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Rewrote the cinematic system to be centralised and controlled by the gameticker, rather than handled per mob with like, 3 loops and a seperate process for each mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can locally, but because it relates to events that require a large number of players it's very hard to test.
TODO: I was intending to use dust to kill players off on a nuclear-loss. However dust() is very very broken. So I've hardcoded everything to die until I can fix dust(). Added an adminverb for 'Game Master's. It was a debug verb so I could test cinematics but I've left it in as it might be handy for events, especially if we get more cinematics. To access it type "cinematic" in full into the input bar as a Game Master, then follow the prompts. At the moment, it only handles nuclear stuff (that's all there is anyway). You can choose where the nuke detonated 0= on station; 1= near station but in space; 2= off the z-level. You can also force a cinematic from another game-mode to play with the prompt after that one. Note: All mobs are buckled to a bed located inside the gameticker (odd I know) whilst a cinematic is playing. The bed is deleted afterwards releasing all players. If off_station=0 then all mobs will be killed too. This is to stop people running around and doing stuff during the cinematic. I really didn't want to add more variables/checks to mobs. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3481 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
+1
-3
@@ -246,7 +246,6 @@
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opacity = 0
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density = 0
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/obj/hud
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name = "hud"
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unacidable = 1
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@@ -263,9 +262,8 @@
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var/obj/screen/g_dither = null
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var/obj/screen/blurry = null
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var/list/darkMask = null
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var/obj/screen/station_explosion = null
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var/h_type = /obj/screen
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var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
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/obj/item
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name = "item"
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@@ -128,6 +128,97 @@ var/global/datum/controller/gameticker/ticker
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return 1
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/datum/controller/gameticker
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//station_explosion used to be a variable for every mob's hud. Which was a waste!
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//Now we have a general cinematic centrally held within the gameticker....far more efficient!
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var/obj/screen/cinematic = null
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//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
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proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
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if( cinematic ) return //already a cinematic in progress!
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//initialise our cinematic screen object
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cinematic = new(src)
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cinematic.icon = 'station_explosion.dmi'
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cinematic.icon_state = "start"
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cinematic.layer = 20
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cinematic.mouse_opacity = 0
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cinematic.screen_loc = "1,3" //TODO resize them
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var/obj/structure/stool/bed/temp_buckle = new(src) //Incredibly hackish
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//...creates a bed within the gameticker (lol)
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//to stop mobs running around
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for(var/mob/M)
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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M.buckled = temp_buckle //buckle everybody to our pseudo-bed
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if(!station_missed)
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M.stat = DEAD
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//TODO: impliment dust() instead of this (gotta fix it first, dust() is buggy as hell)
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//Now animate the cinematic
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switch(station_missed)
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if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('explosionfar.ogg')
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if(1) //nuke was nearby but (mostly) missed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("nuclear emergency")
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flick("start_nuke",cinematic)
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sleep(50)
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world << sound('explosionfar.ogg')
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flick("explode2",cinematic)
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cinematic.icon_state = "loss_nuke2"
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else
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sleep(50)
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world << sound('explosionfar.ogg')
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flick("explode2",cinematic)
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else //station was destroyed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("nuclear emergency")
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flick("start_nuke",cinematic)
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sleep(50)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_nuke"
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if("AI malfunction")
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flick("start_malf",cinematic)
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sleep(50)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_malf"
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if("blob")
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flick("start_blob",cinematic) //TODO: make a blob one
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sleep(50)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_blob" //TODO: make a blob one
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else
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//default station-destroyed ending
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sleep(50)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_general"
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sleep(100)
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//Tidy-up time!
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if(cinematic) del(cinematic)
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if(temp_buckle) del(temp_buckle) //release everybody
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return
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proc/create_characters()
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for(var/mob/new_player/player in world)
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@@ -181,14 +181,11 @@
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world << i
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sleep(10)
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enter_allowed = 0
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for(var/mob/M in world)
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if(M.client)
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spawn(0)
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M.client.station_explosion_cinematic()
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sleep(110)
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ticker.mode:station_was_nuked = 1
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ticker.mode:explosion_in_progress = 0
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//world << "<B>Everyone was killed by the self-destruct!"
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if(ticker)
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ticker.station_explosion_cinematic(0,null)
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if(ticker.mode)
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ticker.mode:station_was_nuked = 1
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ticker.mode:explosion_in_progress = 0
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return
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@@ -141,7 +141,6 @@
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/obj/machinery/nuclearbomb/ex_act(severity)
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return
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/obj/machinery/nuclearbomb/blob_act()
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if (src.timing == -1.0)
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return
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@@ -150,6 +149,7 @@
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return
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#define NUKERANGE 80
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/obj/machinery/nuclearbomb/proc/explode()
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if (src.safety)
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src.timing = 0
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@@ -163,66 +163,45 @@
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ticker.mode.explosion_in_progress = 1
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sleep(100)
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/*
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var/turf/ground_zero = get_turf(loc)
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explosion(ground_zero, 50, 250, 500, 750)
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*/
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enter_allowed = 0
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var/off_station = 0
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var/area/A = get_area(src.loc)
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if(A && (istype(A,/area/syndicate_station) || A.type == "/area"))
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off_station = 1
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if (ticker && ticker.mode && ticker.mode.name == "nuclear emergency")
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ticker.mode:herp = syndicate_station_at_station
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ticker.mode:nuke_off_station = off_station
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var/turf/bomb_location = get_turf(src)
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if( bomb_location && (bomb_location.z == 1) )
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if( (bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)) )
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off_station = 1
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else
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off_station = 2
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for(var/mob/M in world)
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if(M.client)
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spawn(0)
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M.client.station_explosion_cinematic(off_station)
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sleep(110)
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if (ticker)
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if(ticker.mode && ticker.mode.name == "nuclear emergency")
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ticker.mode:herp = syndicate_station_at_station
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ticker.mode:nuke_off_station = off_station
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ticker.station_explosion_cinematic(off_station,null)
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if(ticker.mode)
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ticker.mode.explosion_in_progress = 0
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if(ticker.mode.name == "nuclear emergency")
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ticker.mode:nukes_left --
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else
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world << "<B>The station was destoyed by the nuclear blast!</B>"
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for(var/mob/M in world)
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if(M.z==1)
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spawn(0)
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M.gib()
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ticker.mode.station_was_nuked = (off_station<2) //offstation==1 is a draw. the station becomes irradiated and needs to be evacuated.
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//kinda shit but I couldn't get permission to do what I wanted to do.
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if (ticker && ticker.mode)
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ticker.mode.explosion_in_progress = 0
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if(ticker.mode.name == "nuclear emergency")
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ticker.mode:nukes_left --
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ticker.mode.station_was_nuked = (off_station==0)
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if(!ticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
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world << "<B>Resetting in 30 seconds!</B>"
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else
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world << "<B>The station was destoyed by the nuclear blast!</B>"
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ticker.mode.station_was_nuked = 1
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/*
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TODO: derped blast should partially damage nearest objects
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and do not reboot the game. Also make it work properly on other z-levels --rastaf0
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Further TODO: make nuke detonation work with objectives. Right now, you can't track player
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location because they are viewing the cinematic (can't get_turf on them to determine z_level
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as it will return null). Leaving this for you since you apparently plan to work this further. /N
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*/
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if(!ticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
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world << "<B>Resetting in 30 seconds!</B>"
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feedback_set_details("end_error","nuke - unhandled ending")
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if(blackbox)
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blackbox.save_all_data_to_sql()
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sleep(300)
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log_game("Rebooting due to nuclear detonation")
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world.Reboot()
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return
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feedback_set_details("end_error","nuke - unhandled ending")
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if(blackbox)
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blackbox.save_all_data_to_sql()
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sleep(300)
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log_game("Rebooting due to nuclear detonation")
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world.Reboot()
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return
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return
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/obj/item/weapon/disk/nuclear/Del()
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// if (ticker.mode && ticker.mode.name == "nuclear emergency")
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if(blobstart.len > 0)
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var/obj/D = new /obj/item/weapon/disk/nuclear(pick(blobstart))
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message_admins("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
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@@ -272,6 +272,7 @@
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verbs += /client/proc/only_one
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verbs += /client/proc/deadmin_self
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verbs += /client/proc/getruntimelog //used by coders to retrieve runtime logs
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verbs += /client/proc/cinematic //show a cinematic sequence
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else return
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return
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@@ -397,6 +398,7 @@
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verbs -= /client/proc/everyone_random
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verbs -= /client/proc/Set_Holiday
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verbs -= /client/proc/getruntimelog //used by coders to retrieve runtime logs
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verbs += /client/proc/cinematic //show a cinematic sequence
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verbs -= /proc/possess
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verbs -= /proc/release
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//verbs -= /client/proc/give_spell --Merged with view variables
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@@ -868,7 +868,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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command_alert("For budget reasons, Centcomm is no longer beaming gravitons to your station. We appoligize for any inconvience.")
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feedback_add_details("admin_verb","TSGOFF") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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//CARN
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/client/proc/toggle_random_events()
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set category = "Server"
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set name = "Toggle random events on/off"
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@@ -1,8 +1,3 @@
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/obj/hud/proc/ghost_hud()
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station_explosion = new h_type( src )
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station_explosion.icon = 'station_explosion.dmi'
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station_explosion.icon_state = "start"
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station_explosion.layer = 20
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station_explosion.mouse_opacity = 0
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station_explosion.screen_loc = "1,3"
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return
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@@ -37,14 +37,6 @@
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src.druggy.layer = 17
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src.druggy.mouse_opacity = 0
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// station explosion cinematic
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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var/obj/screen/using
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using = new src.h_type( src )
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@@ -39,14 +39,6 @@
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src.druggy.layer = 17
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src.druggy.mouse_opacity = 0
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// station explosion cinematic
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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var/obj/screen/using
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using = new src.h_type( src )
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@@ -1,10 +1,4 @@
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/obj/hud/proc/brain_hud(var/ui_style='screen1_old.dmi')
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station_explosion = new h_type( src )
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station_explosion.icon = 'station_explosion.dmi'
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station_explosion.icon_state = "start"
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station_explosion.layer = 20
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station_explosion.mouse_opacity = 0
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station_explosion.screen_loc = "1,3"
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blurry = new h_type( src )
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blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
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@@ -41,14 +41,6 @@
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src.druggy.layer = 17
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src.druggy.mouse_opacity = 0
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// station explosion cinematic
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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var/obj/screen/using
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using = new src.h_type( src )
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@@ -44,12 +44,4 @@
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src.druggy.layer = 17
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src.druggy.mouse_opacity = 0
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// station explosion cinematic
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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*/
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@@ -43,14 +43,6 @@
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src.druggy.layer = 17
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src.druggy.mouse_opacity = 0
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// station explosion cinematic
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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var/obj/screen/using
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using = new src.h_type( src )
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@@ -1,10 +1,2 @@
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/obj/hud/proc/ai_hud()
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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return
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@@ -38,14 +38,6 @@
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src.druggy.layer = 17
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src.druggy.mouse_opacity = 0
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// station explosion cinematic
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src.station_explosion = new src.h_type( src )
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src.station_explosion.icon = 'station_explosion.dmi'
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src.station_explosion.icon_state = "start"
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src.station_explosion.layer = 20
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src.station_explosion.mouse_opacity = 0
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src.station_explosion.screen_loc = "1,3"
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var/obj/screen/using
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@@ -942,44 +942,6 @@ note dizziness decrements automatically in the mob's Life() proc.
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statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S)
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/client/proc/station_explosion_cinematic(var/station_missed)
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if(!mob || !ticker) return
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if(!mob.client || !mob.hud_used || !ticker.mode) return
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// M.loc = null this might make it act weird but fuck putting them in nullspace, it causes issues.
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var/obj/screen/boom = mob.hud_used.station_explosion
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if(!istype(boom)) return
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mob.client.screen += boom
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|
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switch(ticker.mode.name)
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if("nuclear emergency")
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flick("start_nuke", boom)
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if("AI malfunction")
|
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flick("start_malf", boom)
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else
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boom.icon_state = "start"
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sleep(40)
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if(boom && mob)
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mob << sound('explosionfar.ogg')
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boom.icon_state = "end"
|
||||
if(!station_missed) flick("explode", boom)
|
||||
else flick("explode2", boom)
|
||||
sleep(40)
|
||||
|
||||
if(boom)
|
||||
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
|
||||
/mob/proc/canface()
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
|
||||
/obj/hud/proc/unplayer_hud()
|
||||
src.station_explosion = new src.h_type( src )
|
||||
src.station_explosion.icon = 'station_explosion.dmi'
|
||||
src.station_explosion.icon_state = "start"
|
||||
src.station_explosion.layer = 20
|
||||
src.station_explosion.mouse_opacity = 0
|
||||
src.station_explosion.screen_loc = "1,3"
|
||||
return
|
||||
+16
-8
@@ -93,6 +93,14 @@ Stuff which is in development and not yet visible to players or just code relate
|
||||
should be listed in the changelog upon commit tho. Thanks. -->
|
||||
|
||||
<!-- 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 -->
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">19 April 2012</h2>
|
||||
<h3 class="author">Carn updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Rewrote the cinematic system to try and simplify and optimise it. Please report any bugs asap to me or coderbus, thanks.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">Tuesday, April 17th</h2>
|
||||
<h3 class="author">Kor updated:</h3>
|
||||
@@ -137,10 +145,10 @@ should be listed in the changelog upon commit tho. Thanks. -->
|
||||
<li class="wip">CONTRABAND-CON UPDATE: Added posters. I'm sorry to add it seperately with the rest of contraband, but there was a lack of sprites for everything else. Hopefully, people will gain interest and get me some damn sprites this way :3
|
||||
As I said, this is an ongoing project of mine. So starting of, we've got...</li>
|
||||
<li class="rscadd">POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough.
|
||||
<BR><BR>•How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.
|
||||
<BR><BR>•How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.
|
||||
<BR><BR>•How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.
|
||||
<BR><BR>•How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers.
|
||||
<BR><BR>�How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.
|
||||
<BR><BR>�How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.
|
||||
<BR><BR>�How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.
|
||||
<BR><BR>�How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers.
|
||||
|
||||
</ul>
|
||||
<h3 class="author">Nodrak updated:</h3>
|
||||
@@ -179,10 +187,10 @@ should be listed in the changelog upon commit tho. Thanks. -->
|
||||
<li class="wip">CONTRABAND-CON UPDATE: Added posters. I'm sorry to add it seperately with the rest of contraband, but there was a lack of sprites for everything else. Hopefully, people will gain interest and get me some damn sprites this way :3
|
||||
As I said, this is an ongoing project of mine. So starting of, we've got...</li>
|
||||
<li class="rscadd">POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough.
|
||||
<BR><BR>•How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.
|
||||
<BR><BR>•How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.
|
||||
<BR><BR>•How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.
|
||||
<BR><BR>•How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers.
|
||||
<BR><BR>�How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.
|
||||
<BR><BR>�How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.
|
||||
<BR><BR>�How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.
|
||||
<BR><BR>�How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers.
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
@@ -748,6 +748,7 @@
|
||||
#include "code\modules\admin\verbs\adminsay.dm"
|
||||
#include "code\modules\admin\verbs\atmosdebug.dm"
|
||||
#include "code\modules\admin\verbs\BrokenInhands.dm"
|
||||
#include "code\modules\admin\verbs\cinematic.dm"
|
||||
#include "code\modules\admin\verbs\deadsay.dm"
|
||||
#include "code\modules\admin\verbs\debug.dm"
|
||||
#include "code\modules\admin\verbs\diagnostics.dm"
|
||||
|
||||
Reference in New Issue
Block a user