mirror of
https://github.com/goonstation/goonstation-2016.git
synced 2026-08-27 16:06:14 +01:00
Rename DEBUG macro to DEBUG_MESSAGE, for compatibility with 512.1413
This commit is contained in:
@@ -271,7 +271,7 @@
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if (slightly_random)
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var/rand_var = (rand(10, 14) / 10)
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DEBUG("rand_var [rand_var]")
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DEBUG_MESSAGE("rand_var [rand_var]")
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speed = speed * rand_var
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animate(A, pixel_x = X1, time = speed, loop = loopnum, easing = LINEAR_EASING)
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animate(pixel_x = X2, time = speed, loop = loopnum, easing = LINEAR_EASING)
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@@ -311,7 +311,7 @@
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pixel_x = (radius * sin(deg*J)), \
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pixel_y = (radius * cos(deg*J)), \
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time = (T + (time_diff*J/(laps*res))) / res )
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DEBUG("Animating D: [deg], res: [res], px: [A.pixel_x], py: [A.pixel_y], T: [T], ActualTime:[(T + (time_diff*J/(laps*res)))], J/laps:[J/(laps*res)] TD:[(time_diff*J/(laps*res))]")
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DEBUG_MESSAGE("Animating D: [deg], res: [res], px: [A.pixel_x], py: [A.pixel_y], T: [T], ActualTime:[(T + (time_diff*J/(laps*res)))], J/laps:[J/(laps*res)] TD:[(time_diff*J/(laps*res))]")
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//T += time_diff //Modify the time with the calculated difference.
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animate(pixel_x = 0, pixel_y = 0, time = 2)
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@@ -2266,7 +2266,7 @@ var/list/mechanics_telepads = new/list()
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if(Gun.canshoot())
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var/atom/target = getTarget()
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if(target)
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//DEBUG("Target: [log_loc(target)]. Src: [src]")
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//DEBUG_MESSAGE("Target: [log_loc(target)]. Src: [src]")
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Gun.shoot(target, get_turf(src), src)
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else
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src.visible_message("<span class='game say'><span class='name'>[src]</span> beeps, \"The [Gun.name] has no [istype(Gun, /obj/item/gun/energy) ? "charge" : "ammo"] remaining.\"</span>")
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@@ -443,7 +443,7 @@ proc/Create_Tommyname()
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Topic(href, href_list)
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..()
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DEBUG("Received: [href]")
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DEBUG_MESSAGE("Received: [href]")
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if (href_list["ackref"] )
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var/D = connecting[usr]
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if(D)
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@@ -471,7 +471,7 @@ proc/Create_Tommyname()
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. = (sub in range(1, master))
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proc/sendToSubscribers(var/data, var/handler)
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DEBUG("Sending: [data] to [handler ? handler : "-nothing-"]")
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DEBUG_MESSAGE("Sending: [data] to [handler ? handler : "-nothing-"]")
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for(var/mob/M in subscribed_mobs)
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if(validateSubscriber(M))
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sendData(M, data, handler)
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@@ -533,12 +533,12 @@ proc/Create_Tommyname()
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var/paneldir2 = turn(extension_dir, -90)
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var/list/turf/panelturfs = list()
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var/turf/walker = get_turf(src)
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DEBUG("Extending panel at [showCoords(src.x, src.y, src.z)]. extension_dir: [extension_dir] ([dir2text(extension_dir)]), paneldir1: [paneldir1] ([dir2text(paneldir1)]), paneldir2: [paneldir2] ([dir2text(paneldir2)])")
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DEBUG_MESSAGE("Extending panel at [showCoords(src.x, src.y, src.z)]. extension_dir: [extension_dir] ([dir2text(extension_dir)]), paneldir1: [paneldir1] ([dir2text(paneldir1)]), paneldir2: [paneldir2] ([dir2text(paneldir2)])")
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var/total_len = station_padding + controller_padding + (panel_space * (num_panels -1)) + num_panels * panel_width
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DEBUG("Determined total length of panel to be [total_len] tiles.")
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DEBUG_MESSAGE("Determined total length of panel to be [total_len] tiles.")
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//Create the initial padding
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DEBUG("Creating stationside padding.")
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DEBUG_MESSAGE("Creating stationside padding.")
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var/list/catwalk = list(/turf/simulated/floor/plating/airless/catwalk, /obj/grille/catwalk)
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for(var/i = 0; i < station_padding;i++)
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move_create_obj(catwalk, walker, extension_dir, extension_dir) //Then we walk outwards, creating stuff as we go along
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@@ -550,7 +550,7 @@ proc/Create_Tommyname()
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move_create_obj(list(new /obj/lattice{icon_state="lattice-dir-b"}), walker, paneldir2, paneldir1 | turn(extension_dir, 180))
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*/
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DEBUG("Creating panel segments.")
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DEBUG_MESSAGE("Creating panel segments.")
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//Create the panels themselves
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for(var/i = 0; i < num_panels; i++)
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for(var/j = 0; j < (panel_space + panel_width);j++)
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@@ -558,13 +558,13 @@ proc/Create_Tommyname()
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walker = get_step(walker, extension_dir)
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if(j >= panel_space) panelturfs += walker
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DEBUG("Creating controller padding")
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DEBUG_MESSAGE("Creating controller padding")
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for(var/i = 0; i < controller_padding; i++)
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move_create_obj(catwalk, walker, extension_dir, extension_dir) //Then we walk outwards, creating stuff as we go along
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walker = get_step(walker,extension_dir)
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DEBUG("Creating solar panels")
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DEBUG_MESSAGE("Creating solar panels")
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var/list/solar_list = list(/turf/simulated/floor/airless/solar, /obj/machinery/power/solar)
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for(var/turf/T in panelturfs)
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spawn(0)
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@@ -577,7 +577,7 @@ proc/Create_Tommyname()
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move_create_obj(solar_list, w2, paneldir2, paneldir2)
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w2 = get_step(w2, paneldir2)
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DEBUG("Creating solar controller")
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DEBUG_MESSAGE("Creating solar controller")
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move_create_obj(list(/turf/simulated/floor/plating/airless, /obj/machinery/power/tracker), walker, extension_dir)
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walker = get_step(walker,extension_dir)
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spawn(0) move_create_obj(list(new /obj/lattice{icon_state="lattice-dir-b"}), walker, paneldir1, paneldir2)
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@@ -677,7 +677,7 @@ proc/Create_Tommyname()
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ipy = 32
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DEBUG("Initial offsets calculated based on movedir: [movedir] ([dir2text(movedir)]) as ipx: [ipx], ipy: [ipy]")
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DEBUG_MESSAGE("Initial offsets calculated based on movedir: [movedir] ([dir2text(movedir)]) as ipx: [ipx], ipy: [ipy]")
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var/is_turf = 0
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var/turf/T = get_step(startturf, movedir)
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var/turf_type = null
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@@ -714,7 +714,7 @@ proc/Create_Tommyname()
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playsound(T, "sound/effects/airbridge_dpl.ogg", 50, 1)
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sleep(animtime)
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if(turf_type)
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DEBUG("Creating [turf_type] at [showCoords(T.x, T.y, T.z)]")
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DEBUG_MESSAGE("Creating [turf_type] at [showCoords(T.x, T.y, T.z)]")
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var/turf/NT = new turf_type(T)
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if(setdir) NT.dir = setdir
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created_atoms += NT
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@@ -734,7 +734,7 @@ proc/Create_Tommyname()
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else if ( extension_dir & (EAST|WEST) )
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.= abs(A.y - src.y)
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DEBUG("get_dist from [showCoords(A.x, A.y, A.z)] returned: [.]")
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DEBUG_MESSAGE("get_dist from [showCoords(A.x, A.y, A.z)] returned: [.]")
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//The dummy object that imitates a turf
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@@ -523,57 +523,57 @@ this is already used where it needs to be used, you can probably ignore it.
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//proc/animate_blood_damage(var/mob/some_idiot as mob, var/mob/some_jerk as mob)
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/*
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DEBUG("made it into proc")
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DEBUG_MESSAGE("made it into proc")
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if (!some_idiot || !ishuman(some_idiot)) // what're we gunna do here?
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return 0
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var/blood_color = DEFAULT_BLOOD_COLOR // default is #990000 atm, a dark-ish red.
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if (ishuman(some_idiot)) // only humans have the blood_color var
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DEBUG("some_idiot [some_idiot] is human")
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DEBUG_MESSAGE("some_idiot [some_idiot] is human")
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blood_color = some_idiot:blood_color // they might have ~extra-fab blood~ so we wanna use whatever color they have
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var/anim_offset_y = 0 // vertical offset
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var/anim_offset_x = 0 // horizontal offset
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if (some_idiot.lying) // are we laying around on the floor like some kinda bum?
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DEBUG("some_idiot [some_idiot] is lying down")
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DEBUG_MESSAGE("some_idiot [some_idiot] is lying down")
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if (some_jerk) // our attacker, if we've got one
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switch (some_jerk.zone_sel.selecting) // where're they aiming?
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if ("head")
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DEBUG("some_jerk [some_jerk] is aiming at the head")
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DEBUG_MESSAGE("some_jerk [some_jerk] is aiming at the head")
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anim_offset_y = rand(-2,-10)
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anim_offset_x = rand(6,12)
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if ("chest" || "l_arm" || "r_arm")
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DEBUG("some_jerk [some_jerk] is aiming at the chest/arms")
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DEBUG_MESSAGE("some_jerk [some_jerk] is aiming at the chest/arms")
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anim_offset_y = rand(-2,-12)
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anim_offset_x = rand(8,15)
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if ("l_leg" || "r_leg")
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DEBUG("some_jerk [some_jerk] is aiming at the legs")
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DEBUG_MESSAGE("some_jerk [some_jerk] is aiming at the legs")
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anim_offset_y = rand(0,-12)
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anim_offset_x = rand(-7,-15)
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else // otherwise...
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DEBUG("some_jerk not passed")
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DEBUG_MESSAGE("some_jerk not passed")
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anim_offset_y = rand(7,-12)
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anim_offset_x = rand(8,-15)
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else // if we aren't on the ground
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DEBUG("some_idiot [some_idiot] is standing")
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DEBUG_MESSAGE("some_idiot [some_idiot] is standing")
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if (some_jerk)
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switch (some_jerk.zone_sel.selecting)
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if ("head")
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DEBUG("some_jerk [some_jerk] is aiming at the head")
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DEBUG_MESSAGE("some_jerk [some_jerk] is aiming at the head")
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anim_offset_y = rand(8,14)
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anim_offset_x = rand(-5,3)
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if ("chest" || "l_arm" || "r_arm")
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DEBUG("some_jerk [some_jerk] is aiming at the chest/arms")
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DEBUG_MESSAGE("some_jerk [some_jerk] is aiming at the chest/arms")
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anim_offset_y = rand(-5,6)
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anim_offset_x = rand(-9,7)
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if ("l_leg" || "r_leg")
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DEBUG("some_jerk [some_jerk] is aiming at the legs")
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DEBUG_MESSAGE("some_jerk [some_jerk] is aiming at the legs")
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anim_offset_y = rand(-5,-15)
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anim_offset_x = rand(-7,-5)
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else
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DEBUG("some_jerk not passed")
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DEBUG_MESSAGE("some_jerk not passed")
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anim_offset_y = rand(-15,14)
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anim_offset_x = rand(-9,-7)
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@@ -583,12 +583,12 @@ this is already used where it needs to be used, you can probably ignore it.
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some_idiot:damage_animation:pixel_x = anim_offset_x
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some_idiot:damage_animation:color = blood_color
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some_idiot:damage_animation:transform = turn(some_idiot:damage_animation:transform, rand(0, 359))
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DEBUG("anim y [some_idiot:damage_animation:pixel_y], anim x [some_idiot:damage_animation:pixel_x], blood color [some_idiot:damage_animation:color]")
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DEBUG_MESSAGE("anim y [some_idiot:damage_animation:pixel_y], anim x [some_idiot:damage_animation:pixel_x], blood color [some_idiot:damage_animation:color]")
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DEBUG("adding overlay")
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DEBUG_MESSAGE("adding overlay")
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some_idiot.overlays += some_idiot:damage_animation
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spawn(15)
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DEBUG("removing overlay")
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DEBUG_MESSAGE("removing overlay")
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some_idiot:damage_animation:icon_state = "blank"
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some_idiot.overlays -= some_idiot:damage_animation
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*/
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@@ -110,7 +110,7 @@
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return
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if(!loc)
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return
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//DEBUG("[AM] entered conveyor at [showCoords(src.x, src.y, src.z)] and is being moved.")
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//DEBUG_MESSAGE("[AM] entered conveyor at [showCoords(src.x, src.y, src.z)] and is being moved.")
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move_thing(AM)
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/obj/machinery/conveyor/HasExited(var/atom/movable/AM, var/atom/newloc)
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@@ -124,7 +124,7 @@
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if(next_conveyor && next_conveyor.loc == newloc)
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//Ok, they will soon walk() according to the new conveyor
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//DEBUG("[AM] exited conveyor at [showCoords(src.x, src.y, src.z)] onto another conveyor! Wow!.")
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//DEBUG_MESSAGE("[AM] exited conveyor at [showCoords(src.x, src.y, src.z)] onto another conveyor! Wow!.")
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var/mob/M = AM
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if(istype(M) && M.buckled == src) //Transfer the buckle
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M.buckled = next_conveyor
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@@ -134,7 +134,7 @@
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else
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//Stop walking, we left the belt
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//DEBUG("[AM] exited conveyor at [showCoords(src.x, src.y, src.z)] onto the cold, hard floor.")
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//DEBUG_MESSAGE("[AM] exited conveyor at [showCoords(src.x, src.y, src.z)] onto the cold, hard floor.")
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var/mob/M = AM
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if(istype(M) && M.buckled == src) //Unbuckle
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M.buckled = null
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@@ -249,46 +249,46 @@
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..()
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src.add_fingerprint(usr)
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if(stat & BROKEN)
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DEBUG("[src] is broken")
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DEBUG_MESSAGE("[src] is broken")
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return
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if(usr.stat || usr.restrained() || src.flushing)
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DEBUG("[src] is flushing/usr.stat returned with someting/usr is restrained")
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DEBUG_MESSAGE("[src] is flushing/usr.stat returned with someting/usr is restrained")
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return
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if (in_range(src, usr) && isturf(src.loc))
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DEBUG("in range of [src] and it is on a turf")
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DEBUG_MESSAGE("in range of [src] and it is on a turf")
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usr.machine = src
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if(href_list["close"])
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DEBUG("closed [src]")
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DEBUG_MESSAGE("closed [src]")
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usr.machine = null
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usr << browse(null, "window=disposal")
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return
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if(href_list["pump"])
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if(text2num(href_list["pump"]))
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DEBUG("[src] pump engaged")
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DEBUG_MESSAGE("[src] pump engaged")
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power_usage = 600
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mode = 1
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else
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DEBUG("[src] pump disengaged")
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DEBUG_MESSAGE("[src] pump disengaged")
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power_usage = 100
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mode = 0
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update()
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if(href_list["handle"])
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DEBUG("[src] handle")
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DEBUG_MESSAGE("[src] handle")
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flush = text2num(href_list["handle"])
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update()
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if(href_list["eject"])
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DEBUG("[src] eject")
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DEBUG_MESSAGE("[src] eject")
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eject()
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else
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if (!isturf(src.loc))
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DEBUG("[src]'s loc is not a turf: [src.loc]")
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DEBUG_MESSAGE("[src]'s loc is not a turf: [src.loc]")
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if (!in_range(src, usr))
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DEBUG("[src] and [usr] are too far apart: [src] [log_loc(src)], [usr] [log_loc(usr)]")
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DEBUG_MESSAGE("[src] and [usr] are too far apart: [src] [log_loc(src)], [usr] [log_loc(usr)]")
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usr << browse(null, "window=disposal")
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usr.machine = null
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