mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
239 lines
7.0 KiB
Plaintext
239 lines
7.0 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.forceMove(pick(latejoin))
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/effect/beam
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name = "beam"
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density = 0
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unacidable = 1//Just to be sure.
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var/def_zone
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flags = PROXMOVE
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/*
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* 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
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*/
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/var/list/acting_rank_prefixes = list("acting", "temporary", "interim", "provisional")
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/proc/make_list_rank(rank)
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for(var/prefix in acting_rank_prefixes)
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if(findtext(rank, "[prefix] ", 1, 2+length(prefix)))
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return copytext(rank, 2+length(prefix))
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return rank
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/*
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We can't just insert in HTML into the nanoUI so we need the raw data to play with.
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Instead of creating this list over and over when someone leaves their PDA open to the page
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we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change
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using /datum/datacore/proc/manifest_inject( ), or manifest_insert( )
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*/
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var/global/list/PDA_Manifest = list()
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/datum/datacore/proc/get_manifest_list()
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if(PDA_Manifest.len)
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return
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var/list/heads = list()
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var/list/sec = list()
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var/list/eng = list()
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var/list/med = list()
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var/list/sci = list()
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var/list/car = list()
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var/list/pla = list() // Planetside crew: Explorers, Pilots, S&S
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var/list/civ = list()
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var/list/bot = list()
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var/list/misc = list()
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for(var/datum/data/record/t in data_core.general)
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var/name = sanitize(t.fields["name"])
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var/rank = sanitize(t.fields["rank"])
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var/real_rank = make_list_rank(t.fields["real_rank"])
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var/isactive = t.fields["p_stat"]
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var/department = 0
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var/depthead = 0 // Department Heads will be placed at the top of their lists.
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if(real_rank in command_positions)
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heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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depthead = 1
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if(rank=="Colony Director" && heads.len != 1)
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heads.Swap(1,heads.len)
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if(real_rank in security_positions)
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sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sec.len != 1)
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sec.Swap(1,sec.len)
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if(real_rank in engineering_positions)
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eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && eng.len != 1)
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eng.Swap(1,eng.len)
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if(real_rank in medical_positions)
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med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && med.len != 1)
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med.Swap(1,med.len)
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if(real_rank in science_positions)
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sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sci.len != 1)
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sci.Swap(1,sci.len)
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if(real_rank in planet_positions)
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pla[++pla.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(real_rank in cargo_positions)
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car[++car.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && car.len != 1)
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car.Swap(1,car.len)
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if(real_rank in civilian_positions)
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civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && civ.len != 1)
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civ.Swap(1,civ.len)
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if(real_rank in nonhuman_positions)
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bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(!department && !(name in heads))
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misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
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// Synthetics don't have actual records, so we will pull them from here.
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// 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
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for(var/mob/living/silicon/ai/ai in mob_list)
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bot[++bot.len] = list("name" = ai.real_name, "rank" = "Artificial Intelligence", "active" = "Active")
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for(var/mob/living/silicon/robot/robot in mob_list)
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// No combat/syndicate cyborgs, no drones, and no AI shells.
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if(robot.scrambledcodes || robot.shell || (robot.module && robot.module.hide_on_manifest))
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continue
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bot[++bot.len] = list("name" = robot.real_name, "rank" = "[robot.modtype] [robot.braintype]", "active" = "Active")
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PDA_Manifest = list(
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list("cat" = "Command", "elems" = heads),
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list("cat" = "Security", "elems" = sec),
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list("cat" = "Engineering", "elems" = eng),
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list("cat" = "Medical", "elems" = med),
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list("cat" = "Science", "elems" = sci),
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list("cat" = "Cargo", "elems" = car),
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list("cat" = "Exploration", "elems" = pla), // VOREStation Edit
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list("cat" = "Civilian", "elems" = civ),
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list("cat" = "Silicon", "elems" = bot),
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list("cat" = "Miscellaneous", "elems" = misc)
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)
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return
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/structure/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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/obj/structure/showcase/sign
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name = "WARNING: WILDERNESS"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "wilderness1"
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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."
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "beachball"
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name = "beach ball"
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density = 0
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anchored = 0
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w_class = ITEMSIZE_LARGE
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed, user)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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