Files
CHOMPStation2/code/game/algorithm.dm
elly1989@rocketmail.com 515d422b66 Fixed dust() and gib() leaving invisible overlays everywhere
Fixed deaths at the end of nuke rounds, optimised the code a little

gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.

Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round.

Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access.

getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins.

runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself)

ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs.

PHEW


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3509 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-26 00:50:18 +00:00

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/world/New()
..()
diary = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")].log")
diary << {"
Starting up. [time2text(world.timeofday, "hh:mm.ss")]
---------------------
"}
diaryofmeanpeople = file("data/logs/[time2text(world.realtime, "YYYY/MM-Month/DD-Day")] Attack.log")
diaryofmeanpeople << {"
Starting up. [time2text(world.timeofday, "hh:mm.ss")]
---------------------
"}
jobban_loadbanfile()
jobban_updatelegacybans()
LoadBans()
process_teleport_locs() //Sets up the wizard teleport locations
process_ghost_teleport_locs() //Sets up ghost teleport locations.
sleep_offline = 1
if (config.kick_inactive)
spawn(30)
KickInactiveClients()
/world/proc/KickInactiveClients()
for(var/client/C)
if(!C.holder && ((C.inactivity/10)/60) >= 10)
if(C.mob)
if(!istype(C.mob, /mob/dead/))
log_access("AFK: [key_name(C)]")
C << "\red You have been inactive for more than 10 minutes and have been disconnected."
C.mob.logged_in = 0
del(C)
spawn(3000) KickInactiveClients()//more or less five minutes
/// EXPERIMENTAL STUFF
// This function counts a passed job.
proc/countJob(rank)
var/jobCount = 0
for(var/mob/H in world)
if(H.mind && H.mind.assigned_role == rank)
jobCount++
return jobCount
/mob/living/carbon/human/var/const
slot_back = 1
slot_wear_mask = 2
slot_handcuffed = 3
slot_l_hand = 4
slot_r_hand = 5
slot_belt = 6
slot_wear_id = 7
slot_ears = 8
slot_glasses = 9
slot_gloves = 10
slot_head = 11
slot_shoes = 12
slot_wear_suit = 13
slot_w_uniform = 14
slot_l_store = 15
slot_r_store = 16
slot_s_store = 17
slot_in_backpack = 18
slot_h_store = 19
/mob/living/carbon/human/proc/equip_in_one_of_slots(obj/item/W, list/slots, del_on_fail = 1)
for (var/slot in slots)
if (equip_if_possible(W, slots[slot], del_on_fail = 0))
return slot
if (del_on_fail)
del(W)
return null
/mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, del_on_fail = 1) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
//warning: icky code
var/equipped = 0
if((slot == l_store || slot == r_store || slot == belt || slot == wear_id) && !src.w_uniform)
del(W)
return
if(slot == s_store && !src.wear_suit)
del(W)
return
if(slot == h_store && !src.head)
del(W)
return
switch(slot)
if(slot_back)
if(!src.back)
src.back = W
equipped = 1
if(slot_wear_mask)
if(!src.wear_mask)
src.wear_mask = W
equipped = 1
if(slot_handcuffed)
if(!src.handcuffed)
src.handcuffed = W
equipped = 1
if(slot_l_hand)
if(!src.l_hand)
src.l_hand = W
equipped = 1
if(slot_r_hand)
if(!src.r_hand)
src.r_hand = W
equipped = 1
if(slot_belt)
if(!src.belt)
src.belt = W
equipped = 1
if(slot_wear_id)
if(!src.wear_id)
src.wear_id = W
equipped = 1
if(slot_ears)
if(!src.ears)
src.ears = W
equipped = 1
if(slot_glasses)
if(!src.glasses)
src.glasses = W
equipped = 1
if(slot_gloves)
if(!src.gloves)
src.gloves = W
equipped = 1
if(slot_head)
if(!src.head)
src.head = W
equipped = 1
if(slot_shoes)
if(!src.shoes)
src.shoes = W
equipped = 1
if(slot_wear_suit)
if(!src.wear_suit)
src.wear_suit = W
equipped = 1
if(slot_w_uniform)
if(!src.w_uniform)
src.w_uniform = W
equipped = 1
if(slot_l_store)
if(!src.l_store)
src.l_store = W
equipped = 1
if(slot_r_store)
if(!src.r_store)
src.r_store = W
equipped = 1
if(slot_s_store)
if(!src.s_store)
src.s_store = W
equipped = 1
if(slot_in_backpack)
if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = src.back
if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
W.loc = B
equipped = 1
if(slot_h_store)
if(!src.h_store)
src.h_store = W
equipped = 1
if(equipped)
W.layer = 20
else
if (del_on_fail)
del(W)
return equipped
/proc/AutoUpdateAI(obj/subject)
if (subject!=null)
for(var/mob/living/silicon/ai/M in world)
if ((M.client && M.machine == subject))
subject.attack_ai(M)
/proc/AutoUpdateTK(obj/subject)
if (subject!=null)
for(var/obj/item/tk_grab/T in world)
if (T.host)
var/mob/M = T.host
if(M.client && M.machine == subject)
subject.attack_hand(M)