mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-04 14:42:56 +00:00
Conflict fixes
This commit is contained in:
@@ -27,8 +27,9 @@
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/obj/screen/ai/camera_track/Click()
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if(isAI(usr))
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var/mob/living/silicon/ai/AI = usr
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var/target_name = input(AI) in AI.trackable_mobs()
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AI.ai_camera_track(target_name)
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var/target_name = input(AI) as null|anything in AI.trackable_mobs()
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if(target_name)
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AI.ai_camera_track(target_name)
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/obj/screen/ai/camera_light
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name = "Toggle Camera Light"
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@@ -41,6 +41,15 @@
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S.close(usr)
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return 1
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/obj/screen/drop
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name = "drop"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "act_drop"
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layer = 19
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/obj/screen/drop/Click()
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usr.drop_item_v()
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/obj/screen/grab
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name = "grab"
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@@ -54,7 +63,202 @@
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/obj/screen/grab/attackby()
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return
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/obj/screen/act_intent
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name = "intent"
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icon_state = "help"
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/obj/screen/act_intent/Click(location, control, params)
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if(ishuman(usr))
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var/_x = text2num(params2list(params)["icon-x"])
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var/_y = text2num(params2list(params)["icon-y"])
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if(_x<=16 && _y<=16)
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usr.a_intent_change(I_HARM)
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else if(_x<=16 && _y>=17)
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usr.a_intent_change(I_HELP)
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else if(_x>=17 && _y<=16)
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usr.a_intent_change(I_GRAB)
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else if(_x>=17 && _y>=17)
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usr.a_intent_change(I_DISARM)
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else
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usr.a_intent_change("right")
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/obj/screen/internals
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name = "toggle internals"
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icon_state = "internal0"
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/obj/screen/internals/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>No longer running on internals.</span>"
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if(C.internals)
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C.internals.icon_state = "internal0"
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else
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var/no_mask
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if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT))
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(!(H.head && H.head.flags & AIRTIGHT))
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no_mask = 1
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if(no_mask)
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C << "<span class='notice'>You are not wearing a suitable mask or helmet.</span>"
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return 1
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else
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var/list/nicename = null
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var/list/tankcheck = null
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var/breathes = "oxygen" //default, we'll check later
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var/list/contents = list()
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var/from = "on"
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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breathes = H.species.breath_type
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nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
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tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
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else
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nicename = list("right hand", "left hand", "back")
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tankcheck = list(C.r_hand, C.l_hand, C.back)
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// Rigs are a fucking pain since they keep an air tank in nullspace.
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if(istype(C.back,/obj/item/weapon/rig))
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var/obj/item/weapon/rig/rig = C.back
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if(rig.air_supply)
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from = "in"
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nicename |= "hardsuit"
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tankcheck |= rig.air_supply
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for(var/i=1, i<tankcheck.len+1, ++i)
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if(istype(tankcheck[i], /obj/item/weapon/tank))
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var/obj/item/weapon/tank/t = tankcheck[i]
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/* if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
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contents.Add(t.air_contents.total_moles) Someone messed with the tank and put unknown gasses
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continue in it, so we're going to believe the tank is what it says it is*/
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switch(breathes)
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//These tanks we're sure of their contents
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if("nitrogen") //So we're a bit more picky about them.
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if(t.air_contents.nitrogen && !t.air_contents.oxygen)
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contents.Add(t.air_contents.nitrogen)
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else
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contents.Add(0)
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if ("oxygen")
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if(t.air_contents.oxygen && !t.air_contents.toxins)
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contents.Add(t.air_contents.oxygen)
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else
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contents.Add(0)
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// No races breath this, but never know about downstream servers.
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if ("carbon dioxide")
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if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
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contents.Add(t.air_contents.carbon_dioxide)
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else
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contents.Add(0)
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// ACK ACK ACK Plasmen
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if ("plasma")
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if(t.air_contents.toxins)
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contents.Add(t.air_contents.toxins)
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else
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contents.Add(0)
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else
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//no tank so we set contents to 0
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contents.Add(0)
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//Alright now we know the contents of the tanks so we have to pick the best one.
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var/best = 0
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var/bestcontents = 0
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for(var/i=1, i < contents.len + 1 , ++i)
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if(!contents[i])
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continue
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if(contents[i] > bestcontents)
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best = i
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bestcontents = contents[i]
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//We've determined the best container now we set it as our internals
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if(best)
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C << "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>"
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C.internal = tankcheck[best]
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if(C.internal)
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if(C.internals)
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C.internals.icon_state = "internal1"
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else
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C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
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/obj/screen/mov_intent
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name = "run/walk toggle"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "running"
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/obj/screen/mov_intent/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return 1
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid))
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usr.update_icons()
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/obj/screen/pull
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name = "stop pulling"
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icon = 'icons/mob/screen1_Midnight.dmi'
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icon_state = "pull"
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/obj/screen/pull/Click()
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usr.stop_pulling()
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/obj/screen/pull/update_icon(mob/mymob)
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if(!mymob) return
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if(mymob.pulling)
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icon_state = "pull"
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else
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icon_state = "pull0"
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/obj/screen/resist
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name = "resist"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "act_resist"
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layer = 19
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/obj/screen/resist/Click()
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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/obj/screen/throw_catch
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name = "throw/catch"
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icon = 'icons/mob/screen1_midnight.dmi'
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icon_state = "act_throw_off"
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/obj/screen/throw_catch/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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/obj/screen/storage
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name = "storage"
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@@ -72,33 +276,6 @@
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master.attackby(I, usr, params)
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return 1
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/obj/screen/gun
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name = "gun"
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icon = 'icons/mob/screen1.dmi'
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master = null
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dir = 2
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/*move
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name = "Allow Walking"
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icon_state = "no_walk0"
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screen_loc = ui_gun2
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run
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name = "Allow Running"
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icon_state = "no_run0"
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screen_loc = ui_gun3*/
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item
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name = "Allow Item Use"
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icon_state = "no_item0"
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screen_loc = ui_gun1
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mode
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name = "Toggle Gun Mode"
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icon_state = "gun0"
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screen_loc = ui_gun_select
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//dir = 1
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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@@ -170,408 +347,34 @@
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overlays.Cut()
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overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
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/obj/screen/pull
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name = "stop pulling"
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icon = 'icons/mob/screen1_Midnight.dmi'
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icon_state = "pull"
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/obj/screen/gun
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name = "gun"
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icon = 'icons/mob/screen1.dmi'
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master = null
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dir = 2
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/obj/screen/pull/Click()
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usr.stop_pulling()
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/obj/screen/gun/mode
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name = "Toggle Gun Mode"
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icon_state = "gun0"
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screen_loc = ui_gun_select
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/obj/screen/pull/update_icon(mob/mymob)
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if(!mymob) return
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if(mymob.pulling)
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icon_state = "pull"
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else
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icon_state = "pull0"
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/obj/screen/gun/mode/Click()
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usr.client.ToggleGunMode()
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/obj/screen/gun/item
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name = "Allow Item Use"
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icon_state = "no_item0"
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screen_loc = ui_gun1
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/obj/screen/Click(location, control, params)
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if(!usr) return 1
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/obj/screen/gun/item/Click()
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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switch(name)
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if("toggle")
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if(usr.hud_used.inventory_shown)
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usr.hud_used.inventory_shown = 0
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usr.client.screen -= usr.hud_used.other
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else
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usr.hud_used.inventory_shown = 1
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usr.client.screen += usr.hud_used.other
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usr.hud_used.hidden_inventory_update()
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if("equip")
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.quick_equip()
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if("resist")
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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if("mov_intent")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return 1
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid))
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usr.update_icons()
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if("m_intent")
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if(!usr.m_int)
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switch(usr.m_intent)
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if("run")
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usr.m_int = "13,14"
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if("walk")
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usr.m_int = "14,14"
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if("face")
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usr.m_int = "15,14"
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else
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usr.m_int = null
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if("walk")
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usr.m_intent = "walk"
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usr.m_int = "14,14"
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if("face")
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usr.m_intent = "face"
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usr.m_int = "15,14"
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if("run")
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usr.m_intent = "run"
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usr.m_int = "13,14"
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if("Reset Machine")
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usr.unset_machine()
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if("internal")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>No longer running on internals.</span>"
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if(C.internals)
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C.internals.icon_state = "internal0"
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else
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var/no_mask
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if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT))
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(!(H.head && H.head.flags & AIRTIGHT))
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no_mask = 1
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if(no_mask)
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C << "<span class='notice'>You are not wearing a suitable mask or helmet.</span>"
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return 1
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else
|
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var/list/nicename = null
|
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var/list/tankcheck = null
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var/breathes = "oxygen" //default, we'll check later
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var/list/contents = list()
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var/from = "on"
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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breathes = H.species.breath_type
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nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
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tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
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else
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nicename = list("right hand", "left hand", "back")
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tankcheck = list(C.r_hand, C.l_hand, C.back)
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|
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// Rigs are a fucking pain since they keep an air tank in nullspace.
|
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if(istype(C.back,/obj/item/weapon/rig))
|
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var/obj/item/weapon/rig/rig = C.back
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if(rig.air_supply)
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from = "in"
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nicename |= "hardsuit"
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tankcheck |= rig.air_supply
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|
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for(var/i=1, i<tankcheck.len+1, ++i)
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if(istype(tankcheck[i], /obj/item/weapon/tank))
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var/obj/item/weapon/tank/t = tankcheck[i]
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/* if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
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contents.Add(t.air_contents.total_moles) Someone messed with the tank and put unknown gasses
|
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continue in it, so we're going to believe the tank is what it says it is*/
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switch(breathes)
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//These tanks we're sure of their contents
|
||||
if("nitrogen") //So we're a bit more picky about them.
|
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|
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if(t.air_contents.nitrogen && !t.air_contents.oxygen)
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contents.Add(t.air_contents.nitrogen)
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else
|
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contents.Add(0)
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if ("oxygen")
|
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if(t.air_contents.oxygen && !t.air_contents.toxins)
|
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contents.Add(t.air_contents.oxygen)
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else
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contents.Add(0)
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|
||||
// No races breath this, but never know about downstream servers.
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if ("carbon dioxide")
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if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
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contents.Add(t.air_contents.carbon_dioxide)
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else
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contents.Add(0)
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// ACK ACK ACK Plasmen
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if ("plasma")
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if(t.air_contents.toxins)
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contents.Add(t.air_contents.toxins)
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else
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contents.Add(0)
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||||
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||||
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||||
else
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//no tank so we set contents to 0
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||||
contents.Add(0)
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|
||||
//Alright now we know the contents of the tanks so we have to pick the best one.
|
||||
|
||||
var/best = 0
|
||||
var/bestcontents = 0
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||||
for(var/i=1, i < contents.len + 1 , ++i)
|
||||
if(!contents[i])
|
||||
continue
|
||||
if(contents[i] > bestcontents)
|
||||
best = i
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||||
bestcontents = contents[i]
|
||||
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||||
|
||||
//We've determined the best container now we set it as our internals
|
||||
|
||||
if(best)
|
||||
C << "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>"
|
||||
C.internal = tankcheck[best]
|
||||
|
||||
|
||||
if(C.internal)
|
||||
if(C.internals)
|
||||
C.internals.icon_state = "internal1"
|
||||
else
|
||||
C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
|
||||
if("act_intent")
|
||||
usr.a_intent_change("right")
|
||||
if("help")
|
||||
usr.a_intent = I_HELP
|
||||
usr.hud_used.action_intent.icon_state = "intent_help"
|
||||
if("harm")
|
||||
usr.a_intent = I_HARM
|
||||
usr.hud_used.action_intent.icon_state = "intent_harm"
|
||||
if("grab")
|
||||
usr.a_intent = I_GRAB
|
||||
usr.hud_used.action_intent.icon_state = "intent_grab"
|
||||
if("disarm")
|
||||
usr.a_intent = I_DISARM
|
||||
usr.hud_used.action_intent.icon_state = "intent_disarm"
|
||||
if("throw")
|
||||
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
|
||||
usr:toggle_throw_mode()
|
||||
if("drop")
|
||||
usr.drop_item_v()
|
||||
|
||||
if("module")
|
||||
if(isrobot(usr))
|
||||
var/mob/living/silicon/robot/R = usr
|
||||
if(R.module)
|
||||
R.hud_used.toggle_show_robot_modules()
|
||||
return 1
|
||||
R.pick_module()
|
||||
|
||||
if("radio")
|
||||
if(issilicon(usr))
|
||||
usr:radio_menu()
|
||||
if("panel")
|
||||
if(issilicon(usr))
|
||||
usr:installed_modules()
|
||||
|
||||
if("store")
|
||||
if(isrobot(usr))
|
||||
var/mob/living/silicon/robot/R = usr
|
||||
R.uneq_active()
|
||||
R.hud_used.update_robot_modules_display()
|
||||
|
||||
if("Toggle Sensor Augmentation")
|
||||
if(isrobot(usr))
|
||||
var/mob/living/silicon/robot/R = usr
|
||||
R.sensor_mode()
|
||||
|
||||
if("Toggle Headlamp")
|
||||
if(isrobot(usr))
|
||||
var/mob/living/silicon/robot/R = usr
|
||||
R.control_headlamp()
|
||||
|
||||
if("module1")
|
||||
if(istype(usr, /mob/living/silicon/robot))
|
||||
usr:toggle_module(1)
|
||||
|
||||
if("module2")
|
||||
if(istype(usr, /mob/living/silicon/robot))
|
||||
usr:toggle_module(2)
|
||||
|
||||
if("module3")
|
||||
if(istype(usr, /mob/living/silicon/robot))
|
||||
usr:toggle_module(3)
|
||||
|
||||
/*if("Allow Walking")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetMove()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Disallow Walking")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetMove()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Allow Running")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetRun()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Disallow Running")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetRun()
|
||||
gun_click_time = world.time*/
|
||||
|
||||
if("Allow Item Use")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetClick()
|
||||
gun_click_time = world.time
|
||||
|
||||
|
||||
if("Disallow Item Use")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetClick()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Toggle Gun Mode")
|
||||
usr.client.ToggleGunMode()
|
||||
|
||||
if("AI Core")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.view_core()
|
||||
|
||||
if("Show Camera List")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
var/camera = input(AI) in AI.get_camera_list()
|
||||
AI.ai_camera_list(camera)
|
||||
|
||||
if("Track With Camera")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
var/target_name = input(AI) as null|anything in AI.trackable_mobs()
|
||||
if(target_name)
|
||||
AI.ai_camera_track(target_name)
|
||||
|
||||
if("Toggle Camera Light")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.toggle_camera_light()
|
||||
|
||||
if("Crew Monitoring")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.subsystem_crew_monitor()
|
||||
|
||||
if("Show Crew Manifest")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.ai_roster()
|
||||
|
||||
if("Show Alerts")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.subsystem_alarm_monitor()
|
||||
|
||||
if("Announcement")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.announcement()
|
||||
|
||||
if("Call Emergency Shuttle")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.ai_call_shuttle()
|
||||
|
||||
if("Law Manager")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.subsystem_law_manager()
|
||||
|
||||
if("PDA - Send Message")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.cmd_send_pdamesg(usr)
|
||||
|
||||
if("PDA - Show Message Log")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.cmd_show_message_log(usr)
|
||||
|
||||
if("Take Image")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.aiCamera.toggle_camera_mode()
|
||||
|
||||
if("View Images")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.aiCamera.viewpictures()
|
||||
|
||||
if("Set Sensor Augmentation")
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
AI.sensor_mode()
|
||||
|
||||
// Alien
|
||||
if("night vision")
|
||||
var/mob/living/carbon/alien/humanoid/A = usr
|
||||
A.nightvisiontoggle()
|
||||
|
||||
if("toggle leap")
|
||||
if(istype(usr, /mob/living/carbon/alien/humanoid))
|
||||
var/mob/living/carbon/alien/humanoid/hunter/AH = usr
|
||||
AH.toggle_leap()
|
||||
|
||||
else
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/screen/inventory/Click()
|
||||
// At this point in client Click() code we have passed the 1/10 sec check and little else
|
||||
|
||||
Reference in New Issue
Block a user