mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 17:13:46 +01:00
Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless. Slightly improved and moved dice code. Fixes issue 366. Fixes issue 317. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,70 +0,0 @@
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/obj/item/device/infra_sensor/process()
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if (src.passive)
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for(var/obj/effect/beam/i_beam/I in range(2, src.loc))
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I.left = 2
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return 1
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else
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processing_objects.Remove(src)
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return null
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/obj/item/device/infra_sensor/proc/burst()
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for(var/obj/effect/beam/i_beam/I in range(src.loc))
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I.left = 8
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/* for(var/obj/item/device/infra/I in range(src.loc))ugh will have to fix this
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I.visible = 1
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spawn( 0 )
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if ((I && I.first))
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I.first.vis_spread(1)
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return
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for(var/obj/item/assembly/rad_infra/I in range(src.loc))
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I.part2.visible = 1
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spawn( 0 )
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if ((I.part2 && I.part2.first))
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I.part2.first.vis_spread(1)
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return*/
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return
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/obj/item/device/infra_sensor/attack_self(mob/user as mob)
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user.machine = src
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var/dat = text("<TT><B>Infrared Sensor</B><BR>\n<B>Passive Emitter</B>: []<BR>\n<B>Active Emitter</B>: <A href='?src=\ref[];active=0'>Burst Fire</A>\n</TT>", (src.passive ? text("<A href='?src=\ref[];passive=0'>On</A>", src) : text("<A href='?src=\ref[];passive=1'>Off</A>", src)), src)
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user << browse(dat, "window=infra_sensor")
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onclose(user, "infra_sensor")
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return
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/obj/item/device/infra_sensor/Topic(href, href_list)
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..()
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if (usr.stat || usr.restrained())
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return
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if ((usr.contents.Find(src) || (usr.contents.Find(src.master) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf)))))
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usr.machine = src
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if (href_list["passive"])
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src.passive = !( src.passive )
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if(passive)
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processing_objects.Add(src)
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if (href_list["active"])
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spawn( 0 )
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src.burst()
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return
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if (!( src.master ))
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if (istype(src.loc, /mob))
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attack_self(src.loc)
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else
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for(var/mob/M in viewers(1, src))
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if (M.client)
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src.attack_self(M)
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else
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if (istype(src.master.loc, /mob))
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src.attack_self(src.master.loc)
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else
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for(var/mob/M in viewers(1, src.master))
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if (M.client)
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src.attack_self(M)
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src.add_fingerprint(usr)
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else
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usr << browse(null, "window=infra_sensor")
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onclose(usr, "infra_sensor")
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return
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return
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@@ -1,22 +1,27 @@
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/obj/item/weapon/dice
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name = "d6"
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desc = "A dice with six sides."
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var/sides = 6
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icon = 'icons/obj/dice.dmi'
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icon_state = "d66"
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/obj/item/weapon/dice/New()
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icon_state = "[name][rand(sides)]"
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/obj/item/weapon/dice/d20
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name = "d20"
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desc = "A dice with twenty sides."
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sides = 20
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icon_state = "d2020"
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/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE
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var/temp_sides
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if(src.sides < 1)
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temp_sides = 2
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else
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temp_sides = src.sides
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var/result = rand(1,temp_sides)
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/obj/item/weapon/dice/attack_self(mob/user as mob)
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var/result = rand(1, sides)
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var/comment = ""
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if(temp_sides == 20 && result == 20)
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if(sides == 20 && result == 20)
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comment = "Nat 20!"
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else if(temp_sides == 20 && result == 1)
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else if(sides == 20 && result == 1)
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comment = "Ouch, bad luck."
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user << text("\red You throw a [src]. It lands on a [result]. [comment]")
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icon_state = "[name][result]"
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for(var/mob/O in viewers(user, null))
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if(O == (user))
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continue
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else
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O.show_message(text("\red [user] has thrown a [src]. It lands on [result]. [comment]"), 1)
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user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
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"<span class='notice'>You throw [src]. It lands on a [result]. [comment]</span>", \
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"<span class='notice'>You hear [src] landing on a [result]. [comment]</span>")
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