From e0905a1909377fae6d070bd77d9208c2bb329ef3 Mon Sep 17 00:00:00 2001 From: "giacomand@gmail.com" Date: Fri, 3 Aug 2012 21:21:28 +0000 Subject: [PATCH] -Fixed 592 - The recharger was checking if the gamemode was monkey. I just removed it, I doubt this will have an effect on anything. -Fixed 661 - There was a typo which would show toxin damage twice instead of showing oxygen damage. I also made it clearer which damage was which with colour. -Fixed 565 - I wish there was a proper way to fix this but it's better than having no door for 5 seconds. It'll now wait 2 ticks before performing the closing animation for the door. -Fixed 722 - I think this is causing the problem, it's using name instead of real_name. I couldn't find any problems when testing this. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4309 316c924e-a436-60f5-8080-3fe189b3f50e --- code/game/dna.dm | 2 +- code/game/machinery/computer/crew.dm | 23 +++++++++++++++-------- code/game/machinery/doors/airlock.dm | 3 ++- code/game/machinery/recharger.dm | 3 +-- 4 files changed, 19 insertions(+), 12 deletions(-) diff --git a/code/game/dna.dm b/code/game/dna.dm index 7a3a7e1331a..c0d8fc05798 100644 --- a/code/game/dna.dm +++ b/code/game/dna.dm @@ -516,7 +516,7 @@ O.loc = C C.occupant = O connected = null - O.name = text("monkey ([])",copytext(md5(M.real_name), 2, 6)) + O.real_name = text("monkey ([])",copytext(md5(M.real_name), 2, 6)) O.take_overall_damage(M.getBruteLoss() + 40, M.getFireLoss()) O.adjustToxLoss(M.getToxLoss() + 20) O.adjustOxyLoss(M.getOxyLoss()) diff --git a/code/game/machinery/computer/crew.dm b/code/game/machinery/computer/crew.dm index d6d800fa7e2..e9d9f703871 100644 --- a/code/game/machinery/computer/crew.dm +++ b/code/game/machinery/computer/crew.dm @@ -60,31 +60,38 @@ user.machine = src src.scan() var/t = "Crew Monitoring
" - t += "
Refresh" - t += "
Close" - t += "" + t += "
Refresh " + t += "Close
" + t += "
NameVitalsPosition
" var/list/logs = list() for(var/obj/item/clothing/under/C in src.tracked) var/log = "" if((C) && (C.has_sensor) && (C.loc) && (C.loc.z == 1) && C.sensor_mode) if(istype(C.loc, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = C.loc + var/dam1 = round(H.getOxyLoss(),1) var/dam2 = round(H.getToxLoss(),1) var/dam3 = round(H.getFireLoss(),1) var/dam4 = round(H.getBruteLoss(),1) + var/life_status = "[H.stat > 1 ? "Deceased" : "Living"]" + var/damage_report = "([dam1]/[dam2]/[dam3]/[dam4])" + if(H.wear_id) - log += "" + log += "" else - log += "" + log += "" + switch(C.sensor_mode) if(1) - log+= "" + log += "" if(2) - log += "" + log += "" if(3) - log+= "" + var/area/player_area = get_area(H) + log += "" logs += log logs = sortList(logs) for(var/log in logs) diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index 5b440893791..948f4e1d19a 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -634,7 +634,8 @@ About the new airlock wires panel: if("opening") if(overlays) overlays = null if(p_open) - icon_state = "o_door_opening" //can not use flick due to BYOND bug updating overlays right before flicking + spawn(2) // The only work around that works. Downside is that the door will be gone for a millisecond. + flick("o_door_opening", src) //can not use flick due to BYOND bug updating overlays right before flicking else flick("door_opening", src) if("closing") diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm index 0e08c5bc15f..d8311594383 100644 --- a/code/game/machinery/recharger.dm +++ b/code/game/machinery/recharger.dm @@ -53,8 +53,7 @@ obj/machinery/recharger/attack_hand(mob/user as mob) update_icon() obj/machinery/recharger/attack_paw(mob/user as mob) - if((ticker && ticker.mode.name == "monkey")) - return attack_hand(user) + return attack_hand(user) obj/machinery/recharger/process() if(stat & (NOPOWER|BROKEN) || !anchored)
NameVitalsPosition
[H.wear_id.name]
[H.wear_id.name]
Unknown:
Unknown:[H.stat > 1 ? "Deceased" : "Living"]Not Available
[life_status]Not Available
[H.stat > 1 ? "Deceased" : "Living"], [dam1] - [dam2] - [dam3] - [dam4]Not Available
[life_status] [damage_report]Not Available
[H.stat > 1 ? "Deceased" : "Living"], [dam2] - [dam2] - [dam3] - [dam4][get_area(H)] ([H.x], [H.y])
[life_status] [damage_report][player_area.name] ([H.x], [H.y])