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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
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@@ -721,13 +721,14 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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var/delayfraction = round(delay/numticks)
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var/original_loc = user.loc
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var/original_turf = get_turf(user)
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var/holding = user.get_active_hand()
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for(var/i = 0, i<numticks, i++)
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sleep(delayfraction)
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if(!user || user.stat || user.weakened || user.stunned || (user.loc != original_loc))
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if(!user || user.stat || user.weakened || user.stunned || user.loc != original_loc || get_turf(user) != original_turf)
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return 0
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if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
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return 0
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@@ -78,13 +78,13 @@ var/const/HOLOPAD_MODE = 0
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/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
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For the other part of the code, check silicon say.dm. Particularly robot talk.*/
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/obj/machinery/hologram/holopad/hear_talk(mob/living/M, text)
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/obj/machinery/hologram/holopad/hear_talk(mob/living/M, text, verb)
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if(M&&hologram&&master)//Master is mostly a safety in case lag hits or something.
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if(!master.say_understands(M))//The AI will be able to understand most mobs talking through the holopad.
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text = stars(text)
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var/name_used = M.GetVoice()
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//This communication is imperfect because the holopad "filters" voices and is only designed to connect to the master only.
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var/rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> <span class='message'>[M.say_quote(text)]</span></span></i>"
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var/rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [verb], <span class='message'>\"[text]\"</span></span></i>"
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master.show_message(rendered, 2)
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return
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@@ -210,4 +210,4 @@ Holographic project of everything else.
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name = "hologram projector"
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desc = "It makes a hologram appear...with magnets or something..."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "hologram0"
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icon_state = "hologram0"
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@@ -5,6 +5,7 @@
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desc = "A folded bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag_folded"
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w_class = 2.0
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attack_self(mob/user)
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var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
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@@ -464,7 +464,7 @@
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foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
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storage_slots=21
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can_hold = list("/obj/item/weapon/light/tube", "/obj/item/weapon/light/bulb")
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max_combined_w_class = 21
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max_combined_w_class = 42 //holds 21 items of w_class 2
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use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
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/obj/item/weapon/storage/box/lights/bulbs/New()
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@@ -561,7 +561,7 @@ datum/preferences
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return
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proc/SetAntagoptions(mob/user)
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if(uplinklocation == "")
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if(uplinklocation == "" || !uplinklocation)
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uplinklocation = "PDA"
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var/HTML = "<body>"
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HTML += "<tt><center>"
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@@ -29,7 +29,7 @@
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var/b_type = "A+" //Player's bloodtype
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var/underwear = 1 //Which underwear the player wants
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var/undershirt = 1 //Which undershirt the player wants.
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var/undershirt = 0 //Which undershirt the player wants.
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var/backbag = 2 //Which backpack type the player has chosen. Nothing, Satchel or Backpack.
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//Equipment slots
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