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https://github.com/ParadiseSS13/Paradise.git
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AI's that do not name themselves after 20 seconds will default to their starting name.
Added a direction finding algorithm for target, get_dir_to(). Mostly useful for positioning sprites in relation to a target. Such as energy beams, lines, and so on. Changes to ninjas. Fixed a bunch of bugs and finished content. It is now possible to drag people with you when phase jaunting/shifting. Jaunting/shifting should also kill livestock, huggers, and damage mechs. Renamed /obj/spell path to obj/proc_holder/spell in order to have a generic proc_holder category. For now it only works for the AI but can be expanded to other mobs. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1566 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1409,7 +1409,7 @@
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set category = "Fun"
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set name = "Give Spell"
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set desc = "Gives a spell to a mob."
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var/obj/spell/S = input("Choose the spell to give to that guy", "ABRAKADABRA") in spells
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var/obj/proc_holder/spell/S = input("Choose the spell to give to that guy", "ABRAKADABRA") in spells
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T.spell_list += new S
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/client/proc/make_sound(var/obj/O in world) // -- TLE
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@@ -12,6 +12,7 @@
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//For ninjas exploding when they die./N
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if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:initialize)
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src << browse(null, "window=spideros")//Just in case.
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var/location = loc
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explosion(location, 1, 2, 3, 4)
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//src.flags = 0
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@@ -2745,10 +2745,12 @@ It can still be worn/put on as normal.
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if (istype(id))
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return id
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/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
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if(src.gloves)
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var/obj/item/clothing/gloves/G = src.gloves
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siemens_coeff = G.siemens_coefficient
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//Added a safety check in case you want to shock a human mob directly through electrocute_act.
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/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/safety = 0)
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if(!safety)
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if(gloves)
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var/obj/item/clothing/gloves/G = src.gloves
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siemens_coeff = G.siemens_coefficient
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return ..(shock_damage,source,siemens_coeff)
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@@ -8,6 +8,9 @@
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anchored = 1
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canmove = 0
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src.loc = loc
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proc_holder_list = new()
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if(L)
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if (istype(L, /datum/ai_laws))
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laws_object = L
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@@ -69,6 +72,10 @@
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else
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stat(null, text("Systems nonfunctional"))
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if (proc_holder_list.len)//Generic list for proc_holder objects.
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for(var/obj/proc_holder/P in proc_holder_list)
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statpanel("[P.panel]","",P)
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/mob/living/silicon/ai/proc/ai_alerts()
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set category = "AI Commands"
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set name = "Show Alerts"
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@@ -1744,12 +1744,12 @@ proc/isobserver(A)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, mob.loc))
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spawn(0)
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anim(T,'mob.dmi',mob,"shadow")
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anim(T,mob,'mob.dmi',,"shadow")
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limit--
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if(limit<=0) break
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else
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spawn(0)
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anim(mobloc,'mob.dmi',mob,"shadow")
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anim(mobloc,mob,'mob.dmi',,"shadow")
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mob.loc = get_step(mob, direct)
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mob.dir = direct
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return
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@@ -2131,9 +2131,9 @@ note dizziness decrements automatically in the mob's Life() proc.
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//if (master_controller)
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// stat(null, "Loop: [master_controller.loop_freq]")
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if (src.spell_list.len)
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if (spell_list.len)
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for(var/obj/spell/S in src.spell_list)
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for(var/obj/proc_holder/spell/S in src.spell_list)
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switch(S.charge_type)
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if("recharge")
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statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
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