Merge commit '7075a65df022bc0eae0c3fe6ff501b1bce449cdd' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-05-01

# Conflicts:
#	code/modules/mob/living/simple_animal/animals/giant_spider.dm
#	html/changelogs/.all_changelog.yml
This commit is contained in:
Leshana
2018-05-10 13:48:20 -04:00
38 changed files with 487 additions and 4230 deletions
@@ -455,4 +455,4 @@ datum/gear/suit/duster
/datum/gear/suit/snowsuit/cargo
display_name = "snowsuit, supply"
path = /obj/item/clothing/suit/storage/snowsuit/cargo
allowed_roles = list("Quartermaster","shaft Miner","Cargo Technician","Head of Personnel")
allowed_roles = list("Quartermaster","Shaft Miner","Cargo Technician","Head of Personnel")
+1 -1
View File
@@ -60,7 +60,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
var/list/possible_events = list()
for(var/datum/event_meta/EM in available_events)
var/event_weight = get_weight(EM, active_with_role)
if(event_weight)
if(event_weight > 0)
possible_events[EM] = event_weight
if(possible_events.len == 0)
@@ -49,10 +49,7 @@
qdel(src)
/mob/living/simple_animal/hostile/mimic/MouseEntered(location, control, params)
..()
closeToolTip(usr)
// ideally, we'd remove the code in ..() that opens the tooltip,
// but then we'd need to duplicate all the other code in ..()
return // Do not call parent: Mimics shouldn't have tooltips!
//
// Crate Mimic
@@ -84,13 +84,16 @@ Nurse Family
var/atom/cocoon_target
var/egg_inject_chance = 5
// VOREStation Edit - Keep Nurse Hat Spiders
/mob/living/simple_animal/hostile/giant_spider/nurse/medical
/mob/living/simple_animal/hostile/giant_spider/nurse/hat
desc = "Furry and beige, it makes you shudder to look at it. This one has brilliant green eyes and a tiny nurse hat."
icon_state = "nursemed"
icon_living = "nursemed"
icon_dead = "nursemed_dead"
maxHealth = 50
health = 50
// VOREStation Edit
melee_damage_lower = 8
melee_damage_upper = 16
poison_type = "tramadol"
+16 -3
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@@ -2,9 +2,10 @@
/mob/new_player
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/spawning = 0 //Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/totalPlayersReady = 0
var/show_hidden_jobs = 0 //Show jobs that are set to "Never" in preferences
var/datum/browser/panel
universal_speak = 1
@@ -115,7 +116,7 @@
if(alert(src,"Are you sure you wish to observe? You will have to wait 1 minute before being able to respawn!","Player Setup","Yes","No") == "Yes")
if(!client) return 1
//Make a new mannequin quickly, and allow the observer to take the appearance
var/mob/living/carbon/human/dummy/mannequin = new()
client.prefs.dress_preview_mob(mannequin)
@@ -291,6 +292,10 @@
handle_server_news()
return
if(href_list["hidden_jobs"])
show_hidden_jobs = !show_hidden_jobs
LateChoices()
/mob/new_player/proc/handle_server_news()
if(!client)
return
@@ -421,10 +426,18 @@
dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
dat += "Choose from the following open/valid positions:<br>"
dat += "<a href='byond://?src=\ref[src];hidden_jobs=1'>[show_hidden_jobs ? "Hide":"Show"] Hidden Jobs.</a><br>"
for(var/datum/job/job in job_master.occupations)
if(job && IsJobAvailable(job.title))
// Checks for jobs with minimum age requirements
if(job.minimum_character_age && (client.prefs.age < job.minimum_character_age))
continue
// Checks for jobs set to "Never" in preferences //TODO: Figure out a better way to check for this
if(!(client.prefs.GetJobDepartment(job, 1) & job.flag))
if(!(client.prefs.GetJobDepartment(job, 2) & job.flag))
if(!(client.prefs.GetJobDepartment(job, 3) & job.flag))
if(!show_hidden_jobs && job.title != "Assistant") // Assistant is always an option
continue
var/active = 0
// Only players with the job assigned and AFK for less than 10 minutes count as active
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
+11 -1
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@@ -8,6 +8,9 @@
var/list/roundstart_weather_chances = list()
var/next_weather_shift = null
// Holds the weather icon, using vis_contents. Documentation says an /atom/movable is required for placing inside another atom's vis_contents.
var/atom/movable/weather_visuals/visuals = null
/datum/weather_holder/New(var/source)
..()
our_planet = source
@@ -15,6 +18,7 @@
var/datum/weather/W = allowed_weather_types[A]
if(istype(W))
W.holder = src
visuals = new()
/datum/weather_holder/proc/change_weather(var/new_weather)
var/old_light_modifier = null
@@ -41,7 +45,7 @@
current_weather.process_effects()
/datum/weather_holder/proc/update_icon_effects()
our_planet.needs_work |= PLANET_PROCESS_WEATHER
visuals.icon_state = current_weather.icon_state
/datum/weather_holder/proc/update_temperature()
temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
@@ -65,3 +69,9 @@
/datum/weather/proc/process_effects()
return
// All this does is hold the weather icon.
/atom/movable/weather_visuals
icon = 'icons/effects/weather.dmi'
mouse_opacity = 0
plane = PLANE_PLANETLIGHTING
+1 -1
View File
@@ -161,7 +161,7 @@
layer = ABOVE_MOB_LAYER
use_power = 2
idle_power_usage = 2
active_power_usage = 20
active_power_usage = 10 // Previously 20.
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = 0 // 1 if on, 0 if off
var/brightness_range = 10 // luminosity when on, also used in power calculation // VOREStation Edit - Put light range back how it was for now.
@@ -472,7 +472,7 @@
/obj/item/ammo_magazine/m44
name = "magazine (.44)"
icon_state = "44"
icon_state = "m44"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = ".44"
@@ -41,6 +41,9 @@
update_icon()
/obj/item/weapon/gun/projectile/shotgun/pump/slug
ammo_type = /obj/item/ammo_casing/a12g
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
desc = "Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders. Uses 12g rounds."
+2 -2
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@@ -5,8 +5,8 @@
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "fdiffuser_on"
use_power = 2
idle_power_usage = 100
active_power_usage = 2000
idle_power_usage = 25 // Previously 100.
active_power_usage = 500 // Previously 2000
anchored = 1
density = 0
level = 1
@@ -19,6 +19,20 @@
else
set_light(3, 3, "#33CC33")
/obj/machinery/crystal/alt
name = "Crystal"
icon = 'icons/obj/mining.dmi'
icon_state = "crystal"
density = TRUE
anchored = TRUE
/obj/machinery/crystal/alt/New()
if(prob(50))
icon_state = "crystal2"
set_light(3, 3, "#CC00CC")
else
set_light(3, 3, "#33CC33")
/obj/machinery/crystal/ice //slightly more thematic crystals
name = "ice crystal"
desc = "A large crystalline ice formation."