/obj/machinery/computer/security/New()
..()
if(!maplevel)
src.verbs -= /obj/machinery/computer/security/verb/station_map
/obj/machinery/computer/security/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/security/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
//Using http://en.wikipedia.org/wiki/Shell_sort
//It got a little butchered by me not wanting to have half a dozen things going on in one for condition statement or while condition statement.
/proc/sortList(list/A)
// Note: A[someNumber] is a string, the name of the camera, and A[thatName] is the camera.
// We're making a backup of the list named 'B' because when we move elements in A, the list forgets about the camera.
var/list/B = list()
var/i = 0
for (i=1, i<=A.len, i++)
B[A[i]] = A[A[i]]
var/j = 0
var/temp = null
var/size = A.len
var/increment = size / 2
while (increment > 0)
for (i = increment, i < size, i+=increment)
j = i
temp = A[1+i]
var/other = A[1+j-increment]
var/sortval = -sorttext(other, temp) //The - is because sorttext(A,B) returns -1 if A > B, rather than 1, and I'd consider having A > B = 1 to be more natural (since you can then check if sortval > 0, using the same comparison operator that you would have if you were directly comparing A and B (If we think that (0 > sortval) isn't also acceptable)). -Trafalgar
while ((j >= increment) && (sortval > 0))
A[1+j] = A[1+j - increment]
j = j - increment;
if (j>=increment)
other = A[1+j-increment]
sortval = sorttext(temp, other)
A[1+j] = temp
if (increment == 2)
increment = 1
else
increment = round(increment / 2.2)
//Now we go through and assign names to cameras in a new list, but we do it in the order in which we had sorted the strings to
//The presumable un-speediness of this kind of defeats the point of doing the sorting the way we did it, though.
var/list/C = list()
for (i=1, i<=A.len, i++)
C[A[i]] = B[A[i]]
return C
/obj/machinery/computer/security/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN) ) return
var/list/L = list( )
user.machine = src
for(var/obj/machinery/camera/C in world)
if (C.network == src.network)
L[text("[][]", C.c_tag, (C.status ? null : " (Deactivated)"))] = C
//Foreach goto(31)
L = sortList(L)
L["Cancel"] = "Cancel"
var/t = input(user, "Which camera should you change to?") as null|anything in L
if(!t)
user.machine = null
return 0
var/obj/machinery/camera/C = L[t]
if (t == "Cancel")
user.machine = null
return 0
if ((get_dist(user, src) > 1 || user.machine != src || user.blinded || !( user.canmove ) || !( C.status )) && (!istype(user, /mob/ai)))
user.machine = null
return 0
else
src.current = C
use_power(50)
spawn( 5 )
attack_hand(user)
return
return
/obj/machinery/computer/security/check_eye(var/mob/user as mob)
if ((get_dist(user, src) > 1 || !( user.canmove ) || user.blinded || !( src.current ) || !( src.current.status )) && (!istype(user, /mob/ai)))
return null
user.reset_view(src.current)
return 1
return
/obj/datacore/proc/manifest()
for(var/mob/human/H in world)
if ((H.start && !( findtext(H.rname, "Syndicate ", 1, null) )))
var/datum/data/record/G = new /datum/data/record( )
var/datum/data/record/M = new /datum/data/record( )
var/datum/data/record/S = new /datum/data/record( )
var/obj/item/weapon/card/id/C = H.wear_id
if (C)
G.fields["rank"] = C.assignment
else
G.fields["rank"] = "Unassigned"
G.fields["name"] = H.rname
G.fields["id"] = text("[]", add_zero(num2hex(rand(1, 1.6777215E7)), 6))
M.fields["name"] = G.fields["name"]
M.fields["id"] = G.fields["id"]
S.fields["name"] = G.fields["name"]
S.fields["id"] = G.fields["id"]
if (H.gender == "female")
G.fields["sex"] = "Female"
else
G.fields["sex"] = "Male"
G.fields["age"] = text("[]", H.age)
G.fields["fingerprint"] = text("[]", md5(H.primary.uni_identity))
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
M.fields["b_type"] = text("[]", H.b_type)
M.fields["mi_dis"] = "None"
M.fields["mi_dis_d"] = "No minor disabilities have been declared."
M.fields["ma_dis"] = "None"
M.fields["ma_dis_d"] = "No major disabilities have been diagnosed."
M.fields["alg"] = "None"
M.fields["alg_d"] = "No allergies have been detected in this patient."
M.fields["cdi"] = "None"
M.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
M.fields["notes"] = "No notes."
S.fields["criminal"] = "None"
S.fields["mi_crim"] = "None"
S.fields["mi_crim_d"] = "No minor crime convictions."
S.fields["ma_crim"] = "None"
S.fields["ma_crim_d"] = "No minor crime convictions."
S.fields["notes"] = "No notes."
src.general += G
src.medical += M
src.security += S
//Foreach goto(15)
return
/turf/space/attack_paw(mob/user as mob)
return src.attack_hand(user)
return
/turf/space/attack_hand(mob/user as mob)
if ((user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/t = M.pulling
M.pulling = null
step(user.pulling, get_dir(user.pulling.loc, src))
M.pulling = t
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/space/attackby(obj/item/weapon/tile/T as obj, mob/user as mob)
if (istype(T, /obj/item/weapon/tile))
T.build(src)
T.amount--
T.add_fingerprint(user)
if (T.amount < 1)
user.u_equip(T)
//SN src = null
del(T)
return
return
/turf/space/updatecell()
if (config.air_pressure_flow)
if ((src.linkN && src.linkN.firelevel && src.linkN.firelevel > 0) || (src.linkS && src.linkS.firelevel && src.linkS.firelevel > 0) || (src.linkE && src.linkE.firelevel && src.linkE.firelevel > 0) || (src.linkW && src.linkW.firelevel && src.linkW.firelevel > 0))
..()
return
/turf/space/conduction()
if (config.air_pressure_flow)
if ((src.linkN && src.linkN.firelevel && src.linkN.firelevel > 0) || (src.linkS && src.linkS.firelevel && src.linkS.firelevel > 0) || (src.linkE && src.linkE.firelevel && src.linkE.firelevel > 0) || (src.linkW && src.linkW.firelevel && src.linkW.firelevel > 0))
..()
return
/turf/space/Entered(atom/movable/A as mob|obj)
..()
if ((!( A ) || src != A.loc || istype(null, /obj/beam)))
return
if (!( A.last_move ))
return
if (locate(/obj/move, src))
return 1
if ((ismob(A) && src.x > 2 && src.x < (world.maxx - 2) ))
var/mob/M = A
if ((!( M.restrained() ) && M.canmove))
var/t1 = 5
if (locate(/obj/grille, oview(1, M)))
if (!( M.l_hand ))
t1 -= 2
else
if (M.l_hand.w_class <= 2)
t1 -= 1
if (!( M.r_hand ))
t1 -= 2
else
if (M.r_hand.w_class <= 2)
t1 -= 1
else if (locate(/obj/move/wall, oview(1, M))) //characters 'grab' shuttle walls like regular walls now -shadowlord13
if (!( M.l_hand ))
t1 -= 1
else
if (M.l_hand.w_class <= 2)
t1 -= 0.5
if (!( M.r_hand ))
t1 -= 1
else
if (M.r_hand.w_class <= 2)
t1 -= 0.5
else
if (locate(/turf/station, oview(1, M)))
if (!( M.l_hand ))
t1 -= 1
else
if (M.l_hand.w_class <= 2)
t1 -= 0.5
if (!( M.r_hand ))
t1 -= 1
else
if (M.r_hand.w_class <= 2)
t1 -= 0.5
t1 = round(t1)
if (t1 < 5)
if (prob(t1))
M.client_mob() << "\blue You slipped!"
else
spawn( 5 )
if (src == A.loc)
spawn( 0 )
src.Entered(A)
return
return
return 0
if (src.x <= 2 && src.z < world.maxz)
A.z++
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (A.x >= (world.maxx - 1) && A.z > 1)
A.z--
A.x = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else
spawn (5)
if ((A && !( A.anchored ) && A.loc == src))
if (step(A, A.last_move))
else
spawn( 0 )
src.Entered(A)
/proc/call_shuttle_proc(var/mob/user)
if ((!( ticker ) || ticker.shuttle_location == 1))
return
if( ticker.mode == "blob" )
user.client_mob() << "Under directive 7-10, SS13 is quarantined until further notice."
return
world << "\blue Alert: The emergency shuttle has been called. It will arrive in T-10:00 minutes."
if (!( ticker.timeleft ))
ticker.timeleft = 6000
ticker.timing = 1
return
/proc/cancel_call_proc(var/mob/user)
if ((!( ticker ) || ticker.shuttle_location == 1 || ticker.timing == 0 || ticker.timeleft < 300))
return
if( ticker.mode == "blob" )
return
world << "\blue Alert: The shuttle is going back!"
ticker.timing = -1.0
return