mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 20:16:55 +01:00
Merge pull request #2321 from Fox-McCloud/another-del-pass
Another del->qdel pass
This commit is contained in:
@@ -16,7 +16,7 @@ var/list/admin_datums = list()
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/datum/admins/New(initial_rank = "Temporary Admin", initial_rights = 0, ckey)
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if(!ckey)
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error("Admin datum created without a ckey argument. Datum has been deleted")
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del(src)
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qdel(src)
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return
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admincaster_signature = "Nanotrasen Officer #[rand(0,9)][rand(0,9)][rand(0,9)]"
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rank = initial_rank
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@@ -86,7 +86,7 @@ you will have to do something like if(client.holder.rights & R_ADMIN) yourself.
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holder.disassociate()
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del(holder)
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return 1
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//This proc checks whether subject has at least ONE of the rights specified in rights_required.
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/proc/check_rights_for(client/subject, rights_required)
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if(subject && subject.holder)
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@@ -25,7 +25,7 @@
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message_admins("[key_name_admin(usr)] rejected [key_name_admin(C.mob)]'s admin help")
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log_admin("[key_name(usr)] rejected [key_name(C.mob)]'s admin help")
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if(href_list["stickyban"])
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stickyban(href_list["stickyban"],href_list)
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@@ -1062,7 +1062,7 @@
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message_admins("\blue [key_name_admin(usr)] has banned [M.ckey].\nReason: [reason]\nThis will be removed in [mins] minutes.")
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del(M.client)
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//del(M) // See no reason why to delete mob. Important stuff can be lost. And ban can be lifted before round ends.
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//qdel(M) // See no reason why to delete mob. Important stuff can be lost. And ban can be lifted before round ends.
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if("No")
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var/reason = input(usr,"Please state the reason","Reason") as message|null
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if(!reason)
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@@ -1086,7 +1086,7 @@
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DB_ban_record(BANTYPE_PERMA, M, -1, reason)
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del(M.client)
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//del(M)
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//qdel(M)
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if("Cancel")
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return
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@@ -2173,7 +2173,7 @@
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log_admin("[key_name(usr)] has kicked [afkonly ? "all AFK" : "all"] clients from the lobby. [length(listkicked)] clients kicked: [strkicked ? strkicked : "--"]")
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else
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usr << "You may only use this when the game is running."
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else if(href_list["memoeditlist"])
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if(!check_rights(R_SERVER)) return
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var/sql_key = sanitizeSQL("[href_list["memoeditlist"]]")
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@@ -2216,7 +2216,7 @@
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if (M.client)
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M.client.perspective = MOB_PERSPECTIVE
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M.client.eye = M
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del(O)
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qdel(O)
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ok = 1*/
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if("monkey")
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feedback_inc("admin_secrets_fun_used",1)
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@@ -17,7 +17,7 @@
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/client/proc/SDQL2_query(query_text as message)
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set category = "Debug"
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if(!check_rights(R_PROCCALL)) //Shouldn't happen... but just to be safe.
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message_admins("<span class='danger'>ERROR: Non-admin [key_name_admin(usr)] attempted to execute a SDQL query!</span>")
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log_admin("Non-admin [key_name(usr)] attempted to execute a SDQL query!")
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@@ -95,7 +95,7 @@
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if("delete")
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for(var/datum/d in objs)
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del d
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del(d)
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if("select")
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var/text = ""
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@@ -474,4 +474,3 @@
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if(word != "")
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query_list += word
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return query_list
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@@ -40,8 +40,8 @@ var/intercom_range_display_status = 0
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/client/proc/camera_view()
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set category = "Mapping"
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set name = "Camera Range Display"
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if(!check_rights(R_DEBUG))
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if(!check_rights(R_DEBUG))
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return
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if(camera_range_display_status)
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@@ -50,7 +50,7 @@ var/intercom_range_display_status = 0
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camera_range_display_status = 1
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for(var/obj/effect/debugging/camera_range/C in world)
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del(C)
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qdel(C)
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if(camera_range_display_status)
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for(var/obj/machinery/camera/C in cameranet.cameras)
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@@ -60,8 +60,8 @@ var/intercom_range_display_status = 0
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/client/proc/sec_camera_report()
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set category = "Mapping"
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set name = "Camera Report"
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if(!check_rights(R_DEBUG))
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if(!check_rights(R_DEBUG))
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return
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var/list/obj/machinery/camera/CL = list()
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@@ -99,8 +99,8 @@ var/intercom_range_display_status = 0
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/client/proc/intercom_view()
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set category = "Mapping"
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set name = "Intercom Range Display"
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if(!check_rights(R_DEBUG))
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if(!check_rights(R_DEBUG))
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return
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if(intercom_range_display_status)
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@@ -109,17 +109,17 @@ var/intercom_range_display_status = 0
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intercom_range_display_status = 1
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for(var/obj/effect/debugging/marker/M in world)
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del(M)
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qdel(M)
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if(intercom_range_display_status)
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for(var/obj/item/device/radio/intercom/I in world)
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for(var/turf/T in orange(7,I))
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var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
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if (!(F in view(7,I.loc)))
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del(F)
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qdel(F)
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feedback_add_details("admin_verb","mIRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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var/list/admin_verbs_show_debug_verbs = list(
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var/list/admin_verbs_show_debug_verbs = list(
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/client/proc/camera_view,
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/client/proc/sec_camera_report,
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/client/proc/intercom_view,
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@@ -128,7 +128,7 @@ var/list/admin_verbs_show_debug_verbs = list(
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/client/proc/powerdebug, //check power
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/client/proc/count_objects_on_z_level,
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/client/proc/count_objects_all,
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/client/proc/cmd_assume_direct_control,
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/client/proc/cmd_assume_direct_control,
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/client/proc/startSinglo,
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/client/proc/ticklag,
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/client/proc/cmd_admin_grantfullaccess,
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@@ -140,12 +140,12 @@ var/list/admin_verbs_show_debug_verbs = list(
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/client/proc/forceEvent,
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/client/proc/nanomapgen_DumpImage
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)
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/client/proc/enable_debug_verbs()
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set category = "Debug"
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set name = "Debug verbs"
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if(!check_rights(R_DEBUG))
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if(!check_rights(R_DEBUG))
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return
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verbs += admin_verbs_show_debug_verbs
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@@ -155,10 +155,10 @@ var/list/admin_verbs_show_debug_verbs = list(
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/client/proc/count_objects_on_z_level()
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set category = "Mapping"
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set name = "Count Objects On Level"
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if(!check_rights(R_DEBUG))
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return
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if(!check_rights(R_DEBUG))
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return
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var/level = input("Which z-level?","Level?") as text
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if(!level) return
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var/num_level = text2num(level)
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@@ -193,8 +193,8 @@ var/list/admin_verbs_show_debug_verbs = list(
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/client/proc/count_objects_all()
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set category = "Mapping"
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set name = "Count Objects All"
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if(!check_rights(R_DEBUG))
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if(!check_rights(R_DEBUG))
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return
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var/type_text = input("Which type path?","") as text
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@@ -279,12 +279,12 @@ client/proc/one_click_antag()
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for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
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if (A.name == "Syndicate-Gear-Closet")
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new /obj/structure/closet/syndicate/personal(A.loc)
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del(A)
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qdel(A)
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continue
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if (A.name == "Syndicate-Bomb")
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new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
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del(A)
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qdel(A)
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continue
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for(var/datum/mind/synd_mind in ticker.mode.syndicates)
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@@ -84,7 +84,7 @@ var/global/sent_strike_team = 0
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var/obj/item/weapon/paper/P = new(L.loc)
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P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
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P.name = "Spec. Ops Manual"
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P.icon = "pamphlet-ds"
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P.icon = "pamphlet-ds"
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var/obj/item/weapon/stamp/centcom/stamp = new
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P.stamp(stamp)
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qdel(stamp)
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@@ -92,7 +92,7 @@ var/global/sent_strike_team = 0
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for (var/obj/effect/landmark/L in landmarks_list)
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if (L.name == "Commando-Bomb")
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new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
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del(L)
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qdel(L)
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message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1)
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log_admin("[key_name(usr)] used Spawn Death Squad.")
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@@ -93,7 +93,7 @@ var/global/sent_syndicate_strike_team = 0
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for (var/obj/effect/landmark/L in landmarks_list)
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if (L.name == "Syndicate-Commando-Bomb")
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new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
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del(L)
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qdel(L)
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message_admins("\blue [key_name_admin(usr)] has spawned a Syndicate strike squad.", 1)
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log_admin("[key_name(usr)] used Spawn Syndicate Squad.")
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@@ -121,7 +121,7 @@ var/global/sent_syndicate_strike_team = 0
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new_syndicate_commando.mind.special_role = "Syndicate Commando"
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ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
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new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
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del(spawn_location)
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qdel(spawn_location)
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return new_syndicate_commando
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/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0)
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@@ -84,7 +84,7 @@
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if(src.coffin == 1)
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var/obj/structure/closet/coffin/sarcophagus/sarc = locate(/obj/structure/closet/coffin/sarcophagus) in loc
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if(sarc) M.loc = sarc
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del(src)
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qdel(src)
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@@ -21,4 +21,4 @@
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continue
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new loot_path(get_turf(src))
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del(src)
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qdel(src)
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@@ -321,7 +321,7 @@ var/global/dmm_suite/preloader/_preloader = null
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/dmm_suite/preloader/New(var/list/the_attributes, var/path)
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.=..()
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if(!the_attributes.len)
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Del()
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del(src)
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return
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attributes = the_attributes
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target_path = path
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@@ -329,4 +329,4 @@ var/global/dmm_suite/preloader/_preloader = null
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/dmm_suite/preloader/proc/load(atom/what)
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for(var/attribute in attributes)
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what.vars[attribute] = attributes[attribute]
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Del()
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del(src)
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@@ -366,7 +366,7 @@
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else //We are deconstructing, make glass sheets instead of shards
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var/sheets = shard_count + 1 //Deconstructing it salvages all the glass used to build the tank
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new /obj/item/stack/sheet/glass(get_turf(src), sheets) //Produce the appropriate number of glass sheets, in a single stack
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qdel(src) //QDel the tank and it's contents
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qdel(src) //qdel the tank and it's contents
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T.air_update_turf(1) //Update the air for the turf, to avoid permanent atmos sealing with wall tanks
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/obj/machinery/fishtank/proc/spill_water()
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@@ -442,18 +442,18 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/fake_attacker/proc/updateimage()
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// del src.currentimage
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// qdel(src.currentimage)
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if(src.dir == NORTH)
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del(src.currentimage)
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qdel(src.currentimage)
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src.currentimage = new /image(up,src)
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else if(src.dir == SOUTH)
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del(src.currentimage)
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qdel(src.currentimage)
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src.currentimage = new /image(down,src)
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else if(src.dir == EAST)
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del(src.currentimage)
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qdel(src.currentimage)
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src.currentimage = new /image(right,src)
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else if(src.dir == WEST)
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del(src.currentimage)
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qdel(src.currentimage)
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src.currentimage = new /image(left,src)
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my_target << currentimage
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@@ -125,7 +125,7 @@
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setCooked(I, newfood)
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newfood.cooktype[thiscooktype] = 1
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turnoff(I)
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//del(I)
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//qdel(I)
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// MAKE SURE TO OVERRIDE THESE ON THE MACHINE IF IT HAS SPECIAL FOOD INTERACTIONS!
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// FAILURE TO OVERRIDE WILL RESULT IN FAILURE TO PROPERLY HANDLE SPECIAL INTERACTIONS! --FalseIncarnate
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@@ -395,13 +395,13 @@
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var/obj/item/stack/medical/bruise_pack/tajaran/poultice = new /obj/item/stack/medical/bruise_pack/tajaran(user.loc)
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poultice.heal_brute = potency
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user << "<span class='notice'>You mash the leaves into a poultice.</span>"
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del(src)
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qdel(src)
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return
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if("mtear")
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var/obj/item/stack/medical/ointment/tajaran/poultice = new /obj/item/stack/medical/ointment/tajaran(user.loc)
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poultice.heal_burn = potency
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user << "<span class='notice'>You mash the petals into a poultice.</span>"
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del(src)
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qdel(src)
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return
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*/
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||||
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@@ -93,7 +93,7 @@
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//world << "falsewall_spawner found in wall"
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var/obj/structure/temple_falsewall/fwall = new(F.loc)
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fwall.mineral = mineral
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del(F)
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qdel(F)
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for(var/obj/effect/landmark/door_spawner/D in T.contents)
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//world << "door_spawner found in wall"
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@@ -101,7 +101,7 @@
|
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T.icon_state = "dark"
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var/spawn_type = text2path("/obj/machinery/door/airlock/[door_mineral]")
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new spawn_type(T)
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del(D)*/
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qdel(D)*/
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||||
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//a shuttle has crashed somewhere on the map, it should have a power cell to let the adventurers get home
|
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/area/jungle/crash_ship_source
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||||
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@@ -49,7 +49,7 @@
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New()
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if(prob(10))
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new /obj/effect/glowshroom(src.loc)
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del(src)
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qdel(src)
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||||
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/obj/effect/landmark/loot_spawn
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name = "loot spawner"
|
||||
@@ -267,7 +267,7 @@
|
||||
for(var/i=0,i<num,i++)
|
||||
new /mob/living/simple_animal/hostile/viscerator(C)
|
||||
|
||||
del(src)
|
||||
qdel(src)
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||||
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/obj/effect/landmark/loot_spawn/low
|
||||
name = "low prob loot spawner"
|
||||
|
||||
@@ -40,7 +40,7 @@ proc/move_labor_shuttle() //TODO: Security Access only; add moving the shuttle t
|
||||
*/
|
||||
|
||||
if(istype(T, /turf/simulated))
|
||||
del(T)
|
||||
qdel(T)
|
||||
|
||||
for(var/mob/living/carbon/bug in toArea) // If someone somehow is still in the shuttle's docking area...
|
||||
bug.gib()
|
||||
|
||||
@@ -86,6 +86,6 @@
|
||||
else
|
||||
new_xeno.key = key
|
||||
new_xeno.mind.name = new_xeno.name
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
*/
|
||||
@@ -117,7 +117,7 @@
|
||||
else
|
||||
new_xeno.key = key
|
||||
new_xeno.mind.name = new_xeno.name
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
src << "<span class='notice'>We already have an alive empress.</span>"
|
||||
return
|
||||
|
||||
@@ -255,4 +255,4 @@
|
||||
else
|
||||
var/mob/living/carbon/alien/humanoid/A = new(loc)
|
||||
A.key = key
|
||||
del(src) */
|
||||
qdel(src) */
|
||||
@@ -462,7 +462,7 @@
|
||||
if(D.client)
|
||||
D.loc = H.loc
|
||||
else
|
||||
del(D)
|
||||
qdel(D)
|
||||
|
||||
H.visible_message("<span class='danger">[H] splits apart with a wet slithering noise!"</span>) */
|
||||
|
||||
|
||||
@@ -78,7 +78,7 @@
|
||||
W.assignment = corpseidjob
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
health = min(maxHealth, health + MED.heal_brute)
|
||||
MED.amount -= 1
|
||||
if(MED.amount <= 0)
|
||||
del(MED)
|
||||
qdel(MED)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\blue [user] applies the [MED] on [src]")
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
|
||||
client.images = null //remove the images such as AIs being unable to see runes
|
||||
client.screen = list() //remove hud items just in case
|
||||
if(hud_used) del(hud_used) //remove the hud objects
|
||||
if(hud_used) qdel(hud_used) //remove the hud objects
|
||||
hud_used = new /datum/hud(src)
|
||||
|
||||
next_move = 1
|
||||
@@ -46,7 +46,7 @@
|
||||
|
||||
|
||||
if(ckey in deadmins)
|
||||
verbs += /client/proc/readmin
|
||||
verbs += /client/proc/readmin
|
||||
|
||||
//Clear ability list and update from mob.
|
||||
client.verbs -= ability_verbs
|
||||
@@ -58,12 +58,12 @@
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(H.species && H.species.abilities)
|
||||
client.verbs |= H.species.abilities
|
||||
|
||||
|
||||
client.screen += client.void
|
||||
|
||||
|
||||
|
||||
CallHook("Login", list("client" = src.client, "mob" = src))
|
||||
|
||||
|
||||
// Calling update_interface() in /mob/Login() causes the Cyborg to immediately be ghosted; because of winget().
|
||||
// Calling it in the overriden Login, such as /mob/living/Login() doesn't cause this.
|
||||
/mob/proc/update_interface()
|
||||
|
||||
@@ -189,9 +189,9 @@ datum/preferences
|
||||
return clothes_s
|
||||
|
||||
proc/update_preview_icon(var/for_observer=0) //seriously. This is horrendous.
|
||||
del(preview_icon_front)
|
||||
del(preview_icon_side)
|
||||
del(preview_icon)
|
||||
qdel(preview_icon_front)
|
||||
qdel(preview_icon_side)
|
||||
qdel(preview_icon)
|
||||
|
||||
var/g = "m"
|
||||
if(gender == FEMALE) g = "f"
|
||||
@@ -806,8 +806,8 @@ datum/preferences
|
||||
preview_icon_front = new(preview_icon, dir = SOUTH)
|
||||
preview_icon_side = new(preview_icon, dir = WEST)
|
||||
|
||||
del(eyes_s)
|
||||
del(underwear_s)
|
||||
del(undershirt_s)
|
||||
del(socks_s)
|
||||
del(clothes_s)
|
||||
qdel(eyes_s)
|
||||
qdel(underwear_s)
|
||||
qdel(undershirt_s)
|
||||
qdel(socks_s)
|
||||
qdel(clothes_s)
|
||||
|
||||
@@ -1046,7 +1046,7 @@
|
||||
src.occupier.mind.transfer_to(src.occupier.parent)
|
||||
src.occupier.parent.adjustOxyLoss(src.occupier.getOxyLoss())
|
||||
src.occupier.parent.cancel_camera()
|
||||
del(src.occupier) // qdel
|
||||
qdel(src.occupier) // qdel
|
||||
if (seclevel2num(get_security_level()) == SEC_LEVEL_DELTA)
|
||||
for(var/obj/item/weapon/pinpointer/point in world)
|
||||
for(var/datum/mind/AI_mind in ticker.mode.malf_ai)
|
||||
|
||||
@@ -610,7 +610,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
if(ismob(loc)) //handle mob icon update
|
||||
var/mob/M = loc
|
||||
M.unEquip(src)
|
||||
qqdel(src)
|
||||
qdel(src)
|
||||
return 1
|
||||
else
|
||||
amount -= used
|
||||
|
||||
@@ -80,5 +80,5 @@
|
||||
else
|
||||
icon_state = icon_state_off
|
||||
for(var/obj/structure/cable/C in src.loc)
|
||||
del(C)
|
||||
qdel(C)
|
||||
*/
|
||||
@@ -229,12 +229,12 @@
|
||||
f.hotspot_expose(1000,CELL_VOLUME)
|
||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
|
||||
//world << "deleting"
|
||||
//del(src) //Delete if it passes the world edge
|
||||
//qdel(src) //Delete if it passes the world edge
|
||||
broken = 1
|
||||
return
|
||||
if(kill_count < 1)
|
||||
//world << "deleting"
|
||||
//del(src)
|
||||
//qdel(src)
|
||||
broken = 1
|
||||
kill_count--
|
||||
//world << "[x] [y]"
|
||||
@@ -271,401 +271,4 @@
|
||||
if(istype(target, /mob/living))
|
||||
var/mob/living/M = target
|
||||
M.playsound_local(src, "explosion", 50, 1)
|
||||
..()
|
||||
|
||||
/*
|
||||
/*
|
||||
* Use: Caches beam state images and holds turfs that had these images overlaid.
|
||||
* Structure:
|
||||
* beam_master
|
||||
* icon_states/dirs of beams
|
||||
* image for that beam
|
||||
* references for fired beams
|
||||
* icon_states/dirs for each placed beam image
|
||||
* turfs that have that icon_state/dir
|
||||
*/
|
||||
var/list/beam_master = list()
|
||||
|
||||
// Special laser the captains gun uses
|
||||
/obj/item/projectile/beam/captain
|
||||
name = "captain laser"
|
||||
damage = 40
|
||||
|
||||
/obj/item/projectile/beam/lightning
|
||||
invisibility = 101
|
||||
name = "lightning"
|
||||
damage = 0
|
||||
icon = 'icons/obj/lightning.dmi'
|
||||
icon_state = "lightning"
|
||||
stun = 10
|
||||
weaken = 10
|
||||
stutter = 50
|
||||
eyeblur = 50
|
||||
var/tang = 0
|
||||
layer = 3
|
||||
var/turf/last = null
|
||||
kill_count = 6
|
||||
|
||||
proc/adjustAngle(angle)
|
||||
angle = round(angle) + 45
|
||||
if(angle > 180)
|
||||
angle -= 180
|
||||
else
|
||||
angle += 180
|
||||
if(!angle)
|
||||
angle = 1
|
||||
/*if(angle < 0)
|
||||
//angle = (round(abs(get_angle(A, user))) + 45) - 90
|
||||
angle = round(angle) + 45 + 180
|
||||
else
|
||||
angle = round(angle) + 45*/
|
||||
return angle
|
||||
|
||||
process()
|
||||
var/first = 1 //So we don't make the overlay in the same tile as the firer
|
||||
var/broke = 0
|
||||
var/broken
|
||||
var/atom/curr = current
|
||||
var/Angle=round(Get_Angle(firer,curr))
|
||||
var/icon/I=new('icons/obj/zap.dmi',"lightning")
|
||||
I.Turn(Angle)
|
||||
var/DX=(32*curr.x+curr.pixel_x)-(32*firer.x+firer.pixel_x)
|
||||
var/DY=(32*curr.y+curr.pixel_y)-(32*firer.y+firer.pixel_y)
|
||||
var/N=0
|
||||
var/length=round(sqrt((DX)**2+(DY)**2))
|
||||
var/count = 0
|
||||
for(N,N<length,N+=32)
|
||||
if(count >= kill_count)
|
||||
break
|
||||
count++
|
||||
var/obj/effect/overlay/beam/X=new(loc)
|
||||
X.BeamSource=src
|
||||
if(N+32>length)
|
||||
var/icon/II=new(icon,icon_state)
|
||||
II.DrawBox(null,1,(length-N),32,32)
|
||||
II.Turn(Angle)
|
||||
X.icon=II
|
||||
else X.icon=I
|
||||
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
|
||||
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
|
||||
if(DX==0) Pixel_x=0
|
||||
if(DY==0) Pixel_y=0
|
||||
if(Pixel_x>32)
|
||||
for(var/a=0, a<=Pixel_x,a+=32)
|
||||
X.x++
|
||||
Pixel_x-=32
|
||||
if(Pixel_x<-32)
|
||||
for(var/a=0, a>=Pixel_x,a-=32)
|
||||
X.x--
|
||||
Pixel_x+=32
|
||||
if(Pixel_y>32)
|
||||
for(var/a=0, a<=Pixel_y,a+=32)
|
||||
X.y++
|
||||
Pixel_y-=32
|
||||
if(Pixel_y<-32)
|
||||
for(var/a=0, a>=Pixel_y,a-=32)
|
||||
X.y--
|
||||
Pixel_y+=32
|
||||
X.pixel_x=Pixel_x
|
||||
X.pixel_y=Pixel_y
|
||||
var/turf/TT = get_turf(X.loc)
|
||||
if(TT == firer.loc)
|
||||
continue
|
||||
if(TT.density)
|
||||
del(X)
|
||||
break
|
||||
for(var/atom/O in TT)
|
||||
if(!O.CanPass(src))
|
||||
del(X)
|
||||
broke = 1
|
||||
break
|
||||
for(var/mob/living/O in TT.contents)
|
||||
if(istype(O, /mob/living))
|
||||
if(O.density)
|
||||
del(X)
|
||||
broke = 1
|
||||
break
|
||||
if(broke)
|
||||
if(X)
|
||||
del(X)
|
||||
break
|
||||
spawn
|
||||
while(src) //Move until we hit something
|
||||
if(first)
|
||||
icon = midicon
|
||||
if((!( current ) || loc == current)) //If we pass our target
|
||||
broken = 1
|
||||
icon = endicon
|
||||
tang = adjustAngle(get_angle(original,current))
|
||||
if(tang > 180)
|
||||
tang -= 180
|
||||
else
|
||||
tang += 180
|
||||
icon_state = "[tang]"
|
||||
var/turf/simulated/floor/f = current
|
||||
if(f && istype(f))
|
||||
f.break_tile()
|
||||
f.hotspot_expose(1000,CELL_VOLUME)
|
||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
|
||||
//world << "deleting"
|
||||
//del(src) //Delete if it passes the world edge
|
||||
broken = 1
|
||||
return
|
||||
if(kill_count < 1)
|
||||
//world << "deleting"
|
||||
//del(src)
|
||||
broken = 1
|
||||
kill_count--
|
||||
//world << "[x] [y]"
|
||||
if(!bumped && !isturf(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
icon = endicon
|
||||
if(!broken)
|
||||
tang = adjustAngle(get_angle(original,current))
|
||||
if(tang > 180)
|
||||
tang -= 180
|
||||
else
|
||||
tang += 180
|
||||
icon_state = "[tang]"
|
||||
Bump(original)
|
||||
first = 0
|
||||
if(broken)
|
||||
//world << "breaking"
|
||||
break
|
||||
else
|
||||
last = get_turf(src.loc)
|
||||
step_towards(src, current) //Move~
|
||||
if(src.loc != current)
|
||||
tang = adjustAngle(get_angle(src.loc,current))
|
||||
icon_state = "[tang]"
|
||||
del(src)
|
||||
return
|
||||
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
|
||||
//world << "setting invisibility"
|
||||
sleep(50)
|
||||
src.invisibility = 101
|
||||
return*/
|
||||
on_hit(atom/target, blocked = 0)
|
||||
if(istype(target, /mob/living))
|
||||
var/mob/living/M = target
|
||||
M.playsound_local(src, "explosion", 50, 1)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/beam
|
||||
name = "laser"
|
||||
icon_state = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 40
|
||||
damage_type = BURN
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
flag = "laser"
|
||||
eyeblur = 4
|
||||
var/frequency = 1
|
||||
|
||||
process()
|
||||
var/reference = "\ref[src]" //So we do not have to recalculate it a ton
|
||||
var/first = 1 //So we don't make the overlay in the same tile as the firer
|
||||
spawn while(src) //Move until we hit something
|
||||
|
||||
if((!( current ) || loc == current)) //If we pass our target
|
||||
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
|
||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
|
||||
del(src) //Delete if it passes the world edge
|
||||
return
|
||||
step_towards(src, current) //Move~
|
||||
|
||||
if(kill_count < 1)
|
||||
del(src)
|
||||
return
|
||||
kill_count--
|
||||
|
||||
if(!bumped && !isturf(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original)
|
||||
|
||||
if(!first) //Add the overlay as we pass over tiles
|
||||
var/target_dir = get_dir(src, current) //So we don't call this too much
|
||||
|
||||
//If the icon has not been added yet
|
||||
if( !("[icon_state][target_dir]" in beam_master) )
|
||||
var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
|
||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
|
||||
|
||||
//Finally add the overlay
|
||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
|
||||
|
||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
|
||||
if(reference in beam_master)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
if("[icon_state][target_dir]" in turf_master)
|
||||
var/list/turfs = turf_master["[icon_state][target_dir]"]
|
||||
turfs += loc
|
||||
else
|
||||
turf_master["[icon_state][target_dir]"] = list(loc)
|
||||
else
|
||||
var/list/turfs = list()
|
||||
turfs["[icon_state][target_dir]"] = list(loc)
|
||||
beam_master[reference] = turfs
|
||||
else
|
||||
first = 0
|
||||
cleanup(reference)
|
||||
return
|
||||
dumbfire(var/dir)
|
||||
var/reference = "\ref[src]" //So we do not have to recalculate it a ton
|
||||
var/first = 1 //So we don't make the overlay in the same tile as the firer
|
||||
if(!dir)
|
||||
del(src)
|
||||
spawn while(src) //Move until we hit something
|
||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
|
||||
del(src) //Delete if it passes the world edge
|
||||
return
|
||||
var/turf/T = get_step(src, dir)
|
||||
step_towards(src, T) //Move~
|
||||
|
||||
if(kill_count < 1)
|
||||
del(src)
|
||||
kill_count--
|
||||
|
||||
if(!bumped && !isturf(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original)
|
||||
|
||||
if(!first) //Add the overlay as we pass over tiles
|
||||
var/target_dir = dir //So we don't call this too much
|
||||
|
||||
//If the icon has not been added yet
|
||||
if( !("[icon_state][target_dir]" in beam_master) )
|
||||
var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
|
||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
|
||||
|
||||
//Finally add the overlay
|
||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
|
||||
|
||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
|
||||
if(reference in beam_master)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
if("[icon_state][target_dir]" in turf_master)
|
||||
var/list/turfs = turf_master["[icon_state][target_dir]"]
|
||||
turfs += loc
|
||||
else
|
||||
turf_master["[icon_state][target_dir]"] = list(loc)
|
||||
else
|
||||
var/list/turfs = list()
|
||||
turfs["[icon_state][target_dir]"] = list(loc)
|
||||
beam_master[reference] = turfs
|
||||
else
|
||||
first = 0
|
||||
cleanup(reference)
|
||||
return
|
||||
|
||||
proc/cleanup(reference) //Waits .3 seconds then removes the overlay.
|
||||
src = null // Redundant.
|
||||
spawn(3)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
for(var/laser_state in turf_master)
|
||||
var/list/turfs = turf_master[laser_state]
|
||||
for(var/turf/T in turfs)
|
||||
T.overlays -= beam_master[laser_state]
|
||||
return
|
||||
|
||||
/obj/item/projectile/beam/practice
|
||||
name = "laser"
|
||||
icon_state = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
eyeblur = 2
|
||||
|
||||
//Heavy lasers now deal slightly more damage, but have a slower firing rate; overall DPS still identical to lasers.
|
||||
/obj/item/projectile/beam/heavylaser
|
||||
name = "heavy laser"
|
||||
icon_state = "heavylaser"
|
||||
damage = 50
|
||||
|
||||
/obj/item/projectile/beam/xray
|
||||
name = "xray beam"
|
||||
icon_state = "xray"
|
||||
damage = 15
|
||||
irradiate = 30
|
||||
kill_count = 50
|
||||
|
||||
|
||||
/obj/item/projectile/beam/pulse
|
||||
name = "pulse"
|
||||
icon_state = "u_laser"
|
||||
damage = 50
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target,/turf/)||istype(target,/obj/structure/))
|
||||
target.ex_act(2)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/projectile/beam/deathlaser
|
||||
name = "death laser"
|
||||
icon_state = "heavylaser"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/beam/emitter
|
||||
name = "emitter beam"
|
||||
icon_state = "emitter"
|
||||
damage = 30
|
||||
|
||||
|
||||
/obj/item/projectile/beam/lastertag/blue
|
||||
name = "lasertag beam"
|
||||
icon_state = "bluelaser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
|
||||
M.Weaken(5)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/beam/lastertag/red
|
||||
name = "lasertag beam"
|
||||
icon_state = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
|
||||
M.Weaken(5)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
|
||||
name = "lasertag beam"
|
||||
icon_state = "omnilaser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
|
||||
M.Weaken(5)
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/projectile/beam/stun
|
||||
name = "stun beam"
|
||||
icon_state = "stun"
|
||||
nodamage = 1
|
||||
damage = 0
|
||||
agony = 40
|
||||
damage_type = HALLOSS
|
||||
*/
|
||||
..()
|
||||
@@ -288,7 +288,7 @@ client/verb/ToggleGunMode()
|
||||
else
|
||||
usr << "Target may no longer move."
|
||||
target_can_run = 0
|
||||
del(usr.gun_run_icon) //no need for icon for running permission
|
||||
qdel(usr.gun_run_icon) //no need for icon for running permission
|
||||
|
||||
//Updating walking permission button
|
||||
if(usr.gun_move_icon)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
if(istype(W,/obj/item/weapon/shard) || istype(W,/obj/item/weapon/reagent_containers/food/snacks))
|
||||
var/obj/item/weapon/reagent_containers/food/snacks/csandwich/S = new(get_turf(src))
|
||||
S.attackby(W,user, params)
|
||||
del(src)
|
||||
qdel(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/csandwich
|
||||
@@ -77,7 +77,7 @@
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/csandwich/Destroy()
|
||||
for(var/obj/item/O in ingredients)
|
||||
del(O)
|
||||
qdel(O)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/csandwich/examine(mob/user)
|
||||
|
||||
@@ -1686,7 +1686,7 @@
|
||||
surprise.icon_state = ook.icon_state
|
||||
surprise.name = "malformed [ook.name]"
|
||||
surprise.desc = "Looks like \a very deformed [ook.name], a little small for its kind. It shows no signs of life."
|
||||
del(ook) //rip nullspace monkey
|
||||
qdel(ook) //rip nullspace monkey
|
||||
surprise.transform *= 0.6
|
||||
surprise.add_blood(M)
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
@@ -99,7 +99,7 @@
|
||||
//failure
|
||||
user.visible_message("<font color='red'><b>[src] suddenly crumbles away.</b></font>",\
|
||||
"\red [src] has disintegrated under your onslaught, any secrets it was holding are long gone.")
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(prob(excavation_level))
|
||||
@@ -115,4 +115,4 @@
|
||||
else
|
||||
user.visible_message("<font color='red'><b>[src] suddenly crumbles away.</b></font>",\
|
||||
"\blue [src] has been whittled away under your careful excavation, but there was nothing of interest inside.")
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
if(created_field.len)
|
||||
for(var/obj/effect/energy_field/F in created_field)
|
||||
created_field.Remove(F)
|
||||
del F
|
||||
qdel(F)
|
||||
else if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
while(created_field.len < 16)
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
else
|
||||
for(var/mob/M in viewers(world.view, user))
|
||||
M.show_message("<span class='info'>[src] burns away into nothing.</span>",1)
|
||||
del(src)
|
||||
qdel(src)
|
||||
w.remove_fuel(4)
|
||||
else
|
||||
for(var/mob/M in viewers(world.view, user))
|
||||
@@ -73,7 +73,7 @@
|
||||
..()
|
||||
if(prob(33))
|
||||
src.visible_message("<span class='warning'>[src] crumbles away, leaving some dust and gravel behind.</span>")
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Archaeological finds
|
||||
@@ -547,7 +547,7 @@
|
||||
talking_atom.holder_atom = new_item
|
||||
talking_atom.init()
|
||||
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
else if(talkative)
|
||||
src.talking_atom = new()
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
var/turf/T = get_turf(src)
|
||||
if(istype(T, /turf/simulated/mineral))
|
||||
T:last_find = W
|
||||
del src
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/fossil/bone
|
||||
name = "Fossilised bone"
|
||||
@@ -40,8 +40,8 @@
|
||||
var/b = new src.type
|
||||
o.contents.Add(a)
|
||||
o.contents.Add(b)
|
||||
del W
|
||||
del src
|
||||
qdel(W)
|
||||
qdel(src)
|
||||
|
||||
/obj/skeleton
|
||||
name = "Incomplete skeleton"
|
||||
@@ -62,7 +62,7 @@
|
||||
if(!bstate)
|
||||
bnum++
|
||||
src.contents.Add(new/obj/item/weapon/fossil/bone)
|
||||
del W
|
||||
qdel(W)
|
||||
if(bnum==breq)
|
||||
usr = user
|
||||
icon_state = "skel"
|
||||
|
||||
@@ -108,7 +108,7 @@ datum/controller/game_controller/proc/SetupXenoarch()
|
||||
if(!genome_prefixes)
|
||||
genome_prefixes = alphabet_uppercase.Copy()
|
||||
if(!genome_prefixes.len)
|
||||
del genome_prefixes
|
||||
qdel(genome_prefixes)
|
||||
genome_prefixes = alphabet_uppercase.Copy()
|
||||
|
||||
//create animal gene sequences
|
||||
|
||||
@@ -46,7 +46,7 @@ var/const/Represents a special statement in the code triggered by a keyword.
|
||||
nS_Keyword
|
||||
New(inline=0)
|
||||
if(inline)
|
||||
del src
|
||||
del(src)
|
||||
|
||||
kwReturn
|
||||
Parse(n_Parser/nS_Parser/parser)
|
||||
|
||||
Reference in New Issue
Block a user