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Merge pull request #511 from SkyMarshal/master
Altered detective scanner functionality.
This commit is contained in:
@@ -92,13 +92,16 @@ obj/machinery/computer/forensic_scanning
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scan_data = ""
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scan_name = ""
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scan_process = 0
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booked = 0
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req_access = list(access_forensics_lockers)
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New()
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..()
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new /obj/item/weapon/book/manual/detective(get_turf(src))
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if(!booked)
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new /obj/item/weapon/book/manual/detective(get_turf(src))
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booked = 1
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return
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@@ -1419,6 +1419,7 @@
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/obj/effect/equip_e/human/process()
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if (item)
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item.add_fingerprint(source)
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var/item_loc = 0
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if (!item)
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switch(place)
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if("mask")
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@@ -1481,9 +1482,65 @@
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//SN src = null
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del(src)
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return
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else
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switch(place)
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if("mask")
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if(target.wear_mask)
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item_loc = 1
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if("l_hand")
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if(target.l_hand)
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item_loc = 1
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if("r_hand")
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if(target.r_hand)
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item_loc = 1
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if("gloves")
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if(target.gloves)
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item_loc = 1
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if("eyes")
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if(target.glasses)
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item_loc = 1
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if("l_ear")
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if(target.l_ear)
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item_loc = 1
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if("r_ear")
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if(target.r_ear)
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item_loc = 1
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if("head")
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if(target.head)
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item_loc = 1
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if("shoes")
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if(target.shoes)
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item_loc = 1
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if("belt")
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if(target.belt)
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item_loc = 1
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if("suit")
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if(target.wear_suit)
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item_loc = 1
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if("back")
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if(target.back)
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item_loc = 1
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if("uniform")
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if(target.w_uniform)
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item_loc = 1
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if("s_store")
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if(target.s_store)
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item_loc = 1
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if("h_store")
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if(target.h_store)
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item_loc = 1
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if("id")
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if(target.wear_id)
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item_loc = 1
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if("internal")
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if (target.internal)
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item_loc = 1
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if("handcuff")
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if (target.handcuffed)
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item_loc = 1
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var/list/L = list( "syringe", "pill", "drink", "dnainjector", "fuel")
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if ((item && !( L.Find(place) )))
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if (item && !L.Find(place) && !item_loc)
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if(isrobot(source) && place != "handcuff")
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del(src)
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return
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@@ -13,6 +13,7 @@
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isbreathing = 1
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holdbreath = 0
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lyingcheck = 0
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buckle_check = 0
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/mob/living/carbon/human/Life()
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set invisibility = 0
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@@ -24,7 +25,20 @@
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if(!loc) // Fixing a null error that occurs when the mob isn't found in the world -- TLE
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return
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//Being buckled to a chair or bed
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check_if_buckled()
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// Update clothing
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// update_clothing()
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if((lyingcheck != lying) || (buckle_check != (buckled ? 1 : 0))) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
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spawn(5)
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update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
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lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
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if(stat == 2)
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if((!lying || !lyingcheck) && !buckled)
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lying = 1
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update_clothing()
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return
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life_tick++
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@@ -88,18 +102,9 @@
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// Some mobs heal slowly, others die slowly
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handle_health_updates()
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// Update clothing
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// update_clothing()
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if(lyingcheck != lying) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
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update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
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lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
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if(client)
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handle_regular_hud_updates()
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//Being buckled to a chair or bed
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check_if_buckled()
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// Yup.
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update_canmove()
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@@ -1191,13 +1196,18 @@
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check_if_buckled()
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if (buckled)
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lying = istype(buckled, /obj/structure/stool/bed) || istype(buckled, /obj/machinery/conveyor)
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if(lying)
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if(buckle_check != (buckled ? 1 : 0))
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buckle_check = (buckled ? 1 : 0)
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if (buckled)
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lying = istype(buckled, /obj/structure/stool/bed) || istype(buckled, /obj/machinery/conveyor)
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if(lying)
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drop_item()
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density = 1
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else
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density = !lying
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if(buckle_check)
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if(istype(buckled, /obj/structure/stool/bed) || istype(buckled, /obj/machinery/conveyor))
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drop_item()
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density = 1
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else
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density = !lying
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handle_stomach()
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spawn(0)
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