Merge branch 'master' into bleeding-edge-freeze

This commit is contained in:
Chinsky
2013-06-01 04:35:30 +04:00
22 changed files with 105 additions and 55 deletions
+1 -1
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@@ -95,7 +95,7 @@
//is_blocked_turf(var/turf/T)
usr << "\blue You finish placing the [src]." //Git Test
/obj/item/taperoll/police/afterattack(var/atom/A, mob/user as mob)
/obj/item/taperoll/afterattack(var/atom/A, mob/user as mob)
if (istype(A, /obj/machinery/door/airlock))
var/turf/T = get_turf(A)
var/obj/item/tape/P = new tape_type(T.x,T.y,T.z)
+9 -1
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@@ -550,8 +550,16 @@ its easier to just keep the beam vertical.
/atom/Click(location,control,params)
//world << "atom.Click() on [src] by [usr] : src.type is [src.type]"
if(!istype(src,/obj/item/weapon/gun))
var/acting_bad = 1 //Check for gun targeting code.
if (istype(src,/obj/item/weapon/gun)) //Allow people to lower weapon
acting_bad = 0
if (istype(src, /turf) && istype(usr,/mob/living/carbon/human)) //Allow people to turn around
var/mob/living/carbon/human/H = usr
if (!H.equipped())
acting_bad = 0
if(acting_bad)
usr.last_target_click = world.time
if(usr.client.buildmode)
build_click(usr, usr.client.buildmode, location, control, params, src)
return
+2 -1
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@@ -39,7 +39,8 @@ var/global/datum/controller/gameticker/ticker
/datum/controller/gameticker/proc/pregame()
login_music = pick(\
'sound/music/space.ogg',\
'sound/music/traitor.ogg')
'sound/music/traitor.ogg',\
'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on?
do
pregame_timeleft = 180
world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
@@ -18,14 +18,6 @@
use_power = 0
var/release_log = ""
/obj/machinery/portable_atmospherics/initialize()
. = ..()
spawn()
var/obj/machinery/atmospherics/portables_connector/connector = locate() in loc
if(connector)
connected_port = connector
update_icon()
/obj/machinery/portable_atmospherics/canister/sleeping_agent
name = "Canister: \[N2O\]"
icon_state = "redws"
+2 -2
View File
@@ -129,5 +129,5 @@
if (!target)
src.target = loc
/obj/machinery/meter/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
return
/obj/machinery/meter/turf/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
return
@@ -19,6 +19,14 @@
return 1
initialize()
. = ..()
spawn()
var/obj/machinery/atmospherics/portables_connector/port = locate() in loc
if(port)
connect(port)
update_icon()
process()
if(!connected_port) //only react when pipe_network will ont it do it for you
//Allow for reactions
@@ -135,4 +143,4 @@
user << "\blue Tank is empty!"
return
return
return
@@ -51,7 +51,8 @@
"/obj/item/device/flashlight",
"/obj/item/weapon/cable_coil",
"/obj/item/device/t_scanner",
"/obj/item/device/analyzer")
"/obj/item/device/analyzer",
"/obj/item/taperoll/engineering")
/obj/item/weapon/storage/belt/utility/full/New()
@@ -103,7 +103,7 @@
icon = 'icons/obj/chemical.dmi'
item_state = "contsolid"
w_class = 2.0
can_hold = list("/obj/item/weapon/reagent_containers/pill","/obj/item/weapon/dice")
can_hold = list("/obj/item/weapon/reagent_containers/pill","/obj/item/weapon/dice","/obj/item/weapon/paper")
allow_quick_gather = 1
use_to_pickup = 1
storage_slots = 14
+1 -1
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@@ -21,7 +21,7 @@
//
/datum/event/meteor_shower
startWhen = 6
startWhen = 5
endWhen = 7
var/next_meteor = 6
var/waves = 1
+1 -1
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@@ -9,7 +9,7 @@
return
if (length(message) >= 2)
if (copytext(message, 1, 3) == ":a" || copytext(message, 1, 3) == "#a" || copytext(message, 1, 3) == ".a" )
if (department_radio_keys[copytext(message, 1, 3)] == "alientalk")
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (stat == 2)
+1 -1
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@@ -5,7 +5,7 @@
if(!(container && (istype(container, /obj/item/device/mmi) || istype(container, /obj/item/device/mmi/posibrain))))
return //No MMI, can't speak, bucko./N
else
if ((copytext(message, 1, 3) == ":b") || (copytext(message, 1, 3) == ":B") && (container && istype(container, /obj/item/device/mmi/posibrain)))
if ((department_radio_keys[copytext(message, 1, 3)] == "binary") && (container && istype(container, /obj/item/device/mmi/posibrain)))
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
robot_talk(message)
+2 -2
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@@ -7,7 +7,7 @@
if(miming)
if(length(message) >= 2)
if(mind && mind.changeling)
if(copytext(message, 1, 2) != "*" && copytext(message, 1, 3) != ":g" && copytext(message, 1, 3) != ":G" && copytext(message, 1, 3) != ":ï")
if(copytext(message, 1, 2) != "*" && department_radio_keys[copytext(message, 1, 3)] != "changeling")
return
else
return ..(message)
@@ -93,7 +93,7 @@
else if(istype(wear_mask, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/hoers = wear_mask
if(hoers.voicechange)
if(!(copytext(message, 1, 2) == "*" || (mind && mind.changeling && (copytext(message, 1, 3) == ":g" || copytext(message, 1, 3) == ":G" || copytext(message, 1, 3) == ":ï"))))
if(!(copytext(message, 1, 2) == "*" || (mind && mind.changeling && department_radio_keys[copytext(message, 1, 3)] != "changeling")))
message = pick("NEEIIGGGHHHH!", "NEEEIIIIGHH!", "NEIIIGGHH!", "HAAWWWWW!", "HAAAWWW!")
if ((HULK in mutations) && health >= 25 && length(message))
+4 -1
View File
@@ -54,7 +54,10 @@ var/list/department_radio_keys = list(
":ô" = "alientalk", "#ô" = "alientalk", ".ô" = "alientalk",
":å" = "Syndicate", "#å" = "Syndicate", ".å" = "Syndicate",
":é" = "Supply", "#é" = "Supply", ".é" = "Supply",
":ï" = "changeling", "#ï" = "changeling", ".ï" = "changeling"
":ï" = "changeling", "#ï" = "changeling", ".ï" = "changeling",
":ë" = "skrell", "#ë" = "skrell", ".ë" = "skrell",
":î" = "tajaran", "#î" = "tajaran", ".î" = "tajaran",
":ù" = "soghun", "#ù" = "soghun", ".ù" = "soghun"
)
/mob/living/proc/binarycheck()
+1
View File
@@ -178,6 +178,7 @@ var/list/ai_list = list()
..()
statpanel("Status")
if (client.statpanel == "Status")
stat(null, "Station Time: [worldtime2text()]")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
+3 -6
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@@ -18,17 +18,14 @@
return
if (length(message) >= 2)
if ((copytext(message, 1, 3) == ":b") || (copytext(message, 1, 3) == ":B") || \
(copytext(message, 1, 3) == "#b") || (copytext(message, 1, 3) == "#B") || \
(copytext(message, 1, 3) == ".b") || (copytext(message, 1, 3) == ".B"))
var/prefix = copytext(message, 1, 3)
if (department_radio_keys[prefix] == "binary")
if(istype(src, /mob/living/silicon/pai))
return ..(message)
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
robot_talk(message)
else if ((copytext(message, 1, 3) == ":h") || (copytext(message, 1, 3) == ":H") || \
(copytext(message, 1, 3) == "#h") || (copytext(message, 1, 3) == "#H") || \
(copytext(message, 1, 3) == ".h") || (copytext(message, 1, 3) == ".H"))
else if (department_radio_keys[prefix] == "department")
if(isAI(src)&&client)//For patching directly into AI holopads.
var/mob/living/silicon/ai/U = src
message = copytext(message, 3)
@@ -65,6 +65,10 @@
Stat()
..()
statpanel("Status")
if (client.statpanel == "Status" && ticker)
if (ticker.current_state != GAME_STATE_PREGAME)
stat(null, "Station Time: [worldtime2text()]")
statpanel("Lobby")
if(client.statpanel=="Lobby" && ticker)
if(ticker.hide_mode)
@@ -19,7 +19,7 @@
icon_state = "mini-uzi"
w_class = 3.0
max_shells = 16
caliber = " .45"
caliber = ".45"
origin_tech = "combat=5;materials=2;syndicate=8"
ammo_type = "/obj/item/ammo_casing/c45"
+9 -1
View File
@@ -25,6 +25,13 @@
user.client.remove_gun_icons()
return ..()
/obj/item/weapon/gun/equipped(var/mob/user, var/slot)
if (slot != slot_l_hand && slot != slot_r_hand)
stop_aim()
if (user.client)
user.client.remove_gun_icons()
return ..()
//Removes lock fro mall targets
/obj/item/weapon/gun/proc/stop_aim()
if(target)
@@ -69,6 +76,7 @@
if(!istype(M)) return
if(src != M.equipped())
stop_aim()
return
M.last_move_intent = world.time
if(load_into_chamber())
var/firing_check = in_chamber.check_fire(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
@@ -155,7 +163,7 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
targeted_by += I
I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
src << "((\red <b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b> \black While targeted, they may \
drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map, their items \
drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map objects (floors and walls are fine), their items \
(other than a weapon to de-target), or moving will result in being fired upon. \red The aggressor may also fire manually, \
so try not to get on their bad side.\black ))"
+2 -2
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@@ -155,9 +155,9 @@
/world/Reboot(var/reason)
spawn(0)
/*spawn(0)
world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg')) // random end sounds!! - LastyBatsy
*/
for(var/client/C in clients)
if(config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
+50 -23
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@@ -70,6 +70,33 @@ should be listed in the changelog upon commit though. Thanks. -->
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">31.05.2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Portable canisters now properly connect to ports beneath them on map load.</li>
<li class="bugfix">Fixed unfastening gas meters.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">30th May 2013</h2>
<h3 class="author">proliberate updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Station time is now displayed in the status tab for new players and AIs.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">30.05.2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Meteor showers actually spawn meteors now.</li>
<li class="tweak">Engineering tape fits into toolbelt and can be placed on doors.</li>
<li class="rscadd">Pill bottles can hold paper.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">28th May 2013</h2>
<h3 class="author">Erthilo updated:</h3>
@@ -151,30 +178,30 @@ should be listed in the changelog upon commit though. Thanks. -->
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">April 24, 2013</h2>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Mixed Wardrobe Closet now has colored shoes and plaid skirts.</li>
<li class="imageadd">Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.</li>
<li class="imageadd">Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.</li>
<li class="imageadd">A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.</li>
<li class="imageadd">New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.</li>
<li class="imageadd">Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.</li>
<li class="imageadd">A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.</li>
<li class="tweak">No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.</li>
<li class="tweak">he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.</li>
<li class="tweak">Added a couple more welding goggles to engineering since you guys liked those a lot.</li>
<li class="imageadd">Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.</li>
<li class="tweak">Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.</li>
<li class="tweak">Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.</li>
<li class="tweak">Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.</li>
<li class="tweak">Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.</li>
<li class="tweak">Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.</li>
<li class="tweak">Psych office in medbay has been made better looking.</li>
</ul>
<div class="commit sansserif">
<h2 class="date">April 24, 2013</h2>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Mixed Wardrobe Closet now has colored shoes and plaid skirts.</li>
<li class="imageadd">Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.</li>
<li class="imageadd">Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.</li>
<li class="imageadd">A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.</li>
<li class="imageadd">New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.</li>
<li class="imageadd">Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.</li>
<li class="imageadd">A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.</li>
<li class="tweak">No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.</li>
<li class="tweak">he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.</li>
<li class="tweak">Added a couple more welding goggles to engineering since you guys liked those a lot.</li>
<li class="imageadd">Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.</li>
<li class="tweak">Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.</li>
<li class="tweak">Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.</li>
<li class="tweak">Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.</li>
<li class="tweak">Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.</li>
<li class="tweak">Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.</li>
<li class="tweak">Psych office in medbay has been made better looking.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">24th April 2013</h2>
<h3 class="author">NerdyBoy1104 updated:</h3>
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