mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-20 07:02:30 +00:00
Conflict fix?
This commit is contained in:
@@ -286,3 +286,13 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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if(host)
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host.ckey = src.ckey
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host << "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>"
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/mob/dead/observer/verb/view_manfiest()
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set name = "View Crew Manifest"
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set category = "Ghost"
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var/dat
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dat += "<h4>Crew Manifest</h4>"
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dat += data_core.get_manifest()
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src << browse(dat, "window=manifest;size=370x420;can_close=1")
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@@ -455,4 +455,26 @@
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<BR>"}
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[name]")
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return
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return
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//generates realistic-ish pulse output based on preset levels
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/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
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var/temp = 0 //see setup.dm:694
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switch(src.pulse)
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if(PULSE_NONE)
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return "0"
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if(PULSE_SLOW)
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temp = rand(40, 60)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_NORM)
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temp = rand(60, 90)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_FAST)
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temp = rand(90, 120)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_2FAST)
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temp = rand(120, 160)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_THREADY)
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return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
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// output for machines^ ^^^^^^^output for people^^^^^^^^^
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@@ -2,8 +2,7 @@
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gender = MALE
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var/list/stomach_contents = list()
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var/brain_op_stage = 0.0
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var/datum/disease2/disease/virus2 = null
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var/list/datum/disease2/disease/resistances2 = list()
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var/list/datum/disease2/disease/virus2 = list()
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var/antibodies = 0
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var/silent = null //Can't talk. Value goes down every life proc.
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@@ -19,4 +18,6 @@
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//Surgery info
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var/datum/surgery_status/op_stage = new/datum/surgery_status
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//Active emote/pose
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var/pose = null
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var/pose = null
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var/pulse = PULSE_NORM //current pulse level
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@@ -209,19 +209,13 @@
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spawn(15)
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usr << "\blue [t_He] has a pulse!"
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if (src.stat == 2 || (status_flags & FAKEDEATH))
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if(distance <= 1)
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if(istype(usr, /mob/living/carbon/human) && usr.stat == 0)
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for(var/mob/O in viewers(usr.loc, null))
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O.show_message("[usr] checks [src]'s pulse.", 1)
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if(distance <= 1)
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if(istype(usr, /mob/living/carbon/human) && usr.stat == 0)
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spawn(15)
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var/foundghost = 0
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if(src.client)
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foundghost = 1
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if(!foundghost)
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usr << "<span class='deadsay'>[t_He] has no pulse and [t_his] soul has departed...</span>"
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if(pulse == PULSE_NONE)
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usr << "<span class='deadsay'>[t_He] has no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>"
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else
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usr << "<span class='deadsay'>[t_He] has no pulse...</span>"
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usr << "<span class='deadsay'>[t_He] has a pulse!</span>"
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msg += "<span class='warning'>"
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@@ -1213,3 +1213,36 @@ mob/living/carbon/human/yank_out_object()
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organ.status |= ORGAN_BLEEDING
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organ.take_damage(rand(1,3), 0, 0)
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src.adjustToxLoss(rand(1,3))
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/mob/living/carbon/human/verb/check_pulse()
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set category = "Object"
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set name = "Check pulse"
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set desc = "Approximately count somebody's pulse. Requires you to stand still at least 6 seconds."
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set src in view(1)
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var/self = 0
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if(usr.stat == 1 || usr.restrained() || !isliving(usr)) return
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if(usr == src)
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self = 1
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if(!self)
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usr.visible_message("\blue [usr] kneels down, puts \his hand on [src]'s wrist and begins counting their pulse.",\
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"You begin counting [src]'s pulse")
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else
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usr.visible_message("\blue [usr] begins counting their pulse.",\
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"You begin counting your pulse.")
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if(src.pulse)
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usr << "\blue [self ? "You have a" : "[src] has a"] pulse! Counting..."
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else
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usr << "\red [src] has no pulse!" //it is REALLY UNLIKELY that a dead person would check his own pulse
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return
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usr << "Don't move until counting is finished."
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var/time = world.timeofday
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sleep(60)
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if(usr.l_move_time >= time) //checks if our mob has moved during the sleep()
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usr << "You moved while counting. Try again."
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else
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usr << "\blue [self ? "Your" : "[src]'s"] pulse is [src.get_pulse(GETPULSE_HAND)]."
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@@ -113,6 +113,8 @@
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handle_regular_hud_updates()
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pulse = handle_pulse()
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// Grabbing
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for(var/obj/item/weapon/grab/G in src)
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G.process()
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@@ -542,17 +544,20 @@
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if(stat != 2)
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stabilize_temperature_from_calories()
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// log_debug("Adjusting to atmosphere.")
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//After then, it reacts to the surrounding atmosphere based on your thermal protection
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if(loc_temp < bodytemperature)
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//Place is colder than we are
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if(loc_temp < BODYTEMP_COLD_DAMAGE_LIMIT) //Place is colder than we are
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var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
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else
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//Place is hotter than we are
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var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
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// log_debug("[loc_temp] is Cold. Cooling by [amt]")
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bodytemperature += amt
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else if (loc_temp > BODYTEMP_HEAT_DAMAGE_LIMIT) //Place is hotter than we are
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var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
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var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
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// log_debug("[loc_temp] is Heat. Heating up by [amt]")
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bodytemperature += amt
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// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
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if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
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@@ -632,19 +637,25 @@
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*/
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proc/stabilize_temperature_from_calories()
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var/body_temperature_difference = 310.15 - bodytemperature
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if (abs(body_temperature_difference) < 0.01)
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return //fuck this precision
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switch(bodytemperature)
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if(-INFINITY to 260.15) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
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if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
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nutrition -= 2
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var/body_temperature_difference = 310.15 - bodytemperature
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bodytemperature += max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
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var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
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// log_debug("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
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bodytemperature += recovery_amt
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if(260.15 to 360.15)
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var/body_temperature_difference = 310.15 - bodytemperature
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bodytemperature += body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
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var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
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// log_debug("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
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bodytemperature += recovery_amt
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if(360.15 to INFINITY) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
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//We totally need a sweat system cause it totally makes sense...~
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var/body_temperature_difference = 310.15 - bodytemperature
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bodytemperature += min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
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var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
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// log_debug("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
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bodytemperature += recovery_amt
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//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, UPPER_TORSO, LOWER_TORSO, etc. See setup.dm for the full list)
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proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
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@@ -1332,28 +1343,35 @@
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if(bodytemperature > 406)
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for(var/datum/disease/D in viruses)
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D.cure()
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if(virus2) virus2.cure(src)
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if(!virus2)
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for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
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if(B.virus2 && get_infection_chance())
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infect_virus2(src,B.virus2)
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for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
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if(M.virus2 && get_infection_chance())
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infect_virus2(src,M.virus2)
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else
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if(isnull(virus2)) // Trying to figure out a runtime error that keeps repeating
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for (var/ID in virus2)
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var/datum/disease2/disease/V = virus2[ID]
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V.cure(src)
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for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
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if(B.virus2.len && get_infection_chance(src))
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for (var/ID in B.virus2)
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var/datum/disease2/disease/V = virus2[ID]
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infect_virus2(src,V)
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for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
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if(M.virus2.len && get_infection_chance(src))
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for (var/ID in M.virus2)
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var/datum/disease2/disease/V = virus2[ID]
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infect_virus2(src,V)
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for (var/ID in virus2)
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var/datum/disease2/disease/V = virus2[ID]
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if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
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CRASH("virus2 nulled before calling activate()")
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else
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virus2.activate(src)
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V.activate(src)
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// activate may have deleted the virus
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if(!virus2) return
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if(!V) continue
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// check if we're immune
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if(virus2.antigen & src.antibodies) virus2.dead = 1
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if(V.antigen & src.antibodies)
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V.dead = 1
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return
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return
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proc/handle_stomach()
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spawn(0)
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@@ -1414,5 +1432,34 @@
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if (shock_stage > 80)
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Paralyse(rand(15,28))
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proc/handle_pulse()
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if(life_tick % 5) return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
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if(stat == DEAD)
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return PULSE_NONE //that's it, you're dead, nothing can influence your pulse
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var/temp = PULSE_NORM
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if(round(vessel.get_reagent_amount("blood")) <= BLOOD_VOLUME_BAD) //how much blood do we have
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temp = PULSE_THREADY //not enough :(
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if(status_flags & FAKEDEATH)
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temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
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for(var/datum/reagent/R in reagents.reagent_list)
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if(R.id in bradycardics)
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if(temp <= PULSE_THREADY && temp >= PULSE_NORM)
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temp--
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break //one reagent is enough
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//comment out the breaks to make med effects stack
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for(var/datum/reagent/R in reagents.reagent_list) //handles different chems' influence on pulse
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if(R.id in tachycardics)
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if(temp <= PULSE_FAST && temp >= PULSE_NONE)
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temp++
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break
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return temp
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#undef HUMAN_MAX_OXYLOSS
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#undef HUMAN_CRIT_MAX_OXYLOSS
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@@ -150,28 +150,40 @@
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emote("gasp")
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updatehealth()
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proc/handle_virus_updates()//copypaste from mob/carbon/human/life.dm
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proc/handle_virus_updates()
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if(status_flags & GODMODE) return 0 //godmode
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if(bodytemperature > 406)
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for(var/datum/disease/D in viruses)
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D.cure()
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if(!virus2)
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for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
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if(B.virus2 && get_infection_chance())
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infect_virus2(src,B.virus2)
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for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
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if(M.virus2 && get_infection_chance())
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infect_virus2(src,M.virus2)
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else
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if(isnull(virus2)) // Trying to figure out a runtime error that keeps repeating
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for (var/ID in virus2)
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var/datum/disease2/disease/V = virus2[ID]
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V.cure(src)
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for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
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if(B.virus2.len && get_infection_chance(src))
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for (var/ID in B.virus2)
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var/datum/disease2/disease/V = virus2[ID]
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infect_virus2(src,V)
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for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
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if(M.virus2.len && get_infection_chance(src))
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for (var/ID in M.virus2)
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var/datum/disease2/disease/V = virus2[ID]
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infect_virus2(src,V)
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for (var/ID in virus2)
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var/datum/disease2/disease/V = virus2[ID]
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if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
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CRASH("virus2 nulled before calling activate()")
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else
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virus2.activate(src)
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V.activate(src)
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// activate may have deleted the virus
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if(!virus2) return
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if(!V) continue
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// check if we're immune
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if(virus2.antigen & src.antibodies) virus2.dead = 1
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if(V.antigen & src.antibodies)
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V.dead = 1
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return
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proc/breathe()
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if(reagents)
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@@ -59,8 +59,11 @@
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for(var/datum/disease/D in patient.viruses)
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if(!D.hidden[SCANNER])
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foundVirus++
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if(patient.virus2)
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foundVirus++
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|
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for (var/ID in patient.virus2)
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if (ID in virusDB)
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foundVirus = 1
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break
|
||||
|
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holder = patient.hud_list[HEALTH_HUD]
|
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if(patient.stat == 2)
|
||||
|
||||
@@ -6,7 +6,7 @@
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usr << "<span class='notice'>Something is there but you can't see it.</span>"
|
||||
return
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>[custom_name ? ", [modtype] [braintype]" : ""]!\n"
|
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msg += "<span class='warning'>"
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if (src.getBruteLoss())
|
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if (src.getBruteLoss() < 75)
|
||||
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||||
@@ -48,7 +48,7 @@
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//var/list/laws = list()
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var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list())
|
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var/viewalerts = 0
|
||||
var/modtype = "robot"
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||||
var/modtype = "Default"
|
||||
var/lower_mod = 0
|
||||
var/jetpack = 0
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||||
var/datum/effect/effect/system/ion_trail_follow/ion_trail = null
|
||||
@@ -87,7 +87,7 @@
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module = new /obj/item/weapon/robot_module/syndicate(src)
|
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hands.icon_state = "standard"
|
||||
icon_state = "secborg"
|
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modtype = "Synd"
|
||||
modtype = "Security"
|
||||
else
|
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laws = new /datum/ai_laws/nanotrasen()
|
||||
connected_ai = select_active_ai_with_fewest_borgs()
|
||||
@@ -148,10 +148,10 @@
|
||||
if(module)
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return
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||||
var/list/modules = list("Standard", "Engineering", "Medical", "Miner", "Janitor", "Service", "Security")
|
||||
if(crisis) //Leaving this in until it's balanced appropriately.
|
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if(emagged || security_level > SEC_LEVEL_BLUE)
|
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src << "\red Crisis mode active. Combat module available."
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||||
modules+="Combat"
|
||||
var/mod = input("Please, select a module!", "Robot", null, null) in modules
|
||||
modtype = input("Please, select a module!", "Robot", null, null) in modules
|
||||
|
||||
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
|
||||
var/channels = list()
|
||||
@@ -159,17 +159,15 @@
|
||||
if(module)
|
||||
return
|
||||
|
||||
switch(mod)
|
||||
switch(modtype)
|
||||
if("Standard")
|
||||
module = new /obj/item/weapon/robot_module/standard(src)
|
||||
modtype = "Stand"
|
||||
module_sprites["Basic"] = "robot_old"
|
||||
module_sprites["Android"] = "droid"
|
||||
module_sprites["Default"] = "robot"
|
||||
|
||||
if("Service")
|
||||
module = new /obj/item/weapon/robot_module/butler(src)
|
||||
modtype = "Butler"
|
||||
module_sprites["Waitress"] = "Service"
|
||||
module_sprites["Kent"] = "toiletbot"
|
||||
module_sprites["Bro"] = "Brobot"
|
||||
@@ -178,7 +176,6 @@
|
||||
|
||||
if("Miner")
|
||||
module = new /obj/item/weapon/robot_module/miner(src)
|
||||
modtype = "Miner"
|
||||
channels = list("Supply" = 1)
|
||||
module_sprites["Basic"] = "Miner_old"
|
||||
module_sprites["Advanced Droid"] = "droid-miner"
|
||||
@@ -186,7 +183,6 @@
|
||||
|
||||
if("Medical")
|
||||
module = new /obj/item/weapon/robot_module/medical(src)
|
||||
modtype = "Med"
|
||||
channels = list("Medical" = 1)
|
||||
module_sprites["Basic"] = "Medbot"
|
||||
module_sprites["Advanced Droid"] = "droid-medical"
|
||||
@@ -195,7 +191,6 @@
|
||||
|
||||
if("Security")
|
||||
module = new /obj/item/weapon/robot_module/security(src)
|
||||
modtype = "Sec"
|
||||
channels = list("Security" = 1)
|
||||
module_sprites["Basic"] = "secborg"
|
||||
module_sprites["Red Knight"] = "Security"
|
||||
@@ -204,7 +199,6 @@
|
||||
|
||||
if("Engineering")
|
||||
module = new /obj/item/weapon/robot_module/engineering(src)
|
||||
modtype = "Eng"
|
||||
channels = list("Engineering" = 1)
|
||||
module_sprites["Basic"] = "Engineering"
|
||||
module_sprites["Antique"] = "engineerrobot"
|
||||
@@ -212,26 +206,24 @@
|
||||
|
||||
if("Janitor")
|
||||
module = new /obj/item/weapon/robot_module/janitor(src)
|
||||
modtype = "Jan"
|
||||
module_sprites["Basic"] = "JanBot2"
|
||||
module_sprites["Mopbot"] = "janitorrobot"
|
||||
module_sprites["Mop Gear Rex"] = "mopgearrex"
|
||||
|
||||
if("Combat")
|
||||
module = new /obj/item/weapon/robot_module/combat(src)
|
||||
modtype = "Com"
|
||||
module_sprites["Combat Android"] = "droid-combat"
|
||||
channels = list("Security" = 1)
|
||||
|
||||
//Custom_sprite check and entry
|
||||
if (custom_sprite == 1)
|
||||
module_sprites["Custom"] = "[src.ckey]-[mod]"
|
||||
module_sprites["Custom"] = "[src.ckey]-[modtype]"
|
||||
|
||||
hands.icon_state = lowertext(mod)
|
||||
feedback_inc("cyborg_[lowertext(mod)]",1)
|
||||
updatename(mod)
|
||||
hands.icon_state = lowertext(modtype)
|
||||
feedback_inc("cyborg_[lowertext(modtype)]",1)
|
||||
updatename()
|
||||
|
||||
if(mod == "Medical" || mod == "Security" || mod == "Combat")
|
||||
if(modtype == "Medical" || modtype == "Security" || modtype == "Combat")
|
||||
status_flags &= ~CANPUSH
|
||||
|
||||
choose_icon(6,module_sprites)
|
||||
@@ -239,7 +231,8 @@
|
||||
base_icon = icon_state
|
||||
|
||||
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
|
||||
|
||||
if(prefix)
|
||||
modtype = prefix
|
||||
if(istype(mmi, /obj/item/device/mmi/posibrain))
|
||||
braintype = "Android"
|
||||
else
|
||||
@@ -249,7 +242,7 @@
|
||||
if(custom_name)
|
||||
changed_name = custom_name
|
||||
else
|
||||
changed_name = "[(prefix ? "[prefix] " : "")][braintype]-[num2text(ident)]"
|
||||
changed_name = "[modtype] [braintype]-[num2text(ident)]"
|
||||
real_name = changed_name
|
||||
name = real_name
|
||||
|
||||
@@ -287,7 +280,7 @@
|
||||
if (newname != "")
|
||||
custom_name = newname
|
||||
|
||||
updatename("Default")
|
||||
updatename()
|
||||
updateicon()
|
||||
|
||||
/mob/living/silicon/robot/verb/cmd_robot_alerts()
|
||||
|
||||
@@ -145,8 +145,8 @@
|
||||
if (bot.connected_ai == ai)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
|
||||
// this function shows the health of the pAI in the Status panel
|
||||
/mob/living/silicon/proc/show_system_integrity()
|
||||
if(!src.stat)
|
||||
@@ -154,25 +154,25 @@
|
||||
else
|
||||
stat(null, text("Systems nonfunctional"))
|
||||
|
||||
|
||||
|
||||
// This is a pure virtual function, it should be overwritten by all subclasses
|
||||
/mob/living/silicon/proc/show_malf_ai()
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
// this function displays the station time in the status panel
|
||||
/mob/living/silicon/proc/show_station_time()
|
||||
stat(null, "Station Time: [worldtime2text()]")
|
||||
|
||||
|
||||
|
||||
|
||||
// this function displays the shuttles ETA in the status panel if the shuttle has been called
|
||||
/mob/living/silicon/proc/show_emergency_shuttle_eta()
|
||||
if(emergency_shuttle.online && emergency_shuttle.location < 2)
|
||||
var/timeleft = emergency_shuttle.timeleft()
|
||||
if (timeleft)
|
||||
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
|
||||
|
||||
|
||||
|
||||
|
||||
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
|
||||
/mob/living/silicon/Stat()
|
||||
..()
|
||||
@@ -182,13 +182,13 @@
|
||||
show_emergency_shuttle_eta()
|
||||
show_system_integrity()
|
||||
show_malf_ai()
|
||||
|
||||
|
||||
// this function displays the stations manifest in a separate window
|
||||
/mob/living/silicon/proc/show_station_manifest()
|
||||
var/dat
|
||||
dat += "<h4>Crew Manifest</h4>"
|
||||
if(data_core)
|
||||
dat += data_core.get_manifest(0) // make it monochrome
|
||||
dat += data_core.get_manifest(1) // make it monochrome
|
||||
dat += "<br>"
|
||||
src << browse(dat, "window=airoster")
|
||||
onclose(src, "airoster")
|
||||
Reference in New Issue
Block a user