mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
Display case update, some forceMove updates
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@@ -0,0 +1,2 @@
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/datum/alarm_handler/burglar
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category = "Burglar Alarms"
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@@ -27,7 +27,7 @@
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if(!istype(W))
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return 0
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if(!l_hand)
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W.loc = src //TODO: move to equipped?
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W.forceMove(src) //TODO: move to equipped?
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l_hand = W
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W.layer = 20 //TODO: move to equipped?
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// l_hand.screen_loc = ui_lhand
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@@ -45,7 +45,7 @@
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if(!istype(W))
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return 0
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if(!r_hand)
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W.loc = src
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W.forceMove(src)
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r_hand = W
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W.layer = 20
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// r_hand.screen_loc = ui_rhand
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@@ -71,7 +71,7 @@
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//This is probably the main one you need to know :)
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//Just puts stuff on the floor for most mobs, since all mobs have hands but putting stuff in the AI/corgi/ghost hand is VERY BAD.
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/mob/proc/put_in_hands(obj/item/W)
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W.loc = get_turf(src)
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W.forceMove(get_turf(src))
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W.layer = initial(W.layer)
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W.dropped()
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@@ -114,7 +114,7 @@
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if(I)
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if(client)
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client.screen -= I
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I.loc = loc
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I.forceMove(loc)
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I.dropped(src)
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if(I)
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I.layer = initial(I.layer)
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@@ -249,13 +249,13 @@
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if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
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var/obj/item/weapon/storage/backpack/B = src.back
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if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
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W.loc = B
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W.forceMove(B)
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equipped = 1
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if(equipped)
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W.layer = 20
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if(src.back && W.loc != src.back)
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W.loc = src
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W.forceMove(src)
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else
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if (del_on_fail)
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qdel(W)
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@@ -1779,4 +1779,9 @@
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if(I.body_parts_covered & HEAD)
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prot["head"] = max(1 - I.permeability_coefficient, prot["head"])
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var/protection = (prot["head"] + prot["arms"] + prot["feet"] + prot["legs"] + prot["groin"] + prot["chest"] + prot["hands"])/7
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return protection
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return protection
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/mob/living/carbon/human/proc/get_print()
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if(!dna)
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return 0
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return md5(dna.uni_identity)
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@@ -41,7 +41,7 @@
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if(!register_alarms)
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return
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var/list/register_to = list(atmosphere_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
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var/list/register_to = list(atmosphere_alarm, burglar_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
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for(var/datum/alarm_handler/AH in register_to)
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AH.register(src, /mob/living/silicon/proc/receive_alarm)
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queued_alarms[AH] = list() // Makes sure alarms remain listed in consistent order
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@@ -1235,7 +1235,7 @@ mob/proc/yank_out_object()
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var/mob/living/carbon/human/human_user = U
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human_user.bloody_hands(H)
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selection.loc = get_turf(src)
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selection.forceMove(get_turf(src))
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if(!(U.l_hand && U.r_hand))
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U.put_in_hands(selection)
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@@ -170,7 +170,7 @@
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if(!mob.control_object) return
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mob.control_object.dir = direct
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else
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mob.control_object.loc = get_step(mob.control_object,direct)
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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return
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@@ -391,7 +391,7 @@
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(1)
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L.loc = get_step(L, direct)
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L.forceMove(get_step(L, direct))
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L.dir = direct
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if(2)
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if(prob(50))
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@@ -420,7 +420,7 @@
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return
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else
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return
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L.loc = locate(locx,locy,mobloc.z)
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L.forceMove(locate(locx,locy,mobloc.z))
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spawn(0)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, L.loc))
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@@ -431,7 +431,7 @@
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else
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spawn(0)
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anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
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L.loc = get_step(L, direct)
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L.forceMove(get_step(L, direct))
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L.dir = direct
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if(3) //Incorporeal move, but blocked by holy-watered tiles
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var/turf/simulated/floor/stepTurf = get_step(L, direct)
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@@ -441,7 +441,7 @@
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spawn(2)
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L.notransform = 0
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else
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L.loc = get_step(L, direct)
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L.forceMove(get_step(L, direct))
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L.dir = direct
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return 1
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@@ -5,7 +5,7 @@
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/datum/nano_module/alarm_monitor/all/New()
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..()
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alarm_handlers = list(atmosphere_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
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alarm_handlers = list(atmosphere_alarm, burglar_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
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/datum/nano_module/alarm_monitor/engineering/New()
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..()
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@@ -13,7 +13,7 @@
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/datum/nano_module/alarm_monitor/security/New()
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..()
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alarm_handlers = list(camera_alarm, motion_alarm)
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alarm_handlers = list(burglar_alarm, camera_alarm, motion_alarm)
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/datum/nano_module/alarm_monitor/proc/register(var/object, var/procName)
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for(var/datum/alarm_handler/AH in alarm_handlers)
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