Files
CHOMPStation2/code/defines/obj.dm
2013-07-30 12:15:12 +03:00

279 lines
7.8 KiB
Plaintext

/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.loc.loc.Exited(user)
user.loc = 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"
unacidable = 1//Just to be sure.
var/def_zone
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
*/
/obj/effect/datacore
name = "datacore"
var/medical[] = list()
var/general[] = list()
var/security[] = list()
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/locked[] = list()
proc/get_manifest(monochrome, OOC)
var/list/heads = new()
var/list/sec = new()
var/list/eng = new()
var/list/med = new()
var/list/sci = new()
var/list/civ = new()
var/list/bot = new()
var/list/misc = new()
var/list/isactive = new()
var/dat = {"
<head><style>
.manifest {border-collapse:collapse;}
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
</style></head>
<table class="manifest" width='350px'>
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
"}
var/even = 0
// sort mobs
for(var/datum/data/record/t in data_core.general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = t.fields["real_rank"]
if(OOC)
var/active = 0
for(var/mob/M in player_list)
if(M.real_name == name && M.client && M.client.inactivity <= 10 * 60 * 10)
active = 1
break
isactive[name] = active ? "Active" : "Inactive"
else
isactive[name] = t.fields["p_stat"]
//world << "[name]: [rank]"
//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
var/department = 0
if(real_rank in command_positions)
heads[name] = rank
department = 1
if(real_rank in security_positions)
sec[name] = rank
department = 1
if(real_rank in engineering_positions)
eng[name] = rank
department = 1
if(real_rank in medical_positions)
med[name] = rank
department = 1
if(real_rank in science_positions)
sci[name] = rank
department = 1
if(real_rank in civilian_positions)
civ[name] = rank
department = 1
if(real_rank in nonhuman_positions)
bot[name] = rank
department = 1
if(!department && !(name in heads))
misc[name] = rank
if(heads.len > 0)
dat += "<tr><th colspan=3>Heads</th></tr>"
for(name in heads)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sec.len > 0)
dat += "<tr><th colspan=3>Security</th></tr>"
for(name in sec)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(eng.len > 0)
dat += "<tr><th colspan=3>Engineering</th></tr>"
for(name in eng)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(med.len > 0)
dat += "<tr><th colspan=3>Medical</th></tr>"
for(name in med)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sci.len > 0)
dat += "<tr><th colspan=3>Science</th></tr>"
for(name in sci)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(civ.len > 0)
dat += "<tr><th colspan=3>Civilian</th></tr>"
for(name in civ)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// in case somebody is insane and added them to the manifest, why not
if(bot.len > 0)
dat += "<tr><th colspan=3>Silicon</th></tr>"
for(name in bot)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// misc guys
if(misc.len > 0)
dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
for(name in misc)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
dat += "</table>"
dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
dat = replacetext(dat, "\t", "")
return dat
/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/structure/cable
level = 1
anchored =1
var/datum/powernet/powernet
name = "power cable"
desc = "A flexible superconducting cable for heavy-duty power transfer"
icon = 'icons/obj/power_cond_red.dmi'
icon_state = "0-1"
var/d1 = 0
var/d2 = 1
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
var/color = "red"
var/obj/structure/powerswitch/power_switch
/obj/structure/cable/yellow
color = "yellow"
icon = 'icons/obj/power_cond_yellow.dmi'
/obj/structure/cable/green
color = "green"
icon = 'icons/obj/power_cond_green.dmi'
/obj/structure/cable/blue
color = "blue"
icon = 'icons/obj/power_cond_blue.dmi'
/obj/structure/cable/pink
color = "pink"
icon = 'icons/obj/power_cond_pink.dmi'
/obj/structure/cable/orange
color = "orange"
icon = 'icons/obj/power_cond_orange.dmi'
/obj/structure/cable/cyan
color = "cyan"
icon = 'icons/obj/power_cond_cyan.dmi'
/obj/structure/cable/white
color = "white"
icon = 'icons/obj/power_cond_white.dmi'
/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/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
/obj/item/weapon/beach_ball
icon = 'icons/misc/beach.dmi'
icon_state = "ball"
name = "beach ball"
item_state = "beachball"
density = 0
anchored = 0
w_class = 1.0
force = 0.0
throwforce = 0.0
throw_speed = 1
throw_range = 20
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
user.drop_item()
src.throw_at(target, throw_range, throw_speed)
/obj/effect/stop
var/victim = null
icon_state = "empty"
name = "Geas"
desc = "You can't resist."
// name = ""
/obj/effect/spawner
name = "object spawner"