/* ._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._. */ /*-=-=-=-=-=-=-=-=-=-=-=-=-=-DESTINY-=-=-=-=-=-=-=-=-=-=-=-=-=-*/ /* '~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~' */ var/global/list/valid_target_arrival_pads = list() /proc/get_random_station_turf() var/list/areas = get_areas(/area/station) if (!areas.len) return var/area/A = pick(areas) if (!A) return var/list/turfs = get_area_turfs(A, 1) if (!turfs.len) return var/turf/T = pick(turfs) if (!T) return return T /obj/dummy_pad name = "teleport pad" icon = 'icons/obj/stationobjs.dmi' icon_state = "pad0" anchored = 1 density = 0 New() ..() valid_target_arrival_pads += src /client/proc/cmd_rp_rules() set name = "RP Rules" set category = "Commands" src.Browse( {"

Goonstation RP Server Guidelines and Rules


Welcome to [station_name(1)]! Now, since as this server is intended for roleplay, there are some guidelines, rules and tips to make your time fun for everyone!
"}, "window=rprules;title=RP+Rules" ) /* /obj/airlock_door icon = 'icons/obj/doors/animated.dmi' icon_state = "gen-left" density = 0 opacity = 0 var/obj/machinery/door/door = null attackby(obj/item/W, mob/M) if (src.door) src.door.attackby(W, M) attack_hand(mob/M) if (src.door) src.door.attack_hand(M) attack_ai(mob/user) if (src.door) src.door.attack_ai(user) /obj/machinery/door/airlock/animated icon = 'icons/obj/doors/animated.dmi' icon_state = "track" var/obj/airlock_door/d_left = null var/d_left_state = "gen-left" var/obj/airlock_door/d_right = null var/d_right_state = "gen-right" New() ..() src.d_right = new(src.loc) src.d_right.icon_state = src.d_right_state src.d_right.door = src // make left after right so it's on top src.d_left = new(src.loc) src.d_left.icon_state = src.d_left_state src.d_left.door = src update_icon() src.icon_state = "track" return /* if (density) if (locked) icon_state = "[icon_base]_locked" else icon_state = "[icon_base]_closed" if (p_open) if (!src.panel_image) src.panel_image = image(src.icon, src.panel_icon_state) src.UpdateOverlays(src.panel_image, "panel") else src.UpdateOverlays(null, "panel") if (welded) if (!src.welded_image) src.welded_image = image(src.icon, src.welded_icon_state) src.UpdateOverlays(src.welded_image, "weld") else src.UpdateOverlays(null, "weld") else src.UpdateOverlays(null, "panel") src.UpdateOverlays(null, "weld") icon_state = "[icon_base]_open" return */ play_animation(animation) switch (animation) if ("opening") animate(src.d_left, time = src.operation_time, pixel_x = -18, easing = BACK_EASING) animate(src.d_right, time = src.operation_time, pixel_x = 18, easing = BACK_EASING) if ("closing") animate(src.d_left, time = src.operation_time, pixel_x = 0, easing = ELASTIC_EASING) animate(src.d_right, time = src.operation_time, pixel_x = 0, easing = ELASTIC_EASING) if ("spark") flick("[d_left_state]_spark", d_left) flick("[d_right_state]_spark", d_right) if ("deny") flick("[d_left_state]_deny", d_left) flick("[d_right_state]_deny", d_right) return */ // TODO: // - mailputt // - mailputt pickup port /* ._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._. */ /*-=-=-=-=-=-=-=-=-=-=-=-=-CONTROLLER=-=-=-=-=-=-=-=-=-=-=-=-=-*/ /* '~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~' */ /* /datum/destiny_controller var/ship_direction = NORTH // the north of the ship should be on this side of the map, ex: cog2's north is to the east side of the map /* outside the ship during start of warp: - throw them at direction opposite ship_direction - if they hit the edge and make it to z3, congrats!! - if they hit the ship, R I P - rad damage - wibbly effect for space */ proc/enter_warp() for (var/mob/M in mobs) if (M.z != 1) continue var/turf/T = get_turf(M) if (!istype(T)) continue var/area/A = T.loc if (A.type != /area) // not in empty space continue */