mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Merge branch 'master' of https://github.com/Baystation12/Baystation12
This commit is contained in:
@@ -1,4 +1,3 @@
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/datum/ai_laws
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var/name = "Unknown Laws"
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var/randomly_selectable = 0
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@@ -93,9 +92,9 @@
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src.inherent = list()
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/datum/ai_laws/proc/add_supplied_law(var/number, var/law)
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// while (src.supplied.len < number + 1)
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// src.supplied += ""
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//Infinite loop
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// This is not an infinite loop, don't be an idiot Sky
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while (src.supplied.len < number + 1)
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src.supplied += ""
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src.supplied[number + 1] = law
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@@ -1753,6 +1753,9 @@ proc/oview_or_orange(distance = world.view , center = usr , type)
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return
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/proc/stringsplit(txt, character)
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if(length(character) < 1) //Do not infinite loop when splitting on "" or null
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return list(txt)
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var/cur_text = txt
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var/last_found = 1
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var/found_char = findtext(cur_text,character)
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@@ -491,22 +491,10 @@
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return
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/proc/init_shift_change(var/mob/user)
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/proc/init_shift_change(var/mob/user, var/force = 0)
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if ((!( ticker ) || emergency_shuttle.location))
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return
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if(emergency_shuttle.deny_shuttle)
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user << "Centcom does not currently have a shuttle available in your sector. Please try again later."
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return
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if(sent_strike_team == 1)
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user << "Centcom will not allow the shuttle to be called. Consider all contracts terminated."
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return
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if(world.time < 54000) // 30 minute grace period to let the game get going
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user << "The shuttle is refueling. Please wait another [round((54000-world.time)/600)] minutes before trying again."//may need to change "/600"
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return
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if(emergency_shuttle.direction == -1)
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user << "The shuttle may not be called while returning to CentCom."
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return
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@@ -515,13 +503,27 @@
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user << "The shuttle is already on its way."
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return
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if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || ticker.mode.name == "sandbox")
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//New version pretends to call the shuttle but cause the shuttle to return after a random duration.
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emergency_shuttle.fake_recall = rand(300,500)
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// if force is 0, some things may stop the shuttle call
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if(!force)
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if(emergency_shuttle.deny_shuttle)
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user << "Centcom does not currently have a shuttle available in your sector. Please try again later."
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return
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if(ticker.mode.name == "blob" || ticker.mode.name == "epidemic")
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user << "Under directive 7-10, [station_name()] is quarantined until further notice."
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return
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if(sent_strike_team == 1)
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user << "Centcom will not allow the shuttle to be called. Consider all contracts terminated."
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return
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if(world.time < 54000) // 30 minute grace period to let the game get going
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user << "The shuttle is refueling. Please wait another [round((54000-world.time)/600)] minutes before trying again."//may need to change "/600"
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return
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if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || ticker.mode.name == "sandbox")
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//New version pretends to call the shuttle but cause the shuttle to return after a random duration.
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emergency_shuttle.fake_recall = rand(300,500)
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if(ticker.mode.name == "blob" || ticker.mode.name == "epidemic")
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user << "Under directive 7-10, [station_name()] is quarantined until further notice."
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return
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emergency_shuttle.shuttlealert(1)
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emergency_shuttle.incall()
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@@ -20,6 +20,7 @@ datum/controller/game_controller
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var/global/networks_ready = 0
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var/global/powernets_ready = 0
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var/global/ticker_ready = 0
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var/global/next_crew_shuttle_vote = 2 // the next automatic vote to call the crew shuttle
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proc
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keepalive()
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@@ -145,6 +146,11 @@ datum/controller/game_controller
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var/start_time = world.timeofday
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// Start an automatic crew shuttle vote every hour starting with the second hour
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if(world.time > 10 * 60 * 60 * next_crew_shuttle_vote)
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next_crew_shuttle_vote++
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automatic_crew_shuttle_vote()
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air_master_ready = 0
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tension_master_ready = 0
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sun_ready = 0
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@@ -882,6 +882,7 @@ CIRCULAR SAW
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S.open = 0
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S.stage = 0
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S.status |= ATTACHABLE
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S.amputated = 1 // this should prevent the wound from hurting etc.
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M.updatehealth()
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M.UpdateDamageIcon()
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@@ -1,48 +0,0 @@
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/*
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CONTAINS:
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WIRE
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TILES
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*/
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// WIRES
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/obj/item/weapon/wire/proc/update()
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if (src.amount > 1)
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src.icon_state = "spool_wire"
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src.desc = text("This is just spool of regular insulated wire. It consists of about [] unit\s of wire.", src.amount)
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else
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src.icon_state = "item_wire"
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src.desc = "This is just a simple piece of regular insulated wire."
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return
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/obj/item/weapon/wire/attack_self(mob/user as mob)
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if (src.laying)
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src.laying = 0
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user << "\blue You're done laying wire!"
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else
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user << "\blue You are not using this to lay wire..."
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return
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/obj/item/weapon/wire/attack(mob/M as mob, mob/user as mob)
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if(hasorgans(M))
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var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
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if(!(S.status & ROBOT) || user.a_intent != "help")
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return ..()
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if(S.brute_dam)
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S.heal_damage(0,15,0,1)
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if(user != M)
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user.visible_message("\red You repair some burn damage on \the [M]'s [S.display_name]",\
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"\red \The [user] repairs some burn damage on \the [M]'s [S.display_name] with \the [src]",\
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"You wires being cut.")
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else
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user.visible_message("\red You repair some burn damage on your [S.display_name]",\
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"\red \The [user] repairs some burn damage on their [S.display_name] with \the [src]",\
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"You wires being cut.")
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else
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user << "Nothing to fix!"
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else
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return ..()
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+36
-4
@@ -118,8 +118,8 @@
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log_game("Rebooting due to restart vote")
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world.Reboot()
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else
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// Call the shift change shuttle instead
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init_shift_change()
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// Call the shift change shuttle instead, the 1 is to force the shuttle to come
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init_shift_change(null, 1)
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return
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@@ -131,7 +131,7 @@
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var/best = -1
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for(var/v in votes)
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if(v=="none")
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if(v=="none"||v=="default")
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continue
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if(best < votes[v])
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best = votes[v]
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@@ -140,7 +140,7 @@
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var/list/winners = list()
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for(var/v in votes)
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if(votes[v] == best)
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if(votes[v] == best && v != "default" && v != "none")
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winners += v
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var/ret = ""
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@@ -447,3 +447,35 @@
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usr.vote()
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return
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proc/automatic_crew_shuttle_vote()
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if(vote.voting)
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return
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if(!vote.canvote() ) // double check even though this shouldn't happen
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return
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vote.mode = 0
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vote.instant_restart = 0
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vote.voting = 1 // now voting
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vote.votetime = world.timeofday + config.vote_period*10 // when the vote will end
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spawn(config.vote_period*10)
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vote.endvote()
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world << "\red<B>*** An *automatic* vote to call the crew transfer shuttle has been initiated.</B>"
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world << "\red You have [vote.timetext(config.vote_period)] to vote."
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world << "\red<B>*** Please make sure to only vote 'no' if you yourself are currently enjoying the round. If you find the round to have gone stale, you should always vote 'yes', regardless of how others are feeling about the round.</B>"
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log_vote("Automatic vote to call the crew transfer shuttle.")
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for(var/mob/CM in world)
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if(CM.client)
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if( !CM.is_player_active() )
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CM.client.vote = "none"
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else
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CM.client.vote = "none"
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return
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@@ -284,7 +284,7 @@
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for(var/organ in list("l_leg","l_foot","r_leg","r_foot"))
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var/datum/organ/external/o = organs["[organ]"]
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if(o.status & BROKEN)
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if((o.status & BROKEN) || (o.status & DESTROYED))
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if(o.status & SPLINTED)
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tally += 3
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else
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@@ -22,7 +22,7 @@
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var/mob/living/carbon/human/M = src
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for(var/name in M.organs)
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var/datum/organ/external/organ = M.organs[name]
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if(organ.status & DESTROYED)
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if((organ.status & DESTROYED) && !organ.amputated)
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src.traumatic_shock += 60
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else if(organ.status & BROKEN || organ.open)
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src.traumatic_shock += 30
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@@ -358,3 +358,11 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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else
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I.loc = get_turf(src)
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update_clothing()
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/mob/proc/is_player_active()
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if(!src.client) return 0
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if(src.client.inactivity > 10 * 60 * 10) return 0
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if(src.stat == 2) return 0
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return 1
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@@ -1232,6 +1232,7 @@ datum/preferences
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var/status = organ_data[name]
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if(status == "amputated")
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O.amputated = 1
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O.status |= DESTROYED
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O.destspawn = 1
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else if(status == "cyborg")
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@@ -221,10 +221,10 @@ datum/preferences
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else
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preview_icon = new /icon('human.dmi', "torso_[g]_s", "dir" = preview_dir)
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preview_icon.Blend(new /icon('human.dmi', "chest_[g]_s"), ICON_OVERLAY, "dir" = preview_dir)
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preview_icon.Blend(new /icon('human.dmi', "chest_[g]_s", "dir" = preview_dir), ICON_OVERLAY)
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if(organ_data["head"] != "amputated")
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preview_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY, "dir" = preview_dir)
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preview_icon.Blend(new /icon('human.dmi', "head_[g]_s", "dir" = preview_dir), ICON_OVERLAY)
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for(var/name in list("l_arm","r_arm","l_leg","r_leg","l_foot","r_foot","l_hand","r_hand"))
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// make sure the organ is added to the list so it's drawn
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@@ -97,6 +97,7 @@ var/list/wound_progressions = list(
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var/tmp/perma_injury = 0
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var/tmp/perma_dmg = 0
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var/tmp/destspawn = 0 //Has it spawned the broken limb?
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var/tmp/amputated = 0 // Whether this has been cleanly amputated, thus causing no pain
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var/min_broken_damage = 30
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var/datum/organ/external/parent
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@@ -55,6 +55,9 @@ mob/living/carbon/human/proc/handle_pain()
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var/datum/organ/external/damaged_organ = null
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for(var/name in organs)
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var/datum/organ/external/E = organs[name]
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// amputated limbs don't cause pain
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if(E.amputated) continue
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var/dam = E.get_damage()
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// make the choice of the organ depend on damage,
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// but also sometimes use one of the less damaged ones
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@@ -454,6 +454,28 @@
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return
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/obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob)
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if(hasorgans(M))
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var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
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if(!(S.status & ROBOT) || user.a_intent != "help")
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return ..()
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if(S.burn_dam > 0)
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S.heal_damage(0,15,0,1)
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if(user != M)
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user.visible_message("\red \The [user] repairs some burn damage on their [S.display_name] with \the [src]",\
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"\red You repair some burn damage on your [S.display_name]",\
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"You hear wires being cut.")
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else
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user.visible_message("\red \The [user] repairs some burn damage on their [S.display_name] with \the [src]",\
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"\red You repair some burn damage on your [S.display_name]",\
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"You hear wires being cut.")
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else
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user << "Nothing to fix!"
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else
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return ..()
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/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
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var/turf/TB
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if((d1 == direction || d2 == direction) != 1)
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@@ -1,4 +1,3 @@
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asanadas: Book Berner: /obj/item/clothing/under/chameleon/psyche, /obj/item/clothing/glasses/meson/fluff/book_berner_1
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atomicdog92: Seth Sealis: /obj/item/clothing/suit/storage/det_suit/fluff/leatherjack
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botanistpower: Walter Brooks: /obj/item/clothing/gloves/fluff/walter_brooks_1
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chinsky: Victor Kaminski: /obj/item/fluff/victor_kaminsky_1
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@@ -9,4 +9,5 @@ asanadas
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deusdactyl
|
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densane
|
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bowlsoldier
|
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fenrisian
|
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fenrisian
|
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madmalicemccrea
|
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+11
-1
@@ -57,7 +57,8 @@ Stuff which is in development and not yet visible to players or just code relate
|
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should be listed in the changelog upon commit though. Thanks. -->
|
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|
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
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<div class="commit sansserif">
|
||||
|
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<div class="commit sansserif">
|
||||
<h2 class="date">5 July 2012</h2>
|
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<h3 class="author">Cael_Aislinn updated:</h3>
|
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<ul class="changes bgimages16">
|
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@@ -65,6 +66,15 @@ should be listed in the changelog upon commit though. Thanks. -->
|
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<li class="bugfix">Shield generators now have circuitboards, and the capacitors should actually rotate now (both still have placeholder sprites though).</li>
|
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</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">3 July 2012</h2>
|
||||
<h3 class="author">CIB updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">You can now select amputated and robot limbs in the character preferences. Note, though, that amputated limbs don't work properly yet.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">29 June 2012</h2>
|
||||
<h3 class="author">Erthilo updated:</h3>
|
||||
|
||||
Reference in New Issue
Block a user