Merge pull request #12 from ZomgPonies/master

Merge From Master
This commit is contained in:
Fox-McCloud
2014-02-08 21:19:49 -05:00
13 changed files with 4156 additions and 4028 deletions
+10 -2
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@@ -115,11 +115,19 @@ proc/process_ghost_teleport_locs()
name = "\improper Arrival Area"
icon_state = "start"
/area/admin
name = "\improper Admin room"
/area/admin/
name = "\improper Admin Room"
icon_state = "start"
lighting_use_dynamic = 0
requires_power = 0
/area/adminconstruction
name = "\improper Admin Testing Area"
icon_state = "start"
lighting_use_dynamic = 0
requires_power = 0
//These are shuttle areas, they must contain two areas in a subgroup if you want to move a shuttle from one
//place to another. Look at escape shuttle for example.
+3 -3
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@@ -314,14 +314,14 @@ Implants;
comm.messagetitle.Add("Cent. Com. Status Summary")
comm.messagetext.Add(intercepttext)
world << sound('sound/AI/commandreport.ogg')
/* world << sound('sound/AI/commandreport.ogg') */
/* command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercepted. Security Level Elevated.")
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
M << sound('sound/AI/intercept.ogg')
if(security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)*/
set_security_level(SEC_LEVEL_BLUE)
/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=0)
+30 -19
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@@ -60,31 +60,42 @@
_color = "grey"
can_label = 0
/*
* return 0 (reached the proc code end)
* 1 (canister is destroyed)
*/
/obj/machinery/portable_atmospherics/canister/update_icon()
src.overlays = 0
var/L[0]
overlays = L
if (src.destroyed)
src.icon_state = text("[]-1", src._color)
if (destroyed)
icon_state = "[_color]-1"
return 1
else
icon_state = "[_color]"
if(holding)
overlays += "can-open"
icon_state = "[_color]"
if(connected_port)
overlays += "can-connector"
L += "can-o3"
var/tank_pressure = air_contents.return_pressure()
var/tank_pressure = air_contents.return_pressure()
if (tank_pressure < 10)
overlays += image('icons/obj/atmos.dmi', "can-o0")
else if (tank_pressure < ONE_ATMOSPHERE)
overlays += image('icons/obj/atmos.dmi', "can-o1")
else if (tank_pressure < 15*ONE_ATMOSPHERE)
overlays += image('icons/obj/atmos.dmi', "can-o2")
else
overlays += image('icons/obj/atmos.dmi', "can-o3")
return
if (tank_pressure < 10)
L[L.len] = "can-o0"
else if (tank_pressure < ONE_ATMOSPHERE)
L[L.len] = "can-o1"
else if (tank_pressure < 15 * ONE_ATMOSPHERE)
L[L.len] = "can-o2"
tank_pressure = null
if (holding)
L += "can-open"
if (connected_port)
L += "can-connector"
overlays = L
L = null
return 0
/obj/machinery/portable_atmospherics/canister/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > temperature_resistance)
+14 -16
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@@ -23,14 +23,14 @@ var/specops_shuttle_timeleft = 0
var/specops_shuttle_timereset = 0
/proc/specops_return()
var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
var/area/centcom/control/command = locate()//To find announcer. This area should exist for this proc to work.
var/mob/living/silicon/decoy/announcer = locate() in command//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "\"THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN\""//Initial message shown.
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", 144.3)
announcer.autosay(message, "A.L.I.C.E.", 144.1)
announcer.say(message)
announcer.say(message)
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
@@ -46,7 +46,7 @@ var/specops_shuttle_timeleft = 0
message = "\"ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN\""
if(rounded_time_left==0)
message = "\"ALERT: TAKEOFF\""
announcer.autosay(message, "A.L.I.C.E.", )
announcer.say(message)
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
@@ -95,20 +95,20 @@ var/specops_shuttle_timeleft = 0
for(var/obj/machinery/computer/specops_shuttle/S in world)
S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
del(announcer)
/proc/specops_process()
var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
var/area/centcom/control/command = locate()//To find announcer. This area should exist for this proc to work.
var/mob/living/silicon/decoy/announcer = locate() in command//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "\"THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH\""//Initial message shown.
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", 144.3)
announcer.autosay(message, "A.L.I.C.E.", 144.1)
announcer.say(message)
announcer.say(message)
/*
message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
announcer.autosay(message, "A.L.I.C.E.", 144.1)
announcer.say(message)
*/
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
@@ -124,8 +124,8 @@ var/specops_shuttle_timeleft = 0
message = "\"ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN\""
if(rounded_time_left==0)
message = "\"ALERT: TAKEOFF\""
announcer.autosay(message, "A.L.I.C.E.", 144.3)
announcer.autosay(message, "A.L.I.C.E.", 144.1)
announcer.say(message)
announcer.say(message)
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
@@ -238,8 +238,6 @@ var/specops_shuttle_timeleft = 0
for(var/obj/machinery/computer/specops_shuttle/S in world)
S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
del(announcer)
/proc/specops_can_move()
if(specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom)
return 0
+1 -1
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@@ -51,7 +51,7 @@
equip_cooldown = 15
name = "CH-LC \"Solaris\" Laser Cannon"
icon_state = "mecha_laser"
energy_drain = 60
energy_drain = 50
projectile = /obj/item/projectile/beam/heavylaser
fire_sound = 'sound/weapons/lasercannonfire.ogg'
+9 -9
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@@ -49,23 +49,23 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/medical
default_cartridge = /obj/item/weapon/cartridge/medical
icon_state = "pda-m"
icon_state = "pda-medical"
/obj/item/device/pda/viro
default_cartridge = /obj/item/weapon/cartridge/medical
icon_state = "pda-v"
icon_state = "pda-virology"
/obj/item/device/pda/engineering
default_cartridge = /obj/item/weapon/cartridge/engineering
icon_state = "pda-e"
icon_state = "pda-engineer"
/obj/item/device/pda/security
default_cartridge = /obj/item/weapon/cartridge/security
icon_state = "pda-s"
icon_state = "pda-security"
/obj/item/device/pda/detective
default_cartridge = /obj/item/weapon/cartridge/detective
icon_state = "pda-det"
icon_state = "pda-security"
/obj/item/device/pda/warden
default_cartridge = /obj/item/weapon/cartridge/security
@@ -73,12 +73,12 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/janitor
default_cartridge = /obj/item/weapon/cartridge/janitor
icon_state = "pda-j"
icon_state = "pda-janitor"
ttone = "slip"
/obj/item/device/pda/toxins
default_cartridge = /obj/item/weapon/cartridge/signal/toxins
icon_state = "pda-tox"
icon_state = "pda-science"
ttone = "boom"
/obj/item/device/pda/clown
@@ -119,7 +119,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/captain
default_cartridge = /obj/item/weapon/cartridge/captain
icon_state = "pda-c"
icon_state = "pda-captain"
detonate = 0
//toff = 1
@@ -129,7 +129,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/quartermaster
default_cartridge = /obj/item/weapon/cartridge/quartermaster
icon_state = "pda-q"
icon_state = "pda-qm"
/obj/item/device/pda/shaftminer
icon_state = "pda-miner"
+3 -3
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@@ -178,7 +178,7 @@
bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(1)
src.ex_act(2)
..()
return 0
@@ -193,13 +193,13 @@
qdel(src)
return
if(2.0)
if (prob(30))
if (prob(75))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
if(3.0)
if (prob(5))
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
+43 -18
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@@ -149,34 +149,59 @@
else
usr << "The cover is closed."
// update the APC icon to show the three base states
// also add overlays for indicator lights
/*
* return 0 (reached the proc code end)
* 1 (wires is exposed)
* 2 (something is wrong)
* 3 (broken)
* 4 (opened)
*/
/obj/machinery/power/apc/update_icon()
var/L[0]
overlays = L
overlays.Cut()
if(opened)
var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
if (opened==1)
if (stat & (MAINT|BROKEN))
icon_state = "apcmaint" //disassembled APC cannot hold cell
if (opened)
// 2 = has cell, 1 = no cell
var/basestate = "apc[cell ? "2" : "1"]"
if (opened == 1)
if (stat & (BROKEN | MAINT))
//disassembled APC cannot hold cell
icon_state = "apcmaint"
else
icon_state = basestate
else if (opened == 2)
icon_state = "[basestate]-nocover"
basestate = null
return 4
else if (stat & BROKEN)
icon_state = "apc-b"
else if(emagged || malfai || spooky)
return 3
else if (emagged || malfai || spooky)
icon_state = "apcemag"
else if(wiresexposed)
return 2
else if (wiresexposed)
icon_state = "apcewires"
else
icon_state = "apc0"
// if closed, update overlays for channel status
if(!(stat & (BROKEN|MAINT)))
overlays.Add("apcox-[locked]","apco3-[charging]") // 0=blue 1=red // 0=red, 1=yellow/black 2=green
if(operating)
overlays.Add("apco0-[equipment]","apco1-[lighting]","apco2-[environ]") // 0=red, 1=green, 2=blue
return 1
icon_state = "apc0"
if(!(stat & (BROKEN|MAINT)))
// 0 = green, 1 = red
L += "apcox-[locked]"
// 0 = red, 1 = blue, 2 = green
L += "apco3-[charging]"
if (operating)
// 0 = red, 1 = yellow, 2 = green, 3 = blue
L += "apco0-[equipment]"
L += "apco1-[lighting]"
L += "apco2-[environ]"
overlays = L
L = null
return 0
// Used in process so it doesn't update the icon too much
/obj/machinery/power/apc/proc/queue_icon_update()
+1 -1
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@@ -193,7 +193,7 @@ var/list/beam_master = list()
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
damage = 45
/obj/item/projectile/beam/xray
name = "xray beam"
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+4042 -3956
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