Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates

Conflicts:
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/door.dm
	code/game/objects/transfer_valve.dm
	code/game/turf.dm
	code/modules/clothing/gloves.dm
	maps/tgstation.2.0.8.dmm
This commit is contained in:
Erthilo
2012-06-19 22:09:30 +01:00
139 changed files with 16602 additions and 15345 deletions
@@ -4,6 +4,7 @@
see_invisible = 15
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
taj_talk_understand = 1
if(body)
var/turf/location = get_turf(body)//Where is the mob located?
+1 -1
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@@ -48,7 +48,7 @@
/mob/proc/death(gibbed)
timeofdeath = world.time
var/log_file = file("[time2text(world.timeofday, "statistics/DD-MM-YYYY.txt")]")
log_file << "Death | \The [get_area(src)] | [bruteloss], [oxyloss], [toxloss], [fireloss][attack_log && attack_log.len? " | attack_log[attack_log.len]" : ""]"
log_file << "Death | \The [get_area(src)] | [bruteloss], [oxyloss], [toxloss], [fireloss][attack_log && attack_log.len? " | [attack_log[attack_log.len]]" : ""]"
if(client)
client.onDeath()
@@ -149,7 +149,7 @@ I kind of like the right click only--the window version can get a little confusi
vents.Add(temp_vent)
var/atom/a = get_turf_loc(temp_vent)
var/atom/a = get_turf(temp_vent)
ventAreas.Add(a.loc)
@@ -23,7 +23,7 @@
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf_loc(vent)
var/atom/a = get_turf(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
+10 -4
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@@ -125,8 +125,8 @@
G.process()
if(isturf(loc) && rand(1,1000) == 1) //0.1% chance of playing a scary sound to someone who's in complete darkness
var/turf/currentTurf = loc
if(!currentTurf.sd_lumcount)
var/turf/currentTurf = get_turf(src)
if(!max(currentTurf.ul_GetRed(), currentTurf.ul_GetGreen(), currentTurf.ul_GetBlue()))
playsound_local(src,pick(scarySounds),50, 1, -1)
src.moved_recently = max(0, moved_recently-1)
@@ -495,7 +495,12 @@
if(!breath || (breath.total_moles == 0))
if(reagents.has_reagent("inaprovaline"))
return
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
if(health < config.health_threshold_crit)
// in crit, we pretend your metabolism has become slower, which
// will reduce the rate at which you lose health
adjustOxyLoss(round(HUMAN_MAX_OXYLOSS / 2))
else
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
oxygen_alert = max(oxygen_alert, 1)
@@ -820,7 +825,8 @@
if(mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(istype(loc,/turf)) //else, there's considered to be no light
light_amount = min(10,loc:sd_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
var/turf/currentTurf = get_turf(src)
light_amount = min(10,max(currentTurf.ul_GetRed(), currentTurf.ul_GetGreen(), currentTurf.ul_GetBlue())) - 5 //hardcapped so it's not abused by having a ton of flashlights
if(nutrition < 500) //so they can't store nutrition to survive without light forever
nutrition += light_amount
if(light_amount > 0) //if there's enough light, heal
@@ -258,7 +258,7 @@
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf_loc(vent)
var/atom/a = get_turf(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
@@ -22,7 +22,7 @@
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf_loc(vent)
var/atom/a = get_turf(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
+4 -3
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@@ -673,9 +673,7 @@
return health
/mob/proc/UpdateLuminosity()
if(total_luminosity == last_luminosity) return 0//nothing to do here
last_luminosity = total_luminosity
sd_SetLuminosity(min(total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
ul_SetLuminosity(LuminosityRed, LuminosityGreen, LuminosityBlue)//Current hardcode max at 7, should likely be a const somewhere else
return 1
/mob/MouseDrop(mob/M as mob)
@@ -715,6 +713,9 @@
M.LAssailant = null
else
M.LAssailant = usr
if(istype(src, /obj/machinery/artifact))
var/obj/machinery/artifact/A = src
A.attack_hand(usr)
return
/atom/verb/examine()
+2 -2
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@@ -55,8 +55,8 @@
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
var/last_luminosity = 0
// var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
// var/last_luminosity = 0
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
+1 -2
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@@ -448,8 +448,7 @@ datum/preferences
// Modify this if you added more jobs and it looks like a mess. Add the jobs in the splitJobs that you want to trigger and intitate a new table.
if(splitJobs == null)
if (ticker.current_state >= GAME_STATE_PLAYING
)
if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
splitJobs = list()
else
splitJobs = list("Chief Engineer")
+2 -2
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@@ -104,7 +104,7 @@
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
src.ul_SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
@@ -239,7 +239,7 @@
name = "Rudolph the Red-Nosed Corgi"
emote_hear = list("barks christmas songs", "yaps")
desc = "He has a very shiny nose."
src.sd_SetLuminosity(6)
src.ul_SetLuminosity(6)
if(/obj/item/clothing/head/cargosoft)
name = "Corgi Tech [real_name]"
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")