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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
85 lines
4.3 KiB
Plaintext
85 lines
4.3 KiB
Plaintext
/// Does 4 spaces. Used as a makeshift tabulator.
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#define FOURSPACES " "
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/// Standard maptext
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/// Prepares a text to be used for maptext. Use this so it doesn't look hideous.
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#define MAPTEXT(text) {"<span class='maptext'>[##text]</span>"}
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/**
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* Pixel-perfect scaled fonts for use in the MAP element as defined in skin.dmf
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*
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* Four sizes to choose from, use the sizes as mentioned below.
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* Between the variations and a step there should be an option that fits your use case.
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* BYOND uses pt sizing, different than px used in TGUI. Using px will make it look blurry due to poor antialiasing.
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*
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* Default sizes are prefilled in the macro for ease of use and a consistent visual look.
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* To use a step other than the default in the macro, specify it in a span style.
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* For example: MAPTEXT_PIXELLARI("<span style='font-size: 24pt'>Some large maptext here</span>")
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*/
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/// Large size (ie: context tooltips) - Size options: 12pt 24pt.
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#define MAPTEXT_PIXELLARI(text) {"<span style='font-family: \"Pixellari\"; font-size: 12pt; -dm-text-outline: 1px black'>[##text]</span>"}
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/// Standard size (ie: normal runechat) - Size options: 6pt 12pt 18pt.
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#define MAPTEXT_GRAND9K(text) {"<span style='font-family: \"Grand9K Pixel\"; font-size: 6pt; -dm-text-outline: 1px black'>[##text]</span>"}
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/// Small size. (ie: context subtooltips, spell delays) - Size options: 12pt 24pt.
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#define MAPTEXT_TINY_UNICODE(text) {"<span style='font-family: \"TinyUnicode\"; font-size: 12pt; line-height: 0.75; -dm-text-outline: 1px black'>[##text]</span>"}
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/// Smallest size. (ie: whisper runechat) - Size options: 6pt 12pt 18pt.
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#define MAPTEXT_SPESSFONT(text) {"<span style='font-family: \"Spess Font\"; font-size: 6pt; line-height: 1.4; -dm-text-outline: 1px black'>[##text]</span>"}
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/**
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* Prepares a text to be used for maptext, using a variable size font.
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*
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* More flexible but doesn't scale pixel perfect to BYOND icon resolutions.
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* (May be blurry.) Can use any size in pt or px.
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*
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* You MUST Specify the size when using the macro
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* For example: MAPTEXT_VCR_OSD_MONO("<span style='font-size: 24pt'>Some large maptext here</span>")
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*/
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/// Prepares a text to be used for maptext, using a variable size font.
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/// Variable size font. More flexible but doesn't scale pixel perfect to BYOND icon resolutions. (May be blurry.) Can use any size in pt or px.
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#define MAPTEXT_VCR_OSD_MONO(text) {"<span style='font-family: \"VCR OSD Mono\"'>[##text]</span>"}
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/// Macro from Lummox used to get height from a MeasureText proc.
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/// resolves the MeasureText() return value once, then resolves the height, then sets return_var to that.
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#define WXH_TO_HEIGHT(measurement, return_var) \
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do { \
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var/_measurement = measurement; \
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return_var = text2num(copytext(_measurement, findtextEx(_measurement, "x") + 1)); \
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} while(FALSE);
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/// Removes characters incompatible with file names.
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#define SANITIZE_FILENAME(text) (GLOB.filename_forbidden_chars.Replace(text, ""))
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/// Simply removes the < and > characters, and limits the length of the message.
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#define STRIP_HTML_SIMPLE(text, limit) (GLOB.angular_brackets.Replace(copytext(text, 1, limit), ""))
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/// Removes everything enclose in < and > inclusive of the bracket, and limits the length of the message.
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#define STRIP_HTML_FULL(text, limit) (GLOB.html_tags.Replace(copytext(text, 1, limit), ""))
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/*
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* Uses MAPTEXT to format antag points into a more appealing format
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*/
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#define ANTAG_MAPTEXT(value, color) MAPTEXT("<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='[color]'>[round(value)]</font></div>")
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//text files
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/// File location for brain damage traumas
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#define BRAIN_DAMAGE_FILE "traumas.json"
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/// File location for AI ion laws
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#define ION_FILE "ion_laws.json"
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/// File location for pirate names
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#define PIRATE_NAMES_FILE "pirates.json"
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/// File location for redpill questions
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#define REDPILL_FILE "redpill.json"
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/// File location for wanted posters messages
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#define WANTED_FILE "wanted_message.json"
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/// File location for really dumb suggestions memes
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#define VISTA_FILE "steve.json"
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/// File location for flesh wound descriptions
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#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
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/// File location for bone wound descriptions
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#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
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/// File location for scar wound descriptions
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#define SCAR_LOC_FILE "wounds/scar_loc.json"
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