/obj/structure/signpost icon = 'icons/obj/stationobjs.dmi' icon_state = "signpost" anchored = 1 density = 1 attackby(obj/item/weapon/W as obj, mob/user as mob) return attack_hand(user) attack_hand(mob/user as mob) switch(alert("Travel back to ss13?",,"Yes","No")) if("Yes") if(user.z != src.z) return user.forceMove(pick(latejoin)) if("No") return /obj/effect/mark var/mark = "" icon = 'icons/misc/mark.dmi' icon_state = "blank" anchored = 1 layer = 99 mouse_opacity = 0 unacidable = 1//Just to be sure. /obj/effect/beam name = "beam" density = 0 unacidable = 1//Just to be sure. var/def_zone flags = PROXMOVE pass_flags = PASSTABLE /obj/effect/begin name = "begin" icon = 'icons/obj/stationobjs.dmi' icon_state = "begin" anchored = 1.0 unacidable = 1 /* * This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile */ /var/list/acting_rank_prefixes = list("acting", "temporary", "interim", "provisional") /proc/make_list_rank(rank) for(var/prefix in acting_rank_prefixes) if(findtext(rank, "[prefix] ", 1, 2+length(prefix))) return copytext(rank, 2+length(prefix)) return rank /* We can't just insert in HTML into the nanoUI so we need the raw data to play with. Instead of creating this list over and over when someone leaves their PDA open to the page we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change using /datum/datacore/proc/manifest_inject( ), or manifest_insert( ) */ var/global/list/PDA_Manifest = list() /datum/datacore/proc/get_manifest_list() if(PDA_Manifest.len) return var/list/heads = list() var/list/sec = list() var/list/eng = list() var/list/med = list() var/list/sci = list() var/list/car = list() var/list/pla = list() // Planetside crew: Explorers, Pilots, S&S var/list/civ = list() var/list/bot = list() var/list/misc = list() for(var/datum/data/record/t in data_core.general) var/name = sanitize(t.fields["name"]) var/rank = sanitize(t.fields["rank"]) var/real_rank = make_list_rank(t.fields["real_rank"]) var/isactive = t.fields["p_stat"] var/department = 0 var/depthead = 0 // Department Heads will be placed at the top of their lists. if(real_rank in command_positions) heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 depthead = 1 if(rank=="Colony Director" && heads.len != 1) heads.Swap(1,heads.len) if(real_rank in security_positions) sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && sec.len != 1) sec.Swap(1,sec.len) if(real_rank in engineering_positions) eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && eng.len != 1) eng.Swap(1,eng.len) if(real_rank in medical_positions) med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && med.len != 1) med.Swap(1,med.len) if(real_rank in science_positions) sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && sci.len != 1) sci.Swap(1,sci.len) if(real_rank in planet_positions) pla[++pla.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(real_rank in cargo_positions) car[++car.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && car.len != 1) car.Swap(1,car.len) if(real_rank in civilian_positions) civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && civ.len != 1) civ.Swap(1,civ.len) if(real_rank in nonhuman_positions) bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(!department && !(name in heads)) misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive) // Synthetics don't have actual records, so we will pull them from here. // Synths don't have records, which is the means by which isactive is retrieved, so I'm hardcoding it to active, don't really have any better means for(var/mob/living/silicon/ai/ai in mob_list) bot[++bot.len] = list("name" = ai.real_name, "rank" = "Artificial Intelligence", "active" = "Active") for(var/mob/living/silicon/robot/robot in mob_list) // No combat/syndicate cyborgs, no drones. if(robot.scrambledcodes || (robot.module && robot.module.hide_on_manifest)) continue bot[++bot.len] = list("name" = robot.real_name, "rank" = "[robot.modtype] [robot.braintype]", "active" = "Active") PDA_Manifest = list( list("cat" = "Command", "elems" = heads), list("cat" = "Security", "elems" = sec), list("cat" = "Engineering", "elems" = eng), list("cat" = "Medical", "elems" = med), list("cat" = "Science", "elems" = sci), list("cat" = "Cargo", "elems" = car), // list("cat" = "Planetside", "elems" = pla), // VOREStation Edit - Don't show empty dpt in PDA list("cat" = "Civilian", "elems" = civ), list("cat" = "Silicon", "elems" = bot), list("cat" = "Miscellaneous", "elems" = misc) ) return /obj/effect/laser name = "laser" desc = "IT BURNS!!!" icon = 'icons/obj/projectiles.dmi' var/damage = 0.0 var/range = 10.0 /obj/effect/list_container name = "list container" /obj/effect/list_container/mobl name = "mobl" var/master = null var/list/container = list( ) /obj/effect/projection name = "Projection" desc = "This looks like a projection of something." anchored = 1.0 /obj/effect/shut_controller name = "shut controller" var/moving = null var/list/parts = list( ) /obj/structure/showcase name = "Showcase" icon = 'icons/obj/stationobjs.dmi' icon_state = "showcase_1" desc = "A stand with the empty body of a cyborg bolted to it." density = 1 anchored = 1 unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr /obj/structure/showcase/sign name = "WARNING: WILDERNESS" icon = 'icons/obj/stationobjs.dmi' icon_state = "wilderness1" desc = "This appears to be a sign warning people that the other side is dangerous. It also says that NanoTrasen cannot guarantee your safety beyond this point." /obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER /obj/item/weapon/beach_ball icon = 'icons/misc/beach.dmi' icon_state = "beachball" name = "beach ball" density = 0 anchored = 0 w_class = ITEMSIZE_LARGE force = 0.0 throwforce = 0.0 throw_speed = 1 throw_range = 20 flags = CONDUCT afterattack(atom/target as mob|obj|turf|area, mob/user as mob) user.drop_item() src.throw_at(target, throw_range, throw_speed, user) /obj/effect/stop var/victim = null icon_state = "empty" name = "Geas" desc = "You can't resist." // name = "" /obj/effect/spawner name = "object spawner"