Merge pull request #1269 from Erthilo/TGUpdates

TG Updates r3721 to r3745 Redo
This commit is contained in:
SkyMarshal
2012-06-09 17:50:05 -07:00
105 changed files with 2553 additions and 1097 deletions
+2 -2
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@@ -85,7 +85,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/Move(NewLoc, direct)
if(NewLoc)
loc = NewLoc
for(var/obj/step_trigger/S in NewLoc)
for(var/obj/effect/step_trigger/S in NewLoc)
S.HasEntered(src)
return
@@ -99,7 +99,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if((direct & WEST) && x > 1)
x--
for(var/obj/step_trigger/S in locate(x, y, z))
for(var/obj/effect/step_trigger/S in locate(x, y, z))
S.HasEntered(src)
/mob/dead/observer/examine()
@@ -294,6 +294,14 @@
using.layer = 20
src.adding += using
using = new src.h_type( src )
using.name = "equip"
using.icon = ui_style
using.icon_state = "act_equip"
using.screen_loc = ui_equip
using.layer = 20
src.adding += using
/*
using = new src.h_type( src )
using.name = "intent"
+13 -9
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@@ -942,10 +942,6 @@
client.screen -= hud_used.intents
client.screen -= hud_used.mov_int
//Screenlocs for these slots are handled by the huds other_update()
//because theyre located on the 'other' inventory bar.
// Gloves
var/datum/organ/external/lo = organs["l_hand"]
var/datum/organ/external/ro = organs["r_hand"]
@@ -1067,9 +1063,10 @@
clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BACK_LAYER)
back.screen_loc = ui_back
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
//to hide / show them.
// WHAT IS THIS DOING IN UPDATE_CLOTHING(), AHHHHHHHHHHHHH
if(client)
client.screen -= contents
client.screen += contents
//to hide / show them.
if (handcuffed)
pulling = null
var/h1 = handcuffed.icon_state
@@ -1128,6 +1125,11 @@
clothing_overlays += image("icon" = stain_icon, "layer" = B_SUIT_LAYER)
wear_suit.screen_loc = ui_oclothing
//Update_other() MUST be called after all the storage slots get updated. This is because all the storage slots assign their
//respective items a screen_loc, which other_update() will then override if needed.
if(client)
hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
switch(shielded)
if(1)
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = SHIELD_LAYER)
@@ -1225,11 +1227,13 @@
if(lying)
icon = lying_icon
overlays += body_overlays_lying
if(damageicon_lying)
overlays += body_overlays_lying
if(!lying)
icon = stand_icon
overlays += body_overlays_standing
if(damageicon_standing)
overlays += body_overlays_standing
+1 -1
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@@ -481,7 +481,7 @@
return null
update_canmove()
if(sleeping || paralysis || stunned || weakened || resting || buckled || (changeling && changeling.changeling_fakedeath))
if(stat || sleeping || paralysis || stunned || weakened || resting || buckled || (changeling && changeling.changeling_fakedeath))
canmove = 0
else
+20 -19
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@@ -67,6 +67,25 @@
return
message = "<B>[src]</B> [input]"
if ("me")
if(silent)
return
if (src.client && (client.muted || client.muted_complete))
src << "You are muted."
return
if (stat)
return
if(!(message))
return
else
if(cmptext(copytext(message, 1, 3), "v "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 1
else if(cmptext(copytext(message, 1, 3), "h "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 2
else
message = "<B>[src]</B> [message]"
if ("twitch")
message = "<B>[src]</B> twitches violently."
m_type = 1
@@ -189,25 +208,7 @@
playsound(src.loc, 'biamthelaw.ogg', 50, 0)
m_type = 2
if ("me")
if(silent)
return
if (src.client && (client.muted || client.muted_complete))
src << "You are muted."
return
if (stat)
return
if(!(message))
return
else
if(cmptext(copytext(message, 1, 3), "v "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 1
else if(cmptext(copytext(message, 1, 3), "h "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 2
else
message = "<B>[src]</B> [message]"
if("help")
src << "beep-(none)/mob, ping-(none)/mob, buzz-(none)/mob, look-(none)/mob, stare-(none)/mob, glare-(none)/mob, twitch, twitch_s, law"
@@ -420,11 +420,12 @@
if (istype(W, /obj/item/weapon/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
return
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(getBruteLoss() == 0)
user << "There are no dents to fix here!"
return
else if (W:remove_fuel(0))
else if (WT.remove_fuel(0))
adjustBruteLoss(-30)
if(getBruteLoss() < 0) bruteloss = 0
updatehealth()
+1 -1
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@@ -12,7 +12,7 @@
//MOB overhaul
//Not in use yet
// var/obj/organstructure/organStructure = null
// var/obj/effect/organstructure/organStructure = null
//Vars that have been relocated to organStructure
//Vars that have been relocated to organStructure ++END
-5
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@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
@@ -107,9 +105,6 @@
usr.hud_used.help_intent.icon_state = "help_small_active"
usr.hud_used.grab_intent.icon_state = "grab_small"
usr.hud_used.disarm_intent.icon_state = "disarm_small"
usr << "\blue Your intent is now \"[usr.a_intent]\"."
else
usr << "\red This mob type does not use intents."
//This gets called when you press the delete button.
/client/verb/delete_key_pressed()
+39 -7
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@@ -1,4 +1,4 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
#define UI_OLD 0
#define UI_NEW 1
@@ -439,14 +439,48 @@ datum/preferences
if(job.title != new_title)
job_alt_titles[job.title] = new_title
proc/SetChoices(mob/user, changedjob)
proc/SetChoices(mob/user, limit = 17, list/splitJobs, width = 550, height = 500)
//limit - The amount of jobs allowed per column. Defaults to 17 to make it look nice.
//splitJobs - Allows you split the table by job. You can make different tables for each department by including their heads. Defaults to CE to make it look nice.
//width - Screen' width. Defaults to 550 to make it look nice.
//height - Screen's height. Defaults to 500 to make it look nice.
// Modify this if you added more jobs and it looks like a mess. Add the jobs in the splitJobs that you want to trigger and intitate a new table.
if(splitJobs == null)
if (ticker.current_state >= GAME_STATE_PLAYING
)
splitJobs = list()
else
splitJobs = list("Chief Engineer")
var/HTML = "<body>"
HTML += "<tt><center>"
HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br>"
HTML += "<table width='100%' cellpadding='1' cellspacing='0' align='center'>"
HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br><br>"
HTML += "<a align='center' href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a><br><br>" // Easier to press up here.
HTML += "<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>" // Table within a table for alignment, also allows you to easily add more colomns.
HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
var/index = -1
//The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows.
var/datum/job/lastJob
for(var/datum/job/job in job_master.occupations)
index += 1
if((index >= limit) || (job.title in splitJobs))
if((index < limit) && (lastJob != null))
//If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with
//the last job's selection color. Creating a rather nice effect.
for(var/i = 0, i < (limit - index), i += 1)
HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'><a>&nbsp</a></td><td><a>&nbsp</a></td></tr>"
HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
index = 0
HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
var/rank = job.title
lastJob = job
if(jobban_isbanned(user, rank))
HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[BANNED]</b></font></td></tr>"
continue
@@ -483,12 +517,10 @@ datum/preferences
else
HTML += "</a></td></tr>"
HTML += "</table><br>"
HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
HTML += "</center></tt>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=mob_occupation;size=320x600")
user << browse(HTML, "window=mob_occupation;size=[width]x[height]")
return
+9
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@@ -303,6 +303,15 @@
usr.hud_used.other_update()
if("equip")
var/obj/item/I = usr.get_active_hand()
if(!I)
usr << "\blue You are not holding anything to equip."
return
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.equip_to_appropriate_slot(I)
if("maprefresh")
var/obj/machinery/computer/security/seccomp = usr.machine