Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
SkyMarshal
2012-01-05 09:45:20 -07:00
26 changed files with 986 additions and 562 deletions

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@@ -140,6 +140,7 @@
#define FILE_DIR "code/unused/pda2"
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
#define FILE_DIR "code/WorkInProgress/mapload"
#define FILE_DIR "code/WorkInProgress/Mini"
#define FILE_DIR "code/WorkInProgress/organs"

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@@ -0,0 +1,189 @@
/obj/multiz
icon = 'multiz.dmi'
density = 0
opacity = 0
anchored = 1
var/istop = 1
CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
/obj/multiz/proc/targetZ()
return src.z + (istop ? 1 : -1)
/obj/multiz/ladder
icon_state = "ladderdown"
name = "ladder"
desc = "A Ladder. You climb up and down it."
/obj/multiz/ladder/New()
..()
if (!istop)
icon_state = "ladderup"
else
icon_state = "ladderdown"
/obj/multiz/ladder/attack_paw(var/mob/M)
return attack_hand(M)
/obj/multiz/ladder/attackby(var/W, var/mob/M)
return attack_hand(M)
/obj/multiz/ladder/attack_hand(var/mob/M)
M.Move(locate(src.x, src.y, targetZ()))
/*
/obj/multiz/ladder/blob_act()
var/newblob = 1
for(var/obj/blob in locate(src.x, src.y, targetZ()))
newblob = 0
if(newblob)
new /obj/blob(locate(src.x, src.y, targetZ()))
*/
//Stairs. var/dir on all four component objects should be the dir you'd walk from top to bottom
//active = bump to move down
//active/bottom = bump to move up
//enter = decorative downwards stairs
//enter/bottom = decorative upward stairs
/obj/multiz/stairs
name = "Stairs"
desc = "Stairs. You walk up and down them."
icon_state = "ramptop"
/obj/multiz/stairs/New()
icon_state = istop ^ istype(src, /obj/multiz/stairs/active) ? "ramptop" : "rampbottom"
/obj/multiz/stairs/enter/bottom
istop = 0
/obj/multiz/stairs/active
density = 1
/obj/multiz/stairs/active/Bumped(var/atom/movable/M)
if(istype(src, /obj/multiz/stairs/active/bottom) && !locate(/obj/multiz/stairs/enter) in M.loc)
return //If on bottom, only let them go up stairs if they've moved to the entry tile first.
//If it's the top, they can fall down just fine.
if(ismob(M) && M:client)
M:client.moving = 1
M.Move(locate(src.x, src.y, targetZ()))
if (ismob(M) && M:client)
M:client.moving = 0
/obj/multiz/stairs/active/Click()
if(!istype(usr,/mob/dead/observer))
return ..()
usr.client.moving = 1
usr.Move(locate(src.x, src.y, targetZ()))
usr.client.moving = 0
/obj/multiz/stairs/active/bottom
istop = 0
opacity = 1
/turf/simulated/floor/open
name = "open space"
intact = 0
icon_state = "open"
pathweight = 100000 //Seriously, don't try and path over this one numbnuts
var/icon/darkoverlays = null
var/turf/floorbelow
//floorstrength = 1
mouse_opacity = 2
New()
..()
spawn(1)
if(!istype(src, /turf/simulated/floor/open)) //This should not be needed but is.
return
floorbelow = locate(x, y, z + 1)
if(floorbelow)
//Fortunately, I've done this before. - Aryn
if(istype(floorbelow,/turf/space) || floorbelow.z > 4)
new/turf/space(src)
else if(!istype(floorbelow,/turf/simulated/floor))
new/turf/simulated/floor/plating(src)
else
//if(ticker)
//find_zone()
update()
else
new/turf/space(src)
Del()
. = ..()
Enter(var/atom/movable/AM)
if (..()) //TODO make this check if gravity is active (future use) - Sukasa
spawn(1)
if(AM)
AM.Move(locate(x, y, z + 1))
if (istype(AM, /mob))
AM:bruteloss += 20 //You were totally doin it wrong. 5 damage? Really? - Aryn
AM:weakened = max(AM:weakened,5)
AM:updatehealth()
return ..()
attackby()
//nothing
proc/update() //Update the overlayss to make the openspace turf show what's down a level
if(!floorbelow) return
/*src.clearoverlays()
src.addoverlay(floorbelow)
for(var/obj/o in floorbelow.contents)
src.addoverlay(image(o, dir=o.dir, layer = TURF_LAYER+0.05*o.layer))
var/image/I = image('ULIcons.dmi', "[min(max(floorbelow.LightLevelRed - 4, 0), 7)]-[min(max(floorbelow.LightLevelGreen - 4, 0), 7)]-[min(max(floorbelow.LightLevelBlue - 4, 0), 7)]")
I.layer = TURF_LAYER + 0.2
src.addoverlay(I)
I = image('ULIcons.dmi', "1-1-1")
I.layer = TURF_LAYER + 0.2
src.addoverlay(I)*/
var/maxZ = 1
var/minZ = 1
// Maybe it's best to have this hardcoded for whatever we'd add to the map, in order to avoid exploits
// (such as mining base => admin station)
// Note that this assumes the ship's top is at z=1 and bottom at z=4
/obj/item/weapon/tank/jetpack/proc/move_z(cardinal, mob/user as mob)
if (user.z > 1)
user << "\red There is nothing of interest in that direction."
return
if(allow_thrust(0.01, user))
switch(cardinal)
if (UP) // Going up!
if(user.z > maxZ) // If we aren't at the very top of the ship
var/turf/T = locate(user.x, user.y, user.z - 1)
// You can only jetpack up if there's space above, and you're sitting on either hull (on the exterior), or space
//if(T && istype(T, /turf/space) && (istype(user.loc, /turf/space) || istype(user.loc, /turf/space/*/hull*/)))
//check through turf contents to make sure there's nothing blocking the way
if(T && istype(T, /turf/space))
var/blocked = 0
for(var/atom/A in T.contents)
if(T.density)
blocked = 1
user << "\red You bump into [T.name]."
break
if(!blocked)
user.Move(T)
else
user << "\red You bump into the ship's plating."
else
user << "\red The ship's gravity well keeps you in orbit!" // Assuming the ship starts on z level 1, you don't want to go past it
if (DOWN) // Going down!
if (user.z < 1) // If we aren't at the very bottom of the ship, or out in space
var/turf/T = locate(user.x, user.y, user.z + 1)
// You can only jetpack down if you're sitting on space and there's space down below, or hull
if(T && (istype(T, /turf/space) || istype(T, /turf/space/*/hull*/)) && istype(user.loc, /turf/space))
var/blocked = 0
for(var/atom/A in T.contents)
if(T.density)
blocked = 1
user << "\red You bump into [T.name]."
break
if(!blocked)
user.Move(T)
else
user << "\red You bump into the ship's plating."
else
user << "\red The ship's gravity well keeps you in orbit!"

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@@ -10,6 +10,7 @@
anchored = 1.0
circuit = "/obj/item/weapon/circuitboard/atmoscontrol"
var/obj/machinery/alarm/current = ""
var/overridden = 0 //not set yet, can't think of a good way to do it
/obj/machinery/computer/atmoscontrol/attack_hand(mob/user)
if(..())
@@ -36,7 +37,7 @@
return ""
var/dat = "<h3>[current.name]</h3><hr>"
dat += current.return_status()
if(current.remote_control)
if(current.remote_control || overridden && current.rcon_setting)
dat += "<hr>[src.return_controls()]"
return dat

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@@ -19,7 +19,7 @@
username = ""
yesno_state = ""
yesno_param = ""
print("Hi! I'm [callsign], how are you doing?")
print("Hi! I'm [callsign], how are you doing? You can talk to me by beginning your statements with \"[callsign],\"")
/datum/text_parser/parser/eliza/process_line()
..()

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@@ -108,7 +108,7 @@
"Oh, I*",
"You're not really talking about me, are you?")),
new/datum/text_parser/keyword(
list("i want"),
list("i want","i like"),
list(
"What would it mean if you got*",
"Why do you want*",
@@ -397,7 +397,7 @@
pda.overlays = null
pda.overlays += image('pda.dmi', "pda-r")
return "Told [name] that [object]."
return "Told [name], [object]."
/datum/text_parser/keyword/yes
process(object)

View File

@@ -239,7 +239,7 @@ proc/airborne_can_reach(turf/source, turf/target)
e.runeffect(mob,stage)
clicks+=speed
if(prob(5)) spread_airborne(mob)
if(prob(50)) spread_airborne(mob)
proc/cure(var/mob/living/carbon/mob)
var/datum/disease2/effectholder/E

View File

@@ -3,7 +3,7 @@
icon = 'computer.dmi'
icon_state = "dna"
var/curing
var/virusing
var/virusing = 0
var/obj/item/weapon/reagent_containers/container = null
@@ -40,6 +40,20 @@
container = I
C.drop_item()
I.loc = src
if(istype(I,/obj/item/weapon/virusdish))
if(virusing)
user << "<b>The pathogen materializer is still recharging.."
return
var/obj/item/weapon/reagent_containers/glass/beaker/product = new(src.loc)
var/list/data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"virus2"=null,"antibodies"=0)
data["virus2"] = I:virus2
product.reagents.add_reagent("blood",30,data)
virusing = 1
spawn(1200) virusing = 0
state("The [src.name] Buzzes", "blue")
//else
src.attack_hand(user)

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@@ -46,4 +46,4 @@
// comment out the line below when debugging locally to enable the options & messages menu
control_freak = 1
//control_freak = 1

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@@ -1453,3 +1453,21 @@ proc/safepick(list/list)
return
return pick(list)
proc/get_opposite(var/checkdir)
switch(checkdir)
if(NORTH)
return SOUTH
if(SOUTH)
return NORTH
if(EAST)
return WEST
if(WEST)
return EAST
if(NORTHEAST)
return SOUTHWEST
if(NORTHWEST)
return SOUTHEAST
if(SOUTHEAST)
return NORTHWEST
if(SOUTHWEST)
return NORTHEAST

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@@ -17,10 +17,10 @@
SpawnEvent()
del src
return
command_alert("Warning: Ship approaching high-density radiation cloud. Seek cover immediately.")
command_alert("Warning: station approaching high-density radiation cloud. Seek cover immediately.")
Tick()
if(ActiveFor == 50)
command_alert("Ship has entered radiation cloud. Do not leave cover until it has passed.")
command_alert("Station has entered radiation cloud. Do not leave cover until it has passed.")
if(ActiveFor == 100 || ActiveFor == 150) //1/2 and 2/2 f the way after it start proper make peope be half dead mostly
for(var/mob/living/carbon/M in world)
var/area = M.loc.loc
@@ -31,4 +31,4 @@
if(!M.stat)
M.radiate(100)
Die()
command_alert("The ship has cleared the radiation cloud. It is now safe to leave cover.")
command_alert("The station has cleared the radiation cloud. It is now safe to leave cover.")

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@@ -10,7 +10,7 @@
Announce()
Lifetime = rand(90, 300)
command_alert("The ship is flying through an electrical storm. Radio communications may be disrupted", "Anomaly Alert")
command_alert("The station is flying through an electrical storm. Radio communications may be disrupted", "Anomaly Alert")
for (var/datum/radio_frequency/Freq in radio_controller.frequencies)
if(prob(35))
@@ -74,7 +74,7 @@
Die()
command_alert("The ship has cleared the electrical storm. Radio communications restored", "Anomaly Alert")
command_alert("The station has cleared the electrical storm. Radio communications restored", "Anomaly Alert")
for (var/datum/radio_frequency/Freq in ScrambledFrequencies)
radio_controller.UnregisterScrambler(Freq)
DisruptedFrequencies = list( )

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@@ -1,6 +1,6 @@
/datum/event/power_offline
Announce()
command_alert("The ship is performing an automated power system grid check, please stand by.", "Maintenance alert")
command_alert("The station is performing an automated power system grid check, please stand by.", "Maintenance alert")
for(var/obj/machinery/power/apc/a in world)
if(!a.crit)
a.eventoff = 1

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@@ -1,12 +1,12 @@
/datum/event/radiation
Lifetime = 10
Announce()
command_alert("The ship is now travelling through a radiation belt", "Medical Alert")
command_alert("The station is now travelling through a radiation belt", "Medical Alert")
Tick()
for(var/mob/living/carbon/L in world)
L.radiation += rand(1,7)
if (prob(4))
if (L && prob(4))
if (prob(75))
randmutb(L)
domutcheck(L,null,1)
@@ -15,4 +15,4 @@
domutcheck(L,null,1)
Die()
command_alert("The ship has cleared the radiation belt", "Medical Alert")
command_alert("The station has cleared the radiation belt", "Medical Alert")

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@@ -30,7 +30,7 @@ proc/makejson()
var/admins = "no"
for(var/client/C)
playerscount++
if(C.holder)
if(C.holder && C.holder.level >= 0) // make sure retired admins don't make nt think admins are on
if(!C.stealth)
admins = "yes"
players += "[C.key];"

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@@ -41,6 +41,11 @@
//var/skipprocess = 0 //Experimenting
var/alarm_frequency = 1437
var/remote_control = 0
#define RCON_NO 1
#define RCON_AUTO 2
#define RCON_YES 3
var/rcon_setting = 2
var/rcon_time = 0
#define AALARM_REPORT_TIMEOUT 100
var/datum/radio_frequency/radio_connection
var/locked = 1
@@ -212,9 +217,9 @@
/obj/machinery/alarm/proc/return_text()
if(!(istype(usr, /mob/living/silicon)) && locked)
return "<html><head><title>[src]</title></head><body>[return_status()]<hr><a href='?src=\ref[src]&ctrl=1'>[remote_control ? "Disable" : "Enable"] Remote Control</a><hr><i>(Swipe ID card to unlock interface)</i></body></html>"
return "<html><head><title>[src]</title></head><body>[return_status()]<hr>[rcon_text()]<hr><i>(Swipe ID card to unlock interface)</i></body></html>"
else
return "<html><head><title>[src]</title></head><body>[return_status()]<hr><a href='?src=\ref[src]&ctrl=1'>[remote_control ? "Disable" : "Enable"] Remote Control</a><hr>[return_controls()]</body></html>"
return "<html><head><title>[src]</title></head><body>[return_status()]<hr>[rcon_text()]<hr>[return_controls()]</body></html>"
/obj/machinery/alarm/proc/return_status()
var/turf/location = src.loc
@@ -298,6 +303,24 @@ Temperature: <span class='dl[temperature_dangerlevel]'>[environment.temperature]
return output
/obj/machinery/alarm/proc/rcon_text()
var/dat = "<b>Remote Control:</b><br>"
if(src.rcon_setting == RCON_NO)
dat += "Off"
else
dat += "<a href='?src=\ref[src];rcon=[RCON_NO]'>Off</a>"
dat += " | "
if(src.rcon_setting == RCON_AUTO)
dat += "Auto"
else
dat += "<a href='?src=\ref[src];rcon=[RCON_AUTO]'>Auto</a>"
dat += " | "
if(src.rcon_setting == RCON_YES)
dat += "On"
else
dat += "<a href='?src=\ref[src];rcon=[RCON_YES]'>On</a>"
return dat
/obj/machinery/alarm/proc/return_controls()
var/output = ""//"<B>[alarm_zone] Air [name]</B><HR>"
@@ -492,8 +515,8 @@ table tr:first-child th:first-child { border: none;}
/obj/machinery/alarm/Topic(href, href_list)
if(..())
return
if(href_list["ctrl"])
remote_control = !remote_control
if(href_list["rcon"])
rcon_setting = text2num(href_list["rcon"])
src.updateUsrDialog()
if(href_list["command"])
var/device_id = href_list["id_tag"]
@@ -675,6 +698,21 @@ table tr:first-child th:first-child { border: none;}
mode=AALARM_MODE_SCRUBBING
apply_mode()
//atmos computer remote controll stuff
switch(rcon_setting)
if(RCON_NO)
remote_control = 0
if(RCON_AUTO)
if(danger_level == 2)
remote_control = 1
rcon_time = 60
if(RCON_YES)
remote_control = 1
if(rcon_time > 0)
rcon_time--
else if(rcon_setting == RCON_AUTO)
remote_control = 0
src.updateDialog()
return

View File

@@ -1888,16 +1888,20 @@
if (H.wear_id)
var/obj/item/weapon/card/id/id
if(istype(H.wear_id, /obj/item/weapon/card/id))
id = H.wear_id // The ID is on the ID slot
else if(istype(H.wear_id, /obj/item/device/pda))
if(istype(H.wear_id, /obj/item/device/pda))
var/obj/item/device/pda/PDA = H.wear_id
id = PDA.id // The ID is contained inside the PDA
if(M.mind.assigned_role == id.assignment) // Polymorph
dat += "<td>[M.mind.assigned_role]</td>"
id = PDA.id // The ID is contained inside the PDA
else
dat += "<td>[M.mind.assigned_role] ([id.assignment])"
id = H.wear_id
if(isnull(id.assignment))
usr << "<font color=red>ERROR:</font> Inform the coders that an [id.name] was checked for its assignment variable."
dat += "<td><font color=red>ERROR</font></td>"
else
if(M.mind.assigned_role == id.assignment) // Polymorph
dat += "<td>[M.mind.assigned_role]</td>"
else
dat += "<td>[M.mind.assigned_role] ([id.assignment])"
else
dat += "<td>[M.mind.assigned_role] (No ID)</td>"

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@@ -566,7 +566,7 @@
reset_view(null)
client.adminobs = 0
else
if(ticker)
if(ticker && ticker.mode)
// world << "there's a ticker"
if(ticker.mode.name == "AI malfunction")
// world << "ticker says its malf"

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@@ -220,7 +220,7 @@
M.animate_movement = 2
return
else if(mob.confused)
else if(mob.confused && prob(30))
step(mob, pick(cardinal))
else
. = ..()

View File

@@ -9,46 +9,71 @@
anchored = 1
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/forwards // this is the default (forward) direction, set by the map dir
var/backwards // hopefully self-explanatory
var/forwards // this is the default (forward) direction, set by the map dir, can be 0
var/backwards // hopefully self-explanatory, can be 0
var/movedir // the actual direction to move stuff in
var/list/affecting // the list of all items that will be moved this ptick
var/id = "" // the control ID - must match controller ID
//these ones below for backwards compatibility
// following two only used if a diverter is present
var/divert_from = 0 // if non-zero, direction to divert items
var/divert_to = 0 // if diverting, will be conveyer dir needed to divert (otherwise dense)
var/basedir // this is the default (forward) direction, set by the map dir
// note dir var can vary when the direction changes
//cael - corner icon bug that needs a manual fix
//note: for now, the sprites/anis and their directions are mostly independant from the actual conveyor move directions
//if no conveyor move directions are specified, they are calculated from the sprite dir
var/reverseSpriteMoveDir = 0
// create a conveyor
/obj/machinery/conveyor/New()
..()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(EAST)
forwards = EAST
backwards = WEST
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = EAST
backwards = SOUTH
if(NORTHWEST)
forwards = SOUTH
backwards = WEST
if(SOUTHEAST)
forwards = NORTH
backwards = EAST
if(SOUTHWEST)
forwards = WEST
backwards = NORTH
//added these to allow for custom conveyor dirs defined in map
if(!forwards)
switch(dir)
if(NORTH)
forwards = NORTH
if(SOUTH)
forwards = SOUTH
if(EAST)
forwards = EAST
if(WEST)
forwards = WEST
if(NORTHEAST)
forwards = EAST
if(NORTHWEST)
forwards = WEST
if(SOUTHEAST)
forwards = EAST
if(SOUTHWEST)
forwards = WEST
if(!backwards)
switch(dir)
if(NORTH)
backwards = SOUTH
if(SOUTH)
backwards = NORTH
if(EAST)
backwards = WEST
if(WEST)
backwards = EAST
if(NORTHEAST)
backwards = SOUTH
if(NORTHWEST)
backwards = SOUTH
if(SOUTHEAST)
backwards = NORTH
if(SOUTHWEST)
backwards = NORTH
/obj/machinery/conveyor/proc/setmove()
if(operating == 1)
if(operating > 0)
movedir = forwards
else
else if(operating < 0)
movedir = backwards
update()
@@ -61,7 +86,7 @@
operating = 0
if(stat & NOPOWER)
operating = 0
icon_state = "conveyor[operating]"
icon_state = "conveyor[operating * (reverseSpriteMoveDir?-1:1)]"
// machine process
// move items to the target location
@@ -72,6 +97,17 @@
return
use_power(100)
// update if diverter present
// if movedir == forwards, therefore if divert_to != 0 and divert_from == backwards, then set movedir = divert_to
// if movedir == backwards, therefore if divert_to != 0 and divert_from == forwards, then set movedir = divert_to
//if(divert_to && divert_from == (movedir == backwards ? forwards : backwards ) )
//movedir = divert_to
if(divert_to)
if( movedir == forwards && divert_from == backwards )
movedir = divert_to
else if( movedir == backwards && divert_from == forwards )
movedir = divert_to
affecting = loc.contents - src // moved items will be all in loc
spawn(1) // slight delay to prevent infinite propagation due to map order
var/items_moved = 0
@@ -221,3 +257,129 @@
if(S.id == src.id)
S.position = position
S.update()
// converyor diverter
// extendable arm that can be switched so items on the conveyer are diverted sideways
// situate in same turf as conveyor
// only works if belts is running proper direction
//
//
/obj/machinery/diverter
icon = 'recycling.dmi'
icon_state = "diverter0"
name = "diverter"
desc = "A diverter arm for a conveyor belt."
anchored = 1
layer = FLY_LAYER
var/obj/machinery/conveyor/conv // the conveyor this diverter works on
var/deployed = 0 // true if diverter arm is extended
var/operating = 0 // true if arm is extending/contracting
var/divert_to // the dir that diverted items will be moved
var/divert_from // the dir items must be moving to divert
// create a diverter
// set up divert_to and divert_from directions depending on dir state
/obj/machinery/diverter/New()
..()
//cael - the icon states are all derped, so these won't make sense.
//just place the diverter according to which icon state is correct
switch(dir)
if(NORTH)
divert_to = WEST//
divert_from = SOUTH//
if(SOUTH)
divert_to = EAST//
divert_from = SOUTH//NORTH
if(EAST)
divert_to = EAST//
divert_from = NORTH//SOUTH
if(WEST)
divert_to = WEST//
divert_from = NORTH//
if(NORTHEAST)
divert_to = NORTH//
divert_from = WEST//EAST
if(NORTHWEST)
divert_to = NORTH//
divert_from = EAST//WEST
if(SOUTHEAST)
divert_to = SOUTH//
divert_from = WEST//EAST
if(SOUTHWEST)
divert_to = SOUTH//
divert_from = EAST//WEST
spawn(2)
// wait for map load then find the conveyor in this turf
conv = locate() in src.loc
if(conv) // divert_from dir must match possible conveyor movement
if(conv.backwards != divert_from && conv.backwards != turn(divert_from,180) )
del(src) // if no dir match, then delete self
set_divert()
update()
// update the icon state depending on whether the diverter is extended
/obj/machinery/diverter/proc/update()
icon_state = "diverter[deployed]"
// call to set the diversion vars of underlying conveyor
/obj/machinery/diverter/proc/set_divert()
if(conv)
if(deployed)
conv.divert_to = divert_to
conv.divert_from = divert_from
else
conv.divert_to = 0
conv.divert_from = 0
conv.setmove()
// *** TESTING click to toggle
/obj/machinery/diverter/Click()
toggle()
// toggle between arm deployed and not deployed, showing animation
//
/obj/machinery/diverter/proc/toggle()
if( stat & (NOPOWER|BROKEN))
return
if(operating)
return
use_power(50)
operating = 1
if(deployed)
flick("diverter10",src)
icon_state = "diverter0"
sleep(10)
deployed = 0
else
flick("diverter01",src)
icon_state = "diverter1"
sleep(10)
deployed = 1
operating = 0
update()
set_divert()
// don't allow movement into the 'backwards' direction if deployed
/obj/machinery/diverter/CanPass(atom/movable/O, var/turf/target)
var/direct = get_dir(O, target)
if(direct == divert_to) // prevent movement through body of diverter
return 0
if(!deployed)
return 1
return(direct != divert_from)
// don't allow movement through the arm if deployed
/obj/machinery/diverter/CheckExit(atom/movable/O, var/turf/target)
var/direct = get_dir(O, target)
if(direct == turn(divert_to,180)) // prevent movement through body of diverter
return 0
if(!deployed)
return 1
return(direct != turn(divert_from,180))
//divert_to = NORTH
//divert_from = EAST

View File

@@ -227,11 +227,13 @@ atom/proc/Del()
return
atom/proc/movable/Move()
// formerly atom/proc/movable/Move(), this now overwrites other shit causing random inexplicable problems.
// need to find a way to plug it in to the root without overriding, might just do the snowflake treatment
/*atom/proc/Move()
ul_Extinguish()
..()
ul_Illuminate()
return
return*/
turf
var

View File

@@ -1,5 +1,6 @@
abi79 - Game Master
arcalane - Game Admin
bobbehluvspropane - Game Admin
cacophony - Game Admin
cajoes - Game Admin
cib - Game Master
@@ -13,6 +14,8 @@ megacaesar - Game Admin
miniature - Game Master
misterfox - Retired Admin
mloc - Game Master
skymarshal - Game Master
spaceman96 - Game Admin
strumpetplaya - Retired Admin
tastyfish - Game Master
uristqwerty - Game Master

View File

@@ -41,16 +41,16 @@ SQL_ENABLED 0
## set to 0 to disable that mode
## Cult mode is in alpha test, enable at your own risk
PROBABILITY EXTENDED 0
PROBABILITY TRAITOR 3
PROBABILITY TRAITOR 4
PROBABILITY METEOR 0
PROBABILITY MALFUNCTION 1
PROBABILITY BLOB 0
PROBABILITY NUCLEAR 1
PROBABILITY BLOB 1
PROBABILITY NUCLEAR 0
PROBABILITY SANDBOX 0
PROBABILITY WIZARD 0
PROBABILITY RESTRUCTURING 0
PROBABILITY REVOLUTION 1
PROBABILITY CHANGELING 1
PROBABILITY CHANGELING 0
PROBABILITY CULT 1
PROBABILITY MONKEY 0
PROBABILITY TRAITORCHAN 0
@@ -109,4 +109,4 @@ GUEST_JOBBAN 1
# FEATURE_OBJECT_SPELL_SYSTEM
##Toggle for having jobs load up from the .txt
# LOAD_JOBS_FROM_TXT
# LOAD_JOBS_FROM_TXT

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