Fixed the map/code issues that the body bags caused.

/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-03 10:28:57 +00:00
parent e8c6b08419
commit 17ed3899c4
314 changed files with 9099 additions and 9118 deletions
+9 -9
View File
@@ -658,7 +658,7 @@
// M.buckled = null
// else
// var/obj/S = locate(text("start*AI"))
// if ((istype(S, /obj/effects/landmark/start) && istype(S.loc, /turf)))
// if ((istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf)))
// M << "\blue <B>You have been teleported to your new starting location!</B>"
// M.loc = S.loc
// M.buckled = null
@@ -941,7 +941,7 @@
removed_paths += dirty_path
else if (ispath(path, /obj/item/weapon/melee/energy/blade))//Not an item one should be able to spawn./N
removed_paths += dirty_path
else if (ispath(path, /obj/effects/bhole) && !(src.rank in list("Game Admin", "Game Master")))
else if (ispath(path, /obj/effect/bhole) && !(src.rank in list("Game Admin", "Game Master")))
removed_paths += dirty_path
else if (ispath(path, /mob) && !(src.rank in list("Badmin", "Game Admin", "Game Master")))
removed_paths += dirty_path
@@ -1053,7 +1053,7 @@
if("sec_classic1")
for(var/obj/item/clothing/suit/fire/O in world)
del(O)
for(var/obj/station_objects/grille/O in world)
for(var/obj/structure/grille/O in world)
del(O)
/* for(var/obj/machinery/vehicle/pod/O in world)
for(var/mob/M in src)
@@ -1253,11 +1253,11 @@
sleep(40)
for(var/mob/M in world)
shake_camera(M, 400, 1)
for(var/obj/station_objects/window/W in world)
for(var/obj/structure/window/W in world)
spawn(0)
sleep(rand(10,400))
W.ex_act(rand(2,1))
for(var/obj/station_objects/grille/G in world)
for(var/obj/structure/grille/G in world)
spawn(0)
sleep(rand(20,400))
G.ex_act(rand(2,1))
@@ -1269,11 +1269,11 @@
spawn(0)
sleep(rand(30,400))
Floor.ex_act(rand(2,1))
for(var/obj/station_objects/cable/Cable in world)
for(var/obj/structure/cable/Cable in world)
spawn(0)
sleep(rand(30,400))
Cable.ex_act(rand(2,1))
for(var/obj/station_objects/closet/Closet in world)
for(var/obj/structure/closet/Closet in world)
spawn(0)
sleep(rand(30,400))
Closet.ex_act(rand(2,1))
@@ -1298,7 +1298,7 @@
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
world << sound('granomalies.ogg')
var/turf/T = pick(blobstart)
var/obj/effects/bhole/bh = new /obj/effects/bhole( T.loc, 30 )
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
spawn(rand(50, 300))
del(bh)
if("timeanomalies")
@@ -1314,7 +1314,7 @@
if(prob(20) && T.z == 1 && istype(T,/turf/simulated/floor))
spawn(50+rand(0,3000))
picked = pick(turfs)
var/obj/effects/portal/P = new /obj/effects/portal( T )
var/obj/effect/portal/P = new /obj/effect/portal( T )
P.target = picked
P.creator = null
P.icon = 'objects.dmi'
+1 -1
View File
@@ -562,7 +562,7 @@
set category = "Fun"
set name = "Give Spell"
set desc = "Gives a spell to a mob."
var/obj/effects/proc_holder/spell/S = input("Choose the spell to give to that guy", "ABRAKADABRA") as null|anything in spells
var/obj/effect/proc_holder/spell/S = input("Choose the spell to give to that guy", "ABRAKADABRA") as null|anything in spells
if(!S) return
T.spell_list += new S
+1 -1
View File
@@ -40,7 +40,7 @@
active_tiles += group.members.len
var/hotspots = 0
for(var/obj/effects/hotspot/hotspot in world)
for(var/obj/effect/hotspot/hotspot in world)
hotspots++
var/output = {"<B>AIR SYSTEMS REPORT</B><HR>
+8 -8
View File
@@ -22,7 +22,7 @@
var/camera_range_display_status = 0
var/intercom_range_display_status = 0
/obj/effects/debugging/camera_range
/obj/effect/debugging/camera_range
icon = '480x480.dmi'
icon_state = "25percent"
@@ -30,7 +30,7 @@ var/intercom_range_display_status = 0
src.pixel_x = -224
src.pixel_y = -224
/obj/effects/debugging/marker
/obj/effect/debugging/marker
icon = 'areas.dmi'
icon_state = "yellow"
@@ -53,12 +53,12 @@ var/intercom_range_display_status = 0
for(var/obj/effects/debugging/camera_range/C in world)
for(var/obj/effect/debugging/camera_range/C in world)
del(C)
if(camera_range_display_status)
for(var/obj/machinery/camera/C in world)
new/obj/effects/debugging/camera_range(C.loc)
new/obj/effect/debugging/camera_range(C.loc)
@@ -89,9 +89,9 @@ var/intercom_range_display_status = 0
output += "<li>overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
var/turf/T = get_step(C1,turn(C1.dir,180))
if(!T || !isturf(T) || !T.density )
if(!(locate(/obj/station_objects/grille,T)))
if(!(locate(/obj/structure/grille,T)))
var/window_check = 0
for(var/obj/station_objects/window/W in T)
for(var/obj/structure/window/W in T)
if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
window_check = 1
break
@@ -110,13 +110,13 @@ var/intercom_range_display_status = 0
else
intercom_range_display_status = 1
for(var/obj/effects/debugging/marker/M in world)
for(var/obj/effect/debugging/marker/M in world)
del(M)
if(intercom_range_display_status)
for(var/obj/item/device/radio/intercom/I in world)
for(var/turf/T in orange(7,I))
var/obj/effects/debugging/marker/F = new/obj/effects/debugging/marker(T)
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if (!(F in view(7,I.loc)))
del(F)
+4 -4
View File
@@ -187,7 +187,7 @@
/proc/create_xeno(mob/dead/observer/G)
var/alien_caste = alert(src, "Please choose which caste to spawn.",,"Hunter","Sentinel","Drone")
var/obj/effects/landmark/spawn_here = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)
var/obj/effect/landmark/spawn_here = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
@@ -402,20 +402,20 @@ Traitors and the like can also be revived with the previous role mostly intact.
ticker.mode.learn_basic_spells(new_character)
ticker.mode.equip_wizard(new_character)
if("Syndicate")
var/obj/effects/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Space Ninja")
var/ninja_spawn[] = list()
for(var/obj/effects/landmark/L in world)
for(var/obj/effect/landmark/L in world)
if(L.name=="carpspawn")
ninja_spawn += L
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninja_spawn.len)
var/obj/effects/landmark/ninja_spawn_here = pick(ninja_spawn)
var/obj/effect/landmark/ninja_spawn_here = pick(ninja_spawn)
new_character.loc = ninja_spawn_here.loc
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
+4 -4
View File
@@ -67,7 +67,7 @@ var/global/sent_strike_team = 0
commandos_list += G_client.mob//Add their ghost to commandos.
//Spawns commandos and equips them.
for (var/obj/effects/landmark/L in world)
for (var/obj/effect/landmark/L in world)
if(commando_number<=0) break
if (L.name == "Commando")
leader_selected = commando_number == 1?1:0
@@ -93,16 +93,16 @@ var/global/sent_strike_team = 0
commando_number--
//Spawns the rest of the commando gear.
for (var/obj/effects/landmark/L)
for (var/obj/effect/landmark/L)
if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
var/obj/item/weapon/paper/P = new(L.loc)
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>"
P.name = "Spec. Ops. Manual"
for (var/obj/effects/landmark/L in world)
for (var/obj/effect/landmark/L in world)
if (L.name == "Commando-Bomb")
new /obj/effects/spawner/newbomb/timer/syndicate(L.loc)
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)
message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1)
@@ -67,7 +67,7 @@ var/global/sent_syndicate_strike_team = 0
syndicate_commandos_list += G_client.mob//Add their ghost to commandos.
//Spawns commandos and equips them.
for (var/obj/effects/landmark/L in world)
for (var/obj/effect/landmark/L in world)
if(syndicate_commando_number<=0) break
if (L.name == "Syndicate-Commando")
syndicate_leader_selected = syndicate_commando_number == 1?1:0
@@ -93,16 +93,16 @@ var/global/sent_syndicate_strike_team = 0
syndicate_commando_number--
//Spawns the rest of the commando gear.
// for (var/obj/effects/landmark/L)
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// 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>"
// P.name = "Spec. Ops. Manual"
for (var/obj/effects/landmark/L in world)
for (var/obj/effect/landmark/L in world)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effects/spawner/newbomb/timer/syndicate(L.loc)
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)
message_admins("\blue [key_name_admin(usr)] has spawned a Syndicate strike squad.", 1)