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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-20 18:47:20 +01:00
Fixes
- Fox Fixes. - Clear messages when emagged or EMPed. - Parole suit can no longer be locked on people with sec or head access.
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@@ -61,9 +61,9 @@
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var/loc_display = "Unknown"
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var/health_display = "OK"
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var/total_loss = round(M.getOxyLoss() + M.getToxLoss() + M.getFireLoss() + M.getBruteLoss(), 1)
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if (M.stat > UNCONSCIOUS)
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if(M.stat == DEAD)
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health_display = "DEAD"
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else if (total_loss)
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else if(total_loss)
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health_display = "HURT ([total_loss])"
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if((M.z in config.station_levels) && !istype(M.loc, /turf/space))
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loc_display = "[get_area(M)]"
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@@ -134,10 +134,18 @@
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if (!istype(I))
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to_chat(user,"<span class='danger'>[H] is not wearing an ID.</span>")
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return
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if (emagged)
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visible_message(J,"<span class='danger'>[J] emits an error tone.</span>")
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if (J.emagged)
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to_chat(user, "<span class='danger'>[J] emits an error tone.</span>")
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else if (J.emped)
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to_chat(user, "<span class='danger'>The circuits on [J] appear to be fried.</span>")
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else if (J.parole_locked && J.flags & NODROP && I.flags & NODROP)
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J.unlock()
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else if (access_heads in I.access)
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to_chat(user, "<span class='danger'>[J] cannot be locked on someone wearing an ID with head access. They might need to use their ID on a keycard swiper.")
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return
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else if (access_security in I.access)
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to_chat(user, "<span class='danger'>[J] cannot be locked on someone wearing an ID with security access.")
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return
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else if (!J.parole_locked && !(J.flags & NODROP) && !(I.flags & NODROP))
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J.lock(I)
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else
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@@ -106,35 +106,36 @@
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/obj/item/clothing/under/color/yellow/parole
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name = "parole jumpsuit"
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desc = ""
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var/desc_locked = "A jumpsuit worn by parolees. Its suit sensors are always fully on. It is LOCKED."
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var/desc_unlocked = "A jumpsuit worn by parolees. Its suit sensors are always fully on. It is UNLOCKED."
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desc = "A jumpsuit worn by parolees. Its suit sensors are always fully on. Its lock light is OFF."
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var/desc_locked = "A jumpsuit worn by parolees. Its suit sensors are always fully on. Its lock light is ON."
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var/desc_emagged = "A jumpsuit worn by parolees. Its suit sensors are always fully on. Its lock light is BLINKING."
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var/desc_emped = "A jumpsuit worn by parolees. Its suit sensors are always fully on. Its lock light is FLICKERING."
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has_sensor = 2
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sensor_mode = 3
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var/parole_locked = 0
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var/emagged = 0
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var emped = 0
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var/obj/item/weapon/card/id/parole_id = null
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var/mob/living/carbon/human/worn_by = null
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/obj/item/clothing/under/color/yellow/parole/New()
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..()
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desc = desc_unlocked
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/obj/item/clothing/under/color/yellow/parole/emag_act(user as mob)
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if(parole_locked && !emagged)
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to_chat(user, "\red You overload the suit's locking mechanism.")
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emagged = 1
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unlock()
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emagged = 1
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desc = desc_emagged
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/obj/item/clothing/under/color/yellow/parole/emp_act(var/severity)
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if(parole_locked && !emagged && prob(30))
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unlock()
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emped = 1
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desc = desc_emped
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/obj/item/clothing/under/color/yellow/parole/proc/unlock()
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worn_by = loc
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flags &= ~NODROP
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parole_locked = 0
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desc = desc_unlocked
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desc = initial(desc)
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parole_id.flags &= ~NODROP
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parole_id = null
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playsound(loc, 'sound/machines/click.ogg', 10, 1)
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