Removes vestigial code from the PR

A chem cache, which was intended as a replacement for the reagents
storage locker, and fethas' surgery helper file that I accidentally
carried over because automatically removing files on checkout is not
git's specialty
This commit is contained in:
Crazylemon
2016-02-05 10:06:55 -08:00
parent eba74c1392
commit db5e0d56c3
2 changed files with 0 additions and 113 deletions
@@ -22,7 +22,6 @@
var/scan_id = 1
var/is_secure = 0
var/datum/wires/smartfridge/wires = null
var/list/initial_contents = list()
/obj/machinery/smartfridge/New()
..()
@@ -30,13 +29,6 @@
component_parts += new /obj/item/weapon/circuitboard/smartfridge(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
RefreshParts()
for(var/obj/item/I in initial_contents)
var/obj/item/thing = new I(src)
thing.forceMove(src)
if(item_quants[thing.name])
item_quants[thing.name]++
else
item_quants[thing.name] = 1
/obj/machinery/smartfridge/RefreshParts()
for(var/obj/item/weapon/stock_parts/matter_bin/B in component_parts)
@@ -143,17 +135,6 @@
return 1
return 0
/obj/machinery/smartfridge/secure/chemistry/chemcache
name = "\improper Smart Chemistry Chem Cache"
desc = "A refrigerated storage unit for holding chemical mixtures for later use."
initial_contents = list(
/obj/item/weapon/reagent_containers/glass/bottle/reagent/phenol,
/obj/item/weapon/reagent_containers/glass/bottle/reagent/ammonia,
/obj/item/weapon/reagent_containers/glass/bottle/reagent/oil,
/obj/item/weapon/reagent_containers/glass/bottle/reagent/acetone,
/obj/item/weapon/reagent_containers/glass/bottle/reagent/acid,
/obj/item/weapon/reagent_containers/glass/bottle/reagent/diethylamine)
/obj/machinery/smartfridge/secure/chemistry/virology
name = "\improper Smart Virus Storage"
desc = "A refrigerated storage unit for volatile sample storage."
-94
View File
@@ -1,94 +0,0 @@
/proc/attempt_initiate_surgery(obj/item/I, mob/living/M, mob/user, var/override )
if(istype(M))
var/mob/living/carbon/human/H
var/obj/item/organ/external/affecting
var/selected_zone = user.zone_sel.selecting
if(istype(M, /mob/living/carbon/human))
H = M
affecting = H.get_organ(check_zone(selected_zone))
if(isslime(M) ||isalien(M) ||can_operate(H)) //if they're prone or a slime
var/datum/surgery/current_surgery
for(var/datum/surgery/S in M.surgeries)
if(S.location == selected_zone)
current_surgery = S
if(!current_surgery)
var/list/all_surgeries = surgeries_list.Copy()
var/list/available_surgeries = list()
for(var/datum/surgery/S in all_surgeries)
if(!S.possible_locs.Find(selected_zone))
continue
if(affecting && S.requires_organic_bodypart && affecting.status == ORGAN_ROBOT)
continue
if(!S.can_start(user, M))
continue
for(var/path in S.allowed_mob)
if(istype(M, path))
available_surgeries[S.name] = S
break
if(override)
if(istype(I,/obj/item/robot_parts))
var/datum/surgery/S = available_surgeries["robotic limb attachment"]
if(S)
var/datum/surgery/procedure = new S.type
if(procedure)
procedure.location = selected_zone
M.surgeries += procedure
procedure.organ_ref = affecting
procedure.next_step(user, M)
else
var/P = input("Begin which procedure?", "Surgery", null, null) as null|anything in available_surgeries
if(P && user && user.Adjacent(M) && (I in user))
var/datum/surgery/S = available_surgeries[P]
var/datum/surgery/procedure = new S.type
if(procedure)
procedure.location = selected_zone
M.surgeries += procedure
procedure.organ_ref = affecting
user.visible_message("[user] prepares to operate on [M]'s [parse_zone(selected_zone)].", \
"<span class='notice'>You prepare to operate on [M]'s [parse_zone(selected_zone)].</span>")
else if(!current_surgery.step_in_progress)
if(current_surgery.status == 1 )
M.surgeries -= current_surgery
user << "You stop the surgery."
qdel(current_surgery)
else if(istype(user.get_inactive_hand(), /obj/item/weapon/cautery) && current_surgery.can_cancel)
M.surgeries -= current_surgery
user.visible_message("[user] mends the incision on [M]'s [parse_zone(selected_zone)] with the [I] .", \
"<span class='notice'>You mend the incision on [M]'s [parse_zone(selected_zone)].</span>")
affecting.open = 0
affecting.germ_level = 0
affecting.status &= ~ORGAN_BLEEDING
qdel(current_surgery)
else if(current_surgery.can_cancel)
user << "<span class='warning'>You need to hold a cautery in inactive hand to stop [M]'s surgery!</span>"
return 1
return 0
proc/get_location_modifier(mob/M)
var/turf/T = get_turf(M)
if(locate(/obj/machinery/optable, T))
return 1
else if(locate(/obj/structure/table, T))
return 0.8
else if(locate(/obj/structure/stool/bed, T))
return 0.7
else
return 0.5
//just until i update maps....
/obj/item/organ/brain/New()
new /obj/item/organ/internal/brain(src.loc)