Integrated BS12's improved uplink code, courtesy of SkyMarshal.

This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
musketstgstation@gmail.com
2012-02-29 22:50:14 +00:00
parent 8ddcc6a963
commit ddc7f45a13
24 changed files with 564 additions and 26 deletions
+1 -1
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@@ -19,6 +19,6 @@
new /obj/item/weapon/pinpointer(src)
new /obj/item/weapon/pinpointer(src)
new /obj/item/device/pda/syndicate(src)
var/obj/item/weapon/syndicate_uplink/U = new /obj/item/weapon/syndicate_uplink(src)
var/obj/item/device/uplink/radio/U = new /obj/item/device/uplink/radio(src)
U.uses = 40
return
+1 -1
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@@ -31,7 +31,7 @@
var/note = "Congratulations, your station has chosen the Thinktronic 5230 Personal Data Assistant!" //Current note in the notepad function.
var/cart = "" //A place to stick cartridge menu information
var/obj/item/weapon/integrated_uplink/uplink = null
var/obj/item/device/uplink/pda/uplink = null
var/obj/item/weapon/card/id/id = null //Making it possible to slot an ID card into the PDA so it can function as both.
var/ownjob = null //related to above
@@ -34,19 +34,20 @@
desc = "Summon things."
var
activation_emote = "chuckle"
obj/item/weapon/syndicate_uplink/uplink = null
obj/item/device/uplink/radio/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
uplink = new /obj/item/device/uplink/radio/implanted(src)
..()
return
implanted(mob/source as mob)
source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
return
+2 -2
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@@ -16,7 +16,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
traitor_frequency = 0 //tune to frequency to unlock traitor supplies
canhear_range = 3 // the range which mobs can hear this radio from
obj/item/device/radio/patch_link = null
obj/item/weapon/syndicate_uplink/traitorradio = null
obj/item/device/uplink/traitorradio = null
wires = WIRE_SIGNAL | WIRE_RECEIVE | WIRE_TRANSMIT
b_stat = 0
broadcasting = 0
@@ -185,7 +185,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
usr.machine = null
usr << browse(null, "window=radio")
// now transform the regular radio, into a (disguised)syndicate uplink!
var/obj/item/weapon/syndicate_uplink/T = traitorradio
var/obj/item/device/uplink/radio/T = traitorradio
var/obj/item/device/radio/R = src
R.loc = T
T.loc = usr