Merge branch 'bleeding-edge-freeze' into vials

This commit is contained in:
Chinsky
2013-06-16 11:20:45 +04:00
737 changed files with 4397 additions and 1276 deletions
+61 -12
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@@ -1003,18 +1003,39 @@ proc/process_ghost_teleport_locs()
//MedBay
/area/medical/medbay
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
//Medbay is a large area, these additional areas help level out APC load.
/area/medical/medbay2
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
/area/medical/medbay3
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
/area/medical/biostorage
name = "\improper Secondary Storage"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
/area/medical/reception
name = "\improper Medbay Reception"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
/area/medical/psych
name = "\improper Psych Room"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
/area/medical/medbreak
name = "\improper Break Room"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
@@ -1022,20 +1043,44 @@ proc/process_ghost_teleport_locs()
name = "\improper Patient's Rooms"
icon_state = "patients"
/area/medical/ward
name = "\improper Medbay Patient Ward"
icon_state = "patients"
/area/medical/patient_a
name = "\improper Isolation A"
icon_state = "patients"
/area/medical/patient_b
name = "\improper Isolation B"
icon_state = "patients"
/area/medical/patient_c
name = "\improper Isolation C"
icon_state = "patients"
/area/medical/iso_access
name = "\improper Isolation Access"
icon_state = "patients"
/area/medical/cmo
name = "\improper Chief Medical Officer's office"
icon_state = "CMO"
/area/medical/cmostore
name = "\improper Secure Storage"
icon_state = "CMO"
/area/medical/robotics
name = "Robotics"
name = "\improper Robotics"
icon_state = "medresearch"
/area/medical/research
name = "Medical Research"
name = "\improper Medical Research"
icon_state = "medresearch"
/area/medical/virology
name = "Virology"
name = "\improper Virology"
icon_state = "virology"
/area/medical/morgue
@@ -1043,15 +1088,19 @@ proc/process_ghost_teleport_locs()
icon_state = "morgue"
/area/medical/chemistry
name = "Chemistry"
name = "\improper Chemistry"
icon_state = "chem"
/area/medical/surgery
name = "Surgery"
name = "\improper Surgery"
icon_state = "surgery"
/area/medical/surgeryobs
name = "\improper Surgery Observation"
icon_state = "surgery"
/area/medical/cryo
name = "Cryogenics"
name = "\improper Cryogenics"
icon_state = "cryo"
/area/medical/exam_room
@@ -1059,15 +1108,15 @@ proc/process_ghost_teleport_locs()
icon_state = "exam_room"
/area/medical/genetics
name = "Genetics Lab"
name = "\improper Genetics Lab"
icon_state = "genetics"
/area/medical/genetics_cloning
name = "Cloning Lab"
name = "\improper Cloning Lab"
icon_state = "cloning"
/area/medical/sleeper
name = "Medbay Treatment Center"
name = "\improper Emergency"
icon_state = "exam_room"
//Security
+3 -3
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@@ -21,10 +21,10 @@
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
/atom/proc/throw_impact(atom/hit_atom)
/atom/proc/throw_impact(atom/hit_atom, var/speed)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.hitby(src)
M.hitby(src,speed)
log_attack("<font color='red'>[hit_atom] ([M.ckey]) was hit by [src] thrown by ([src.fingerprintslast])</font>")
@@ -32,7 +32,7 @@
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src)
O.hitby(src,speed)
else if(isturf(hit_atom))
var/turf/T = hit_atom
+8 -8
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@@ -44,18 +44,18 @@
return 1
return 0
/atom/movable/proc/hit_check()
/atom/movable/proc/hit_check(var/speed)
if(src.throwing)
for(var/atom/A in get_turf(src))
if(A == src) continue
if(istype(A,/mob/living))
if(A:lying) continue
src.throw_impact(A)
src.throw_impact(A,speed)
if(src.throwing == 1)
src.throwing = 0
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A)
src.throw_impact(A,speed)
src.throwing = 0
/atom/movable/proc/throw_at(atom/target, range, speed)
@@ -97,7 +97,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error += dist_x
dist_travelled++
dist_since_sleep++
@@ -109,7 +109,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error -= dist_y
dist_travelled++
dist_since_sleep++
@@ -126,7 +126,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error += dist_y
dist_travelled++
dist_since_sleep++
@@ -138,7 +138,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error -= dist_x
dist_travelled++
dist_since_sleep++
@@ -150,7 +150,7 @@
//done throwing, either because it hit something or it finished moving
src.throwing = 0
if(isobj(src)) src:throw_impact(get_turf(src))
if(isobj(src)) src:throw_impact(get_turf(src),speed)
//Overlays
+11 -1
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@@ -548,7 +548,17 @@
sleep(48)
del(animation)
var/mob/living/carbon/monkey/O = new(src)
var/mob/living/carbon/monkey/O = null
switch(M.dna.mutantrace)
if("tajaran")
O = new /mob/living/carbon/monkey/tajara(src)
if("lizard")
O = new /mob/living/carbon/monkey/unathi(src)
if("skrell")
O = new /mob/living/carbon/monkey/skrell(src)
else
O = new /mob/living/carbon/monkey(src)
if(M)
if (M.dna)
+7 -7
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@@ -157,10 +157,10 @@
/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
synd_mind.current.real_name = "[syndicate_name()] [leader_title]"
// 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)]"
if (nuke_code)
synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
synd_mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
@@ -330,7 +330,7 @@
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)
@@ -343,13 +343,13 @@
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)
if(MALE)
synd_mind.name = "[pick(first_names_male)] [lastname]"
synd_mind.name = "[pick(first_names_male)] [pick(last_names)]"
if(FEMALE)
synd_mind.name = "[pick(first_names_female)] [lastname]"
synd_mind.name = "[pick(first_names_female)] [pick(last_names)]"
synd_mind.current.real_name = synd_mind.name
return
+8 -1
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@@ -47,6 +47,8 @@
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=staffchange'>Staff of Change</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=mentalfocus'>Mental Focus</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=soulstone'>Six Soul Stone Shards and the spell Artificer</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=armor'>Mastercrafted Armor Set</A><BR>"
@@ -84,7 +86,7 @@
uses--
/*
*/
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disintegrate = "Disintegrate", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", summonguns = "Summon Guns", staffchange = "Staff of Change", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation")
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disintegrate = "Disintegrate", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", summonguns = "Summon Guns", staffchange = "Staff of Change", mentalfocus = "Mental Focus", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation")
var/already_knows = 0
for(var/obj/effect/proc_holder/spell/aspell in H.spell_list)
if(available_spells[href_list["spell_choice"]] == aspell.name)
@@ -162,6 +164,11 @@
new /obj/item/weapon/gun/energy/staff(get_turf(H))
temp = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
max_uses--
if("mentalfocus")
feedback_add_details("wizard_spell_learned","MF") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/energy/staff/focus(get_turf(H))
temp = "An artefact that channels the will of the user into destructive bolts of force."
max_uses--
if("soulstone")
feedback_add_details("wizard_spell_learned","SS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/storage/belt/soulstone/full(get_turf(H))
+28 -2
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@@ -45,8 +45,8 @@
supervisors = "the research director"
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_tox, access_tox_storage, access_research, access_xenobiology)
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher", "Xenobiologist")
minimal_access = list(access_tox, access_tox_storage, access_research)
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -63,6 +63,32 @@
/datum/job/xenobiologist
title = "Xenobiologist"
flag = XENOBIOLOGIST
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the research director"
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_research, access_xenobiology)
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat/science(H), slot_wear_suit)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
/datum/job/roboticist
title = "Roboticist"
flag = ROBOTICIST
+34 -1
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@@ -134,7 +134,40 @@ var/global/datum/controller/occupations/job_master
if(!job) continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len) continue
var/mob/new_player/candidate = pick(candidates)
// Build a weighted list, weight by age.
var/list/weightedCandidates = list()
// Different head positions have different good ages.
var/good_age_minimal = 25
var/good_age_maximal = 60
if(command_position == "Captain")
good_age_minimal = 30
good_age_maximal = 70 // Old geezer captains ftw
for(var/mob/V in candidates)
// Log-out during round-start? What a bad boy, no head position for you!
if(!V.client) continue
var/age = V.client.prefs.age
switch(age)
if(good_age_minimal - 10 to good_age_minimal)
weightedCandidates[V] = 3 // Still a bit young.
if(good_age_minimal to good_age_minimal + 10)
weightedCandidates[V] = 6 // Better.
if(good_age_minimal + 10 to good_age_maximal - 10)
weightedCandidates[V] = 10 // Great.
if(good_age_maximal - 10 to good_age_maximal)
weightedCandidates[V] = 6 // Still good.
if(good_age_maximal to good_age_maximal + 10)
weightedCandidates[V] = 6 // Bit old, don't you think?
if(good_age_maximal to good_age_maximal + 50)
weightedCandidates[V] = 3 // Geezer.
else
// If there's ABSOLUTELY NOBODY ELSE
if(candidates.len == 1) weightedCandidates[V] = 1
var/mob/new_player/candidate = pickweight(weightedCandidates)
if(AssignRole(candidate, command_position))
return 1
return 0
+6 -4
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@@ -9,9 +9,8 @@ var/const/OFFICER =(1<<4)
var/const/CHIEF =(1<<5)
var/const/ENGINEER =(1<<6)
var/const/ATMOSTECH =(1<<7)
var/const/ROBOTICIST =(1<<8)
var/const/AI =(1<<9)
var/const/CYBORG =(1<<10)
var/const/AI =(1<<8)
var/const/CYBORG =(1<<9)
var/const/MEDSCI =(1<<1)
@@ -24,6 +23,8 @@ var/const/DOCTOR =(1<<4)
var/const/GENETICIST =(1<<5)
var/const/VIROLOGIST =(1<<6)
var/const/PSYCHIATRIST =(1<<7)
var/const/ROBOTICIST =(1<<8)
var/const/XENOBIOLOGIST =(1<<9)
var/const/CIVILIAN =(1<<2)
@@ -78,7 +79,8 @@ var/list/science_positions = list(
"Research Director",
"Scientist",
"Geneticist", //Part of both medical and science
"Roboticist"
"Roboticist",
"Xenobiologist"
)
//BS12 EDIT
+3 -3
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@@ -284,10 +284,10 @@
var/internal_bleeding = ""
var/lung_ruptured = ""
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "<br>Internal Bleeding"
internal_bleeding = "<br>Internal bleeding"
break
if(istype(e, /datum/organ/external/chest) && occupant.is_lung_ruptured())
lung_ruptured = "Lung Ruptured:"
lung_ruptured = "Lung ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
if(e.status & ORGAN_BLEEDING)
@@ -297,7 +297,7 @@
if(e.open)
open = "Open:"
if(e.implants.len)
imp = "Implanted:"
imp = "Unknown body present:"
if(!AN && !open && !infected & !imp)
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
+1 -1
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@@ -37,7 +37,7 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/device/assembly/igniter(), \
new /obj/item/device/assembly/signaler(), \
new /obj/item/device/radio/headset(), \
new /obj/item/device/radio(), \
new /obj/item/device/radio/off(), \
new /obj/item/device/assembly/infra(), \
new /obj/item/device/assembly/timer(), \
new /obj/item/weapon/light/tube(), \
+341 -4
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@@ -2,6 +2,342 @@
#define SPECOPS_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
#define SPECOPS_STATION_AREATYPE "/area/shuttle/specops/station" //Type of the spec ops shuttle area for station
#define SPECOPS_DOCK_AREATYPE "/area/shuttle/specops/centcom" //Type of the spec ops shuttle area for dock
#define SPECOPS_RETURN_DELAY 6000 //Time between the shuttle is capable of moving.
var/specops_shuttle_moving_to_station = 0
var/specops_shuttle_moving_to_centcom = 0
var/specops_shuttle_at_station = 0
var/specops_shuttle_can_send = 1
var/specops_shuttle_time = 0
var/specops_shuttle_timeleft = 0
/obj/machinery/computer/specops_shuttle
name = "Spec. Ops. Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_cent_specops)
// req_access = list(ACCESS_CENT_SPECOPS)
var/temp = null
var/hacked = 0
var/allowedtocall = 0
var/specops_shuttle_timereset = 0
/proc/specops_return()
var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "\"THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN\""//Initial message shown.
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
if(ticksleft > 1e5)
specops_shuttle_time = world.timeofday + 10 // midnight rollover
specops_shuttle_timeleft = (ticksleft / 10)
//All this does is announce the time before launch.
if(announcer)
var/rounded_time_left = round(specops_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
message = "\"ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN\""
if(rounded_time_left==0)
message = "\"ALERT: TAKEOFF\""
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
sleep(5)
specops_shuttle_moving_to_station = 0
specops_shuttle_moving_to_centcom = 0
specops_shuttle_at_station = 1
var/area/start_location = locate(/area/shuttle/specops/station)
var/area/end_location = locate(/area/shuttle/specops/centcom)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/turf/T in get_area_turfs(end_location) )
var/mob/M = locate(/mob) in T
M << "\red You have arrived at Central Command. Operation has ended!"
specops_shuttle_at_station = 0
for(var/obj/machinery/computer/specops_shuttle/S in world)
S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
del(announcer)
/proc/specops_process()
var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "\"THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH\""//Initial message shown.
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
// message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
// announcer.autosay(message, "A.L.I.C.E.", "Response Team")
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
if(ticksleft > 1e5)
specops_shuttle_time = world.timeofday + 10 // midnight rollover
specops_shuttle_timeleft = (ticksleft / 10)
//All this does is announce the time before launch.
if(announcer)
var/rounded_time_left = round(specops_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
message = "\"ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN\""
if(rounded_time_left==0)
message = "\"ALERT: TAKEOFF\""
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
sleep(5)
specops_shuttle_moving_to_station = 0
specops_shuttle_moving_to_centcom = 0
specops_shuttle_at_station = 1
if (specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
if (!specops_can_move())
usr << "\red The Special Operations shuttle is unable to leave."
return
//Begin Marauder launchpad.
spawn(0)//So it parallel processes it.
for(var/obj/machinery/door/poddoor/M in special_ops)
switch(M.id)
if("ASSAULT0")
spawn(10)//1 second delay between each.
M.open()
if("ASSAULT1")
spawn(20)
M.open()
if("ASSAULT2")
spawn(30)
M.open()
if("ASSAULT3")
spawn(40)
M.open()
sleep(10)
var/spawn_marauder[] = new()
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Entry")
spawn_marauder.Add(L)
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Exit")
var/obj/effect/portal/P = new(L.loc)
P.invisibility = 101//So it is not seen by anyone.
P.failchance = 0//So it has no fail chance when teleporting.
P.target = pick(spawn_marauder)//Where the marauder will arrive.
spawn_marauder.Remove(P.target)
sleep(10)
for(var/obj/machinery/mass_driver/M in special_ops)
switch(M.id)
if("ASSAULT0")
spawn(10)
M.drive()
if("ASSAULT1")
spawn(20)
M.drive()
if("ASSAULT2")
spawn(30)
M.drive()
if("ASSAULT3")
spawn(40)
M.drive()
sleep(50)//Doors remain open for 5 seconds.
for(var/obj/machinery/door/poddoor/M in special_ops)
switch(M.id)//Doors close at the same time.
if("ASSAULT0")
spawn(0)
M.close()
if("ASSAULT1")
spawn(0)
M.close()
if("ASSAULT2")
spawn(0)
M.close()
if("ASSAULT3")
spawn(0)
M.close()
special_ops.readyreset()//Reset firealarm after the team launched.
//End Marauder launchpad.
var/area/start_location = locate(/area/shuttle/specops/centcom)
var/area/end_location = locate(/area/shuttle/specops/station)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/turf/T in get_area_turfs(end_location) )
var/mob/M = locate(/mob) in T
M << "\red You have arrived to [station_name]. Commence operation!"
for(var/obj/machinery/computer/specops_shuttle/S in world)
S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
del(announcer)
/proc/specops_can_move()
if(specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom)
return 0
for(var/obj/machinery/computer/specops_shuttle/S in world)
if(world.timeofday <= S.specops_shuttle_timereset)
return 0
return 1
/obj/machinery/computer/specops_shuttle/attack_ai(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag))
user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals."
else
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attack_hand(var/mob/user as mob)
if(!allowed(user))
user << "\red Access Denied."
return
//Commented out so admins can do shenanigans at their leisure. Also makes the force-spawned admin ERTs able to use the shuttle.
// if (sent_strike_team == 0 && send_emergency_team == 0)
// usr << "\red The strike team has not yet deployed."
// return
if(..())
return
user.machine = src
var/dat
if (temp)
dat = temp
else
dat += {"<BR><B>Special Operations Shuttle</B><HR>
\nLocation: [specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "Departing for [station_name] in ([specops_shuttle_timeleft] seconds.)":specops_shuttle_at_station ? "Station":"Dock"]<BR>
[specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "\n*The Special Ops. shuttle is already leaving.*<BR>\n<BR>":specops_shuttle_at_station ? "\n<A href='?src=\ref[src];sendtodock=1'>Shuttle standing by...</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Depart to [station_name]</A><BR>\n<BR>"]
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/specops_shuttle/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["sendtodock"])
if(!specops_shuttle_at_station|| specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
if (!specops_can_move())
usr << "\blue Central Command will not allow the Special Operations shuttle to return yet."
if(world.timeofday <= specops_shuttle_timereset)
if (((world.timeofday - specops_shuttle_timereset)/10) > 60)
usr << "\blue [-((world.timeofday - specops_shuttle_timereset)/10)/60] minutes remain!"
usr << "\blue [-(world.timeofday - specops_shuttle_timereset)/10] seconds remain!"
return
usr << "\blue The Special Operations shuttle will arrive at Central Command in [(SPECOPS_MOVETIME/10)] seconds."
temp += "Shuttle departing.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
updateUsrDialog()
specops_shuttle_moving_to_centcom = 1
specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME
spawn(0)
specops_return()
else if (href_list["sendtostation"])
if(specops_shuttle_at_station || specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
if (!specops_can_move())
usr << "\red The Special Operations shuttle is unable to leave."
return
usr << "\blue The Special Operations shuttle will arrive on [station_name] in [(SPECOPS_MOVETIME/10)] seconds."
temp += "Shuttle departing.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
updateUsrDialog()
var/area/centcom/specops/special_ops = locate()
if(special_ops)
special_ops.readyalert()//Trigger alarm for the spec ops area.
specops_shuttle_moving_to_station = 1
specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME
spawn(0)
specops_process()
else if (href_list["mainmenu"])
temp = null
add_fingerprint(usr)
updateUsrDialog()
return
/*//Config stuff
#define SPECOPS_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
#define SPECOPS_STATION_AREATYPE "/area/shuttle/specops/station" //Type of the spec ops shuttle area for station
#define SPECOPS_DOCK_AREATYPE "/area/shuttle/specops/centcom" //Type of the spec ops shuttle area for dock
var/specops_shuttle_moving_to_station = 0
var/specops_shuttle_moving_to_centcom = 0
@@ -179,9 +515,9 @@ var/specops_shuttle_timeleft = 0
user << "\red Access Denied."
return
if (sent_strike_team == 0)
usr << "\red The strike team has not yet deployed."
return
// if (sent_strike_team == 0)
// usr << "\red The strike team has not yet deployed."
// return
if(..())
return
@@ -239,4 +575,5 @@ var/specops_shuttle_timeleft = 0
add_fingerprint(usr)
updateUsrDialog()
return
return
*/
+1 -1
View File
@@ -84,7 +84,7 @@
if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 4
attached.inject_blood(beaker,transfer_amount)
src.beaker.reagents.trans_to(src.attached, transfer_amount)
update_icon()
// Take blood
+1 -1
View File
@@ -368,7 +368,7 @@
src.desc = initial(src.desc)
if(being_built)
src.being_built.Move(get_step(src,SOUTH))
src.visible_message("\icon[src] <b>[src]</b> beeps, \"The [src.being_built] is complete\".")
src.visible_message("\icon[src] <b>[src]</b> beeps, \"The following has been completed: [src.being_built] is built\".")
src.being_built = null
src.updateUsrDialog()
return 1
@@ -808,4 +808,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if(radio_controller)
for (var/ch_name in op)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
return
return
/obj/item/device/radio/off
listening = 0
@@ -14,7 +14,7 @@
/obj/item/borg/upgrade/proc/action(var/mob/living/silicon/robot/R)
if(R.stat == DEAD)
usr << "/red The [src] will not function on a deceased robot."
usr << "\red The [src] will not function on a deceased robot."
return 1
return 0
@@ -277,7 +277,41 @@
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
/obj/item/weapon/storage/box/farwacubes
name = "farwa cube box"
desc = "Drymate brand farwa cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/farwacube")
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/farwacube/wrapped(src)
/obj/item/weapon/storage/box/stokcubes
name = "stok cube box"
desc = "Drymate brand stok cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/stokcube/wrapped(src)
/obj/item/weapon/storage/box/neaeracubes
name = "neaera cube box"
desc = "Drymate brand neaera cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/neaeracube/wrapped(src)
/obj/item/weapon/storage/box/ids
name = "spare IDs"
@@ -365,8 +365,8 @@ LOOK FOR SURGERY.DM*/
attack_verb = list("drilled")
suicide_act(mob/user)
viewers(user) << pick("/red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
"/red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
viewers(user) << pick("\red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/*
@@ -162,3 +162,28 @@
name = "double emergency oxygen tank"
icon_state = "emergency_double"
volume = 10
/*
* Nitrogen
*/
/obj/item/weapon/tank/nitrogen
name = "nitrogen tank"
desc = "A tank of nitrogen."
icon_state = "oxygen_fr"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
/obj/item/weapon/tank/nitrogen/New()
..()
src.air_contents.nitrogen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
//
src.air_contents.update_values()
return
/obj/item/weapon/tank/nitrogen/examine()
set src in usr
..()
if(air_contents.nitrogen < 10)
usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
+12 -1
View File
@@ -136,4 +136,15 @@
/obj/item/weapon/katana/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
return ..()
/obj/item/weapon/harpoon
name = "harpoon"
sharp = 1
desc = "Tharr she blows!"
icon_state = "harpoon"
item_state = "harpoon"
force = 20
throwforce = 15
w_class = 2
attack_verb = list("jabbed","stabbed","ripped")
+104
View File
@@ -0,0 +1,104 @@
/obj/random
name = "Random Object"
desc = "This item type is used to spawn random objects at round-start"
icon = 'icons/misc/mark.dmi'
icon_state = "rup"
var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
// creates a new object and deletes itself
/obj/random/New()
..()
if (!prob(spawn_nothing_percentage))
spawn_item()
del src
// this function should return a specific item to spawn
/obj/random/proc/item_to_spawn()
return 0
// creates the random item
/obj/random/proc/spawn_item()
var/build_path = item_to_spawn()
return (new build_path(src.loc))
/obj/random/tool
name = "Random Tool"
desc = "This is a random tool"
icon = 'icons/obj/items.dmi'
icon_state = "welder"
item_to_spawn()
return pick(/obj/item/weapon/screwdriver,\
/obj/item/weapon/wirecutters,\
/obj/item/weapon/weldingtool,\
/obj/item/weapon/crowbar,\
/obj/item/weapon/wrench,\
/obj/item/device/flashlight)
/obj/random/technology_scanner
name = "Random Scanner"
desc = "This is a random technology scanner."
icon = 'icons/obj/device.dmi'
icon_state = "atmos"
item_to_spawn()
return pick(prob(5);/obj/item/device/t_scanner,\
prob(2);/obj/item/device/radio/intercom,\
prob(5);/obj/item/device/analyzer)
/obj/random/powercell
name = "Random Powercell"
desc = "This is a random powercell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_to_spawn()
return pick(prob(10);/obj/item/weapon/cell/crap,\
prob(40);/obj/item/weapon/cell,\
prob(40);/obj/item/weapon/cell/high,\
prob(9);/obj/item/weapon/cell/super,\
prob(1);/obj/item/weapon/cell/hyper)
/obj/random/bomb_supply
name = "Bomb Supply"
desc = "This is a random bomb supply."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "signaller"
item_to_spawn()
return pick(/obj/item/device/assembly/igniter,\
/obj/item/device/assembly/prox_sensor,\
/obj/item/device/assembly/signaler)
/obj/random/toolbox
name = "Random Toolbox"
desc = "This is a random toolbox."
icon = 'icons/obj/storage.dmi'
icon_state = "red"
item_to_spawn()
return pick(prob(3);/obj/item/weapon/storage/toolbox/mechanical,\
prob(2);/obj/item/weapon/storage/toolbox/electrical,\
prob(1);/obj/item/weapon/storage/toolbox/emergency)
/obj/random/tech_supply
name = "Random Tech Supply"
desc = "This is a random piece of technology supplies."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
spawn_nothing_percentage = 50
item_to_spawn()
return pick(prob(3);/obj/random/powercell,\
prob(2);/obj/random/technology_scanner,\
prob(1);/obj/item/weapon/packageWrap,\
prob(2);/obj/random/bomb_supply,\
prob(1);/obj/item/weapon/extinguisher,\
prob(1);/obj/item/clothing/gloves/fyellow,\
prob(3);/obj/item/weapon/cable_coil,\
prob(2);/obj/random/toolbox,\
prob(2);/obj/item/weapon/storage/belt/utility,\
prob(5);/obj/random/tool)
@@ -104,6 +104,10 @@
new /obj/item/weapon/storage/backpack/industrial(src)
else
new /obj/item/weapon/storage/backpack/satchel_eng(src)
if (prob(70))
new /obj/item/clothing/tie/storage/brown_vest(src)
else
new /obj/item/clothing/tie/storage/webbing(src)
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
@@ -81,6 +81,7 @@
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/leather(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/under/rank/head_of_personnel_whimsy(src)
return
@@ -187,6 +188,7 @@
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/device/hailer(src)
new /obj/item/clothing/tie/storage/black_vest(src)
return
@@ -13,6 +13,12 @@
icon_state = "bed"
var/mob/living/buckled_mob
/obj/structure/stool/psychbed
name = "psych bed"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
var/mob/living/buckled_mob
/obj/structure/stool/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
@@ -37,11 +37,12 @@
/obj/structure/stool/MouseDrop(atom/over_object)
if (istype(over_object, /mob/living/carbon/human))
var/mob/living/carbon/human/H = over_object
var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
S.origin = src
src.loc = S
H.put_in_hands(S)
H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
if (!H.restrained() && !H.stat && in_range(src, over_object))
var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
S.origin = src
src.loc = S
H.put_in_hands(S)
H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
/obj/item/weapon/stool
name = "stool"
+46 -17
View File
@@ -1,7 +1,7 @@
//STRIKE TEAMS
var/list/response_team_members = list()
var/send_emergency_team = 0
var/global/send_emergency_team = 0
client/verb/JoinResponseTeam()
set category = "IC"
@@ -81,7 +81,7 @@ proc/trigger_armed_response_team(var/force = 0)
send_emergency_team = 1
var/area/security/nuke_storage/nukeloc = locate()//To find the nuke in the vault
/* var/area/security/nuke_storage/nukeloc = locate()//To find the nuke in the vault
var/obj/machinery/nuclearbomb/nuke = locate() in nukeloc
if(!nuke)
nuke = locate() in world
@@ -93,18 +93,19 @@ proc/trigger_armed_response_team(var/force = 0)
P.loc = A.loc
del(A)
continue
*/
/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
usr << "\red ERT has been temporarily disabled. Talk to a coder."
return
//usr << "\red ERT has been temporarily disabled. Talk to a coder."
//return
var/mob/living/carbon/human/M = new(null)
response_team_members |= M
//todo: god damn this.
//make it a panel, like in character creation
/*var/new_facial = input("Please select facial hair color.", "Character Generation") as color
var/new_facial = input("Please select facial hair color.", "Character Generation") as color
if(new_facial)
M.r_facial = hex2num(copytext(new_facial, 2, 4))
M.g_facial = hex2num(copytext(new_facial, 4, 6))
@@ -139,16 +140,25 @@ proc/trigger_armed_response_team(var/force = 0)
hairs.Add(H.name) // add hair name to hairs
del(H) // delete the hair after it's all done
var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
// var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
//hair
var/new_hstyle = input(usr, "Select a hair style", "Grooming") as null|anything in hair_styles_list
if(new_hstyle)
M.h_style = new_hstyle
// facial hair
var/new_fstyle = input(usr, "Select a facial hair style", "Grooming") as null|anything in facial_hair_styles_list
if(new_fstyle)
M.f_style = new_fstyle
// if new style selected (not cancel)
if (new_style)
/* if (new_style)
M.h_style = new_style
for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
var/datum/sprite_accessory/hair/H = new x // create new hair datum
if(H.name == new_style)
M.hair_style = H // assign the hair_style variable a new hair datum
M.h_style = H // assign the hair_style variable a new hair datum
break
else
del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
@@ -169,19 +179,21 @@ proc/trigger_armed_response_team(var/force = 0)
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
if(H.name == new_style)
M.facial_hair_style = H
M.f_style = H
break
else
del(H)
*/
var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female")
if (new_gender)
if(new_gender == "Male")
M.gender = MALE
else
M.gender = FEMALE
M.rebuild_appearance()
M.update_body()*/
//M.rebuild_appearance()
M.update_hair()
M.update_body()
M.check_dna(M)
M.real_name = commando_name
M.name = commando_name
@@ -212,6 +224,16 @@ proc/trigger_armed_response_team(var/force = 0)
camera.network = "CREED"
camera.c_tag = real_name
//Replaced with new ERT uniform
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(src), slot_back)
/*
//Old ERT Uniform
//Basic Uniform
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/tacticool(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_l_store)
@@ -233,21 +255,28 @@ proc/trigger_armed_response_team(var/force = 0)
//Backpack
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
*/
var/obj/item/weapon/card/id/W = new(src)
W.name = "[real_name]'s ID Card (Emergency Response Team)"
W.icon_state = "centcom"
if(leader_selected)
W.name = "[real_name]'s ID Card (Emergency Response Team Leader)"
W.access = get_access("Captain")
W.access += list(access_cent_teleporter)
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Emergency Response Team Leader"
else
W.access = get_access("Head of Personnel")
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Emergency Response Team"
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.registered_name = real_name
equip_to_slot_or_del(W, slot_wear_id)
return 1
//debug verb (That is horribly coded, LEAVE THIS OFF UNLESS PRIVATELY TESTING. Seriously.
/*client/verb/ResponseTeam()
set category = "Admin"
if(!send_emergency_team)
send_emergency_team = 1*/
+1 -1
View File
@@ -574,7 +574,7 @@ var/list/mechtoys = list(
temp += "<b>Request from: [last_viewed_group]</b><BR><BR>"
for(var/supply_name in supply_shuttle.supply_packs )
var/datum/supply_packs/N = supply_shuttle.supply_packs[supply_name]
if(N.hidden || (N.contraband && !can_order_contraband) || N.group != last_viewed_group) continue //Have to send the type instead of a reference to
if((N.hidden && !hacked) || (N.contraband && !can_order_contraband) || N.group != last_viewed_group) continue //Have to send the type instead of a reference to
temp += "<A href='?src=\ref[src];doorder=[supply_name]'>[supply_name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
/*temp = "Supply points: [supply_shuttle.points]<BR><HR><BR>Request what?<BR><BR>"
+62
View File
@@ -84,3 +84,65 @@ var/global/normal_ooc_colour = "#002eb8"
set desc = "Set to yellow for eye burning goodness."
set category = "Fun"
normal_ooc_colour = newColor
/client/verb/looc(msg as text)
set name = "LOOC" //Gave this shit a shorter name so you only have to time out "ooc" rather than "ooc message" to use it --NeoFite
set desc = "Local OOC, seen only by those in view."
set category = "OOC"
if(say_disabled) //This is here to try to identify lag problems
usr << "\red Speech is currently admin-disabled."
return
if(!mob) return
if(IsGuestKey(key))
src << "Guests may not use OOC."
return
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
if(!msg) return
if(!(prefs.toggles & CHAT_OOC))
src << "\red You have OOC muted."
return
if(!holder)
if(!ooc_allowed)
src << "\red OOC is globally muted"
return
if(!dooc_allowed && (mob.stat == DEAD))
usr << "\red OOC for dead mobs has been turned off."
return
if(prefs.muted & MUTE_OOC)
src << "\red You cannot use OOC (muted)."
return
if(handle_spam_prevention(msg,MUTE_OOC))
return
if(findtext(msg, "byond://"))
src << "<B>Advertising other servers is not allowed.</B>"
log_admin("[key_name(src)] has attempted to advertise in OOC: [msg]")
message_admins("[key_name_admin(src)] has attempted to advertise in OOC: [msg]")
return
log_ooc("(LOCAL) [mob.name]/[key] : [msg]")
for(var/mob/M in hearers())
if(!M.client)
continue
var/client/C = M.client
if (C in admins)
continue //they are handled after that
if(C.prefs.toggles & CHAT_OOC)
var/display_name = src.key
if(holder)
if(holder.fakekey)
if(C.holder)
display_name = "[holder.fakekey]/([src.key])"
else
display_name = holder.fakekey
C << "<font color='#6699CC'><span class='ooc'><span class='prefix'>LOOC:</span> <EM>[display_name]:</EM> <span class='message'>[msg]</span></span></font>"
for(var/client/C in admins)
if(C.prefs.toggles & CHAT_OOC)
C << "<font color='#6699CC'><span class='ooc'><span class='prefix'>LOOC:</span> <EM>[src.key]:</EM> <span class='message'>[msg]</span></span></font>"