Merge pull request #7265 from Zuhayr/dev-freeze

Dev-freeze fixes.
This commit is contained in:
Ccomp5950
2014-12-07 19:39:40 -05:00
25 changed files with 134 additions and 137 deletions
+16 -5
View File
@@ -531,20 +531,31 @@ As such, it's hard-coded for now. No reason for it not to be, really.
else
equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
var/obj/item/weapon/rig/light/ninja/ninjasuit = new(src)
// Make sure the ninja can actually equip the suit.
if(src.dna && src.dna.unique_enzymes)
src << "<span class='warning'>Suit hardware locked to your DNA hash.</span>"
ninjasuit.locked_dna = src.dna.unique_enzymes
spawn(10)
src << "<span class='warning'>Suit hardware locked to your DNA hash.</span>"
else
ninjasuit.req_access = list()
equip_to_slot_or_del(ninjasuit,slot_back)
if(istype(wear_suit,/obj/item/weapon/rig))
var/obj/item/weapon/rig/rig = wear_suit
if(rig.air_supply)
internal = rig.air_supply
if(!internal && s_store)
internal = s_store
if(internal)
internals.icon_state = "internal1"
spawn(10)
ninjasuit.toggle_seals(src,1)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(src), slot_s_store)
return 1
return 1
+10 -45
View File
@@ -27,16 +27,14 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_medical_officer(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/heads/cmo(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/cmo(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/cmo(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
/datum/job/doctor
title = "Medical Doctor"
@@ -54,6 +52,8 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(H), slot_l_hand)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
@@ -90,14 +90,12 @@
else
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/medical(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/device/pda/medical(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
return 1
@@ -123,13 +121,13 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chemist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/chemist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/chemist(H), slot_wear_suit)
switch(H.backbag)
if(1) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/chemistry(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_chem(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/chemist(H), slot_wear_suit)
return 1
@@ -153,48 +151,15 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/geneticist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/geneticist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/genetics(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
switch(H.backbag)
if(1) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/genetics(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_gen(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
/*/datum/job/virologist
title = "Virologist"
flag = VIROLOGIST
department_flag = MEDSCI
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
access = list(access_medical, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
minimal_access = list(access_medical, access_virology)
alt_titles = list("Pathologist","Microbiologist")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/virologist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/viro(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(H), slot_wear_mask)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/virologist(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/genetics(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1*/
return 1
/datum/job/psychiatrist
title = "Psychiatrist"
@@ -224,10 +189,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/psych/turtleneck(H), slot_w_uniform)
else
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/medical(H), slot_belt)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
+5 -7
View File
@@ -25,7 +25,6 @@
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/research_director(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/heads/rd(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand)
switch(H.backbag)
if(1) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
@@ -33,6 +32,7 @@
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_tox(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
return 1
@@ -58,13 +58,13 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/science(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/science(H), slot_wear_suit)
switch(H.backbag)
if(1) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/toxins(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_tox(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/science(H), slot_wear_suit)
return 1
@@ -89,16 +89,15 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/science(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/science(H), slot_wear_suit)
switch(H.backbag)
if(1) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/toxins(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_tox(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat/science(H), slot_wear_suit)
return 1
/datum/job/roboticist
title = "Roboticist"
flag = ROBOTICIST
@@ -122,11 +121,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/roboticist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/roboticist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
// H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(H), slot_l_hand)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
return 1
+5 -10
View File
@@ -106,17 +106,8 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/det(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/detective(H), slot_belt)
/* var/obj/item/clothing/mask/cigarette/CIG = new /obj/item/clothing/mask/cigarette(H)
CIG.light("")
H.equip_to_slot_or_del(CIG, slot_wear_mask) */
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
if(H.mind.role_alt_title && H.mind.role_alt_title == "Forensic Technician")
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/forensics/blue(H), slot_wear_suit)
else
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/flame/lighter/zippo(H), slot_l_store)
if(H.backbag == 1)//Why cant some of these things spawn in his office?
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/evidence(H), slot_l_hand)
@@ -125,7 +116,11 @@
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/evidence(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/device/detective_scanner(H), slot_in_backpack)
if(H.mind.role_alt_title && H.mind.role_alt_title == "Forensic Technician")
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/forensics/blue(H), slot_wear_suit)
else
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(H), slot_head)
return 1
+5 -4
View File
@@ -379,16 +379,17 @@ var/global/datum/controller/occupations/job_master
continue
if(G.slot && !(G.slot in custom_equip_slots))
if(H.equip_to_slot_or_del(new G.path(H), G.slot))
// This is a miserable way to fix the loadout overwrite bug, but the alternative requires
// adding an arg to a bunch of different procs. Will look into it after this merge. ~ Z
if(G.slot == slot_wear_mask || G.slot == slot_wear_suit || G.slot == slot_head)
custom_equip_leftovers += thing
else if(H.equip_to_slot_or_del(new G.path(H), G.slot))
H << "\blue Equipping you with [thing]!"
custom_equip_slots.Add(G.slot)
else
custom_equip_leftovers.Add(thing)
else
spawn_in_storage += thing
//Equip job items.
job.equip(H)
job.apply_fingerprints(H)
+1 -1
View File
@@ -341,7 +341,7 @@
if(slot_w_uniform)
if(H.w_uniform)
return 0
if(H.wear_suit)
if(H.wear_suit && (H.wear_suit.body_parts_covered & src.body_parts_covered))
if(!disable_warning)
H << "<span class='warning'>\The [H.wear_suit] is in the way.</span>"
return 0
+1 -1
View File
@@ -67,7 +67,7 @@
/obj/item/device/aicard/Topic(href, href_list)
var/mob/U = usr
if (!(get_turf(U) == get_turf(src)) || U.machine != src)//If they are not in range of 1 or less or their machine is not the card (ie, clicked on something else).
if (get_dist(get_turf(U),get_turf(src)) > 1 || U.machine != src)//If they are not in range of 1 or less or their machine is not the card (ie, clicked on something else).
U << browse(null, "window=aicard")
U.unset_machine()
return
-2
View File
@@ -460,8 +460,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninjastart.len == 0)
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
@@ -138,11 +138,15 @@
if(ai_card)
if(istype(ai_card, /obj/item/device/aicard))
if(integrated_ai && integrated_ai.client)
if(integrated_ai && !integrated_ai.stat)
if(user)
user << "<span class='danger'>You cannot eject your currently stored AI. Purge it manually.</span>"
return 0
del(ai_card)
user << "<span class='danger'>You purge the remaining scraps of data from your previous AI, freeing it for use.</span>"
if(integrated_ai)
integrated_ai.ghostize()
del(integrated_ai)
if(ai_card) del(ai_card)
else if(user)
user.put_in_hands(ai_card)
else
@@ -58,7 +58,9 @@
desc = "You think it's called an Elder Sarsparilla or something."
interface_name = "Alden-Saraspova counter"
interface_desc = "An exotic particle detector commonly used by xenoarchaeologists."
selectable = 1
engage_string = "Begin Scan"
usable = 1
selectable = 0
device_type = /obj/item/device/ano_scanner
/obj/item/rig_module/device/orescanner
@@ -66,12 +68,9 @@
desc = "A clunky old ore scanner."
interface_name = "ore detector"
interface_desc = "A sonar system for detecting large masses of ore."
engage_string = "Begin Scan"
usable = 1
selectable = 0
device_type = /obj/item/weapon/mining_scanner
/obj/item/rig_module/device/rcd
+1 -1
View File
@@ -25,7 +25,7 @@
/datum/seed/proc/request_player(var/mob/living/host)
if(!host) return
for(var/mob/dead/observer/O in player_list)
if(jobban_isbanned(O, "Dionaea") || (!is_alien_whitelisted(O, "Diona") && config.usealienwhitelist))
if(jobban_isbanned(O, "Dionaea"))
continue
if(O.client)
if(O.client.prefs.be_special & BE_PLANT && !(O.client in currently_querying))
+11 -8
View File
@@ -8,7 +8,7 @@
//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
//Or someone snoring. So we make it where they won't hear it.
return
//make sure the air can transmit speech - hearer's side
var/turf/T = get_turf(src)
if (T)
@@ -16,22 +16,22 @@
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE && get_dist(speaker, src) > 1)
return
if (pressure < ONE_ATMOSPHERE*0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
italics = 1
sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
if(sleeping || stat == 1)
hear_sleep(message)
return
var/style = "body"
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if (language && (language.flags & NONVERBAL))
if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
@@ -89,11 +89,14 @@
if (language && (language.flags & NONVERBAL))
if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
if(S.speak && S.speak.len)
message = pick(S.speak)
else
return
else
message = stars(message)
@@ -173,7 +176,7 @@
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
if(!client)
return
if(say_understands(speaker, language))
message = "<B>[src]</B> [verb], \"[message]\""
else
+1
View File
@@ -58,6 +58,7 @@
desc = "It's a tiny plant critter."
icon_state = "nymph"
origin_tech = "magnets=3;biotech=5"
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
/obj/item/weapon/holder/drone
name = "maintenance drone"
+1 -1
View File
@@ -81,7 +81,7 @@
ask_verb = "creels"
exclaim_verb = "SHRIEKS"
colour = "vox"
key = "v"
key = "5"
flags = RESTRICTED
/datum/language/diona
@@ -12,8 +12,8 @@
var/list/donors = list()
var/last_checked_stage = 0
universal_understand = 0 // Dionaea do not need to speak to people
universal_speak = 0 // before becoming an adult. Use *chirp.
universal_understand = 1
universal_speak = 0 // Dionaea do not need to speak to people other than other dionaea.
holder_type = /obj/item/weapon/holder/diona
/mob/living/carbon/alien/diona/New()
@@ -5,6 +5,9 @@
set name = "Merge with gestalt"
set desc = "Merge with another diona."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if(istype(src.loc,/mob/living/carbon))
src.verbs -= /mob/living/carbon/alien/diona/proc/merge
return
@@ -40,6 +43,9 @@
set name = "Split from gestalt"
set desc = "Split away from your gestalt as a lone nymph."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if(!(istype(src.loc,/mob/living/carbon)))
src.verbs -= /mob/living/carbon/alien/diona/proc/split
return
@@ -64,6 +70,9 @@
set name = "Steal Blood"
set desc = "Take a blood sample from a suitable donor."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
var/list/choices = list()
for(var/mob/living/carbon/human/H in oview(1,src))
if(src.Adjacent(H))
+5 -5
View File
@@ -61,28 +61,28 @@
silent = 0
else
updatehealth()
handle_stunned()
handle_weakened()
if(health <= 0)
death()
blinded = 1
silent = 0
return 1
if(paralysis)
AdjustParalysis(-1)
if(paralysis && paralysis > 0)
handle_paralysed()
blinded = 1
stat = UNCONSCIOUS
if(halloss > 0)
adjustHalLoss(-3)
else if(sleeping)
if(sleeping)
adjustHalLoss(-3)
if (mind)
if((mind.active && client != null) || immune_to_ssd)
sleeping = max(sleeping-1, 0)
blinded = 1
stat = UNCONSCIOUS
else if(resting)
if(halloss > 0)
adjustHalLoss(-3)
@@ -6,6 +6,9 @@
set name = "Fertilize plant"
set desc = "Turn your food into nutrients for plants."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
var/list/trays = list()
for(var/obj/machinery/portable_atmospherics/hydroponics/tray in range(1))
if(tray.nutrilevel < 10 && src.Adjacent(tray))
@@ -25,6 +28,9 @@
set name = "Eat Weeds"
set desc = "Clean the weeds out of soil or a hydroponics tray."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
var/list/trays = list()
for(var/obj/machinery/portable_atmospherics/hydroponics/tray in range(1))
if(tray.weedlevel > 0 && src.Adjacent(tray))
+2 -1
View File
@@ -457,8 +457,9 @@
set name = "Resist"
set category = "IC"
if(!isliving(usr) || usr.next_move > world.time)
if(usr.stat || !isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
var/mob/living/L = usr
+7 -1
View File
@@ -2,14 +2,20 @@
set name = "Crawl through Vent"
set desc = "Enter an air vent and crawl through the pipe system."
set category = "Abilities"
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
handle_ventcrawl()
return
/mob/living/proc/hide()
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
set category = "Abilities"
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if (layer != TURF_LAYER+0.2)
layer = TURF_LAYER+0.2
src << text("\blue You are now hiding.")
+5 -5
View File
@@ -13,7 +13,7 @@ var/list/department_radio_keys = list(
":t" = "Mercenary", "#t" = "Mercenary", ".t" = "Mercenary",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":v" = "Service", "#v" = "Service", ".v" = "Service",
":o" = "AI Private", "#o" = "AI Private", ".o" = "AI Private",
":p" = "AI Private", "#p" = "AI Private", ".p" = "AI Private",
":R" = "right ear", "#R" = "right ear", ".R" = "right ear",
":L" = "left ear", "#L" = "left ear", ".L" = "left ear",
@@ -28,7 +28,7 @@ var/list/department_radio_keys = list(
":T" = "Mercenary", "#T" = "Mercenary", ".T" = "Mercenary",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":V" = "Service", "#V" = "Service", ".V" = "Service",
":O" = "AI Private", "#O" = "AI Private", ".O" = "AI Private",
":P" = "AI Private", "#P" = "AI Private", ".P" = "AI Private",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
@@ -91,7 +91,7 @@ proc/get_radio_key_from_channel(var/channel)
if (speaking.flags & SIGNLANG)
return say_signlang(message, pick(speaking.signlang_verb), speaking)
var/list/listening = list()
var/list/listening_obj = list()
@@ -101,11 +101,11 @@ proc/get_radio_key_from_channel(var/channel)
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
message_range = 1
if (pressure < ONE_ATMOSPHERE*0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
italics = 1
sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
var/list/hear = hear(message_range, T)
var/list/hearturfs = list()
+32 -32
View File
@@ -11,7 +11,7 @@ nanoui is used to open and update nano browser uis
#define STATUS_UPDATE 1 // ORANGE Visability
#define STATUS_DISABLED 0 // RED Visability
/datum/nanoui
/datum/nanoui
// the user who opened this ui
var/mob/user
// the object this ui "belongs" to
@@ -103,13 +103,13 @@ nanoui is used to open and update nano browser uis
add_script("libraries.min.js") // A JS file comprising of jQuery, doT.js and jQuery Timer libraries (compressed together)
add_script("nano_utility.js") // The NanoUtility JS, this is used to store utility functions.
add_script("nano_template.js") // The NanoTemplate JS, this is used to render templates.
add_script("nano_state_manager.js") // The NanoStateManager JS, it handles updates from the server and passes data to the current state
add_script("nano_state.js") // The NanoState JS, this is the base state which all states must inherit from
add_script("nano_state_default.js") // The NanoStateDefault JS, this is the "default" state (used by all UIs by default), which inherits from NanoState
add_script("nano_state_manager.js") // The NanoStateManager JS, it handles updates from the server and passes data to the current state
add_script("nano_state.js") // The NanoState JS, this is the base state which all states must inherit from
add_script("nano_state_default.js") // The NanoStateDefault JS, this is the "default" state (used by all UIs by default), which inherits from NanoState
add_script("nano_base_callbacks.js") // The NanoBaseCallbacks JS, this is used to set up (before and after update) callbacks which are common to all UIs
add_script("nano_base_helpers.js") // The NanoBaseHelpers JS, this is used to set up template helpers which are common to all UIs
add_stylesheet("shared.css") // this CSS sheet is common to all UIs
add_stylesheet("icons.css") // this CSS sheet is common to all UIs
add_stylesheet("icons.css") // this CSS sheet is common to all UIs
/**
* Set the current status (also known as visibility) of this ui.
@@ -127,7 +127,7 @@ nanoui is used to open and update nano browser uis
update()
else
status = state
if (push_update || status == 0)
if (push_update || status == 0)
push_data(null, 1) // Update the UI, force the update in case the status is 0, data is null so that previous data is used
/**
@@ -138,7 +138,7 @@ nanoui is used to open and update nano browser uis
* @return nothing
*/
/datum/nanoui/proc/update_status(var/push_update = 0)
if (istype(user, /mob/living/silicon/ai))
if (istype(user, /mob/living/silicon/ai) || (get_dist(get_turf(user),get_turf(src_object)) <= 1))
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else if (istype(user, /mob/living/silicon/robot))
if (src_object in view(7, user)) // robots can see and interact with things they can see within 7 tiles
@@ -151,12 +151,12 @@ nanoui is used to open and update nano browser uis
if (dist > 4)
close()
return
if ((allowed_user_stat > -1) && (user.stat > allowed_user_stat))
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
else if (user.restrained() || user.lying)
set_status(STATUS_UPDATE, push_update) // update only (orange visibility)
else if (istype(src_object, /obj/item/device/uplink/hidden)) // You know what if they have the uplink open let them use the UI
else if (istype(src_object, /obj/item/device/uplink/hidden)) // You know what if they have the uplink open let them use the UI
set_status(STATUS_INTERACTIVE, push_update) // Will build in distance checks on the topics for sanity.
else if (!(src_object in view(4, user))) // If the src object is not in visable, set status to 0
set_status(STATUS_DISABLED, push_update) // interactive (green visibility)
@@ -203,7 +203,7 @@ nanoui is used to open and update nano browser uis
"showMap" = show_map,
"mapZLevel" = map_z_level,
"user" = list("name" = user.name)
)
)
return config_data
/**
@@ -215,12 +215,12 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/get_send_data(var/list/data)
var/list/config_data = get_config_data()
var/list/send_data = list("config" = config_data)
if (!isnull(data))
send_data["data"] = data
return send_data
/**
@@ -267,11 +267,11 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/add_template(key, filename)
templates[key] = filename
/**
* Set the layout key for use in the frontend Javascript
* The layout key is the basic layout key for the page
* Two files are loaded on the client based on the layout key varable:
* Two files are loaded on the client based on the layout key varable:
* -> a template in /nano/templates with the filename "layout_<layout_key>.tmpl
* -> a CSS stylesheet in /nano/css with the filename "layout_<layout_key>.css
*
@@ -301,7 +301,7 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/set_auto_update_content(nstate)
auto_update_content = nstate
/**
* Set the state key for use in the frontend Javascript
*
@@ -310,8 +310,8 @@ nanoui is used to open and update nano browser uis
* @return nothing
*/
/datum/nanoui/proc/set_state_key(nstate_key)
state_key = nstate_key
state_key = nstate_key
/**
* Toggle showing the map ui
*
@@ -321,7 +321,7 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/set_show_map(nstate)
show_map = nstate
/**
* Toggle showing the map ui
*
@@ -352,15 +352,15 @@ nanoui is used to open and update nano browser uis
// before the UI opens, add the layout files based on the layout key
add_stylesheet("layout_[layout_key].css")
add_template("layout", "layout_[layout_key].tmpl")
var/head_content = ""
for (var/filename in scripts)
head_content += "<script type='text/javascript' src='[filename]'></script> "
for (var/filename in stylesheets)
head_content += "<link rel='stylesheet' type='text/css' href='[filename]'> "
var/template_data_json = "{}" // An empty JSON object
if (templates.len > 0)
template_data_json = list2json(templates)
@@ -378,7 +378,7 @@ nanoui is used to open and update nano browser uis
<script type='text/javascript'>
function receiveUpdateData(jsonString)
{
// We need both jQuery and NanoStateManager to be able to recieve data
// We need both jQuery and NanoStateManager to be able to recieve data
// At the moment any data received before those libraries are loaded will be lost
if (typeof NanoStateManager != 'undefined' && typeof jQuery != 'undefined')
{
@@ -388,7 +388,7 @@ nanoui is used to open and update nano browser uis
</script>
[head_content]
</head>
<body scroll=auto data-template-data='[template_data_json]' data-url-parameters='[url_parameters_json]' data-initial-data='[initial_data_json]'>
<body scroll=auto data-template-data='[template_data_json]' data-url-parameters='[url_parameters_json]' data-initial-data='[initial_data_json]'>
<div id='uiLayout'>
</div>
<noscript>
@@ -407,8 +407,8 @@ nanoui is used to open and update nano browser uis
*
* @return nothing
*/
/datum/nanoui/proc/open()
/datum/nanoui/proc/open()
var/window_size = ""
if (width && height)
window_size = "size=[width]x[height];"
@@ -453,7 +453,7 @@ nanoui is used to open and update nano browser uis
return // Cannot update UI, no visibility
var/list/send_data = get_send_data(data)
//user << list2json(data) // used for debugging
user << output(list2params(list(list2json(send_data))),"[window_id].browser:receiveUpdateData")
@@ -468,13 +468,13 @@ nanoui is used to open and update nano browser uis
update_status(0) // update the status
if (status != STATUS_INTERACTIVE || user != usr) // If UI is not interactive or usr calling Topic is not the UI user
return
// This is used to toggle the nano map ui
var/map_update = 0
if(href_list["showMap"])
set_show_map(text2num(href_list["showMap"]))
map_update = 1
if(href_list["mapZLevel"])
set_map_z_level(text2num(href_list["mapZLevel"]))
map_update = 1
@@ -494,12 +494,12 @@ nanoui is used to open and update nano browser uis
if (!src_object || !user)
close()
return
if (status && (update || is_auto_updating))
update() // Update the UI (update_status() is called whenever a UI is updated)
else
update_status(1) // Not updating UI, so lets check here if status has changed
/**
* Update the UI
*
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