diff --git a/code/WorkInProgress/Ported/policetape.dm b/code/WorkInProgress/Ported/policetape.dm index 764fd63df23..8a1cc09c7ec 100644 --- a/code/WorkInProgress/Ported/policetape.dm +++ b/code/WorkInProgress/Ported/policetape.dm @@ -134,6 +134,9 @@ /obj/item/tape/attack_paw(mob/user as mob) breaktape(/obj/item/weapon/wirecutters,user) + +/obj/item/tape/attack_alien(mob/user as mob) + breaktape(/obj/item/weapon/wirecutters,user) /obj/item/tape/proc/breaktape(obj/item/weapon/W as obj, mob/user as mob) if(user.a_intent == "help" && ((!can_puncture(W) && src.allowed(user)))) diff --git a/code/__HELPERS/global_lists.dm b/code/__HELPERS/global_lists.dm index cea62844c77..325e0ab51da 100644 --- a/code/__HELPERS/global_lists.dm +++ b/code/__HELPERS/global_lists.dm @@ -43,10 +43,12 @@ var/global/list/facial_hair_styles_male_list = list() var/global/list/facial_hair_styles_female_list = list() var/global/list/skin_styles_female_list = list() //unused //Underwear -var/global/list/underwear_m = list("White", "Grey", "Green", "Blue", "Black", "Mankini", "None") //Curse whoever made male/female underwear diffrent colours +var/global/list/underwear_m = list("White", "Grey", "Green", "Blue", "Black", "Mankini", "None") var/global/list/underwear_f = list("Red", "White", "Yellow", "Blue", "Black", "Thong", "None") +var/global/list/underwear_list = underwear_m + underwear_f //undershirt var/global/list/undershirt_t = list("White Shirt", "White Tank top", "Black shirt", "Black Tank top", "Grey Shirt", "Grey tank top", "Lover Shirt", "Blue Ian Shirt", "UK Shirt","I Love NT Shirt", "Peace Shirt", "Band Shirt", "PogoMan Shirt", "Matroska Shirt", "White Short-sleeved shirt", "Purple Short-sleeved shirt", "Blue Short-sleeved shirt", "Green Short-sleeved shirt", "Black Short-Sleeved shirt", "Blue T-Shirt", "Red T-Shirt", "Yellow T-Shirt", "Green T-Shirt", "Blue Polo Shirt", "Red Polo Shirt", "White Polo Shirt", "Gray-Yellow Polo Shirt", "Green Sports Shirt", "Red Sports Shirt", "Blue Sports Shirt", "SS13 Shirt", "Fire Tank Top", "Question Shirt", "Skull Shirt", "Commie Shirt", "Nanotrasen Shirt", "Striped Shirt", "Blue Shirt", "Red Shirt", "Green Shirt", "Meat Shirt", "Tie-Dye Shirt", "Red Jersey", "Blue Jersey", "None") +var/global/list/undershirt_list = undershirt_t //Backpacks var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Alt") diff --git a/code/__HELPERS/mobs.dm b/code/__HELPERS/mobs.dm index e46f8ab7897..a790124c152 100644 --- a/code/__HELPERS/mobs.dm +++ b/code/__HELPERS/mobs.dm @@ -51,7 +51,13 @@ proc/random_facial_hair_style(gender, species = "Human") proc/random_name(gender, speciesName = "Human") var/datum/species/S = all_species[speciesName] - return S.makeName(gender) + if(S) + return S.makeName(gender) + else + if(gender==FEMALE) + return capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names)) + else + return capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) proc/random_skin_tone() switch(pick(60;"caucasian", 15;"afroamerican", 10;"african", 10;"latino", 5;"albino")) diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm index ca8b9bc8795..e6839dcfbaf 100644 --- a/code/_onclick/hud/human.dm +++ b/code/_onclick/hud/human.dm @@ -494,7 +494,7 @@ /mob/living/carbon/human/verb/toggle_hotkey_verbs() set category = "OOC" - set name = "Toggle hotkey buttons" + set name = "Toggle Hotkey Buttons" set desc = "This disables or enables the user interface buttons which can be used with hotkeys." if(hud_used.hotkey_ui_hidden) diff --git a/code/controllers/configuration.dm b/code/controllers/configuration.dm index 74e09dc1211..2e79dfb97bd 100644 --- a/code/controllers/configuration.dm +++ b/code/controllers/configuration.dm @@ -132,7 +132,7 @@ var/use_recursive_explosions //Defines whether the server uses recursive or circular explosions. var/assistant_maint = 0 //Do assistants get maint access? - var/gateway_delay = 9000 //How long the gateway takes before it activates. Default is half an hour. + var/gateway_delay = 6000 //How long the gateway takes before it activates. Default is half an hour. var/ghost_interaction = 0 var/comms_password = "" diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index 9d9f3a80b85..a3f21bb170d 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -60,10 +60,8 @@ datum/controller/game_controller/New() datum/controller/game_controller/proc/setup() world.tick_lag = config.Ticklag -/* //Do we even need this if we only have a single away mission loaded? Don't think so! spawn(20) createRandomZlevel() -*/ if(!air_master) air_master = new /datum/controller/air_system() diff --git a/code/datums/supplypacks.dm b/code/datums/supplypacks.dm index c20cc25382b..de49b586def 100755 --- a/code/datums/supplypacks.dm +++ b/code/datums/supplypacks.dm @@ -751,6 +751,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee name = "Ballistic gear crate" contains = list(/obj/item/clothing/suit/armor/bulletproof, /obj/item/clothing/suit/armor/bulletproof, + /obj/item/weapon/storage/belt/bandolier, + /obj/item/weapon/storage/belt/bandolier, /obj/item/weapon/gun/projectile/shotgun/combat, /obj/item/weapon/gun/projectile/shotgun/combat) cost = 50 diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index 35ae358aea7..f50136ee882 100644 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -492,27 +492,6 @@ var/list/ghostteleportlocs = list() name = "\improper Asteroid - Artifact" icon_state = "cave" - - - - - - - - - - - - - - -/area/planet/clown - name = "\improper Clown Planet" - icon_state = "honk" - luminosity = 1 - lighting_use_dynamic = 0 - requires_power = 0 - /area/tdome name = "\improper Thunderdome" icon_state = "thunder" @@ -2310,23 +2289,104 @@ area/security/podbay H << S spawn(60) .() + +////////////////////////AWAY AREAS/////////////////////////////////// + +/area/awaycontent + name = "space" -////////////////////////CLOWN PLANET/////////////////////////////////// +/area/awaycontent/a1 + icon_state = "awaycontent1" +/area/awaycontent/a2 + icon_state = "awaycontent2" -/area/awaymission/clownplanet/miningtown - name = "\improper Clown Planet - Bananium-o-Rama" - icon_state = "away1" - luminosity = 1 - requires_power = 0 +/area/awaycontent/a3 + icon_state = "awaycontent3" -/area/awaymission/clownplanet/mine - name = "\improper Clown Planet - Bananium-o-Rama Mines" - icon_state = "away2" - luminosity = 1 - requires_power = 0 +/area/awaycontent/a4 + icon_state = "awaycontent4" +/area/awaycontent/a5 + icon_state = "awaycontent5" +/area/awaycontent/a6 + icon_state = "awaycontent6" + +/area/awaycontent/a7 + icon_state = "awaycontent7" + +/area/awaycontent/a8 + icon_state = "awaycontent8" + +/area/awaycontent/a9 + icon_state = "awaycontent9" + +/area/awaycontent/a10 + icon_state = "awaycontent10" + +/area/awaycontent/a11 + icon_state = "awaycontent11" + +/area/awaycontent/a11 + icon_state = "awaycontent12" + +/area/awaycontent/a12 + icon_state = "awaycontent13" + +/area/awaycontent/a13 + icon_state = "awaycontent14" + +/area/awaycontent/a14 + icon_state = "awaycontent14" + +/area/awaycontent/a15 + icon_state = "awaycontent15" + +/area/awaycontent/a16 + icon_state = "awaycontent16" + +/area/awaycontent/a17 + icon_state = "awaycontent17" + +/area/awaycontent/a18 + icon_state = "awaycontent18" + +/area/awaycontent/a19 + icon_state = "awaycontent19" + +/area/awaycontent/a20 + icon_state = "awaycontent20" + +/area/awaycontent/a21 + icon_state = "awaycontent21" + +/area/awaycontent/a22 + icon_state = "awaycontent22" + +/area/awaycontent/a23 + icon_state = "awaycontent23" + +/area/awaycontent/a24 + icon_state = "awaycontent24" + +/area/awaycontent/a25 + icon_state = "awaycontent25" + +/area/awaycontent/a26 + icon_state = "awaycontent26" + +/area/awaycontent/a27 + icon_state = "awaycontent27" + +/area/awaycontent/a28 + icon_state = "awaycontent28" + +/area/awaycontent/a29 + icon_state = "awaycontent29" + +/area/awaycontent/a30 + icon_state = "awaycontent30" ///////////////////////////////////////////////////////////////////// /* diff --git a/code/game/jobs/access.dm b/code/game/jobs/access.dm index 86390d70e15..894411fbf75 100644 --- a/code/game/jobs/access.dm +++ b/code/game/jobs/access.dm @@ -105,6 +105,7 @@ //The Syndicate /var/const/access_syndicate = 150//General Syndicate Access /var/const/access_syndicate_leader = 151//Nuke Op Leader Access +/var/const/access_vox = 152//Vox Access //MONEY /var/const/access_crate_cash = 200 diff --git a/code/game/jobs/job/support.dm b/code/game/jobs/job/support.dm index 6c25f2e2d04..7c022c8466d 100644 --- a/code/game/jobs/job/support.dm +++ b/code/game/jobs/job/support.dm @@ -22,20 +22,13 @@ H.equip_or_collect(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit) H.equip_or_collect(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform) H.equip_or_collect(new /obj/item/device/pda/bar(H), slot_wear_pda) + H.equip_or_collect(new /obj/item/weapon/storage/belt/bandolier/full(H), slot_belt) if(H.backbag == 1) var/obj/item/weapon/storage/box/survival/Barpack = new /obj/item/weapon/storage/box/survival(H) H.equip_or_collect(Barpack, slot_r_hand) - new /obj/item/ammo_casing/shotgun/beanbag(Barpack) - new /obj/item/ammo_casing/shotgun/beanbag(Barpack) - new /obj/item/ammo_casing/shotgun/beanbag(Barpack) - new /obj/item/ammo_casing/shotgun/beanbag(Barpack) else H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_in_backpack) - H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack) - H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack) - H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack) - H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack) H.dna.SetSEState(SOBERBLOCK,1) H.mutations += M_SOBER diff --git a/code/game/objects/items/blueprints.dm b/code/game/objects/items/blueprints.dm index c995a91c55e..21330412b22 100644 --- a/code/game/objects/items/blueprints.dm +++ b/code/game/objects/items/blueprints.dm @@ -208,8 +208,6 @@ move an amendment to the drawing.

return BORDER_2NDTILE if (locate(/obj/structure/falsewall) in T2) return BORDER_2NDTILE - if (locate(/obj/structure/falserwall) in T2) - return BORDER_2NDTILE return BORDER_NONE diff --git a/code/game/objects/items/weapons/storage/belt.dm b/code/game/objects/items/weapons/storage/belt.dm index bed81c31385..cb93c71d9d7 100644 --- a/code/game/objects/items/weapons/storage/belt.dm +++ b/code/game/objects/items/weapons/storage/belt.dm @@ -177,4 +177,23 @@ "/obj/item/weapon/reagent_containers/spray", "/obj/item/weapon/soap", "/obj/item/weapon/holosign_creator" - ) \ No newline at end of file + ) + +/obj/item/weapon/storage/belt/bandolier + name = "bandolier" + desc = "A bandolier for holding shotgun ammunition." + icon_state = "bandolier" + item_state = "bandolier" + storage_slots = 6 + can_hold = list( + "/obj/item/ammo_casing/shotgun" + ) + +/obj/item/weapon/storage/belt/bandolier/full/New() + ..() + new /obj/item/ammo_casing/shotgun/beanbag(src) + new /obj/item/ammo_casing/shotgun/beanbag(src) + new /obj/item/ammo_casing/shotgun/beanbag(src) + new /obj/item/ammo_casing/shotgun/beanbag(src) + new /obj/item/ammo_casing/shotgun/beanbag(src) + new /obj/item/ammo_casing/shotgun/beanbag(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm index 5ec4435c085..52177a990b2 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm @@ -102,10 +102,11 @@ new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/weapon/cartridge/hos(src) new /obj/item/device/radio/headset/heads/hos(src) - new /obj/item/clothing/under/rank/head_of_security/jensen(src) - new /obj/item/clothing/under/rank/head_of_security/corp(src) + new /obj/item/clothing/under/rank/head_of_security(src) + new /obj/item/clothing/under/rank/head_of_security/formal(src) new /obj/item/clothing/suit/armor/hos(src) new /obj/item/clothing/head/HoS(src) + new /obj/item/clothing/head/HoS/beret(src) new /obj/item/clothing/glasses/sunglasses/sechud(src) new /obj/item/weapon/storage/lockbox/loyalty(src) new /obj/item/weapon/storage/box/flashbangs(src) @@ -141,8 +142,10 @@ new /obj/item/device/radio/headset/headset_sec(src) new /obj/item/clothing/suit/armor/vest/warden(src) new /obj/item/clothing/head/warden(src) + new /obj/item/clothing/suit/armor/vest/warden/alt(src) + new /obj/item/clothing/head/beret/sec/warden(src) new /obj/item/clothing/under/rank/warden(src) - new /obj/item/clothing/under/rank/warden/corp(src) + new /obj/item/clothing/under/rank/warden/formal(src) new /obj/item/clothing/glasses/sunglasses/sechud(src) new /obj/item/clothing/mask/gas/sechailer/warden(src) new /obj/item/taperoll/police(src) diff --git a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm index 5294334d070..4f04a5aa85d 100644 --- a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm +++ b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm @@ -23,21 +23,18 @@ new /obj/item/clothing/under/rank/security(src) new /obj/item/clothing/under/rank/security(src) new /obj/item/clothing/under/rank/security(src) - new /obj/item/clothing/under/rank/security2(src) - new /obj/item/clothing/under/rank/security2(src) - new /obj/item/clothing/under/rank/security2(src) - new /obj/item/clothing/under/rank/security/corp(src) - new /obj/item/clothing/under/rank/security/corp(src) - new /obj/item/clothing/under/rank/security/corp(src) + new /obj/item/clothing/under/rank/security/formal(src) + new /obj/item/clothing/under/rank/security/formal(src) + new /obj/item/clothing/under/rank/security/formal(src) new /obj/item/clothing/shoes/jackboots(src) new /obj/item/clothing/shoes/jackboots(src) new /obj/item/clothing/shoes/jackboots(src) + new /obj/item/clothing/shoes/jackboots/jacksandals(src) + new /obj/item/clothing/shoes/jackboots/jacksandals(src) + new /obj/item/clothing/shoes/jackboots/jacksandals(src) new /obj/item/clothing/head/soft/sec(src) new /obj/item/clothing/head/soft/sec(src) new /obj/item/clothing/head/soft/sec(src) - new /obj/item/clothing/head/soft/sec/corp(src) - new /obj/item/clothing/head/soft/sec/corp(src) - new /obj/item/clothing/head/soft/sec/corp(src) new /obj/item/clothing/head/beret/sec(src) new /obj/item/clothing/head/beret/sec(src) new /obj/item/clothing/head/beret/sec(src) diff --git a/code/game/objects/structures/dresser.dm b/code/game/objects/structures/dresser.dm new file mode 100644 index 00000000000..8580bd97832 --- /dev/null +++ b/code/game/objects/structures/dresser.dm @@ -0,0 +1,31 @@ +/obj/structure/dresser + name = "dresser" + desc = "A nicely-crafted wooden dresser. It's filled with lots of undies." + icon = 'icons/obj/stationobjs.dmi' + icon_state = "dresser" + density = 1 + anchored = 1 + +/obj/structure/dresser/attack_hand(mob/user as mob) + if(!Adjacent(user))//no tele-grooming + return + if(ishuman(user)) + var/mob/living/carbon/human/H = user + + var/choice = input(user, "Underwear, Undershirt, or Socks?", "Changing") as null|anything in list("Underwear","Undershirt","Socks") + + if(!Adjacent(user)) + return + switch(choice) + if("Underwear") + var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_list + if(new_undies) + H.underwear = new_undies + + if("Undershirt") + var/new_undershirt = input(user, "Select your undershirt", "Changing") as null|anything in undershirt_list + if(new_undershirt) + H.undershirt = new_undershirt + + add_fingerprint(H) + H.update_body() \ No newline at end of file diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm index 6406f46c462..31cede5e65b 100644 --- a/code/game/objects/structures/false_walls.dm +++ b/code/game/objects/structures/false_walls.dm @@ -74,248 +74,185 @@ anchored = 1 icon = 'icons/turf/walls.dmi' var/mineral = "metal" + var/walltype = "metal" var/opening = 0 - - canSmoothWith = list( - /turf/simulated/wall, - /obj/structure/falsewall, - /obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. - ) + density = 1 + opacity = 1 /obj/structure/falsewall/New() - ..() - relativewall() relativewall_neighbours() + ..() /obj/structure/falsewall/Destroy() - var/temploc = src.loc + var/temploc = loc + loc = null - spawn(10) - for(var/turf/simulated/wall/W in range(temploc,1)) - W.relativewall() + for(var/turf/simulated/wall/W in range(temploc,1)) + W.relativewall() - for(var/obj/structure/falsewall/W in range(temploc,1)) - W.relativewall() - - for(var/obj/structure/falserwall/W in range(temploc,1)) - W.relativewall() + for(var/obj/structure/falsewall/W in range(temploc,1)) + W.relativewall() ..() - - + /obj/structure/falsewall/relativewall() if(!density) - icon_state = "[mineral]fwall_open" + icon_state = "[walltype]fwall_open" return - var/junction=findSmoothingNeighbors() - icon_state = "[mineral][junction]" + var/junction = 0 //will be used to determine from which side the wall is connected to other walls + + for(var/turf/simulated/wall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + if(walltype == W.walltype)//Only 'like' walls connect -Sieve + junction |= get_dir(src,W) + for(var/obj/structure/falsewall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + if(walltype == W.walltype) + junction |= get_dir(src,W) + icon_state = "[walltype][junction]" + return -/obj/structure/falsewall/attack_hand(mob/user as mob) +/obj/structure/falsewall/attack_hand(mob/user) if(opening) return + opening = 1 if(density) - opening = 1 - icon_state = "[mineral]fwall_open" - flick("[mineral]fwall_opening", src) - sleep(15) - src.density = 0 + do_the_flick() + sleep(4) + density = 0 SetOpacity(0) - opening = 0 + update_icon(0) else - opening = 1 - flick("[mineral]fwall_closing", src) - icon_state = "[mineral]0" + var/srcturf = get_turf(src) + for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield + opening = 0 + return + do_the_flick() density = 1 - sleep(15) + sleep(4) SetOpacity(1) - src.relativewall() - opening = 0 - -/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open - ..() + update_icon() + opening = 0 + +/obj/structure/falsewall/proc/do_the_flick() if(density) - icon_state = "[mineral]0" - src.relativewall() + flick("[walltype]fwall_opening", src) else - icon_state = "[mineral]fwall_open" + flick("[walltype]fwall_closing", src) -/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob) +/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open + if(density) + icon_state = "[walltype]0" + if(relativewall) + relativewall() + else + icon_state = "[walltype]fwall_open" + +/obj/structure/falsewall/proc/ChangeToWall(delete = 1) + var/turf/T = get_turf(src) + if(!walltype || walltype == "metal") + T.ChangeTurf(/turf/simulated/wall) + else + T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]")) + if(delete) + qdel(src) + return T + +/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user) if(opening) - user << "\red You must wait until the door has stopped moving." + user << "You must wait until the door has stopped moving." return if(density) var/turf/T = get_turf(src) if(T.density) - user << "\red The wall is blocked!" + user << "[src] is blocked!" return if(istype(W, /obj/item/weapon/screwdriver)) - user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.") - if(!mineral || mineral == "metal") - T.ChangeTurf(/turf/simulated/wall) - else - T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]")) - del(src) - - if( istype(W, /obj/item/weapon/weldingtool) ) + if (!istype(T, /turf/simulated/floor)) + user << "[src] bolts must be tightened on the floor!" + return + user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.") + ChangeToWall() + if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W - if( WT:welding ) - if(!mineral) - T.ChangeTurf(/turf/simulated/wall) - else - T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]")) - if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve - T = get_turf(src) - T.attackby(W,user) - del(src) + if(WT.remove_fuel(0,user)) + dismantle(user) else - user << "\blue You can't reach, close it first!" + user << "You can't reach, close it first!" - if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) - var/turf/T = get_turf(src) - if(!mineral) - T.ChangeTurf(/turf/simulated/wall) + if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade)) + dismantle(user) + +/obj/structure/falsewall/proc/dismantle(mob/user) + user.visible_message("[user] dismantles the false wall.", "You dismantle the false wall.") + new /obj/structure/girder/displaced(loc) + if(mineral == "metal") + if(istype(src, /obj/structure/falsewall/reinforced)) + new /obj/item/stack/sheet/plasteel(loc) + new /obj/item/stack/sheet/plasteel(loc) else - T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]")) - if(mineral != "plasma") - T = get_turf(src) - T.attackby(W,user) - del(src) - - //DRILLING - else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - var/turf/T = get_turf(src) - if(!mineral) - T.ChangeTurf(/turf/simulated/wall) - else - T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]")) - T = get_turf(src) - T.attackby(W,user) - del(src) - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/turf/T = get_turf(src) - if(!mineral) - T.ChangeTurf(/turf/simulated/wall) - else - T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]")) - if(mineral != "plasma") - T = get_turf(src) - T.attackby(W,user) - del(src) - -/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open - ..() - if(density) - icon_state = "[mineral]0" - src.relativewall() + new /obj/item/stack/sheet/metal(loc) + new /obj/item/stack/sheet/metal(loc) else - icon_state = "[mineral]fwall_open" + var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]") + new P(loc) + new P(loc) + playsound(src, 'sound/items/Welder.ogg', 100, 1) + qdel(src) /* * False R-Walls */ -/obj/structure/falserwall +/obj/structure/falsewall/reinforced name = "reinforced wall" desc = "A huge chunk of reinforced metal used to seperate rooms." - icon = 'icons/turf/walls.dmi' icon_state = "r_wall" - density = 1 - opacity = 1 - anchored = 1 - var/mineral = "metal" - var/opening = 0 - canSmoothWith = list( - /turf/simulated/wall, - /obj/structure/falsewall, - /obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. - ) -/obj/structure/falserwall/New() - relativewall_neighbours() - ..() - - - -/obj/structure/falserwall/attack_hand(mob/user as mob) - if(opening) - return +/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1) + var/turf/T = get_turf(src) + T.ChangeTurf(/turf/simulated/wall/r_wall) + if(delete) + qdel(src) + return T +/obj/structure/falsewall/reinforced/do_the_flick() if(density) - opening = 1 - // Open wall - icon_state = "frwall_open" flick("frwall_opening", src) - sleep(15) - density = 0 - SetOpacity(0) - opening = 0 else - opening = 1 - icon_state = "r_wall" flick("frwall_closing", src) - density = 1 - sleep(15) - SetOpacity(1) - relativewall() - opening = 0 -/obj/structure/falserwall/relativewall() +/obj/structure/falsewall/reinforced/update_icon(relativewall = 1) + if(density) + icon_state = "rwall0" + src.relativewall() + else + icon_state = "frwall_open" + +/obj/structure/falsewall/reinforced/relativewall() if(!density) icon_state = "frwall_open" return - var/junction=findSmoothingNeighbors() + + var/junction = 0 //will be used to determine from which side the wall is connected to other walls + + for(var/turf/simulated/wall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve + junction |= get_dir(src,W) + for(var/obj/structure/falsewall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + if(src.walltype == W.walltype) + junction |= get_dir(src,W) icon_state = "rwall[junction]" - -/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob) - if(opening) - user << "\red You must wait until the door has stopped moving." - return - - if(istype(W, /obj/item/weapon/screwdriver)) - var/turf/T = get_turf(src) - user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.") - T.ChangeTurf(/turf/simulated/wall/r_wall) //Why not make rwall? - del(src) - - if( istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - del(src) - - else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - del(src) - - //DRILLING - else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - del(src) - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - del(src) - - + return + /* * Uranium Falsewalls */ @@ -325,6 +262,7 @@ desc = "A wall with uranium plating. This is probably a bad idea." icon_state = "" mineral = "uranium" + walltype = "uranium" var/active = null var/last_event = 0 @@ -357,24 +295,28 @@ desc = "A wall with gold plating. Swag!" icon_state = "" mineral = "gold" + walltype = "gold" /obj/structure/falsewall/silver name = "silver wall" desc = "A wall with silver plating. Shiny." icon_state = "" mineral = "silver" + walltype = "silver" /obj/structure/falsewall/diamond name = "diamond wall" desc = "A wall with diamond plating. You monster." icon_state = "" mineral = "diamond" + walltype = "diamond" /obj/structure/falsewall/plasma name = "plasma wall" desc = "A wall with plasma plating. This is definately a bad idea." icon_state = "" mineral = "plasma" + walltype = "plasma" //-----------wtf?-----------start /obj/structure/falsewall/clown @@ -382,10 +324,12 @@ desc = "A wall with bananium plating. Honk!" icon_state = "" mineral = "clown" + walltype = "clown" /obj/structure/falsewall/sandstone name = "sandstone wall" desc = "A wall with sandstone plating." icon_state = "" mineral = "sandstone" + walltype = "sandstone" //------------wtf?------------end \ No newline at end of file diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 07445c88737..d8e22940639 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -102,7 +102,7 @@ if(!pdiff) S.use(2) user << "\blue You create a false wall! Push on it to open or close the passage." - new /obj/structure/falserwall (src.loc) + new /obj/structure/falsewall/reinforced (src.loc) del(src) else user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it." diff --git a/code/game/smoothwall.dm b/code/game/smoothwall.dm index bcd9fa88a24..e98c839150a 100644 --- a/code/game/smoothwall.dm +++ b/code/game/smoothwall.dm @@ -1,88 +1,112 @@ -// OKAY I DON'T KNOW WHO THE FUCK ORIGINALLY CODED THIS BUT THEY ARE OFFICIALLY FIRED FOR BEING DRUNK AND STUPID -// FUCK YOU MYSTERY CODERS -// FOR THIS SHIT I'M GOING TO MAKE ALL MY COMMENTS IN CAPS +//Separate dm because it relates to two types of atoms + ease of removal in case it's needed. +//Also assemblies.dm for falsewall checking for this when used. +//I should really make the shuttle wall check run every time it's moved, but centcom uses unsimulated floors so !effort -/atom - var/list/canSmoothWith=list() // TYPE PATHS I CAN SMOOTH WITH~~~~~ +/atom/proc/relativewall() //atom because it should be useable both for walls and false walls + if(istype(src,/turf/simulated/floor/vault)||istype(src,/turf/simulated/wall/vault)) //HACK!!! + return -// MOVED INTO UTILITY FUNCTION FOR LESS DUPLICATED CODE. -/atom/proc/findSmoothingNeighbors() - // THIS IS A BITMAP BECAUSE NORTH/SOUTH/ETC ARE ALL BITFLAGS BECAUSE BYOND IS DUMB AND - // DOESN'T FUCKING MAKE SENSE, BUT IT WORKS TO OUR ADVANTAGE - var/junction = 0 - for(var/cdir in cardinal) - var/turf/T = get_step(src,cdir) - if(isSmoothableNeighbor(T)) - junction |= cdir - continue // NO NEED FOR FURTHER SEARCHING IN THIS TILE - for(var/atom/A in T) - if(isSmoothableNeighbor(A)) - junction |= cdir - break // NO NEED FOR FURTHER SEARCHING IN THIS TILE + var/junction = 0 //will be used to determine from which side the wall is connected to other walls - return junction + if(!istype(src,/turf/simulated/shuttle/wall)) //or else we'd have wacky shuttle merging with walls action + for(var/turf/simulated/wall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + junction |= get_dir(src,W) + for(var/obj/structure/falsewall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + junction |= get_dir(src,W) -/atom/proc/isSmoothableNeighbor(var/atom/A) - return is_type_in_list(A,canSmoothWith) +/* Commenting this out for now until we figure out what to do with shuttle smooth walls, if anything. + As they are now, they sort of work screwy and may need further coding. Or just be scrapped.*/ + /*else + for(var/turf/simulated/shuttle/wall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + junction |= get_dir(src,W) + for(var/obj/machinery/shuttle/W in orange(src,1)) //stuff like engine and propulsion should merge with walls + if(abs(src.x-W.x)-abs(src.y-W.y)) + junction |= get_dir(src,W) + for(var/obj/machinery/door/W in orange(src,1)) //doors should not result in diagonal walls, it just looks ugly. checking if area is shuttle so it won't merge with the station + if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply))) + junction |= get_dir(src,W) + for(var/obj/structure/grille/W in orange(src,1)) //same for grilles. checking if area is shuttle so it won't merge with the station + if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply))) + junction |= get_dir(src,W)*/ -/turf/simulated/wall/isSmoothableNeighbor(var/atom/A) - if(is_type_in_list(A,canSmoothWith)) - // COLON OPERATORS ARE TERRIBLE BUT I HAVE NO CHOICE - if(src.mineral == A:mineral) - return 1 - return 0 + if(istype(src,/turf/simulated/wall)) + var/turf/simulated/wall/wall = src + wall.icon_state = "[wall.walltype][junction]" + else if (istype(src,/obj/structure/falsewall)) + if(istype(src,/obj/structure/falsewall/reinforced)) + icon_state = "rwall[junction]" + else + var/obj/structure/falsewall/fwall = src + fwall.icon_state = "[fwall.mineral][junction]" +/* else if(istype(src,/turf/simulated/shuttle/wall)) + var/newicon = icon; + var/newiconstate = icon_state; + if(junction!=5 && junction!=6 && junction!=9 && junction!=10) //if it's not diagonal, all is well, no additional calculations needed + src.icon_state = "swall[junction]" + else //if it's diagonal, we need to figure out if we're using the floor diagonal or the space diagonal sprite + var/is_floor = 0 + for(var/turf/unsimulated/floor/F in orange(src,1)) + if(abs(src.x-F.x)-abs(src.y-F.y)) + if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1 + is_floor = 1 + newicon = F.icon + newiconstate = F.icon_state //we'll save these for later + for(var/turf/simulated/floor/F in orange(src,1)) + if(abs(src.x-F.x)-abs(src.y-F.y)) + if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1 + is_floor = 1 + newicon = F.icon + newiconstate = F.icon_state //we'll save these for later + for(var/turf/simulated/shuttle/floor/F in orange(src,1)) + if(abs(src.x-F.x)-abs(src.y-F.y)) + if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1 + is_floor = 1 + newicon = F.icon + newiconstate = F.icon_state //we'll save these for later + if(is_floor) //if is_floor = 1, we use the floor diagonal sprite + src.icon = newicon; //we'll set the floor's icon to the floor next to it and overlay the wall segment. shuttle floor sprites have priority + src.icon_state = newiconstate; // + src.overlays += icon('icons/turf/shuttle.dmi',"swall_f[junction]") + else //otherwise, the space one + src.icon_state = "swall_s[junction]"*/ -/** - * WALL SMOOTHING SHIT - * - * IN /ATOM BECAUSE /TURFS ARE /ATOMS AND SO ARE /OBJ/STRUCTURE/FALSEWALLS - * THIS IS STUPID BUT IS FAIRLY ELEGANT FOR BYOND - * - * HOWEVER, INSTEAD OF MAKING ONE BIG GODDAMN MONOLITHIC PROC LIKE A FUCKING - * SHITTY FUNCTIONAL PROGRAMMER, WE WILL BE COOL AND MODERN AND USE INHERITANCE. - */ -/atom/proc/relativewall() - return // DOES JACK SHIT BY DEFAULT. OLD BEHAVIOR WAS TO SPAM LOOPS ANYWAY. + return -/* - * SEE? NOW WE ONLY HAVE TO PROGRAM THIS SHIT INTO WHAT WE WANT TO SMOOTH - * INSTEAD OF BEING DUMB AND HAVING A BIG FUCKING IFTREE WITH TYPECHECKS - * MY GOD, WE COULD EVEN MOVE THE CODE TO BE WITH THE REST OF THE WALL'S CODE! - * HOW FUCKING INNOVATIVE. ISN'T INHERITANCE NICE? - * - * WE COULD STANDARDIZE THIS BUT EVERYONE'S A FUCKING SNOWFLAKE - */ -/turf/simulated/wall/relativewall() - var/junction=findSmoothingNeighbors() - icon_state = "[walltype][junction]" // WHY ISN'T THIS IN UPDATE_ICON OR SIMILAR - -// AND NOW WE HAVE TO YELL AT THE NEIGHBORS FOR BEING LOUD AND NOT PAINTING WITH HOA-APPROVED COLORS -/atom/proc/relativewall_neighbours(var/at=null) - if(!at) - at = get_turf(src) - // OPTIMIZE BY NOT CHECKING FOR NEIGHBORS IF WE DON'T FUCKING SMOOTH - if(canSmoothWith.len>0) - for(var/cdir in cardinal) - var/turf/T = get_step(src,cdir) - if(isSmoothableNeighbor(T)) - T.relativewall() - for(var/atom/A in T) - if(isSmoothableNeighbor(A)) - A.relativewall() +/atom/proc/relativewall_neighbours() + for(var/turf/simulated/wall/W in range(src,1)) + W.relativewall() + for(var/obj/structure/falsewall/W in range(src,1)) + W.relativewall() + W.update_icon()//Refreshes the wall to make sure the icons don't desync + for(var/obj/structure/alien/resin/W in range(src,1)) + W.relativewall() + W.update_icon() + return /turf/simulated/wall/New() relativewall_neighbours() ..() -/turf/simulated/wall/Destroy() +/*/turf/simulated/shuttle/wall/New() - var/temploc = src.loc + spawn(20) //testing if this will make /obj/machinery/shuttle and /door count - It does, it stays. + if(src.icon_state in list("wall1", "wall", "diagonalWall", "wall_floor", "wall_space")) //so wizard den, syndie shuttle etc will remain black + for(var/turf/simulated/shuttle/wall/W in range(src,1)) + W.relativewall() - if(!del_suppress_resmoothing) - spawn(10) - relativewall_neighbours(at=temploc) + ..()*/ + +/turf/simulated/wall/Del() + spawn(10) + for(var/turf/simulated/wall/W in range(src,1)) + W.relativewall() + + for(var/obj/structure/falsewall/W in range(src,1)) + W.relativewall() - // JESUS WHY for(var/direction in cardinal) for(var/obj/effect/glowshroom/shroom in get_step(src,direction)) if(!shroom.floor) //shrooms drop to the floor @@ -90,15 +114,27 @@ shroom.icon_state = "glowshroomf" shroom.pixel_x = 0 shroom.pixel_y = 0 - ..() -// DE-HACK -/turf/simulated/wall/vault/relativewall() +/turf/simulated/wall/relativewall() + if(istype(src,/turf/simulated/wall/vault)) //HACK!!! + return + + var/junction = 0 //will be used to determine from which side the wall is connected to other walls + + for(var/turf/simulated/wall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve + junction |= get_dir(src,W) + for(var/obj/structure/falsewall/W in orange(src,1)) + if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls + if(src.mineral == W.mineral) + junction |= get_dir(src,W) + var/turf/simulated/wall/wall = src + wall.icon_state = "[wall.walltype][junction]" return -//Xeno wall smoothing /obj/structure/alien/resin/relativewall() var/junction = 0 //will be used to determine from which side the wall is connected to other walls diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index e7006c1d3fe..7913d60c52e 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -24,11 +24,6 @@ var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through. var/engraving, engraving_quality //engraving on the wall var/del_suppress_resmoothing = 0 // Do not resmooth neighbors on Destroy. (smoothwall.dm) - canSmoothWith = list( - /turf/simulated/wall, - /obj/structure/falsewall, - /obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. - ) /turf/simulated/wall/Del() for(var/obj/effect/E in src) if(E.name == "Wallrot") del E diff --git a/code/modules/admin/verbs/vox_raiders.dm b/code/modules/admin/verbs/vox_raiders.dm index 60171da0bb5..e8f39bf6b3a 100644 --- a/code/modules/admin/verbs/vox_raiders.dm +++ b/code/modules/admin/verbs/vox_raiders.dm @@ -55,7 +55,7 @@ var/global/vox_tick = 1 var/obj/item/weapon/card/id/syndicate/W = new(src) W.name = "[real_name]'s Legitimate Human ID Card" W.icon_state = "id" - W.access = list(access_syndicate) + W.access = list(access_vox) W.assignment = "Trader" W.registered_name = real_name W.registered_user = src diff --git a/code/modules/awaymissions/gateway.dm b/code/modules/awaymissions/gateway.dm index 551b98bf667..97f83a41f29 100644 --- a/code/modules/awaymissions/gateway.dm +++ b/code/modules/awaymissions/gateway.dm @@ -5,6 +5,7 @@ icon_state = "off" density = 1 anchored = 1 + unacidable = 1 var/active = 0 @@ -37,7 +38,7 @@ /obj/machinery/gateway/centerstation/initialize() update_icon() wait = world.time + config.gateway_delay //+ thirty minutes default - awaygate = locate(/obj/machinery/gateway/centeraway) + awaygate = locate(/obj/machinery/gateway/centeraway) in world /obj/machinery/gateway/centerstation/update_icon() @@ -82,8 +83,10 @@ obj/machinery/gateway/centerstation/process() if(linked.len != 8) return if(!powered()) return if(!awaygate) - user << "Error: No destination found." - return + awaygate = locate(/obj/machinery/gateway/centeraway) in world + if(!awaygate) + user << "Error: No destination found." + return if(world.time < wait) user << "Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes." return @@ -118,15 +121,12 @@ obj/machinery/gateway/centerstation/process() if(!ready) return if(!active) return if(!awaygate) return + if(awaygate.calibrated) M.loc = get_step(awaygate.loc, SOUTH) M.dir = SOUTH return else - for(var/obj/effect/landmark/L in landmarks_list) - if (L.name != "awaystart") - continue - awaydestinations.Add(L) var/obj/effect/landmark/dest = pick(awaydestinations) if(dest) M.loc = dest.loc @@ -134,6 +134,7 @@ obj/machinery/gateway/centerstation/process() use_power(5000) return + /obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob) if(istype(W,/obj/item/device/multitool)) user << "\black The gate is already calibrated, there is no work for you to do here." @@ -154,7 +155,7 @@ obj/machinery/gateway/centerstation/process() /obj/machinery/gateway/centeraway/initialize() update_icon() - stationgate = locate(/obj/machinery/gateway/centerstation) + stationgate = locate(/obj/machinery/gateway/centerstation) in world /obj/machinery/gateway/centeraway/update_icon() @@ -188,8 +189,10 @@ obj/machinery/gateway/centerstation/process() if(!ready) return if(linked.len != 8) return if(!stationgate) - user << "Error: No destination found." - return + stationgate = locate(/obj/machinery/gateway/centerstation) in world + if(!stationgate) + user << "Error: No destination found." + return for(var/obj/machinery/gateway/G in linked) G.active = 1 @@ -234,6 +237,6 @@ obj/machinery/gateway/centerstation/process() user << "\black The gate is already calibrated, there is no work for you to do here." return else - user << "\blue Recalibration successful!: \black This gate's systems have been fine tuned. Travel to this gate will now be on target." + user << "Recalibration successful!: \black This gate's systems have been fine tuned. Travel to this gate will now be on target." calibrated = 1 return \ No newline at end of file diff --git a/code/modules/maps/dmm_suite.dm b/code/modules/awaymissions/maploader/dmm_suite.dm similarity index 94% rename from code/modules/maps/dmm_suite.dm rename to code/modules/awaymissions/maploader/dmm_suite.dm index 87de0e758e5..e2311ed7eee 100644 --- a/code/modules/maps/dmm_suite.dm +++ b/code/modules/awaymissions/maploader/dmm_suite.dm @@ -53,11 +53,10 @@ dmm_suite{ */ - verb/load_map(var/dmm_file as file, var/z_offset as num, var/load_speed as num) + verb/load_map(var/dmm_file as file, var/z_offset as num){ // dmm_file: A .dmm file to load (Required). // z_offset: A number representing the z-level on which to start loading the map (Optional). - // load_speed: How many tiles should be loaded per second, defaults to no pause (Optional) - + } verb/write_map(var/turf/t1 as turf, var/turf/t2 as turf, var/flags as num){ // t1: A turf representing one corner of a three dimensional grid (Required). // t2: Another turf representing the other corner of the same grid (Required). diff --git a/code/modules/maps/fromdmp.dm b/code/modules/awaymissions/maploader/fromdmp.dm similarity index 100% rename from code/modules/maps/fromdmp.dm rename to code/modules/awaymissions/maploader/fromdmp.dm diff --git a/code/modules/awaymissions/maploader/reader.dm b/code/modules/awaymissions/maploader/reader.dm new file mode 100644 index 00000000000..daf34508f5b --- /dev/null +++ b/code/modules/awaymissions/maploader/reader.dm @@ -0,0 +1,332 @@ +/////////////////////////////////////////////////////////////// +//SS13 Optimized Map loader +////////////////////////////////////////////////////////////// + +//global datum that will preload variables on atoms instanciation +var/global/dmm_suite/preloader/_preloader = null + + +/** + * Construct the model map and control the loading process + * + * WORKING : + * + * 1) Makes an associative mapping of model_keys with model + * e.g aa = /turf/unsimulated/wall{icon_state = "rock"} + * 2) Read the map line by line, parsing the result (using parse_grid) + * + */ +/dmm_suite/load_map(var/dmm_file as file, var/z_offset as num) + if(!z_offset)//what z_level we are creating the map on + z_offset = world.maxz+1 + + var/quote = ascii2text(34) + var/tfile = file2text(dmm_file)//the map file we're creating + var/tfile_len = length(tfile) + var/lpos = 1 // the models definition index + + /////////////////////////////////////////////////////////////////////////////////////// + //first let's map model keys (e.g "aa") to their contents (e.g /turf/space{variables}) + /////////////////////////////////////////////////////////////////////////////////////// + var/list/grid_models = list() + var/key_len = length(copytext(tfile,2,findtext(tfile,quote,2,0)))//the length of the model key (e.g "aa" or "aba") + + //proceed line by line + for(lpos=1; lposz_depth) + break + + ycrd-- + + sleep(-1) + + //reached End Of File + if(findtext(tfile,quote+"}",zpos,0)+2==tfile_len) + break + sleep(-1) + +/** + * Fill a given tile with its area/turf/objects/mobs + * Variable model is one full map line (e.g /turf/unsimulated/wall{icon_state = "rock"},/area/mine/explored) + * + * WORKING : + * + * 1) Read the model string, member by member (delimiter is ',') + * + * 2) Get the path of the atom and store it into a list + * + * 3) a) Check if the member has variables (text within '{' and '}') + * + * 3) b) Construct an associative list with found variables, if any (the atom index in members is the same as its variables in members_attributes) + * + * 4) Instanciates the atom with its variables + * + */ +/dmm_suite/proc/parse_grid(var/model as text,var/xcrd as num,var/ycrd as num,var/zcrd as num) + /*Method parse_grid() + - Accepts a text string containing a comma separated list of type paths of the + same construction as those contained in a .dmm file, and instantiates them. + */ + + var/list/members = list()//will contain all members (paths) in model (in our example : /turf/unsimulated/wall and /area/mine/explored) + var/list/members_attributes = list()//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list()) + + + ///////////////////////////////////////////////////////// + //Constructing members and corresponding variables lists + //////////////////////////////////////////////////////// + + var/index=1 + var/old_position = 1 + var/dpos + + do + //finding next member (e.g /turf/unsimulated/wall{icon_state = "rock"} or /area/mine/explored) + dpos= find_next_delimiter_position(model,old_position,",","{","}")//find next delimiter (comma here) that's not within {...} + + var/full_def = copytext(model,old_position,dpos)//full definition, e.g : /obj/foo/bar{variables=derp} + var/atom_def = text2path(copytext(full_def,1,findtext(full_def,"{")))//path definition, e.g /obj/foo/bar + members.Add(atom_def) + old_position = dpos + 1 + + //transform the variables in text format into a list (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7)) + var/list/fields = list() + + var/variables_start = findtext(full_def,"{") + if(variables_start)//if there's any variable + full_def = copytext(full_def,variables_start+1,length(full_def))//removing the last '}' + fields = text2list(full_def,";") + + //then fill the members_attributes list with the corresponding variables + members_attributes.len++ + members_attributes[index++] = fields + + sleep(-1) + while(dpos != 0) + + + //////////////// + //Instanciation + //////////////// + + //The next part of the code assumes there's ALWAYS an /area AND a /turf on a given tile + + //in case of multiples turfs on one tile, + //will contains the images of all underlying turfs, to simulate the DMM multiple tiles piling + var/list/turfs_underlays = list() + + //first instance the /area and remove it from the members list + index = members.len + var/atom/instance + _preloader = new(members_attributes[index])//preloader for assigning set variables on atom creation + + instance = locate(members[index]) + instance.contents.Add(locate(xcrd,ycrd,zcrd)) + + if(_preloader && instance) + _preloader.load(instance) + + members.Remove(members[index]) + + //then instance the /turf and, if multiple tiles are presents, simulates the DMM underlays piling effect + + var/first_turf_index = 1 + while(!ispath(members[first_turf_index],/turf)) //find first /turf object in members + first_turf_index++ + + //instanciate the first /turf + var/turf/T = instance_atom(members[first_turf_index],members_attributes[first_turf_index],xcrd,ycrd,zcrd) + + //if others /turf are presents, simulates the underlays piling effect + index = first_turf_index + 1 + while(index <= members.len) + turfs_underlays.Insert(1,image(T.icon,null,T.icon_state,T.layer,T.dir))//add the current turf image to the underlays list + var/turf/UT = instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd)//instance new turf + add_underlying_turf(UT,T,turfs_underlays)//simulates the DMM piling effect + T = UT + index++ + + //finally instance all remainings objects/mobs + for(index=1,index < first_turf_index,index++) + instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd) + +//////////////// +//Helpers procs +//////////////// + +//Instance an atom at (x,y,z) and gives it the variables in attributes +/dmm_suite/proc/instance_atom(var/path,var/list/attributes, var/x, var/y, var/z) + var/atom/instance + _preloader = new(attributes, path) + + instance = new path (locate(x,y,z))//first preloader pass + + if(_preloader && instance)//second preloader pass, for those atoms that don't ..() in New() + _preloader.load(instance) + + return instance + +//text trimming (both directions) helper proc +//optionally removes quotes before and after the text (for variable name) +/dmm_suite/proc/trim_text(var/what as text,var/trim_quotes=0) + while(length(what) && (findtext(what," ",1,2))) + what=copytext(what,2,0) + while(length(what) && (findtext(what," ",length(what),0))) + what=copytext(what,1,length(what)) + if(trim_quotes) + while(length(what) && (findtext(what,quote,1,2))) + what=copytext(what,2,0) + while(length(what) && (findtext(what,quote,length(what),0))) + what=copytext(what,1,length(what)) + return what + +//find the position of the next delimiter,skipping whatever is comprised between opening_escape and closing_escape +//returns 0 if reached the last delimiter +/dmm_suite/proc/find_next_delimiter_position(var/text as text,var/initial_position as num, var/delimiter=",",var/opening_escape=quote,var/closing_escape=quote) + var/position = initial_position + var/next_delimiter = findtext(text,delimiter,position,0) + var/next_opening = findtext(text,opening_escape,position,0) + + while((next_opening != 0) && (next_opening < next_delimiter)) + position = findtext(text,closing_escape,next_opening + 1,0)+1 + next_delimiter = findtext(text,delimiter,position,0) + next_opening = findtext(text,opening_escape,position,0) + + return next_delimiter + + +//build a list from variables in text form (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7)) +//return the filled list +/dmm_suite/proc/text2list(var/text as text,var/delimiter=",") + + var/list/to_return = list() + + var/position + var/old_position = 1 + + do + //find next delimiter that is not within "..." + position = find_next_delimiter_position(text,old_position,delimiter) + + //check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7)) + var/equal_position = findtext(text,"=",old_position, position) + + var/trim_left = trim_text(copytext(text,old_position,(equal_position ? equal_position : position)),1)//the name of the variable, must trim quotes to build a BYOND compliant associatives list + old_position = position + 1 + + if(equal_position)//associative var, so do the association + var/trim_right = trim_text(copytext(text,equal_position+1,position))//the content of the variable + + //Check for string + if(findtext(trim_right,quote,1,2)) + trim_right = copytext(trim_right,2,findtext(trim_right,quote,3,0)) + + //Check for number + else if(isnum(text2num(trim_right))) + trim_right = text2num(trim_right) + + //Check for null + else if(trim_right == "null") + trim_right = null + + //Check for list + else if(copytext(trim_right,1,5) == "list") + trim_right = text2list(copytext(trim_right,6,length(trim_right))) + + //Check for file + else if(copytext(trim_right,1,2) == "'") + trim_right = file(copytext(trim_right,2,length(trim_right))) + + to_return[trim_left] = trim_right + + else//simple var + to_return[trim_left] = null + + while(position != 0) + + return to_return + +//simulates the DM multiple turfs on one tile underlaying +/dmm_suite/proc/add_underlying_turf(var/turf/placed,var/turf/underturf, var/list/turfs_underlays) + if(underturf.density) + placed.density = 1 + if(underturf.opacity) + placed.opacity = 1 + placed.underlays += turfs_underlays + +//atom creation method that preloads variables at creation +/atom/New() + if(_preloader && (src.type == _preloader.target_path))//in case the instanciated atom is creating other atoms in New() + _preloader.load(src) + + . = ..() + +////////////////// +//Preloader datum +////////////////// + +/dmm_suite/preloader + parent_type = /datum + var/list/attributes + var/target_path + +/dmm_suite/preloader/New(var/list/the_attributes, var/path) + .=..() + if(!the_attributes.len) + Del() + return + attributes = the_attributes + target_path = path + +/dmm_suite/preloader/proc/load(atom/what) + for(var/attribute in attributes) + what.vars[attribute] = attributes[attribute] + Del() \ No newline at end of file diff --git a/code/modules/maps/swapmaps.dm b/code/modules/awaymissions/maploader/swapmaps.dm similarity index 99% rename from code/modules/maps/swapmaps.dm rename to code/modules/awaymissions/maploader/swapmaps.dm index 9cdaaebc647..a53bd552329 100644 --- a/code/modules/maps/swapmaps.dm +++ b/code/modules/awaymissions/maploader/swapmaps.dm @@ -89,7 +89,7 @@ swapmap.New() Create a new map datum, but does not allocate space or assign an ID (used for loading). - swapmap.Destroy() + swapmap.Del() Deletes a map but does not save swapmap.Save() Saves to map_[id].sav @@ -174,9 +174,9 @@ swapmap x2>swapmaps_compiled_maxx) var/list/areas=new for(var/atom/A in block(locate(x1,y1,z1),locate(x2,y2,z2))) - for(var/obj/O in A) del(O) + for(var/obj/O in A) qdel(O) for(var/mob/M in A) - if(!M.key) del(M) + if(!M.key) qdel(M) else M.loc=null areas[A.loc]=null del(A) @@ -286,9 +286,9 @@ swapmap A.contents+=T else defarea.contents+=T // clear the turf - for(var/obj/O in T) del(O) + for(var/obj/O in T) qdel(O) for(var/mob/M in T) - if(!M.key) del(M) + if(!M.key) qdel(M) else M.loc=null // finish the read T.Read(S) diff --git a/code/modules/maps/writer.dm b/code/modules/awaymissions/maploader/writer.dm similarity index 100% rename from code/modules/maps/writer.dm rename to code/modules/awaymissions/maploader/writer.dm diff --git a/code/modules/awaymissions/mission_code/academy.dm b/code/modules/awaymissions/mission_code/academy.dm new file mode 100644 index 00000000000..997276e74b8 --- /dev/null +++ b/code/modules/awaymissions/mission_code/academy.dm @@ -0,0 +1,43 @@ +//Academy Areas + +/area/awaymission/academy + name = "\improper Academy Asteroids" + icon_state = "away" + +/area/awaymission/academy/headmaster + name = "\improper Academy Fore Block" + icon_state = "away1" + +/area/awaymission/academy/classrooms + name = "\improper Academy Classroom Block" + icon_state = "away2" + +/area/awaymission/academy/academyaft + name = "\improper Academy Ship Aft Block" + icon_state = "away3" + +/area/awaymission/academy/academygate + name = "\improper Academy Gateway" + icon_state = "away4" + +//Academy Items + +/obj/machinery/singularity/academy + dissipate = 0 + move_self = 0 + grav_pull = 1 + +/obj/machinery/singularity/academy/admin_investigate_setup() + return + +/obj/machinery/singularity/academy/process() + eat() + if(prob(1)) + mezzer() + + +/obj/item/clothing/glasses/meson/truesight + name = "The Lens of Truesight" + desc = "I can see forever!" + icon_state = "monocle" + item_state = "headset" \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/blackmarketpackers.dm b/code/modules/awaymissions/mission_code/blackmarketpackers.dm new file mode 100644 index 00000000000..d2d215053af --- /dev/null +++ b/code/modules/awaymissions/mission_code/blackmarketpackers.dm @@ -0,0 +1,22 @@ +//Packer Ship Areas + +/area/awaymission/BMPship + name = "\improper BMP Asteroids" + icon_state = "away" + luminosity = 0 + + +/area/awaymission/BMPship/Aft + name = "\improper Aft Block" + icon_state = "away1" + requires_power = 1 + +/area/awaymission/BMPship/Midship + name = "\improper Midship Block" + icon_state = "away2" + requires_power = 1 + +/area/awaymission/BMPship/Fore + name = "\improper Fore Block" + icon_state = "away3" + requires_power = 1 \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/centcomAway.dm b/code/modules/awaymissions/mission_code/centcomAway.dm new file mode 100644 index 00000000000..70be2fa7202 --- /dev/null +++ b/code/modules/awaymissions/mission_code/centcomAway.dm @@ -0,0 +1,63 @@ +//centcomAway areas + +/area/awaymission/centcomAway + name = "XCC-P5831" + icon_state = "away" + requires_power = 0 + +/area/awaymission/centcomAway/general + name = "XCC-P5831" + music = "music/ambigen3.ogg" + +/area/awaymission/centcomAway/maint + name = "XCC-P5831 Maintenance" + icon_state = "away1" + music = "music/ambisin1.ogg" + +/area/awaymission/centcomAway/thunderdome + name = "XCC-P5831 Thunderdome" + icon_state = "away2" + music = "music/ambisin2.ogg" + +/area/awaymission/centcomAway/cafe + name = "XCC-P5831 Kitchen Arena" + icon_state = "away3" + music = "music/ambisin3.ogg" + +/area/awaymission/centcomAway/courtroom + name = "XCC-P5831 Courtroom" + icon_state = "away4" + music = "music/ambisin4.ogg" + +/area/awaymission/centcomAway/hangar + name = "XCC-P5831 Hangars" + icon_state = "away4" + music = "music/ambigen5.ogg" + +//centcomAway items + +/obj/item/weapon/paper/pamphlet/ccaInfo + name = "Visitor Info Pamphlet" + info = " XCC-P5831 Visitor Information
\ + Greetings, visitor, to XCC-P5831! As you may know, this outpost was once \ + used as Nanotrasen's CENTRAL COMMAND STATION, organizing and coordinating company \ + projects across the vastness of space.
\ + Since the completion of the much more efficient CC-A5831 on March 8, 2553, XCC-P5831 no longer \ + acts as NT's base of operations but still plays a very important role its corporate affairs; \ + serving as a supply and repair depot, as well as being host to its most important legal proceedings\ + and the thrilling pay-per-view broadcasts of PLASTEEL CHEF and THUNDERDOME LIVE.
\ + We hope you enjoy your stay!" + +/obj/item/weapon/paper/ccaMemo + name = "Memo to XCC-P5831 QM" + info = "From: XCC-P5831 Management Office
\ + To: Rolf Ingram, XCC-P5831 Quartermaster
\ + Hey, Rolf, once you pack that gateway into the ferry hangar, make absolutely sure \ + to deactivate it! As you may know, SS13 has recently got its network up and running, \ + which means that until we get this gate shipped off to the next colonization staging \ + area, they'll be able to hop straight in here if its hooked up on our end.
\ + Obviously, that's something I'd very much rather avoid. Our forensics and medical \ + teams never did figure out what happened that last time... and I can't wrap my head \ + around it myself. Why would a shuttle full of evacuees all snap and beat each other \ + to death the moment they reached safety?
\ + - D. Cereza" \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/challenge.dm b/code/modules/awaymissions/mission_code/challenge.dm new file mode 100644 index 00000000000..f7aa861eb80 --- /dev/null +++ b/code/modules/awaymissions/mission_code/challenge.dm @@ -0,0 +1,32 @@ +//Challenge Areas + +/area/awaymission/challenge/start + name = "Where Am I?" + icon_state = "away" + +/area/awaymission/challenge/main + name = "\improper Danger Room" + icon_state = "away1" + requires_power = 0 + +/area/awaymission/challenge/end + name = "Administration" + icon_state = "away2" + requires_power = 0 + + +/obj/machinery/power/emitter/energycannon + name = "Energy Cannon" + desc = "A heavy duty industrial laser" + icon = 'icons/obj/singularity.dmi' + icon_state = "emitter" + anchored = 1 + density = 1 + + use_power = 0 + idle_power_usage = 0 + active_power_usage = 0 + + active = 1 + locked = 1 + state = 2 \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/clownplanet.dm b/code/modules/awaymissions/mission_code/clownplanet.dm new file mode 100644 index 00000000000..45b0dc1c7de --- /dev/null +++ b/code/modules/awaymissions/mission_code/clownplanet.dm @@ -0,0 +1,20 @@ +//Clown Planet Areas + +/area/planet/clown + name = "\improper Clown Planet" + icon_state = "honk" + luminosity = 1 + lighting_use_dynamic = 0 + requires_power = 0 + +/area/awaymission/clownplanet/miningtown + name = "\improper Clown Planet - Bananium-o-Rama" + icon_state = "away1" + luminosity = 1 + requires_power = 0 + +/area/awaymission/clownplanet/mine + name = "\improper Clown Planet - Bananium-o-Rama Mines" + icon_state = "away2" + luminosity = 1 + requires_power = 0 \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/spacebattle.dm b/code/modules/awaymissions/mission_code/spacebattle.dm new file mode 100644 index 00000000000..dc86365f4ee --- /dev/null +++ b/code/modules/awaymissions/mission_code/spacebattle.dm @@ -0,0 +1,33 @@ +//Spacebattle Areas + +/area/awaymission/spacebattle + name = "\improper Space Battle" + icon_state = "away" + requires_power = 0 + +/area/awaymission/spacebattle/cruiser + name = "\improper Nanotrasen Cruiser" + +/area/awaymission/spacebattle/syndicate1 + name = "\improper Syndicate Assault Ship 1" + +/area/awaymission/spacebattle/syndicate2 + name = "\improper Syndicate Assault Ship 2" + +/area/awaymission/spacebattle/syndicate3 + name = "\improper Syndicate Assault Ship 3" + +/area/awaymission/spacebattle/syndicate4 + name = "\improper Syndicate War Sphere 1" + +/area/awaymission/spacebattle/syndicate5 + name = "\improper Syndicate War Sphere 2" + +/area/awaymission/spacebattle/syndicate6 + name = "\improper Syndicate War Sphere 3" + +/area/awaymission/spacebattle/syndicate7 + name = "\improper Syndicate Fighter" + +/area/awaymission/spacebattle/secret + name = "\improper Hidden Chamber" \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/stationCollision.dm b/code/modules/awaymissions/mission_code/stationCollision.dm new file mode 100644 index 00000000000..fdfd016e40a --- /dev/null +++ b/code/modules/awaymissions/mission_code/stationCollision.dm @@ -0,0 +1,198 @@ +/* Station-Collision(sc) away mission map specific stuff + * + * Notes: + * Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :) + * + * Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples + * for anyone who wants to make their own stuff. + * + * Contains: + * Areas + * Landmarks + * Guns + * Safe code hints + * Captain's safe + * Modified Nar-Sie + */ + +/* + * Areas + */ + //Gateroom gets its own APC specifically for the gate + /area/awaymission/gateroom + + //Library, medbay, storage room + /area/awaymission/southblock + + //Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas) + /area/awaymission/arrivalblock + + //Crew quarters, cafeteria, chapel + /area/awaymission/midblock + + //engineering, bridge (not really north but it doesnt really need its own APC) + /area/awaymission/northblock + + //That massive research room + /area/awaymission/research + +//Syndicate shuttle +/area/awaymission/syndishuttle + + +/* + * Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark! + */ +/obj/effect/landmark/sc_bible_spawner + name = "Safecode hint spawner" + +/obj/effect/landmark/sc_bible_spawner/New() + var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc) + B.name = "The Holy book of the Geometer" + B.deity_name = "Narsie" + B.icon_state = "melted" + B.item_state = "melted" + new /obj/item/weapon/paper/sc_safehint_paper_bible(B) + new /obj/item/weapon/pen(B) + qdel(src) + +/* + * Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map. + */ +//Captain's retro laser - Fires practice laser shots instead. +obj/item/weapon/gun/energy/laser/retro/sc_retro + name ="retro laser" + icon_state = "retro" + desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces." +// projectile_type = "/obj/item/projectile/practice" + clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face + +//Syndicate sub-machine guns. +/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r + +/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New() + ..() + for(var/ammo in magazine.stored_ammo) + if(prob(95)) //95% chance + magazine.stored_ammo -= ammo + +//Barman's shotgun +/obj/item/weapon/gun/projectile/shotgun/sc_pump + +/obj/item/weapon/gun/projectile/shotgun/sc_pump/New() + ..() + for(var/ammo in magazine.stored_ammo) + if(prob(95)) //95% chance + magazine.stored_ammo -= ammo + +//Lasers +/obj/item/weapon/gun/energy/laser/practice/sc_laser + name = "Old laser" + desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly." + clumsy_check = 0 + +/* + * Safe code hints + */ + +//These vars hold the code itself, they'll be generated at round-start +var/sc_safecode1 = "[rand(0,9)]" +var/sc_safecode2 = "[rand(0,9)]" +var/sc_safecode3 = "[rand(0,9)]" +var/sc_safecode4 = "[rand(0,9)]" +var/sc_safecode5 = "[rand(0,9)]" + +//Pieces of paper actually containing the hints +/obj/item/weapon/paper/sc_safehint_paper_prison + name = "smudged paper" + +/obj/item/weapon/paper/sc_safehint_paper_prison/New() + info = "The ink is smudged, you can only make out a couple numbers: '[sc_safecode1]**[sc_safecode4]*'" + +/obj/item/weapon/paper/sc_safehint_paper_hydro + name = "shredded paper" +/obj/item/weapon/paper/sc_safehint_paper_hydro/New() + info = "Although the paper is shredded, you can clearly see the number: '[sc_safecode2]'" + +/obj/item/weapon/paper/sc_safehint_paper_caf + name = "blood-soaked paper" + //This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode] + info = "This paper is soaked in blood, it is impossible to read any text." + +/obj/item/weapon/paper/sc_safehint_paper_bible + name = "hidden paper" +/obj/item/weapon/paper/sc_safehint_paper_bible/New() + info = {"It would appear that the pen hidden with the paper had leaked ink over the paper. + However you can make out the last three digits:'[sc_safecode3][sc_safecode4][sc_safecode5]' + "} + +/obj/item/weapon/paper/sc_safehint_paper_shuttle + info = {"Target: Research-station Epsilon
+ Objective: Prototype weaponry. The captain likely keeps them locked in her safe.
+
+ Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security + Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and + secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.
+
+ As always, eliminate anyone who gets in the way.
+
+ Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives. + It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto! + "} +/* + * Captain's safe + */ +/obj/item/weapon/storage/secure/safe/sc_ssafe + name = "Captain's secure safe" + +/obj/item/weapon/storage/secure/safe/sc_ssafe/New() + ..() + l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]" + l_set = 1 + new /obj/item/weapon/gun/energy/mindflayer(src) + new /obj/item/device/soulstone(src) + new /obj/item/clothing/head/helmet/space/cult(src) + new /obj/item/clothing/suit/space/cult(src) + //new /obj/item/weapon/teleportation_scroll(src) + new /obj/item/weapon/ore/diamond(src) + +/* + * Modified Nar-Sie + */ +/obj/machinery/singularity/narsie/sc_Narsie + desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible." + move_self = 0 //Contianed narsie does not move! + grav_pull = 0 //Contained narsie does not pull stuff in! + +//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment +/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup() + return + +/obj/machinery/singularity/narsie/sc_Narsie/process() + eat() + if(prob(25)) + mezzer() + +/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A) + if(is_type_in_list(A, uneatable)) + return 0 + if (istype(A,/mob/living)) + var/mob/living/L = A + L.gib() + else if(istype(A,/obj/)) + var/obj/O = A + O.ex_act(1.0) + if(O) qdel(O) + else if(isturf(A)) + var/turf/T = A + if(T.intact) + for(var/obj/O in T.contents) + if(O.level != 1) + continue + if(O.invisibility == 101) + src.consume(O) + T.ChangeTurf(/turf/space) + return + +/obj/machinery/singularity/narsie/sc_Narsie/ex_act() + return \ No newline at end of file diff --git a/code/modules/awaymissions/mission_code/wildwest.dm b/code/modules/awaymissions/mission_code/wildwest.dm new file mode 100644 index 00000000000..3a91028f2df --- /dev/null +++ b/code/modules/awaymissions/mission_code/wildwest.dm @@ -0,0 +1,195 @@ +/* Code for the Wild West map by Brotemis + * Contains: + * Wish Granter + * Meat Grinder + */ + +//Wild West Areas + +/area/awaymission/wwmines + name = "\improper Wild West Mines" + icon_state = "away1" + luminosity = 1 + requires_power = 0 + +/area/awaymission/wwgov + name = "\improper Wild West Mansion" + icon_state = "away2" + luminosity = 1 + requires_power = 0 + +/area/awaymission/wwrefine + name = "\improper Wild West Refinery" + icon_state = "away3" + luminosity = 1 + requires_power = 0 + +/area/awaymission/wwvault + name = "\improper Wild West Vault" + icon_state = "away3" + luminosity = 0 + +/area/awaymission/wwvaultdoors + name = "\improper Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power + icon_state = "away2" + requires_power = 0 + luminosity = 0 + +/* + * Wish Granter + */ +/obj/machinery/wish_granter_dark + name = "Wish Granter" + desc = "You're not so sure about this, anymore..." + icon = 'icons/obj/device.dmi' + icon_state = "syndbeacon" + + anchored = 1 + density = 1 + use_power = 0 + + var/chargesa = 1 + var/insistinga = 0 + +/obj/machinery/wish_granter_dark/attack_hand(var/mob/living/carbon/human/user as mob) + usr.set_machine(src) + + if(chargesa <= 0) + user << "The Wish Granter lies silent." + return + + else if(!istype(user, /mob/living/carbon/human)) + user << "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's." + return + + else if(is_special_character(user)) + user << "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away." + + else if (!insistinga) + user << "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?" + insistinga++ + + else + chargesa-- + insistinga = 0 + var/wish = input("You want...","Wish") as null|anything in list("Power","Wealth","Immortality","To Kill","Peace") + switch(wish) + if("Power") + user << "Your wish is granted, but at a terrible cost..." + user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart." + user.mutations.Add(M_LASER) + user.mutations.Add(M_RESIST_COLD) + user.mutations.Add(M_XRAY) + user.dna.mutantrace = "shadow" + user.regenerate_icons() + if("Wealth") + user << "Your wish is granted, but at a terrible cost..." + user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart." + new /obj/structure/closet/syndicate/resources/everything(loc) + user.dna.mutantrace = "shadow" + user.regenerate_icons() + if("Immortality") + user << "Your wish is granted, but at a terrible cost..." + user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart." + user.verbs += /mob/living/carbon/proc/immortality + user.dna.mutantrace = "shadow" + user.regenerate_icons() + if("To Kill") + user << "Your wish is granted, but at a terrible cost..." + user << "The Wish Granter punishes you for your wickedness, claiming your soul and warping your body to match the darkness in your heart." + ticker.mode.traitors += user.mind + user.mind.special_role = "traitor" + var/datum/objective/hijack/hijack = new + hijack.owner = user.mind + user.mind.objectives += hijack + user << "Your inhibitions are swept away, the bonds of loyalty broken, you are free to murder as you please!" + var/obj_count = 1 + for(var/datum/objective/OBJ in user.mind.objectives) + user << "Objective #[obj_count]: [OBJ.explanation_text]" + obj_count++ + user.dna.mutantrace = "shadow" + user.regenerate_icons() + if("Peace") + user << "Whatever alien sentience that the Wish Granter possesses is satisfied with your wish. There is a distant wailing as the last of the Faithless begin to die, then silence." + user << "You feel as if you just narrowly avoided a terrible fate..." + for(var/mob/living/simple_animal/hostile/faithless/F in world) + F.health = -10 + F.stat = 2 + F.icon_state = "faithless_dead" + + +///////////////Meatgrinder////////////// + + +/obj/effect/meatgrinder + name = "Meat Grinder" + desc = "What is that thing?" + density = 1 + anchored = 1 + layer = 3 + icon = 'icons/mob/blob.dmi' + icon_state = "blobpod" + var/triggerproc = "explode" //name of the proc thats called when the mine is triggered + var/triggered = 0 + +/obj/effect/meatgrinder/New() + icon_state = "blobpod" + +/obj/effect/meatgrinder/Crossed(AM as mob|obj) + Bumped(AM) + +/obj/effect/meatgrinder/Bumped(mob/M as mob|obj) + + if(triggered) return + + if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)) + for(var/mob/O in viewers(world.view, src.loc)) + O << "[M] triggered the \icon[src] [src]" + triggered = 1 + call(src,triggerproc)(M) + +/obj/effect/meatgrinder/proc/triggerrad1(mob) + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + for(var/mob/O in viewers(world.view, src.loc)) + s.set_up(3, 1, src) + s.start() + explosion(mob, 1, 0, 0, 0) + qdel(src) + +/*/obj/effect/meatgrinder + name = "Meat Grinder" + icon_state = "blob" + triggerproc = "triggerrad1"*/ + + +/////For the Wishgranter/////////// + +/mob/living/carbon/proc/immortality() + set category = "Immortality" + set name = "Resurrection" + + var/mob/living/carbon/C = usr + if(!C.stat) + C << "You're not dead yet!" + return + C << "Death is not your end!" + + spawn(rand(800,1200)) + if(C.stat == DEAD) + dead_mob_list -= C + living_mob_list += C + C.stat = CONSCIOUS + C.tod = null + C.setToxLoss(0) + C.setOxyLoss(0) + C.setCloneLoss(0) + C.SetParalysis(0) + C.SetStunned(0) + C.SetWeakened(0) + C.radiation = 0 + C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss()) + C.reagents.clear_reagents() + C << "You have regenerated." + C.visible_message("[usr] appears to wake from the dead, having healed all wounds.") + C.update_canmove() + return 1 \ No newline at end of file diff --git a/code/modules/awaymissions/zlevel.dm b/code/modules/awaymissions/zlevel.dm index ba9a3a7d19d..f309cd1ee0b 100644 --- a/code/modules/awaymissions/zlevel.dm +++ b/code/modules/awaymissions/zlevel.dm @@ -3,8 +3,9 @@ proc/createRandomZlevel() return var/list/potentialRandomZlevels = list() - world << "\red \b Searching for away missions..." - var/list/Lines = file2list("config/fileList.txt") + world << "Searching for away missions..." + var/list/Lines = file2list("maps/RandomZLevels/fileList.txt") + if(!Lines.len) return for (var/t in Lines) if (!t) @@ -21,34 +22,33 @@ proc/createRandomZlevel() // var/value = null if (pos) - // No, don't do lowertext here, that breaks paths on linux - name = copytext(t, 1, pos) + name = lowertext(copytext(t, 1, pos)) // value = copytext(t, pos + 1) else - // No, don't do lowertext here, that breaks paths on linux - name = t + name = lowertext(t) if (!name) continue - potentialRandomZlevels.Add(name) + potentialRandomZlevels.Add(t) if(potentialRandomZlevels.len) - world << "\red \b Loading away mission..." + world << "Loading away mission..." var/map = pick(potentialRandomZlevels) var/file = file(map) if(isfile(file)) - maploader.load_map(file, load_speed = 100) + maploader.load_map(file) + world.log << "away mission loaded: [map]" for(var/obj/effect/landmark/L in landmarks_list) if (L.name != "awaystart") continue awaydestinations.Add(L) - world << "\red \b Away mission loaded." + world << "Away mission loaded." else - world << "\red \b No away missions found." + world << "No away missions found." return \ No newline at end of file diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index 09f7e67054b..e45e2556c7c 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -80,6 +80,11 @@ flags = FPRINT | TABLEPASS armor = list(melee = 80, bullet = 60, laser = 50, energy = 10, bomb = 25, bio = 10, rad = 0) +/obj/item/clothing/head/HoS/beret + name = "head of security beret" + desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection." + icon_state = "hosberetblack" + /obj/item/clothing/head/warden name = "warden's police hat" desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts." @@ -102,6 +107,12 @@ armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0) flags = FPRINT | TABLEPASS +/obj/item/clothing/head/beret/sec/warden + name = "warden's beret" + desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class." + icon_state = "wardenberet" + armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) + /obj/item/clothing/head/beret/eng name = "engineering beret" desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety." diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 7c9b8b27fde..4f07b12eb37 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -219,7 +219,7 @@ set category = "Object" set desc = "Show that CIS SCUM who's boss." - usr << "You tip your fedora" + usr.visible_message("[usr] tips their fedora.","You tip your fedora") /obj/item/clothing/head/fez name = "\improper fez" diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index 2a5a5f9e0ab..4c08bba5f4b 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -94,6 +94,12 @@ siemens_coefficient = 0.7 var/footstep=1 +/obj/item/clothing/shoes/jackboots/jacksandals + name = "jacksandals" + desc = "Nanotrasen-issue Security combat sandals for combat scenarios. They're jacksandals, however that works." + icon_state = "jacksandal" + species_restricted = null + /obj/item/clothing/shoes/cult name = "boots" desc = "A pair of boots worn by the followers of Nar-Sie." diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index f7f669b23c7..782434ed973 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -53,8 +53,8 @@ if(!usr.canmove || usr.stat || usr.restrained()) return 0 if(icon_state == "hos") - icon_state = "jensencoat" - item_state = "jensencoat" + icon_state = "hostrench" + item_state = "hostrench" usr<< "You unbutton the [src]." else icon_state = "hos" @@ -72,7 +72,7 @@ siemens_coefficient = 0.6 /obj/item/clothing/suit/armor/vest/warden - name = "Warden's jacket" + name = "Warden's armored jacket" desc = "An armoured jacket with silver rank pips and livery." icon_state = "warden_jacket" item_state = "armor" @@ -80,6 +80,11 @@ cold_protection = UPPER_TORSO|LOWER_TORSO|HANDS heat_protection = UPPER_TORSO|LOWER_TORSO|HANDS +/obj/item/clothing/suit/armor/vest/warden/alt + name = "warden's jacket" + desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets." + icon_state = "warden_jacket_alt" + /obj/item/clothing/suit/armor/vest/capcarapace name = "captain's carapace" desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples." diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm index 6ed6ee9dd9c..807f5322056 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -119,4 +119,27 @@ /obj/item/clothing/suit/armor/hos/officerbluejacket name = "officer's blue jacket" icon_state = "officerbluejacket" - item_state = "officerbluejacket" \ No newline at end of file + item_state = "officerbluejacket" + +//TG Station + +/obj/item/clothing/under/rank/security/formal + name = "security suit" + desc = "A formal security suit for officers complete with nanotrasen belt buckle." + icon_state = "security_formal" + item_state = "gy_suit" + _color = "security_formal" + +/obj/item/clothing/under/rank/warden/formal + name = "warden's suit" + desc = "A formal security suit for the warden with blue desginations and '/Warden/' stiched into the shoulders." + icon_state = "warden_formal" + item_state = "gy_suit" + _color = "warden_formal" + +/obj/item/clothing/under/rank/head_of_security/formal + name = "head of security's suit" + desc = "A security suit decorated for those few with the dedication to achieve the position of Head of Security." + icon_state = "hos_formal" + item_state = "gy_suit" + _color = "hos_formal" \ No newline at end of file diff --git a/code/modules/maps/reader.dm b/code/modules/maps/reader.dm deleted file mode 100644 index cc107abd04f..00000000000 --- a/code/modules/maps/reader.dm +++ /dev/null @@ -1,325 +0,0 @@ -dmm_suite - - var/debug_file = file("maploader_debug.txt") - - load_map(var/dmm_file as file, var/z_offset as num, var/y_offset as num, var/x_offset as num, var/load_speed = 0 as num) - if(!z_offset) - z_offset = world.maxz + 1 - - //Ensure values are sane. - else if(z_offset < 0) - z_offset = abs(z_offset) - else if(!isnum(z_offset)) - z_offset = 0 - - if(x_offset < 0) - x_offset = abs(x_offset) - else if(!isnum(x_offset)) - x_offset = 0 - - if(y_offset < 0) - y_offset = abs(y_offset) - else if(!isnum(y_offset)) - y_offset = 0 - - debug_file << "Starting Map Load @ ([x_offset], [y_offset], [z_offset]), [load_speed] tiles per second." - - //Handle slowed loading. - var/delay_chance = 0 - if(load_speed > 0) - //Chance out of 100 every tenth of a second. - delay_chance = 1000 / load_speed - - //String holding a quotation mark. - var/quote = ascii2text(34) - - var/input_file = file2text(dmm_file) - var/input_file_len = length(input_file) - - //Stores the contents of each tile model in the map - var/list/grid_models = list() - //Length of the tile model code. e.g. "aaa" is 3 long. - var/key_len = length(copytext(input_file, 2 ,findtext(input_file, quote, 2))) - //The key of the default tile model. (In SS13 this is: "/turf/space,/area") - var/default_key - - debug_file << " Building turf array." - - //Iterates through the mapfile to build the model tiles for the map. - for(var/line_position = 1; line_position < input_file_len; line_position = findtext(input_file,"\n", line_position) + 1) - var/next_line = copytext(input_file, line_position, findtext(input_file,"\n", line_position) - 1) - - //If the first character in the line is not a quote, the model tiles are all defined. - if(copytext(next_line, 1, 2) != quote) - break - - //Copy contents of the model into the grid_models list. - var/model_key = copytext(next_line, 2, findtext(input_file, quote, 2)) - var/model_contents = copytext(next_line, findtext(next_line, "=" ) + 3) - if(!default_key && model_contents == "[world.turf],[world.area]") - default_key = model_key - grid_models[model_key] = model_contents - if(prob(delay_chance)) - sleep(1) - - //Co-ordinates of the tile being loaded. - var/z_coordinate = -1 - var/y_coordinate = 0 - var/x_coordinate = 0 - - //Store the - var/y_depth = 0 - - //Iterate through all z-levels to load the tiles. - for(var/z_position = findtext(input_file, "\n(1,1,"); TRUE; z_position = findtext(input_file, "\n(1,1,", z_position + 1)) - //break when there are no more z-levels. - if(z_position == 0) - break - - //Increment the z_coordinate and update the world's borders - z_coordinate++ - world.maxz = max(world.maxz, z_coordinate + z_offset) - - //Here we go! - y_coordinate = 0 - y_depth = 0 - var/z_level = copytext(input_file, \ - findtext(input_file, quote + "\n", z_position) + 2,\ - findtext(input_file, "\n" + quote, z_position) + 1) - - //Iterate through each line, increasing the y_coordinate. - for(var/grid_position = 1; grid_position != 0; grid_position = findtext(z_level, "\n", grid_position) + 1) - //Grab this line of data. - var/grid_line = copytext(z_level, grid_position, findtext(z_level, "\n", grid_position)) - - //Compute the size of the z-levels y axis. - if(!y_depth) - y_depth = length(z_level) / (length(grid_line) + 1) - y_depth += y_offset - if(y_depth != round(y_depth, 1)) - debug_file << " Warning: y_depth is not a round number" - - //And update the worlds variables. - if(world.maxy < y_depth) - world.maxy = y_depth - //The top of the map is the highest "y" co-ordinate, so we start there and iterate downwards - if(!y_coordinate) - y_coordinate = y_depth + 1 - - //Decrement and load this line of the map. - y_coordinate-- - x_coordinate = x_offset - - //Iterate through the line loading the model tile data. - for(var/model_position = 1; model_position <= length(grid_line); model_position += key_len) - x_coordinate++ - - //Find the model key and load that model. - var/model_key = copytext(grid_line, model_position, model_position + key_len) - //If the key is the default one, skip it and save the computation time. - if(model_key == default_key) - continue - - if(world.maxx < x_coordinate) - world.maxx = x_coordinate - parse_grid(grid_models[model_key], x_coordinate, y_coordinate, z_coordinate + z_offset) - - if(prob(delay_chance)) - sleep(1) - - //If we hit the last tile in this z-level, we should break out of the loop. - if(grid_position + length(grid_line) + 1 > length(z_level)) - break - - //Break out of the loop when we hit the end of the file. - if(findtext(input_file, quote + "}", z_position) + 2 >= input_file_len) - break - - - proc/parse_grid(var/model as text, var/x_coordinate as num, var/y_coordinate as num, var/z_coordinate as num) - //Accepts a text string containing a comma separated list of type paths of the - // same construction as those contained in a .dmm file, and instantiates them. - - var/list/text_strings = list() - for(var/index = 1; findtext(model, quote); index++) - /*Loop: Stores quoted portions of text in text_strings, and replaces them with an - index to that list. - - Each iteration represents one quoted section of text. - */ - //Add the next section of quoted text to the list - var/first_quote = findtext(model, quote) - var/second_quote = findtext(model, quote, first_quote + 1) - var/quoted_chunk = copytext(model, first_quote + 1, second_quote) - text_strings += quoted_chunk - //Then remove the quoted section. - model = copytext(model, 1, first_quote) + "~[index]" + copytext(model, second_quote + 1) - - var/debug_output = 0 - //if(x_coordinate == 86 && y_coordinate == 88 && z_coordinate == 7) - // debug_output = 1 - - if(debug_output) - debug_file << " Now debugging turf: [model] ([x_coordinate], [y_coordinate], [z_coordinate])" - - var/next_position = 1 - for(var/data_position = 1, next_position || data_position != 1, data_position = next_position + 1) - next_position = findtext(model, ",/", data_position) - - var/full_def = copytext(model, data_position, next_position) - - if(debug_output) - debug_file << " Current Line: [full_def] -- ([data_position] - [next_position])" - - /*Loop: Identifies each object's data, instantiates it, and reconstitues it's fields. - - Each iteration represents one object's data, including type path and field values. - */ - - //Load the attribute data. - var/attribute_position = findtext(full_def,"{") - var/atom_def = text2path(copytext(full_def, 1, attribute_position)) - - var/list/attributes = list() - if(attribute_position) - full_def = copytext(full_def, attribute_position + 1) - if(debug_output) - debug_file << " Atom Def: [atom_def]" - debug_file << " Parameters: [full_def]" - - var/next_attribute = 1 - for(attribute_position = 1, next_attribute || attribute_position != 1, attribute_position = next_attribute + 1) - next_attribute = findtext(full_def, ";", attribute_position) - - //Loop: Identifies each attribute/value pair, and stores it in attributes[]. - attributes += copytext(full_def, attribute_position, next_attribute) - - //Construct attributes associative list - var/list/fields = list() - for(var/attribute in attributes) - var/trim_left = trim_text(copytext(attribute, 1, findtext(attribute, "="))) - var/trim_right = trim_text(copytext(attribute, findtext(attribute, "=") + 1)) - - if(findtext(trim_right, "list(")) - trim_right = get_list(trim_right, text_strings) - - else if(findtext(trim_right, "~"))//Check for strings - while(findtext(trim_right,"~")) - var/reference_index = copytext(trim_right, findtext(trim_right, "~") + 1) - trim_right = text_strings[text2num(reference_index)] - - //Check for numbers - else if(isnum(text2num(trim_right))) - trim_right = text2num(trim_right) - - //Check for file - else if(copytext(trim_right,1,2) == "'") - trim_right = file(copytext(trim_right, 2, length(trim_right))) - - fields[trim_left] = trim_right - sleep(-1) - - - if(debug_output) - var/return_data = " Debug Fields:" - for(var/item in fields) - return_data += " [item] = [fields[item]];" - debug_file << return_data - - //Begin Instanciation - var/atom/instance - - if(ispath(atom_def,/area)) - instance = locate(atom_def) - if(!istype(instance, atom_def)) - instance = new atom_def - instance.contents.Add(locate(x_coordinate,y_coordinate,z_coordinate)) - - else - instance = new atom_def(locate(x_coordinate,y_coordinate,z_coordinate)) - if(instance) - for(var/item in fields) - instance.vars[item] = fields[item] - else if(!(atom_def in borked_paths)) - borked_paths += atom_def - var/return_data = " Failure [atom_def] @ ([x_coordinate], [y_coordinate], [z_coordinate]) fields:" - for(var/item in fields) - return_data += " [item] = [fields[item]];" - debug_file << return_data - - sleep(-1) - return 1 - - var/list/borked_paths = list() - - proc/trim_text(var/what as text) - while(length(what) && findtext(what, " ", 1, 2)) - what = copytext(what, 2) - - while(length(what) && findtext(what, " ", length(what))) - what = copytext(what, 1, length(what)) - - return what - - proc/get_list(var/text, var/list/text_strings) - //First, trim the data to just the list contents - var/list_start = findtext(text, "(") + 1 - var/list_end = findtext(text, ")", list_start) - var/list_contents = copytext(text, list_start, list_end) - - //Then, we seperate it into the individual entries - - var/list/entries = list() - var/entry_end = 1 - - for(var/entry_start = 1, entry_end || entry_start != 1, entry_start = entry_end + 1) - entry_end = findtext(list_contents, ",", entry_start) - entries += copytext(list_contents, entry_start, entry_end) - - //Finally, we assemble the completed list. - var/list/final_list = list() - for(var/entry in entries) - var/equals_position = findtext(entry, "=") - - if(equals_position) - var/trim_left = trim_text(copytext(entry, 1, equals_position)) - var/trim_right = trim_text(copytext(entry, equals_position + 1)) - - if(findtext(trim_right, "list(")) - trim_right = get_list(trim_right, text_strings) - - else if(findtext(trim_right, "~"))//Check for strings - while(findtext(trim_right,"~")) - var/reference_index = copytext(trim_right, findtext(trim_right, "~") + 1) - trim_right = text_strings[text2num(reference_index)] - - //Check for numbers - else if(isnum(text2num(trim_right))) - trim_right = text2num(trim_right) - - //Check for file - else if(copytext(trim_right,1,2) == "'") - trim_right = file(copytext(trim_right, 2, length(trim_right))) - - if(findtext(trim_left, "~"))//Check for strings - while(findtext(trim_left,"~")) - var/reference_index = copytext(trim_left, findtext(trim_left, "~") + 1) - trim_left = text_strings[text2num(reference_index)] - - final_list[trim_left] = trim_right - - else - if(findtext(entry, "~"))//Check for strings - while(findtext(entry, "~")) - var/reference_index = copytext(entry, findtext(entry, "~") + 1) - entry = text_strings[text2num(reference_index)] - - //Check for numbers - else if(isnum(text2num(entry))) - entry = text2num(entry) - - //Check for file - else if(copytext(entry, 1, 2) == "'") - entry = file(copytext(entry, 2, length(entry))) - - final_list += entry - - return final_list \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index e5dc9f519a4..38452646b50 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -23,12 +23,14 @@ mob_list += src stat = CONSCIOUS ear_deaf = 0 + tod = 0 if (stat == CONSCIOUS && (src in dead_mob_list)) //Defib fix mob_list -= src dead_mob_list -= src living_mob_list += src mob_list += src ear_deaf = 0 + tod = 0 return /mob/living/carbon/human/getBrainLoss() diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm index ddceaf52d5b..88ccd33523d 100644 --- a/code/modules/mob/living/silicon/ai/ai.dm +++ b/code/modules/mob/living/silicon/ai/ai.dm @@ -63,7 +63,7 @@ var/list/ai_list = list() var/obj/item/borg/sight/hud/sec/sechud = null var/obj/item/borg/sight/hud/med/healthhud = null - var/arrivalmsg = "$name, $rank has arrived on the station." + var/arrivalmsg = "$name, $rank, has arrived on the station." /mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0) var/list/possibleNames = ai_names diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm index 8ee723719e8..54188426075 100644 --- a/code/modules/mob/mob.dm +++ b/code/modules/mob/mob.dm @@ -1212,9 +1212,9 @@ mob/proc/yank_out_object() -/mob/verb/respawn() +/mob/dead/observer/verb/respawn() set name = "Respawn as NPC" - set category = "OOC" + set category = "Ghost" if((usr in respawnable_list) && (stat==2 || istype(usr,/mob/dead/observer))) var/list/creatures = list("Mouse") diff --git a/code/modules/mob/transform_procs.dm b/code/modules/mob/transform_procs.dm index 1bb1e451923..0722950e54a 100644 --- a/code/modules/mob/transform_procs.dm +++ b/code/modules/mob/transform_procs.dm @@ -432,12 +432,13 @@ return 1 //Parrots are no longer unfinished! -Nodrak if(ispath(MP, /mob/living/simple_animal/pony)) return 1 // ZOMG PONIES WHEEE + if(ispath(MP, /mob/living/simple_animal/fox)) + return 1 //Not in here? Must be untested! return 0 /mob/proc/safe_respawn(var/MP) -//Bad mobs! - Remember to add a comment explaining what's wrong with the mob if(!MP) return 0 //Sanity, this should never happen. @@ -456,6 +457,8 @@ return 1 if(ispath(MP, /mob/living/simple_animal/pony)) return 1 + if(ispath(MP, /mob/living/simple_animal/fox)) + return 1 //Antag Creatures! /* if(ispath(MP, /mob/living/simple_animal/hostile/carp)) diff --git a/code/modules/research/designs/autolathe_designs.dm b/code/modules/research/designs/autolathe_designs.dm index 238ba566cb6..86d46527424 100644 --- a/code/modules/research/designs/autolathe_designs.dm +++ b/code/modules/research/designs/autolathe_designs.dm @@ -163,7 +163,7 @@ category = list("initial", "Miscellaneous") /datum/design/prox_sensor - name = "Proximity sensor" + name = "Proximity Sensor" id = "prox_sensor" build_type = AUTOLATHE materials = list("$metal" = 800, "$glass" = 200) @@ -187,7 +187,7 @@ category = list("initial", "Miscellaneous") /datum/design/voice_analyser - name = "Voice analyser" + name = "Voice Analyser" id = "voice_analyser" build_type = AUTOLATHE materials = list("$metal" = 500, "$glass" = 50) diff --git a/code/modules/research/designs/machine_designs.dm b/code/modules/research/designs/machine_designs.dm index 545c447709d..3d0dfd1a923 100644 --- a/code/modules/research/designs/machine_designs.dm +++ b/code/modules/research/designs/machine_designs.dm @@ -60,7 +60,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/bodyscanner - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/sleep_console name = "Machine Board (Body Scanner Console)" @@ -70,7 +70,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/bodyscanner_console - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/clonepod name = "Machine Board (Cloning Pod)" @@ -80,7 +80,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/clonepod - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/clonescanner name = "Machine Board (Cloning Scanner)" @@ -90,7 +90,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/clonescanner - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/cryotube name = "Machine Board (Cryotube Board)" @@ -100,7 +100,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/cryo_tube - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/chem_dispenser name = "Machine Board (Portable Chem Dispenser)" @@ -110,7 +110,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/chem_dispenser - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/sleeper name = "Machine Board (Sleeper)" @@ -120,7 +120,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/sleeper - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/sleep_console name = "Machine Board (Sleeper Console)" @@ -130,7 +130,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/sleep_console - category = list ("Medical Machinery") + category = list("Medical Machinery") /datum/design/biogenerator name = "Machine Board (Biogenerator)" @@ -240,7 +240,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/arcade/battle - category = list ("Misc. Machinery") + category = list("Misc. Machinery") /datum/design/microwave name = "Machine Board (Microwave)" @@ -250,7 +250,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/microwave - category = list ("Misc. Machinery") + category = list("Misc. Machinery") /datum/design/orion_trail name = "Machine Board (Orion Trail Arcade Machine)" @@ -260,7 +260,7 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/arcade/orion_trail - category = list ("Misc. Machinery") + category = list("Misc. Machinery") /datum/design/vendor name = "Machine Board (Vendor)" @@ -270,4 +270,4 @@ build_type = IMPRINTER materials = list("$glass" = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/vendor - category = list ("Misc. Machinery") \ No newline at end of file + category = list("Misc. Machinery") \ No newline at end of file diff --git a/code/modules/research/designs/power_designs.dm b/code/modules/research/designs/power_designs.dm index c73cd07dd8a..6143595c360 100644 --- a/code/modules/research/designs/power_designs.dm +++ b/code/modules/research/designs/power_designs.dm @@ -7,7 +7,7 @@ desc = "A basic power cell that holds 1000 units of energy" id = "basic_cell" req_tech = list("powerstorage" = 1) - build_type = PROTOLATHE | AUTOLATHE |MECHFAB + build_type = PROTOLATHE | AUTOLATHE | MECHFAB materials = list("$metal" = 700, "$glass" = 50) build_path = /obj/item/weapon/cell category = list("Misc","Power") diff --git a/config-example/config.txt b/config-example/config.txt deleted file mode 100644 index 2bdba41773d..00000000000 --- a/config-example/config.txt +++ /dev/null @@ -1,517 +0,0 @@ -<<<<<<< HEAD:config-example/config.txt -## Server name: This appears at the top of the screen in-game. In this case it will read "tgstation: station_name" where station_name is the randomly generated name of the station for the round. Remove the # infront of SERVERNAME and replace 'tgstation' with the name of your choice -# SERVERNAME tgstation - -## Alert levels -ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced. -ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted. -ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed. -ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised. -ALERT_RED_DOWNTO The self-destruct mechanism has been deactivated, there is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised. -ALERT_DELTA The station's self-destruct mechanism has been engaged. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill. - -## Add a # infront of this if you want to use the SQL based admin system, the legacy system uses admins.txt. You need to set up your database to use the SQL based system. -ADMIN_LEGACY_SYSTEM - -## Add a # infront of this if you want to use the SQL based banning system. The legacy systems use the files in the data folder. You need to set up your database to use the SQL based system. -BAN_LEGACY_SYSTEM - -## Add a # here if you wish to use the setup where jobs have more access. This is intended for servers with low populations - where there are not enough players to fill all roles, so players need to do more than just one job. Also for servers where they don't want people to hide in their own departments. -JOBS_HAVE_MINIMAL_ACCESS - -## Unhash this entry to have certain jobs require your account to be at least a certain number of days old to select. You can configure the exact age requirement for different jobs by editing -## the minimal_player_age variable in the files in folder /code/game/jobs/job/.. for the job you want to edit. Set minimal_player_age to 0 to disable age requirement for that job. -## REQUIRES the database set up to work. Keep it hashed if you don't have a database set up. -## NOTE: If you have just set-up the database keep this DISABLED, as player age is determined from the first time they connect to the server with the database up. If you just set it up, it means -## you have noone older than 0 days, since noone has been logged yet. Only turn this on once you have had the database up for 30 days. -#USE_AGE_RESTRICTION_FOR_JOBS - -## Unhash this to use recursive explosions, keep it hashed to use circle explosions. Recursive explosions react to walls, airlocks and blast doors, making them look a lot cooler than the boring old circular explosions. They require more CPU and are (as of january 2013) experimental -#USE_RECURSIVE_EXPLOSIONS - -## log OOC channel -LOG_OOC - -## log client Say -LOG_SAY - -## log admin actions -LOG_ADMIN - -## log client access (logon/logoff) -LOG_ACCESS - -## log game actions (start of round, results, etc.) -LOG_GAME - -## log player votes -LOG_VOTE - -## log client Whisper -LOG_WHISPER - -## log emotes -LOG_EMOTE - -## log attack messages -LOG_ATTACK - -## log pda messages -LOG_PDA - -## log all Topic() calls (for use by coders in tracking down Topic issues) -# LOG_HREFS - -## log admin warning messages -##LOG_ADMINWARN ## Also duplicates a bunch of other messages. - -## log world.log and runtime errors to a file -# LOG_RUNTIMES - -## sql switching -# SQL_ENABLED - -## disconnect players who did nothing during 10 minutes -# KICK_INACTIVE - -## probablities for game modes chosen in "secret" and "random" modes -## -## default probablity is 1, increase to make that mode more likely to be picked -## set to 0 to disable that mode -## Cult mode is in alpha test, enable at your own risk -PROBABILITY EXTENDED 0 -PROBABILITY TRAITOR 2 -PROBABILITY METEOR 0 -PROBABILITY MALFUNCTION 2 -PROBABILITY BLOB 2 -PROBABILITY NUCLEAR 0 -PROBABILITY SANDBOX 0 -PROBABILITY WIZARD 0 -PROBABILITY RESTRUCTURING 0 -PROBABILITY REVOLUTION 5 -PROBABILITY CHANGELING 0 -PROBABILITY CULT 1 -PROBABILITY MONKEY 0 -PROBABILITY TRAITORCHAN 0 -PROBABILITY EXTEND-A-TRAITORMONGOUS 0 -PROBABILITY EPIDEMIC 1 -PROBABILITY MEME 0 -PROBABILITY HEIST 0 -PROBABILITY MIXED 0 -PROBABILITY RAGINMAGES 0 - -## Hash out to disable random events during the round. -ALLOW_RANDOM_EVENTS - -## if amount of traitors scales or not -TRAITOR_SCALING - -## If security is prohibited from being most antagonists -#PROTECT_ROLES_FROM_ANTAGONIST - -## Comment this out to stop admins being able to choose their personal ooccolor -ALLOW_ADMIN_OOCCOLOR - -## If metadata is supported -# ALLOW_METADATA - -## allow players to initiate a restart vote -#ALLOW_VOTE_RESTART - -## allow players to initate a mode-change start -#ALLOW_VOTE_MODE - -## min delay (deciseconds) between voting sessions (default 10 minutes) -VOTE_DELAY 6000 - -## time period (deciseconds) which voting session will last (default 1 minute) -VOTE_PERIOD 600 - -## prevents dead players from voting or starting votes -# NO_DEAD_VOTE - -## players' votes default to "No vote" (otherwise, default to "No change") -DEFAULT_NO_VOTE - -## allow AI job -ALLOW_AI - - -## disable abandon mob -# NORESPAWN - -## disables calling del(src) on newmobs if they logout before spawnin in -# DONT_DEL_NEWMOB - -## set a hosted by name for unix platforms -HOSTEDBY Yournamehere - -## Set to jobban "Guest-" accounts from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions. -## Set to 1 to jobban them from those positions, set to 0 to allow them. -GUEST_JOBBAN - -## Uncomment this to stop people connecting to your server without a registered ckey. (i.e. guest-* are all blocked from connecting) -GUEST_BAN -## Set to jobban everyone who's key is not listed in data/whitelist.txt from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions. -## Uncomment to 1 to jobban, leave commented out to allow these positions for everyone (but see GUEST_JOBBAN above and regular jobbans) -# USEWHITELIST - -## set a server location for world reboot. Don't include the byond://, just give the address and port. -# SERVER ss13.example.com:2506 - -## forum address -# FORUMURL http://example.com - -## Wiki address -# WIKIURL http://example.com - -## Ban appeals URL - usually for a forum or wherever people should go to contact your admins. -# BANAPPEALS http://example.com - -## In-game features -## spawns a spellbook which gives object-type spells instead of verb-type spells for the wizard -# FEATURE_OBJECT_SPELL_SYSTEM - -##Toggle for having jobs load up from the .txt -# LOAD_JOBS_FROM_TXT - -##Remove the # mark infront of this to forbid admins from posssessing the singularity. -#FORBID_SINGULO_POSSESSION - -## Remove the # to show a popup 'reply to' window to every non-admin that recieves an adminPM. -## The intention is to make adminPMs more visible. (although I fnd popups annoying so this defaults to off) -#POPUP_ADMIN_PM - -## Remove the # to allow special 'Easter-egg' events on special holidays such as seasonal holidays and stuff like 'Talk Like a Pirate Day' :3 YAARRR -ALLOW_HOLIDAYS -##Defines the ticklag for the world. 0.9 is the normal one, 0.5 is smoother. -TICKLAG 0.9 - -## Defines if Tick Compensation is used. It results in a minor slowdown of movement of all mobs, but attempts to result in a level movement speed across all ticks. Recommended if tickrate is lowered. -TICKCOMP 0 - -## Whether the server will talk to other processes through socket_talk -SOCKET_TALK 0 - -## Uncomment this to ban use of ToR -#TOR_BAN - -## Comment this out to disable automuting -#AUTOMUTE_ON - -## How long the delay is before the Away Mission gate opens. Default is half an hour. -GATEWAY_DELAY 18000 - -## Remove the # to give assistants maint access. -#ASSISTANT_MAINT - -## Remove the # to enable assistant limiting. -#ASSISTANT_LIMIT - -## If you enabled assistant limiting set the ratio of assistants to security members default is 2 assistants to 1 officer -ASSISTANT_RATIO 2 - -## Remove the # to make rounds which end instantly (Rev, Wizard, Malf) to continue until the shuttle is called or the station is nuked. -## Malf and Rev will let the shuttle be called when the antags/protags are dead. -#CONTINUOUS_ROUNDS - -## Uncomment to restrict non-admins from using humanoid alien races -USEALIENWHITELIST - -## Comment this to unrestrict the number of alien players allowed in the round. The number represents the number of alien players for every human player. -#ALIEN_PLAYER_RATIO 0.2 - -## Comment this to disallow respawning as a MoMMI from MoMMI fabricators. -RESPAWN_AS_MOMMI - -## Uncomment this to disallow spawning as a mouse. -#NO_RESPAWN_AS_MOUSE - -##Remove the # to let ghosts spin chairs -#GHOST_INTERACTION - -## Uncomment to enable sending data to the IRC bot. -#USE_IRC_BOT - -## Password used for authorizing ircbot and other external tools. -#COMMS_PASSWORD - -## Host where the IRC bot is hosted. -#IRC_BOT_HOST localhost - -## Port used for communications. Default: 45678 -#IRC_BOT_PORT 45678 - -## ID tag used to identify the server in the channel -#IRC_BOT_SERVER_ID Server 1 - -## Copy logs to a location on server startup? -## IPs are automatically removed. -## Default: Don't copy logs. -#COPY_LOGS data/cleaned_logs - -## Media URL. -## The base URL of your media library. DO NOT ADD A SLASH AT THE END! -## NOTE that this must be publically-accessible. -#MEDIA_BASE_URL http://yoursite.tld/media -======= -## Server name: This appears at the top of the screen in-game. In this case it will read "tgstation: station_name" where station_name is the randomly generated name of the station for the round. Remove the # infront of SERVERNAME and replace 'tgstation' with the name of your choice -# SERVERNAME spacestation13 - -## Alert levels -ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced. -ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted. -ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed. -ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised. -ALERT_RED_DOWNTO The self-destruct mechanism has been deactivated, there is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised. -ALERT_DELTA The station's self-destruct mechanism has been engaged. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill. - -## Add a # infront of this if you want to use the SQL based admin system, the legacy system uses admins.txt. You need to set up your database to use the SQL based system. -ADMIN_LEGACY_SYSTEM - -## Add a # infront of this if you want to use the SQL based banning system. The legacy systems use the files in the data folder. You need to set up your database to use the SQL based system. -BAN_LEGACY_SYSTEM - -## Add a # here if you wish to use the setup where jobs have more access. This is intended for servers with low populations - where there are not enough players to fill all roles, so players need to do more than just one job. Also for servers where they don't want people to hide in their own departments. -JOBS_HAVE_MINIMAL_ACCESS - -## Unhash this entry to have certain jobs require your account to be at least a certain number of days old to select. You can configure the exact age requirement for different jobs by editing -## the minimal_player_age variable in the files in folder /code/game/jobs/job/.. for the job you want to edit. Set minimal_player_age to 0 to disable age requirement for that job. -## REQUIRES the database set up to work. Keep it hashed if you don't have a database set up. -## NOTE: If you have just set-up the database keep this DISABLED, as player age is determined from the first time they connect to the server with the database up. If you just set it up, it means -## you have noone older than 0 days, since noone has been logged yet. Only turn this on once you have had the database up for 30 days. -#USE_AGE_RESTRICTION_FOR_JOBS - -## Unhash this to use recursive explosions, keep it hashed to use circle explosions. Recursive explosions react to walls, airlocks and blast doors, making them look a lot cooler than the boring old circular explosions. They require more CPU and are (as of january 2013) experimental -#USE_RECURSIVE_EXPLOSIONS - -## log OOC channel -LOG_OOC - -## log client Say -LOG_SAY - -## log admin actions -LOG_ADMIN - -## log client access (logon/logoff) -LOG_ACCESS - -## log game actions (start of round, results, etc.) -LOG_GAME - -## log player votes -LOG_VOTE - -## log client Whisper -LOG_WHISPER - -## log emotes -LOG_EMOTE - -## log attack messages -LOG_ATTACK - -## log pda messages -LOG_PDA - -## log all Topic() calls (for use by coders in tracking down Topic issues) -# LOG_HREFS - -## log world.log and runtime errors to a file -# LOG_RUNTIME - -## log admin warning messages -##LOG_ADMINWARN ## Also duplicates a bunch of other messages. - -## sql switching -# SQL_ENABLED - -## disconnect players who did nothing during 10 minutes -# KICK_INACTIVE - -## Use Mentors instead of Moderators. Mentors are designed with the idea that -###they help in pushing new people to be better at roleplay. If you uncomment -###this it will reduce the rights that your mods have. -#MENTORS - - -## probablities for game modes chosen in "secret" and "random" modes -## -## default probablity is 1, increase to make that mode more likely to be picked -## set to 0 to disable that mode -PROBABILITY EXTENDED 1 -PROBABILITY MALFUNCTION 1 -PROBABILITY NUCLEAR 1 -PROBABILITY WIZARD 1 -PROBABILITY CHANGELING 1 -PROBABILITY CULT 1 -PROBABILITY EXTEND-A-TRAITORMONGOUS 6 - -## Hash out to disable random events during the round. -ALLOW_RANDOM_EVENTS - -## if amount of traitors scales or not -TRAITOR_SCALING - -## if objectives are disabled -#OBJECTIVES_DISABLED - -## make ERT's be only called by admins -#ERT_ADMIN_ONLY - -## If security is prohibited from being most antagonists -#PROTECT_ROLES_FROM_ANTAGONIST - -## Comment this out to stop admins being able to choose their personal ooccolor -ALLOW_ADMIN_OOCCOLOR - -## If metadata is supported -# ALLOW_METADATA - -## allow players to initiate a restart vote -ALLOW_VOTE_RESTART - -## allow players to initate a mode-change start -ALLOW_VOTE_MODE - -## min delay (deciseconds) between voting sessions (default 10 minutes) -VOTE_DELAY 6000 - -## time period (deciseconds) which voting session will last (default 1 minute) -VOTE_PERIOD 600 - -## autovote initial delay (deciseconds) before first automatic transfer vote call (default 180 minutes) -VOTE_AUTOTRANSFER_INITIAL 108000 - -##autovote delay (deciseconds) before sequential automatic transfer votes are called (default 60 minutes) -VOTE_AUTOTRANSFER_INTERVAL 36000 - -## Time left (seconds) before round start when automatic gamemote vote is called (default 100). -VOTE_AUTOGAMEMODE_TIMELEFT 100 - -## prevents dead players from voting or starting votes -#NO_DEAD_VOTE - -## players' votes default to "No vote" (otherwise, default to "No change") -DEFAULT_NO_VOTE - -## Allow ghosts to see antagonist through AntagHUD -ALLOW_ANTAG_HUD - -## If ghosts use antagHUD they are no longer allowed to join the round. -ANTAG_HUD_RESTRICTED - -## allow AI job -ALLOW_AI - - -## disable abandon mob -# NORESPAWN - -## disables calling del(src) on newmobs if they logout before spawnin in -# DONT_DEL_NEWMOB - -## set a hosted by name for unix platforms -HOSTEDBY yournamehere - -## Set to jobban "Guest-" accounts from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions. -## Set to 1 to jobban them from those positions, set to 0 to allow them. -GUEST_JOBBAN - -## Uncomment this to stop people connecting to your server without a registered ckey. (i.e. guest-* are all blocked from connecting) -GUEST_BAN -## Set to jobban everyone who's key is not listed in data/whitelist.txt from Captain, HoS, HoP, CE, RD, CMO, Warden, Security, Detective, and AI positions. -## Uncomment to 1 to jobban, leave commented out to allow these positions for everyone (but see GUEST_JOBBAN above and regular jobbans) -# USEWHITELIST - -## set a server location for world reboot. Don't include the byond://, just give the address and port. -#SERVER server.net:port - -## forum address -# FORUMURL http://example.com - -## Wiki address -# WIKIURL http://example.com - -## Ban appeals URL - usually for a forum or wherever people should go to contact your admins. -# BANAPPEALS http://example.com - -## In-game features -## spawns a spellbook which gives object-type spells instead of verb-type spells for the wizard -# FEATURE_OBJECT_SPELL_SYSTEM - -##Toggle for having jobs load up from the .txt -# LOAD_JOBS_FROM_TXT - -##Remove the # mark infront of this to forbid admins from posssessing the singularity. -#FORBID_SINGULO_POSSESSION - -## Remove the # to show a popup 'reply to' window to every non-admin that recieves an adminPM. -## The intention is to make adminPMs more visible. (although I fnd popups annoying so this defaults to off) -#POPUP_ADMIN_PM - -## Remove the # to allow special 'Easter-egg' events on special holidays such as seasonal holidays and stuff like 'Talk Like a Pirate Day' :3 YAARRR -ALLOW_HOLIDAYS -##Defines the ticklag for the world. 0.9 is the normal one, 0.5 is smoother. -TICKLAG 0.9 - -## Defines if Tick Compensation is used. It results in a minor slowdown of movement of all mobs, but attempts to result in a level movement speed across all ticks. Recommended if tickrate is lowered. -TICKCOMP 0 - -## Whether the server will talk to other processes through socket_talk -SOCKET_TALK 0 - -## Uncomment this to ban use of ToR -#TOR_BAN - -## Comment this out to disable automuting -#AUTOMUTE_ON - -## How long the delay is before the Away Mission gate opens. Default is half an hour. -GATEWAY_DELAY 18000 - -## Remove the # to give assistants maint access. -#ASSISTANT_MAINT - -## Remove the # to make rounds which end instantly (Rev, Wizard, Malf) to continue until the shuttle is called or the station is nuked. -## Malf and Rev will let the shuttle be called when the antags/protags are dead. -#CONTINUOUS_ROUNDS - -## Uncomment to restrict non-admins from using humanoid alien races -USEALIENWHITELIST - -## Comment this to unrestrict the number of alien players allowed in the round. The number represents the number of alien players for every human player. -#ALIEN_PLAYER_RATIO 0.2 -##Remove the # to let ghosts spin chairs -#GHOST_INTERACTION - -## Password used for authorizing ircbot and other external tools. -#COMMS_PASSWORD - -## Uncomment to enable sending data to the IRC bot. -#USE_IRC_BOT - -## Host where the IRC bot is hosted. Port 45678 needs to be open. -#IRC_BOT_HOST localhost - -## IRC channel to send information to. Leave blank to disable. -#MAIN_IRC #main - -## IRC channel to send adminhelps to. Leave blank to disable adminhelps-to-irc. -#ADMIN_IRC #admin - -## Path to the python2 executable on the system. Leave blank for default. -## Default is "python" on Windows, "/usr/bin/env python2" on UNIX. -#PYTHON_PATH - -## Uncomment to use the C library nudge instead of the python script. -## This helps security and stability on Linux, but you need to compile the library first. -#USE_LIB_NUDGE - -## Uncommen to allow ghosts to write in blood during Cult rounds. -ALLOW_CULT_GHOSTWRITER - -## Sets the minimum number of cultists needed for ghosts to write in blood. -REQ_CULT_GHOSTWRITER 6 ->>>>>>> 5acb764... Adds Mentors.:config/example/config.txt diff --git a/icons/mob/belt.dmi b/icons/mob/belt.dmi index 17e22407296..8d6a342c995 100644 Binary files a/icons/mob/belt.dmi and b/icons/mob/belt.dmi differ diff --git a/icons/mob/feet.dmi b/icons/mob/feet.dmi index 8cc8b7d1e97..eea28466f0a 100644 Binary files a/icons/mob/feet.dmi and b/icons/mob/feet.dmi differ diff --git a/icons/mob/head.dmi b/icons/mob/head.dmi index cf0644024af..c9125d4430b 100644 Binary files a/icons/mob/head.dmi and b/icons/mob/head.dmi differ diff --git a/icons/mob/suit.dmi b/icons/mob/suit.dmi index 8cceb642cfc..b5e727f51d9 100644 Binary files a/icons/mob/suit.dmi and b/icons/mob/suit.dmi differ diff --git a/icons/mob/uniform.dmi b/icons/mob/uniform.dmi index e308f471411..3f158f68f3f 100644 Binary files a/icons/mob/uniform.dmi and b/icons/mob/uniform.dmi differ diff --git a/icons/obj/closet.dmi b/icons/obj/closet.dmi index 734f32f1752..bc543261840 100644 Binary files a/icons/obj/closet.dmi and b/icons/obj/closet.dmi differ diff --git a/icons/obj/clothing/belts.dmi b/icons/obj/clothing/belts.dmi index 8f9d7484b50..361478ff073 100644 Binary files a/icons/obj/clothing/belts.dmi and b/icons/obj/clothing/belts.dmi differ diff --git a/icons/obj/clothing/hats.dmi b/icons/obj/clothing/hats.dmi index dab204b45fc..c9b8287764a 100644 Binary files a/icons/obj/clothing/hats.dmi and b/icons/obj/clothing/hats.dmi differ diff --git a/icons/obj/clothing/shoes.dmi b/icons/obj/clothing/shoes.dmi index e0161f21c50..40db65abadf 100644 Binary files a/icons/obj/clothing/shoes.dmi and b/icons/obj/clothing/shoes.dmi differ diff --git a/icons/obj/clothing/suits.dmi b/icons/obj/clothing/suits.dmi index 1b99f9436d7..ad099d2e838 100644 Binary files a/icons/obj/clothing/suits.dmi and b/icons/obj/clothing/suits.dmi differ diff --git a/icons/obj/clothing/uniforms.dmi b/icons/obj/clothing/uniforms.dmi index 0000fffa5d7..574b1817f97 100644 Binary files a/icons/obj/clothing/uniforms.dmi and b/icons/obj/clothing/uniforms.dmi differ diff --git a/icons/obj/stationobjs.dmi b/icons/obj/stationobjs.dmi index cbfd74387cc..2116eee6399 100755 Binary files a/icons/obj/stationobjs.dmi and b/icons/obj/stationobjs.dmi differ diff --git a/icons/turf/areas.dmi b/icons/turf/areas.dmi index 17c1faac2af..aed88f9d397 100755 Binary files a/icons/turf/areas.dmi and b/icons/turf/areas.dmi differ diff --git a/interface/interface.dm b/interface/interface.dm index f08ec85bf66..54a26a29cf8 100644 --- a/interface/interface.dm +++ b/interface/interface.dm @@ -136,7 +136,7 @@ Admin: if(hotkeyon)//using an if statement because I don't want to clutter winset() with ? operators winset(usr, "mainwindow.hotkey_toggle", "is-checked=true")//checks the button - winset(usr, "mainwindow.mapwindow", "focus=true")//sets mapwindow focus + winset(usr, "mapwindow.map", "focus=true")//sets mapwindow focus else winset(usr, "mainwindow.hotkey_toggle", "is-checked=false")//unchecks the button winset(usr, "mainwindow.input", "focus=true")//sets focus diff --git a/maps/NSS Cyberiad.dmm b/maps/NSS Cyberiad.dmm deleted file mode 100644 index a90dd558105..00000000000 --- a/maps/NSS Cyberiad.dmm +++ /dev/null @@ -1,12568 +0,0 @@ -"aaa" = (/turf/space,/area) -"aab" = (/obj/structure/lattice,/turf/space,/area) -"aac" = (/turf/simulated/floor/plating/airless,/area) -"aad" = (/turf/space,/area/syndicate_station/north) -"aae" = (/obj/effect/landmark{name = "carpspawn"},/turf/space,/area/syndicate_station/north) -"aaf" = (/obj/effect/landmark{name = "carpspawn"},/turf/space,/area) -"aag" = (/turf/space,/area/syndicate_station/northeast) -"aah" = (/turf/space,/area/syndicate_station/northwest) -"aai" = (/turf/space,/area/xenos_station/northeast) -"aaj" = (/obj/structure/sign/securearea,/turf/simulated/wall,/area) -"aak" = (/turf/simulated/wall/r_wall,/area) -"aal" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/turf/simulated/floor/plating,/area/security/prison) -"aam" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/structure/cable{d2 = 8; icon_state = "0-8"},/turf/simulated/floor/plating,/area/security/prison) -"aan" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d2 = 8; icon_state = "0-8"},/turf/simulated/floor/plating,/area/security/prison) -"aao" = (/obj/structure/sign/securearea{desc = "A warning sign which reads 'HIGH VOLTAGE'"; icon_state = "shock"; name = "HIGH VOLTAGE"; pixel_y = 0},/turf/simulated/wall/r_wall,/area) -"aap" = (/obj/structure/stool/bed,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aaq" = (/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aar" = (/obj/machinery/camera{c_tag = "Prison Bedroom"; dir = 2; network = list("SS13")},/obj/machinery/atmospherics/unary/vent_pump{dir = 4; on = 1},/turf/simulated/floor,/area/security/prison) -"aas" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall,/area) -"aat" = (/obj/item/clothing/suit/ianshirt,/obj/machinery/computer/arcade,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor,/area/security/prison) -"aau" = (/obj/structure/stool,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aav" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aaw" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aax" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 10},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aay" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/security/prison) -"aaz" = (/obj/structure/table,/obj/structure/bedsheetbin,/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/security/prison) -"aaA" = (/obj/structure/stool/bed,/obj/machinery/light/small{dir = 8},/turf/simulated/floor,/area/security/prison) -"aaB" = (/turf/simulated/floor,/area/security/prison) -"aaC" = (/obj/machinery/door/airlock/glass{name = "Bedroom"},/turf/simulated/floor,/area/security/prison) -"aaD" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aaE" = (/obj/structure/stool,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aaF" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{req_access_txt = "0"},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison) -"aaG" = (/obj/machinery/washing_machine,/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/security/prison) -"aaH" = (/obj/machinery/newscaster{pixel_y = -28},/obj/structure/table,/obj/item/weapon/pen{layer = 4},/obj/machinery/atmospherics/unary/vent_scrubber{dir = 4; 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level = 1; name = "pipe manifold"},/turf/simulated/floor,/area/security/warden) -"afL" = (/obj/machinery/atmospherics/unary/vent_pump{dir = 8; external_pressure_bound = 100; on = 1; pressure_checks = 1},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/warden) -"afM" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock/security{name = "Armory"; req_access = null; req_access_txt = "3"},/turf/simulated/floor,/area/security/warden) -"afN" = (/obj/machinery/atmospherics/unary/vent_pump{dir = 4; external_pressure_bound = 101; on = 1; pressure_checks = 1},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/main) -"afO" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/main) -"afP" = (/obj/structure/closet/secure_closet/security,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/main) -"afQ" = (/obj/structure/window/reinforced{dir = 8},/obj/structure/table/reinforced,/obj/item/device/radio,/obj/item/weapon/crowbar,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{tag = "icon-redfull (NORTHWEST)"; icon_state = "redfull"; dir = 9},/area/security/main) -"afR" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 9; pixel_y = 0},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/main) -"afS" = (/obj/machinery/atmospherics/pipe/manifold{color = "blue"; dir = 8; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/security/main) -"afT" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/turf/simulated/floor,/area/security/main) -"afU" = (/obj/structure/table,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/obj/item/weapon/folder/red,/turf/simulated/floor{dir = 2; icon_state = "redcorner"},/area/security/main) -"afV" = (/obj/structure/stool/bed/chair{dir = 8},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/obj/effect/landmark/start{name = "Security Officer"},/turf/simulated/floor,/area/security/main) -"afW" = (/obj/structure/table,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/item/weapon/folder/red,/turf/simulated/floor{dir = 2; icon_state = "redcorner"},/area/security/main) -"afX" = (/obj/structure/stool/bed/chair{dir = 8},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/turf/simulated/floor,/area/security/main) -"afY" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/turf/simulated/floor,/area/security/main) -"afZ" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/obj/structure/disposalpipe/segment,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/plating,/area/security/hos) -"aga" = (/obj/structure/disposalpipe/segment,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agb" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agc" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agd" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp/green{on = 0; pixel_x = -3; pixel_y = 8},/obj/machinery/atmospherics/unary/vent_pump{dir = 8; external_pressure_bound = 100; on = 1; pressure_checks = 1},/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"age" = (/obj/machinery/door_control{id = "Prison Gate"; name = "Prison Wing Lockdown"; pixel_x = -28; pixel_y = 7; req_access_txt = "2"},/obj/machinery/door_control{id = "Secure Gate"; name = "Brig Lockdown"; pixel_x = -28; pixel_y = -3; req_access_txt = "2"},/turf/simulated/floor{icon_state = "dark"},/area/security/hos) -"agf" = (/obj/machinery/computer/secure_data,/turf/simulated/floor{icon_state = "dark"},/area/security/hos) -"agg" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/cable,/turf/simulated/floor/plating,/area/security/hos) -"agh" = (/obj/machinery/camera{c_tag = "Firing Range"; dir = 8; network = list("SS13")},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/range) -"agi" = (/obj/item/device/radio/intercom{pixel_x = -27},/obj/machinery/camera{c_tag = "Brig Toxin Control"; dir = 4; network = list("SS13")},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) -"agj" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 4; icon_state = "off"; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor,/area/security/prison) -"agk" = (/obj/machinery/atmospherics/pipe/manifold{color = "red"; dir = 4; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor,/area/security/prison) -"agl" = (/obj/machinery/light{icon_state = "tube1"; dir = 4},/obj/machinery/firealarm{dir = 4; pixel_x = 24},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) -"agm" = (/obj/structure/table,/obj/item/weapon/hand_labeler,/obj/item/weapon/folder/red,/obj/item/weapon/folder/red,/obj/item/weapon/folder/red,/turf/simulated/floor{icon_state = "dark"},/area/security/brig) -"agn" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/camera{c_tag = "Brig Evidence Storage"; dir = 1},/turf/simulated/floor{icon_state = "dark"},/area/security/brig) -"ago" = (/obj/structure/closet{name = "Evidence Closet"},/obj/machinery/alarm{dir = 1; icon_state = "alarm0"; pixel_y = -22},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{tag = "icon-vault (WEST)"; icon_state = "vault"; dir = 8},/area/security/brig) -"agp" = (/obj/structure/closet{name = "Evidence Closet"},/obj/machinery/light/small,/turf/simulated/floor{tag = "icon-vault (WEST)"; icon_state = "vault"; dir = 8},/area/security/brig) -"agq" = (/obj/machinery/alarm{dir = 4; icon_state = "alarm0"; pixel_x = -22; pixel_y = 0; tag = "icon-alarm0 (EAST)"},/obj/machinery/camera{c_tag = "Armory"; dir = 4; network = list("SS13")},/obj/structure/rack,/obj/item/weapon/storage/box/chemimp{pixel_x = 4; pixel_y = 3},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden) -"agr" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/structure/rack,/obj/item/weapon/storage/box/trackimp,/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden) -"ags" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor,/area/security/warden) -"agt" = (/obj/structure/rack,/obj/item/weapon/storage/box/seccarts{pixel_x = 3; pixel_y = 2},/obj/item/weapon/storage/box/handcuffs,/obj/item/weapon/storage/box/flashbangs{pixel_x = -2; pixel_y = -2},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden) -"agu" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden) -"agv" = (/obj/structure/reagent_dispensers/peppertank{pixel_x = -30; pixel_y = 0},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/main) -"agw" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor,/area/security/main) -"agx" = (/obj/structure/closet/secure_closet/security,/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/main) -"agy" = (/obj/structure/window/reinforced{dir = 8},/obj/structure/table/reinforced,/obj/item/device/assembly/timer,/obj/item/device/megaphone,/turf/simulated/floor{tag = "icon-redfull (NORTHWEST)"; icon_state = "redfull"; dir = 9},/area/security/main) -"agz" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/main) -"agA" = (/obj/structure/table,/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/structure/disposalpipe/segment,/obj/item/weapon/storage/fancy/donut_box,/turf/simulated/floor{tag = "icon-redfull (NORTHWEST)"; icon_state = "redfull"; dir = 9},/area/security/main) -"agB" = (/turf/simulated/floor,/area/security/main) -"agC" = (/obj/structure/table,/obj/item/weapon/folder/red,/turf/simulated/floor{icon_state = "redcorner"; dir = 4},/area/security/main) -"agD" = (/obj/structure/stool/bed/chair{dir = 8},/obj/effect/landmark/start{name = "Security Officer"},/turf/simulated/floor,/area/security/main) -"agE" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/structure/table,/obj/item/weapon/folder/red,/turf/simulated/floor{icon_state = "redcorner"; dir = 4},/area/security/main) -"agF" = (/obj/structure/cable{d1 = 1; d2 = 4; icon_state = "1-4"; tag = ""},/turf/simulated/floor,/area/security/main) -"agG" = (/obj/machinery/door/firedoor,/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/machinery/door/airlock/glass_command{name = "Head of Security"; req_access_txt = "58"},/obj/structure/disposalpipe/sortjunction{dir = 2; icon_state = "pipe-j2s"; sortType = 7},/turf/simulated/floor{icon_state = "dark"},/area/security/hos) -"agH" = (/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; tag = ""},/obj/structure/disposalpipe/segment{dir = 8; icon_state = "pipe-c"},/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agI" = (/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/obj/machinery/hologram/holopad,/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agJ" = (/obj/structure/stool/bed/chair{dir = 4},/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agK" = (/obj/structure/table/woodentable,/turf/simulated/floor/carpet{icon_state = "carpetnoconnect"},/area/security/hos) -"agL" = (/obj/structure/stool/bed/chair/comfy/black{dir = 8},/obj/effect/landmark/start{name = "Head of Security"},/turf/simulated/floor{icon_state = "dark"},/area/security/hos) -"agM" = (/obj/machinery/computer/security,/obj/item/device/radio/intercom{pixel_x = 27},/obj/machinery/light{dir = 4},/turf/simulated/floor{icon_state = "dark"},/area/security/hos) -"agN" = (/obj/structure/table/reinforced,/obj/item/device/radio/intercom{broadcasting = 0; listening = 1; name = "Station Intercom (General)"; pixel_y = 20},/obj/item/clothing/glasses/sunglasses,/obj/item/clothing/glasses/sunglasses{pixel_x = 3; pixel_y = 3},/turf/simulated/floor,/area/security/range) -"agO" = (/obj/structure/table/reinforced,/obj/machinery/magnetic_controller{autolink = 1; name = "Firing Range Control Console"; path = "w;e;e;w;s;n;n;s"; pixel_x = 0; pixel_y = 0},/turf/simulated/floor{dir = 5; icon_state = "warning"},/area/security/range) -"agP" = (/turf/simulated/floor{dir = 1; icon_state = "warning"},/area/security/range) -"agQ" = (/obj/structure/table/reinforced,/obj/machinery/recharger{pixel_y = 0},/turf/simulated/floor{dir = 9; icon_state = "warning"},/area/security/range) -"agR" = (/obj/structure/table/reinforced,/obj/item/weapon/gun/energy/laser/practice,/obj/machinery/firealarm{dir = 2; pixel_y = 24},/obj/item/weapon/paper{info = "Directions:
First you'll want to make sure there is a target stake in the center of the magnetic platform. Next, take an aluminum target from the crates back there and slip it into the stake. Make sure it clicks! Next, there should be a control console mounted on the wall somewhere in the room.

This control console dictates the behaviors of the magnetic platform, which can move your firing target around to simulate real-world combat situations. From here, you can turn off the magnets or adjust their electromagnetic levels and magnetic fields. The electricity level dictates the strength of the pull - you will usually want this to be the same value as the speed. The magnetic field level dictates how far the magnetic pull reaches.

Speed and path are the next two settings. Speed is associated with how fast the machine loops through the designated path. Paths dictate where the magnetic field will be centered at what times. There should be a pre-fabricated path input already. You can enable moving to observe how the path affects the way the stake moves. To script your own path, look at the following key:


N: North
S: South
E: East
W: West
C: Center
R: Random (results may vary)
; or &: separators. They are not necessary but can make the path string better visible."; name = "Firing Range Instructions"},/turf/simulated/floor,/area/security/range) -"agS" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) -"agT" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock/security{name = "Evidence Storage"; req_access = null; req_access_txt = "1"},/turf/simulated/floor,/area/security/brig) -"agU" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/turf/simulated/floor/plating,/area/security/warden) -"agV" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor/plating,/area/security/warden) -"agW" = (/obj/machinery/door/firedoor,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/machinery/door/airlock/glass_security{name = "Warden's Office"; req_access_txt = "3"},/turf/simulated/floor/plating,/area/security/warden) -"agX" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d2 = 8; icon_state = "0-8"},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor/plating,/area/security/warden) -"agY" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d2 = 8; icon_state = "0-8"},/turf/simulated/floor/plating,/area/security/warden) -"agZ" = (/obj/structure/window/reinforced{dir = 8},/obj/structure/table/reinforced,/obj/item/device/taperecorder{pixel_y = 0},/turf/simulated/floor{tag = "icon-redfull (NORTHWEST)"; 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opacity = 0},/obj/machinery/door/airlock/glass_research{name = "Research and Development"; req_access_txt = "7"},/turf/simulated/floor/engine,/area/toxins/telesci) -"bMZ" = (/obj/machinery/light_switch{pixel_y = -23},/obj/machinery/power/apc{dir = 8; name = "Toxins Storage APC"; pixel_x = -25},/obj/structure/cable{icon_state = "0-4"; d2 = 4},/turf/simulated/floor{icon_state = "floorgrime"},/area/toxins/storage) -"bNa" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/turf/simulated/floor{tag = "icon-warningcorner (WEST)"; icon_state = "warningcorner"; dir = 8},/area/toxins/storage) -"bNb" = (/obj/machinery/firealarm{dir = 8; pixel_x = -24},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{dir = 5; icon_state = "whitehall"},/area/medical/research{name = "Research Division"}) -"bNc" = (/obj/structure/sign/fire{pixel_x = 32; pixel_y = 0},/turf/simulated/floor{dir = 9; icon_state = "whitehall"},/area/medical/research{name = "Research Division"}) -"bNd" = (/turf/simulated/floor{tag = "icon-warningcorner (EAST)"; icon_state = "warningcorner"; dir = 4},/area/toxins/mixing) -"bNe" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "floorgrime"},/area/toxins/mixing) -"bNf" = (/turf/simulated/floor{tag = "icon-warningcorner (WEST)"; icon_state = "warningcorner"; dir = 8},/area/toxins/mixing) -"bNg" = (/obj/structure/closet/bombcloset,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{dir = 8; icon_state = "whitepurple"},/area/toxins/mixing) -"bNh" = (/obj/structure/window/reinforced{dir = 4},/obj/structure/closet/l3closet/scientist,/turf/simulated/floor{dir = 4; icon_state = "whitepurple"},/area/toxins/mixing) -"bNi" = (/turf/simulated/floor{dir = 4; icon_state = "warnwhitecorner"; tag = "icon-warnwhitecorner (EAST)"},/area/toxins/mixing) -"bNj" = (/obj/machinery/atmospherics/portables_connector{dir = 4},/turf/simulated/floor{icon_state = "white"},/area/toxins/mixing) -"bNk" = (/obj/machinery/atmospherics/trinary/filter{req_access = null},/turf/simulated/floor{icon_state = "white"},/area/toxins/mixing) -"bNl" = (/obj/machinery/atmospherics/trinary/mixer{dir = 1; req_access = null},/turf/simulated/floor{icon_state = "white"},/area/toxins/mixing) -"bNm" = (/obj/machinery/atmospherics/portables_connector{dir = 8},/turf/simulated/floor{icon_state = "white"},/area/toxins/mixing) -"bNn" = (/obj/machinery/door/airlock/research{name = "Toxins Launch Room"; req_access_txt = "8"},/turf/simulated/floor,/area/toxins/mixing) -"bNo" = (/turf/simulated/floor,/area/toxins/mixing) -"bNp" = (/turf/simulated/floor/airless{dir = 8; icon_state = "warning"},/area/toxins/test_area) -"bNq" = (/obj/structure/table,/obj/item/device/t_scanner,/turf/simulated/floor/plating,/area/maintenance/aft) -"bNr" = (/obj/structure/closet,/turf/simulated/floor/plating,/area/maintenance/aft) -"bNs" = (/obj/structure/rack{dir = 1},/obj/item/clothing/suit/fire/firefighter,/obj/item/weapon/tank/oxygen,/obj/item/clothing/mask/gas,/obj/item/weapon/extinguisher,/obj/item/clothing/head/hardhat/red,/obj/item/clothing/glasses/meson,/turf/simulated/floor/plating,/area/maintenance/aft) -"bNt" = (/obj/machinery/newscaster{pixel_x = -28; pixel_y = 1},/turf/simulated/floor/wood,/area/blueshield) -"bNu" = (/obj/structure/stool/bed/chair/office/dark{dir = 4},/turf/simulated/floor{icon_state = "bcarpet05"},/area/blueshield) -"bNv" = (/obj/structure/table/woodentable,/obj/item/weapon/folder/blue,/obj/item/weapon/pen/blue,/obj/item/weapon/paper{info = "Blueshield Mission Briefing
You are charged with the defense of any persons of importance within the station. This includes but is not limited to The Captain, The Heads of Staff and the centcomm representative. You answer directly to the Head of Security who will assist you in achieving your mission.
Where required to achieve your primary responsibility you should liase with security and share resources, however the day to day security operations of the station are outside of your jurisdiction.
Monitor the health and safety of your principals, identify any potential risks and threats then alert the proper departments to resolve the situation. You are authorized to act as bodyguard to any of the station heads that you determine are most in need of protection, however additional access to their departments shall be granted solely at their discretion.
Observe the station alert system and carry your armaments only as required by the situation or when authorized by the Head of Security or Captain in exceptional cases.
Remember, as an agent of Nanotransen it is your responsibility to conduct yourself appropriately and you will be held to the highest standard. You will be held accountable for your actions. Security is authorized to search, interrogate or detain you as required by their own procedures. Internal affairs will also monitor and observe your conduct and their mandate applies equally to security and blueshield operations.
Dagon Blade, Blueshield Commander
"; name = "Blueshield Mission Briefing"},/turf/simulated/floor{icon_state = "bcarpet05"},/area/blueshield) -"bNw" = (/obj/structure/closet{icon_closed = "cabinet_closed"; icon_opened = "cabinet_open"; icon_state = "cabinet_closed"},/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass,/turf/simulated/floor/wood,/area/blueshield) -"bNx" = (/obj/structure/filingcabinet,/turf/simulated/floor/wood,/area/ntrep) -"bNy" = (/obj/structure/table/woodentable,/obj/item/weapon/paper_bin,/obj/item/weapon/pen,/obj/item/device/flashlight/lamp/green{pixel_x = -5; pixel_y = 12},/obj/item/weapon/paper{info = "Centcomm Representative Mission Briefing

Nanotransen Central Command has dispatched you to this station in order to liase with command staff on their behalf. As experienced field officers, the staff on the station are experts in handling their own fields. It is your job however to consider the bigger picture and to direct the staff towards Nanotransen's corporate interests.
As a civilian, you should consider yourself an advisor, diplomat and intermediary. The command staff do not answer to you directly and are not required to follow your orders nor do you have disciplinary authority over personnel. In all station internal matters you answer to the Head of Personnel who will direct you in your conduct within the station. However you also answer to Centcomm who may, as required, direct you in acting on company interests.
Central command may dispatch orders to the staff through you which you are responsible to communicate, however enforcement of these orders is not your mandate and will be handled directly by central command or authorized nanotransen personnel. When not specifically directed by central command, assist the head of personnel in evaluation of the station and receiving departmental reports.
Your office has been provided with a direct link to central command, through which you can issue any urgent reports or requests for Nanotransen intervention. Remember that any direct intervention is a costly exercise and should be used only when the situation justifies the request. You will be held accountable for any unnecessary usage of Nanotransen resources.
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There is some old writing on this floor. You are barely able to read out a few lines from a tangled scribble.

In a chamber a great mirror lies, cut away it solemn cries. Travel bold as thou might, piercing vastness as a kite.

HONK!
"; name = "Old Note #6"},/area/assembly/assembly_line) -"ceY" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 4; icon_state = "off"; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor/plating,/area/assembly/assembly_line) -"ceZ" = (/obj/structure/table/reinforced,/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/obj/structure/barricade/wooden,/turf/simulated/floor{icon_state = "floorgrime"},/area) -"cfa" = (/obj/machinery/atmospherics/pipe/manifold{color = "red"; dir = 4; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/hallway/primary/aft) -"cfb" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/machinery/navbeacon{codes_txt = "patrol;next_patrol=AIE"; location = "AftH"},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/hallway/primary/aft) -"cfc" = (/obj/structure/cable{d1 = 4; 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Sneakily."; freerange = 1; frequency = 1213; name = "Vox Intercom"; pixel_x = 0; pixel_y = 32; subspace_transmission = 1; syndie = 1},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dgF" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s9"; icon_state = "swall_s9"; dir = 2},/area/alien{icon_state = "red2"; name = "\improper Vox base"}) -"dgG" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dgH" = (/obj/structure/computerframe{anchored = 1},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dgI" = (/obj/item/weapon/stool,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dgJ" = (/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dgK" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dgL" = (/turf/unsimulated/wall,/area/wizard_station) -"dgM" = (/obj/structure/bookcase{name = "Forbidden Knowledge"},/obj/effect/decal/cleanable/cobweb,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgN" = (/obj/structure/bookcase{name = "Forbidden Knowledge"},/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgO" = (/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgP" = (/obj/machinery/librarycomp,/obj/structure/table/woodentable,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgQ" = (/obj/machinery/vending/magivend,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgR" = (/obj/machinery/vending/snack,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgS" = (/obj/structure/closet{icon_closed = "cabinet_closed"; icon_opened = "cabinet_open"; icon_state = "cabinet_closed"},/obj/item/weapon/storage/backpack/satchel,/turf/unsimulated/floor{dir = 9; icon_state = "carpetside"},/area/wizard_station) -"dgT" = (/obj/structure/mirror{pixel_y = 28},/turf/unsimulated/floor{dir = 1; icon_state = "carpetside"},/area/wizard_station) -"dgU" = (/obj/structure/stool/bed,/obj/item/weapon/bedsheet/rd,/turf/unsimulated/floor{dir = 5; icon_state = "carpetside"},/area/wizard_station) -"dgV" = (/turf/unsimulated/floor{dir = 8; icon_state = "carpetside"},/area/wizard_station) -"dgW" = (/obj/effect/landmark/start{name = "wizard"},/turf/unsimulated/floor{icon_state = "carpet"; dir = 2},/area/wizard_station) -"dgX" = (/turf/unsimulated/floor{dir = 4; icon_state = "carpetside"},/area/wizard_station) -"dgY" = (/obj/structure/bookcase{name = "bookcase (Tactics)"},/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dgZ" = (/obj/item/device/radio/intercom{desc = "Talk through this. Evilly"; freerange = 1; frequency = 1213; name = "Syndicate Intercom"; pixel_x = 32; subspace_transmission = 1; syndie = 1},/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dha" = (/obj/structure/table/woodentable,/obj/item/weapon/paper{info = "

LIST OF SPELLS AVAILABLE

Magic Missile:
This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.

Fireball:
This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you.

Disintegrate:
This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown.

Disable Technology:
This spell disables all weapons, cameras and most other technology in range.

Smoke:
This spell spawns a cloud of choking smoke at your location and does not require wizard garb.

Blind:
This spell temporarly blinds a single person and does not require wizard garb.

Forcewall:
This spell creates an unbreakable wall that lasts for 30 seconds and does not require wizard garb.

Blink:
This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.

Teleport:
This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.

Mutate:
This spell causes you to turn into a hulk, and gain telekinesis for a short while.

Ethereal Jaunt:
This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.

Knock:
This spell opens nearby doors and does not require wizard garb.

"; name = "List of Available Spells (READ)"},/obj/item/trash/tray,/turf/unsimulated/floor{dir = 10; icon_state = "carpetside"},/area/wizard_station) -"dhb" = (/turf/unsimulated/floor{dir = 2; icon_state = "carpetside"},/area/wizard_station) -"dhc" = (/obj/structure/table/woodentable,/obj/effect/landmark{name = "Teleport-Scroll"},/turf/unsimulated/floor{dir = 6; icon_state = "carpetside"},/area/wizard_station) -"dhd" = (/obj/structure/rack,/obj/item/weapon/gun/dartgun/vox/medical,/obj/item/weapon/dart_cartridge,/obj/item/weapon/dart_cartridge,/obj/item/device/radio,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/storage/backpack/satchel,/obj/item/device/flash,/obj/item/device/radio/headset/syndicate,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhe" = (/obj/structure/rack,/obj/item/weapon/dart_cartridge,/obj/item/weapon/dart_cartridge,/obj/item/weapon/gun/dartgun/vox/raider,/obj/item/device/radio,/obj/item/weapon/storage/backpack/satchel,/obj/item/weapon/grenade/smokebomb,/obj/item/device/chameleon,/obj/item/device/flash,/obj/item/weapon/storage/belt/utility/full,/obj/item/device/radio/headset/syndicate,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhf" = (/obj/structure/rack,/obj/item/weapon/storage/pneumatic,/obj/item/weapon/harpoon,/obj/item/weapon/harpoon,/obj/item/weapon/tank/nitrogen,/obj/item/device/radio,/obj/item/weapon/storage/belt/utility/full,/obj/item/weapon/storage/backpack/satchel,/obj/item/weapon/grenade/empgrenade,/obj/item/device/multitool,/obj/item/device/radio/headset/syndicate,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhg" = (/obj/structure/rack,/obj/item/weapon/crossbow,/obj/item/weapon/arrow,/obj/item/weapon/arrow,/obj/item/device/radio,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/backpack/satchel,/obj/structure/window/reinforced{dir = 4},/obj/item/weapon/grenade/flashbang,/obj/item/weapon/plastique,/obj/item/device/radio/headset/syndicate,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhh" = (/obj/item/device/radio/intercom{desc = "Talk through this. Sneakily."; freerange = 1; frequency = 1213; name = "Vox Intercom"; pixel_x = 0; pixel_y = 32; subspace_transmission = 1; syndie = 1},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhi" = (/obj/structure/window/reinforced{dir = 8},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhj" = (/obj/structure/stool/bed,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhk" = (/obj/structure/stool/bed/chair,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dhl" = (/turf/unsimulated/floor{icon_state = "grimy"},/area/wizard_station) -"dhm" = (/obj/machinery/door/window,/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhn" = (/obj/effect/landmark{name = "voxstart"},/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dho" = (/obj/machinery/door/window/westleft,/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhp" = (/obj/structure/bookcase,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dhq" = (/obj/structure/stool/bed/chair{dir = 4},/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dhr" = (/obj/structure/table/woodentable,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dhs" = (/obj/structure/table/woodentable,/obj/item/weapon/dice/d20,/obj/item/weapon/dice,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dht" = (/obj/structure/rack,/obj/item/clothing/suit/wizrobe/marisa,/obj/item/clothing/shoes/sandal/marisa,/obj/item/clothing/head/wizard/marisa,/obj/item/weapon/staff/broom,/turf/unsimulated/floor{icon_state = "grimy"},/area/wizard_station) -"dhu" = (/obj/structure/rack,/obj/item/clothing/suit/wizrobe/magusblue,/obj/item/clothing/head/wizard/magus,/obj/item/weapon/staff,/turf/unsimulated/floor{icon_state = "grimy"},/area/wizard_station) -"dhv" = (/obj/structure/rack,/obj/item/clothing/mask/breath/vox,/obj/item/clothing/shoes/magboots/vox,/obj/item/clothing/gloves/yellow/vox,/obj/item/weapon/tank/nitrogen,/obj/item/clothing/under/vox/vox_robes,/obj/item/clothing/under/vox/vox_casual,/obj/item/clothing/head/helmet/space/vox/medic,/obj/item/clothing/suit/space/vox/medic,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhw" = (/obj/structure/rack,/obj/item/clothing/mask/breath/vox,/obj/item/clothing/shoes/magboots/vox,/obj/item/clothing/gloves/yellow/vox,/obj/item/weapon/tank/nitrogen,/obj/item/clothing/under/vox/vox_robes,/obj/item/clothing/under/vox/vox_casual,/obj/item/clothing/suit/space/vox/stealth,/obj/item/clothing/head/helmet/space/vox/stealth,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhx" = (/obj/structure/rack,/obj/item/clothing/mask/breath/vox,/obj/item/clothing/shoes/magboots/vox,/obj/item/clothing/gloves/yellow/vox,/obj/item/weapon/tank/nitrogen,/obj/item/clothing/under/vox/vox_robes,/obj/item/clothing/under/vox/vox_casual,/obj/item/clothing/suit/space/vox/pressure,/obj/item/clothing/head/helmet/space/vox/pressure,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhy" = (/obj/structure/rack,/obj/item/clothing/mask/breath/vox,/obj/item/clothing/shoes/magboots/vox,/obj/item/clothing/head/helmet/space/vox/carapace,/obj/item/clothing/gloves/yellow/vox,/obj/item/weapon/tank/nitrogen,/obj/structure/window/reinforced{dir = 4},/obj/item/clothing/under/vox/vox_robes,/obj/item/clothing/under/vox/vox_casual,/obj/item/clothing/suit/space/vox/carapace,/obj/item/clothing/head/helmet/space/vox/carapace,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhz" = (/obj/structure/closet/crate{icon_state = "crateopen"; opened = 1},/obj/item/clothing/suit/xenos,/obj/item/clothing/suit/storage/det_suit/fluff/leatherjack,/obj/item/clothing/under/fluff/tian_dress,/obj/item/clothing/head/welding/fluff/norah_briggs_1,/obj/item/clothing/glasses/regular/hipster,/obj/item/clothing/glasses/meson/fluff/book_berner_1,/obj/item/clothing/head/bearpelt,/obj/item/clothing/head/kitty,/obj/item/clothing/head/rabbitears,/obj/item/clothing/suit/imperium_monk,/obj/item/clothing/suit/wizrobe/fake,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhA" = (/obj/item/weapon/handcuffs,/obj/item/clothing/suit/straight_jacket,/obj/item/weapon/legcuffs,/obj/structure/table,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhB" = (/obj/structure/closet/emcloset,/obj/item/clothing/head/helmet/space,/obj/item/clothing/suit/space,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhC" = (/obj/structure/table,/obj/item/stack/medical/bruise_pack,/obj/item/stack/medical/ointment,/obj/item/weapon/storage/firstaid/o2,/obj/item/stack/medical/bruise_pack,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhD" = (/obj/structure/table/woodentable,/obj/item/trash/cheesie,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dhE" = (/obj/structure/table/woodentable,/obj/item/weapon/spacecash,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/wizard_station) -"dhF" = (/obj/structure/rack,/obj/item/clothing/suit/wizrobe/red,/obj/item/clothing/shoes/sandal,/obj/item/clothing/head/wizard/red,/obj/item/weapon/staff,/turf/unsimulated/floor{icon_state = "grimy"},/area/wizard_station) -"dhG" = (/obj/structure/rack,/obj/item/clothing/suit/wizrobe/magusred,/obj/item/clothing/head/wizard/magus,/obj/item/weapon/staff,/turf/unsimulated/floor{icon_state = "grimy"},/area/wizard_station) -"dhH" = (/turf/space,/turf/simulated/shuttle/wall{icon_state = "diagonalWall3"},/area/shuttle/vox/station) -"dhI" = (/obj/structure/closet/crate{icon_state = "crateopen"; opened = 1},/obj/item/weapon/contraband/poster,/obj/item/weapon/contraband/poster,/obj/item/weapon/contraband/poster,/obj/item/weapon/contraband/poster,/obj/item/weapon/contraband/poster,/obj/item/weapon/contraband/poster,/obj/item/weapon/contraband/poster,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhJ" = (/obj/structure/table/woodentable,/obj/item/weapon/reagent_containers/food/snacks/xenomeat,/obj/item/weapon/reagent_containers/food/snacks/meat{pixel_x = -8; pixel_y = -8},/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhK" = (/obj/structure/rack,/obj/item/weapon/storage/firstaid/fire,/obj/item/weapon/storage/firstaid/toxin,/obj/item/weapon/storage/firstaid/regular,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhL" = (/turf/space,/turf/simulated/shuttle/wall{dir = 4; icon_state = "diagonalWall3"},/area/shuttle/vox/station) -"dhM" = (/obj/structure/shuttle/engine/heater,/obj/structure/window/reinforced{dir = 1},/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhN" = (/obj/structure/closet/crate{icon_state = "crateopen"; opened = 1},/obj/item/stack/sheet/mineral/gold,/obj/item/stack/sheet/mineral/gold,/obj/item/stack/sheet/mineral/gold,/obj/item/stack/sheet/mineral/diamond,/obj/item/stack/sheet/mineral/adamantine,/obj/item/stack/sheet/mineral/mythril,/obj/item/stack/sheet/mineral/uranium,/obj/item/stack/sheet/mineral/uranium,/obj/item/stack/sheet/mineral/silver,/obj/item/stack/sheet/mineral/silver,/obj/item/stack/sheet/mineral/silver,/obj/item/stack/sheet/mineral/silver,/obj/item/stack/sheet/mineral/silver,/obj/item/stack/sheet/mineral/uranium,/obj/item/weapon/coin/adamantine,/obj/item/weapon/coin/diamond,/obj/item/weapon/coin/gold,/obj/item/weapon/coin/iron,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhO" = (/obj/structure/table/woodentable,/obj/item/weapon/storage/briefcase,/obj/item/weapon/storage/briefcase,/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhP" = (/obj/structure/flora/ausbushes/pointybush,/turf/simulated/floor/grass{name = "Vox Grass"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhQ" = (/obj/structure/table/woodentable,/obj/item/weapon/reagent_containers/food/snacks/validsalad,/turf/simulated/shuttle/floor4{name = "Vox Flooring"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhR" = (/obj/structure/rack,/obj/item/device/radio,/obj/item/weapon/storage/toolbox/syndicate,/turf/simulated/shuttle/plating{name = "Vox plating"; nitrogen = 100; oxygen = 0},/area/shuttle/vox/station) -"dhS" = (/turf/unsimulated/wall/fakeglass{tag = "icon-fakewindows (WEST)"; icon_state = "fakewindows"; dir = 8},/area/wizard_station) -"dhT" = (/turf/unsimulated/wall/fakeglass{tag = "icon-fakewindows2 (WEST)"; icon_state = "fakewindows2"; dir = 8},/area/wizard_station) -"dhU" = (/turf/unsimulated/wall/fakeglass{tag = "icon-fakewindows (NORTHEAST)"; icon_state = "fakewindows"; 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icon_state = "cafeteria"; dir = 5},/area/djstation) -"dqW" = (/obj/structure/table,/obj/item/device/radio/intercom{broadcasting = 1; dir = 8; freerange = 1; listening = 0; name = "Pirate Radio Broadcast Channel"; pixel_x = 0},/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/djstation) -"dqX" = (/obj/structure/table,/obj/item/weapon/paper/djstation{info = "Welcome new owner!

You have purchased the latest in listening equipment. The telecommunication setup we created is the best in listening to common and private radio fequencies. Here is a step by step guide to start listening in on those saucy radio channels:
  1. Equip yourself with a multi-tool
  2. Use the multitool on each machine, that is the broadcaster, receiver and the relay.
  3. Turn all the machines on, it has already been configured for you to listen on.
Simple as that. Now to listen to the private channels, you'll have to configure the intercoms, located on the front desk. Here is a list of frequencies for you to listen on.