Merge pull request #41 from ZomgPonies/master

Merge From Master
This commit is contained in:
Fox-McCloud
2014-11-09 00:01:22 -05:00
37 changed files with 27636 additions and 13433 deletions
+1
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@@ -725,6 +725,7 @@
#include "code\game\objects\structures\displaycase.dm"
#include "code\game\objects\structures\door_assembly.dm"
#include "code\game\objects\structures\electricchair.dm"
#include "code\game\objects\structures\engicart.dm"
#include "code\game\objects\structures\extinguisher.dm"
#include "code\game\objects\structures\false_walls.dm"
#include "code\game\objects\structures\flora.dm"
+11 -4
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@@ -158,9 +158,9 @@ proc/issyndicate(mob/living/M as mob)
/datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
// var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
//var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
spawn(1)
// NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
synd_mind.current.real_name = "[pick(first_names_male)] [pick(last_names)]"
synd_mind.current << "<B>You are the Syndicate leader for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.</B>"
synd_mind.current << "<B>If you feel you are not up to this task, give your ID to another operative.</B>"
@@ -241,6 +241,13 @@ proc/issyndicate(mob/living/M as mob)
if(synd_mob.species)
/*
Incase anyone ever gets the burning desire to have nukeops with randomized apperances. -- Dave
synd_mob.gender = pick(MALE, FEMALE) // Randomized appearances for the nukeops.
var/datum/preferences/pref = new()
A.randomize_appearance_for(synd_mob)
*/
var/race = synd_mob.species.name
switch(race)
@@ -391,7 +398,7 @@ proc/issyndicate(mob/living/M as mob)
return 1
/*/proc/nukelastname(var/mob/M as mob) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho.
/proc/nukelastname(var/mob/M as mob) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho.
var/randomname = pick(last_names)
var/newname = copytext(sanitize(input(M,"You are the nuke operative [pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")]. Please choose a last name for your family.", "Name change",randomname)),1,MAX_NAME_LEN)
@@ -404,7 +411,7 @@ proc/issyndicate(mob/living/M as mob)
return nukelastname(M)
return newname
*/
/proc/NukeNameAssign(var/lastname,var/list/syndicates)
for(var/datum/mind/synd_mind in syndicates)
switch(synd_mind.current.gender)
+22 -7
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@@ -38,11 +38,11 @@
var/treatment_virus = "spaceacillin"
var/shut_up = 0 //self explanatory :)
/obj/machinery/bot/medbot/mysterious
name = "Mysterious Medibot"
desc = "International Medibot of mystery."
/obj/machinery/bot/medbot/syndicate
name = "Suspicious Medibot"
desc = "You'd better have insurance!"
skin = "bezerk"
treatment_oxy = "dexalinp"
treatment_oxy = "dexalin"
treatment_brute = "bicaridine"
treatment_fire = "kelotane"
treatment_tox = "anti_toxin"
@@ -62,6 +62,8 @@
spawn(5)
if(src.skin)
src.overlays += image('icons/obj/aibots.dmi', "kit_skin_[src.skin]")
if(src.skin == "bezerk")
created_name = "Suspicious Medibot"
/obj/machinery/bot/medbot/New()
@@ -333,6 +335,9 @@
if(src.emagged == 2) //Everyone needs our medicine. (Our medicine is toxins)
return 1
if((skin == "bezerk") && (!("syndicate" in C.faction))) // No healing non-operatives as a SyndiBot.
return 0
//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
if((src.reagent_glass) && (src.use_beaker) && ((C.getBruteLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getOxyLoss() >= (heal_threshold + 15))))
for(var/datum/reagent/R in src.reagent_glass.reagents.reagent_list)
@@ -534,6 +539,8 @@
A.skin = "tox"
else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
else if(istype(src,/obj/item/weapon/storage/firstaid/tactical))
A.skin = "bezerk"
del(S)
user.put_in_hands(A)
@@ -569,9 +576,17 @@
src.build_step++
user << "<span class='notice'>You complete the Medibot! Beep boop.</span>"
var/turf/T = get_turf(src)
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot(T)
S.skin = src.skin
S.name = src.created_name
if (src.skin == "bezerk")
var/obj/machinery/bot/medbot/syndicate/S = new /obj/machinery/bot/medbot/syndicate(T)
S.skin = src.skin
S.name = src.created_name
else
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot(T)
S.skin = src.skin
S.name = src.created_name
user.drop_from_inventory(src)
del(src)
+3 -44
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@@ -34,13 +34,10 @@
name = "Circuit board (Message Monitor)"
build_path = "/obj/machinery/computer/message_monitor"
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/security
name = "Circuit board (Security)"
/obj/item/weapon/circuitboard/camera
name = "Circuit board (Camera Monitor)"
build_path = "/obj/machinery/computer/security"
var/network = list("SS13")
req_access = list(access_security)
var/locked = 1
var/emagged = 0
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/aicore
name = "Circuit board (AI core)"
origin_tech = "programming=4;biotech=2"
@@ -257,40 +254,6 @@
user << "DERP! BUG! Report this (And what you were doing to cause it) to Agouri"
return
/obj/item/weapon/circuitboard/security/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/card/emag))
if(emagged)
user << "Circuit lock is already removed."
return
user << "\blue You override the circuit lock and open controls."
emagged = 1
locked = 0
else if(istype(I,/obj/item/weapon/card/id))
if(emagged)
user << "\red Circuit lock does not respond."
return
if(check_access(I))
locked = !locked
user << "\blue You [locked ? "" : "un"]lock the circuit controls."
else
user << "\red Access denied."
else if(istype(I,/obj/item/device/multitool))
if(locked)
user << "\red Circuit controls are locked."
return
var/existing_networks = list2text(network,",")
var/input = strip_html(input(usr, "Which networks would you like to connect this camera console circuit to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Multitool-Circuitboard interface", existing_networks))
if(!input)
usr << "No input found please hang up and try your call again."
return
var/list/tempnetwork = text2list(input, ",")
tempnetwork = difflist(tempnetwork,RESTRICTED_CAMERA_NETWORKS,1)
if(tempnetwork.len < 1)
usr << "No network found please hang up and try your call again."
return
network = tempnetwork
return
/obj/item/weapon/circuitboard/rdconsole/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/screwdriver))
user.visible_message("\blue \the [user] adjusts the jumper on the [src]'s access protocol pins.", "\blue You adjust the jumper on the access protocol pins.")
@@ -407,10 +370,6 @@
var/obj/machinery/computer/supplycomp/SC = B
var/obj/item/weapon/circuitboard/supplycomp/C = circuit
SC.can_order_contraband = C.contraband_enabled
if(istype(circuit,/obj/item/weapon/circuitboard/security))
var/obj/machinery/computer/security/C = B
var/obj/item/weapon/circuitboard/security/CB = circuit
C.network = CB.network
del(src)
+126 -70
View File
@@ -1,46 +1,131 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/machinery/computer/security
name = "Security Cameras"
desc = "Used to access the various cameras on the station."
name = "Camera Monitor"
desc = "Used to access the various cameras networks on the station."
icon_state = "cameras"
circuit = "/obj/item/weapon/circuitboard/camera"
var/obj/machinery/camera/current = null
var/list/network = list("")
var/last_pic = 1.0
var/list/network = list("SS13")
var/mapping = 0//For the overview file, interesting bit of code.
l_color = "#B40000"
var/mapping = 0
var/list/networks[0]
var/list/tempnets[0]
var/list/data[0]
var/list/access[0]
var/emag = 0
New() // Lists existing networks and their required access. Format: networks[<name>] = list(<access>)
networks["SS13"] = list(access_hos,access_captain)
networks["Telecomms"] = list(access_hos,access_captain)
networks["Research Outpost"] = list(access_rd,access_hos,access_captain)
networks["Mining Outpost"] = list(access_qm,access_hop,access_hos,access_captain)
networks["Research"] = list(access_rd,access_hos,access_captain)
networks["Prison"] = list(access_hos,access_captain)
networks["Interrogation"] = list(access_hos,access_captain)
networks["Supermatter"] = list(access_ce,access_hos,access_captain)
networks["Singularity"] = list(access_ce,access_hos,access_captain)
networks["Anomaly Isolation"] = list(access_rd,access_hos,access_captain)
networks["Toxins"] = list(access_rd,access_hos,access_captain)
networks["Telepad"] = list(access_rd,access_hos,access_captain)
networks["CentCom"] = list(access_cent_captain)
networks["Thunderdome"] = list(access_cent_captain)
attack_ai(var/mob/user as mob)
return attack_hand(user)
return ui_interact(user)
attack_paw(var/mob/user as mob)
return attack_hand(user)
check_eye(var/mob/user as mob)
if ((get_dist(user, src) > 1 || !( user.canmove ) || user.blinded || !( current ) || !( current.status )) && (!istype(user, /mob/living/silicon)))
return null
user.reset_view(current)
return 1
attack_hand(var/mob/user as mob)
if (src.z > 6)
user << "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!"
// Network configuration
attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag)) // If hit by an emag.
var/obj/item/weapon/card/emag/E = I
if(!emag)
if(E.uses)
E.uses--
emag = 1
user << "\blue You have authorized full network access!"
ui_interact(user)
else
ui_interact(user)
else
ui_interact(user)
else if(istype(I,/obj/item/weapon/card/id)) // If hit by a regular ID card.
var/obj/item/weapon/card/id/E = I
access = E.access
ui_interact(user)
else
..()
ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(..())
return
if(stat & (NOPOWER|BROKEN))
return
data.Cut()
tempnets.Cut()
if(emag)
access = list(access_captain) // Assume captain level access when emagged
data["emagged"] = 1
if(isAI(user))
access = list(access_captain) // Assume captain level access when AI
// Loop through the ID's permission, and check which networks the ID has access to.
for(var/l in networks) // Loop through networks.
for(var/m in networks[l]) // Loop through access levels of the networks.
if(m in access)
if(l in network) // Checks if the network is currently active.
tempnets.Add(list(list("name" = l, "active" = 1)))
else
tempnets.Add(list(list("name" = l, "active" = 0)))
break
data["networks"] = tempnets
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
ui = new(user, src, ui_key, "camera_console.tmpl", "Camera Monitor UI", 660, 280)
ui.set_initial_data(data)
ui.open()
Topic(href, href_list)
if(..())
return
if(href_list["activate"]) // Activate: enable or disable networks
var/net = href_list["activate"] // Network to be enabled or disabled.
var/active = href_list["active"] // Is the network currently active.
for(var/a in networks[net])
if(a in access) // Re-check for authorization.
if(text2num(active) == 1)
src.network -= net
break
else
src.network += net
break
nanomanager.update_uis(src)
attack_hand(var/mob/user as mob)
if(src.z > 6)
user << "\red <b>Unable to establish a connection:</b> \black You're too far away from the station!"
return
if(stat & (NOPOWER|BROKEN))
return
if(stat & (NOPOWER|BROKEN)) return
if(!isAI(user))
user.set_machine(src)
if(network.len == 0)
user << "\red No networks configured! Swipe the monitor with an authorized ID to configure them."
return
// Camera listing
var/list/L = list()
for (var/obj/machinery/camera/C in cameranet.viewpoints)
L.Add(C)
camera_sort(L)
var/list/D = list()
@@ -55,7 +140,7 @@
return 0
var/obj/machinery/camera/C = D[t]
if(t == "Cancel")
user.unset_machine()
return 0
@@ -66,13 +151,15 @@
spawn(5)
attack_hand(user)
return
// Check if camera is accessible when jumping
proc/can_access_camera(var/obj/machinery/camera/C)
var/list/shared_networks = src.network & C.network
if(shared_networks.len)
return 1
return 0
// Switching to cameras
proc/switch_to_camera(var/mob/user, var/obj/machinery/camera/C)
if ((get_dist(user, src) > 1 || user.machine != src || user.blinded || !( user.canmove ) || !( C.can_use() )) && (!istype(user, /mob/living/silicon/ai)))
if(!C.can_use() && !isAI(user))
@@ -88,40 +175,7 @@
use_power(50)
return 1
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/CF = new /obj/structure/computerframe(loc)
new /obj/item/weapon/shard(loc)
var/obj/item/weapon/circuitboard/security/CB = new /obj/item/weapon/circuitboard/security(CF)
CB.network = network
for (var/obj/C in src)
C.loc = loc
CF.circuit = CB
CF.state = 3
CF.icon_state = "3"
CF.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/CF = new /obj/structure/computerframe( loc )
var/obj/item/weapon/circuitboard/security/CB = new /obj/item/weapon/circuitboard/security(CF)
CB.network = network
for (var/obj/C in src)
C.loc = loc
CF.circuit = CB
CF.state = 4
CF.icon_state = "4"
CF.anchored = 1
del(src)
else
attack_hand(user)
return
//Camera control: moving.
//Camera control: moving.
proc/jump_on_click(var/mob/user,var/A)
if(user.machine != src)
return
@@ -150,13 +204,15 @@
return
if(can_access_camera(jump_to))
switch_to_camera(user,jump_to)
//Camera control: mouse.
// Camera control: mouse.
/atom/DblClick()
..()
if(istype(usr.machine,/obj/machinery/computer/security))
var/obj/machinery/computer/security/console = usr.machine
console.jump_on_click(usr,src)
//Camera control: arrow keys.
// Camera control: arrow keys.
/mob/Move(n,direct)
if(istype(machine,/obj/machinery/computer/security))
var/obj/machinery/computer/security/console = machine
@@ -167,12 +223,13 @@
return
return ..(n,direct)
// Other computer monitors.
/obj/machinery/computer/security/telescreen
name = "Telescreen"
desc = "Used for watching an empty arena."
desc = "Used for watching camera networks."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "telescreen"
network = list("thunder")
network = list("SS13")
density = 0
/obj/machinery/computer/security/telescreen/update_icon()
@@ -182,27 +239,26 @@
return
/obj/machinery/computer/security/telescreen/entertainment
name = "entertainment monitor"
desc = "Damn, they better have /tg/thechannel on these things."
name = "Entertainment Monitor"
desc = "Damn, they better have Paradise TV on these things."
icon = 'icons/obj/status_display.dmi'
icon_state = "entertainment"
network = list("news")
/obj/machinery/computer/security/wooden_tv
name = "Security Cameras"
name = "Security Camera Monitor"
desc = "An old TV hooked into the stations camera network."
icon_state = "security_det"
network = list("news")
network = list("SS13")
/obj/machinery/computer/security/mining
name = "Outpost Cameras"
name = "Outpost Camera Monitor"
desc = "Used to access the various cameras on the outpost."
icon_state = "miningcameras"
network = list("MINE")
network = list("Mining Outpost")
/obj/machinery/computer/security/engineering
name = "Engineering Cameras"
name = "Engineering Camera Monitor"
desc = "Used to monitor fires and breaches."
icon_state = "engineeringcameras"
network = list("Engineering","Power Alarms","Atmosphere Alarms","Fire Alarms")
network = list("Engineering","Power Alarms","Atmosphere Alarms","Fire Alarms")
@@ -1,127 +0,0 @@
//the researchable camera circuit that can connect to any camera network
/obj/item/weapon/circuitboard/camera
//name = "Circuit board (Camera)"
var/secured = 1
var/authorised = 0
var/possibleNets[0]
var/network = ""
build_path = 0
//when adding a new camera network, you should only need to update these two procs
New()
possibleNets["Engineering"] = access_ce
possibleNets["SS13"] = access_hos
possibleNets["Mining"] = access_mining
possibleNets["Cargo"] = access_qm
possibleNets["Research"] = access_rd
possibleNets["Medbay"] = access_cmo
proc/updateBuildPath()
build_path = ""
if(authorised && secured)
switch(network)
if("SS13")
build_path = "/obj/machinery/computer/security"
if("Engineering")
build_path = "/obj/machinery/computer/security/engineering"
if("Mining")
build_path = "/obj/machinery/computer/security/mining"
if("Research")
build_path = "/obj/machinery/computer/security/research"
if("Medbay")
build_path = "/obj/machinery/computer/security/medbay"
if("Cargo")
build_path = "/obj/machinery/computer/security/cargo"
attackby(var/obj/item/I, var/mob/user)//if(health > 50)
..()
if(istype(I,/obj/item/weapon/card/emag))
if(network)
var/obj/item/weapon/card/emag/E = I
if(E.uses)
E.uses--
else
return
authorised = 1
user << "\blue You authorised the circuit network!"
updateDialog()
else
user << "\blue You must select a camera network circuit!"
else if(istype(I,/obj/item/weapon/screwdriver))
secured = !secured
user.visible_message("\blue The [src] can [secured ? "no longer" : "now"] be modified.")
updateBuildPath()
return
attack_self(var/mob/user)
if(!secured && ishuman(user))
user.machine = src
interact(user, 0)
proc/interact(var/mob/user, var/ai=0)
if(secured)
return
if (!ishuman(user))
return ..(user)
var/t = "<B>Circuitboard Console - Camera Monitoring Computer</B><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
t += "<hr> Please select a camera network:<br>"
for(var/curNet in possibleNets)
if(network == curNet)
t += "- [curNet]<br>"
else
t += "- <A href='?src=\ref[src];net=[curNet]'>[curNet]</A><BR>"
t += "<hr>"
if(network)
if(authorised)
t += "Authenticated <A href='?src=\ref[src];removeauth=1'>(Clear Auth)</A><BR>"
else
t += "<A href='?src=\ref[src];auth=1'><b>*Authenticate*</b></A> (Requires an appropriate access ID)<br>"
else
t += "<A href='?src=\ref[src];auth=1'>*Authenticate*</A> (Requires an appropriate access ID)<BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=camcircuit;size=500x400")
onclose(user, "camcircuit")
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=camcircuit")
usr.machine = null
return
else if(href_list["net"])
network = href_list["net"]
authorised = 0
else if( href_list["auth"] )
var/mob/M = usr
var/obj/item/weapon/card/id/I = M.equipped()
if (istype(I, /obj/item/device/pda))
var/obj/item/device/pda/pda = I
I = pda.id
if (I && istype(I))
if(access_captain in I.access)
authorised = 1
else if (possibleNets[network] in I.access)
authorised = 1
if(istype(I,/obj/item/weapon/card/emag))
if(network)
var/obj/item/weapon/card/emag/E = I
if(E.uses)
E.uses--
else
return
authorised = 1
usr << "\blue You authorised the circuit network!"
updateDialog()
else
usr << "\blue You must select a camera network circuit!"
else if( href_list["removeauth"] )
authorised = 0
updateDialog()
updateDialog()
if(istype(src.loc,/mob))
attack_self(src.loc)
@@ -1,75 +0,0 @@
/obj/machinery/computer/security
l_color = "#B40000"
power_change()
..()
if(!(stat & (BROKEN|NOPOWER)))
SetLuminosity(2)
else
SetLuminosity(0)
New()
if(network)
networks = list(network)
else
switch(department)
if("Security")
networks = list("Arrivals","SS13","Engineering","Research","Medbay","Tcomsat","Mess Hall","Security","Prison Wing","Atmospherics","Cargo","Command","Solars","Robotics","Chapel","Hydroponics", "Dormitory","Theatre","Library")
if("Engineering")
networks = list("Engineering","Tcomsat","Singularity","Atmospherics","Solars","Robotics")
if("Research")
networks = list("Research","Bomb Testing","Outpost")
if("Medbay")
networks = list("Medbay")
if("Cargo")
networks = list("Mine","Cargo")
if("Mining")
networks = list("Mine")
if("Thunderdome")
networks = list("thunder")
if("CREED")
networks = list("CREED")
/obj/machinery/computer/security/attack_hand(var/mob/user as mob)
if (stat & (NOPOWER|BROKEN))
return
user.machine = src
if(src.current)
user.reset_view(src.current)
var/list/L = new/list
for (var/obj/machinery/camera/C in world)
L.Add(C)
camera_network_sort(L)
var/list/D = new()
D["Cancel"] = "Cancel"
for (var/obj/machinery/camera/C in L)
if ( C.network in src.networks )
D[text("[]: [][]", C.network, C.c_tag, (C.status ? null : " (Deactivated)"))] = C
var/t = input(user, "Which camera should you change to?") as null|anything in D
if(!t)
user.machine = null
user.reset_view(null)
return 0
var/obj/machinery/camera/C = D[t]
if (t == "Cancel")
user.cancel_camera()
return 0
if (C)
if ((get_dist(user, src) > 1 || user.machine != src || user.blinded || !( user.canmove ) || !( C.status )) && (!istype(user, /mob/living/silicon/ai)))
return 0
else
src.current = C
use_power(50)
user.reset_view(C)
spawn( 5 )
attack_hand(user)
+1
View File
@@ -2,6 +2,7 @@
name = "item"
icon = 'icons/obj/items.dmi'
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
var/no_embed = 0 // For use in item_attack.dm
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/blood_overlay_color = null
var/abstract = 0
@@ -188,6 +188,11 @@
//Can you use it?
/obj/item/device/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.myreplacer = src
J.update_icon()
/obj/item/device/lightreplacer/proc/CanUse(var/mob/living/user)
src.add_fingerprint(user)
//Not sure what else to check for. Maybe if clumsy?
@@ -194,6 +194,7 @@
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
force = 25.0
throwforce = 15.0
no_embed = 1
/obj/item/weapon/butch/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
@@ -1,6 +1,7 @@
/obj/item/weapon/melee/energy
var/active = 0
no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
/obj/item/weapon/melee/energy/suicide_act(mob/user)
viewers(user) << pick("<span class='suicide'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>", \
@@ -16,6 +17,7 @@
throw_speed = 1
throw_range = 5
w_class = 3.0
hitsound = "swing_hit"
flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS
origin_tech = "combat=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
@@ -37,6 +39,7 @@
throw_speed = 1
throw_range = 5
w_class = 2.0
hitsound = "swing_hit"
flags = FPRINT | TABLEPASS | NOSHIELD
origin_tech = "magnets=3;syndicate=4"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
+6 -1
View File
@@ -53,4 +53,9 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
spawn(5)
reagents.clear_reagents()
mopcount = 0
return
return
/obj/item/weapon/mop/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mymop=src
J.update_icon()
@@ -47,6 +47,11 @@
icon_state = "trashbag2"
else icon_state = "trashbag3"
/obj/item/weapon/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mybag=src
J.update_icon()
// -----------------------------
// Plastic Bag
@@ -39,6 +39,7 @@
icon_state = "sword[_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
hitsound = 'sound/weapons/blade1.ogg'
user << "\blue [src] is now active."
else
force = 3
@@ -48,6 +49,7 @@
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
hitsound = "swing_hit"
user << "\blue [src] can now be concealed."
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
@@ -250,11 +252,13 @@
src.force = 150
src.icon_state = "axe1"
src.w_class = 5
hitsound = 'sound/weapons/blade1.ogg'
else
user << "\blue The axe can now be concealed."
src.force = 40
src.icon_state = "axe0"
src.w_class = 5
hitsound = "swing_hit"
src.add_fingerprint(user)
return
@@ -196,6 +196,7 @@ obj/item/weapon/twohanded/
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
edge = 1
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/obj/item/weapon/twohanded/dualsaber/update_icon()
icon_state = "dualsaber[wielded]"
@@ -227,6 +228,13 @@ obj/item/weapon/twohanded/
New()
color = "red"
/obj/item/weapon/twohanded/dualsaber/unwield()
..()
hitsound = "swing_hit"
/obj/item/weapon/twohanded/dualsaber/wield()
..()
hitsound = 'sound/weapons/blade1.ogg'
//spears
/obj/item/weapon/twohanded/spear
@@ -14,7 +14,7 @@
sleep(2)
new /obj/item/clothing/under/syndicate(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/head/helmet/swat/syndicate(src)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/weapon/storage/belt/military(src)
new /obj/item/weapon/crowbar/red(src)
+173
View File
@@ -0,0 +1,173 @@
/obj/structure/engineeringcart
name = "engineering cart"
desc = "A cart for storing engineering items."
icon = 'icons/obj/engicart.dmi'
icon_state = "cart"
anchored = 0
density = 1
flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/stack/sheet/glass/myglass = null
var/obj/item/stack/sheet/metal/mymetal = null
var/obj/item/stack/sheet/plasteel/myplasteel = null
var/obj/item/device/flashlight/myflashlight = null
var/obj/item/weapon/storage/toolbox/mechanical/mybluetoolbox = null
var/obj/item/weapon/storage/toolbox/electrical/myyellowtoolbox = null
var/obj/item/weapon/storage/toolbox/emergency/myredtoolbox = null
var/obj/item/taperoll/engineering/myengitape = null
/obj/structure/engineeringcart/proc/put_in_cart(obj/item/I, mob/user)
user.drop_item()
I.loc = src
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
return
/obj/structure/engineeringcart/attackby(obj/item/I, mob/user)
var/fail_msg = "<span class='notice'>There is already one of those in [src].</span>"
if(istype(I, /obj/item/stack/sheet/glass))
if(!myglass)
put_in_cart(I, user)
myglass=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/stack/sheet/metal))
if(!mymetal)
put_in_cart(I, user)
mymetal=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/stack/sheet/plasteel))
if(!myplasteel)
put_in_cart(I, user)
myplasteel=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/device/flashlight))
if(!myflashlight)
put_in_cart(I, user)
myflashlight=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/weapon/storage/toolbox/mechanical))
if(!mybluetoolbox)
put_in_cart(I, user)
mybluetoolbox=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/weapon/storage/toolbox/electrical))
if(!myyellowtoolbox)
put_in_cart(I, user)
myyellowtoolbox=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/weapon/storage/toolbox))
if(!myredtoolbox)
put_in_cart(I, user)
myredtoolbox=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/taperoll/engineering/))
if(!myengitape)
put_in_cart(I, user)
myengitape=I
update_icon()
else
user << fail_msg
/obj/structure/engineeringcart/attack_hand(mob/user)
user.set_machine(src)
var/dat
if(myglass)
dat += "<a href='?src=\ref[src];glass=1'>[myglass.name]</a><br>"
if(mymetal)
dat += "<a href='?src=\ref[src];metal=1'>[mymetal.name]</a><br>"
if(myplasteel)
dat += "<a href='?src=\ref[src];plasteel=1'>[myplasteel.name]</a><br>"
if(myflashlight)
dat += "<a href='?src=\ref[src];flashlight=1'>[myflashlight.name]</a><br>"
if(mybluetoolbox)
dat += "<a href='?src=\ref[src];bluetoolbox=1'>[mybluetoolbox.name]</a><br>"
if(myredtoolbox)
dat += "<a href='?src=\ref[src];redtoolbox=1'>[myredtoolbox.name]</a><br>"
if(myyellowtoolbox)
dat += "<a href='?src=\ref[src];yellowtoolbox=1'>[myyellowtoolbox.name]</a><br>"
if(myengitape)
dat += "<a href='?src=\ref[src];myengitape=1'>[myengitape.name]</a><br>"
var/datum/browser/popup = new(user, "engicart", name, 240, 160)
popup.set_content(dat)
popup.open()
/obj/structure/engineeringcart/Topic(href, href_list)
if(!in_range(src, usr))
return
if(!isliving(usr))
return
var/mob/living/user = usr
if(href_list["glass"])
if(myglass)
user.put_in_hands(myglass)
user << "<span class='notice'>You take [myglass] from [src].</span>"
myglass = null
if(href_list["metal"])
if(mymetal)
user.put_in_hands(mymetal)
user << "<span class='notice'>You take [mymetal] from [src].</span>"
mymetal = null
if(href_list["plasteel"])
if(myplasteel)
user.put_in_hands(myplasteel)
user << "<span class='notice'>You take [myplasteel] from [src].</span>"
myplasteel = null
if(href_list["flashlight"])
if(myflashlight)
user.put_in_hands(myflashlight)
user << "<span class='notice'>You take [myflashlight] from [src].</span>"
myflashlight = null
if(href_list["bluetoolbox"])
if(mybluetoolbox)
user.put_in_hands(mybluetoolbox)
user << "<span class='notice'>You take [mybluetoolbox] from [src].</span>"
mybluetoolbox = null
if(href_list["redtoolbox"])
if(myredtoolbox)
user.put_in_hands(myredtoolbox)
user << "<span class='notice'>You take [myredtoolbox] from [src].</span>"
myredtoolbox = null
if(href_list["yellowtoolbox"])
if(myyellowtoolbox)
user.put_in_hands(myyellowtoolbox)
user << "<span class='notice'>You take [myyellowtoolbox] from [src].</span>"
myyellowtoolbox = null
if(href_list["engitape"])
if(myengitape)
user.put_in_hands(myengitape)
user << "<span class='notice'>You take [myengitape] from [src].</span>"
myengitape = null
update_icon()
updateUsrDialog()
/obj/structure/engineeringcart/update_icon()
overlays = null
if(myglass)
overlays += "cart_glass"
if(mymetal)
overlays += "cart_metal"
if(myplasteel)
overlays += "cart_plasteel"
if(myflashlight)
overlays += "cart_flashlight"
if(mybluetoolbox)
overlays += "cart_bluetoolbox"
if(myredtoolbox)
overlays += "cart_redtoolbox"
if(myyellowtoolbox)
overlays += "cart_yellowtoolbox"
if(myengitape)
overlays += "cart_engitape"
+161 -1
View File
@@ -400,4 +400,164 @@
/obj/item/key/ambulance
name = "ambulance key"
desc = "A keyring with a small steel key, and tag with a red cross on it."
icon_state = "keydoc"
icon_state = "keydoc"
//TG style Janicart
/obj/structure/janitorialcart
name = "janitorial cart"
desc = "This is the alpha and omega of sanitation."
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
density = 1
flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/weapon/storage/bag/trash/mybag = null
var/obj/item/weapon/mop/mymop = null
var/obj/item/weapon/reagent_containers/spray/cleaner/myspray = null
var/obj/item/device/lightreplacer/myreplacer = null
var/signs = 0
var/const/max_signs = 4
/obj/structure/janitorialcart/New()
create_reagents(100)
/obj/structure/janitorialcart/proc/wet_mop(obj/item/weapon/mop, mob/user)
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
else
reagents.trans_to(mop, 5) //
user << "<span class='notice'>You wet [mop] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
/obj/structure/janitorialcart/proc/put_in_cart(obj/item/I, mob/user)
user.drop_item()
I.loc = src
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
return
/obj/structure/janitorialcart/attackby(obj/item/I, mob/user)
var/fail_msg = "<span class='notice'>There is already one of those in [src].</span>"
if(istype(I, /obj/item/weapon/mop))
var/obj/item/weapon/mop/m=I
if(m.reagents.total_volume < m.reagents.maximum_volume)
wet_mop(m, user)
return
if(!mymop)
m.janicart_insert(user, src)
else
user << fail_msg
else if(istype(I, /obj/item/weapon/storage/bag/trash))
if(!mybag)
var/obj/item/weapon/storage/bag/trash/t=I
t.janicart_insert(user, src)
else
user << fail_msg
else if(istype(I, /obj/item/weapon/reagent_containers/spray/cleaner))
if(!myspray)
put_in_cart(I, user)
myspray=I
update_icon()
else
user << fail_msg
else if(istype(I, /obj/item/device/lightreplacer))
if(!myreplacer)
var/obj/item/device/lightreplacer/l=I
l.janicart_insert(user,src)
else
user << fail_msg
else if(istype(I, /obj/item/weapon/caution))
if(signs < max_signs)
put_in_cart(I, user)
signs++
update_icon()
else
user << "<span class='notice'>[src] can't hold any more signs.</span>"
else if(mybag)
mybag.attackby(I, user)
else if(istype(I, /obj/item/weapon/crowbar))
user.visible_message("<span class='warning'>[user] begins to empty the contents of [src].</span>")
if(do_after(user, 30))
usr << "<span class='notice'>You empty the contents of [src]'s bucket onto the floor.</span>"
reagents.reaction(src.loc)
src.reagents.clear_reagents()
/obj/structure/janitorialcart/attack_hand(mob/user)
user.set_machine(src)
var/dat
if(mybag)
dat += "<a href='?src=\ref[src];garbage=1'>[mybag.name]</a><br>"
if(mymop)
dat += "<a href='?src=\ref[src];mop=1'>[mymop.name]</a><br>"
if(myspray)
dat += "<a href='?src=\ref[src];spray=1'>[myspray.name]</a><br>"
if(myreplacer)
dat += "<a href='?src=\ref[src];replacer=1'>[myreplacer.name]</a><br>"
if(signs)
dat += "<a href='?src=\ref[src];sign=1'>[signs] sign\s</a><br>"
var/datum/browser/popup = new(user, "janicart", name, 240, 160)
popup.set_content(dat)
popup.open()
/obj/structure/janitorialcart/Topic(href, href_list)
if(!in_range(src, usr))
return
if(!isliving(usr))
return
var/mob/living/user = usr
if(href_list["garbage"])
if(mybag)
user.put_in_hands(mybag)
user << "<span class='notice'>You take [mybag] from [src].</span>"
mybag = null
if(href_list["mop"])
if(mymop)
user.put_in_hands(mymop)
user << "<span class='notice'>You take [mymop] from [src].</span>"
mymop = null
if(href_list["spray"])
if(myspray)
user.put_in_hands(myspray)
user << "<span class='notice'>You take [myspray] from [src].</span>"
myspray = null
if(href_list["replacer"])
if(myreplacer)
user.put_in_hands(myreplacer)
user << "<span class='notice'>You take [myreplacer] from [src].</span>"
myreplacer = null
if(href_list["sign"])
if(signs)
var/obj/item/weapon/caution/Sign = locate() in src
if(Sign)
user.put_in_hands(Sign)
user << "<span class='notice'>You take \a [Sign] from [src].</span>"
signs--
else
WARNING("Signs ([signs]) didn't match contents")
signs = 0
update_icon()
updateUsrDialog()
/obj/structure/janitorialcart/update_icon()
overlays = null
if(mybag)
overlays += "cart_garbage"
if(mymop)
overlays += "cart_mop"
if(myspray)
overlays += "cart_spray"
if(myreplacer)
overlays += "cart_replacer"
if(signs)
overlays += "cart_sign[signs]"
+6
View File
@@ -77,6 +77,12 @@
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/head/helmet/swat/syndicate
name = "blood-red helmet"
desc = "An extremely robust, space-worthy helmet without a visor to allow for goggle usage underneath. Property of Gorlex Marauders."
icon_state = "helmetsyndi"
item_state = "helmet"
/obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
+1 -1
View File
@@ -15,7 +15,7 @@
spawntypes = list(
/obj/item/device/mass_spectrometer/adv=1,
/obj/item/clothing/glasses/hud/health=1,
/obj/machinery/bot/medbot/mysterious=1
/obj/machinery/bot/medbot/syndicate=1
)
fluffitems = list(
/obj/effect/decal/cleanable/blood=5,
@@ -311,7 +311,7 @@ emp_act
var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
//Sharp objects will always embed if they do enough damage.
if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
if(((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0) )
affecting.embed(I)
return 1
@@ -381,7 +381,7 @@ emp_act
//Sharp objects will always embed if they do enough damage.
//Thrown sharp objects have some momentum already and have a small chance to embed even if the damage is below the threshold
if((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
if(((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0))
affecting.embed(I)
// Begin BS12 momentum-transfer code.
@@ -133,7 +133,7 @@ obj/item/weapon/gun/energy/laser/retro
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return 1
@@ -170,6 +170,6 @@ obj/item/weapon/gun/energy/laser/retro
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return 1
@@ -68,6 +68,7 @@
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911-p"
cell_type = "/obj/item/weapon/cell/infinite"
w_class = 3.0
slot_flags = SLOT_BELT
isHandgun()
return 1
+1 -1
View File
@@ -86,7 +86,7 @@
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
return 1
@@ -118,7 +118,7 @@
name = "\improper Bulldog shotgun"
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors. Compatible only with specialized magazines."
icon_state = "bulldog"
item_state = "bulldog"
item_state = "c20r"
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
+3 -3
View File
@@ -70,13 +70,13 @@ datum/design/proc/CalcReliability(var/list/temp_techs)
///////////////////Computer Boards///////////////////////////////////
datum/design/seccamera
name = "Circuit Design (Security)"
desc = "Allows for the construction of circuit boards used to build security camera computers."
name = "Circuit Design (Camera Monitor)"
desc = "Allows for the construction of circuit boards used to build camera monitors."
id = "seccamera"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/security"
build_path = "/obj/item/weapon/circuitboard/camera"
datum/design/aicore
name = "Circuit Design (AI Core)"
@@ -52,6 +52,9 @@
stat |= NOPOWER
/obj/machinery/keycard_auth/attack_hand(mob/user as mob)
ui_interact(user)
/obj/machinery/keycard_auth/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "This device is not powered."
return
@@ -60,30 +63,21 @@
return
user.set_machine(src)
var/dat = "<h1>Keycard Authentication Device</h1>"
dat += "This device is used to trigger some high security events. It requires the simultaneous swipe of two high-level ID cards."
dat += "<br><hr><br>"
if(screen == 1)
dat += "Select an event to trigger:<ul>"
dat += "<li><A href='?src=\ref[src];triggerevent=Red alert'>Red alert</A></li>"
dat += "<li><A href='?src=\ref[src];triggerevent=Emergency Response Team'>Emergency Response Team</A></li>"
dat += "<li><A href='?src=\ref[src];triggerevent=Grant Emergency Maintenance Access'>Grant Emergency Maintenance Access</A></li>"
dat += "<li><A href='?src=\ref[src];triggerevent=Revoke Emergency Maintenance Access'>Revoke Emergency Maintenance Access</A></li>"
dat += "</ul>"
user << browse(dat, "window=keycard_auth;size=500x250")
if(screen == 2)
dat += "Please swipe your card to authorize the following event: <b>[event]</b>"
dat += "<p><A href='?src=\ref[src];reset=1'>Back</A>"
user << browse(dat, "window=keycard_auth;size=500x250")
return
var/data[0]
data["screen"] = screen
data["event"] = event
data["src"] = "\ref[src]"
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "keycard_auth.tmpl", "Keycard Authentication Device UI", 520, 260)
ui.set_initial_data(data)
ui.open()
/obj/machinery/keycard_auth/Topic(href, href_list)
..()
if(..())
return
if(busy)
usr << "This device is busy."
return
@@ -96,7 +90,7 @@
if(href_list["reset"])
reset()
updateUsrDialog()
nanomanager.update_uis(src)
add_fingerprint(usr)
return
@@ -143,7 +137,7 @@
/obj/machinery/keycard_auth/proc/trigger_event()
switch(event)
if("Red alert")
if("Red Alert")
set_security_level(SEC_LEVEL_RED)
feedback_inc("alert_keycard_auth_red",1)
if("Grant Emergency Maintenance Access")
+3 -3
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@@ -784,9 +784,9 @@ var/list/cheartstopper = list("potassium_chloride") //this stops the heart when
#define GETPULSE_TOOL 1 //more accurate (med scanner, sleeper, etc)
var/list/RESTRICTED_CAMERA_NETWORKS = list( //Those networks can only be accessed by preexisting terminals. AIs and new terminals can't use them.
"thunder",
"ERT",
"NUKE"
"CentCom",
"Thunderdome",
"Xeno"
)
//Species flags.
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@@ -0,0 +1,18 @@
<!--
Title: Camera Monitor UI
Used In File(s): \code\game\machinery\computer\camera.dm
-->
<div class="item">
<h2>Networks</h2>
Please select the networks you'd like this console to monitor.
{{if data.emagged}}
<div class="bad">WARNING: Unauthorized access detected.</div>
{{/if}}
<div class="item">
{{for data.networks}}
{{:helper.link(value.name, value.active ? 'minus' : 'plus', { 'activate' : value.name, 'active' : value.active }, '', value.active ? 'linkOn' : '')}}
{{empty}}
<div class="bad">No accessible networks were found. Please make sure your ID has sufficient access.</div>
{{/for}}
</div>
</div>
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<!--
Title: Keycard Authentication Device UI
Used In File(s): \code\modules\security_levels\keycard_authentication.dm
-->
<div class="item">
<h1>Keycard Authentication Device</h1>
This device is used to trigger certain high security events. It requires the simultaneous swipe of two high-level ID cards.
<div class="item">
{{if data.screen == 1}}
<h2>Trigger Event</h2>
<div class="itemContents">
{{:helper.link('Red Alert', 'alert', { 'triggerevent' : 'Red Alert', 'source' : data.src })}}
{{:helper.link('Emergency Response Team', 'alert', { 'triggerevent' : 'Emergency Response Team', 'source' : data.src })}}
</div>
<div style="margin-top: 10px;" class="itemContents">
{{:helper.link('Grant Emergency Maintenance Access', 'unlocked', { 'triggerevent' : 'Grant Emergency Maintenance Access', 'source' : data.src })}}
{{:helper.link('Revoke Emergency Maintenance Access', 'locked', { 'triggerevent' : 'Revoke Emergency Maintenance Access', 'source' : data.src })}}
</div>
{{else data.screen == 2}}
<h2>Please swipe your card to authorize the following event:</h2>
<div style="text-align: center; font-size: 16px; font-weight: bold;">{{:data.event}}</div>
{{:helper.link('Back', 'close', { 'reset' : 1 })}}
{{/if}}
</div>
</div>