mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-06 15:32:52 +00:00
Merge remote-tracking branch 'remotes/upstream/dev' into 1_30_2015_new_shuttle
This commit is contained in:
@@ -404,14 +404,20 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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src << "\blue Heat Capacity: [round(environment.heat_capacity(),0.1)]"
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/mob/dead/observer/verb/toggle_darkness()
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set name = "Toggle Darkness"
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/mob/dead/observer/verb/toggle_sight()
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set name = "Toggle Sight"
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set category = "Ghost"
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if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING)
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see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
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else
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see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
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switch(see_invisible)
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if(SEE_INVISIBLE_OBSERVER_AI_EYE)
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see_invisible = SEE_INVISIBLE_OBSERVER_NOOBSERVERS
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usr << "<span class='notice'>You no longer see other observers or the AI eye.</span>"
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if(SEE_INVISIBLE_OBSERVER_NOOBSERVERS)
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see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
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usr << "<span class='notice'>You no longer see darkness.</span>"
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else
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see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
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usr << "<span class='notice'>You again see everything.</span>"
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/mob/dead/observer/verb/become_mouse()
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set name = "Become mouse"
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@@ -28,8 +28,9 @@
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if(stat == DEAD) return
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hud_updateflag |= 1 << HEALTH_HUD
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hud_updateflag |= 1 << STATUS_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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BITSET(hud_updateflag, STATUS_HUD)
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handle_hud_list()
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//Handle species-specific deaths.
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@@ -412,7 +412,7 @@
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modified = 1
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spawn()
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hud_updateflag |= 1 << WANTED_HUD
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BITSET(hud_updateflag, WANTED_HUD)
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if(istype(usr,/mob/living/carbon/human))
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var/mob/living/carbon/human/U = usr
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U.handle_regular_hud_updates()
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@@ -1301,4 +1301,4 @@
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/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
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if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
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return 0
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..(slipped_on,stun_duration)
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..(slipped_on,stun_duration)
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@@ -87,7 +87,7 @@
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take_overall_damage(amount, 0)
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else
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heal_overall_damage(-amount, 0)
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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/mob/living/carbon/human/adjustFireLoss(var/amount)
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if(species && species.burn_mod)
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@@ -97,7 +97,7 @@
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take_overall_damage(0, amount)
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else
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heal_overall_damage(0, -amount)
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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/mob/living/carbon/human/proc/adjustBruteLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
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if(species && species.brute_mod)
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@@ -112,7 +112,7 @@
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//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
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O.heal_damage(-amount, 0, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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/mob/living/carbon/human/proc/adjustFireLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
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if(species && species.burn_mod)
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@@ -127,7 +127,7 @@
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//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
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O.heal_damage(0, -amount, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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/mob/living/carbon/human/Stun(amount)
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if(HULK in mutations) return
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@@ -185,7 +185,7 @@
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if (O.status & ORGAN_MUTATED)
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O.unmutate()
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src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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// Defined here solely to take species flags into account without having to recast at mob/living level.
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/mob/living/carbon/human/getOxyLoss()
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@@ -249,7 +249,7 @@
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var/datum/organ/external/picked = pick(parts)
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if(picked.heal_damage(brute,burn))
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UpdateDamageIcon()
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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updatehealth()
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@@ -265,7 +265,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
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var/datum/organ/external/picked = pick(parts)
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if(picked.take_damage(brute,burn,sharp,edge))
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UpdateDamageIcon()
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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updatehealth()
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speech_problem_flag = 1
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@@ -288,7 +288,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
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parts -= picked
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updatehealth()
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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speech_problem_flag = 1
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if(update) UpdateDamageIcon()
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@@ -309,7 +309,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
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parts -= picked
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updatehealth()
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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if(update) UpdateDamageIcon()
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@@ -336,7 +336,7 @@ This function restores all organs.
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if(istype(E, /datum/organ/external))
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if (E.heal_damage(brute, burn))
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UpdateDamageIcon()
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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else
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return 0
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return
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@@ -393,5 +393,5 @@ This function restores all organs.
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// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
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updatehealth()
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hud_updateflag |= 1 << HEALTH_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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return 1
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@@ -137,7 +137,7 @@
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var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
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if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE) && head && (head.flags & STOPSPRESSUREDMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
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if(wear_suit && (wear_suit.flags & STOPPRESSUREDAMAGE) && head && (head.flags & STOPPRESSUREDAMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
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pressure_adjustment_coefficient = 0
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// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
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@@ -1614,8 +1614,7 @@
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/mob/living/carbon/human/proc/handle_hud_list()
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if(hud_updateflag & 1 << HEALTH_HUD)
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if (BITTEST(hud_updateflag, HEALTH_HUD))
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var/image/holder = hud_list[HEALTH_HUD]
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if(stat == 2)
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holder.icon_state = "hudhealth-100" // X_X
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@@ -1623,8 +1622,8 @@
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var/percentage_health = RoundHealth((health-config.health_threshold_crit)/(maxHealth-config.health_threshold_crit)*100)
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holder.icon_state = "hud[percentage_health]"
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hud_list[HEALTH_HUD] = holder
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if(hud_updateflag & 1 << STATUS_HUD)
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if (BITTEST(hud_updateflag, STATUS_HUD))
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var/foundVirus = 0
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for(var/datum/disease/D in viruses)
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if(!D.hidden[SCANNER])
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@@ -1660,8 +1659,8 @@
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hud_list[STATUS_HUD] = holder
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hud_list[STATUS_HUD_OOC] = holder2
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if(hud_updateflag & 1 << ID_HUD)
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if (BITTEST(hud_updateflag, ID_HUD))
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var/image/holder = hud_list[ID_HUD]
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if(wear_id)
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var/obj/item/weapon/card/id/I = wear_id.GetID()
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@@ -1674,8 +1673,8 @@
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hud_list[ID_HUD] = holder
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if(hud_updateflag & 1 << WANTED_HUD)
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if (BITTEST(hud_updateflag, WANTED_HUD))
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var/image/holder = hud_list[WANTED_HUD]
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holder.icon_state = "hudblank"
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var/perpname = name
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@@ -1700,8 +1699,11 @@
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holder.icon_state = "hudreleased"
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break
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hud_list[WANTED_HUD] = holder
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if(hud_updateflag & 1 << IMPLOYAL_HUD || hud_updateflag & 1 << IMPCHEM_HUD || hud_updateflag & 1 << IMPTRACK_HUD)
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if ( BITTEST(hud_updateflag, IMPLOYAL_HUD) \
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|| BITTEST(hud_updateflag, IMPCHEM_HUD) \
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|| BITTEST(hud_updateflag, IMPTRACK_HUD))
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var/image/holder1 = hud_list[IMPTRACK_HUD]
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var/image/holder2 = hud_list[IMPLOYAL_HUD]
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var/image/holder3 = hud_list[IMPCHEM_HUD]
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@@ -1721,9 +1723,9 @@
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hud_list[IMPTRACK_HUD] = holder1
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hud_list[IMPLOYAL_HUD] = holder2
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hud_list[IMPCHEM_HUD] = holder3
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if(hud_updateflag & 1 << SPECIALROLE_HUD)
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hud_list[IMPCHEM_HUD] = holder3
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if (BITTEST(hud_updateflag, SPECIALROLE_HUD))
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var/image/holder = hud_list[SPECIALROLE_HUD]
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holder.icon_state = "hudblank"
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if(mind)
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@@ -569,8 +569,8 @@ proc/get_damage_icon_part(damage_state, body_part)
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else
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overlays_standing[ID_LAYER] = null
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hud_updateflag |= 1 << ID_HUD
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hud_updateflag |= 1 << WANTED_HUD
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BITSET(hud_updateflag, ID_HUD)
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BITSET(hud_updateflag, WANTED_HUD)
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if(update_icons) update_icons()
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@@ -791,7 +791,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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else
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standing = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]")
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if( !istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA )
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if( !istype(wear_mask, /obj/item/clothing/mask/smokable/cigarette) && wear_mask.blood_DNA )
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var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood")
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bloodsies.color = wear_mask.blood_color
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standing.overlays += bloodsies
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@@ -279,8 +279,8 @@
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if (C.legcuffed && !initial(C.legcuffed))
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C.drop_from_inventory(C.legcuffed)
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C.legcuffed = initial(C.legcuffed)
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hud_updateflag |= 1 << HEALTH_HUD
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hud_updateflag |= 1 << STATUS_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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BITSET(hud_updateflag, STATUS_HUD)
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ExtinguishMob()
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fire_stacks = 0
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@@ -331,8 +331,8 @@
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// make the icons look correct
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regenerate_icons()
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hud_updateflag |= 1 << HEALTH_HUD
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hud_updateflag |= 1 << STATUS_HUD
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BITSET(hud_updateflag, HEALTH_HUD)
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BITSET(hud_updateflag, STATUS_HUD)
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return
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/mob/living/proc/UpdateDamageIcon()
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@@ -33,7 +33,7 @@
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var/now_pushing = null
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var/cameraFollow = null
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var/mob/living/cameraFollow = null
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var/tod = null // Time of death
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var/update_slimes = 1
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@@ -41,3 +41,4 @@
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var/mob_size // Used by lockers.
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var/on_fire = 0 //The "Are we on fire?" var
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var/fire_stacks
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@@ -2,9 +2,17 @@
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if (!src.laws)
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laws = new base_law_type
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/mob/living/silicon/proc/has_zeroth_law()
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return laws.zeroth
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/mob/living/silicon/proc/set_zeroth_law(var/law, var/law_borg)
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laws_sanity_check()
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laws.set_zeroth_law(law, law_borg)
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/mob/living/silicon/robot/set_zeroth_law(var/law, var/law_borg)
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..()
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if(tracking_entities)
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src << "<span class='warning'>Internal camera is currently being accessed.</span>"
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/mob/living/silicon/proc/add_inherent_law(var/law)
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laws_sanity_check()
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@@ -81,6 +81,7 @@ var/list/robot_verbs_default = list(
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var/lockcharge //Used when locking down a borg to preserve cell charge
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var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
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var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
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var/tracking_entities = 0 //The number of known entities currently accessing the internal camera
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var/braintype = "Cyborg"
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/mob/living/silicon/robot/syndicate
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