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f881d54dbf
* no more self callbacks on update fullness * fix missing code * Belly test * import type * full partiy * . * fix preview * in belly to late join * robot nutri * . * . * update export * finish open todos * code cleanup * fix some old slacking * move this to a define * fixing * , * . * Creates a Consume Belly Reagents pref (#10) * Creates a Consume Belly Reagents pref Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended. * These changes at least do not cause any problems * Missed this one * Reverts reagent_names * _BELLY versions * Fixed typo * . * fix admin spawn mobs bellies * also fix that bug * hints * fix that * . * initial * should be all * that is no longer needed * fluids into hand items I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted. ARC = active-hand reagent container. IRC = inactive-hand reagent container. * some stuff --------- Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
169 lines
5.3 KiB
Plaintext
169 lines
5.3 KiB
Plaintext
/obj/machinery/computer/looking_glass
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name = "looking glass control"
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desc = "Controls the looking glass displays in this room. Provided courtesy of NT's Advanced Spatial Imaging Division."
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icon_keyboard = "tech_key"
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icon_screen = "holocontrol"
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var/static/list/supported_programs = list()
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var/static/list/secret_programs = list()
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use_power = USE_POWER_IDLE
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active_power_usage = 8000
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var/current_program = "Off"
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var/area/looking_glass/my_area
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var/last_gravity_change = 0
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var/ready = TRUE
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var/immersion = FALSE
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var/lg_id = "change_me"
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/obj/machinery/computer/looking_glass/Initialize(mapload)
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. = ..()
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for(var/area/looking_glass/lga in world)
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if(lga.lg_id == lg_id)
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my_area = lga
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break
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if(!istype(my_area))
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testing("Looking glass console [x],[y],[x] not in a looking glass area.")
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if(!supported_programs.len)
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supported_programs["Off"] = null
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supported_programs["Diagnostics"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "diagnostic")
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supported_programs["Space 1"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "space1")
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supported_programs["Space 2"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "space2")
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supported_programs["Space 3"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "space3")
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supported_programs["Space 4"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "space4")
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supported_programs["Space 5"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "space5")
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supported_programs["Space 6"] = image(icon = 'icons/skybox/skybox.dmi', icon_state = "space6")
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secret_programs["Maw"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "maw")
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secret_programs["Flesh"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "flesh")
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secret_programs["Synth Int"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "synthinsides")
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secret_programs["Synth Int 2"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "synthinsides_active")
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secret_programs["Two Teshari"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "doubletesh")
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secret_programs["Teshari 1"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "sca")
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secret_programs["Teshari 2"] = image(icon = 'icons/skybox/skybox_vr.dmi', icon_state = "eis")
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/obj/machinery/computer/looking_glass/Destroy()
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my_area = null
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return ..()
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/obj/machinery/computer/looking_glass/attack_ai(var/mob/user as mob)
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return attack_hand(user)
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/obj/machinery/computer/looking_glass/attack_hand(var/mob/user as mob)
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if(..())
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return
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tgui_interact(user)
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/obj/machinery/computer/looking_glass/tgui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "LookingGlass", name)
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ui.open()
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/obj/machinery/computer/looking_glass/tgui_data(mob/user, datum/tgui/ui, datum/tgui_state/state)
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var/list/data = ..()
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var/list/program_list = list()
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for(var/P in supported_programs)
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program_list.Add(P)
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if(emagged)
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for(var/P in secret_programs)
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program_list.Add(P)
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data["supportedPrograms"] = program_list
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data["currentProgram"] = current_program
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data["immersion"] = immersion
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if(my_area?.get_gravity())
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data["gravity"] = 1
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else
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data["gravity"] = 0
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return data
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/obj/machinery/computer/looking_glass/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
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if(..())
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return TRUE
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switch(action)
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if("program")
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if(ready)
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var/prog = params["program"]
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if(prog == "Off")
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current_program = "Off"
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unload_program()
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else if((prog in supported_programs) || (emagged && (prog in secret_programs)))
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current_program = prog
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load_program(prog)
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else
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visible_message(span_warning("ERROR. Recalibrating displays."))
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return TRUE
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if("gravity")
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toggle_gravity(my_area)
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return TRUE
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if("immersion")
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immersion = !immersion
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my_area.toggle_optional(immersion)
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return TRUE
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add_fingerprint(ui.user)
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/obj/machinery/computer/looking_glass/emag_act(var/remaining_charges, var/mob/user as mob)
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if (!emagged)
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playsound(src, 'sound/effects/sparks4.ogg', 75, 1)
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emagged = 1
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to_chat(user, span_notice("You unlock several programs that were hidden somewhere in memory."))
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log_game("[key_name(user)] emagged the [name]")
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return 1
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return
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/obj/machinery/computer/looking_glass/proc/load_program(var/prog_name)
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ready = FALSE
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VARSET_IN(src, ready, TRUE, 10 SECONDS)
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if(prog_name in supported_programs)
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my_area.begin_program(supported_programs[prog_name])
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else if(prog_name in secret_programs)
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my_area.begin_program(secret_programs[prog_name])
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/obj/machinery/computer/looking_glass/proc/unload_program()
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ready = FALSE
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VARSET_IN(src, ready, TRUE, 10 SECONDS)
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my_area.end_program()
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/obj/machinery/computer/looking_glass/proc/toggle_gravity(var/area/A)
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if(world.time < (last_gravity_change + 3 SECONDS))
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if(world.time < (last_gravity_change + 1 SECOND))
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return
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visible_message(span_warning("ERROR. Recalibrating gravity field."))
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return
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last_gravity_change = world.time
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if(A.get_gravity())
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A.gravitychange(0)
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else
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A.gravitychange(1)
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//This could all be done better, but it works for now.
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/obj/machinery/computer/looking_glass/Destroy()
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unload_program()
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. = ..()
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/obj/machinery/computer/looking_glass/ex_act(severity)
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unload_program()
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..()
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/obj/machinery/computer/looking_glass/power_change()
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var/oldstat = stat
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..()
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if (stat != oldstat && (stat & NOPOWER))
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unload_program()
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