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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>
128 lines
4.5 KiB
Plaintext
128 lines
4.5 KiB
Plaintext
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]-[wound]-[electric]"
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0, electric=0)
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. = locate(ARMORID)
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if (!.)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound, electric)
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/datum/armor
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var/melee
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var/bullet
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var/laser
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var/energy
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var/bomb
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var/bio
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var/rad
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var/fire
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var/acid
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var/magic
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var/wound
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var/electric
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/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0, electric=0)
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src.melee = melee
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src.bullet = bullet
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src.laser = laser
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src.energy = energy
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src.bomb = bomb
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src.bio = bio
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src.rad = rad
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src.fire = fire
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src.acid = acid
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src.magic = magic
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src.wound = wound
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src.electric = electric
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tag = ARMORID
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GenerateTag()
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/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0, electric=0)
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return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.rad+rad, src.fire+fire, src.acid+acid, src.magic+magic, src.wound+wound, src.electric+electric)
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/datum/armor/proc/modifyAllRatings(modifier = 0)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier, wound+modifier, electric+modifier)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound, electric)
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return getArmor(
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(isnull(melee) ? src.melee : melee),
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(isnull(bullet) ? src.bullet : bullet),
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(isnull(laser) ? src.laser : laser),
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(isnull(energy) ? src.energy : energy),
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(isnull(bomb) ? src.bomb : bomb),
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(isnull(bio) ? src.bio : bio),
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(isnull(rad) ? src.rad : rad),
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(isnull(fire) ? src.fire : fire),
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(isnull(acid) ? src.acid : acid),
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(isnull(magic) ? src.magic : magic),
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(isnull(wound) ? src.wound : wound),
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(isnull(electric) ? src.electric : electric),
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)
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/datum/armor/proc/getRating(rating)
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return vars[rating]
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/datum/armor/proc/getList()
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return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound, ELECTRIC = electric)
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/datum/armor/proc/attachArmor(datum/armor/AA)
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return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound, electric+AA.electric)
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/datum/armor/proc/detachArmor(datum/armor/AA)
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return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, rad-AA.rad, fire-AA.fire, acid-AA.acid, magic-AA.magic, wound-AA.wound, electric-AA.electric)
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/datum/armor/vv_edit_var(var_name, var_value)
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if (var_name == NAMEOF(src, tag))
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return FALSE
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. = ..()
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tag = ARMORID // update tag in case armor values were edited
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/datum/armor/proc/show_protection_classes(additional_info = "")
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var/list/readout = list("<span class='notice'><u><b>PROTECTION CLASSES</u></b>")
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if(bomb || bullet || energy || laser || melee)
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readout += "\n<b>ARMOR (I-X)</b>"
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if(bomb)
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readout += "\nEXPLOSIVE [armor_to_protection_class(bomb)]"
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if(bullet)
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readout += "\nBULLET [armor_to_protection_class(bullet)]"
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if(energy)
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readout += "\nENERGY [armor_to_protection_class(energy)]"
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if(laser)
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readout += "\nLASER [armor_to_protection_class(laser)]"
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if(melee)
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readout += "\nMELEE [armor_to_protection_class(melee)]"
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if(bio || rad || electric)
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readout += "\n<b>ENVIRONMENT (I-X)</b>"
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if(bio)
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readout += "\nBIOHAZARD [armor_to_protection_class(bio)]"
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if(rad)
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readout += "\nRADIATION [armor_to_protection_class(rad)]"
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if(electric)
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readout += "\nELECTRICAL [armor_to_protection_class(electric)]"
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if(fire || acid)
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readout += "\n<b>DURABILITY (I-X)</b>"
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if(fire)
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readout += "\nFIRE [armor_to_protection_class(fire)]"
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if(acid)
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readout += "\nACID [armor_to_protection_class(acid)]"
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if(additional_info != "")
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readout += additional_info
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readout += "</span>"
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return readout.Join()
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/**
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* Rounds armor_value down to the nearest 10, divides it by 10 and then converts it to Roman numerals.
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*
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* Arguments:
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* * armor_value - Number we're converting
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*/
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/datum/armor/proc/armor_to_protection_class(armor_value)
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if (armor_value < 0)
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. = "-"
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. += "\Roman[round(abs(armor_value), 10) / 10]"
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return .
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#undef ARMORID
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