mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-08 16:32:21 +00:00
Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts: code/game/verbs/suicide.dm code/modules/nano/modules/crew_monitor.dm
This commit is contained in:
@@ -28,9 +28,6 @@ datum/pipeline
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if(!member.check_pressure(pressure))
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break //Only delete 1 pipe per process
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//Allow for reactions
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//air.react() //Should be handled by pipe_network now
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proc/temporarily_store_air()
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//Update individual gas_mixtures by volume ratio
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@@ -48,7 +48,7 @@
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else
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assignment = "Unassigned"
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var/id = add_zero(num2hex(rand(1, 1.6777215E7)), 6) //this was the best they could come up with? A large random number? *sigh*
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var/id = generate_record_id()
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var/icon/front = new(get_id_photo(H), dir = SOUTH)
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var/icon/side = new(get_id_photo(H), dir = WEST)
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//General Record
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@@ -136,8 +136,10 @@
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locked += L
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return
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/proc/generate_record_id()
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return add_zero(num2hex(rand(1, 65535)), 4) //no point generating higher numbers because of the limitations of num2hex
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proc/get_id_photo(var/mob/living/carbon/human/H)
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/proc/get_id_photo(var/mob/living/carbon/human/H)
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var/icon/preview_icon = null
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var/g = "m"
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@@ -5,7 +5,7 @@
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var/icon/side = new(get_id_photo(dummy), dir = WEST)
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var/datum/data/record/G = new /datum/data/record()
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G.fields["name"] = "New Record"
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G.fields["id"] = text("[]", add_zero(num2hex(rand(1, 1.6777215E7)), 6))
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G.fields["id"] = generate_record_id()
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G.fields["rank"] = "Unassigned"
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G.fields["real_rank"] = "Unassigned"
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G.fields["sex"] = "Male"
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@@ -140,9 +140,19 @@
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if(weld(W, user))
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if(assembly)
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assembly.loc = src.loc
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assembly.state = 1
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assembly.anchored = 1
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assembly.camera_name = c_tag
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assembly.camera_network = english_list(network, "Exodus", ",", ",")
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assembly.update_icon()
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assembly.dir = src.dir
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assembly = null //so qdel doesn't eat it.
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new /obj/item/stack/cable_coil(src.loc, length=2)
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if(stat & BROKEN)
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assembly.state = 2
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user << "<span class='notice'>You repaired \the [src] frame.</span>"
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else
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assembly.state = 1
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user << "<span class='notice'>You cut \the [src] free from the wall.</span>"
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new /obj/item/stack/cable_coil(src.loc, length=2)
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qdel(src)
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// OTHER
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@@ -11,6 +11,8 @@
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// Motion, EMP-Proof, X-Ray
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var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/weapon/stock_parts/scanning_module)
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var/list/upgrades = list()
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var/camera_name
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var/camera_network
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var/state = 0
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var/busy = 0
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/*
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@@ -47,7 +49,7 @@
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else if(iswrench(W))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "You unattach the assembly from it's place."
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user << "You unattach the assembly from its place."
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anchored = 0
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update_icon()
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state = 0
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@@ -67,7 +69,7 @@
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else if(iswelder(W))
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if(weld(W, user))
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user << "You unweld the assembly from it's place."
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user << "You unweld the assembly from its place."
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state = 1
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anchored = 1
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return
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@@ -78,7 +80,7 @@
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if(isscrewdriver(W))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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var/input = sanitize(input(usr, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: Exodus,Security,Secret ", "Set Network", "Exodus"))
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var/input = sanitize(input(usr, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: Exodus,Security,Secret ", "Set Network", camera_network ? camera_network : "Exodus"))
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if(!input)
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usr << "No input found please hang up and try your call again."
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return
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@@ -90,7 +92,7 @@
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var/area/camera_area = get_area(src)
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var/temptag = "[sanitize(camera_area.name)] ([rand(1, 999)])"
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input = sanitizeSafe(input(usr, "How would you like to name the camera?", "Set Camera Name", temptag), MAX_NAME_LEN)
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input = sanitizeSafe(input(usr, "How would you like to name the camera?", "Set Camera Name", camera_name ? camera_name : temptag), MAX_NAME_LEN)
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state = 4
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var/obj/machinery/camera/C = new(src.loc)
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@@ -88,7 +88,7 @@ obj/machinery/scanner/attack_hand(mob/living/carbon/human/user)
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G.fields["rank"] = "Unassigned"
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G.fields["real_rank"] = G.fields["rank"]
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G.fields["name"] = mname
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G.fields["id"] = text("[]", add_zero(num2hex(rand(1, 1.6777215E7)), 6))
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G.fields["id"] = generate_record_id()
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M.fields["name"] = G.fields["name"]
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M.fields["id"] = G.fields["id"]
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S.fields["name"] = G.fields["name"]
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@@ -247,6 +247,9 @@
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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layer = 20
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if(user.client) user.client.screen |= src
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if(user.pulling == src) user.stop_pulling()
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return
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//Defines which slots correspond to which slot flags
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@@ -18,9 +18,11 @@
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/obj/item/device/chameleon/dropped()
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disrupt()
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..()
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/obj/item/device/chameleon/equipped()
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disrupt()
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..()
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/obj/item/device/chameleon/attack_self()
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toggle()
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@@ -172,19 +172,18 @@
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if(1)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.forceMove(src.loc)
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A.ex_act(severity++)
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A.ex_act(severity + 1)
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qdel(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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A.ex_act(severity++)
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A.ex_act(severity + 1)
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qdel(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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A.ex_act(severity++)
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qdel(src)
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/obj/structure/closet/proc/damage(var/damage)
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@@ -31,6 +31,7 @@
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if(held_item)
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var/damagetype = held_item.suicide_act(src)
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if(damagetype)
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log_and_message_admins("[key_name(src)] commited suicide using \a [held_item]")
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var/damage_mod = 1
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switch(damagetype) //Sorry about the magic numbers.
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//brute = 1, burn = 2, tox = 4, oxy = 8
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@@ -70,7 +71,7 @@
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updatehealth()
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return
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log_and_message_admins("[key_name(src)] commited suicide")
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viewers(src) << pick("<span class='danger'>[src] is attempting to bite \his tongue off! It looks like \he's trying to commit suicide.</span>", \
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"<span class='danger'>[src] is jamming \his thumbs into \his eye sockets! It looks like \he's trying to commit suicide.</span>", \
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"<span class='danger'>[src] is twisting \his own neck! It looks like \he's trying to commit suicide.</span>", \
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@@ -144,8 +144,8 @@
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suit_overlay_active = "mounted-taser"
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suit_overlay_inactive = "mounted-taser"
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interface_name = "mounted energy gun"
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interface_desc = "A shoulder-mounted cell-powered energy gun."
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interface_name = "mounted taser"
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interface_desc = "A shoulder-mounted cell-powered taser."
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gun_type = /obj/item/weapon/gun/energy/taser/mounted
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@@ -103,64 +103,34 @@ var/list/slot_equipment_priority = list( \
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//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_l_hand(var/obj/item/W)
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if(lying) return 0
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if(!istype(W)) return 0
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if(!l_hand)
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W.forceMove(src) //TODO: move to equipped?
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l_hand = W
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W.layer = 20 //TODO: move to equipped?
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// l_hand.screen_loc = ui_lhand
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W.equipped(src,slot_l_hand)
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if(client) client.screen |= W
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if(pulling == W) stop_pulling()
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update_inv_l_hand()
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return 1
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return 0
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if(lying || !istype(W))
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return 0
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return 1
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//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_r_hand(var/obj/item/W)
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if(lying) return 0
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if(!istype(W)) return 0
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if(!r_hand)
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W.forceMove(src)
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r_hand = W
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W.layer = 20
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// r_hand.screen_loc = ui_rhand
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W.equipped(src,slot_r_hand)
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if(client) client.screen |= W
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if(pulling == W) stop_pulling()
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update_inv_r_hand()
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return 1
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return 0
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if(lying || !istype(W))
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return 0
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return 1
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//Puts the item into our active hand if possible. returns 1 on success.
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/mob/proc/put_in_active_hand(var/obj/item/W)
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if(hand) return put_in_l_hand(W)
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else return put_in_r_hand(W)
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return 0 // Moved to human procs because only they need to use hands.
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//Puts the item into our inactive hand if possible. returns 1 on success.
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/mob/proc/put_in_inactive_hand(var/obj/item/W)
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if(hand) return put_in_r_hand(W)
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else return put_in_l_hand(W)
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return 0 // As above.
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//Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success.
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//If both fail it drops it on the floor and returns 0.
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//This is probably the main one you need to know :)
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/mob/proc/put_in_hands(var/obj/item/W)
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if(!W) return 0
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if(put_in_active_hand(W))
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update_inv_l_hand()
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update_inv_r_hand()
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return 1
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else if(put_in_inactive_hand(W))
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update_inv_l_hand()
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update_inv_r_hand()
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return 1
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else
|
||||
W.forceMove(get_turf(src))
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||||
W.layer = initial(W.layer)
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||||
W.dropped()
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||||
if(!W)
|
||||
return 0
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||||
W.forceMove(get_turf(src))
|
||||
W.layer = initial(W.layer)
|
||||
W.dropped()
|
||||
return 0
|
||||
|
||||
// Removes an item from inventory and places it in the target atom.
|
||||
// If canremove or other conditions need to be checked then use unEquip instead.
|
||||
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||||
@@ -1,53 +1,42 @@
|
||||
mob/living/carbon/verb/give(var/mob/living/carbon/target in view(1)-usr)
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/mob/living/carbon/human/verb/give(var/mob/living/target in view(1)-usr)
|
||||
set category = "IC"
|
||||
set name = "Give"
|
||||
if(!istype(target) || target.stat == 2 || usr.stat == 2|| target.client == null)
|
||||
|
||||
// TODO : Change to incapacitated() on merge.
|
||||
if(usr.stat || usr.lying || usr.resting || usr.buckled)
|
||||
return
|
||||
var/obj/item/I
|
||||
if(!usr.hand && usr.r_hand == null)
|
||||
usr << "<span class='warning'>You don't have anything in your right hand to give to [target.name]</span>"
|
||||
if(!istype(target) || target.stat || target.lying || target.resting || target.buckled || target.client == null)
|
||||
return
|
||||
if(usr.hand && usr.l_hand == null)
|
||||
usr << "<span class='warning'>You don't have anything in your left hand to give to [target.name]</span>"
|
||||
return
|
||||
if(usr.hand)
|
||||
I = usr.l_hand
|
||||
else if(!usr.hand)
|
||||
I = usr.r_hand
|
||||
|
||||
var/obj/item/I = usr.get_active_hand()
|
||||
if(!I)
|
||||
I = usr.get_inactive_hand()
|
||||
if(!I)
|
||||
usr << "<span class='warning'>You don't have anything in your hands to give to \the [target].</span>"
|
||||
return
|
||||
if(target.r_hand == null || target.l_hand == null)
|
||||
switch(alert(target,"[usr] wants to give you \a [I]?",,"Yes","No"))
|
||||
if("Yes")
|
||||
if(!I)
|
||||
return
|
||||
if(!Adjacent(usr))
|
||||
usr << "<span class='warning'>You need to stay in reaching distance while giving an object.</span>"
|
||||
target << "<span class='warning'>[usr.name] moved too far away.</span>"
|
||||
return
|
||||
if((usr.hand && usr.l_hand != I) || (!usr.hand && usr.r_hand != I))
|
||||
usr << "<span class='warning'>You need to keep the item in your active hand.</span>"
|
||||
target << "<span class='warning'>[usr.name] seem to have given up on giving \the [I.name] to you.</span>"
|
||||
return
|
||||
if(target.r_hand != null && target.l_hand != null)
|
||||
target << "<span class='warning'>Your hands are full.</span>"
|
||||
usr << "<span class='warning'>Their hands are full.</span>"
|
||||
return
|
||||
else
|
||||
usr.drop_item()
|
||||
if(target.r_hand == null)
|
||||
target.r_hand = I
|
||||
else
|
||||
target.l_hand = I
|
||||
I.loc = target
|
||||
I.layer = 20
|
||||
I.add_fingerprint(target)
|
||||
target.update_inv_l_hand()
|
||||
target.update_inv_r_hand()
|
||||
usr.update_inv_l_hand()
|
||||
usr.update_inv_r_hand()
|
||||
target.visible_message("<span class='notice'>[usr.name] handed \the [I.name] to [target.name].</span>")
|
||||
if("No")
|
||||
target.visible_message("<span class='warning'>[usr.name] tried to hand [I.name] to [target.name] but [target.name] didn't want it.</span>")
|
||||
else
|
||||
usr << "<span class='warning'>[target.name]'s hands are full.</span>"
|
||||
|
||||
if(alert(target,"[usr] wants to give you \a [I]. Will you accept it?",,"No","Yes") == "No")
|
||||
target.visible_message("<span class='notice'>\The [usr] tried to hand \the [I] to \the [target], \
|
||||
but \the [target] didn't want it.</span>")
|
||||
return
|
||||
|
||||
if(!I) return
|
||||
|
||||
if(!Adjacent(target))
|
||||
usr << "<span class='warning'>You need to stay in reaching distance while giving an object.</span>"
|
||||
target << "<span class='warning'>\The [usr] moved too far away.</span>"
|
||||
return
|
||||
|
||||
if(I.loc != usr || (usr.l_hand != I && usr.r_hand != I))
|
||||
usr << "<span class='warning'>You need to keep the item in your hands.</span>"
|
||||
target << "<span class='warning'>\The [usr] seems to have given up on passing \the [I] to you.</span>"
|
||||
return
|
||||
|
||||
if(target.r_hand != null && target.l_hand != null)
|
||||
target << "<span class='warning'>Your hands are full.</span>"
|
||||
usr << "<span class='warning'>Their hands are full.</span>"
|
||||
return
|
||||
|
||||
if(usr.unEquip(I))
|
||||
target.put_in_hands(I) // If this fails it will just end up on the floor, but that's fitting for things like dionaea.
|
||||
target.visible_message("<span class='notice'>\The [usr] handed \the [I] to \the [target].</span>")
|
||||
|
||||
@@ -1404,3 +1404,45 @@
|
||||
get_scooped(H)
|
||||
return
|
||||
return ..()
|
||||
|
||||
//Puts the item into our active hand if possible. returns 1 on success.
|
||||
/mob/living/carbon/human/put_in_active_hand(var/obj/item/W)
|
||||
return (hand ? put_in_l_hand(W) : put_in_r_hand(W))
|
||||
|
||||
//Puts the item into our inactive hand if possible. returns 1 on success.
|
||||
/mob/living/carbon/human/put_in_inactive_hand(var/obj/item/W)
|
||||
return (hand ? put_in_r_hand(W) : put_in_l_hand(W))
|
||||
|
||||
/mob/living/carbon/human/put_in_hands(var/obj/item/W)
|
||||
if(!W)
|
||||
return 0
|
||||
if(put_in_active_hand(W))
|
||||
update_inv_l_hand()
|
||||
update_inv_r_hand()
|
||||
return 1
|
||||
else if(put_in_inactive_hand(W))
|
||||
update_inv_l_hand()
|
||||
update_inv_r_hand()
|
||||
return 1
|
||||
else
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/put_in_l_hand(var/obj/item/W)
|
||||
if(!..() || l_hand)
|
||||
return 0
|
||||
W.forceMove(src)
|
||||
l_hand = W
|
||||
W.equipped(src,slot_l_hand)
|
||||
W.add_fingerprint(src)
|
||||
update_inv_l_hand()
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/put_in_r_hand(var/obj/item/W)
|
||||
if(!..() || r_hand)
|
||||
return 0
|
||||
W.forceMove(src)
|
||||
r_hand = W
|
||||
W.equipped(src,slot_r_hand)
|
||||
W.add_fingerprint(src)
|
||||
update_inv_r_hand()
|
||||
return 1
|
||||
|
||||
@@ -1,15 +1,7 @@
|
||||
/*
|
||||
Add fingerprints to items when we put them in our hands.
|
||||
This saves us from having to call add_fingerprint() any time something is put in a human's hands programmatically.
|
||||
|
||||
*/
|
||||
/mob/living/carbon/human/put_in_l_hand(var/obj/item/W)
|
||||
. = ..()
|
||||
if(.) W.add_fingerprint(src)
|
||||
|
||||
/mob/living/carbon/human/put_in_r_hand(var/obj/item/W)
|
||||
. = ..()
|
||||
if(.) W.add_fingerprint(src)
|
||||
|
||||
/mob/living/carbon/human/verb/quick_equip()
|
||||
set name = "quick-equip"
|
||||
|
||||
@@ -70,6 +70,7 @@ var/const/MAX_ACTIVE_TIME = 400
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/facehugger/equipped(mob/M)
|
||||
..()
|
||||
Attach(M)
|
||||
|
||||
/obj/item/clothing/mask/facehugger/Crossed(atom/target)
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
// Allows us to process UI clicks, which are relayed in form of hrefs.
|
||||
/datum/nano_module/power_monitor/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
return 1
|
||||
if( href_list["clear"] )
|
||||
active_sensor = null
|
||||
if( href_list["refresh"] )
|
||||
|
||||
@@ -140,6 +140,7 @@ nanoui is used to open and update nano browser uis
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanoui/proc/update_status(var/push_update = 0)
|
||||
src_object = src_object.nano_host()
|
||||
var/new_status = src_object.CanUseTopic(user, state)
|
||||
if(master_ui)
|
||||
new_status = min(new_status, master_ui.status)
|
||||
|
||||
@@ -479,8 +479,6 @@
|
||||
user << "<span class='warning'>There is nothing to secure.</span>"
|
||||
return
|
||||
update_icon()
|
||||
else if(emagged)
|
||||
user << "The interface is broken."
|
||||
else
|
||||
wiresexposed = !wiresexposed
|
||||
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
|
||||
@@ -608,8 +606,9 @@
|
||||
qdel(W)
|
||||
stat &= ~BROKEN
|
||||
// Malf AI, removes the APC from AI's hacked APCs list.
|
||||
if(hacker && hacker.hacked_apcs && src in hacker.hacked_apcs)
|
||||
if(hacker && hacker.hacked_apcs && (src in hacker.hacked_apcs))
|
||||
hacker.hacked_apcs -= src
|
||||
hacker = null
|
||||
if (opened==2)
|
||||
opened = 1
|
||||
update_icon()
|
||||
@@ -725,7 +724,7 @@
|
||||
return
|
||||
|
||||
var/list/data = list(
|
||||
"locked" = locked,
|
||||
"locked" = (locked && !emagged) ? 1 : 0,
|
||||
"isOperating" = operating,
|
||||
"externalPower" = main_status,
|
||||
"powerCellStatus" = cell ? cell.percent() : null,
|
||||
@@ -838,7 +837,7 @@
|
||||
user << "<span class='danger'>\The [src] have AI control disabled!</span>"
|
||||
return 0
|
||||
else
|
||||
if ((!in_range(src, user) || !istype(src.loc, /turf) || hacker)) // AI-hacked APCs cannot be controlled by other AIs, unlinked cyborgs or humans.
|
||||
if (!in_range(src, user) || !istype(src.loc, /turf))
|
||||
return 0
|
||||
var/mob/living/carbon/human/H = user
|
||||
if (istype(H))
|
||||
@@ -857,7 +856,7 @@
|
||||
if(!can_use(usr, 1))
|
||||
return 1
|
||||
|
||||
if(!istype(usr, /mob/living/silicon) && locked)
|
||||
if(!istype(usr, /mob/living/silicon) && (locked && !emagged))
|
||||
// Shouldn't happen, this is here to prevent href exploits
|
||||
usr << "You must unlock the panel to use this!"
|
||||
return 1
|
||||
|
||||
@@ -269,7 +269,7 @@
|
||||
for(var/obj/item/weapon/grab/G in M.grabbed_by)
|
||||
grabstate = max(grabstate, G.state)
|
||||
if(grabstate >= GRAB_NECK)
|
||||
damage_mult = 3.0
|
||||
damage_mult = 2.5
|
||||
else if(grabstate >= GRAB_AGGRESSIVE)
|
||||
damage_mult = 1.5
|
||||
P.damage *= damage_mult
|
||||
@@ -340,6 +340,7 @@
|
||||
|
||||
in_chamber.on_hit(M)
|
||||
if (in_chamber.damage_type != HALLOSS)
|
||||
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.death()
|
||||
else
|
||||
|
||||
@@ -288,7 +288,7 @@
|
||||
return splash_mob(target, amount, copy)
|
||||
if(isturf(target))
|
||||
return trans_to_turf(target, amount, multiplier, copy)
|
||||
if(isobj(target))
|
||||
if(isobj(target) && target.is_open_container())
|
||||
return trans_to_obj(target, amount, multiplier, copy)
|
||||
return 0
|
||||
|
||||
|
||||
@@ -85,6 +85,7 @@
|
||||
var/obj/machinery/artifact/A = scanned_object
|
||||
A.anchored = 0
|
||||
A.being_used = 0
|
||||
scanned_object = null
|
||||
|
||||
/obj/machinery/artifact_analyser/Topic(href, href_list)
|
||||
if(href_list["begin_scan"])
|
||||
@@ -97,8 +98,8 @@
|
||||
continue
|
||||
if(O.invisibility)
|
||||
continue
|
||||
if(istype(scanned_object, /obj/machinery/artifact))
|
||||
var/obj/machinery/artifact/A = scanned_object
|
||||
if(istype(O, /obj/machinery/artifact))
|
||||
var/obj/machinery/artifact/A = O
|
||||
if(A.being_used)
|
||||
artifact_in_use = 1
|
||||
else
|
||||
|
||||
@@ -306,7 +306,7 @@
|
||||
return 1
|
||||
|
||||
|
||||
/datum/gas_mixture/proc/react(atom/dump_location)
|
||||
/datum/gas_mixture/proc/react()
|
||||
zburn(null, force_burn=0, no_check=0) //could probably just call zburn() here with no args but I like being explicit.
|
||||
|
||||
|
||||
@@ -442,20 +442,25 @@
|
||||
total_gas[g] += gasmix.gas[g]
|
||||
|
||||
if(total_volume > 0)
|
||||
//Average out the gases
|
||||
for(var/g in total_gas)
|
||||
total_gas[g] /= total_volume
|
||||
var/datum/gas_mixture/combined = new(total_volume)
|
||||
combined.gas = total_gas
|
||||
|
||||
//Calculate temperature
|
||||
var/temperature = 0
|
||||
|
||||
if(total_heat_capacity > 0)
|
||||
temperature = total_thermal_energy / total_heat_capacity
|
||||
combined.temperature = total_thermal_energy / total_heat_capacity
|
||||
combined.update_values()
|
||||
|
||||
//Allow for reactions
|
||||
combined.react()
|
||||
|
||||
//Average out the gases
|
||||
for(var/g in combined.gas)
|
||||
combined.gas[g] /= total_volume
|
||||
|
||||
//Update individual gas_mixtures
|
||||
for(var/datum/gas_mixture/gasmix in gases)
|
||||
gasmix.gas = total_gas.Copy()
|
||||
gasmix.temperature = temperature
|
||||
gasmix.gas = combined.gas.Copy()
|
||||
gasmix.temperature = combined.temperature
|
||||
gasmix.multiply(gasmix.volume)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -56,6 +56,13 @@
|
||||
|
||||
-->
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">06 December 2015</h2>
|
||||
<h3 class="author">Hubblenaut updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Welding a broken camera will use the correct icon.</li>
|
||||
<li class="tweak">Camera assemblies remember their tag and network from previous usage.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">22 November 2015</h2>
|
||||
<h3 class="author">neersighted updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
|
||||
@@ -2150,3 +2150,7 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
|
||||
neersighted:
|
||||
- bugfix: Laptop Vendors now accept ID Containers (PDA, Wallet, etc).
|
||||
- bugfix: Personal Lockers now accept ID Containers (PDA, Wallet, etc).
|
||||
2015-12-06:
|
||||
Hubblenaut:
|
||||
- bugfix: Welding a broken camera will use the correct icon.
|
||||
- tweak: Camera assemblies remember their tag and network from previous usage.
|
||||
|
||||
Reference in New Issue
Block a user