mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
Doge calibrations (#54)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * pixel issue resolved Damnifino. It seems to work. * fixes attack runtime * Sleeper UI refresh Also has tgui framework TBF
This commit is contained in:
@@ -286,7 +286,6 @@
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wielded = 1
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/obj/item/weapon/twohanded/shockpaddles/hound/attack(mob/M, mob/user)
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...()
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var/mob/living/silicon/robot.R = user
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if(R.cell.charge < 1000)
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user.visible_message("<span class='warning'>You don't have enough charge for this operation!</span class>")
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@@ -441,16 +440,19 @@
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popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
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popup.set_content(dat)
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popup.open()
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return
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/obj/item/weapon/dogborg/sleeper/Topic(href, href_list)
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if(..() || usr == patient)
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return
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usr.set_machine(src)
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if(href_list["refresh"])
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updateUsrDialog()
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src.updateUsrDialog()
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sleeperUI(usr)
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return
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if(href_list["eject"])
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go_out()
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sleeperUI(usr)
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return
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if(patient && patient.stat != DEAD)
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if(href_list["inject"] == "epinephrine" || patient.health > min_health)
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@@ -459,7 +461,9 @@
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usr << "<span class='notice'>ERROR: Subject is not in stable condition for auto-injection.</span>"
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else
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usr << "<span class='notice'>ERROR: Subject cannot metabolise chemicals.</span>"
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updateUsrDialog()
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src.updateUsrDialog()
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sleeperUI(usr) //Needs a callback to boop the page to refresh.
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return
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/obj/item/weapon/dogborg/sleeper/proc/inject_chem(mob/user, chem)
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if(patient && patient.reagents)
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@@ -808,12 +808,14 @@ Sorry Giacom. Please don't be mad :(
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adjust_fire_stacks(1)
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IgniteMob()
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/atom/movable/proc/do_attack_animation(atom/A, end_pixel_y)
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/atom/movable/proc/do_attack_animation(atom/A, final_pixel_y, final_pixel_x)
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var/pixel_x_diff = 0
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var/pixel_y_diff = 0
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var/final_pixel_y = initial(pixel_y)
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if(end_pixel_y)
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final_pixel_y = end_pixel_y
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if(!final_pixel_y)
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final_pixel_y = initial(pixel_y)
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if(!final_pixel_x)
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final_pixel_x = initial(pixel_x) //lol copypasta
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var/direction = get_dir(src, A)
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if(direction & NORTH)
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@@ -827,8 +829,8 @@ Sorry Giacom. Please don't be mad :(
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pixel_x_diff = -8
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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animate(pixel_x = initial(pixel_x), pixel_y = final_pixel_y, time = 2)
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//animate(pixel_x = initial(pixel_x), pixel_y = final_pixel_y, time = 2)
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animate(pixel_x = pixel_x - pixel_x_diff, pixel_y = final_pixel_y, time = 2) //Why reset when you can just reverse? 99% less shit-breaking.
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/mob/living/do_attack_animation(atom/A)
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var/final_pixel_y = get_standard_pixel_y_offset(lying)
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@@ -19,6 +19,16 @@
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else if(istype(O, /obj/item/weapon/storage/bag/tray/))
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var/obj/item/weapon/storage/bag/tray/T = O
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T.do_quick_empty()
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else if(istype(O, /obj/item/weapon/storage/bag/borgdelivery/))
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var/obj/item/weapon/storage/bag/borgdelivery/T = O
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T.do_quick_empty()
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else if(istype(O,/obj/item/weapon/gun/energy/laser/cyborg))
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laser = 0
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update_icons()
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else if(istype(O,/obj/item/weapon/gun/energy/disabler/cyborg))
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disabler = 0
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update_icons()
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if(client)
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client.screen -= O
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contents -= O
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@@ -36,6 +46,7 @@
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else if(module_state_3 == O)
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module_state_3 = null
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inv3.icon_state = "inv3"
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hud_used.update_robot_modules_display()
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return 1
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@@ -45,6 +56,12 @@
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if(activated(O))
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src << "<span class='notice'>Already activated</span>"
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return
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if(istype(O,/obj/item/weapon/gun/energy/laser/cyborg))
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laser = 1
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update_icons()
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if(istype(O,/obj/item/weapon/gun/energy/disabler/cyborg))
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disabler = 1
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update_icons()
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if(!module_state_1)
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O.mouse_opacity = initial(O.mouse_opacity)
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module_state_1 = O
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@@ -899,6 +899,11 @@
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update_fire()
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if(laser == 1)
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overlays += "laser"
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if(disabler == 1)
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overlays += "disabler"
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/mob/living/silicon/robot/proc/installed_modules()
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if(!module)
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pick_module()
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56
tgui/src/interfaces/dogborg_sleeper.ract
Normal file
56
tgui/src/interfaces/dogborg_sleeper.ract
Normal file
@@ -0,0 +1,56 @@
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<script>
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component.exports = {
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computed: {
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occupantStatState () {
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switch (this.get('data.occupant.stat')) {
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case 0: return 'good'
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case 1: return 'average'
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default: return 'bad'
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}
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}
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}
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}
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</script>
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<ui-display title='Occupant'>
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<ui-section label='Occupant'>
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<span>{{data.occupant.name ? data.occupant.name : "No Occupant"}}</span>
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</ui-section>
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{{#if data.occupied}}
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<ui-section label='State'>
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<span class='{{occupantStatState}}'>{{data.occupant.stat == 0 ? "Conscious" : data.occupant.stat == 1 ? "Unconcious" : "Dead"}}</span>
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</ui-section>
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<ui-section label='Health'>
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<ui-bar min='{{data.occupant.minHealth}}' max='{{data.occupant.maxHealth}}' value='{{data.occupant.health}}'
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state='{{data.occupant.health >= 0 ? "good" : "average"}}'>{{Math.round(adata.occupant.health)}}</ui-bar>
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</ui-section>
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{{#each [{label: "Brute", type: "bruteLoss"}, {label: "Respiratory", type: "oxyLoss"}, {label: "Toxin", type: "toxLoss"}, {label: "Burn", type: "fireLoss"}]}}
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<ui-section label='{{label}}'>
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<ui-bar min='0' max='{{data.occupant.maxHealth}}' value='{{data.occupant[type]}}' state='bad'>{{Math.round(adata.occupant[type])}}</ui-bar>
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</ui-section>
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{{/each}}
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<ui-section label='Cells'>
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<span class='{{data.occupant.cloneLoss ? "bad" : "good"}}'>{{data.occupant.cloneLoss ? "Damaged" : "Healthy"}}</span>
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</ui-section>
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<ui-section label='Brain'>
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<span class='{{data.occupant.brainLoss ? "bad" : "good"}}'>{{data.occupant.brainLoss ? "Abnormal" : "Healthy"}}</span>
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</ui-section>
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<ui-section label='Bloodstream'>
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{{#each adata.occupant.reagents}}
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<span class='highlight' intro-outro='fade'>{{Math.fixed(volume, 1)}} units of {{name}}</span><br/>
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{{else}}
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<span class='good'>Pure</span>
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{{/each}}
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</ui-section>
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{{/if}}
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</ui-display>
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<ui-display title='Controls'>
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<ui-section label='Eject?'>
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<ui-button icon='eject' state='{{data.occupied}}' action='eject'>Eject</ui-button>
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</ui-section>
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<ui-section label='Inject'>
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{{#each data.chems}}
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<ui-button icon='flask' state='{{data.occupied && allowed ? null : "disabled"}}' action='inject' params='{"chem": "{{id}}"}'>{{name}}</ui-button><br/>
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{{/each}}
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</ui-section>
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</ui-display>
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