mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-22 04:22:40 +01:00
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:
@@ -455,4 +455,4 @@ datum/gear/suit/duster
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/datum/gear/suit/snowsuit/cargo
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display_name = "snowsuit, supply"
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path = /obj/item/clothing/suit/storage/snowsuit/cargo
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allowed_roles = list("Quartermaster","shaft Miner","Cargo Technician","Head of Personnel")
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allowed_roles = list("Quartermaster","Shaft Miner","Cargo Technician","Head of Personnel")
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@@ -60,7 +60,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
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var/list/possible_events = list()
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for(var/datum/event_meta/EM in available_events)
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var/event_weight = get_weight(EM, active_with_role)
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if(event_weight)
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if(event_weight > 0)
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possible_events[EM] = event_weight
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if(possible_events.len == 0)
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@@ -49,10 +49,7 @@
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qdel(src)
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/mob/living/simple_animal/hostile/mimic/MouseEntered(location, control, params)
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..()
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closeToolTip(usr)
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// ideally, we'd remove the code in ..() that opens the tooltip,
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// but then we'd need to duplicate all the other code in ..()
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return // Do not call parent: Mimics shouldn't have tooltips!
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//
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// Crate Mimic
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@@ -84,13 +84,16 @@ Nurse Family
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var/atom/cocoon_target
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var/egg_inject_chance = 5
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// VOREStation Edit - Keep Nurse Hat Spiders
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/mob/living/simple_animal/hostile/giant_spider/nurse/medical
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/mob/living/simple_animal/hostile/giant_spider/nurse/hat
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desc = "Furry and beige, it makes you shudder to look at it. This one has brilliant green eyes and a tiny nurse hat."
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icon_state = "nursemed"
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icon_living = "nursemed"
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icon_dead = "nursemed_dead"
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maxHealth = 50
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health = 50
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// VOREStation Edit
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melee_damage_lower = 8
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melee_damage_upper = 16
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poison_type = "tramadol"
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@@ -2,9 +2,10 @@
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/mob/new_player
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var/ready = 0
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var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
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var/totalPlayers = 0 //Player counts for the Lobby tab
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var/spawning = 0 //Referenced when you want to delete the new_player later on in the code.
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var/totalPlayers = 0 //Player counts for the Lobby tab
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var/totalPlayersReady = 0
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var/show_hidden_jobs = 0 //Show jobs that are set to "Never" in preferences
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var/datum/browser/panel
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universal_speak = 1
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@@ -115,7 +116,7 @@
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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")
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if(!client) return 1
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//Make a new mannequin quickly, and allow the observer to take the appearance
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var/mob/living/carbon/human/dummy/mannequin = new()
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client.prefs.dress_preview_mob(mannequin)
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@@ -291,6 +292,10 @@
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handle_server_news()
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return
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if(href_list["hidden_jobs"])
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show_hidden_jobs = !show_hidden_jobs
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LateChoices()
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/mob/new_player/proc/handle_server_news()
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if(!client)
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return
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@@ -421,10 +426,18 @@
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dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
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dat += "Choose from the following open/valid positions:<br>"
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dat += "<a href='byond://?src=\ref[src];hidden_jobs=1'>[show_hidden_jobs ? "Hide":"Show"] Hidden Jobs.</a><br>"
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for(var/datum/job/job in job_master.occupations)
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if(job && IsJobAvailable(job.title))
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// Checks for jobs with minimum age requirements
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if(job.minimum_character_age && (client.prefs.age < job.minimum_character_age))
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continue
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// Checks for jobs set to "Never" in preferences //TODO: Figure out a better way to check for this
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if(!(client.prefs.GetJobDepartment(job, 1) & job.flag))
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if(!(client.prefs.GetJobDepartment(job, 2) & job.flag))
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if(!(client.prefs.GetJobDepartment(job, 3) & job.flag))
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if(!show_hidden_jobs && job.title != "Assistant") // Assistant is always an option
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continue
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var/active = 0
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// Only players with the job assigned and AFK for less than 10 minutes count as active
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for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
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@@ -8,6 +8,9 @@
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var/list/roundstart_weather_chances = list()
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var/next_weather_shift = null
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// Holds the weather icon, using vis_contents. Documentation says an /atom/movable is required for placing inside another atom's vis_contents.
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var/atom/movable/weather_visuals/visuals = null
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/datum/weather_holder/New(var/source)
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..()
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our_planet = source
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@@ -15,6 +18,7 @@
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var/datum/weather/W = allowed_weather_types[A]
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if(istype(W))
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W.holder = src
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visuals = new()
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/datum/weather_holder/proc/change_weather(var/new_weather)
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var/old_light_modifier = null
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@@ -41,7 +45,7 @@
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current_weather.process_effects()
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/datum/weather_holder/proc/update_icon_effects()
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our_planet.needs_work |= PLANET_PROCESS_WEATHER
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visuals.icon_state = current_weather.icon_state
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/datum/weather_holder/proc/update_temperature()
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temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
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@@ -65,3 +69,9 @@
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/datum/weather/proc/process_effects()
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return
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// All this does is hold the weather icon.
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/atom/movable/weather_visuals
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icon = 'icons/effects/weather.dmi'
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mouse_opacity = 0
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plane = PLANE_PLANETLIGHTING
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@@ -161,7 +161,7 @@
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layer = ABOVE_MOB_LAYER
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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active_power_usage = 10 // Previously 20.
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/brightness_range = 10 // luminosity when on, also used in power calculation // VOREStation Edit - Put light range back how it was for now.
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@@ -472,7 +472,7 @@
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/obj/item/ammo_magazine/m44
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name = "magazine (.44)"
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icon_state = "44"
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icon_state = "m44"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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caliber = ".44"
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@@ -41,6 +41,9 @@
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/pump/slug
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ammo_type = /obj/item/ammo_casing/a12g
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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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."
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@@ -5,8 +5,8 @@
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icon = 'icons/obj/machines/shielding.dmi'
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icon_state = "fdiffuser_on"
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use_power = 2
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idle_power_usage = 100
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active_power_usage = 2000
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idle_power_usage = 25 // Previously 100.
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active_power_usage = 500 // Previously 2000
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anchored = 1
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density = 0
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level = 1
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@@ -19,6 +19,20 @@
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else
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set_light(3, 3, "#33CC33")
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/obj/machinery/crystal/alt
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name = "Crystal"
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icon = 'icons/obj/mining.dmi'
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icon_state = "crystal"
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density = TRUE
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anchored = TRUE
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/obj/machinery/crystal/alt/New()
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if(prob(50))
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icon_state = "crystal2"
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set_light(3, 3, "#CC00CC")
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else
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set_light(3, 3, "#33CC33")
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/obj/machinery/crystal/ice //slightly more thematic crystals
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name = "ice crystal"
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desc = "A large crystalline ice formation."
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