mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
#Reverted default religion to Space Christianity. SS13 is not 40k and the Imperium is not mentioned anywhere in the [tgstation] backstory as far as I know. It's fine if that's what you want to worship but it does not make a lot of sense for it to be the default option.
#A few specific religions will now spawn unique books (they all use the Bible sprite). Feel free to expand on this. #AIs and cyborgs will now get the code phrases if they are a traitor. Rev heads will no-longer get them. Finally, rev heads will properly equip their items if admin-made. #Added field generator code improvements by Aygar. #Added a general turf proc to kill mobs/creatures in a tile, kill_creatures(). Might be useful in the future if more creatures are added. #Added a general teleport proc, get_teleport_loc(). Supports only 4 directions of movement. #More code improvements to ninjas. Admins will now only spawn player ghosts as ninjas. No more admin ninjas. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1577 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -2095,6 +2095,22 @@ var/showadminmessages = 1
|
||||
M:set_zeroth_law(law)
|
||||
for(var/mob/living/silicon/O in world)
|
||||
O << "New law: 0. [law]"
|
||||
|
||||
//Begin code phrase.
|
||||
M << "The Syndicate provided you with the following information on how to identify their agents:"
|
||||
if(prob(80))
|
||||
M << "\red Code Phrase: \black [syndicate_code_phrase]"
|
||||
M.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
|
||||
else
|
||||
M << "Unfortunetly, the Syndicate did not provide you with a code phrase."
|
||||
if(prob(80))
|
||||
M << "\red Code Response: \black [syndicate_code_response]"
|
||||
M.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
|
||||
else
|
||||
M << "Unfortunetly, the Syndicate did not provide you with a code response."
|
||||
M << "Use the code words in the order provided, during regular conversation, to identify their agents. Proceed with caution, however, as everyone is a potential foe."
|
||||
//End code phrase.
|
||||
|
||||
if(mode)
|
||||
log_admin("[key_name(usr)] has made [key_name(M)] a traitor.")
|
||||
message_admins("\blue [key_name_admin(usr)] has made [key_name_admin(M)] a traitor. Objective is: [objective]", 1)
|
||||
|
||||
@@ -1,22 +1,34 @@
|
||||
|
||||
/*
|
||||
field_generator power level display
|
||||
The icon used for the field_generator need to have 'num_power_levels' number of icon states
|
||||
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
|
||||
|
||||
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
|
||||
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
|
||||
no power level overlay is currently in the overlays list.
|
||||
-Aygar
|
||||
*/
|
||||
|
||||
#define field_generator_max_power 250
|
||||
/obj/machinery/field_generator
|
||||
name = "Field Generator"
|
||||
desc = "A large thermal battery that projects a high amount of energy when powered."
|
||||
icon = 'singularity.dmi'
|
||||
icon = 'field_generator.dmi'
|
||||
icon_state = "Field_Gen"
|
||||
anchored = 0
|
||||
density = 1
|
||||
req_access = list(access_engine)
|
||||
use_power = 0
|
||||
var
|
||||
const/num_power_levels = 15 // Total number of power level icon has
|
||||
Varedit_start = 0
|
||||
Varpower = 0
|
||||
active = 0
|
||||
power = 20
|
||||
power = 20 // Current amount of power
|
||||
state = 0
|
||||
warming_up = 0
|
||||
powerlevel = 0
|
||||
powerlevel = 0 // Current Power level in overlays list
|
||||
list/obj/machinery/containment_field/fields
|
||||
list/obj/machinery/field_generator/connected_gens
|
||||
clean_up = 0
|
||||
@@ -24,20 +36,33 @@
|
||||
|
||||
update_icon()
|
||||
if (!active)
|
||||
icon_state = "Field_Gen"
|
||||
return
|
||||
var/level = 3
|
||||
switch (power)
|
||||
if(0 to 60)
|
||||
level = 1
|
||||
if(61 to 220)
|
||||
level = 2
|
||||
if(221 to INFINITY)
|
||||
level = 3
|
||||
level = min(level,warming_up)
|
||||
//Set icon_state has not been set, set to "Field_Gen"
|
||||
if (icon_state != "Field_Gen")
|
||||
icon_state = "Field_Gen"
|
||||
warming_up = 0
|
||||
else
|
||||
//If necessary update icon_state to correct value
|
||||
if (warming_up && icon_state != "Field_Gen +a[warming_up]")
|
||||
icon_state = "Field_Gen +a[warming_up]"
|
||||
|
||||
// Power level indicator
|
||||
// Scale % power to % num_power_levels and truncate value
|
||||
var/level = round(num_power_levels * power / field_generator_max_power)
|
||||
// Clamp between 0 and num_power_levels for out of range power values
|
||||
level = between(0, level, num_power_levels)
|
||||
|
||||
// Do nothing unless new level is diffrent the powerlevel
|
||||
if (powerlevel!=level)
|
||||
// If old power overlay exists remove it
|
||||
if (powerlevel)
|
||||
// Remove old powerlevel overlay from overlays
|
||||
overlays -= "Field_Gen +p[powerlevel]"
|
||||
|
||||
powerlevel = level
|
||||
icon_state = "Field_Gen +a[powerlevel]"
|
||||
|
||||
// If new power level exists add it to overlays
|
||||
if (powerlevel)
|
||||
overlays += "Field_Gen +p[powerlevel]"
|
||||
|
||||
|
||||
New()
|
||||
@@ -48,17 +73,19 @@
|
||||
|
||||
|
||||
process()
|
||||
if(src.Varedit_start == 1)
|
||||
if(src.active == 0)
|
||||
src.active = 1
|
||||
src.state = 2
|
||||
src.power = field_generator_max_power
|
||||
src.anchored = 1
|
||||
src.warming_up = 3
|
||||
if(Varedit_start == 1)
|
||||
if(active == 0)
|
||||
active = 1
|
||||
state = 2
|
||||
power = field_generator_max_power
|
||||
anchored = 1
|
||||
warming_up = 3
|
||||
turn_on()
|
||||
Varedit_start = 0
|
||||
if(src.active == 2)
|
||||
calc_power()
|
||||
if(src.active == 2)
|
||||
calc_power()
|
||||
else
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
@@ -170,16 +197,15 @@
|
||||
|
||||
proc
|
||||
turn_off()
|
||||
src.active = 0
|
||||
active = 0
|
||||
spawn(1)
|
||||
src.cleanup()
|
||||
update_icon()
|
||||
|
||||
|
||||
turn_on()
|
||||
src.active = 1
|
||||
active = 1
|
||||
warming_up = 1
|
||||
powerlevel = 0
|
||||
spawn(1)
|
||||
while (warming_up<3 && active)
|
||||
sleep(50)
|
||||
|
||||
Reference in New Issue
Block a user