quality of life

This commit is contained in:
Poojawa
2016-08-09 17:07:43 -05:00
parent ca4057cc11
commit 582c76840b
13 changed files with 78 additions and 18 deletions

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@@ -103,12 +103,12 @@
spell_type = /obj/effect/proc_holder/spell/targeted/projectile/magic_missile spell_type = /obj/effect/proc_holder/spell/targeted/projectile/magic_missile
log_name = "MM" log_name = "MM"
category = "Defensive" category = "Defensive"
/*
/datum/spellbook_entry/disintegrate /datum/spellbook_entry/disintegrate
name = "Disintegrate" name = "Disintegrate"
spell_type = /obj/effect/proc_holder/spell/targeted/touch/disintegrate spell_type = /obj/effect/proc_holder/spell/targeted/touch/disintegrate
log_name = "DG" log_name = "DG"
*/
/datum/spellbook_entry/disabletech /datum/spellbook_entry/disabletech
name = "Disable Tech" name = "Disable Tech"
spell_type = /obj/effect/proc_holder/spell/targeted/emplosion/disable_tech spell_type = /obj/effect/proc_holder/spell/targeted/emplosion/disable_tech
@@ -259,7 +259,7 @@
if(surplus>=0) if(surplus>=0)
dat += "[surplus] left.<br>" dat += "[surplus] left.<br>"
return dat return dat
/*
/datum/spellbook_entry/item/staffchange /datum/spellbook_entry/item/staffchange
name = "Staff of Change" name = "Staff of Change"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself." desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
@@ -278,7 +278,7 @@
desc = "A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended." desc = "A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended."
item_path = /obj/item/weapon/gun/magic/staff/chaos item_path = /obj/item/weapon/gun/magic/staff/chaos
log_name = "SC" log_name = "SC"
*/
/datum/spellbook_entry/item/staffdoor /datum/spellbook_entry/item/staffdoor
name = "Staff of Door Creation" name = "Staff of Door Creation"
desc = "A particular staff that can mold solid metal into ornate doors. Useful for getting around in the absence of other transportation. Does not work on glass." desc = "A particular staff that can mold solid metal into ornate doors. Useful for getting around in the absence of other transportation. Does not work on glass."

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@@ -10,6 +10,7 @@
if(confirm == "Yes") if(confirm == "Yes")
suiciding = 1 suiciding = 1
log_game("[key_name(src)] (job: [job ? "[job]" : "None"]) commited suicide at [get_area(src)].") log_game("[key_name(src)] (job: [job ? "[job]" : "None"]) commited suicide at [get_area(src)].")
message_admins("[key_name(src)] (job: [job ? "[job]" : "None"]) commited suicide at [get_area(src)].")
var/obj/item/held_item = get_active_hand() var/obj/item/held_item = get_active_hand()
if(held_item) if(held_item)
var/damagetype = held_item.suicide_act(src) var/damagetype = held_item.suicide_act(src)

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@@ -120,6 +120,8 @@ Thus, the two variables affect pump operation are set in New():
if("power") if("power")
on = !on on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos") investigate_log("was turned [on ? "on" : "off"] by [key_name(usr)]", "atmos")
message_admins("Pump manipulated by [key_name(usr)] at [x], [y], [z], [loc.loc]")
log_admin("[key_name(usr)] manipulated a pump at [x], [y], [z]")
. = TRUE . = TRUE
if("pressure") if("pressure")
var/pressure = params["pressure"] var/pressure = params["pressure"]
@@ -135,7 +137,9 @@ Thus, the two variables affect pump operation are set in New():
. = TRUE . = TRUE
if(.) if(.)
target_pressure = Clamp(pressure, 0, MAX_OUTPUT_PRESSURE) target_pressure = Clamp(pressure, 0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", "atmos") investigate_log("A pump was set to [target_pressure] kPa by [key_name(usr)]", [loc.loc], "atmos")
message_admins("A pump was set to [target_pressure] kPa by [key_name(usr)] at [x], [y], [z], [loc.loc]")
log_admin("[key_name(usr)] manipulated a pump at [x], [y], [z]")
update_icon() update_icon()
/obj/machinery/atmospherics/components/binary/pump/atmosinit() /obj/machinery/atmospherics/components/binary/pump/atmosinit()

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@@ -1,7 +1,7 @@
/obj/machinery/atmospherics/components/unary/cryo_cell /obj/machinery/atmospherics/components/unary/cryo_cell
name = "cryo cell" name = "cryo cell"
icon = 'icons/obj/cryogenics.dmi' icon = 'icons/obj/cryogenics.dmi'
icon_state = "cell-off" icon_state = "pod0"
density = 1 density = 1
anchored = 1 anchored = 1
@@ -9,7 +9,7 @@
state_open = FALSE state_open = FALSE
var/autoeject = FALSE var/autoeject = FALSE
var/volume = 100 var/volume = 100
var/running_bob_animation = 0
var/efficiency = 1 var/efficiency = 1
var/sleep_factor = 750 var/sleep_factor = 750
var/paralyze_factor = 1000 var/paralyze_factor = 1000
@@ -54,17 +54,59 @@
return ..() return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/update_icon() /obj/machinery/atmospherics/components/unary/cryo_cell/update_icon()
handle_update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/proc/handle_update_icon() //making another proc to avoid spam in update_icon
overlays.Cut() //empty the overlay proc, just in case
if(panel_open) if(panel_open)
icon_state = "cell-o" icon_state = "pod0-o"
else if(state_open) else if(state_open)
icon_state = "cell-open" icon_state = "pod0"
else if(on && is_operational()) else if(on && is_operational())
if(occupant) if(occupant)
icon_state = "cell-occupied" var/image/pickle = image(occupant.icon, occupant.icon_state)
pickle.overlays = occupant.overlays
pickle.pixel_y = 22
overlays += pickle
icon_state = "pod1"
var/up = 0 //used to see if we are going up or down, 1 is down, 2 is up
spawn(0) // Without this, the icon update will block. The new thread will die once the occupant leaves.
running_bob_animation = 1
while(occupant)
overlays -= "lid1" //have to remove the overlays first, to force an update- remove cloning pod overlay
overlays -= pickle //remove mob overlay
switch(pickle.pixel_y) //this looks messy as fuck but it works, switch won't call itself twice
if(23) //inbetween state, for smoothness
switch(up) //this is set later in the switch, to keep track of where the mob is supposed to go
if(2) //2 is up
pickle.pixel_y = 24 //set to highest
if(1) //1 is down
pickle.pixel_y = 22 //set to lowest
if(22) //mob is at it's lowest
pickle.pixel_y = 23 //set to inbetween
up = 2 //have to go up
if(24) //mob is at it's highest
pickle.pixel_y = 23 //set to inbetween
up = 1 //have to go down
overlays += pickle //re-add the mob to the icon
overlays += "lid1" //re-add the overlay of the pod, they are inside it, not floating
sleep(7) //don't want to jiggle violently, just slowly bob
return
running_bob_animation = 0
else else
icon_state = "cell-on" icon_state = "pod1"
overlays += "lid0" //have to remove the overlays first, to force an update- remove cloning pod overlay
else else
icon_state = "cell-off" icon_state = "pod0"
overlays += "lid0" //if no occupant, just put the lid overlay on, and ignore the rest
/obj/machinery/atmospherics/components/unary/cryo_cell/process() /obj/machinery/atmospherics/components/unary/cryo_cell/process()
..() ..()

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@@ -695,22 +695,23 @@
threatcount += 2 threatcount += 2
//Check for dresscode violations //Check for dresscode violations
if(istype(head, /obj/item/clothing/head/wizard) || istype(head, /obj/item/clothing/head/helmet/space/hardsuit/wizard)) if(istype(head, /obj/item/clothing/head/wizard) || istype(head, /obj/item/clothing/head/helmet/space/hardsuit/wizard) || istype(head, /obj/item/clothing/head/helmet/space/hardsuit/syndi) || istype(head, /obj/item/clothing/head/helmet/space/syndicate) || istype(head, /obj/item/clothing/head/culthood) || istype(head, /obj/item/clothing/head/helmet/space/cult))
threatcount += 2 threatcount += 5
//Check for nonhuman scum //Check for nonhuman scum
if(dna && dna.species.id && dna.species.id != "human") if(dna && dna.species.id && dna.species.id != "human")
threatcount += 1 threatcount += 0
//mindshield implants imply trustworthyness //Loyalty implants imply trustworthyness
if(isloyal(src)) if(isloyal(src))
threatcount -= 1 threatcount -= 1
//Agent cards lower threatlevel. //Agent cards lower threatlevel, but only just enough to avoid dresscode violations.
if(istype(idcard, /obj/item/weapon/card/id/syndicate)) if(istype(idcard, /obj/item/weapon/card/id/syndicate))
threatcount -= 5 threatcount -= 2
return threatcount return threatcount
return threatcount
//Used for new human mobs created by cloning/goleming/podding //Used for new human mobs created by cloning/goleming/podding

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@@ -31,6 +31,8 @@
minor_announce(config.alert_desc_blue_upto, "Attention! Security level elevated to blue:",1) minor_announce(config.alert_desc_blue_upto, "Attention! Security level elevated to blue:",1)
else else
minor_announce(config.alert_desc_blue_downto, "Attention! Security level lowered to blue:") minor_announce(config.alert_desc_blue_downto, "Attention! Security level lowered to blue:")
for(var/mob/M in player_list)
M << 'sound/misc/voybluealert.ogg'
security_level = SEC_LEVEL_BLUE security_level = SEC_LEVEL_BLUE
for(var/obj/machinery/firealarm/FA in machines) for(var/obj/machinery/firealarm/FA in machines)
if(FA.z == ZLEVEL_STATION) if(FA.z == ZLEVEL_STATION)
@@ -40,6 +42,8 @@
minor_announce(config.alert_desc_red_upto, "Attention! Code red!",1) minor_announce(config.alert_desc_red_upto, "Attention! Code red!",1)
else else
minor_announce(config.alert_desc_red_downto, "Attention! Code red!") minor_announce(config.alert_desc_red_downto, "Attention! Code red!")
for(var/mob/M in player_list)
M << 'sound/misc/voyalert.ogg'
security_level = SEC_LEVEL_RED security_level = SEC_LEVEL_RED
/* - At the time of commit, setting status displays didn't work properly /* - At the time of commit, setting status displays didn't work properly
@@ -54,6 +58,8 @@
pod.admin_controlled = 0 pod.admin_controlled = 0
if(SEC_LEVEL_DELTA) if(SEC_LEVEL_DELTA)
minor_announce(config.alert_desc_delta, "Attention! Delta security level reached!",1) minor_announce(config.alert_desc_delta, "Attention! Delta security level reached!",1)
for(var/mob/M in player_list)
M << 'sound/misc/tas_red_alert.ogg'
security_level = SEC_LEVEL_DELTA security_level = SEC_LEVEL_DELTA
for(var/obj/machinery/firealarm/FA in machines) for(var/obj/machinery/firealarm/FA in machines)
if(FA.z == ZLEVEL_STATION) if(FA.z == ZLEVEL_STATION)

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@@ -326,6 +326,12 @@
timer = world.time timer = world.time
priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority") priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
if(SHUTTLE_ESCAPE) if(SHUTTLE_ESCAPE)
if(time_left <= 50 && sound_played) //4 seconds left:Hyperspace trip completed. - should sync up with the landing
sound_played = 1 //Only rev them up once.
for(var/area/shuttle/escape/E in world)
E << 'sound/effects/hyperspace_end.ogg'
if(time_left <= 0) if(time_left <= 0)
//move each escape pod to its corresponding escape dock //move each escape pod to its corresponding escape dock
for(var/A in SSshuttle.mobile) for(var/A in SSshuttle.mobile)

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