Merge branch 'master' of github.com:ParadiseSS13/Paradise into Poolmagic

This commit is contained in:
Tigercat2000
2015-03-06 17:21:25 +01:00
11 changed files with 65 additions and 61 deletions
+1
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@@ -127,6 +127,7 @@
occupant2 << "<span class='warning'>[i]</span>"
if(i == 0)
explosion(loc, 2, 4, 8)
qdel(src)
sleep(10)
update_icons()
+33 -29
View File
@@ -203,36 +203,40 @@
src << "<span class='info'>You feel fatigued.</span>"
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
H.play_xylophone()
else if(lying) // /vg/: For hugs. This is how update_icon figgers it out, anyway. - N3X15
var/t_him = "it"
if (src.gender == MALE)
t_him = "him"
else if (src.gender == FEMALE)
t_him = "her"
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
M.visible_message( \
"\blue [M] shakes [src] trying to wake [t_him] up!", \
"\blue You shake [src] trying to wake [t_him] up!", \
)
// BEGIN HUGCODE - N3X
else
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
M.visible_message( \
"\blue [M] gives [src] a [pick("hug","warm embrace")].", \
"\blue You hug [src].", \
)
if(player_logged)
M.visible_message("<span class='notice'>[M] shakes [src], but they do not respond. Probably suffering from SSD.", \
"<span class='notice'>You shake [src], but they are unresponsive. Probably suffering from SSD.</span>")
if(lying) // /vg/: For hugs. This is how update_icon figgers it out, anyway. - N3X15
var/t_him = "it"
if (src.gender == MALE)
t_him = "him"
else if (src.gender == FEMALE)
t_him = "her"
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
M.visible_message( \
"\blue [M] shakes [src] trying to wake [t_him] up!", \
"\blue You shake [src] trying to wake [t_him] up!", \
)
// BEGIN HUGCODE - N3X
else
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
M.visible_message( \
"\blue [M] gives [src] a [pick("hug","warm embrace")].", \
"\blue You hug [src].", \
)
/mob/living/carbon/proc/eyecheck()
@@ -435,30 +435,16 @@ emp_act
add_blood(source)
bloody_hands = amount
bloody_hands_mob = source
if(istype(source,/mob/living/carbon/human))
var/mob/living/carbon/human/H = source
if(H.species.bloodflags & BLOOD_GREEN)
update_inv_gloves(1,1) //updates on-mob overlays for bloody hands and/or bloody gloves
else
update_inv_gloves(1,0) //updates on-mob overlays for bloody hands and/or bloody gloves
else
update_inv_gloves(1,0) //updates on-mob overlays for bloody hands and/or bloody gloves
update_inv_gloves(1) //updates on-mob overlays for bloody hands and/or bloody gloves
/mob/living/carbon/human/proc/bloody_body(var/mob/living/source)
if(wear_suit)
wear_suit.add_blood(source)
update_inv_wear_suit(0,0)
update_inv_wear_suit(0)
return
if(w_uniform)
w_uniform.add_blood(source)
if(istype(source,/mob/living/carbon/human))
var/mob/living/carbon/human/H = source
if(H.species.bloodflags & BLOOD_GREEN)
update_inv_w_uniform(1,1)
else
update_inv_w_uniform(1,0)
else
update_inv_w_uniform(1,0)
update_inv_w_uniform(1)
/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
+8 -1
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@@ -1017,6 +1017,10 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if(status_flags & GODMODE) return 0
//SSD check, if a logged player is awake put them back to sleep!
if(player_logged && sleeping < 2)
sleeping = 2
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
blinded = 1
silent = 0
@@ -1093,7 +1097,10 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
adjustStaminaLoss(-10)
adjustHalLoss(-3)
if (mind)
if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced.
//Are they SSD? If so we'll keep them asleep but work off some of that sleep var in case of stoxin or similar.
if(player_logged)
sleeping = max(sleeping-1, 2)
else
sleeping = max(sleeping-1, 0)
blinded = 1
stat = UNCONSCIOUS
@@ -587,7 +587,7 @@ proc/get_damage_icon_part(damage_state, body_part)
/* --------------------------------------- */
//vvvvvv UPDATE_INV PROCS vvvvvv
/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1,var/green=0)
/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1)
if(w_uniform && istype(w_uniform, /obj/item/clothing/under) )
w_uniform.screen_loc = ui_iclothing
var/t_color = w_uniform._color
@@ -651,7 +651,7 @@ proc/get_damage_icon_part(damage_state, body_part)
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_gloves(var/update_icons=1,var/green=0)
/mob/living/carbon/human/update_inv_gloves(var/update_icons=1)
if(gloves)
var/t_state = gloves.item_state
if(!t_state) t_state = gloves.icon_state
@@ -724,7 +724,7 @@ proc/get_damage_icon_part(damage_state, body_part)
overlays_standing[EARS_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_shoes(var/update_icons=1,var/green=0)
/mob/living/carbon/human/update_inv_shoes(var/update_icons=1)
if(shoes)
var/image/standing
@@ -765,7 +765,7 @@ proc/get_damage_icon_part(damage_state, body_part)
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_head(var/update_icons=1,var/green=0)
/mob/living/carbon/human/update_inv_head(var/update_icons=1)
if(head)
head.screen_loc = ui_head //TODO
var/image/standing
+5 -2
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@@ -380,7 +380,6 @@
the secrets of their empire to their allies."
flags = HAS_LIPS | HAS_UNDERWEAR
bloodflags = BLOOD_GREEN
bodyflags = HAS_SKIN_COLOR
flesh_color = "#8CD7A3"
@@ -517,9 +516,11 @@
brute_mod = 0.8
flags = IS_WHITELISTED
bloodflags = BLOOD_GREEN
bodyflags = FEET_CLAWS
blood_color = "#FB9800"
/datum/species/slime
name = "Slime People"
default_language = "Galactic Common"
@@ -557,6 +558,8 @@
flags = IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | CAN_BE_FAT
blood_color = "#A200FF"
/datum/species/grey/handle_dna(var/mob/living/carbon/C, var/remove)
if(!remove)
C.dna.SetSEState(REMOTETALKBLOCK,1,1)
+3
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@@ -4,6 +4,9 @@
//Mind updates
sync_mind()
//If they're SSD, remove it so they can wake back up.
player_logged = 0
//Round specific stuff like hud updates
if(ticker && ticker.mode)
var/ref = "\ref[mind]"
+5 -3
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@@ -1,7 +1,9 @@
/mob/living/Logout()
..()
if (mind)
if(!key) //key and mind have become seperated.
if(!key) //key and mind have become seperated. I believe this is for when a staff member aghosts.
mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body.
if(!immune_to_ssd && sleeping < 2 && mind.active)
sleeping = 2 //This causes instant sleep, but does not prolong it. See life.dm for furthering SSD.
//This causes instant sleep and tags a player as SSD. See life.dm for furthering SSD.
if(sleeping < 2 && mind.active)
sleeping = 2
player_logged = 1
@@ -6,7 +6,6 @@
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
var/list/alarms_to_show = list()
var/list/alarms_to_clear = list()
immune_to_ssd = 1
var/list/hud_list[10]
var/list/speech_synthesizer_langs = list() //which languages can be vocalized by the speech synthesizer
var/list/alarm_types_show = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
+2 -1
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@@ -219,7 +219,8 @@
var/has_limbs = 1 //Whether this mob have any limbs he can move with
var/can_stand = 1 //Whether this mob have ability to stand
var/immune_to_ssd = 0
//SSD var, changed it up some so people can have special things happen for different mobs when SSD.
var/player_logged = 0
var/turf/listed_turf = null //the current turf being examined in the stat panel
var/list/shouldnt_see = list() //list of objects that this mob shouldn't see in the stat panel. this silliness is needed because of AI alt+click and cult blood runes
+1 -3
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@@ -835,9 +835,7 @@ var/list/restricted_camera_networks = list( //Those networks can only be accesse
#define NO_INTORGANS 32768
//Species Blood Flags
#define BLOOD_GREEN 1
#define BLOOD_BLUE 2
#define BLOOD_SLIME 4
#define BLOOD_SLIME 1
//Species Body Flags
#define FEET_CLAWS 1
#define FEET_PADDED 2