Fixed the signpost shuttle bug.

Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-24 04:00:45 +00:00
parent e3de8ddc34
commit 3cae06c9c3
45 changed files with 3425 additions and 3632 deletions
+130 -135
View File
@@ -6,7 +6,7 @@
log_admin("[key_name(usr)] has left build mode.")
M.client.buildmode = 0
M.client.show_popup_menus = 1
for(var/obj/buildholder/H)
for(var/obj/bmode/buildholder/H)
if(H.cl == M.client)
del(H)
else
@@ -14,14 +14,14 @@
M.client.buildmode = 1
M.client.show_popup_menus = 0
var/obj/buildholder/H = new/obj/buildholder()
var/obj/builddir/A = new/obj/builddir(H)
var/obj/bmode/buildholder/H = new/obj/bmode/buildholder()
var/obj/bmode/builddir/A = new/obj/bmode/builddir(H)
A.master = H
var/obj/buildhelp/B = new/obj/buildhelp(H)
var/obj/bmode/buildhelp/B = new/obj/bmode/buildhelp(H)
B.master = H
var/obj/buildmode/C = new/obj/buildmode(H)
var/obj/bmode/buildmode/C = new/obj/bmode/buildmode(H)
C.master = H
var/obj/buildquit/D = new/obj/buildquit(H)
var/obj/bmode/buildquit/D = new/obj/bmode/buildquit(H)
D.master = H
H.builddir = A
@@ -34,161 +34,154 @@
M.client.screen += D
H.cl = M.client
/obj/builddir
/obj/bmode//Cleaning up the tree a bit
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'buildmode.dmi'
var/obj/bmode/buildholder/master = null
/obj/bmode/builddir
icon_state = "build"
screen_loc = "NORTH,WEST"
var/obj/buildholder/master = null
/obj/buildhelp
density = 1
anchored = 1
layer = 20
dir = NORTH
Click()
switch(dir)
if(NORTH)
dir = EAST
if(EAST)
dir = SOUTH
if(SOUTH)
dir = WEST
if(WEST)
dir = NORTHWEST
if(NORTHWEST)
dir = NORTH
return
/obj/bmode/buildhelp
icon = 'buildmode.dmi'
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
var/obj/buildholder/master = null
/obj/buildmode
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'buildmode.dmi'
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/obj/buildholder/master = null
var/varholder = "name"
var/valueholder = "derp"
var/objholder = "/obj/closet"
/obj/buildquit
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'buildmode.dmi'
Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
if(4)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button on turf/obj/mob = Throw"
usr << "\blue Right Mouse Button on turf/obj/mob = Select"
usr << "\blue ***********************************************************"
return
/obj/bmode/buildquit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
var/obj/buildholder/master = null
/obj/buildquit/Click()
togglebuildmode(master.cl.mob)
Click()
togglebuildmode(master.cl.mob)
/obj/buildholder
/obj/bmode/buildholder
density = 0
anchored = 1
var/client/cl = null
var/obj/builddir/builddir = null
var/obj/buildhelp/buildhelp = null
var/obj/buildmode/buildmode = null
var/obj/buildquit/buildquit = null
var/obj/bmode/builddir/builddir = null
var/obj/bmode/buildhelp/buildhelp = null
var/obj/bmode/buildmode/buildmode = null
var/obj/bmode/buildquit/buildquit = null
var/atom/movable/throw_atom = null
/obj/builddir/Click()
switch(dir)
if(NORTH)
dir = EAST
if(EAST)
dir = SOUTH
if(SOUTH)
dir = WEST
if(WEST)
dir = NORTHWEST
if(NORTHWEST)
dir = NORTH
/obj/bmode/buildmode
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/varholder = "name"
var/valueholder = "derp"
var/objholder = "/obj/closet"
/obj/buildhelp/Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
Click(location, control, params)
var/list/pa = params2list(params)
/obj/buildmode/Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 4
src.icon_state = "buildmode4"
if(4)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return
if(2)
objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/closet")
var/list/removed_paths = list("/obj/bhole")
if(objholder in removed_paths)
alert("That path is not allowed.")
objholder = "/obj/closet"
else if (dd_hasprefix(objholder, "/mob") && !(usr.client.holder.rank in list("Game Master", "Game Admin", "Badmin")))
objholder = "/obj/closet"
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !(usr.client.holder.rank in list("Game Master", "Game Admin")))
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in world
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
if(2)
objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/closet")
var/list/removed_paths = list("/obj/bhole")
if(objholder in removed_paths)
alert("That path is not allowed.")
objholder = "/obj/closet"
else if (dd_hasprefix(objholder, "/mob") && !(usr.client.holder.rank in list("Game Master", "Game Admin", "Badmin")))
objholder = "/obj/closet"
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !(usr.client.holder.rank in list("Game Master", "Game Admin")))
return
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in world
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
/proc/build_click(var/mob/user, buildmode, location, control, params, var/obj/object)
var/obj/buildholder/holder = null
for(var/obj/buildholder/H)
var/obj/bmode/buildholder/holder = null
for(var/obj/bmode/buildholder/H)
if(H.cl == user.client)
holder = H
break
if(!holder) return
var/list/pa = params2list(params)
switch(buildmode)
if(1)
if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
if(istype(object,/turf/space))
@@ -203,7 +196,6 @@
var/turf/T = object
T.ReplaceWithRWall()
return
else if(pa.Find("right"))
if(istype(object,/turf/simulated/wall))
var/turf/T = object
@@ -220,10 +212,8 @@
else if(istype(object,/obj))
del(object)
return
else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left"))
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left"))
switch(holder.builddir.dir)
if(NORTH)
@@ -253,7 +243,6 @@
if(pa.Find("left")) //I cant believe this shit actually compiles.
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
// message_admins("[key_name_admin(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]", 1)
object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
blink(object)
else
@@ -261,14 +250,20 @@
if(pa.Find("right"))
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
// message_admins("[key_name_admin(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]", 1)
object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
blink(object)
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
if(4)
if(pa.Find("left"))
holder.throw_atom = object
if(pa.Find("right"))
if(holder.throw_atom)
holder.throw_atom.throw_at(object, 10, 1)
/proc/blink(atom/A)
A.icon += rgb(0,75,75)
spawn(10)
spawn(5)
if(A)
A.icon = initial(A.icon)