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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
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@@ -91,9 +91,7 @@ GLOBAL_LIST_INIT(arcade_prize_pool, list(
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var/obj/machinery/computer/arcade/A = new CB.build_path(loc, CB)
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A.setDir(dir)
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return INITIALIZE_HINT_QDEL
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//The below object acts as a spawner with a wide array of possible picks, most being uninspired references to past/current player characters.
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//Nevertheless, this keeps its ratio constant with the sum of all the others prizes.
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prizes[/obj/item/toy/plush/random] = counterlist_sum(prizes) * ARCADE_RATIO_PLUSH
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Reset()
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/obj/machinery/computer/arcade/proc/prizevend(mob/user, prizes = 1)
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@@ -229,7 +229,7 @@
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return
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busy = TRUE
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var/gamerSkillLevel = 0
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// var/gamerSkillLevel = 0
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var/gamerSkill = 0
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var/gamerSkillRands = 0
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@@ -402,7 +402,7 @@
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else if(href_list["killcrew"]) //shoot a crewmember
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if(gameStatus == ORION_STATUS_NORMAL || event == ORION_TRAIL_LING)
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var/sheriff = remove_crewmember() //I shot the sheriff
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playsound(loc,'sound/weapons/gun/pistol/shot.ogg', 100, TRUE)
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playsound(loc,'sound/weapons/gunshot.ogg', 100, TRUE)
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killed_crew++
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var/mob/living/user = usr
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@@ -529,246 +529,6 @@
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busy = FALSE
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// usr?.mind?.adjust_experience(/datum/skill/gaming, xp_gained+1)
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/obj/machinery/computer/arcade/orion_trail/proc/event()
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eventdat = "<center><h1>[event]</h1></center>"
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canContinueEvent = 0
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switch(event)
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if(ORION_TRAIL_RAIDERS)
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eventdat += "Raiders have come aboard your ship!"
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if(prob(50))
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var/sfood = rand(1,10)
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var/sfuel = rand(1,10)
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food -= sfood
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fuel -= sfuel
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eventdat += "<br>They have stolen [sfood] <b>Food</b> and [sfuel] <b>Fuel</b>."
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else if(prob(10))
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var/deadname = remove_crewmember()
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eventdat += "<br>[deadname] tried to fight back, but was killed."
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else
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eventdat += "<br>Fortunately, you fended them off without any trouble."
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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canContinueEvent = 1
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if(ORION_TRAIL_FLUX)
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eventdat += "This region of space is highly turbulent. <br>If we go slowly we may avoid more damage, but if we keep our speed we won't waste supplies."
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eventdat += "<br>What will you do?"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];slow=1'>Slow Down</a> <a href='byond://?src=[REF(src)];keepspeed=1'>Continue</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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if(ORION_TRAIL_ILLNESS)
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eventdat += "A deadly illness has been contracted!"
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var/deadname = remove_crewmember()
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eventdat += "<br>[deadname] was killed by the disease."
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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canContinueEvent = 1
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if(ORION_TRAIL_BREAKDOWN)
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eventdat += "Oh no! The engine has broken down!"
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eventdat += "<br>You can repair it with an engine part, or you can make repairs for 3 days."
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if(engine >= 1)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];useengine=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
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else
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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if(ORION_TRAIL_MALFUNCTION)
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eventdat += "The ship's systems are malfunctioning!"
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eventdat += "<br>You can replace the broken electronics with spares, or you can spend 3 days troubleshooting the AI."
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if(electronics >= 1)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];useelec=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
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else
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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if(ORION_TRAIL_COLLISION)
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eventdat += "Something hit us! Looks like there's some hull damage."
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if(prob(25))
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var/sfood = rand(5,15)
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var/sfuel = rand(5,15)
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food -= sfood
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fuel -= sfuel
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eventdat += "<br>[sfood] <b>Food</b> and [sfuel] <b>Fuel</b> was vented out into space."
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if(prob(10))
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var/deadname = remove_crewmember()
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eventdat += "<br>[deadname] was killed by rapid depressurization."
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eventdat += "<br>You can repair the damage with hull plates, or you can spend the next 3 days welding scrap together."
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if(hull >= 1)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];usehull=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
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else
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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if(ORION_TRAIL_BLACKHOLE)
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eventdat += "You were swept away into the black hole."
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];holedeath=1'>Oh...</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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settlers = list()
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if(ORION_TRAIL_LING)
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eventdat += "Strange reports warn of changelings infiltrating crews on trips to Orion..."
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if(settlers.len <= 2)
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eventdat += "<br>Your crew's chance of reaching Orion is so slim the changelings likely avoided your ship..."
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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if(prob(10)) // "likely", I didn't say it was guaranteed!
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lings_aboard = min(++lings_aboard,2)
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else
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if(lings_aboard) //less likely to stack lings
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if(prob(20))
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lings_aboard = min(++lings_aboard,2)
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else if(prob(70))
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lings_aboard = min(++lings_aboard,2)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];killcrew=1'>Kill a Crewmember</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Risk it</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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canContinueEvent = 1
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if(ORION_TRAIL_LING_ATTACK)
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if(lings_aboard <= 0) //shouldn't trigger, but hey.
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eventdat += "Haha, fooled you, there are no changelings on board!"
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eventdat += "<br>(You should report this to a coder :S)"
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else
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var/ling1 = remove_crewmember()
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var/ling2 = ""
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if(lings_aboard >= 2)
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ling2 = remove_crewmember()
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eventdat += "Changelings among your crew suddenly burst from hiding and attack!"
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if(ling2)
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eventdat += "<br>[ling1] and [ling2]'s arms twist and contort into grotesque blades!"
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else
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eventdat += "<br>[ling1]'s arm twists and contorts into a grotesque blade!"
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var/chance2attack = alive*20
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if(prob(chance2attack))
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var/chancetokill = 30*lings_aboard-(5*alive) //eg: 30*2-(10) = 50%, 2 lings, 2 crew is 50% chance
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if(prob(chancetokill))
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var/deadguy = remove_crewmember()
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var/murder_text = pick("The changeling[ling2 ? "s" : ""] bring[ling2 ? "" : "s"] down [deadguy] and disembowel[ling2 ? "" : "s"] them in a spray of gore!", \
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"[ling2 ? pick(ling1, ling2) : ling1] corners [deadguy] and impales them through the stomach!", \
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"[ling2 ? pick(ling1, ling2) : ling1] decapitates [deadguy] in a single cleaving arc!")
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eventdat += "<br>[murder_text]"
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else
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eventdat += "<br><br><b>You valiantly fight off the changeling[ling2 ? "s":""]!</b>"
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if(ling2)
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food += 30
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lings_aboard = max(0,lings_aboard-2)
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else
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food += 15
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lings_aboard = max(0,--lings_aboard)
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eventdat += "<br><i>Well, it's perfectly good food...</i>\
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<br>You cut the changeling[ling2 ? "s" : ""] into meat, gaining <b>[ling2 ? "30" : "15"]</b> Food!"
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else
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eventdat += "<br><br>[pick("Sensing unfavorable odds", "After a failed attack", "Suddenly breaking nerve")], \
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the changeling[ling2 ? "s":""] vanish[ling2 ? "" : "es"] into space through the airlocks! You're safe... for now."
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if(ling2)
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lings_aboard = max(0,lings_aboard-2)
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else
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lings_aboard = max(0,--lings_aboard)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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canContinueEvent = 1
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if(ORION_TRAIL_SPACEPORT)
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gameStatus = ORION_STATUS_MARKET
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if(spaceport_raided)
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eventdat += "The spaceport is on high alert! You've been barred from docking by the local authorities after your failed raid."
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if(last_spaceport_action)
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eventdat += "<br><b>Last Spaceport Action:</b> [last_spaceport_action]"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
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else
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eventdat += "Your jump into the sector yields a spaceport - a lucky find!"
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eventdat += "<br>This spaceport is home to travellers who failed to reach Orion, but managed to find a different home..."
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eventdat += "<br>Trading terms: FU = Fuel, FO = Food"
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if(last_spaceport_action)
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eventdat += "<br><b>Last action:</b> [last_spaceport_action]"
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eventdat += "<h3><b>Crew:</b></h3>"
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eventdat += english_list(settlers)
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eventdat += "<br><b>Food: </b>[food] | <b>Fuel: </b>[fuel]"
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eventdat += "<br><b>Engine Parts: </b>[engine] | <b>Hull Panels: </b>[hull] | <b>Electronics: </b>[electronics]"
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//If your crew is pathetic you can get freebies (provided you haven't already gotten one from this port)
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if(!spaceport_freebie && (fuel < 20 || food < 20))
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spaceport_freebie++
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var/FU = 10
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var/FO = 10
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var/freecrew = 0
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if(prob(30))
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FU = 25
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FO = 25
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if(prob(10))
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add_crewmember()
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freecrew++
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eventdat += "<br>The traders of the spaceport take pity on you, and generously give you some free supplies! (+[FU]FU, +[FO]FO)"
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if(freecrew)
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eventdat += "<br>You also gain a new crewmember!"
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fuel += FU
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food += FO
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//CREW INTERACTIONS
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eventdat += "<P ALIGN=Right>Crew Management:</P>"
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//Buy crew
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if(food >= 10 && fuel >= 10)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buycrew=1'>Hire a New Crewmember (-10FU, -10FO)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You cannot afford a new crewmember.</P>"
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//Sell crew
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if(settlers.len > 1)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];sellcrew=1'>Sell Crew for Fuel and Food (+7FU, +7FO)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You have no other crew to sell.</P>"
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//BUY/SELL STUFF
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eventdat += "<P ALIGN=Right>Spare Parts:</P>"
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//Engine parts
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if(fuel > 5)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=1'>Buy Engine Parts (-5FU)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You cannot afford engine parts.</a>"
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//Hull plates
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if(fuel > 5)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=2'>Buy Hull Plates (-5FU)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You cannot afford hull plates.</a>"
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//Electronics
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if(fuel > 5)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=3'>Buy Spare Electronics (-5FU)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You cannot afford spare electronics.</a>"
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//Trade
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if(fuel > 5)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];trade=1'>Trade Fuel for Food (-5FU,+5FO)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You don't have 5FU to trade.</P"
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if(food > 5)
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];trade=2'>Trade Food for Fuel (+5FU,-5FO)</a></P>"
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else
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eventdat += "<P ALIGN=Right>You don't have 5FO to trade.</P"
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//Raid the spaceport
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];raid_spaceport=1'>!! Raid Spaceport !!</a></P>"
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eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
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/obj/machinery/computer/arcade/orion_trail/proc/event()
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eventdat = "<center><h1>[event]</h1></center>"
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canContinueEvent = 0
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@@ -344,11 +344,6 @@
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if(resistance_flags & ON_FIRE)
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. += GLOB.fire_overlay
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//Called when the object is constructed by an autolathe
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//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
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/obj/proc/autolathe_crafted(obj/machinery/autolathe/A)
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return
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/obj/proc/rnd_crafted(obj/machinery/rnd/production/P)
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return
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@@ -48,7 +48,7 @@
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GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
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swirlie = GM
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var/was_alive = (swirlie.stat != DEAD)
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if(do_after(user, 3 SECONDS, target = src, timed_action_flags = IGNORE_HELD_ITEM))
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if(do_after(user, 3 SECONDS, target = src))
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GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='hear'>You hear a toilet flushing.</span>")
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if(iscarbon(GM))
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var/mob/living/carbon/C = GM
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@@ -11,6 +11,9 @@
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if(!D)
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return
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var/datum/asset/asset_cache_datum = get_asset_datum(/datum/asset/simple/vv)
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asset_cache_datum.send(usr)
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||||
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var/islist = islist(D)
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if(!islist && !istype(D))
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return
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||||
@@ -247,10 +247,10 @@
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||||
return
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var/mob/living/carbon/human/H = user
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H.client?.give_award(/datum/award/achievement/misc/flesh_ascension, H)
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var/datum/antagonist/heretic/ascension = carbon_user.mind.has_antag_datum(/datum/antagonist/heretic)
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var/datum/antagonist/heretic/ascension = user.mind.has_antag_datum(/datum/antagonist/heretic)
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ascension.ascended = TRUE
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carbon_user.mind.transfer_to(summoned, TRUE)
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carbon_user.gib()
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user.mind.transfer_to(summoned, TRUE)
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user.gib()
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return ..()
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@@ -47,9 +47,9 @@
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"smmon_3.gif" = 'icons/program_icons/smmon_3.gif',
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||||
"smmon_4.gif" = 'icons/program_icons/smmon_4.gif',
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||||
"smmon_5.gif" = 'icons/program_icons/smmon_5.gif',
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||||
"smmon_6.gif" = 'icons/program_icons/smmon_6.gif'
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||||
// "borg_mon.gif" = 'icons/program_icons/borg_mon.gif',
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// "robotact.gif" = 'icons/program_icons/robotact.gif'
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"smmon_6.gif" = 'icons/program_icons/smmon_6.gif',
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"borg_mon.gif" = 'icons/program_icons/borg_mon.gif',
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"robotact.gif" = 'icons/program_icons/robotact.gif'
|
||||
)
|
||||
|
||||
/datum/asset/simple/radar_assets
|
||||
@@ -172,7 +172,6 @@
|
||||
/datum/asset/spritesheet/chat/register()
|
||||
InsertAll("emoji", 'icons/emoji.dmi')
|
||||
InsertAll("emoji", 'icons/emoji_32.dmi')
|
||||
|
||||
// pre-loading all lanugage icons also helps to avoid meta
|
||||
InsertAll("language", 'icons/misc/language.dmi')
|
||||
// catch languages which are pulling icons from another file
|
||||
@@ -222,7 +221,7 @@
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||||
"boss5.gif" = 'icons/UI_Icons/Arcade/boss5.gif',
|
||||
"boss6.gif" = 'icons/UI_Icons/Arcade/boss6.gif',
|
||||
)
|
||||
/*
|
||||
|
||||
/datum/asset/spritesheet/simple/achievements
|
||||
name ="achievements"
|
||||
assets = list(
|
||||
@@ -271,7 +270,6 @@
|
||||
"basemafia" ='icons/UI_Icons/Achievements/basemafia.png',
|
||||
"frenching" = 'icons/UI_Icons/Achievements/Misc/frenchingthebubble.png'
|
||||
)
|
||||
*/
|
||||
|
||||
/datum/asset/spritesheet/simple/minesweeper
|
||||
name = "minesweeper"
|
||||
|
||||
@@ -26,9 +26,7 @@ See the documentation for `/datum/asset_transport` for the backend api the asset
|
||||
|
||||
The global variable `SSassets.transport` contains the currently configured transport.
|
||||
|
||||
|
||||
|
||||
### Notes:
|
||||
### Notes
|
||||
|
||||
Because byond browse() calls use non-blocking queues, if your code uses output() (which bypasses all of these queues) to invoke javascript functions you will need to first have the javascript announce to the server it has loaded before trying to invoke js functions.
|
||||
|
||||
|
||||
@@ -2,6 +2,11 @@
|
||||
name = "pamphlet"
|
||||
icon_state = "pamphlet"
|
||||
|
||||
/obj/item/paper/pamphlet/violent_video_games
|
||||
name = "pamphlet - \'Violent Video Games and You\'"
|
||||
desc = "A pamphlet encouraging the reader to maintain a balanced lifestyle and take care of their mental health, while still enjoying video games in a healthy way. You probably don't need this..."
|
||||
info = "They don't make you kill people. There, we said it. Now get back to work!"
|
||||
|
||||
/obj/item/paper/pamphlet/gateway
|
||||
info = "<b>Welcome to the Nanotrasen Gateway project...</b><br>\
|
||||
Congratulations! If you're reading this, you and your superiors have decided that you're \
|
||||
|
||||
@@ -362,8 +362,8 @@
|
||||
target_types = typecacheof(target_types)
|
||||
|
||||
/mob/living/simple_animal/bot/cleanbot/UnarmedAttack(atom/A)
|
||||
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
|
||||
return
|
||||
// if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
|
||||
// return
|
||||
if(istype(A, /obj/effect/decal/cleanable))
|
||||
anchored = TRUE
|
||||
icon_state = "cleanbot-c"
|
||||
|
||||
@@ -47,7 +47,6 @@ Difficulty: Medium
|
||||
achievement_type = /datum/award/achievement/boss/blood_miner_kill
|
||||
crusher_achievement_type = /datum/award/achievement/boss/blood_miner_crusher
|
||||
score_achievement_type = /datum/award/score/blood_miner_score
|
||||
medal_type = BOSS_MEDAL_MINER
|
||||
var/obj/item/melee/transforming/cleaving_saw/miner/miner_saw
|
||||
var/time_until_next_transform = 0
|
||||
var/dashing = FALSE
|
||||
|
||||
@@ -82,7 +82,7 @@
|
||||
if(surgery.status > surgery.steps.len)
|
||||
surgery.complete()
|
||||
|
||||
if(target.stat == DEAD && was_sleeping && user.client)
|
||||
if(target.stat == DEAD && user.client)
|
||||
user.client.give_award(/datum/award/achievement/misc/sandman, user)
|
||||
|
||||
surgery.step_in_progress = FALSE
|
||||
|
||||
@@ -559,7 +559,7 @@ GLOBAL_LIST_EMPTY(vending_products)
|
||||
if(crit_case)
|
||||
L.apply_damage(squish_damage, forced=TRUE)
|
||||
|
||||
if(was_alive && L.stat == DEAD && L.client)
|
||||
if(L.stat == DEAD && L.client)
|
||||
L.client.give_award(/datum/award/achievement/misc/vendor_squish, L) // good job losing a fight with an inanimate object idiot
|
||||
|
||||
L.Paralyze(60)
|
||||
|
||||
@@ -334,12 +334,12 @@ const FunTab = (props, context) => {
|
||||
align="stretch"
|
||||
justify="space-between">
|
||||
<Flex.Item grow={1}>
|
||||
<Button
|
||||
{/* <Button
|
||||
icon="user-ninja"
|
||||
lineHeight={lineHeightNormal}
|
||||
fluid
|
||||
content="Anonymous Names"
|
||||
onClick={() => act("anon_name")} />
|
||||
onClick={() => act("anon_name")} /> */}
|
||||
</Flex.Item>
|
||||
<Flex.Item grow={1} mx={0.5}>
|
||||
<Button
|
||||
@@ -472,6 +472,16 @@ const FunForYouTab = (props, context) => {
|
||||
onClick={() => act("traitor_all")} />
|
||||
</NoticeBox>
|
||||
</Flex.Item>
|
||||
<Flex.Item>
|
||||
<NoticeBox danger>
|
||||
<Button
|
||||
color="red"
|
||||
icon="user-secret"
|
||||
fluid
|
||||
content="AK-47s For Everyone!"
|
||||
onClick={() => act("ak47s")} />
|
||||
</NoticeBox>
|
||||
</Flex.Item>
|
||||
<Flex.Item>
|
||||
<NoticeBox danger>
|
||||
<Button
|
||||
@@ -526,7 +536,7 @@ const FunForYouTab = (props, context) => {
|
||||
</Flex.Item>
|
||||
</Flex>
|
||||
</Flex.Item>
|
||||
<Flex.Item>
|
||||
{/* <Flex.Item>
|
||||
<Flex justify="space-between">
|
||||
<Flex.Item width="240px" mr={0.25}>
|
||||
<NoticeBox danger>
|
||||
@@ -549,7 +559,7 @@ const FunForYouTab = (props, context) => {
|
||||
</NoticeBox>
|
||||
</Flex.Item>
|
||||
</Flex>
|
||||
</Flex.Item>
|
||||
</Flex.Item> */}
|
||||
</Flex>
|
||||
);
|
||||
};
|
||||
@@ -587,6 +597,11 @@ export const Secrets = (props, context) => {
|
||||
icon="eye"
|
||||
content="Show Admins"
|
||||
onClick={() => act("show_admins")} />
|
||||
<Button
|
||||
color="blue"
|
||||
icon="address-card"
|
||||
content="Mentor Log"
|
||||
onClick={() => act("mentor_log")} />
|
||||
</Fragment>)}>
|
||||
<Flex
|
||||
mx={-0.5}
|
||||
|
||||
Reference in New Issue
Block a user