mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-13 08:03:43 +01:00
Setting people's criminal status via SecHUDs now require the user to be alive, and to actually be wearing the HUD.
Set the solar control computers to 'off' by default since you have to set them off then back on again to get them working properly anyway. Fixed a typo in glass/attackby() causing lit-glass tiles to not be created. Fixes issue 593 Moved certain procs in human/life.dm() into an if(stat != DEAD). This means that certain procs will update only if the mob is alive. Affected procs: - handle_virus_updates() - handle_changeling() - handle_mutations_and_radiation() - handle_chemicals_in_body() - handle_disabilities() - handle_random_events() - update_canmove() - - If dead, it forces mob.canmove to 0, meaning you don't get to be the walking dead. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3925 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -244,6 +244,9 @@
|
||||
if(istype(usr, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
|
||||
if(usr.stat || H != usr) //|| !usr.canmove || usr.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
|
||||
return //Non-fluff: This allows sec to set people to arrest as they get disarmed or beaten
|
||||
|
||||
var/perpname = "wot"
|
||||
var/criminal = "None"
|
||||
|
||||
|
||||
@@ -21,54 +21,59 @@
|
||||
|
||||
//TODO: seperate this out
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
if(stat != DEAD) //still breathing
|
||||
//First, resolve location and get a breath
|
||||
if(air_master.current_cycle%4==2)
|
||||
//Only try to take a breath every 4 seconds, unless suffocating
|
||||
spawn(0) breathe()
|
||||
|
||||
|
||||
|
||||
//No need to update all of these procs if the guy is dead.
|
||||
if(stat != DEAD)
|
||||
if(air_master.current_cycle%4==2) //First, resolve location and get a breath
|
||||
spawn(0) breathe() //Only try to take a breath every 4 seconds, unless suffocating
|
||||
|
||||
else //Still give containing object the chance to interact
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
location_as_object.handle_internal_lifeform(src, 0)
|
||||
|
||||
//Apparently, the person who wrote this code designed it so that
|
||||
//blinded get reset each cycle and then get activated later in the
|
||||
//code. Very ugly. I dont care. Moving this stuff here so its easy
|
||||
//to find it.
|
||||
//Disease Check
|
||||
handle_virus_updates()
|
||||
|
||||
//Changeling things
|
||||
handle_changeling()
|
||||
|
||||
//Mutations and radiation
|
||||
handle_mutations_and_radiation()
|
||||
|
||||
//Chemicals in the body
|
||||
handle_chemicals_in_body()
|
||||
|
||||
//Disabilities
|
||||
handle_disabilities()
|
||||
|
||||
//Random events (vomiting etc)
|
||||
handle_random_events()
|
||||
|
||||
update_canmove() //TODO: remove from life() if viable ~Carn
|
||||
//Removed for dead people, that's at least a small step closer to removing it! - Nodrak
|
||||
|
||||
else if(stat == DEAD)
|
||||
canmove = 0 //Since canmove doesn't update if they're dead, force this var 0.
|
||||
|
||||
//These should be updated whether the mob is dead or alive
|
||||
blinded = null
|
||||
|
||||
//Update Mind
|
||||
update_mind()
|
||||
|
||||
//Disease Check
|
||||
handle_virus_updates()
|
||||
|
||||
//Changeling things
|
||||
handle_changeling()
|
||||
|
||||
//Handle temperature/pressure differences between body and environment
|
||||
handle_environment(environment)
|
||||
|
||||
//Mutations and radiation
|
||||
handle_mutations_and_radiation()
|
||||
|
||||
//Chemicals in the body
|
||||
handle_chemicals_in_body()
|
||||
|
||||
//stuff in the stomach
|
||||
handle_stomach()
|
||||
|
||||
//Disabilities
|
||||
handle_disabilities()
|
||||
|
||||
//Random events (vomiting etc)
|
||||
handle_random_events()
|
||||
|
||||
//Status updates, death etc.
|
||||
UpdateLuminosity()
|
||||
handle_regular_status_updates() //TODO: optimise ~Carn
|
||||
update_canmove() //TODO: remove from life() if viable ~Carn (read as: if it won't cause massive problems)
|
||||
|
||||
//Update our name based on whether our face is obscured/disfigured
|
||||
name = get_visible_name() //TODO: this was broken by the dismemberment revert ~Carn
|
||||
|
||||
@@ -40,7 +40,7 @@ There are several things that need to be remembered:
|
||||
update_inv_gloves()
|
||||
update_inv_shoes()
|
||||
update_inv_w_uniform()
|
||||
update_inv_glassed()
|
||||
update_inv_glasse()
|
||||
update_inv_l_hand()
|
||||
update_inv_r_hand()
|
||||
update_inv_belt()
|
||||
|
||||
@@ -167,7 +167,7 @@
|
||||
var/cdir = 0
|
||||
var/gen = 0
|
||||
var/lastgen = 0
|
||||
var/track = 2 // 0= off 1=timed 2=auto (tracker)
|
||||
var/track = 0 // 0= off 1=timed 2=auto (tracker)
|
||||
var/trackrate = 600 // 300-900 seconds
|
||||
var/trackdir = 1 // 0 =CCW, 1=CW
|
||||
var/nexttime = 0
|
||||
|
||||
Reference in New Issue
Block a user