenticated_account.transaction_log.Add(T)
user << "<span class='info'>You insert [I] into [src].</span>"
@@ -307,7 +307,7 @@ log transactions
T.purpose = transfer_purpose
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
T.amount = "([transfer_amount])"
authenticated_account.transaction_log.Add(T)
else
@@ -343,7 +343,7 @@ log transactions
T.purpose = "Unauthorised login attempt"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
failed_account.transaction_log.Add(T)
else
usr << "\icon[src]<span class='warning'>Incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining.</span>"
@@ -363,7 +363,7 @@ log transactions
T.purpose = "Remote terminal access"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
authenticated_account.transaction_log.Add(T)
usr << "\icon[src]<span class='info'>Access granted. Welcome user '[authenticated_account.owner_name].'</span>"
@@ -395,7 +395,7 @@ log transactions
T.amount = "([amount])"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
authenticated_account.transaction_log.Add(T)
else
usr << "\icon[src]<span class='warning'>You don't have enough funds to do that!</span>"
@@ -422,7 +422,7 @@ log transactions
T.amount = "([amount])"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
authenticated_account.transaction_log.Add(T)
else
usr << "\icon[src]<span class='warning'>You don't have enough funds to do that!</span>"
@@ -478,7 +478,7 @@ log transactions
T.purpose = "Remote terminal access"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
authenticated_account.transaction_log.Add(T)
view_screen = 0

View File

@@ -40,7 +40,7 @@
M.account_number = rand(111111, 999999)
else
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
T.source_terminal = source_db.machine_id
M.account_number = next_account_number
@@ -57,7 +57,7 @@
R.info += "<i>Account number:</i> [M.account_number]<br>"
R.info += "<i>Account pin:</i> [M.remote_access_pin]<br>"
R.info += "<i>Starting balance:</i> $[M.money]<br>"
R.info += "<i>Date and time:</i> [worldtime2text()], [current_date_string]<br><br>"
R.info += "<i>Date and time:</i> [stationtime2text()], [current_date_string]<br><br>"
R.info += "<i>Creation terminal ID:</i> [source_db.machine_id]<br>"
R.info += "<i>Authorised NT officer overseeing creation:</i> [source_db.held_card.registered_name]<br>"
@@ -90,7 +90,7 @@
else
T.amount = "[amount]"
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
T.source_terminal = terminal_id
D.transaction_log.Add(T)

View File

@@ -28,7 +28,7 @@
T.purpose = reason
T.amount = amount
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
T.source_terminal = machine_id
return T

View File

@@ -140,7 +140,7 @@
T.amount = transaction_amount
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
linked_account.transaction_log.Add(T)
else
usr << "\icon[src]<span class='warning'>\The [O] doesn't have that much money!</span>"
@@ -264,7 +264,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
D.transaction_log.Add(T)
//
T = new()
@@ -273,7 +273,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
linked_account.transaction_log.Add(T)
else
usr << "\icon[src]<span class='warning'>You don't have that much money!</span>"

View File

@@ -256,7 +256,7 @@
T.amount = "([transaction_amount])"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
D.transaction_log.Add(T)
// Create log entry in owner's account
@@ -266,7 +266,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
linked_account.transaction_log.Add(T)
// Save log
@@ -304,7 +304,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
linked_account.transaction_log.Add(T)
// Save log
@@ -414,7 +414,7 @@
<tr></tr>
<tr><td class="tx-name">Customer</td><td class="tx-data">[c_name]</td></tr>
<tr><td class="tx-name">Pay Method</td><td class="tx-data">[p_method]</td></tr>
<tr><td class="tx-name">Station Time</td><td class="tx-data">[worldtime2text()]</td></tr>
<tr><td class="tx-name">Station Time</td><td class="tx-data">[stationtime2text()]</td></tr>
</table>
<table width=300>
"}

View File

@@ -231,7 +231,7 @@
T.amount = "([transaction_amount])"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
D.transaction_log.Add(T)
// Create log entry in owner's account
@@ -241,7 +241,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
linked_account.transaction_log.Add(T)
// Save log
@@ -274,7 +274,7 @@
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
linked_account.transaction_log.Add(T)
// Save log
@@ -348,7 +348,7 @@
<tr></tr>
<tr><td class="tx-name">Customer</td><td class="tx-data">[c_name]</td></tr>
<tr><td class="tx-name">Pay Method</td><td class="tx-data">[p_method]</td></tr>
<tr><td class="tx-name">Station Time</td><td class="tx-data">[worldtime2text()]</td></tr>
<tr><td class="tx-name">Station Time</td><td class="tx-data">[stationtime2text()]</td></tr>
</table>
<table width=300>
"}

View File

@@ -44,7 +44,7 @@
if(EM.add_to_queue)
EC.available_events += EM
log_debug("Event '[EM.name]' has completed at [worldtime2text()].")
log_debug("Event '[EM.name]' has completed at [worldtime2stationtime(world.time)].")
/datum/event_manager/proc/delay_events(var/severity, var/delay)
var/list/datum/event_container/EC = event_containers[severity]
@@ -67,12 +67,12 @@
var/datum/event_meta/EM = E.event_meta
if(EM.name == "Nothing")
continue
var/message = "'[EM.name]' began at [worldtime2text(E.startedAt)] "
var/message = "'[EM.name]' began at [worldtime2stationtime(E.startedAt)] "
if(E.isRunning)
message += "and is still running."
else
if(E.endedAt - E.startedAt > MinutesToTicks(5)) // Only mention end time if the entire duration was more than 5 minutes
message += "and ended at [worldtime2text(E.endedAt)]."
message += "and ended at [worldtime2stationtime(E.endedAt)]."
else
message += "and ran to completion."
@@ -130,7 +130,7 @@
var/next_event_at = max(0, EC.next_event_time - world.time)
html += "<tr>"
html += "<td>[severity_to_string[severity]]</td>"
html += "<td>[worldtime2text(max(EC.next_event_time, world.time))]</td>"
html += "<td>[worldtime2stationtime(max(EC.next_event_time, world.time))]</td>"
html += "<td>[round(next_event_at / 600, 0.1)]</td>"
html += "<td>"
html += "<A align='right' href='?src=\ref[src];dec_timer=2;event=\ref[EC]'>--</A>"
@@ -178,7 +178,7 @@
html += "<tr>"
html += "<td>[severity_to_string[EM.severity]]</td>"
html += "<td>[EM.name]</td>"
html += "<td>[worldtime2text(ends_at)]</td>"
html += "<td>[worldtime2stationtime(ends_at)]</td>"
html += "<td>[ends_in]</td>"
html += "<td><A align='right' href='?src=\ref[src];stop=\ref[E]'>Stop</A></td>"
html += "</tr>"

View File

@@ -15,7 +15,7 @@
kill()
/datum/event/money_hacker/announce()
var/message = "A brute force hack has been detected (in progress since [worldtime2text()]). The target of the attack is: Financial account #[affected_account.account_number], \
var/message = "A brute force hack has been detected (in progress since [stationtime2text()]). The target of the attack is: Financial account #[affected_account.account_number], \
without intervention this attack will succeed in approximately 10 minutes. Required intervention: temporary suspension of affected accounts until the attack has ceased. \
Notifications will be sent as updates occur.<br>"
var/my_department = "[station_name()] firewall subroutines"
@@ -51,7 +51,7 @@
T.date = pick("", current_date_string, date1, date2)
var/time1 = rand(0, 99999999)
var/time2 = "[round(time1 / 36000)+12]:[(time1 / 600 % 60) < 10 ? add_zero(time1 / 600 % 60, 1) : time1 / 600 % 60]"
T.time = pick("", worldtime2text(), time2)
T.time = pick("", stationtime2text(), time2)
T.source_terminal = pick("","[pick("Biesel","New Gibson")] GalaxyNet Terminal #[rand(111,999)]","your mums place","nantrasen high CommanD")
affected_account.transaction_log.Add(T)

View File

@@ -16,7 +16,7 @@
T.purpose = "Winner!"
T.amount = winner_sum
T.date = current_date_string
T.time = worldtime2text()
T.time = stationtime2text()
T.source_terminal = "Sif TCD Terminal #[rand(111,333)]"
D.transaction_log.Add(T)

View File

@@ -47,7 +47,7 @@
if(areas && areas.len > 0)
var/my_department = "[station_name()] firewall subroutines"
var/rc_message = "An unknown malicious program has been detected in the [english_list(areaName)] lighting and airlock control systems at [worldtime2text()]. Systems will be fully compromised within approximately three minutes. Direct intervention is required immediately.<br>"
var/rc_message = "An unknown malicious program has been detected in the [english_list(areaName)] lighting and airlock control systems at [stationtime2text()]. Systems will be fully compromised within approximately three minutes. Direct intervention is required immediately.<br>"
for(var/obj/machinery/message_server/MS in world)
MS.send_rc_message("Engineering", my_department, rc_message, "", "", 2)
for(var/mob/living/silicon/ai/A in player_list)

View File

@@ -395,7 +395,7 @@ var/list/name_to_material
weight = 15
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/basic
rod_product = /obj/item/stack/material/glass/reinforced
@@ -425,6 +425,12 @@ var/list/name_to_material
for (var/obj/structure/window/check_window in user.loc)
window_count++
possible_directions -= check_window.dir
for (var/obj/structure/windoor_assembly/check_assembly in user.loc)
window_count++
possible_directions -= check_assembly.dir
for (var/obj/machinery/door/window/check_windoor in user.loc)
window_count++
possible_directions -= check_windoor.dir
// Get the closest available dir to the user's current facing.
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
@@ -435,18 +441,12 @@ var/list/name_to_material
else
if(choice in list("One Direction","Windoor"))
if(possible_directions.len)
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,270), turn(user.dir,180)))
if(direction in possible_directions)
build_dir = direction
break
else
failed_to_build = 1
if(!failed_to_build && choice == "Windoor")
if(!is_reinforced())
user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
return
if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
failed_to_build = 1
if(failed_to_build)
user << "<span class='warning'>There is no room in this location.</span>"
return 1
@@ -454,7 +454,8 @@ var/list/name_to_material
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = window_options[choice]
if(choice == "Windoor")
build_dir = user.dir
if(is_reinforced())
build_path = /obj/structure/windoor_assembly/secure
else
build_path = created_window
@@ -484,7 +485,7 @@ var/list/name_to_material
weight = 30
stack_origin_tech = "materials=2"
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
@@ -497,6 +498,7 @@ var/list/name_to_material
integrity = 100
icon_colour = "#FC2BC5"
stack_origin_tech = list(TECH_MATERIAL = 4)
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/phoronbasic
wire_product = null
rod_product = /obj/item/stack/material/glass/phoronrglass
@@ -507,6 +509,7 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = list(TECH_MATERIAL = 5)
composite_material = list() //todo
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/phoronreinforced
hardness = 40
weight = 30

View File

@@ -57,7 +57,7 @@
var/drill_verb = "drilling"
sharp = 1
var/excavation_amount = 100
var/excavation_amount = 200
/obj/item/weapon/pickaxe/hammer
name = "sledgehammer"

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