mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 06:57:42 +01:00
Merge remote-tracking branch 'remotes/upstream/master' into statues
# Conflicts: # _maps/map_files/cyberiad/cyberiad.dmm
This commit is contained in:
@@ -1,228 +0,0 @@
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//This item is not completely unused- the central datacore datum uses it.
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/*
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* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
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*/
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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/obj/effect/datacore/proc/get_manifest(monochrome, OOC)
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var/list/heads = new()
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var/list/sec = new()
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var/list/eng = new()
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var/list/med = new()
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var/list/sci = new()
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var/list/ser = new()
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var/list/sup = new()
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var/list/bot = new()
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var/list/misc = new()
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var/list/isactive = new()
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var/dat = {"
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<head><style>
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.manifest {border-collapse:collapse;}
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.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
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.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
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.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
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.manifest td:first-child {text-align:right}
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.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
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</style></head>
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<table class="manifest" width='350px'>
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<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
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"}
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var/even = 0
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// sort mobs
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for(var/datum/data/record/t in data_core.general)
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var/name = t.fields["name"]
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var/rank = t.fields["rank"]
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var/real_rank = t.fields["real_rank"]
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if(OOC)
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var/active = 0
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for(var/mob/M in player_list)
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if(M.real_name == name && M.client && M.client.inactivity <= 10 * 60 * 10)
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active = 1
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break
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isactive[name] = active ? "Active" : "Inactive"
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else
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isactive[name] = t.fields["p_stat"]
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// to_chat(world, "[name]: [rank]")
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//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
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var/department = 0
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if(real_rank in command_positions)
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heads[name] = rank
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department = 1
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if(real_rank in security_positions)
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sec[name] = rank
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department = 1
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if(real_rank in engineering_positions)
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eng[name] = rank
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department = 1
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if(real_rank in medical_positions)
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med[name] = rank
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department = 1
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if(real_rank in science_positions)
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sci[name] = rank
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department = 1
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if(real_rank in service_positions)
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ser[name] = rank
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department = 1
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if(real_rank in supply_positions)
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sup[name] = rank
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department = 1
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if(real_rank in nonhuman_positions)
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bot[name] = rank
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department = 1
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if(!department && !(name in heads))
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misc[name] = rank
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if(heads.len > 0)
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dat += "<tr><th colspan=3>Heads</th></tr>"
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for(name in heads)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sec.len > 0)
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dat += "<tr><th colspan=3>Security</th></tr>"
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for(name in sec)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(eng.len > 0)
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dat += "<tr><th colspan=3>Engineering</th></tr>"
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for(name in eng)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(med.len > 0)
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dat += "<tr><th colspan=3>Medical</th></tr>"
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for(name in med)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sci.len > 0)
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dat += "<tr><th colspan=3>Science</th></tr>"
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for(name in sci)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(ser.len > 0)
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dat += "<tr><th colspan=3>Service</th></tr>"
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for(name in ser)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[ser[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sup.len > 0)
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dat += "<tr><th colspan=3>Supply</th></tr>"
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for(name in sup)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sup[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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// in case somebody is insane and added them to the manifest, why not
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if(bot.len > 0)
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dat += "<tr><th colspan=3>Silicon</th></tr>"
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for(name in bot)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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// misc guys
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if(misc.len > 0)
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dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
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for(name in misc)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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dat += "</table>"
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dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
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dat = replacetext(dat, "\t", "")
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return dat
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/*
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We can't just insert in HTML into the nanoUI so we need the raw data to play with.
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Instead of creating this list over and over when someone leaves their PDA open to the page
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we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change
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using /obj/effect/datacore/proc/manifest_inject( ), or manifest_insert( )
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*/
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var/global/list/PDA_Manifest = list()
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/obj/effect/datacore/proc/get_manifest_json()
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if(PDA_Manifest.len)
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return
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var/heads[0]
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var/sec[0]
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var/eng[0]
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var/med[0]
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var/sci[0]
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var/ser[0]
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var/sup[0]
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var/bot[0]
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var/misc[0]
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for(var/datum/data/record/t in data_core.general)
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var/name = sanitize(t.fields["name"])
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var/rank = sanitize(t.fields["rank"])
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var/real_rank = t.fields["real_rank"]
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var/isactive = t.fields["p_stat"]
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var/department = 0
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var/depthead = 0 // Department Heads will be placed at the top of their lists.
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if(real_rank in command_positions)
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heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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depthead = 1
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if(rank == "Captain" && heads.len != 1)
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heads.Swap(1, heads.len)
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if(real_rank in security_positions)
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sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sec.len != 1)
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sec.Swap(1, sec.len)
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if(real_rank in engineering_positions)
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eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && eng.len != 1)
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eng.Swap(1, eng.len)
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if(real_rank in medical_positions)
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med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && med.len != 1)
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med.Swap(1, med.len)
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if(real_rank in science_positions)
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sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sci.len != 1)
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sci.Swap(1, sci.len)
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if(real_rank in service_positions)
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ser[++ser.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && ser.len != 1)
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ser.Swap(1, ser.len)
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if(real_rank in supply_positions)
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sup[++sup.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sup.len != 1)
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sup.Swap(1, sup.len)
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if(real_rank in nonhuman_positions)
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bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(!department && !(name in heads))
|
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misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
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|
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PDA_Manifest = list(\
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"heads" = heads,\
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"sec" = sec,\
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"eng" = eng,\
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"med" = med,\
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"sci" = sci,\
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"ser" = ser,\
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"sup" = sup,\
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"bot" = bot,\
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"misc" = misc\
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)
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return
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@@ -0,0 +1,55 @@
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/obj/effect/spawner/random_barrier
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name = "random tile"
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var/list/result = list(
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/turf/simulated/floor/plasteel = 1,
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/turf/simulated/wall = 1,
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/obj/structure/falsewall = 1,
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/obj/effect/spawner/window/reinforced = 1,
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/obj/machinery/door/airlock = 1,
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/obj/machinery/door/airlock/welded = 1,
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/obj/structure/barricade/wooden = 1)
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// This needs to come before the initialization wave because
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// the thing it creates might need to be initialized too
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/obj/effect/spawner/random_barrier/New()
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. = ..()
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||||
var/turf/T = get_turf(src)
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if(!T)
|
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log_runtime(EXCEPTION("Barrier spawner placed in nullspace!"), src)
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return
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var/thing_to_place = pickweight(result)
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if(ispath(thing_to_place, /turf))
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T.ChangeTurf(thing_to_place)
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else
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new thing_to_place(T)
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qdel(src)
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||||
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/obj/effect/spawner/random_barrier/wall_probably
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name = "probably a wall"
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||||
result = list(
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/turf/simulated/wall = 9,
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||||
/obj/structure/falsewall = 1
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||||
)
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||||
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||||
/obj/effect/spawner/random_barrier/floor_probably
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||||
name = "probably a floor"
|
||||
result = list(
|
||||
/turf/simulated/floor/plasteel = 3,
|
||||
/turf/simulated/wall = 1
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random_barrier/obstruction
|
||||
name = "obstruction"
|
||||
result = list(
|
||||
/turf/simulated/wall = 1,
|
||||
/obj/structure/falsewall = 1,
|
||||
/obj/structure/barricade/wooden = 1,
|
||||
/obj/machinery/door/airlock/welded = 1
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random_barrier/possibly_welded_airlock
|
||||
name = "possibly welded airlock"
|
||||
result = list(
|
||||
/obj/machinery/door/airlock = 3,
|
||||
/obj/machinery/door/airlock/welded = 1
|
||||
)
|
||||
@@ -242,7 +242,6 @@ var/global/list/default_medbay_channels = list(
|
||||
var/datum/radio_frequency/connection = null
|
||||
if(channel && channels && channels.len > 0)
|
||||
if(channel == "department")
|
||||
// to_chat(world, "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\"")
|
||||
channel = channels[1]
|
||||
connection = secure_radio_connections[channel]
|
||||
else
|
||||
@@ -259,9 +258,8 @@ var/global/list/default_medbay_channels = list(
|
||||
Broadcast_Message(connection, A,
|
||||
0, "*garbled automated announcement*", src,
|
||||
message, from, "Automated Announcement", from, "synthesized voice",
|
||||
4, 0, zlevel, connection.frequency, follow_target=follow_target)
|
||||
4, 0, zlevel, connection.frequency, follow_target = follow_target)
|
||||
qdel(A)
|
||||
return
|
||||
|
||||
// Just a dummy mob used for making announcements, so we don't create AIs to do this
|
||||
// I'm not sure who thought that was a good idea. -- Crazylemon
|
||||
@@ -403,6 +401,7 @@ var/global/list/default_medbay_channels = list(
|
||||
// Identity-associated tags:
|
||||
"mob" = M, // store a reference to the mob
|
||||
"mobtype" = M.type, // the mob's type
|
||||
"race" = signal.get_race(M),
|
||||
"realname" = real_name, // the mob's real name
|
||||
"name" = displayname, // the mob's display name
|
||||
"job" = jobname, // the mob's job
|
||||
@@ -464,6 +463,7 @@ var/global/list/default_medbay_channels = list(
|
||||
|
||||
"mob" = M, // store a reference to the mob
|
||||
"mobtype" = M.type, // the mob's type
|
||||
"race" = signal.get_race(M), // text to show next to mob in comms log console
|
||||
"realname" = real_name, // the mob's real name
|
||||
"name" = displayname, // the mob's display name
|
||||
"job" = jobname, // the mob's job
|
||||
@@ -562,7 +562,7 @@ var/global/list/default_medbay_channels = list(
|
||||
var/range = receive_range(freq, level)
|
||||
if(range > -1)
|
||||
return get_mobs_in_view(canhear_range, src)
|
||||
|
||||
|
||||
/obj/item/device/radio/proc/is_listening()
|
||||
var/is_listening = TRUE
|
||||
if(!on)
|
||||
@@ -573,11 +573,11 @@ var/global/list/default_medbay_channels = list(
|
||||
is_listening = FALSE
|
||||
|
||||
return is_listening
|
||||
|
||||
|
||||
/obj/item/device/radio/proc/send_announcement()
|
||||
if(is_listening())
|
||||
return get_mobs_in_view(canhear_range, src)
|
||||
|
||||
|
||||
return null
|
||||
|
||||
/obj/item/device/radio/examine(mob/user, var/distance = -1)
|
||||
|
||||
@@ -80,8 +80,7 @@
|
||||
//TODO; Add support for reagents in water.
|
||||
if(target.loc == user)//No more spraying yourself when putting your extinguisher away
|
||||
return
|
||||
var/Refill = AttemptRefill(target, user)
|
||||
if(Refill)
|
||||
if(AttemptRefill(target, user))
|
||||
return
|
||||
if(!safety)
|
||||
if(src.reagents.total_volume < 1)
|
||||
@@ -164,4 +163,4 @@
|
||||
if(W.loc == my_target) break
|
||||
sleep(2)
|
||||
else
|
||||
return ..()
|
||||
return ..()
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
|
||||
var/mobname = "Will Robinson"
|
||||
activated = 0
|
||||
var/static/list/stealth_areas = typecacheof(list(/area/syndicate_station, /area/syndicate_mothership, /area/shuttle/syndicate_elite))
|
||||
|
||||
/obj/item/weapon/implant/death_alarm/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
@@ -33,26 +34,26 @@
|
||||
/obj/item/weapon/implant/death_alarm/activate(var/cause)
|
||||
var/mob/M = imp_in
|
||||
var/area/t = get_area(M)
|
||||
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
|
||||
a.follow_target = M
|
||||
|
||||
switch(cause)
|
||||
if("death")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
|
||||
if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) )
|
||||
if(is_type_in_typecache(t, stealth_areas))
|
||||
//give the syndies a bit of stealth
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm")
|
||||
else
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm")
|
||||
qdel(a)
|
||||
qdel(src)
|
||||
if("emp")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
|
||||
var/name = prob(50) ? t.name : pick(teleportlocs)
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm")
|
||||
qdel(a)
|
||||
else
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm")
|
||||
qdel(a)
|
||||
qdel(src)
|
||||
|
||||
qdel(a)
|
||||
|
||||
/obj/item/weapon/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
|
||||
activate("emp") //let's shout that this dude is dead
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
/obj/item/weapon/tank/ui_action_click(mob/user)
|
||||
toggle_internals(user)
|
||||
|
||||
/obj/item/weapon/tank/proc/toggle_internals(mob/user)
|
||||
/obj/item/weapon/tank/proc/toggle_internals(mob/user, silent = FALSE)
|
||||
var/mob/living/carbon/C = user
|
||||
if(!istype(C))
|
||||
return 0
|
||||
@@ -65,13 +65,16 @@
|
||||
|
||||
if(can_open_valve)
|
||||
if(C.internal)
|
||||
to_chat(C, "<span class='notice'>You switch your internals to [src].</span>")
|
||||
if(!silent)
|
||||
to_chat(C, "<span class='notice'>You switch your internals to [src].</span>")
|
||||
else
|
||||
to_chat(C, "<span class='notice'>You open \the [src] valve.</span>")
|
||||
if(!silent)
|
||||
to_chat(C, "<span class='notice'>You open \the [src] valve.</span>")
|
||||
C.internal = src
|
||||
C.update_internals_hud_icon(1)
|
||||
else
|
||||
to_chat(C, "<span class='notice'>You are not wearing a suitable mask or helmet.</span>")
|
||||
if(!silent)
|
||||
to_chat(C, "<span class='notice'>You are not wearing a suitable mask or helmet.</span>")
|
||||
return 0
|
||||
|
||||
C.update_action_buttons_icon()
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_cap(src)
|
||||
new /obj/item/weapon/book/manual/faxes(src)
|
||||
new /obj/item/clothing/head/crown/fancy(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/captain(src)
|
||||
new /obj/item/clothing/suit/captunic(src)
|
||||
new /obj/item/clothing/suit/captunic/capjacket(src)
|
||||
|
||||
@@ -60,19 +60,16 @@
|
||||
set src in oview(1)
|
||||
|
||||
if(config.ghost_interaction)
|
||||
src.dir = turn(src.dir, 90)
|
||||
setDir(turn(dir, 90))
|
||||
handle_rotation()
|
||||
return
|
||||
else
|
||||
if(!usr || !isturf(usr.loc))
|
||||
return
|
||||
if(usr.stat || usr.restrained())
|
||||
return
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
handle_rotation()
|
||||
if(usr.incapacitated())
|
||||
return
|
||||
|
||||
setDir(turn(dir, 90))
|
||||
handle_rotation()
|
||||
|
||||
/obj/structure/stool/bed/chair/AltClick(mob/user)
|
||||
if(user.incapacitated())
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
|
||||
Reference in New Issue
Block a user