mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 03:55:05 +01:00
Map update, CE now knows wire colors, added some old BS12 stuff (AI upload sprite, warning stripes), complete mute can still be adminhelped, removed gooncode in hallucinations, fixed the poweroffline event.
Map update has a redone CE's office and AI upload. Explosions now let admins jump to them.
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@@ -18,7 +18,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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if(M.ear_deaf <= 0 || !M.ear_deaf) if(!istype(M.loc,/turf/space))
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M << 'explosionfar.ogg'
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if (adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] (<a href=\"byond://?src=%admin_ref%;teleto=\ref[epicenter]\">Jump</a>)")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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tension_master.explosion()
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@@ -58,6 +58,82 @@ AI MODULES
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usr << "[src.current.name] selected for law changes."
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/*Module Storage Unit/Closet! Solid, only modules fit in it.*/
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/obj/structure/aiuploadcloset
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name = "AI Mainframe Module Storage Unit"
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icon = 'mainframe.dmi'
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icon_state = "right-closed"
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density = 1
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var/open = 0 /*It's closed!*/
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/obj/structure/aiuploadcloset/New()
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..()
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new /obj/item/weapon/aiModule/reset(src)
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new /obj/item/weapon/aiModule/purge(src)
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new /obj/item/weapon/aiModule/nanotrasen(src)
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new /obj/item/weapon/aiModule/paladin(src)
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new /obj/item/weapon/aiModule/asimov(src)
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new /obj/item/weapon/aiModule/safeguard(src)
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new /obj/item/weapon/aiModule/protectStation(src)
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new /obj/item/weapon/aiModule/quarantine(src)
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new /obj/item/weapon/aiModule/teleporterOffline(src)
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new /obj/item/weapon/aiModule/oxygen(src)
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new /obj/item/weapon/aiModule/oneHuman(src)
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new /obj/item/weapon/aiModule/freeform(src)
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for(var/obj/item/weapon/aiModule/M in src)
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M.pixel_x = rand(-10, 10)
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M.pixel_y = rand(-10, 10)
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/obj/structure/aiuploadcloset/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/aiModule))
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user.drop_item()
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W.loc = get_turf(src)
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else
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return attack_hand(user)
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/obj/structure/aiuploadcloset/attack_hand(mob/user as mob)
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if(!open)
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var/temp_count
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for(var/obj/item/weapon/aiModule/M in src)
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M.loc = src.loc
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temp_count++
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user << "\blue You open the module storage unit, [temp_count > 0 ? "and take out all the modules." : "\red but it's empty!"]"
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open = 1
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icon_state = "right-open"
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else
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var/temp_count
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for(var/obj/item/weapon/aiModule/M in get_turf(src))
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M.loc = src
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temp_count++
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user << "\blue [temp_count > 0 ? "You put all the modules back into the module storage unit, and then close it." : "You close the module storage unit."]"
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open = 0
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icon_state = "right-closed"
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/obj/structure/aiuploadcloset/ex_act(severity)
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switch(severity)
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if (1)
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for(var/obj/item/weapon/aiModule/M in src)
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M.loc = src.loc
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M.ex_act(severity)
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del(src)
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if (2)
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if (prob(50))
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for(var/obj/item/weapon/aiModule/M in src)
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M.loc = src.loc
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M.ex_act(severity)
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del(src)
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if (3)
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if (prob(5))
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for(var/obj/item/weapon/aiModule/M in src)
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M.loc = src.loc
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M.ex_act(severity)
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del(src)
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/obj/item/weapon/aiModule/proc/install(var/obj/machinery/computer/C)
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if (istype(C, /obj/machinery/computer/aiupload))
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var/obj/machinery/computer/aiupload/comp = C
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@@ -343,7 +343,7 @@ FINGERPRINT CARD
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if (!istype(usr, /mob/living/silicon))
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if (length(src.fingerprints))
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if (src.amount > 1)
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var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( (ismob(src.loc) ? src.loc.loc : src.loc) )
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var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card(get_turf(src))
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F.amount = --src.amount
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src.amount = 1
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src.icon_state = "fingerprint1"
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