mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 18:33:36 +00:00
Fixing more issues.
This commit is contained in:
@@ -88,6 +88,7 @@
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init_subtypes(/datum/crafting_recipe, GLOB.crafting_recipes)
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INVOKE_ASYNC(GLOBAL_PROC, /proc/init_ref_coin_values) //so the current procedure doesn't sleep because of UNTIL()
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INVOKE_ASYNC(GLOBAL_PROC, /proc/setupGenetics)
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//creates every subtype of prototype (excluding prototype) and adds it to list L.
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//if no list/L is provided, one is created.
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@@ -113,3 +114,25 @@
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UNTIL(C.flags_1 & INITIALIZED_1) //we want to make sure the value is calculated and not null.
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GLOB.coin_values[path] = C.value
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qdel(C)
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/proc/setupGenetics()
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var/list/mutations = subtypesof(/datum/mutation/human)
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shuffle_inplace(mutations)
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for(var/A in subtypesof(/datum/generecipe))
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var/datum/generecipe/GR = A
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GLOB.mutation_recipes[initial(GR.required)] = initial(GR.result)
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for(var/i in 1 to LAZYLEN(mutations))
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var/path = mutations[i] //byond gets pissy when we do it in one line
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var/datum/mutation/human/B = new path ()
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B.alias = "Mutation #[i]"
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GLOB.all_mutations[B.type] = B
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GLOB.full_sequences[B.type] = generate_gene_sequence(B.blocks)
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if(B.locked)
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continue
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if(B.quality == POSITIVE)
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GLOB.good_mutations |= B
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else if(B.quality == NEGATIVE)
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GLOB.bad_mutations |= B
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else if(B.quality == MINOR_NEGATIVE)
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GLOB.not_good_mutations |= B
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CHECK_TICK
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@@ -16,7 +16,6 @@ SUBSYSTEM_DEF(atoms)
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/datum/controller/subsystem/atoms/Initialize(timeofday)
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GLOB.fire_overlay.appearance_flags = RESET_COLOR
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setupGenetics() //to set the mutations' sequence.
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initialized = INITIALIZATION_INNEW_MAPLOAD
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InitializeAtoms()
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return ..()
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@@ -107,28 +106,6 @@ SUBSYSTEM_DEF(atoms)
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old_initialized = SSatoms.old_initialized
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BadInitializeCalls = SSatoms.BadInitializeCalls
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/datum/controller/subsystem/atoms/proc/setupGenetics()
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var/list/mutations = subtypesof(/datum/mutation/human)
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shuffle_inplace(mutations)
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for(var/A in subtypesof(/datum/generecipe))
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var/datum/generecipe/GR = A
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GLOB.mutation_recipes[initial(GR.required)] = initial(GR.result)
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for(var/i in 1 to LAZYLEN(mutations))
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var/path = mutations[i] //byond gets pissy when we do it in one line
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var/datum/mutation/human/B = new path ()
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B.alias = "Mutation #[i]"
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GLOB.all_mutations[B.type] = B
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GLOB.full_sequences[B.type] = generate_gene_sequence(B.blocks)
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if(B.locked)
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continue
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if(B.quality == POSITIVE)
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GLOB.good_mutations |= B
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else if(B.quality == NEGATIVE)
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GLOB.bad_mutations |= B
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else if(B.quality == MINOR_NEGATIVE)
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GLOB.not_good_mutations |= B
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CHECK_TICK
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/datum/controller/subsystem/atoms/proc/InitLog()
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. = ""
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for(var/path in BadInitializeCalls)
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@@ -53,6 +53,11 @@
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using_power = FALSE
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update_icon()
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/obj/machinery/recharger/Exited(atom/movable/M, atom/newloc)
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. = ..()
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if(charging == M)
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setCharging()
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/obj/machinery/recharger/attackby(obj/item/G, mob/user, params)
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if(istype(G, /obj/item/wrench))
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if(charging)
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@@ -111,13 +116,11 @@
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charging.update_icon()
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charging.forceMove(drop_location())
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user.put_in_hands(charging)
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setCharging(null)
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/obj/machinery/recharger/attack_tk(mob/user)
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if(charging)
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charging.update_icon()
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charging.forceMove(drop_location())
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setCharging(null)
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/obj/machinery/recharger/process()
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if(stat & (NOPOWER|BROKEN) || !anchored)
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@@ -101,7 +101,7 @@
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if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY))
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return TRUE
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accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', "attached_accessory.icon_state")
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accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', attached_accessory.icon_state)
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accessory_overlay.alpha = attached_accessory.alpha
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accessory_overlay.color = attached_accessory.color
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@@ -75,12 +75,12 @@
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apply_healing_core(target, user)
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/obj/item/organ/regenerative_core/proc/apply_healing_core(atom/target, mob/user)
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if(ishuman(target))
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if(!user || !ishuman(target))
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return
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var/mob/living/carbon/human/H = target
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if(inert)
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to_chat(user, "<span class='notice'>[src] has decayed and can no longer be used to heal.</span>")
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return
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else
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if(H.stat == DEAD)
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to_chat(user, "<span class='notice'>[src] are useless on the dead.</span>")
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return
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@@ -95,11 +95,11 @@
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else
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H.revive(full_heal = TRUE)
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qdel(src)
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user.log_message("[user] used [src] to heal [H]! Wake the fuck up, Samurai!", LOG_ATTACK, color="green") //Logging for 'old' style legion core use, when clicking on a sprite of yourself or another.
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user.log_message("[user] used [src] to heal [H == user ? "[H.p_them()]self" : H]! Wake the fuck up, Samurai!", LOG_ATTACK, color="green") //Logging for 'old' style legion core use, when clicking on a sprite of yourself or another.
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/obj/item/organ/regenerative_core/attack_self(mob/user) //Knouli's first hack! Allows for the use of the core in hand rather than needing to click on the target, yourself, to selfheal. Its a rip of the proc just above - but skips on distance check and only uses 'user' rather than 'target'
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. = ..()
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apply_healing_core(user)
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apply_healing_core(user, user)
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/obj/item/organ/regenerative_core/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
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