refactors: inventory, mousedrag, stripping, species bodytypes, inventory HUD, and probably some unrelated things (#4092)

* start

* i hate people who pack shit into one file

* sigh

* regex

* inventory rework

* stubs

* regex

* this is insanity

* oh no

* backend moment

* a

* changes

* wild

* regexing

* changes

* put in hands

* more errorS

* attackby

* more helpers

* replacements

* wild

* fixes

* pain

* fxies

* fixes

* unneeded

* ape

* ape

* wild

* wild

* more

* wild

* there

* fixes

* fixes

* l

* wild

* more

* moer

* fixes

* enough for todayd

* regexing

* long time coming

* shaking and crying

* end me

* fixes

* fixes

* e

* fxies

* rig refactor moment

* fixes

* fixes

* fixes

* fixes

* out with the shitcode

* thanks git

* partial rig rewrite here we go

* more

* fixes

* WWWW

* ok

* wild

* bitfield defines

* nobludgeon

* pain

* pain

* fixes

* more

* wild

* wild

* fixes

* pain

* move behaviorsr

* fixes

* next up, finishing core procs

* y

* .

* time to finish this

* time to finish this

* propagate accessories

* hate this accursed engine

* hate this accursed engine

* pain

* more

* cancer

* epic

* genuinely hate

* wild

* that

* why

* circuitry is my bane

* y

* how

* sort

* logging

* logging

* im dying

* fixes

* next

* f

* more

* epic style

* fixes

* on meta

* fix

* wild

* uh

* quirky

* fixes

* agh

* pain

* fixes

* fix

* sigh

* a

* epic1

* fixes

* ugh

* epic

* fixes

* uhh.

* is this even a fix

* fix

* fixes

* fixes

* we love optimization

* wear over system

* correct

* worn over stuff

* just augments

* coggy

* implant magnetic catch

* implant magnetic catch

* fixe

* a

* g

* t

* fix

* fix

* wack!

* fix

* a

* semantics

* fix

* that

* fixes

* handle denesting

* w

* fixes

* e

* bugs

* fixes

* fixes

* unit tests

* absolutely wild

* fixes

* fix

* fix

* fixes

* on god this is bad

* fixes

* fixes

* fix

* fix

* wacky!

* fix

* wack

* manual

* fixes

* closets

* OOPS

* wack

* pain

* pain

* flags

* regex

* fixes

* wakc

* changes

* more

* augh

* more

* replaces

* more

* that

* acc

* acc

* fix

* fix

* fix

* oh woops that was important

* wack

* epic

Co-authored-by: fake_vm_user <fake_vm_user>
Co-authored-by: VM_USER <VM_USER>
This commit is contained in:
silicons
2022-07-29 00:20:47 -07:00
committed by GitHub
parent 154196e6c2
commit 934ad25bfe
848 changed files with 8013 additions and 7213 deletions

View File

@@ -173,14 +173,14 @@ var/datum/planet/classh/planet_classh = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")

View File

@@ -174,14 +174,14 @@ var/datum/planet/classm/planet_classm = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
@@ -226,14 +226,14 @@ var/datum/planet/classm/planet_classm = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")

View File

@@ -319,14 +319,14 @@ var/datum/planet/virgo3b/planet_virgo3b = null
continue // Are they indoors?
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
@@ -375,14 +375,14 @@ var/datum/planet/virgo3b/planet_virgo3b = null
// Lazy wind code
if(prob(10))
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
L.Stun(20) // This is not nearly as long as it seems
playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
@@ -391,14 +391,14 @@ var/datum/planet/virgo3b/planet_virgo3b = null
U.throw_at(get_edge_target_turf(U, pick(GLOB.alldirs)), 8, 1, L)
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, pick(effect_message))
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, pick(effect_message))
@@ -457,10 +457,10 @@ var/datum/planet/virgo3b/planet_virgo3b = null
// If they have an open umbrella, it'll guard from hail
var/obj/item/melee/umbrella/U
if(istype(H.get_active_hand(), /obj/item/melee/umbrella))
U = H.get_active_hand()
else if(istype(H.get_inactive_hand(), /obj/item/melee/umbrella))
U = H.get_inactive_hand()
if(istype(H.get_active_held_item(), /obj/item/melee/umbrella))
U = H.get_active_held_item()
else if(istype(H.get_inactive_held_item(), /obj/item/melee/umbrella))
U = H.get_inactive_held_item()
if(U && U.open)
if(show_message)
to_chat(H, pick(effect_message))

View File

@@ -173,14 +173,14 @@ var/datum/planet/classh/planet_classh = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")

View File

@@ -174,14 +174,14 @@ var/datum/planet/classm/planet_classm = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
@@ -226,14 +226,14 @@ var/datum/planet/classm/planet_classm = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")

View File

@@ -310,30 +310,33 @@ var/datum/planet/lythios43c/planet_lythios43c = null
// Lazy wind code
if(prob(10))
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
L.Stun(20) // This is not nearly as long as it seems
playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
L.drop_from_inventory(U)
U.toggle_umbrella()
U.throw_at(get_edge_target_turf(U, pick(GLOB.alldirs)), 8, 1, L)
if(L.drop_item_to_ground(U))
to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
U.toggle_umbrella()
U.throw_at(get_edge_target_turf(U, pick(GLOB.alldirs)), 8, 1, L)
else
to_chat(L, "<span class='notice'>A gust of wind nearly yanks the umbrella from your hand.</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, pick(effect_message))
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, pick(effect_message))
@@ -394,10 +397,10 @@ var/datum/planet/lythios43c/planet_lythios43c = null
// If they have an open umbrella, it'll guard from hail
var/obj/item/melee/umbrella/U
if(istype(H.get_active_hand(), /obj/item/melee/umbrella))
U = H.get_active_hand()
else if(istype(H.get_inactive_hand(), /obj/item/melee/umbrella))
U = H.get_inactive_hand()
if(istype(H.get_active_held_item(), /obj/item/melee/umbrella))
U = H.get_active_held_item()
else if(istype(H.get_inactive_held_item(), /obj/item/melee/umbrella))
U = H.get_inactive_held_item()
if(U && U.open)
if(show_message)
to_chat(H, pick(effect_message))

View File

@@ -103,7 +103,7 @@
/area/tether/surfacebase/tcomms/chamber
name = "\improper Telecomms Central Compartment"
icon_state = "tcomsatcham"
area_flags = AF_BLUE_SHIELDED
area_flags = AREA_BLUE_SHIELDED
/area/maintenance/substation/tcomms
name = "\improper Telecomms Substation"

View File

@@ -183,29 +183,29 @@
/area/tether_away/beach/resort/dorm1
name = "\improper Away Mission - Virgo 4 Private Room 1"
icon_state = "bluwhicir"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/tether_away/beach/resort/dorm2
name = "\improper Away Mission - Virgo 4 Private Room 2"
icon_state = "bluwhicir"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/tether_away/beach/resort/dorm3
name = "\improper Away Mission - Virgo 4 Private Room 3"
icon_state = "bluwhicir"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/tether_away/beach/resort/dorm4
name = "\improper Away Mission - Virgo 4 Private Room 4"
icon_state = "bluwhicir"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/tether_away/beach/cavebase
name = "\improper Away Mission - Virgo 4 Mysterious Cave"
icon = 'icons/turf/areas_vr.dmi'
icon_state = "orawhicir"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//Some areas for the cave, which are referenced by our init object to seed submaps and ores
/area/tether_away/cave
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
ambience = list('sound/ambience/ambimine.ogg', 'sound/ambience/song_game.ogg')
base_turf = /turf/simulated/mineral/floor/ignore_mapgen/cave

View File

@@ -934,7 +934,7 @@
name = "\improper Reading Room"
icon = 'icons/turf/areas.dmi'
icon_state = "green"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/tether/surfacebase/vacant_site
name = "\improper Vacant Site"
flags = null
@@ -942,7 +942,7 @@
name = "\improper Kitchen Freezer"
/area/crew_quarters/panic_shelter
name = "\improper Panic Shelter"
area_flags = AF_RAD_SHIELDED //It just makes sense
area_flags = AREA_RAD_SHIELDED //It just makes sense
/area/tether/station/public_meeting_room
name = "Public Meeting Room"
@@ -977,7 +977,7 @@
/area/maintenance/station/abandonedholodeck
name = "\improper Old Holodeck"
icon_state = "dk_yellow"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/tether/station/burial
name = "\improper Burial"
@@ -991,200 +991,200 @@
/area/crew_quarters/sleep/maintDorm1
name = "\improper Construction Dorm 1"
icon_state = "crew_quarters"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/maintDorm2
name = "\improper Construction Dorm 2"
icon_state = "crew_quarters"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/maintDorm3
name = "\improper Construction Dorm 3"
icon_state = "crew_quarters"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/maintDorm4
name = "\improper Construction Dorm 4"
icon_state = "crew_quarters"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
//TFF 28/8/19 - cleanup of areas placement
/area/crew_quarters/sleep/vistor_room_1
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_2
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_3
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_4
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_5
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_6
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_7
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_8
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_9
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_10
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_11
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/vistor_room_12
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_1
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_2
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_3
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_4
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_5
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_6
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_7
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_8
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_9
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_10
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_1/holo
name = "\improper Dorm 1 Holodeck"
icon_state = "dk_yellow"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_3/holo
name = "\improper Dorm 3 Holodeck"
icon_state = "dk_yellow"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_5/holo
name = "\improper Dorm 5 Holodeck"
icon_state = "dk_yellow"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/Dorm_7/holo
name = "\improper Dorm 7 Holodeck"
icon_state = "dk_yellow"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/spacedorm1
name = "\improper Visitor Lodging 1"
icon_state = "dk_yellow"
lightswitch = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/spacedorm2
name = "\improper Visitor Lodging 2"
icon_state = "dk_yellow"
lightswitch = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/spacedorm3
name = "\improper Visitor Lodging 3"
icon_state = "dk_yellow"
lightswitch = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/crew_quarters/sleep/spacedorm4
name = "\improper Visitor Lodging 4"
icon_state = "dk_yellow"
lightswitch = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_basic
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_desert
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_seating
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_beach
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_garden
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_boxing
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_snow
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_space
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/holodeck/holodorm/source_off
name = "\improper Holodeck Source"
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
//soundproofed = TRUE
/area/ai_core_foyer
@@ -1484,25 +1484,25 @@ area/shuttle/mining_outpost/shuttle
// Override telescience shielding on some areas
/area/security/armoury
area_flags = AF_BLUE_SHIELDED
area_flags = AREA_BLUE_SHIELDED
/area/security/tactical
area_flags = AF_BLUE_SHIELDED
area_flags = AREA_BLUE_SHIELDED
/area/security/nuke_storage
area_flags = AF_BLUE_SHIELDED
area_flags = AREA_BLUE_SHIELDED
/area/supply
// Add rad shielding to maintenance and construction sites
/area/vacant
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/maintenance
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
/area/rnd/research_storage //Located entirely in maint under public access, so why not that too
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
// New shuttles
/area/shuttle/administration/transit
@@ -1536,7 +1536,7 @@ area/shuttle/mining_outpost/shuttle
/area/bigship
name = "Bigship"
requires_power = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
sound_env = SMALL_ENCLOSED
base_turf = /turf/space
icon_state = "red2"
@@ -1547,7 +1547,7 @@ area/shuttle/mining_outpost/shuttle
//////// Abductor Areas ////////
/area/unknown
requires_power = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
icon_state = "red2"
/area/unknown/dorm1
@@ -1595,7 +1595,7 @@ area/shuttle/mining_outpost/shuttle
icon_state = "yellow"
requires_power = 0
dynamic_lighting = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
ambience = AMBIENCE_HIGHSEC
/area/skipjack_station/transit
@@ -1616,7 +1616,7 @@ area/shuttle/mining_outpost/shuttle
name = "\improper Ninja Base"
icon_state = "green"
requires_power = 0
area_flags = AF_RAD_SHIELDED
area_flags = AREA_RAD_SHIELDED
ambience = AMBIENCE_HIGHSEC
/area/ninja_dojo/dojo

View File

@@ -320,14 +320,14 @@ var/datum/planet/virgo3b/planet_virgo3b = null
continue // Are they indoors?
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
@@ -376,14 +376,14 @@ var/datum/planet/virgo3b/planet_virgo3b = null
// Lazy wind code
if(prob(10))
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
L.Stun(20) // This is not nearly as long as it seems
playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
@@ -392,14 +392,14 @@ var/datum/planet/virgo3b/planet_virgo3b = null
U.throw_at(get_edge_target_turf(U, pick(GLOB.alldirs)), 8, 1, L)
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(U.open)
if(show_message)
to_chat(L, pick(effect_message))
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
if(U.open)
if(show_message)
to_chat(L, pick(effect_message))
@@ -458,10 +458,10 @@ var/datum/planet/virgo3b/planet_virgo3b = null
// If they have an open umbrella, it'll guard from hail
var/obj/item/melee/umbrella/U
if(istype(H.get_active_hand(), /obj/item/melee/umbrella))
U = H.get_active_hand()
else if(istype(H.get_inactive_hand(), /obj/item/melee/umbrella))
U = H.get_inactive_hand()
if(istype(H.get_active_held_item(), /obj/item/melee/umbrella))
U = H.get_active_held_item()
else if(istype(H.get_inactive_held_item(), /obj/item/melee/umbrella))
U = H.get_inactive_held_item()
if(U && U.open)
if(show_message)
to_chat(H, pick(effect_message))

View File

@@ -259,9 +259,9 @@ var/datum/planet/virgo4/planet_virgo4 = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
var/obj/item/melee/umbrella/U = L.get_active_hand()
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(!istype(U) || !U.open)
U = L.get_inactive_hand()
U = L.get_inactive_held_item()
if(istype(U) && U.open)
if(show_message)
@@ -305,9 +305,9 @@ var/datum/planet/virgo4/planet_virgo4 = null
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
var/obj/item/melee/umbrella/U = L.get_active_hand()
var/obj/item/melee/umbrella/U = L.get_active_held_item()
if(!istype(U) || !U.open)
U = L.get_inactive_hand()
U = L.get_inactive_held_item()
if(istype(U) && U.open)
if(show_message)
@@ -358,9 +358,9 @@ var/datum/planet/virgo4/planet_virgo4 = null
continue // They're indoors, so no need to pelt them with ice.
// If they have an open umbrella, it'll guard from hail
var/obj/item/melee/umbrella/U = H.get_active_hand()
var/obj/item/melee/umbrella/U = H.get_active_held_item()
if(!istype(U) || !U.open)
U = H.get_inactive_hand()
U = H.get_inactive_held_item()
if(istype(U) && U.open)
if(show_message)