mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Merge tgstation13 r4570 into bs12_with_tgport
Conflicts: baystation12.dme code/defines/obj.dm code/defines/procs/helpers.dm code/defines/turf.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/cult_structures.dm code/game/gamemodes/events.dm code/game/machinery/telecomms/machine_interactions.dm code/game/master_controller.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/item.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/wires.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/modules/clothing/head/hardhat.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mob/living/silicon/robot/life.dm code/modules/mob/mob_defines.dm code/modules/mob/new_player/login.dm code/modules/paperwork/pen.dm code/modules/paperwork/stamps.dm code/unused/toilets.dm html/changelog.html icons/effects/alert.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -50,20 +50,13 @@
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//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
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//They should approximate pythagoras theorem well enough for our needs.
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//In fact, less accuracy is kinda better for explosions anyway :P Maybe k1=1, k2=0.5?
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#define k1 0.934
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#define k2 0.427
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/proc/approx_dist(center=usr, T) // T is just the second atom to check distance to center with
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var/turf/centerturf = get_turf(center)
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var/turf/targetturf = get_turf(T)
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var/a = abs(targetturf.x - centerturf.x) //sides of right-angled triangle
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var/b = abs(targetturf.y - centerturf.y)
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if(a>=b)
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return (k1*a) + (k2*b) //No sqrt or powers :)
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else
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return (k1*b) + (k2*a)
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/proc/cheap_hypotenuse(Ax,Ay,Bx,By) // T is just the second atom to check distance to center with
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var/dx = abs(Ax - Bx) //sides of right-angled triangle
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var/dy = abs(Ay - By)
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if(dx>=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :)
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else return (k1*dx) + (k2*dy)
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#undef k1
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#undef k2
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@@ -57,6 +57,13 @@ proc/isemptylist(list/list)
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return 1
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return 0
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//Checks for specific types in a list
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/proc/is_type_in_list(var/atom/A, var/list/L)
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for(var/type in L)
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if(istype(A, type))
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return 1
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return 0
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//Empties the list by setting the length to 0. Hopefully the elements get garbage collected
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proc/clearlist(list/list)
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if(istype(list))
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@@ -166,6 +173,29 @@ proc/listclearnulls(list/list)
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K += item
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return K
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//Mergesort: divides up the list into halves to begin the sort
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/proc/sortKey(var/list/client/L, var/order = 1)
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if(isnull(L) || L.len < 2)
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return L
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var/middle = L.len / 2 + 1
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return mergeKey(sortKey(L.Copy(0,middle)), sortKey(L.Copy(middle)), order)
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//Mergsort: does the actual sorting and returns the results back to sortAtom
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/proc/mergeKey(var/list/client/L, var/list/client/R, var/order = 1)
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var/Li=1
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var/Ri=1
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var/list/result = new()
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while(Li <= L.len && Ri <= R.len)
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var/client/rL = L[Li]
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var/client/rR = R[Ri]
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if(sorttext(rL.ckey, rR.ckey) == order)
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result += L[Li++]
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else
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result += R[Ri++]
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if(Li <= L.len)
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return (result + L.Copy(Li, 0))
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return (result + R.Copy(Ri, 0))
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//Mergesort: divides up the list into halves to begin the sort
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/proc/sortAtom(var/list/atom/L, var/order = 1)
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@@ -199,6 +199,50 @@ proc/tg_list2text(list/list, glue=",")
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file = file(file_path)
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return dd_text2list(file2text(file), separator)
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//Turns a direction into text
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/proc/dir2text(direction)
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switch(direction)
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if(1.0)
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return "north"
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if(2.0)
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return "south"
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if(4.0)
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return "east"
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if(8.0)
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return "west"
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if(5.0)
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return "northeast"
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if(6.0)
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return "southeast"
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if(9.0)
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return "northwest"
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if(10.0)
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return "southwest"
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else
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return
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//Turns text into proper directions
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/proc/text2dir(direction)
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switch(uppertext(direction))
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if("NORTH")
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return 1
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if("SOUTH")
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return 2
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if("EAST")
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return 4
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if("WEST")
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return 8
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if("NORTHEAST")
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return 5
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if("NORTHWEST")
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return 9
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if("SOUTHEAST")
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return 6
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if("SOUTHWEST")
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return 10
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else
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return
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//Converts an angle (degrees) into an ss13 direction
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/proc/angle2dir(var/degree)
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degree = ((degree+22.5)%365)
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+198
-53
@@ -320,6 +320,10 @@ Turf and target are seperate in case you want to teleport some distance from a t
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oldname = null//don't bother with the records update crap
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world << "<b>[newname] is the AI!</b>"
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world << sound('sound/AI/newAI.ogg')
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for(var/mob/aiEye/E in mob_list)
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if(E.ai && E.ai == src)
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E.name = "[newname] (AI Eye)"
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break
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fully_replace_character_name(oldname,newname)
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@@ -399,30 +403,31 @@ Turf and target are seperate in case you want to teleport some distance from a t
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return creatures
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//Orders mobs by type
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//Orders mobs by type then by name
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/proc/sortmobs()
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var/list/moblist = list()
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for(var/mob/living/silicon/ai/M in mob_list)
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var/list/sortmob = sortAtom(mob_list)
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for(var/mob/living/silicon/ai/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/pai/M in mob_list)
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for(var/mob/living/silicon/pai/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/robot/M in mob_list)
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for(var/mob/living/silicon/robot/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/human/M in mob_list)
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for(var/mob/living/carbon/human/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/brain/M in mob_list)
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for(var/mob/living/carbon/brain/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/alien/M in mob_list)
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for(var/mob/living/carbon/alien/M in sortmob)
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moblist.Add(M)
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for(var/mob/dead/observer/M in mob_list)
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for(var/mob/dead/observer/M in sortmob)
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moblist.Add(M)
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for(var/mob/new_player/M in mob_list)
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for(var/mob/new_player/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/monkey/M in mob_list)
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for(var/mob/living/carbon/monkey/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/metroid/M in mob_list)
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for(var/mob/living/carbon/metroid/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/simple_animal/M in mob_list)
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for(var/mob/living/simple_animal/M in sortmob)
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moblist.Add(M)
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// for(var/mob/living/silicon/hivebot/M in world)
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// mob_list.Add(M)
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@@ -762,6 +767,17 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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if(A.vars.Find(lowertext(varname))) return 1
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else return 0
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//Returns: all the areas in the world
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/proc/return_areas()
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var/list/area/areas = list()
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for(var/area/A in world)
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areas += A
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return areas
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//Returns: all the areas in the world, sorted.
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/proc/return_sorted_areas()
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return sortAtom(return_areas())
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//Takes: Area type as text string or as typepath OR an instance of the area.
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//Returns: A list of all areas of that type in the world.
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/proc/get_areas(var/areatype)
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@@ -907,25 +923,25 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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if(!istype(O,/obj)) continue
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O.loc = X
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for(var/mob/M in T)
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if(!istype(M,/mob)) continue
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if(!istype(M,/mob) || istype(M, /mob/aiEye)) continue // If we need to check for more mobs, I'll add a variable
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M.loc = X
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var/area/AR = X.loc
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// var/area/AR = X.loc
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if(AR.sd_lighting)
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X.opacity = !X.opacity
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X.sd_SetOpacity(!X.opacity)
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// if(AR.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn
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// X.opacity = !X.opacity
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// X.SetOpacity(!X.opacity)
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toupdate += X
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if(turftoleave)
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var/turf/ttl = new turftoleave(T)
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var/area/AR2 = ttl.loc
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// var/area/AR2 = ttl.loc
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if(AR2.sd_lighting)
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ttl.opacity = !ttl.opacity
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ttl.sd_SetOpacity(!ttl.opacity)
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// if(AR2.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn
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// ttl.opacity = !ttl.opacity
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// ttl.sd_SetOpacity(!ttl.opacity)
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fromupdate += ttl
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@@ -942,13 +958,19 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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for(var/turf/simulated/T1 in toupdate)
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for(var/obj/machinery/door/D2 in T1)
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doors += D2
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air_master.tiles_to_update |= T1
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/*if(T1.parent)
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air_master.groups_to_rebuild += T1.parent
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else
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air_master.tiles_to_update += T1*/
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if(fromupdate.len)
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for(var/turf/simulated/T2 in fromupdate)
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for(var/obj/machinery/door/D2 in T2)
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doors += D2
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air_master.tiles_to_update |= T2
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/*if(T2.parent)
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air_master.groups_to_rebuild += T2.parent
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else
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air_master.tiles_to_update += T2*/
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for(var/obj/O in doors)
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O:update_nearby_tiles(1)
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@@ -1062,9 +1084,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
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for(var/mob/M in T)
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if(!istype(M,/mob))
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continue
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if(!istype(M,/mob) || istype(M, /mob/aiEye)) continue // If we need to check for more mobs, I'll add a variable
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mobs += M
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for(var/mob/M in mobs)
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@@ -1079,14 +1099,14 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
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for(var/V in T.vars)
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if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity", "sd_light_spill",)))
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if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity")))
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X.vars[V] = T.vars[V]
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var/area/AR = X.loc
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// var/area/AR = X.loc
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if(AR.sd_lighting)
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X.opacity = !X.opacity
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X.sd_SetOpacity(!X.opacity)
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// if(AR.lighting_use_dynamic)
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// X.opacity = !X.opacity
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// X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn
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toupdate += X
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@@ -1099,12 +1119,11 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
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var/list/doors = new/list()
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//skytodo: wtf is going on here?
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/*if(toupdate.len)
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if(toupdate.len)
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for(var/turf/simulated/T1 in toupdate)
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for(var/obj/machinery/door/D2 in T1)
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doors += D2
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if(T1.parent)
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/*if(T1.parent)
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air_master.groups_to_rebuild += T1.parent
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else
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air_master.tiles_to_update += T1*/
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@@ -1151,26 +1170,152 @@ proc/get_mob_with_client_list()
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mobs += M
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return mobs
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/atom/proc/transfer_fingerprints_to(var/atom/A)
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if(!istype(A.fingerprints,/list))
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A.fingerprints = list()
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if(!istype(A.fingerprintshidden,/list))
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A.fingerprintshidden = list()
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A.fingerprints |= fingerprints //detective
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A.fingerprintshidden |= fingerprintshidden //admin
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A.fingerprintslast = fingerprintslast
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/proc/parse_zone(zone)
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if(zone == "r_hand") return "right hand"
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else if (zone == "l_hand") return "left hand"
|
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else if (zone == "l_arm") return "left arm"
|
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else if (zone == "r_arm") return "right arm"
|
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else if (zone == "l_leg") return "left leg"
|
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else if (zone == "r_leg") return "right leg"
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else if (zone == "l_foot") return "left foot"
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else if (zone == "r_foot") return "right foot"
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else return zone
|
||||
|
||||
|
||||
//todo: this func is missing diagonals
|
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/proc/get_turf(turf/location)
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while(location)
|
||||
if(isturf(location))
|
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return location
|
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location = location.loc
|
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return null
|
||||
|
||||
/proc/get_turf_or_move(turf/location)
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return get_turf(location)
|
||||
|
||||
|
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//Quick type checks for some tools
|
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var/global/list/common_tools = list(
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/obj/item/weapon/cable_coil,
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/obj/item/weapon/wrench,
|
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/obj/item/weapon/weldingtool,
|
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/obj/item/weapon/screwdriver,
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/obj/item/weapon/wirecutters,
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/obj/item/device/multitool,
|
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/obj/item/weapon/crowbar)
|
||||
|
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/proc/istool(O)
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if(O && is_type_in_list(O, common_tools))
|
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return 1
|
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return 0
|
||||
|
||||
/proc/iswrench(O)
|
||||
if(istype(O, /obj/item/weapon/wrench))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/iswelder(O)
|
||||
if(istype(O, /obj/item/weapon/weldingtool))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/iscoil(O)
|
||||
if(istype(O, /obj/item/weapon/cable_coil))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/iswirecutter(O)
|
||||
if(istype(O, /obj/item/weapon/wirecutters))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/isscrewdriver(O)
|
||||
if(istype(O, /obj/item/weapon/screwdriver))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/ismultitool(O)
|
||||
if(istype(O, /obj/item/device/multitool))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/iscrowbar(O)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
proc/is_hot(obj/item/W as obj)
|
||||
switch(W.type)
|
||||
if(/obj/item/weapon/weldingtool)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.isOn())
|
||||
return 3800
|
||||
else
|
||||
return 0
|
||||
if(/obj/item/weapon/lighter)
|
||||
if(W:lit)
|
||||
return 1500
|
||||
else
|
||||
return 0
|
||||
if(/obj/item/weapon/match)
|
||||
if(W:lit)
|
||||
return 1000
|
||||
else
|
||||
return 0
|
||||
if(/obj/item/clothing/mask/cigarette)
|
||||
if(W:lit)
|
||||
return 1000
|
||||
else
|
||||
return 0
|
||||
if(/obj/item/weapon/pickaxe/plasmacutter)
|
||||
return 3800
|
||||
if(/obj/item/weapon/melee/energy)
|
||||
return 3500
|
||||
else
|
||||
return 0
|
||||
|
||||
return 0
|
||||
|
||||
//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used.
|
||||
/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
||||
return ( \
|
||||
istype(W, /obj/item/weapon/screwdriver) || \
|
||||
istype(W, /obj/item/weapon/pen) || \
|
||||
istype(W, /obj/item/weapon/weldingtool) || \
|
||||
istype(W, /obj/item/weapon/lighter/zippo) || \
|
||||
istype(W, /obj/item/weapon/match) || \
|
||||
istype(W, /obj/item/clothing/mask/cigarette) || \
|
||||
istype(W, /obj/item/weapon/wirecutters) || \
|
||||
istype(W, /obj/item/weapon/circular_saw) || \
|
||||
istype(W, /obj/item/weapon/melee/energy/sword) || \
|
||||
istype(W, /obj/item/weapon/melee/energy/blade) || \
|
||||
istype(W, /obj/item/weapon/shovel) || \
|
||||
istype(W, /obj/item/weapon/kitchenknife) || \
|
||||
istype(W, /obj/item/weapon/butch) || \
|
||||
istype(W, /obj/item/weapon/scalpel) || \
|
||||
istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
|
||||
istype(W, /obj/item/weapon/shard) || \
|
||||
istype(W, /obj/item/weapon/broken_bottle) || \
|
||||
istype(W, /obj/item/weapon/reagent_containers/syringe) || \
|
||||
istype(W, /obj/item/weapon/kitchen/utensil/fork) && W.icon_state != "forkloaded" || \
|
||||
istype(W, /obj/item/weapon/twohanded/fireaxe) \
|
||||
)
|
||||
|
||||
/proc/reverse_direction(var/dir)
|
||||
switch(dir)
|
||||
if(1)
|
||||
return 2
|
||||
if(4)
|
||||
return 8
|
||||
if(2)
|
||||
return 1
|
||||
if(8)
|
||||
return 4
|
||||
else
|
||||
return dir
|
||||
if(NORTH)
|
||||
return SOUTH
|
||||
if(NORTHEAST)
|
||||
return SOUTHWEST
|
||||
if(EAST)
|
||||
return WEST
|
||||
if(SOUTHEAST)
|
||||
return NORTHWEST
|
||||
if(SOUTH)
|
||||
return NORTH
|
||||
if(SOUTHWEST)
|
||||
return NORTHEAST
|
||||
if(WEST)
|
||||
return EAST
|
||||
if(NORTHWEST)
|
||||
return SOUTHEAST
|
||||
Reference in New Issue
Block a user