TG: Renamed the prisoner computer's file to prisoner and added a sanity check.

The singularity is now able to eat things like signs and chameleon projectors'
projections.
A few other misc runtime fixes. r2916
This commit is contained in:
Ren Erthilo
2012-04-09 13:28:45 +01:00
parent 73f2c98e76
commit 4a39151e9e
8 changed files with 339 additions and 353 deletions
+2 -2
View File
@@ -523,13 +523,13 @@
#include "code\game\machinery\computer\communications.dm"
#include "code\game\machinery\computer\computer.dm"
#include "code\game\machinery\computer\crew.dm"
#include "code\game\machinery\computer\explosive.dm"
#include "code\game\machinery\computer\hologram.dm"
#include "code\game\machinery\computer\id.dm"
#include "code\game\machinery\computer\lockdown.dm"
#include "code\game\machinery\computer\medical.dm"
#include "code\game\machinery\computer\Operating.dm"
#include "code\game\machinery\computer\power.dm"
#include "code\game\machinery\computer\prisoner.dm"
#include "code\game\machinery\computer\robot.dm"
#include "code\game\machinery\computer\security.dm"
#include "code\game\machinery\computer\shuttle.dm"
@@ -1140,4 +1140,4 @@
#include "code\ZAS\Variable Settings.dm"
#include "interface\skin.dmf"
#include "maps\tgstation.2.0.8.dmm"
// END_INCLUDE
// END_INCLUDE
+1 -69
View File
@@ -564,61 +564,6 @@
access = get_all_centcom_access()
..()
/obj/item/weapon/cleaner
desc = "A chemical that cleans messes."
icon = 'janitor.dmi'
name = "space cleaner"
icon_state = "cleaner"
item_state = "cleaner"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
var/catch = 1
/obj/item/weapon/chemsprayer
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'gun.dmi'
name = "chem sprayer"
icon_state = "chemsprayer"
item_state = "chemsprayer"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 3.0
throw_speed = 2
throw_range = 10
origin_tech = "combat=3;materials=3;engineering=3"
/obj/item/weapon/pepperspray //This is riot control
desc = "Manufactred by UhangInc., used to blind and down an opponent quickly."
icon = 'weapons.dmi'
name = "pepperspray"
icon_state = "pepperspray"
item_state = "pepperspray"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
var/catch = 1
var/BottleSize = 1
var/ReagentAmount = 30
/obj/item/weapon/pepperspray/small //And this is for personal defense.
desc = "This appears to be a small, nonlethal, single use personal defense weapon. Hurts like a bitch, though."
icon = 'weapons.dmi'
name = "mace"
icon_state = "pepperspray"
item_state = "pepperspray"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 1.0
throw_speed = 2
throw_range = 10
catch = 1
BottleSize = 0
ReagentAmount = 1
/obj/item/weapon/clipboard
name = "clipboard"
@@ -870,19 +815,6 @@
/obj/item/weapon/mop
desc = "The world of the janitor wouldn't be complete without a mop."
name = "mop"
icon = 'janitor.dmi'
icon_state = "mop"
var/mopping = 0
var/mopcount = 0
force = 3.0
throwforce = 10.0
throw_speed = 5
throw_range = 10
w_class = 3.0
flags = FPRINT | TABLEPASS
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"
@@ -1885,4 +1817,4 @@
desc = "spooky"
gender = PLURAL
icon = 'wizard.dmi'
icon_state = "ectoplasm"
icon_state = "ectoplasm"
@@ -1,107 +1,107 @@
/obj/machinery/computer/prisoner
name = "Prisoner Management"
icon = 'computer.dmi'
icon_state = "explosive"
req_access = list(access_armory)
circuit = "/obj/item/weapon/circuitboard/prisoner"
var
id = 0.0
temp = null
status = 0
timeleft = 60
stop = 0.0
screen = 0 // 0 - No Access Denied, 1 - Access allowed
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
dat += "<B>Prisoner Implant Manager System</B><BR>"
if(screen == 0)
dat += "<HR><A href='?src=\ref[src];lock=1'>Unlock Console</A>"
else if(screen == 1)
dat += "<HR>Chemical Implants<BR>"
var/turf/Tr = null
for(var/obj/item/weapon/implant/chem/C in world)
Tr = get_turf(C)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!C.implanted) continue
dat += "[C.imp_in.name] | Remaining Units: [C.reagents.total_volume] | Inject: "
dat += "<A href='?src=\ref[src];inject1=\ref[C]'>(<font color=red>(1)</font>)</A>"
dat += "<A href='?src=\ref[src];inject5=\ref[C]'>(<font color=red>(5)</font>)</A>"
dat += "<A href='?src=\ref[src];inject10=\ref[C]'>(<font color=red>(10)</font>)</A><BR>"
dat += "********************************<BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/weapon/implant/tracking/T in world)
Tr = get_turf(T)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!T.implanted) continue
var/loc_display = "Unknown"
var/mob/living/carbon/M = T.imp_in
if(M.z == 1 && !istype(M.loc, /turf/space))
var/turf/mob_loc = get_turf_loc(M)
loc_display = mob_loc.loc
dat += "ID: [T.id] | Location: [loc_display]<BR>"
dat += "<A href='?src=\ref[src];warn=\ref[T]'>(<font color=red><i>Message Holder</i></font>)</A> |<BR>"
dat += "********************************<BR>"
dat += "<HR><A href='?src=\ref[src];lock=1'>Lock Console</A>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
return
Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if(href_list["inject1"])
var/obj/item/weapon/implant/I = locate(href_list["inject1"])
I.activate(1)
else if(href_list["inject5"])
var/obj/item/weapon/implant/I = locate(href_list["inject5"])
I.activate(5)
else if(href_list["inject10"])
var/obj/item/weapon/implant/I = locate(href_list["inject10"])
I.activate(10)
else if(href_list["lock"])
if(src.allowed(usr))
screen = !screen
else
usr << "Unauthorized Access."
else if(href_list["warn"])
var/warning = input(usr,"Message:","Enter your message here!","")
var/obj/item/weapon/implant/I = locate(href_list["warn"])
if((I)&&(I.imp_in))
var/mob/living/carbon/R = I.imp_in
R << "\green You hear a voice in your head saying: '[warning]'"
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/prisoner
name = "Prisoner Management"
icon = 'computer.dmi'
icon_state = "explosive"
req_access = list(access_armory)
circuit = "/obj/item/weapon/circuitboard/prisoner"
var
id = 0.0
temp = null
status = 0
timeleft = 60
stop = 0.0
screen = 0 // 0 - No Access Denied, 1 - Access allowed
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
dat += "<B>Prisoner Implant Manager System</B><BR>"
if(screen == 0)
dat += "<HR><A href='?src=\ref[src];lock=1'>Unlock Console</A>"
else if(screen == 1)
dat += "<HR>Chemical Implants<BR>"
var/turf/Tr = null
for(var/obj/item/weapon/implant/chem/C in world)
Tr = get_turf(C)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!C.implanted) continue
dat += "[C.imp_in.name] | Remaining Units: [C.reagents.total_volume] | Inject: "
dat += "<A href='?src=\ref[src];inject1=\ref[C]'>(<font color=red>(1)</font>)</A>"
dat += "<A href='?src=\ref[src];inject5=\ref[C]'>(<font color=red>(5)</font>)</A>"
dat += "<A href='?src=\ref[src];inject10=\ref[C]'>(<font color=red>(10)</font>)</A><BR>"
dat += "********************************<BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/weapon/implant/tracking/T in world)
Tr = get_turf(T)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!T.implanted) continue
var/loc_display = "Unknown"
var/mob/living/carbon/M = T.imp_in
if(M.z == 1 && !istype(M.loc, /turf/space))
var/turf/mob_loc = get_turf_loc(M)
loc_display = mob_loc.loc
dat += "ID: [T.id] | Location: [loc_display]<BR>"
dat += "<A href='?src=\ref[src];warn=\ref[T]'>(<font color=red><i>Message Holder</i></font>)</A> |<BR>"
dat += "********************************<BR>"
dat += "<HR><A href='?src=\ref[src];lock=1'>Lock Console</A>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
return
Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if(href_list["inject1"])
var/obj/item/weapon/implant/I = locate(href_list["inject1"])
if(I) I.activate(1)
else if(href_list["inject5"])
var/obj/item/weapon/implant/I = locate(href_list["inject5"])
if(I) I.activate(5)
else if(href_list["inject10"])
var/obj/item/weapon/implant/I = locate(href_list["inject10"])
if(I) I.activate(10)
else if(href_list["lock"])
if(src.allowed(usr))
screen = !screen
else
usr << "Unauthorized Access."
else if(href_list["warn"])
var/warning = input(usr,"Message:","Enter your message here!","")
var/obj/item/weapon/implant/I = locate(href_list["warn"])
if((I)&&(I.imp_in))
var/mob/living/carbon/R = I.imp_in
R << "\green You hear a voice in your head saying: '[warning]'"
src.add_fingerprint(usr)
src.updateUsrDialog()
return
@@ -1,9 +1,16 @@
/*
CONTAINS:
SPACE CLEANER
MOP
/obj/item/weapon/cleaner
desc = "A chemical that cleans messes."
icon = 'janitor.dmi'
name = "space cleaner"
icon_state = "cleaner"
item_state = "cleaner"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
var/catch = 1
*/
/obj/item/weapon/cleaner/New()
var/datum/reagents/R = new/datum/reagents(250)
reagents = R
@@ -84,13 +91,12 @@ MOP
spawn(600)
src.reagents.add_reagent(refill, 10)
if((src.reagents.has_reagent("pacid")) || (src.reagents.has_reagent("lube"))) // Messages admins if someone sprays polyacid or space lube from a Cleaner bottle.
message_admins("[key_name_admin(user)] fired Polyacid/Space lube from a Cleaner bottle.") // Polymorph
log_game("[key_name(user)] fired Polyacid/Space lube from a Cleaner bottle.")
if(src.reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a Cleaner bottle.")
log_game("[key_name(user)] fired Polyacid from a Cleaner bottle.")
if(src.reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a Cleaner bottle.")
log_game("[key_name(user)] fired Space lube from a Cleaner bottle.")
return
/obj/item/weapon/cleaner/examine()
@@ -101,6 +107,21 @@ MOP
..()
return
/obj/item/weapon/chemsprayer//Another copy paste with a tiny change it seems
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'gun.dmi'
name = "chem sprayer"
icon_state = "chemsprayer"
item_state = "chemsprayer"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 3.0
throw_speed = 2
throw_range = 10
origin_tech = "combat=3;materials=3;engineering=3"
/obj/item/weapon/chemsprayer/New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
@@ -183,15 +204,44 @@ MOP
spawn(600)
src.reagents.add_reagent(refill, 10)
if((src.reagents.has_reagent("pacid")) || (src.reagents.has_reagent("lube"))) // Messages admins if someone sprays polyacid or space lube from a Chem Sprayer.
message_admins("[key_name_admin(user)] fired Polyacid/Space lube from a Chem Sprayer.") // Polymorph
log_game("[key_name(user)] fired Polyacid/Space lube from a Chem Sprayer.")
return
return
//Pepper spray, set up to make the 2 different types
/obj/item/weapon/pepperspray //This is riot control
desc = "Manufactured by UhangInc., used to blind and down an opponent quickly."
icon = 'weapons.dmi'
name = "pepperspray"
icon_state = "pepperspray"
item_state = "pepperspray"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
var/catch = 1
var/BottleSize = 1
var/ReagentAmount = 30
/obj/item/weapon/pepperspray/small //And this is for personal defense.
desc = "This appears to be a small, nonlethal, single use personal defense weapon. Hurts like a bitch, though."
icon = 'weapons.dmi'
name = "mace"
icon_state = "pepperspray"
item_state = "pepperspray"
flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
throwforce = 3
w_class = 1.0
throw_speed = 2
throw_range = 10
catch = 1
BottleSize = 0
ReagentAmount = 1
/obj/item/weapon/pepperspray/New()
var/datum/reagents/R = new/datum/reagents(ReagentAmount)
@@ -331,12 +381,26 @@ MOP
return
// MOP
/obj/item/weapon/mop
desc = "The world of the janitor wouldn't be complete without a mop."
name = "mop"
icon = 'janitor.dmi'
icon_state = "mop"
var/mopping = 0
var/mopcount = 0
force = 3.0
throwforce = 10.0
throw_speed = 5
throw_range = 10
w_class = 3.0
flags = FPRINT | TABLEPASS
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
src.reagents.reaction(A,1,10)
A.clean_blood()
@@ -347,6 +411,7 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
for(var/obj/effect/overlay/R in A)
del(R)
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
@@ -380,7 +445,6 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
spawn(5)
src.reagents.clear_reagents()
mopcount = 0
return
@@ -389,18 +453,18 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
* Hope it's okay to stick this shit here: it basically just turns a hexadecimal color into rgb
*/
proc/GetColors(hex)
hex = uppertext(hex)
var
hi1 = text2ascii(hex, 2)
lo1 = text2ascii(hex, 3)
hi2 = text2ascii(hex, 4)
lo2 = text2ascii(hex, 5)
hi3 = text2ascii(hex, 6)
lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
/proc/GetColors(hex)
hex = uppertext(hex)
var
hi1 = text2ascii(hex, 2)
lo1 = text2ascii(hex, 3)
hi2 = text2ascii(hex, 4)
lo2 = text2ascii(hex, 5)
hi3 = text2ascii(hex, 6)
lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
+107 -75
View File
@@ -6,79 +6,10 @@ SHARDS
*/
/proc/construct_window(mob/usr as mob, obj/item/stack/sheet/src as obj)
if (!( istype(usr.loc, /turf/simulated) ))
return
if ( ! (istype(usr, /mob/living/carbon/human) || \
istype(usr, /mob/living/silicon) || \
istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
usr << "\red You don't have the dexterity to do this!"
return 1
var/reinf = istype(src, /obj/item/stack/sheet/rglass)
var/title = reinf?"Sheet Reinf. Glass":"Sheet-Glass"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
if("one direct")
if (src.loc != usr)
return 1
if (src.amount < 1)
return 1
var/list/directions = new/list(cardinal)
for (var/obj/structure/window/win in usr.loc)
directions-=win.dir
if(!(win.ini_dir in cardinal))
usr << "\red Can't let you do that."
return 1
var/dir_to_set = 2
//yes, this could probably be done better but hey... it works...
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 4
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 1
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 8
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 2
var/obj/structure/window/W
if(reinf)
W = new /obj/structure/window/reinforced( usr.loc, reinf )
W.state = 0
else
W = new /obj/structure/window/basic( usr.loc, reinf )
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("full (2 sheets)")
if (src.loc != usr)
return 1
if (src.amount < 2)
return 1
if (locate(/obj/structure/window) in usr.loc)
usr << "\red Can't let you do that."
return 1
var/obj/structure/window/W
if(reinf)
W = new /obj/structure/window/reinforced( usr.loc, reinf )
W.state = 0
else
W = new /obj/structure/window/basic( usr.loc, reinf )
W.dir = SOUTHWEST
W.ini_dir = SOUTHWEST
W.anchored = 0
src.use(2)
else
//do nothing
return
// GLASS
/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
construct_window(usr, src)
construct_window(user)
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user)
..()
@@ -111,16 +42,117 @@ SHARDS
else
return ..()
/obj/item/stack/sheet/glass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return 0
var/title = "Sheet-Glass"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
if("one direct")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
for (var/obj/structure/window/win in user.loc)
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "\red Can't let you do that."
return 1
var/dir_to_set = 2
//yes, this could probably be done better but hey... it works...
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 4
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 1
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 8
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 2
var/obj/structure/window/W
W = new /obj/structure/window/basic( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("full (2 sheets)")
if(!src) return 1
if(src.loc != user) return 1
if(locate(/obj/structure/window) in user.loc)
user << "\red There is a window in the way."
return 1
var/obj/structure/window/W
W = new /obj/structure/window/basic( user.loc, 0 )
W.dir = SOUTHWEST
W.ini_dir = SOUTHWEST
W.anchored = 0
src.use(2)
return 0
// REINFORCED GLASS
/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
construct_window(usr, src)
construct_window(user)
/obj/item/stack/sheet/rglass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return 0
var/title = "Sheet Reinf. Glass"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
if("one direct")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
for (var/obj/structure/window/win in user.loc)
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "\red Can't let you do that."
return 1
var/dir_to_set = 2
//yes, this could probably be done better but hey... it works...
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 4
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 1
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 8
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 2
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W.state = 0
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("full (2 sheets)")
if(!src) return 1
if(src.loc != user) return 1
if(locate(/obj/structure/window) in user.loc)
user << "\red There is a window in the way."
return 1
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W.state = 0
W.dir = SOUTHWEST
W.ini_dir = SOUTHWEST
W.anchored = 0
src.use(2)
return 0
// SHARDS
+3 -1
View File
@@ -650,12 +650,14 @@ Traitors and the like can also be revived with the previous role mostly intact.
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm != "Yes") return
//Due to the delay here its easy for something to have happened to the mob
if(!M) return
if(usr.key != M.key && M.client)
log_admin("[key_name(usr)] has gibbed [key_name(M)]")
message_admins("[key_name_admin(usr)] has gibbed [key_name_admin(M)]", 1)
if (istype(M, /mob/dead/observer))
if(istype(M, /mob/dead/observer))
gibs(M.loc, M.viruses)
return
+29 -71
View File
@@ -975,85 +975,43 @@ note dizziness decrements automatically in the mob's Life() proc.
statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
if("holdervar")
statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S)
#if 1
/client/proc/station_explosion_cinematic(var/derp)
if(mob)
var/mob/M = mob
M.loc = null // HACK, but whatever, this works
if (M.client&&M.hud_used)//They may some times not have a hud, apparently.
var/obj/screen/boom = M.hud_used.station_explosion
M.client.screen += boom
if(ticker)
switch(ticker.mode.name)
if("nuclear emergency")
flick("start_nuke", boom)
if("AI malfunction")
flick("start_malf", boom)
else
boom.icon_state = "start"
sleep(40)
M << sound('explosionfar.ogg')
boom.icon_state = "end"
if(!derp) flick("explode", boom)
else flick("explode2", boom)
sleep(40)
if(ticker)
switch(ticker.mode.name)
if("nuclear emergency")
if(!derp) boom.icon_state = "loss_nuke"
else boom.icon_state = "loss_nuke2"
if("malfunction")
boom.icon_state = "loss_malf"
if("blob")
return//Nothin here yet and the general one does not fit.
else
boom.icon_state = "loss_general"
#elif
/client/proc/station_explosion_cinematic(var/derp)
if(!mob)
return
var/mob/M = mob
M.loc = null // HACK, but whatever, this works
/client/proc/station_explosion_cinematic(var/station_missed)
if(!mob || !ticker) return
if(!mob.client || !mob.hud_used || !ticker.mode) return
// M.loc = null this might make it act weird but fuck putting them in nullspace, it causes issues.
var/obj/screen/boom = mob.hud_used.station_explosion
if(!istype(boom)) return
if(!M.hud_used)
return
mob.client.screen += boom
switch(ticker.mode.name)
if("nuclear emergency")
flick("start_nuke", boom)
if("AI malfunction")
flick("start_malf", boom)
else
boom.icon_state = "start"
var/obj/screen/boom = M.hud_used.station_explosion
screen += boom
if(ticker)
switch(ticker.mode.name)
if("nuclear emergency")
flick("start_nuke", boom)
if("AI malfunction")
flick("start_malf", boom)
else
boom.icon_state = "start"
sleep(40)
M << sound('explosionfar.ogg')
mob << sound('explosionfar.ogg')
boom.icon_state = "end"
if(!derp)
flick("explode", boom)
else
flick("explode2", boom)
if(!station_missed) flick("explode", boom)
else flick("explode2", boom)
sleep(40)
if(ticker)
switch(ticker.mode.name)
if("nuclear emergency")
if (!derp)
boom.icon_state = "loss_nuke"
else
boom.icon_state = "loss_nuke2"
if("AI malfunction")
boom.icon_state = "loss_malf"
else
boom.icon_state = "loss_general"
#endif
switch(ticker.mode.name)
if("nuclear emergency")
if(!station_missed) boom.icon_state = "loss_nuke"
else boom.icon_state = "loss_nuke2"
if("malfunction")
boom.icon_state = "loss_malf"
if("blob")
return//Nothin here yet and the general one does not fit.
else
boom.icon_state = "loss_general"
return
// facing verbs
@@ -1,8 +1,6 @@
var/global/list/uneatable = list(
/turf/space,
/obj/effect,
/obj/effect/overlay,
/obj/effect/rune,
/mob/aiEye
)